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Posts
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this is why i'm making a thugs/thermal when issue 16 hits.
"AHHHHHHH" will say my little flaming man, spewing fire all over the room, and i will try to heal him with, yes, fire. And when he dies, i will call another little flaming man, and 'round we go again.
i'll probably make a macro just to heal him. -
plus with all those holds, you can easily lock down a single hard target for a fire/ tank to lay a burn patch on top of.
or...mm, fire/ice tank, tank gets em bunched up, lay a tar patch as tank lays an ice patch, burn, ice storm, profit. -
I've got my ice/ tank at 42% def to smash/lethal/energy/neg energy with the 3% def steadfast IO, combat jumping, and weave. Energy Absorbtion slotted for defense/recharge makes up the rest, and that seems good enough for me.
here's my current build (more or less) on my ice/fire. depending on how long you've been gone, a lot has changed. you can view the build using the data chunk with mid's hero & villain designer, get it, it's fantastic. copy the data chunk, import it into the program, and change fire melee to ice melee to fool around with your own build.
goals of the build are softcappable defense (45%, except for fire and cold), high recharge (perma-hoarfrost, 20-second recharge EA's), and high HP and regen, with passable end recovery, leaning heavily on EA for protracted battles. there are purple enh sets in the build, which are terribly rare/expensive right now; other sets will do fine in place of those.
i'll fool around with an ice/ice build, and post it later. i've not played ice melee, but it seems leveraging ice patch and a fast-recharging frozen aura, with enough single-target power to pound on harder targets, would be a good way to go.
Edit: the export looked like a mess. here's the data chunk.
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As of now, Domination does not increase anything in earth assault. so kb mag stays the same, and neither fissure's stun nor seismic smash's hold dominates.
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Flurry isn't a cone, it just uses the same 'thousand-hands' animation as shadow maul/sands of mu.
It's a bummer to see dissapointment about the set. I have leveled my plant/earth dom to 15 on test, and so far i like the feel of it. I enjoy the ***SMASH*** with each attack, and the pairing is nicely thematic. I do like the knockup from stone spears.
I don't feel like /earth is providing my play experience with anything special other than that. Most of my play experience giggles is coming from running on 0/+2, and letting seeds of confusion do most of the work for me (plant is a new set to me). It's great to have an aoe that early, though /thorns or /ice could provide me that, as well.
I still plan on making one on live, and i expect that the long duration and mob-clumping action of Seeds will synergize well with pots/tremor/fissure. I wouldn't mind either a 10-sec recharge Hurl, or the ranged attacks put on the melee dmg table. -
whoo, that was a long post.
I've found, for myself, that pre-22 corrs are some of the most blah soloing experiences. Get them on a team, all those buffs and debuffs come together...but solo, it's just not-enough dmg, not-enough acc, with too-much endo use. with corrs, as with any other AT, you just can't accurately judge a set's total performance without SO-level enhancements.
from 12-22, i try to get 4-5 slots in my major attacks, and slot them (DOs) 2 acc, 1 end, 1-2 dmg. then at 22 i buy up some Ruin (or whatever's cheapo) IO sets to get more life out of those 4-5 slots.
My 2 inf for early blooming set combos:
/rad, or /dark, paired with a primary with aoe.
those primaries could be fire/, ice/, rad/, or dark/. AR could work too, i'm a big fan of fire and ice. i'm running an ice/dark that does good burst AOE, awesome single-target, and a sweet collection of debuffs. by 14 i could darkest night toggle-pull into a tarpatch, ice storm, and frost breath, clean up the rest. I've had to choose his slots so wisely, and i've chosen to put off the single target holds till the mid-30s to early 40s in order to get the burst dmg and team support tools i want.
just stick with a character you like thematically, and you'll slog through the low levels, particularly with a team.
Also: Radiant aura kinda blows out of the box, yep. again, work on getting 4ish slots in it by 22, and look for cheap heal/end and heal/rech IOs, it will be a whole new power. -
I'll put a vote in for ice/. My ice/fire tank has 42% def with the steadfast 3% IO, combat jumping, and weave, making softcap one Energy Absorbtion away.
A nice thing about that is since the softcap is so easily attainable, you can choose to IO for recharge/recovery. I run perma-hoarfrost, EA every 20 seconds, hibernate whenever you could possibly need it, and since i'm /fire, 7 sec FSC and 5 sec combustions. slow and dmg proc in chilling embrace, proc in icicles, and in all attacks...big ol' walking DOT.
Defense is spiky by nature, but with tough and chilling embrace's dmg debuff, i'm at around 30-35% smash/lethal resist. keybind your "oh crap!" buttons, and it's really hard to take down an icer. -
Re: OmniSurge:
1st: crunching numbers can give extra specific build tailoring that allows some pretty high-end performance. Usually that performance takes the shape of overcoming terrible odds (like soloing an AV), or something farming or pvp related.
2nd: "Permadom" = "perma-domination", where one has included enough recharge in a build (or perhaps from outside sources) to have the Domination button recharge fast enough to click again while the domination bar is still full. That way, the bar never drops, and you always have the benefits of domination. I think the minimum benchmark is around 75% global recharge + Hasten, so around 145% global recharge. That's not the exact minimum number, but it's close. More is generally considered better, as that gives you some wiggle room to click the button again. -
I have a 50 wm/wp brute who is nearly done with his build, and can handle AE farm boss alphas. The trick is to build for defense, and hit Crowd Control (which you dont have quite yet, and will love) whenever it's up to keep things on their backs. Knockdown keeps them from attacking, defense keeps you from getting hit as much, both of which give you time to regen when you do get hit.
Resist-wise, I took Tough, which boosts his smash/lethal resist to about 50%, and 80% with SoW.
Defense-wise, I took Weave, and leveraged 4-slot Kinetic Combats in the single target attacks, 4-slotted Eradications in the PBAOE attacks, 4-slotted Reactive armors in the resist powers, and have the 3% def Steadfast Protection.
otherwise, i slotted for +hp, +regen, and maybe-someday-but-probably-not will slot luck of the gambler 7.5% recharges for some extra recharge.
all told, the bugger's got nearly 2600 hp, regens 110ish hp/sec in a crowd, around 30% smash/lethal def, and around 40% energy/neg energy def. SoW and inspirations can fill in any gaps, really.
Other than WP, i'd say stone and invuln can take quite a bit of punishment; SR, SD, and EA can all be built for softcapped defense (45% is what you shoot for there), and they become very tough at that level of performance. I bet that /fire, /dark, or /elec can absorb more punishment from tough foes if they build for 20-30% melee, ranged/or aoe def. -
I've considered the possibilities of an ice/elec tanker way back when proliferations began. i've taken elec melee to near 50 on a brute since then, and so my response here is part experience, part theorycraft.
This would not be a single-target killer; it would wear down groups over time (i found elec melee on a brute to be fun and effective aoe, but really poor single-target...on a tank, it'd be worse). Ice/, once mature, has the mitigation to stand around and aoe all day.
It *might* be an effective way to drain endo from a single target; i say single target because it'll take consistant attacks coupled with energy absorption to keep a target drained enough to disrupt their attacks, and elec melee can only really *reliably* do that on one to a few targets at a time, i wager - due to thunderstrike being an aoe around your target, the randomness of chain induction, the need to position to maximize jacob's ladder, etc. Not to mention, end drain is less effective on higher cons.
thunderstrike in elec melee does knockdown, not knockback. don't think it's 100% chance, though.
SS has reliable, if late, aoe, and solid ST damage...pretty sure it's a proven performer.
I say, Be cutting-edge! Lead the pack! It's a brave new world, one that lets you electrocute things!
Edit: For punctuation. -
Regarding /invuln; i have a claw/inv scrapper project in her 30s. Life got SO much better when i slotted in some smashing haymakers and reactive armors, and could get around 20% smash/lethal/energy/neg energy def with one foe in range of invinc. Go for typed def, and through that your positional def should be high enough to give you some buffer vs. typed psi attacks, too.
Re: lvl 50 IOs vs lvl 30-40 IOs: lvl 50s IOs do not afford all that greater of a bonus, ESPECIALLY when slotting 5-6 of a set, and ED starts kicking in. most of the time i will shop in the 30-45 range, looking for what is most affordable. if i want to get good enh %'s out of a power that i only have 1-3 slots in, then i might intentionally get lvl 50 IOs. -
As long as you have any crab powers in either build, you are stuck with the backpack. Sad but true.
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daemodand speaks the truth. you'll like P-ray ticking on a boss debuffed to -80% toxic res.
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Don't know if this has been posted already, but...
looks like Detonation (the el cheapo targeted aoe set) has it's 5th slot bonus flagged as a 6th slot bonus. so the set has no 5th slot bonus, and two 6th slot bonuses. bugged it today. -
SpiderTeo, i believe Foresight has scaling resists, and if i remember correctly, it offers as much scaling resist as the three SR passives. someone please correct me if i'm wrong.
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mace/wp
i've an ss/wp and mace/wp at 50, and i gotta say, mace performs like SS without the endurance crash, and some minor positioning for the huge cones. amazing aoe and mitigation between crowd control, shatter, and whirling mace. great single-target, too. -
All i can think of now is a Ninja Super Mario dual-weilding pipe wrenches.
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Ditzy sufferred horrible injuries in a rock climbing accident in the Davis Mountains on June 5th of this year. Her repelling partner failed to secure a pin and she plummetted 800 feet into a dry ravine.
Please pray for,Ditzy. She is comatose!!!
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I was shocked to read this, unreal that she is still alive!!...may there be swift swift healing for her, Southern.
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If thats a joke (which it probably is) its not funny.
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poor taste aside, i'd rather it turns out to be a joke. -
[ QUOTE ]
Ditzy sufferred horrible injuries in a rock climbing accident in the Davis Mountains on June 5th of this year. Her repelling partner failed to secure a pin and she plummetted 800 feet into a dry ravine.
Please pray for,Ditzy. She is comatose!!!
[/ QUOTE ]
I was shocked to read this, unreal that she is still alive!!...may there be swift swift healing for her, Southern. -
a bit confusing there, bada_boooom. Clearer to say that Doms will retain their high damage whether in or out of Domination mode. Also, any lessened damage is only from individual power's base damage being changed.
unless someone was double-stacking domination, then that player might see "lessened" damage. cool thing is, under the changes, +dam buffs can boost every dom's damage way over what was possible before. -
General consensus is that it's a piece of crap, not worth using.
The reason is a 4 second interruptable cast time, with a for-certain mag 3 11 second sleep, and an extremely minor chance for a 10% end drain and the choking animation.
i've a 45 thugs/poison, and having a useful poison trap would make a nice aoe debuff option in a set that only has an aoe cone slow, otherwise. -
just checked city of data, and yep, looks like brute cloak of fear is a mag 3, stalker and scrapper mag 2. bizzaro.
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I've been very appreciative of the Sweep combo while leveling...that aoe knockdown has helped me survive while my secondary, even at 24, is still underdeveloped. I can see how it could be less useful when one doesn't really fear an incoming alpha.
I've been noticing that it wouldn't take all that much recharge to make an attack chain out of power/ablating/vengeful/sweeping. In terms of single-target dps, i wonder if dropping nimble slash (and attack vitals - i cringe as i say it), would be better dps at higher recharges?
i'm also pretty sure i've seen discussion concluding that only players, not pets, add to crit chance. having a bunch of pets around would send the +crit way too high, balancewise, IMO.