Psiphon

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  1. Psiphon

    Dual Blades

    Doh!

    I saw the - resist in Nimble Slash and then super imposed it in place of the -defense in the others.

    As you said with the need to take so many attacks it might not be the best set for my needs.

    I'm after a relatively high damage secondary (mix of AoE and ST) that doesn't use the standard buildup - not a fan of buildup.

    I've got SS and DM alts so want to avoid those, DB seemed like a good option.
  2. Psiphon

    Dual Blades

    Hi All,

    I'm looking to start a new tanker and was considering Inv/DB.
    DB seems to have a good mix of AoE and ST damage as well as some mitigation. The main downside is that it's lethal damage although DB does have -resists in some of the attacks, dows this help?
    How does the damage compare to other sets?
    Any other general thoughts on DB.

    Thanks
  3. Psiphon

    Will/SS Scranker

    Quote:
    Originally Posted by Blue_Centurion View Post
    Trollz like you are why I hate these boards sometimes. every post you made in this conversation is an attempt to start an argument. I have been clear and straightforward in this post from the beginning. And you want to argue, and cause grief, and like a politician turn around and say I am being "mean" to poor little you who is just trying to help. Tell you what, don't go away mad, just go away.
    This seems a little harsh, PINE was the only person that actually took the time to put together a build for you.
    His comments on Pyre Epic are correct also and one that I was about to make, I know that you specified a specific Epic but it's always best to clarify that the poster is fully aware of what they are giving up by staying with concept.

    Getting back on track - stacking Rage is most certainly worth doing, even taking into account the increased crash rate. I always start stacking Rage on my way to missions, if I forget to do this there is a noticable reduction in damage at the start.

    One quick question - I'm currently building a new high damage tank (Electric/SS), this will not be a scranker it will be a true tank capable of holding aggro, surviving and dishing out alot of damage.
    IO's will be used to cap/near cap defense and the incarnate system will give me the extra recharge to stack rage.

    So my question is why don't you do something similar and have one great build that is good for all occasions rather than split them out into damage and survivability?
  4. Psiphon

    Will/SS Scranker

    Quote:
    Originally Posted by Blue_Centurion View Post
    Thanks for the buildout Pine. My parameters are very narrow though. It has to be Will/SS/Energy Mastery. Also, not worried about taunt, def, nor health bonuses. I mean, if I pick them up on the way to the goal of doing more damage, so much the better. I will solve a few problems at the end of the build by adding Procs + Globals. Also, as the last step, any few enhancer slots that could not be used to somehow create more damage will be used to make the guy tougher, but thats about it.
    The best way to go is recharge, this will allow you to stack Rage and bring up Footstomp and Knockout blow as often as possible.
    Adding a Force Feedback chance for +recharge in Footstomp will help with this.
    Primarily your looking at Purple sets and LoTG + recharge and then checking which other sets offer +recharge.
  5. Dominator or Fortunata.
    Both are extremely capable - solo and on teams.
  6. Quote:
    Originally Posted by _Elektro_ View Post
    That's fair, but like I just discovered during our conversation, and I don' t know if this is a limitation of Mid's, but AAO and Rage don't seem to stack. That's pretty stinky.
    They do stack.
    I monitor my damage bonus continually to avoid using SC or FS during the crash and see the numbers rise as mobs surround me.

    If you go with the Fire Epic you can have a very nice AoE of FS, SC and FB with FS coming up again soon after especially if you have the "chance for recharge" proc in FS.

    SS needs more attention than most sets as you need to monitor your End and keep an eye on the rage crash to avoid wasting a SC.
  7. Psiphon

    Shield weakness?

    Quote:
    Originally Posted by Severe View Post
    lack of any heal for me is the only real issue, and with the upcoming trials coming up in iss 20. soft capping tanks without heals might have real issues.

    the usual stuff in the game wont be a problem but i fear the harder stuff may really hurt shield
    Although Shield hasn't got a heal, Fitness becoming inherent worked out very well, you can now fit in Aid Self without compromising the build.

    The major weaknesses in my opinion are:
    1. Being defense based any alts with +acc can tear through you - such as Nemesis with Vengeance.
    2. Shield Tankers dont gain as much from IO's as some other sets so will cap out on survivability a little earlier. Once Def is capped, which is done very easily, the only real option is recharge which only really adds +damage; increased survivability can be gained to some degree dependant on any mitigation in the secondary being available more often - stuns etc.

    An IO'd Invuln for example will outsurvive a Shield in most circumstance.

    That being said, I prefer Shield for the simple reason that the damage is very good and it hasn't got any major holes due to most attacks including Psi having a positional element.
  8. Psiphon

    Choices

    Thanks for the replies guys.

    I came up with a concept and made an Earth/Fire called Terra Strike; great fun so far.

    Thanks again
  9. Here's a build that I knocked up, it needs a bit more work but it's not bad.
    Siphon Life needs to be Frankenslotted and possibly Soul Drain.

    Hope you find this usedfull.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    SD-DM: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Battle Agility
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (3) Luck of the Gambler - Defense/Recharge: Level 50
    • (3) Luck of the Gambler - Defense: Level 50
    • (5) Luck of the Gambler - Recharge Speed: Level 50
    Level 1: Shadow Punch
    • (A) Crushing Impact - Accuracy/Damage: Level 50
    • (13) Crushing Impact - Accuracy/Damage/Recharge: Level 50
    • (15) Crushing Impact - Damage/Endurance: Level 50
    • (21) Crushing Impact - Damage/Recharge: Level 50
    • (33) Crushing Impact - Damage/Endurance/Recharge: Level 50
    Level 2: True Grit
    • (A) Regenerative Tissue - +Regeneration: Level 30
    • (9) Aegis - Resistance/Recharge: Level 40
    • (13) Aegis - Resistance/Endurance: Level 40
    • (31) Aegis - Endurance/Recharge: Level 40
    • (37) Aegis - Resistance/Endurance/Recharge: Level 40
    • (43) Aegis - Resistance: Level 40
    Level 4: Shadow Maul
    • (A) Armageddon - Damage: Level 50
    • (5) Armageddon - Damage/Recharge: Level 50
    • (7) Armageddon - Accuracy/Damage/Recharge: Level 50
    • (9) Armageddon - Accuracy/Recharge: Level 50
    • (11) Armageddon - Damage/Endurance: Level 50
    • (11) Armageddon - Chance for Fire Damage: Level 50
    Level 6: Active Defense
    • (A) HamiO:Membrane Exposure
    • (7) HamiO:Membrane Exposure
    • (39) HamiO:Membrane Exposure
    Level 8: Smite
    • (A) Hecatomb - Damage: Level 50
    • (15) Hecatomb - Damage/Recharge: Level 50
    • (17) Hecatomb - Accuracy/Damage/Recharge: Level 50
    • (23) Hecatomb - Accuracy/Recharge: Level 50
    • (23) Hecatomb - Damage/Endurance: Level 50
    Level 10: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (17) Recharge Reduction IO: Level 50
    • (43) Recharge Reduction IO: Level 50
    Level 12: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 14: Taunt
    • (A) Accuracy IO: Level 50
    Level 16: Against All Odds
    • (A) Endurance Reduction IO: Level 50
    Level 18: Deflection
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (19) Luck of the Gambler - Defense/Recharge: Level 50
    • (19) Luck of the Gambler - Defense: Level 50
    • (21) Luck of the Gambler - Recharge Speed: Level 50
    Level 20: Siphon Life
    • (A) Accuracy IO: Level 50
    • (25) Accuracy IO: Level 50
    • (27) Healing IO: Level 50
    • (27) Damage Increase IO: Level 50
    • (29) Recharge Reduction IO: Level 50
    • (29) Recharge Reduction IO: Level 50
    Level 22: Grant Cover
    • (A) HamiO:Enzyme Exposure
    Level 24: Boxing
    • (A) Absolute Amazement - Stun: Level 50
    Level 26: Shield Charge
    • (A) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (34) Obliteration - Damage/Recharge: Level 50
    • (34) Obliteration - Chance for Smashing Damage: Level 50
    • (34) Obliteration - Damage: Level 50
    • (36) Obliteration - Accuracy/Recharge: Level 50
    • (36) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    Level 28: Soul Drain
    • (A) Accuracy IO: Level 50
    • (31) Recharge Reduction IO: Level 50
    • (43) Recharge Reduction IO: Level 50
    • (50) Recharge Reduction IO: Level 50
    Level 30: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (31) Impervious Skin - Resistance/Recharge: Level 30
    • (37) Impervious Skin - Resistance/Endurance: Level 30
    • (37) Impervious Skin - Endurance/Recharge: Level 30
    • (39) Impervious Skin - Resistance/Endurance/Recharge: Level 30
    • (45) Impervious Skin - Status Resistance: Level 30
    Level 32: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (40) Luck of the Gambler - Defense: Level 50
    Level 35: Weave
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (36) Luck of the Gambler - Defense: Level 50
    • (39) Luck of the Gambler - Defense/Endurance: Level 50
    Level 38: Midnight Grasp
    • (A) Mako's Bite - Accuracy/Damage: Level 50
    • (40) Mako's Bite - Damage/Endurance: Level 50
    • (40) Mako's Bite - Damage/Recharge: Level 50
    • (42) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
    • (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
    • (42) Mako's Bite - Chance of Damage(Lethal): Level 50
    Level 41: Char
    • (A) Accuracy IO: Level 50
    Level 44: Fire Blast
    • (A) Apocalypse - Damage: Level 50
    • (45) Apocalypse - Damage/Recharge: Level 50
    • (45) Apocalypse - Accuracy/Damage/Recharge: Level 50
    • (46) Apocalypse - Accuracy/Recharge: Level 50
    • (46) Apocalypse - Damage/Endurance: Level 50
    Level 47: Fire Ball
    • (A) Ragnarok - Damage: Level 50
    • (48) Ragnarok - Damage/Recharge: Level 50
    • (48) Ragnarok - Accuracy/Damage/Recharge: Level 50
    • (48) Ragnarok - Accuracy/Recharge: Level 50
    • (50) Ragnarok - Damage/Endurance: Level 50
    Level 49: Super Jump
    • (A) Winter's Gift - Slow Resistance (20%): Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Efficacy Adaptor - EndMod/Endurance: Level 50
    • (25) Efficacy Adaptor - EndMod/Accuracy: Level 50
    • (33) Efficacy Adaptor - EndMod: Level 50
    • (33) Efficacy Adaptor - Accuracy/Recharge: Level 50
    • (46) Efficacy Adaptor - EndMod/Recharge: Level 50
    • (50) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 4.875% Defense(Smashing)
    • 4.875% Defense(Lethal)
    • 7.688% Defense(Fire)
    • 7.688% Defense(Cold)
    • 4.875% Defense(Energy)
    • 4.875% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 7.688% Defense(AoE)
    • 79% Enhancement(Accuracy)
    • 97.5% Enhancement(RechargeTime)
    • 217.86 HP (11.63%) HitPoints
    • MezResist(Confused) 7.5%
    • MezResist(Held) 10.8%
    • MezResist(Immobilize) 13%
    • MezResist(Sleep) 9.7%
    • MezResist(Stun) 9.7%
    • MezResist(Terrorized) 7.5%
    • 13.5% (0.225 End/sec) Recovery
    • 66% (5.164 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 7.56% Resistance(Fire)
    • 7.56% Resistance(Cold)
    • 5% Resistance(Toxic)
    • 5% RunSpeed
    • 4.5% XPDebtProtection
    ------------
    Set Bonuses:
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.782 HP/sec) Regeneration
    • 21.08 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Crushing Impact
    (Shadow Punch)
    • MezResist(Immobilize) 2.2%
    • 21.08 HP (1.125%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Aegis
    (True Grit)
    • 5% RunSpeed
    • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
    • 2.5% XPDebtProtection
    • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
    Armageddon
    (Shadow Maul)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 5% Resistance(Toxic)
    Hecatomb
    (Smite)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Luck of the Gambler
    (Phalanx Fighting)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Deflection)
    • 10% (0.782 HP/sec) Regeneration
    • 21.08 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Shield Charge)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Impervious Skin
    (Tough)
    • MezResist(Sleep) 2.2%
    • 28.11 HP (1.5%) HitPoints
    • 2% XPDebtProtection
    • 5% Enhancement(RechargeTime)
    • Status Resistance 7.5%
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.782 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 10% (0.782 HP/sec) Regeneration
    • 21.08 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Mako's Bite
    (Midnight Grasp)
    • MezResist(Immobilize) 3.3%
    • 28.11 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
    Apocalypse
    (Fire Blast)
    • 16% (1.252 HP/sec) Regeneration
    • 56.22 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • 10% Enhancement(RechargeTime)
    Ragnarok
    (Fire Ball)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Winter's Gift
    (Super Jump)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Efficacy Adaptor
    (Stamina)
    • 21.08 HP (1.125%) HitPoints
    • 1.5% (0.025 End/sec) Recovery
    • 10% (0.782 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
  10. Quote:
    Originally Posted by _Elektro_ View Post
    Well you may not agree with it, but it is a truth. In fact, forgive my bluntness, but it's far more usefull than posting a SD-SS build with irrelevant powers from medicine. He won't need that... not at all. In fact, if he follows the ideals of a good DM-SD scrapper build, he'll find he needs to make Siphon life a VITAL part of his attack chain.

    I have a 50+1 DM-shield scrapper, and I wouldn't really slot him -that- much differently, plus I personally believe as a tank you WILL want to be at least slightly above the cap on defensive positionals...

    I have made several SD builds, but the tank versions don't include DM because I kind of feel DM-Shield (scrapper) is probably the strongest build I've ever made.

    The damage out put is phenomenal. You will see the same objectives in your tank... combining AAO, + Soul Drain + attack chain. There is no difference between how you should address those attributes in your build be it a tank or scrapper.

    I would post my Shield Def/Super Strength build, but as I hinted at, I honestly don't think it would help you much.

    There is a really good, long thread in the first 2 pages of the scrapper forum, and it gives you some diverse builds, with even some brute builds in there. (the bid difference being what you choose post 41).
    I posted the SD/SS as it can be used as a template for pretty much any SD/ build.
    It shows one of the options to softcap, how to build for reasonable recharge and and get capped DDR.
    It also manages to squeeze in Aid Self from the Medicine pool - as you correctly stated this isn't relevant to a DM using Siphon Life so can be replaced.

    The secondary can be replaced by pretty much any other and the basics will still be valid - the sets will work just as well in say Smite as KB.
    Each secondary will have it's own unique powers that won't be covered but for the most part it's valid.

    If the OP was after a levelling build then I would agree that the Scrapper/Brute forums would be usefull but from an IO'd perspective the higher Tank numbers mean that the set bonuses being chased differ greatly.

    To the OP I would strongly recommend going for the Fire Epic (Fireball), I've got a DM/SD and a DM/SR Scrapper and the lack of AoE can be a real pain.
  11. Quote:
    Originally Posted by _Elektro_ View Post
    For a quick response, honestly I'd advise you go to the scrapper forum.

    We have a few threads there with my build, and a few others that may inspire you.

    Personally, I would want more resistance out of the set (my build for tank is quite a bit higher), and I personally have aimed for 59/57/59 percent positional defense with my tank. The spike in accuracy in some cases make it all the worth while.

    You get great damage mitigation out of the heal, and you really should look at Active Defense.... it NEEDS to be up, if not overlapping because if you get debuffed you're on your face.

    Just cruise through the zillion scrapper threads on this set up and you'll see some very usable advice there.
    I don't agree with this, you might be able to get some usefull info on the powers themselves but the IO build will be completely different.

    A scrapper will be going primarily for capped defense, the tank can cap defense with one set of Gaussian - after that the aim would mainly be recharge.

    Here's my SD/SS build, it will give you an idea of how to put it togother. It shouldn't be too hard to swap SS for DM

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Saint George: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Def/Rchg:50(3), LkGmblr-Rchg+:50(5)
    Level 1: Jab -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Dmg/EndRdx:50(15), C'ngImp-Dmg/Rchg:50(21), C'ngImp-Dmg/EndRdx/Rchg:50(33)
    Level 2: True Grit -- ImpSkn-ResDam/EndRdx:30(A), RgnTis-Regen+:30(9), ImpSkn-ResDam/Rchg:30(13), ImpSkn-EndRdx/Rchg:30(31), ImpSkn-ResDam/EndRdx/Rchg:30(43), ImpSkn-Status:30(46)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg/EndRdx:40(A), C'ngImp-Dmg/EndRdx/Rchg:37(5), C'ngImp-Acc/Dmg/Rchg:33(7), C'ngImp-Dmg/Rchg:33(9), C'ngImp-Acc/Dmg:30(11), C'ngImp-Dmg/EndRdx:31(11)
    Level 6: Active Defense -- HO:Membr(A), HO:Membr(7), HO:Membr(39)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(23)
    Level 10: Taunt -- Acc-I:50(A)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+:44(A)
    Level 14: Aid Other -- Numna-Regen/Rcvry+:50(A)
    Level 16: Against All Odds -- EndRdx-I:50(A)
    Level 18: Deflection -- LkGmblr-Def/EndRdx:40(A), LkGmblr-Def/Rchg:40(19), LkGmblr-Def:40(19), LkGmblr-Rchg+:40(21)
    Level 20: Knockout Blow -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(25), Hectmb-Acc/Dmg/Rchg:50(27), Hectmb-Acc/Rchg:50(27), Hectmb-Dmg/EndRdx:50(29), Hectmb-Dam%:50(29)
    Level 22: Aid Self -- Heal-I:50(A), Heal-I:50(23), IntRdx-I:50(25), IntRdx-I:50(33), IntRdx-I:50(43), Heal-I:50(46)
    Level 24: Boxing -- Acc-I:50(A)
    Level 26: Shield Charge -- Oblit-Acc/Dmg/Rchg:30(A), Oblit-Dmg/Rchg:30(34), Oblit-%Dam:30(34), Oblit-Dmg:50(34), Oblit-Acc/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36)
    Level 28: Rage -- RechRdx-I:45(A), RechRdx-I:50(31), RechRdx-I:50(31)
    Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), ImpSkn-ResDam/EndRdx:30(37), ImpSkn-ResDam/Rchg:30(37), ImpSkn-EndRdx/Rchg:30(37), ImpSkn-ResDam/EndRdx/Rchg:30(50), ImpSkn-Status:30(50)
    Level 32: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(40)
    Level 35: Weave -- LkGmblr-Def:40(A), LkGmblr-Def/EndRdx:40(36), LkGmblr-Def/Rchg:40(39), LkGmblr-Rchg+:40(45)
    Level 38: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(40), Armgdn-Acc/Dmg/Rchg:50(40), Armgdn-Acc/Rchg:50(42), Armgdn-Dmg/EndRdx:50(42), FrcFbk-Rechg%:50(42)
    Level 41: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:40(43), GSFC-ToHit/Rchg/EndRdx:50(45), GSFC-Rchg/EndRdx:50(45), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(50)
    Level 44: Physical Perfection -- Mrcl-Rcvry+:40(A), P'Shift-EndMod:50(48), P'Shift-EndMod/Acc:50(48)
    Level 47: Grant Cover -- HO:Enzym(A)
    Level 49: Super Jump -- Winter-ResSlow:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(15), P'Shift-EndMod/Rchg:50(17), P'Shift-EndMod/Acc:50(48)
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 6.125% Defense(Smashing)
    • 6.125% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 89% Enhancement(Accuracy)
    • 82.5% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 231.92 HP (12.38%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Confused) 15%
    • MezResist(Held) 15%
    • MezResist(Immobilize) 19.4%
    • MezResist(Sleep) 19.4%
    • MezResist(Stun) 17.2%
    • MezResist(Terrorized) 15%
    • 13% (0.217 End/sec) Recovery
    • 40% (3.13 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 5% Resistance(Toxic)
    • 2.5% Resistance(Psionic)
    • 15% RunSpeed
    • 4% XPDebtProtection
    ------------
    Set Bonuses:
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.782 HP/sec) Regeneration
    • 21.08 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Crushing Impact
    (Jab)
    • MezResist(Immobilize) 2.2%
    • 21.08 HP (1.125%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    Impervious Skin
    (True Grit)
    • MezResist(Sleep) 2.2%
    • 28.11 HP (1.5%) HitPoints
    • 2% XPDebtProtection
    • 5% Enhancement(RechargeTime)
    • Status Resistance 7.5%
    Crushing Impact
    (Haymaker)
    • MezResist(Immobilize) 2.2%
    • 21.08 HP (1.125%) HitPoints
    • 7% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 2.5% Resistance(Psionic)
    Luck of the Gambler
    (Phalanx Fighting)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Deflection)
    • 10% (0.782 HP/sec) Regeneration
    • 21.08 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Hecatomb
    (Knockout Blow)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    • 5% Resistance(Toxic)
    Obliteration
    (Shield Charge)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Steadfast Protection
    (Tough)
    • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
    Impervious Skin
    (Tough)
    • MezResist(Sleep) 2.2%
    • 28.11 HP (1.5%) HitPoints
    • 2% XPDebtProtection
    • 5% Enhancement(RechargeTime)
    • Status Resistance 7.5%
    Luck of the Gambler
    (Combat Jumping)
    • 10% (0.782 HP/sec) Regeneration
    • 21.08 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Weave)
    • 10% (0.782 HP/sec) Regeneration
    • 21.08 HP (1.125%) HitPoints (Exceeded 5 Bonus Cap)
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Armageddon
    (Foot Stomp)
    • 4% (0.067 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Gaussian's Synchronized Fire-Control
    (Focused Accuracy)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.14 HP (1.875%) HitPoints
    • 2.5% (0.042 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Performance Shifter
    (Physical Perfection)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    Winter's Gift
    (Super Jump)
    • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 35.14 HP (1.875%) HitPoints
    • 2.5% (0.042 End/sec) Recovery



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  12. Psiphon

    Choices

    Hi all,

    I'm pretty new to Dominators, currently I've got a low level Mind/Energy partly for concept and partly due to all the good things that I've read.
    Recently I've seen alot on Mind/Fire and how good they are, so my questions are:
    How does a Mind/Fire compare to a Mind/Energy are they equally capable?

    How does an Earth/Fire compare to a Mind/Fire, as I'm considering keeping the Mind/Energy and making an Earth/Fire - dependant on feed back?

    Thanks
  13. Quote:
    Originally Posted by Dechs Kaison View Post
    So? The sets don't play anything alike. I want to make a tank character with built in +recharge, that's very hard to hit, has scaling resists, and doesn't wave a shield around.

    Is that wrong to want because "Shield numbers are virtually identical?"
    Fair enough, just pointing out the facts.

  14. Quote:
    Originally Posted by Syntax42 View Post
    You should not need as many defense sets as you have. With 2 generic defense IOs in Deflection, Battle Agility, Combat Jumping, and Weave, a Steadfast Protection 3% defense, and a Gaussian's set, you will have 44.2% defense. Hitting the soft cap after that is just a matter of slotting Deflection and Battle Agility a little bit more to reach the ED cap. I'm not saying you should put generic IOs in those powers, but you should enhance those to more than 2 generic IOs worth of enhancement value.

    Active Defense needs to recharge in 60 seconds or less to double-stack it for the defense debuff resistance. Some people don't like using Membranes in it, but that is the only way to reach the defense debuff resistance cap on Shield Defense Tankers.

    Your resistance powers (Tough, Deflection, True Grit) are severely underslotted for resistance bonus. Every bit counts when you are trying to tank tough enemies.

    You went for too many regeneration and recovery bonuses. You left too many powers poorly slotted because of your quest for regen and recovery. You will not run out of endurance with Stamina, Physical Perfection, and the two +recovery uniques. Regeneration is difficult to get it to the point where it will really make a difference. Getting 30 HP/s vs only 20 HP/s won't really help in fights where you take real damage, like against Lord Recluse. If you want real healing, pick up Aid Self. That can easily get you 60 HP/s if you don't get interrupted. Siphon Life can easily grant 75HP/s if you would slot it better.

    You could easily get perma-Hasten by not slotting for defense. Rely on defense debuff resistance to stay alive instead of a buffer. You could also run the top DPS attack chain for DM with enough recharge bonus.

    Edit: Forgot to mention that Phalanx Fighting and Grant Cover should not be slotted with more than mule bonuses. Phalanx Fighting's 5% defense that it grants with no allies nearby is not enhanceable. You should not depend on allies nearby to reach the soft cap. Grant Cover is needed to reach the defense debuff resistance cap, but none of its other qualities affect you. Your team won't likely be relying on you to cap their defenses.
    I agree with most of this but you should really slot 3 defense IO's in the shields.
    A unique Steadfast res/def IO plus a set of Gaussian will cap your defense to all positions.

    I would take Focused Accuracy as a set mule for the Gaussians - although it can be usefull sometimes if your to hit is being debuffed.

    Slot Soul Drain for recharge and accuracy - you want this up as much as possible.

    For the other sets you should go for recharge mainly.
  15. Psiphon

    Solo Friendly

    Quote:
    Originally Posted by Aneurysmo View Post
    That is interesting. I've had experience with MMs in the past, but they felt horribly underwhelming. This combo sounds more like it.

    I don't suppose you know of any reliable builds, or where the old MM numpad keybind post is nowadays?

    Can this build meet the spec of increased difficulty of x8, +4 or some mix of the two without slowing to a crawl?
    I find MM's to be very unique in how they play, people love them or hate them.

    A high damage Tank might fit the bill.

    I've got a Sheild/SS tank that solo's very well, I've squeezed Aid self into the build recently but it's not required. He was soloing at +2/x8 by the mid thirties.

    A Dark Armour/Fire Melee Tank would also do great damage and have great survivbility - Control (Opressive Gloom)/ Defense (capped S/L from IO's) / Resists (to all from Shields) / Massive Heal (Dark Regen) .
  16. Quote:
    Originally Posted by Fleeting Whisper View Post
    Silverado was talking about the Quartz Emanator. It's +100% tohit to the enemies, not -def to you. Your DDR doesn't come into play.
    Thanks for clarifying that.
    Personally I don't find DE too much of an issue because the buffs can be destroyed relativily easily.
    Nemesis with Vengeance on the other hand.
  17. Quote:
    Originally Posted by Silverado View Post
    DE would require alot more than 60%; they can stack the Quartz aura, and if you're really unlucky you may get 3 of those per spawn (ouch!)
    'It's been a while since I've played my SR, but from memory I don't remember the defense numbers flickering once DDR was capped - including standing on Quicksand and Earthquake.
  18. Quote:
    Originally Posted by Dechs Kaison View Post
    Awesome.

    Now can I make an SR/ tank?
    The numbers for a Shield tank are virtually identical to an SR Scrapper and can be capped just as easily.
  19. If it ever gets proliferated in any where near it's current form I would go with an Illusion/Dark Miasma controller.
    After some thought I'd say currently it's probably an Illusion/Cold for the simple reason that whatever situation it's in Solo/team steamrolling/faceplanting it would bring something worth while to the party be it control, buffs, debuffs or damage.
  20. IMO Dark Miasma is the most complete/rounded powerset available in the game, it has pretty much everything; combined with say Sonic, Psi, Ice, Rad or Dark would be my choice.
  21. Quote:
    Originally Posted by Biowraith View Post
    It can be coloured. Mine is dark blue and fuschia.
    Good news, thanks.
  22. Hi,

    I'm levelling an SoA and was considering going Crab - can the back pack be coloured or are you stuck with the standard black/grey?

    Thanks
  23. Thanks for the feedback guys, a couple of other questions I've just thought of if you don't mind.

    1. Mids shows that you can take heroside Epics but I seem to remember seeing that VEATS are restricted to Villain Epics only, which is true?

    2. In Soul Mastery I was going to take Dark Obliteration but looking at the numbers Soul Tentacles does more damage, comes up more often and has the advantage of being a group immob - any reason to take Dark Obliteration?
  24. Hi All,

    I'm currently levelliing up a Fortunata and having great fun with it but have a couple of queries.

    1. Most of the info on SoA imply that you need to take all of the TT Leadership toggles. I've got Maneuvers for the +defense which I can see as being very usefull due to the higher numbers and ability to stack with Mind Link. I've not got TT Tactics or Assault and can't really see the benefit; apart from the lower Emd cost it's a replica of the the standard leadership toggles. With SO's teams should have good accuracy and Assault I generally see as a nice to have if some ones got it but not a necessity.
    Any thing I'm missing on this?

    2. Late game what should I be going for in regards to set values. I'm assuming recharge to perma Mind Link, is that right or should it be capping positional defense outside of Mind Link?
  25. Another AT that might fit the bill that hasn't been mentioned is a Fortunata:
    Mez protection
    Good defence
    Good damage
    Single target blasts
    AoE blasts
    Single target control
    AoE control
    Single target melee attacks
    AoE melee attacks

    Certainly worth considering.