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I'll offer these final suggestions:
1) Swap Tentacles and Nightfall. Nightfall does more damage, so slotting it for damage is more productive than Tentacles. They also both give the same THD, so you're not losing out on anything from that. I'd still suggest Dmg/Range HamiOs instead of Acc/Dmg.
2) Either slot Soul Drain for damage and recharge (via sets) or just a Recharge generic IO. It reduces your time by a few seconds for the generic or raises it a few and gives you 10 more damage. The THB does you no good at all with how much accuracy you have.
3) On Blackstar, the proc is kinda pointless, but to each their own. I'd suggest taking the Dmg/Rech instead of the proc or the Dmg/Rech instead of Acc/Rech, because frankly, the chances of you hitting is really good either way.
4) With Super Speed, I'd consider either Winter's Gift Resist slow (which slows will suck for your buffing) or another KB protect (maybe put a Range for Shard TFs or Interrupt in Recall)
Other than these small things, I don't see anything too major other than the expensive costs of PvP Heal IOs. It seems fairly solid of a build now. Now's the fun part: when you take your "finalized" build and compare it to your first build you presented and see how you've evolved and why. -
Okay, giving a second look at your last build (realizing that I needed to open it via mids to see how you actually slotted it) and meshing with ideas from your expensive build, here's a few more suggestions that I'd offer up.
Nightfall/Tentacles. 6 slotted isn't a bad idea. If you still are wanting to do some THD, I'd say go back to Clouded Senses with Acc/Rech, THD/End/Rech, Acc/End/Rech and either Acc/THD or the Neg dmg proc. Difference being a 71.8 dmg 20% chance for each target hit proc (giving 10.4% THD and over 100% accuracy in mids) or and extra 1.2% THD and 15% accuracy. I'd say after you tinker with the rest of your sets (and maybe finding places for accuracy set IOs) see if you *really* need the extra accuracy in both. I say that because a proc can add quite a bit of damage potential to your bones. As for your other 2 slots, I think you'll get most bang for your buck with Dmg/Range Hami's.
Oppressive Gloom. If you don't want to go Rope a dope route for an extra 6% Regen, 2 HamiOs could work. Three would probably become redundant since 15 sec stun duration with over 135% accuracy and a 2 second reapply of chance of mez. This also opens you a slot to place elsewhere.
Fortitude. My personal preference (though your Rech/Def HamiOs were a nice touch and you might want to toss another one top of this slotting) is 4 slotting LotG. +7.5% global is already giving 2.5% better recharge than the set bonus Red Fortune is giving on its own (though, also an idea would be instead of 6 slotting Red Fortune, 5 slot it and put a 7.5% LotG on top of it for even more recharge). For me in general, Red Fortune's set bonuses can be placed in other powers (from different sets) for greater effectiveness. So LotG +7.5%/Def, Def/Rech, Def/End/Rech, and either End/Rech (for greater recharge) or a Def (Naturally for greater defense) and a Rech/Def HamiO would be great.
AB. I'd slot it with your two efficiency adapter and then 3 Doctored Wounds, Heal/Rech, Heal/End/Rech and Rech. That gives you the extra little recharge, endurance isn't that big of a deal on it, and still gives you the resistance set bonus, which is nice, but overall you want to worry about recharge for the power.
Great... now with your changes you've actually given me enough to actually feel like I got a theme going to help you see some of my slotting ideas in practice. Am I expecting you to follow the build exactly, no. I just wand to continue to give you slotting ideas, because frankly some of yours have given me better slotting ideas for this build than I personally would of had. Note: I'm intentionally not putting in Posi's Blast for Clouded Senses to keep with what you've been doing on it. Other than that, it's following similarly to what I would do.
Other notes: 4 slotted Thunderstrike should be all you need, unless you really want to 6 slot it. Otherwise, you only need 4 slots of it, maybe a proc or just a slot for somewhere else. If you really want to place a purple set, replace stupefy with amazement. Reasoning: It's the same type of bonuses, just better values of it, plus a better proc.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Unknown: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(3), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-EndRdx/Rchg(42)
Level 1: Dark Blast -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(40)
Level 2: Heal Other -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(42), Mrcl-Heal/EndRdx(43), Mrcl-Heal/EndRdx/Rchg(43)
Level 4: Absorb Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Rchg(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(9)
Level 10: Dark Pit -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(11), Stpfy-Acc/EndRdx(11), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34)
Level 12: Fortitude -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(13), LkGmblr-Def(13), LkGmblr-Rchg+(15), HO:Membr(15)
Level 14: Resurrect -- RechRdx-I(A), RechRdx-I(27)
Level 16: Tenebrous Tentacles -- Cloud-ToHitDeb/EndRdx/Rchg(A), Cloud-Acc/Rchg(17), Cloud-Acc/EndRdx/Rchg(17), Cloud-%Dam(19), HO:Centri(19), HO:Centri(25)
Level 18: Recovery Aura -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(27), RechRdx-I(31), RechRdx-I(31)
Level 20: Night Fall -- Cloud-Acc/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(21), Cloud-Acc/EndRdx/Rchg(21), Cloud-%Dam(23), HO:Centri(23), HO:Centri(25)
Level 22: Hurdle -- Jump-I(A)
Level 24: Clear Mind -- EndRdx-I(A)
Level 26: Regeneration Aura -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Rchg(34)
Level 28: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(29), Zephyr-Travel(29), Zephyr-ResKB(31)
Level 30: Super Speed -- Winter-ResSlow(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Rchg(37), Efficacy-EndMod(37), Efficacy-EndMod/Rchg(37)
Level 35: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Mrcl-Rcvry+(36), Mrcl-Heal(39), RgnTis-Regen+(40)
Level 38: Life Drain -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(39), Nictus-Heal/HP/Regen/Rchg(39)
Level 41: Oppressive Gloom -- Rope-Acc/Stun(A), Rope-Acc/Stun/Rchg(42)
Level 44: Dark Embrace -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
Level 47: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Soul Transfer -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run -
A few pointers from the two that I saw.
First, I'm kinda happy to see you not taking Vengeance on your last build you provided, though it currently lacks enhancements that you placed into your build, so I can't judge it on that alone, so I'm going to mesh slotting of your 2nd to last build you made.
On the builds:
1) On Dark Blast, I consider myself good at 3-4 slots with Thunderstrikes. It's a good set, offers some recovery, ranged defense (which should be really good since you'll be out of most AoE/Melee ranges if they are targeting melee opponents), and overall accuracy, which is good for your other dark blaster/epic powers. The 5th slot gives travel bonus (meh) and 6th slot just gives more ranged defense, but it's not as needed especially if you need slots elsewhere (which could be debatable).
2) Tentacles/Nightfall. How my Storm/Dark has them slotted is 5 slotted with Posi's Blast, taking all but the Acc/Dmg IO. Reasons: Mostly it gives 6.25% recharge, but it also offers more recovery, some resistances, accuracy, and gives you a proc while working towards set bonuses on each power. Also, the dmg/range is nice because that makes your cones just that deeper so you can potentially hit more enemies. I danced around earlier on exact thoughts on slotting these powers, so now you know how I'd do it.
3) Oppressive Gloom. 2 slot is how I've been designing this power on various characters. Rope-A-Dope has an Acc/Stun and an Acc/Stun/Rech IO that gives you 6% regen of a set bonus while giving you the two most needed thing for the power: Accuracy and Stun duration.
4) Dark Pit. I say 5 slot Stupefy. Set bonuses here again, recovery, HP, stun duration (which works towards OG too), and more recharge. You could put the proc into it, though that just means you're having to deal with KB in a Primary/Secondary where it's not usually used. Plus, it's a proc so it's not going to effect the entire mob like Torrent could (and possibly would with enough Accuracy). Since this is one of the staple powers of Dark Blast in my mind, using the proc and then have the power as a set mule is a poor idea.
5) RAs/AB. I'd plainly move these earlier in my build. I personally (though I'm well aware that I'm not the norm on this to most) place travel powers, leadership, etc. after I get most of my primary/secondary that I need at that moment. I usually get Fitness as it comes (so I can have Stamina) but other than that push back my other pool powers for the staple and better buffs earlier. 5.55% def from Maneuvers is good, but 500% Regen from Regen Aura and AB and 200%/800% recovery from rec aura and AB are more important. I mean, you'll get AB at the same time Blasters get their T9 nukes. Tell them to tell you when they are about to nuke, slot up a bit for recovery in AB, and you have a Blaster who doesn't really run out of endurance as they nuke. Around level 25-35 Empathy starts to make the shift from Heal/Buffer to Buff/Whateverer. People who think that Empathy running at level 6 in KR radios runs the same at 50 tend to grow very frustrated when their level 6 tactics don't work in later levels when they should be AB/RA/Forting everyone. This is also part of what makes Empathy get a bad name, people not growing with their powerset as their power set gets new options. It's like a Scrapper that only takes the armor powers and only uses the first 4, they have 5 other armor powers to help them succeed in later game.
6) Clear Mind. Because I'm a jerk, I shrug at clear mind and usually take it 20+ or later. I understand the benefit of taking it at lower level, I just find myself usually seeing better things since Tankers have their mez protect at or around 10 and scrappers only 6 or so levels after the tankers. That leaves Controllers/Blasters/Defenders and well frankly, if it's a sleep, a heal can break it, otherwise they'll eventually get out of it... Not saying skip the power, just in my personal philosophy, it doesn't have to be taken right away, and I usually apply it when I use fort on the character, since I pass it out to basically everyone on the team. I had a much more detailed calculation of who to fort before SSKing, now it's a much more general feel. -
After poking around a build that I'd personally not touch with a 10 ft. pole (not the combo of sets, but how they're wanting to be used), I decided to scrap it personally.
I personally dislike Vengeance, mostly due the fact of I believe that most everything pve can be solved with people with head on their shoulders. Sure a death may happen here or there, but most of the time, you're not going to be in a party wipe situation thus the "amazing defense" that Vengeance. Damage I could consider a viable reason, but THB (to-hit buff) is meh to me on most TFs. The reason I wouldn't consider it a good reason on a Empath (for the damage) is the fact that it doesn't have the nice pairing like Radiation does (Fallout for massive debuff and Rez). I mean, between fortitude and clear mind, Vengeance is really only giving you a damage buff (which Fortitude and Assault can give you anyhow for 40% Damage increase).
As far as mitigation goes, Dark Pit and just general THD (to-hit debuff) from out the box should be sufficient. I mean, a properly placed Tentacles and Nightfall can (with 3 generic THD gives 14.9% THD for each, versus a 9.38% out of the box) give 18.76% out of the box to a 29.8% Solely enhanced for THD. Give yourself procs or just general damage enhancements and the extra 11% THD will be a sacrifice to the team's general speed of killing mob. I mean, 3 slotting damage IO only gives each Tentacle attack will be 67.3 damage (instead of 33.8) plus a proc (or two) and Nightfall does 79.2 damage (instead of 39.8) plus a proc (or two). 11% THD... 65-70 (without procs) damage.
Also consider the 11% THD in this way too: THD can be resisted and such from GMs/AVs/etc. Defense isn't really. With Maneuvers and Fortitude, you're giving those people (also 3 slotted only for Defense), you're giving them 23.8% defense from Fort and 5.55% from Maneuvers. That's a total of 29.35% defense without any debuffs applied and the two cones are still giving 18.76% debuff without any enhancements towards. So with just two attacks and your buffing beforehand with fort and being in everyone area with leadership, you're over halfway to softcap. Tentacle animation is 1.67 and Nightfall animation is 2 seconds, given that it takes you a second to get into range/position, 5 seconds into the fight, the entire team is basically soft-capped (THD considered defense, which I'm aware is flawed logic to a certain degree). This means that the damage you could be doing but traded in for 11% THD is going wasted.
Auras, Dark Pit, and other tricks you could pull not accounted for, why slot for mitigation only? Defenders can do so much more to a team than just mitigation and support. Open your mind to new ideas for a Defender than just a major "Oh Crap" button at level 35 if one person dies. Between the THD, fort, the auras (+regen ftw!), and then heals, rez and a massive defense buff is really just not worth the ideal set up for Venge. Yes, I do suggest you take the rez as a "if the crap hits the fan" times, or someone does something stupid, it's useful to have. Vengeance is meh to me because I shoot for buffing my team so they don't need my attention, blast/debuff so they still don't need my attention, then heal when needed, finally ending with a "just in case" cause called rez. Why have two "just in case clauses" when you can use the 2nd for something more productive. -
Radiation Blast's T1 (according to mids) is also 12.5% def debuff on Defenders to Corruptors' 10% def debuff.
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Those are the numbers according to mids, so any of those ATs should be doing the same endo drain.
Dark Blast has the T1 for Corruptors at 7.5% with defenders at 9.38% on to-hit debuff. -
Went onto my Dark/Elec defender real quick and it seems that all those are the real numbers in game for Defender, and from the little bit of Corruptor check I did, it seems that those numbers are correct as well.
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I went to mids and got the following numbers, completely unenhanced by anything:
Charged Bolts
Defender: 36.1 dmg, 7% end, & -100% recovery, 20% chance, 2 seconds
Corruptor: 41.7 dmg, 7% end, & -100% recovery, 20% chance, 2 seconds
Blaster: 62.6 dmg, 7% end, & -100% recovery, 20% chance, 2 seconds
Dominator: 52.8 dmg, 7% end, & -100% recovery, 20% chance, 2 seconds
Lightning Bolt
Defender: 59.3 dmg, -10% end, & -100% recovery, 30% chance, 4 seconds
Corruptor: 68.4 dmg, -10% end, & -100% recovery, 30% chance, 4 seconds
Blaster: 102.6 dmg, -10% end, & -100% recovery, 30% chance, 4 seconds
Dominator: 86.6 dmg, -10% end, & -100% recovery, 30% chance, 4 seconds
Ball Lightning:
Defender: 36.9 dmg, -7% end, & -100% recovery, 30% chance, 4 seconds
Corruptor: 42.5 dmg, -7% end, & -100% recovery, 30% chance, 4 seconds
Blaster: 63.8 dmg, -7% end, & -100% recovery, 30% chance, 4 seconds
Dominator (Mu Mastery): 107.8 dmg, -7% end, & -100% recovery, 30% chance, 4 seconds
Short Circuit
Defender: 32.5 dmg, -35% end, & -100% recovery, 10 seconds
Corruptor: 37.5 dmg, -35% end, & -100% recovery, 10 seconds
Blaster: 56.3 dmg, -35% end, & -100% recovery, 10 seconds
Zapp
Defender: 99.8 dmg, -15% end, & -100% recovery, 50% chance, 4 seconds
Corruptor: 115.1 dmg, -15% end, & -100% recovery, 50% chance, 4 seconds
Blaster: 172.7 dmg, -15% end, & -100% recovery, 50% chance, 4 seconds
Dominator: 188.1 dmg, -15% end, & -100% recovery, 50% chance, 4 seconds
Tesla Cage
Defender: 5.42 dmg, -7 end, & -100% recovery, 8 seconds
Corruptor: 6.26 dmg, -7 end, & -100% recovery, 8 seconds
Blaster: 9.38 dmg, -7% end, & -100% recovery, 8 seconds
Voltaic Sentinel
Defender: 35.6 dmg, -6 end every 3.67 seconds for 60 seconds, & -100% recovery, 20% chance, 2 seconds, chance every 3.67 seconds for 60 seconds
Corruptor: 44.5 dmg, -5 end every 3.5 seconds for 60 seconds, & -100% recovery, 20% chance, 2 seconds, chance every 3.5 seconds for 60 seconds
Blaster: 44.5 dmg, -5% end every 3.67 seconds for 60 seconds, & -100% recovery, 20% chance, 2 seconds, chance every 3.67 seconds for 60 seconds
Dominator: 44.5 dmg, -5% end every 3.5 seconds for 60 seconds, & -100% recovery, 20% chance, 2 seconds, chance every 3.5 seconds for 60 seconds
Thunderous Blast
Defender: 153.6 dmg, -55% end, -25% end (30% chance), & -100% recovery, 20 seconds
Corruptor: 177.3 dmg, -55% end, -25% end (30% chance), & -100% recovery, 20 seconds
Blaster: 265.9 dmg, -55% end, -25% end (30% chance), & -100% recovery, 20 seconds
(Epics)
Static Discharge
Blaster: 56.9 dmg & -5 end
Dominator: 65 dmg, -7% end, & -100% recovery, 4 seconds
Power Sink
Defender: -41.3% end & -100% recovery, 30% chance, 4 seconds
Corruptor: -35% end & -100% recovery, 30% chance, 4 seconds
Blaster: -35% end & -100% recovery, 30% chance, 4 seconds
Dominator: -35% end & -100% recovery, 30% chance, 4 seconds
Electric Shackles/Shocking Bolt
Defender: 18.1 dmg & 2.5 end
Corruptor: 43.8 dmg, 7% end, & -100% recovery, 8 seconds
Blaster: 31.3 dmg & -2 end
Electric Fence
Defender: 36.1 dmg, 2.5 end, & -100% recovery, 20% chance, 2 seconds
Blaster: 62.6 dmg, 2.8 end, & -100% recovery, 20% chance, 2 seconds
Thunder Strike
Defender: 91.1 dmg & -100% recovery, 40% chance, 4 seconds
Blaster: 165.7 dmg & -100% recovery, 40% chance, 4 seconds
Dominator: 137 dmg & -100% recovery, 40% chance, 4 seconds
Blaster/Dom Powers (that you can have in a sapper)
Charged Brawl
Blaster: 109 dmg, 7% end, & -100% recovery, 20% chance, 2 seconds
Dominator: 77.1 dmg, 7% end, & -100% recovery, 20% chance, 2 seconds
Havoc Punch
Blaster: 144.6 dmg, -10% end, & -100% recovery, 30% chance, 4 seconds
Dominator: 114 dmg, 10% end, & -100% recovery, 30% chance, 4 seconds
Shocking Grasp
Blaster: 100.1 dmg, -7% end, & -100% recovery, 50% chance, 4 seconds
Summary
If you want a sapper, choose a Blaster. If you want some support with damage, choose a Corruptor. If you want support with some damage, choose a Defender. -
As far as my "Tankfender" which I like to refer to as my "Tankfendtrollmind", his major issue is mezzes. He's a Dark/Elec, and not nearly as built as he should be for my end result; however, he's already able to get into groups and mitigate them... eventually. He's poor on damage atm (due to lack of damage set IOs being in their proper places), but he can jump a mob of Council on a Moonfire and eventually take them out. The problem being eventually. I get about 15 seconds into the battle, they're feared and sapped and using Fluffy for some extra damage/mitigation.
But really there's more than one way to make a tankfender. Mostly, it's a high defense defender imo. Other powers that the defender has for buff/debuff just adds to his effectiveness at being one. Mez protection for Sonic (Think a Dark or Elec armor tank for style of character), FF, or Traps (For your Ice, SR, etc.) is useful and that gives you an idea for their style in relation to Scrapper/Tankers. I just like to live life on the edge and go with my sapping, debuffing, and high defense guy (My Mids has him at 30.1% to 34.8% positional defense) who can summon his pets for extra sapping, debuffing, and damage. He's not the greatest of damage, but I mean... is a Tankfender supposed to anyhow? -
As far as my experience with Electric Blast go (A level 50 Dark/Elec, 35 Traps/Elec, 30 TA/Elec), I can happily go with the T1, 2, 3, 4, 8. Aim and Tesla are up to personally choice, but I get plenty of happiness out of my attack chain with just T1-4. 2 AoEs and 2 STs and I'm happy. Plus, I always love dots because they make me think I'm dealing more damage than I actually am. Granted, there is a downside to dots, but that's always my feeling.
As far as my experience with Sonic Res goes (Got a 50 Archery/Sonic Corr and a 27 Sonic/Psi), it seems to be buff with the two ally buffs and maintain my -res toggle and big bubble. Liquefy when it's up and other that go about blasting. -
These two sound very familiar. Not sure if I have teamed with you while you were on them, or if it was just passing you on the street or Wenty's, but these two names sound very familiar.
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I have a Dark/Elec Defender to which I've been wanting to make him basically a tanker (though I've only tested a partially slotted version and got smacked down by Rikti and their mezzes), but I've also wanted to keep the "control" aspects as well. As such, I think I have a rather unconventional build (to which I've not yet built yet... too many projects at once!). Basically it's focus is on the two most obvious parts for the above: Defense and Endo Draining.
With this, I managed to get some good defenses going. 29.1% AoE defense, 31% Melee defense, 36.6% Ranged Defense, and 38.2% Energy/Neg defense. As far as Resistances go, 23.5% Toxic, 31.3% Psi/Energy, 54.8% Neg, 66.8% Smash/Lethal. Also, I've slotted several powers with Deflating Ego's Recovery debuff to combine with my electric powers. Most noticably being Fluffy, to which most/all of Fluffy's powers have a to-hit debuff part to it so they will all be effected. I also managed to get 186% recovery (3.25 eps), 286% Regen, and 40% Recharge. Granted, 1.51 eps used without Darkest Night being used.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Eldritch Green: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Nictus-Acc/EndRdx/Rchg(3)
Level 1: Charged Bolts -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
Level 2: Lightning Bolt -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50)
Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(5), EndRdx-I(5)
Level 6: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19)
Level 8: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Fearsome Stare -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(13), Cloud-ToHitDeb/EndRdx/Rchg(15), Cloud-Acc/EndRdx/Rchg(15), DarkWD-Slow%(17), DefEgo-RecDeb%(17)
Level 14: Short Circuit -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(23), Sciroc-Acc/Dmg/EndRdx(23), Sciroc-Dmg/Rchg(25)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Mrcl-Rcvry+(27), Mrcl-Heal(27)
Level 18: Howling Twilight -- RechRdx-I(A), RechRdx-I(31), EndRdx-I(34)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(34)
Level 22: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(37), DarkWD-Slow%(40), DefEgo-RecDeb%(40)
Level 24: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(39), S'fstPrt-ResDam/Def+(48)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb/EndRdx/Rchg(33), Cloud-Acc/EndRdx/Rchg(33), DefEgo-RecDeb%(33)
Level 35: Voltaic Sentinel -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Dmg/EndRdx(36), S'bndAl-Build%(36)
Level 38: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(39), Zephyr-Travel(39), Zephyr-ResKB(40)
Level 41: Oppressive Gloom -- Acc-I(A), Dsrnt-I(42)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Soul Transfer -- RechRdx-I(A)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run -
Yeah levels tend to be very fluid for me. Especially when leveling, I just want to get a general build before I start experimenting on my ride from 1-50.
-
So, I was curious before I set out on this journey. What's your thoughts between the two and their synergy? This is the general build that I came up with on my own. Thoughts appreciated.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Crossbow X: Level 50 Technology Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Electrical Melee
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Hero Profile:
Level 1: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(7)
Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 2: Hoarfrost -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Rchg(3), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5)
Level 4: Jacobs Ladder -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(46), Sciroc-Acc/Rchg(46), Sciroc-Acc/Dmg/EndRdx(48), Sciroc-Dam%(50)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Permafrost -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(9), Aegis-Psi/Status(9), ImpArm-ResPsi(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Acc/Rchg(13), Zinger-Taunt/Rchg/Rng(13), Zinger-Dam%(15)
Level 14: Boxing -- P'ngS'Fest-Dmg/EndRdx(A), P'ngS'Fest-Acc/Dmg(48)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(17), Mrcl-Heal(19), RgnTis-Regen+(50)
Level 18: Glacial Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(19), LkGmblr-Rchg+(21)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(23)
Level 22: Chilling Embrace -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(23), P'ngTtl-EndRdx/Rchg/Slow(25), P'ngTtl--Rchg%(25)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 26: Energy Absorption -- LkGmblr-Def/Rchg(A), LkGmblr-EndRdx/Rchg(29), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(33)
Level 28: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(33), GftotA-Def/EndRdx/Rchg(34)
Level 32: Icicles -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(40), Erad-%Dam(43), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Dmg/EndRdx(43)
Level 35: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(42), Zephyr-Travel(42), Zephyr-Travel/EndRdx(42)
Level 44: Thunder Strike -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dam%(46), FrcFbk-Rechg%(50)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run -
I have this build, though I've not really had much in the form of drive to play him. He is currently level 22 or so.
I think it has mostly to do with the fact that me and kinetics don't get along too well. -
Small things I instantly saw.
If you're happy with rez's recharge rate (which you could put a recharge IO in), I'd suggest placing endurance redux instead of a range. 26 endurance is harsh.
I don't personally believe that you need a 4th slot in hover, you might find it best to have the slot placed somewhere else.
6 slotting tactics is usually a waste of slots that you can place in other things to get them moving a bit better.
I'd suggest a numina: Heal as a 4th slot, it adds a lot of heal by itself and offers a 12% regen also on top of it.
If you plan on taking a self rez (which is debatable), I'd suggest putting a recharge in it instead of a stun. Gets it up faster, just in case.
I'd suggest maneuvers over assault, gives you more defense thus more personal survivability. Oh, and if your allies are near they get a defense buff too.
Just a few off the top < 10 minute post tips. -
Though through my disappointment with Ice Shields and Power Boost, I still really enjoy my Earth/Cold Dom as well. AoE controls, including knockdown as mitigation, makes you sitting at about 5 different AoE control options. Earth cage when you're not focusing on the Earthquake/Sleet aspects for knockdown and you should be doing quite well. I find just rotating Earth Cages, Volcanic Gases, Earthquake, Stalagmites, and Sleet (using Sleet as often as possible even if paired with the others) works quite well. However, I also have a Earth/Rad and she's also quite fun to play. The Cold being 47 and the Rad being 45.
Ice buff rocky ftw! -
Quote:This makes me sad. However, the likelihood that I'll switch to FF is slim to nil due to the fact that Cold Dom fits into the theme and she's already level 47. I guess I'll just have to rebuild the later levels of my build back into Ice Mastery most likely. No point in dealing with a power that's going to do me overall jack squat with how I was going to use it.Does it have an enhanceable Tohit? Yes
Does it have an enhanceable Resist? Yes
Conclusion, do not enhance the power at all.
Powerboost cannot skip over portions of enhanceable things. It's not coded that way, and I get the feeling it never will be.
Luckily there's very few things powerboost COULD work for but does not. Ice Shields just happens to be one unfortunately.
*sad face* -
The thing that gets me though is has the defense part. I just not fully understanding why it wouldn't be able to boost the defense aspect of the power and not the power as a whole. I mean, the logic behind it to me is that you can enhance a power for a certain part that the power boost wouldn't be able to work in the same type fashion to buff what it's says it buffs.
Yeah, just very frustrated on this. That and a touch of not understanding the reason it doesn't do what it sounds it would do. Honestly what I would expect is Power Boost and then have the defense part boost for only 15 seconds, but heard that that since it's a click power that it lasted the entire duration (which makes some sense to me on the logic that I was given). -
That's not cool. I so want my +def buffed. I don't care about the resistance too much. I mean, Power Boost is supposed to boost defense yet it doesn't because of the resistance part that I don't care about it that much.
I'm aware my caring about a part of a power isn't really good logic and reasoning to make it work the way I want it to, but the it seems kinda misleading. Power Boost is still a good power in general for a Controller, but it's really not working the way I want it to. Granted with how it is written on the power and Mids having it working as it seems to be written. However, that's a major reason I tested it out to make sure it works out how I really intended. If it didn't work as intended I'd have to recalculate if I really want it as my power choice. Now that it really isn't working as intended, I'll have to reconsider it. -
Well, I wanted to double check to see if there was still the increased defense on (ice) shields and how long they actually last with power boost. However, the first time I shot power boost and buffed a friend to check and see if it's only the 15 seconds or the entire 4 minutes only for him to tell me that he was getting buffed the full amount. So, I waited until Power Boost recharged, turned on Arctic Fog, hit power boost and arctic fog didn't increase in defense and the re-shielding still didn't work on increased defense either.
So to what I ask, how is it supposed to work and is it just me or is it bugged in its current form? -
Okay, evidently when it comes to titles and what not I fail. However, given my title mess ups (which I apologize if I did screw you up on that), the pointers are what I was mostly shooting for. The titanium coatings (other than the big bubble) aren't giving you mileage in my opinion. A bit of HP isn't as good as a bit of defense stacked up on itself. If you switch all your 3 slots of titanium coating for reactive armors, you're really trading some HP for some moderate elemental defense and some positional defense.
This is how I see it, your titanium coating is doing the following (in total): 8.8% Sleep resist, 61.2 HP, 2.2% Stun resist, 2.75% Hold, 2.5% Melee defense, 1.25% Lethal/Smashing defense.
If you were to change the Dark Mastery armor to a four slot and have reactive armor in all four powers (4 slotted) you end up with the following: 4.4% Immobilize resist, 5% Energy/Neg defense, 2.5% Ranged, 5% Smash/Lethal defense, 2.5% Melee. A 5th Reactive armor in the big bubble gives you 1.25% AoE defense, .63% Fire/Cold. As I see it, you could trade that for a 2nd steadfast (either end/resist or KB protection could work wonders) and get 1.5% recovery instead of the AoE defense.
As a result of this, you can a bit more mileage per slot in my eyes. The Aegis you currently have slotted in your first ST one is being useless this way, a 4 slotted Reactive with End/Resist, Resist, End/Resist/Rech, and Resist/Rech will give you a whole .2% less resistance for your allies and give you some personal defense. You could, if you chose to do so, stick a 5th slot into one of your ST resist armors for the Steadfast +3 defense and keep your 6 slotted titanium on the big bubble. That'll give you even more melee defense.
As far as KB protection IOs go, Karma has one for defense sets that you can put into either combat jumping (or Zephyr). Just as a thought on that side of the spectrum.
For an extra slot, just like the regen tissue idea, if you do just the +end shifter proc, the shifter end only, and a generic IO end mod, you end up a total of 4.5% recovery and 19 HP down. That'll give you an extra slot for a reduced cost. Translated (With Atlas and Portal Jockey) that's a whole .08 end/sec for an extra slot. If you really want the 19 HP, for .15 end/sec you can 3 slot one of the X/End shifter IOs and still end up with an extra slot. -
I still say for the ST buffs you should use Reactive Armors. 4 slotting them both will give you 1.2% Melee and Ranged defense. Not a whole heck of a lot, but it's still some. With the Dark one, that's giving you 1.89% total Melee/Ranged defense. What are you currently sacrificing with doing that? 4.4% Sleep resist, 30.6 HP, and having to alter where you put Steadfast. Granted the straight up numbers from yours would be better but honestly not really. Your one you have 3 Red fortunes with has the same technical numbers as mine because of diminished returns and getting crummy set bonuses for it in comparison with what you want.
As for where to place steadfast, instead of 6 slotting Red fortune to your big bubble, throw reactive or Aegis in there too as 5 slots. You'll get some AoE defense either way. The red fortune 5 slot is mez resist for something that your bubble gives you protection from anyhow (stun/hold). With the 6th slot, toss in your steadfast and poof, you're getting .5% more melee defense than 6 slotting red fortune and getting better set bonuses.
As for the stealth proc, it's usually best to place it into sprint. That way you can free up a slot to place somewhere else in your build and you can toggle on and off a few times to get the proc to work, then just leave sprint on as you SJ or whatever through the mission. Also, the Numina Heal/End in health is only working halfway for you. Since Health has no endurance component you're just tossing away that slot for 20 HP. A generic IO gives you 1% better regen, though I'd honestly place a regen tissue proc for the best mileage. Then we're talking 25% regen or 20 HP. Much better comparison there. On a HP/sec gain with the regen tissue proc, you're ending 1 HP/sec ahead versus 20 HP. -
Well, this is what I poked around with and acquired.
Specs:
[+] 30% Melee, 35% Ranged and AoE defense
[+] 35% Energy/Neg defense
[+] Capped (75%) Smashing/Lethal resistance (Technically 85%), save endurance without Tough at 66.8% Resist
[+] 50% Negative Resist, 47% Toxic Resist
[+] 23% Energy Resist, 25.2% Fire/Cold Resist
[+] 188% Recovery
[+] 270% Regen
[+] 40% Recharge
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Sonic Resonance
Secondary Power Set: Radiation Blast
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Sonic Siphon -- Acc-I(A), RechRdx-I(36), EndRdx-I(37)
Level 1: Neutrino Bolt -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Achilles-ResDeb%(37), LdyGrey-%Dam(37)
Level 2: Sonic Barrier -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(7)
Level 4: Sonic Haven -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(7)
Level 6: Irradiate -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(9), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dam%(11), Achilles-ResDeb%(13)
Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(34)
Level 10: Swift -- Flight-I(A)
Level 12: Sonic Dispersion -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(13), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(23), Aegis-Psi/Status(34)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Mrcl-Rcvry+(15), Mrcl-Heal(17)
Level 16: Boxing -- Empty(A)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(19), ImpArm-ResDam/EndRdx(19), ImpArm-ResPsi(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29), GSFC-Build%(29)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25)
Level 26: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(31), Zephyr-Travel(33), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(33)
Level 28: Cosmic Burst -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(46)
Level 30: Stealth -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Liquefy -- Cloud-Acc/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(40), Cloud-Acc/EndRdx/Rchg(43), Cloud-Acc/ToHitDeb(46), Achilles-ResDeb%(46)
Level 35: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(43), Achilles-ResDeb%(43)
Level 38: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39)
Level 41: Dark Consumption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(42)
Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 47: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Soul Transfer -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run -
Well, you can always 6 slot it one of the following ways: 4 slot reactive armor for defense, 3 slot Aegis for AoE defense, decent actual level of IO, and Status/Psi resist, Steadfast for defense and 2 slot it for either more resist or KB protection (and some recovery set bonus), or a bit of impervium armor for recovery and more psi resist. It's kinda up to you how you wanna manage that. You can also place the Impervium armor in your ST shields/Tough for the Psi proc as well. I mean, resist wise that is your hole.
I really like Reactive if you're missing ranged/melee/typed defense and aegis if you're looking for AoE defense. The rest is just a slippery slope. I could probably work you up a build if you'd like.