SonicRemedy

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  1. I know what you mean, I have been working on my Elec/Ice/Ice Dom and hes just insanely fun to play. If have haven't tried the ice pool all I have to say is Electric Cages>Sleet>Ice Storm So much fun to see'em still bounce with the electric cages on em :X '

    As for the TFs, I will not spoil them for you but expect some big surprises!
  2. SonicRemedy

    Fire/Earth Build

    The cardiac boost, and all boosts for that matter, apply an enhancement value to all powers that can be slotted with that particular enhancement. Essentially it is like slotting all of your powers with say, End Reduction. Here's a lowdown on what you can expect at Tier 2:

    Char:
    Current - 6.43
    With Tier 2 Alpha - 5.149

    Stone Spears:
    Current - 5.2
    With Tier 2 Alpha - 3.91

    Fire Cages:
    Current - 15.6
    With Tier 2 Alpha - 9.39

    Stone Mallet:
    Current - 8.528
    With Tier 2 Alpha - 4.893

    Combat Jumping:
    Current - 0.065
    With Tier 2 Alpha - 0.037

    Hot Feet:
    Current - 0.564
    With Tier 2 Alpha - 0.502

    Hasten:
    Current - NA
    With Tier 2 Alpha - NA

    Flashfire:
    Current - 11.72
    With Tier 2 Alpha - 9.390


    Boxing:
    Current - 3.128
    With Tier 2 Alpha - 2.536


    Power Boost:
    Current - 7.8
    With Tier 2 Alpha - 5.865

    Cinders:
    Current - 15.6
    With Tier 2 Alpha - 11.729

    Tough:
    Current - 0.325
    With Tier 2 Alpha - 0.244

    Heavy Mallet:
    Current - 6.77
    With Tier 2 Alpha - 5.767

    Super Speed:
    Current - 0.455
    With Tier 2 Alpha - 0.342

    Weave:
    Current - 0.257
    With Tier 2 Alpha - 0.204

    Seismic Smash:
    Current - 11.46
    With Tier 2 Alpha - 9.583

    Maneuvers:
    Current - 0.255
    With Tier 2 Alpha - 0.210

    Fire Imps:
    Current - 21.45
    With Tier 2 Alpha - 16.861

    Mud Pots:
    Current - .4
    With Tier 2 Alpha - 0.372

    Fissure:
    Current - 11.41
    With Tier 2 Alpha - 9.137

    Sleet:
    Current - 14.87
    With Tier 2 Alpha - 12.264

    Frozen Armor:
    Current - .257
    With Tier 2 Alpha - 0.204

    Hoarfrost:
    Current - 18.2
    With Tier 2 Alpha - 13.684

    Hibernate:
    Current - .325
    With Tier 2 Alpha - 0.244

    Sprint:
    Current - .293
    With Tier 2 Alpha - 0.220

    So as you can see it brings down your stuff quite a bit. Oh, and just to let you know your end drain goes from:

    2.41s
    to
    1.993s

    with and End Gain of 3.22s your new end gain would be 1.227s instead of 0.806s.

    So, that's how the Second Tier of the cardiac slot would effect you.
  3. I would like to add my notes on the Spiritual Slot and its effects on Perma Hasten and Domination.
    Spiritual Boost and Your Dom W/H Hasten
  4. So, I was sitting here playing with doms and seeing what atrocity I could come up with and I looked at Earth/Psy. First though was lot of AoE controls + Drain Psyche + soft capped S/L = droolz. Not to mention throwing on Perma-Doma nd Perma-Hasten for extra win.

    Now, my question is do we have alot of Earth/Psys here that can chime in on this. I don't know how well the damage would be but it does appear it would be very survivable. What are your opinions?
  5. Not a /Elec, I went Ice. I took it and slotted it with 4 pieces of basalisk gaze, if I had more I would have added a Endoplasam. Also, if you going for smash/lethal cap remember that buildup is a nice for a two piece of Rectafided Reticle for a 1.875 Smash/Lethal defense boost.
  6. Quote:
    Originally Posted by Kazuo_Kiriyama View Post
    Was it taken into account that the Alpha slot won't enhance Domination since it only ehances powers that can accept recharge enhancements? At least thats the info I've been working off of with alpha slots.
    You are correct, the only values I used for hasten were global:

    Code:
    Base Attribute / ((Global Bonus + Hasten) / 100 + 1)
    Actually the point of the experiment was using the spiritual boost to maintain perma-hasten and then check to see how domination was doing with only hasten and your global bonuses.

    Thanks for pointing out that I forgot to add that formula to the list, adding it now
  7. If no one has mentioned it Doms get APPs now. All I can say is Ice Mastery.... Ice Mastery Everywhere.... oh and welcome back
  8. So, I got to thinking, how much exactly does alpha slot effect hasten and the required levels of recharge needed for it to be perma, and by proxy, permadom as well. So I began to crunch numbers just to see. So, I began to run the numbers to see exactly how much global recharge was now needed to keep hasten perma and its effects on domination. For the calculations I went with hasten 3 slotted with recharge IO's at level 50. The states for hasten below assume that its running for a 70% global bonus.

    No Bonuses at all except slotting IO's
    Hasten
    Pre ED - 127.20%
    Post ED - 99.08%
    Base Recharge - 450s
    Current Recharge - 167.24s (without global bonuses)

    Domination
    Base Recharge - 200
    Current Recharge - 117.65s (without global bonuses)

    Now, the goal of this experiment will be to get hasten down to 119.99 or lower with a solid percentage of global recharge.

    Tier 1
    Spiritual Boost -
    33% Recharge Bonus, 5.5% Unaffected by ED, 27.5% Affected by ED.
    Global Recharge Needed - 97
    Hasten Value - 119.77s
    Domination Recharge - 74.91s

    Tier 2
    Spiritual Radial & Core Boost -
    33% Recharge Bonus, 11% Unaffected by ED, 22% Effected by ED
    Global Recharge Needed - 92
    Hasten Value - 119.88s
    Domination Recharge - 76.34s

    Tier 3
    Spiritual Partial Core Revamp, Total Radial Revamp, & Partial Radial Revamp -
    33% Recharge Bonus, 16.5% Unaffected by ED, 16.5% Effected by ED
    Global Recharge Needed - 87
    Hasten Value - 119.98s
    Domination Recharge - 77.82s

    Spiritual Total core Revamp -
    45% Recharge Bonus, 22.5% Unaffected by ED, 22.5% Effected by ED
    Global Recharge Needed - 81
    Hasten Value - 119.98s
    Domination Recharge - 79.68s

    Tier 4
    Spiritual Radial Paragon -
    33% Recharge, 22% Unaffected by ED, 11% Effected by ED
    Global Recharge Needed - 83
    Hasten Value - 119.77s
    Domination Recharge - 79.05s

    Spiritual Core Paragon -
    45% Recharge, 30% Unaffected by ED, 15% Effected by ED
    Global Recharge Needed - 74
    Hasten Value - 119.89s
    Domination Recharge - 81.97s

    Now, again I would like to note that these values are with Hasten active. As for domination it was calculated without the Incarnate boost but it was calculated with hasten. If you were to take hasten out of the equation you would have to make up 70% in global bonuses. If someone wants to check my math then please do as it is late. My hopes was to help those going for the Spiritual Boost path to be able to calculate how much recharge they would actually need for a baseline since we can't double stack hasten without zoning.

    So as you can see it still keeps domination perma but for those of you like me who like your blue bar to fill up faster and some oh spit time for when you forget to activate it it may be a little more prudent to add some more global recharge.

    Also, if you wish to check the numbers yourself look below:
    Note: Here is the formula I used for those who want to know but didn't and for those who did know can ignore this -
    Code:
    Determining Post ED Value - 
    95 + (.15 * ((127.2+ED Incarnate Value) - 100))
    
    Determining Recharge Value - 
    Base Attribute / ((Post ED Value + NonED Incarnate Value + Hasten) / 100 + 1)
    
    Determining Domination's Value
    200 / ((Global Bonus + Hasten) / 100 + 1)
    
    Tools used, Calculator and OpenOffice.org Calc
  9. Well the good thing about the alpha slot is that when all is said and done you can basically get a bonus 30% Global Recharge and 15% Enhancement value to your powers. So looking at it that way you could loose 30% global recharge and still maintain the same values. It looks like you have done so and gone if favor of the Kinetic Combats

    At first I was a bit worried about your accuracy but then I remembered that your a SS and that went out the window XD

    I think that the biggest thing that you would have to worry about is your End Drain. I mean, your at a gain of 3.1 (3.98 with a full Consume) and at a loss of 1.93. Now, with Consume your end may not be as bad. However with the normal recharge rate of 85.35 it seems like a long time between End refreshes. So the only pick I really see is working on the end usage. And even thats not terrible.

    Now, on the plus side with the final Alpha Slot if you go the 45% Recharge/33% Healing/33% Stun then you can get Healing Flames down to a 14.64 second recharge and 54.68% Healing bonus and Consume down to 70.5 recharge. Assuming any of my math is correct though XD
  10. See I thought I was thinking about it too much. I had noticed others were using some formula when checking there attack chain. I thought it was more then the arcana time formulas XD Oh well, no harm no foul. Thanks for the help
  11. Edit : Oops, looked at my title. Its a little misleading. Sorry about that. XD It should have been "Calculating Recharge Times for Attack Chain"

    Ok, I was looking into Arcanatime and looking at examples of calculating recharge needed for DPS and I esentially want to know if I have it figured out.

    So, lets look at Dark Melee

    Looking at the attacks
    Shadow Punch - 1.056 Animation - 3 Second Base Recharge
    Smite - 1.188 Animation - 6 Second Base Recharge
    Siphon Life - 2.112 Animation - 10 Second Base Recharge
    Midnight Grasp - 2.244 Animation - 15 Second Base Recharge

    An attack chain of :
    Shadow Punch > Smite > Siphon Life > Midnight Grasp

    would require recharge reduction of each power by:
    54% > 111% > 223% > 344%

    Now, if this is correct is the formula:
    (base recharge of attack) / (cast times of other attacks) -1 = recharge buff

    Does that mean that the percents calculated above already have 100% recharge enhancement through IOs/SOs and that's the global recharge needed or is it that attack chain respectively or does that mean that's the total needed through enhancements and global recharge?

    Also, just as an add on questions:

    I know that the formula for recharge reduction is:
    Base Attribute / ( 1 + Total enhancement amount )

    However, how does global recharge effect that? Is it:
    Base Attribute / ( 1 + Total enhancement amount + Global Recharge)

    or is it something more?

    Appreciate the help you masters of DPS you
  12. Well, I have been playing this brute for a bit now, up to 44 But now I am at a bit of a standstill. After looking through multiple threads and discussions I am trying to decide whether or not to keep the Sweeping Strike and Attack Vitals or take one or the other. With little to no recharge bonuses I have been able to keep a constant attack chain with the only thing but the thought of putting in three more powers and 15 more slots sounds good too. Now, my thoughts on the two are that the Attack Vitals chain seems like nice dps with the bonus of a great cone tick where as the sweep combo seems to be more aoe centered with the bonus of 2 knockdowns for added damage mitigation. Now, I know that each have there advantage like the Attack Vitals almost seems like it would be more suited against AVs and high hp targets where as the Sweep combo seems better for taking out groups of enemies enmass.

    So, whats your milage? How the attack chain on yours?
  13. Quote:
    Originally Posted by Hyperstrike View Post
    Aid Self?

    Aid *BLEEP!* Self?

    Say it ain't so Joe! Say it ain't so!

    Head into the Defender forum and look at the response to "Pure Healer" threads.

    Having to heal the damage after it's hit is the absolute WORST possible damage mitigation mechanic. It means you've failed to:

    1. Kill the opponent first. Dead enemies deal no damage.
    2. Avoid the damage due to defense buffs/To Hit debuffs.
    3. Take only part of the damage due to resistance buffs or damage debuffs.
    On top of this, unlike your built in heal (and regen), Aid Self is slower and INTERRUPTIBLE>

    There are far better, more useful power picks out there. Period.

    See there are parts of this I agree with and parts I don't.
    [[Turns on Fire Armor Toggles]]
    Ok, that should help mitigate the flaming I'm about to receive.

    I agree that taking Dull Pain, Siphon Life, and Aid Self is a bit too much. Having the two heals should be sufficient. Seeing how Aid Self is interupptable and the only real benefit you get is 9.65% higher base and stun resist bonus but it has almost a double on the recharge time and its interruptable. However, Siphon Life, while it does only have a 10% base it has only a 10s recharge, adds -tohit and does damage. So I agree that you should drop the Aid Self.

    However, here is where I start to disagree. Don't be afraid to take a heal or two (IE Dull Pain and Siphon Life)((Awesome Combo))(((Droolz XD)))). While it is true that the best forms of mitigation are pre-emptive measure like -tohit, defense, -dmg, and the list goes on there are just time that your going to get hit, going to take damage and if you don't have a way to mitigate the damage you've taken you will eventually die. Now, there are still other pre-emptive measures you can take like poping a purple, orange, and even a green. And while the inspirs drop pretty often there is never a guarantee that they will give you what you need. Never feel completely ashamed that you have to heal every now and again. Defense is a great tool, as is resistance and debuffs and should never be forgotten with any build. However, when spit hits the fan and the bar starts dropping a way to regain the green that isn't reliant on a random drop is always nice. However, still keep it in moderation because like Hyperstrike said, some times there can be too much.

    Oh and, btw:

    Quote:
    Originally Posted by Hyperstrike View Post
    Having to heal the damage after it's hit is the absolute LAST possible damage mitigation mechanic.
    I thought I'd fix that for you

    Also I would like to hilight this list for win at the same time:
    Quote:
    Originally Posted by Hyperstrike View Post
    1. Kill the opponent first. Dead enemies deal no damage.
    2. Avoid the damage due to defense buffs/To Hit debuffs.
    3. Take only part of the damage due to resistance buffs or damage debuffs.
    Edit:
    Also, here is my suggestion at a build, no terribly hard to do nowadays. My only pic with this build is that the end drain feels way to high even with the dark consumption but as I have not played a Dark/Inlvul that high up I don't know for sure. Now, I can say with 3 Performance Shifter in there it should be ok but we shall see:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1602;753;1506;HEX;|
    |78DAA554DB6E1251143DD319A4142820A57728A5F71B42ACF11A9B68DBA45A222DF|
    |1123512B46399482881A991373FC0274DF4C9EB6768E25DBFC65A2F8F5A719FBD0E|
    |60C2A39376AD9975D6D97B9FBD6748DD59F40871774168EED3855CA5923D55DEB6C|
    |DF6D4B69DB3ADADA2C38EDA79D32984E8E6856CCA2C98667C3157BE85DB30E445F3|
    |A659AC98F195E2EDED42D12CE7AE5B05CBAE06568A79B36C16ED78FDC69BDEDA2AC|
    |497ADCDBC6D15373DFCB46AE64AF4E0AB3F6C98E54ADE2A75F073A6649A1B7D4B25|
    |EB467C89026F56B3A95CC536CB5554DA4BA51DA2FF2FA27ED51C224D14136D6BA07|
    |5262303B28892629F5B97F45A6ED0789710B3BCB253572890F6AB8DCDBF99DAF740|
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    |E98E7154F029464EA3C496B862E76899C2ABC739D97F6AF81324CDD212EA3F704FC|
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    |A99109D3126FF1048D5F69EC8A78C3E3846E11F85715419BF1305B8B7352D809626|
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    |3B00F89441F327C241CD058D20790611019069121A23204A894B02A250C6304C608|
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    |DCE5D915100CB3F79982749A387C46FC094B079E829E819E630E2F9862644FC0AE2|
    |5F08A26418346E3F3D2D5E7358ED38EE3B4E338ED6AD3477F7489B4D1F89E84C6CA|
    |B2D1F8E8FEEB7AE9A9C771AD751066249C977051C2250997255C917055C23509590|
    |9B5579E7AA5BE23B2A0A3128E49382E21E427B8279D4E37815B8247825742A7049F|
    |04BF84A0847E098F25D45CFEC6AF416D8762686A7ADA1C37F3EBBFD2244BBB4DC9D|
    |02EF00B3185814E2D814E334D2F307D6BDA750D139F78087A00C2FC132DE3986E51|
    |922DCA7C8B72B045698EE12FDAEB25F5|
    |-------------------------------------------------------------------|
  14. You do make a good point about the widow. I forgot about there ability to poison which does go with the concept. Still considering the scrapper though because of the higher DDR. Although I do have the widow with perma mind link easily as well was over soft cap defenses so it does have some DDR as well. The only difference in the attack chain for the widow though is lunge. Thanks for the advice, I think I may play both up to 20ish 30ish and see which I enjoy more. Now i just have to go back into mids and make sure I can soft cap by 30 ~ 35. Sure that wont be too hard.
  15. So, sitting at my computer one night I reminisced of my old RO days and the Assassins I've played and I got to thinking... how very close a Claws/SR scrapper was to it. Hard to hit, fast attacks, and even critting. Now, there are a few questions I have about /SR before I venture forth into scrapdom:

    1. Attack Chain: Trying to stay in theme I wanted the fastest attack chain I could so I took Swipe, Strike, Slash. I realize this give me nothing in the way of AoEs but I was curious. If my recharge times were .65, 1.224, and 1.836 seconds respectively would this work as one continuous attack chain?

    2. I have managed to make a build that soft-caps all positional defenses at 36. Now, how truly beastly do you feel. I have a few toons with S/L soft capped and they have some excellent survivability. Just wanted to hear for experienced players on the issue (Note I will have shadow meld and elude to help fight cascade effects)

    3. I seem to have a end drain of 1.97 and a gain of only 3.17, is this deal-able?

    4. For those who have played it, how was the ride? I know my mileage may vary but I'm still interested to hear your stories.

    So feel free to answer, I always appreciate the advice.
  16. Well one thing to consider is since you have the fury gauge there to help you with damage and setting up a steady attack chain usually is more important then setting up a damage bonus in my book you could go for the spiritual slot. Not only is it effecting your recharge but your healing bonus as well. So you'll regen better and your stuff will come back even faster. Its nice that 2/3s of the bonus wont be effected by ED when we get the final level of the alpha slot. So essentially you can get a 30% bonus to recharge and 22% bonus to healing. I ran some numbers and on the brute I'm helping with it gave him a good extra 6-8 points of regen and sped up his attach chain some. Now, not to mention the Nerve can give you more accuracy, taunt and defense bonus so that you can play with your slots more on the build as you need to. Can't wait for the patch today, just hope it really is I19 this time XD

    Edit: I look at my previous post now and cant help but realize Im repeating myself but I can't force my self to delete the post XD So skip by some of the info in here as needed.
  17. Quote:
    Originally Posted by Obitus View Post
    On Willpower character, if you have to choose between soft-capped S/L DEF and more global regeneration bonuses, then it's not a choice at all: Go for the S/L DEF.

    You have so much native regeneration from Willpower that the comparatively small bonuses you're gonna get out of IOs will not have anywhere near the impact (or if you prefer, return on investment) that the alternatives do. And soft-capped DEF to the most common attacks in the game is about as compelling an alternative as you're gonna find.

    It's also worth noting that you're gonna get more than a handful of +regeneration bonuses almost by accident in your pursuit of other bonuses. So unlike DEF, which tends to be an all-or-nothing proposition, regeneration isn't. More is always helpful; it's just not worth pursuing as an end in itself.

    What is somewhat difficult on a WP Brute is to soft-cap S/L DEF and fit in large global +recharge bonuses to fuel your attack chain. Whether you want a more offensive or a more defensive slant on your build is subjective, but if you find that you're leaning almost exclusively defensive, then you probably should roll a Tanker instead.
    After pondering on the question I do agree with you. Your right though, trying to fit in the soft-caped S/L and a nice recharge bonus is a pain in the rear. Biggest problem is if your utilizing the Kinetic Combats, which I can see no other way, then you loose 15% recharge worth cause you can't use the crushing impacts. 20% if you put a hecatomb in one. The biggest bonus for WP however is the ability to easily fit in 5 LOTG: Recharge with the right power choices. Even still though thats only 37.5 Global recharge. If you 5 slot rage with Adjusted targeting and Foot Stop with Obliteration then thats another 10% for 47.5%. After that its really up to what you can slot out of your PPP or APP. I think the alpha slot for Recharge/Healing is really going to help the SS/WP brute out. Now, if not mistaken the Healing portion will affect Health/Fast Healing/Physical Perfection/Rise To The Challenge powers correct? Possibly High Pain Tolerance? If so that is gunna make things so much nicer for the average and high ?/WP Brute/Tank. Not to mention the Recharge will help a ton with the attack chain considering 30% of it at its highest won't be affected by ED.
  18. I would suggest taking out the Luck of the Gambler: Defense in combat jumping and replacing it with Kismet: Accuracy +6%. That little Kismet helps you to hit more reliably when your aim is down considering how infrequently the build up proc goes off in it as well. Secondly, unless its for concept I don't think you really need SS and SJ. Now, I would suggest dropping SS and taking Fearsome Stare. You could stick a Lyosome or Endoplasm in there to help it hit. Either way you get a nice group to-hit debuff and if they are afraid of you there not attacking you till you hit them. Other then that I like your power choices and slotting decisions. Now, the fearsome stare in this build may not be absolutely need but it is nice when you exemplar. However the Kismet would work wonders. If your not sold on the kismet at least use the -KB proc in Blessing of the Zephyr.
  19. Don't forget to take phase shift so that when all the mobs think they see you they really just see everyone else. That or you could chill out in hibernate/PFF and just sit back and laugh like a madman
  20. I may have to eat humble pie here. After playing with the build so more and going for sl defense specifically I was able to soft cap the S/L and still retain some good regen. Albiet, lowered amounts but still nice.

    Overall to compare the builds
    Code:
           Build 1 --- Build 2
    Def
    S/L   34.2         46.8    
    E/N   34.6         34.7
    F/C   33.3         32.2
    Psi    29.7         26.6
    Rec  4.24         3.68 (Recovery)
    EnD  1.21         1.36 (End Use/Sec)
    HP    2585        2564 (Max HP)
    Reg 
    Min   79.74       74.77 (HP/Sec 1 Enemy In Range)
    Max  128.14      122.78 (HP/Sec 10+ Enemies In Range)
    Res
    S/L  48.5          50.4
    E/N  7.6           7.6
    F/C  7.9           6.4
    Psi   29.8         26.5
    +Rec53.8         51.3 (+ Recharge)
    So there you have it. I almost think build two would be better because your not missing that much from the regen. The only thing I don't like is that I wasn't able to fit in the APP he wanted. But for that, I will need to consult him. Either way, here is an idea of what you can have.

    Some good sets to look for are
    3 Slot - Numina (Nice Regen and HP Bonus and fits into your powers easily))
    3 Slot - Apocolypse (For Hurl or Another APP Ranged Power) ((Gives a nice regen and HP Bonus))
    3 Slot - Devastation (For Hurl or Another APP Ranged Power) ((Gives a nice regen and HP Bonus))
    4 Slot - Kinetic Combat (For S/L Defense, if you use this in your main powers you may want to 6 slot and add 2 Makos Bite ((Acc/Dam/End/Rec and Acc/End/Rec))
    4 Slot - Reactive Armor (Again for S/L Defense)
    5 Slot - Obliteration (Just a nice set overall, if you six slot you can get some more Melee and S/L Defense)
    Luck of the Gambler : Recharge Speed (With so many defense toggles why not capitalize on them)

    Hope some of this info helps in the end.
  21. Now see the way I'm helping a friend of mine with his brute we went middle of the road with defense but a good level of regen.

    His final numbers came out to be 33% for all typed def except psionic which sadly sits at 29.7% be hes healing 79.74hp a sec with one enemy in range and 128.14 hp a sec when hes has 10 or more. Not to mention he only has a end use of 1.21% and an end recover of 4.48% with 3 separate procs that have a chance of giving him back 10% end. Then I tossed in the pvp heal proc for flavor. Now this build in terms of INF is expensive but with the hero/villain merits system its much more manageable.

    Now the S/L cap defense is not a bad idea but I felt like I was giving too much up on the brute to get it. Now if you get close to say 30% or 35% and pop a small purple you should still be at cap when you need it. Not to mention will power has nice T9 power with a minimal crash. Sure it doesn't make you a complete god like the others but you aren't left nearly helpless either like in the case of invul.

    See, whats so nice about this build is that he still has room left to make use of both shields from sonics and forcefields and not to mention it will do well on its own when its done. The only purples was one full set of apocalypse but split into two groups for the hp regen bonuses. But this is just one mans take on willpower, for better or worse
  22. Now, I am by no means a scrapper, however I do love to tweak builds and mess with numbers. So let me pose these questions below:

    1. On average, how much regen/recovery is adequate for a /Regen scrapper?
    2. Based on the answer to question 1 what if someone was able to reach said regen amount as well as 45% S/L def, how awesome would that be? Is it worth Dull Pain being 18.47s shy of perma?

    Now bear in mind this question does not take into account the matter of purples but it does use a few pvp IO (obviously the gladiators defense proc)

    So, opinions?

    ((Edit: Also, for informational purposes I am using a Electric/Regeneration as my target combo.))
  23. On a latter note if you care not for the bouncy awesomeness of ice then you can always go for Mace Mastery and take Poisonous Ray, Scorpion Shield, and Disruptor Blast with this build and nothing will change.
  24. I'm personally a big fan of Ice because I love rain powers. Not to mention you get one that does nice damage and one that makes em bounce. For you, toss in some confusion to keep em in the rain or, for me, elecs bounceable cages. As for a build you can not only get soft capped s/l but you can get permadom with a nice set up. Heres a build, some of the pieces are a bit pricy but if your patient and remember to do your tip missions then you shouldn't have to buy any. Not the fasted make me uber build but I think its one you will like when its done. Especially with Confuse on a 2.12 second timer and domination doubling the mag. Did I mention I love confuse XD Also, I have made some modifications to my mids to try and simulate the incarnate slot (cause I just can't wait) so Im sorry if the build doesn't import for ya.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mind Fire 1: Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Mesmerize -- HO:Nucle(A)
    Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), HO:Endo(43)
    Level 4: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/EndRdx(37), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 6: Confuse -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(34), CoPers-Acc/Rchg(36), CoPers-Conf/EndRdx(37), CoPers-Conf%(37)
    Level 8: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(17), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(31), FtnHyp-Sleep/EndRdx(34)
    Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Embrace of Fire -- RechRdx-I(A)
    Level 18: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(31)
    Level 20: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(25)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Kick -- FrcFbk-Rechg%(A)
    Level 26: Terrify -- N'mare-EndRdx/Fear(A), N'mare-Acc/EndRdx(27), N'mare-Acc/Fear/Rchg(27), N'mare-Acc/Rchg(29)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(29)
    Level 30: Consume -- Efficacy-Acc/Rchg(A), P'Shift-Acc/Rchg(31)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34)
    Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(36), RedFtn-EndRdx(36), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(50)
    Level 38: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
    Level 41: Sleet -- LdyGrey-Rchg/EndRdx(A)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def(45), RedFtn-EndRdx(45), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(46)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
    Level 2: Incarnate Spiritual -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(5), EndMod-I(7)



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  25. First of all I want to thank all of you for the advice. I have found that options 2 and 3 were as lack luster as predicted. As for options one and two I found both pro and cons to each.

    Option 1: Power Boost
    After putting some thought into it and using it a bit more practically I am starting to warm up to it.
    Pros:
    Power Boosted Aid Self
    Power Boosted Sleet
    Power Boosted Sapping

    Cons:
    Having to remember to use it. (Somewhat alleviated with a key bind)

    Option 2: Travel Power
    Having lived without it this long makes me appreciate it so much more. Even now I am seeing what powers I can drop to keep both. However, if I had to choose I think in the end I will stick with Power Boost. Although I do miss my SS and CJ together. So much win there.