Straenge

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  1. I have been tinkering a bit and decided I really wanted to see if I could take down a GM solo using Ill/TA/Mace. I was just curious how feasible this would be or if anyone has done this before? Now keep in mind I have never solo'ed a GM before on any toon and after two tries, without inspirations, I was able to get Paladin down to 1/4 hp (he ran away and PA couldn't catch up to him before I aggroed him.) so I know its capable of that particular GM at least.. I am just curious if I am going to be the first Ill/TA to solo one. Thoughts?
  2. Just wanted to let you know I should be on a bit tomorrow (Sunday) if you wish to add a new member to your SG and group. I may have two for you actually, though haven't decided about Klick Klock.

  3. I think because its unique. You don't see it everyday and I like the idea of having a hero only powerset that has a villain only ancillary. I mean I could say it is a bit conceptual. I suppose you have to see him to understand why his powerset is a bit... odd.




    Yea.. Mace is more like some wierd scepter and definately works for him overall. I also don't have any villains. I just dislike playing redside so having him go over just to play for the mace, I feel a bit better about having to work for it.


    As for the final build, I decided to leave glue arrow and start using it more often. The only thing I changed out is Combat for Hover since I may need it more and I prefer hovering in combat. I may move one of the spectral terrors into Tarantula since it is a bit squishier then I originally thought but it works for now.
  4. Ok.. Local.. I both love and hate you right now. That is without a doubt one of the best builds I have seen so far and hate that it took you as little time to come up with it.. I have spent days going over figures.. I have around 12 different builds going back and forth trying to figure out what works and what doesn't. Then I see this.. and just have to laugh.

    Thank you very much.. that has a mix of just about everything I need. I am kicking myself now because for some reason, I have the same health slotting on my main storm/dark and didn't think about doing the same on this build. I kept getting frustrated because I had bought two sets of Decimation, 2 sets of posi and 3 sets of expedient and was trying to figure out how to use them all without going over.. Then, because I have never used aid other/aid self before, I figured this would be a good way to seeing how it works while keeping phant and tarantula alive a little longer when going after heavys.

    You are right, I can't really afford all of the coercive or fortunata sets yet, I bought contagious and placate but thats all so far. But that can be said for several sets here but I will get them eventually. The only question I have is this.. well two..

    Do you think it might be worth dropping the -kb and moving the second slot in Combat Jumping to Tarantula for another Recharge reduction? That will put it at practically perm standing. How you have the -KB kismet in there never even occurred to me since I was trying to fit more slots in other places but I definitely could use the -kb in those in between times when I get hit, but I just wonder if its worth 19 seconds of recharge on Tarantula.

    Secondly, I rarely even touch glue arrow and was hesitant on even keeping it. I should probably open with it more often or use it after OSA but it never really occurs to me to use it until the last minute half the time. I am wondering if I should exchange that for Assault, even though that damage buff isn't much. Would it be worth it? At this point, I would say no since the glue can cause -recharge but the damage buff sounds like it would more then make up for the lack of a slow.

    Outside those two, everything about this build I am loving and going to be respeccing tonight. Thanks again, Local.
  5. Ok, I basically scrapped what I had done before and did a bit more scrounging for powersets and what I enjoy. I think I have stumbled across a build that gives a great balance between damage, pet damage, recharge and defense. Now, I am able to afford most of this, the rest will just have to be put on hold. However, a couple of questions for my own peace of mind.

    First, I decided to forgo the travel power which looks odd but considering that, concept wise, it would work in his favor and since I have ninja run and enjoy using jetpacks, I don't think I will miss it much. However, I am wondering if there is anyplace I can squeeze in the Zephyr -KB that anyone else can see? As far as I can tell, I am unable to have it and not a big deal, just curious.

    Secondly, as you can see, I decided to drop Assault and squeeze in the self heal. I feel that it will benefit me more and for those times I can heal phant and tarantula, but now I am wondering if I can drop one of the powers like glue arrow in favor of Assault. 15% buff isn't much and less toggles, the better but I am still wondering if it is worth squeezing in or at the very least, replacing a power with.

    Anything else you can see that I can change, feel free. This is a very strange build and I think I am the only Ill/TA/Mace but damn it, its fun


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

    Click this DataLink to open the build!

    Level 50 Technology Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Trick Arrow
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Decim-Build%(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(36), HO:Nucle(37)
    Level 1: Entangling Arrow -- Acc-I(A)
    Level 2: Blind -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Dmg/Rchg(11), Decim-Dmg/EndRdx(23)
    Level 4: Deceive -- CoPers-Conf%(A), Pplx-Acc/Conf/Rchg(5), Pplx-Conf/Rng(7), Pplx-Rchg/Conf(11), Pplx-Acc/Rchg(31)
    Level 6: Glue Arrow -- Slow-I(A)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def(9), RedFtn-Def/Rchg(9), RedFtn-Def/EndRdx(34), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx(36)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Ice Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Rchg/Hold(15), BasGaze-Acc/Hold(34)
    Level 16: Poison Gas Arrow -- FtnHyp-Plct%(A), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Sleep/Rchg(17), FtnHyp-Sleep(33), FtnHyp-Acc/Rchg(34)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-Dmg/EndRdx(31), S'bndAl-Build%(33), S'bndAl-Dmg/Rchg(33)
    Level 20: Acid Arrow -- AnWeak-%ToHit(A), AnWeak-Acc/DefDeb(21), AnWeak-Acc/Rchg(21), AnWeak-DefDeb/EndRdx/Rchg(27), AnWeak-Acc/Rchg/EndRdx(31), Achilles-ResDeb%(37)
    Level 22: Aid Other -- Mrcl-Rcvry+(A)
    Level 24: Aid Self -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(25), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx(42), Dct'dW-EndRdx/Rchg(46)
    Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A), Abys-Fear/Rng(27)
    Level 28: Disruption Arrow -- RechRdx-I(A)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A)
    Level 32: Phantasm -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(39), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(40)
    Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/Rng(43), RechRdx-I(43)
    Level 38: EMP Arrow -- BasGaze-Acc/Rchg(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42)
    Level 44: Poisonous Ray -- Achilles-ResDeb%(A), Achilles-DefDeb/Rchg(46), Achilles-DefDeb(46)
    Level 47: Summon Tarantula -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Acc/Rchg(48), ExRmnt-Dmg/EndRdx(48)
    Level 49: Disruptor Blast -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/Rng(50), Posi-Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Containment
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(29)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(25), P'Shift-EndMod/Acc(29)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 12.5% DamageBuff(Smashing)
    • 12.5% DamageBuff(Lethal)
    • 12.5% DamageBuff(Fire)
    • 12.5% DamageBuff(Cold)
    • 12.5% DamageBuff(Energy)
    • 12.5% DamageBuff(Negative)
    • 12.5% DamageBuff(Toxic)
    • 12.5% DamageBuff(Psionic)
    • 0.938% Defense(Fire)
    • 0.938% Defense(Cold)
    • 5% Defense(Energy)
    • 5% Defense(Negative)
    • 2.5% Defense(Ranged)
    • 1.875% Defense(AoE)
    • 4.5% Max End
    • 103.75% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 1.5% Enhancement(Confused)
    • 2.75% Enhancement(Terrorized)
    • 49% Enhancement(Accuracy)
    • 5% FlySpeed
    • 41.97 HP (4.126%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 12.7%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 7.2%
    • MezResist(Terrorized) 7.2%
    • 13% (0.217 End/sec) Recovery
    • 48% (2.038 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 8.19% Resistance(Fire)
    • 8.19% Resistance(Cold)
    • 8% RunSpeed




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  6. I am starting to see about the third build option as well. My Storm/Dark faceplanted more times then I can count on the new trials and while I may not have much in the way of damage, I make up for by debuffs but they seem to be lacking as well. I had tornado up almost all the time and they seemed to be ignoring the fact which got me thinking about my Ill/TA.

    He will be 50 soon and starting on his alpha but I am wondering how TA will fair in them. I think one of the reasons why I went with TA, besides the fact that he is an insane ex-ringmaster is that I have several control options available. I wonder if it would help mitigate a bit more even though it doesn't have the -regen that Rad has. Have you tried your Ill/TA yet on the trials and compared your runs?

    And you didn't mention anything about Decieve? How did that fair?
  7. I really appreciate the assist. I was so busy worrying about the rule of 5 with the 7.5% recharge that I completely missed the 6.5% I thought MIDs was supposed to catch that for you but I guess not in this case. This is my purely Solo/light teaming build and made for recharge and damage. I am keeping mace on my teaming/fun build since.. after playing with it for a few days, its fun but can be a bit crazy and not looking forward to try to slotting (disliking group invis greatly) But A few points and possibilitys


    Glue Arrow - I slotted for Slow because I rarely use it except against the heavys. EB's and AV's and GM's. Now since my global recharge will be as best as I can get (and afford) would it not be better to keep the slow? Would the mag stack for -recharge against the higher levels?

    I did some selling off of salvage from some of my older toons and was able to buy Soulbound Damage/Recharge and Souldbound Buildup. I hadn't bought the two I had shown yet.

    Now, I have figured out a weird way to fix the 7.5% and wonder if it would be worth it.. I am kind of hesitant for obvious reasons but if I 6 slot Phantasm with Kinetic Crash (Knockback Set), it will put me at 4 7.5% and 5 6.5% I believe unless I am missing something. Otherwise.. without buying a purpleset, I have no idea.. I suppose I could lose one temporarily until a future time.

    I know I could drop glue and put in poison gas arrow for the fortunata set but this was more of a budget build and.. can't decide between the two

    Any help?
  8. Ah didn't realize it. That should work then. I did change out Rise of the Phoenix for Maneuvers for another LOTG but that may be a later respec. Still debating on that last place. At the moment, the only thing I am still concerned about is wasting slots in Aid self for something else that would have given me better results. I also added one more slot in stamina since I do find myself scrapping bottom of the endurance bar far too often.
  9. I didn't want to post this on the other two but I am a bit perplexed on the recharge and damage caps on this build. I am wondering if I am not getting enough of one and too much of the other and needing to really consider all my options. Now this is for a lvl 47 at the moment and this is my purely solo/small teaming build. I wanted something that would pretty much give me as much damage as possible while taking the aid rather then soft capping since with this, I am aiming for a steamroller.

    First, I took out PGA because, for solo work it just doesn't do me much good. I know I could have probably added it in but since the cost for the sleep set for recharge would have cost me more then the LoTG in Group, this is slightly more cost effective. I took Tactics for the slight damage buff but not sure if I have skipped out on anything/overlooked something. I added the Phoenix in because, I just wasn't sure what else to put in that would only need 2 slots.

    Any thoughts? Keep in mind that in Decieve, I can't afford the full purple set at the moment which is why its stacked with malaise.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Trick Arrow
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(3), Decim-Acc/Dmg(5), Decim-Dmg/Rchg(17), Decim-Dmg/EndRdx(31), HO:Nucle(37)
    Level 1: Entangling Arrow -- Acc-I(A)
    Level 2: Blind -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Slow%(3), BasGaze-Acc/Hold(5), BasGaze-Rchg/Hold(19), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Acc/Dmg(37)
    Level 4: Glue Arrow -- Slow-I(A)
    Level 6: Deceive -- CoPers-Conf%(A), Mlais-Conf/Rng(7), Mlais-Dam%(7), Mlais-Acc/Conf/Rchg(19), Mlais-Acc/Rchg(42)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(9), RedFtn-Def(9), RedFtn-EndRdx(13), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def/Rchg(46)
    Level 10: Ice Arrow -- BasGaze-Slow%(A), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Rchg/Hold(13)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Aid Other -- Numna-Regen/Rcvry+(A)
    Level 20: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(21), ExRmnt-Dmg/EndRdx(34), S'bndAl-Acc/Dmg/Rchg(40), S'bndAl-Dmg/Rchg(40)
    Level 22: Acid Arrow -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(23), AnWeak-%ToHit(23), AnWeak-DefDeb/EndRdx/Rchg(25), AnWeak-Acc/Rchg/EndRdx(45), Achilles-ResDeb%(45)
    Level 24: Aid Self -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/EndRdx/Rchg(25), RgnTis-EndRdx/Rchg(31), RgnTis-Heal/Rchg(43), RgnTis-Regen+(50)
    Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A), Abys-Fear/Rng(27), Abys-EndRdx/Fear(31), Abys-Acc/EndRdx(48), Abys-Dam%(48)
    Level 28: Assault -- EndRdx-I(A)
    Level 30: Disruption Arrow -- RechRdx-I(A)
    Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(34), HO:Nucle(34)
    Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(36), Posi-Dmg/Rng(37), HO:Nucle(42)
    Level 38: EMP Arrow -- BasGaze-Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Slow%(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Efficacy-EndMod/Rchg(40)
    Level 41: Fire Blast -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/Rchg(43), Decim-Dmg/EndRdx(43), Decim-Acc/Dmg(50)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
    Level 47: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(27)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(15), P'Shift-EndMod(15), EndMod-I(50)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 13.5% DamageBuff(Smashing)
    • 13.5% DamageBuff(Lethal)
    • 13.5% DamageBuff(Fire)
    • 13.5% DamageBuff(Cold)
    • 13.5% DamageBuff(Energy)
    • 13.5% DamageBuff(Negative)
    • 13.5% DamageBuff(Toxic)
    • 13.5% DamageBuff(Psionic)
    • 7.5% Defense(Energy)
    • 7.5% Defense(Negative)
    • 3.75% Defense(Ranged)
    • 4.5% Max End
    • 2.5% Enhancement(Confused)
    • 93.75% Enhancement(RechargeTime)
    • 38% Enhancement(Accuracy)
    • 2.75% Enhancement(Terrorized)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 57.23 HP (5.627%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 12.7%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 7.2%
    • MezResist(Terrorized) 5%
    • 18% (0.301 End/sec) Recovery
    • 36% (1.529 HP/sec) Regeneration
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 9% RunSpeed




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  10. I will say that unlike others, I found more use for Moonbeam then Blackstar. It took getting used to but once I had my recharge up, it was well worth it. Now this build is more of a cheap/moderate expense build until I can put some LotG and Purples but, in my opinion when you are dealing with defender, Debuffing and Damage should really be priority, especially since we already have a decent self-heal. I also took the Musculature Alpha slot for even better damage. Now I slightly overdid mine, this is my first 50 and I could add a bit more in the way of debuffs but I solo more with him then I do teaming.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Professor Straenge Alpha: Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Dark Blast
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: O2 Boost -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal(5)
    Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
    Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(40)
    Level 4: Snow Storm -- TmpRdns-Acc/Slow(A)
    Level 6: Moonbeam -- ExecCtrt-Dmg/ActRdx(A), ExecCtrt-Dmg/Rng(7), ExecCtrt-Acc/Dmg(7), ExecCtrt-Dmg/Rchg(29), Mantic-Dmg/ActRdx/Rchg(33), Mantic-Dmg/EndRdx/Rchg(40)
    Level 8: Steamy Mist -- Aegis-Psi/Status(A), Aegis-ResDam(9), Aegis-ResDam/EndRdx(9), TtmC'tng-ResDam(34), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/Rchg(42)
    Level 10: Freezing Rain -- UndDef-Rchg(A), UndDef-Rchg/EndRdx(11), UndDef-DefDeb/Rchg(11), UndDef-DefDeb/Rchg/EndRdx(27), LdyGrey-DefDeb/Rchg(37), LdyGrey-DefDeb/Rchg/EndRdx(42)
    Level 12: Dark Pit -- Stpfy-EndRdx/Stun(A), Stpfy-Stun/Rng(13), Stpfy-Acc/Stun/Rchg(13), Rope-Acc/Stun/Rchg(19)
    Level 14: Hover -- Srng-EndRdx/Fly(A), Srng-Fly(15), RedFtn-Def(15)
    Level 16: Fly -- Srng-Fly(A)
    Level 18: Tenebrous Tentacles -- HO:Centri(A), Posi-Acc/Dmg(19), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(45)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 22: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-ToHitDeb/Rchg(31), DarkWD-ToHitDeb/EndRdx(37)
    Level 24: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43), SipInsght-Acc/EndRdx/Rchg(43)
    Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(27)
    Level 28: Assault -- EndRdx-I(A)
    Level 30: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(31)
    Level 32: Tornado -- SvgnRt-Dmg/EndRdx(A), SvgnRt-Acc/Dmg(46), SvgnRt-Acc/Dmg/EndRdx(48), LdyGrey-DefDeb/EndRdx(50)
    Level 35: Life Drain -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Dmg/Rchg(36)
    Level 38: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Hold%(42), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
    Level 44: Power Build Up -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(45), RechRdx-I(45)
    Level 47: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx(48)
    Level 49: Force of Nature -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(21)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23)
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 3.125% Defense(Fire)
    • 3.125% Defense(Cold)
    • 7.5% Defense(Energy)
    • 7.5% Defense(Negative)
    • 3.75% Defense(Psionic)
    • 7.5% Defense(Ranged)
    • 1.563% Defense(AoE)
    • 1.8% Max End
    • 11.25% Enhancement(RechargeTime)
    • 39% Enhancement(Accuracy)
    • 23% FlySpeed
    • 137.34 HP (13.5%) HitPoints
    • 23% JumpHeight
    • 23% JumpSpeed
    • MezResist(Confused) 2.75%
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 2.2%
    • MezResist(Sleep) 9.35%
    • 17% (0.284 End/sec) Recovery
    • 60% (2.548 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 6.275% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 28% RunSpeed
    • 2.5% XPDebtProtection
  11. Just to give my two cents on the Epic pool. I decided to make an alternative teaming/fun build because I really wanted to add Mace Mastery and I have to admit, I am not missing fire much with it and actually impressed. The knockback acts more like knockdown on the disruptor. Even with only SO's slotted, I am seeing decent damage and its lighting oil slick everytime. Poisonous Ray has as a killer debuff that stacks nicely with acid arrow (and lights OSA as well) and watching my pet Tarantula tear through Carnies along side PA is actually pretty good considering I only have it 2 slotted with recharge. At this point, I was really just testing but I am considering respecing my Solo build with mace now that I am seeing how well Mace works. DPS wise, fire is still the best and also quickest for pure damage. The recharge times are slightly higher but if I do a build with more recharge all the way around, I doubt I will even see much difference after debuffs.

    I just thought maybe once your happy with one build, you may want to try Mace out on an alternative build.
  12. Doctor, feel free to message me in game @Draevon and I can show you a little what I have done in my base and give you some ideas. My SG is not steampunk based but uses steampunk as an aesthetic. A modern Steampunk Lovecraft meets Sherlock Holmes Noir is more our style but, it may help with some of the more unique prospects.
  13. Seriously, Local man.. you need to just take some time and make one good Ill/TA guide. After reading almost everything on the subject, you have given out the most and best advice overall. Hell, you could just copy and paste your Illusion guide and just add on TA, there really hasn't been much in the way of an updated guide for it anyway and I think it would probably help alot of people.

    Right now, I have APP Fire and definitely recommend it but.. working toward Villainy to test out Mu Mastery just to see how well it would do considering you get an extra pet, better shield (27% energy def vs. 20% Fire) and Ball Lightning to replace Fire Blast. Only difference between the two I see is Fire/Energy

    Also I am curious if anyone has tried Group Invisibility + Celerity:Stealth Proc in Sprint for an alternate/team build. I wonder if it stacks and it will take care of that visibility downtime between casting GI.
  14. Straenge

    Vault Door Open?

    You can also use Wall junction boxes for the same effect. Its a bit easier but it takes a bit of time to adjust it just right.
  15. Just a quick note, as this powerset is my personal favorite. After having played with various Dark/Storm and Storm/Dark builds, here is my advice.

    From 1-20, Gale is rather useful but after that, I highly recommend respeccing. Its just not worth keeping when there are so many others.

    After 30, I also find snow storm to be more of a filler power. I only ever use it on AV's or to bring flyers down. I have been considering replacing it with Thunderclap but I feel I get better use out of snowstorm overall.

    Thunderclap, OP stated he wanted to keep and Ill be honest, I don't have much experience with this power. I tried it early on and just hated it. I couldn't really justify having it. I may respec and try it again but it just never seemed that important to me when you have better powers to choose from.

    I highly recommend, as did others, keeping hurricane. It is one of the better powers IF you learn how to use it properly. In other words, its not something you want toggled on all the time unless you are solo, surrounded by +2's or if your up close with an AV. Its very situational and touchy but once you learn the strategy, it really helps. For instance, you have a 14 mobs straggled down a hall rather than grouped nicely. Turn on your hurricane and start pushing them together while you lay down freezing rain at the optimal spot and stop short so you don't overcut freezing rain while hitting them with tentacles.

    Another, as someone else mentioned before, is Steamy Mist. Not only is it one of your only defense's, it also gives you a bit of stealth. Drop a Cerelity: Stealth proc in sprint and you are completely invisible to all mobs except those with crazy high perceptions. I wished I had done that in my early levels, would have saved alot of anguish.

    Now, Tornado is... touchy. I find I only whip it out in emergencys or against an AV and, admittedly, in tiny rooms because I find it hilarious to see random mobs being flung about through small doorways. Drop Freezing Rain, throw in tornado and hurricane at the doorway so they can't run out and you have your own little chaos room. As for slotting, I put in pet damage sets with one or two Lady Grey debuff for that little extra oomph.

    Lightening Storm, now is much different. First, I 6 slotted with Devastation but considering taking out one or two and slotting for recharge. At the moment, I can have two up but I really want to get to three. Lightening Storm is one of your more dangerous powers but.. as was mentioned, there is the knockback. However, if placed correctly, you can have it knockdown which is much better for times when your hovering over a group and laying down freezing rain. You don't want Cloudy to knock them out of it or away from team mates. Chances are, it will though but nothing in your arsenal will negate that. I know its been said but just pointing that out yet again.

    As for Epics, I rather liked dark overall but respecced to the Power mastery. To be honest, I was underwhelmed and was going to go back to dark until I noticed how often I use Conserve Power. Now, I can't live without it. Comparing it with Dark Consumption, its just that much better.

    I know the OP stated he wanted Oppressive Gloom but.. I personally stay away from anything thats going to hit my HP bar, let alone a disorient when you have two other disorients already available. Thats a bit of overkill and dangerous overkill at that. Slot stupefy in Dark Pit and Thunder Clap and your pretty much covered.

    If you can, I would try making a second build with Power Mastery just to see how you like it. It doesn't have a self rez, unfortunately which is one of the few things I miss about the Dark epic.
  16. Well, I finally finished my build after respeccing that I am rather happy with. I have made a few decisions based on advice but also on my play style and it works for me. However, I would like opinions on optimizing it a bit more later, outside purple sets. To be honest, I am not sure how I like the Power Epic over Dark. I rather miss it a bit but.. I will see how I like power and if I need to change it later, I will.

    At the moment, this is what I am running:

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Professor Straenge Alpha Build: Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Dark Blast
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: O2 Boost -- Numna-Heal(A), Numna-Heal/Rchg(45)
    Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
    Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
    Level 4: Moonbeam -- ExecCtrt-Dmg/ActRdx(A), ExecCtrt-Dmg/Rng(7), ExecCtrt-Acc/Dmg(23), ExecCtrt-Dmg/Rchg(23), Mantic-Dmg/ActRdx/Rchg(33), Mantic-Dmg/EndRdx/Rchg(40)
    Level 6: Steamy Mist -- Aegis-Psi/Status(A), Aegis-ResDam(7), Aegis-ResDam/EndRdx(11), TtmC'tng-ResDam(33), TtmC'tng-ResDam/EndRdx(33), TtmC'tng-ResDam/Rchg(40)
    Level 8: Hover -- Srng-Fly(A), Srng-EndRdx/Fly(9), RedFtn-Def(9)
    Level 10: Fly -- Srng-Fly(A)
    Level 12: Freezing Rain -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(13), UndDef-DefDeb/Rchg/EndRdx(13), UndDef-DefDeb/Rchg(42), UndDef-DefDeb/EndRdx(42), UndDef-DefDeb(42)
    Level 14: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(15), DarkWD-ToHitdeb/Rchg/EndRdx(15), DefEgo-RecDeb%(45)
    Level 16: Dark Pit -- Stpfy-Stun/Rng(A), Stpfy-Acc/Stun/Rchg(17), Stpfy-EndRdx/Stun(17), Rope-Acc/Stun/Rchg(45)
    Level 18: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(43), HO:Centri(46)
    Level 20: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(21)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/EndRdx(25)
    Level 26: Night Fall -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg(31), Posi-Dmg/Rng(43), SipInsght-Acc/EndRdx/Rchg(43)
    Level 28: Tornado -- SvgnRt-Dmg/EndRdx(A), SvgnRt-Acc/Dmg(29), SvgnRt-PetResDam(29), LdyGrey-DefDeb/EndRdx(37)
    Level 30: Snow Storm -- TmpRdns-Acc/Slow(A)
    Level 32: Hasten -- RechRdx-I(A), RechRdx-I(46)
    Level 35: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Hold%(37)
    Level 38: Life Drain -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Dmg/Rchg(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Power Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit(48), GSFC-Build%(48)
    Level 47: Force of Nature -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx/Rchg(50)
    Level 49: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx/Rchg(5)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5), P'Shift-EndMod/Rchg(46)
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 3.125% Defense(Fire)
    • 3.125% Defense(Cold)
    • 7.5% Defense(Energy)
    • 7.5% Defense(Negative)
    • 3.75% Defense(Psionic)
    • 7.5% Defense(Ranged)
    • 1.563% Defense(AoE)
    • 1.8% Max End
    • 6.25% Enhancement(RechargeTime)
    • 39% Enhancement(Accuracy)
    • 23% FlySpeed
    • 194.57 HP (19.13%) HitPoints
    • 23% JumpHeight
    • 23% JumpSpeed
    • MezResist(Confused) 2.75%
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 2.2%
    • MezResist(Sleep) 9.35%
    • 17% (0.284 End/sec) Recovery
    • 60% (2.548 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 13.15% Resistance(Fire)
    • 16.28% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 13% Resistance(Psionic)
    • 28% RunSpeed
    • 2.5% XPDebtProtection
  17. I recently rolled a TA/A after a long time on the fence about it. One of my favorite toons is an Illusion/TA controller that, while the toon concept itself is great, has taken me forever to really get into and struggling with to the point I was considering re-rolling several times. I then tried Dark/A that I got up to around lvl 20 and just gave up. I wasn't feeling it.

    Last week though, I wanted something different and really wanted to try TA/A. The toon was really made just to test costume/character ideas and wasn't expecting much until I started leveling and everything changed for me at that point.

    I don't know if its because of my playstyle or because I rely on hover too often but I Love TA/A. The synergy in the set works well and once you get past lvl 20, it really starts becoming comfortable. At level 30 now and though it can be a problematic soloing while your leveling, once you get past that initial hump, the set becomes well worth it.
  18. Quote:
    Originally Posted by Draggynn View Post
    Totally irrelevant point, but it might help Straenge in the future (or I may just be tired and bloated on food and missing something obvious), but when talking about difficulty it's usually best to use the games notation of x1, x3 to represent the number of players that you're equivalent to and the +1, +3 to represent the level above you that the mobs are. It's unclear to me from the above post what difficulty level your aiming at, since the quoted post refers to 6 mobs which could mean x6 or could mean x2 (3 enemies per group being the default and 6 enemies per group being represented by x2.) and i'm not sure if you're +1 groups means groups of +1 or x2. Like I said, completely irrelevant, but it may help avoid confusion in the future.

    Also, I think just about everyone who has to go toe to toe with a Master Illusionist has trouble, so no shame in that
    Ah, sorry abut that, I meant difficulty setting was set at x3. Heh I didn't even play with the settings before a month and a half ago.
  19. It's funny. I have only played COX for 6 months now so I don't have nearly the experience as many here but when I first started, after trying a few different styles of play, I always fell back to my Storm/Dark Defender. It still is my favorite combination because I disliked being in the background and worried about a team since I solo quite a bit and wanted to be both slightly chaotic, aggressive but be able to control the mob placement when I needed to. I also prefer hover during combat so I can see what I am working.

    The great thing about Storm Dark is the opening move, properly IO'ed, can devastate by throwing down Freezing rain, Holding them in with Tentacles while staying on the outside herding with hurricane and shooting randomly within the group. Dark compliments storm surprisingly well overall.
  20. Quote:
    Somewhat a playstyle bias here but soloing against 3 even level mobs is just boring if my toon cant handle 6 mobs at plus 1 I dont feel like a super hero and lose interest real fast
    I agree completely which is why at the beginning/earlier levels, I almost gave up on playing a defender. It had a little oomph but not as much as I wanted overall until I started playing with mids, looking at what was working for my playstyle and what wasn't and finally buying IO sets that really helped the lack of damage but also gave enough debuffing to take the place of scourge, more or less. From level 40 or so, I started going +1 and then as my sets increased and my comfort level, I can even handle +3 groups solo or on a team with my defender. The only things that give me trouble are Malta Pistols and Master Illusionists. Other than those, I can pretty much handle anything else without much concern as long as I pay attention to aggro.
  21. Well, my first character is a Defender and I am currently leveling a Corrupter though not having nearly as much experience with the later. I am noticing that the damage is broader on the Corr, it still doesn't seem to make up for the lower debuffing ability the difference is hard to tell at early levels but the further you go, the more you can tell. Your orange numbers are a little higher but mobs don't go down as easy. Personally, depending on how they are slotted, the differences really only matter in the early levels.
  22. Quote:
    Originally Posted by Draggynn View Post
    I'm at work and don't have Mids at the moment, but looking at your build, here are some initial thoughts:

    0) if you're not getting a set bonus, and just slotting a straight enhancer (like heal in O2 boost) it is far cheaper to just slot a standard IO then a set IO.

    1) That panacea proc is going to be harder to get than the entire rest of your build, and really won't have that great a benefit. If you're planning on purchasing we're talking 1.5-2 billion influence, and if you're planning on getting it with hero merits, there are better things to purchase. I'll assume that you just didn't realize the cost of this IO. If you actually have this IO, then I will recommendation of what you should buy when you sell it.

    2) Since you seem set on the high defense build, I would look to fit a steadfast protection 3% defense in there since its a sizeable hunk of defense for minimal slots. And that's only one hero merit (do 10 tip missions and a reinforcement mission) or 125 standard merits. Either stick in Maneuvers, Steamy Mist or Hover. Actually in hover, since that Shield Wall you have in there is also VERY expensive.

    3) Again, if going for defense, 6 slot moonbeam with executioners contract (that's a 3.13% ranged defense bonus). The key with set bonuses is to focus your attention. Don't try to get a little bit of everything, focus on one thing. With just 2 and 3 you've added 6% ranged defense with minimal chance to the rest of your build.

    4) If you're gong to be getting the LotG plus recharge (they can be expensive), put them everywhere you can! Stick one in Maneuvers , and I'd try to fit one in hover.

    5) I love recharge in Tornado, but if going for a defense build, I would ditch that recharge IO for the last Blood Mandate IO (that's 3.75% ranged defense)

    6) %Build up in tactics is wasted, it will only have a chance to go off every 200 seconds, and may not be when you want it.

    7) You want recharge in PBU, +to-hit doesn't really matter. I would pull a slot out of there to do one of things I've recommended above, and slot 2 recharge in it.

    8) In i19 when you get the inherent fitness pool, grab conserve power, you will want it.

    Thank you, I really appreciate the advice and I was just looking at what procs did and not at costs on this initially. I am NOT good at money making here aside from CC's so I was going for more of I can half afford this now and get the rest later on the majority of the build.

    Seeing other builds and the differences between corruptor/defender stats and how they work, I was wanting to work toward debuffing so that it would compensate for the lack of kick to most of the blast powers. Don't get me wrong, I am not wanting to turn him into a Corruptor or I would have rolled him that way, but I want to go with his strengths and cap his weaknesses as much as possible (or that I can afford) while being able take a roll in any situation given. One of the reasons why I like Storm/Dark so much is that it pretty much has a tool for every occasion and can almost sub for any archetype where needed while being able to solo well.

    As such, looking at defense sets seemed better fitting while debuffing would compensate for lack of damage and figured frankenslotting would give me better overall stats than sets. At the moment (see my second post) that is all I have and works ok but I know it can better.

    First though, I did not realize pet sets would work in Tornado or else I would have added that. Thank you Second, I did not know it cost that much and put it in place because I wasn't sure what to put in that slot since I had already used the Numina Proc. How about changing it out for two miracles instead with the +recovery proc?

    A couple of things as well. The reason I slotted the Executioners dam/acc is I already have the recipe from a drop (and just realized its dam/interrupt lol). Ill see if I can afford the rest.

    Finally, I did the 10 hero missions and reinforcement mission but never got a hero merit.. still trying to figure that out.

    Ill take your ideas though and add them into the build and come back with one more build that will hopefully work well for not just me but for others as well. I haven't seen more than 3 or 4 older storm/dark builds on here and I think the dark and stormys need all the help we can get heh.
  23. Ok, so after taking some considerations from everyone, and putting my present build and first re-build together while looking at stats, this is what I came up with.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Professor Straenge (SOLO): Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Dark Blast
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: O2 Boost -- Numna-Heal(A), Panac-Heal/+End(42)
    Level 1: Dark Blast -- 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 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Moonbeam -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg(39), ExecCtrt-Dmg/ActRdx(50)
    Level 6: Swift -- Flight-I(A)
    Level 8: Freezing Rain -- LdyGrey-DefDeb/Rchg/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(13), UndDef-Rchg/EndRdx(13), LdyGrey-Rchg/EndRdx(15), LdyGrey-%Dam(46), LdyGrey-DefDeb/Rchg(50)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 12: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(17), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(19)
    Level 14: Hover -- Srng-Fly(A), SW-Def(40), Srng-EndRdx(42), Srng-EndRdx/Fly(43)
    Level 16: Tenebrous Tentacles -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), Range-I(21), Range-I(21), SipInsght-Acc/ToHitDeb(23), SipInsght-ToHitDeb/EndRdx/Rchg(23)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-End%(43)
    Level 22: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx(27), TtmC'tng-ResDam/EndRdx/Rchg(29)
    Level 24: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Dam%(31), Cloud-%Dam(33)
    Level 26: Tornado -- BldM'dt-Dmg/EndRdx(A), BldM'dt-Dmg(33), BldM'dt-Acc/Dmg(33), BldM'dt-Acc/EndRdx(34), BldM'dt-Acc/Dmg/EndRdx(34), RechRdx-I(34)
    Level 28: Fly -- Frbd-Fly(A)
    Level 30: Dark Pit -- Amaze-Acc/Stun/Rchg(A), Amaze-EndRdx/Stun(40), Rope-Acc/Stun/Rchg(40), Amaze-ToHitDeb%(45)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Dev'n-Hold%(37)
    Level 35: Life Drain -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(46), DampS-Rchg(48)
    Level 38: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43)
    Level 41: Tactics -- GSFC-Build%(A)
    Level 44: Power Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit(45)
    Level 47: Force of Nature -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx/Rchg(48), Aegis-Psi/Status(48)
    Level 49: Temp Invulnerability -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Vigilance
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 6.88% Defense(Fire)
    • 6.88% Defense(Cold)
    • 10% Defense(Energy)
    • 10% Defense(Negative)
    • 8.75% Defense(Ranged)
    • 6.25% Defense(AoE)
    • 18.8% Enhancement(RechargeTime)
    • 30% Enhancement(Accuracy)
    • 26% FlySpeed
    • 141.2 HP (13.9%) HitPoints
    • 26% JumpHeight
    • 26% JumpSpeed
    • MezResist(Held) 3.3%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 1.65%
    • 24.5% (0.41 End/sec) Recovery
    • 40% (1.7 HP/sec) Regeneration
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 31% RunSpeed

    ------------
    Set Bonuses:
    Thunderstrike
    (Dark Blast)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Thunderstrike
    (Gloom)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Devastation
    (Moonbeam)
    • 12% (0.51 HP/sec) Regeneration
    • 22.9 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    Touch of Lady Grey
    (Freezing Rain)
    • 15.3 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 8% (0.34 HP/sec) Regeneration
    Dark Watcher's Despair
    (Hurricane)
    • 15.3 HP (1.5%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 5% Enhancement(RechargeTime)
    Soaring
    (Hover)
    • 1% (0.02 End/sec) Recovery
    • 7.63 HP (0.75%) HitPoints
    Dark Watcher's Despair
    (Tenebrous Tentacles)
    • 15.3 HP (1.5%) HitPoints
    Siphon Insight
    (Tenebrous Tentacles)
    • 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    Luck of the Gambler
    (Steamy Mist)
    • 10% (0.42 HP/sec) Regeneration
    • 11.4 HP (1.13%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Titanium Coating
    (Steamy Mist)
    • MezResist(Sleep) 2.2%
    • 15.3 HP (1.5%) HitPoints
    Positron's Blast
    (Night Fall)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Blood Mandate
    (Tornado)
    • 1.5% (0.03 End/sec) Recovery
    • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
    • MezResist(Stun) 1.65%
    • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
    Absolute Amazement
    (Dark Pit)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    Thunderstrike
    (Lightning Storm)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    Thunderstrike
    (Life Drain)
    • 2% (0.03 End/sec) Recovery
    Luck of the Gambler
    (Maneuvers)
    • 10% (0.42 HP/sec) Regeneration
    Gaussian's Synchronized Fire-Control
    (Power Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    Aegis
    (Force of Nature)
    • 5% RunSpeed
    • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
    • 3% Resistance(Psionic)
    Impervium Armor
    (Temp Invulnerability)
    • 2.5% (0.04 End/sec) Recovery




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  24. Quote:
    Originally Posted by B1u3Jay View Post
    Neither my Storm / Dark Defender nor my Dark / Storm Corruptor have hit 50, yet, but the Defender is at level 42... So that is where I am coming from. An interesting tactic I use is to Gale an opponent away from me, and then use Moonbeam while he is trying to stand back up. The timing is perfect on that combo. Air Superiority will also work for this tactic, but Gale puts them at range.

    I am sure there are some other tactics I've used -- I'll update if I think of anything not already used ni this thread.

    Good luck!

    Very nice, but wouldn't you have to slot interrupt time? I used to have moonbeam before I took snow and I rather enjoyed it but found little use to it other than a first strike or while teaming, outside the/freezing rain/tt/dark pit then moonbeam on the highest hp.
  25. Thank all for the advice. I will redo another build and post it in place of this/bottom of this tomorrow.

    Its funny actually, presently, outside a couple of thunderstrike sets and some frankenslotting, my present build has most of the suggestions here already. Here is what I am working with at the moment.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Professor Straenge: Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Dark Blast
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: O2 Boost -- Heal(A)
    Level 1: Dark Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(33), Thundr-Acc/Dmg/Rchg(33)
    Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
    Level 4: Snow Storm -- TmpRdns-Acc/Slow(A)
    Level 6: Steamy Mist -- TtmC'tng-ResDam(A), Aegis-ResDam(7), Aegis-ResDam/EndRdx(7), Aegis-EndRdx/Rchg(31), ResDam(31), S'dpty-EndRdx/Rchg(34)
    Level 8: Hover -- Srng-Fly(A), Srng-EndRdx(9), Srng-EndRdx/Fly(9), DefBuff(36)
    Level 10: Freezing Rain -- Achilles-ResDeb%(A), TmpRdns-Dmg/Slow(11), UndDef-Rchg/EndRdx(11), UndDef-Rchg(21), UndDef-DefDeb/Rchg/EndRdx(34), UndDef-DefDeb/Rchg(36)
    Level 12: Hurricane -- EndRdx(A), EndRdx(13), ToHitDeb(13), DefEgo-RecDeb%(21)
    Level 14: Dark Pit -- Acc(A), EndRdx(15), Dsrnt(15), Rope-Acc/Stun/Rchg(23), Rope-Stun/Rng(42)
    Level 16: Tenebrous Tentacles -- Acc(A), AirB'st-Dmg/EndRdx(17), Dmg(17), EndRdx(23), Range(36), Immob(37)
    Level 18: Swift -- Flight(A)
    Level 20: Fly -- Srng-EndRdx/Fly(A)
    Level 22: Night Fall -- Acc(A), Dmg(25), Dmg(37), EndRdx(37), ToHitDeb(42), Range(43)
    Level 24: Health -- Heal(A), Heal(25)
    Level 26: Stamina -- P'Shift-End%(A), EndMod(27), EndMod(27), EndMod(31)
    Level 28: Tornado -- EndRdx(A), RechRdx(29), Dmg(29), Dmg(43), Dmg(43)
    Level 30: Hasten -- RechRdx(A)
    Level 32: Lightning Storm -- Acc(A), EndRdx(40), Dmg(40), Range(45), RechRdx(46)
    Level 35: Life Drain -- Acc(A), Theft-Acc/EndRdx/Rchg(39), Heal(40)
    Level 38: Blackstar -- Acc(A), Dmg(39), Dmg(39), RechRdx(45)
    Level 41: Dark Consumption -- Dmg(A), M'Strk-Dmg/Rchg(42), Acc(46), Empty(48)
    Level 44: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), ResDam(46), TtmC'tng-ResDam/Rchg(50)
    Level 47: [Empty] -- Empty(A), Empty(48), Empty(48)
    Level 49: Soul Drain -- Oblit-Acc/Dmg/Rchg(A), Empty(50), Empty(50)
    ------------
    Level 1: Brawl -- Dmg(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- Heal(A)
    Level 1: Vigilance
    Level 2: Ninja Run




    As Thunderclap, I did have it in my original build but found that.. I really didn't see much, if any, of an effect since I tend to hover above or away from spawns and wasn't sure what the range on it was. Typically, if I see a large spawn, I hit freezing rain which I slotted for -defense, recharge and damage, hit TT and Darkpit, then use hurricane to herd on larger spawns to keep them in the rain while taking out one at a time, hitting tt and freezing rain as I need to. Seemed the best way and I rarely had any issues outside large numbers of reds.

    As this is my first (and presently only) toon above even lvl 30, I am still learning as I go so I was unfamiliar with epic power pools. I took dark because of the self-rez, Dark Embrace and for thematic reasons. I was considering taking up a different power pool on a second build to see how I liked it but if power can give me a rez and a shield, I will go with that.

    As for Blackstar, after using it a few times, I am beginning to realize why I haven't seen many builds with it. It comes in handy as an emergency but self-destruct seems to do pretty much the same thing so I see no point in having it anymore.

    I appreciate all the help. I will post a second build tomorrow that will hopefully be a bit better. Just really wanting to optimize since this is by far my favorite set.