Master_Templar

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  1. Quote:
    Originally Posted by SinisterDirge View Post
    Ill/cold is cheatyface good, but if you want rad, go rad. Damn the torpedoes.
    +1 for /Cold. Ridiculously good. I like it better than /Rad and abandoned my /Rad for it. Haven't looked back since.

    -MT
  2. Quote:
    Originally Posted by planet_J View Post
    (1) Damage Aura
    (2) Burn
    (3) KOB->GL->Burn->GL repeat...something on the order of 210-220% global and about 95% or better in each of those powers.
    I am assuming you take Spiritual here? What do your RES/DEF numbers look like?

    MT
  3. I am eventually looking for advice on a particular build, but I have a few questions first which will determine slotting.. thanks in advance

    I only care about end game/iTrial performance... no farming, exemping is irrelevant and price is no issue.

    1. Where is the best place to slot FotG -RES proc?
    2. Where is the best place to slot Brute's Fury proc?
    3. From what I know, the best ST attack chain is KO blow, Hay, Gloom, Burn, Hay, Gloom, repeat. Is this correct? Any idea on global recharge needed to achieve this? I am guessing somewhere around 120% or so.

    Let's start there.. thanks!

    MT
  4. Here ya go. I built this for TEAM play focusing on DEBUFFs primarily. Of course the shields were taken, but were not the focus of this build. The following things are included in the build

    Pros:
    -S/L/R (non-incarnate) softcap
    -Perma PA with Spiritual Core alpha
    -Can 3x stack sleet
    -Perma Benumb
    -Perma Heat Loss
    -Hits +4s reliably working from 48 base accuracy
    -Puts out about 20% defense to team with shields + leadership + Arctic Fog

    Cons:
    I never said it was cheap

    Other:
    As for the rest of the incarnate, you can take anything really.. I chose Ion for maximum AoE potential and degenerative for -HP (more debuffing). Destiny I guess you can go clarion and Pets can be anything with heavy AoE (that is what this build lacks, if anything).

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    Best,
    MT
  5. Quote:
    Originally Posted by Nightchill_EU View Post
    A friend of me started playing lately and is nearly 50. She was asking me about a good build for her toon but I'm struggling with Controllers must-have.

    1- Should she aim for perma PA? S/L Cap? Ranged def Cap? S/L/R Cap? Is it even remotely possible to achieve everything?

    2- Is Fantasme skippable? It seems to die a lot (well of course running with S0s on my brute's lvl 50 +4*8 doesnt really help), knocks stuff back and deal very unimpressive damage.

    3- Whats the lingering def value on group invis and imp invis? Mids only gives the hidden value.

    4- If anyone has a build I'd be glad, the only limitation is that the character must have Ice Shield and Glacia Shield, its not meant for solo.
    1 - Mine has all 3 (non-incarnate softcaps) and Ranged is definitely the most important of the two. I play like a hover blaster mostly and only spend time in S/L to hit Heat Loss. It is nice to have on smaller maps though. All 3 are attainable + Perma PA with Spiritual.

    2 - I wouldn't skip it, it is a nice source of rare AoE damage on your build. Plus he can receive buffs, so in iTrial leagues he gets rather beastly.

    3 - I believe it is half of what it says in MIDs. I would just check in game to be sure.

    4 - I can provide a build if you are still interested. I love the toon.

    Best,
    MT
  6. Quote:
    Originally Posted by RevolverMike View Post
    In that case, remove the slots from Rise of the Phoenix and put them into KO blow and slot hecatomb. Problem solved.
    Yeah, if you are using ROTP more than once per farming round, you've got bigger issues than "underslotting" it.

    MT
  7. I generally go for concept, but I also try to fit in the better DPS pets when I can. I don't really care about the buffs because they are not guaranteed, and of course Lore is only available so often.

    A bit of an aside, I have two T3 Lores slotted (Rularuu and Warworks) and both of the LTs get stomped rather quickly. ACU lives longer purely because he fires from range. Does this get better with T4 (in terms of survivability)? Should I go for the 1 untouchable pet since LT gets killed so quickly? Thanks

    MT
  8. Quote:
    Originally Posted by Notty Ninja View Post
    Can't find it through search
    Um.. I found 141 results for it? Advanced search > Keyword "SS/Fire" (include " ") > Search Titles Only > Search Now

    Quote:
    Originally Posted by ClawsandEffect View Post
    If you're farming single target damage is useless to you.

    You want AoE for farming.

    I second the opinion that you shouldn't spend all your time farming if you're new to the game.

    I'm also of the opinion that you should post a build yourself instead of just asking other people to do the work for you. I'm perfectly happy to offer advice and critique a build, but I don't generally go to the effort of putting one together for people who aren't willing to put the effort in themselves.

    Just a quirk of mine.
    +1 to all of this. Get a few characters to 50 the (gasp!) old-fashioned way so you actually learn the powersets first. By that point, I will bet you won't even need to ask for help, because you will actually know enough about the game to DIY.

    YMMV

    Best,
    MT
  9. Are we talking AoE or ST damage?

    Are we counting secondaries?
  10. Might as well bring it up, what are you guys using for Incarnates? I went with Spiritual Core for Alpha, but the rest I don't really have a decision yet (just started on Incarnates w this toon)

    I was thinking Clarion for legitimate mez protection, but Barrier would be nice too for the team.

    MT
  11. Instead of writing a novel, I will just give you my build. My only comment, why are you so set on Hover? Kin is a very powerful, but very erratic and mobile set. Hover isn't all that mobile and is a bit awkward to use if you're bouncing around combat as I usually am. Combat jumping is much more effective for this, plus, you need to be in melee for HF to hit, and for FS to get a full benefit, 2x Trans to work best.. etc. Hover is usually (but not always) used at range. YMMV, but I think CJ is much better for a Fire/Kin. My Ill/Cold uses Hover instead of CJ, very different type of toon.

    ANyway, this build is softcapped to S/L/R (pseudo-hold protection). If you slot Spiritual Core + 1 SS, you have perma Hasten as well. This is very easy to do. Only change you might want to make is swap out IR for Earth's Embrace for a bit more survivability. I will probably do this since +Jump for allies, while nice, is quite optional. Not nearly as essential as SB and ID to teammates. Also has hold proc in Fire Cages, recharge proc in Fissure, and uses the ATO set like you requested. You also get full stealth which, as a squishy, is great to have on fast-moving iTrials.

    I finally got to test this build in an Apex the other day and I was on the front lines smashing everything in sight. THe only thing that killed me was that auto hit blue fire nonsense while fighting BM.

    EDIT: Please note I built this to be a SUPPORT toon first and foremost. I am not a Brute. I am a buffer and a controller. I just happen to be awesome and smash everything as a bonus. I also slotted for hitting +4s. That includes Cinders to hit. And to your first bullet point.. I named my character "Mass Mayhem" for a reason

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    Best
    MT
  12. Thanks for testing..I knew I wasn't crazy! Agility does not work either. It seems any Alpha-based interaction with PA just doesn't connect somewhere along the line.

    MT
  13. Hi all,
    I have a curious problem in MIDS. I am trying to test a Perma PA build for my Ill/Cold and the Spiritual Core Paragon Alpha just doesn't seem to function. I can toggle the "green activation button" for it on and off and no difference changes in PA.

    -I thought it may be the alpha is broken, but the recharge decreases for other powers
    -I thought it may be for pets, but the recharge on Phantasm decreases
    -I thought it may be the Alpha Slot itself, but other alpha (e.g. Cardiac) work, and decrease end cost on PA.

    It seems that any/all Spiritual alphas (any level/tree) just do not affect the PA recharge at all... I know it is not ED because I have PA totally unslotted, and with T4 Spiritual Core, the recharge is still 240s!

    Any ideas?

    Thanks!

    MT
  14. Quote:
    Originally Posted by Godrick View Post
    But when your in a "team" oriented Environment, your still going to be able to get FS off, and if it is against an AV - your entire rotation will change. Or at least mine does, I go full support when We are against an AV, Spam Transfusion/Transference, keep Stacks of holds from Char/SS and make sure team is buffed with Speed Boost.
    I agree with you...so what's your point? Against an AV, you have an even less-soaked FS, thus you need even more reason to slot damage in your attacks to make them count.

    I'm just a little unclear to what you want, pure farming or all around build. Either way, Hasten doesn't really need more than 2 slots.

    MT
  15. Quote:
    Originally Posted by Godrick View Post
    Thank you both for responding, I'm looking at the builds now. And I see what you mean Nemu, Since I will be Dmg Cap'd why would I need to slot dmg sets. Now Nemu, I noticed something about your build - why do you not have Earth's embrace, I thought one of the big points of Earth mastery, is getting HP cap. And for Hyperstrike, Why 4 slot Hasten? 3 slotting is over doing it for the most part - 4 is almost a wasted slot isn't it? I'm going to start testing these out.
    For farming it is easy to hit the cap constantly. For regular teaming you won't be there all the time, so it is still useful to slot damage sets in attack powers.

    As for Hasten, 4 slots is most definitely overkill. 2 is standard, 3 is even debatable.

    MT
  16. Quote:
    Originally Posted by Doomguide View Post
    Quick thought:
    I like the idea of Ranged/AoE defense vs S/L and ranged. The one thing, however, for which it might be important to stay in melee range is Heat Loss (unless it really has been too long since playing my Cold/Ice). The effect is somewhat like Fulcrum Shift so you'll get the largest buff while in close to the targeted foes ... and like FS it will help even at range (just less than melee ranges) so it may depend on how much you need Heat Loss to buff your Recovery and End to avoid endurance issues.

    Then again you only need to be at melee distances when firing off Heat Loss and for some foes getting them to switch to melee attacks can be an advantage >> they often will prefer to chase you in an attempt to melee rather than swapping back to ranged attacks. If they do so slowly and ineffectively (like when pursuing you in a Snow Storm) then what exactly your defense is becomes less important.

    Doomguide
    I am barely in melee at all, just move in with Hover, fire HL and back out. I'm thinking this might really be the way to go, R/AoE over S/L/R. Hmm.. decisions!

    MT
  17. Quote:
    Originally Posted by Laevateinn View Post
    (edit) As a footnote, on an illusionist I found capped Range/aoe more valuable than S/L/R. You have no damage/debuff auras and thus no need to survive in melee, and you have plenty of tools to avoid being caught in melee. Aoe is much more dangerous to a controller.
    Very interesting concept, and makes sense. I have gotten used to hover as my combat mode for my Ill/Cold and hardly spend any time in melee. Do you have a build handy? What alpha are you using?

    MT
  18. Quote:
    Originally Posted by ketch View Post
    True, and it does offer more -damage than EF.
    This is the reason to take DN. Not the -ToHit. The -DMG is 30% and quite good.

    MT
  19. Quote:
    Originally Posted by Lucky666 View Post
    This ok you get double tar patch, an aoe stun/rez/massive -regen click, a pet that sets up containment and arguably one of the best heals in the game. Oh and with perma PA levels of recharge it's stupid easy to perma fade(which is the only +def power in the whole game to also give def debuff protection).
    Looking at MIDS, with a Perma PA build, fade still has downtime of 30 seconds... not sure what you're on about here.

    3x sleet with proc is far superior to 2x Tar Patch. Plus you haven't factored in the extra -30% RES from Heat Loss yet. HT is great stuff..equivalent regen of LR and Benumb, and can rez/stun too. Fluffy and the Heal are great too. Servant's ability to set up containment doesn't really matter since Ill/Dark doesn't really have any AoE powers. Granted, you can fix that with Epic pools though, depending on what you want to do.

    Looking at this again I might even put Dark above Rad.. but not above Cold, if only for the fact that -ToHit isn't as good as +DEF for AVs.

    MT
  20. Master_Templar

    Plant or Fire

    Quote:
    Originally Posted by DreadShinobi View Post
    I prefer Plant as a Dominator set, for 100% chance for boss confusion and a good aoe immob, and Fire for Trollers for containment hotfeet+fire cages for AoE and good a good ST chain using Ring of Fire, Char, and and an epic attack (fire blast, seismic smash, etc)
    This. x1000.

    MT
  21. An old thread in where I was asking very similar questions. Check it out:

    http://boards.cityofheroes.com/showthread.php?t=278796

    MT
  22. The only two I would consider are Ill/Rad and Ill/Cold and I have played both of these for quite sometime. Rad is more of a Jack of all Trades type of toon... but in that, Master of None. Yes, Rad debuffs quite well with the Holy Trinity, but I still prefer Ill/Cold and actually abandoned my Ill/Rad for favor of it

    Shields > RI
    -Shields stick on the character so if your anchor wanders off (or dies) the shields stay on. Also AV mechanics make -DEF and -ToHit pretty worthless. Plus RI takes a long time to (re)cast.
    Read here to see what I'm referring to:
    http://wiki.cohtitan.com/wiki/Archvillain

    Sleet > EF
    -Heck you can triple stack it, and with the proc, monsterous -RES. Plus it is like an Ice Slick, sort of, which is even more dope... Ill is passive control via PA, so focus on what you are good at. Again, dealing with an anchor kind of sucks in EF. Playstyle thing of course.

    Lingering Radiation is better than Cold at -Regen, but Benumb does plenty of -regen, and you can keep it perma on a tough foe. Plus, it goes stuff to basically "kitten-ize" that AV too. Throw in all that -RES and they drop very fast.

    Yes, Rad has a heal, but it is pretty pathetic (plus you said you want to debuff). I would take a /Kin anyday over a /Rad if I wanted "healing" anyway. Or a Dark. Rad has a good rez, but again, you say debuffs. I didn't even touch on Heat Loss, one of the best powers in the game for Cold, which gives even more -RES.

    Choking Cloud, Fallout both pretty awful on Ill/, and even EM Pulse isn't that good. Panic button, yes, but I prefer stuff I'm using constantly. Yes AM is great, but I feel Cold is just better... for debuffing AND buffing (shields + infinite endurance to the entire team)

    YMMV

    Best,
    MT
  23. Is the +144% assuming as level 50 player? How do level shifts play into this?
  24. Hi all,
    I have been away from the numbers for a bit.. was hoping someone could help me with this question

    Assuming a 50+3 character, what accuracy is needed to hit 54 AVs in Incarnate content with 95% reliability (assuming these are the "toughest things in the game", also assuming any ACC higher than that is insurance against to hit debuffs). This assumes no other outside buffs/debuffs, just wondering what Accuracy I should shoot for (rule of thumb I guess?)..I am using MIDS and when you hover over a power, the box in the bottom left, the left of the two numbers under the Accuracy listing (changes per power obviously). From what I understand this number takes into account base accuracy of the power, accuracy enhancements to the power itself, global Accuracy bonuses, and any To-Hit bonuses.

    I don't think that number takes into account level shifts, although I am not sure (I have all my incarnate content chosen, and toggling does not affect this number). Of course I am wondering how level shifts impact that number as well.

    This is for a Fire/Kin controller if that matters. E.g. my Fulcrum Shift is at 162.2% Accuracy, I am wondering if I have passed this threshold, whatever it is?


    And on something completely unrelated, are there any updated Lore Pet DPS calculations? The thread/reference to the thread on paragonwiki seems to be out of date by about a month per a post from a GM.

    Thanks!
    MT
  25. Master_Templar

    i-Crab

    Quote:
    Originally Posted by blueruckus View Post
    Glad to be of help. Once again, going back to survival, we've got accolades and always have res/def insps clogging up our trays so I wouldn't overly obsess over defense... but I understand where you're coming from. Just remember, there's no inspirations for recharge.

    Best of luck to you on your build. Feel free to global me @blue ruckus if you have any questions.
    very interesting thread here. To blue ruckus, how is the survivability of your pets? I find that in tougher content my spiderlings would die pretty frequently. My crab isn't tricked out with all the T4s yet either, so I am wondering how your pet based crab fares in iContent after a "finished" build.

    Best,
    MT