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Posts
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I made a grav/time shortly after gravity got a good buff.
The new distortion field and the crushing damage are certainly fun on a controller. So it's better than what gravity was before.
However, I really couldn't enjoy it for too long. Gravity is still a bit lackluster as a controller (perhaps better on a dom?). Time is a favorite of many, but it seems rather secondary to kin. -
Hello all,
I've been leveling up a peacebringer and am currently in my high 30s. I'd like to start working on collecting IOs for her now. At 50, I'd like to softcap either S/L defense or ranged defense - even at the cost of recharge. I don't think I need much of the latter to get by.
I'm not sure which would be easier or even feasible. Any opinions out there?
I'd post a Mid's build, but my builds so far are messed up beyond anything I feel would be representative of what I'd like to accomplish. So I don't think I'd need a build from anyone out there yet, but some opinions on what one might prefer and how to get there would be useful. -
I figured the short form of the build may be easier to read (and for some reason I coudn't edit the post):
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Patternshift: Level 50 Technology Controller
Primary Power Set: Gravity Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Lift -- GJ-Dam%(A), Dev'n-Acc/Dmg(5), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 1: Time Crawl -- ImpSwft-Dam%(A), TmpRdns-EndRdx/Rchg/Slow(3)
Level 2: Gravity Distortion -- GladNet-Dam%(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg(5), Dev'n-Acc/Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
Level 4: Temporal Mending -- Numna-Heal/Rchg(A), Numna-Heal(9), Numna-Heal/EndRdx/Rchg(45), Numna-EndRdx/Rchg(45)
Level 6: Propel -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(7), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg/Rchg(13), Apoc-Dmg(17)
Level 8: Super Speed -- Clrty-Stlth(A)
Level 10: Crushing Field -- Posi-Dam%(A), JavVoll-Dam%(11), GravAnch-Hold%(11)
Level 12: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/Rchg(17), HO:Cyto(21), HO:Cyto(23)
Level 14: Temporal Selection -- Numna-Heal/Rchg(A)
Level 16: Distortion Field -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(40)
Level 18: Gravity Distortion Field -- BasGaze-Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(21)
Level 20: Super Jump -- ULeap-Jump(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Spring Attack -- Armgdn-Dam%(A), Armgdn-Dmg(25), Armgdn-Dmg/Rchg(25), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Oblit-%Dam(40)
Level 26: Wormhole -- SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SWotController-EndRdx/Rchg(31), SWotController-Rchg/Dmg%(34), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(37), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(29)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Singularity -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(34), S'bndAl-Dmg/Rchg(34)
Level 35: Slowed Response -- Achilles-ResDeb%(A), LdyGrey-%Dam(36), ShldBrk-%Dam(36), LdyGrey-DefDeb(36)
Level 38: Chrono Shift -- Numna-Heal(A), Numna-Heal/Rchg(39), P'Shift-EndMod(39), P'Shift-EndMod/Rchg(39)
Level 41: Mental Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Dmg/Rchg(46), Dev'n-Dmg/EndRdx(50), Dev'n-Acc/Dmg(50)
Level 44: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam/EndRdx/Rchg(46)
Level 47: Psionic Tornado -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Burnout -- RechRdx-I(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A), Numna-Heal(42), Numna-Regen/Rcvry+(42)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-End%(40)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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I was hoping to get some pointers into this grav/time build. Primarily I'd like to be able to use this for near-solo AOE fun. I think it'll be awsome to to be able to wormhole critters into time's distortion field and then have at it with proc'ed out CF, psi tornato and other goodies. Wormhole according to mids also seems to have perma-disorient, which is awesome.
I also like the idea of having spring attack for the extra AOE damage.
I would love to work and and slot the new dimension shift as well, but would like to have it earlier rather than later.
Outside of any soloing, if there were suggestions about making this character more useful on teaming, I'd love the suggestions.
-Mal
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Patternshift: Level 50 Technology Controller
Primary Power Set: Gravity Control
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Lift- (A) Gladiator's Javelin - Chance of Damage(Toxic)
- (5) Devastation - Accuracy/Damage
- (43) Devastation - Damage/Recharge
- (43) Devastation - Accuracy/Damage/Recharge
- (43) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Impeded Swiftness - Chance of Damage(Smashing)
- (3) Tempered Readiness - Endurance/Recharge/Slow
- (A) Gladiator's Net - Chance of Damage(Lethal)
- (3) Devastation - Damage/Recharge
- (5) Devastation - Accuracy/Damage
- (13) Devastation - Accuracy/Damage/Recharge
- (45) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Numina's Convalescence - Heal/Recharge
- (9) Numina's Convalescence - Heal
- (45) Numina's Convalescence - Heal/Endurance/Recharge
- (45) Numina's Convalescence - Endurance/Recharge
- (A) Apocalypse - Chance of Damage(Negative)
- (7) Apocalypse - Damage/Endurance
- (7) Apocalypse - Accuracy/Damage/Recharge
- (9) Apocalypse - Accuracy/Recharge
- (13) Apocalypse - Damage/Recharge
- (17) Apocalypse - Damage
- (A) Celerity - +Stealth
- (A) Positron's Blast - Chance of Damage(Energy)
- (11) Javelin Volley - Chance of Damage(Lethal)
- (11) Gravitational Anchor - Chance for Hold
- (A) Dark Watcher's Despair - To Hit Debuff
- (15) Dark Watcher's Despair - To Hit Debuff/Endurance
- (15) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (17) Dark Watcher's Despair - To Hit Debuff/Recharge
- (21) HamiO:Cytoskeleton Exposure
- (23) HamiO:Cytoskeleton Exposure
- (A) Numina's Convalescence - Heal/Recharge
- (A) Basilisk's Gaze - Accuracy/Recharge
- (31) Basilisk's Gaze - Accuracy/Hold
- (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (40) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Basilisk's Gaze - Recharge/Hold
- (19) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (19) Basilisk's Gaze - Endurance/Recharge/Hold
- (21) Basilisk's Gaze - Accuracy/Recharge
- (A) Unbounded Leap - Jumping
- (A) Luck of the Gambler - Recharge Speed
- (A) Armageddon - Chance for Fire Damage
- (25) Armageddon - Damage
- (25) Armageddon - Damage/Recharge
- (27) Armageddon - Accuracy/Damage/Recharge
- (27) Armageddon - Accuracy/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
- (31) Superior Will of the Controller - Endurance/Recharge
- (34) Superior Will of the Controller - Recharge/Chance for Psionic Damage
- (37) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
- (37) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
- (37) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Recharge
- (A) Recharge Reduction IO
- (A) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Endurance/Damage/Recharge
- (34) Soulbound Allegiance - Accuracy/Damage/Recharge
- (34) Soulbound Allegiance - Damage/Recharge
- (A) Achilles' Heel - Chance for Res Debuff
- (36) Touch of Lady Grey - Chance for Negative Damage
- (36) Shield Breaker - Chance for Lethal Damage
- (36) Touch of Lady Grey - Defense Debuff
- (A) Numina's Convalescence - Heal
- (39) Numina's Convalescence - Heal/Recharge
- (39) Performance Shifter - EndMod
- (39) Performance Shifter - EndMod/Recharge
- (A) Devastation - Accuracy/Damage/Endurance/Recharge
- (42) Devastation - Accuracy/Damage/Recharge
- (46) Devastation - Damage/Recharge
- (50) Devastation - Damage/Endurance
- (50) Devastation - Accuracy/Damage
- (A) Aegis - Resistance
- (46) Aegis - Resistance/Endurance
- (46) Aegis - Resistance/Endurance/Recharge
- (A) Ragnarok - Damage
- (48) Ragnarok - Damage/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Accuracy/Recharge
- (50) Ragnarok - Damage/Endurance
- (A) Recharge Reduction IO
- (A) Empty
- (A) Healing IO
- (42) Numina's Convalescence - Heal
- (42) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Endurance Modification IO
- (23) Performance Shifter - EndMod
- (40) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Prestige Power Dash- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
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I have a TW/EA scrapper that I really like and was looking to make a similar build.
I've been debating on whether I should remake this character as a brute to capture a higher resistance/defense cap and fury damage.
With this reasoning, I wonder why I chose to make a scrapper in the first place.
Any opinions on the thread as to what the advantage of a scrapper build would be with regards to this combo? -
Quote:I've been wondering if I should go ice (for the rain power) or dark. I've discounted the dark pet but being able to purely buff and heal appeals to me right now.You could always go with a patron pool (I'm taking soul on my dark/dark controller) and have yet another buffable damage dealing pet. Since most controllers build for high recharge you could easily make that pet perma...
That way you have 2 haunts, 1 wolf, 1 fluffy and 1 patron pet.
The aoe blast from the patron pool isnt bad and if you go with your ST hold and immob for damage you'll have a relatively ok attack chain with lots of damage dealing buffable pets to make up for any personal lack of dps... which also leaves you with more freedom to buff/debuff/heal.
it's like playing a bootleg MM.
My worry though would be that I'd be a bit weak in incarnate trials where my pets will not like survive well enough. -
That's simple but brilliant.. now why didn't I think of that!?!?
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Hmm, this makes me think that AOE stun + HT would be a good combo... pity HT doesn't refresh quick enough to be used every fight.
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I've used it to have carrion creepers out more often or to have 2 spirit trees out. However, the recharge on burnout is really long, so it's good to use on tough fights, but it's not at all good if you wanted to use it often. Keep in mind that it'll only work on your primary and secondary powers - not on your PPP or the like. I have it now, but will likely respec out of it soon.
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One more thing....
With enough defense, and with all the -ToHit from weaken and venomous gas, EBs become really feasible to solo. You might need a single purple to cover a defense gap, and a green to offset the damage that gets through. However, a plant/poisons debuffs can rival the debuffs a /rad!
Personally, I also prefer the clickiness of /poison over the toggles or /rad any day- and twice on weekends. Toggles just fall to quickly and are slow to come back. Being able to click envenom and weaken (comming sooner than all the debuffs for rad) means you can spread the love around. Also, when you target a boss with your debuffs, they'll splash over to leitenents and minions staying on them after the team has taken out the boss (or whatever your target). -
I've really come to love my plant/poison controller. My build is something like Hindenberg's so I won't post it (don't have it here anyway), but I'll make a few comments based on my experience.
1. Firstly, I love SOC+envenom+roots. This is for the basic, low level but effective take down of ton's critters. Envenom especially accellerates this, although you may have to reapply it on different critters throughout. The splash effect radius can be limited, but you'll certainly hit enough critters to make it worth while. The roots in the equation means you'll be doing damage to all your targets mitigating the XP-offsets from the confused mobs.
2. I try not to stack any slows, knockdowns or controls with SOC. It's sometimes makes me not want to team with other controllers or doms. Additional controlls over SOC (outside of roots or immobilizations) just means you'll be mitigating the damage from the confused.
3. Carrion creepers can be slotted to the wah-zoo with procs! 3 damage procs or so (I think 4 are available) make this poorly-damaging power into a great one. If you're really into procs though, plant/storm really is an awsome set though.
4. Now that venomous gas is fixed, fitting in a couple procs really does wonders.
5. Envenom and venomous gas really do well with anchilles heel procs. You can really floor an AV's damage resistance spamming these. You'll swear that AVs come down so much easier with this in play.
6. Neurotoxic breath is awsome with a /poison MM, but it's not really necessary on a controller that has far more effective controlling tools. Like Hindenberg, I have it on my controller but haven't slotted it. I intend on respec'ing out of it someday.
7. I've found no need for antidote on teams really.
8. Poison trap works, but I understand it's buggy. As is, it's still very useful, fun and you'll likely use it often. -
I've now played COH for 7+ years. I've plenty of blasters in that time but never had one over 35 until around year 6.
I've certainly failed with blasters far more often then I've succeeded (I have 1 at 50+incarnate and another at around 45). I've only succeeded when I had enough defense to not get squished 3 seconds into any battle. A good stream of purples helped too. I kinda also had to build my blaster (DP/MM) to be more for farming. With that mentality, a blaster can farm and do many things beyond what they're typically capable of.
But hey, if you're having fun, you're not really failing at COH at all. -
[QUOTE=Oathbound;4009216]I revel in the irony of Dark (Miasma/Affinity) being better at Control on Defenders(less so Corruptors/MMs) and better at Support on Controllers.
This is true, but only done so to remove the control redundancies a /dark controller would have. Giveing a controller yet another ST hold and a soft control would just mean that many wouldn't even use them. -
Quote:I remember a ST dark confuse power too - it's what sold me to the set.This is cross posted from one of the Pummit threads but heres info on Dark Control (AND ASSAULT!)
Going by memory here so power order is wrong off but powers were:
Single Target Immobilize
Single Target Hold
Cone style AoE Immobilize
Fearsome Stare (from Dark Miasma)
An PBAoE Stun
Haunt, a power that summons two temporary pets that will attack the foe you target and damage + terrorize him.
A targeted AoE hold power (it sounded like it was a patch power similar to Distortion Field)
The last power was not announced and I'm forgetting one other power.
Additionally Controllers will get Dark Affinity and Dominators will get Dark Assault.
Dark Affinity is basically Dark Miasma with Fearsome Stare and Petrifying Gaze removed. One of the replacement powers was a team wide high magnitude, short duration Defense buff (the comparison used was to Moment of Glory) but I forget the other. -
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Another awesome thing I haven't seen mentioned in this thread:
Plant/storm provides several opportunities to add procs into your AOE powers.
Do a search for plant/storm builds with a focus on procs... they're amazing. -
Nope, just VG. Now fixing Poison trap would just make /poison uber!
Just having anchilles proc and Lady Grey's damage proc in VG is a lot of fun! They're fireing off nicely for me. -
So now Venomous gas will enable ToHit and Defense debuffs. I hope the relevant procs will work too.
I'll be sure to test the procs out later tonight.
But now if everything is working, I'm going to have to respec my character so that VG will be fully slotted. I guess I've been due for this for some time now.
I'm so eager to make my exceptional plant/poison into an even greater threat to those looking to do harm to Paragon! -
I'll offer my 2 INF, bearing in mind that my experience is with my plant/poison controller, which I've now played to 50+3 into the incarnate materials - not as a corruptor.
I use poison trap and venomous gas differently as a controller, but they work for me now AS IS.. when these finally get fixed and will take procs, they'll be truely fantastic.
Poison trap for me right now is 6-slotted with various IOs (no sets or procs) to improve hold duration and recharge. It now recharges around every 30 seconds, so I use it often - usually on Nemesis that resist my seeds of confusion. The hold isn't very long, but certainly long enough for my AOEs to finish off pretty much all of the spawns. Combined with Vines (when that's up), I'm locking down a team of bosses (on incarnate trials, not all bosses, but certainly a few) with a decent frequency. I've read that the chance to hold on poison trap isn't good, but it seems to be hitting with a far better frequency than it should. Usually, ALL minions are held by it.
As for venomos gas, it's currently slotted for endurance reduction (which seems to work), an anchillies proc and a lady Grey damage proc. I don't think either of the procs are working on this power. I'm just keeping them there in anticipation of a fix. If I were slot starved though, I'd just keep a single endurance reduction IO in there, as even the base debuff is really good.
What I haven't checked yet is whether the debuffs from weaken or envenom stack as I spam these on an AV/EB. I just got a Power Analyzer Mk III and will check this out. I haven't done so yet as plant/poison was just so much fun and didn't feel the immediate need to worry about this.
That's my 2 INF. -
I liked that there were so many slots that were able to take Achilles' Heel - Chance for Res Debuff. Doesn't the rule of 5 apply here? Or is that just for set bonuses.
Thematically, I think Rad and poison go really well together. That perhaps, is what I like most about it.
Venomous gas currently accepts slots, but all it's powers do not respond to buffs. I've put the anchilles' proc, Lady Grey proc and one end reduction IO in mine (for plant/poison).
I also think that the Zephyr proc in SJ is plenty of KB protection. This would free up antidote for a more useful power if you were considering it.
The build doesn't have a form of stealth (not that it's absolutely necessary), but if you're going to do speed ITFs or LGTFs, you might not be able to keep up with the rest of the team. Perhaps SS with a stealth IO in place of antidote ?
Regardless of my personal preferences, I love the concept and what you've done with the build. -
I've noticed that several of the build posts on this thread, despite being on for several days, have recieved no replies to thier build advice request (including mine).
Before the build workshop thread, I've posted builds on the appropriate archetype listing within the forums (i.e., controller builds in the controller archetype forums) and always got a response.
I can understand the use of the Build Workshop is to 1) consolidate builds in one place to faciliate searches and 2) to relive the clutter on the archtype forums.
However, people who need to do a search will probably find what they need with a bit of the search-fu function. And build posts in the archtype forums will get their acute attention but eventually be moved down the list as more contemporary topics get put up.
All in all, putting a build here means that it'll not get the exposure it normally would. Keep this if you like, but I intend on placing builds in other parts of the COH forums when I'm looking for feedback, not here. -
Hi Everyone,
I've been working on a plant/poison controller for some time now. She's now at 50 and I've started going into trials and more challenging missions. If possible, I'd want her to be able to play as aggressively as possible - soloing +4/x8 missions if possible.
I'm not concerned about cost (i have 5 purple sets slotted).
I tried to max out her SL defense and can only get her to around 38% (perhaps I'll always have to carry inspirations?). Should I change a build over to MRA defense? The latter seems harder to do.
I dropped her elixer of life... people were complaing about the after effects. I'll keep a resusitator temp power on hand.
I like procs, but I'll drop them if there's a way to fit in more damage another way. Although it's not slotted I intend her to have Radial musculature alpha slotted (kind do already) to cap off damage and end mod.
I think she's recharging quick already, so I don't need any more. I might consider sacrificing hasten if it were to soft cap me for defense. (Plant/poison powers seem to have a good recharge already - save for creepers which I wish was better).
Any advice I might get from crowd sourcing this would be appreciated.
Mal
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
White Flower: Level 50 Technology Controller
Primary Power Set: Plant Control
Secondary Power Set: Poison
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler- (A) Unbreakable Constraint - Chance for Smashing Damage
- (3) Unbreakable Constraint - Hold/Recharge
- (19) Unbreakable Constraint - Accuracy/Recharge
- (19) Unbreakable Constraint - Endurance/Hold
- (34) Unbreakable Constraint - Accuracy/Hold/Recharge
- (46) Ghost Widow's Embrace - Chance of Damage(Psionic)
- (A) Doctored Wounds - Heal
- (21) Doctored Wounds - Recharge
- (23) Doctored Wounds - Heal/Recharge
- (43) Doctored Wounds - Heal/Endurance/Recharge
- (45) Doctored Wounds - Heal/Endurance
- (A) Positron's Blast - Chance of Damage(Energy)
- (3) Positron's Blast - Accuracy/Damage/Endurance
- (21) Positron's Blast - Accuracy/Damage
- (23) Positron's Blast - Damage/Endurance
- (25) Positron's Blast - Damage/Recharge
- (A) Achilles' Heel - Chance for Res Debuff
- (5) Achilles' Heel - Defense Debuff/Recharge
- (5) Touch of Lady Grey - Chance for Negative Damage
- (7) Touch of Lady Grey - Defense Debuff/Recharge
- (11) Touch of Lady Grey - Defense Debuff
- (11) Accuracy IO
- (A) Dark Watcher's Despair - To Hit Debuff
- (7) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (9) Dark Watcher's Despair - To Hit Debuff/Recharge
- (9) Dark Watcher's Despair - Recharge/Endurance
- (A) Coercive Persuasion - Contagious Confusion
- (13) Coercive Persuasion - Confused/Recharge
- (13) Coercive Persuasion - Confused/Endurance
- (15) Coercive Persuasion - Accuracy/Confused/Recharge
- (15) Coercive Persuasion - Accuracy/Recharge
- (17) Malaise's Illusions - Chance of Damage(Psionic)
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (A) Celerity - +Stealth
- (A) Empty
- (A) Basilisk's Gaze - Recharge/Hold
- (25) Basilisk's Gaze - Accuracy/Recharge
- (45) Basilisk's Gaze - Endurance/Recharge/Hold
- (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (50) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (A) Javelin Volley - Chance of Damage(Lethal)
- (27) Positron's Blast - Chance of Damage(Energy)
- (27) Impeded Swiftness - Chance of Damage(Smashing)
- (29) Positron's Blast - Damage/Recharge
- (29) Javelin Volley - Damage/Recharge
- (31) Damage Increase IO
- (A) Apocalypse - Damage/Endurance
- (31) Apocalypse - Damage/Recharge
- (31) Apocalypse - Accuracy/Recharge
- (36) Apocalypse - Accuracy/Damage/Recharge
- (40) Apocalypse - Chance of Damage(Negative)
- (A) Endurance Reduction IO
- (A) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Damage/Endurance
- (33) Expedient Reinforcement - Accuracy/Recharge
- (37) Achilles' Heel - Chance for Res Debuff
- (46) Touch of Lady Grey - Chance for Negative Damage
- (A) Lockdown - Chance for +2 Mag Hold
- (36) Basilisk's Gaze - Accuracy/Hold
- (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (40) Basilisk's Gaze - Endurance/Recharge/Hold
- (40) Basilisk's Gaze - Recharge/Hold
- (43) Eradication - Chance for Energy Damage
- (A) Achilles' Heel - Chance for Res Debuff
- (39) Touch of Lady Grey - Chance for Negative Damage
- (39) Endurance Reduction IO
- (A) Ragnarok - Damage
- (42) Ragnarok - Damage/Recharge
- (42) Ragnarok - Accuracy/Damage/Recharge
- (42) Ragnarok - Accuracy/Recharge
- (43) Ragnarok - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Endurance
- (A) Hecatomb - Damage/Recharge
- (48) Hecatomb - Accuracy/Damage/Recharge
- (48) Hecatomb - Accuracy/Recharge
- (48) Hecatomb - Damage/Endurance
- (50) Hecatomb - Chance of Damage(Negative)
- (A) Numina's Convalescence - Heal/Recharge
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (34) Numina's Convalescence - Heal
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (34) Performance Shifter - EndMod
- (36) Endurance Modification IO
-
I've just read the thread asking about volcanic gasses. There was a discussion there about how slotting that power with the hold procs makes it a GREAT power. In a similar note, I was thinking of slotting poison trap on my plant/poison in a similar manner.
So I've been thinking that these two powers in combination might be amazing. Your earth/poison gorgon character would literally be a walking toxic-petrifying controller that would do most of her job just standing there and gazing critters stiff. -
Wow. Then I'd say that the prices in wentworths/BM are really undervaluing the PVP IOs.
(See how Noobish a PVEer can be?)