PrincessDarkstar

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  1. PrincessDarkstar

    Elec/Psi/Ice

    Hi all,

    I posted my build in another thread but though I would make a fresh topic to see what people's opinions are, and if any of you more experienced Domi's can help me improve it.

    My goals were:
    • Perma-Dom
    • Perma-Hasten
    • Perma-Drain Psyche
    • Capped regen with saturated Drain Psyche
    • 45% S/L defence
    • ST attack chain of PSW > Psi Dart > Mind Probe > Psi Dart

    The attack chain in the below build has a ~0.6 second gap between the last Psi Dart and PSW but I don't think using another attack would help the chain, and it gives a bit of time to use other powers.

    The other goals have all been met, and as a bonus I have perma-Dom without needing to click Hasten.

    Unfortunately I couldn't get Hoarfrost to be perma, but from my current experience I think I will be using that as a reactive heal anyway.

    My questions are:
    • Which Destiny do you suggest? I can't see myself needing Clarion or Ageless, so Barrier is currently my first choice?
    • Which Interface works best with Domi's, I usually go for Degenerative but I am not sure if something else would work better in this instance?
    • Is there a better place for the ATIO +damage proc?
    • Can you make any general improvements?

    The build is below:

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    C4p4c1t0r: Level 50 Technology Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Psionic Assault
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(34)
    Level 1: Psionic Dart -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(13), GJ-Dam%(13)
    Level 2: Mind Probe -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(5), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dam%(11), T'Death-Dam%(11)
    Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(27), Enf'dOp-Acc/EndRdx(31), Enf'dOp-Acc/Immob/Rchg(31), Enf'dOp-Acc/Immob(31), SAotDominator-Rchg/+Dmg%(33)
    Level 6: Jolting Chain -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(19), Decim-Acc/Dmg(19), GJ-Dam%(45)
    Level 8: Conductive Aura -- Heal-I(A), P'Shift-EndMod(9), P'Shift-EndMod/Acc(9)
    Level 10: Hasten -- RechRdx-I(A)
    Level 12: Static Field -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), SAotDominator-EndRdx/Rchg(34), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(36)
    Level 14: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(17), HO:Cyto(17)
    Level 16: Boxing -- Empty(A)
    Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 20: Drain Psyche -- Numna-Heal/Rchg(A), Numna-Heal(21), Dct'dW-Heal/Rchg(21), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(27)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), HO:Cyto(25)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(37), CoPers-Conf%(40)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29), HO:Cyto(29)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Vengeance -- LkGmblr-Rchg+(A)
    Level 35: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), Achilles-ResDeb%(45)
    Level 38: Psychic Shockwave -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(40), FotG-ResDeb%(40)
    Level 41: Hibernate -- RechRdx-I(A)
    Level 44: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46), RechRdx-I(50)
    Level 47: Hoarfrost -- GA-3defTpProc(A), RechRdx-I(48), RechRdx-I(48), Dct'dW-Heal/Rchg(48)
    Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), HO:Cyto(50)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    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 -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Agility Core Paragon
    Level 50: Ion Core Final Judgement
    ------------



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    I should probably mention that I hate the Gremlins (They don't seem to do much other than get random aggro and their Jolting Chain has a nasty habit of stacking with mine and causing KB), so have skipped that power intentionally.
  2. PrincessDarkstar

    Local Man Help!

    That a really great buil Nemu_.

    I was going to make a comment about going for either AoE/Ranged defence or S/L defence, I didn't even think about doing both!

    With Hurricane to cover melee damage this build should be really survivable.

    My one change would maybe be 3 slotting Performance Shifter into Stamina instead of the 2 pure EndMod IO's?

    Also is it worth using level 31 IO's in any powers after Fissue because you won't get those powers at low level so do the set bonus' still count?
  3. I have only mentioned the ones that I don't see fitting the theme personally. From my point of view an orb needs to stick around for a length of time after the initial cast, otherwise why was it originating from an orb and not just from the caster directly?

    I am not sure I would like the set and haven't given thought to the power level etc, so this is purely to try and make it seem to fit in with the 'orb' theme.

    Quote:
    Originally Posted by JayboH View Post
    Healing orb -
    This orb is tossed towards a teammate and heals in an AOE around this teammate in a 20 ft radius for 12.5 hp. Uses toss animation of Alkaloid and
    standard effects of Healing Aura on hit. This is sort of unique, kind of like a reverse autohit twilight grasp. Travel time is faster than Alkaloid. OTHER IDEAS - another Poison Trap activation, that immediately heals in an AOE where it is dropped, or with player interaction if they get near it. Leave comments on this one.
    I LOVE the idea of an orb that sticks around for a while and needs the player to click on it to get a heal. But I am not sure how that would really work. Either way a one off heal doesn't sit right with me so I would suggest and initial heal, then a small +regen effect while the orb sticks around. Only 1 orb allowed at a time or something. Because of the stick around effect this power may need to be higher than T1 and have a decent recharge associated with it.

    Quote:
    Originally Posted by JayboH View Post
    Shield Orb -
    This orb is a PBAOE resistance shield, granting 15% resistance to all types except Psi but including Special for 2 min, hitting a 25 ft area around the caster. Uses Moment of Glory animation with a small globe on top that dissipates, granting similar shield effects of sonic shields/clarion perhaps?
    I would change the animation to an orb that orbits the radius then settles by orbiting the caster closely and stays until the effect ends.

    Quote:
    Originally Posted by JayboH View Post
    Sonic Orb -
    Throw a sonic orb towards an enemy, which emits a pulse that lowers enemy resistance in a 25 ft radius by 30%. This uses the grenade lobbing
    animation when thrown, and the usual sonic grenade/disruption arrow pulse animation/sound fx.
    The idea is sound, but the orb needs to stick around and the pulse should be generated from its location.

    Quote:
    Originally Posted by JayboH View Post
    Freeze Orb -
    Standard single target hold, with a minor slow effect for those who are resistant. Uses Freeze Ray animation only with an orb.
    I quite like the idea of the enemy becoming encased or entangled within the orb as the animation.
  4. Quote:
    Originally Posted by Carnifax_NA View Post
    Every 10 seconds you've a chance of giving your enemies back some Endurance. Because they're the ones affected by the End Mod.

    ie Bad Thing
    I thought they fixed that?
  5. My Elec/Shield would KILL for it to become KD instead of KB. KILL.

    Maybe something they look at when they finally port SS to scrappers and thus fix it.
  6. Quote:
    Originally Posted by _Klaw_ View Post
    Checked your emails?
    Yep

    I wonder if I am going mad, but I am sure I posted, then edited the post so it must have existed. Unless I accidentally deleted it myself in a fit of 'why is my internet so slow?!?!'

    Anyway I am not sure what powers have changed since inception, but my point was that for an orb to be thematic then the orb needs to stick around after use, so any power that does something and then vanishes doesn't really thematically fit having an orb in the first place.

    My post pointed out which powers didn't fit imho and suggested alternatives. If anyone cares enough I will have another look tomorrow.
  7. Quote:
    Originally Posted by Redlynne View Post
    Sorry for not replying to you sooner (your first post no less! ) but I was at the Player Summit all weekend ... where I did things like telling the Devs to add a CHAINSAW to the Post Apocalyptic costume set for Broadsword and Titan Weapons ...
    Waaaay off topic, but does this mean Chainsaw Melee is off the table
  8. Quote:
    Originally Posted by Big_Soto View Post
    I actually use it pretty often. For some reason it always seems to hit even if the target has vengeance on them. I really wish I had a damage aura that I can put that in.
    I heard last night that Nemesis Vengeance doesn't provide AoE defence.
  9. Quote:
    Originally Posted by Werner View Post
    Sorry for the off topic, but...

    I think I'm going to back away from the soft cap on my Katana/Dark on my next respec (well, I'm there already after the Enzyme fix). In incarnate content, the old soft cap isn't, and the new soft cap doesn't seem a practical goal. It seems worth giving up about 5% defense to pick up a lot more recharge (Hasten+) and a few other goodies. Some earlier calculations I did bore this out, and also came with the more surprising revelation that it was also better against normal 50% to hit, I suppose because so much damage is melee or lethal, which is still soft capped. Something to consider.

    I hadn't thought about it, and I need to take a closer look. I suspect I'll want the full set in my Katana/Dark, though. It gives good bonuses for what I want more of: recharge, hit points and resistance.
    I left the game when incarnate content first came out, but I came back determined to create a character that never dies and your Katana/Dark was the first thing that came to mind. I never got around to creating one (Since it turned out hitting the new cap on a shield toon is easier than I first thought) but I would be very interested in how you approach it.

    My initial thought was 32.5% to all and take Shadow Meld to help me take incarnate alphas because it bumps me to 59% with just an LoTG +7.5%.

    Back on topic: I would slot Parry however I need to slot it for set bonus'. I would treat it as an attack first and foremost, you need to see if having a particular set in there for the set bonus is more important to your particular build than increasing the defence. Generally slotting for more defence isn't enough to take a build that relies on double stacking it to single stack territory, so building for set bonus' and a single unenhanced use is more common.
  10. PrincessDarkstar

    Plant or Fire

    It is also worth mentioning that Ageless will cover any endurance issues you may have once you get that far.

    I would personally go for Fire/Storm and once everything is stunned from Flashfire locking them in place with Fire Cages and battering them with Bonfire and Tornado causes a LOT of damage.

    It takes some work to play though because you have to make sure everything is immobilised within Bonfire and keep re-applying Fire Cages so they don't go flying. It is almost counter to what Storm does for a living but works very well. Using this playstyle will also get you lots of love from teams.
  11. PrincessDarkstar

    Staff/NRG

    This is a rough build using mine as a base, so it costs (A lot) more than yours since it is aiming higher. I used the same powers as you though.

    I haven't sorted the power order or anything, but it might help.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DB EA: Level 50 Magic Scrapper
    Primary Power Set: Staff Fighting
    Secondary Power Set: Energy Aura
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Precise Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11)
    Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(13)
    Level 2: Guarded Spin -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(3), SScrappersS-Acc/Dmg/Rchg(3), SScrappersS-Dmg/EndRdx/Rchg(5), SScrappersS-Acc/Dmg/EndRdx/Rchg(5), SScrappersS-Rchg/+Crit(7)
    Level 4: Dampening Field -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(23)
    Level 6: Power Shield -- LkGmblr-Rchg+(A), HO:Cyto(15), HO:Cyto(17)
    Level 8: Staff Mastery
    Level 10: Entropic Aura -- EndRdx-I(A)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx(48)
    Level 14: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(15), Aegis-ResDam(39), Aegis-ResDam/EndRdx(40), Aegis-ResDam/EndRdx/Rchg(40)
    Level 16: Energy Protection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(25)
    Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
    Level 20: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), DefBuff-I(50)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 26: Innocuous Strikes -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(29), FotG-ResDeb%(31)
    Level 28: Energize -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(34), Panac-Heal/Rchg(36), Panac-Heal/EndRedux/Rchg(37), Panac-Heal(37), RechRdx-I(37)
    Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
    Level 32: Eye of the Storm -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg/Rchg(33), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Acc/Rchg(34)
    Level 35: Energy Drain -- HO:Membr(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36)
    Level 38: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
    Level 41: Sky Splitter -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Acc/Rchg(42), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(43), Mako-Dam%(48)
    Level 44: Serpent's Reach -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46), GJ-Dam%(46)
    Level 47: Combat Jumping -- SW-ResDam/Re TP(A), DefBuff-I(48), DefBuff-I(50)
    Level 49: Physical Perfection -- P'Shift-End%(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(43)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    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 50: Agility Core Paragon
    Level 50: Pyronic Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    Level 50: Rebirth Core Epiphany
    Level 8: Form of the Body
    Level 8: Form of the Mind
    Level 8: Form of the Soul
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------



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    Edit: I have the wrong travel power actually, but thats easy fixed

    I am actually surprised that it is possible without Maneuvers, though the recharge isn't quite where I would like it.
  12. PrincessDarkstar

    Staff/NRG

    A quick look at the build suggests that if you plan on actually using Focussed Accuracy then your Kismet becomes useless as you will cap your chance to hit even against +4 enemies, and I assume you will only face that content on a team anyway. Even if you don't use Focussed Accuracy you will still have 95% chance to hit +2's without the Kismet, so personally I would drop it.

    This let me swap the Kismet for an LoTG +Rech and use the slot in Guarded Spin to get more damage. I dropped the Eradication: Damage for Scirocco's Dervish: Acc/Dam/End and Dam/Rech. This misses 2% debt protection and gets 10% regen plus gives better stats on the power. An alternative is to use the slot that was an LoTG for a pure defence IO if that is a consideration. I would definitely lose the Eradication: Damage no matter what, replace it with a pure damage IO if you have to (Giving more damage at the cost of only 2% debt reduction) - The same goes with Eye of the Storm and Innocuous Strikes because debt protection is the worst set bonus I can think of.

    I don't really know enough about Staff attack chains etc to make any more comments, but most attack sets let you skip more than 1 attack power once you reach a certain level of recharge, so I would check to see if you are able to drop one of your attacks (It may be that you cannot because of the mechanics of Staff, which again I know nothing about).

    Lastly IO wise I would use Doctored Wounds (Or preferably Panacea) in Energise for the extra recharge bonus.

    I have also noticed that you put off Entropic Aura until level 16, if really low level exemping is important to you then take it at 10 so it is available on the low level trials. I would take Super Speed at 8, Entropic Aura and 10, and Power Shield at 16.

    Also swap Boxing and Energise.

    Lastly I would say that Energy Cloak is such a great power I would really suggest leaving it on all the time. If you want to drop a defence power for endurance reasons then it is best to drop Weave (And swap the slotting to Energy Cloak) because Energy Cloak is the better of the 2 powers.
  13. I made a big post on this that was once on page 1, where has it gone?
  14. PrincessDarkstar

    Staff/NRG

    Quote:
    Originally Posted by Mage_Black View Post
    Nice build! To answer your question why I took Recall Friend. This is a 'Team Friendly' build. Energy Cloak is only used to stealth quick missions. As for Perma-Hasten. I will be using Enhancement Boosters and Agility Alpha. Should be Perma then. Incarnate Cap is I believe 58.5%. Most Incarnate stuff is team based. So more then likely a couple of my Team-Mates will have Manuvers and with the bonus from Energy Drain and Agility Alpha should put me there.
    In that case I will have a second look tomorrow with an eye for the small details and see if I can help in there.
  15. PrincessDarkstar

    Staff/NRG

    Are your sets picked because they give defence or are you on a budget?

    I don't know about staff but I know that /NRG can be pushed to reach the I-cap rather than just 45% if you spend enough, and you can still reach perma-hasten.

    If budget is no issue I will look at my db/nrg build and see how it can be worked onto a scrapper for you.

    Though simply taking Maneuvers instead of Recall Friend would add a good bit of defence. Is there any reason you went with Recall Friend?

    Edit: If it helps my db/nrg is below:

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    Edit 2: Energy Cloak and Energy Drain were not toggle on when I first looked, so your defence is higher than I first saw, but still I hope you can get some ideas from mine. And I am still happy to help look at increasing your defence if budget is no issue (I am not great at non-purple builds).
  16. PrincessDarkstar

    Elec/Psi/Mace

    Considerably more expensive, but I have been working on an Elec/Psi/Ice which is similar. I still have good S/L defence (It shows capped but you need to take 3.41% off when Stealth gets supressed) and ice gives more debuff and I think Hibernate it a better panic button than PFF.

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    C4p4c1t0r: Level 50 Technology Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Psionic Assault
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Rchg/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(34)
    Level 1: Psionic Dart -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(13), GJ-Dam%(13)
    Level 2: Mind Probe -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(5), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dam%(11), T'Death-Dam%(11)
    Level 4: Chain Fences -- Posi-Acc/Dmg(A), Posi-Dam%(27), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), SAotDominator-Rchg/+Dmg%(33)
    Level 6: Jolting Chain -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(19), Decim-Acc/Dmg(19), GJ-Dam%(45)
    Level 8: Conductive Aura -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(9), Heal-I(9)
    Level 10: Boxing -- Empty(A)
    Level 12: Static Field -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), SAotDominator-EndRdx/Rchg(34), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(36)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 16: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
    Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 20: Drain Psyche -- Numna-Heal/Rchg(A), Numna-Heal(21), Dct'dW-Heal/Rchg(21), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(27)
    Level 22: Stealth -- LkGmblr-Def(A), LkGmblr-Rchg+(25), Ksmt-ToHit+(25)
    Level 24: Hasten -- RechRdx-I(A)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(37), CoPers-Conf%(40)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Vengeance -- LkGmblr-Rchg+(A)
    Level 35: Hibernate -- RechRdx-I(A)
    Level 38: Psychic Shockwave -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(40), FotG-ResDeb%(40)
    Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), Achilles-ResDeb%(45)
    Level 44: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46), RechRdx-I(50)
    Level 47: Hoarfrost -- GA-3defTpProc(A), RechRdx-I(48), RechRdx-I(48), Dct'dW-Heal/Rchg(48)
    Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    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 -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    Level 50: Agility Core Paragon
    Level 50: Ion Core Final Judgement
    ------------



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    Regarding your build; what problems are AV's causing you? Is it particular ones? I find it strange that GM's are ok but AV's aren't
  17. Right then I have looked at the builds and it is very hard to judge to be honest.

    TBH has made some very nice builds, but always with 1 power out (That I said is ok as long as nobody did a better build including the powers) and I felt there would be endurance issues. His build allowing for Ageless was nice, but as mentioned if you consider Ageless then you need to take into account the effect it will have on the pets so they can have less recharge, thus allowing for different slotting so falling short on the 'general good slotting' rule. I could have ignored Ageless and gone with Barrier which means the general slotting is ok, but I don't like the endurance use (1:2 ratio doesn't really mean anything because it is net recovery that is important).

    Beelzy did a similar thing by picking Ageless but adjusted the recharge times to compensate and I really liked the build until I noticed that Frag Grenade had been dropped for Stealth. Taking into account Stealth supressing to half its value in combat it doesn't quite reach 45% to all positions (But otherwise really impressed me).

    Helge made a build that I really liked, though it is very similar to the build that I posted (Which I shouldn't have in hindsight - actually I should never have made the entire thread). It meets all the criteria as far as I can tell (Most tellingly including all the powers), so the question is: Did he just copy or was it original?

    I guess I have to trust him for saying that it was original, which means that Helge is the winner. I will contact him to sort out the reward.

    Note: I still haven't read any of the posts made recently, though I briefly saw the word cheat as I scrolled through looking for builds I might have missed, so I will leave it by saying I may have not posted in a while but I didn't even get a PM from anyone to ask what was happening, so jumping straight to cheat is a bit harsh. I don't plan on having an arguement over it though so I won't come back to the thread (I am on PM if anyone feels the need).

    Despite that I want to say thank you to everyone who posted, many of you were very helpful and it is appreciated.
  18. Erm I completely forgot about this and somehow didn't see any of the bumps since I last posted (I don't usually follow this section of the forum).

    Leaving work in 10 minutes but I will post the winner and everything tomorrow morning (UK time).

    I haven't read the posts since my last one, and to stop their being any bias against certain people who have doubtlessly insulted me (Rightly so to be fair); I won't.
  19. I just had a quick look at Warmace (Swapping the slotting on my planned DB/EA) and although it is far from poor it isn't as good (Single Target anyway) as I had thought.

    The DPA on Clobber is amazing, but unfortuantely Shatter and Jawbreaker (I was using Clobber>Jawbreaker>Shatter which I think is the best chain) let the side down with their slightly long animation times.

    They are still good attacks, and I think the AoE probably makes up for this, but I only work out ~245 dps* (Not taking any -res procs into account).

    I think Warmace is still a good set, and I am surprised I don't see more of them, but the lack of AoE until high levels could count for that.

    *Compared to a calculated 310 for the DB/EA version.
  20. Summoning orbs to me sounds like all the powers should be pulsing over a duration rather than 1 shot deals. An orb that uses all its power instantly and then vanishes didn't really need to be an orb in the first place so doesn't fit the theme.

    So the heal would summon an orb that pulses a small heal several times over a few seconds, it may need a higher recharge so would be pushed higher up the tree maybe.

    The freeze would need to keep the orb hovering in place and maybe reapply short mag 3 holds, possible allowing short stacking to prevent holds dropping.

    Rage I am not sure about how an orb can do a dot if it has exploded, should be an omega maneuver clone that maybe creates small versions of all your other orbs hitting random targets?

    The others seem to work ok, but generally if the orb dissapears it doesn't seem to fit the theme imho.
  21. Quote:
    Originally Posted by Red_Raccoon View Post
    This is simply not accurate. At no point does he ever tell you to repeat missions. He never uses the word "repeat" whatsoever.

    You CAN repeat the missions to get the reward multiple times. Should you choose to do so, you will need to use Ouroboros. But the rewards offered by Taskmaster Gabriel are not exclusive to repeat runs--they are awarded the first time you run the arcs, normally, without Ouroboros. I'm not sure if you understand that or not yet.

    Here is what he actually says:
    He sits there in DA with a big shiny contact icon above his head and repeatedly gives me a mission to complete the other missions. He doesn't have to say repeat to actually repeat something.

    There have been a few good suggestions in this thread but if you like being stuck in ozone missions on your own then thats good for you, other people want the chance to play with friends and it just makes good sense to open the missions up if you are going to give a repeatable reward for completing them.

    The current setup just encourages speed runs so people aren't stuck in tf mode too long.

    The ozone is great for what it is, but repeatable end game content needs to be easily repeatable, or it gets old even faster!

    Quote:
    Originally Posted by Red_Raccoon View Post
    And then it says:
    . Again, notice that while he tells you that you can use Ouroboros to claim the rewards, you are not neither required nor requested to do so. It is only ONE way to get the reward, not the ONLY way.
    And as soon as you finish the arcs once it becomes the ONLY way.
  22. Sorry this is a slow reply - been away a few days.

    Quote:
    Originally Posted by Red_Raccoon View Post
    The missions are repeatable. All missions are repeatable. You just have to go to Ourobors to do it. A bit of an inconvenience? Sure. But it's nice to have the option. I don't understand the logic of not wanting the option, especially when you can just ignore any option you don't like.

    And I don't understand why the missions would need to be repeatable at all for Taskmaster Gabriel to make sense, as you do not have to repeat anything to get the rewards. You can run the missions once, through normal contracts, and get the reward. They just didn't restrict the reward to first run only.

    Frankly, I don't know why Ouroboros uses the task force mechanics. I'm sure there's a reason, but I don't know what it is. Sure, I'd prefer Ouroboros didn't work that way. But if that's a problem, it's a problem with Ouroboros, not Taskmaster Gabriel. Ouroboros isn't suddenly "broken" because you can now use it to get incarnate merits. For some of us, the benefits of using Ouroboros have long outweighed the restrictions, and now that is even more true. But if you don't agree, feel free to take a pass.
    I will go with Ouroboros needs updating, but the DA arcs highlight this because they are the only missions in the game that you are encouraged to repeat.

    Quote:
    Originally Posted by Ironblade View Post
    You keep harping on Taskmaster Gabriel. I don't think you understand how he works. He doesn't lock you into ANYTHING. He doesn't offer any missions of his own. All he does is track what DA arcs you have completed. You can do one arc, then go off for a week and do ten task forces, then come back and do the next arc. Or you can do the arcs out of order. Gabriel doesn't restrict you in any way.

    Sure, after the first run of an arc, you have to do it through Ouroboros - just like every other story arc in the game.
    Taskmaster Gabriel is important because as I said above in this post (And a few other times...) he is the only NPC in the game that says "Repeat these missions". If you are going to be asked to repeat missions then they should use the standard repeatable mechanics.

    I know he doesn't give the quests of lock you into anything, re-read my posts.

    Quote:
    Originally Posted by Roderick View Post
    1- /t @Person Forming the BAF, I'm in the middle of a Flashback right now, and can't join the League. I'm entering the queue, please leave a spot open for me.

    2- Enter the queue.

    3- Join the BAF when it starts.

    4- Finish the trial.

    5- Get barfed out of the trial back into your flashback (having lost progress on the mission you were in when the BAF started, but not your place in the story arc).

    Where's the problem?
    If this is true it is a poorly explained mechanic because I didn't know it, and I guess most people don't either.

    Still you are locked in Ouro mode stopping you from doing every other activity aside from trials, which is the bigger issue.

    I play a lot, and almost always with 1 character so having to finish an entire arc (Or be doomed to repeat the first few missions) before I can join my friends when they log on is a bad thing - and one of the reasons so few non-badgers actually seem to use Ouroboros.
  23. I am not so bothered about the cap, but the big gripe for me is that I spend a long time planning my builds and for someone to put SB on me and actually make me worse is NOT good!

    Keep the current PPM rating, and build around base recharge, you can still get to roughly the same end numbers if you take into account average +recharge, but this time recharge will be a buff and not a nerf!
  24. Quote:
    Originally Posted by Red_Raccoon View Post
    I think that was pretty nice of the Devs to add that.
    I should add: the way you put this (And likely the way the devs were thinking) then it was pretty nice of them.

    It just wasn't very well thought out.