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Just a thought, would you consider swapping soul storm for soul drain? It would make for a pretty competent one/two punch with Hail of Bullets.
My personal preference would be to add another to hit debuff to fluffy instead of the hold. The hold is only single target but the debuff is PBAoE.
Also, just an FYI, your end usage will feel pretty high with no end redux in your blasts. Not a concern on teams, but if you solo much you will notice it. -
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Quote:Yes it is. The only real trick to this build is to remember all the extra damage your team does due to all your -res is your damage. It shows up on their damage ticks but really you did all that damage. You are the most powerful member of any team!... that no one really knows... or notices...Sonic/sonic is also really fun too. :P I know not your first choice,, but this si a rode less traveled and a fun trip along the way. great for teams and pretty good for solo. Whenever you get pets of any kind, this becomes super amazing because you get to use sonic dispertion which is an additional -30% (resistance debuff)
Seriously, it was the fastest trip to 50 I ever took. All my teams looked like pro's when I got em buffed and the bad guys debuffed. -
Quote:The starkest difference, IMO, would be a Sonic/Sonic defender vs. corrupter. The beauty of the defender version can be easily seen with this combo. Better resistances and -resistances accross the board all stacking up to make you a very viable member of any group.Thanks for the great replies, everyone!
I can see that Kinetics is likely not the best point of comparison.
I'm also embarrassed to say that I've never played a Traps toon! It sounds encouraging, so I'll give a Traps Defender a go this weekend.
It's easy to compare as that's mostly all that type of char can do, resistance manipulation.
For instance, against an AV, the defender can add ~55% resistance while subtracting ~140% resist from the AV. The corrupter version is adding ~41% resist for the team while subtracting ~105% resist from the AV. When you think about the extra damage players must account for (either way) you can see why the defender version would be more powerful and useful for a team.
But as others have stated, it's a case by case situation. -
Quote:Thx for the advice on the pets.Warworks boss stays in melee pretty much the whole time, and widow patrons will do the same from what I hear. The 3 cones in sonic arn't all that great. Howl is good, but the other two do less damage (more so siren's song) and shockwave's kb will get annoying if there aren't any trollers on the team with a aoe immob that has -kb built in.
I was thinking of hoverblasting from above with the 3 cones. I should be able to keep a crowd kb'd into the ground or slept while debuffing em with howl and disruption field while my pet(s) go to town on the crowd... that was the thought anyway. -
Quote:But never pull that rez directly from Hami... it was my first Hami run. On the other hand, Yellow Dawn was an experience to be remembered.On the original Hami raids my Dark would sometimes rez 12 or more people at a time after a wipe. Of course the aggro generated from using it would faceplant my Def a second afterward, but it was hilarious to see a dozen characters rising up and running like mad.
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Quote:Most of what Tex says here is good advice. I just wanted to throw out a couple points about his lease favorite blast sets you might want to consider.Sonic is technically "better" due to the large amounts of -Resistance.
Issue 21 introduces Beam Rifle, which is a blast set featuring some -Regen. Since that is completely lacking in Empathy, it might be worth consideration.
Radiation is still a very nice power set. My favorite aspect of Radiation is the Tier 3 stun/blast combo.
-Defense gets a bad rap, IMO somewhat unfairly. If you a PUG a lot it is actually somewhat better than it sounds, because most teams these days contain characters scattered across multiple level ranges who either aren't yet fully slotted or are exemped below their normal max performance range.
I agree that a Controller might also be a consideration for you. Illusion/Empathy technically allows you to do very little fighting at all, because the pets do most of it for you.
But really almost any Controller or Defender set will pair servicably. The only ones I'm not particularly crazy about are Electric Blast, Assault Rifle, and Energy Blast.
With Elec Blast you can play sapper (particularly if you get a BU type power) and it's quite effective.
Assault Rifle allows you to actually play at damage in the big groups as you have good cones and a particularly powerful single target power (Ignite) if you can keep your prey immob'd.
Energy Blast allows for some very nice single target damage and interesting slotting choices for a support char. Slotting Force Feedback chance for +rech into several powers will add a sizable recharge to your set allowing for the wonderful buffs you provide to be fired off more often (they cannot be made perm). If you went this route, I would suggest hoverblasting as you can position yourself to annoy as few teammates as possible with your kb. -
I'm looking at respec'ing my level 50 Sonic/Sonic and want to try a pet for him. I want to attempt to leverage Disruption field with him if possible. Are there any pets, patron or incarnate, that prefer melee?
Have any of you guys tried this with a Sonic/ fender? It should be a good thing... I hope.
While I'm asking, has anyone gotten good results using the 3 cones in /Sonic for aoe destruction? It should work for a hoverblaster, but I've not tried it on mine. -
I've wondered if you could set up a time bomb and poison trap, then get a groups attention by full auto/flamethrower. The question is how much time you have before the time bomb goes boom and what radius it has, but it should be a doable thing. and for those who are running a fender, prolly a pretty good solo move.
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1. That's when it happens most often from my experience.
2. I've never seen my brute kb'd while on a bridge or scaffold, but I have on occassion seen him on his behind from a steep slope in a cave.
3. I suppose lag is possible, but I've not experienced it causing this kind of issue. -
Quote:Nice. Thx for the math. sounds like an impressive trick overall.R(type) = Foe's resistance to the type of damage being considered
RD = Resistance Debuff thrown at foe
DD = Damage Debuff thrown at foe
PP = Purple Patch modifier for your debuffs
DD' = Final damage debuff
DD' = [1 - R(type) + R(type) * RD * PP] * DD * PP
So if the AV is +1 to you, has 50% Res to the type in question, you throw -90% Res at them and then -25% Damage you get this...
DD' = [1 - 0.5 + 0.5 * 0.9 * 0.9] * 0.25 * 0.9
DD' = 20.3625%
In words: Your -90% Res becomes -81% against a +1. The foe's Res then Resists 50% of that, leaving it a -40.5% debuff and their Res at 9.5%. Which lowers the -Dmg that much to 22.625%. Then the Purple Patch scales that down by 10% for their being +1, leaving the 20.3625% -Dmg debuff.
Anyway, my Rad/Psi Def can stack -40% Res easily from EF, Reactive and an Achilles' proc in RI to buff her -75% Dmg from EF and Void. It only last 30s, but for a typical Boss that's around -32% Res and -84% Dmg. -
Airhammer,
So it crashes like all the others now? That bites. I figured it was a give for elec blasters since they don't seem to carry as much damagewise as some of the others.
BTW, they haven't fixed the description on that, if you are correct. It still reads -40 end on the in game write up. That's what I was basing my opinion on. Well that and an old storm/elec fender I have... somewhere on a shelf. -
Correct me if I'm wrong, but doesn't thunderous blast from elec/ leave you with enough end to power sink and keep running? This would be a nice reason to keep your elec/elec going even in high end game when large piles of minions and lts are laying at everyones feet. Most of the other blasters have to chomp blues or they have a less spectacular tier 9 damagewise. Not only does that give you the big boom, but it's an effective way of sapping.
For me, sometimes it's just a case of looking at things a slightly different way that keeps me playing a char from lowbie to high end.
Also, you can lowbie farm with an elec/elec effectively to get some really easy levels. Not all blasters can say that. -
Quote:So, do you know the math for this? For instance if you are running a high end Cold/DP fender who has thrown out 2 sleets and a heat loss on an AV, he's got 90% -resists going on that AV. If he throws down chem rounded hail of bullets with a 25% -dam, what could he expect for an actual -dam number? Or for his effective resistance? For this example, lets assume the AV has 50% resistance to everything. That would mean the AV is running at -40% resistances when the hail of bullets was fired. That would mean... Gaaaah! my formula is useless... numbers mean nothing now... Algebra is extinct... Calculus is a fraud....Yep, damage resistance doubles as damage debuff resistance. This is most apparent against the many critters in the game that have high damage resistance to their own damage type (a robot that deals lethal damage, for instance... or fricking Marauder).
Works with negative resistances, too. If a critter is vulnerable to the same type of damage it does (a robot that deals smashing and energy damage, for instance), your damage debuffs will be more effective against that target.
Also works with debuffed resistances. It's an old defender trick. Try it! On your Sonic/Ice blaster (I know you totally have one), tag a Chilling Embraced target with a Sonic Blast, and their damage will go down just a teensy bit more.
Also... Sweet! I got two ppl calling it a Banker. -
That makes sense. If I've done the math correctly you would be at an effective rate of 78.5% resistance with just CE running. Using a base blast of 100 incomming damage, that's 100 - ((100 - dam debuff) * (1 - resist)) = effective resistance. My formula could be way off.
The sad part is I don't think you can get more than a max of -35 dam buff on a group at one time. the Effective resistance on that would be 83.75% in my earlier scenario (DP/Ice). While still above the max resistance, you can see it's effectiveness is not quite what you would think just from looking at it.
And yeah, the -rech is awesome, but i was just wondering about that part of it. /Ice can easily place some serious damage mitigation on a crowd. -
In particular, I'm thinking of Chilling Embrace. It has a 14% -dam buff that it applies. I think that this sould be applied to the mob you are facing and not to yourself as a buff, but I have no knowledge of the mechanics.
I guess the question is will it let you circumvent the resistance cap?
If I were to be running charged armor and surge of power I would be easily capped for S/L/E at 75%. Would Chilling Embrace add to this and give me an effective 89% resistance to damage? Yeah, I know, it's only to those in melee.
If so, would this mean that a dp/ice running chem rounds could have a shot at becoming a Blasting Tanker (Banker?)? If only for a short time. -
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psy scream should be looked at as much a control power as a blast power. -50 rech for 10 seconds. IMO, it's an awesome power.
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Quote:In reality, my sonic/sonic fender can keep 140% consistantly on a single target. That's four blasts, sonic siphon and disruption field. To keep that up you can have only 0.16 seconds of lag/fat fingering/other interruptions or it goes down to 120%.Why do you say 3 when only one counts?
otomh I think my Sonic/Sonic corrupter can maintain -90% res. If she was a Defender then that would be roughly 120% -res. I do think Sonic is in need of a fix, something I am not even inclined to say the same about Trick Archery.
After looking at all the ideas around, the only advantage I can claim on a sonic/sonic is that the ramp up on -res is faster (~9.84 seconds), but only on a team (or with a pet).
And as to it's need for a fix, maybe. It should be the king of -res, but the devs probably think it's resistances make up for it... I'm sad now. -
Quote:While I appreciate your input and no doubt you've played the combo much more than my paltry 24 levels, just a few points to cosider about my build.Jolting chain is not knockback.
It's knockdown.
It keeps mobs SITTING in your end-drain aoe.
As to your build.
No. Just. No.
Mud pots? Really?
Okay, when the developers were testing Electrical Control the Conductive Aura power would awaken enemies that had been slept by static field. Conductive Aura was changed to it's present state where it can be used without waking enemies up.
Mud Pots basically renders one of your most powerful combinations, Conductive Aura + Statif Field, useless.
Then there is Tremor. Same thing, it's a knockback power. It renders two of your major powers, Static Field and Conductive aura... pointless.
Then there is boxing, tough, and weave.
Drop them.
You aren't even getting close to a soft cap, so the little bit of defense from Weave is doing you nothing, and the resist from Tough isn't very helpful either.
Dump those powers and pick the stealth pool with Stealth and Grant Invisibility. . these give you two places to shove LoTG procs and opens up another slot for a more useful power.
Now, as far as your epic powers go... I normally don't pick on people for their epic power picks.
With Elec / Stone... you do have to realize some facts of the powers. Power for power, stone and electric don't really mix. Stone is heavy on the knockback capability and the melee damage. Electric is really light on hard-controls... so the two sets are often at odds with each other.
With the epic powers you really want to invest in a set that expands your capability to attack multiple opponents at once. When you get to higher levels and you have Synaptic Overload, you'll be better equipped to short out a mob for some AOE goodness. Personally I went with the Ice Mastery power as it gave me a Debuff in Sleet, a mass AOE attack in Ice Storm, a panic button / recovery endurance option in Hibernate, and Decent Defense.
Mu Mastery... doesn't give you anything of that.
Power Sink really isn't going to give you anything that you don't already have.
While Charged Armor and Power Surge together do give you a bit of meaningful resistance... the problem is this: If you are getting hit as a dominator... you are not Dominating. The point of a dominator is to control your opponents.
Now, I'm not saying the build I made is the only way to go...
I am saying that the build you have proposed probably isn't is NOT going to work given how the powers interact with each other.
Mud pots comes into play on larger spawns and those that take a while to whittle down. The idea is to go into the spawn and drain, then pots goes on while i'm killin the group. Dunno how it'll work, but I'll give it a go and see. I can see your point and it might have to go before my final final build.
Tremor is a knockdown power. Dunno if it used to be kb, but as long as you aren't killing blues or below, it's kdown. I have it now and it's very effective as it does the damage and I can combo my chain fenses right after. The mobs are asleep before they stand up again. I use it all the time.
Boxing, Tough and Weave are there mostly for the weave. With the recharges I have going, I should be able to have Pboost up about half the time. With the defenses I've accumulated, that gives 40.9% S/L and 36.2% E/N with some decent numbers on melee defense to boot. Not soft capped, but nothing to sneeze at either. And as you said, I should be Dominating so that should be good enough. That being said, I almost put in med pool in two of those slots as you are right, tough isn't adding much to this build and boxing is... well, boxing.
As to Elec/Stone not working together well, realize that all of the kb powers in them are 0.67. This means that as long as you are not fighting below your level, they kdown. This provides great mitigation while you are draining their Endo. To my experience, this is a very nice synergy.
Now to the tricky part of my build, Elec mastery. I went this way because of the extra end drain. I wanted it for GMs and dare I say it, AVs. Plus with the mud pots and overall end usage going, I didn't want to get to the point I was to tired to smash. Add to it, surge of power doesn't have the hp crash (at least mids doesn't list it) and can be handled easily with a blue/power sink.
The other huge advantage of this build is that I was able to get Force Feedback: chance for +rech into it in several places. Based upon my experiences with my rad/nrg fender, I can tell you that this is a significant means of rech as long as you keep smashing.
Overall, am I sold on this as a final build? No. But there are several different variants that can be done in addition to the standard ice Mastery build (yes, I know it's awesome but other things can be done). For instance, I worked out a high rech Psi Mastery version that adds 40.6% S/L and 45.9% E/N before Pboost. -
Sounds like an aura power like mud pots would be a good place for it. or condusive aura.
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Well, here's my proposed IO'd build. I didn't take jolting chain as I figured I had enough knockabout and end drain without it. Just didn't know how bad the pets were gonna be with it.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5)
Level 1: Stone Spears -- HO:Nucle(A)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), FrcFbk-Rechg%(11)
Level 4: Tremor -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg(33), FrcFbk-Rechg%(33)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Conductive Aura -- Numna-Heal(A), Numna-Heal/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-EndMod/Acc(42), Efficacy-EndMod(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
Level 12: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep(15)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-EndRdx(17), RedFtn-Def(17), RedFtn-Def/EndRdx(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def/Rchg(27)
Level 16: Power Boost -- RechRdx-I(A)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(21)
Level 20: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), FrcFbk-Rechg%(25)
Level 22: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(34), Enf'dOp-Acc/EndRdx(34), Enf'dOp-Immob/Rng(34), Enf'dOp-Acc/Immob/Rchg(37), Enf'dOp-Acc/Immob(40)
Level 24: Boxing -- Acc-I(A)
Level 26: Synaptic Overload -- CoPers-Acc/Rchg(A), CoPers-Acc/Conf/Rchg(46), CoPers-Conf/Rchg(48), CoPers-Conf(50), CoPers-Conf%(50)
Level 28: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), BasGaze-Acc/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31)
Level 30: Tough -- HO:Ribo(A)
Level 32: Gremlins -- HO:Nucle(A), HO:Nucle(45), HO:Nucle(46)
Level 35: Mud Pots -- Armgdn-Acc/Dmg/Rchg(A), EndRdx-I(36), Armgdn-Dmg/EndRdx(36), Armgdn-Acc/Rchg(36), Armgdn-Dmg(37), Armgdn-Dam%(37)
Level 38: Fissure -- Ragnrk-Dmg/Rchg(A), Ragnrk-Dmg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(40), FrcFbk-Rechg%(40)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(43)
Level 44: Power Sink -- Efficacy-Acc/Rchg(A), Efficacy-EndMod(45), Efficacy-EndMod/Acc/Rchg(45), Efficacy-EndMod/Rchg(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Surge of Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Domination
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)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 18.3% Defense(Smashing)
- 18.3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 13.6% Defense(Energy)
- 13.6% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 8.31% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 3% Enhancement(Immobilize)
- 4% Enhancement(Confused)
- 86.3% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 80.1 HP (7.88%) HitPoints
- MezResist(Immobilize) 10.5%
- 25.5% (0.42 End/sec) Recovery
- 42% (1.78 HP/sec) Regeneration
- 8.82% Resistance(Fire)
- 8.82% Resistance(Cold)
- 1.88% Resistance(Negative)
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I vote for -to hit also even though I slotted both. As you get closer to 50 all your teams will begin killing way faster than the fear duration anyway. I slotted mine with two HamiO Endoplasm exposure and 4 Cloud Senses. Seemed to be the best way to get both effects some good slotting. -27 tohit for 20 seconds and the fear lasts for 37 seconds.
The only reason to keep the fear effect long is for solo mop up duty on Lts and the like. Or for stealthing past a group if you don't have invis. -
I see a lot of hate for the gremlins from elec control set. Just how bad are they? I've always looked forward to the pets on whatever set I've played, but the opinion out there are.... strong.
I'm currently leveling up a elec/stone dom and wondered if they were so bad I might better use the powerslot on something else... like jolting chain?
Any input is appreciated. -
Most of the advice in incredibly sound. My only suggestion is to pay attention to how much damage your team is taking. If they are taking more than you want switch to chem rounds. The -dam is a very effective mitigation technique. If not fire rounds help with damage.
As to the powers recharging, you have 4 powers that can take Kin feedback +rech proc. Use em if you can spare the slots. They help quite a bit and gives you a real rational for keeping the blasting going.