Shadey_NA

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  1. For many reasons, the Hero I'll never make is "The Cleaning Woman". She's a Staff/Dark brute who is cleaning the streets of Paragon of crime (and grime). By necessity, you would need to color your Dark powers a sand/dirt. Other names could be "Mop n Glow" or a male version called "Swabby" or "Mr. Clean".

    It was the first thing I thought of when I saw the broom option for the staff set.
  2. Seems like a very sturdy troller. Buff up your team/tank grabs one group/wormhole another on top/dimension shift/liquify when available/everybody kills up close(jump out if in trouble).

    Looks to be a great combo unless your team is filled with ranged cone types.
  3. Here's another view on a potential build. It's got ranged capped (w/ Smoke Grenade), decent recovery, a self heal, PFF, FoN, and a good amount of damage. Not gonna be a leading damage dealer, but a good all around kind of build. And it's quite pricey, but it should help give you some ideas on what you can do with the build.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Devices
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Flight
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Web Grenade -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/EndRdx(29)
    Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Caltrops -- Ragnrk-Knock%(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50), Ragnrk-Dmg(50)
    Level 6: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 8: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(23)
    Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
    Level 12: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
    Level 14: Explosive Arrow -- FrcFbk-Rechg%(A), Posi-Acc/Dmg(37), Posi-Dmg/EndRdx(40), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
    Level 16: Smoke Grenade -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(19), DarkWD-ToHitDeb/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(21)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 20: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Super Speed -- EndRdx-I(A)
    Level 26: Stimulant -- EndRdx-I(A)
    Level 28: Trip Mine -- Erad-Dmg(A), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Acc/Dmg/Rchg(48)
    Level 30: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(37), Numna-Heal/EndRdx/Rchg(46), Numna-Heal/Rchg(46), IntRdx-I(46)
    Level 32: Rain of Arrows -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(33), SBlastersW-Acc/Dmg/Rchg(33), SBlastersW-Acc/Dmg/EndRdx(33), SBlastersW-Acc/Dmg/EndRdx/Rchg(34), SBlastersW-Rchg/Dmg%(34)
    Level 35: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Temp Invulnerability -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResKB(42), HO:Ribo(42)
    Level 44: Force of Nature -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), P'Shift-EndMod/Rchg(48)
    Level 47: Hover -- LkGmblr-Def/EndRdx(A)
    Level 49: Repulsion Field -- EndRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    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 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- EndMod-I(A), EndMod-I(31), P'Shift-End%(45)
    Level 50: Reactive Radial Flawless Interface
    Level 50: Agility Radial 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. Quote:
    Originally Posted by JayboH View Post
    Agreed - I think AOE damage could be buffed a little, and the set would feel better.
    We're definitely on the same page here. Short Circuit could use more damage.
  5. Quote:
    Originally Posted by Happy_Thoughts View Post
    My perception is just the opposite. I've got Sparky generating orange numbers for me while at the same time I'm firing off other attacks, so I feel like I'm generating damage faster.

    As long as the numbers are orange, it doesn't matter to me if the damage is coming directly from me or from a pet or pseudo-pet. I know this makes a big difference to me because back when Oil Slick Arrow put out gray numbers I felt kind of cheated, even though I knew it was "my" damage.

    Storm and Electric Blast, though, has been a letdown since day one. It's a good match thematically but not in terms of game mechanics.
    Interesting. Difference between tactile and visual responses I guess.

    You can salvage your Storm/Elec char though. The Elec Mastery epic can make things much better for your char. It offers two powers that you really need to get things going. First is Electric Fence. It's the only immob available to a Elec/Storm (or Storm/Elec) that offers -kb. This will help your Tornado do it's thang against a tough single target.
    The second (and probably more important) is Power Sink. With it and Short Circuit you can be a competent Sapper.
    Other powers in the set that are good are Thunderstrike (for it's aoe decent damage) and Charged Armor (resists to S/L/E). Heck, even shocking bolt might have a place for you as you can double up with Tesla cage to hold bosses.
    This will make you viable, but not nearly as good as all the trollers out there who can get an aoe immob with -kb.

    Here's a quickly thrown together build to see where I'm going with my idea (not a final build).

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Electrical Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Electricity Mastery

    Villain Profile:
    Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Gale -- Acc-I(A)
    Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(29)
    Level 6: Short Circuit -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Dmg(36), Efficacy-EndMod/EndRdx(37)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam(15), Aegis-ResDam/EndRdx(17)
    Level 12: Boxing -- Acc-I(A)
    Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(19)
    Level 16: Freezing Rain -- Ragnrk-Knock%(A), AnWeak-Acc/DefDeb(34), AnWeak-DefDeb/EndRdx/Rchg(34), AnWeak-Acc/Rchg/EndRdx(34)
    Level 18: Tesla Cage -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 20: Hurricane -- HO:Enzym(A), HO:Enzym(33), HO:Enzym(33)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(31), BldM'dt-Dmg/EndRdx(31), BldM'dt-Acc/Dmg/EndRdx(33)
    Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31)
    Level 30: Hover -- LkGmblr-Rchg+(A)
    Level 32: Thunderous Blast -- Ragnrk-Dmg/Rchg(A), Ragnrk-Dmg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Acc/Rchg(46)
    Level 35: Tornado -- S'bndAl-Dmg/Rchg(A), S'bndAl-Dmg/EndRdx(37), S'bndAl-Dmg(37), S'bndAl-Build%(40)
    Level 38: Lightning Storm -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Dmg/Rchg(39), SMotCorruptor-Acc/Dmg/Rchg(39), SMotCorruptor-Dmg/EndRdx/Rchg(39), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(40), SMotCorruptor-Rchg/Dmg%(40)
    Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), GA-3defTpProc(45), S'fstPrt-ResDam/EndRdx(45), Aegis-ResDam(46), Aegis-ResDam/EndRdx(46)
    Level 47: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-EndMod(48)
    Level 49: Thunder Strike -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(50), Sciroc-Acc/Dmg(50), Sciroc-Dmg/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 -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Flight-I(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-End%(21)
    Level 50: Vigor Core Paragon
    ------------



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  6. Quote:
    Originally Posted by JayboH View Post
    Yeah actually I agree - people disregard Voltaic Sentinel, and the thing is, without it the set is below par.
    Even with it, the set feels sub par due to the fact that VS is doing the damage and it's not you doing the button smashing. I don't really think it's that off, but when I play mine, it feels that way.
  7. Quote:
    Originally Posted by EJI View Post
    some quick thoughts:

    both weave and maneuvers give the same base defense, but maneuvers uses considerably more end. if you're going to 4 slot only one of these, maneuvers makes more sense for the extra end redux.

    you're far enough over the s/l cap that you could drop the kin combats in kick, move 2 slots to maneuvers and one to cj and still be capped, and get another nice global accuracy bonus. or move 2 to web envelope and slot with enfeebled.

    were you slotting drain psyche to get you through a nuke crash? i like a bit more healing in there, personally. anyway, i think you could get away without endredux in that power for more recharge.

    you're over the hp cap by a bit with your accolades, so you could afford to lose some of those bonuses. i was thinking you could get another 5% global rech in spring attack with oblits, since you're also over the energy def cap. if your goal is s/l and ranged, maybe not.

    i don't think 10% regen bonuses are worth pursuing in general, they pale in comparison to drain psyche, which is giving you 130+% per target as you have it slotted. you could drop a slot from scramble thoughts and just put an acc/end from a stun set there. between this slot and the one saved from kick, you could 5 slot your purple ranged set.

    personally, i prefer a miracle unique in health (and, for that matter, another slot in stamina -maybe the proc in spring attack?) for those times drain psyche misses against a hard single target.

    the ragnarok dam piece is mostly getting eaten by ed. i'd replace it with the d/r, you can use enhancement boosters on the d/r if getting to the ed-cap is top priority.

    my 2 inf, ymmv, etc.
    Some good stuff in here EJI. I've incorporated most of what you suggested into the build.
    Couple things. In theory, the Rag. Proc. should make Psy Tornado move up to 60% control (KUp or KDown) and that should allow for Kin. Proc. to fire off that much more often.
    I really like the Kin. Combats. They should help move things like Drain Psyche to perma.

    Here's the new build. I think it's much tighter now.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shadow Aspect: Level 50 Magic Blaster
    Primary Power Set: Psychic Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
    Level 1: Subdual -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/EndRdx(17), Apoc-Dmg/Rchg(46)
    Level 2: Telekinetic Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9)
    Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 6: Psychic Focus -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(7)
    Level 8: Will Domination -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(15), LkGmblr-Def(50)
    Level 12: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 14: Jump Kick -- Acc-I(A)
    Level 16: Concentration -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(23)
    Level 18: Psionic Tornado -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(19), Ragnrk-Dmg(21), Ragnrk-Knock%(21), FrcFbk-Rechg%(23)
    Level 20: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Nictus-Heal(34), Nictus-Heal/HP/Regen/Rchg(45), Efficacy-EndMod/Rchg(45)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 24: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), FrcFbk-Rechg%(27), Oblit-Dmg/Rchg(46)
    Level 26: Boxing -- Acc-I(A)
    Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(33), CoPers-Conf%(33)
    Level 30: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(31), S'fstPrt-ResDam/EndRdx(31)
    Level 32: Psychic Wail -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Dmg/Rchg(37), Erad-Acc/Rchg(40)
    Level 35: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Psychic Shockwave -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(39), SBlastersW-Acc/Dmg/Rchg(39), SBlastersW-Acc/Dmg/EndRdx(39), SBlastersW-Acc/Dmg/EndRdx/Rchg(40), SBlastersW-Rchg/Dmg%(40)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
    Level 44: Web Envelope -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/EndRdx(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Psychic Scream -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    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 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Run-I(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48)
    Level 50: Spiritual Core Paragon
    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
    Level 50: Clarion Core Epiphany
    ------------



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  8. I was looking through my stores of old unfinished characters and came accross my Psy/MM. With a little work from mids, I think I might have come accross a way to make him a decent char again.

    The Idea is to use Spring Attack/Drain Psyche/Psy Tornado/Psy Shockwave as my main aoe damage chain. The damage on the combo (IO'd/Incarnated/Concentrated/Focused) is a respectible 934. I think this should allow me to wipe out most of the minions and put a good sized hurt on the rest in a fairly short amount of time while most of the bad guys are flopping around.

    Have a look. Any feedback is appreciated.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Shadow Aspect: Level 50 Magic Blaster
    Primary Power Set: Psychic Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
    Level 1: Subdual -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg(46), Apoc-Dmg/EndRdx(48)
    Level 2: Telekinetic Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(50)
    Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 6: Psychic Focus -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(7)
    Level 8: Will Domination -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 12: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 14: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17)
    Level 16: Concentration -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(23)
    Level 18: Psionic Tornado -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(19), Ragnrk-Dmg(21), Ragnrk-Knock%(21), FrcFbk-Rechg%(23)
    Level 20: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Efficacy-EndMod/Acc/Rchg(34), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc(45), Efficacy-Acc/Rchg(45)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Spring Attack -- Erad-Acc/Rchg(A), Erad-Dmg(25), Erad-Dmg/Rchg(25), Erad-Acc/Dmg/EndRdx/Rchg(27), FrcFbk-Rechg%(27), Oblit-Dmg/Rchg(46)
    Level 26: Boxing -- Acc-I(A)
    Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(33), CoPers-Conf%(33)
    Level 30: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(31), S'fstPrt-ResDam/EndRdx(31)
    Level 32: Psychic Wail -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-Dmg/Rchg(37), Erad-Acc/Rchg(40)
    Level 35: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Psychic Shockwave -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(39), SBlastersW-Acc/Dmg/Rchg(39), SBlastersW-Acc/Dmg/EndRdx(39), SBlastersW-Acc/Dmg/EndRdx/Rchg(40), SBlastersW-Rchg/Dmg%(40)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
    Level 44: Web Envelope -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/EndRdx(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Scramble Thoughts -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    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 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Run-I(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- Efficacy-EndMod(A)
    Level 50: Spiritual Core Paragon
    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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  9. Quote:
    Originally Posted by Muon_Neutrino View Post
    Electric blast is bad because:

    No 3rd blast.
    2nd AoE is a very slow animating PBAoE.
    Effectively no secondary effect unless you put a *lot* of effort into building around it and leveraging it.

    There's nothing especially *wrong* with storm, and there's no particular anti-synergy between it and elec (apart from hurricane+PBAoE), it's just that elec sucks and there's no *positive* synergy either. Ice has the stacking rain synergy, dark has the self-heal + KD-allowing immob synergy, fire stacks rains too, etc, while nothing electric does really capitalizes on anything storm does (or vice versa).

    As far as end use goes, frankenslot for end reduction in hurricane, freezing rain, tornado, and lightning storm, which are the biggest offenders (steamy mist too, somewhat). Getting +60% endredux in all of those will make your life so much easier. Aside from that, the usual perf shifter + recovery uniques, and try to grab recovery bonuses where possible.
    I mildly disagree with you here Muon, Elec/ seems to be lacking in damage directly due to a decision by the devs quite a while ago. At one point in time you could have multiple Voltaic Sentinels out at a time and it caused the set to become too powerful in the devs minds. Imagine 3 or 4 VSs blasting while you slot Short Circuit and power sink for end drain and you get the idea. That was a common usage for an elec/elec blaster that worked like a charm.
    That being said, Voltaic Sentinel is consistantly underappreciated, IMO, and is a very nice DPE kinda power. Fire off once per 60 seconds and it fires every 3-4 seconds on your behalf. Some people suggest not taking it, but I don't understand their position.

    As to the synergy between Elec and Storm.... I feel your pain. That was one of my first chars ever and it's difficult to get them working well together. My suggestion is to use hurricane sparingly and go elec mastery. You get a immob with no kb for your tornado, a melee aoe big damage power and an end drain power to go with your resist toggle.
  10. Quote:
    Originally Posted by Oedipus_Tex View Post
    In fairness, those are the numbers before applying buffs and debuffs. The Corruptor probably does typically do less damage than a Scrapper in my experience, but not 50% less when all is said and done. Most Corruptor sets carry around a 20-30% resist debuff at minimum or else +damage (sometimes both).

    On a team, of course, it gets trickier: both the Scrapper and Corruptor benefit from the Corruptor's debuff.
    It's not that tricky, any damage your team does due to a buff/debuff you put out there is YOUR damage.
    The scrapper and the rest of your team are just your pets.
  11. Quote:
    Originally Posted by Beauregard View Post
    Time's Juncture reduces hit by 12.5% and damage by 20%.
    Darkest Night reduces hit by 15% and damage by 30%.
    Fearsome Stare reduces hit by 15%.
    Siphon Power and Fulcrum Shift both reduce damage by a stackable 20%.
    Radiation Infection reduces hit by 25%.
    Enervating Field reduces damage by 20%.
    Hurricane reduces hit by 30%.
    Heat Exhaustion and Benumb reduce damage by 50%.
    Poison Gas Arrow reduces damage by 25%.

    The only power worse by the numbers would be Flash Arrow (5% hit debuff), but Flash Arrow doesn't aggro mobs, reduces their visibility and can be used from long range.

    So apparently you're the one who needs to "do the homework" since - as I indicated - Time's Juncture has poor values compared to similar debuffs in other sets. Couple this with a heavy endurance cost and the need to stand continuously in melee range... well, you get a not-very-good power. Now, if you had some other reason to be in melee range, it's a power you'd take because it's the best option you've got.

    But you don't have any good reason to be in melee range. Your offensive powers work from range. You have no other powers in Time Manipulation that require melee range. Indeed, most of the time when you actually use Time's Juncture as a Time Manipulation Corruptor you're going to increase the damage you take because you've got enemies unimpededly swinging their highest damage attacks without interruption and the -hit isn't markedly changing their chance to hit you.
    I know this goes against the common thought of quite a few in the corrupter community, but you can help the team quite a bit with Time's Juncture. You can debuff tohit and damage for your team. That alone is a reason to keep the power.
    Add to it the other layers of mitigation possible (Defense, healing, holds and -rech) and you have a nice rounded char not only for yourself, but as a team player.


    Yes, other powers can do more but you have to look at the totality of the set to determine if your char is using the added layer to best effect. I tend to play my Time/Ice very aggressively (mostly melee) and to good effect even though most of my powers are ranged.

    And please note that Flash Arrow gives non-resisted -tohit values. This makes it a great power for any player as all those -Def powers and resiting AVs and the like don't change the added value of FA. No other power (to the best of my knowledge) gives that, so dismissing powers simply because they don't have a pretty number associated is a very limiting view.


    And to the OP, my vote would be to go Fire/Time for a corrupter because corrupting adds to what the set would naturally would naturally do, fast damage. But don't forget that you can do other things with the build too.

    I would also suggest you roll a Time/Ice defender because you will find that it has a completely different feel to it. You will start to think more like a tank. The reason to play that as a defender, imo, is that the defender numbers add to what the set normally does. That and after IOs and incarnates, the difference in damage numbers is not as severe as you might think.
  12. The one part of Vigilance that I thought was unfair was the fact that the end discount (on teams) actually gives an unequal benefit. If you are running a Sonic/ defender, you don't stop damage, you just make it lesser via your resistances (one of the reasons I love the set actually ). This gives them a huge end discount most of the time. On the other hand, a good Dark/ defender might go through a large amount of endurance simply because they have things locked down too well and the team doesn't get hit.
    It can get even worse if you are running a lazy defender. Your team get hit hard cuz you aren't doing your job and you get rewarded with an end discount.

    I would actually reverse this and throw in a small (mag 3) status protection. The idea is the more damage your team takes, the less discount you get and you lose status protection. It maintains the idea of vigilance and actually enacts it more appropriately. Unfortunately, the Sonic/ defender would take a hit with this route, but most other sets would benefit (not sure about Emp/ though).
    If you wanna get really tricky, add a recharge bonus as the team takes damage. It would allow the defender to take a last stab at keeping the team from the faceplant.

    And slightly off topic, but take out the end crash on defender nukes. They don't do a lot of damage anyway and they can make things hard if used at the wrong time.
  13. Quote:
    Originally Posted by DreadShinobi View Post
    True Sky Splitter does indeed stun, sometimes I forget because it can be overshadowed by the knockup. Running around on my beta staff/da brute the Knockup was quite a bit more noticeable, but I didn't take OG on it either, because with 45% S/L defense, huge resists supplemented by cardiac and barrier I just plain and simple did not need any more mitigation, even herding up 3 groups of lvl 54 rikti I'd barely need to use Dark Regeneration at all, all OG would be doing for me would be making things stagger around, potentially out of aoe range, while actually doing nothing for my survivability at all. Keypoint---> survivability is relative, once you have a certain amount of it and hit that immortality line, you don't really need more.

    The other you were thinking of is Precise Strike, but it's just a 20% chance for mag 2.
    Oh sure, throw experience in my face.


    But, good point about survivability.
  14. Shadey_NA

    Energy Aura

    Quote:
    Originally Posted by Crazy_Larry View Post
    I don't mean to derail the thread, but I've been really looking forward to playing EA for the first time since it got buffed, now that I can pair it with Staff. I've been wondering, though, does Entropic Aura have a taunt component? Because I'm debating between Scrapper and Brute and this is what it comes down to...

    Thanks in advance.
    I think the brute version might serve you better. You can play with your recharge numbers with a staff/ea like no other melee combo and get some really high recharge out of it. Would make it possible to play with things like Overlord and get you to the HP cap, if only for 180 seconds out of 200.
  15. Quote:
    Originally Posted by DreadShinobi View Post
    Unless you're stacking it with a power from your primary, stunning/fearing minions just isn't that productive. Especially on an AoE heavy set like Staff all the minions are going to die before the softcontrol really actually helps you survive. Unless you are using a primary like Earth, Energy, or MA, OG isn't that useful. Similarily Cloak of Fear doesn't really stack well with anything, the tohit debuff is resistable, and the end cost is quite high.
    OG would be quite useful for a staff fighter. The Staff Tier 9 has a mag 3 stun to it allowing for mag 5 with OG running. Not to mention OG pulses every two seconds allowing you to actually stun those minions before you kill them all... assuming you're not nearing full fury.

    Actually, one other power from Staff has a stun component too, but I forget which one.
  16. Quote:
    Originally Posted by Xyzor View Post
    I've been playing a Staff/Ela Brute on Beta to try to decide whether I want that combo or a Staff/Ea Scrapper. I am really enjoying it so far. Especially with Form of Soul for early leveling (to combat blue bar issues), Ela is a lot of fun.
    Staff/EA could be a great choice, but more for a brute IMO. I'm thinking with all the recharges you can pile up between hasten, entropic aura, Agility Core Incarnate, the rech toggle from staff and maybe a Forced Feeback proc or two you should be running very high recharge. Which with careful slotting would put you (with Overload) at HP cap while running softcapped to most every position (sans Psi) and mostly decent resists. OH yeah, regen running at about 400% (with slotting work) and drain happening approx every 12-15 seconds.
  17. Quote:
    Originally Posted by doomrider View Post
    As far as I know the FFB proc does not stack nor does it refresh the duration so basically, if it should proc again during the duration of the proc effecting you it will grant no addition recharge bonus. So basically you can only really leverage this every 5 seconds which is about what you can get most aoe KD powers to recharge in with decent bonuses.

    So let's theorize that you put this in both tremor and fissure, you activate fissure first and it procs, then follow up with tremor, even if it did proc you'd see no benefit AFAIK. Even so like I said above, if you've built a decent amount of recharge, the bonus granted from the first proc should allow you to have fissure up again fairly close to when the proc duration ends.
    I've got a rad/nrg fender that I slotted a few into and they work very well. Didn't know that they didn't refresh, but that char can really make good use of em (I never actually got around to IOing it completely, so the FFB actually keeps me at perma AM).

    Always good to get feedback from those of you who theorycraft well.
  18. Quote:
    Originally Posted by Tater Todd View Post
    I second this I LOOOOVEEE my Elec/Earth not only could it solo at level 20 at -1/+6 but it's...well it's just fun! My favorite part was slotting Forced Feedback in 5 of my KB powers. The proc is always on which drives my recharge through the %$#@!^& roof! And I don't have to worry about end issues!
    I wondered about slotting that many Forced Feedbacks. Sounds like I should for uber rech.

    Thx Todd
  19. Quote:
    Originally Posted by _eeek_ View Post
    If psi is just "ok" for damage, what (besides fire) would be better to pair with elec/?

    /Energy and /Earth looked interesting for power boost, but the damage also seems so-so on Energy, and activation times on /Earth looks like it would be dreadfully slow.

    Does anything have good damage and good synergy with Electric Control?
    I have an Elec/Earth that is very nice. It's incredibly easy to keep things bouncing more than an ice patch making it a pretty easy survivability set. The PB really sets off your end drain for serious end crashes. You have some very hard hitting powers in /Earth that give you a serious crunch feel that makes you glad you are a melee char. Once you get over Tremors cast time, much of the set is good on activation times. Cap it off with Ice Mastery and you have good aoe, Defense, HP boost, Oh Crap powers to add to the fun. Overall a very satisfying set. Almost forgot, your chain fences has no -kb in em which allows for all the kdown you do to continue. That's actually a very important part of the combo.
    /Earth has very good damage for single target and a slightly "meh" amount of damage for aoe which can easily be shored up with Ice epic.
  20. Quote:
    Originally Posted by Ozmeth View Post
    An interesting thing happened this morning.

    I found three paladins in KR at the usual spot and pulled 1. I had him basically dead when a brute joined in. (I figured it would take too long to solo all three, so I put out a call for an assist on help and broadcast) I was surprised to see it was going faster then normal.

    We went back to the pair and i pulled the second. a corruptor joined as the brute and i were beating the end sapped paladin. We aggro'd the third by accident. I had my gremlins out and went at him quickly sapping him as well, my gremlins came with me. After I smacked him around a bit I figured we should focus on one. I returned to the one my teammates were fighting we finished it off and I was surprised to see that not only did my gremlins maintain aggro but they also kept his end close to empty.

    Maybe that mischievous pair deserves more credit then they get
    I think they're better than advertised. Yes, they are wimpy on the old defense, but they add a nice little bump to end drain. One of these day's i'm gonna slot em for end mod just to see if it makes a difference.
  21. Quote:
    Originally Posted by Blue_Fenix View Post
    Mud Pots is a poor power IF...

    -You don't spend enough time in melee range
    -You can't afford the Endurance cost
    -You don't have the control+survivability to handle the aggro it generates on teams

    If those statements don't apply to your Dom, then go ahead, take it, slot it, and try it out.
    This question is specifically geared for an Elec/Earth Dom who spends the majority of his time in melee, has a end mod pbaoe that is very nice with large crowds, and saps end from mobs in seconds to allow safety for himself and his team.

    I asked it to see if others had experience with the set and used mud pots in particular as I was getting close to level 35 when the power opens up.

    It's weaknesses are
    - it's an end hog (0.78 End/S)
    - it has a small aoe (8 ft radius)

    It's strengths/synergies are
    - it would work well with a confuse power that promotes clumping (i.e. Synaptic Overload)
    - it has a mag 2 immob which would go with the mag 3 aoe immob used for aoe damage anyway to hold bosses in place
    - the immob has no kb resist which works well with the rest of the kdown happy set
    - it's proc friendly

    It seems to me that there is enough good here to test it out and I figured someone might have already done it.
  22. Quote:
    Originally Posted by slythetic View Post
    I'd imagine more people don't take mud pots because of its interaction with static field than because of just the radius but could be wrong.
    I kinda see your point, but with just a tiny bit of slotting and BU you drain everything dry in seconds anyway. This renders the sleep kinda useless anyway.

    I've gotten my Dom to 35 over the weekend but didnt' have any time to play with it. I might not end up with it in my end char anyway, mostly due to slots. I can free up quite a few by skipping the power, but really I just wanted to know if anyone was using it and what they thought of the power.

    My PC went boom today, but when I'm back up and running, I will take the power and give some input for the forums. If only for general knowledge
  23. I've started messing around with my level 32 Elec/Earth Dom again and was wondering why many pan Mud Pots. It seems to me that with Syn Overload causing clumping of Mobs, it should help make up for the small radius on Mud Pots and make it a decent choice for a power. What do you guys think?
    I know it is an end hog, but with a Donimation and conductive aura running on top you shouldn't be in too bad a shape with it.
  24. Shadey_NA

    Thorn Assault/?

    One other thing that I think adds in Ice/ favor is that it's a more mobile set. AA is a toggle and Shiver is on a short recharge cycle. The reality of most sets, and Earth/ is included, is that even with all the great things they do they spend most of their time waiting for something to recharge. An Earther/ might alternate between stalagmites and Earthquake, but the Icie/ gets both AA and Shiver each fight.
    There are some decent reasons to play an Ice/ Dom, but it won't be anyone's FotM.
  25. Shadey_NA

    Thorn Assault/?

    Quote:
    Originally Posted by Carnifax_NA View Post
    I've been quite down on Ice but Ice/Thorns is fun. Arctic Air & the melee & melee friendly cone from Thorns is a nice combo, as are Thorntrops.

    The main issue I have with Ice overall is how Domination unfriendly it is. Arctic Air should really benefit from Domination, Shiver should be given something and Flash Freeze should at least remove the damage and the delay. Ice Slick could also do with something.

    One thing you could do is give Shiver and Ice Slick -damage debuffs (10-15% apiece?), say it's the frigid cold sapping peoples strength or something, and maybe weasel in some Mez to Shiver (say 6 or 8 second mag 2 stun, dominationable).

    Also I'd love the holds to lose their -knockback (mostly to deal with locking down a boss on an Ice Slick without granting them 4-6 seconds of knockback protection).

    The -Damage would be unique to the set which would be nice too.
    Those are some real nice ideas you have there. It would help a bunch with the whole "Alpha's commin to get me" thing that is the only real problem with the set (once they fix the pet). I think you might be reaching with the mez for shiver though.

    I do love the way you can create a snails version of chaos with the Ice/Thorn set as it stands now. It's very funny to watch all the bad guys doing a 6 million dollar man impersonation as they try to run away from AA and thorntrops while maxed out on slow. That alone is worth the price of playing the set.
    Eat your hearts out KoA.