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Posts
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Joined
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Here, here DC! The brief time we ran our CoT themed Dominators through the Isles was among my favorite memories of CoX (my toon was Reginald Wormwood). It appeared as though more goodness was headed our way and I looked forward to rolling a Fire/MA toon. I've been trying out other games recently and I have yet to find a suitable replacment for the Dominator AT in any of them.
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Tough question...
I'll go with my first Issue 6 built Brute. The original "Regen" Brute known as DM/FA! It was thought that Siphon Life (at that time unbuffed), Dark Consumption and Consume would lead to non-stop SMASH! Little did I know what mobs waited for me Redside. Longbow, Aracnos, Mu and a host of other ill-tempered mobs not seen in Paragon made the fight to 40 on a pre-IO DM/FA quite a chore. Burn had yet to be buffed, Siphon Life, as I had mentioned earlier was not nearly as damaging and the only way to mitigate KB was to either take Acrobatics (then an end heavy toggle) or Hover to change the KB into "air flip".
I recall actually having taken Touch of Fear to help me survive Boss level mobs (the tohit % is still quite impressive). While other Brutes were getting their SMASH! on, Dark Melee had to settle for getting their "fapping". Dark Melee's sfx was and remains lacking IMHO.
Thankfully, with the addition of IO's to the game and some much needed buffs, DM/FA finally lived up to its billing/hype. My current build has 32.5% defense to S/L and Nrg/N.Nrg, Perma Soul Drain and an attack chain of Smite > Gloom > Siphon Life > MG > Gloom > Siphon Life > Smite for hard targets and for masses of lesser cons, there is glorious BURN... My god, what a power. When they fixed this power, the game took off for ole Organicide. My payrolled expanded exponetionally as did my enjoyment of the game. I'm going to miss the dickens out this toon and the game itself. -
The MA Ambush nerfs only served to make my farmers even MORE influence. Prior to the nerfs I'd run Red's Crey Ambush Map for 20 million and it took about 5 minutes to clear. So in about 40 minutes I could make 160 million or so. After the nerfs, the go to farm map was Red's Fire Cave map w/patrols which sold for 250-300 million and I could clear in 40 minutes. It literally doubled my income.
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My Plant/Storm/Ice Uber build. This was my favorite toon in my stable and, oddly enough, the most powerful I've played. It solo'd the ITF and LGTF, could run 54x8 farm runs (non-patrolled) in AE and completed the DA Arcs at 54x8 solo. I'll never love a toon like this again.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (3) Basilisk's Gaze - Recharge/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (5) HamiO:Peroxisome Exposure
- (7) HamiO:Peroxisome Exposure
- (A) HamiO:Nucleolus Exposure
- (A) Ragnarok - Damage/Recharge
- (7) Ragnarok - Accuracy/Damage/Recharge
- (9) Ragnarok - Accuracy/Recharge
- (9) Ragnarok - Damage/Endurance
- (11) Ragnarok - Chance for Knockdown
- (11) Gravitational Anchor - Chance for Hold
- (A) Freebird - +Stealth
- (13) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Coercive Persuasion - Confused/Recharge
- (15) Coercive Persuasion - Accuracy/Confused/Recharge
- (15) Coercive Persuasion - Accuracy/Recharge
- (17) Coercive Persuasion - Confused/Endurance
- (17) Coercive Persuasion - Contagious Confusion
- (46) Range IO
- (A) Luck of the Gambler - Recharge Speed
- (19) Impervious Skin - Resistance/Endurance
- (19) Impervious Skin - Resistance/Recharge
- (21) Impervious Skin - Endurance/Recharge
- (21) Impervious Skin - Resistance/Endurance/Recharge
- (23) Impervious Skin - Status Resistance
- (A) Thunderstrike - Accuracy/Damage
- (23) Thunderstrike - Accuracy/Damage/Recharge
- (25) Thunderstrike - Damage/Recharge
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (27) Achilles' Heel - Chance for Res Debuff
- (27) Touch of Lady Grey - Chance for Negative Damage
- (A) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
- (29) Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
- (29) Will of the Controller - Endurance/Recharge
- (31) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
- (31) Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
- (A) Dark Watcher's Despair - To Hit Debuff
- (31) Dark Watcher's Despair - To Hit Debuff/Endurance
- (33) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (33) Dark Watcher's Despair - Recharge/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Healing IO
- (A) HamiO:Nucleolus Exposure
- (33) HamiO:Nucleolus Exposure
- (34) Positron's Blast - Chance of Damage(Energy)
- (34) Impeded Swiftness - Chance of Damage(Smashing)
- (34) Javelin Volley - Chance of Damage(Lethal)
- (36) Javelin Volley - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (A) Endurance Reduction IO
- (A) Expedient Reinforcement - Endurance/Damage/Recharge
- (36) Expedient Reinforcement - Accuracy/Damage
- (37) Expedient Reinforcement - Accuracy/Damage/Recharge
- (37) Expedient Reinforcement - Damage/Endurance
- (A) Expedient Reinforcement - Accuracy/Damage/Recharge
- (39) Expedient Reinforcement - Accuracy/Damage
- (40) Expedient Reinforcement - Damage/Endurance
- (40) Expedient Reinforcement - Endurance/Damage/Recharge
- (A) Decimation - Accuracy/Damage
- (40) Decimation - Damage/Endurance
- (42) Decimation - Damage/Recharge
- (42) Decimation - Accuracy/Endurance/Recharge
- (42) Decimation - Accuracy/Damage/Recharge
- (A) Apocalypse - Damage/Recharge
- (43) Apocalypse - Accuracy/Damage/Recharge
- (43) Apocalypse - Accuracy/Recharge
- (43) Apocalypse - Damage/Endurance
- (45) Apocalypse - Chance of Damage(Negative)
- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Damage/Range
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Range
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense
- (A) Empty
Level 1: Prestige Power Dash- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Swift- (A) Flight Speed IO
- (A) Miracle - +Recovery
- (39) Numina's Convalescence - +Regeneration/+Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (37) Performance Shifter - EndMod
- (39) Performance Shifter - EndMod/Accuracy
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I found Elec Assault to be fairly "underwhelming" when I tried it upon its release. In fact, I found it the most underwhelming of all the Dom assault sets. If you're intent on solo'ing, Energy Assault is a really good bet. The melee attacks hit hella hard, have a chance to stun (that gets boosted by domination), the ranged attacks are decent and have a chance to kb (great place to slot the chance for +recharge IO proc) and you get Power Boost which can be looked at in two distinct ways. 1). It's ovverkill with domination and 2). Overkill is great in it's own right.
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Some really great stuff in this thread. I can't go into as much detail as I'd like to at this moment as I'm at work and on my iPhone. It's wonderful to see other's detail and flesh out their beloved toons to share with the community. My personal favorite character was my Plant/Storm/Ice Controller. Hemlocke by name, his backstory was fairly generic (he was a defrocked member of the luddites) but his playstyle was anything but. The sheer carnage, scope of control and epic flavor this guy created will, in my opinion, never be duplicated in any other game.
Since I began playing MMOs back in 1997 with Ultima Online, I've yearned for a Druid-esque/Nature themed character that could provide a boon to teams, look amazing and fullfill my RP needs. Hemlocke was that character. I can't fully express my inner hurt that I'll no longer be able to slip inside his skin and live my digital dream. At the risk of sounding a touch corny, I LOVED the feeling I got every time I would summon a Lighting Cloud. Using Hurricane to push and keep mobs (even bosses) into corners made my chest tingle a little. Don't ask me what spawning Creepers would tingle :P.
When Incarnate Powers were released, I had only one goal. Bring Hemlocke closer to the Nature god he was meant to be. Ion Judgement was an easy choice and the Storm Elemental Lore Pets was a no brainer. I felt it really pushed Hemlocke into the stratosphere (no pun intended). I don't mean to drone on and on about his powers. I just wanted to convey that he was my digital avatar for the past 5 years. I don't know of it is possible to love a bunch of 1's and 0's but I sure as hell will miss them.
When I get home I'll post a pic and his build just for posterity. Thanks for letting me share his existance with you.
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SS/Fire/Soul
It solos EVERYTHING so far as I can tell. -
I wouldn't smoke mushrooms if I were you. They're much more effective if ingested.:P
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Quote:This.My most recent fav sets with synergy:
Plant/Storm/Lev: Viridicane was my favorite alt for quite a while. Excellent synergy between Plant's AOE confusion, -KB immob and all the mitigation and dmg available from /Storm. Very durable, versatile set with excellent AOE damage. Plant/Storm actually has a use for the +regen Tree, as it fills the hole left by /Storm's lack of a self heal.
Dark/Dark/Lev: Awesome. The stacking of the -ToHit from both sets with the hefty +def from /Dark makes for a combo that very quickly becomes effectively def capped esp if you focus on +Ranged def IO sets. This is one combo where I honestly don't think there is any need for AOE controls, esp with the powerful heal that both you AND Dark Servant have. It's amusing to watch the mobs try soooooo hard to hurt you and utterly fail.With five pets (2 Shades, Mrs O'Leary, Fluffy and Waterspout) it's like playing a MM but with a full control primary.
Dark/Storm/Lev: Not as powerful out of the gate as Plant/Storm or Dark/Dark, it does start to come into it's own as you get Tornado and Lightning storm. Esp if you pick up the KB -> KD IO from the Overwhelming Force set. This one goes Dark/Dark/Lev one better by having SIX pets counting Tornado, Lightning Storm and Waterspout. It's also very handy having the -Def from Freezing Rain to help leverage Vet Attacks (Blackwand/Sands of Mu/Nem Staff) to help with the targeted single target damage... AOE damage this build has in spades.
Fire/Dark/Lev: Still working this build up through the levels, got it to 28 so far, so I can comment on the synergy of having Fade and Soul Absorption on a Fire controller. In a word: Yum.Don't even have Imps and Fluffy yet, and on a nearly pure SO build (I've got a set of the ATO in Flashfire and the KB->KD Overwhelming Force IO in Bonfire) it's damn effective. Running at +8/+0 with no real problems, and having a lot of fun with Bonfire + Hotfeet + Tar Patch + just enough Fire cages to keep the immob going. If you time it right, the -KB of Fire Cages wears off just about as the mobs come out of the stun from Flashfire. And the -ToHit from Darkest Night actually makes Smoke's -ToHit worthwhile. Soooo many different kinds of mitigation in this combo, and they work together very well to drastically reduce the basic fragility of Fire/ by itself. I fully expect things to get a lot better once the psycho-aggromagnate-monkeys and fluffy are added to the mix. The combo of 3 melee damage pets with the melee -ToHit and healing from Fluffy should allow throwing bosses into the mix without noticeable problems.
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Dat Chunk Per Request.
I make no claims as to the effectivness of the build below. It works with my playstyle. Your results may vary.
http://www.cohplanner.com/mids/downl...F2FA1F7975F6FB -
Here's what I was thinkng of going with. Already have the Purple Confuse set and the rest should come relatively cheaply.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Nature Affinity
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5), SWotController-Rchg/Dmg%(5), HO:Perox(7)
Level 1: Corrosive Enzymes -- HO:Nucle(A)
Level 2: Regrowth -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Wild Growth -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
Level 6: Roots -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(15), Ragnrk-Dmg/EndRdx(17), Ragnrk-Knock%(17), Ragnrk-Dmg/Rchg(19)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(21), CoPers-Conf%(23), Range-I(23)
Level 10: Spore Cloud -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb(25), DarkWD-ToHitDeb/Rchg(27)
Level 12: Hover -- LkGmblr-Rchg+(A), Frbd-Stlth(27)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 16: Entangle -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(31), Thundr-Dmg/Rchg(33)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 20: Wild Bastion -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(34), Dct'dW-Rchg(34)
Level 22: Fly -- Zephyr-ResKB(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(36), Posi-Dam%(36), JavVoll-Dam%(36), ImpSwft-Dam%(37), Posi-Dmg/Rchg(37)
Level 28: Rebirth -- Heal-I(A)
Level 30: Lifegiving Spores -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc/Rchg(50)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-EndRdx/Dmg/Rchg(40)
Level 35: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(40), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(42)
Level 38: Overgrowth -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-ToHit/Rchg(43), AdjTgt-Rchg(50), AdjTgt-EndRdx/Rchg(50)
Level 41: Frost Breath -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Dmg/EndRdx(48)
Level 44: Ice Storm -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/Rchg(46)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Spirit Tree -- Heal-I(A)
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
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), P'Shift-EndMod/Acc(39)
Level 50: Spiritual Radial Paragon
Level 50: Clarion Partial Core Invocation
Level 50: Ion Core Final Judgement
Level 50: Support Core Embodiment
Level 50: Reactive Radial Flawless Interface
Level 50: Storm Elemental Partial Core Improved Ally
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As a poster mentioned above, the fear in Dark can be hampered by the DoT nature of Fire. Both sets are great in their own right but have you considered Fire/Dark? I feel the sets have more synergy than the inverse. Also consider that the Presence Pool is getting a serious boost in I24. The PBAoE fear wont be as good as Fearsome Stare (it lacks the -tohitdebuff that FS carries) but it's going to be ALOT better and PBAoE is where Fire/Dark likes to live. Smoke carries a modest -tohitdebuff if your worried about that sort of thing.
So some of the things you give up for Fire Control can be mitigated, others like the confuse cannot be. But don't dwell on what you're losing so much as what you gain. Damage! And lots of it. Dark assault has power melee attacks that hit hard and you'll be better able to leverage them while you're up close and personal cooking mobs with Hot Feet. It's a sizable DoT aura that makes up about 28% of my Fire/Darks overall damage. Imps, while mildly wild and dangerous to you (they aggro quickly) are more of a threat to your enemies.
Perhaps the greatest bonus you'll notice with fire is the new and improved BONEFIRE w/-KB-Proc. This one is a real game changer, evenafter the great proc nerf of 12'. Instead of being an "I win button" it is now Fire's version of Ice Slick (only better because it does good AoE damage as well as controlling mobs). That's something Dark Control CAN'T give you.
So to review qucikly, Fire Control/Dark Assault gives you equal if not better control options with Bonefire Proc, far superior damage output, a fast pace knuckle clenching playstyle and with issue 24, a great way to keep FEAR in your build. I'm not taking anyting away from Dark Control/Fire Assault. It can be a beast in the right hands. For my money however, Fire/DA is the Bee's knees. And whatever you choose, I wish you the very best in your endevours. -
Gonna have to go Plant/NA for maximum awesome and theme reasons.
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Debt Protection > +Def
He who laughs at death has mastered it! RAWR! -
I dare say these changes are actually fantastic. My WM/SD Scrapper feels a metric ton beefier. You can still softcap SD and add some robust S/L resistance %'s as well. I've lost some recharge overall but when/if this goes live, one could just replace Rebirth with...ummm...drawing a blank...the +Recharge +End Destiny (forgot name, for shame).
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This is an all out attack aganist the cottage rule and I personally feel violated as a 6 year vet. For LITERALLY years I've been perfecting my build to minimize debt incurred via defeats. It's not just the time I've sunk into my toons but the hundreds of influence I've burned collecting the needed recipes, salvage etc. to put them together. I will fight these unfair and frankly game ruining changes tooth and nail.
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I like Titan Sweep as it's a good palce for the +Recharge Proc. As is Arc of Destruction and Whirling Smash. Those three powers with the Proc can super charge your recharge in combat. Defensive Sweep is the most skippable power I find. I find Crushing Blow a must have to keep single target damage respectable.
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Plant Control might pair better with MA. Seeds will cause mobs to clump together more often than Confuse or Mass Confusion will. It looks like MA will benefit greatly from clumped mobs give the "foward facing cone" and "trick shot" powers. The +Toxic power, which works with our primary, fits thematically with plant as well. Personally, I can't wait to see what this does for Carrion Creepers.
My secret wish is for HTTT to get back together so we can roll another all dom super team through the isles. Last one I was on was some years ago now but I remember it being a great deal of fun. -
As a combo, YES. I have solod AVs but GMs run out of tar patch and are a little more tricky than running a toggle base rad. In my opinion, the key for this combo is recharge which is almost always expensive. I have mine capped to s/l/n/e/f/c and all 3 def positions with 75% s/l resist, perma hasten, perma fade, perma soul absorption, double stacked tar patch, perma indom will for status protection and so on. As mine is built, I can pretty much do anything including farm with ease but what fun is farming. My pylon time is 54 seconds on first attempt (did use lore) so dps is good enough. I am sure I could get that down lower if I really tried. Only did it once out of curiousity.
As a budget build, things get tricker and you will have to make compromises. I would aim for s/l def cap, solid resistance to s/l and as much recharge as you can afford.
Good luck.
Post your build NAO!!!! -
Quote:Bravo! Always been a fan of your work and this post is no exception.There's a difference between being meta, and being ambiguous. But most people, even most reviewers of the movie, failed to see the distinction.
Inception is Nolan's love-letter to story telling. Its a movie about story telling. The movie uses the same tools the characters in the movie use to draw people into *their* story, and it tries to plant ideas in the viewer's head by telling a story about characters trying to plant an idea in another character's head. Cobb's whole plan is to present theater to Fischer, just as the audience sees the story Nolan is trying to tell through the theater of the action movie he presents.
The ending is actually pretty simple in construction. Cobb actually says to Ariadne (and his projection of Mal) what his real touchstone is between dream and reality: his guilt. He feels guilty about killing Mal, and that guilt reminds him that Mal is dead, and any world in which Mal is alive must be false. His scene with her projection is his trying to make partial peace with that guilt. Its why even in limbo, Cobb ultimately manages to regain his sense of what's real, and how he's able to take the leap of faith again to escape limbo.
Once he does, and he sees his children, he just knows he's in the real world. He takes out the totem out of reflex, but he doesn't stay to watch it. Cobb has decided it no longer matters what the totem does. He knows in any dream world where he can bring projections, his guilt will ultimately bring Mal. A world that has his children who he wants to see more than anything, but doesn't have Mal who he most wants to bring back, is the real world.
So why does the camera linger on the totem? So *we* can decide if we care what the totem does. We're the meta characters Nolan is bringing along in his story. He wants to see what we'll do with his inception attempt. He wants people discussing and debating his movie. But *not* because the story is ambiguous. Because the story was designed to incite. -
It's a touch easier to reach the softcap to all positions with a Defender. However, you might want to factor in how awesome Scourge is with the DoT nature of Dark Blast and consider that the Glad 3% IO is about 300m.
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For mob slaughter you'll want to look to TW/FA or SS/FA melee. If ranged is your thing consider Plant/Storm controller. For PvP...well, I don't know.
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Finished my TW/Elec/Soul Brute and fell in love with TW. Like court heavily, date and marry levels of love. He's great on most content but I built him to be rugged first and damaging second. With this build I wanted to focus on massive recharge/DPS and defense a close second. Please take a look and tell me where I can improve or what I've done wrong.
Thanks in advance.
http://www.cohplanner.com/mids/downl...F3FE1F1242D91F -
I while back, when Kinetic Melee had just hit the scene, there was alot of talk aboot Ice/KM/Soul tanks. The main draw to it (other than being the new shiny) was the epic amount of -DMG one could put out. Chilling Embrace + KM's attacks + Darkest Night + Degenerative Incarnate Proc could flatline almost any mobs damage. I rolled one and got him up to 41 before my sub ran out and I took a break from the game. He was/is a fantastic aggro-magnet and EB/AV/GM shield for a majority of the time.
I've never played Ice on Stalkers, so I can't be of any help to you there. From what I've heard and read, Icy Bastion is great and I think stalkers can also pick up Shawdow Meld which is a MoG-esque "oh-s**t" power. Using it in conjunction with Icy Bastion could make you fairly rugged.