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Posts
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Quote:I just meant that I chose demon summoning over other sets is because I like the whip, not that I'm trying to base my character on it. I would like to keep my one whip attack though as I think it's pretty useful for the cone debuff+force feedback.sorry I'm a little slow. could you elaborate? You're going to "pretend it's not mostly because of the whip"? At first I thought you meant that you liked the whip only, and were planning to make a petless (for the most part) build... but your pet slotting suggests you plan to use them.
I'll change the wording to make it more clear. -
So I decided to make a demon mm (I like the whip). Anyway, to me it seems like demons would do well to playing in a little angry ball of hate with it's various buffs, healing, cones, and auras, so I decided to make a tankermind. I've come up with three builds that I'd like a bit of help choosing between and optimizing, particularly in the case of storm.
storm - This is the one I want to make work. Atm it's soft capped on s/l defense, 40% ranged defense, and has some low resists versus everything. With three force feedback procs slotted in aoe powers I'm expecting to see it up a lot (I'm a bit sad that it doesn't stack duration or magnitude), although if I had to drop the one from gale I doubt I'd miss it. It can potentially maintain 2 tornadoes, 2 freezing rains, and 3 lightning storms (imo that makes up for the lack of -regen and hurricane's -to hit being resisted into oblivion when facing AVs). The lack of healing/regen means my defenses have to be pretty solid though, which is why I kind of feel stuck taking scorpion shield atm (the lack of mes resist means that I want to focus on multiple defenses before resists, even though I could soft cap s/l resists pretty easily).
The main change I want to make if possible is raising my s/l/ranged or melee/ranged defenses up to 37.5% or more without scorpion shield so that I can switch to mu mastery for the aoe immob with -kb and still cap defenses against an av with 1 small luck insp. If that can happen I'm pretty sure this is the set I'll be taking.
traps - This one is probably the closest to finished with 40-45% on all positional defenses and about capped on s/l resists (~22% coming from ember demon). It also has decent regeneration, some extra damage output through trip mine and procs in caltrops+acid mortar, mez protection, and the debuffs+cc you'd expect in a traps build. As a bonus, all my pets are soft capped against aoe damage. Except for minor tweaks to squeeze in more/better set bonuses, I don't think there's a lot left to do with this build.
pain - This is the least likely build atm. It has less defense and mez protection than the other two in exchange for healing/regen, which isn't really helpful when I'm stunned/held. I'd like to fit in oppressive gloom, but this build is going to have an even harder time switching shields than the storm build. I'm including it mostly to make sure I didn't miss any huge "this changes everything" possibilities, so please do skip over this option if you want to stick to mostly pragmatic feedback.
Primary Power Set: Demon Summoning
Secondary Power Set: Storm Summoning
Power Pool: Leadership
Power Pool: Speed
Power Pool: Presence
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Gale -- FrcFbk-Rechg%(A), ExStrk-Dmg/KB(34), ExStrk-Acc/KB(34), ExStrk-Dam%(34)
Level 2: O2 Boost -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(36), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(37), Numna-Regen/Rcvry+(37)
Level 4: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Crack Whip -- FrcFbk-Rechg%(A), ExStrk-Dmg/KB(9), ExStrk-Acc/KB(11), ExStrk-Dam%(11)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(39), S'fstPrt-ResDam/Def+(42), HO:Ribo(42), HO:Ribo(42)
Level 12: Summon Demons -- ResDam-I(A), ResDam-I(13), S'bndAl-Dmg/EndRdx(13), BldM'dt-Acc/Dmg(15), BldM'dt-Acc/Dmg/EndRdx(15), SvgnRt-Acc/Dmg(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), RechRdx-I(45), RechRdx-I(45)
Level 18: Hell on Earth -- RechRdx-I(A), S'bndAl-Dmg/Rchg(19), SCotMastermind-Rchg/PetAoEDef(21), SvgnRt-PetResDam(21), C'Arms-+Def(Pets)(23), ExRmnt-+Res(Pets)(23)
Level 20: Hurricane -- FrcFbk-Rechg%(A), DarkWD-ToHitDeb(43), DarkWD-ToHitDeb/EndRdx(43), DarkWD-ToHitdeb/Rchg/EndRdx(43), DarkWD-Rchg/EndRdx(45)
Level 22: Provoke -- Acc-I(A)
Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 26: Summon Demon Prince -- SCotMastermind-Acc/Dmg(A), SCotMastermind-Dmg/EndRdx(27), SCotMastermind-Acc/Dmg/EndRdx/Rchg(27), SCotMastermind-Acc/Dmg/Rchg(29), EdctM'r-PetDef(29), ImpSwft-Dam%(31)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- GA-3defTpProc(A)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Tornado -- Achilles-ResDeb%(A), S'bndAl-Dmg(46), S'bndAl-Acc/Dmg/Rchg(48), HO:Perox(48), RechRdx-I(48), RechRdx-I(50)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46)
Level 44: Thunder Clap -- Acc-I(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Marshal
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(9)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:Primary Power Set: Demon Summoning| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1661;692;1384;HEX;| |78DAB594CB6F125114C66798A115FA00044A4B410ADA278F32EAD6D6D4AA9B9214F| |11537CD844EDB4978C9C3B64B17FE036E8CD13E343E372E4D7567A246FF0D773EFA| |58E81A0F733E6012562EBC017EC377CFB9E7BBE7CE4C6A63BEF7CDE5BBB382E8BC9| |0532B95A5945AA96AE5BC5E58B6A6D4553D2B0934BAE91B6ECF2C656AF97CB19098| |D7E8177FF4C26AC81431575B594964AAC572BE3D2F38168BC55C62415397B572654| |D2FD98DFF9992A62DBB8CCB945AD04BB59C5AD58B853E43B9A4AFAE55293770B1A4| |6713A6022935ABC1ECE620D99BA7EF43A78051B70A3F088A2C587E82BF98F23E78C| |0EC3A6496E456AE24DCB3185A789DE8266E809BCCDB142B8A5C474C8B46ECC92B60| |06BCCA3C750DBCCE74512F25CEB5485ED6063DA093F988F661652F8235CCFE1E3BF| |9181AFEBAE1EF18FCD9E1CF0E7F15F267833F5BA34690EAA3C6186A4CFA589F9CA1| |30596A718BEAF4A0873D31AEDDDBE41CD7ED476FFBD14BE711334206FBB0B7BE28E| |6C0E36095BC39787D8BE303FB8D61AEC96DF2E0820757337F966B7BBE4ACC3FAC0F| |7CB318FB18F8CDF3355ADFCDB9B21B7D9A7A0BBE07F798B1774C3FF9F6A2DF5E3FA| |FEB26CD871EFA9E71DC89E7E00BE6C84BF015F89AB943FE87E07FE823FBF57F02BF| |30039FC1EF1436DE5893CF43A4BAC3F0320C2F126941F622044F73DE2ED508212E8| |47B649DF61E41DD087A1B9F614FD3E7C1737CCED3E8AB026E50EE287247B7581BDB| |067798E3BBE013F029738F2C4DE0DC27704FC771BFC571BFDDA1F5A3F01BC5BE64D| |A57027909E429C85390E7A19824F29288D9B7B79E3F418CF35A87662DCC3D3A306B| |131C77D4D62CE203EE49D77D3C4F231C1368BF0BE8434398EA50921D8AD2A19CE95| |0CE76280B6645621FA9B6565F6CBC6B302F1A19363A7909B3FF346ED1D6EBBCF57A| |DA747DC3747DD374FD5F469A1E4E0505FE02C1B47351| |-------------------------------------------------------------------|
Secondary Power Set: Traps
Power Pool: Speed
Power Pool: Presence
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Caltrops -- Ragnrk-Knock%(A), Posi-Dam%(42), JavVoll-Dam%(42), ImpSwft-Dam%(42), P'ngTtl-Dmg/Slow(43), TmpRdns-Dmg/Slow(43)
Level 4: Triage Beacon -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(34), Numna-Heal/EndRdx/Rchg(34), Mrcl-Heal/Rchg(34)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Crack Whip -- FrcFbk-Rechg%(A), ExStrk-Dmg/KB(9), ExStrk-Acc/KB(11), ExStrk-Dam%(11)
Level 10: Acid Mortar -- Posi-Dam%(A), JavVoll-Dam%(43), Achilles-ResDeb%(45), LdyGrey-%Dam(45), ShldBrk-%Dam(45), Ragnrk-Acc/Rchg(46)
Level 12: Summon Demons -- ResDam-I(A), ResDam-I(13), S'bndAl-Dmg/EndRdx(13), BldM'dt-Acc/Dmg(15), BldM'dt-Acc/Dmg/EndRdx(15), SvgnRt-Acc/Dmg(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 18: Hell on Earth -- RechRdx-I(A), S'bndAl-Dmg/Rchg(19), SCotMastermind-Rchg/PetAoEDef(21), SvgnRt-PetResDam(21), C'Arms-+Def(Pets)(23), ExRmnt-+Res(Pets)(23)
Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37), Lock-%Hold(39)
Level 22: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(39), Mocking-Taunt/Rchg/Rng(39), Mocking-Acc/Rchg(40), Mocking-Taunt/Rng(40), Mocking-Rchg(40)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Summon Demon Prince -- SCotMastermind-Acc/Dmg(A), SCotMastermind-Dmg/EndRdx(27), SCotMastermind-Acc/Dmg/EndRdx/Rchg(27), SCotMastermind-Acc/Dmg/Rchg(29), EdctM'r-PetDef(29), ImpSwft-Dam%(31)
Level 28: Seeker Drones -- Acc-I(A)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(48)
Level 38: Charged Armor -- S'fstPrt-ResDam/Def+(A), HO:Ribo(50)
Level 41: Boxing -- Acc-I(A)
Level 44: Tough -- GA-3defTpProc(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Marshal
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(9)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1544;701;1402;HEX;| |78DA7594CB4F135114C6EF74A6C596576B5B0A85022D22A5B485FA883B491065C32| |41848346EC8044A3BDA57681BA96F17FE036E8CF1B950C40D6B176E4CD4C8C27FC2| |9D0F1E0BF1ADF530E7C34ED23849FB9BFBDD73CEFDCE9D3BA32E8D37AD4E5C1F159| |2F358462B166755AD584A2E66F5DCBC55D552FA9C2CE86AA05FB036333B5DCE66F3| |B9F87892FE31D07329AF2962ACBCB0109F59D40A45E198CAE733F1E9423239EF326| |E552DA717CA19ADA4E773AD863299D4E6938BC5B45E6836C627F454BA4415FDC70B| |FA5CDC54562DC360A59D2C0DD3EFB653E0AA5AC507424211968FE027A6B20E6E306| |D9BCC8AF22F57083F6B174893504F3A6231B4C1673C37189299CB14115044645532| |C69115E645CA958DE4AA2CABAC05A7C119708238A0883BE4DB8AB5AD41AE7FD7C95| |BBD93DF7083D7DE739EE856846309AC302FD15A76F8B4C35F04FEA22F3826FA966B| |446DB2E1377698C7F7689D46E4364639B76997631CD382BD6CC1DE39B7982132D8C| |C3D5A9A873007EE052F93B756C4B47AB9EF3E0FE864DE270F2E7870EDE68FF2DA9E| |35EEC3B3CD7ADB3B8BE1BFED33CF5FA1FA6EE4BAB759EBFBC2DCF715FC067E67EEF| |FC1F4937F2F72BD69CCE9E059E6C039300366992ECAF5A12F1FFA6A475FEDE8EB01| |F5D581FA1D2FB90FFF2BF00DB3EB35F85E1867A11BE7E92AF5D58933D189F3E8A63| |503BCA635F0887D743F069799BD4FC015F029F32179E941BD1E9CB16BB44608FE42| |3F392EF60BFCCD1CFE035641C17E9F13FAD98BD4EF63CF89A33454642191CF30D60| |AC3BB4CDA10C78BA1035C43212D8E3D8C630F13D8C304F6D0433123A83582987507| |BD97A825C5B8FEA6590B72FD0DB316E6B8AD9A66916E714FB69B78BF7A39A6CBFC2| |DA8D2252275CA489D92A8530ED62987EA9449B322B30FB5A655A76ADF2021191976| |7A923266FF7B9D71EC3C180E3A69BA3F65BA3F6D8EA1772881FBBFB8C70C97| |-------------------------------------------------------------------|
Secondary Power Set: Pain Domination
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Nullify Pain -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9)
Level 2: Soothe -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(11)
Level 4: Boxing -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(17)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Crack Whip -- FrcFbk-Rechg%(A), ExStrk-Dmg/KB(19), ExStrk-Acc/KB(19), ExStrk-Dam%(21)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23)
Level 12: Summon Demons -- ResDam-I(A), ResDam-I(23), S'bndAl-Dmg/EndRdx(25), BldM'dt-Acc/Dmg(25), BldM'dt-Acc/Dmg/EndRdx(27), SvgnRt-Acc/Dmg(27)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 16: Enforced Morale -- EndRdx-I(A)
Level 18: Hell on Earth -- RechRdx-I(A), S'bndAl-Dmg/Rchg(33), SCotMastermind-Rchg/PetAoEDef(33), SvgnRt-PetResDam(33), C'Arms-+Def(Pets)(34), ExRmnt-+Res(Pets)(34)
Level 20: Suppress Pain -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(34), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Heal(36), Numna-Regen/Rcvry+(37)
Level 22: Provoke -- Mocking-Taunt(A), Mocking-Taunt/Rchg(37), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(39), Mocking-Taunt/Rng(39), Mocking-Rchg(39)
Level 24: Conduit of Pain -- RechRdx-I(A)
Level 26: Summon Demon Prince -- SCotMastermind-Acc/Dmg(A), SCotMastermind-Dmg/EndRdx(40), SCotMastermind-Acc/Dmg/EndRdx/Rchg(40), SCotMastermind-Acc/Dmg/Rchg(40), EdctM'r-PetDef(42), ImpSwft-Dam%(42)
Level 28: World of Pain -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/Rchg(42), Aegis-ResDam/Rchg(43), ImpArm-ResDam/Rchg(43), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit(45)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Anguishing Cry -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(46), AnWeak-Acc/Rchg/EndRdx(46)
Level 38: Painbringer -- RechRdx-I(A), RechRdx-I(46)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 44: Tough -- GA-3defTpProc(A), HO:Ribo(48), HO:Ribo(50)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Marshal
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 50: Vigor Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1671;699;1398;HEX;| |78DAAD94CB4F135118C5EF74A602A5B5AD6D792394873C4A0B55D79220E2862620B| |EE2864C606807FA0A85084B17FE036E8C51C185A26E5CBB3551A33BE39FE0CE078F| |85EE34F839E7A44CEC52276D7F3367CEFDEEF9EEDC4E6663D2FFE2E2AD71A585CEE| |7CD4A653E6356D6ACD5825D5CF466CCACBDA02B39EAE41B3FBA333FB75E28948AA9| |494B7E796117B35D2EC7C4FAD2526AC6B48BF3932511CC35BB5454BE9952299F9A2| |B5BD662D0399DB6CC456BB592B3CB61E73A6316EDF27ADE71071C65CACEE6D6A476| |C785B2BD90724D9031172C86DD6C917853F2BD17523C0EBDEA8B206D28CF57F21B6| |8EC927BE0B17DF0A7BF3AD6A3AE68B8370BD6CF81BFC4A3D1A3D1534F8F8F1E4DD6| |4A67067D09B5FD59F0788EB4C1D032B902DE97FC5E8C55DE38B407212CBF687ADD6| |D8FA39DB8298C0837C0E82618166383867C0D31E48946C1A610F850EA35325FE308| |E668225B2650BF856BD7C6B56A3B0023523F80FADEC063783B9E903BE0C9A7E433F| |239A8024A05D95B90BD6D499630B38413D0BAC7E1EF7EAF833FA0C73F89DE29FC8E| |FB9AD48B304B84CF207E09ECE5B3E8BD4CF259F55D05DBA48F18E78DE550AFCF269| |7C1532B649E2C8087B2079AD94733336F4B1FADACD7FA1AB907DE90EFC8B7E0D067| |B10D087734A71F8FF4D1CE3EDA9BA10D259073384DF66BCE98E16D6418D9027BA48| |F4E3EEF4E6619F98B8F245B17F37671DD7599B387FBB8E715F64EF2036A263F8286| |78FAE1D1FA592B49BE94560639EF20F7D928F7D928F7992ED912F4244EA3F7D1737| |269E82A4D1AE249D193629D34EBA459272A9E31E61FA367D727FF438C535A1299F6| |DD5A1CF3EDB9B541F80E8E348F7617BDFAEE80FE6E783A8CEABB403E72A8E11A65A| |C4649D728676A94B335CAB45BD1912373A41DCE18D5778ED29C110DA1EA1BE6BF1F| |377C7F9E376ACFBACEAFB9CEAFBBCEFFE588C9DF28CD3ABF017F7E7C57| |-------------------------------------------------------------------|
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I think sleep in general needs a bit of work, but not specifically plant control.
Instead of simply breaking on damage, it should lose 1 magnitude for every x amount of damage taken. The amount should be based on the combat level of the person who applied the sleep, small enough to break easily but just not immediately from small damage sources such as dots, damage auras, procs, weak splash damage, and the like. This means that if you put a mag 3 sleep on a lieutenant they can take 1 unit of damage before breaking, but if you put the same mag 3 on a minion it will break after 2 units of damage.
Another idea is that it could apply a "recently asleep" debuff after breaking that gives, I dunno, something like -100 regen+recovery for 10 seconds.
Basically the idea is to make it more valuable in the "damage is king" world without turning it into a hold. -
Imo most of these things aren't really different enough to warrant creating new ATs. I'd rather see (and believe it would be less work) the apps/ppps expanded (breadth and depth), granted a bit earlier (maybe mid 20s), and treated more like a third power set instead of a pool (powers restricted by level but not prerequisites) to give more playstyle options with the already existing archtypes. Considering the kinds of things we can do with IOs and incarnate powers already, I don't see expanding the roles of the current archtypes through power choice options as much of a balance problem.
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Your data link isn't working for me, so could you please post your data chunk as well? If you don't know how, go into import/export->short forum export and check the box that says "export data chunk as well as data link".
A few thoughts from a quick look over. All my own opinion, your mileage may vary, yada yada.
Word of confusion. It has a small range, about the range of a typical melee attack. It does about 1/4th the damage of brawl. It only ticks every 4s. The confuse is only mag 2 (will only work on minions), lasts 1.5s (with heavy slotting it can get up to about 3s), and still has a to hit check. Essentially, it's one of the worst powers in the game and there are only a few ways to get any real use out of it. The first is to use it to mule an IO set (confuse sets tend to be cheap and come with great bonuses). The second is to put the contagious confusion proc in it and stand in the middle of large groups of enemies, which doesn't really mesh very well with the cone powers in dark control where you want to be positioned a bit away from the group. And the third is to fill it with various other procs and use it as a damage aura, which against doesn't really mesh with dark control.
The only power you have slotted for damage is mental blast at 49. This is going to make leveling up painful. I'd suggest taking your single target immobilize early and slotting it for damage (it has plenty of duration by default).
Pet slotting. The only one you really need recharge in is haunt as umbra beast doesn't have a time limit and dark servant is perma before slotting. You want damage in haunt and umbra beast as that's kind of their main function, and you want -to hit in dark servant because it has MASSIVE debuffing (-30% in it's version of darkest night and it's damage aura). Umbra beast needs some accuracy as well.
I think you've got overboard with end redux slotting, especially considering you get a great +recovery power (since you have twilight healing I'd personally replace one of the heal enhancements with another end enhancement, but that's more of a matter of personal taste). You primarily want it in the powers you're going to be spamming (eg shadowy binds), powers with prohibitive end costs (as in 20+ imo, although even then personally I don't really feel the need to slot it on things you're going to be using rarely such as the rez and pet summons), and toggles (your toggles mostly look good, but shadow fall costs just as much to run as darkest night so I'd slot some end redux in there as well. Personally I'd go with one less end redux in darkest night as well because the third IO only gets you -0.02 endurance drain while the first and second give you -.15 and -.09 respectively). In general, any time you're going to slot more than 2 IOs of the same type in something you should check the numbers that it's actually giving you because it'll usually be substantially less than what the first two are doing.
Imo you don't need immobilize enhancements in your immobilize powers as they have short cooldowns and often times the target will die before their base duration wears off anyway.
Mids isn't up to date on fade and soul absorption. Fade now lasts 60s, had a 210s cooldown, and grants 9.38% defense+9.38% smash/lethal/negative/psi resists. You'll want some recharge in it.
Soul Absorption grants a larger up front bonus, works on living enemies (with a to hit check), grants less per target, but has a higher target limit. You'll want some accuracy in it.
You can't run stealth and shadow fall at the same time, so there's no point in having both (shadow fall is the better power). You can stack them with a stealth IO though for full invisibility.
Why two travel powers, and why so late?
You skipped fearsome stare, arguably the best power in the set. It has a short cooldown, a good duration, will stop/greatly reduce incoming damage, keeps enemies from running around, and has a strong -to hit component.
Mental blast doesn't do any more damage than shadowy binds and dark grasp, while having a lower accuracy. While there's nothing wrong with it, taking psi tornado instead will give you some of the aoe damage you lack (be sure to slot some end reduction in it though!). -
ugh, i was writing out another reply and the forum ate it. It seems freakishly obsessed with logging me out :/
Anyway, the short version is that I played around with everything on the test server over the last couple of days. I find the look of earth armor unbearable, but I'm not sure I actually should take an app/ppp armor anyway. I have enough defense and -to hit to floor the hit chance of any attack that comes from anything short of an av, and with a single small luck inspiration I can floor everything on a +4 av (and I don't even need the insp to minimize their ranged attacks). This makes defense based armors of little value. In addition I still have my cc to further reduce incoming damage and my regen+healing to handle what makes it through (break frees+clarion for mezzes), so I don't think I even need a resist armor either.
This kind of leaves me choosing between water spout+hibernate+coralax and fissure+seismic smash+earth's embrace (which is perma and caps my hp even without slotting). I'll have to play around with them some more to decide.
edit: although I'm loving seismic smash, and earth's embrace is very nice, I'm finding fissure's radius to be to small for my liking. Lev it is. Thanks for the help all. -
go into option->configuration->exemping & base values
change the basetohit value to 39. The accuracy values in your attacks is now showing your chance to hit against +4s (75=even, 65=+1, 56=+2, 48=+3).
Without making major changes:
The easiest acc fix is to drop assault for tactics.
I'd also suggest moving your damage procs out of shadow field and into dark grasp, moving basilisk's from dark grasp to shadow field, and putting some HOs (i believe the dam/mez ones are pretty cheap) in dark grasp so it can double as an attack.
imo you don't really need all the defensive pet auras as your primary and secondary sets should provide plenty of mitigation for them.
put a luck of the gambler in fade and maneuvers if you can.
replace the acc/end/rech and heal/recharge in twilight grasp with acc/end/heal. -
Steadfast and glad are both in in there.
There's enough recharge in my build that a single target app attack wouldn't be of much benefit since I have both shadow binds and dark grasp slotted for damage.
Bile spray (and frost breath) actually does more damage than fireball, and soul drain is largely wasted because it doesn't work on procs+pets. Overall I'm not very impressed by what the the app/ppp attacks add to a controller thanks to their long downtimes. I could replace hibernate with bile spray, spread the slots between it and water spout (4 posi in spray, 3 frankenslots+achilles in spout), but would it be worth it? -
Made some other cheap tweaks while I was at it (eg icy bastion has twice as much regen and can be used as a psudo heal with your high hp), and you could always drop something else instead of vengeance. You should pick up the +hp (20%) and +end (+10%) accolades and then drop the heal enhancement from hoarfrost and heal bonuses from other places because you'll be way over the cap.
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Warfrost: Level 50 Natural Stalker
Primary Power Set: Street Justice
Secondary Power Set: Ice Armor
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery
Villain Profile:
Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Knock%(5), Mako-Dmg/Rchg(7)
Level 1: Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def(9)
Level 2: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(11)
Level 4: Sweeping Cross -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Acc/Dmg/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21)
Level 6: Assassin's Strike -- SStalkersG-Acc/Dmg(A), SStalkersG-Dmg/Rchg(21), SStalkersG-Acc/Dmg/Rchg(23), SStalkersG-Dmg/EndRdx/Rchg(23), SStalkersG-Acc/Dmg/EndRdx/Rchg(25), SStalkersG-Rchg/Hide%(25)
Level 8: Hoarfrost -- Numna-Heal/Rchg(A), S'fstPrt-ResDam/Def+(27), Numna-Heal/EndRdx/Rchg(48), Numna-Heal(48)
Level 10: Wet Ice -- EndRdx-I(A)
Level 12: Build Up -- ToHit-I(A)
Level 14: Recall Friend -- Empty(A)
Level 16: Chilling Embrace -- P'ngTtl-Acc/EndRdx(A), P'ngTtl-Acc/Slow(27), P'ngTtl-EndRdx/Rchg/Slow(29), P'ngTtl-Rng/Slow(29)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 20: Super Jump -- ULeap-Jump(A)
Level 22: Spinning Strike -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(31), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34)
Level 26: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), KntkC'bat-Knock%(36)
Level 28: Glacial Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(37), LkGmblr-Rchg+(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(39), GSFC-Build%(39), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40)
Level 32: Crushing Uppercut -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 35: Energy Absorption -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(43), P'Shift-EndMod/Rchg(43), P'Shift-EndMod(43)
Level 38: Icy Bastion -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/Rchg(45), Dct'dW-Heal/Rchg(45), Numna-Heal/Rchg(46), Heal-I(48)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 44: Superior Conditioning -- P'Shift-End%(A)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Permafrost -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(50), RctvArm-ResDam/EndRdx(50), RctvArm-ResDam/Rchg(50)
Level 50: Vorpal Total Core Judgement
Level 50: Spectral Total Radial Conversion
Level 50: Vanguard Ally
Level 50: Rebirth Partial Radial Invocation
Level 50: Spiritual Total Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(11), Numna-Heal(13), RgnTis-Regen+(13)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod(15)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 1: Assassination
Level 4: Ninja Run
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Set Bonus Totals:- 9.5% DamageBuff(Smashing)
- 9.5% DamageBuff(Lethal)
- 9.5% DamageBuff(Fire)
- 9.5% DamageBuff(Cold)
- 9.5% DamageBuff(Energy)
- 9.5% DamageBuff(Negative)
- 9.5% DamageBuff(Toxic)
- 9.5% DamageBuff(Psionic)
- 19.88% Defense(Smashing)
- 19.88% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 16.13% Defense(Melee)
- 6.75% Defense(Ranged)
- 5.5% Defense(AoE)
- 2.5% Enhancement(RunSpeed)
- 67% Enhancement(Accuracy)
- 2.5% Enhancement(FlySpeed)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(JumpHeight)
- 63.75% Enhancement(RechargeTime)
- 25% FlySpeed
- 194.3 HP (16.14%) HitPoints
- 25% JumpHeight
- 25% JumpSpeed
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 2.2%
- 7.5% (0.13 End/sec) Recovery
- 74% (3.71 HP/sec) Regeneration
- 2.52% Resistance(Smashing)
- 2.52% Resistance(Lethal)
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 25% RunSpeed
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Winter is coming.
I don't see much synergy between the two sets, so rather than trying to force the build into one playstyle I tried to make it dynamic and modular. This also makes sense when playing on small teams where you're less likely to have a balanced party, so the more roles you can cover the less you have to worry about getting the right teammates. I also just think being flexible is more fun. To make it work at both close and short range plus be prepared to face the unknown I decided to go heavy on mitigation. To avoid sacrificing too much elsewhere to fit in all the mitigation, I used a lot of toggles instead of relying mostly on set bonuses (slots being tighter than power choices). To make up for the cost of the toggles, I went with Mu Mastery. Overall, I think it turned out okay. Still not a combination I would want to play though.
I ended not using the "tricks" I thought I would at the beginning (Peroxisome Exposure in st hold, ATO in AA and Coercive Persuasion in World of Confusion). I guess 2 part of blessing of the zephyr in Combat Jumping for 4 knockback reduction and 1.25 ranged defense is one. Slotting procs in toggles/passives/patches is something I like to do a lot, so maybe that counts too (Panacea in Health, Performance Shifter in Stamina, Contagious Confusion in Arctic Air, Gaussian's in Tactics, Impeded Swiftness in Glue Arrow, and Achilles' Heel in Oil Slick Arrow).
I ended up with perma hasten using Spiritual Core Alpha, 45% ranged defense (21-32% for all other types), 62% s/l resist (42% energy). Using an Agility Core Alpha instead makes pretty minimal differences all around (1.5% more defense, 2s short of perma hasten, and other small things).
It's pretty light on the endurance when fighting from range, but it's a real end hog with everything running at the same time (which will mostly happen at melee range when you want AA+tough+charged armor going) so I took Power Sink from Mu Mastery (auto hit, and recharges faster than the versions in other pools), which also helps recover from the crash after EMP arrow and Surge of Power (which itself adds 100 recovery when up).
I skipped frostbite because it doesn't work with Ice Slick and Oil Slick Arrow, in addition to not having any aoe attacks to take advantage of containment, and took glue arrow instead (shiver is a viable alternative and has more -recharge, but needs to be refreshed more often and there are already enough buttons to press). Since I usually use ninja run+magic carpet to get around I didn't include a travel power, but glue arrow can be swapped with super speed or super jump if you want one.
I figured good aoe damage is mostly a lost cause with this combo without frostbite (aside from oil slick, which doesn't get containment damage), so I focused more on single target damage. Chillblain is slotted for damage, Block of Ice is slotted with the full ATO set (the proc alone gives it decent damage output), the mu guardian is 2s short of perma, and jack is there too. I also ended up with +22.5% damage from set bonuses, so that's kind of nice if unintended, and chance for buildup in in tactics.
Flash arrow is skipped because the -to hit is very minor and the -perception isn't really convenient for stealthing IMO.
Ice Arrow is skipped because there's enough recharge reduction that Block of Ice is all that's needed.
Poison gas arrow is skipped because I just kind of felt 1 mag 3 aoe sleep is sufficient. Flash Freeze can be directly swapped for it though.
Oil slick is ignited by Reactive Radial Interface, Pyronic Judgement, or your teammates.
Destiny is unslotted, but rebirth or clarion cover holes that you would normally need to carry inspirations to cover (healing and break free). Barrier is probably the worst choice with so much mitigation already in the build.
edit: oh yeah, and boxing is squeezed in there early because at the lower levels it's actually useful to have the extra attack. Arctic air is taken late simply because it's such a huge end drain that it's not very useful until later on anyway.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Patches: Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Trick Arrow
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Chilblain -- Apoc-Dmg(A), Apoc-Dmg/EndRdx(3), Apoc-Dam%(3), ImpSwft-Dam%(5), GJ-Dam%(5), TotHntr-Dam%(7)
Level 1: Entangling Arrow -- HO:Endo(A)
Level 2: Block of Ice -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), SWotController-EndRdx/Rchg(9), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), SWotController-Rchg/Dmg%(11)
Level 4: Boxing -- HO:Nucle(A)
Level 6: Glue Arrow -- ImpSwft-Dam%(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(17), Zephyr-ResKB(19)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Tough -- GA-3defTpProc(A), GA-ResDam(19), GA-End/Res(21)
Level 16: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(23)
Level 18: Flash Freeze -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(23), FtnHyp-Acc/Rchg(25), FtnHyp-Sleep/EndRdx(25), FtnHyp-Plct%(27)
Level 20: Acid Arrow -- Achilles-ResDeb%(A), HO:Lyso(27)
Level 22: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(31)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(36)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
Level 35: Oil Slick Arrow -- Achilles-ResDeb%(A), Ragnrk-Dmg(40), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(43), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-%Hold(45)
Level 41: Power Sink -- Efficacy-EndMod/Rchg(A)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(46), RctvArm-ResDam/EndRdx(46), RctvArm-EndRdx(46)
Level 47: Summon Guardian -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg(48), S'bndAl-Acc/Dmg/Rchg(50)
Level 49: Surge of Power -- ResDam-I(A), ResDam-I(50)
Level 50: Cimeroran Core Superior Ally
Level 50: Pyronic Core Final Judgement
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Radial Flawless Interface
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal/+End(A), Numna-Regen/Rcvry+(13), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(15)
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
------------
Set Bonus Totals:- 22.5% DamageBuff(Smashing)
- 22.5% DamageBuff(Lethal)
- 22.5% DamageBuff(Fire)
- 22.5% DamageBuff(Cold)
- 22.5% DamageBuff(Energy)
- 22.5% DamageBuff(Negative)
- 22.5% DamageBuff(Toxic)
- 22.5% DamageBuff(Psionic)
- 8.5% Defense(Melee)
- 7.25% Defense(Smashing)
- 7.25% Defense(Lethal)
- 9.75% Defense(Fire)
- 9.75% Defense(Cold)
- 19.44% Defense(Energy)
- 19.44% Defense(Negative)
- 6% Defense(Psionic)
- 31% Defense(Ranged)
- 13.5% Defense(AoE)
- 4% Enhancement(Stun)
- 4.4% Enhancement(Terrorized)
- 8% Enhancement(Immobilize)
- 8% Enhancement(Sleep)
- 8% Enhancement(Confused)
- 9% Enhancement(Held)
- 45% Enhancement(Accuracy)
- 75% Enhancement(RechargeTime)
- 10% FlySpeed
- 72.49 HP (7.13%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -7)
- Knockup (Mag -7)
- MezResist(Confused) 5%
- MezResist(Held) 9.4%
- MezResist(Immobilize) 6.1%
- MezResist(Sleep) 5%
- MezResist(Stun) 5%
- MezResist(Terrorized) 5%
- 17% (0.28 End/sec) Recovery
- 46% (1.95 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 15.04% Resistance(Fire)
- 15.04% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 10% RunSpeed
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Is your ping particularly high or frame rate particularly low when this is happening?
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Thanks for the input.
I'm kind of coming to the conclusion that either way I'm not going to be able to fit in an app attack (not counting water spout). At the end of the day bile spray/psi tornado are providing less damage over time than a procced out living shadows thanks to their long recharges, they manage to be less endurance efficient, and I don't really have room to slot both. I could stop slotting dark grasp as an attack and drop some slots out of it, but since I'm going to be spamming it anyway that seems like a waste. I think a lot of it is going to come down to what the ATO's proc chance is in an aoe power that's going to determine where I place it, and thus the other sets I need (with all my -to hit, I figure I can floor a +4 av's chance to hit with around 42% defense, so I'm building to hit at least that. With shadowfall, fade, manuvers, combat jumping, coercive persuasion, steadfast protection, and gladiator's armor it's actually really easy to hit. The problem then becomes fitting in as much recharge+damage as possible).
Maybe if I slotted shadow field as a -to hit power rather than a hold... *ambles off to try yet more weird things in mids*
edit: for anyone who's interested, here's kind of where I am atm psi lev
psi has better recharge, -to hit, and status resistance (I actually have 1 more slot than I need so I dropped a -to hit in shadow field). lev puts out better damage and has a panic button. If I could just squeeze ~10% more recharge into lev without sacrificing damage or more than 1% ranged defense I'd have hasten at exactly 120s recharge... I suppose I could pull an end mod out of soul absorption and get the recharge bonus from ragnarok, and then I'd have to figure out if the achille's heel -res proc is worth more or less than the cloud sense proc in haunt, buildup in umbral beast, or lockdown in shadow field (buildup probably). Although, an end mod in soul absorption is actually worth more than one in stamina, even against a single target. It'd look like this. Hmmm... maybe I basically can fit in an attack after all.
Yes, I do probably spend more time in mids than in the game.
The only reason I'm not considering earth is that I can't stand the look of rock armor.
edit again: lol, I realized I completely forgot about accuracy. Think I've got it figured out now though...
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Darkness Control
Secondary Power Set: Darkness Affinity
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Shadowy Binds -- Apoc-Dmg/Rchg(A), Apoc-Dmg(3), Apoc-Dmg/EndRdx(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Dam%(5), TotHntr-Dam%(7)
Level 1: Twilight Grasp -- Nictus-Acc/Heal(A), Nictus-Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9)
Level 2: Dark Grasp -- HO:Endo(A), HO:Perox(9), HO:Perox(11), Thundr-Dmg/EndRdx(11), SWotController-Rchg/Dmg%(13), UbrkCons-Dam%(13)
Level 4: Living Shadows -- TotHntr-Acc/EndRdx(A), Enf'dOp-Acc/EndRdx(15), JavVoll-Dam%(17), TotHntr-Dam%(17), Cloud-%Dam(19), Posi-Dam%(19)
Level 6: Possess -- CoPers-Conf(A), CoPers-Conf/Rchg(21), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(23), CoPers-Conf/EndRdx(23), CoPers-Conf%(25)
Level 8: Fearsome Stare -- HO:Endo(A), SipInsght-Acc/ToHitDeb(25)
Level 10: Tar Patch -- ImpSwft-Dam%(A)
Level 12: Heart of Darkness -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SWotController-EndRdx/Rchg(27), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29)
Level 14: Darkest Night -- EndRdx-I(A)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), HO:Ribo(31), HO:Ribo(33)
Level 18: Howling Twilight -- RechRdx-I(A)
Level 20: Haunt -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(33), HO:Nucle(33), Cloud-%Dam(34)
Level 22: Fade -- LkGmblr-Rchg+(A), HO:Membr(34), HO:Membr(34), Aegis-ResDam(36), TtmC'tng-ResDam(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 26: Shadow Field -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(37), UbrkCons-Acc/Rchg(37), UbrkCons-EndRdx/Hold(37), UbrkCons-Hold(39), Lock-%Hold(39)
Level 28: Soul Absorption -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod(50)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 32: Umbra Beast -- HO:Nucle(A), HO:Nucle(40), HO:Nucle(42)
Level 35: Water Spout -- Ragnrk-Dmg/Rchg(A), Ragnrk-Dmg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Dmg/EndRdx(43), Ragnrk-Knock%(43), Achilles-ResDeb%(43)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(45), Cloud-Acc/Rchg(45), Cloud-ToHitDeb/EndRdx/Rchg(45), Cloud-Acc/EndRdx/Rchg(46), Cloud-%Dam(46)
Level 41: Shark Skin -- GA-3defTpProc(A), GA-ResDam(46), GA-End/Res(48), S'fstPrt-ResDam/Def+(48)
Level 44: Summon Coralax -- ExRmnt-Acc/Dmg/Rchg(A), S'bndAl-Acc/Rchg(48), S'bndAl-Dmg(50), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run -
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Accuracy, if needed.
Recharge, of course, will make them available more often which helps with both endurance and damage.
Consume has a small +recovery effect (5% per enemy for 15s) so personally I'd still slot it for endurance if I didn't feel like I had limitless energy between the two. Dark consumption loses the recovery for a slightly larger amount of endurance. Consume takes 5 enemies to fill your bar without enhancement, dark consumption takes 4. Each IO will basically reduce the number of targets needed to fill your end bar by 1.
I would slot some app/ppp powers for damage before working on these ones. They just have such long recharges and poor to moderate damage that you're not going to be getting much in return for your slots. -
Just think of them as a flat damage added enhancement for most powers. Procs do not benefit from containment. Orange/yellow procs will add 14.35 damage per cast on average. Purple procs will add 37.5. They don't care if the power is single target or aoe. In persistent powers, such as shadow field, they will have a chance to proc every 10s.
We're not really sure yet exactly how ATOs work in aoe powers (their proc chance is reduced by some amount), but in single target powers their chance to proc would be base recharge/(60/ppm) which means if you put the superior ATO in dark grasp you'll on average get 71.4 per cast, and in shadowy binds it'll be 37.5.
Shadowy binds and dark grasp, with containment, will gain about 26 damage from a damage IO, meaning ato>purple proc>damage io>other procs. Living shadows on the other hand will only get about 10.12 damage from a damage IO w/ containment, meaning procs come before damage enhancements.
Haunt takes a couple more steps. According to city of data, they have one attack that has a 3s recharge and hits for 46.72 damage. The buildup proc has a 17% chance, lasts for 5.25 seconds, and adds 64% damage. Because of the recharge, we can say that they will only get a maximum of 1 attack off with buildup, doing an additional 29.9 damage. With a 17% chance to proc, that means about 5 extra damage per attack on average. At this point, it's clear that clouded senses is better, even before considering their fear attack and ai that might cause them to waste it.
Umbral beast on the other hand has a higher base damage but lacks -to hit/fear on a lot of its attacks, meaning buildup will be more valuable than the other available procs.
tar patch - most people, myself included, will tell you not to use -recharge procs in anything. I use the impeded swiftness proc in it since my build is heavy enough on global recharge that recharge enhancements are of negligible value.
shadow field - It applies an 8 second hold initially, and for every 0.5 seconds an enemy is in the patch it had a 5% chance to apply a 4s hold. I put 4 basilisk's gaze and a lockdown proc in it. If I had the spare slots, I'd add a -to hit enhancement. Since it has such a long recharge I wouldn't bother with damage procs. -
Quote:It seems there's a very harsh penalty for placing ATOs in an aoe power, and for persistent effects the rate at which the proc is checked is counted as its cooldown (so it would be treated like having a 10s cooldown). Although the calculations are still being worked out, at this point shadow field isn't looking as promising as I had hoped. The only way to know for sure atm though is for somebody to test it....Hang on though, as Vimes_NA says because it is based off recharge it could be utterly mad in Shadow Field given its very long recharge.
Does anyone know if that formula works off base recharge or the recharge when the power is initially cast or what? It's so bloody vague.
This new proc formula for Market procs is bloody obtuse. How do they work in things like Creepers or Gases or pets? Is the recharge the recharge of the power or the recharge of the pets attacks in each case?
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For most sets I would agree and go for the cap, but for dark/dark actually reaching 45% seems unnecessary considering the massive amounts of -to hit (I could likely floor most enemies hit chance even without any defense). I'm at just over 40% def without the ato set anyway, so at this point I'm more concerned about putting the proc where it's most useful rather than topping off my defense.
edit: After browsing through the various pets on city of data I decided I'm not very impressed with the Coralax and will probably be going with psi mastery (I seem to always end up taking psi mastery. Too bad the controller version doesn't have mind link like the dominators). I'm switching a few other things around as well. I'll repost it when mids is updated (I updated my version of mids by hand for new the fade/absorption so my datachunk will probably just cause errors if I post it). -
For builds with good healing, regeneration, damage resistance, debuffing (remember to factor in debuff resistance), and/or crowd control I don't particularly feel the need to softcap and just try to work in what defense I can. If I'm going to be in melee, I like to be at least within 1 luck of the softcap. And if defense is all I have, I try to make sure that at a minimum I can cap easily from teammate defensive auras.
Basically, I have no qualms about relying on insps when I get in over my head but I make sure that I don't need them on a regular basis. -
So putting a superior controller ato proc (5ppm) into shadow field which is a psudopet with a continuous effect in a spherical 25ft radius would give:
Proc checks every 10s
60/5 = 12s for 100% proc chance
10/12 = 83.33% proc chance
1 + 25 * (11 * 360 + 540) / 30000 = 4.75 aoe mod
83.33/4.75 = 17.54% chance per check
Putting the same proc is distortion field, a psudopet with a constant effect in a spherical 20 foot radius would give:
Proc checks every 10s
60/5 = 12s for 100% proc chance
10/12 = 83.33% proc chance
1 + 20 * (11 * 360 + 540) / 30000 = 4 aoe mod
83.33/4 = 20.83% chance per check
Water spout has a 7ft spherical radius constant effect, posi=3ppm (thank you blueruckus), giving:
Proc checks every 10s
60/3 = 20s for 100% proc chance
10/20 = 50% proc chance
1 + 7 * (11 * 360 + 540) / 30000 = 2.05 aoe mod
50/2.05 = 24.39% chance per check
Correct?
edit: fixed for posi=3ppm -
So I've decided to switch my main controller to dark/dark (from mind/emp, which I love for how busy it is despite being a bit... painful at times), and I'm making kind of an all-purpose build w/ perma hasten and capped range defense (build around the fade/soul absorption changes). With this in mind I'm not making sacrifices to cut expenses, although I am trying to cut out unhelpful ones (ie, using rope-a-dope over absolute amazement in heart of darkness because the difference is very slight, but using apocalypse over devistation+generic in shadowy binds for about 17% more damage).
The two main things I'm trying to decide are if my app/ppp should be psi or leviathan mastery, and if I should put my ato proc in shadow field or dark grasp. Psi offers a bit more aoe damage and mes protection, while lev gives me another pet, the general madness that is water spout, and hibernate for emergencies. I'm thinking that lev offers slightly more useful armor that fills a gap in my protection, cold damage, while the psi protection is boosting what I've already got strong protection against. I've been thinking about it for a few days but I'm really torn between them (my gut instinct says take both, so there's no help there).
Slotting my ato proc is an easier decision, the main factor being what chance to proc it would have in shadow field (I'd be slightly short of soft capping my defense instead of slightly over, but with the massive amounts of -to hit I have it doesn't really matter). I'd think it would have a very high proc rate in there, but if it's only average I'd rather use lockdown's chance for +2 mag hold and move the ato proc to dark grasp for the extra single target damage.
Comments on anything else are, of course, appreciated. I've only recently started playing again after several years absence and I'm sure I've overlooked some things.
Lets see, what else might need explaining... I put a damage proc in haunt instead of maximizing its damage as it will do slightly more damage slotted like that. I only put a -res proc in water spout because as I understand the power the damage portion is a persistent effect so the proc would only have a chance to go off every 10s (so not really worth the slots on a tight build). Living shadows is full of procs instead of damage enhancements since the base damage is so low that it's more effective that way. Umbral beast isn't procced out because according to city of data most of its attacks don't actually have a -to hit portion. Darkest night isn't slotted with dark watcher simply because I didn't have the room and it functions better than most powers without slotting.
If I go with psi I'll be taking indomitable will (lotg recharge speed +2 recharge IOs), mind over body (same slotting as shark skin), and psy tornado (5x positrons and a force feedback recharge). The extra slot would probably be black hole in the hope that it gets some love along the lines dimension shift. I'll post the data chunk at the end rather than the whole build as it's mostly the same.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Darkness Control
Secondary Power Set: Darkness Affinity
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Shadowy Binds -- Apoc-Dmg/EndRdx(A), Apoc-Dmg(3), TotHntr-Dam%(3), Apoc-Dam%(5), Cloud-%Dam(5), GJ-Dam%(7)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9)
Level 2: Dark Grasp -- HO:Perox(A), HO:Perox(9), HO:Perox(11), G'Wdw-Dam%(11), UbrkCons-Dam%(13), GJ-Dam%(13)
Level 4: Living Shadows -- Posi-Acc/Dmg(A), JavVoll-Dam%(15), Cloud-%Dam(17), TotHntr-Dam%(17), Posi-Dam%(19)
Level 6: Possess -- CoPers-Conf(A), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(23), CoPers-Conf%(23)
Level 8: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(25), Cloud-ToHitDeb/EndRdx/Rchg(25), Cloud-Acc/EndRdx/Rchg(27)
Level 10: Tar Patch -- ImpSwft-Dam%(A)
Level 12: Heart of Darkness -- Rope-Acc/Stun(A), Amaze-Acc/Stun/Rchg(27), Amaze-EndRdx/Stun(29)
Level 14: Darkest Night -- EndRdx-I(A)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), ResDam-I(33), ResDam-I(33)
Level 18: Haunt -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34), Cloud-%Dam(34)
Level 20: Fade -- LkGmblr-Rchg+(A), HO:Membr(36), HO:Membr(36), Empty(36), Empty(37)
Level 22: Howling Twilight -- RechRdx-I(A)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Shadow Field -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(29), SWotController-EndRdx/Rchg(31), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SWotController-Rchg/Dmg%(39)
Level 28: Soul Absorption -- Efficacy-EndMod/Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(39), P'Shift-EndMod/Rchg(39), Dct'dW-Heal/Rchg(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 32: Umbra Beast -- S'bndAl-Dmg(A), S'bndAl-Dmg/EndRdx(40), S'bndAl-Acc/Dmg/Rchg(42), S'bndAl-Build%(42)
Level 35: Water Spout -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Posi-Dmg/Rchg(43), Achilles-ResDeb%(43)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(45), Cloud-ToHitDeb/EndRdx/Rchg(45), Cloud-Acc/EndRdx/Rchg(45), Cloud-%Dam(46)
Level 41: Shark Skin -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(46), GA-ResDam(46), GA-End/Res(48)
Level 44: Summon Coralax -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50), S'bndAl-Dmg/Rchg(50)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(15), P'Shift-End%(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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http://www.cohplanner.com/mids/downl...5CC77F2350FF5D
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I think you're reading that wrong, because that would be absurdly powerful. I think it's actually 100% regen+50% recovery from activating the power, or possibly for the first target hit, with 18.75% regen+9.38% recovery for every additional target, living or dead.
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There are changes coming to fade (buffs both def and res for a smaller amount, can be made perma with enough recharge) and soul absorption (works on living targets, large upfront buff), as well as umbral beast ai (check the set specific feedback threads in the i22 beta feedback forum).
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You can slot endoplasms/gravitons/calcites or peroxisomes/glutons/amethysts to buff both stun and hold durations. It would be nice if they added a universal mez duration to/do/so/io though.
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Keep in mind that fade and soul absorption are being reworked. At the moment fade is set to become 9.38% def (all), 9.38% res s/l/neg/psi, 60s duration, 210s recharge. Soul absorbsion will will have a large upfront bonus to +rec/+reg, a higher target cap with smaller bonuses per target, work on living things as well as dead ones, 45s duration 160s recharge.
Very tempting to perma them!
edit: So I found out that the ATO procs get a reduced proc rate when put in an aoe, making living shadows a bad choice for it. Going to need to rethink my build a bit... How is the ATO proc in shadow field working? Does it have a 100% chance to go off every 10s?