Mr_Kingkillaha

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  1. Quote:
    Originally Posted by NeverDark View Post
    This is provably false.

    Charged Bolts, the Tier 1 blast, does scale 1 damage, along with Beam Rifle's Single Shot, Dark Blast's Dark Blast, Dual Pistol's Pistols, Energy Blast's Power Bolt, Ice Blast's Ice Bolt, Psychic Blast's Psionic Dart, and Radiation Blast's Neutrino Bolt. It beats Archery's Snap Shot and Sonic Attack's Shriek. The only attacks that do more damage are Assault Rifle's Burst and Fire Blast's Flares.

    Lightning Bolt is in the same place, matching all but 5 Tier 2 blasts. Of those 5, it beats 3 of them.

    Ball Lightning is one of the better ranged AoEs, beaten only by Fire Ball, and that's only if all the damage ticks on Fire Ball go off.

    Short Circuit does damage more on par with most ranged AoEs and only .01 scale less than most cones.

    If you want to claim that Voltaic Sentinel and Tesla Cage hinder Elec Blast's damage, that's an argument you can make.

    But Elec doesn't give up damage for endurance drain. That's a fact.
    Don't forget that the missing T3 ST attack can be made up for by the secondary as well. My blasters always end up with way more attacks than they can even use.
  2. Quote:
    Originally Posted by TheXor View Post
    Off top - I'd change a few more things around, but a few glaring things would be to:

    4 Slot Dark Watchers Despair in RI (+rech, +end, +hp) and save a slot over the other IO's. Move the spare slot over to LR and 4 slot it with 2 50 Acc/ 2 50 Rech (this is your big game killer....you want to go for max acc/rech on this, not set bonuses). I'd put the numina proc in health instead of the regenerative proc and I would stick a perf shifter proc in stamina instead of a generic endmod IO.

    Again, I'd change more than that (and try to get to 32.5% Ranged) but those are the most glaring things I'd with the build posted...
    Does LR stack on itself? I guess it should, I just called it good when the recharge was less than the duration without really thinking about it.
    Not sure how I missed the dark watchers, but that's why I posted this here. I tend to miss some things that should be obvious

    Mids shows the perf shifter as lowering my overall recovery. Does mids not average the +end back in?
  3. Any thoughts on this build? Would it be able to function with the recharge alpha instead of cardiac?
    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Papilionidae: Level 50 Mutation Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Tesla Cage
    • (A) Lockdown - Accuracy/Hold
    • (3) Lockdown - Accuracy/Recharge
    • (3) Lockdown - Recharge/Hold
    • (17) Lockdown - Endurance/Recharge/Hold
    • (19) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (19) Lockdown - Chance for +2 Mag Hold
    Level 1: Radiant Aura
    • (A) Doctored Wounds - Endurance/Recharge
    • (21) Doctored Wounds - Heal/Recharge
    • (21) Doctored Wounds - Recharge
    • (33) Doctored Wounds - Heal
    • (33) Doctored Wounds - Heal/Endurance/Recharge
    Level 2: Radiation Infection
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (13) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (34) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (34) Dark Watcher's Despair - Recharge/Endurance
    Level 4: Accelerate Metabolism
    • (A) Efficacy Adaptor - EndMod/Recharge
    • (5) Efficacy Adaptor - Accuracy/Recharge
    • (5) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (11) Performance Shifter - EndMod/Recharge
    Level 6: Jolting Chain
    • (A) Efficacy Adaptor - EndMod
    • (7) Efficacy Adaptor - EndMod/Recharge
    • (7) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (13) Efficacy Adaptor - Accuracy/Recharge
    • (15) Efficacy Adaptor - EndMod/Accuracy
    • (15) Efficacy Adaptor - EndMod/Endurance
    Level 8: Conductive Aura
    • (A) Efficacy Adaptor - EndMod/Accuracy
    • (9) Efficacy Adaptor - EndMod
    • (9) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (11) Performance Shifter - EndMod/Accuracy
    Level 10: Hasten
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 12: Enervating Field
    • (A) Endurance Reduction IO
    • (36) Endurance Reduction IO
    Level 14: Fly
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 18: Paralyzing Blast
    • (A) Lockdown - Accuracy/Hold
    • (36) Lockdown - Accuracy/Recharge
    • (36) Lockdown - Recharge/Hold
    • (37) Lockdown - Endurance/Recharge/Hold
    • (37) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (37) Lockdown - Chance for +2 Mag Hold
    Level 20: Lingering Radiation
    • (A) Accuracy IO
    • (34) Accuracy IO
    • (40) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 22: Static Field
    • (A) Call of the Sandman - Accuracy/Recharge
    • (23) Call of the Sandman - Accuracy/Endurance
    • (23) Call of the Sandman - Accuracy/Sleep/Recharge
    • (25) Call of the Sandman - Endurance/Sleep
    • (25) Call of the Sandman - Sleep/Range
    Level 24: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Kismet - Accuracy +6%
    Level 26: Synaptic Overload
    • (A) Malaise's Illusions - Accuracy/Recharge
    • (27) Malaise's Illusions - Accuracy/Endurance
    • (27) Malaise's Illusions - Accuracy/Confused/Recharge
    • (31) Malaise's Illusions - Endurance/Confused
    • (33) Malaise's Illusions - Confused/Range
    Level 28: Choking Cloud
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (29) Basilisk's Gaze - Accuracy/Recharge
    • (29) Basilisk's Gaze - Recharge/Hold
    • (31) Basilisk's Gaze - Endurance/Recharge/Hold
    • (31) Essence of Curare - Accuracy/Endurance
    Level 30: Afterburner
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Gremlins
    • (A) Blood Mandate - Accuracy/Damage
    • (43) Blood Mandate - Damage
    • (48) Blood Mandate - Damage/Endurance
    • (48) Blood Mandate - Accuracy/Endurance
    • (48) Blood Mandate - Accuracy/Damage/Endurance
    • (50) Blood Mandate - Accuracy
    Level 35: Mental Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (40) Thunderstrike - Damage/Endurance
    • (43) Thunderstrike - Damage/Recharge
    • (43) Thunderstrike - Accuracy/Damage/Recharge
    • (46) Thunderstrike - Accuracy/Damage/Endurance
    • (46) Thunderstrike - Damage/Endurance/Recharge
    Level 38: EM Pulse
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (39) Basilisk's Gaze - Accuracy/Recharge
    • (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (39) Basilisk's Gaze - Recharge/Hold
    • (40) Neuronic Shutdown - Accuracy/Endurance
    Level 41: Mind Over Body
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (42) Impervium Armor - Resistance
    • (42) Impervium Armor - Resistance/Endurance
    • (42) Impervium Armor - Resistance/Endurance/Recharge
    Level 44: Psionic Tornado
    • (A) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Endurance
    • (45) Positron's Blast - Damage/Recharge
    • (45) Positron's Blast - Chance of Damage(Energy)
    • (46) Positron's Blast - Accuracy/Damage/Endurance
    Level 47: Grant Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 49: Invisibility
    • (A) Luck of the Gambler - Recharge Speed
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Endurance Modification IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Containment
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run



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    *updated

    I plan to use it exclusively on teams (duo at the very least) as an uber support character. Ive never liked playing controllers solo, and I don't intend to start now.
    I live in melee, but I gathered a little ranged defense assuming everything near me will be held/sapped/confused/knocked down pretty quickly.

    This is still a rough draft of sorts, so any suggestions would be welcome.
  4. Quote:
    Originally Posted by McCharraigin View Post
    The result, for my level 43 Fire Shield scrap is...standing in Perez Park with all my toggles on,Tier 9 power off

    Ranged-44.01
    Melee-44.01
    AOE-41.20

    Which looked real good and I even started to fist pump..."I did it"...when I took a look at the other numbers

    Smashing-18.82
    Lethal-18.82
    Fire-19.75
    Cold-19.75
    Energies-18.82
    Psionic-15.07

    Oh no, those numbers look terribad
    To keep it simple:
    If it is possible to get rid of some of your smashing/lethal/fire/cold/energy/negative to gain some more melee/ranged/aoe on a /shield, do it. It doesn't matter how low those typed defenses(except psionic, it's special) are in this case, because the game completely ignores them for your higher positional defense.
  5. Quote:
    Originally Posted by ketch View Post
    For my plant/psi, I pretty much use Probe, TK Thrust, and Psychic Shockwave. .
    This.
    Also with nearly perma capped recovery, sleet and storm etc can be single Target attacks too
    I don't play from range, so that is not something I worry about.
    Throwing a baddie across the entire map with tkt is so awesome that I dont mind chasing him down to punch his flopping body one more time.
  6. Drain psyche could use some accuracy.
    If your goal is sapping, take the proc out of conductive aura and slot more end mod, and maybe slot jolting chain for end mod. I think it only drains the first target, but with the sleep patch, conductive aura, jolting chain, and drain psyche, you can drain a boss before he even knows what is going on.

    This build probably wont fit your playstyle based on our obvious differences in build goals, but maybe you will see some parts you like. I haven't got this build to 50 yet, but I have a plant/psi with similar defense numbers that runs +4x8. Don't underestimate the awesomeness of controls for survivability.
    Also, my build is relatively cheap.


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  7. Quote:
    Originally Posted by Riora View Post
    This is a horrible build. HOW could you not take O2 boost?! Don't you know that all defenders are healers?

    Fail, good sir, fail!
    Dont forget the epic stun/sleep protection in O2boost, that's pretty much the cornerstone of the set.
  8. I could see it being useful on my willpower tank that has too many toggles.
  9. Lotg in hover and afterburner, +stealth in fly.
    Fly+afterburner is fast enough without using up valuable slots.
  10. Quote:
    Originally Posted by Placta View Post
    My latest character to start the trials did so with all five slots unlocked, uncommon abilities in each slot (except Alpha, which had a rare), about half of which came from gifts from my other characters .
    Wait, what? I thought you couldn't send incarnate things.
  11. I use macros to turn things into purples, which I use whenever I realize Im in over my head or Im about to jump into a big battle. I also pop whatever reds and yellows I have before taking bosses.
    Any other insps I will eat to just get them out of the way if my tray is full and I cant combine anything. I tend to avoid ATs that can get mezzed.
  12. Earth/psi/ice dom with pyro judgement. The only one that needs adjustment is psi to look like wind. Slot kinetic thrust for knockback and you will be "blown away" by this power combo. Lol
  13. Mr_Kingkillaha

    Buildfinder

    Quote:
    Originally Posted by Doctor Roswell View Post
    I'm confused... are you advocating:
    • ditching the separate "builds" forum and letting the twelve already-existing AT forums cover builds like they always did before this one was introduced (so if I wanted a tanker build I'd look in the Tankers forum, if I wanted a blaster build I'd look in the Blasters forum, etc.), or
    • replacing the one generic "builds" forum with twelve separate AT builds forums in addition to the twelve already-existing AT forums (so there would be a Tankers forum and a Tanker Builds forum, a Blasters forum and a Blaster Builds forum, etc.)?
    Because I was kinda suggesting the first one.
    I was thinking a builds subforum within each At forum, which would basically serve the same function as the various guide threads that are already there except easier to use.
  14. What are your plans for incarnates?
    That third recharge on hasten isn't doing much, especially if you go with the recharge alpha. I don't know where to put it, but it is an option.

    Also mids shows phalanx fighting giving you 0 def, but Im pretty sure you get a little def bonus even by yourself.
  15. Mr_Kingkillaha

    Buildfinder

    Quote:
    Originally Posted by Doctor Roswell View Post
    There are already separate boards for each AT.
    Yep, and the "builds" board is not separated into each of them like it should be.
  16. Mr_Kingkillaha

    Buildfinder

    I can already see this thread making the build forum useful. Good work.

    This board should have been split into separate ATs from the beginning.
  17. Quote:
    Originally Posted by OneFrigidWitch View Post
    I have been looking through a lot of dom builds posted here, and have not seen many builds with defense posted at all. I could not imagine playing without softcap def. Why is there such a dearth of builds focusing on rech/def? Everyone seems primarily focused on just rech.
    My permadom plant/psi with ~17% def can solo +4x8 no bosses. Maybe softcapping def would let me turn bosses on, but I wouldnt want to give up any powers or buy any expensive enhancements to get it. Maybe I could run with bosses now, I actually haven't tried yet.
    IMO any effort at all to raise my def is wasted, when I could focus that effort on a toon that actually needs it (I have many).
  18. I'll just throw an alternate idea out here, plant/psi/fire. I really can't tell people enough how awesome this combo is. With high recharge drain psyche will keep you capped on regen and recovery when you really need it.
    Similar to what someone else said here, I don't know how I can make another dom without plant or psi. Everything else just seems weak in comparison.
  19. Does force feedback rech proc on each jump or only the first?
  20. Quote:
    Originally Posted by planet_J View Post
    A high end regen build is insanely resilient. If you build it right on a Scrapper you can get upwards of 300 HP/s regen going. Now if you play claws or something other than a single sword set 32.5% def is plenty. If you build a sword power set parry will cap you out.
    Thats pretty intense. My mid level regen is at ~150 hp/sec with IH and he does fairly well.
  21. Quote:
    Originally Posted by Hopeling View Post
    It would be nice for snipes to be less terrible, but I'm not sure what you're suggesting. Momentum and the upcoming AS change do different animations under different conditions (Momentum/no Momentum, Hidden/not Hidden). What would the condition be for Snipes?
    After an attack the snipe becomes a quicker activation attack. I dont know what you would call it, but it could work the like momentum. Every time you do a non snipe attack, your snipe will activate faster for the next 2~3 seconds (with modified damage).

    I don't have a single character with snipe, but if this happened it would be worth picking one up.
  22. Quote:
    Originally Posted by MisterD View Post
    Detention Field. I was saying how you can use it to shut down the towers on STF, so they cant buff the spider man.
    wat

    That is pretty awesome, I never thought of doing that.
    Also yes, making detention field a toggle would make the power ridiculously more useful than it is now.
  23. Quote:
    Originally Posted by schattenbolt View Post
    I see value in each of y'alls posts, and they really do go far to explain Dominators. I am curious. Outside of mezzes for mitigation, how fragile are Dominators? Are they middle of the road like Controllers? Are they glass-cannons like Blasters?
    On my plant/psi/fire I can solo +4x8, though I prefer to solo at +2x8. That is with permadom, 17% SL def and a handful of low tier incarnate powers. Yes, I really only have 17% SL def.
  24. I can't check in game right now, but I'm thinking combat jumping also gives some kind of immob protection. Good for squishies anyway. I use it with this bind for awesomeness:
    /bind lshift "powexec_name super jump$$powexec_name combat jumping"
  25. Could it work similar to rain DoT as knockback over time where the second tic checks if dead?