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As a player of a plant controller, Yay! Audrey now gets some life expectancy (biiig difference between Res 4% and Res 40%).
But I was thinking of taking ice as an epic. Ice Storm goes well with storm controlers. Frost Breath can just curl up and die. (I will admit that the Ice Storm numbers were lethally effective when contained tho). It's probably going to have to be psi mastery for my epic then - the two defence powers both fit the force fo nature idea, and then there's the psi-nado as something vaguely weather themed and kinetic. (Earth might also fit but I prefer Psi).
But as for single target damage dealing, Lightning Storm, Tornado (combined with -Knockback), and the Pets would all like a word with you. -
I'm woriking on a DA/DB Tank myself - so thought I'd add it to this thread both as part of my own comments and for others to dissect.
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Dual Blades
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Dark Embrace <ul type="square">[*] (A) Impervium Armor - Resistance: Level 40[*] (3) Impervium Armor - Resistance/Endurance: Level 40[*] (3) Resist Damage IO: Level 50[/list]Level 1: Nimble Slash <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (29) Crushing Impact - Accuracy/Damage: Level 50[*] (29) Crushing Impact - Damage/Endurance: Level 50[*] (31) Crushing Impact - Accuracy/Damage/Recharge: Level 50[/list]Level 2: Murky Cloud <ul type="square">[*] (A) Impervium Armor - Resistance/Endurance: Level 40[*] (5) Impervium Armor - Resistance: Level 40[*] (5) Steadfast Protection - Resistance/+Def 3%: Level 30[/list]Level 4: Ablating Strike <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (19) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (31) Crushing Impact - Damage/Endurance: Level 50[*] (31) Crushing Impact - Accuracy/Damage/Recharge: Level 50[/list]Level 6: Obsidian Shield <ul type="square">[*] (A) Titanium Coating - Resistance/Endurance: Level 50[*] (7) Titanium Coating - Resistance: Level 50[*] (7) Steadfast Protection - Knockback Protection: Level 30[/list]Level 8: Dark Regeneration <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance: Level 50[*] (9) Numina's Convalescence - Heal/Endurance/Recharge: Level 50[*] (9) Perfect Zinger - Accuracy/Recharge: Level 50[*] (15) Mocking Beratement - Accuracy/Recharge: Level 50[/list]Level 10: Taunt <ul type="square">[*] (A) Perfect Zinger - Chance for Psi Damage: Level 50[*] (11) Perfect Zinger - Taunt/Recharge: Level 50[*] (11) Perfect Zinger - Taunt/Recharge/Range: Level 50[*] (15) Perfect Zinger - Accuracy/Recharge: Level 50[/list]Level 12: Cloak of Darkness <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance/Recharge: Level 50[*] (13) Luck of the Gambler - Recharge Speed: Level 50[*] (13) Luck of the Gambler - Defense: Level 50[*] (17) Kismet - Accuracy +6%: Level 30[/list]Level 14: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (17) Recharge Reduction IO: Level 50[*] (19) Recharge Reduction IO: Level 50[/list]Level 16: Super Speed <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 18: Hurdle <ul type="square">[*] (A) Jumping IO: Level 50[/list]Level 20: Health <ul type="square">[*] (A) Numina's Convalescence - Heal: Level 50[*] (21) Numina's Convalescence - +Regeneration/+Recovery: Level 50[*] (21) Numina's Convalescence - Heal/Recharge: Level 50[*] (23) Healing IO: Level 50[/list]Level 22: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (23) Endurance Modification IO: Level 50[*] (25) Endurance Modification IO: Level 50[/list]Level 24: Death Shroud <ul type="square">[*] (A) Scirocco's Dervish - Damage/Endurance: Level 50[*] (25) Scirocco's Dervish - Accuracy/Damage: Level 50[*] (27) Multi Strike - Accuracy/Damage: Level 50[*] (27) Multi Strike - Damage/Endurance: Level 50[/list]Level 26: Oppressive Gloom <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 28: Blinding Feint <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (33) Crushing Impact - Damage/Endurance: Level 50[*] (33) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (33) Crushing Impact - Accuracy/Damage/Recharge: Level 50[/list]Level 30: Vengeful Slice <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 50[*] (34) Crushing Impact - Damage/Endurance: Level 50[*] (34) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (34) Crushing Impact - Damage/Recharge: Level 50[/list]Level 32: Boxing <ul type="square">[*] (A) Pounding Slugfest - Accuracy/Damage: Level 30[*] (37) Pounding Slugfest - Damage/Endurance: Level 30[/list]Level 35: Sweeping Strike <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[*] (36) Scirocco's Dervish - Accuracy/Damage: Level 50[*] (36) Multi Strike - Accuracy/Damage: Level 50[*] (36) Multi Strike - Accuracy/Damage/Endurance: Level 50[/list]Level 38: Tough <ul type="square">[*] (A) Impervium Armor - Resistance/Endurance: Level 40[*] (39) Impervium Armor - Resistance: Level 40[*] (39) Resist Damage IO: Level 50[/list]Level 41: Salt Crystals <ul type="square">[*] (A) Fortunata Hypnosis - Sleep/Recharge: Level 50[*] (42) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50[*] (42) Fortunata Hypnosis - Accuracy/Recharge: Level 50[*] (42) Fortunata Hypnosis - Sleep/Endurance: Level 50[*] (43) Fortunata Hypnosis - Chance for Placate: Level 50[/list]Level 44: Fossilize <ul type="square">[*] (A) Essence of Curare - Accuracy/Hold/Recharge: Level 50[*] (45) Essence of Curare - Accuracy/Recharge: Level 50[/list]Level 47: Stalagmites <ul type="square">[*] (A) Rope A Dope - Accuracy/Recharge: Level 50[*] (48) Rope A Dope - Accuracy/Endurance: Level 50[*] (48) Rope A Dope - Accuracy/Stun/Recharge: Level 50[/list]Level 49: Typhoon's Edge <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage: Level 50[*] (50) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[*] (50) Multi Strike - Accuracy/Damage: Level 50[*] (50) Multi Strike - Accuracy/Damage/Endurance: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Damage Increase[/list]Level 1: Sprint <ul type="square">[*] (A) Jumping[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]22.5% Enhancement(RechargeTime)[*]43% Enhancement(Accuracy)[*]140.6 HP (7.5%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 8.8%[*]MezResist(Sleep) 7.15%[*]MezResist(Terrorized) 4.4%[*]11.5% (0.19 End/sec) Recovery[*]88% (6.89 HP/sec) Regeneration[*]3.47% Resistance(Fire)[*]3.47% Resistance(Cold)[/list]------------
[u]Set Bonuses:[u]
[u]Impervium Armor[u]
(Dark Embrace)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Crushing Impact[u]
(Nimble Slash)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[/list][u]Impervium Armor[u]
(Murky Cloud)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Steadfast Protection[u]
(Murky Cloud)<ul type="square">[*] 3% Defense(All)[/list][u]Crushing Impact[u]
(Ablating Strike)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[/list][u]Titanium Coating[u]
(Obsidian Shield)<ul type="square">[*] MezResist(Sleep) 2.2%[/list][u]Steadfast Protection[u]
(Obsidian Shield)<ul type="square">[*] Knockback Protection (Mag -4)[/list][u]Numina's Convalescence[u]
(Dark Regeneration)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[/list][u]Perfect Zinger[u]
(Taunt)<ul type="square">[*] MezResist(Terrorized) 2.75%[*] 10% (0.78 HP/sec) Regeneration[*] 5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Cloak of Darkness)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 7.5% Enhancement(RechargeTime)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[/list][u]Scirocco's Dervish[u]
(Death Shroud)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[/list][u]Multi Strike[u]
(Death Shroud)<ul type="square">[*] MezResist(Sleep) 1.65%[/list][u]Crushing Impact[u]
(Blinding Feint)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[/list][u]Crushing Impact[u]
(Vengeful Slice)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[/list][u]Pounding Slugfest[u]
(Boxing)<ul type="square">[*] 8% (0.63 HP/sec) Regeneration[/list][u]Scirocco's Dervish[u]
(Sweeping Strike)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[/list][u]Multi Strike[u]
(Sweeping Strike)<ul type="square">[*] MezResist(Sleep) 1.65%[/list][u]Impervium Armor[u]
(Tough)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Fortunata Hypnosis[u]
(Salt Crystals)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Essence of Curare[u]
(Fossilize)<ul type="square">[*] MezResist(Terrorized) 1.65%[/list][u]Rope A Dope[u]
(Stalagmites)<ul type="square">[*] 6% (0.47 HP/sec) Regeneration[*] 0.95% Resistance(Fire,Cold)[/list][u]Scirocco's Dervish[u]
(Typhoon's Edge)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[/list][u]Multi Strike[u]
(Typhoon's Edge)<ul type="square">[*] MezResist(Sleep) 1.65%[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Part of the point is I have here a tank who can both draw aggro easily (Mag 8 worth of taunt aura running continuously) and who can stealth missions if she has to. Immob resistance at L12 (Knockback whenever I can afford one of the knockback resistance recipies), 70% lethal/smashing/psi resistance, and the ability to probably do a fair job both tanking and hurting AVs (Attack Vitals + Empower). No slow resistance. Minion annhiliation by means of Death Shroud + Oppressive Gloom (that's a Mag 2 stun and damage over time). Three combos (Weaken shows up very late tho) - and I don't really need sweep because things worth sweeping tend to resist knockdown - while the minions will simply be stunned and melted without any input from me. I'm considering swapping over Blinding Feint and Typhoon's Edge - much as I'd like the Build Up, I suspect the team needs the debuff more.
And yes, I do have spare slots in that build. -
The slotting was only intended to be provisional - 26 is where I start slotting in earnest (other than globals and procs) as it's the point of diminishing returns, so it provides an absolute floor for the modifiers. (The other point there is L26 is a direct match for SOs in case anyone wants to use them).
Yes, if going for Flashfires, Earth looks good. I'd just passed over its numbers on disappointment with Thunderclap and a few other stuns. Bonfire is 6-slotted as a holder for Kinetic Crash. Although on a toon that can farm like that Steadfast Protection's no knockback, and even the LoTG's recharge are probably affordable.
RI's underslotted because I find that slotting good enough on my Ill/Rad. But possibly that's because everyone's busy trying to hit my Phantom Army and ignoring me behind my Superior Invis. And for Superspeed, I wanted both the IO and the End. The set probably wasn't worth completing. And to fit RI in pre-10, Hasten goes up to 12 and Hurdle to 16. Meaning the teens are going to be deadly dull - 12: Hasten. 14: Superspeed. 16: Hurdle. 18: Health. 20: Stamina... -
Does it make you an instant aggro magnet to a level tanks would envy or something. I've just run a little maths on this toggle and found that there's a 57% chance of holding a boss who's too close to you after 5s if you slot for hold, and don't do anything else - and an 84% chance of holding him in the 10-14.5s region.
As a toggle, that's incredibly scary for a farm build as long as there's someone else drawing aggro.
I therefore present the ambler:
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char <ul type="square">[*] (A) Neuronic Shutdown - Accuracy/Recharge: Level 26[*] (17) Neuronic Shutdown - Accuracy/Hold/Recharge: Level 26[*] (37) Neuronic Shutdown - Accuracy/Endurance: Level 26[*] (37) Neuronic Shutdown - Endurance/Hold: Level 26[/list]Level 1: Radiant Aura <ul type="square">[*] (A) Miracle - Heal: Level 26[*] (3) Miracle - Heal/Endurance/Recharge: Level 26[*] (3) Triage - Heal/Endurance/Recharge: Level 26[*] (43) Harmonized Healing - Heal/Endurance: Level 26[*] (43) Harmonized Healing - Heal/Endurance/Recharge: Level 26[/list]Level 2: Fire Cages <ul type="square">[*] (A) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 26[*] (13) Trap of the Hunter - Endurance/Immobilize: Level 26[*] (13) Trap of the Hunter - Accuracy/Endurance: Level 26[*] (17) Trap of the Hunter - Immobilize/Range: Level 26[*] (46) Accuracy IO: Level 25[/list]Level 4: Accelerate Metabolism <ul type="square">[*] (A) Recharge Reduction IO: Level 25[*] (5) Efficacy Adaptor - Accuracy/Recharge: Level 25[*] (5) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 25[*] (46) Efficacy Adaptor - EndMod: Level 25[*] (46) Efficacy Adaptor - EndMod/Recharge: Level 26[/list]Level 6: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 25[*] (7) Recharge Reduction IO: Level 25[*] (7) Recharge Reduction IO: Level 25[/list]Level 8: Hot Feet <ul type="square">[*] (A) Cleaving Blow - Damage/Endurance: Level 26[*] (9) Multi Strike - Damage/Endurance: Level 26[*] (9) Scirocco's Dervish - Damage/Endurance: Level 26[*] (11) Damage Increase IO: Level 25[/list]Level 10: Enervating Field <ul type="square">[*] (A) Endurance Reduction IO: Level 25[*] (11) Endurance Reduction IO: Level 25[/list]Level 12: Hurdle <ul type="square">[*] (A) Jumping IO: Level 25[*] (40) Jumping IO: Level 25[/list]Level 14: Super Speed <ul type="square">[*] (A) Celerity - Endurance: Level 26[*] (15) Celerity - +Stealth: Level 26[*] (15) Celerity - RunSpeed: Level 26[/list]Level 16: Mutation <ul type="square">[*] (A) Recharge Reduction IO: Level 25[/list]Level 18: Health <ul type="square">[*] (A) Healing IO: Level 25[*] (19) Miracle - Heal: Level 25[*] (19) Numina's Convalescence - Heal: Level 30[*] (23) Numina's Convalescence - +Regeneration/+Recovery: Level 30[*] (45) Miracle - +Recovery: Level 26[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 25[*] (21) Endurance Modification IO: Level 25[*] (21) Endurance Modification IO: Level 25[/list]Level 22: Lingering Radiation <ul type="square">[*] (A) Accuracy IO: Level 25[*] (23) Recharge Reduction IO: Level 25[*] (25) Recharge Reduction IO: Level 25[*] (37) Curtail Speed - Accuracy/Endurance: Level 26[*] (40) Recharge Reduction IO: Level 25[/list]Level 24: Radiation Infection <ul type="square">[*] (A) Endurance Reduction IO: Level 25[*] (25) Endurance Reduction IO: Level 25[/list]Level 26: Cinders <ul type="square">[*] (A) Paralytic - Accuracy/Recharge: Level 26[*] (27) Neuronic Shutdown - Accuracy/Recharge: Level 26[*] (27) Essence of Curare - Accuracy/Recharge: Level 26[*] (31) Paralytic - Accuracy/Hold/Recharge: Level 26[*] (31) Essence of Curare - Accuracy/Hold/Recharge: Level 26[/list]Level 28: Choking Cloud <ul type="square">[*] (A) Paralytic - Endurance/Hold: Level 26[*] (29) Neuronic Shutdown - Endurance/Hold: Level 26[*] (29) Essence of Curare - Endurance/Hold: Level 26[*] (31) Hold Duration IO: Level 25[/list]Level 30: Bonfire <ul type="square">[*] (A) Kinetic Crash - Accuracy/Knockback: Level 25[*] (34) Kinetic Crash - Damage/Knockback: Level 26[*] (34) Kinetic Crash - Recharge/Knockback: Level 26[*] (36) Kinetic Crash - Recharge/Endurance: Level 26[*] (36) Kinetic Crash - Accuracy/Damage/Knockback: Level 26[*] (36) Kinetic Crash - Damage/Endurance/Knockback: Level 26[/list]Level 32: Fire Imps <ul type="square">[*] (A) Unquestioning Loyalty - Accuracy/Damage: Level 26[*] (33) Commanding Presence - Accuracy/Damage: Level 26[*] (33) Brilliant Leadership - Accuracy/Damage: Level 26[*] (33) Edict of the Master - Accuracy/Damage: Level 26[*] (34) Blood Mandate - Accuracy/Damage: Level 26[/list]Level 35: Recall Friend <ul type="square">[*] (A) Recharge Reduction IO: Level 25[/list]Level 38: EM Pulse <ul type="square">[*] (A) Neuronic Shutdown - Accuracy/Recharge: Level 26[*] (39) Neuronic Shutdown - Endurance/Hold: Level 26[*] (39) Neuronic Shutdown - Accuracy/Endurance: Level 26[*] (39) Neuronic Shutdown - Accuracy/Hold/Recharge: Level 26[*] (40) Recharge Reduction IO: Level 25[*] (43) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 26[/list]Level 41: Indomitable Will <ul type="square">[*] (A) Recharge Reduction IO: Level 25[*] (42) Recharge Reduction IO: Level 25[*] (42) Kismet - Accuracy +6%: Level 26[*] (42) Kismet - Endurance/Recharge: Level 26[/list]Level 44: Mind Over Body <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance: Level 26[*] (45) Impervium Armor - Resistance/Endurance: Level 26[*] (45) Titanium Coating - Resistance/Endurance: Level 26[*] (50) Aegis - Resistance/Endurance: Level 26[/list]Level 47: Psionic Tornado <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 26[*] (48) Positron's Blast - Damage/Endurance: Level 26[*] (48) Positron's Blast - Damage/Recharge: Level 26[*] (48) Positron's Blast - Accuracy/Damage/Endurance: Level 26[*] (50) Positron's Blast - Chance of Damage(Energy): Level 26[*] (50) Recharge Reduction IO: Level 25[/list]Level 49: Grant Invisibility <ul type="square">[*] (A) Recharge Reduction IO: Level 25[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Damage Increase IO: Level 25[/list]Level 1: Sprint <ul type="square">[*] (A) Jumping IO: Level 25[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 25[/list]Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]32% Enhancement(Accuracy)[*]13.8% Enhancement(RechargeTime)[*]5% Enhancement(Immobilize)[*]76.3 HP (7.5%) HitPoints[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Immobilize) 6.6%[*]MezResist(Terrorized) 1.65%[*]13% (0.22 End/sec) Recovery[*]28% (1.19 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]3% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Neuronic Shutdown[u]
(Char)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 15.3 HP (1.5%) HitPoints[*] 7% Enhancement(Accuracy)[/list][u]Miracle[u]
(Radiant Aura)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Harmonized Healing[u]
(Radiant Aura)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[/list][u]Trap of the Hunter[u]
(Fire Cages)<ul type="square">[*] 5% Enhancement(Immobilize)[*] 19.1 HP (1.88%) HitPoints[*] 9% Enhancement(Accuracy)[/list][u]Efficacy Adaptor[u]
(Accelerate Metabolism)<ul type="square">[*] 11.4 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[*] 10% (0.42 HP/sec) Regeneration[/list][u]Celerity[u]
(Super Speed)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 15.3 HP (1.5%) HitPoints[/list][u]Miracle[u]
(Health)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.51 HP/sec) Regeneration[/list][u]Paralytic[u]
(Cinders)<ul type="square">[*] 1% (0.02 End/sec) Recovery[/list][u]Essence of Curare[u]
(Cinders)<ul type="square">[*] MezResist(Terrorized) 1.65%[/list][u]Kinetic Crash[u]
(Bonfire)<ul type="square">[*] 3% RunSpeed[*] 2.5% Resistance(Smashing)[*] Knockback Protection (Mag -3)[*] 6% (0.25 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Neuronic Shutdown[u]
(EM Pulse)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 15.3 HP (1.5%) HitPoints[*] 7% Enhancement(Accuracy)[/list][u]Kismet[u]
(Indomitable Will)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[/list][u]Positron's Blast[u]
(Psionic Tornado)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|</pre><hr />
His plan is to walk up to people, stay alive for 5s by hook, by crook, or by using his two PBAoE holds, and then watch them melt helplessly. Probably not as fast a farmer as a fire/kin, but effective in his own way. Would this work? -
Does the time given for recharge include the casting time for the basic power? So does the 8 seconds (or whatever) start when you start to cast your power or when you finish?
-
Doh on the mistake (it is, of course, single target), and I'll have to look into the price of Lady Grey's negative energy damage proc at Wentworth's, thanks. (I'm sitting on 20 million at the moment after having just bought a Kismet +6% to hit for Steaming Mist). Thanks for both the feedback and the tip.
-
As a supplement, I thought I'd add an approximation of Gaea's Avenger's current state at L40 (I can't remember the exact levels) and my plans for L50, and a couple of notes that I didn't put into the original gulde.
Gaea's Avenger @40
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Level 40 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Hero Profile:
------------
Level 1: Strangler
(A) Neuronic Shutdown - Accuracy/Hold/Recharge: Level 26
(3) Neuronic Shutdown - Endurance/Hold: Level 26
(3) Neuronic Shutdown - Hold/Range: Level 26
(5) Neuronic Shutdown - Accuracy/Recharge: Level 26
(5) Essence of Curare - Accuracy/Hold/Recharge: Level 26
(7) Recharge Reduction IO: Level 25
Level 1: Gale
(A) Kinetic Crash - Damage/Endurance/Knockback: Level 25
(7) Kinetic Crash - Accuracy/Knockback: Level 26
(9) Kinetic Crash - Recharge/Knockback: Level 26
(9) Kinetic Crash - Recharge/Endurance: Level 26
Level 2: Roots
(A) Trap of the Hunter - Accuracy/Recharge: Level 37
(11) Detonation - Accuracy/Damage/Endurance: Level 37
(11) Positron's Blast - Damage/Recharge: Level 37
(13) Detonation - Damage/Recharge: Level 37
(13) Air Burst - Damage/Recharge: Level 37
(15) Trap of the Hunter - Chance of Damage(Lethal): Level 26
Level 4: Snow Storm
(A) Endurance Reduction IO: Level 25
(15) Endurance Reduction IO: Level 25
Level 6: Hover
(A) Soaring - Endurance/FlySpeed: Level 32
Level 8: Seeds of Confusion
(A) Perplex - Accuracy/Confused/Recharge: Level 26
(17) Perplex - Accuracy/Recharge: Level 26
(17) Perplex - Recharge/Confused: Level 26
(19) Perplex - Endurance/Confused: Level 26
(19) Befuddling Aura - Accuracy/Confused/Recharge: Level 26
(21) Befuddling Aura - Accuracy/Recharge: Level 26
Level 10: Steamy Mist
(A) Steadfast Protection - Resistance/Endurance: Level 26
(21) Impervious Skin - Resistance/Endurance: Level 26
(23) Titanium Coating - Resistance/Endurance: Level 26
Level 12: Swift
(A) Flight Speed IO: Level 30
Level 14: Fly
(A) Freebird - Endurance: Level 26
(23) Freebird - FlySpeed: Level 26
(25) Freebird - +Stealth: Level 26
Level 16: Freezing Rain
(A) Undermined Defenses - Recharge/Endurance: Level 32
(25) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 37
(27) Undermined Defenses - Recharge: Level 42
(27) Undermined Defenses - Defense Debuff/Recharge: Level 42
Level 18: Health
(A) Healing IO: Level 25
Level 20: Stamina
(A) Endurance Modification IO: Level 25
(29) Endurance Modification IO: Level 25
(29) Endurance Modification IO: Level 25
Level 22: Hurricane
(A) Endurance Reduction IO: Level 25
(31) Endurance Reduction IO: Level 25
Level 24: Hasten
(A) Recharge Reduction IO: Level 25
(31) Recharge Reduction IO: Level 25
(31) Recharge Reduction IO: Level 25
Level 26: Carrion Creepers
(A) Recharge Reduction IO: Level 25
(33) Recharge Reduction IO: Level 30
(33) Curtail Speed - Endurance/Recharge/Slow: Level 30
(33) Tempered Readiness - Endurance/Recharge/Slow: Level 32
Level 28: Vines
(A) Essence of Curare - Accuracy/Hold/Recharge: Level 32
(34) Paralytic - Accuracy/Hold/Recharge: Level 30
Level 30: O2 Boost
(A) Healing IO: Level 25
Level 32: Fly Trap
(A) Blood Mandate - Accuracy/Damage: Level 37
(34) Blood Mandate - Accuracy/Damage/Endurance: Level 37
(34) Brilliant Leadership - Accuracy/Damage: Level 37
(36) Brilliant Leadership - Accuracy/Damage/Endurance: Level 37
(36) Edict of the Master - Accuracy/Damage/Endurance: Level 37
Level 35: Tornado
(A) Blood Mandate - Accuracy/Damage: Level 37
(36) Blood Mandate - Damage: Level 42
(37) Blood Mandate - Damage/Endurance: Level 40
(37) Undermined Defenses - Recharge: Level 42
(37) Undermined Defenses - Recharge/Endurance: Level 42
(39) Undermined Defenses - Defense Debuff/Recharge: Level 42
Level 38: Lightning Storm
(A) Thunderstrike - Accuracy/Damage/Recharge: Level 42
(39) Thunderstrike - Damage/Endurance/Recharge: Level 42
(39) Thunderstrike - Damage/Recharge: Level 42
(40) Thunderstrike - Accuracy/Damage/Endurance: Level 42
(40) Ruin - Accuracy/Endurance/Recharge: Level 40
(40) Ruin - Accuracy/Damage/Recharge: Level 40
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl
(A) Endurance Reduction IO: Level 10
Level 1: Sprint
(A) Run Speed IO: Level 15
Level 2: Rest
(A) Recharge Reduction IO: Level 25
Level 1: Containment
------------
Set Bonus Totals:
4% DamageBuff(Smashing)
4% DamageBuff(Lethal)
4% DamageBuff(Fire)
4% DamageBuff(Cold)
4% DamageBuff(Energy)
4% DamageBuff(Negative)
4% DamageBuff(Toxic)
4% DamageBuff(Psionic)
0.95% Defense(Fire)
0.95% Defense(Cold)
2.5% Defense(Energy)
3.6% Max End
26% Enhancement(Accuracy)
1.5% Enhancement(Confused)
5% Enhancement(Immobilize)
30.5 HP (3%) HitPoints
Knockback (Mag -3)
Knockup (Mag -3)
MezResist(Immobilize) 2.2%
MezResist(Sleep) 1.65%
MezResist(Terrorized) 1.65%
6% (0.1 End/sec) Recovery
18% (0.76 HP/sec) Regeneration
2.5% Resistance(Smashing)
3% RunSpeed
------------
Set Bonuses:
Neuronic Shutdown
(Strangler)
MezResist(Immobilize) 2.2%
15.3 HP (1.5%) HitPoints
7% Enhancement(Accuracy)
Kinetic Crash
(Gale)
3% RunSpeed
2.5% Resistance(Smashing)
Knockback Protection (Mag -3)
Trap of the Hunter
(Roots)
5% Enhancement(Immobilize)
Detonation
(Roots)
MezResist(Sleep) 1.65%
Perplex
(Seeds of Confusion)
6% (0.25 HP/sec) Regeneration
1.5% Enhancement(Confused)
5% Enhancement(Accuracy)
Befuddling Aura
(Seeds of Confusion)
1% (0.02 End/sec) Recovery
Freebird
(Fly)
8% (0.34 HP/sec) Regeneration
15.3 HP (1.5%) HitPoints
Undermined Defenses
(Freezing Rain)
2% DamageBuff(All)
1.8% Max End
7% Enhancement(Accuracy)
Blood Mandate
(Fly Trap)
1.5% (0.03 End/sec) Recovery
Brilliant Leadership
(Fly Trap)
4% (0.17 HP/sec) Regeneration
Blood Mandate
(Tornado)
1.5% (0.03 End/sec) Recovery
0.95% Defense(Fire,Cold)
Undermined Defenses
(Tornado)
2% DamageBuff(All)
1.8% Max End
Thunderstrike
(Lightning Storm)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy)
7% Enhancement(Accuracy)
Ruin
(Lightning Storm)
MezResist(Terrorized) 1.65%
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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|-------------------------------------------------------------------|
Notes:
Roots has 90% damage, 90% recharge, and a damage proc (smashing damage. (And some accuracy and endurance) This can be extremely bad for my health as spamming it (which I do) will pull aggro off many Fire/Fire blasters and tanks (especially Willpower ones). I'd probably faceplant a lot less if I got rid of this.
Freezing Rain: I know it's different to what I advocated above. I only spotted the pure recharge in Undermined Defences last night.
Tornado: I don't know if the accuracy passes through to the tornado itself. But the set is close enough to the limit I can't be bothered to change this.
Gale: Slotted for the knockback protection. (Will also provide a Recharge bonus)
As you can see from the below L50, I don't think that there is too much I can do to improve on the already existing slotting.
Brawl and Sprint: Your point? Those enhancements were cheaper than TOs would have been.
Gaea's Avenger @ 50
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
------------
Level 1: Strangler
(A) Neuronic Shutdown - Accuracy/Hold/Recharge: Level 26
(3) Neuronic Shutdown - Endurance/Hold: Level 26
(3) Neuronic Shutdown - Hold/Range: Level 26
(5) Neuronic Shutdown - Accuracy/Recharge: Level 26
(5) Essence of Curare - Accuracy/Hold/Recharge: Level 26
(7) Recharge Reduction IO: Level 25
Level 1: Gale
(A) Kinetic Crash - Damage/Endurance/Knockback: Level 25
(7) Kinetic Crash - Accuracy/Knockback: Level 26
(9) Kinetic Crash - Recharge/Knockback: Level 26
(9) Kinetic Crash - Recharge/Endurance: Level 26
(42) Kinetic Crash - Damage/Knockback: Level 50
(43) Kinetic Crash - Accuracy/Damage/Knockback: Level 50
Level 2: Roots
(A) Detonation - Accuracy/Damage/Endurance: Level 50
(11) Positron's Blast - Damage/Recharge: Level 50
(11) Detonation - Damage/Recharge: Level 50
(13) Air Burst - Damage/Recharge: Level 50
(13) Positron's Blast - Chance of Damage(Energy): Level 37
(15) Trap of the Hunter - Chance of Damage(Lethal): Level 26
Level 4: Snow Storm
(A) Endurance Reduction IO: Level 50
(15) Endurance Reduction IO: Level 50
(46) Pacing of the Turtle - Chance of -Recharge: Level 50
Level 6: Hover
(A) Soaring - Endurance/FlySpeed: Level 32
(43) Soaring - Endurance: Level 50
(45) Soaring - FlySpeed: Level 50
Level 8: Seeds of Confusion
(A) Coercive Persuasion - Contagious Confusion: Level 50
(17) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
(17) Coercive Persuasion - Accuracy/Recharge: Level 50
(19) Coercive Persuasion - Confused/Endurance: Level 50
(19) Coercive Persuasion - Confused/Recharge: Level 50
(21) Perplex - Accuracy/Endurance: Level 50
Level 10: Steamy Mist
(A) Hydra:Electron Particles
(21) Hydra:Electron Particles
(23) Hydra:Electron Particles
(43) Kismet - Accuracy +6%: Level 30
Level 12: Swift
(A) Flight Speed IO: Level 30
Level 14: Fly
(A) Freebird - Endurance: Level 26
(23) Freebird - FlySpeed: Level 26
(25) Freebird - +Stealth: Level 26
Level 16: Freezing Rain
(A) Undermined Defenses - Recharge/Endurance: Level 32
(25) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 37
(27) Undermined Defenses - Recharge: Level 42
(27) Undermined Defenses - Defense Debuff/Recharge: Level 42
Level 18: Health
(A) Healing IO: Level 50
(45) Numina's Convalescence - +Regeneration/+Recovery: Level 50
(46) Numina's Convalescence - Heal: Level 50
Level 20: Stamina
(A) Endurance Modification IO: Level 25
(29) Endurance Modification IO: Level 25
(29) Endurance Modification IO: Level 25
Level 22: Hurricane
(A) Dampened Spirits - To Hit Debuff/Endurance: Level 50
(31) Dampened Spirits - To Hit Debuff/Recharge/Endurance: Level 50
(48) Endurance Reduction IO: Level 50
Level 24: Hasten
(A) Recharge Reduction IO: Level 25
(31) Recharge Reduction IO: Level 25
(31) Recharge Reduction IO: Level 25
Level 26: Carrion Creepers
(A) Force Feedback - Recharge/Endurance: Level 50
(33) Kinetic Crash - Recharge/Endurance: Level 50
(33) Recharge Reduction IO: Level 50
(33) Endurance Reduction IO: Level 50
Level 28: Vines
(A) Essence of Curare - Accuracy/Hold/Recharge: Level 50
(34) Essence of Curare - Accuracy/Recharge: Level 50
Level 30: O2 Boost
(A) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(46) HamiO:Golgi Exposure
Level 32: Fly Trap
(A) Blood Mandate - Accuracy/Damage: Level 37
(34) Blood Mandate - Accuracy/Damage/Endurance: Level 37
(34) Brilliant Leadership - Accuracy/Damage: Level 37
(36) Brilliant Leadership - Accuracy/Damage/Endurance: Level 37
(36) Edict of the Master - Accuracy/Damage/Endurance: Level 37
Level 35: Tornado
(A) Blood Mandate - Accuracy/Damage: Level 37
(36) Blood Mandate - Damage: Level 42
(37) Blood Mandate - Damage/Endurance: Level 40
(37) Undermined Defenses - Recharge: Level 42
(37) Undermined Defenses - Recharge/Endurance: Level 42
(39) Undermined Defenses - Defense Debuff/Recharge: Level 42
Level 38: Lightning Storm
(A) Thunderstrike - Accuracy/Damage/Recharge: Level 42
(39) Thunderstrike - Damage/Endurance/Recharge: Level 42
(39) Thunderstrike - Damage/Recharge: Level 42
(40) Thunderstrike - Accuracy/Damage/Endurance: Level 42
(40) Ruin - Accuracy/Endurance/Recharge: Level 40
(40) Ruin - Accuracy/Damage/Recharge: Level 40
Level 41: Conserve Power
(A) Recharge Reduction IO: Level 50
(42) Recharge Reduction IO: Level 50
(42) Recharge Reduction IO: Level 50
Level 44: Temp Invulnerability
(A) Hydra:Electron Particles
(45) Hydra:Electron Particles
Level 47: Spore Burst
(A) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
(48) Fortunata Hypnosis - Accuracy/Recharge: Level 50
(48) Fortunata Hypnosis - Sleep/Recharge: Level 50
(50) Fortunata Hypnosis - Sleep/Endurance: Level 50
(50) Fortunata Hypnosis - Chance for Placate: Level 50
Level 49: Power Boost
(A) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
(A) Endurance Reduction IO: Level 10
Level 1: Sprint
(A) Run Speed IO: Level 15
Level 2: Rest
(A) Recharge Reduction IO: Level 25
Level 1: Containment
------------
Set Bonus Totals:
10% DamageBuff(Smashing)
10% DamageBuff(Lethal)
10% DamageBuff(Fire)
10% DamageBuff(Cold)
10% DamageBuff(Energy)
10% DamageBuff(Negative)
10% DamageBuff(Toxic)
10% DamageBuff(Psionic)
0.95% Defense(Fire)
0.95% Defense(Cold)
2.5% Defense(Energy)
3.6% Max End
36% Enhancement(Accuracy)
4% Enhancement(Confused)
27.5% Enhancement(RechargeTime)
38.2 HP (3.75%) HitPoints
Knockback (Mag -3)
Knockup (Mag -3)
MezResist(Immobilize) 2.2%
MezResist(Sleep) 1.65%
MezResist(Terrorized) 3.3%
16.5% (0.28 End/sec) Recovery
30% (1.27 HP/sec) Regeneration
2.5% Resistance(Smashing)
2.52% Resistance(Fire)
2.52% Resistance(Cold)
3% RunSpeed
------------
Set Bonuses:
Neuronic Shutdown
(Strangler)
MezResist(Immobilize) 2.2%
15.3 HP (1.5%) HitPoints
7% Enhancement(Accuracy)
Kinetic Crash
(Gale)
3% RunSpeed
2.5% Resistance(Smashing)
Knockback Protection (Mag -3)
6% (0.25 HP/sec) Regeneration
7.5% Enhancement(RechargeTime)
Detonation
(Roots)
MezResist(Sleep) 1.65%
Positron's Blast
(Roots)
2.5% (0.04 End/sec) Recovery
Soaring
(Hover)
1% (0.02 End/sec) Recovery
7.63 HP (0.75%) HitPoints
Coercive Persuasion
(Seeds of Confusion)
4% (0.07 End/sec) Recovery
4% Enhancement(Confused)
4% DamageBuff(All)
10% Enhancement(RechargeTime)
Freebird
(Fly)
8% (0.34 HP/sec) Regeneration
15.3 HP (1.5%) HitPoints
Undermined Defenses
(Freezing Rain)
2% DamageBuff(All)
1.8% Max End
7% Enhancement(Accuracy)
Numina's Convalescence
(Health)
12% (0.51 HP/sec) Regeneration
Dampened Spirits
(Hurricane)
2% DamageBuff(All)
Essence of Curare
(Vines)
MezResist(Terrorized) 1.65%
Blood Mandate
(Fly Trap)
1.5% (0.03 End/sec) Recovery
Brilliant Leadership
(Fly Trap)
4% (0.17 HP/sec) Regeneration
Blood Mandate
(Tornado)
1.5% (0.03 End/sec) Recovery
0.95% Defense(Fire,Cold)
Undermined Defenses
(Tornado)
2% DamageBuff(All)
1.8% Max End
Thunderstrike
(Lightning Storm)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy)
7% Enhancement(Accuracy)
Ruin
(Lightning Storm)
MezResist(Terrorized) 1.65%
Fortunata Hypnosis
(Spore Burst)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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The Rootspam has become even more lethal with the addition of a second proc damage (making it even more competative with blaster AoE spam as there is only one damage proc they can use at a time (although if they are an AoE blaster they will be blasting with several AoEs)), Spore Burst has been taken simply for the second Purple set (I'd call 10% recharge and 15% accuracy more useful than most other power choices, and sleep is sometimes usefulin its own right). But as you can see, I think there isn't too much room for improvement on my existing slotting.
I also was planning to add a note on Nemesis. Those ****s are immune to Confuse and seem to be resistant to Smashing and Lethal as well, causing me huge problems that are only multiplied by their snipers seeing through my stealth. They are therefore a nuisance to me and entirely prevent my Seeds of Confusion aggro redirection. So I faceplanted a lot when I first met them. I am, however, adapting my playstyle and find them easier now, so thought I'd share the methods:
Pretend you are a Storm defender with Carrion Creepers if you need to fight them in the open. Roots or Seeds of Confusion will make you a higher priority target than the blaster. So don't use seeds and only use Roots from round the corner (LoS to one mob and you can hit the lot - and unlike a blaster, the mobs you've hit can't come looking for you). For that matter use lightning storm and tornado from round the corner and the Creepers will go round corners as well... -
Welcome to my guide about the i12 Plant/Storm controller. I started playing a Plant/Storm as the powers looked great fun, the build was thematically very tight, and there didn't seem to be a guide. The first two were true, and I'm fixing the third. Note that Gaea's Avenger was my first character to pass level 30, and still isn't level 50. So there may be mistakes in this guide caused by inexperience. If so, I apologise and point them out for me please. And now onto the meat of the guide.
Plant/Storm overview
A Plant/Storm controller is a very high damage output controller across a wide area (it's right up there with Fire/Kin, and also has excellent soft controls). On the other hand, almost all its damage is either AoE, inflicted by pets who aren't under your direct control, or both. High damage and damage in random directions both fits the theme of a barely controlled force of nature and leads to you taking a huge amount of aggro (probably higher than that of an AoE focussed blaster). If you like to have your damage out of control (but not as badly out of control as the mobs will be), and don't mind faceplanting fairly regularly (or are a far better player than I am), and enjoy visual and visceral powersets then this may be a controller for you.
If you like things locked down nice and tight, and hate trips to the hospital then you may want to look elsewhere. Also this is a hard combination to solo before L32 and Audrey (the flytrap) turns up. Note that the damage numbers are small, but there are huge numbers of them so the total damage output is very high (as I shall ilustrate)
One note on slotting: Frankenslot means pick the best bonuses you can find from any sets that will fit the power and ignore the set bonusses.
Power overviews:
Rating system:
- this power is a turkey. Ignore it.
- weak power. I didn't take it or want to.
- not bad. Not great but you probably want it.
- very good. Useful and good value.
Outstanding. You'd be a fool not to take it, and it's borderline gamebreaking.
Plant Control overview
Entangle
Ranged, Foe Immobilize
It's a single target AoE Immobilise. Does controller damage and only affects one target. The only reason I can think of to take it in preference to other powers is if you want to do a lot of soloing. It's one of the few skippable powers in the set, so I skipped it.
Rating
SO Slotting: 2 acc / 2 damage/ 2 recharge
Personal slotting: did not take this power
Strangler
Ranged, Foe Hold
Single target foe hold. More or less a match for the other controller single target holds and far more useful as a L1 power than Entangle. Before L32 I slotted it for recharge and damage and relied on throwing it fast enough to hold hold resistant bosses while damaging them when soloing. That was painful to solo at low levels. The 1.2 accuracy in this power really helps.
SO Slotting pre-32: 1 acc / 2 dam / 3 recharge (post-32, replace the dam with hold)
IO Slotting: Frankenslotting with heavy recharge.
Rating:
Roots
Ranged (Targeted AoE), Foe Immobilize
This power is spectacularly good and draws an amazing amount of aggro. To see why, we'll use numbers from Red Tomax' City of Data.
Compared to other controller AoE Immobilise powers it's on a damage scale of 0.6. All other AoE immobs are on a scale of 0.3 (or 0.33 for fire). So it does twice the damage of any of them. Now for a tougher comparison.
At L50, total damage for Contained Roots (and remember it's self-containing) is 2*3*3.06 + 3*6.12 = 36.72 damage in 9.67 seconds = 3.8 damage per second. (6.47 damage per second with 100% recharge)
An equivalent Blaster power would probably be Ball Lightning from the Electricity set. Which (unslotted) does 18.77 +4*11.26 damage for a total of 63.81 damage on a 17.07 second damage cycle = 3.7 damage per second. (7.04 damage/second with 100% recharge).
Yes, properly slotted the blaster does do more damage (I've cancelled the accuracy of the blaster with the much higher area roots covers and the more use for procs as you get a better casting time, and if you do the same to damage on both sides it cancels). But think about that for a second. This AoE damage power is competitive with the AoE damage output of a blaster spamming his AoE, and both of you heavily slotted. (And to anyone pointing out Aim and Build Up, I'll take Controller buffs/debuffs as they affect the whole team) It's no wonder the mobs absolutely hate you (especially as you are immobilising them for good measure). And be careful with the high radius of roots not only will the mobs hate you but you could grab another spawn by mistake.
Note that Roots will only affect people who aren't flying. Such a pity there isn't a convenient snowstorm to bring flyers back down to earth... (It also is both easy to spot and doesn't completely block LoS unlike earth's Stone Cages).
SO Slotting: 2 accuracy / 2 damage / 2 recharges
Personal slotting: Frankenslot this power (I've got a proc in here and still massively high bonusses). It can do with the love and will reward you with massive damage output. Ignore set bonusses until really high levels. (Note that roots has a wider range of possible frankenslotting than blaster powers because it will also take acc, rec, end, and procs from immobilise powers. It also negates knockdowns and knockbacks which isn't a problem while the mobs are beating each other up (see Seeds of Confusion for why this will happen).
Spore Burst
Ranged (Targeted AoE), Foe Sleep
AoE sleep. Either you like them or you don't. I didn't take it and haven't missed it. And I wouldn't trust my storm powers not to wake everyone up by mistake. On the other hand, earth/storm controllers who focus on multiple spawn control IME take this. I've gone for the damage but if you want more control then this power is well worth looking at.
Slotting: Go straight for the sets. They are cheap enough.
Personal slotting: did not take this power
Rating: Unrated.
Seeds of Confusion.
Ranged (Cone), Foe Confuse
Absolutely wonderful power. A Mag 3 cone confuse. Negates almost all of the aggro from roots (and strangler can hold a boss off) and convinces them to damage each other while you are rooting them to death. Does a fair amount of damage, an amazing amount of damage mitigation (doesn't take much to make it perma), and contrary to a common myth speeds up Exp as you are killing faster and don't lose that much exp per mob.
About all that would make this power better is if you had a debuff for mob resistance and defence that didn't affect their damage output. Oh, hi there, Freezing Rain. And they don't even flop about once rooted?
Slotting: 2 Acc / 1 Recharge / 1 Confuse as a minimum. IOs are cheap enough that you probably want to look at set bonusses, and even Purples only went for half a million each last time I looked.
Personal slotting: 4 befuddling, 2 of something else. Set bonusses are definitely worthwhile, and when I get high enough the Contagious Confusion is going to be outstanding when I'm confusing a dozen or more mobs at a time.
Rating(and probably more)
Spirit Tree
PBAoE Heal
+Regen over a wide area. It's rooted in place and doesn't move with you I haven't taken this power because in groups I get through the mobs too fast and when soloing either the mobs are controlled or they get through me. The weakest power in the set.
Personal slotting: not used.
Rating
Vines
Ranged (Targeted AoE), Foe Hold
Bog standard targetted AoE hold. Useful for locking down bosses fast (Strangler + Vines = Mag 6 with a chance of 7 and only the casting times) or as a panic button.
SO Slotting: 2 Acc/2 Hold/2Recharge
Personal slotting: Franken for Acc, Hold, and a splash of Recharge not using many slots.
Rating:
Carrion Creepers
Ranged(Location AoE), -speed, -fly, -jump
This creates two pets a fairly mediocre patch of land with speed, -fly, and -jump effects (which I more or less ignore and a second invisible pet (that runs along after you) that has a fixed 50% chance of creating a 15 second vine for each mob it can target within the area. Note that this can accidently aggro mobs... 10-15 mobs is therefore an ideal target for the creeper creator, and it's effectively a second high-damage AoE power that can create immobilisations. The more mobs the merrier.
The one weakness of the creeper vines is that most enhancements don't reach them (being stopped by the intermediate pet), so there's not a lot of point slotting for more than rech and end and with only a 15 second life expectancy there's not much point in buffing the vines. Now if only you had an AoE debuff to mob defence and resistance. Oh, hi there Freezing Rain...
SO Slotting: 3 recharge /1 End
Personal slotting: little different from above (I think I've pulled out some extra end from frankenslotting but that's about it).
Rating:
Summon Fly Trap
Ranged Control Special
Summons Audrey a giant carnivorous fly trap. Her resistances are much lower than the other controller pets (to the point that many wonder if 4% is a misprint, being about a tenth of equivalents), and she has all the brains of a carrot. On the other hand, her single target damage output is competative (allowing you to solo at long last), and (perhaps unsurprisingly for the rest of the plant set) she comes with ranged AoE damage (a ranged cone and a ranged sphere). She's probably the first time you'll routinely be doing double digit damage (rather than *lots* of single digit damage that mounts up) Your single target damage has, however, shown up at L32
SO Slotting: 3 acc, 3 dam.
Personal slotting: 2 Acc/dam, 2 Acc/dam/end (all pet sets)
Rating(I'd prefer some of the other controller pet stats, but Audrey is well worth it and looks extremely cool).
Storm powers
Gale
Ranged Cone, knockback
You have to take this power, so you might as well make the best of it. Knockback is useful for positioning but ignore the damage it's trivial. It's great fun, and quite useful for positioning mobs or simply throwing them away at low levels. And slotted and against seriously low level mobs it has a lot of comedy value as knockback scales with level difference.
SO Slotting: 1 Accuracy
Personal slotting: Kinetic Crash. I hate being knocked back, and with that much knockback it's fun.
Rating:- works, but most of your mobs are going to be rooted anyway.
02 Boost
Single Target Heal
A heal, and protects from disorient, sleep, and even endurance drain! Handy, especially against some high level foes. I took it at level 30 as I felt that killing mobs or seriously messing them up was more important and most of the foes it protects against are more common in high levels. But L30 allowed me to use it on Audrey at L32 (and I didn't have anything else I wanted to use there).
SO Slotting Suggestion: It' a heal. Heal/Rech/End (amount depends on how much you use it)
Rating:Useful but not brilliant.
Snow Storm
Targetted AoE (autohitting) -speed, -recharge
Handy, although high endurance drain. The downside to this power is that if the mobs are under seeds of confusion then you don't want to slow them. On the other hand, when you want it it's nice. And although there aren't many targets that fly away from roots they do happen. And this will bring them down to earth.
SO Slotting: 2 EndRed. Possibly also slows (but tbh, I just root them anyway).
Personal slotting: 2*L25 IO EndRed
Rating:- Useful to slow everyone up, but you're normally going to have everyone mezzed or confused anyway. Very useful to bring down those irritating flyers. Rare, but extremely useful.
Steamy Mist
PBAoE, Team Stealth, Def, Res (Fire, Cold, Energy)
Stealth good. Combined with a stealth IO it is really good at allowing you to get the drop to get Seeds of Confusion off first.
SO Slotting: 2 EndRed
Personal Slotting: 3* EndRed/Res
Rating:- you're going to be getting enough aggro anyway. No point getting more by being spotted.
Freezing Rain
AoE, Def and Res debuff, knockdown, slow, trivial damage
One of the best powers and most synergystic in the Plant/Storm set. -Def, -Res allows everyone (vines, confused mobs, etc.) to hit more easily and for more damage. Knockdown is useful if you want to make an escape (I don't often use it I prefer to confuse my targets and have them pound each other while rooted). Ignore the damage it's entirely trivial
SO slotting: 3 Rech, 1 End
Personal Slotting (I think): 1 Rech, 2Rech/End, 1 End/Rech/Def Debuff
Rating: nice debuff, synergises well with everything including the occasional need to make a quick getaway.
Hurricane
PBAoE repel, knockback, -tohit, -range
I didn't initially think that this would be useful but the zombies really changed my mind. Useful for positioning, debuffing, and keeping your melee range clear (roots may resist the knockback, but not the repel. I don't use it that often but I'm very glad I have it when I need to.
SO and Slotting: 2 Endred (mine are IOs). I can't do much to help the repel or the -range, and don't always want the knockback. As for -ToHit, there's also snow storm.
Rating
Thunderclap
PBAoE disorient (Mag 2)
Minions only. Mag 2 stacks neatly with other powers that cause stun in your primary. If you had any. Plant doesn't. So it only affects minions.
Slotting suggestion: Get a useful power unless you know the rest of the group has stuns.
Rating:- worthwhile with some powersets, but not Plant.
Tornado
Summon pet that causes knockback, knockup, and damage.
The official notes say that tornado does little damage. This is true it does little damage every tick. Which adds up fast. It would be great at single target damage other than that it seems to have ADD. Which is easily sorted by eliminating all the other target (how? You are a plantie...) and that it knocks back everything it hits (unless rootspam absorbs that knockback). It was nerfed allowing trapped mobs to run out of it (so just root or strangler them...). And if all else fails drop it and run away it'll seriously disrupt any pursuit.
In short, it's a power with very significant drawbacks most of which are covered by plant. It also has very significant strengths (single target damage, chaotic control, ability to be sent from out of LoS) which all help plant.
SO Slotting: 3 Dam, 2 Rech, 1 End.
Rating: a power with ups and downs that synergises amazingly with plant.
Lightning Storm
Summon pet (High dam, AoE, Knockback/knockdown)
Great power. Before L32 you had very little single target damage. Now you have loads of it (technically this is a small radius AoE, but who's quibbling) although none of it is under your direct control. You can now solo very effectively. Place it where you want (if you place it high it does knockdown not knockback) and it will start zapping in small areas. Stay fairly close to it or it will stop zapping, but that's about all you need to do. Note that this does allow you to place it (stealthed from Steaming Mist) and then duck back round the corner)
I'm told that if you use ranged damage slotting then recharge cascades through to the attacks, allowing the lightning storm to fire faster. All I know is that mine does a lot of damage (I haven't timed it).
SO Slotting: If you don't want to frankenslot, 3 dam/2 rec/ 1 end
Personal slotting: 4*thunderstrike, 2*ruin (with five of those six being 3 way enhancements)
Rating now, in addition to being an effective mezzing controller, you are a walking area of distruction quite capable of taking out just about anything.
Power Pools
Fitness A no-brainer. Storm is an end hog. And plant is hardly end-light. Get stamina. And health with the amount of aggro you're going to take... (I've also got swift, slotted for flight).
Travel pools
Take your pick. I like flight (and hover allows me to stay out of melee), and I've got Haste. But if you like Superspeed, Jumping or Teleport, I'm not going to say no. On the other hand, riding the winds really fits the charater concept, and allows you to do knockdown rather than knockback with Lightning Storm and Gale, and to sneak up on mobs in unexpected ways for Seeds.
Other
Medicine probably the most useful of the remaining ones. You have no self-heal and are getting a lot of aggro meaning you are going to be munching greens. But O2 boost is better than Aid Other...
Fighting Give this a miss. You want to be out of melee and you are already using masses of End so the toggles aren't worth it.
Leadership I tried this and respecced out of it. Felt like a good idea for Carrion Creepers but this is already a high end set.
Concealment You've already got steaming mist and probably an IO to get you past 54 foot of stealth. Not worth the powers IMO.
Presence with the aggro you're already getting from roots, creepers, tornado, and lightning storm, you want taunts on a controller? You're joking, right?
Epic Power Pools:
I'm afraid I don't have the experience here. Note that roots is a much better AoE than fireball (but there's nothing wrong with having both...)
Your role in a team:
'Splattroller' very high damage, rolling mezzes and soft controls. And lots and lots of confusion. You aren't a total lockdown controller (although Seeds of Confusion comes close and is easy to make recharge in less time than its duration) but the mobs should be in serious trouble. Note that you are a huge aggro magnet and are likely to die repeatedly on a mediocre team.
What you want from a team
Good tanks. That will pull the aggro off you. If you've got a herd tank in there, so much the better (between seeds and roots you eat herds alive and won't be attacked from behind, and this means that they don't have to pull the aggro off you).
Single target damage. Preferably of the sort that will challenge bosses it's much harder for you to mez bosses.
Healing. You can't heal yourself. And between masses of confusion, very high AoE damage, and decent controller level control (especially soft control) you will be the mobs chosen target far too often to be comfortable. And you're still a squishy. Don't be afraid of debt but avoiding it is good.
Whew! That was longer than I expected. Thanks for reading. -
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But if you are only finding out the sets the tank has after attacking the spawn then you can only blame yourself. Check powersets when they or you join - that way you can identify any likely limitations and adjust your playstle accordingly.
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I've taken up doing that thanks to expecting all tanks to be able to hold aggro and faceplanting even more than usual... -
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Why do people still roll WP scr... errr... "tanks" at all?
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Cause it's one of the strongest tanker sets?
If not the strongest.
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I still have to see a WP tank.. All I have come across so far is plenbutherol fed scrappers that hit with pillows on their punches
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I've run across one very good WP tank. She was using the taunts to run herds - pick up sixteen (or whatever the aggro cap is) mobs and run them into a corner for us. A perfect setup for me to throw Seeds of Confusion followed by roots. Aggro problems, what aggro problems? No one's going anywhere or attacking any of us.
But I'll agree with you about almost all the other WP tankers I've grouped with. And with the damage output of a Plant controller (blasters don't have a monopoly on excessive spammable AoE damage) I need about one large spawn to tell whether the tanks I'm grouped with are WP or something better at holding the aggro. -
He should just turn SS off in combat - it gets suppressed anyway. Also what's wrong with the slotting of sprint, brawl, and rest? All he's done is thrown an enhancement into the slot they get as a default. (I've got cheap common IOs in most of my characters default slots for those powers - I think it looks better)
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I do mean enforcers
And I'd only 3-slot them under certain conditions:
1: I really wanted my thugs to be as tough as possible (as the OP)
2: I had a Thugs/Traps combination, and was approaching the def soft-cap. (Thugs/FF should comfortably excede it).
The rest of the time I'd probably take your slotting. (I've 3-slotted my protector bots for Defence, but that's another matter). -
Slot Thugs with three defence - that's between an 11% and 13% def buff from each to all your thugs. Throw in maneuvers and more than 50% of enemy attacks that would hit the tier ones are now missing them. A good start to their survivability.
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I think it's an AI bug (from browsing the US boards). If I'm right, what happens is that the Protectors only heal when the target can take full advantage of the heal. With the default heal they heal around a third (I think) of a bot's health, and therefore only heal when a bot is suffering more than 33% damage. If you slot for heal, the amount of damage a bot needs to take before a protector bot will heal it increases. So the protector bots heal that much later.
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I like it in a way I don't like Spirit Tree. 90% of the time it's a waste of space. But camp myself and all six bots on top of it, and ensure the battlebots and assault bot all have >40% def (I need the IO for 45% and that thing never shows up in the black market).
On the other hand, if I'm soloing and facing something less impressive than a purple Elite Boss (or aggroing four relentless spawns because I'm bored) there's not much point to it. And if I'm facing four purple bosses at once (in my defence I thought the Rikiti in the aura mission would attack his captors, not his rescuer) my bots aren't going to get much use out of the triage beacon as they are trashed too fast.
But the real advantage of Triage Beacon over Spirit Tree is that if I drop a Spirit Tree I only heal a few people. If I drop a triage beacon, I heal a minimum of 7 at L26+ (and if I'm holding the aggro in Bodyguard mode, all the bots are going to be lightly damaged). -
Just to explain the helpful comments above, there's a law of diminishing returns on enhancements. The first two enhancements you put into something are completely effective. The third is mostly effective (certainly worth using). And the fourth or subsequent enhancements are almost a complete waste of resources. So the slotting there for a lot of powers is poor.
And it would help to explain what you are trying to do with that build - for instance why you chose Boxing and Kick. -
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Any cheating will be stamped upon with the Steel Boot of DOOM, and you will be instantly disqualified.
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I didn't intend this thread to be taken entirely seriously, sorry. (And you think if I was planning to cheat I'd plan it openly in the forums?) There was a reason I named this thread Dick Dastardly Tactics... -
It would hardly be a villainous race if the villains didn't at least try and cheat or disrupt it. So how to do so? My suggestions:
Taxi service: For an influence fee, the taxis will transport you. For a further influence fee they will agree not to name you to the race organisers (or even to name someone else).
Pitch Invasion: Kiting mobs into the way of the race. Pay protection money to keep them from kiting into your toon (or even to kite a second load into your rival).
Bodyguard for Hire (to deal with the mobs).
Any more suggestions? Is it possible to get temp travel powers without levelling? (There's the jetpack...) -
Thanks. So it's as awkward as I thought for a Plant/Storm. And any other than Psi would fit thematically. (Fire would be for Consume more than the AoE - by the standards of Roots, Fireball ain't that great given its recharge and End cost.) So it's a choice between End (Fire/Primal) or panic self-heal (Earth/Ice). I suspect the answer depends on how much my aggro management improves.
And the Ill/Rad choice does seem to be fairly clear, I agree*Everything* fits.
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I don't see why trying to solo Frostfire with a blaster is *that* stupid - I did it with a L12 'troller (and two entire trays full of Inspires - I pegged it when I ran out of Break Frees the first time). I can see why it would be very painful especially if you attack Frostfire as your opening move.
As for my most stupid thing, grouping my powers by theme. Then wanting to teleport onto a building when within a mission - and hitting the power next to it. The Pocket D VIP Pass -
I see a Heroic MM as being a Heroic Epic Archetype in much the same way the Villains got their quasi-defenders as their epic archetype. (And there's definitely room for Dark Kheldians). I can think of several comic books heroic MMs - Fury, Blackhawk, Oracle, and Jim Gordon being the obvious ones. And other than Oracle, these people don't send people to their dooms so much as lead them from the front. (Oracle is, of course, a special case).
For a straight heroic version, I think you'd have soldiers, police, Nemesis Chain, and Longbow*. Possibly something magically summoned as well. And as an added heroic twist your first pet ends up as your tier 3 pet and you recruit at the lower tiers.
And the Morale bar is definitely a good idea.
* Also possibly Vigilantes, Androids, and Oddballs (with six entirely different pets as outlined above). -
What does the Power Boost ability from the Anciliary Primal Mastery do? IIRC it says +120% to things - but is this durations, magnitudes, or what?
One reason I'd like to know is that I'm debating my anciliaries for when my Plant/Storm and my Ill/Rad get the pools (they are both L29 so it's a way to go). Also, any advice on which to pick? -
Again, thanks. It looks like a very nice power anyway.
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I hadn't spotted the -Resist, thanks. That makes a huge difference. And I think the main use for Snow Storm is going to be bringing down irritating things like the Sky Raiders on the outside of Terra Volta so the roots can grab them.
The two powers that still confuse me are Carrion Creepers (which enhancements affect the creeper vines, and can I convince the vines to spawn more frequently?) and Hurricane (if hostile mobs get that close I'm running and rooting or strangling them - but that's more a playstyle thing I think). Actually, hurricane and gale to herd into tornadoes?
Oh, and City of Data claims a 30% resistance debuff (35% for defenders). Which is handy. -
Thanks. Got Freezing Rain last night, and it's a great power ... but not working well with either roots or SoC. The damage from FR is low - and the knockdown seems to be cancelled by having your feet rooted to the floor With Seeds, the mobs tend to all bunch up, and I use Roots once most of them have hit melee with each other. On the other hand, Seeds is an absolutely wonderful power especially on a big team (was teamed with a Mind Controller last night and I wasn't sure which side the mobs were meant to be on - the minions and most of the LTs all seemed to be on ours).