-
Posts
245 -
Joined
-
made this build soft capping S/L , then added as much ranged def and slotted everything i actually used as best as possible. i have +50% acc bonus so i slotted with that in mind.
anything else i can do still capping S/L and boost ranged def any more? and not the reactive armor for .6 %.
*goal in mind is lvl 50 solo tip and mission runner - not much else
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Soul Stormer: Level 50 Science Controller
Primary Power Set: Illusion Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(39), Nictus-Acc/Heal(39), Nictus-Acc/EndRdx/Heal/HP/Regen(40), Nictus-Acc/EndRdx/Rchg(40)
Level 2: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9), G'Wdw-Acc/Hold/Rchg(15)
Level 4: Deceive -- Mlais-EndRdx/Conf(A), Mlais-Acc/Rchg(23), Mlais-Acc/EndRdx(25), Mlais-Conf/Rng(37), Mlais-Acc/Conf/Rchg(37), Mlais-Dam%(39)
Level 6: Flash -- Hold-I(A), EoCur-Acc/Hold/Rchg(17), G'Wdw-Acc/Hold/Rchg(25)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 10: Siphon Speed -- CtlSpd-Acc/Slow(A), RechRdx-I(11), CtlSpd-Rng/Slow(11), CtlSpd-Acc/EndRdx(13), CtlSpd-EndRdx/Rchg/Slow(13)
Level 12: Superior Invisibility -- EndRdx-I(A)
Level 14: Kick -- Acc-I(A)
Level 16: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(17)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Dmg/EndRdx(19), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-+Res(Pets)(23)
Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Rchg+(31)
Level 22: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(34)
Level 26: Spectral Terror -- N'mare-Fear/Rng(A), N'mare-Acc/Fear/Rchg(27), N'mare-EndRdx/Fear(27)
Level 28: Tactics -- GSFC-ToHit/Rchg(A), GSFC-ToHit(40), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46), GSFC-Build%(50)
Level 30: Super Speed -- Run-I(A)
Level 32: Phantasm -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Acc/Dmg(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(50), RechRdx-I(50)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), KntkC'bat-Knock%(45), Dmg-I(46)
Level 47: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
Level 49: Earth's Embrace -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37)
------------
Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 9.25% Defense(Smashing)
- 9.25% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 8% Defense(Melee)
- 22.69% Defense(Ranged)
- 10.19% Defense(AoE)
- 2.25% Max End
- 2% Enhancement(JumpHeight)
- 2% Enhancement(RunSpeed)
- 2% Enhancement(FlySpeed)
- 2% Enhancement(JumpSpeed)
- 1.65% Enhancement(Terrorized)
- 52% Enhancement(Accuracy)
- 48.75% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 2.5% Enhancement(Confused)
- 9% FlySpeed
- 110.64 HP (10.88%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 6.35%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.15%
- MezResist(Terrorized) 2.5%
- 16% (0.267 End/sec) Recovery
- 50% (2.123 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 11.58% Resistance(Fire)
- 11.58% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 9% RunSpeed
-
i should have mentioned my illusion/kinetics/stone build with S/L capped is a solo build. its not even soft-capped yet and doing really well. i'll cap S/L and then pile as much ranged def without reducing damage output so i can jump in -> flash -> blind boss -> FS -> Fissure -> seismic smash for awesome damage
.
for a team build there really isn't a reason to get the fighting pool. -
epic matters as well - for example, my illusion/kinetics recently took stone mastery, and he will be able to easily cap S/L def with rock armor with the help of a reactive armor set in tough. same for ice mastery with frozen armor.
i'm still trying to figure out what to slot weave and rock armor with though that isn't luck of the gambler. -
-
Quote:you could cap the stack on all uncommon and up recipes and enhancements as well.No you don't, you can place a stack of 10 bids in one slot hence why I suggested it. I know people who already store inf in this manner on the theory that the odds of the devs removing the level 51+ items form the market are slightly higher than the odds of the +3% def PvPIO dropping to less than 100million.
-
i'd figure that she would have already done it with a comprehensive analysis ready and waiting
.
-
Quote:the math is clear in my head. all of these things i propose should be done in concert. you could cap lvl 1's at 10 million, extrapolate a curve and fit so your cap at lvl 50 is 1 billion. unless you have that many lvl 50s, you've severely reduced the amount of influence that can be stored on characters.Go look at the market forum. Specifically, people offering (typically PVP) IOs for over 2 billion.
Now, go work out how they can do that. Even without the level 51-52-53 non-existent items being used to store stuff. And remember, as well, that you've got (playing NA) 11 servers with 12 slots a piece, and can email inf to yourself and others.
All you're doing is moving more stuff off market.
as for storing on the market. 10 bids x 100 million might equal that same 1 billion influence but you need 10 market slots as opposed to 1. you can only get 21 slots as far as i know... so do the math. -
i appreciate the lengthy response, but its good to know that it can be summed up as:
here's the link, we've tested it, drops are based off of defeats not spawning.
the rest i can extrapolate. -
you won't like my idea, but i can think of a way.
make it harder for us to store influence. no more lvl 51-53 slots for recipes and enhancements on the market that don't exist in game.
and at the same time, drop the total any player can store per character to 1 billion at lvl 50 and decrease the cap for lower levels.
granted, this would cause an initial flood of buying everything that can be bought to burn the billions of liquid capital, but then it would equalize out - no more inf bank characters at lvl 1 (or 10) holding 2 billion inf each and no more 2 billion inf bids on a lvl 53 intangibility IO recipe that doesn't even exist.
however, i doubt most players would be effected by it, just those who have way too much inf, can buy whatever and flip for profit and outfit every character they powerleveled to 50 with purples instantly. -
i'm not sure if there is a way to test it, but are the drops in a mission tied to the defeat or the spawning of enemies?
the reason i wonder is that some people are complaining about not getting shard or purple drops, and it would make sense to me if they were tied to the spawning of the enemies... i.e. some people are missing drops because they aren't clearing missions? i've been in the habit of clearing missions lately (as are many with the introduction of shards) so it came as a thought.
has anyone ever looked into this and how did they test it if they did? -
i really like the gravity set, but i tried it with /icy at 50 and it was pretty slow in my opinion (maybe because i had come off a ice/fiery dom before that). kept the mobs slowed way down though.
i rolled a grav/elec and i really like how fast the elec attacks are, and you'll make up for the lack of AoE control with BU and fast hard hitting elec attacks.
i'll copy what others have said: use your single target controls to your advantage, pick up:
crush
GD
lift
GDF
wormhold
singy
before wormhole, use crush, lift and GD on separate targets. if there are 4+ in the group, attack who wasn't controlled, otherwise go for the lift or crushed target. keep track of the other two, make sure they are hit with some control between attacking. after wormhole you'll be able to handle larger spawns, as long as you can clear them quickly or teaming as wormhole can be dropped to 45 seconds recharge.
propel has like a 3.5 second animation, although it deals twice as much damage on a dominator than controller but deals smashing damage (104 base at lvl 50). elec is not bad at range, you have charged bolts, lightning bolt and static discharge, but the damage of charged brawl and/or havoc punch shouldn't be ignored for that final hit or on a held target and it won't be as resisted most of the time. if you do take propel with elec, its horrible animation time means it should only be used if no other ranged power is recharged, and probably most effectively if used at the tail end of BU (ie, hit BU, using short animating attacks and right before BU ends hit propel - or use propel right after and once again before it ends as propel recharges in 8 seconds). -
thx. definitely can't go with hover for the second build then
. it'll be nice to have super speed again.
-
do any of the attacks require you to be touching the ground, especially seismic smash and fissure?
-
Quote:i use primal forces mastery (the defender energy one is power mastery) and the main reason i use it is power boost, besides its synergy with illusion aesthetically. it extends flash's duration to a incredibly long AoE hold, boosts transfusion's heal, transference's end boost/drains, all run and fly buffs, extends blind's and deceive's duration, boosts group invisibility's defense buff for GI's duration all while boosting tactic's to-hit and maneuver's, cj's, and hover's defense for power boost's duration. it's recharge can be easily made to under 1 minute and it lasts 15 seconds and none of the aforementioned boosts are minor. power boost is that awesome. i haven't found a reason to even try any of the other epics because of power boost - although checking into stone mastery makes me want a dual build for FS'ed crazy damage in seismic smash and fissure.May I suggest Power Mastery for this build? Power Mastery has a beefy 42% S/L resist power in Temp Invulnerability, as well as Power Boost (which can turn your heals, endurance changes and recovery boosts into MEGAHEALS/MEGA-ENDURANCE/MEGA-RECOVERY).
Quote:Similar point for Fulcum Shift: Sapping 8 enemies in melee is enough to get you past the damage cap, that's not even including siphon power. You don't need to double/triple stack the power, rendering the multiple recharge IOs ineffective. Maybe add some accuracy and or End Redux. -
i totally understand where you're coming from, but i designed my stalker around that transparency - he has a smokey costume aura that keeps him outlined while hidden and creates nice trails all over when he moves
.
-
-
i've done both ice control and kinetics (although not together), and i don't have access to mids, but are the set bonuses worth not having accuracy or meaningful recharge in FS?
is there enough recovery bonuses that the perf shifter proc in stamina better than an end mod IO?
is the lockdown proc in glacier worth it? not only does BoI have the critical hold but glacier does too and how often will you even need or expect glacier to proc on the one or two bosses in the mob? you should be holding bosses either right before or after glacier anyway (i guess after to see if they proc/critical), but i'd rather just be sure and be done with it.
there is absolutely no need to have super speed with 2 slots. none. its base run speed is more than adequate and just use a end redux IO if you plan on running it during combat, although combat jumping should be good enough for combat movement. same with super jump. put them in FS or stamina.
the change from doctored wounds to touch of the nictus in transfusion is a very good choice. you want accuracy on your only heal, even with its high base accuracy, because you'll really want it to hit. -
Quote:i don't. i either run in and AoE hold/drop pets before the team gets to the next mob, or i wait until a couple characters run into the mob, hit FS and go to town. i only buff sb and id if people need it, try to transfusion/transference those in trouble and otherwise control and blast away....when I'm on a team I'm always feeling pressured to keep all the buffs up and running all the time.
as good as sb is, its not necessary all the time. if your teammates end is low or just nuked or got drained, sb is great. or for stone tanks/brutes in granite... but does everyone need it all the time? no. if i have the time, i'll buff, but if we're in combat... i buff who needs it and concentrate on controlling/debuffing (FS debuffs mob damage too!)/defeating... because i know my other powers are usually a better use of my and the teams time than sbing everyone every minute or so. -
Quote:i don't know the percentage, but they don't always rez. definitely not a bad idea to wait until freak tanks disappear before just running off or forgetting about them. nothing worse than defeating the tank then switch into the other mobs and then have a freak tank clobber you from nowhere.The standard revive is a chance effect on any freakshow, regardless of the amount of people in range. There's a crackle of electricity around their body, and they stand up from a prone position. It doesnt affect those that are in range, and they always revive with full health and half end.
-
i have a basic rule not to duplicate powersets, even across different ATs, mainly because they aren't 'new' to me. i also can't ever get into combinations with the same element in both sets (i've tried ice/ice tankers multiple times for example... can't do it).
that said, the only two duplicates i have are a grav/icy and a grav/elec dom, mainly because i love gravity but icy assault didn't do it for me, and two bane spider soldiers (i love executioner's strike!).
however, i do notice certain sets have appealed to me more than others. i have characters with fire blast, fiery assault, fire melee, and fire aura, and dark blast, dark armor, and dark melee (scrapper and stalker). i guess elec is getting up there too now with elec manipulation, elec assault and elec melee. i guess i really like flashy animations over 'power hits'. -
at least shorten the cooldown to one second or so - only the fastest typers and clickers will be annoyed, but most of us probably take an order of one second to type or click-move-click to make each invite.
maybe someone figured out how to mass spam invites or something. -
in terms of APP power choices, i guess for me it really depends on whether shiver is worth it mitigation-wise. he's almost 44, so i'll play around with shiver before i decide to take it in the final build, otherwise i'll take ice blast and slot like chilblain is now, and the 4 slots on chilblain with devastation/volley fire (another entropic chaos will break rule of 5). reminder - non-purple build at this point.
i think ice storm will help in the AoE dam/control department more, not to mention the +6.75 rech from a posi's blast set. so unless ice storm ends up being completely useless to me, i plan on taking it.
adding a slot into health from RPD increased my regen to 374% while barely denting my S/L resist, and the shiver to ice blast change increased my regen to 390% (an increase of ~2.5 HP/s with DP up).
i also looked at taking a slot from unyielding and adding it to ET, and replacing the 3 crushing impacts with 4 kinetic combats (CI barely gives me anything... recovery i don't need and a meager amount of +HP)... i just don't like the acc numbers on ET now (although i have an extra +18% acc), but i now have 26.2% S/L def v. 22.4% before (40.3 v. 36.5 w/ invincibility capped - an increase of around 30% damage avoidance). -
my plan for this build is max +regen , but not necessarily going for perma-DP.
i can get a regen of 358% or 52.48 HP/s with DP on. i put +regen in every power that i could. (no pvp or purples though)
after +regen, i went for +recovery and +end, but then took some back when i exceeded the 5 rule, and also went for a few +rech and psi resist/def bonuses after that. (swapped out a part of tempered readiness in ice storm for the 5th posi).
i also realized i missed the steadfast protection resist/+def global, and i'd put that in resist elements in place of the damage resist IO. i like the impervium armor sets for the recovery and psi def and resist they can provide, esp if i slot 3. the 4th provides +end, but i might not need it and was wondering what i could get for the slots in TI and Unyielding that would compensate for losing the damage resist (most likely from the triple).
i also like my powers slotted with at least 2 SOs acc and near ED capped damage, although you can see i've made a few minor compromises on that already.
any ideas on what else to tweak so that i keep most or all of my +regen and keep at least 2+ end/s net gain?
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Arctic Mastery
Hero Profile:
Level 1: Temp Invulnerability- (A) Impervium Armor - Resistance/Endurance
- (3) Impervium Armor - Resistance/Endurance/Recharge
- (3) Impervium Armor - Resistance/Recharge
- (5) Impervium Armor - Resistance
- (A) Pounding Slugfest - Accuracy/Damage
- (5) Pounding Slugfest - Damage/Recharge
- (7) Damage Increase IO
- (7) Rope A Dope - Accuracy/Recharge
- (9) Rope A Dope - Accuracy/Endurance
- (A) Numina's Convalescence - Heal/Recharge
- (9) Numina's Convalescence - Heal/Endurance/Recharge
- (11) Numina's Convalescence - Endurance/Recharge
- (11) Numina's Convalescence - Heal
- (13) Triage - Heal/Recharge
- (13) Triage - Heal/Endurance/Recharge
- (A) Pounding Slugfest - Accuracy/Damage
- (15) Pounding Slugfest - Damage/Recharge
- (15) Damage Increase IO
- (17) Rope A Dope - Accuracy/Recharge
- (17) Rope A Dope - Accuracy/Endurance
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Impervium Armor - Resistance/Endurance
- (19) Impervium Armor - Resistance/Endurance/Recharge
- (21) Impervium Armor - Resistance/Recharge
- (21) Impervium Armor - Resistance
- (A) Perfect Zinger - Chance for Psi Damage
- (23) Perfect Zinger - Taunt/Range
- (23) Perfect Zinger - Taunt/Recharge
- (25) Perfect Zinger - Taunt/Recharge/Range
- (A) Run Speed IO
- (A) Impervium Armor - Resistance
- (25) Impervium Armor - Resistance/Endurance
- (50) Impervium Armor - Psionic Resistance
- (50) Impervium Armor - Resistance/Recharge
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (27) Eradication - Damage
- (27) Eradication - Damage/Recharge
- (29) Eradication - Accuracy/Damage/Recharge
- (29) Rope A Dope - Accuracy/Endurance
- (31) Rope A Dope - Accuracy/Recharge
- (A) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (33) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (40) Winter's Gift - Slow Resistance (20%)
- (43) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Resist Damage IO
- (33) Impervium Armor - Psionic Resistance
- (A) Impervium Armor - Resistance
- (33) Impervium Armor - Psionic Resistance
- (34) Impervium Armor - Resistance/Recharge
- (A) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Rope A Dope - Accuracy/Recharge
- (36) Rope A Dope - Accuracy/Endurance
- (A) Recharge Reduction IO
- (A) Pounding Slugfest - Accuracy/Damage
- (37) Pounding Slugfest - Damage/Endurance
- (37) Crushing Impact - Accuracy/Damage
- (37) Crushing Impact - Accuracy/Damage/Recharge
- (39) Crushing Impact - Accuracy/Damage/Endurance
- (A) Pounding Slugfest - Accuracy/Damage
- (39) Pounding Slugfest - Damage/Endurance
- (39) Damage Increase IO
- (40) Rope A Dope - Accuracy/Recharge
- (40) Rope A Dope - Accuracy/Endurance
- (A) Devastation - Accuracy/Damage
- (42) Devastation - Accuracy/Damage/Recharge
- (42) Volley Fire - Accuracy/Damage
- (42) Volley Fire - Damage/Recharge
- (43) Entropic Chaos - Accuracy/Damage
- (43) Entropic Chaos - Damage/Recharge
- (A) Tempered Readiness - Accuracy/Slow
- (45) Tempered Readiness - Accuracy/Endurance
- (45) Tempered Readiness - Accuracy/Damage/Slow
- (45) Tempered Readiness - Endurance/Recharge/Slow
- (A) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Endurance
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - Heal
- (36) Regenerative Tissue - +Regeneration
- (46) Numina's Convalescence - +Regeneration/+Recovery
- (A) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Recharge
- (46) Efficacy Adaptor - EndMod/Endurance
- (46) Efficacy Adaptor - EndMod/Accuracy
Set Bonus Totals:- 3.125% Defense(Energy)
- 3.125% Defense(Negative)
- 7.5% Defense(Psionic)
- 1.563% Defense(Ranged)
- 9.45% Max End
- 18% Enhancement(Accuracy)
- 1.5% Enhancement(JumpSpeed)
- 1.5% Enhancement(JumpHeight)
- 1.5% Enhancement(FlySpeed)
- 33.75% Enhancement(RechargeTime)
- 1.5% Enhancement(RunSpeed)
- 6% Enhancement(Heal)
- 140.56 HP (7.5%) HitPoints
- MezResist(Immobilize) 2.2%
- MezResist(Terrorized) 2.75%
- 15.5% (0.259 End/sec) Recovery
- 156% (12.21 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 1.575% Resistance(Fire)
- 6.575% Resistance(Cold)
- 9% Resistance(Psionic)
-
to me father time has just given me the option between the two - baby new year and lady winter. never had to do baby new year to do lady winter, but maybe all of the characters i've done it with have already completed baby new year from previous years.
-
i have the %BU proc in PA and i've seen that:
A) it works - i've had it proc on me when i cast, and ive seen it buff my army, on a fairly regular basis.
B) it does not buff all of the pets simultaneously - each PA illusion will only buff itself*, noted by pink 'quickness' icons next to the pets in the pet window. *i assume that it is buffing itself, not one of the other illusions. i definitely know that it does not buff ALL of the illusions simultaneously as some illusions will have more buffs than others.
C) definitely increases the net damage done by my PA as the increased damage only further exceeds the illusionary heal back.
in my necro/poison, i plan on slotting %BU in grave knights. the zombies die too fast and are too low of damage for its effectiveness, while my lich is frankenslotted with mez HOs creating a control god. the knights have a full cycle of ranged and melee attacks - i will love seeing BU + headsplitter + crit on those guys.