Riora

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  1. If it's accuracy you're after, consider adding the kismet +tohit proc. It's awesome.

    As a sidenote, the build I had posted has enough accuracy that it will hit +4 mobs with a 95% chance (You can check this yourself by changing the base tohit to 49), so more accuracy beyond that is probably only good for when you get your accuracy heavily debuffed.
  2. Okay, let's see...

    Just what is your attack chain? Fire Blast is massively underslotted, and no Rain of Fire?

    Siphon Power is overslotted, imo - it gets made redundant in the high levels by Fulcrum Shift, I wouldn't even take it at all. By comparison, siphon speed is underslotted.

    Health is overslotted, regen is fairly useless on squishies since their base HP is so small, and you have a self-heal anyway.

    In Aim and in Tactics you build for damage bonuses, which is useless since Fulcrum Shift puts you at damage cap most of the time. For the same number of slots, tohit sets actually offer s/l defense, which is far more valuable for you.

    You slotted the gladiator's armor +3def, but not the steadfast protection one?

    Speaking of pricey IOs, if your budget allows it, you could switch out Doctored Wounds for a set of Panacea for the higher recharge bonus.

    I'm a little meh on the choice of barrier. Don't get me wrong, it's very good, but I think squishies get more out of Clarion. However, since I assume you'll be farming mezless groups, this isn't really a concern.

    So here's how I would slot things...

    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(5)
    Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(13), Acc-I(13)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dam%(17), Posi-Acc/Dmg/EndRdx(17), Ragnrk-Knock%(23)
    Level 4: Super Speed -- Clrty-Stlth(A)
    Level 6: Rain of Fire -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(19), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg/EndRdx(21), Posi-Dam%(23)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25)
    Level 14: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25)
    Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27), GA-3defTpProc(27)
    Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(43)
    Level 20: Speed Boost -- EndMod-I(A)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(33), RctvArm-EndRdx(33), RctvArm-ResDam/EndRdx/Rchg(33)
    Level 26: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-EndRdx/Rchg(37), RedFtn-Def(39)
    Level 30: Tactics -- EndRdx-I(A)
    Level 32: Vengeance -- LkGmblr-Rchg+(A)
    Level 35: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod/Acc(37)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def(42), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43)
    Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(50), Enf'dOp-Acc/Immob/Rchg(50)
    Level 47: Summon Disruptor -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Dmg/EndRdx(48), C'Arms-Acc/Dmg/Rchg(48), RechRdx-I(50)
    Level 49: Inertial Reduction -- Winter-ResSlow(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(45)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  3. I would second everything everyone else has said, and I agree that defense debuff protection really does make a very positive difference in playstyle. Plus, if you will mostly be fighting in teams, as you said, it's considerate to take it for your squishy team mates.

    As far as stealth is concerned... go to Options > Configurations > Effects and Math, and select "Attacked" as the status there, and you'll see how much defense you really have in combat. As others have pointed out, you're not really capped.

    Until you're capped, I'd echo that you haven't focused on defense enough; however you can definitely get away with neglecting AOE defense. 99% of all attacks will check against either ranged or meelee, even if they're AOE (A targeted ranged AOE attack will check against range, AOE, and its damage type, selecting the highest value you have). So really, you can have AOE defense in the mid-30s and not have it affect your survivability.

    Another thing I noticed...keep an eye on your endurance consumption. Elec/shields can be big end hogs, so you should aim at an endurance gain of more than 2 end/sec.

    So...I'd post a modified build with my suggestions, but I'm a bit confused as to what your budget is. In the original build you had two purple sets, so are they fair game? Are PvP IOs?

    So...yeah. For reference, here is my Elec/Shield scrapper's build.

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    As I said, it's a scrapper, but the values are the same for brutes. You also might find this thread helpful for what you're looking for.
  4. This is a horrible build. HOW could you not take O2 boost?! Don't you know that all defenders are healers?

    Fail, good sir, fail!
  5. Quote:
    Originally Posted by Oedipus_Tex View Post
    While I respect the opinions of other posters, I feel I should add that I'm a little confused by some of the other comments here--I agree that you can open with Static Field, but why not Synaptic Overload? That power is identical to Seeds of Confusion, but aggroless and castable at range. It will occasionally critically miss, and in that situation the AoE hold is a good back up. SO can sometimes be too slow for teams, but solo you should very, very rarely be taking an alpha. Elec's biggest "problem" may actually be that draining enemies of their endurance limits how much they are able to hurt each other.

    Static Field is a very good power, but its usefulness as a primary control becomes questionable at higher levels. I find it useful for other reasons in that level range even still.
    The reason I personally throw out Static Field first is because it recharges quickly and is thus ready for every spawn no matter how fast you move. It has a /wide/ range so you hit every single mob with it, and can then attack at your leasure since it immediately reapplies as soon as the sleep breaks. It also takes significant chunks of their endurance - and returns endurance to you and your team.

    Synaptic Overload is not like Seeds of confusion due to one critical aspect - it's a chain. It takes quite a bit of time to spread out over a group, and if some foes stand apart from the group, it won't affect them at all. Now if SO moved as fast as Ion judgement... then it'd definitely be my opener. I have SO slotted with the coercive persuasion proc and it still doesn't catch most mobs most of the time, while Static Field pulses so quickly it mezzes everyone instantly. Thus I find it better to absorb in alpha.


    Quote:
    My Elec/Rad has the combo of Conductive Aura/Choking Cloud. Your Elec/Therm won't have a second PB AoE aura to help Conductive Aura be more effecive.
    I'm going to have to give a nod to what Local Man mentions here - Electric control is fantastic with secondaries who have PBAOE debuff auras. So Rad, Time and Poison synergize wonderfully with Elec.
  6. Quote:
    Originally Posted by Miladys_Knight View Post
    You'll [...] have trouble with endurance, be quite low on personal mitigation, all on a toon that will give it's best performance fighting from the position of directly behind the tank.

    Sapping will be your best personal defense. Surviving the alpha will be your difficulty.
    ...lolwut.

    Trouble with endurance? Conductive Aura says lolno. No mitigation against alpha strikes? Static Field says lolhellno. As do Paralyzing Blast and Synaptic Overload.

    It sounds like you have an Elec/ yourself and all I can think is that you must be doing something not quite right or that you are really lowlevel, because my Elec/Time never has trouble with alphas, has a full endurance bar even when spamming Chain Fences, and drains mobs of endurance in 5 seconds, all without help from the Mu pool.

    Anyway...to the OP.

    I think between Thermal and Cold, Cold would be the better choice, but then, I'm a huge fan of /cold in general. While the -recovery from Therm indeed synergizes nicely with Elec's endurance drain, Elec's endurance drain is powerful enough by itself to drain EBs and even AVs. The big plus for Therm are indeed the resistance shields, and strong heals for when shots get through the mezzes. Mez resistance for your Gremlins will also come in handy. Forge'd Gremlins will be amazing.

    /Cold offers the superior debuffs imo, but lacks the heals. And, of course, the ubiquitous defense buffs, particularly to yourself in the form of Arctic Fog. So if you try to build for capping defenses, /cold will have a significantly easier time. A minor advantage is also the stealth aspect of Arctic Fog - helps for good positioning.

    Both are AV soloers, if you're so inclined.

    The reason most people skip Jolting Chain in the higher levels is because the Gremlins have it, and spam it accordingly. It's very good mitigation, though, and if you exemplar a lot, I'd keep it.
  7. Quote:
    Originally Posted by Ukaserex View Post
    The main reason I go with paralytic is because none of them are really "that good". I look at the choices, and nothing steps up and says "Oooh! This is the one I want." I like the idea of less damage coming in, even if the odds are only 25% of that happening, and when it does happen, it's only 5% less. But, for my brute or tank, that can be quite enough.
    Neither of these two toons want the baddies to be immobilized.

    End drained NPCs seem to have their own supply of CABs. They manage to get off attacks even with no endurance. So, that doesn't appeal to me. An NPC with 1/3 or even 3/4 less endurance makes very little difference, if any, in the attacks of the NPC from what I've seen.

    Accuracy has a cap. I generally don't pay it any mind, though. (unless I notice I'm missing a bunch) Whatever the IO set allows for, that's what it gets. There are exceptions, but those are few and far between.
    For me, it is just the only thing (before they gave us more choices) that seemed to be a good fit. Now, with the newer choices, I'm not going to go back and pick something different. Nothing in that tree seems at all worth grinding for - unlike Judgement and Destiny, and to a lesser degree, Lore.
    o.O

    O.o

    You seriously underestimate just how much dps the damage tree of the interface procs add. It turns my low-damage controller, for example, into an AOE death machine. Behold, the numbers according to mids, with every power slotted with two damage IOs:

    Chain Fences, the lowdamage AOE immobilize most control set have: 25 damage/animation
    Chain Fences damage with Reactive 75% proc chance: 64 damage/animation

    For comparison, some scrapper AOEs:

    Claws Spin: 75 damage/animation
    Electric Meelee Thunderstrike: 72 damage/animation
    Katana The Lotus Drop: 84 damage/animation

    So I basically have a weaker version of Scrapper Spin on a 2 second recharge. Yeah. Damage proc interfaces rock. It's why Interface is the first thing I slot on new toons, after the alpha.

    To the OP: As you can probably tell, I'm a big fan of the damage interfaces and would say either Reactive, Preemptive or Spectral. Reactive has the best secondary effect while Preemptive's and Spectral's is negligible, however, keep in mind that it only stacks 4 times - regardless of by how many players it's applied, it will only stack 4 times. Since the majority of the playerbase runs reactive, consider using one of the other damage procs to diversify the damage in trials.
  8. Hmmm....

    Ranged/Defense would be the obvious one, with scrapper crits and blaster values :P

    But honestly, I don't think you'd get something terribly OP by mixing up the different primaries. Support/Support might sound sweet, but it'd be incapable of soloing. Literally. Now if you could cherrypick individual powers... oh yeah. Fulcrum Shift, Sleet, Heat Loss, Tar Patch, Far Sight, Chrono Shift...rawr.

    Now, what I'd like to see...

    Controllers. With containment and domination. So deliciously OP < 3
  9. Yup, I'm seconding /Psi as a fantastic secondary for Electric Control. The jewel in the set is, of course, Drain Psyche which layers very nicely with Conductive Aura and complements your endurance drain - it'll also make you an AV-soloer if you're into that sort of thing. They're both sets that like to be in meelee. Solid ST, solid AOE and a rarely resisted damage type. The psi blasts can be colored to look like energy blasts, if that's what you had in mind for your concept.

    I have an Elec/Psi dom at level 50 and she is a joy to play.

    Other sets that play nice with Elec:

    Ice. Power Boost is of course wonderful, also helps with the endurance drain. A PBAOE and slows for extra mitigation.

    Fire. You just can't go wrong with MASSIVE DAMAGE.

    Earth for more knockdown shenanigans. Also has power boost.

    Thorn is rather meh, but certainly doable.

    Sets that don't play that nice with Electric Control: Electric Assault. Your one AOE is a PBAOE knockback. Do not want. Does assist with the endurance drain, but honestly, Electric Control has massive endurance drain all by itself. More is just overkill.

    EDIT:

    My Elec/Psi, for reference's sake. I aimed for perma-dom without hasten and capped s/l

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  10. Okay, my first question would be: What level is your dom? Since this...

    Quote:
    I figured in big groups, Paralyzing Blast - Soul Drain - Static Field, then start picking them off one by one, throwing in my Holds as needed. Gremlins would help with some AoE, and I do have Jolting Chain. Synaptic Overload in case things aren't staying held, and for them to damage each other..
    sounds a bit hypothetical like you haven't experienced it yourself yet. Static Field is the first thing you throw down - it's not a sleep, it's a sleep patch and is thus quite reliable at keeping foes held, and is up significantly more often than Paralyzing Blast.

    A note on lack-of-AOEness: At level 50 with incarnates, Chain Fences turns into a fantastic AOE when combined with interface damage procs.

    Anyway, tactics aside, my point is: If you haven't rolled it yet or it's still lowlevel, consider another secondary. Energy doesn't play nice with Elec control - the AOE immobilize has no -KB like in other sets, and Elec is a set that likes to be in meelee range. Not to mention that you don't want to knock stuff out of your sleep patch.

    All right, as to the build itself:

    Both recharge and defensewise, it looks fairly good, but I did notice some things:

    - Conductive Aura is massively overslotted compared to Stamina. No really, it's fine with the base slot, maybe two. For sapping purposes, 1 end mod is sufficient, and maybe an extra slot for accuracy, but that's pretty much it. Consider that in a group you'll be saturated with endurance, but against a single foe, like an EB or AV, you'll find yourself running out of endurance if you don't slot stamina properly, especially with all your toggles. 4-slot Stamina with perf shifters, maybe add a numina proc in health

    - Since you are chasing ranged defense, I'm wondering why you chose to only 5-slot Synaptic overload. +5% ranged defense!

    - Awful accuracy in both tesla cage and paralyzing blast. More slots there

    - I'm also sideeying the reactive armor pieces you put in. Those are for typed defenses, and do virtually nothing when you're trying to build for meelee/ranged, as you seem to be.

    - Since Elec is, as previously mentioned, rather meelee-range happy, I wonder if it's really practical to run hover in combat. Not that it's impossible just...unwieldy.

    - Drop Dark Consumption for Dark Obliteration. A properly built elec dominator or controller has no endurance problems, ever.

    Personally, I agree to a certain extent with DarkCurrent: Don't gimp yourself for defense. It's nice to have for the stray shot or two that makes it through the mezzes, but should not be your primary goal. It's good to have to be sure, but not as necessary as for other ATs.
  11. Hm, well, first question is of course- what's your budget? Judging by the build you currently have, I'm gonna guess everything's fair game except purples and pvp IOs?

    Also, seconding the question about the alpha. I would recommend agility - recharge and defense buffs is wonderful for an elec/shield.

    Now, what I saw right away... you took Havoc Punch, not Charged Brawl. Charged Brawl is better than Havoc Punch - it recharges faster, and has higher damage per animation.

    Another big thing... /Shield can cap its defense debuff resistance, which makes a huge difference in how the toon plays. They key to that is doublestacking Active Defense (So it needs to go down to a 60 second recharge), and fully maxing out its defense values. Slotting it with 3 membrane Hami-Os is great for that reason.

    I would definitely try to cap ranged defense. AOE defense, however, can really be ignored, since 99% of all attacks will check against meelee/ranged.

    Do you find yourself using Jacob's ladder a lot? Personally, I found it rather meh, so if you find yourself hurting for slots, that's the first place I'd start cutting. You could put more slots in both Deflection and Battle Agility to get the defense values into the red. Also more endurance reduction in the toggles in general. Deflection also has a resist component that could be slotted for a bit more. True Grit as well. Could move the steadfast protection into One With the Shield and save a slot. The regen proc in health...really isn't worth it.
  12. Selling a Gladiator's Armor +3%Defense proc recipe (lvl 50) for 2,3 billion, pst to @Riora, or send me a PM : )

    EDIT: Sold!
  13. OMG YES NEW MIDS THANK YOU *worships*

    This is great

    However, I think I found a new bug as well.... recovery values seem to be bugged, or are at least different from what the previous version displayed. I was just working on a new widow build that had 2,75 endgain/sec, and is now down to 2,4. I checked my other builds - I always build for 2,5 endgain/sec or more, but they all showed around 2,2 now.

    EDIT:

    O I C
    It's part of the proc problem, Numina and Miracle +recovery procs don't get factored in
  14. Quote:
    Good call on the Miracle proc. I should switch the Numina in favor of that. As for Conductive Aura, frankslotted with 4 slots puts it 91% enhancement for accuracy and end mod, hitting the point of diminishing returns with ED. Further slots won't contribute much in that regard.
    I think you misunderstood what I said... Conductive Aura doesn't need more slots, it can do with less. Accuracy, for example, is almost a completely negligible concern - farsight gives you tohit. Powerboosted farsight, as you have it, gives you 20% tohit.
    CA doesn't need to hit one enemy reliable (like Tesla Cage needs to), it just needs to hit the majority of things in a group, which is why I think those two slots you spent on accuracy are better in Stamina (For 4-slotted perf shifter) and Health respectively (to have both the numina and miracle proc)

    Quote:
    I may also consider Nerve.
    20% tohit from Farsight. Utterly unnecessary.

    Quote:
    I'm awaiting unlocking Interface before I decide one way or another.
    Out of curiosity, what's your planned interface?

    Quote:
    having an additional hold here isn't going to let me break the PToD
    Actually, it will. As I said, I have an Elec/time, and she holds AVs even during PToD.

    Quote:
    The regen it offers is probably the least appealing effect (though that's what my slotting enhances); it's real value comes in the additional recharge and damage. Damage dealers will love having this on them and in the event that there aren't many of those another buffer with long recharges will benefit from the recharge boost.
    Yes, I do not dispute the usefulness of TS, but I meant what I said - it's overslotted for regen, it needs only recharge imo. Elec/Time is a very slothungry combo, and there's not much room for setmuling - those slots are needed elsewhere, for example, in tesla cage.

    Quote:
    The end mod boost was attractive in Agility, but I will have to play it by ear to see how my sapping abilities are.
    Sapping capabilities are immensely improved by an alpha that has an end mod component - which is why I lobbied for musculature. It will improve an area in which you are significantly lacking while boosting your sapping (and endurance management). Agility, giving recharge and miniscule defense, will not give you much benefit, since you are already at the point where more recharge doesn't do much anymore, while the defense boost is tiny and negligible compared to the defense you already have.
  15. Hm... looking over your build, and keeping to the goals you outlined, these would be my suggestions:

    For your endurance management, you 4-slotted conductive aura but not Stamina? And no miracle proc? That'd be your problem right there. CA is fine with just one slot, 4-slot stamina with perf shifters. Add a miracle proc. A sidenote on the perf shifter proc, do not put it into conductive aura. Ever. It won't benefit you, it'll actually proc off enemies. I know you didn't slot it, but Joe did, so I thought I'd mention it. Did you pick up the +end accolades? They will help a lot.

    Hasten doesn't need 3 slots. It is almost perma with 1 (! 123 seconds with the base slot)

    Slotting Jolting Chain with damage is a waste (Base DPA: 4,5. Enhanced DPA: 9) I would drop it entirely in favor of Electric Fence, slotted as an attack. Jolting Chain is useful in the lower levels, but I find I do not use it at all in the high levels, especially since the gremlins get it. This should considerable improve your damage.
    If you do keep Jolting Chain, slot a devastation: Chance for Hold proc. It's awesome.

    Drop Distortion Field in favor of Paralyzing Blast or Timestop. Both are far more reliable control, either AOE or ST - Timestop is great when fighting an AV. With it you can hold AVs LIKE A dom BOSS (Woe is me, I don't know the strike-through forum code)

    Tough needs more end reduction.

    Switch the slotting in Gremlins from Expedient reinforcment to call to arms.

    Temporal Selection is overslotted, imo, it's fine with one slot.

    Tesla Cage DEFINTELY needs more slotting. With it being your bread and butter power, it needs better accuracy, and damage slotting would be good as well. 1 Nucloleous + 1 pure damage IO, perhaps.

    You could add one more slot to Weave and Maneuvers respectively, and slot 1 lotg recharge and 4 Call of the Ancient for +max end bonuses.

    What's your budget for the build? I see the glad proc, but no purples...you know how pricey that glad proc is, right? :/

    Your defense is not actually capped. You need 22,5% defense aside from powerboosted farsight to get to the cap. As it is, only your ranged defense is capped.

    Phew. So yeah, that's the potential improvements I see when keeping your stated goals in mind. However, imho, and speaking as someone who has an Elec/time as one of her favorite toons, I would not aim for the softcap. You are a controller, you don't /need/ defense. 32,5% is perfectly survivable (especially with Time's Juncture effectively capping you as it is), even in stuff like itrials. By going for the softcap, you've constrained yourself to the energy mastery pool for PB, severely gimping your damage. Defense is easy to come by with buffs and inspirations flying around. A good attack chain is not. I'd say go fire mastery - the two attacks, along with the res shield and the self rez. This would also improve your endurance quite a bit, since you won't have to run as many toggles.

    EDIT: Forgot about incarnate powers. Clarion is a wonderful choice for any squishy, but for alpha, I would definitely not take Agility, even though it would help with sapping. With perma-chrono recharge, you are fast approaching the point of where more recharge doesn't really do anything, since recharge is subject to a harsh diminishing returns curve. Defense boost is nice, but it is miniscule (around 2% to everything) and...as I said, I find reaching the defense cap on a troller not that important. My vote would go to musculature radial for both the +damage and +end mod boost
  16. Riora

    Tw/ela

    I disagree with building for capped s/l, since it wastes the potential of Defensive Sweep - you can achieve MUCH higher survivability by building for 32,5% meelee/ranged. One Defensive Sweep, and you're capped for meelee defense.

    Sample build:

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    Note: The Defense debuff IO in the first attack is meant to represent a lotg +recharge in Defensive sweep, so add 7,5% to the global recharge
    I realize it's not quite what you were building for - little room for procs, more focused on +max HP than recharge - but it is pretty damn survivable.
  17. Riora

    elec/SD

    I'll take a stab at this...

    I see you picked the energy mastery pool, which imo is a mistake. It's good to help manage /Shield's awful end usage, but Elec/ really benefits from the single-target blast in other epic pools to actually build an ST attack chain, and the AOE is also very good.

    You also build for more meelee defense than you need, while neglecting ranged. Generally, you should aim for 45% ranged/meelee. When building for positional defense, don't use sets boosting typed defense.

    You picked up Havoc Punch instead of Charged Brawl, but Brawl actually has better damage when you factor in animation time, and recharges faster.

    You dropped Grant Cover - I'd strongly suggest to pick it back up, it carries part of your defense debuff resistance.

    True Grit has a +Max HP component that should be slotted for. Deflection has a defense component that should be slotted for over the resist component. With all that in mind...

    I'm not sure what your budget for this build is, but by the slotting selection, I'm guessing cheap to midrange, is that right? So here's my suggested build, with excellent AOE, decent recharge, and as good of an ST-attack chain as Elec allows. There are some expensive pieces in here, notably luck of the gambler and the miracle, but you can get them with hero tips - they are vital to boost 2 things you need, endurance and recharge

    Click this DataLink to open the build!


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    As you see, you have a free powerpick there. If you don't have access to villain pools, you can pick up Pyre mastery instead and choose the hold to get to the ST blast and AOE
  18. Quote:
    Originally Posted by Bad_Influence View Post

    Quote:
    Of the new trials, TPN will likely be on "auto-farm" within a week or two while Minds of Mayhem will gather dust until the Devs take a look at some of the mechanics (blue patches PLUS no hospital PLUS punitive rez mechanics) or increase rewards for MoM.
    Totally agree with this assessment.

    Have been on one MoM which succeeded, out of three tries. Have to say it, MoM is right on up there with Keyes as far as unpleasantness. Not AS BAD as Keyes - I'll grant you that much, but almost as bad. I have no intention of trying it again for a long time.

    If its not being locked in the hospital for an eternity of time "for your own safety," [pfffft] its NO hospital at all. Who comes up with this tripe? Seriously.
    o.O
    I would disagree with that assessment, MoM is easy -much easier than TPN. I joined a PUG league shortly after the new trials went live. None of us had run either trial before, and we decided to start with a MoM, and breezed through it on our second try. That same league then decided to try TPN and failed 3 times before giving up.

    Later that same day, I ran the MoM again, telling those who hadn't run it before what to expect and do, and again, we completed the trial without any trouble. Joined a TPN again, failed again.


    EDIT: Herp Derp, reading comprehension fail. Deleted some stuff
  19. Riora

    Elec/Time build

    Looking at the build, it is very good with the goals you had in mind (namely ranged defense and mez protection), however I feel you are sacrificing too much from other goals. Namely... you have no ST attack chain. I guess it depends on wether or not you ever solo or are just building for maximum team friendlyness, but I'd definitely consider going with Electric Fence slotted as an attack. If you swap World of confusion for it and slot it with Thunderstrike, you don't even lose the defense bonus.

    You also skipped the AOE immoblize which, I feel, is a big mistake. If you plan on incarnating, and going with an interface that has a dot...your AOE immobilize will suddenly do OMGWTFBBQ levels of damage, to the point of wiggling down entire spawns' HP to nothing in seconds.

    Speaking of incarnating, Clarion is a much better choice of mez protection imo - first of all, it is perma without needing to dedicate any slots to it, unlike indomitable will, and much higher mag protection. It also leaves you free to choose another epic pool.

    I think 3 pure end mods in conductive aura is a bit overkill, I'd put the 3rd into Stamina. Hasten is also perma just with 2 recharge IOs, so you have another slot to spare.

    Do you stay much at range that you need it capped? I find that 32% on ranged/meelee is enough, with Time's Juncture's providing the debuffs to put me at proper defense cap (or to cap with a small purple in emergencies). But then, I play my Elec/time as a scraptroller and charge into spawns.
  20. Quote:
    Originally Posted by Barbie_Ink View Post
    I keep seeing this claim that Spring Attack is just so weak, but I'm not really seeing it. I already want Combat Jumping on most builds, and SJ is fine for a travel power if I want one so it's not like I'm blowing extra powers really.

    Mids tells me that the base damage of Spring Attack on a scrapper is 108.2, and that Shield Charge is 127.8. After IOs, I'm seeing 228.8 damage on Spring Attack and 274.9 on SC. Yeah, SC is more, but it's not so overwhelmingly more that Spring Attack isn't still good enough. Especially since if you're going Elec/Shield you're clearly in love with TELESMASH. Or SMASHPORT. Whichever you like. Shield Charge is just more of the same.

    Doubling up LR+SC means there's like 25 whole seconds where you're not teleporting in to crush your enemies, and on a team that can feel like ages!
    Spring Attack base damage: 107
    Recharge: 120 seconds (30 seconds more than both LR and SC)

    Compare with...

    Lightning Ball base damage: 109
    Fire Ball base damage: 142
    Recharge: 32 seconds

    It's true that SA's damage isn't godawful by any means...it's just made not worth it by the insanely long recharge time. Apart from being overkill, you can't even reliable triple-chain it with LR and SC since the recharge time is longer. The epic AOEs fill that 25 second downtime much better, seeing how they're up for every downtime, twice (My Mu Lightning is up every 10 seconds) Yes, it doesn't have the thrill of TELESMASH, but it is delicious red numbers, and most importantly, consistent damage output. While, if I had slots to spare, I might pick up SA, as it is, the slots are better spent on an epic AOE.

    Speaking of, using Shadow Meld is an interesting idea... however, there are so many buffs flying around in incarnate trials, sometimes to the point of hardcapping defense, that I would not give up the damage from the Mu pool for it.

    Quote:
    And AAO damage bonus too.... properly IO'd SD Scrappers are like SR scrappers on crack.
    Ha! How could I forget to mention the greatest benefit of Shield?
  21. I would definitely recommend rerolling as /shield. While it takes a little more work, once fully IO'd it plays like a SR - capped defenses, and capped DDR. However, on top of that, it gets 4 things SR does not offer...

    1. The strongest taunt aura in the game. Mobs will stick to you like glue.
    2. More Resistance. Not much, but every bit helps.
    3. More Max HP. This one's rather nice.

    And then...

    4. Shield Charge. Glorious, glorious Shield Charge.

    Trust me when I say that Build Up + Shield Charge + Lightning Rod is just plain godly. I still cackle madly when I fire it - nothing survives it; it's like judgement, only better. Did I mention you get to do it every 25 seconds? :3

    EDIT: Well, since you said builds are welcome if one is exceptionally bored >.> <.< This here is a modifed version of the build I use for my own Elec/Shield - Focused on capped meele/ranged, endurance and recharge. As alpha I would strongly recommend Agility, which will perma hasten and bring meelee/ranged to 48% and AOE up to 40,5. There is room for aid other/aid self, I suppose, if you drop Electric Shackles/Recall friend, but slots are very, very tight. I personally chose to go with the Rebirth regen tree, and that solved that.

    There are expensive pieces in this build, specifically the lotgs/miracles/numinas and 3 membrane Hami-Os in Active Defense - the membranes are vital to capping a /shield's DDR, so sadly, there are no cheap substitutes for them.

    Someone mentioned Elec/SD scrappers picking up Spring Attack as well, to which I'd say... please don't. Waste of slots on a tight build, and nothing survives SC+LR anyway :3 Not to mention that Spring Attack is a very weak attack - any epic pool AOE has higher damage, and recharges faster.

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  22. Quote:
    Originally Posted by DrGemini View Post
    To make this build work, you need to take Mu Mastery for Power Sink.

    [Snip]

    Oh, and don't forget Static Field. With the Fortunata set in it, you can turn it into a really great power that allows you to wade into big mobs without much trouble to do your Sap-trolling. After all, with the Placate proc, not only are the mobs being put to sleep on a regular basis but they are being Placated which means they can't even target you.
    I'd disagree with the assertion that you need Power Sink for saptrolling. As I mentioned, I have an Elec/time, and while she does have the Mu Mastery pool, I've taken only the shield and the AOE, not Power Sink. Stuff still gets drained in 2 seconds flat.

    Also, the Placate procs fires only every 10 seconds, and on the rare occasion it does fire, it'll get broken by the next AOE you throw out - Static Field is just fine without it. And, most importantly, Static Field the thing that will sap endurance the fastest. Big chunks of -end with every pulse.

    To the OP, what you may want to consider is taking an alpha that enhances end mod which I found incredibly useful. Right now, that's only Musculature, and taking Musculature on a kin would be... well, I believe the appropriate response to that would be "lolwhut?"
    However, there's a new alpha coming out next patch that enhances both recharge and end mod! Definitely worth looking into for an elec/kin imo
  23. Well, there are a variety of ways with which you could build an elec/kin, it's really a matter of what you want.

    First, which epic pool? Are you constrained by concept, in which case it'd have to be Mu Mastery for theme? Do you want to dish out the maximum damage possible? In that case, fire. Do you want to be survivable? Mace mastery will cap your s/l defense.

    What's your budget for the build?

    And, last but not least, which travel power?

    Anyhow... speaking from my experience with an elec/time, skippable powers in Elec would be Electrifying fences (if you have a ST blast from your epic pool, worth taking for exemplaring) and Jolting Chain (only really useful in the lower levels; worth keeping if you exemplar a lot). Kin powers that should be skipped: Repel. Do not want. Optional kin powers: Siphon Power (worth taking if you exemplar a lot) and Inertial Reduction (if you have no travel power, or have a power pick to spare).

    Anyhow, with all that in mind, I made an all-purpose defensive build with Mace Mastery, and a medium budget - there are two purple sets used, but they are dirtcheap. Capped s/l, Almost-perma-haste with one stack of Siphon Speed, and exemplarfriendly.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Nucle(5), Dmg-I(7)
    Level 1: Transfusion -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/Heal(27), Nictus-Heal/HP/Regen/Rchg(39), Nictus-Heal(40), Nictus-Acc/EndRdx/Rchg(46)
    Level 2: Chain Fences -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-Acc/Rchg(7), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob(11), Enf'dOp-Acc/Immob/Rchg(11)
    Level 4: Electric Fence -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Rchg(17), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(19), Enf'dOp-Immob/Rng(19), Enf'dOp-Acc/Immob/Rchg(21)
    Level 6: Jolting Chain -- Dev'n-Hold%(A)
    Level 8: Conductive Aura -- EndMod-I(A)
    Level 10: Siphon Speed -- Acc-I(A), Acc-I(23), RechRdx-I(23)
    Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(27), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(29), FtnHyp-Sleep/EndRdx(31)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 18: Paralyzing Blast -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33), HO:Endo(33)
    Level 20: Speed Boost -- EndMod-I(A)
    Level 22: Increase Density -- S'fstPrt-ResKB(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25), Krma-ResKB(25)
    Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Conf%(34), CoPers-Acc/Conf/Rchg(34), CoPers-Conf/EndRdx(34), CoPers-Acc/Rchg(37)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31)
    Level 32: Gremlins -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(40), C'Arms-Dmg/EndRdx(43), C'Arms-Acc/Dmg/Rchg(43), HO:Nucle(43)
    Level 35: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39), EndRdx-I(40)
    Level 41: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod(42), Efficacy-EndMod/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(50)
    Level 44: Poisonous Ray -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Achilles-ResDeb%(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Acc(15), P'Shift-EndMod/Rchg(15)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------

    Code:
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  24. Any elec/ dom or controller. Conductive Aura will keep your end bar filled pretty much always, even moreso if you actually slot it for end mod. You get it at level 8.
  25. Quote:
    Originally Posted by Parsifal View Post
    Returning player here, back in CoH after a hiatus since 2008:
    Do I understand correctly that one no longer needs to take the Stamina power to have a viable build? If so, that is a huge improvement in game enjoyability since I stopped playing 3 years ago.

    No, the change to Stamina was that it - along with entire fitness pool - is now inherent, and you get 3 extra power picks instead of having to fit it in the first 20 levels.