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Posts
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Shield/MA is an extremely good combo. You will be a little limited with your aoe, but load up on leviathan and that's taken care of really well. 3 cones/tpboom/if anything is left dragons tail/clean up any bosses left over.
I see lots of people talking about brutes damage being so much better than tanks. It's true enough, but the damage you can do with a well slotted tank is good enough for a vast majority of the game.
Even such a char as a Shield/Ice can pile up a lot of damage if you want to make him a damage dealer. It would involve taking Leviathan and planing for damage, but you can apply 1500+ damage to a group with plenty in the gas in your tank to keep on going.
The builds are what you make of them. -
I always start by slotting acc, then end redux starting with offensive powers until I feel comfortable with the set. Then I start to look at what makes the set special and slot that, for instance if you have a debuffer then start to slot those. Around level 22 I make kind of an evaluation of how I want the build to be for SOs and use the second build for that if it's different. I will SO life until level 40ish. Then start with a respec and IO the char accordingly for a final build (which I've usually mapped out waaaay before then).
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Definitely a Water/Nature Affinity corruptor type shaman for me. The new Sorcery pool should make for a happy squishy too.
Now if it's only half as good as I've got pictured in my head. -
Quote:Mauk2 was giving an example without complete numbers as examples, such as with very little slotting the regen on EA it for can go for over 40 HP/Sec when needed. It also gets a heal added to it,... and on and on.wow thats a big piece of info there, i didnt really know this, so im better off for willpower than energy aura if i made my main willpower? as im not sure whether to go brute, tank or scrapper.
The final answer is not necessarlily what you start off with from a set, but what you do with it while "growing" your char. With Power choices, Incarnates, IOs, slotting, Power Pools and epics you can dramatically change what your char is and what he can do.
That's a huge part of the fun of this game for me. -
and just to add to the conversation, no one seems to remember that Rise to the Challenge has a -tohit in it. It's not much, but can be approx 5% with just one IO. Not to mention it allows for procs like Deflated Ego: Chance for Recovery Debuff which turn RttC into a very nice taunt aura.
The Def debuff resistance also should be factored in if you wanted a clear winner. 17% and some change for WP and 51%ish for EA, both unslotted. -
Quote:This.A Defender with Sonic Blast really is as debuffy as you can get, regardless of their primary they will still make AVs melt. The resist debuffs in Sonic Blast do indeed stack with themselves if their durations overlap (the duration of the debuff is different per attack, but the strength is the same at 20%). You can then pick whatever primary you enjoy playing the most, take all the leadership powers, and just in general be a godlike support toon. At the opposite end of this argument, we have Defenders who take Fire Blast. WTF? If they want to do damage they should be a Fire Blast / something Corruptor. Fire Blast has no debuff component for the Defender's mods to take advantage of.
If I were starting a char for support reasons, it would have to start with /Sonic from the defender set. I played a Sonic/Sonic fender that made my teams into machines of destruction (even the pugs that were full of selfish players). With a Sonic/Sonic, you will make mini tanks who can all damage like blasters out of your team. -
Raging Tempest is the power that has me most curious. A K-up toggle? Combined with Spring Attack, it could be a very affective alpha absorber.
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Looks like I'm gonna get my Shaman together finally. Water Blast/Nature Affinity corruptor. Me likey. In 6 months or so I'm gonna be really happy.
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Do yourself a favor and run 1 DiB to get the end discount. I think it's worth doing on any character.
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Very nice, I don't see any flaws in your build. I am wondering why you have the Armageddon proc in Jacobs Ladder. Why not in Lightning Rod?
I might take permafrost instead of SS. It would give you another approx. 12% fire resistance.
Another thought would be to add Spring Attack instead of SS and get more aoe madness going. You would have to rework some slotting to make it useful though. Prolly pulling from Charged Brawl and/or Thunderstrike to put it together. Could still get the same E/N defense. -
Quote:Agreed. Most of this conjecture is just around the primary. If the secondary you pick has a BU type power in it sapping becomes even easier. Some combos are incredibly easy at flooring endurance. I've found little problem keeping things under control on an Elec Dom. The only issues arise when the group I'm attacking is spread out.I think that the importance of guaranteed -Recovery may be overemphasized. It's helpful, but not absolutely critical, particularly on a Elec Controller or Dominator with additional control powers. Chain Fences has a 40% chance of -Recovery for 10 seconds on its own, so spamming that does a pretty good job of emptying enemies.
Power Sink from the Mu Mastery set on a Controller or Dom will do around -70% endurance to enemies within 10ft. Power Sink >> Chain Fences >> Ball Lightning >> Chain Fences will floor many enemies very quickly. -
The question is how fast do you want to drain end and still be happy with the char?
My Elec/Stone Dom will drain normal mobs pretty fast and I have all the kdown to keep me happy till done. Elec/ by itself is a very nice end drain set, but it you want to keep em drained all day (even AVs) then you will have to get something like Drain Psyche to keep the end drained. I have gotten an AV about halfway drained with my elec/stone.
If I wanted to play perma-drain, I would think going Mu for Power Sink (I went Ice) would meet almost all the qualities you need. Conductive Aura/Static Field/Power Sink on Alpha Core will drain approx 152% end in the time it takes to throw the powers out. -rec would be at -231% and you would have pulses of Conductive Aura going too to keep the drain going.
All those numbers are without the secondary considered. With /Earth, I have access to BU which allows for about -216% end. -
Anyone put Malice of the Corrupter set into it? Looks good on mids, but I hear all sorts of strange stuff about the procs on these sets.
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Quote:Here's a very good guide to -rech by Oedipus_Tex. http://boards.cityofheroes.com/showthread.php?t=218111Isn't there a point of diminishing returns on recharge rate debuffs, or am I thinking of something else?
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Quote:There is a -75% rech limit on mobs, but the amounts i'm talking about should be able to hit the -rech cap on everything up to +4s or so. (-200 * .48 = -96% rech).Isn't there a point of diminishing returns on recharge rate debuffs, or am I thinking of something else?
Should also be very helpful with AVs. So, an even level AV would have 85% resistance and you can hit at -200% rech or so consistantly. Allowing for purple patch the leaves us at 100% -rech. Throwing that into the resistance formula for even level AVs we get (-100 * (1 - .85) = -15% rech). Not a huge number, but it should be a decent amount of mitigation.
http://wiki.cohtitan.com/wiki/Arch-villain -
Quote:Is the proc working that well? I've not gotten one for my brutes as of yet, been working on other chars.Toggles never build Fury. Only "click" attacks. Cloak of Fear and OG are both a net Fury loss. Whether or not that's a *concern* depends on how saturated you are with enemies and how efficient your primary is at generating Fury.
With the Brute's Fury ATO proc, most Fury concerns are a thing of the past. -
whenever I look at a build, I first see what it does best and see how I can use that. For an ice/ice/ice build your best attribute is actually -rech, IMO. I don't see that you are using this very powerful portion of the set to it's best ability. Just by combining Artic Air/Shiver/Chilling Embrace you can place a -165% rech on any group. That basically means you only have to worry about an alpha strike. I would rework your build to take advantage of that aspect of the set.
For absorbing that alpha strike, remember you have Power Boost available to make all you defenses much better for a short time. You can cap S/L defense for the moments you need it with just 4 powers; Power Boost/Frozen Armor/Combat Jumping/Maneuvers. You won't have it available all the time, but it will be available for the 1st 15 seconds of any battle making you pretty strong on Defenses.
Here's an example of the direction I would go with the build. It should meet your needs for permadom and defense when needed. It gains good usage of your -rech powers and endurance regeneration as well as providing more damage output for you with Spring Attack and Ice Sword.
NOTE: I did avoid your immob powers because Ice Patch is perma and will help mitigate/keep things together for aoe powers.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Dominator
Primary Power Set: Ice Control
Secondary Power Set: Icy Assault
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(21)
Level 2: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 4: Combat Jumping -- LkGmblr-Rchg+(A)
Level 6: Arctic Air -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), SAotDominator-EndRdx/Rchg(7), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), CoPers-Conf%(11)
Level 8: Shiver -- TmpRdns-Acc/EndRdx(A), TmpRdns-Acc/Slow(11)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-EndRdx(13), RedFtn-Def(15), RedFtn-Def/EndRdx(15), RedFtn-Def/EndRdx/Rchg(17), RedFtn-EndRdx/Rchg(19)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(13)
Level 14: Ice Sword Circle -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(31), C'ngBlow-Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-Acc/Dmg/Rchg(33), Erad-%Dam(33)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17)
Level 18: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34)
Level 20: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dmg/Rng(25), Posi-Dam%(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Super Jump -- EndRdx-I(A)
Level 26: Glacier -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Hold(29)
Level 28: Chilling Embrace -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(29)
Level 30: Spring Attack -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Acc/Dmg/Rchg(37), Erad-%Dam(39)
Level 32: Jack Frost -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Acc/Dmg/Rchg(39), S'bndAl-Acc/Rchg(39), S'bndAl-Dmg(40)
Level 35: Flash Freeze -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Sleep/EndRdx(50)
Level 38: Sleet -- Achilles-ResDeb%(A), Posi-Dmg/Rchg(40), Posi-Acc/Dmg(40), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
Level 41: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
Level 44: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48)
Level 49: Hibernate -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination
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 -- EndRdx-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), P'Shift-End%(36)
Level 50: Agility Radial Paragon
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Quote:I've had a lot of fun with my elec/stone. As for ranged attacks in stone, who needs em. You have a ranged holds, immobs and even a ranged confuse if you need em. Plus your gremlins. I've not felt slighted on ranged attacks at all with this set.On paper elec/stone looks solid and it is when all you are dealing is enemies within melee range.
In practice though, sometimes you need ranged attacks to tag runners or things out of your melee range. Earth's ranged attacks are 1) clunky and 2) require you to be on the ground to use, the latter really kills it for me.
To the OP,
the only thing you have to watch for with elec/stone is a tendency to forget that you are not all powerful before you get your defenses. From about level 32 on I only solo'd at x1/x8 and it occassionally will get you into trouble. If your enemy is more spread out, use your confuse near the outliers, then sleep/drain/smash as usual. Just make sure you plan for the group spacing and you're golden.
Also, It seems the gremlins like to have your back so they take on the runners much of the time. I think it's cuz you have all the close mobs controlled and they go after any that might still be trying to hit you... It seems that way to me anyway. -
Quote:Actually, I just assumed I would have to do the attempt to time it out right thing without the toe bomb aspect.You certainly can. As much as I'm not a fan of time bomb it's much better used this way than as a damage buff. I mean if you just want a good damage buff for a range-oriented character you'd be better off with energy manipulation. It has a better damage buff in build up and then boost range on top of it. Granted that's dependent on concept I suppose.
Still, if you're soloing and you have the patience to use time bomb it can do a lot of damage. Or, I suppose you could use it in a group if they're either willing to wait or if you're willing to skip ahead of the group to use the thing.
I know the glory of /EM all too well. I'm still bruised from facing the standard Fire/EM in pvp back in the day... hated you guys.
And yeah, I figure any attempt at farming or street sweeping using it would have to be solo work. Otherwise, I would have made him an Arch/MM... hmmmm, maybe... -
Quote:I personally disagree. Flash arrows unresistable aspect is one of the big selling points of the entire set. Actively used, it's doing almost the same amount of work as Weave and Combat Jumping combined for defenders. It's just doing that work for the whole team and in all situations. Both of those powers are among the most used in the game if you go by the builds seen in the forums (I personally use them on most of my chars). Adding those, you are over 20 defense to everything (using an equivalence of -tohit and Def).Note that removing the Unresistable aspect of Flash Arrow's ToHit Debuff would mean that it would need to be put "on par" with the ToHit Debuff baseline we often see in other powersets (such as Dark and Storm, for example). Doing so would increase the "relevance" of Flash Arrow in 99% of the game while reducing it in 1% of the game (ie. PToD battles). I personally consider that not only a fair tradeoff, but also an improvement to the power overall ... since there's more to life than Flashing mobs protected by PToD.
I'm not saying that TA is a superfantastic set, but FA seems to be a very good power the way it is. -
Quote:Wait, you can actually toe bomb with it and get out in secrecy? Smoke grenade/Cloaking Device/SS +stealth?Spot on. Arch/Dev is a nice combo. Also keep in mind that long duration damage buffs (red inspirations) also copy to Time Bomb and Trip Mine.
I usually set up one or 2 safety mines and a caltrop patch, then go in and place Time Bomb. I bounce back to the safety area and there is just enough time to drop a second caltrop patch > Aim > RoA.
If you drop RoA on the Time Bomb the pointy sticks and the boom happen at the same time. (You have about 4 seconds when the light on the Time Bomb starts flashing faster) -
Is mids right that Time Bomb offers a damage buff of 52.8% for 15 seconds? If so, I could easily see taking this power on a char with a long range nuke like Archery. Set the time bomb and fire off RoA with a substantial boost. Whatever is left over will get to you about the time it goes boom... if not enough time, add trops behind the bomb so they get to it and are slowed till the boom (if the radius is big enough).
I'm sure I'm missing something. -
An AR/Traps can be a very effective single target damage character in addition to a very nice aoe char.
For single target you can web nade/ignite/caltrop/toe bomb while on acid mortar/poison trap for a bucketload of damage (approx 1200 before the debuffs) all while using your FFG/Drones/Beacon for safety.
The aoe is pretty decent too with AR/Flame Thrower/Trip Mine (or 20) behind a wall of caltrops/debuff/buff powers.
AR gets all it's best powers late which is why you don't see more of them, IMO. My guess is you won't be really happy until level 36 when you get trip mine loaded for damage. It's the combo of the three aoe damage sources that really makes for a happy face melter.
Nice additional benefit, you can actually place a 10,000% affraid on a single target with the trops/ignite combo. Don't have any idea how to leverage it cuz you will need to have it immob'd for it to last, but it's there. -
Quote:I agree. It seems to me that EG will be mildly disappointed in his choice here as there will be a lot to like about the combo in the end. One of the big complaints about Psi is that it has few aoe options, /dev will help fill that in with Trip mine, Gun Drone and Caltrops. Another complaint is that some groups are very resistant to psi, once again /Dev offers a good deal of damage that is of another type (lethal with some fire damage to boot). There is enough controls in Psi/ to offer a good amount of mitigation through -rech, kb, sleep and stun to give any single target a bad time and a good amount of kdown/kback between the two sets (particularly if you get Ragnarok kdown proc). This is in addition to the 10.5% or so Def/-toHit that the set offers.Psi Blast receives a bad rep, but it actually works well with Devices. Caltrops allows you to create distance and take advantage of Psi Blast's range. Also, Psi Blast's secondary effect is more useful solo wise than Elec. Psi has a sleep where you can then toe bomb safely. You can also stack stuns with Psi Blast + Devices, while Elec...can yeah...
Toe bombing works in large groups as well, you just have to get in front of your tank. Using SG and CD + SS will allow you to get the job done easily too, you just have to time it right and the tank will hit his taunt so you don't get the return volley. It's not like that's any different than with any nuke anyway (but with only about 500 damage).
Overall, no it's not fire/fire, but it will make for a pretty decent set IMO.