StormyDarkness

Super-Powered
  • Posts

    586
  • Joined

  1. I've made a recharge and damage TA/Ice build, which is odd since my typical character gets a defense build first and foremost, but I figured it's okay to have my blasteresk character with lower defense since I'm giving him lots of damage and recharge.

    Notes of the build:

    - It has 163.8% recharge global.
    - Without Soul Drain, it has 67.2% dmg bonus solo, 37.2% in a full team.
    - With a full Soul Drain, Ice Storm does 481 average damage with a 20.6 second recharge. OSA does 1015 average with 62 second recharge. Blizzard does 2002 average damage with 124 second recharge and Dark Consumption has the exact same recharge on it.
    - Only Incarnate considered is T4 Muscular with the to-hit debuff in it making Flash do -10%. With regular defenses, Flash arrow, and 1 small purple, you're basically softcap to range attacks.
    - Only 1 purple set was used, which was sleep, so it'll be considerably cheaper in comparison.


    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Arrow of Theta i19: Level 50 Natural Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Ice Blast
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Flash Arrow -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(36), Cloud-ToHitDeb/EndRdx/Rchg(37), Cloud-Acc/EndRdx/Rchg(37)
    Level 1: Ice Bolt -- Dev'n-Dmg/EndRdx(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg(3), Dev'n-Hold%(5)
    Level 2: Glue Arrow -- RechRdx-I(A)
    Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(33)
    Level 6: Boxing -- C'ngImp-Acc/Dmg(A)
    Level 8: Poison Gas Arrow -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep/EndRdx(11), FtnHyp-Plct%(11)
    Level 10: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(15), GSFC-Build%(17)
    Level 12: Acid Arrow -- AnWeak-Acc/Rchg(A), AnWeak-DefDeb/EndRdx/Rchg(17), AnWeak-Acc/Rchg/EndRdx(19), AnWeak-Acc/DefDeb(19), Achilles-ResDeb%(25)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(37)
    Level 16: Freeze Ray -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31)
    Level 18: Disruption Arrow -- RechRdx-I(A)
    Level 20: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(21), Posi-Acc/Dmg(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(23)
    Level 22: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(40), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42), RedFtn-EndRdx(43)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
    Level 26: Oil Slick Arrow -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(27), Posi-Acc/Dmg(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29)
    Level 28: Bitter Ice Blast -- Dev'n-Dmg/EndRdx(A), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg(36)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
    Level 32: EMP Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(50)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/Rng(40)
    Level 41: Dark Consumption -- Sciroc-Acc/Rchg(A), Sciroc-Dam%(42)
    Level 44: Dark Embrace -- RctvArm-ResDam/EndRdx(A), 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)
    Level 49: Assault -- EndRdx-I(A)
    Level 50: Musculature Total Radial Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
  2. Guess with Tanker bruising and my -dmg use with him, it'll make it more powerful. Or, at worse, people in my party doing -resistance makes my -dmg more powerful. Interesting...
  3. If it does -60% dmg, then add it to dual pistols for cap -dmg from an AV (10% dmg actually working, then add in thermal resists and whoever's resists as well). It'd be crazy fun!
  4. I have ran the combo on Virtue (named Amphetamines). I plan (though currently haven't because I'm lazy) on running him red side and picking up Mace Mastery. First reason: Scorpion Shield + Weave + Maneuvers + set bonuses = softcap to Smash/Lethal/Energy. May be able to get away without Weave if you invest more towards defense in set bonuses. Second: it has the mass immobilize that does not have knockback protection so you can use Repel to group them up for Ignite/FS while keeping them in place (if I feel like going that route). Psychic was my second choice for the build for safer FS when soloing. That and you can telekinesis into the corner if you really wanted to and then just transference all the endurance that telekinesis steals from you.
  5. StormyDarkness

    A possible idea.

    Hmpf. This seemed interesting, but Sundays are terrible for me. Tuesdays I wouldn't be getting home (assuming I get off exactly when I'm supposed to) til 8:30pm EST.

    Mondays and Thursdays are days off, Tuesday nights can work if later, and Friday/Saturday I'll have the late, late night shift, so I'd be able to CoH, take nap, then go to work, depending on start/finish times.

    If anyone is thinking of making a second group with all the interest and my schedule seems plausible, I'd be interested. Also, I might be able to pull my boyfriend into it to. Bringing back my luck shifter concept would be fun, I'd just have to figure out what to pair it with.
  6. I'd be interested to do this on my Storm/Dark Defender for badges. He's up to helping 5 extra so far... so that's 45 to go... >.>

    I'm about to go to bed, but feel free to send me a tell at @deertayorkay and I'll gladly join up. Might bring some of my other characters for quick notices and XP.

    Getting a small chunk out tomorrow (when I work the late, late shift) before work sounds like a good idea, and I can do the same on Monday. Go family stuff sometime, but I doubt the whole day, maybe the morning/afternoon. Sunday is kinda bunked for me because I need to sleep from my late, late night shift and then go to work the next day for the evening shift. Approximate down time total: 10 hours, not including travel or sleep. However, I have been known to come home, sleep for an hour or two, wake up for several hours, nap for an hour or so, then go off to work, so who knows for sure.

    Edit: If I would of seen this Thursday, I would of ran it with you. Worked Friday, so that was pretty much already bunked.
  7. StormyDarkness

    Non-healing Emp

    In regards to:

    Quote:
    Not ignoring part of my powerset any more than people who don't take Crystals or Minerals from the Stone Armor set are, or people who don't take Inertial Reduction from the Kin set do.
    It really is a matter of play style. I disagree with people who only take Granite and call it a day, but that's me personally. Inertial Reduction, it depends on the player honestly. That's like saying that Gravity Controllers are completely insane or backwards for not taking Dimension Shift and should instead skip Singularity.

    There's some power sets with powers that I will give a crazy look at for not taking, like Sleet/Freezing Rain from their respective, Fortitude for Empathy, Acid Mortar for Traps, etc. Though I'm open to people bringing a different perspective, there's key powers I'd prefer my support set character to have.

    Honestly, I don't see too much reason post 25-30 to take more than the AoE heal and one of the ST except very specific circumstances which I tend to give a "*shrug* I plan for the general, not this specific thing when making my builds." Then again, I don't get asked too often about it, because A) I don't play my Empath very much and B) When I do, there tends to be a lack of need for it 9.5 times of 10. Correctly buffing with Fortitude and getting most of my allies with Regen Aura tends to correct most of my healing issues.

    I'd say keep the AoE so you can heal yourself, otherwise I see no problem with skipping the heals. I like the insurance policy of the rez (and I have a "well, guess me and/or you need to focus on the you not dying thing" without having to break out a wakie). For me, my most hated power is Clear Mind on Empathy. I want to protect the squishies constantly with it, but don't want to spend the time to buff it when I could be blasting to get my other buffs up faster and continue to help dps and status my enemies so healing isn't needed. Time buffing with Clear Mind -> time not buff/debuff for general survivability (thus creating a need to heal which goes back to the no buff/debuff time once again). Blaster is mezzed? He's got his T1 and T2 blasts for a reason...

    Skip Clear Mind for your unconventional build and when people say "zzz" use the AoE heal and say "well, 'zzz' means sleep so I cured it with a quick heal that breaks sleep."

    Outside of the dps and holds added from Ice, I'm not sure if that's the best mitigating secondary. I personally like Dark Blast for the -to-hit, immobilizes, and the stun for everything below bosses. Positional with Torret (if you're good with knockback) and a self heal if you really don't want the AoE (or to stack with the AoE for more self-healy goodness). Then again, since you had a bad experience with your last empath that was dark, you may not want to try it again with a new flair.
  8. I'm currently at a weird point with my Ice/Elec Tanker. He was alright leveling from 1-50, but he tends to be so close to my Elec/SR stalker in terms of play style that I generally skip my tank for my stalker. Because of this, I was actually thinking of re-rolling my character as an Ice/Kin Tanker instead. Give myself a new power set to tinker with and make it different enough (and tactically) that I can actually see a major difference between the two.

    My Ice/Kin build has the following (just made):

    - Softcap Smash/Lethal/Neg/Energy without Energy Absorption
    - Approximately 10 HP off cap with Hoarfrost
    - 138.8% recharge with Hasten
    - 27 HP/sec regen
    - Between Burst, Chilling Embrace, and 1 other attack, I'll be doing -35% dmg debuff (if not more depending how well I can chain things)


    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Neo Dragon DR: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Flight
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(3), RedFtn-Def/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def(5), RedFtn-EndRdx(7)
    Level 1: Quick Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 2: Hoarfrost -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13)
    Level 4: Chilling Embrace -- EndRdx-I(A)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Smashing Blow -- Mako-Dmg/EndRdx(A), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg(43)
    Level 10: Taunt -- RechRdx-I(A)
    Level 12: Icicles -- Sciroc-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(39), Erad-%Dam(40), Oblit-%Dam(40)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(19), RedFtn-Def/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx(23)
    Level 20: Power Siphon -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
    Level 24: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33)
    Level 26: Energy Absorption -- LkGmblr-Rchg+(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(29), Efficacy-EndMod/EndRdx(29)
    Level 28: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
    Level 30: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(37), Zephyr-Travel/EndRdx(37)
    Level 32: Hibernate -- RechRdx-I(A)
    Level 35: Focused Burst -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40)
    Level 38: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(42), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(50)
    Level 41: Spirit Shark -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50)
    Level 44: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46), Achilles-ResDeb%(46)
    Level 47: Summon Guardian -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Dmg/Rchg(48), S'bndAl-Acc/Dmg/Rchg(48), S'bndAl-Acc/Rchg(50)
    Level 49: Fly -- EndRdx-I(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9)
  9. That is very true, regardless of what power sets you are playing, if Soul Drain is a heavy weighed power on what APP you pick. Dark wins over Soul. It's still nice if you want SD and PB.
  10. Maybe it was because I went from CoH to a few months over at WoW, but when I played my priest, I did a discipline priest. Easiest thing I did from lowbie land to mid 50s. When I was playing "healer", I always got a kick out of tossing my shield on the tank that did a portion of the damage back on the attacker, throwing a healing dot (WoW's regen since it doesn't actually have a regen part when in a battle) and then just going and helping wand down the troublesome enemy. I sometimes even had a chance to cast offensive spells and use my mana for that.

    Then again, I went from CoH to WoW and knew that buffing was under appreciated by most WoWites and knew what buffing could do in CoH and just crossed some tactics over. Discipline Priest soloing 5-7 equal to +5 level enemies solo? Easy. Just give me a jug of water afterwards.

    Edit: This is what Empaths should be doing. Buff those who need it, give regen for the times people get hit, and blast away. Buffing depending on various factors.
  11. Well, I have a Storm/Dark as my "main", but there was/were a few things that I wasn't completely understanding when I chose my build, and since the addition of incarnate powers some of the reasons I did what I did have become somewhat of a legacy build yet to RP standards now fitting (because I fit it in).

    My Storm/Dark has Power Mastery. I took PBU, thinking that LS and/or Tornado would get the extra debuff/damage for the entire duration, but I believe that's untrue. Then again, I've only really noticed the damage difference with PBU on my TA/Ice when using Ice Storm/Blizzard. The damage increases goes for a bit, but then goes away after the duration is up. So my initial believe of a big buff to Tornado has been somewhat squashed, though untested formally by myself.

    I also took the resist shield to help plug holes that Steamy Mist didn't cover (Smash/Lethal is a big hole if you don't have tough).

    I also took Force of Nature for two fold. One, as a "oh crap" button that doesn't make me stop throwing tornadoes, LS, and FR along with Dark Pits and cones. Eye of the Magus only works for so long... The second reason being the +endurance aspect. If my endurance is starting to suffer in a long battle or I'm just not paying attention to my endurance for a while, I pop FoN and it'll stay even instantly and work back slowly if I'm still slinging stuff.

    Since I realized PBU's less usefulness (though still helpful for +dmg on cones, longer stun on Dark Pit, and bigger -to-hit debuffs from my cones) in reference to Tornado and FoN being covered by Ageless and smarter tactics/use of Eye of Magus and whatnot, it's become a "if everything else fails" power that never really gets used. That is with the exception that I've not done many speed runs with him any more, I have a few that are much better designed fro speed runs and use those characters in place of him. Speed runs having several minutes of capped resistances is nice, even with the endurance crash.

    I may have to actually look at his build (again) and see if I want to actually alter his build to maybe get more productivity out of it. It's been a while since I've attempted to make a new build for him.
  12. What is your secondary?

    Also, PB/PBU do very little in regards to Storm Summoning.

    World of Confusion tends to be a very sucky power, though I've found a use for it on my paper version of my Elec/Earth/Psi Dom. Just need to hit level 44ish to be able to try it out.

    Soul Drain from Dark/Soul is more productive if you're wanting a damage aspect.

    Electric is a very popular one because of the immobilize ST power. It does -kb which is very helpful for starting up everyday use of Tornado instead of just on EB/AVs or storm tanking. It also has a hold.

    Mu Mastery also has a hold and conserve power, you just have to take the resist or power sink to do it. Not to mention that it has a pet.

    Leviathan tends to be the weakest set imo for Defenders. It does have a hold, an oh crap button, and a pet. Though, all of those are the top 3 powers from the pool.

    Mace has a crazy defense power for Smash/Lethal/Energy on a Defender, it has a hold, and a pet.
  13. Babbage -> How is Babby formed?

    Warwovles -> Puppies

    Longbow -> Wrongbow (for your villain needs)
  14. StormyDarkness

    AT Comparison

    Quote:
    Originally Posted by radsmash View Post
    I've really enjoyed playing my dark/dark defender up to 40.

    I rolled an ill/rad controller as an alt and she was just dull to play. She's a 14th lvl banker toon now. This may change after level 32 when she has her pets, and then suddenly she'd be uber, but I'm not that far along yet. Just warning there may be some dull levels. For right now I'd rather level some other toon. YMMV.
    In Illusion's defense, it starts to pick up once you hit 18. Phantom Army does wonders to the enjoyment.
  15. StormyDarkness

    /Sonic question

    Quote:
    Originally Posted by Nightchill_EU View Post
    Shriek does -20% res for 5 sec
    Scream does -20% res for 7 sec
    Howl does -20% res for 8 sec
    Shout does -20% res for 10 sec
    Screech does -20% res for 15 sec

    1- Do they stack? My guess is yes.
    2- How do they stack? Will 2 Shrieks within 5 sec apply -40% or each power applies a debuff that only stack with other power's debuff?
    3- If the later, on single target, eventually stun immune target, should I cast Shout/Scream/Howl/Shriek/Screech to maximise the debuffing or shout I go for Shout/Shriekx3 or Shout/Shriek/Scream/Shriek?
    1) Yes.
    2) Multiple Shrieks (my understanding) would do -40%, not just -20% for longer duration
    3) If on a team, use Screech because of the duration of the -resist. Might do that solo too. I hear some respecing out of Shout because of animation times, so you may consider that if you got enough recharge to live with the other 4.
  16. StormyDarkness

    Buffers rejoice!

    I'm not saying Empathy needs a buff or not, but as some have stated before me, it's a very different QoL thing that's simply not applicable to Empathy. Fortitude with the same mechanic would be very overpowered in my opinion. The same thing goes for Adrenalin Boost, giving it as an AoE would be craziness! And since they don't want to do AoE mez protection via ST buff, it makes sense that clear mind isn't on that list either.

    However, for Pain/Poison, I would say that you might have some merit in saying their mez protection does the same as kinetics. Poison has 2 resist numbers, along with recharge and slow resistances. Pain's mez protection has +spd and +recharge, something that kinetics (sb) has as an AoE as well. Much nerfed in comparison on both accounts, but the point remains valid.
  17. Quote:
    Originally Posted by Wanted_NA View Post
    It's basically anything with Fire based or energy based damage can light OSA. So even if you're like...TA/Ice you can still light your own OSA with the origin temp power if you were Magic or Tech origin since Apprentice Charm and Taser Dart do Energy damage.
    That's exactly what my TA/Ice does. Tech origin, still a very powerful combo, just have to set a bind to set it off instead of using a cone/aoe of fire/energy to light it.
  18. Note: a TA/Sonic would light its own OSA, or at least I've been told by a person with said combo.

    Something deadly I've considered, but I didn't know if OSA would officially light or not. By this point, I already have a TA/Elec and a TA/Ice Defenders, so I don't feel like rolling another TA atm to fill this interesting nitch. That and I'm finally getting a home for my Sonic Blast character with a Sonic/Pain Corruptor. One of the few support sets that I still need a 50 of >.>
  19. My Traps/Psi uses Subdue, Will Dom, and TK Blast most often. Robots, it's definitely drop an Acid, TK Blast, Kick (usually goes before TK flies them away), and Trip Mine. Because you only have Sleet for non-psi damage (though it will help the psi damage), robots may be your bane.

    Since Scramble only pairs with your nuke on stacking stuns, it's a lot less able to be helpful for you unless you go dark mastery and take Oppressive Gloom. The down side to it, that'll be putting you into melee, which is probably something you aren't wanting to do on a Cold/Psi. Thankfully, my Traps/Psi doesn't have the problem, so I'll have an ace up my sleeve for bosses. Especially those Rikti ones that use sleep that'll actually bypass my FFG's mez protection.

    Also, I gave you a hold power in your mace mastery which I think is more productive than stuns and also gives you nice set bonuses (Range/Energy/Neg defense, recovery, and recharge) and you can use that stun power and slots for the same recharge bonus and get more damage powers. Scramble, Nuke, and Lance seem to be the most skip-able to me, but that's just my typical play style without obvious synergy (OG + Scramble on melee oriented character).
  20. Umm... your build seems, very, very odd to me. So, I decided that I'd give you a fresh build on how I'd personally do things with some respect to your power choices.

    First, knock back wise. Psionic Tornado is knockdown not knockback in 90-95% of situations. It's real numbers say knock up, so unless the enemy has a debuff of some sort to transform it from knockup to knockback, you're fine with spamming that all day long. As for TK Blast, it's the only power in Psi that gives you a type of damage other than psionic. Meaning on mission like the couple in striga "defeat all robots", attempting to solo would literally take you all day. It is a single target power, so it can be a bit frustrating if you have no experience with knockback to other players, but it won't be as bad a gale/hurricane a mob off your sleet and scatter them so much that the blaster's aoes are pointless.

    Honestly, I'd switch scramble thoughts with TK Blast and give yourself 5 slots of Decimation. Other than that, it'd be very small things I'd move around for my own personal build (like maybe some less range defense since you'll have smash/lethal/energy softcap).


    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Defender
    Primary Power Set: Cold Domination
    Secondary Power Set: Psychic Blast
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Infrigidate -- Acc-I(A)
    Level 1: Mental Blast -- Dev'n-Dmg/EndRdx(A), Dev'n-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg(39)
    Level 2: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
    Level 4: Subdue -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 6: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15)
    Level 12: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def(13), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(21)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Benumb -- Acc-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Will Domination -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(50), Thundr-Acc/Dmg/Rchg(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23)
    Level 24: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(34)
    Level 26: Sleet -- Achilles-ResDeb%(A), UndDef-Rchg(27), UndDef-Rchg/EndRdx(27), LdyGrey-Rchg/EndRdx(29)
    Level 28: Psionic Tornado -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg(29), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(33), FrcFbk-Rechg%(33)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Heat Loss -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(39)
    Level 35: Scramble Thoughts -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
    Level 44: Web Cocoon -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(45)
    Level 47: Summon Disruptor -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)
  21. My personal favorite way to slot Sleet and/or Freezing Rain is to do the following:

    Undermined Defenses: Recharge
    Undermined Defenses: Recharge/Endurance Redux
    Touch of Lady Grey: Recharge/Endurance Redux
    Achilles' Heel: Chance for Res Debuff

    This gives you 53% Endurance Redux and 91.78% Recharge along with a side bonus of 2% damage buff from UD.

    Another thing, I'd move your Recharge IO from Heat Loss to Hasten, then chance your Accuracy/Endurance Mod Shifter to the Accuracy/Recharge one. Keep your accuracy, get better recharge. There's some sapping factor to Heat Loss, but not enough to actually sap them with just Heat Loss and no benefit anywhere else to sapping.

    Unless you enjoy killed accuracy in your powers (I know the people are out there), you may consider switching Tactics for Vengeance. Naturally when slotting venge, make sure to slot your 4th LotG 7.5, and that within itself I'd consider a reason to switch from Tactics to Venge.

    I'd try to move a slot from possibly Tactics (you'll have room if you made the switch above probably), 1 slot on boxing, maybe a slot off snow storm, or the 3rd recharge off benumb to give Bullet Rain or Hail of Bullets (probably the former) the Forced Feedback: Chance for +Recharge. 10% chance for +100% recharge for 5 seconds with a 10 or 15 second cool down. It'll help keep your powers get up even faster. Something I actually kinda miss not having on my Storm/Dark Defender build.

    Is Mids broken, or does this actually work in game like this. Your Arctic Fog/Weave/Maneuvers has Defense Debuff/To hit debuff/Endurance Redux on your HamiO's and they are actually giving more defense/end redux than the proper Defense Buff/To-Hit Buff/Endurance Redux HamiO's. After switching all the debuff ones to buffs, you've actually lost 1.2% defense. Just a note.
  22. StormyDarkness

    Buffers rejoice!

    Quote:
    Originally Posted by je_saist View Post
    No matter how you cut it, for 95% of the game, Force Field, Sonic, and now Kinetics, are the ONLY sets that can give an anti-mez AOE...
    You be silly.

    Dark Miasma: Shadowfall -> anti Fear
    Cold Domination: Arctic Fog -> reduce slow (60%)
    Force Fields: Dispersion -> Anti Held, Stun, Immobilize
    Sonic Resonance: Sonic Dispersion -> Anti Held, Stun, immobilize
    Storm Summoning: Steamy Mist -> Anti Confuse
    Traps: Force Field Generator -> Anti Held, Stun, Immobilize

    Even with the most recent Black Scorpion post making mez protection still only ST, that would still only be Stun, Immobilize, Held (What FF/Traps/Sonic can do auto), -tp, -kb, -kd, -repel on top of a movement debuff. Decent for squishies against for sure council and against Numina's Praetorian version, but the usefulness ends quickly thereafter.
  23. StormyDarkness

    Buffers rejoice!

    Quote:
    Originally Posted by New Dawn View Post
    I think the game would get easier if the same treatment was given to fortitude.
    If Fortitude got the same treatment, I'd be happy. I want to give 41.75% Defense, 31.25% damage, and 55.94% To-Hit buff with three button clicks completely unenhanced. Heck, I'd even start calling out for people to gather. Then again, I'm going to do some defense increase on Fortitude, so I'd be giving 49.98% Defense to the whole team without Maneuvers. In fact, I'd say screw Maneuvers and Tactics and take myself an extra power pool power or Scramble Thoughts.
  24. StormyDarkness

    Buffers rejoice!

    Quote:
    Originally Posted by Silas View Post
    Good times. Now, we wait until this goes live and people start complaining that their AoE buff buffs everyone but them :3
    In the linked above, it already states that they won't get it. However, I do see a lot of people complaining about it too.
  25. If you're going for a budget build, this could work.

    Personally, I'd take the damage out of Life Drain and get yourself more accuracy, heal, and toss some endurance redux in there. It's the same damage as your T1 blast, plus it's your extra self heal if Healing Aura is down. I'd keep it more as a "If I need healing" power than an attack chain power. I primarily use Nightfall and Tentacles with Gloom/Dark Blast tossed in for good measure.

    If you want to consider going red side and getting Patron Powers, you might consider taking Soul Mastery. It has Power Boost instead of Power Build Up, which means take out the +dmg and +to-hit, and lower the duration by half. Downside, you won't have Conserve Power, but Recovery Aura should take care of most of that for you.

    Small things: I'd probably drop the run speed one and either just do 1 End Redux or go with 2. Boxing, if you are actually planning on using the power at all, go with accuracy, otherwise don't even slot it at all and keep your money.

    Those are the most basic things I saw.