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Posts
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Quote:I'll grant you that, due mostly to stalagmites, Earth/ does more outright controlling than Ice/.I still don't get why people are making Ice/thorns though...Earth can do the same thing but better Also Earth has more controls and damage potential.
My reason for taking Ice/ was I'm a debuff kinda player and I've always liked debuffing conceptually. The other reason is that Artic Air is one of the more interesting powers I've seen in this game. It's such a good power and it can get you killed very fast. It's an odd sort of dialectic power that if leveraged right should produce an extremely good character.
The reason for /Thorns was the fear in trops. added to what Ice already does it should be a wicked combo. Also, the obvious aoe potential.
Plus, with a concept name like Rose in Winter, it was either plant/ice or ice/thorn. -
I've just picked up my Ice/Thorn dom and started playing again (only level 24). The routine is fairly simple and easy to get the hang of. Sleep/slow rech/ice patch/jump in with cone/pbaoe for protection/kill em off. This works pretty well for mitigation/control/killing and is a lot of fun.
This should only get better when I get Thorntrops working for me. The theory is mag 53 fearing along with confuses and uber slows (hit's slow cap regularly) and kdowns create a very slow moving crowd of bad guys that you have lots of aoe potential.
I don't use the immob powers as they do mess with ice slick and sleeps.
The biggest issue with Ice/, IMO, is the end usage. Once you can deal with that, you will have a lot of fun. Just remember to be in close range most of the time for your pbaoe control. -
Quote:I tend to agree. You might want to consider Elec mastery for Elec Fence. It's the only immob that a fender can get with a -kb in it. great for tornado parties.I certainly recommend storm/psi, but you may not want to plan on the /psi epic pool. Storm requires more endurance than most sets, and so I highly recommend choosing an epic pool that has an endurance recovery power to help mitigate this problem. Of course if you always team (in which case vigilance may help you a little, especially if there are blasters) or find that your playstyle doesn't lead to any endurance troubles by the time you're 41, ignore this advice.
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Quote:Unfortunately, there is no -kb in Dimension Shift. So if you jump in with Hurricane running, you will kb all the baddies and they will phase back. Too bad, this would have be really awesome for a grav/storm.As I recall, Synapse said that if you summon a pseudopet like a tornado outside of the phase it will saty phased to the enemy; but if you summon it inside the Dimension Shift zone and hop out the tornado will stay in the same phase as the enemy while you will be safe outside.
On the Plus side, I guess that means a Grav/Storm could do some interesting things with alpha absorption that no other combo can. G Shift + Hurricane = all the bad guys debuffed and in a different phase than you. Not sure exactly how to leverage this though.
Seems strange to me that Grav/ has no -kb in the entire set. Thematically, it's just odd and a real weakness to the set. -
Has anyone played around with this combo?
For instance, if you have a dimension shift layed down and then call up a Tornado, how is it affected? If it goes into the shift, it should phase and go to town.
Would it kb the bad guys and throw em out of the shift?
The thought would be to leverage Dimension Shift as a portable corner for all your stormie madness. If there is kb prot in the shift, it should work like a charm. -
Quote:Before you get too involved with it, you might want to check to see if there is gonna be a problem with Oil Slick Arrow and your pets. It used to be that they would stay out of the slick altogether which would be a hit to your dps. Other than that, TA is an awesome and very underrated set.Ok... so I was incorrect about only having the on MM using Poison. I'd forgotten that I also have a Psy/Poison Corruptor floating around as well. (to many Alts, so little mind...er time.) I played around with it a bit last night and remembered how well I liked the combination, even though the toon is still fairly low level.
That being said, I think I'm going to try Plant/TA. It's not that the other combinations aren't also tempting. Who knows, if I don't like this combination I'll just try another. It's not like I'm afraid to move or delete a higher level toon and start over.
Thanks to everyone for their input. It's always fun to get other perspectives on combinations, etc. -
Yeah, it's kinda crazy. I went a little further with stone mastery on my project. That brings cap'd HP and S/L Defense. That leaves the build with 16063 HP on Bare minimum of 527% regen and a serious heal that can be fired off every 3 seconds.
I kinda agree with Shinobi, it's the /Dark that's doing the real bulk load here. It's very flexible and can make almost any combo a great troller... even ice/dark would be a decent match. -
I might suggest you look into stone mastery as well. The addition of fissure would give you two stuns (and some decent damage) that would be boss level and above (mag 5), an extra hold/bigoldamage from Seismic Smash, S/L toggle, and a nice HP buff from Earth's Embrace.
of the two you have asked, i would take Leviatathan. It gives you a 4th and 5th pet, so you can load em up and hit hibernate and watch the carnage. -
Thanks Alef and Carnifax, great ideas both.
Alef, my thoughts on using the Shield Wall was that with it and fade slotted for some resist, I could push the resist numbers up about 7% for a s/l/e/n which make them close to 39% and that's not too bad. Still, I see your point and have taken them out for the slots. With those slots available now, I went Basilisk on my hold cuz my most effective single target chain looks to be simply Entangle (ad nauseum)/Seismic Smash/repeat.
Carnifax, I really like FF proc too. I use it whenever I can on chars with multiple kb. Slots are getting pretty short though.
I still have to play pretend time on Soul Absorption with Mids due to the update to that power. But other than that new build looks something like this.
Any more pearls of wisdom thrown my way are as always appreciated.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Darkness Affinity
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Slow%(40)
Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Heal(11)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(48), Posi-Dam%(48)
Level 4: Boxing -- Acc-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(34), CoPers-Conf%(39)
Level 10: Tar Patch -- RechRdx-I(A)
Level 12: Spirit Tree -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(23)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(15), Aegis-ResDam/EndRdx(15)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), Aegis-ResDam(19), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(21)
Level 18: Darkest Night -- HO:Enzym(A), HO:Enzym(46)
Level 20: Fade -- LkGmblr-Rchg+(A), HO:Membr(21), HO:Membr(25), HO:Membr(25)
Level 22: Howling Twilight -- RechRdx-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 26: Carrion Creepers -- Posi-Dam%(A), Ragnrk-Acc/Dmg/Rchg(27), ImpSwft-Dam%(27), Ragnrk-Dmg/Rchg(34), Ragnrk-Dmg(34), Ragnrk-Acc/Rchg(36)
Level 28: Soul Absorption -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(31), Efficacy-EndMod/Acc/Rchg(31), Efficacy-EndMod/Acc(31)
Level 30: Vines -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SWotController-EndRdx/Rchg(33), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SWotController-Rchg/Dmg%(48)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(37), C'Arms-Dmg/EndRdx(39), C'Arms-Acc/Dmg/Rchg(39), Dmg-I(42)
Level 35: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37), Posi-Dam%(37)
Level 38: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb/EndRdx/Rchg(40), Cloud-ToHitDeb(43), Cloud-Acc/EndRdx/Rchg(43)
Level 41: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), Krma-ResKB(43)
Level 44: Seismic Smash -- Hectmb-Dmg/EndRdx(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dam%(45), Hectmb-Dmg(46)
Level 47: Earth's Embrace -- Dct'dW-Heal/Rchg(A)
Level 49: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Agility Radial Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Partial Core Invocation
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 15.5% Defense(Ranged)
- 4.56% Defense(AoE)
- 2.25% Max End
- 4% Enhancement(Stun)
- 4% Enhancement(Held)
- 4.4% Enhancement(Terrorized)
- 8% Enhancement(Sleep)
- 8% Enhancement(Immobilize)
- 13% Enhancement(Heal)
- 97.5% Enhancement(RechargeTime)
- 79% Enhancement(Accuracy)
- 8% Enhancement(Confused)
- 68.67 HP (6.75%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 6.9%
- 23.5% (0.39 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 10.71% Resistance(Fire)
- 10.71% Resistance(Cold)
- 10% RunSpeed
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I was playing around with Mids (again) and came up with what I can only call a regen Deftroller. Highlights include the standard love that you expect from plant and dark, softcapped S/L Def, resists around 37% for S/L/E/N, capped HP, recovery that can get to 8.24/s, and regen that can get to 1346% (with dbl ST).
I really didn't know how to approach Fade as it's different in game than on mids, so you can see how i left it.
How do you think this guy would do at end game content?
Have a look. Any advice is welcome.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Darkness Affinity
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3)
Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Heal(11)
Level 2: Roots -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/EndRdx(5), Ragnrk-Dmg(5), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/Rchg(48)
Level 4: Boxing -- Acc-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(34), CoPers-Conf%(39)
Level 10: Tar Patch -- RechRdx-I(A)
Level 12: Spirit Tree -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(23)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(15), Aegis-ResDam/EndRdx(15)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), Aegis-ResDam(19), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(21)
Level 18: Darkest Night -- DefEgo-ToHitDeb/Rchg(A), DefEgo-ToHitDeb(46)
Level 20: Fade -- LkGmblr-Rchg+(A), RechRdx-I(21), LkGmblr-Def(25), LkGmblr-Def/Rchg(25), LkGmblr-Def/EndRdx/Rchg(40), RechRdx-I(40)
Level 22: Howling Twilight -- RechRdx-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 26: Carrion Creepers -- Posi-Dam%(A), ExStrk-Dam%(27), ImpSwft-Dam%(27), TotHntr-Dam%(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg(36)
Level 28: Soul Absorption -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx/Rchg(31), EndMod-I(31)
Level 30: Vines -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SWotController-EndRdx/Rchg(33), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SWotController-Rchg/Dmg%(48)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(37), C'Arms-Dmg/EndRdx(39), C'Arms-Acc/Dmg/Rchg(39)
Level 35: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
Level 38: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb(43), Cloud-Acc/EndRdx/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(43)
Level 41: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), SW-ResDam/Re TP(42), Krma-ResKB(50)
Level 44: Seismic Smash -- Hectmb-Dmg/EndRdx(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dam%(45), Hectmb-Dmg(46)
Level 47: Earth's Embrace -- RechRdx-I(A)
Level 49: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Agility Radial Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Partial Core Invocation
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 15.5% Defense(Ranged)
- 4.56% Defense(AoE)
- 2.25% Max End
- 4% Enhancement(Held)
- 4% Enhancement(Stun)
- 4.4% Enhancement(Terrorized)
- 8% Enhancement(Sleep)
- 8% Enhancement(Immobilize)
- 13% Enhancement(Heal)
- 8% Enhancement(Confused)
- 75% Enhancement(Accuracy)
- 98.75% Enhancement(RechargeTime)
- 68.67 HP (6.75%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 6.9%
- 23.5% (0.39 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 13.71% Resistance(Fire)
- 13.71% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 3% Resistance(Lethal)
- 10% RunSpeed
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Plant/Dark/Stone is the rise of the regen controller. With enough rech, you can push your regen into ~1000% - 1300% range (SP and Soul Abs.). Earth's Embrace gives you capped HP and Twilight Grasp being a very high amount of heal added to you. Then you work on adding to your Defenses with Fade and Rock Armor. Fluffy adding -tohit and healz and you are a monster... Oh yeah, the regen buffs are team wide too.
Did that sound convincing?
Oh, I forgot. recovery is very nice too. looking at somewhere close to 4.5/s with 1 target and perma Soul Abs. and some IO's (of course). -
Just curious, would you consider taking spirit tree and slotting it along with soul absorption?
Just playing around with mids, you could make yourself a healthy 1000%+ regen. That's close to (actually slightly more) than you get with a standard willpower char. with stone mastery for Earths Embrace and you can easily cap your hp at 1606. Add in your twilight grasp and your other buffs/debuffs/resists/defense/controls and you would be one sturdy troller.
Just a thought. -
PrincessDarkstar,
Out of curiosity, why are you opting for Crushing Blow over Defensive Sweep? I know you have lots of Defense in your build as it is, but you have no Def debuff resistance. Is there an optimal attack chain reason for it? -
I just started one of these the last day of dbl expees and I have a slightly different build. You have more ranged/aoe defense, but my build might give you some ideas. I get more resistances (psi is at a respectable 48.5%) and better end coverage overall (0.46 better recovery and 9 more end). I also have given some slotting to Defensive sweep so it's more offensive. I also managed to get a near perma Widow to add to the damage/fun.
Most of the other differences are minor one way or another such as you have more tohit and I have more acc.
Have a look, it might give you a different angle.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
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Level 50 Magic Scrapper
Primary Power Set: Titan Weapons
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Defensive Sweep -- LkGmblr-Rchg+(A), Sciroc-Acc/Dmg/EndRdx(3), Sciroc-Acc/Dmg(50), Sciroc-Dam%(50)
Level 1: Charged Armor -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(5)
Level 2: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(23)
Level 4: Lightning Field -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(37), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(39), Armgdn-Dmg(39)
Level 6: Follow Through -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dmg(36), Hectmb-Dam%(37)
Level 8: Build Momentum -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(9)
Level 10: Conductive Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(13)
Level 12: Static Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(13), ImpArm-ResDam/Rchg(15), ImpArm-ResPsi(15)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 16: Grounded -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(17)
Level 18: Rend Armor -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(19), SScrappersS-Acc/Dmg/Rchg(19), SScrappersS-Dmg/EndRdx/Rchg(21), SScrappersS-Acc/Dmg/EndRdx/Rchg(21), SScrappersS-Rchg/+Crit(23)
Level 20: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal(40)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/Rchg(27)
Level 26: Whirling Smash -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), SW-ResDam/Re TP(50)
Level 32: Arc of Destruction -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(48)
Level 38: Dark Blast -- Apoc-Dmg/EndRdx(A), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(43), Apoc-Dmg(43), Apoc-Dam%(46)
Level 41: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Summon Widow -- C'Arms-Acc/Dmg/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(45), C'Arms-Acc/Rchg(45), C'Arms-Acc/Dmg(45), C'Arms-Dmg/EndRdx(48)
Level 47: Power Surge -- GA-3defTpProc(A)
Level 49: Combat Jumping -- Ksmt-ToHit+(A)
Level 50: Agility Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Radial Flawless Interface
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(46)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 1: Momentum
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Set Bonus Totals:- 17% DamageBuff(Smashing)
- 17% DamageBuff(Lethal)
- 17% DamageBuff(Fire)
- 17% DamageBuff(Cold)
- 17% DamageBuff(Energy)
- 17% DamageBuff(Negative)
- 17% DamageBuff(Toxic)
- 17% DamageBuff(Psionic)
- 18.5% Defense(Smashing)
- 18.5% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 13.5% Defense(Psionic)
- 20.69% Defense(Melee)
- 6% Defense(Ranged)
- 6% Defense(AoE)
- 9% Max End
- 66% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 88.75% Enhancement(RechargeTime)
- 5% FlySpeed
- 145.6 HP (10.87%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 22% (0.37 End/sec) Recovery
- 46% (2.57 HP/sec) Regeneration
- 7.41% Resistance(Smashing)
- 7.41% Resistance(Lethal)
- 9.3% Resistance(Fire)
- 9.3% Resistance(Cold)
- 3% Resistance(Energy)
- 6.13% Resistance(Negative)
- 3% Resistance(Toxic)
- 9% Resistance(Psionic)
- 5% RunSpeed
- 36% ModifyEffect PlayerCrit
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Maestro is right. They've been able to put out more sets this way and that's an improvement.
Besides, the "delay" is giving me time to work on my TW scrapper. Made it just for giggles on last day of dbl exp, never thought I'd like the set... wow was I wrong.
And Staff will never be completely right until I can make my Staff/Time corrupter. -
For me, TA is a great set. With a lot of things in this game, it's all about how you put it together.
First, redraw is hardly an issue for me simply because most of your arrows are fired at the beginning of battle and most things are ded by the time you need to recast your debuffs.
Second, it gives a very nice range of abilities, with debuffs and controls. Some think the controls are weak (and pga sleep is) but once again it's how you put together a whole concept for your build.
Third, Flash Arrow. For a defender it can give almost 10% defense to the whole team. By itself, not huge but who has no defense on a team?
I've currently started playing my TA/Sonic again and it's a blast. It offers a immob, a single and aoe sleep, hold and stun and a kdown power ala ice slick for controls. It also gives a 31% -dam debuff, 9.8% unresisted tohit debuff, -50% defense (25% auto and 25% needing acc), -62.5% aoe resistance (42.5% from TA) and a crashless nuke that can be up approx every minute. Sounds like a good amount of overall mitigation to me.
I know several of you will say that I'm using Sonic to plug up the holes in TA and you're right. It's not a fantastic control set. It's not a fantastic debuff set, it's not a fantastic defensive set. What it provides is a very good base on all three which allows the player to come up with nice variations and a good overall character.
And Damage. It's a very nice addition. -
Quote:Dawn, that might be the best explaination of FA ever. I think it's one of the best powers in the set and slotted, it's almost 10% extra Def for everyone on the team.Flash Arrow is -6.25% Tohit at base, where Manuevers is 3.5%. Flash Arrow is irresistable so is equal to -6.25% Defense, almost twice that of Manuevers. They both take Schedule B enhancements so Flash Arrow always offers more for less potentially.
You're giving other people a free Weave with Flash Arrow and that's better than Manuevers.
Flash Arrow lasts 60s so no need to spam, it'll all depend on how quickly you get through one mob after another as to what its eps is. Your Manuevers constantly on is .39eps with no end slotting, Flash Arrow for 20s fight cycles is 0.39 with no end slotting.
Flash Arrow is more bang for buck given a 20s Fight cycle and some what lower plus should someone be wreckless in where they position themselves in regards to the perception range of other mobs whilst starting on another group, you could of prevented it with -perception. -90% perception to mobs that can't see further than 55ft gives them 5.5ft of view. The unnecessary accidental pull is something that can catch teams out or other defender types out but I know people should really know not to get close to other groups or be aware of blind spots. In the lower levels that's sometimes a lot to ask for.
You may well of been fine in the lower levels and may well have no need to exemp. You may never get an unnecessary second group wiping the team out before your eyes but for me Flash Arrow a Primary Power will always outrank a Pool Power or an Ancillary counterpart as they almost always normally do. Especially as AVs don't resist FA either. -
Quote:I know this is an a bit of an old thread, but I wanted to say that I really like Flash Arrow.My experience with Trick Arrow is from my Illusion/Trick Arrow and a TA/Arrows Def, and my experience with Gravity is with a Grav/Storm (after trying several other combos with Grav). I don't have direct experience with Grav/TA, but I agree that TA is probably one of the better secondaries with Gravity.
I have tried Flash Arrow and I'm unimpressed. My TA/Arrow Def still has it, but I'm still not impressed. Consider putting a Celerity Stealth in Super Speed and then dropping Flash Arrow. Full invisibility from Super Speed will let you lead Singy into battle to be your tank, and then you can back off to fire your arrows from range. I have Crush in my build, but I skipped Lift. (Mine is a mostly solo Grav/Storm.) The changes to Lift make it more appealing, so I may look at my build to add it back in. However, one advantage of Crush is that it sets Containment if GD misses. It also does OK damage over time.
I slotted GD with 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage. GD can add some decent damage since you use it so often.
By the way, if you keep Flash Arrow, it does not need Accuracy except in PvP. You should slot it with either a ToHit Debuff or Recharge.
What I like about it is that the -tohit is unresisted. This is a very cool feature of an otherwise so so power. This means that you can get approx -7.5% tohit for your entire team and it doesn't matter what you're fighting. This is a better tohit debuff on an AV than Darkest Night from a Dark Fender (the same as you would get from DK and fearsome stare if they were unslotted) due to the crippling of debuffs that AVs can do (80% if I remember correctly). Against anything else, you can look at it as a starter 7.5% Defense on your way to capping or helping on Itrials for your team, whathaveyou. The stealth is nice, but for me not really a selling point for this power.
If you don't like the power you don't like it, but I just wanted to give you guys a little bit of a different perspective on it. -
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for /Sonic on a MM you can get 41.6% resist to all but sonic, 22.5% -resist to all your enemies (45% on a boss of your choice), a cage power, a power (Liquefy) that will do approx. -37.5% tohit and -37.5% Def and the proverbial anti mez power.
This is an aweful lot of toys for a MM to use with thier pet. Yes, you will want to have a heal available eventually, but this is a strong baseline on which to build your char.
Wow, all these years later and I'm still defending Sonic Resonance. -
Staff/Ice is a great combo too. Feels like a brute or tank but with lots of damage.
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Quote:The only thing is that the D gained from staff is melee/lethal and D from invuln is positional. Basically, if you used it to cap your lethal, you would be leaving a hole in your smash D.How well would it go with Invulnerability?
I am back after a couple of years and am hopelessly rusty on how bonuses stack and all that
All the other facets would fit in quite nicely with invuln.
My point was attempting to leverage all of the things that staff does so that it improves your char would be a bit challenging, not that it can't be a very good combo for any set which I believe to be the case. -
Was looking at staff on test and there are several interesting aspects that would help. It gets a 15% melee/lethal D buff power, the tier 9 adds 10% resist buff along with 75% regen and 50% recovery. Add to that the mind/body/soul thing, some -def in there and the stuns and it's kinda tricky to pick a primary to go with it.
It looks like Dark/ would be a very strong choice to go with the set to maximize all that it gives in bonuses. There's so many good things with the set that you almost can't go wrong though.