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Posts
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Joined
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Honestly I personally couldn't care less if someone brings an attackless or heal-less or buffless Emp to a team. As long as they aren't kidding themselves into thinking they're contributing as much as they could otherwise.
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When it comes to Internet Superhero Economics, there is no joking around.
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While its a shame that Domination provides more of a boost to some sets than others, it's also still arguably the best inherent in the game.
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Congrats, Silph.
However, I personally don't think this counts as soloing. Insofar as any other AT could arguably do the same, since the main deciding factor is doing enough DPS to beat the GMs regen, which is almost entirely the Vicky. Yes, its only the Tankers powers doing it. Yes, they're not temps.
I'm well aware its an arbitrary line to draw, but this is where I personally draw it. To explain it a little, being able to solo a GM in this manner doesn't speak to the strengths of a well-built and/or played Invuln/SS, so much as that Lore pets do enough damage to drop a GM if you keep them alive. -
Cool, I'll take a look when I get home. Sorry for the screwup, no slight intended
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Quote:Wait, seriously? Sorry man, I sometimes forget to respond to PMs because I'll get the notification, read it, go "okay cool, will take a proper look later" then forget.Normally, i'd take offense, but as you still haven't given me feedback on that /traps build i send you about a year ago.. i now know why
If you still want feedback on it, (or updated version, if it was that long ago), I'd be happy to take a look when I get home, it wasn't my intention to seriously slight you (only in jest)
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Softcapped s/l defense, recharge, recovery and +hp. More or less in that order.
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I've not paid for a piece of salvage in ages. Do what I do, buy exclusively crafted IOs
Crafting is for peasants.
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Quick update on my Fire/Fire stuff. I spoke briefly with Lifewind yesterday who asked me a couple questions about the driving goals of the build. The result of this was me doing some thinking, a dangerous thing indeed.
I came to the conclusion that being able to go afk and maintain Domination isn't really that important to me, given Frenzy. Taking it to the absurd extreme, I can go afk every minute or two for 5 minutes at a time and always have Domination when I need it. What I think is more important is getting good slotting on my powers and a good level of defense. The insistence on that level of recharge was just a hangup of mine, but not having my powers well slotted or a build I really like would bother me more.
What that means is I'll be working on some properly softcapped builds (ohgodohgodohgod) and some more 32ish% builds, just with less recharge being okay. Then I'll chuck them all in the gorram Thunderdome and see who emerges victorious. Also, will be working on some ranged softcap builds for you, Rad_Avenger.
After that, I'll hate Fire/Fire builds forever and become a hermit. -
You might, yes. It's true that with equal power selection and slotting, Defenders will have higher defense numbers.
That's not what you said first though, which is what I disagreed with. -
Your Defender being softcapped to all types and positions doesn't prove your point. You said that Corruptors will struggle to softcap and make many sacrifices (such as permaHasten level recharge) to do so.
Demonstrably false.
If you meant that Corruptors couldn't be softcapped to all vectors and types without major sacrifices, maybe, I've not tried. That's not what you said, however. -
Quote:Nope.This and the Pool powers are superior for defenders, Making softcapping them a joke with little negatives, while corruptors will struggle and make many sacrafices such as no permahasten.
Here's my Fire/Traps build, softcapped to s/l without FFG, 106% global recharge. If you were okay with needing FFG to softcap (which is presumeably the case if the superior defense of Defender FFG is being touted) then it's even easier (and cheaper).
Softcapping a /Traps with Scorpion Shield is trivially easy. Softcapping ranged, less so. But since PGT and Trip Mine are both PBAoEs, why go for ranged def on a Trapper?
Build:
Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
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Quote:Yep, exactly. This is the problem I ran into with tweaking that build. Both tweaking the existing one and making a new one side by side with more radical changes, I couldn't find a way to get all the stats I wanted. Long story short, your build is really, really good and I like it[...]
Yeah, you're already maxed out on purple sets. Basilisk's has the highest non-purple +recharge bonus, so anything you swap around is gonna lose you at least a point or two. Even if you could swap 'em without losing some recharge, the enhancement values themselves are not easy to get around: Flash Fire loses a good bit of availability (and duration, IIRC) if you switch from Absolute Amazement to Stupefy. Hot Feet loses a decent amount of damage and end reduction if you swap in Obliteration. We've established that you're very attached to the Hecatombs in Incinerate (), so that leaves Fireball and Blaze. Among the available options, Char seemed like the best bet.
Quote:If you can only add one slot to Char, though, it's worth noting that the purple Hold proc should add slightly more over-time damage than the straight Damage enhancement from Apocalypse. Might be a little cheaper.
Hrm. Char with the Apoc Dam is guaranteed 94.72 damage. Char with the Unbreak proc is guaranteed 63.92 with a 33% chance of being 171.01 (63.92+107.09). Mids is giving me a damage value of 99.26
Tricky. The damage difference isn't that large, I'm wondering if it might be a better idea to go with the guaranteed damage option. Then again, the proc will add a nice spike when it goes off, I've already got the damn thing and its better DPS. Yeah, think I'll go with the Unbreak proc. Nice catch.
Quote:Build goals? Hmmmmmm.
- 32.5% Ranged Def or higher
- 100%+ Global Recharge; 170%+ with Hasten running
- 75%+ Global Accuracy (basically enough to hit +4s with the Kismet unique - don't want to take / run Tactics)
- Acceptable recovery (I'll leave that nebulous ... generally other people have higher standards here than me)
- Would like to keep Bonfire and Imps in the build if possible if only for purely sentimental reasons (sniff, love those little guys)
I have a prelim build worked out in Excel, will plug it into Mids tonight, see how it looks.
Also, going to the game on Saturday night.
It does do comparable damgae to Fireball, but bear in mind its got a cast time thats three times as long and does the damage over 45s. Anyway, let me know. I'll see what I can do.
Quote:I have 3,62 recovery and between domination and cardiac i dont need consume and can run blaze/incin/fb with hot feet running and be fine.
Another question would be, does your build also have upwards of 50% s/l and 32% s/l defense? If so, please share with the class, I'd be very interested in seeing it -
Quote:Well, I just did the super-scientific test on my Stalker of hitting Frenzy, waiting a second, then hitting Hasten to see if Frenzy got any bigger. It didn't. I'm pretty sure the alignment powers aren't affected by recharge. Demonic is though, so that's okayYou know, I can't say for sure now that you mention it. I guess I just assumed it was affected by global recharge because it's up far more often than I need it. It sure doesn't feel like 5-6 minutes (whatever the base cooldown is).
It wouldn't shock me if the devs made alignment powers immune to recharge. That seems to be en vogue, these days. Then again, there are a lot of Accolade/Booster/Temp powers that are affected by global recharge, so there's no conclusive precedent. When I next get a chance to log into the game, I'll see if I can time it.
Edit: just timed it on my Stalker who has 110% global recharge, so 180% with Hasten. Frenzy still took 6 minutes to recharge. Shame, that.
Back on topic, that damn Vengeance has thrown a spanner into the works. I really like the idea of it since its such a great power. I'm playing with the build you put together now, so far only thing I've changed is to take the HO from Hot Feet to put an Apoc Dam in Char. That bumps the damage up from 63.9 to 94.7, not bad. The all round hold stats aren't as good as with the Unbreakables in, but my global acc/recharge and Domination should make it moot. Having 5 Unbreakables and the Apoc Dam in Char would be perfect-world slotting, but I don't see a way to rejig the slotting to get that without losing recharge. -
Quote:Ah, okay. So it should still work then. That's good to know. Yeah, the only time it'd matter is when not actively playing. Whenever I'm actually running my Dom I'll have Hasten so there'll be plenty of overlap, as you said.I used the following: 200 seconds / 90 seconds = 2.222, or +122.2% global recharge.
In principle, as long as the activation starts before the Domination bar collapses, the power should overlap just fine (and like you, I've witnessed that very thing several times). If all you're worried about is maintaining the power when you're not paying attention (or playing actively), then the autopower should work fine with 123% recharge.
More overlap would be great, but it's really only important in situations where you might be activating other powers to prevent Dom from refreshing the moment it's recharged. In those situations, presumably, you'll have Hasten going, which of course will increase the overlap cushion dramatically (20+ seconds, off the top of my head).
I can't say that I've ever played a Dominator with exactly +123.8% recharge, so there is a possibility of a practical quirk that invalidates my math. What I can say is that I have zero problems managing Hasten/Dom on a character with +95% in global recharge from IOs. Even when I do lapse, Frenzy is up often enough that I never have to worry about rebuilding the Dom bar. Frenzy will be up even faster for you.
The only times that Frenzy isn't sufficient to keep my Domination up full-time are really bad (exceedingly rare) team situations where I die (and resurrect) more than once in a very short period of time.
As always, YMMV. I can understand why you'd want to have absolutely iron-clad perma Domination. Put it this way: I'm 99% sure that 123.8% recharge will be enough for what you have in mind.
Quick question though, since you said Frenzy would be up even faster for me. Are you sure Frenzy is affected by global recharge? I didn't think it was.
Quote:The not having an extra ranged attack that does decent damage is a deal breaker with me on most of these builds. There are lots of times for tough encounters where do you don't want to be in melee range (even with a high defense build) in which case Incinerate becomes useless. What exactly are you guys planning on using as a ranged attack chain? You can somewhat fill in a few gaps occasionally with Fireball, but will be left with some pretty large holes in the attack chain or using extremely poorly slotted attacks.
Maybe its possible to have the benefits of both slottings. Putting a single Apoc Dam in there would make a sizeable difference to the damage (58.11 base to 88.91). It'd just be a question of where that slot could be pulled from. -
Should be able to get it restored if you petition it. Or ask the person nicely?
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Quote:I like this, especially the addition of Vengeance. If anyone on the team dies, as long as I'm quick on the trigger I'll be softcapped to all types and positions, not to mention the huge +tohit and +damage.[...]
Build Comparison:
- Basically the same S/L DEF (32.3% versus 32.2%), but higher DEF to all other types (19.1%, or within two small Lucks of the soft cap if you have the Inspiration-boosting Accolade).
- Basically the same S/L RES (54.4% versus 54.1%)
- 2.5% less global recharge (193.8% versus 196.3%). Effectively equivalent. Hasten is still permanent with 2 slots, and Domination still permanent even if you don't use Hasten.
- 3% less global damage (10% versus 13%).
- ~1% fewer hitponts (129% versus 130.1%)
- Better drain/recovery ratio (a net difference of 0.17 EPS before the Panacea proc is considered). Note that the over-time endurance benefit of the Panacea proc is (0.075 * 0.2 chance to fire * 112.25 Max End) / 10 second proc window = 0.168 EPS. Basically I've skipped the proc without losing any over-time recovery benefit, though I have added other, potentially expensive and/or hard-to-find enhancements to the build (a Gladiator's Armor RES/END, in Tough, which could reasonably be replaced with a little shuffling around, and three Enzymes). And yes, I included Maneuvers. I didn't include Tactics in the above calculation, because you shouldn't need or even want to run that unless you're in a very rare situation.
- Same global accuracy (96%).
Another thing is that I like to slot my AoE immobilize as an attack if I can get away with it. I admit that that sort of sloting scheme is more important on Controllers than Doms -- and it's clear that Silas will have more than enough AoE damage either way, but like the Concealment mules, this is just one of those things that I like to do out of principle. Anyway, Fire Cages' average damage goes from 19.7 to 50.11.
Finally -- and this is a much smaller thing -- I feel the slotting of Hot Feet is better now. The slotting of Char is very slightly worse -- lacking the purple damage proc and losing a teensy amount of hold duration -- but I figure you're going to be using Char situationally anyway. YMMV.
Cost might be an issue; I haven't looked at the market in anything like a serious way in quite awhile (used to play the market actively, but lost interest when details about I-20 were announced because I don't feel like running more than 2-3 characters through the Incarnate content anyway, and those builds are already finished). Still, I figure the Panacea proc is far more expensive than the extra Glad Armor, and the Enzymes, though very costly, will be partially offset by the fact that you don't need the two Ribosomes in Fire Shield. (Edit: Come to think of it, you'd also save some cash because you wouldn't need the fifth LoTG anymore, either.)
Whatever build you go with, I think you'll be playing a Cadillac.
One thing I'm not sure about is whether 123% recharge is enough for permadom without Hasten. I'm pretty sure 125% is the threshold. With 123%, Dom is recharging in 89.39s, the activation time on Domination is 1.32s so that's a total 90.71s cycle time.
Now, Domination is a little screwy because Dom can still go off when the bar is dropping, so I'm not sure whether it'll work. From what I've seen of my own Doms with 125% rech, where I see the bar sometimes dropping a little as it goes off, I've got my doubts.
With 125% recharge, Domination recharges in 88.89, plus the 1.32 cast time is a cycle time of 90.21 seconds. Only a .5 second difference, not sure whether or not Dom will drop. Hrm. What numbers did you use to work out that Domination would still be perma without Hasten?
Of course, this is only really an issue when I'm afk, chatting or whatever, so that I can maintain Dom. Not a huge issue, given Frenzy. But it'd be nice to have. Its gotta be possible, heh. - Basically the same S/L DEF (32.3% versus 32.2%), but higher DEF to all other types (19.1%, or within two small Lucks of the soft cap if you have the Inspiration-boosting Accolade).
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Ah right, fair enough
And yeah, no budget builds are fun, nice to be able to put in whatever, free of mortal concerns like funds haha. It's all monopoly money anyway, easy come easy go. I'd much rather have IOd characters I enjoy than a big stack of Internet Money :3 -
Sounds good Obitus, I'll take a look when I get home. Having Leadership instead of Concealment sounds good, having Vengeance is always nice. Are you using Maneuvers to get to the 32% def though or mainly as a LotG mule? I ask because Maneuvers is another kinda end heavy toggle.
I wouldn't worry too much about prices though, I've already spent a lot on this builda little more won't hurt, heh.
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The way it currently (maybe?) works, or apparently should work, is dumb. I think it should be for the following:
Badge for getting all grenades, Synchronized badge, Badge for getting all acids, badge for not using any temps on Marauder. As in, entirely doable in one run, but still challenging.
Edit: I mean, I don't really care since I'm not a badger, I just think its a dumb system. -
Quote:Sorry but no, it doesn't. You've got Cages to lock stuff down. Having Hot Feet with capped slow only matters if you're letting stuff run away from you. Besides, if you really wanted capped slow RoF also slows mobs.I agree with this. Also, Hot Feet really needs a slot to cap slow. Without it, it turns a good power into a mediocre power.
Quote:I don't want to be contentious, but neither of the above-quoted statements is necessarily true. Combustion's full cycle time isn't any faster than the once-per-10 seconds proc check on toggle powers. At best, it's a tie: 3.168 activation time + ~4.3 recharge time + 3.168 activation time = 10.636 seconds.
That's assuming you cast Combustion every single time it's available, which isn't a given either. Combustion's activation time alone represents a fairly high opportunity cost, whereas Hotfeet works in the background regardless of what attacks you use. Also, Combustion's area of effect (15 feet) is significantly smaller than Hot Feet's (20 feet).
Enhancing Hot Feet with slow is nice, but the lack of slow enhancement certainly doesn't make it a mediocre power. That's why God invented Fire Cages.
Armageddon has marginally more Endurance reduction than Obliteration has, and unfortunately there aren't so many slots available on this build that you have much leeway to use any other sets in your PBAoE powers. I think Doc's slotting of Hot Feet is probably the best option -- 5 Armageddon + 1 Microfilament. The Microfilament only fits in sensibly because Doc did use Armageddon and not Obliteration for the other five slots, though.
So I really liked the look of Lifewinds build and what he got. I made the tiniest tweak to it (moved 2nd CJ slot to Weave for LotG def/end, same defense, less end drain), here's what I've got:
Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
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I actually went ahead and compared the end drain numbers to what I'm currently running since Lifewinds build has more recovery. Current build drains 1.27 a second, 3.27 recovery, not counting the P.Shifter proc. Difference of 2.02, Lifewinds build has higher end drain (1.57) but more recovery (3.67) so the difference is 2.1 end/sec. Only a difference of .08, which isn't a big deal. I know my net recovery is actually significantly higher, due to the Shifter and Panacea procs, let alone the huge end/sec gain from Domination refilling my bar every 67 seconds.
His build also has the Panacea proc in it however. I'm aware this is really rough back-of-napkin math, what I'm getting at is that what I'm currently running is more than workable with Consume. Its up when I need it, its not a crutch power for me to function.
So that build gets what I wanted, both Combustion and Hecas in Incinerate. Hooray! I will arguably burn more endurance with AoEs since I have yet another one, but I think Combustion is pretty good DPE. If I wanted to go for Cardiac Core Paragon, I'd have even less end drain though I doubt I'll bother.
Other Incarnate stuff wise, I'll be going for the Rebirth Destiny. The heal and solid regen over time seems like it'd be best for this build rather than the massive spike but low over-time benefit from Barrier.
Anyone else have ideas/tweaks for the above build? I'm pretty satisfied with it but still welcome to ideas. I've really enjoyed this thread