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Posts
1909 -
Joined
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The sad part is that I should probably know, because I have a level 34 fire/poison controller. I just never thought about it, so I didnt pay attention.
Lewis -
Is the splash debuff considered to be the same effect, or a different one? In other words, while the main effect wont stack on a foe, can you cast it again on an adjacent foe (who may already be affected by the splash from the first foe) with the advantage of having the lesser effect also splash back onto the first foe?
If the greater and lesser effect are considered the same (dont stack from same player) then I wonder, does the lesser effect on an adjacent foe prevent you putting the greater effect on? If not, does the lesser splash onto the original creature then replace the bigger effect with the weaker splash version? Or is the larger debuff kept even if it is about to wear off?
Hmm.
Lewis -
As long as I am not forced into closing distance any more often than I am now, then fine. Whatever.
Lewis -
Did anything else go on sale or hit the market today?
Lewis -
Huh. Is that new?
I havent logged on my Brute in a bit, but I didnt think about it. He always used to be invisible-looking no matter what. I know because I run with the ghost aura and I always looked like a bipedal energy void surrounded by ghosts. My whole concept was built around it. Now, once I start attacking, I just look like a dude.
Dang. Not only did they kill my Ghost concept by making the taunt aura, but I dont remain looking like a Ghost anymore.
Oh well, its good for all the Street Justice players and TW players I guess. I'll just have to revamp my Concept and Costume a little.
Lewis -
Deranged,
Necro/poison/leviathan is where its AT. You join your zombies in puking on your foes, by laying into the bad guys with neurotoxic breath and bile spray. Yay!
Lewis -
The main problem with StJ/Energy is that one of your toggles makes your character and costume invisible to *you* .... or at least hard to see. That kills a lot of the reason to take any new set with cool animations like street justice: you cant really see yourself being cool!
Last I checked, you couldnt disable the self-invis like you can do on the similar dark armor toggle. But if they ever allow that, energy would be my favorite set. In terms of effectiveness, it is amazing now!
Lewis
/tho I hate the taunt in the toggles. But oh well. -
I think traps corruptors are fun. The force field generator helps by providing defense and mez protection. Caltrops, acid mortar, and poison trap are great for blocking off enemies or creating kill zones. Trip mines can make a really nasty kill zone even nastier if you have setup time. Seeker drones can be summoned among your foes to soak the alpha strike and debuff them.
So basically, you solo like a champ. And if you do join a fast team or just want to blast, no problem. Just lean on your blast primary. And speaking of primary, since you want to avoid fire, go with ice blast.
Ice blast has 3 single target attacks, a cone aoe, a targeted aoe, aim, and 2 single target holds. So you have damage and even more control. Plus, Blizzard is one of the better nukes, and it synergizes well with the location-based kill zone of traps. Plus, even when *your* endurance crashes, your FF Generator will still provide some defense and mez protection while you recover.
Ice/Traps Corruptor. Its whats for dinner!
Lewis -
Would ice melee need tweaking, beyond applying at scales and mechanics? I seemed to remember looking in mids, comparing ice melee to other tanker secondaries, and it didnt seem that far off, considering the ice patch and the slows.
I want an Ice/SR Brute or Scrapper, and I want an SStr/IceArmor Brute.
Lewis -
I know for sure that I am making dark/fire and dark/dark for sheer glory, and also dark/energy because it fits an old Champions character I used to play back in '83 or so.
Good times!
Lewis -
I strongly dislike -range in shiver. Everybody else seems to love the hell out of arctic air and playing in melee, but I do not. Specifically, this kills the choice to play at range, and one of ice controls good points is that it can be built to operate at range, or in close, or my favorite: both as warranted by circumstances.
Doms may have melee options, but people can and do make ranged doms. I play ice/fire and ice/energy primarily at range. And lots of controllers mesh better with ranged tactics (trick arrow leaps to mind). You may consider it ineffective, but some people dont even take AA. I sometimes skip it.
So shiver having -range kills that power dead, and forces the only valid playstyle to be ranged. You want to be in melee, move into melee.
So, no thanks. I find that to be even less tolerable than removimg -kb from Frostbite.
Lewis -
I just never liked Whirling Hands on a non-melee character who has an AOE Immob but has no confuse power to cause clumping. It also has a super small area. I just dont see melee/aoe as a prime mode of operation for this character. However, holding a single tough foe and putting melee and power burst on real fast for a quick kill of necessity seems ok. Basically, single target melee is surgical.
Lewis -
I think a Dark/Fire Dominator will be wicked sick. I am sure anything will have merit in conjunction with Dark/ but Dark/Fire should be extremely nasty!
Lewis -
Thanks for the replies. I will hang on to Bone Smasher then. It seems to be the consensus, and I didnt have a super strong feeling either way.
Gracias!
Lewis -
All,
I have a Grav/Energy Dominator build in which I am planning to take Bone Smasher and Total Focus. I have perma dom in the build and a good ranged defense. I am trying to decide whether to go with the build I have below (in which Power Bolt is unslotted and unused) or whether to move the Bone Smasher slots over to Power Bolt and stay almost entirely at range.
Which do you think would be best? I know from other /Energy Doms I've played in the past that I have a tendency to not use the melee attacks once I have Push, Blast and Burst. But I'm not sure.
Thanks for any suggestions/thoughts!
Lewis
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
GRAV NRG: Level 50 Science Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Energy Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Primal Forces Mastery
Villain Profile:
Level 1: Lift -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 1: Power Bolt -- Decim-Acc/EndRdx/Rchg(A)
Level 2: Gravity Distortion -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 4: Power Push -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/EndRdx(37)
Level 6: Propel -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(36), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/EndRdx(37)
Level 8: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 10: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(34), Thundr-Acc/Dmg/Rchg(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 12: Crushing Field -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(39), GravAnch-Immob/EndRdx(40), GravAnch-Hold%(40)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Gravity Distortion Field -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(50)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(25), Zephyr-Travel/EndRdx(25)
Level 26: Wormhole -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(29), Stpfy-KB%(31)
Level 28: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 30: Boxing -- Acc-I(A)
Level 32: Singularity -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-+Res(Pets)(48)
Level 35: Conserve Power -- RechRdx-I(A)
Level 38: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 41: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Temp Invulnerability -- EndRdx-I(A)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 50: Cardiac Total Core Revamp
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
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(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 24.25% Defense(Energy)
- 24.25% Defense(Negative)
- 3% Defense(Psionic)
- 26.75% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 85% Enhancement(RechargeTime)
- 3% Enhancement(Stun)
- 74% Enhancement(Accuracy)
- 21% FlySpeed
- 64.86 HP (6.38%) HitPoints
- 21% JumpHeight
- 21% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 9.65%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 23% (0.38 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 16.62% Resistance(Fire)
- 16.62% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 21% RunSpeed
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Quote:There are no wrong answers. Everyone will have a ton of suggestions, if you let them. The good thing is that at this point, you know enough about it to know what you want to get out of it. You also know that people will be ready to help when you want more.I'll consider removing the "final" slots in my attacks, but I can tell you right now that I am not comfortable doing it. The numbers may make sense, but I just don't like doing it. It's a psychological thing.
So if *you* feel that the best solution is to take the common resist and defense out of Unyielding and Invincibility, and then shift things around so you can take a six-slotted spring attack, and that's all you want to do ... then that's the right answer.
Cheers!
Lewis -
I would keep the 4 slots on those.
Anyway, there are TONS of places in your build to drop slots from. However, there may not be many you are WILLING to drop them from. I mean, from what I know of your preferences (dare I say: quirks?).
You could drop the Acc/Dam Crushing Impacts from all your punches. That saves you 4 slots. With rage on, that lowers your KO Blow damage from 418 to 412. Will you even notice 6 points, in terms of overall effectiveness, considering that you'll be using the slots to pick up a massive AOE?
And OK sure, your accuracy drops (when rage is running, and it should always be running) from 224 to 194. You are STILL going to hit everything.
The biggest loss would be the 2.5% x 4 psi resistance. And its nice. But it will NOT save you if you are fighting more then 1 or 2 psi enemies. Spring Attack and Foot Stomp and the knock up in KO Blow will be your real mitigation for them.
Other places you can drop slots .... well, do you really need 3 slots in Resist Elements and Resist Energies? OK, you went for a wee bit of a hit point bonus, but by dropping to 2 slots and using generic IO dam resists, you will lose 0.4% (ZERO point four) on your elemental and energy resistances. A similar argument stands for Tough Hide. 2 generic DEF IOs should be almost equivalent, numerically. Set bonuses notwithstanding.
But you certainly could drop one from the slots you mentioned. There are lots of options. It just comes down to whether or not you can do it, mentally. I know you like the 6-slotted stuff, because of symmetry, appearance, completeness, or whatever else.
Maybe you'll become more comfortable with that kind of thing as you get used to IOs.
Also, if you are willing to frankenslot, you really only need 5 slots to make Spring Attack good. Two level 50 acc/dam/end IOs, and two level 50 dam/rech IOs, and a generic level 50 dam IO give 42% acc, 42% end, 91.7% dam, and 91.7% recharge. With acc and dam being boosted by rage, your actual results on acc and dam are even better. So if you can stand the frankenslotting, you could get by in 5 slots.
As an unrelated side note, you could also put 3 Adjusted Targeting IOs in Rage and get similar results (in terms of recharge) while also picking up 26% end reduction, 15.94% hit buff on rage (boosting your other punches and actions even more on accuracy) and the set bonuses for having 3 adjusted targeting includes a 2% global damage buff, and a wee bit of neg/energy resistance.
Lewis -
I would drop Hand Clap also, at least for Invuln and Willpower and other sets that become more survivable when foes remain close. If Sam is willing to flat-out drop Hand Clap, then Leap Attack would be a sweet substitute.
Lewis -
Ack! I have 7 controllers. Ok I am up to an "even" 13 now. Stupid math!
Lewis -
Argh! I dont need another alt. Seriously. Issue 22 is already "making me" create 6 controllers, 4 doms and a brute. I dont need a 5th dom!
Oh well, I guess I will have an even dozen, now. "Thanks" so much.
Lewis -
If you kept 5 slots in handclap, and you dont care about recharge in it, you could use four items from rope-a-dope (stun/end, acc/end, acc/stun/rech, acc/stun) all at level 50, with slot number 5 being fillled by the stupefy acc/stun/rech at level 50.
That gives 95.8% acc (pre-ED), 95.8% stun (pre-ED), 53% end reduction, 42.4% rech, and it still gives the regen bonus and the fire/cold resist bonus from the set. It then gives the next rope-a-dope bonus for having 4 rope-a-dopes, which is a stun duration bonus (which ignores/exceeds ED).
Lewis -
Sam,
It is also the case that if you keep all 5 slots in handclap, you could get the following which exceeds your common slotting:
Stagger lvl 30 acc/stun/rech
Stupefy lvl 50 acc/stun/rech
Rope-a-dope lvl 50 acc/stun/rech
Rope-a-dope lvl 50 acc/end
Rope-a-dope lvl 50 end/stun
That gives 86.3% to acc, 86.3% to stun, 53% to end reduction, 59.8% to recharge. Also, three rope-a-dopes give set bonuses to regen and fire/cold resist, which will be somewhat helpful for an invulnerability brute.
Still, you may prefer the 4-slot option of 3 hami Endoplasm HOs and a common end, which saves you a slot.
Lewis -
Sam,
Have you looked at Hamidon enhancements? They dont have recipes, but they exist in the auction house under enhancements -> special -> enhance multiple. Or something like that. One of them enhances both accuracy and stun. I forget the name. I think it is called Endoplasm. You should see it in Mids. It gives 33.3% to both accuracy and stun, so with ED you would hot around 94% to each in 3 slots. In your fourth slot you could place generic endurance (common slotting). Then move the 5th slot elsewhere.
Lewis -
Yeah, the new issue will lead to the creation of 5 controllers, 4 dominators, and 1 brute. It would be 6 controllers, but I am showing restraint. I mean, I am pretty sure you can smell the restraint on my breath.
But then again, dark miasma (dark affinity) has been a controller secondary that I have wanted since the beginning. And a new control primary? Heck yes.
Lewis -
Oh. Now I feel like I should probably get out of the house more. Tho I do go dancing 3 times a week, so its not *all* tv dinners and video games.
Lewis