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Let me throw a bit of a kink in your thinking and give you my build.
I went spiritual with mine and slotted for massive recharge. The secret is NOT to attack as fast as you can. You don't need to. There's lots of single target and AoE damage flying around you the recharge is to make sure that you keep every thing perma-stunned.
Open with Smoke (Smoke + your other defenses = softcapped S/L defense even against +4s) Flashfires to stun everything but bosses, jump in the middle and follow up with Thunderclap, everything should be stunned now including bosses. Throw in Fire Cages to prevent mob wander, then drop a Tornado and a Lightening Storm. Cycle Thunderclap every time it's up and every thing stays stunned and just stand there and melt stuff.
You get damage from Imps, LS, Nado, Hot Feet, and you can toss in the occasional Fissure for AoE damage and Char and Seismic Smash for single target damage AND control.
If you get in trouble you can Phase and/or use Earth's Embrace.
Prior to getting the purple sets I just relied on the Base recovery buff from my SG base. I kept a stash of the appropriate salvage in my base, in my vault, and in my market slots. I usually went through the base at least once an hour and could easily stop for a few seconds to refresh before heading out to the next mission. I never really had massive endurance problems (you can turn off Steamy and Maneuvers after you have the spawn perma stunned to conserve end if you want. I never really found it necessary to do so)
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Mairead: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(5), Decim-Build%(7)
Level 1: Gale -- KinCrsh-Acc/KB(A)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(11)
Level 4: Super Speed -- Zephyr-ResKB(A)
Level 6: Smoke -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-Rchg/EndRdx(17)
Level 8: Hot Feet -- HO:Nucle(A), HO:Nucle(17), HO:Nucle(19), HO:Micro(19), HO:Micro(21)
Level 10: Steamy Mist -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23), RctvArm-EndRdx(23), S'fstPrt-ResDam/Def+(25), LkGmblr-Rchg+(25)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Stun/Rchg(27), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 16: Freezing Rain -- AnWeak-Acc/Rchg(A), AnWeak-DefDeb/EndRdx/Rchg(31), AnWeak-Acc/Rchg/EndRdx(33), AnWeak-Acc/DefDeb(33), RechRdx-I(33), Achilles-ResDeb%(34)
Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(36)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Phase Shift -- RechRdx-I(A)
Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(39)
Level 30: Maneuvers -- HO:Cyto(A), HO:Cyto(39)
Level 32: Fire Imps -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(39), C'Arms-Acc/Dmg/Rchg(40), C'Arms-EndRdx/Dmg/Rchg(40)
Level 35: Tornado -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(40), C'Arms-Acc/Dmg/Rchg(42), C'Arms-Dmg/EndRdx(42)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48), HO:Perox(48)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), HO:Cyto(48), HO:Cyto(50), HO:Cyto(50)
Level 49: Earth's Embrace -- Dct'dW-Heal/Rchg(A), H'zdH-Heal/Rchg(50)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(13), P'Shift-End%(13)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Ice/Elec is amazing for Blizzard > Cab > Power Sink alone.
Ice/Fire is the reverse of the classic Fire/Ice. It is nearly as survivable and puts out a whole lot more damage as it makes up for Ice/'s lack of AoE damage.
Ice/Energy with decent range slotting and Alpha Cardiac lets you hit long range with your AoE (with Posi 5 slotted [all but the proc] and a HO centriole and boost range, Frost Breath range - 78.22, Ice Storm and Blizzard range - 117.3)
Ice/???/Ice gives you access to Hibernate you can annoy a bunch of mobs from around a corner, drop Ice storm where you are standing, Blizzard > Cab > Hibernate and giggle as stuff hits the invulnerable you for too long for them to run out of the Ice Storm + Blizzard combo.
Ice/????/ and any PPP will give you an AoE Immob to keep stuff from moving out of your Ice storm and Blizzard.
There really isn't a bad combo with Ice/, the only caveat is that there isn't much synergy with /Dev or /Dark. -
Quote:IIrc it is a 20% chance of a 25% recharge debuff against enemy mobs in PvE. Also be aware that placing the proc in debuff powers that do not notify (like Smoke Grenade, Smoke, or Flash Arrow) will cause all mobs to notify even if the proc does not fire. Those 2 things combined put it squarely in the Not Worth The Slot zone for me. YMMV.Anyone know how this proc works?
According to the wiki:
Current mids reads that it grants "-25%(Enhancement:RechargeTime) to Self for 20 secs (20% chance in PvE)"
Which direction does this go in game?
Quote:Also, in a toggle, does it follow the standard 1 fire/10s? -
I've been playing a Dark/MM/Elec and it's decent fun. It's middle of the road but it's a good combo. It's not the power house that a Fire/EM is nor is it a barrel bottom scraper like Psi/Dev.
Soft capped ranged defense makes the toon a power house. You can immobilize them with T_T, position them with Umbral Torrent then take them apart with Psi Scream and Static Discharge.
Mine is built for range only and having 2 long range holds and an non-interruptible heal is nice.
The only annoying thing about the combo is the differing range and widths on the cones. It's very hard to get them to mesh well even tweaking the range slotting. Activation times are a bit annoying on Psi Scream and Static Discharge but ranged defense can compensate nicely for that.
If you find the combination interesting I'd recommend that you test drive one for yourself. -
Quote:PvP was indeed at least partly to blame for the changes to Psi whether members of the PvP community care to admit it or not. I'm not taking sides on the issue as that is all water over the dam at this point. I'm simply saying that I believe the dev response to it was the wrong one the same as I believe that the PvP revamp was not well done. As far as toning down the range is concerned I'll point out that Assault Rifle has a 100 foot range in it's tier 1 power and a 90 foot range on it's tier 2 so this is not a new issue especially when you can pair AR with /Energy. You can also get a range boost with Alpha Cardiac or by slotting a couple of HO Centrioles. This is not really a problem that affects or affected Psi at release anymore than it affected any other set.I know people love to blame PvP for the way Blaster Psi ended up being, but the power that was shuffled out of the set to make way for Aim was an AoE with a long activation, making it useless as a PvP power. Subdue was replaced by Psi Dart because 1) the set needed a tier 1 attack, and 2) Subdue fit better as the tier 1 of the /Mental secondary. The range was toned down to standardize it with other Blaster sets, because 100 foot Psi + Boost Range would end up outranging most mobs, leading to potential exploit situations where you could blast away with little to no risk.
Quote:The reason the set was toned down was because it would have been too good for PvE if it had just been ported over to Blasters without any changes. Sure, psi damage is heavily resisted when it's resisted at all, but there are plenty of mobs that don't resist psi and even some that are weak to it. The only other major change was the lowering of Will Dom's damage scale, which was done primarily so a Blaster wouldn't have two high-damage attacks with full range (and even then, Blaster Will Dom still hits pretty hard).
Psi is the very bottom of the performance barrel for blaster primaries. If it were merely sub-par you would still see a few in action. I can not recall teaming with a Psi blaster in the last 9 months (and I would have remembered if for no other reason than to point and laugh). It has too many short comings and no strengths to compensate especially when compared to all the other blaster primaries. -
The problem with Psi is a concatenation of dev design errors based upon a small fraction of the player base's input.
Psi for blasters came out right before the PvP "revamp". There was much wailing and gnashing of teeth in the PvP community since at that time Psi was virtually unresisted in PvP and adding boost range to it by pairing it with /energy meant that it would have had the PvP potential to become the juggernaut that blasters are advertised as being and don't quite live up to. So the devs softened up the power set so that it wouldn't overpower pre-I13 PvP. Then right after they released the set they changed PvP and made the reason for it's lackluster performance moot.
For PvE it doesn't fit the role that blasters fall into. Most teams use blasters as a means to quickly wipe out minions and lieutenants with ranged AoE attacks leaving the hard hitting, single target attacking of bosses, to the scrappers and tanks. Slow projectile speed means that Psi blasters often corpse blast and they fail to fit in the defined team role of the blaster.
Soloing new content is a death sentence since the set lacks real mitigation save that provided by scramble thoughts and ambushes will tear you apart from lack of mitigation. Add in Scramble Thought's 3 second animation time and you have a control that you can't really use as a control once combat has started. 3 seconds with range 80 means that the mobs will have closed to melee range and hit you twice before the stun takes effect.
The best use for Psi is still paired with /Energy + Cardiac Alpha for range then slotting IO sets for ranged defense and as much AoE defense as you can get and using hover to stay out of melee range. This potentially leaves soloing with the set slower than soloing with /Dev as a secondary and painfully time consuming to get to the point where you have enough slots to go the inventions defense route. Add in that any other set can do the same thing better and you have a set that isn't as good as it should be for PvP, doesn't do what it should do on a team, and is too slow to solo for the majority of the player base. That makes the Psi blaster one of the rarest in the game and rightfully so. -
A Super Strength/Dark or Elec/Dark Brute would fit the bill for what you want. It has resistance to most of the debuffs and drains that you are trying to avoid. It has good resists against exotic damage types and you can soft cap Smash/Lethal and Energy defense to take care of the rest.
The upside is that you have the ability to stun (and keep stunned) an entire spawn including bosses with Hand Clap or Lightening Clap respectively plus Oppressive Gloom. You get really good single target damage and decent AoE damage. Most of the animations aren't too slow so you can solo with decent speed.
The downside is that /Dark is pretty endurance intensive. You'll want a Numina +/+ and a Miracle + in health, a Performance Shifter proc and a pair of endmod IOs in Stamina and a Theft of Essence proc in Dark Regen. Even with all that you'll still need to keep an occasional eye on the blue bar.
The other downside is that you'll need 3 -KB IOs somewhere in your build.
The rest of the good news is that you don't have to have any incarnate powers at all to be awesome. Just a nice IO build. You can do as you like with your incarnate powers you aren't locked into anything specific. You aren't locked into a particular Epic or PPP either. Physical Perfection from Energy Mastery will solve that last little bit of blue bar watching but it's not really a make or break power. -
I made a Dark/MM/Elec Blaster using hover and ranged defense. It is "OK" it's not stellar but it is fun and does have some interesting utility.
I like the 4 cone attacks. I like how I can use T_T to immobilize them and Umbral Torrent to bunch them up against a wall or object plus Psi Scream and Static Discharge for damage. I also like that this blaster has a non-interruptible self heal.
The downside is that all the cones are long animating and have differing arcs and ranges. You can easily get into a bad situation and get killed before you can do anything about it because of the animation times and I really dislike the fact that T_T followed by Umbral Torrent simply "blows the middle out of the spawn".
I don't care for the way that Dark Manip is set up. If it had defender values on it would work well but as it is it doesn't offer enough utility that and the powers that you should be relying on are also long animating.
I'd give my sword to get a primary that had a standard tier 1 and 2 single target blast, a tier 3 heavy hitter with range 80 and an animation 1.5 seconds or less, Aim, 3 cones with Arcs and ranges that could be made to mesh well or 3 TAOEs with similar ranges none having animation times over 1.5 seconds (one of which could be the t9 power) and a single target control that animates quickly and has range 80 so that I have a chance to mez a mezzer before he can mez me.
I'd give my shield for a secondary that had lots of fast animating attacks (all 1ish-1.5 seconds), no tier 1 immobilize (unless it was an AoE immobilize like web envelope), build up, and t9 that hit hard and animated in 2 seconds.
I'd throw the damsel in distress in gratis for power sets that give me the survival tools that all the other ATs have built into their power sets instead of having to rely on a tray full of inspirations. -
The best fix might just be to add a toggle to ALL characters that has 1 and only 1 effect. When toggled on it reduces ALL KB effects to mag .67 and when toggled off the KB mags are calculated normally.
POOF everyone has their KB customized as they wish and they can switch it from mission to mission or even spawn to spawn.
and by the way..... PUT KB BACK INTO POWER BOOST. -
While we are at it since we are talking about lowering level requirements let's go all the way down to the bottom. Many of the tier 1 secondary powers are clinkers that are required but most players simply remove from the power tray.
It would be really nice to be able to skip the tier 1 secondary (with many of the power sets) and start with the tier 2 instead. -
If by this you mean that I am a skeptic unwilling to be blindly led around by the nose by groups or individuals that have their own nerfarious purposes, or that I am not a person who is easily swayed by an argument or "fact" presented by persons or groups that are quite far away from the middle without first considering the "facts" and arguments from the other side and making my own decisions, or that I understand the quick and dirty methods used for arriving at large numbers by taking small samples and then multiplying to make a global whole, or that I am not one to follow the herd, like a lemming to my eventual doom, the propaganda of what ever group is currently acclaimed by consensus to be most virtuous this week, month, year. or political cycle, then you are correct and I thank you.
If not, then I hope you are accustomed to, and enjoy the smell of, lemming butt. -
Your problem would be that you can only select 4 power pools. In this case its speed, fighting, leaping, stealth. Giving up any of them to pick up the teleport pool will either cost you your perma-dom or your soft cap.
You can substitute grant invisibility for invisibility and give all your teammates the ability to stealth the mission for themselves with out costing you anything. Stealth + Super Speed gives you PVE invisibility anyway. Invis is just an LotG +7.5 mule, grant would serve the same purpose for you but allow your team greater utility.
If you are on a map that is hard to super speed in you can slot a celerity or unbounded leap stealth in sprint and use Stealth + Sprint for the same (though much slower moving) purpose.
Edit - also something to keep in mind with Shiver. S/L/E soft cap should allow you to splash much of the alpha (35% defense is usually enough defense to mitigate an 8 player spawn Alpha provided that the RNG is kind). Arctic Air and Shiver after that reduces damage to 25% of normal all the way up to +3s. Once the Alpha is over adding Frostbite into the mix gives you enough -rech to keep +4 spawns at the -rech cap. It also keeps the spawn in the radius of AA where the confuse will further reduce damage. -
Quote:It is lengthy. The animations are long enough on the 2 sets that you could get away without stamina (before it was made inherent) as long as you skipped Hot Feet and used Consume whenever it was available.owo~ Well, the originality/rareness factor does give some hitch in the giddy up.
But Knight sure gave a huge block of "I probably shouldn't" that makes a whole lot of sense.
It started as a lame concept and pretty much an outcry against my Sonic/Pain Corrupter.
I hated its low damage output, but loved the animations and generally how Sonic felt.
I thought the stacking of mini-DOTs along with the -Res might make it nifty.
But yeah, I never took into account the fact that I'd be smashing cones and PBAoEs together like an angry converging fault.
Either way I'll have to get... maneuverable, but hopefully that's not something a long playthrough with a Scrapper can't fix.
Hmm, a way to make Sonic usable...
My brain's starting to itch, but I think I'm gonna dig it :d
-Doom Chain of Burning Overkill(?)
Sirens Song -> Melt Armor -> Howl -> Amplify -> Build Up -> Dreadful Wail
Not dead yet? D:
+ Consume -> Combustion -> Flame Sword Circle?
Then again, it seems really lengthy D:
Your AoE attack chain should probably be Shockwave (mitigation and positioning) > Howl (res debuff) > Sirens (mitigation and positioning), then Melt > Amplify > Build Up (since these powers do no damage they won't wake up the spawn) > Dreadful Wail. It leaves a second or so of the res debuff from Howl still active when Dreadful Wail hits.
Your only issue will be handling bosses as you have a ranged stun and a ranged hold which don't synergize. It's similar to how my Sonic/Ice/Electric plays except with Sonic/Ice/Elec you get stackable sleep (Frozen Aura has no damage component so if used after Sirens it will stack on bosses) and /Ice//Electric gives you Freezing Touch and Shocking Bolt so you can hold the boss after you wake him up.
EDIT - another rare combination that has some nice synergy is Sonic/Mental/Electric (or Sonic/Mental/Mu) 3 damaging cone attacks, a KB cone and Sirens for mitigation and positioning. In the case of //MU a way to keep them where you put them. All the cone animations are longish (2ish seconds) and the recharge on MU's version of static discharge is prohibitive, but //Elec and decent recharge lets you double stack the res debuff from Howl for most of your AoE chain. -
Quote:I am not at all against non-polluting/renewable sources of power.WTH, I'll jump in. Electric cars plug in, and yes, coal produces most of the power to plug into in the US... but the scale of the sources of 'plugging in' can be changed rather quickly once the infra is in place; setting up 150k safe hydrogen (an alternative path) stations is a bit more involved, for example. Other alternatives are equally problematic. Someone is currently developing a tech that may make power transmission 10-20x more efficient; this will make a difference for solar and nuclear sources... Oil is a bad energy source right now, so is natural gas, but it's the one with all the money behind it, and the infra, so we have little choice... for NOW.
Please Milady's, green tech may not be perfected, but it's a step on the right path. We may not be able to get to the goal if we wait YET ANOTHER 20 years to take another substntial step. I hope science beats politics in this race, though that is a tough goal, but maybe opening our eyes to the damage done by Fossil sources will help.
I am against political and other organizations that come up with something, don't put enough thought or effort into it to assure that it does what it is supposed to instead of cause more (or a different kind of) harm, and then try to ram it down our throats because of all the money they spent on it whether it works or not.
To give you a bit of background, I live in rural Iowa. There are many ethanol plants in this state. Powerlines crisscross the state and most birds use them as perches. The only ones that are injured or killed by the powerlines are the ones whose wing spans are wide enough that they can touch 2 lines at the same time.
We have lots of other types of renewable and cheap power here. Lots of new homes in this area use Geothermal. Which is new technology.
The thing that really irritates me is that just 6 miles from where I live there is an old hydro electric dam (hydro electric is proven and safe technology) that they no longer use. It's a legacy from the early 1900s and the electric railroad that used to run through here. It generated enough power to run all the trains and there was enough left over to supply electricity to all 15,000 customers in the local area with a bit left over to sell back to the power company.
When the railroad switched to deisel engines they stopped using it and in the late 1950s a safety inspector left a door open when he made his anual inspection (to make sure that there was no harm to fish and wildlife from the unused plant) and the generators were flooded out and destroyed. The dam itself is still in excellent condition, all the plant needs is a new set of generators but that isn't going to happen here. There is too much red tape required to get the property from the railroad, the local power company doesn't want to lose the money they earn from expensive sources of power, and a local safety group wants the dam dismantled and destroyed because 3 years ago a single idiot (1 single idiot in the last 60 years too) failed to read the warning signs, went over the dam, and was sucked under water by the currents and drowned.
It would cost about as much for new generators as it would to put up a single wind turbine and would supply all the electrical power (and then some with modern generators and no trains drawing power) for the local community, but it won't happen because people are too self absorbed with their own agendas and politicians are more interested in lining their pockets and those of their friends and special interest groups than helping their constituents. -
Quote:Some are, some aren't. Centrioles and Nucleous are usually cheap/reasonable. I tend to use them in builds because I have an SG bin and a half full of them from all the raids that I've done.The +2 is mainly for AVs and multiple boss situations. Also, I could be mistaken, but doesn't it help with enemies that are of a significantly higher level?
Yeah, I was really iffy about the self heal in hurl boulder and had been thinking about changing it/moving the slot. I just forgot about it.
I thought Hami's were extremely expensive?
One other note. 3 slotted diruptor blast is not going to be the most useful power for you. 3 slots in shiver however will allow you to keep (in combination with Artic Air) +3 mobs at the -rech and -speed caps. -
Sonic/Fire is a combination that does not play well together. Most of /Fire is longish animating PBAoE and single target melee. Sonic/ is mostly longish activating ranged single target and TAoE that are cones. Sonic/'s main mitigation is the sleep in Sirens Song. /Fire's main mitigation is the slow & avoid in Hot Feet that breaks the sleep from Sirens in the first tick of damage.
Cones and PBAoE don't mesh well. When you are aligned for maximum damage from one type of attack you are doing minimal or no damage with the other type. (This is one of the issues of dominators. Most Dom assault sets have a cone and a PBAoE. They would be much more user friendly if it was 2 cones or 2 PBAoEs).
You can make a usable character from combining Sonic/ with /Fire but it requires an unusual play style and requires you to jump back and forth between melee and cone range. It doesn't help that the cones in Sonic are different widths and ranges and that one of the cones is a KB power that will spray the bad guys out of range of your /Fire powers.
If you are wanting to maximize the utility of /Fire one of the best combinations is Rad/Fire skipping the cone attack in Rad and concentrating on the PBAoEs. -
Quote:You really should take off the rose colored glasses. You are wrong on so many levels and are resorting to misdirection because your position is weak. Think of the children (especially those dying of cancer).Miladys_Knight, your reply is such a drastic and baffling misread of my post on so many levels.
I haven't said "all green measures are useful", nor have I said "no single green measure has ever been harmful to the environment".
I can only guess you either have little grasp on logic or emotional issues related to green measures. Either assumption doesn't bode well for you, but I think the least insulting would be the second one.
So, going with that let's replace my previous example with this one:
I guess you also believe medicine is pointless because people still die of cancer.
Edit - In all seriousness do you really want to talk about medicine? If you do we need to talk about abortion medicine killing the unborn, plastic surgery, and botox. My dad, my granddad, my grandma, and my high school sweet heart all died of cancer. I work in the medical field in a residential care facility. I know first hand and see on a daily basis just how lacking our medical knowledge is. The only thing that is a real blessing is medicines that relieve pain.
My point is simply that too many people see the word "green" and react with their emotions instead of their logic. Those who buy into the propaganda begin spouting the virtue of their position without ever investigating it for veracity or delving farther than the surface issues. My favorite bit of "green" trite is "organically" grown foods. I can't remember the last time I ate an inorganically grown banana.
Let me just give you a couple more of my favorite "green" non-sequitors.
Electric cars and hydrogen fuel cells. Electric cars run on.... you guessed it, electricity. The hydrogen for hydrogen fuel cells is made by hydrolizing water using..... you guessed it, electricity. Most of the electricity in the US is produced in coal burning power plants. Coal is one of the most polluting fuel sources known to man. Burning coal produces all the same pollutants that poorly tuned automobile engines do and more, and far worse ones, like coal dust and mecurcy vapor. Not only that but a measureable amount of energy is lost in battery storage and fuel cells just from generator inefficiencies (2 in the case of electric cars the source and the point of use) and heat loss from transmission through power lines fuel cells actually produce less power than was used in the hydrolyzing process.
People think electric is green but they rarely delve into the dirty secrets of it's origin.
Flourescent bulbs vs incandescent. Flourescent bulbs do indeed use less electricity however the bulb itself is toxic and far less evironmentally friendly than the incandescent versions. There are also people, plants and animals that suffer harm from flourescent lighting. (I am one of them. The flickering of flourescent triggers migraines).
Leaving all that aside most people don't realize that the country's electrical infrastructure is mostly 1960s technology. Our power grid isn't capable of handling more than about 10% of our total power usage being produced by wind and solar cells. -
1. You are a permadom. You don't really need the +2 hold mag proc in Block of Ice or Seismic Smash since your single target holds are all ready mag 4 or higher and will hold a boss in a single application.
2. Entropic Chaos chance for self heal in hurl boulder is a waste. It heals 51 HP per proc and can proc 10% of the time. If you cast Hurl Boulder EVERY time it is ready you will heal once in 10 shots (barring misses) thats 1 proc every 58 seconds which translates very roughly to 1 HP per second. A +1% to regen bonus would be more than twice that amount and you don't have to click anything to get it. You would be better off moving this slot into health (but don't) and putting a regen tissue proc in.
Your best bet here will be to use the full Decimation slotting and flip flop it with Stone Spears so that the Build Up proc has the maximum number of chances to fire.
Other suggested changes on the below build.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Glacia Kelvin: Level 50 Mutation Dominator
Primary Power Set: Ice Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Stone Spears -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Decim-Build%(9)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), HO:Nucle(13)
Level 4: Tremor -- Erad-Dmg(A), Erad-Acc/Rchg(17), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(19), FrcFbk-Rechg%(19)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 8: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/EndRdx(23), Mlais-EndRdx/Conf(23), Pplx-EndRdx/Conf(25), C'phny-EndRdx/Conf(25)
Level 10: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(31)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(31)
Level 14: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(31)
Level 18: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(33), FtnHyp-Acc/Sleep/Rchg(33), FtnHyp-Acc/Rchg(33), FtnHyp-Sleep/EndRdx(34)
Level 20: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), HO:Nucle(36)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/EndRdx(37), RctvArm-EndRdx(37), S'fstPrt-ResDam/Def+(37)
Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(39), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 28: Seismic Smash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(42), HO:Perox(42)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
Level 32: Jack Frost -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Rchg(43), ExRmnt-Acc/Dmg(43), ExRmnt-Dmg/EndRdx(45), ExRmnt-Acc/Dmg/Rchg(45), ExRmnt-EndRdx/Dmg/Rchg(45)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46), Ksmt-ToHit+(46)
Level 38: Invisibility -- LkGmblr-Rchg+(A)
Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def/Rchg(48)
Level 44: Personal Force Field -- LkGmblr-Rchg+(A)
Level 47: Disruptor Blast -- Det'tn-Dmg/EndRdx(A), Det'tn-Acc/Dmg(50), Det'tn-Acc/Dmg/EndRdx(50)
Level 49: Super Speed -- Winter-ResSlow(A)
Level 50: Musculature Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Diamagnetic Radial Flawless Interface
Level 50: Warworks Radial Superior Ally
Level 50: Ageless Core Epiphany
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15)
Level 4: Ninja Run
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Quote:Acre per acre wind farms kill more birds than powerlines.This is flat-out false. Wind turbines kill 150,000 birds each year. Cats kill 500 million birds a year. 100 million birds die each year flying into the sides of glass buildings. Power lines kill 10 million birds and cars kill 11 million birds each year.
Why? Simply because there are a hell of lot more cats and glass buildings and power lines and cars than there are, or will ever be, wind turbines.
Check out the article: http://www.washingtonpost.com/nation...VlJ_story.html
Did you even read the article you linked to? It's 2 "green" organizations arguing over who is wrong. I also notice that they lump cats, a natural source of danger to birds, in with "human caused" threats in an attempt to fluff up their numbers. That doesn't bode well for the veracity of their numbers.
I'll also note that the power produced by those "safe green" wind farms is still transmitted along all the power lines mentioned. Wind farms haven't reduced threats to birds they've increased it. All they are really doing is moving the baseline. X amount of birds are killed each year by these things, our new "green, environmentally friendly" process only kills a fraction more than all these other things so its "OK".
I'll also note that these organizations tend to think of humans as outside the "natural environment" as if we have no right to be here or to use any of the planet's natural resources. -
You can't perma Glacier. The recharge is too long and the duration is too short even with domination and power boost.
Ice is the one Dom primary that gets the least benfit from Perma Dom.
Perma is still valuable for the full time mez protection alone but you should either try to soft cap yourself to Smashing and Lethal attacks, get as much Energy defense as possible, and forget perma or get perma with enough of a pad that you are comfortable and then try to get your S/L/E defense to 32.5% so that a single small purple insp will soft cap you to S/L/E. -
Quote:Plant/Thorn is the archetypal dominator. It is "the" dom that was the standard when CoV was released. It is also an easy dom to learn for a new dom player.Well, I rolled a Elec/Energy Dominator to have sort of a scrapper ish Dominator and to throw people on their backs ( Although Ice/Energy sounds fun as well )
I'm considering making a second dominator as well, since they do seem so varied. Either Plant/Thorn or Mind/Thorn for a more typical control heavy Dominator. I like the concept of Mind better, but it seems like everybody feels Plant is by far the best primary for dominators.
Plant blooms (cough) early where as Mind blooms later. That said, at level 50 and permadom Mind is notably more potent. -
Quote:Some "green measures" are actually more harmful to the environment, such as the windfarms that kill more birds in 5 years than power lines did in 50.I guess you also believe green measures are pointless because pollution still increases.
Ah, to see everything in black and white. It must be so simple, relaxing.
You know I think I prefer to see things in black and white with some shades of grey to the pink tint you get from rose colored glasses. -
You can be Awesome with any defender combination. The thing you should really be asking yourself is what type of defender matches your playstyle. That way you are not only happy with your force multiplication but also with the way the character plays so that you actually play the character instead of getting frustrated or irritated and shelving/deleting the character.
With that said, a few caveats:
1. Even with the vigilance change the defender will solo slower than your corruptor and possibly even your troller. Don't expect a lot of speed because you still just won't have it.
2. Unless you slot for solo play and ignore vigilance you'll either need to create another build for teaming (especially in the case of a buff heavy primary) or spend alot of time resting solo. Defender DPE stinks, especially solo.
3. Buffing sets are tedious to solo. You will probably want a primary that debuffs or that has mostly debuffs and a few buffs.
The questions you need to ask yourself are:
Do you want a click heavy primary like Kin or are you most interested in a fire and forget primary like Cold?
Are you interested in any special synergies such as stacking -res from combos like Storm/Sonic, Cold/Sonic, Rad/Sonic. or Dark Sonic?
Stacked -Damage from a combo like Dark/DP? Stacked slows and -rech like Storm/Ice? Stacked -to hit from combos like Dark/Dark or Rad /Dark?
Is concept more important to you or is efficiency regardless of concept your goal?