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Posts
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Joined
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Use Mids' Hero Designer, seriously. Also, reconsider slotting Basilisk's Gaze into Char. You definitely want decent damage on it, the base damage is definitely worth slotting, and recharge is far more important than hold duration when it comes to stacking magnitude.
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Don't worry about Cardiac, just go for permadom and you'll get a new end bar every 90 seconds. Between that and 3 slotted stamina, you shouldn't be worrying too much about running yourself out of end. If you're REALLY worried about it, grab Sirrocco and nab power sink or surge of power.
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Maybe I'm misinformed about how it interacts with VG/PGT, but in most powers with a duration, it should proc once per 10 seconds.
Quote:My point is that in a mixed pack of bosses/lts/minions, the odds of the proc happening on the boss aren't that swell (you know, about 1 in 6.7 per boss affected by VG), and for the minions/lts, it doesn't matter at all. You can't count on it working, so your move is going to be queueing a single target hold to mag 6 the boss, before you find out whether or not your hold proc worked or not. The number of situations where the extra mag 2 actually matters is really corner case. Yes, it will proc a lot of mag 5 holds on Lieutenants and Minions. Who cares?Not sure what you mean by the proc not occurring on a boss
For choking cloud, you've got a 50% chance of applying a mag2 hold (enough to hold a minion), and an 80% chance of applying a mag 1 hold (enough to do nothing by itself). So in that case, having a 15% chance to apply a mag 2 hold really gets you something. The odds of at least one of your two holds from CC affecting a mob are about 90%, and the extra mag 2 hold is much more likely to really mean something, as opposed to just meaningless bonus magnitude. -
If you don't have a controller to shift it onto, sell it.The hold proc is definitely small potatoes. In any constant power, it will have a chance to proc every 10 seconds, so really it's best used in Choking Cloud. Otherwise, it's not really of much use, since in most cases, the extra magnitude won't make the target any more held. Like as not, the proc won't occur on a boss, and everyone else is held with the base hold value.
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Here, properly visualizing those changes:
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Heh, I forgot to take Propel in that build. Too used to playing my Dominator. Well, if you really want it, unslot boxing, drop Mutation, lose the Stealth proc in Hover, rearrange your buy order to 5 slot Propel, and throw Devastation or Apocalypse in there. Yeah, that's definitely the move, with Containment it will most certainly outperform Boxing when you just need to deliver single-target punishment. Plus, hitting someone with a toilet is worth just about any price.
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Quote:Here, this is one I based loosely on a hybrid of my Grav/Energy Dom and my DP/Rad corrupter, with some evil tricks I learned from @Battlewagon:Damn, I'm sold. You ought to get into Marketing, sir. Wouldn't happen to have a build lying around would you?
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Damn. Now I want to build one. -
Impressive. Just one question though:
What percentage of Cloaking Device's defense is suppressed during combat? Is it just half? -
Quote:I'd definitely be interested to see your take on such a build, though personally I'd far rather put slots into personal DPS over uncontrolled pets. They're fragile, weak and stupid, and more often than not they'll waste fire on AOE food then scuttle into melee and get killed. Without the pets, there's nothing in the Bane arsenal that's got long enough recharge to warrant hasten, to say nothing of perma-hasten.For a top end, well rounded bane I'd say you are looking at a number of things: high hps (close to 1800ish), perma-hasten, softcapped defenses, 30+ regen/sec and decent resists. And, if possible, mag 10 KB protection and perma-pets (why I don't really know, as they tend to melt soon after you summon them... but considering most banes tout this as their "dps" I threw it in as a challenge).
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Here's my Grav/Nrg/Sirroco build, aiming at permadom and near-perma hasten. I really feel it brings the best that this combo has to offer. Power Boost w/ Vengeance is fantastic, I've never had a power that made me giggle more when I teammate folded. Stand off at range and apply controls until the spawn is neutralized, then move into melee and apply beatdown.
Some of /Energy's animations can feel on the slow side, but they bring a LOT of damage for the wait. Heavy frankenslotting makes the most of Gravity Distortion, which is really the power you should be spamming on teams. With a cycle time of 4 seconds, GD can be stacked to positively insane levels, or spread liberally, and the meaty damage slotting combines decent damage with insane control. If your team isn't needing control, your single target damage is still as good as any blaster.
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I'm confused. Anemic compared to what, exactly? As long as you avoid Whirling Hands and the Snipe, you can't go wrong with /Energy. The attacks are all hard-hitting, the set as a whole has a higher damage per activation than any Dom secondary except /Fire, and the knockback/stun is completely worth the sacrifice in raw damage for a Grav/.
I won't deny that Gravity is not the best Dom primary, certainly not early on. It's an utter slog until you get Wormhole and doesn't really reach parity until you've got the Singularity. Once you're there, NOTHING can stack magnitude like a well-spec'd Gravity Dominator, you're a single-target controller without rival. Yes, Grav is never going to be a champion of the AE ticket farm, but it's great fun to play and boasts some tricks that no other control set has.
Anyway, you came in looking for a Grav secondary, so I shouldn't need to sell you on the set. My advice is to give /Energy another try, just don't punk out until you're level 33 and are rocking Singularity, Wormhole and Total Focus. If you still don't like your Grav/Energy dom after that, then you probably never will. Until then, it plays like a single-target blaster. Stay out of melee, use Bone Smasher only once you've got the spawn under control, and don't lose patience. -
Energy. It's really a very good set for Doms. The soft control of knockback really helps your survivability before you get Wormhole and Singy, and afterward, the melee powers synergize strongly. Wormhole + Total Focus is a Mag6 combo outside of domination. Also, the slow recharging, hard-hitting nature of the attacks really helps with the animation bound nature of the dom. Power boost is nightmarishly good, once you've tried it, you'll wonder how you ever managed without it.
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Ugh. Too many tradeoffs, imo. Yes, you have some debuff protection in your insanely high defenses, but you're giving up global recharge and damage, and some of the powers you slot are garbage. Is it really worth it to 5-slot wolf spider armor for 1.7% resist to S/L? Or to 6-slot boxing, really? I could see sucking up some redraw for Venom Grenade, but boxing to push your already ridiculous ranged defense over 70%?
Survivability is one thing, but you're leaving tons of damage on the table to pick up defenses that are ridiculously above the cap, just so you can stand in front of an AV you can't actually hurt, because you don't have any powers to debuff his regeneration. Leave the tanking to the tankers, the Bane is a stalker with a bit of corrupter mixed in. -
Stick with Corruptor. Take Mace Mastery and Scorpion Shield will soft-cap your smashing,lethal and energy defense with little effort, leaving you with more room in your build for recharge, recovery and damage.
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Go Grav/Radiation, imo, heavy on recharge. Get perma-hasten and perma-AM, and you're laughing. Slot 5 Positron's Blast w/ the Energy proc and the Smashing Proc from Impeded Swiftness into Crushing Field and spam it. Standing 20% damage buff, gobs of recharge and extra endurance, enervating field debuffs target resistances.
PS: You should have no trouble getting perma-hasten/perma-am with just set bonuses, which frees up your alpha slot for Musculature. More debuffs for radiation, more endurance for AM/Stamina, and more sweet, luscious damage. -
Here, I did some more fiddling, and now this build is 100% positional capped and sports a hair more smashing/lethal resistance, plus marginally lower end-costs for toggles, thanks to Aegis in Tough.
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My Defense-capped Bane build grabs the mace blast, mainly so I've got something to drill runners with. The regular mace beam is more efficient and recharges quicker, but I figured I could sac some efficiency for a meatier punch. Web envelope is certainly a viable option, but I like the blast, and I can always ground flyers with Web Cocoon.
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Very impressive. Looks like you'll be a complete lockdown-style wrecking ball. You'll be devastating on teams and can make farms of anything that throws smashing/lethal damage look like a joke.
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Okay, the math is actually quite easy. Take the DR-adjusted value of recharge on the power itself, expressed as a decimal, so for example of you've got 83.32% recharge on a power, that's .8332. Add that to the decimal value of all your global recharge, which, as you say, is 1.08. Add 1, for the base recharge rate of the power. Now divide the base recharge time by that number. The result is the modified recharge time on the power.
Let's do a quick example: You have Psychic Shockwave, base recharge time of 20, base recharge rate of 1. Recharge time is 20 seconds (20/1). Now you slot 2 level 50 recharge IOs, upping the recharge rate by 83.32% after DR. Converted to decimal, this is .8332. 20/1.8332 = ~10.9 seconds. Now add your 108% global recharge. Converted to decimal, this is 1.08. 20/1 + .8332 + 1.08 = 20/2.9132 = ~6.87.
Recharge rate debuffs are calculated the same way, just by subtracting the decimalized percentage of recharge rate debuff from the total rate, then take that modified figure, and divide the recharge time by it. Note that there is an absolute minimum recharge rate to which a target may be reduced: 25%. At that rate, all powers take four times as long to recharge as normal.
By the way, Mids DOES show the effects of set bonuses and Invention set bonuses in the detailed info for a power. It can even show the effects of recharge enhancing powers like Accelerate Metabolism and Hasten, if you just open the Totals tab and toggle the powers in question to green. Auto powers will be toggled on by default, others have to be activated manually. You can also add incarnate abilities, accolades, etc, by activating them in the upper right hand corner, and when you tab back to Info, you'll see the numbers for each power updated for the effects you have input. -
Yes, drop the Snipe for VG. Put unbreakable constraint in there. Then drop 3 slots out of Stamina, put in IO:EndMod, Performance Shifter:EndMod and the Performance Shifter Proc there. Shave 1 slot off Drain psyche, now use the 4 slots you've freed up to 5-slot Psionic Dart. Drop in the IO set of your choice: Decimation if you want more recharge, Devastation if you want the damage buff, or Apocalypse if you're made of cash and want it all.
With all the recharge you're stacking, VG should be up about every minute, and that's how long it lasts, so I think it's kind of crazy to leave such a strong power out of your build. With that kind of control, you can stack PSW and Stagmites on one group and VG an entire ambush yourself. Then sleep a whole other spawn. Epic. -
My Dominator (Hi, guys) slots 4x Soulbound Allegiance, everything but the pure damage and the buildup proc, mainly gunning for that 4% to all damage set bonus. In general, slot him for any pet damage set, either recharge intensive or not, as you like based on the set bonuses you're going for. I used to throw 2 hold durations on him too, but of late my attitude has been that recharge is the key to stacking magnitude more than duration.
I'd heartily recommend Gravity to anyone, Controller or Dominator, just make sure you pick good synergies. Grav/Storm is a solid pick, great at positioning control, and I also like Grav/Rad for a permaAM/permaHasten build that can actually deliver pretty solid single target pain, thanks to containment and lift/propel/crush.
For the Dominator side, I really love Grav/Energy (obviously). Early on, the knockback helps deliver soft control to make up for the late-blooming nature of the set, and once you get Wormhole, you can use Total Focus and Wormhole to 1-2 punch bosses into a Mag 6 stun. Plus Power Boost makes your primary holds simply berserk.
One thing that really helps with Grav is hover. You've got -fly on most of your abilities, including crushing field. With sole control of the skies, you can float contemptuously above the fray dealing death at will. It's easy to get used to.
PS: If you do decide to try make a Grav/Energy dom, make sure you pick up Vengeance from the Leadership pool. Power Boost + Vengeance = Emergency brake for teamwipes. -
You need to edit your post to incldue the [code] tags in your post, otherwise it gets munged. Also, are you running Mids v1.92?
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Agreed, the accuracy buff from placate isn't worth writing home about, I'm running TT:Tactics and get a pile of accuracy from set bonuses, to say nothing of build-up and surveillance. All in all, I'll leave the placate to the true stalkers.
Quote:Perhaps not, but I'd rather throw a web envelope at a single target to get them to stop hitting me than placate them and have them run off and start hitting someone else. Ultimately, whether you take it has more to do with how pressed for power picks in your build you are than anything else. I dropped it so I could make sure I got tough/weave and double maneuvers/assault. If you want to play a less brute-like, more finesse role, by all means, grab placate. However, Bane Machine is here to smash face, not sneak around.It's not always about DPS. Placate can be the difference between dropping a Minion, Lt or Boss and not dropping them. Also, it gives +20% ToHit. -
Bane Machine is, as you'd might guess, an android.
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I've taken up your challenge, and come up with a build that is even tougher:
Code:This build boasts soft-capped melee and ranged defense, and 44.3% AOE defense, only .7% below the soft cap. It also has 38% resistance to smashing and lethal, thanks to Wolf Spider armor and tough. Your build boasts a bunch more recharge, but you asked for high survivability, and in my opinion, recharge is an overrated asset for the Bane anyway. My build has enough recharge to make Surveillance just about always up, which is the only really recharge-intensive power apart from build-up I took. Everything else in the Bane Arsenal is short-recharge stuff you can chain together without much trouble.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1404;672;1344;HEX;| |78DA6593596F125114C7EF3083941D5A0B7487566C652BA4F5D954ADC6D89A26347| |D70239332C22819C88089BEF92DDC5E5D5FD4BE685C3E8651A37E0597C447173C73| |FE975A8400BF3BFF7BE6FCE79C7367FDDAF18010378E082576ACA1B7DB95155BDFA| |E5BCD76A5DC6C544DC3F69CD13B576DBD1138AA5B46729D364DCBF00821D2FF47B6| |0B4E48A5DC32AB86DD13D39BB66E5AA655AB9CD4AB35A3D31FD4DB8C9EB2EA866D5| |89D426FE1DF68361B85130DB356EF04B17696141BE6AB3543A704EDBAD9F2F175B9| |6518D5D86ACBDC2E6CADAE6C56E8410DFA6B770CFB7AC2795AFA0D89DEA7EB16670| |9F3C2750E38CF387001B8C82855184FFC0485EFD2C4615A9484B60C2C31C64B8CF9| |22E339852B087729715A4C89A1189060BCA00055E6537D7C4FC80F0419D3214626C| |CF052AFDD329FFBA3CB91F67D02E6840385023CA84A78BAF4112FC9C12B1DBC70F0| |C1C187D4D3305A84438802FDB22D7EB42580B604D096445F5B16D1163F7906A56DF| |0333F5094A4B0F40DC33702DF485F6579F88629302A7DA397B896E11A5067244C46| |EA32237F85A192C9084C94911C4BFB018D7646A5FD28EC63B08FC17E1CF629D83FA| |59AE3B280788A33BC21690C19C418BAFB8CA4094469138AEA0C70D205A88C9206B8| |19AF287C4A66984252A7C41959E6CC2F6E54F227F01BF8C348751919A13AD8A144B| |3B84B9DFDE07272CFBD07DE02EF18AF292E0D4377FA1E6738781F78003C64CC3F02| |1E337E90C782AC6AE126CFF3D02DE036708791B9CBD8A141676509594C2A8749E53| |0A91C2695C7A41631A9619A4741F6A2805E38C7AC287B5ECCB234A9EDBE94F4758E| |6F6640290E28A501656940591E504E6BBBAF72776D607743939BA428AC7CF1EDBEC| |B42C179F8B657DAE283F475AFB4C051DFFF498A92C42105BC11E10C981FE12FB760| |E877| |-------------------------------------------------------------------|
PS: Yes, I took Mace Blast instead of Poisonous Ray, mainly because for this character's one ranged attack, I wanted something front-loaded and far reaching. For something only 40 meters away, I'll just fly over and klonk him upside the head. I want something that will bring down runners from a lot further off.
PPS: My defense totals don't include Cloaking Device at all, so it's possible that with that running he's totally positionally capped.