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Posts
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For the last power, ever thought about Spring Attack? it's a nice way to start a battle and you could have it up ever 41 seconds or so with only one slot. It won't be used much for damage with 1 slot, but for mitigation and speed it could come in handy.
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Quote:We're on the same page, I just worded it oddly. In my mind, gaining recharge for Bio is gaining regen because no IO bonuses are going to come close to what Ablative and DNA are doing.I think your observation on Regen is solid, but the suggestions for slotting I don't know if I could agree with. I think recharge might have just as much benefit as regen. But I don't think it would be wise to put all your mitigation bonuses in one basket. Working in some additional S/L defense would probably have more impact.
I say that because Bio is pretty scrawny in debuff resists. If your regen gets debuffed, you'll be sorry you didn't have some other layers of mitigation worked up.
I think the ideal balance might be Rech, Regen/+HP, Defense. With Regen/HP and Defense being pretty close in importance.
Now, if we get some regen resist on Bio, I might change that stance.
[edit] Keep in mind, recharge will also have a big impact on regen numbers because Ablative and PA will be up more often.
And just to be clear, I didn't mean ignore the other forms of mitigation. I was just suggesting what I believe is the order of importance of damage mitigation in the set and what to focus on for IOs.
In order,
1. Regen/Absorb
2. -Dam
3. Defense
4. Resist
I think that -Dam can do more for a Bio char than Defense (haven't done the numbers) because of the significant numbers you can drive from Bio itself (you help this out with recharge). If you add in Soul, it's considerably better. Up to about 53% -Dam with DK included. This is why I'm going to make a Bio/Kin on live. Should be able to get pretty good -Dam numbers that way.
Defense is less important when IOing only because you already have an appreciable amount of it to start with. It will take less effort than some other sets to cap for e/n/f/c. Slotting for S/L is good and useful, just not as important as the other two in my mind.
Resist is just difficult to get appreciable amounts of going with IOs.
Ultimately, I'm suggesting slotting for
1. rech (affects regen/absorb and -dam)
2. health (affects regen/absorb)
3. Def (affects Def)
4. Resist (if you can) -
I've been playing a Bio/Staff on beta and am still a little low level, so take my observations with a grain of salt.
The feel of the set and looking through the mids numbers seems to be that regen/absorb is your top tier mitigation aspect. The other layers of resist, defense, -dam are supporters of that. So, slotting will be best spent making sure regen is at the top of it's game first.
To that end, I would take out maneuvers and replace it with hasten for Parasitic Aura (helps but not perma) and perma DNA siphon.
I've even been toying with the idea of getting burnout so that PA can be available even longer for a big fight.
To me, the next biggest mitigation potential is the -Dam you can get with the set, particularly if you add in //Soul. I say this because the resist numbers are only high for sm/leth and (as you've stated) there is a huge DDR hole.
The other thing I can say is that /Staff is a bit slow on getting it's single target chain going, so it feels like single target damage is poor. You prolly already knew this though. -
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Just a thought, you prolly don't need to have melee capped. You have two sources of help to regain health and if it gets too hairy you can alway throw down caltrops with it's mag 5 billion skiert in it. Adding to that you will have things flopping all over the place with your kdown powers. With creative slotting you can have 4 aoe type powers that can make things fall down (not back) plus more with single target. That might get you some leverage in slotting.
Just remember with control powers and using dark mastery you will become a more aggressive player... i.e. melee. Three of the powers in Dark Mastery are pbaoe, the stun, end and damage buff powers.
And yeah, if you go tough/weave I'm thinking you will need a recovery power like Dark Consumption from Dark Mastery. With my defender version, i think i have enough to make it through most fights without it, but my last power is negotiable if I feel like i'm drowning.
Then again I'm not much for +4/+8, I'm happy at +2/+8 and chompin vitamins when needed. -
Quote:This is a huuuuuuge can of worms that's being opened up, but I don't think you can just state lazy game design. This game's been out for many years and design portions have come and gone many times over.Whelp, I'm probably gonna get shot for posting this, but here-goes!
At this point it needs to be done. There's too much discrepancy now between newer and older 'storm' powers.
Why should Water Blast be the only Corr set that uses the proper AT modifiers for its 'storm' pseudo pet?
Why should Corr Fire Blast get Blaster-level Rain of Fire, while Defender's version doesn't? Yet Defender's Ice Blast gets a full Ice Storm and Blizzard.
While they're at it, they should fix all pseudo pets.. Give Brutes a proper Shield Charge, Scrappers too. Scale Trip Mine/Time Bomb properly on MM/Corruptor Traps. Look into Domination effecting stuff like Volcanic Gases, Tar Patch should be best on Defenders, etc etc.
All this pseudo pet business is a huge mess now and reeks of lazy game design. It gives legacy sets advantages or disadvantages, depending on which way the pendulum swings.. In my humble opinion it needs to be sorted out, and has for a long time.
Some decisions were made after the fact to smooth over exploits that were found by the player base. Case in point, Voltaic Sentinel. It was a power that gave elec blast too much of an advantage over other blast sets due to being able to have multiple ones out at a time. Unfortunately, setting it so you can only have one out at a time has turned Elec blast into one of the least popular blast sets in the game.
I've seen players quit over single changes in this game. You all know this is delicate business for there to be so many things attempted at one time.
But Primantiss, I won't hit ya... I won't hit ya... like h*** I won't. Hmmm, i should make a Beam Rifle char named McClintock. -
I like /Earth for this combo, personally.
Most of the mobs you are facing will be confused and clumped together before you use your secondary so being in melee won't make a difference... much. They will already be taking damage from your Creepers too, so the question with groups you face is how fast can you do damage before they kill each other.
Both get a PB power, so that's nice either way. Keep in mind the PB + Domination + Seeds of Confusion = Everything you hit being having a mag 6 confuse on it for at least a minute. This gives you a kind of race to maximize the damage you do over the damage the confused mobs do in order to give you the best exp/kill you can.
I think the aoe potential in /earth will give you a better Exp/kill ratio than /Dark can due to its more single target nature. Sure, tremor is slowmo damage, but you are safe while doing it due to seeds. Fissure will stun some so it will slow down some of the confuse exp drain (you don't want that to drop too much though). Mud pots radius is small, but everything will be clumping together anyway so that's not as much of an issue. You have a very nice single target damage routine with the hammers and SS for the boss or whatever is the last to fall. And /Earth has a very satisfying and fun smashy feel to it.
/Dark has a nice -tohit on most everything, but this will slow you down quite a bit as your confused mobs wont' be able to hit each other. -
Quote:Storm powers getting fixed to their appropriate damage scale...Blizzard is also a rare Corruptor tier 9 that actually Scourges for full damage. Most only Scourge for scale 1 damage.
The nuke changes in i24 will probably end up nerfing the heck out of it, though.
That's an evil thought. Probably true, but an evil thought. -
Couple things I'm seeing right off.
Trip Mine is waaaay underslotted. It does more damage than any other single power you have there if you slot it up. I would try to get it outfitted with the Overwhelming Force set and make sure you get the kb>kdown proc so you don't waste your other powers. You could pull from web grenade for two slots for starters.
That Panacea proc you have in Triage Beacon will be quite pricey. Up to you whether it's worth it since you have a heal in dehydrate that can scale.
Speaking of the dehydrate, you could pull two of your thunderstrikes for a couple Touch of Nictus and get a lot more mileage out of the heal without costing you any damage.
Personally, with all the slows you have available, I would give some damage to Caltrops. it will add up nicely with your whirlpool in the damage department. Using Caltrops offensively gives some good mitigation too with the fear, but that's up to you. Plus it's cheap/fast.
For poison trap, you could replace 4 of your lockdowns for 2 from Basilisk's Gaze for some added recharge. You could still keep the lockdown proc for it's added hold.
Oh, and using hover will stop you from planting many of your traps.
Have you considered going without the uber defense for some more control and damage? You can easily do this by going Dark Mastery and using the -tohit from the Drones to shore up the defensive numbers. I can show you with the build I've been working on (unfinished) for a Defender version.
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Water Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Caltrops -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/EndRdx(5), Ragnrk-Dmg(5)
Level 1: Aqua Bolt -- Dev'n-Acc/Dmg(A)
Level 2: Triage Beacon -- Dct'dW-Rchg(A), Dct'dW-Heal(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
Level 4: Water Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 6: Hydro Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(19)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9)
Level 10: Whirlpool -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(11), SDefendersB-Dmg/EndRdx/Rchg(11), SDefendersB-Acc/Dmg/EndRdx(34), SDefendersB-Acc/Dmg/EndRdx/Rchg(34), SDefendersB-Rchg/Heal%(34)
Level 12: Acid Mortar -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(43), ShldBrk-Acc/Rchg(43), ShldBrk-DefDeb/EndRdx/Rchg(43), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(46)
Level 14: Poison Trap -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Rchg/Hold(15), BasGaze-Acc/Hold(17), Lock-%Hold(19)
Level 16: Tidal Forces -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(17)
Level 18: Seeker Drones -- Amaze-Stun/Rchg(A), Amaze-EndRdx/Stun(46), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(48), Amaze-ToHitDeb%(48)
Level 20: Dehydrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Nictus-Acc/Heal(23), Nictus-Heal(23), Thundr-Acc/Dmg/EndRdx(27)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Trip Mine -- OvForce-Acc/Dmg(A), OvForce-End/Rech(27), OvForce-Acc/Dmg/End(29), OvForce-Dmg/End/Rech(29), OvForce-Acc/Dmg/End/Rech(31), OvForce-Dam/KB(31)
Level 28: Water Jet -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/EndRdx(33), Apoc-Dmg(33), Apoc-Dam%(33)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Web Grenade -- TotHntr-Acc/Immob/Rchg(A)
Level 35: Steam Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
Level 38: Geyser -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
Level 41: Oppressive Gloom -- Stpfy-Acc/EndRdx(A), Stpfy-Acc/Stun/Rchg(42)
Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(45)
Level 47: Soul Drain -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(50), Armgdn-Dmg/Rchg(50), Armgdn-Dmg/EndRdx(50)
Level 49: Soul Transfer -- Dsrnt-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Vigilance
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 -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(37), P'Shift-End%(37)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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you peaked my interest, so i put it up in mids. Two heals. Mez prot and Defense, lots of kdown potential and stuns. Trops, whirlpool, toe bomb all on SD and add in poison traps. Hope you found a place for the kback to kdown proc in trip mine.
Wow, nasty combo. Great Idea...
Damn...
altitus... hitting... again... -
Quote:So you didn't take Dehydrate? I would take that if you haven't, but if you have, Triage Beacon. DC has an aweful recharge on it and I would only consider Time Bomb on sets with a sleep (and then only for Solo usage).I'm down to planning out the last power on my build on a Water/Traps/Dark Corr... I'm currently looking at Triage Beacon (since I have no Heals), Dark Consumption (because I use quite a bit of Endurance) and Time Bomb (to throw down in the middle of some 'trops or after a Geyser).
Any thoughts? Thanks in advance!
[Oh, and Gaussian's proc in Tidal Forces or Soul Drain?] -
Quote:I don't get it. Not trying to be a jerk, I'm just confused as to how this is aweful.So... that means it will ever only effect minions? Egad, it just keeps getting worse.
Bosses are only around for a couple seconds anyway due to stalker damage (or placate if you dare). You can get righteous regen after taking him out leaving just lts looking to overcome your regen and defense and -dam and s/l resist and whatever else you got. Sounds quite potent to me.
BTW, Genetic Corruption sounds like a great place to put a call of the sandman heal proc. In large groups, it should act like a HoT... until I24 anyway. -
Quote:Also, if you wait a second or two before firing off Siren's Song, you will get more damage mitigation. Most every player I've seen in this game fires their aoe powers asap leaving them with single target till aoe is up again. If you fire off your Siren's Song during that time, you will get some mitigation out of it in groups. It might be only for a second or two, but that is still an appreciable amount of mitigation. Situational to be sure (rain of powers kills the idea), but it's still useful as a mit. tool.What is up with all the pooh-poohing of Siren's Song?
You may use it less on a team, but it can still be a useful power on teams because there are invariably spare mobs that nobody is fighting/controlling who are off on the sides, accidental pulls from directions the group is not facing, and sometimes no desire even by the tank to face the alpha strike from certain groups. In each of those situations Siren's Song has a role to play. Add too that it comes with a default duration which is quite lengthy.
If not, you still get damage out of it. -
Quote:If it becomes an issue for you, just get Shadow Meld. Fix ya right up.I always avoided Ice because of the Fire hole despite the non-crashing T9. It sounds like people don't mind it though. How is the -Recharge toggle? It didn't look that useful to me. Does it keep critters from running?
And Chilling Embrace (the -rech toggle) gives a -dam of 15%. Thinking it through, it slows normal mobs rech by 32%, then when they hit you it's for 15% less damage. Maybe not the set defining power, but very nice addition to your defenses. -
Quote:Don't forget the Melee Defense it adds. This will give a level of protection against melee smash attacks... It adds up.Bio Armor has much higher defense against exotic types than S/L. If the attacks are checking against another typed defense as well, the defense from Guarded Spin will provide little or no improvement over your exotic defenses. Thus, Guarded Spin is only a significant benefit against pure Lethal attacks.
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Bio/Kin/Soul sounds really interesting. Getting somewhere around -63% Dam on aoe plus Repuls. Torrent w/ Overwhelming proc. Add in some degenerative love from Incarnate and it should be a good combo.
Then again Bio/X/Soul can get ~-49% Dam in AoE form.
I would think Bio/TW would be a strong contender too. -
Quote:That might be the scariest pic I've ever seen.Isn't that "Dolphin Week's" Captain Mako?
Someone on Deviant Art should do Mermanticore ... for free
http://photos.spritzerleyba.com/kenyon/032202_336.JPG
Add a bow and some Issue 1 costume stylings.
Actually, I made one that kinda looks like manticore but with diff colors and the hair isn't even close. Updated him with new leathers though.
Yes, I named him Mermanticore as you suggested. -
Quote:Done. Here's a pic... I had to adjust the costume slightly.So..you call Mermanticore ALL the time then? I like it. The sad thing is, a guy dressed as a merman (I am picturing derrick zoolander) would actually be MORE manly than Manticore..
http://www.cgarena.com/gallery/3d/de...nrd072010.html
oops. forgot the bow -
Quote:Good call Draggynn and an easy fix. Just pulled a couple slots of end drain and popped em into tactics.Hey Zapping:
And some quick thoughts for Shadey:
It looks like you tried to build for defense, but are all over the board. My advice with a Storm Defender is to hit the ranged soft cap, and then rely on Hurricane for melee, rather than trying for typed defenses. Although it may not sound as broad, soft cap ranged defense will actually protect you from a wider range of attacks and better. The difference between 45% defense and 42% defense is getting 8% of the time, or 5% of the time (roughly, level and enemy comes into play as well) which is a 40% reduction in the amount of time you get hit. Some of your slotting choices seem odd, but I suspect they are motivated by this effort to have broad typed defenses, so rather than making slotting suggestions I will advocate for a paradigm shift.
I was looking at it from the perspective of Hurricanes -60% range debuff. It means that a typical 80ft range power only goes 32ft. With the pbaoe of 25ft in hurricane, it leaves a "hole" of 7ft that a ranged power can hit you once you've 'caned them. -
Quote:With Time/ backing her, you'd almost never get anything from the PW if it's the same AI.Defender Soul Mastery gets the Fortunata Mistress pet. She uses Telekinetic Blast, Subdue, Will Domination, Scramble Thoughts and Psychic Wail (which, if she follows the same AI as enemy Fortunatas she'll only ever activate when low on health (25%ish I think)).
So ultimately what she contributes is single target damage and single target soft control.
Still something I hadn't considered.
Still, might be worth it (going Soul) if you want to AV hunt. It does make the decision for getting Temporal Selection an easy one though.
I have some doubts about Time/Water/Dark as an Av fighter. Time doesn't have the big debuff available for AVs and Water is a touch suspect for single target in my book.
Course with Incarnates all things are possible. -
Quote:The Drones also give a short lived stun to stack with OG.Some thoughts:
No, as I recall it takes fairly high levels (beyond perma Hasten) of recharge to run shriek>scream>shriek>scream. There's a recent thread about Sonic Blast that mentions it I believe.
Psylenz makes some good points. Biggest problem I see is putting many of them in place unless you are willing to fall below the soft cap for range and aoe in particular, since you'd be losing the BotZ bonuses, or be willing to undergo a major rework of the build. I would myself, however, free up 2 slots (putting both in Poison Trap) by dropping the Regen Tissue +regen and dropping Stamina to 3 slots (which I'd slot generic Endmod, Perf Shifter Endmod and +End). You can also get away with slotting a generic Stun IO in OG. You have sufficient global accuracy combined with Tactics +to hit to not need accuracy in OG (and DC for that matter) to hit +4's. Using 4 Gaze of the Basilisk (plus whichever Lockdown helping overall enhancement) and swapping to 4 Clouded Senses could relatively painlessly add 13.75% global recharge.
I'd also use Miracle for the +recovery and +max health rather than Numina's for +regen and +max health in Triage Beacon ... in general I'd personally chase +recovery over +regen. Either I'm chomping greens or using Triage Beacon for regaining Hit Points. Defender's lower max health means +regen gives you, in general, less bang for the buck than scrappers, brutes etc.. You go from roughly 9 hp/sec to 11hp/sec, for instance, by keeping the Regen Tissue +regen in the build ... and that's twice the +regen of grabbing the 12% regen for Numina's set bonus. Ensuring you recovery meets demand will be more vital to keeping upright.
Your end usage looks reasonable ... and grabbing the +max end accolades would pretty much make end usage a non-issue.
If it weren't for the upcoming changes to our nukes I'd also be thinking of swapping Dreadful Wail for Screech for the stacking stuns of Screech plus OG ... but a crashless nuke sounds like more fun unless you are willing to try and find a place for both.
Doomguide
You might also consider shockwave if you have the Overwhelm proc available. It would be a very nice mitigation tool that provides some cone damage on a short recharge.
Or you could place that proc into trip mine for some toe bombing goodness with a kdown instead of a kb. -
For me the question comes down to do you want the pet from soul or perma SD?
I haven't seen that pet in action, so I can't really say as to it's damage. My feeling is that it might be enough to overcome your SD difference between soul and dark.
I think I can safely say it will give you more single target viability with the pet. If she has an aoe or cone, it might make up the difference on the aoe side of things too.
Does anyone know what powers she uses? Or what kind of DPS she churns out? -
A few thoughts for ya.
Your end usage will be very high with this build and you will be feeling it.
The impending changes to snipes and nukes in I24 will mean that you are significantly negatively affecting your damage by not taking either of those.
Voltaic Sentinel fires off 15 times to Lightning Storms 11 times during the duration of the powers. Both cost significant end to cast, but are cost effective per blast and add significant damage. You can 3 slot Sparky for good enough damage/end as it needs no rech.
Tornado screams for the Overwhelming Force proc. It turns it's kb into kdown and makes tornado a monster. It currently eliminates almost all damage the way it stands now due to the 100% kdown in tornados aoe. When I24 hits live, it will only eliminate 40% of the damage... still waaaaay impressive.
Personally, I would go dark or elec mastery for the end drain utility.
I was working on mine the other day and came up with something like this. It preps it for I24, but makes it usable until then.
Hero Plan by Mids' Hero Designer 1.958
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Storm Summoning
Secondary Power Set: Electrical Blast
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Gale -- Acc-I(A)
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(33)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34)
Level 4: Ball Lightning -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg(5), Ragnrk-Dmg/EndRdx(7), Ragnrk-Knock%(7), EndMod-I(9)
Level 6: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(15), Aegis-ResDam(17), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(19)
Level 8: Freezing Rain -- ShldBrk-Acc/DefDeb(A), ShldBrk-DefDeb/EndRdx/Rchg(43), ShldBrk-Acc/EndRdx/Rchg(45), ShldBrk-Acc/Rchg(46)
Level 10: Short Circuit -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod(11), Efficacy-EndMod/EndRdx(11), Erad-Dmg(13), Erad-Dmg/Rchg(13), Erad-Acc/Dmg/Rchg(15)
Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/EndRdx(34), DarkWD-Rchg/EndRdx(36)
Level 14: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27), Ksmt-ToHit+(27)
Level 16: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31)
Level 18: Thunder Clap -- Amaze-EndRdx/Stun(A), Amaze-Acc/Stun/Rchg(39), Amaze-Stun/Rchg(39)
Level 20: Zapp -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(21), SDefendersB-Dmg/EndRdx/Rchg(21), SDefendersB-Acc/Dmg/EndRdx(23), SDefendersB-Acc/Dmg/EndRdx/Rchg(23), SDefendersB-Rchg/Heal%(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Tornado -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg(40), BldM'dt-Dmg/EndRdx(40), BldM'dt-Acc/Dmg/EndRdx(40), OvForce-Dam/KB(42), Achilles-ResDeb%(43)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- GA-3defTpProc(A), GA-Res/Rech/End(43)
Level 32: Lightning Storm -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Dmg/EndRdx(37), Dev'n-Dmg/EndRdx(39), Dev'n-Acc/Dmg/EndRdx/Rchg(42)
Level 35: Voltaic Sentinel -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg/EndRdx(36), S'bndAl-Dmg(36), EndRdx-I(37)
Level 38: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(50)
Level 41: Electric Fence -- Acc-I(A)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), S'fstPrt-ResDam/EndRdx(45)
Level 47: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-EndMod(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-End%(3)
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Radial Flawless Interface
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Quote:Lowest damaging is not quite what most ppl are thinking. I've calculated my single target DPS at approx 150 for my Elec/Time corrupter without any buffs/debuffs. For comparison, I have fire at 187 DPS. Even though Elec/ is not that high it's only about 20% less. The 20% damage incr. is probably the amount that fire gets as a secondary effect (not sure if that's right, but it feels about right).Hardly a joke. I would say Defender Electric Blast is THE lowest damage set in the game.
The problem is Voltaic Sentinel, most ppl don't know how to add it's damage into their dps. It will fire off 15 blasts during it's short life cycle (1 min) and add closing in on 1400 pts of damage during that time. This makes it one of the best powers in the game (non aoe) for dpa and end usage against a hard target.
Yes VS can be a pain with aggro and it tends to fire at whatever it wants, but overall it gives very nice damage and makes the Elec/ set a viable option for a player.
And... end drain. -
Quote:So you have unlimited funds.
....and I have been obsessively farming up sets of the cool knockdown enhancement, and atm I have like...four dudes that could USE the ATO, and...9 sets now. So...in like..a month, I may sell some
I say take DP/Time. It will fit everything you want sans the res power. You can always med pool for that if you must.