Shadey_NA

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  1. Quote:
    Originally Posted by Tater Todd View Post
    I mostly focus on Regen with my Km/Ice Stalker. I love Ice (obviously) with Ice I keep forgetting that I'm not playing a brute! Beautiful! "Hey guys wait here while I heard them over...why are you looking at me like that?"
    Have you gone the whole incarnate route with him? I'm thinkin about going staff/ice when it's out and was wondering what kind of rech you have with him. On paper, it looks sooooo very good.
  2. Shadey_NA

    dark/?

    Quote:
    Originally Posted by Gashes View Post
    Ice melee (dont laugh) is great for extra layer of defense, mostly in ice patch.
    The AOE at lvl 38 does the same damage as footstomp, but cold damage (no rage, so it may appear to be less).

    I have used ice patch, and used it to catch my breath, when low on endurance.
    Its very survivable, low endurance, but not so hot on damage ...

    Though the others also suggest a very practical secondaries.
    I have to agree that it's an intersting combo. Mine's only 26, but very sturdy. Problem is that Dark/ takes so many layers to it that you are beggin for more offense (I have 3 damage powers so far). Maybe by 38 I'll feel better about him.
  3. Quote:
    Originally Posted by Tocharon View Post
    I will say, I half wish they ported Staff Fighting to Doms, I'd love a Dark/Staff Dom, yes its a melee set, but it would work very well concept wise with Doms of all primaries
    That would be awesome. I'd make one in a second if they did.

    I'm thinking of dark/earth myself. Dark/ will be a fine match for getting close and earth has such a satisfying crunch plus it's mitigation that it should do very well. Not to mention the BU. Might have to try to work in a self heal... not sure.

    On the otherhand, /dark will do extremely well too with more mitigation, a good heal, a semi PBU, a pbaoe psi shockwave clone by level 20. That's a lot of goodies added to pretty good damage. might be slightly off on aoe damage (I see nightfall being a pain to use in that pair), but that's what APPs are for.

    Come to think of it, /ice would be a pretty good pairing too. pbaoe stun plus pbaoe slow/-rech would be a wicked combo.
  4. Shadey_NA

    Ice/?

    Quote:
    Originally Posted by Jharber View Post
    Thanks for all the replies. I think I will try Ice/Earth and Ice/Fire and see which one I like more. I am Ice/Psi/Ice right now and I have 50ish def vs S/L and if I change that then I might not be softcapped which I would not like. My Aoe is pretty decent and I can kill fairly quick, but the main problem seems to be that Psi is just not that strong vs single targets. I spend most of the time with the last guy standing who is normally a red or purple boss that takes forever to kill.
    I'm not sure how much faster you will kill with a different set on a EB, AV type with a different set. You get to debuff their regen considerably with psy. I'm sure other sets will kill faster on boss level though.

    I have played a ice/thorn through a few levels and it looks pretty strong, but will have no real added control. /earth would be a nice choice due to the mitigation it adds, but can be an end hog by itself. Of course, /fire does it's mitigation the old fashioned way, kill em quick.

    My vote would be to wait for the /dark assault. would add lots of mitigation with -tohit and a nice heal to boot.
  5. Quote:
    Originally Posted by Oedipus_Tex View Post
    DP is fine for what it is, which is a versatile set with a few debuffs. I view its primary benefit as being the only set able to use knockback on the occasions it is useful, and have higher damage the rest of the time. The Toxic and Ice bullets unfortunately are mostly worthless.

    Regardless, redraw drives me insane. Especially redraw on a set with long animations.

    YMMV. I think it can be fun to play, but having played it once to 50 I dont feel a big draw back to it.
    I keep hearing about how toxic bullets are useless in game situations, but I think this is a bit short sighted (not calling you out, Tex). I was just working with a pug doing level 50 content with a full group (me on a DP/Time rupter). We had a bad situation where we wiped, I switched to chemo rounds (was on incindiary) and from then on in, no issues. True, i wasn't doing near the damage as before but it's a good example of how chemo isn't really as worthless as some tend to think. Now, I still don't know of a really good use for Cryo rounds, other than the DFB end AVs. They really hate cold damage.

    And I think one of the reasons ppl think it does terrible damage is the dot effect from the AoEs. Small numbers, but lots of em. I tend to think of em as more of a mini burn patch.
  6. I'm starting one myself, a TA/Sonic defender. Fully tricked out it can do ~2k damage every 50 seconds or so. plus huge amounts of -res and good control. Single targets melt. Good for teams and solo.
  7. Quote:
    Originally Posted by Laevateinn View Post
    It will be a valued character due to being able to output lots of -res, but more challenging than average to play with no ability to floor tohit and little mitigation.

    Apoc proc should go in the fastest recharging sonic blast instead of Shout.

    There are some things in your build I don't really understand, like the tiny radius oppressive gloom on a ranged squishie.

    Defense is valuable and does make a big difference on trials, provided you can get it without sacrificing recharge or other parts of your build (like damage and debuff). But there are ways to live without IO defense if you are alert and good at managing your barrier, clickies, insps etc. The poor man's softcap, if you're willing to splurge a little, would be to buy super purples (+50 defense for 60s each) and eat them as needed.
    I'll try to answer as best I can.

    I put the Apoc set into shout so I could get a ranged into it. I have a sonic/sonic and it really helps to have the ranged in there. I had to get 2 full Thunderstrikes in there to get my base ranged D to 22%. With Flash arrow adding 9.84% (unresistable) tohit debuff on top, that leaves me only 1 small purple from softcap.

    OG is important to the build, because I won't have emp arrow available all that often (rech @ 89 sec). This leaved OG and scream as my one/two punch to get me into melee for Soul Drain. The sleep can set it up, but once soul drain is hit, then it's wakie wakie, eggs and fender time.

    My idea was to squeze as much damage and rech into the build as I could while leaving me safe enough to function. I'm not a attack chain guru, but I know enough to know that this char can produce some serious dps and that's what started this whole build.

    I do have an alternate build that provides more Defense, but at the cost of some damage and rech. It actually can softcap ranged/e/n defense (w/ flash arrow) and gets me within a small purple of s/l as well. It loses 22.8% damage and 30% recharge to do it. I put in shockwave as a "get off me" power in that build, but it might be better to put in glue arrow instead. Have a look.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Sonic Attack
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Flash Arrow -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb/Rchg(3), DarkWD-ToHitdeb/Rchg/EndRdx(3), DarkWD-ToHitDeb(5)
    Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
    Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(19)
    Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dam%(9), Posi-Dmg/Rng(31), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31)
    Level 6: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Rchg/Hold(9)
    Level 8: Poison Gas Arrow -- RechRdx-I(A)
    Level 10: Entangling Arrow -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(19), Enf'dOp-Acc/EndRdx(23), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Immob/Rchg(25)
    Level 12: Acid Arrow -- Acc-I(A)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(40)
    Level 18: Disruption Arrow -- RechRdx-I(A), EndRdx-I(43)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(34)
    Level 22: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(23), LkGmblr-Def(40)
    Level 24: Aid Other -- Heal-I(A)
    Level 26: Oil Slick Arrow -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Knock%(29), JavVoll-Dam/End/Rech(34)
    Level 28: Siren's Song -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dam%(48)
    Level 30: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(40), Numna-Heal(43), Numna-Regen/Rcvry+(43)
    Level 32: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33)
    Level 35: Screech -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
    Level 38: Oppressive Gloom -- Rope-Acc/Stun(A)
    Level 41: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 44: Soul Drain -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(45), C'ngBlow-Acc/Rchg(45), Erad-Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-Acc/Rchg(46)
    Level 47: Shockwave -- KinCrsh-Acc/Dmg/KB(A)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Void Radial Final Judgement
    Level 50: Musculature Radial Paragon
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 10.5% Defense(Smashing)
    • 10.5% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 26.75% Defense(Energy)
    • 26.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 23.31% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 6% Enhancement(Heal)
    • 61.25% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 63% Enhancement(Accuracy)
    • 12% FlySpeed
    • 61.04 HP (6%) HitPoints
    • 12% JumpHeight
    • 12% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 3.85%
    • 22.5% (0.38 End/sec) Recovery
    • 32% (1.36 HP/sec) Regeneration
    • 5.67% Resistance(Fire)
    • 5.67% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 12% RunSpeed



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  8. Quote:
    Originally Posted by MentalMaden View Post
    Whether or not you have any ranged damage has little impact on endgame. None of my controllers are softcapped or even attempted capping of defense and they do just fine (even excel) during endgame stuff.
    Sweet. Thx for the quick reply. The only level 40+ trollers I have are both Ill and I know that is a unique set.
  9. Hi, I've made a new defender and for all the world, it looks more like a controller or a dominator than a defender to me. It's a TA/Sonic and I was wondering if I could get some input from the controlling gurus of the game.
    I'm just posting a final build as some of the power choices would be different (ie glue arrow is very nice while leveling). From a controllers view, it has a single target and aoe hold, a single target and pbaoe stun, a cone sleep, a single target immob, a -dam (31.%) aoe, an unresistable ~10% tohit debuff, a small heal and a minor defense and dam aura.

    I guess the question is, is all of that going to be enough for end game content considering I can only get (including the tohit debuff) ~32 ranged D? Will this be an in demand kind of char for end game content or should i make some adjustments to add more overall defense to it?
    Would incorporating Shockwave (6 mag kb) be something you would consider adding for additional mitigation?

    Here's the build for you parusal. Any input would be appreciated.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blackbird: Level 50 Magic Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Sonic Attack
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitDeb/EndRdx(13), DarkWD-ToHitdeb/Rchg/EndRdx(15)
    Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
    Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Dam%(36)
    Level 6: Entangling Arrow -- TotHntr-Immob/Acc(A)
    Level 8: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(11)
    Level 10: Poison Gas Arrow -- EndRdx-I(A)
    Level 12: Acid Arrow -- Acc-I(A)
    Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Flight-I(48)
    Level 16: Shout -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(17), Apoc-Dmg/EndRdx(17), Apoc-Dmg(19), Apoc-Dam%(19), Range-I(21)
    Level 18: Disruption Arrow -- RechRdx-I(A), EndRdx-I(46), RechRdx-I(50)
    Level 20: Assault -- EndRdx-I(A), EndRdx-I(21)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
    Level 24: Aid Other -- Heal-I(A)
    Level 26: Oil Slick Arrow -- Ragnrk-Dmg/Rchg(A), Ragnrk-Knock%(27), Ragnrk-Dmg(27), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Acc/Rchg(29), JavVoll-Acc/End/Rech(31)
    Level 28: Siren's Song -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(40), FtnHyp-Sleep/Rchg(43), FtnHyp-Sleep/EndRdx(43), FtnHyp-Sleep(46), Range-I(50)
    Level 30: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(31), Numna-Heal/EndRdx(31), IntRdx-I(34)
    Level 32: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33)
    Level 35: Screech -- Amaze-EndRdx/Stun(A), Amaze-Stun/Rchg(39), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(40), Amaze-ToHitDeb%(40)
    Level 38: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39)
    Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42), HO:Ribo(42), HO:Ribo(42), HO:Ribo(43)
    Level 44: Soul Drain -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(45), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dam%(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Fly -- EndRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 50: Musculature Core Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Barrier Invocation
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), P'Shift-End%(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Ranged)
    • 3% Defense(AoE)
    • 91.25% Enhancement(RechargeTime)
    • 92% Enhancement(Accuracy)
    • 8% FlySpeed
    • 76.3 HP (7.5%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • 33% (0.55 End/sec) Recovery
    • 48% (2.03 HP/sec) Regeneration
    • 11.66% Resistance(Fire)
    • 11.66% Resistance(Cold)
    • 8% RunSpeed



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  10. Quote:
    Originally Posted by Madadh View Post
    Quick reply. I'm pretty sure Disruption arrow has always been 30 seconds, and I haven't heard of a very recent change. My Mid's shows a 30 second duration, too, so either I and my mid's are recently out of date, or something weird happened..

    I'm looking the build over in better detail, and will post more in a bit, but wanted to at least reply to the Disruption Arrow first.
    That might be a Doh moment on my behalf. The duration states 30 seconds, but the mousover on the -res gives 5.25 seconds. That's probably a pulse thing. Thx for that.
  11. Playing around with another build and I've come up with a very nice TA/Sonic. Should be very versitile and capable of solo or teaming with loads of damage and control. Features include single and aoe hold, single and pbaoe stun, sleep, immob, healz (no heal arrow though), unresistable tohit debuff, loads of -res, and a semi decent amount of defense/resistance.

    Do you guys see anything I've particularly messed up? Note, this is a final build and not a leveling one as I would keep Glue Arrow while leveling up.

    Also, is Mids right with Disruption Arrow only lasting 5.25 seconds? Seems very strange (and disappointing) for a power that only does one thing.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blackbird: Level 50 Magic Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Sonic Attack
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Medicine
    Power Pool: Speed
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitDeb/EndRdx(13), DarkWD-ToHitdeb/Rchg/EndRdx(15)
    Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
    Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Dam%(36)
    Level 6: Entangling Arrow -- TotHntr-Immob/Acc(A)
    Level 8: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(11)
    Level 10: Poison Gas Arrow -- EndRdx-I(A), RechRdx-I(50)
    Level 12: Acid Arrow -- Acc-I(A)
    Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Flight-I(48)
    Level 16: Shout -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(17), Apoc-Dmg/EndRdx(17), Apoc-Dmg(19), Apoc-Dam%(19), Range-I(21)
    Level 18: Disruption Arrow -- RechRdx-I(A), EndRdx-I(46)
    Level 20: Assault -- EndRdx-I(A), EndRdx-I(21)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
    Level 24: Aid Other -- Heal-I(A)
    Level 26: Oil Slick Arrow -- Ragnrk-Dmg/Rchg(A), Ragnrk-Knock%(27), Ragnrk-Dmg(27), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Acc/Rchg(29), JavVoll-Acc/End/Rech(31)
    Level 28: Siren's Song -- FtnHyp-Acc/Sleep/Rchg(A), FtnHyp-Acc/Rchg(40), FtnHyp-Sleep/Rchg(43), FtnHyp-Sleep/EndRdx(43), FtnHyp-Sleep(46), Range-I(50)
    Level 30: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(31), Numna-Heal/EndRdx(31), IntRdx-I(34)
    Level 32: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33)
    Level 35: Screech -- Amaze-Acc/Stun/Rchg(A), Amaze-Acc/Rchg(39), Amaze-EndRdx/Stun(39), Amaze-Stun/Rchg(40), Amaze-Stun(40)
    Level 38: Oppressive Gloom -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39)
    Level 41: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(42), HO:Ribo(42), HO:Ribo(42), HO:Ribo(43)
    Level 44: Soul Drain -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(45), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dam%(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Fly -- EndRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 50: Musculature Core Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Barrier Invocation
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), P'Shift-End%(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 4% DamageBuff(Smashing)
    • 4% DamageBuff(Lethal)
    • 4% DamageBuff(Fire)
    • 4% DamageBuff(Cold)
    • 4% DamageBuff(Energy)
    • 4% DamageBuff(Negative)
    • 4% DamageBuff(Toxic)
    • 4% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Ranged)
    • 3% Defense(AoE)
    • 91.25% Enhancement(RechargeTime)
    • 92% Enhancement(Accuracy)
    • 8% FlySpeed
    • 76.3 HP (7.5%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • 33% (0.55 End/sec) Recovery
    • 48% (2.03 HP/sec) Regeneration
    • 11.66% Resistance(Fire)
    • 11.66% Resistance(Cold)
    • 8% RunSpeed



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  12. a bit less traditional, might be to go Elec/Ice. No, you're not setting kill records with it, but it should be a dang fine tank. Fully tricked out, it can look something like this... inconthievable.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Ice Melee
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 1: Frozen Fists -- Hectmb-Dmg/EndRdx(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg(33), Hectmb-Dam%(34)
    Level 2: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 4: Lightning Field -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(25), Armgdn-Dmg(25), Armgdn-Dam%(31)
    Level 6: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 8: Grounded -- S'fstPrt-ResDam/Def+(A), ResDam-I(11), ResDam-I(34)
    Level 10: Boxing -- Empty(A)
    Level 12: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(19), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17), GA-3defTpProc(42)
    Level 16: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(19)
    Level 18: Lightning Reflexes -- Run-I(A)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(43)
    Level 22: Frost -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(34), Ragnrk-Dmg/EndRdx(36), Ragnrk-Dmg(36), Ragnrk-Knock%(36), Range-I(37)
    Level 24: Build Up -- RechRdx-I(A)
    Level 26: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(27), Efficacy-EndMod(27), P'Shift-EndMod/Acc/Rchg(29), P'Shift-EndMod/Rchg(29), P'Shift-EndMod(31)
    Level 28: Ice Patch -- RechRdx-I(A)
    Level 30: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(40), BasGaze-Acc/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 32: Combat Jumping -- SW-ResDam/Re TP(A), LkGmblr-Rchg+(43)
    Level 35: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 38: Frozen Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), Sciroc-Dam%(39), Sciroc-Acc/Dmg(40), Sciroc-Dmg/Rchg(40)
    Level 41: Taunt -- Taunt-I(A)
    Level 44: Gloom -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg(46)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(50), DarkWD-ToHitDeb/Rchg(50)
    Level 50: Cardiac Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Pyronic Core Final Judgement
    Level 50: Diamagnetic Core Flawless Interface
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(13)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 7% DamageBuff(Smashing)
    • 7% DamageBuff(Lethal)
    • 7% DamageBuff(Fire)
    • 7% DamageBuff(Cold)
    • 7% DamageBuff(Energy)
    • 7% DamageBuff(Negative)
    • 7% DamageBuff(Toxic)
    • 7% DamageBuff(Psionic)
    • 14.75% Defense(Smashing)
    • 14.75% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 13.5% Defense(Energy)
    • 13.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 10.38% Defense(Melee)
    • 9.75% Defense(Ranged)
    • 6% Defense(AoE)
    • 54% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 66.25% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 238.9 HP (12.75%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 10.45%
    • MezResist(Sleep) 1.65%
    • MezResist(Terrorized) 2.2%
    • 18.5% (0.31 End/sec) Recovery
    • 36% (2.81 HP/sec) Regeneration
    • 3% Resistance(Smashing)
    • 14.34% Resistance(Fire)
    • 14.34% Resistance(Cold)
    • 3% Resistance(Energy)
    • 6.13% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 3% Resistance(Lethal)
    • 5% RunSpeed



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  13. Quote:
    Originally Posted by sypher_vendetta View Post
    right ok but before anyone decides to bash me on this issue, i just like to clarify, yes, dark control sets have been frequently asked over the years but i can assure it has not been the most asked for set in game, there are plenty of other sets for other AT's that have been asked for i.e Psychic Melee, Radiation Armor, Radiation Melee, Light control, Light Assault, the list goes on, my point was that i feel dark powers in general are kinda boring and to have dark control might/might not be all that good, however introducing a new power set would guarantee a better result whether good results or bad.
    thats just my idea and i felt the need to post this to raise an eyebrow at the idea of maybe something for doms hopefully soon.
    I'm with Sypher on this one. It's not unprecedented at all for the devs to use named NPCs to introduce new powers to the game. They've done it several times where they use a posting like this to hint at a new set that's in development without really explaining it.
    You can also point to the pic with her brandishing the fire/ice dual swords. It looks to be an in game shot, not an art pic.
    Plus it's just more fun to think that something new is on the way.
  14. Quote:
    Originally Posted by Square_Woot View Post
    I did a lot of experimenting and tinkering around with ideas and builds, in the end I went with yours, Shakey. Thanks everyone for the insights, I've never really seen Doms as badass until now!
    That's what I thought after I did the build for that character.

    I presume you meant me anyway.
  15. Here's another build using Ice Mastery for a more tankery feel. This one includes spirit tree to go with Drain Psyche for a potentially capped regen in certain instances. Capped HP for most of the time. Just short of Perma Drain Psyche. Defensive numbers aren't quite as high as some builds, but you can cap s/l with a small purple. Perma Dom. Less than 40S rech on ice storm, so AOE won't be too shabby. Still room to improve on this build, but it does include Incarnates and Accolades that should be helpful.
    Also, I can't tell you how much damage creepers is doing as there are too many different sources of damage.

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Gaic Lore: Level 50 Magic Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Psionic Assault
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(33)
    Level 1: Psionic Dart -- Apoc-Acc/Dmg/Rchg(A), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dmg(50), Apoc-Dam%(50)
    Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3)
    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: Boxing -- Acc-I(A)
    Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/EndRdx(9), CoPers-Conf/Rchg(34), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(37)
    Level 10: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(19)
    Level 12: Spirit Tree -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-EndRdx/Rchg(34)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(19), S'fstPrt-ResKB(37)
    Level 16: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17)
    Level 18: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(45)
    Level 20: Drain Psyche -- Theft-Acc/Heal(A), Theft-Heal/Rchg(21), Theft-Acc/EndRdx/Rchg(21), Theft-Heal(23), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(25)
    Level 22: Vines -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Acc/EndRdx/Rchg/Hold(33), BasGaze-Rchg/Hold(33)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Carrion Creepers -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(27), Posi-Acc/Dmg(27), Posi-Dmg/EndRdx(37), Posi-Dam%(40)
    Level 28: Subdue -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(43)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Fly Trap -- HO:Nucle(A), HO:Nucle(40), HO:Nucle(43)
    Level 35: Sleet -- UndDef-Rchg(A), UndDef-DefDeb/EndRdx(36), UndDef-DefDeb/Rchg(36)
    Level 38: Psychic Shockwave -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dmg(39), Armgdn-Dam%(40)
    Level 41: Hoarfrost -- Dct'dW-Rchg(A), Dct'dW-Heal(42), Dct'dW-Heal/EndRdx(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(43)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), S'fstPrt-ResDam/Def+(46)
    Level 47: Ice Storm -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg(48), Ragnrk-Knock%(50)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    Level 50: Spiritual Core Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Reactive Core Flawless Interface
    ------------
    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: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 14.25% Defense(Energy)
    • 14.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 8.63% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 13% Enhancement(Heal)
    • 4% Enhancement(Confused)
    • 93.75% Enhancement(RechargeTime)
    • 62% Enhancement(Accuracy)
    • 80.12 HP (7.88%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 3.85%
    • MezResist(Terrorized) 4.4%
    • 27.5% (0.46 End/sec) Recovery
    • 46% (1.95 HP/sec) Regeneration
    • 12.29% Resistance(Fire)
    • 12.29% Resistance(Cold)



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  16. I know this is an ancient thread, but since were talking Necro... I'm graverobbing.

    Anyone thought about going soul route and doing the stunbot thing? Thunderclap plus OG sounds mighty tempting.
  17. Quote:
    Originally Posted by Deacon_NA View Post
    If you're recasting pets for PD more than with Thermal, then L2PD (learn to Pain Dom).



    Right, like Pain Dom has too. In my post, I provide the numerical difference between the res shields in Thermal and World of Pain. That number is *drum roll* 3.75%. Let's enhance to ED cap and call that 6%. So the first poster I quoted thinks PD is "spending time recasting your pets" because of a 6% differnence in most resists. WoP has psi, Thermal does not. Oh yeah, PD has a regen aura. Someone else can do the math of Resists + 6% with respect to Resists + regen aura (not to mention the big heal).

    But hey, let's do consider that these are Demons. DS is the rare MM primary where the attacks are worth taking and using. In that case the synergy advantage goes to PD since there are several self buffing powers in the set, to help the whip attacks hit more frequently and harder.

    I won't even get into the tankerminding possibilities with PD, which are FAR superior to Thermal. Thermal offers nothing but the pbaoe heal for self-protection, PD offers resists, regen and the same heal Thermal has. PD can stack resists from epics and tough (with no resist slotting for tough) to hard cap s/l with 63% energy resists with 18% to everything else, including Psi with a big regen buff as the cherry on top.

    Like I said originally though, Thermal does have better AV handling tools.

    Thermal wins hands down? Hardly.
    Very nice analysis Deacon. I would add one thing (unless I just missed it) in favor of pain. That is the damage buff you receive for Share Pain. With Demons, you will probably take some, if not all, of the whip powers. If you use share pain, the damage gets a 18.75% boost. You do have a -100% regen with it though, so you will have your regen at approx 400% instead of 500% for 15 sec. Minor, maybe, but still another factor to consider.
  18. Shadey_NA

    Sooooo Dark?

    Quote:
    Originally Posted by Kioshi View Post
    On my claws/da and dm/da brutes I want to try CoF only because I want some attacks and that they stand still (especially the claws one), but at least it's good to know that if I 'suffer' too much with CoF, OG won't hinder me too much, no need to use it all the time anyway on a brute.
    I'd be interested to see how Shockwave actually functions with DA. It's a very good alpha absober (solo anyway), so that should be a good combo with everything else claws brings.
  19. Shadey_NA

    Sooooo Dark?

    Quote:
    Originally Posted by Dechs Kaison View Post
    Fair enough. In that case:

    I have run my brute with and without Oppressive Gloom. If there is a difference in fury generation with and without it, it is too small for me to perceive or quantify. The initial volley of incoming attacks is enough to spike my fury regardless of the minion stun status, and my attacks maintain it from there. Keep in mind that the attacks from bosses and lieutenants are still coming through unhindered.

    Things like Shockwave and Footstomp hinder fury generation more than Oppressive Gloom.
    True enough Dechs, but you know that this was one of the perceived reasons for DA being a "bad" set for brutes.
    That and the endurance thing with running CoF and debt schroud. This is also false as I can run both on my DA/Ice tank and it's not too bad. Yes, i will have to occassionally burn some blues, but I've had as big an end issue on many chars. Just remember to plan on end redux early in your attacks and you will be fine.
    On the other hand, I don't think i'll try CoF on my Spines/DA scrapper. Something about 2.44 e/s unslotted and without fighting pool leaves me nervous.
  20. Quote:
    Originally Posted by Kioshi View Post
    This. I love my ice/time corr and how busy she is, but the beamer/poison drove me crazy with taking my weapon in and out ALL THE FREAKING TIME.

    Plus except for Frost Breath which I don't know if I'll keep, Ice Blast works pretty well in melee range (/time has a debuff aura too, and the heal and buffs so you want to get close to the melee mans sometimes).

    That said I'm thinking about which primary could go well with poison... Ice certainly could but I have my ice/time whose theme is to be the ultimate slow corr, and she does well at that. Fire, meh, done too many times. Rad may be a good choice but the damage seems lackluster from what I've talked to other people, I never played rad blast tho. Dark relies on cones and sonic too.
    How about elec/poison. you get to play sapper which will help with damage control in close. Two AoEs and a big bang of a tier 9. Plus a semi pet that can blast away while you debuff.
  21. Quote:
    Originally Posted by EnigmaBlack View Post
    After years of ignoring the set despite seeing players such as Des pwn mobs using DA, I have to say it's my favorite resistance based set. My Spines/DA is now my farming toon of choice and I like the set so much I'm thinking of making something DA on my second account too.

    The only thing I don't like about DA is the stun aura, this is because as a scrapper my toon has no taunt and the double damaging auras cause mobs to scatter enough as is that I don't want them wobbling around.

    I also like the idea of capping it on Negative energy resistance.
    Been leveling up a Spines/DA myself and I woulda thought the stun aura was a godsend (not quite old enough yet). I get so much attention with the dble damage auras, it seems like i'm the tank on the team. A few vitamins and i feel like it, but then the minute passes...

    My biggest problem with DA overall is it goes with everything. I've also got a WM/DA working and a DA/Ice tank. Each feels completely different to play and each feels very solid. Unless your in First Ward and find yourself debuffed to negative levels on D and Res (seriously, what's going on with that?).

    Well, off to make 4000 Recovery Serums for the leveling journey.
  22. I'm convinced. This should be a helluva offender.

    I know the only problem i've had so far with my ta/ice is a bit of a lower single target damage than i would want. Yes, DPA was fine, but it blew through end that way. I think BR will help a lot with this... and no end crash is a good thing.
  23. Ok, I'll admit that fire/time would be a better combo, but my vote is elec/time. Mine is 31 now and i'm loving the combo. Waaaaaay better than i thought it would be.

    Sparky crits too

    just wish he lasted longer than a minute.
  24. Quote:
    Originally Posted by Kioshi View Post
    So I made this awesome and not so expensive build for my son/son, the only defender I have. He's still 20 and DO'ed but I already like him very much. I'll post the build if you want later because I'm on Mac OS X right now.

    But I have some questions:

    1) I skipped Sonic Siphon - I put out so much -res with my blasts it didn't seem needed. What do you think? I wouldn't have skipped it if I weren't Sonic Blast.

    2) Shout - I got it, but... Although I don't have recharge in my attacks, I can already chain Shriek, Scream and Howl quite well (of course there's a pause but that will probably be gone with SOs and more slots) - that would free up slots for other stuff. Is it worth it? I saw the -res lasts more, and later I'm getting Screech anyway. Does Shout lower my dps? Is it beneficial for harder targets since this is a teaming only toon or am I better investing in the t1-t2 chain with screech whenever it's up?

    3) What do you usually slot for Liquefy? I went with some acc tohitdebuff set for defense bonuses but it doesn't max out the recharge. I don't know how good this power is to warrant maxing out the rech since it's almost nuke level (300 versus 360 secs).

    Thanks in advance.
    1. For me, Sonic Siphon is a must have. for solo work, it is a huge benefit against that boss or EB. For teaming, it helps build your -res to fantastic levels. You can keep -140% res on longer fights with it. -110% without.

    2. Shout is a keeper for me as well. True, it's animation time is 2.67 seconds. It will also, on rare occassion hit for well over 500 damage. worth it in my book

    3. Liquefy. I'm with the rest on this one. -tohit first. Basically, make sure it's up as fast as possible cuz it's the best I win button for a sonic/sonic.

    Now, If you want a solo build. Consider hover/sirens song/howl/shockwave. Most ppl want to say how shockwave is not all that good, but that combo from overhead is a very nice way to kill off large groups.


    Question: what is the most tankery incarnate pet? This would be for a sonic/sonic build. Sonics would benefit greatly from a pet that can semi tank.
  25. Shadey_NA

    Staff Fighting

    Quote:
    Originally Posted by Texas Justice View Post
    I'd play that set.