Shadey_NA

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  1. Quote:
    Originally Posted by Psylenz View Post
    Try these links from the Red Tomax page being updated by CoHTitan

    http://tomax.cohtitan.com/data/power...ts_Ember_Demon

    This for the first equip:

    http://tomax.cohtitan.com/data/power....Enchant_Demon

    This for second equip:

    http://tomax.cohtitan.com/data/power...al_Empowerment

    These are accurate to a discussable degree, but it's a great guildeline to start with.

    I am glad the Red Tomax data base is being updated.
    Sweet. I didn't know the Red Tomax db was being updated any longer.
  2. Quote:
    Originally Posted by Psylenz View Post
    If you wanted to throw a good chunk of defense into the build, you could have went either Chill Mastery for Frozen Armor, or taken a vacation in the Isles to pick up the Scorpion Shield. Personally I don't mind the frozen armor since the Demon Prince sports the frozen power motif as well as the frosty demonling.

    You spent some good amount of influence and time into the slotting. My first fear is that your demons, tier 2, may have some endurance trouble, and your Demon Prince will be wheezing in long battles. The reason is: endurance reduction in pet damage IO enhancements do NOT mitigate the end usage of non-damage powers like resistance shields, heal powers, chill/slow auras and control.

    There was a lot of testing with Hammi-O enhancers for acc/dmg and golgi's and other ways to slot endurance into the demon prince. I find a cheaper way to get accuracy, damage, endurance reduction and slow enhancements in Demon Prince is four of the Pacing of the Turtles. Not all of the cold/slow powers of the Prince have damage, but most abilities do include a slow component.
    Thx for the reply Psylenz.

    I know my original post was a bit thought scattered, let me explain a little more what I was going for.
    I was going for more of a resistance build. I have s/l/e all over 60% without Eber Shield calculated (unsure how much it would add with this slotting... ~12%). This should leave me near cap on those three and with bodyguard closing in on an effective 90% (Dechs math).

    The Defense was just a starter attempt to see if I could make it to 20%+ so a purple pill might feel like it does something. I was mostly shooting for rech for the wonder powers of Hell on Earth and Liquefy, both are fight changers and I wanted them up as often as possible.

    I'm a relative beginner at MMs and slotting for them, so tyvm for the info on endurance slotting. So, just to get this right in my head, a pet power that uses a hold but not damage will not receive an end discount from slotting a Dam/End IO? That will change things quite a bit on slotting. If so, will slotting a Heal/End be superior to slotting a Heal in Summon Demons?
    And awesome slotting suggestion on the Demon Prince. That should do quite a bit to help with end usage on him if most of his powers have a slow contingent in them.
  3. Hi guys. I'm trying to work through a build for my new MM, a Demon/Sonic(level 20ish atm). I really feel like I have no idea what I'm doing though, particularly with the pet slotting. Really odd that the only other build I have tried and failed this utterly on was my Sonic/Sonic which plays kinda similarly.

    I looked at the research Dechs and others have put out on the forums, but a real build seems to be eluding me. I should have resistances ok and think the healing will be decent. The -resist numbers look very promising too, but I'm unsure on how to get defense into the build, or if it's worth the effort. Also, working toward recharge looks to be too big of a battle against Hell on Earth and Liquefy.

    Any help would be appreciated.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Sonic Resonance
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leaping
    Power Pool: Presence
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Summon Demonlings -- SCotMastermind-Acc/Dmg(A), SCotMastermind-Dmg/EndRdx(29), SCotMastermind-Acc/Dmg/Rchg(29), SCotMastermind-Dmg/EndRdx/Rchg(31), SCotMastermind-Acc/Dmg/EndRdx/Rchg(31), SCotMastermind-Rchg/PetAoEDef(31)
    Level 1: Sonic Siphon -- Acc-I(A), Acc-I(5)
    Level 2: Lash -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dmg(40), Hectmb-Dam%(40)
    Level 4: Sonic Barrier -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Crack Whip -- Posi-Dmg/Rng(A), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(17), EndRdx-I(45)
    Level 10: Sonic Haven -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 12: Summon Demons -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Dmg(33), S'bndAl-Dmg/EndRdx(33), GA-RechEnd(33), GA-ResDam(34), Numna-Heal(34)
    Level 14: Sonic Cage -- Acc-I(A), EndRdx-I(15)
    Level 16: Disruption Field -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Hell on Earth -- RechRdx-I(A), RechRdx-I(19), ExRmnt-+Res(Pets)(19), C'Arms-+Def(Pets)(25), EdctM'r-PetDef(25)
    Level 20: Sonic Dispersion -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx(23), S'fstPrt-ResDam/Def+(27), S'fstPrt-ResKB(27)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Corruption -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(40), Apoc-Dmg/EndRdx(42), Apoc-Dam%(42), Apoc-Dmg(42)
    Level 26: Summon Demon Prince -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg(34), BldM'dt-Dmg/EndRdx(37), S'bndAl-Build%(37), BldM'dt-Acc/Dmg/EndRdx(39)
    Level 28: Aid Other -- Heal-I(A)
    Level 30: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/Rchg(43), IntRdx-I(43)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), GA-3defTpProc(37)
    Level 38: Liquefy -- LdyGrey-DefDeb/EndRdx(A), LdyGrey-DefDeb/Rchg(45), Cloud-%Dam(45), Cloud-ToHitDeb(46), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(46)
    Level 41: Electrifying Fences -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg(48), Ragnrk-Dmg/EndRdx(48)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 47: Provoke -- Mocking-Taunt/Rng(A), Mocking-Acc/Rchg(48), Mocking-Taunt/Rchg(50), Mocking-Taunt(50)
    Level 49: Super Jump -- EndRdx-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 -- Clrty-Stlth(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3), RgnTis-Regen+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-End%(5)
    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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  4. Love it when anyone has a lightbulb moment on behalf of defenders.

    Now convert all you "feelings" regarding this into numbers for the world to see and the forums to erupt.

    Testify Deacon! Testify!
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    No, the 14.14 DPS is the equivalent DPS bonus from the -regen in Time Crawl. Unlike -resistance -regen is a static bonus based on the Hit Points and base regeneration of the target and as such doesn't scale at all so it's 14.14 DPS whether you're soloing an AV or on a 24 man league.

    What you may be thinking of is the fact that TC increases the -resistance in Slowed Response from 30% to 36% but personally I don't find that a huge draw (especially since I tend to forget to use TC first anyway).
    Doh! Mental moment there. My mind transplanted the -regen with -resist. I must be feeling a little lysdexic today... or something. Thx for the correction.
  6. Quote:
    Originally Posted by Adeon Hawkwood View Post
    It has -100% regen which is not that great. It does stop the regeneration of normal enemies but that's rarely a major concern. Against an even level AV it's equivalent to about 14.14 DPS which isn't that useful (for comparison a Beam Rifle Blaster can toss out more -regen using Disintegrate and Single Shot than a Time Defender can with TC and Time Stop).

    So yeah adios Time Crawl, don't let the door hit you on the way out.
    I don't know that I would be so quick to say adios to TC. That's 14.14 DPs added to everyone for the duration (20 Seconds).
    For instance, if you are on a full team of 8, that's a potential increase of 113.12 DPS during the fight. It would be even more for iTrial content.
    I know, the math won't work out because of attack chain gaps, activation time on TC, etc.

    And remember, any damage done that's extra due to you and your buffs/debuffs is your damage. I have occasionally used this as a selling point for defenders (Sonic/Sonic when it was new for instance). If you start calculating things that way, most defenders add waaaay more to a teams damage than a silly brute or blaster or tank or scrapper or ...
  7. The plain fact is the brute was running /EA. This is not a tanking friendly build until much later in life. I can easily imagine him using up the inspirations in his tray in the event and still coming up short on his life expectancy. Chrom is a level 50, but the brute could have been level 15 and that would leave the brute with very little in the way of defenses. This just sounds like a bad team makup to me. It happens particularly on that event.
    The best thing that should have been done would have been for the other two to feed insp to the person tanking to make sure he stays upright.

    Siolfir, I didn't know that about -Dam and lower level AVs. Still, I would probably have turned off the massive end using power first, waited a few seconds and then turned it back on. Using fire/s aoe offensive powers uses up end fast too, so going single target or waiting a sec or two between blasts can save a lot of endo too.
  8. Quote:
    Originally Posted by Adeon Hawkwood View Post
    As a side note, you may have been better off not using your Radiation Infection toggle during AV fights. AVs have a very high resistance to a lot of debuffs (74% at level 29) so if you were short in End turning that off to provide more End for blasting and healing may have been a better option.
    I'd rather shut off EF if I had to choose during an AV fight. Assuming SO build, he should have 39% tohit debuff going in RI so even with the resist that's a net 10% tohit debuff on the AV. The -Dam on EF would be at -5.2% in that fight and much higher end usage so it's not that effective either.
    We already know the brute was having trouble defensively, so no RI would make it worse that no EF.

    Personally, i would make sure to load up on purps and oranges and feed the brute during the battle.
  9. Quote:
    Originally Posted by Chromium_Man View Post
    I recently encountered this "problem" on a Blockbuster Event run. I put problem in quotes because I think it was all tongue-in-cheek, but it did raise an interesting question that I wanted to know the answer too.

    Background: My Fire/Rad Corruptor was my first Praetorian character. I basically soloed him through Praetoria, then soloed tips for most of the rest of the way to 50. Long story short: I'm not experienced with playing him on teams, other than iTrials where I feel that pretty much any AT is as good as any other AT so playstyle doesn't matter.

    Now: I was running a Blockbuster Event and I was the only "support" toon on the team. My good friend was "tanking" with his Kin/EA Brute. I'm not sure which part of the gladiator fight we were on, but he was tanking away, I had both toggle debuffs down on the AV as well as LR, and I was blasting away with my fiery arsenal. His health bar started to drop and he died. He said something about me not healing.

    I checked afterward and my heal does about 151 HP at level 29. That was about 10% of the Brutes health. I was already gasping for END as it is between my toggles and my attacks. Should I have been running in to heal him for such a small amount too or was I performing my role of "damaging support" adequetely?
    Ideally, you should jump in to throw the heal. If you have slotted your two anchors and throwing out LR it will produce quite a bit of mitigation and will provide all but enough for most tanks. This is also the flaw of Fire/ as it has no mitigation to help with nasty situations.

    That said, what he was running for his defenses is /EA. He should realize that he's vulnerable to lucky hits and that AVs hit more often than anything else. /EA doesn't provide the kinds of mitigation he might need for a real AV fight that early in his career, particularly if he's not IO'd.
  10. Quote:
    Originally Posted by Intrinsic View Post
    My fire/time corruptor's current chain is Blaze -> Fire Blast -> Flares. When I24 hits I'll probably drop Flares for the snipe, giving me an attack chain of Blaze -> Blazing Bolt -> Fire Blast. I'd also need to switch my EPP to soul for Power Boost, which would give enough +to hit out of Farsight to meet the reqs. I may also change up some of my IO sets, since the new attack chain could take advantage of more +recharge. I'm looking at some pretty significant changes actually, depending on how the new fastsnipe works out.
    Nice catch on the PB + Farsight. Hadn't thought of that.
  11. From what I've read, yes, you would subtract the 3 second interupt time to determine the "instant" activation time. I saw it in the Blaster posts on the subject... might have been theorycraft though.

    Just remember in order to have it as part of your regular attack chain you need to make sure you have a tohit buff of 22% (if it goes live as talked about on the forums). Corrupters have some difficulty getting there permanently.

    Unless there are IO resources I don't know about, you won't be able to achieve that 22% before you get to EPP and Incarnate stuff unless you get help from your secondary or you overslot Tactics like crazy. You will need roughly 62% Tohit buff placed into Tactics in addition to the Kismit proc to achieve that 22%.

    To my knowledge, only two corrupter secondaries will help you acheive that (without wasting slots in Tactics), /Time (Farsight) and /Pain (World of Pain with a nasty 240 sec recharge/90 sec duration). Both of these are availible at level 28 and provide a nice 10% tohit buff.

    Plus Fire/ gets its snipe at a late level at 26. IMO, the only real choice for it replacing a power in Fire/ is Fire Breath or possibly Fire Blast (DPAwise), the rest of the set is too good.

    If all of that is acceptable to you... go for it.
  12. I know, this is a necro post, but I was working on my DP/Time in Mids and came up with a silly idea. lots of force feedback procs to up your already rediculous recharge numbers.

    Anyone tried something like this?

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Dual Pistols
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Dual Wield -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(9), Apoc-Dmg(9), Apoc-Dam%(15), FrcFbk-Rechg%(48)
    Level 1: Time Crawl -- TmpRdns-Acc/Slow(A)
    Level 2: Temporal Mending -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
    Level 4: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-Slow%(7)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Swap Ammo
    Level 10: Bullet Rain -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(11), Ragnrk-Dmg(13), Ragnrk-Knock%(13), FrcFbk-Rechg%(15)
    Level 12: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Dam%(42), FrcFbk-Rechg%(43)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(43), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
    Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(25), FrcFbk-Rechg%(25)
    Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(21), GA-3defTpProc(21)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Piercing Rounds -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(27), SMotCorruptor-Acc/Dmg/Rchg(27), SMotCorruptor-Dmg/EndRdx/Rchg(31), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(31), SMotCorruptor-Rchg/Dmg%(31)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
    Level 32: Hail of Bullets -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
    Level 35: Slowed Response -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(36), ShldBrk-Acc/Rchg(36), ShldBrk-DefDeb/EndRdx/Rchg(37), ShldBrk-Acc/EndRdx/Rchg(37), ShldBrk-%Dam(37)
    Level 38: Chrono Shift -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Numna-EndRdx/Rchg(39), Numna-Heal/Rchg(40)
    Level 41: Power Build Up -- AdjTgt-ToHit/EndRdx(A), AdjTgt-Rchg(42)
    Level 44: Force of Nature -- RechRdx-I(A), Aegis-ResDam/Rchg(45), Aegis-ResDam(45), Aegis-ResDam/EndRdx/Rchg(45)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(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: Scourge
    Level 1: Sprint -- Clrty-Stlth(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+(48)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(3), P'Shift-EndMod/Rchg(50)
    Level 50: Agility Core Paragon
    Level 8: Chemical Ammunition
    Level 8: Cryo Ammunition
    Level 8: Incendiary Ammunition
    Level 50: Reactive Radial Flawless Interface
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------



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  13. Quote:
    Originally Posted by Madadh View Post
    Not sure if Bonfire is OP or not now, but I'll get back to you.

    Regardless, it is getting a huge benefit. And if that benefit is such that previously, other powers were tweaked in such as way so as to specifically avoid this under any circumstances, then those tweaks need to be revisited.
    Dunno if it's OP now, but it really makes me want to make a fire/thorn Dom. Heck, Bonfire + Thorntrops alone might be worth making one.
  14. Quote:
    Originally Posted by Mid_Boss View Post
    I think the trick there would be in FF's most forgotten power. Repulsion Field.

    Change it to knockdown rather than knock back. Perhaps increase the radius. Add a -regen debuff. Take out the endurance cost applied for each enemy affected.

    Same thing for Sonic Repulsion only, perhaps, do -resistance or -accuracy rather than -regen. Goes better with the set theme.

    NO idea what to do about Force Bubble without completely gutting the power. I'd say add a -Damage or -Regen to it but, still, who the hell would use it even then?

    Sonic buffs could use +HP and +Regen to bring them up to par with Force Fields.
    Sonic conceptually has always driven me crazy.
    The Devs thought it was conceptually good to add all sorts of crazy stuff into the blast set and yet Sonic Resonance is sorta vanilla. Yes it can cage and debuff and kb, but those are not every mob kinda powers and it leaves the set bland.
    I think it would have been interesting to double up some of the effects in sonic blast into resonance, for instance, an aoe stun to go with the single target one in the blast set.
  15. Quote:
    Originally Posted by Kyriani View Post
    Time/Sonic/Power on SO's is pretty impressive if built right...

    About 40% defense to everything perma with power build up/farsight (also includes weave and hover but I am not counting either being affected by power build up)

    About 65% s/l resistance with tough and temp invuln

    Cone Sleep - great for soloing

    Single target mag 3 stun, stackable to stun most bosses (could skip this and take temporal selection instead for more team play)

    Single target mag 3 hold, stackable to hold most bosses... holds most bosses for a few seconds with 1 application if you Time Crawl them first

    Panic button in Force of Nature that almost soft caps your resistance to all damage except psi

    Endurance is manageable... moreso if you get the end affecting accolades

    You can easily fit in stealth and travel powers
    I'll see your Time/Sonic and raise you with a Traps/Dark/Dark.

    With it you have good Defense (31.5%) and decent resist numbers to go with Mez protection. You can stack lots of -tohit on top of this to give soft capped defense numbers.

    3 sources of stun (each mag 2 but stackable)

    2 nukes (1 of em crashless) a mini nuke (trip mine) and caltrops (good damage over time and great mag 50 afraid).

    A cone immob for all your stunned mobs.

    A meh hold that gives a fantastic -1000% regen for 30 seconds.

    A good regen power (aoe) and a self heal.

    A good source of -Def and -resist in Acid Mortar.

    Buffable damage source that lasts for 30 seconds a crack.

    Basically, there are many Defender sets that can do very well solo and I think this is a prime example.
    An SO version might look something like this...

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Traps
    Secondary Power Set: Dark Blast
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Caltrops -- Dmg(A), Dmg(3), Dmg(3)
    Level 1: Dark Blast -- Acc(A), Dmg(40), Dmg(40), Dmg(42), RechRdx(50), EndRdx(50)
    Level 2: Triage Beacon -- Heal(A), Heal(5), Heal(5), RechRdx(11)
    Level 4: Gloom -- Acc(A), Dmg(39), Dmg(39), Dmg(40), EndRdx(46), RechRdx(46)
    Level 6: Acid Mortar -- Acc(A), DefDeb(7), RechRdx(7)
    Level 8: Force Field Generator -- DefBuff(A), DefBuff(9), DefBuff(9)
    Level 10: Dark Pit -- Acc(A), Acc(11), Dsrnt(15), Dsrnt(17)
    Level 12: Poison Trap -- RechRdx(A), RechRdx(13), RechRdx(13), Hold(15)
    Level 14: Boxing -- Acc(A)
    Level 16: Tenebrous Tentacles -- Acc(A), Acc(17), Immob(21), Range(27), Range(33)
    Level 18: Seeker Drones -- Acc(A), Dsrnt(19), Dsrnt(19), EndRdx(21)
    Level 20: Night Fall -- Acc(A), Dmg(31), Dmg(31), Dmg(31), EndRdx(33)
    Level 22: Tough -- EndRdx(A), ResDam(23), ResDam(23), ResDam(27)
    Level 24: Weave -- DefBuff(A), DefBuff(25), DefBuff(25), EndRdx(42)
    Level 26: Trip Mine -- Acc(A), Dmg(33), Dmg(34), Dmg(34)
    Level 28: Hasten -- RechRdx(A), RechRdx(29), RechRdx(29)
    Level 30: Combat Jumping -- DefBuff(A)
    Level 32: Time Bomb -- Acc(A), Dmg(34), Dmg(36), Dmg(36)
    Level 35: Life Drain -- Acc(A), Dmg(36), Dmg(37), Heal(37), Heal(37), EndRdx(39)
    Level 38: Blackstar -- Dmg(A), Dmg(43), Dmg(43), Acc(45)
    Level 41: Dark Consumption -- Acc(A)
    Level 44: Dark Embrace -- EndRdx(A), ResDam(45), ResDam(45), ResDam(46)
    Level 47: Soul Drain -- Acc(A), RechRdx(48), RechRdx(48), RechRdx(48)
    Level 49: Oppressive Gloom -- Acc(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 -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run(A)
    Level 2: Health -- Heal(A), Heal(50)
    Level 2: Hurdle -- Jump(A)
    Level 2: Stamina -- EndMod(A), EndMod(42), EndMod(43)
    ------------



    Code:
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  16. Quote:
    Originally Posted by Psylenz View Post
    Attention Bubblers!

    One key factor has NOT been discussed. The effect of Repulsion Field will be drastically modified with one of the fancy KB>KD procs. You could run around and keep things falling down like a mobile ice patch. Force bubble is repel. Repulsion Field is KB like Repel from kinetics.

    Also, I find Force Bubble very useful on the map with the director (Tin Mage) and the incoming Malta. Bubbler and Team hug tank inside dispersion and wail away at director while the malta try in vain to push into melee range or even line of sight.
    Psy, can you clarify something for me about this? I was told in a different thread that the KB>KD proc would only affect powers that do damage. Do you know if it can go into RF?

    I was like you and thought it would be fantastic for RF, but others have advised differently and I haven't had a chance to jump onto test to see for myself.
  17. Quote:
    Originally Posted by Tired Angel View Post
    That I don't know - I've not taken Dimension Shift on my Grav/Storm controller, before or after the changes. I've got a feeling pseudo pets share the same phase status as you so I don't think it will work. Someone with more experience of the power may be able to clarify it
    actually, I just tried it with my lowbie. It seems to work only a little while and then cuts out. Like a pulse thing.

    NOTE: I tried with FR as I've not gotten to 'nado yet.
  18. Quote:
    Originally Posted by Tired Angel View Post
    I know this is the defenders forums but I have done this on my Grav/Storm controller and in my opinion it has really up'd my damage out put as I don't have to worry about scatter anymore. Unless the group is kept close together then it can dance about a little between foes but I have noticed a couple of times it has gone after an outlying Lt while I have been dealing with the main bulk of the group.

    With the new Enhancement it really does become a cast and forget power
    OOOOO. So if you Wormhole, Dimension Shift a group, jump in, Freezing Rain and Tornado, jump out, then you laugh uncontrollably?

    Does that work as easily as it sounds?
  19. Quote:
    Originally Posted by Codewalker View Post
    It's unique (so only 1 per build), and only can be slotted in powers that take damage enhancements, though.
    too bad for Repel. Still, gonna create some awesome stormie chars.

    Toe bombers should be happy too... This could be insidiously good for my new project, a Traps/Dark defender. Place the kdown enh into trip mine on an already all stunned and immobed group go boom, then boom again with time bomb or blackstar (all enhanced with soul drain, of course).
  20. Wait... We're getting an enhancement that changes kb to kdown? Awesome.

    That would make getting Repel a beautiful thing too. Instant alpha absorber at level 2?

    And Lordy that just makes Storm/H2O a really insane combo.
  21. Shadey_NA

    Best

    Quote:
    Originally Posted by Garent View Post
    It definitely is. If you're going to solo and you don't have a specific concept in mind, I'd suggest a more offensive secondary like fire. Dark secondary will be overkill on top of dark miasma on the things you'll be soloing.

    Also, nice sig.
    I completely agree. Dark/Dark was my first char long long ago and I've never been completely satisfied with him. So much -tohit really makes him safe and slooow to kill things.

    North, if I were making a Dark Blast set today, I would try to use him with a set that can help with other debuffs/buffs and maybe some damage. I think a Traps/DB set would be very good. Dark Pit plus Seeker Drones stunning everything, tents to immob, run in for Soul Drain, caltrops for flavor, Time bomb or Blackstar (alternating) and walk away. That would be about 1500 damage with incarnate damage backing ya.
    Should be enough to kill most everything.
  22. Quote:
    Originally Posted by Tormentoso View Post
    22% to hit. Something tells me that number was chosen out of pure evil.

    Targeting Drone is what? 13.875, enhanceable till 20.8%. So close. . .
    Well, now we have a reason to overslot a power. 4 level 50 Generic IOs and you are at 22.52%.
  23. Quote:
    Originally Posted by Linea_Alba View Post
    Time Crawl, meh. It's not nearly needed as most think. It is useful, but it's not a must have IMO.

    Standard Softcap is 45.
    iCap is 59

    +4's will resist half or more of your debuff. Fully slotted and resisted that's 11%, so you'd want 34% defense all. This improves with the alpha shift.

    Level matters for you to-hit them, not rank. Mids can adjust for this if you use the exemp settings options.

    Power Boost, Power Build up, and Clarion Radial T4 all can be used to boost Far Sight significantly - be aware you have to do this by hand, as mids boosts toggle powers as well and can lead to misleading results. As a defender there's no reason to not easily hit the standard softcap to all. iCapping is not beyond reason.

    Clarion Radial T4 is a mixed blessing depending on what you are fighting and how crucial that 30s status protection gap is vs the extra defense.
    I kept Time Crawl on my final build. It's good for holding bosses and the -regen is ok to help stack on an AV, but other than that it doesn't get used much.

    I actually have my Time/Ice just short on melee and AOE defense (41% without or 51%with Clarion Radial) going for Musculature Radial damage/to-hit debuff instead. It works very well anyway as I stay in melee and use the Dark Watcher's proc to keep the bad guys in melee with me.
  24. Shadey_NA

    Best

    The Cold/Sonic brigade are correct for single target fun and general team support, but there are lots of fun combo's to be had with defenders.

    Some of my favorites are

    Time/Ice - Makes you feel like the tank of the team while debuffing the bleep outta the bad guys plus giving good damage (great damage when you get Dark Mastery Soul Drain).
    TA/Sonic - Good debuffs and lots of damage
    Sonic/Sonic - great for turning your team into buzzsaw killing machines
    Rad/anything - Had to throw in the traditional uber set.
    Dark/DP - Dark doing the -tohit and control stuff and DP being versitile

    and don't forget the upcoming /water. from what I've seen it should fit with most primaries as long as you can deal with the concept.
  25. Quote:
    Originally Posted by BrickWilson View Post
    TA/Water is what I've been planning for my first WB character (sadly, the name Archerfish is taken on Virtue) but one thing is a possible snag. If you put down OSA (which does Knockdown) and then drop Geyser (which does Knockup) on top of it to light it... wouldn't the combined effects knock everything out of the slick? Or would it? I'm a bit fuzzy on how that'd work.
    That is an interesting question. I'd like to know the answer to that one myself...

    Worst case though, you would geyser, then OSA, then Steam Spray.