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Posts
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Anyone go the primal forces mastery route? Seems like PB + farsight = 26.3% Defense would be a tempting offer. Plus you have Group Invis on the same exact timer as farsight for more D fun. That's above 30% D in 3 powers (more if you don't hit first).
Energy Torrent on this seems to be kd and not kb for more mitigation/damage.
And it fits themewise better. No get out of jail free card though. -
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So it was you!!!!
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For fun, get on a full team and tell them that you are going to test something. Take away all your resists and -resists for about a minute and ask the group if they notice a difference. They will never doubt what you add to the team again.
Then again, let's face it, you have to be running a TA/ or Sonic/ to pull off being able to do that in a team without getting kicked. Every other set gets love from the masses... stupid masses. -
Ok, here's another attempt at the build.
There are a couple of points I should make. I didn't quite get capped on melee straight. I think I've conned the situation so i still maintain regular capped though. With TJ and assuming you are fighting an AV, the -tohit will be a paltry 3.968% against that AV. If you add that to the numbers I have, you can get capped 45% D to melee (I'm not sure I get that anyway cuz AVs will have a better chance to hit anyway). The ranged should be capped. The AoE is very close (~44%).
I have two pets before incarnates to help with the damage against anything significant.
I gave up the holds so i could get fighting pool in there. hated to do it, but was significant D improvement.
Chrono Shift is no longer perma. It's got about a 32 second downtime on the rech.
This version improves health, regen, Defense, resistance over the previous ones. Slightly worse End and worse recharge though.
Any suggestion for incarnate pet? Incarnates in general?
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Gaic Fatum: Level 50 Magic Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Time Manipulation
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Lightning Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(37), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/Rchg(40)
Level 1: Time Crawl -- TmpRdns-Acc/EndRdx(A)
Level 2: Ball Lightning -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Knock%(5), Ragnrk-Acc/Rchg(15), Ragnrk-Acc/Dmg/Rchg(15), Ragnrk-Dmg(17)
Level 4: Temporal Mending -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(43)
Level 6: Short Circuit -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(7), C'ngBlow-Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-Acc/Dmg/Rchg(13), Erad-%Dam(13)
Level 8: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitDeb(9), DarkWD-ToHitDeb/Rchg(11)
Level 10: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/Rchg(25), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(40)
Level 12: Temporal Selection -- Numna-Heal/EndRdx/Rchg(A)
Level 14: Boxing -- Empty(A)
Level 16: Distortion Field -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42), BasGaze-Slow%(42)
Level 18: Tough -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(19), ImpArm-ResDam/EndRdx/Rchg(19)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
Level 26: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc(31), BldM'dt-Dmg(33)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/EndRdx(31)
Level 30: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 32: Thunderous Blast -- Dmg-I(A), Dmg-I(43)
Level 35: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Chrono Shift -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39)
Level 41: Power Boost -- RechRdx-I(A), RechRdx-I(46)
Level 44: Slowed Response -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(45), ShldBrk-Acc/Rchg(45), ShldBrk-DefDeb/EndRdx/Rchg(45), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(46)
Level 47: Summon Mistress -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(48), BldM'dt-Dmg(48), RechRdx-I(48), RechRdx-I(50)
Level 49: Dark Embrace -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), Aegis-ResDam/EndRdx/Rchg(50)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cimeroran Core Superior Ally
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(3), P'Shift-End%(5)
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 4.69% Defense(Smashing)
- 4.69% Defense(Lethal)
- 11.25% Defense(Fire)
- 11.25% Defense(Cold)
- 13.75% Defense(Energy)
- 13.75% Defense(Negative)
- 9.38% Defense(Melee)
- 13.44% Defense(Ranged)
- 12.19% Defense(AoE)
- 1.8% Max End
- 50% Enhancement(RechargeTime)
- 51% Enhancement(Accuracy)
- 9% FlySpeed
- 128.5 HP (12%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 6.35%
- MezResist(Terrorized) 2.5%
- 23.5% (0.39 End/sec) Recovery
- 54% (2.41 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 14% RunSpeed
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Silas, wow that was a lot of feedback
I was working from a thought that the powerboosted part of farsight was the base (9.38%). I have my ranged at 36.5% prior to PB which would have added to 45.88%. Well, that's how I did the calculation anyway... I thought that was the correct way of doing it.
I looked "in game" and it looks like Power Boost adds 83.82% of base D and mids states BU at 78.67%. Bad oversight on my part.
I went lower on D for melee because I felt that Time's Juncture would cover the difference quite easily. That adds 18.99% in a 25 ft radius. Melee D should be fine... unless my calculations are off on this too. That would also cover any melee aoe damage to cap. That would leave a hole in ranged aoe which I knew about but figured it was not going to be uber significant as I did have mid 30s there for D.
Of course, Time's junctures tohit debuff takes quite a hit against AVs too.
I was going Soul route for the pet. The mistress on Temporal Selection should be a pretty nice pet. That and the rech on PBU is not a nice thing (12.5 seconds every minute or so on uber high rech build). The rech I have going places BU available almost half the time. It can dual as alpha absorber while boosting end drain.
The rest of the build was basically a mad dash to get to perma chrono shift (trying to pay attention to end and health). Guess I'll be reworking this build some. -
Quote:I know it's not quite there on ranged D and I wanted to get it there, but it's getting hard to push that extra few percent with the perma recharge stuff going on. I could get rid of obliterate in soul drain and go with 3 cleaving and 3 eradicate. gets me within a sec of perma chrono and adds 2.19% to ranged. That would get me to 45.88% ranged. Melee is still covered which only leaves a hole in my ranged aoe defense. I should be able to outheal that... I hope. That will be at 36.18%, which isn't bad. Sounds like a good plan, thx for the advice.I played elec time in beta but went fire/time at launch. Good fun though. The PBAoE of SC and joy of the DoT of BL was a nice mix with a melee based time character.
Just a point I feel I should make as was the mistake I made. You know you are not soft capped to ranged?
Mids shows the effect of PB on maneuvers and hover as well. But these will drop once PB drops off. Obviously the powerboosted farsight will stay boosted, but you will be lift with only 41.% ranged.
Here's how it looks now.
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Gaic Fatum: Level 50 Magic Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Time Manipulation
Power Pool: Leadership
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Lightning Bolt -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(19), Thundr-Acc/Dmg(19), Thundr-Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(42)
Level 1: Time Crawl -- TmpRdns-Acc/Slow(A)
Level 2: Ball Lightning -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/EndRdx(5), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg(7), Ragnrk-Knock%(11), EndRdx-I(17)
Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(40)
Level 6: Short Circuit -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Acc/Rchg(13), Armgdn-Dmg(15), Armgdn-Dam%(15), EndRdx-I(17)
Level 8: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(9), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitDeb(11)
Level 10: Aim -- AdjTgt-ToHit/EndRdx/Rchg(A)
Level 12: Temporal Selection -- Numna-Heal/EndRdx/Rchg(A)
Level 14: Charged Bolts -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(34), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 16: Distortion Field -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(40)
Level 18: Tesla Cage -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/Hold(36), BasGaze-Acc/Rchg(37)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-Rchg/Hold(25)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Voltaic Sentinel -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(27), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(31)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dam%(34)
Level 35: Slowed Response -- ShldBrk-Acc/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(46), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-DefDeb(50)
Level 38: Chrono Shift -- RechRdx-I(A), RechRdx-I(39), Efficacy-EndMod/Rchg(39)
Level 41: Soul Drain -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(42), C'ngBlow-Acc/Dmg(42), Erad-Acc/Dmg/EndRdx/Rchg(43), Erad-Acc/Rchg(45), Erad-Acc/Dmg/Rchg(45)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45), EndRdx-I(46)
Level 47: Summon Mistress -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Acc/Rchg(48), S'bndAl-Dmg/Rchg(48), S'bndAl-Dmg(48)
Level 49: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50), S'fstPrt-ResDam/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(3), P'Shift-End%(5)
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Set Bonus Totals:- 7% DamageBuff(Smashing)
- 7% DamageBuff(Lethal)
- 7% DamageBuff(Fire)
- 7% DamageBuff(Cold)
- 7% DamageBuff(Energy)
- 7% DamageBuff(Negative)
- 7% DamageBuff(Toxic)
- 7% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 19.88% Defense(Energy)
- 19.88% Defense(Negative)
- 3% Defense(Psionic)
- 15.19% Defense(Ranged)
- 5.5% Defense(AoE)
- 1.8% Max End
- 62% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 80% Enhancement(RechargeTime)
- 8% FlySpeed
- 100.4 HP (9.37%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 5%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 7.2%
- 27.5% (0.46 End/sec) Recovery
- 36% (1.61 HP/sec) Regeneration
- 7.88% Resistance(Fire)
- 7.88% Resistance(Cold)
- 8% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1489;700;1400;HEX;| |78DA6594DB4E13511486F774A6D616B0545A28945339CB6104C5433C118B4050AA4| |488B7CDA40C659261DA4CA711BDF35EAFBD52D11B634C8CCAD9E7F0F4005E1951D4| |07A88B593F2DA69334DF9EB5D7FED7DAFFDED3E4CAB5EA37530FC684141C37B57C3| |E359EB5ED42CEC9DADEA49631D2B2102230A519E9F649CD292CFBE8355E4A49DDD6| |AC8CBEA04E987ADAB18DB466A61224E2B497331285C54575DE58D65349CD3272055| |3738CAC159AB696745BB71CF560109CCD664D7546D716743BBF64E402EEFB5C4ED7| |17AADCE1A46964969C1A1EEF0F0D2B139BC81969B55C6C2E5B30A94EDED1ED7B51E| |AB49B7E118FC053F48AE78411451C7F0A3E61B63E63F6BE609E5865BE0D97D60AF1| |527263F5A427414F1AF5B831E52CF3C819F01433708E591B67BD77A427F35A45BEC| |17A5D33E04D664F92D97B8BD940125ED4F35E62BDEA0BE045E6B1F3E0E5FFEBBDA7| |7A3EB7D9A2ECDBE6B9A33BE007F4B8C98C12FCD8AB7F955EC28A58A3F5558855CD7| |33F619AAA413F35F0330E1FE3F0B5137EF6C3C77EF8BA4E7A415E2B055F619FAF99| |4DA41BE23939F4955E5A48E70BF891D9F589B9413A75C8ADC35C18B961AC8D7E668| |6E8CA46D8034F2482330C83B5CC0ECA69E01CA961807B8D8231926944ADC63DF6AA| |E937F887D9FA97B9497DC5E0770CB59A51AB19B55AEB987EAAD9C2B9A2E5209764D| |A703FDAD6B87EFB16B80E6EC0EB6DE616D5EC407F1DB2ECEE794801BDCC1189B94D| |B9DDF0A21BFBEB39E023DEC35D4AED133EF77CFB96F13D58A089F3DC656F07BF833| |F98DFAA851880FE007407C121DCC9FBA4AFA25F35C1354F5E05C7C02BCC15CA1D86| |DEF0FE01EDEF250AD6339B9543DF68911ED15F1119AE888C54444E5744462B22D3E| |54871A662765629FD3308C98DF86B4BDF7B713740B3386FA993BDF8558E49D21DBE| |039EEBC45E45FC3C9CDFC7F97BE598477AC81E79706ECA63E63FAB27ED7D| |-------------------------------------------------------------------|
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Let me preface this by saying that yes, fire/time and ice/time are both stronger choices for uber damage.
That said, I've been playing many different Time chars trying to see what one I think is gonna be a solid and fun build. I think I've found it with an Elec/Time corrupter. Lots of dots, some energy drain and overall seems to be a very solid contributor on any team. It even has the wherewithall to deal with solo situations very well.
Here's my potential IO'd build. Have a look and as usual, any advice would be appreciated.
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Gaic Fatum: Level 50 Magic Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Time Manipulation
Power Pool: Leadership
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Lightning Bolt -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx(19), Thundr-Acc/Dmg(19), Thundr-Dmg/Rchg(31), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(42)
Level 1: Time Crawl -- TmpRdns-Acc/Slow(A)
Level 2: Ball Lightning -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/EndRdx(5), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg(7), Ragnrk-Knock%(11), EndRdx-I(17)
Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(40)
Level 6: Short Circuit -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Acc/Rchg(13), Armgdn-Dmg(15), Armgdn-Dam%(15), EndRdx-I(17)
Level 8: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(9), DarkWD-ToHitDeb/EndRdx(9), DarkWD-ToHitDeb(11)
Level 10: Aim -- AdjTgt-ToHit/EndRdx/Rchg(A)
Level 12: Temporal Selection -- Numna-Heal/EndRdx/Rchg(A)
Level 14: Charged Bolts -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(34), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 16: Distortion Field -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(40)
Level 18: Tesla Cage -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/Hold(36), BasGaze-Acc/Rchg(37)
Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(21), BasGaze-Rchg/Hold(25)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Voltaic Sentinel -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(27), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(31)
Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dam%(34)
Level 35: Slowed Response -- ShldBrk-Acc/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(46), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-DefDeb(50)
Level 38: Chrono Shift -- RechRdx-I(A), RechRdx-I(39), Efficacy-EndMod/Rchg(39)
Level 41: Soul Drain -- Oblit-Dmg(A), Oblit-Dmg/Rchg(42), Oblit-Acc/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45), EndRdx-I(46)
Level 47: Summon Mistress -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Acc/Rchg(48), S'bndAl-Dmg/Rchg(48), S'bndAl-Dmg(48)
Level 49: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50), S'fstPrt-ResDam/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(3), P'Shift-End%(5)
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Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 4.88% Defense(Smashing)
- 4.88% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 13% Defense(Ranged)
- 5.5% Defense(AoE)
- 71% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 85% Enhancement(RechargeTime)
- 8% FlySpeed
- 100.4 HP (9.37%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 5%
- MezResist(Immobilize) 5%
- MezResist(Sleep) 5%
- MezResist(Stun) 7.2%
- MezResist(Terrorized) 7.2%
- 26.5% (0.44 End/sec) Recovery
- 36% (1.61 HP/sec) Regeneration
- 7.88% Resistance(Fire)
- 7.88% Resistance(Cold)
- 8% RunSpeed
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Nice build. I'm leveling up one now. Is endo a big problem for you? I was thinking of Dark mastery for another source of end, but i like the ... Holy hell, your mistress is perma?
I think your slotting on Dark Embrace is good. you have -25% dam in your Time's Juncture if you want it (I can see you leaving it off sometimes with this build).
General question, why is everyone taking vengeance these days? for incarnate trials? I would consider getting aim back in your rotation in place of it. -
Here's a different look that I think adds more versatility to the build. It doesn't slow as much as yours, but it has more options including moar damage.
You could easily swap some of the powers around to get blizzard faster if you wanted.
Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Time Manipulation
Secondary Power Set: Ice Blast
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Temporal Mending -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(43), Numna-EndRdx/Rchg(45), Numna-Heal(46)
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 2: Time's Juncture -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-Rchg/EndRdx(3), DarkWD-ToHitDeb/EndRdx(3), DarkWD-ToHitDeb(9)
Level 4: Frost Breath -- Posi-Dmg/Rng(A), Posi-Acc/Dmg(5), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 8: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-Rchg/Hold(37)
Level 10: Aim -- AdjTgt-ToHit/Rchg(A)
Level 12: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(40)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 16: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37), BasGaze-Rchg/Hold(39)
Level 18: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/Rchg(19), LkGmblr-Def/EndRdx/Rchg(21)
Level 20: Ice Storm -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(21), Ragnrk-Dmg(23), Ragnrk-Dmg/EndRdx(23), Ragnrk-Knock%(25), P'ngTtl-EndRdx/Rchg/Slow(25)
Level 22: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(31)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 26: Slowed Response -- ShldBrk-Acc/DefDeb(A), ShldBrk-DefDeb/EndRdx/Rchg(40), ShldBrk-Acc/Rchg(40), ShldBrk-DefDeb(42), ShldBrk-Acc/EndRdx/Rchg(42), ShldBrk-%Dam(43)
Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 30: Time Crawl -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(43)
Level 32: Chrono Shift -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(33), Efficacy-EndMod(33), Efficacy-EndMod/Acc/Rchg(50), Efficacy-EndMod/Acc(50)
Level 35: Oppressive Gloom -- Rope-Acc/Stun/Rchg(A)
Level 38: Dark Consumption -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(46), Armgdn-Acc/Rchg(46)
Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42)
Level 44: Soul Drain -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45)
Level 47: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rng(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Soul Transfer -- Dsrnt-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc(36)
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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)
- 4.56% Defense(Smashing)
- 4.56% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 19.25% Defense(Energy)
- 19.25% Defense(Negative)
- 3% Defense(Psionic)
- 6.13% Defense(Melee)
- 16.75% Defense(Ranged)
- 5.5% Defense(AoE)
- 6% Enhancement(Heal)
- 72.5% Enhancement(RechargeTime)
- 74% Enhancement(Accuracy)
- 12% FlySpeed
- 68.67 HP (6.75%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 34% (0.57 End/sec) Recovery
- 52% (2.2 HP/sec) Regeneration
- 8.19% Resistance(Fire)
- 8.19% Resistance(Cold)
- 12% RunSpeed
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Quote:I would say Chrono can use some slotting for recovery. You can get the recovery up to about 1 end/sec fully slotted for. With all the rech you will have going you can blow through endo pretty fast. And yeah, the set is a definite two edged sword. It's the 30 seconds worth of rec that really makes it that way....by the way, what are all of you slotting in Chrono Shift after putting recharge in it? Is it worth buffing anything else? On beta I slotted 3 end mods in it but honestly it wasn't worth it in my opinion. That is my one and only gripe about the set - you buff all the recharge for the team yet nothing compensates for all the extra end burn you just created for everyone.
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Quote:I hear ya ricoh. The build to 33%ish D would be the normal route to take for this toon. I'm trying for a stunbot concept though (actually, magic hammer tied to a dark goddess) and it really shouldn't be taking enough damage to worry about. The idea is to Shadow Meld/tp/stun the *bleep* outta everything/kill em off. That's why I was working on end/health/then D on the IOs. So Shadow Meld is there partly for concept and partly because I'm not sure how the stunbot thing would work without it (hedging my bets).I would try increasing defense and damage resist by taking the Fighting Pool and changing up the IO set bonuses. 35% def in S/L/F/C/E/Ne with Cloak of Fear would make your build near softcap to critters in melee. If you do not usually exemp to do lower level content, you could skip building F/C when you're close to 50. Tough would bump up S/L resist to around 55%.
Did you take the Soul Mastery PPP for character concept or for survivability? Shadow Meld shouldn't be needed to make DA survivable.
Figure out what attack chain you will use and 6 slot those powers. Since they will be the most frequently used, they should be highly accurate, do the most damage, have good end redux and enough recharge to run the chain.
In theory... it should work.
Plus, sometimes it's fun to just try something other than CJ/Tough/Weave/IOforD -
Quote:I almost went brute on the build, but I figured it would be better on a scrapper since there's no rage/ire/angry/whatevertheycallit to build up.It's a neat combination. I gave this a try a few years ago, but the desired effect was never really achieved.
I thought the combination of oppressive gloom and whirling mace would be incredible, but the fact that the stun on whirling mace had only a 30% to actually take effect make stacking it up unreliable. It was fun as heck when it worked though. You could keep minion perpetually stunned with just oppressive gloom as long as you put at least one stun duration in the power and lts. and boss would become stunned sometimes with whirling mace. Of course oppresive gloom and clobber together were a great boss stunner. It's just the duration on the clobber stun was a little short.
It was great watching mobs mill around you as you tore them to bits. It was extremely heavy on endurance use though. I had a real hard time balancing damage, defense, and endurance use with this build.
But this was on a brute and long before the incarnate system.
It might be worth revisiting though with some of the incarnate stuff available.
As to my original question, did you find that CoF helped stop the stunned mobs from wandering off? I swear I've seen that before, but I can't really remember and I've never taken a /Dark high enough to know on my own.
And yeah, end heavy is a good phrase for this build (only 22 so far). I definitely have to slot everything for end consideration at this point. I'm not even taking hasten until I respec later... just too much end usage per hit going on. -
Quote:I wouldn't say that the -dam from chem rounds was all that bad. For a rupter it's -10% for almost all the powers in the set (not the hold). Add to that that there is a minor toxic damage at the end. So, it gives pretty good extras in my book.I wouldn't do DP/Poison. I rerolled my Beam/Poison into Beam/Traps because Poison's debuffs recharge so quickly you redraw all the time.
I'm still looking for a good primary to go with Poison tho. Sonic looks the best to me (-res) but I find it boring, Dark and Rad look good too but I hate their damage, so maybe I'll go Fire.
And the -dmg from chem ammo is really nothing special, as countless threads have said, you're better off with fire ammo all the time unless you are soloing where normal ammo is good because of the kb. The slow from Cryo Ammo and the -dmg from Chem are too low. Ice Blast for example has much better slow than Cryo, since they put all those effects on the different ammo types, the devs made them too weak. DP has to use fire ammo to get close to a middle of the range set in damage.
With /poison being the primary, it has two -dam powers in weaken (-30%, -15% for the splash) and Venom Gas (-15%). Also, remember that /poison gets no self heal.
Throwing the two sets together and you can see numbers pushing in the -75% dam range.
I've even used chem rounds on a blaster and could feel the difference in how sturdy the char felt and their down to -7% dam per shot. -
Quote:but conserve power's no fun. I'm also workin a Fire/Time, but I really want soul. Plus, so much clicky and remember that i don't wanna add more if i don't have to.I won't know until I have a full build together on live for my Fire/Time, but honestly I don't see it being any worse than a high rech Fire/Dark (which I have one of, and is actually more manageable endurance wise than my Fire/Fire/Fire Dom who has T4 Cardiac, Perma-Dom Bluebar refill AND Consume).
Alpha Cardiac is pretty much a given, and if that's not enough you can always make room in the build for conserve power (Power Mastery, Mu) or even Power Sink (Mu). -
Yeah, I'm using it for the -tohit. should help out a bit. Plus, I wanted to slot the chance of to hit proc in there.... Oh, thx for reminding me. I forgot to slot Kismit: +6 acc in there.
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I know everyone wants to keep talking about the D and rech that Time adds and it is awesome. I just wanna see how it actually performs with a complete build. When I was testing in beta the set had one huuuuge problem with it. Endurance. Even with slotting for end in every power, I could blow through a whole bar in a very short amount of time.
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My 2 cents worth. You spend some time with a /poison char being semi to very squishy, but by the time you get all your powers you are much better. Early you rely on the splash effect on envenom and weaken and you neurotoxic breath for much of your damage mitigation. The big problem is the splash effect is a small radius and only half as effective as your single target portion.
So, with damage mitigation in mind, I would say 2gun (DP) with it's versatility and psi would do you better than arrows. With those three choices, I would go DP. You can use different ammo types when needed. I'm thinking that chem rounds would be very nice early on for solo/damage mitigation.
Psi has some very nice mitigation powers in it too, but you are more single target bound. And the tier 9 does the end drain thing on you. -
Guess no one had an anwer to my question.
What I was thinking, was a general build along the lines of this. Should be able to take alphas ok and gives good stunbot functionality, good aoe, good single target. No, I suppose it won't be taking on the Rikti challenge, but should be good on TFs and the like.
Have a look. Any feedback would be appreciated.
Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: War Mace
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Pulverize -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27), Mako-Dmg/EndRdx(36)
Level 1: Dark Embrace -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/EndRdx/Rchg(5)
Level 2: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(11), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(13), EndRdx-I(15)
Level 4: Murky Cloud -- S'fstPrt-ResKB(A), ImpArm-ResDam(5), ImpArm-ResDam/EndRdx(7), ImpArm-ResDam/EndRdx/Rchg(7)
Level 6: Jawbreaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Dmg/EndRdx(37)
Level 8: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(33)
Level 10: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(15)
Level 12: Clobber -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Dmg/EndRdx(36)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/Heal(17), Theft-Acc/EndRdx/Heal(17), Mrcl-Heal/EndRdx(19), Mrcl-EndRdx/Rchg(23), Mrcl-Heal/EndRdx/Rchg(23)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
Level 22: Whirling Mace -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Sciroc-Dmg/EndRdx(46)
Level 24: Teleport -- EndRdx-I(A)
Level 26: Shatter -- Erad-Dmg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Dmg/EndRdx(46)
Level 28: Cloak of Fear -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/EndRdx/Rchg(29), SipInsght-ToHitDeb/EndRdx/Rchg(29), SipInsght-%ToHit(31), SipInsght-ToHitDeb(31), EndRdx-I(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 32: Crowd Control -- Erad-Dmg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(42), Sciroc-Dmg/EndRdx(46)
Level 35: Oppressive Gloom -- RzDz-Acc/Stun/Rchg(A), RzDz-Acc/EndRdx(36)
Level 38: Dark Blast -- Apoc-Dmg/EndRdx(A), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(45), Apoc-Dmg(45), Apoc-Dam%(45)
Level 41: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(43)
Level 44: Soul Storm -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(50), BasGaze-Acc/Rchg(50)
Level 47: Summon Widow -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(48)
Level 49: Soul Transfer -- Dsrnt-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod(9), P'Shift-End%(11), P'Shift-EndMod/Acc(50)
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Set Bonus Totals:- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 19.88% Defense(Smashing)
- 19.88% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 6.75% Defense(Psionic)
- 11.44% Defense(Melee)
- 10.5% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 18% Enhancement(Accuracy)
- 40% Enhancement(RechargeTime)
- 9% FlySpeed
- 301.2 HP (22.49%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 8.25%
- 16.5% (0.28 End/sec) Recovery
- 56% (3.12 HP/sec) Regeneration
- 9% RunSpeed
- 2% XPDebtProtection
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Quote:Speaking from experience for db/regen (on a scrapper though)... run away!!!If it's survivability you're after and you have the budget for it, it's hard to beat /Willpower on Stalkers.
On the other hand if you like to be one step away from defeat often, /Regen might suit you. I'm not sure I'd want to pair it with Dual Blades though, due to the redraw and some of the long animations on attacks.
The long animations get you in lots of trouble. -
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I started a new scrapper last night just to try out War Mace on a scrapper and I'm very impressed with it so far. The single target damage is very nice. I took /Dark with the idea of being a stun bomb kind of char. Only level 14 so far, but it seems very nice.
My question is will the fear from CoF stop stunned mobs from wandering off while I finish em off? I think I've seen this happen, but I'm not entirely sure and wanted to check with the experts.
If I had to guess, it would be that if the fear affects the mob 1st, then the stunned opponent won't wander off. -
Quote:But for those moments when you are surrounded by Roman or DE dropping stones all over, it's the difference between being a hero and the faceplant kid. My Shield/Dark tank felt invincible until he ran into those situations. Then I found the HO trick and all is well in the world again.DDR becomes less useful once your at the softcap. The less often you get hit the less often you need that DDR to keep your defense high. Most of the defense debuffs that will ever be coming at you in large numbers (Romans, Machine guns, and PPD) are very small. I think at most about 7%.
So at 90% DDR that 7% turns in 0.7% leaving you, mostlikely, still over the softcap. Edit: Short durations also mean that one usually leaves before another hits.
Even at 50% DDR on my Invuln, I never seem to notice defense debuffs. Though, this might be more because in a mob he's up at about 58% defense to all but Psi and that extra breathing room makes a big difference. -
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Quote:Don't forget the possibilities of Dark Mastery. You get an end utility power, a stun (that your HoT will cover the HP cost of) that you can combine with your Beam stun, a perma-able Soul Drain and a good resist toggle. Using the slow bubble with your stuns, your -tohit PBAoE and your heal and you should be in no trouble in melee at all. Just use some T'strikes to get your ranged D covered and you can be a very decent tanktrollfendrupter type.For a Time I would say one of the Epics with Power Boost or Build up is the way to go. You can get some rather nice numbers with that affecting Far Sight. Just FYI, you can also go Soul Mastery to get Power boost, which gives some options for a Res shield, and a somewhat crappy Soul Drain, but it's there. Obviously with Soul Mastery Power boost has to wait til 44, so that is a downside.
So for a Corruptor, power boost will increase the defense given by Far sight by about 8%. You go from about 15% to about 23%. With tough w/Steadfast, Weave, CJ and Maneuvers slotted how I normally slot them, I'm seeing a total of 39-40% defense to all with a PB Far sight. So my numbers match up with others in the thread. Getting the last 5-6% from other IOs is really easy to be honest. A set of Gaussian's in Tactics or Aim would net another 2.5%, leaving you to only need basically 3 more defense bonuses, one for each of M/R/A to get to cap. A Thunderstrike in a ranged attack covers ranged, For Melee I like Obliteration in a PBAE if possible. AOE can come from Aegis in Tough, or a full set of Perf Shifter in Stamina. There you go, your capped to M/R/A.
I see alot of people picking up Scorpion Shield and it is nice, but I think it's better for sets that don't offer good M/R/A bonuses, but with Farsight, you have a very good base to work off of, so I think a lot of it would be wasted. I guess if you have a really tight build and didn't want to have to get Tough/Weave or Maneuvers, then you could get by with Scorpion Shield, but I think PB is better overall.
It also leaves much of your IOs free to concentrate on stuff like HP, End and Dmg. Then again, lots of the APPs do this too. Just with not quite as much flair.