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I was requested to make a universal Wp/Fm build thats solid Vs. all types of dmg. I wish IO's let us build up resistance like we can with defense but alas we can not. If anyone else see's any glearing holes or mistakes I made your opinions and input are greatly appreciated. Thank you.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Heal-I(13), Heal-I(13), Aegis-ResDam(25), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(34)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(43)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/Rchg(45)
Level 4: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/EndRdx/Rchg(25)
Level 6: Indomitable Will -- LkGmblr-Rchg+(A)
Level 8: Rise to the Challenge -- Heal-I(A), Heal-I(9), Dct'dW-Heal/EndRdx(9)
Level 10: Combustion -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(11), C'ngBlow-Acc/Dmg(34), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Dmg/EndRdx(37)
Level 12: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(50), P'Shift-EndMod/Acc(50), P'Shift-End%(50)
Level 14: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(33), RctvArm-EndRdx(33)
Level 20: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 26: Taunt -- Taunt-I(A)
Level 28: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(31), C'ngBlow-Dmg/EndRdx(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Fast Healing -- Heal-I(A)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(45)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), C'ngImp-Acc/Dmg/Rchg(46)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Ball Lightning -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/Rchg(46), Ragnrk-Dmg/EndRdx(46), Ragnrk-Knock%(48)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A)
Level 49: Resurgence -- EndMod-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
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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)
- 28.3% Defense(Smashing)
- 28.3% Defense(Lethal)
- 12.7% Defense(Fire)
- 12.7% Defense(Cold)
- 14.3% Defense(Energy)
- 14.3% Defense(Negative)
- 3% Defense(Psionic)
- 19.9% Defense(Melee)
- 10.5% Defense(Ranged)
- 13% Defense(AoE)
- 3.6% Max End
- 3% Enhancement(Immobilize)
- 43.8% Enhancement(RechargeTime)
- 15% Enhancement(Accuracy)
- 10% FlySpeed
- 253 HP (13.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 14.9%
- 11% (0.18 End/sec) Recovery
- 20% (1.56 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.88% Resistance(Negative)
- 20% RunSpeed
Set Bonuses:
Steadfast Protection
(High Pain Tolerance)- 3% Defense(All)
(High Pain Tolerance)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Scorch)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Fire Sword)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Mind Over Body)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Indomitable Will)- 7.5% Enhancement(RechargeTime)
(Combustion)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Combustion)- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Quick Recovery)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Kick)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tough)- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
- 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
(Heightened Senses)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Weave)- 10% (0.78 HP/sec) Regeneration
- 21.1 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 35.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Fire Sword Circle)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
(Fire Sword Circle)- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Incinerate)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Greater Fire Sword)- MezResist(Immobilize) 2.75%
- 28.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Electrifying Fences)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
(Ball Lightning)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1401;692;1384;HEX;| |78DA9D93596F92411486E7838F52B602A52CDD6881EE0B425AF70B13B7C458126C1| |BBD5111DBB1252210A051EFFC015E6817BDF2CEF52718FF8E6BD5DF80E79C776862| |BCF30B9C67E67CEFCC9CF3C2141E5DF42BF5E49CB2FC17AAE556ABB45EAEDDD7CDD| |EC24EBBDCAED46BCAAD944A2059BAA8EFE95A4B676F54AAD546FDA16E765F147455| |EBECE58A6E3EC6387CA5B6AD9BBAD6CE76078162BD5E25C9D676BB52DBF2CA6CADA| |1F5A65F862BBADCA07CB03BD9D4CDD676A511BDD4A86C64CF3777DABA54D82915CA| |AD369D91A09A66E9FBD943C1A2AFEAB8549C06A3CA3F41B37C1789658B319E13A4F| |282B05799A763AB2221AD1CD7805581BD2698DB903DFABDE60C925B90DB90F740DE| |03F902E45FA826276A7238F9F869D59F132496E4F86F247041A05C51497DA794DBB| |2648D1B95F71A5C1541846AF0A00697E7D0C18D7A7F01BF05A9AAC85335C1C403C1| |0F5AE233F6F8761DF2660FD817E40F8017C04B81837EF100CE7206D06F1FFAED43B| |F21F49B265DD0341A9C970343403FE0244118023B9C140B86C68094603C0D640487| |546DC4EC17812F0303404860D37E5123884210832006418C5C8A1B97E2AFA599E93| |7C05BE09DE0D87BE0836080560D62951ACC4BE5714A0D9B8D8661F708EC1E81DD49| |D89D84DD49D81DA3FA46CD0F3B8AFABE524F63263566FE925E360FAEA4616F06F66| |6606FE6AFBFD320C9278D7C12F229C8A7209F827C11F23B4EA5664CE533CFA486D9| |E7C02EB02798DB070E04655A356F0E995F1657168E0B1697801370ECA4204C8D664| |D575958FF931ACD191373E352CA887D74CDE8438F5AF92753B48FEE96B224336B1F| |5DE98E274457096FFFF7F9E8EF6EE759E56BBFCEA1C837FA3A8F6E72B8C5D3DB3C2| |AF3E82E870D9E763EF9BB05074F715DA7399CE170964394EA534F59E9F651F071F0| |730870E8E310E410E210E130C4E11587CE1F9653F22B| |-------------------------------------------------------------------|
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Well I tried playing around with yours a bit and I kinda just gave up and started over from scratch. Personally I feel there are 3 ways to IO a fire brute.
1. Super high recharge build (Kill them before they kill you and a lightning fast recharge of a heal)
2. Smash/Lethel/Melee defense build (those two damage types and one positional defense are your best bet to try and reach caps with. Most bang for your buck.)
3. Combo build (Something kinda in the middle of those two above. Your milage may vary)
I myself have a #1 that I farm with and I eat purple skittles like a fat kid eats cake. If I were to do a second build this is how I'd go below.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/EndRdx(5)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(17), S'fstPrt-ResDam/Def+(46)
Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 4: Healing Flames -- Mrcl-Heal/Rchg(A), Dct'dW-Heal/Rchg(23), Numna-Heal/Rchg(23)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), Hectmb-Acc/Rchg(15)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam/Rchg(21)
Level 18: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(21), LkGmblr-Def/EndRdx(45)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(40), P'Shift-EndMod(46)
Level 22: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 26: Consume -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rchg(36), Mocking-Rchg(40), Mocking-Taunt/Rchg/Rng(43), Efficacy-Acc/Rchg(46)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(45)
Level 38: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Char -- HO:Endo(A), HO:Endo(45)
Level 47: Fire Ball -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
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Set Bonus Totals:- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 39.6% Defense(Smashing)
- 39.6% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 32.1% Defense(Melee)
- 4.88% Defense(Ranged)
- 3% Defense(AoE)
- 1.8% Max End
- 42% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 43.8% Enhancement(RechargeTime)
- 5% FlySpeed
- 157.4 HP (10.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 17.1%
- MezResist(Stun) 6.6%
- 4% (0.07 End/sec) Recovery
- 20% (1.25 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.88% Resistance(Negative)
- 5% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1400;699;1398;HEX;| |78DA9D53DB4E1351143DD34EED6D4A5B4AA11428B45C4AB9541A156F0F46458C862| |6C5C668D4D83472A4552C4D679AC89B1F60A2E2ED41FD0C3582FFA1F157BC8CFBEC| |7568487C73026B9DD9B3CE9A35AB33E5C72B96104FCE09237C71AB6EDBB50B9DAE2| |303E5AE53779ADB2DE11742A479562BCB2D298BD56E5B766A55A7235B9B4E23854B| |2BF2BE6CD9B2B8DA949D9DDAF96EA71EBFD26A48D238C58345A8B2BDBD55ACB6A5D| |CB078B9DA745AD2B6A37CB226EB1BB263379AED88BEB8D9709AADCDF8A576F35EB1| |B2D3A1FBD76D87EC5394A840FF5943E8C3F58A0A514E78AE81AA4CE63AD3472561A| |D6B8A1C2DF2A22FC314CB82C699168788C65861685BA372D8E808DC8FC0FD33A117| |3A8FF7323B0C96894A62B0CA3449E8D3463E1805601480510846D3A4F34367FAA10| |B4167416741D757F028DB1C6983781C4F705EA8511A340AF291200C81082FF2C84F| |A3881E45AE72D62F7412C5C81B452BFD68A51FAD0CA095386D8DEBDBC593FC60032| |1A68518538004092D48BCE188F9B74C8BBB4C9FE85212CFE74BFEE4D1E82FA6EC6F| |A6C93F4C532E48B55A1206D90EE9F686D04A0AADA4D04A1AADEC110EF30FE69AC30| |FE1D7448A474C730F10E619D33E09477498118499429819849941981984C9238C97| |C28CE9B2C65056066565D052069D1508C7B5FB38DC27E03E01F709B867E19E85BB4| |9EE39DD600E154F0E1CAE384F388D6734A6DFD1D68428BD67FA4606B3FA86B3CF59| |5C7801DA05BD649A7B057ACDF49D76CD639731BF4C640AB1A0F9075D2BEAB7B1788| |2631E3D0E3A065A662A9D64FA4AC2256DB584F7AFA4DF46B3F779D21F1D62ED9F49| |C5EC7D6BC2E0C9AAD9FB58DD60ACF785FDEFB1671DD805D743B4AA1288EB0A6EA8D| |39B0A6E29B8AD667714DC555053E0EE5B0781A3A754AED30ACE2838AB2049F9C453| |A5F48709C20A2C0511057D0AA20A620A120AD20A3E2870FF021BABF39E| |-------------------------------------------------------------------|
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Quote:Using a MasterMind, with Power Boost
I found FFG provided 15.39% Def without using PB
15.39% Def when summoning FFG immediately after using PB
15.39% Def when using PB immediately after summoning FFG
Again, that's for a MM and you're asking on the Def forums, but I'm willing venture that it's the same across ATs, that PB has NO effect on FFG.
Thanks, I was pretty sure it wouldn't but I just happened to notice today in Mid's it was showing an effect. -
Quote:Well you could be a bit more specific about what your looking for and willing to spend. Here is a defense capped Trap/Sonic i19 build. You have 3 power choices and 7 slots left over here. Two of those slots should go in Stamina. EnjoyDoes anyone have a good Mids Traps/Sonic Issue 19 build? Thanks.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Hero Profile:
Level 1: Caltrops -- P'ngTtl-Rng/Slow(A), TmpRdns-Rng/Slow(34), ImpSwft-Rng/Slow(36)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Acc/Dmg/Rchg(37)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40)
Level 4: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(5), Mrcl-Heal/Rchg(5), H'zdH-Heal/Rchg(23)
Level 6: Acid Mortar -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(7), ShldBrk-Acc/EndRdx/Rchg(7), ShldBrk-DefDeb/EndRdx/Rchg(17)
Level 8: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(13), Lock-Rchg/Hold(13), Lock-EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(15), Lock-%Hold(17)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Shout -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(42)
Level 18: Seeker Drones -- Cloud-ToHitDeb/EndRdx/Rchg(A), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(19), Cloud-Acc/EndRdx/Rchg(21)
Level 20: Howl -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(25), Det'tn-Dmg/Rng(27), Det'tn-Acc/Dmg/EndRdx(27), Det'tn-Dmg/EndRdx/Rng(29)
Level 22: Kick -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(46), KntkC'bat-Dmg/EndRdx/Rchg(46), KntkC'bat-Dmg/EndRdx(46)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25)
Level 26: Trip Mine -- Erad-Dmg(A), Erad-Acc/Rchg(29), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34)
Level 28: Siren's Song -- CSndmn-Acc/Sleep/Rchg(A), CSndmn-Acc/EndRdx(45), CSndmn-Heal%(45)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 35: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 38: Stealth -- LkGmblr-Rchg+(A)
Level 41: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A), Empty(3), Empty(3)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
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Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 12.1% Defense(Smashing)
- 12.1% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 11.8% Defense(Melee)
- 12.1% Defense(Ranged)
- 15.5% Defense(AoE)
- 8.55% Max End
- 2.5% Enhancement(Held)
- 3% Enhancement(Immobilize)
- 52.5% Enhancement(RechargeTime)
- 5% Enhancement(Sleep)
- 7% Enhancement(Accuracy)
- 5% FlySpeed
- 133.5 HP (13.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 7.2%
- MezResist(Immobilize) 13.3%
- MezResist(Sleep) 6.65%
- MezResist(Stun) 5%
- MezResist(Terrorized) 5%
- 8.5% (0.14 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 1.88% Resistance(Energy)
- 1.88% Resistance(Negative)
- 5% RunSpeed
- 3% XPDebtProtection
Set Bonuses:
Thunderstrike
(Shriek)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
(Scream)- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Acid Mortar)- 2.5% (0.04 End/sec) Recovery
- Status Resistance 2.5%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Force Field Generator)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Poison Trap)- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Shout)- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Seeker Drones)- Status Resistance 2.5%
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Howl)- MezResist(Sleep) 1.65%
- 1.88% Resistance(Energy)
- 1% XPDebtProtection
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
(Kick)- MezResist(Immobilize) 2.75%
- 15.3 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tough)- 1.5% (0.03 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Trip Mine)- 1.8% Max End
- 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
- 22.9 HP (2.25%) HitPoints
- 2% XPDebtProtection
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Siren's Song)- 5% Enhancement(Sleep)
- 19.1 HP (1.88%) HitPoints
(Weave)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Maneuvers)- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Amplify)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 19.1 HP (1.88%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Stealth)- 7.5% Enhancement(RechargeTime)
(Web Grenade)- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
- 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
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My mid's is showing "Power Boost" and "Power Build Up" effect Forcefield Generator. Anyone ever test this in game?
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I like to think its because in Dark Mastery, soul drain is a tier3 power. Soul Mastery has more utillity and the inclusion of power boost. Hence Soul mastery having the longer recharge.
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Are we the only ones getting this? because it seriously kills me atleast once a day. I'm starting to notice everything getting wiped out when rage crashes sometimes. I get pretty damn cranky when a Giant Luck dissapares 5seconds after eating it.
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The "Soul Drain" in the Soul Mastery set has a different recharge timer. Where as in Dark Mastery the power can be made almost perma buffing your dmg and To-Hit. You have to ask yourself are you willing to pass that up in order to get Power Boost? I wouldn't
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-I'd ditch the two 7.5% run speeds for the 4th LotG's giving you another 18%acc. You have stealth IO in superspeed so if your stealthing a mission or toebombing I assume you have SS running in which case a extra 15%run speed is pointless.
-I know your DPS is best with that single attack and it might be the way to go as a 2nd build. However someone correct me if I'm wrong but the -resistance from the same attack doesnt stack right? So you'd want to stack -resistance from a few different attacks than spam Shriek? I might be totally wrong on this not sure....
-I have no idea where you'd pull slots from but slotting Web Granade for Immoblization pays off when your trying to stack it and attacka at the same time. Maybe underslot something else and see if you can fit the purple Immoblization set in or the Enfeebled for its set bonuses.
-I like your build yet again is shows a different way to soft capping defense Vs. all than the route I usally go. Make a note of this though. I say it all the time carry purple lucks to fight off defense debuffs to ward off a cascade failure. Now look at your build in Mid's and toggle off Scorpion Shield. Your capped to everything already and using lucks like I just mentioned why not try out a different PPP or APP with a +Resistance Shield. I think you'll get better results from that. Having layered Armor is always the way to go if you can +Def, +Res, +Regen, -Dmg, -to-hit. -
Still happening to me on a daily basis. Just killed me in a AE mission all insps dropped right after eating them. Any word on this?
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As far as I know its that the Bots can deal thier dmg at range while you use Traps to otherwise immoble or keep the AV/Hardtarget at bay. Demons like to melee and AV's tend to hit pretty hard up close
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Quote:Targeting the mob in back works great but the best thing you can do is just get used to the range. Head over to a low level zone and practice on green/grey mobs. As with any KB power try and do things like..... Aim at walls, let the rest of the team unload the major AoE's 1st, use your Shotgun to clean up, or sometimes even back up more than you need and use Shotgun to knock mobs back into the pile that have advanced on you farther than you'd like. Also once you hit the higher lvls fighting +3/+4 mobs your Knockback will turn into knockdown. I personally have Buckshot and M30 granade in my build, Buckshot is definatly the easier one to use and manage.Awesome sir. Thank you so much!
Quick question on cones please.
I understand the concept of backing off and targeting the mob furthest from me but I am losing track of my mouse in the heat of battle is there a better way to accomplish this?
Also a question on shotgun. How do you manage the knock back in a group environment? -
Trap/AR will really open up alot next issue allowing us to move up 3 key powers into the teens and twentys without having to jam fitness into the mix. If you plan on team lots I'd say focus on being a Trapper and forgo some of your offense. If you have access to Ninja Run or dont mind making due with Temp travel powers I'd do this build below. The differance between lvl30 IO's and lvl50 really isnt much and will make you more exemplar friendly when dropping down to run TF's. Start bidding low for some of these IO sets now and start slotting once you hit lvl27.
Note: In this build your starting to get closer to the defense cap but still have a ways to go. For the most part 1 small purple luck inspiration will cap you Vs most of the attacks so I'd recommend you stop occasionally at a AE bldg/ Arena/ Contact and fill your tray with small lucks.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 33 Magic Defender
Primary Power Set: Traps
Secondary Power Set: Assault Rifle
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Web Grenade -- Enf'dOp-Acc/EndRdx(A)
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Dmg/Rchg(15)
Level 2: Caltrops -- ImpSwft-Rng/Slow(A)
Level 4: Buckshot -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(5), Det'tn-Dmg/Rng(5), Det'tn-Dmg/Rchg(15), Det'tn-Dmg/EndRdx/Rng(17)
Level 6: Acid Mortar -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-Acc/DefDeb(7), ShldBrk-Acc/Rchg(7), ShldBrk-DefDeb/EndRdx/Rchg(23)
Level 8: Force Field Generator -- S'dpty-Def/EndRdx(A), S'dpty-Def(9), S'dpty-Def/EndRdx/Rchg(9)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(13), Lock-Rchg/Hold(17), Lock-EndRdx/Rchg/Hold(19), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-%Hold(21)
Level 14: Triage Beacon -- RgnTis-Heal/Rchg(A), H'zdH-Heal/Rchg(27)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Seeker Drones -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(23), Cloud-Acc/EndRdx/Rchg(25), Cloud-ToHitDeb/EndRdx/Rchg(25)
Level 24: Kick -- KntkC'bat-Knock%(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27)
Level 28: Flamethrower -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(29), Det'tn-Dmg/EndRdx(29), Det'tn-Dmg/Rng(31), Det'tn-Dmg/EndRdx/Rng(33)
Level 30: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def(31), S'dpty-Def/EndRdx/Rchg(31)
Level 32: Trip Mine -- Empty(A)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
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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)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 8% Defense(Ranged)
- 11.8% Defense(AoE)
- 2.25% Max End
- 7% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
- 2.5% Enhancement(Held)
- 4% FlySpeed
- 15.3 HP (1.5%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 5%
- MezResist(Held) 7.2%
- MezResist(Immobilize) 5%
- MezResist(Sleep) 8.3%
- MezResist(Stun) 5%
- MezResist(Terrorized) 5%
- 6% (0.1 End/sec) Recovery
- 8% (0.34 HP/sec) Regeneration
- 3.75% Resistance(Energy)
- 4% RunSpeed
- 2% XPDebtProtection
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Quote:Ok gimmi a few min's and I'll work one up. Is a /respec out of the question? I feel you'd be better served with taking the fighting pool 1st before you take leadership. I myself am putting Leadership off till issue19 when we get the fitness pool as an inherent.Thanks Tatum.
I want to get to 50 never been there before.
I want to try and group as much as possible. I seem to enjoy the game much more while working with others.
I am only 25 right now but I read somewhere like you are saying that I could put together a decent IO set build at 30.
I have all my trap powers except for the last two.
Running Leadership and combat jumping as well. -
I'm just getting around to watching your other video now I'll check this one out next. Just wanted to say I recently ran a STF with a second trapper on the team and we bum rushed all the AV's too. Good times.
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I'm in no way knocking the awesomeness of a D3 (Dark/Dark/Dark). However personally I feel if you want a defender that can truely "Tank" you should really go with Forcefield, Sonic, or Traps as your primary. I say this because even making a build with capped defense and throwing out the massive -to-hit that Dark can, you will eventully still get mezzed and once you do.....game over. I suppose instead of carrying Lucks to fight off defense debuffs, one could carry a tray full of breakfrees. However that could lead to defense cascade failure. Having a mez protection shield is the way to go. It just closes up that big hole that you no longer need to worry about.
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Quote:I can work a build up for you but I need to know are you level locking at 30? Or do you just want a lvl30 working build to continue leveling? I say this because I'll slightly overslot some powers if your locking into level 30 in order to max enhancements. Otherwise I can just show you a toned down version of a defense capped Trap/AR build and show you what to work for slowly as you level. Also need to know do you plan to solo mostly? team? or both?Could someone help me with a level 30 IO build for traps please.
I have read that there are some IOs that you can get at 30 that are pretty good. Still kind of new so the set things are still pretty confusing.
I have seen some builds by Tantum but not sure how or if I could make these work at 30 or if there are parts of them I could make work.
Thanks again. -
With the changes coming to the end game content that I think are coming. Defense softcapping is not what I think is needed. Its the combination of Resistance/Defense/Utillity that Dark offers that I think will make it shine. To make the game more "challenging" I have a feeling we will be seeing ALOT more +to-hit, +acc, powers from enemies not to mention some auto-hit stuff. I'm currently working on a Dark Armor project myself. We shall see......
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Triage Beacon shines in a high recharge build when you can get 2 of them out. However even if you go the route of high recharge rather than fully soft-capping your defense's Fire/Trap is one of the combo's I'd still suggest skipping it, since your dealing such high damage. I'd pretty much echo Candlestick. Skip Triage, Time Bomb, maybe Aim.
Questions:
- How much you looking to spend?
- Whats your playstyle? (would you rather have good offense w/ great defense) or (less defense for more Offense) -
Quote:For those that might be interested
After looking at what WoC was giving me and how much it cost, it just was not worth the value. I seen more noticeable effect from the Poison trap 2 mag proc then I did from WoC.
I did a respec and went with Electric mastery and picked up power sink. If I wasn't so lazy I would have went villain to pick up Mu Mastery which I think might be a bit better because you can pick up the Mu pet and have Power sink at the begining.
I don't know what some might think is better an AOE attack which you have available all the time or a pet on a timer. But a good pet from what people say about it sometimes..
Either way I purposely drained my end just to see how Power Sink worked. Without a doubt working as intended and expected. Instead of making blues now with my inspirations I can make Reds to boost my DPS. Pretty much before all I was doing was making blues or slowing down my attack chain because I was low on end.
I also put a hold proc in the Power sink. Again Working well, it is similar to the poison trap proc just 10% instead of 15%.
I don't know if Poison Trap and Power sink hold procs can stack. And if they did what exactly would stacking them do to help me out.
At this time I can't think of anything bad about the build. Solo you get 30% damage increase. A lowest level red inspiration gives you a damage increase of 25%, so total your getting 55% damage increase when solo.
I was wondering how your end consumption would be. WoC is a bit of a endurance piggy and Flamethrower is......well........a hog. All the holds do stack. I run the Devastation hold Proc in acid mortor and I've seen them combine with an ice blaster on my team to hold an AV for a few seconds at a time. -
Smart slotting is your best bet rather than trying to play catch up with set bonuses to adjust your end usage. I'd go for the Power Mastery APP, it gives you a solid resistance shield and Power Build Up which when coupled with the small bubbles is some seriously over the top Defense Buffs.
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I used a bad example in my original posts. The Trap/AR character I had refered to with the high global accuracy and recharge build really doesnt need anymore dmg. He's able to handle +1x8 aggro capped ambush AE missions already. Whats intresting is thier are quite a few, more utillity focused, low dmg defender combinations. For instance I have a team oriented Trap/Dark toon where for set bonus and build reasons the only AoE thats slotted for dmg is Nightfall. Between the dmg procs in: Poison Trap, Caltrops, Acid Mortar, and Torrent. I'd say the proc's contribute to 70-80% of the dmg this character does on teams Vs Large grouped mobs. I had orignaly planned to go Psi APP anyways and it seems like this might conceptully be a way of adding more AoE dmg.
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Quote:If you stand there turning World of Confusion on and off you aren't using your attacks. Assuming you have 10 targets in range (not at all certain given the 8 foot radius) that's an average of two hit per proc, so 10 total hits of around 72 damage. That's 720 damage in 4 seconds, or 180 DPS at level 50.
By comparison, Buckshot also hits up to 10 targets and deals about 64 damage at level 50. That's 640 damage per shot and it can easily be used every four seconds, so that's 160 DPS just from Buckshot. Slotting one proc in Buckshot and using the other five slots for ED capped damage and recharge plus some accuracy raises it to about 780 damage per shot (assuming the proc hits two out of 10 targets), or 195 DPS. Now factor in that you can go Buckshot -> M30 Grenade -> Buckshot -> Flamethrower and all of those hit at least as many targets as WoC can, but at range... even at Defender damage scales you're doing at least twice the damage unloading with your various AoEs that you would repeatedly toggling World of Procfusion.
Now on some Defenders that don't have much AoE (I'm looking at you, Ice Blast) it might be worth trying. But AR has massive AoE damage so the comparison isn't even close in its case.
/agreed -
Quote:the only prob w/ spam-setting a power is that takes however long for the activation animation, and cuts into your attack strings. Depending on the true effectiveness of the power and what other offensive powers lacking, it may be a feasible tactic or not...f
what is WoC, like a 5ft pbaoe? To gain effectiveness, you'll need a clusternuck of mobs tightly around you. Otherwise, if you only have 2-3 mobs tight on you, players may be looking at you weird as you attempt to do chance damage vs directed damage by offense powers...
Ya I would only ever consider doing it in the middle of a aggro capped herd. 8tf radius, 10max targets, and WoC can actully hold 6dmg procs total.......... maybe we should erase these posts and not say anything to anyone....... just a thought -
Quote:Actully I had a few posts back on the old forums 2years ago very similar to both your Idea's we tossed around the names "Munitions" and "Ordnance"You really, really need to look over the other Control/Assault sets to see what kind of abilities they use in order to put ones of a similar style in similar places.
Also, you trying to steal my Munitions Control/Assault idea?
As i said about Ben's set, if they do something like this sign me up!!!