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I have read a couple superhero books recently that I liked well enough, well, one book and one series.
One that I finished just last night was Subject 12 by S.W Douglas. I got it off Amazon on my kindle for $4. It ended kind of abruptly, but from the ending I would expect more in the series. It's on the darker side of things, the main character is moderately violent, and even though it's always from his POV you can often understand why other characters are a bit leery of him. However I did like it a fair bit and I'm looking forward to future books. However it's not a YA book and I would recommend reading it yourself before anyone decides to let their kids read it. I also have to say that it's a self published book, so there are some typos and editing issues. I am not really bothered by that kind of thing, I tend to gloss over them due to the way I read, but if that kind of thing bothers you a lot, then you might want to pass.
Secondly I wanted to mention a series I have read that I liked. The series is the Infected series by P.S Power, also on Amazon. The books are fairly interesting, and the premise of the supers and world is cool, if a bit dark in some ways. Basically some people randomly become "Infected" though it's not a disease and they don't really know how or why it happens, though there are some indications that it is passed genetically. Infected people gain some kind of ability, but it's not always useful, kind of like wild cards, though not as bad generally. However every Infected person also gains what they call a first mode. A first mode is an emotion or concept that becomes overpowering for the Infected person. There is a fair range of first modes the author comes up with. With discipline and training an infected can learn to somewhat overcome thier first mode, but it's always impacting. Supervillans are often Infected who's first mode is something dangerous or distructive, though there are some villains who are just bad guys because they want to be.
Some examples of first modes from the stories, one hero's first mode is ego, so he always wants to be in front of the camera. The protagonist in the first book, his first mode is a sort of combo self sacrifice/protective instinct that makes him want to protect everyone. Another character's first mode is suspicion, not quite paranoia, but close. In the series there is a lot of prejudice against Infected people. It's of the main conflicts in the books.
There are three books in the series so far, Infected:Proxy, Infected: Gabriel, and Cast Iron. I liked the series, but one problem I had was that the protagonist changed for each book. Which is something I tend to not prefer. However each book is good, and does involve many of the same characters. It also basically continues the same overall story, just following different characters. -
Quote:There are often some other things at work as well. A lot of time it depends on what you mean by top. For example for a person looking for top farming dps on a melee toon, Dark Melee wouldn't make the list, however if your focus is single target damage, then DM would be in a top 5 list, least in one of mine.maybe. Scrappers have 9 defense sets. The top 5 might be reasonably balanced, that is just over half.
scrappers have 15 attack sets. I doubt that more than 5 would be considered top tier. Especially when you factor in IO's.
I would say in general each AT has 2-4 top tier sets for primary and secondary that are reasonably close. Then the bulk are reasonably close in a secondary tier and there are 1-2 in the bottom tier. -
Quote:Controllers also get larger values from powerboost type powers. This is balanced by the fact that the base values you are boosting tend to be less, but the actual boost value for Power Boost and Power Buildup is higher.Yep for some reason lost in the mists of time Endurance Discount powers use the Stun attribute scalars to determine their strength. Since Controllers get stronger mez attributes than Defenders they also get stronger Endurance Discount powers.
And no, that doesn't make any sense to me either. Endurance restoration and Endurance Recovery powers do not scale for different ATs so I'd expect Endurance Discount powers to do the same. -
Quote:My guess is that the reason that you feel ok when a video game or movie does it, but not when a TV show or comic does it is due to the difference in format. For a movie or video game, you often basically have just one story to tell. So having a character die during that one story has a different impact then when it happens in a TV show or Comic. Because TV shows/comic run for so much longer then a movie or a game, you both have more emotional investment in the characters, and you have multiple stories.True, but I'm more forgiving of character death if it's clear it was always planned that way. I've watched movies and played video games where characters die and not had a problem with it.
This is mainly a problem with TV shows and comic books. In those mediums it seems more contrived than usual. Maybe I'm just being cynical about a trope I don't like; or about the fact that it always seems to happen to my favorite characters.
Because of the larger emotional investment, you less likely to be comfortable with the death of a reoccurring character. Because of the multiple story format it starts to feel more forced. You find yourself asking, why did they die this time, they have survived stuff just as bad before, but this time they die, which makes it feel contrived. It's not always contrived, but it's more likely to feel that way in a longer running TV show or comic then in a shorter format movie or video game.
Plus with the shorter format it's more likely to be true that the character death was always planned as you said, which for a longer running TV show or comic, where they make up the story as they go along, it can feel more sudden and forced. Simply because it wasn't always planned, like it was in a shorter format. They might have planned it for a short period, but they can't have planned it the whole time because the whole story wasn't written in one piece. -
Quote:My main is SS/Regen Brute L50+3 and I spent over 13 bil inf + hero merits + A merits...it's a complete monster.
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I wanted to ask a couple question about your build. It definitely looks to be an expensive build, and pretty good, but there are some choices that just seem odd to me. First one is for Destiny, why did you pick rebirth over barrier? Regen already has a lot of regen and healing, I would think you would benefit more from the resist and defense from barrier. At a minimum, a Barrier Core Epiphany would push your S/L Defense up to 43% for half the time, and better the rest.
2nd question, why did you take and slot up Jab? Jab is a terrible power, I mean it's actually worse then Boxing, except for end cost. With this much recharge you don't really need Jab, I guess you might want to keep it for SKing down to lower levels, but your build doesn't really indicate any planning for that. I would suggest moving the extra slots from Jab over to Punch at a minimum. I had thought it might work to drop Jab completely to add Dark Obliteration, but Dark Oblit won't take the brute set. Either way you should think about shifting some focus off Jab, or dropping it completely.
Last question, why Hurl? it's another terrible power. If you want a ranged power, Dark Oblit actually does more dpa then hurl, and it's a nice AE power. It's a bit more expensive endwise on a single target I admit, but it's a much better power. If you don't care about getting Dark Oblit, then I would suggest thinking about Taunt. It's a very useful power to have IMO, plus there are two really good IO sets you can put into it. Normally I go for Mocking Beratement, becasue the 7.5% recharge is nice, but due to all the Panaceas you have slotted, you wouldn't benefit from that. This leaves Perfect Zinger, which gives 5% recharge, and 3.13% S/L defense. You loose a small bit of recharge compared to the decimation you had in Hurl, but you gain a nice chuck more S/L defense, putting you up to 41%. -
IMO, the two Alpha's to look at for a /Electric Brute are Spiritual and Cardiac. Cardiac boosts resist, and helps with end costs, though /electric has some tools for that. Spiritual, as other have said is a sort of combo offensive/defensive boost with recharge and healing.
For a DM/Electric Brute, I would go for Spiritual for a number of reasons. The recharge increases uptime on Energize and Soul Drain. More Energize uptime means more healing,more regen but also more uptime on the end reduction it gives. The recharge boost generally doesn't help a DM attack chain, since Smite/SL/Smite/MG is fairly easy to get, and anything better then that is really hard to get. The increased uptime on Soul Drain does help with damage though. The other reason Spiritual is nice on a DM/Electric is that it has multiple places to benefit from the healing/regen boost. Energize and Health are obvious ones, but SL also gets a big boost from Spiritual. A lot of builds can't always slot for a lot of healing in SL, and even if you did manage to get a good amount of healing into SL, a tier 3 or 4 Spiritual will still give a good boost. Considering how often SL is used on a DM character, that extra 2-4% per SL adds up pretty quick. -
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I'm a bit confused about the build. Are you figuring the defense totals with or without Mindlink? Without Mindlink your 2.8% short of softcap on ranged and aoe. With Mindlink, your 1.2% short of incarnate softcap in ranged and aoe.
One suggestion for one of the extra slots, the Gaussian Proc in followup is popular. Should get better with I24, though I'm not 100% sure what the proc rate would be.
If you want to get your ranged/aoe up, putting an extra slot in maneuvers and finishing the red fortune would get you almost all the way without ML and over incarnate with ML. Swapping the 3 Res/Ends in Tough to Aegis would get an extra 1.56% aoe defense. Those two changes would put you at 49.9/44.9/44 without ML and over incarnate softcap with ML. This all is including Mask Presence. Just FYI, there is a setting now in Mids where you can tell it to act as if you are in combat, so you get suppressed value. Under effects and math, right hand side, check either Attacked or ActivateAttack.
edit: about endurance, Widows and Forts are complete End hogs. They have a lot of toggles, plus their attacks are all fast animating long recharge. Which is great for DPA, but not so great for end. Cardiac is definitely worth thinking about.
Edit2: looking at the build, Slash is going to be the one to worry about on your attack chain. it's at 4.6s recharge, which means you need to fill that much time with your other attacks. Best option I see right now is FU, Strike, Slash, Lunge, Strike. This is a chain of about 6.3s. Which means that you would be able to double stack followup for part of the chain but not all of it. Assuming your beating on something like an AV or Pylon. This chain will burn about 4.6 end per second without Cardiac. With Cardiac Core Paragon, the chain is down to 3.6 eps, and Cardiac also lowers the total cost of your toggles by about 0.25 eps. This about doubles the duration that you can run this attack chain. -
So for skippable powers in a leveling Fire/Fire I would say Ring of Fire, Smoke, Bonfire and maybe Cinders. Cinders isn't great but it's useful as a backup control. In the secondary, Embrace of fire is nice, but can be skipped if you need other powers, Combustion is not worth taking, Blazing Bolt is skippable. If I24 changes snipes to be useful for Doms, IE something special besides the current planned tohit requirement, then it might be useful. Rest of them can be good depending on what you want. Since Combustion sucks, Fire Breath is your AE, at least until you are up to EPP levels. Then it depends on if you go with Fire or Ice EPPs.
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I take taunts on my brutes/tanks for a few reasons. One is that they are just more effective if you have to swap aggro for any reason. For example in BAFs, if someone else is tanking an AV and the debuff gets stacked up to 2, I find that throwing a taunt almost always pulls aggro over to me. Now just attacking sometimes does it too, but taunt plus attacking generally makes it certain. Taunt tends to make the timing much more controlled. If both I and another tank/brute are beating on an AV, without Taunt, I can't really make certain that the AV is going to be attacking me at any specific time. With taunt I generally can do that. Taunts are also good for pulling and the range debuff, though those aren't always applicable. Last reason I like to take Taunts is that the taunt IO sets are actually quite good. Both Mocking Beratement and Perfect Zinger have some nice bonuses.
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From the info we have on Nuke changes, the current stated plan is to have the PBAOE nukes base recharge be 2m25s or 145 seconds. So with the recharge levels many of the buildsare showing, you are looking at 38-45 seconds recharge.
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That build looks a lot better. Couple comments, you slotted the Gladiators +3% defense, but not the Steadfast +3% defense. This allows you to either add the Steadfast and change up your build a bit to take advantage of the extra defense, or swap Steadfast for the Gladiators and save a fair chunk of Inf.
Second comment is that your obviously allowed to take whatever powers you want, and Steam Spray is a good power, so I won't really argue about fitting it in if you can and you want it. However between Aqua Blast, Hydro Blast, Dehydrate, and Water Jet, plus the recharge in the build, you really don't need that many single target attacks. If you look at the recharges for the attacks in the build you have right now, they are all under 3 seconds, Water Jet is the highest at 2.87. You just don't need 4 attacks. Aqua bolt is the lowest damage per animation, however it's also the quickest for building tidal power, so I and a lot of others tend to drop Hydro Blast, since Dehydrate and Water Jet both have other benefits, plus they do more dpa.
Hm, I just noticed one other thing. You are using Stealth as a defense power. Mids shows Stealth as having a lot of defense, however most of it suppresses during combat, and it costs a lot of end to run, so most people don't use it for defense. I can tell from your post that you were using the suppressed value for Stealth, however it's still a big end cost. Combat jumping provides the same defense, plus immobilize protection, and it costs practically no end to run. Since you took only Stealth, it's fairly easy to swap that pool out for Jumping and take CJ. -
I do have to agree, some of the slotting choices you made were a bit odd. I don't know for sure what your priorities were, however I went ahead and tried to put together a WB/Rad build that capped on Ranged defense. Since you didn't really specify what EPP you wanted, and I think Scorpion Shield is really great, I went with mace.
Getting as close as I did to softcap did have some costs. I didn't use any purple sets, your welcome to sub some in, A Ragnarok in Geyser would give a bit more global recharge, and also some more recharge enhancement in the power, which Positron's doesn't have. I wasn't able to slot Dehydrate with healing cause I needed a bit more ranged defense. I also didn't pick up any resist shields except tough, and it's not slotted for use, just the +defense IOs. Finally I skipped Hydro Blast and Steam Spray since you don't need Hydro with this much recharge, and Steam is good, but you have plenty of other AE and stuff to be doing and I couldn't afford the power picks or slots.
The one expensive IO I did use was a Gladiators +3% Defense, they are pretty expensive, but they have gone down quite a bit since enhancement converters came out. Worst case, buy one of the other Gladiator pieces and do an inset conversion to get it to the +3% defense one. Other then that IO, I consider most of the IOs to be fairly cheap. End result is 43.9% ranged defense, 39% S/L and 50% Energy def. Mids is showing 93.7% global recharge without Hasten or AM running. That's enough to get both of them perma. Those defense numbers are without any incarnate slots. If you add an T3 Agility Partial Core Alpha that pushes Ranged up to 45% and S/L to 42.8%.
Villain Plan by Mids' Villain Designer 1.959
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Corruptor
Primary Power Set: Water Blast
Secondary Power Set: Radiation Emission
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Aqua Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Radiant Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(7), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
Level 2: Water Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(15)
Level 6: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DampS-ToHitDeb/EndRdx(15)
Level 8: Whirlpool -- SMotCorruptor-Acc/Dmg(A), SMotCorruptor-Rchg/Dmg%(17), SMotCorruptor-Dmg/Rchg(19), SMotCorruptor-Acc/Dmg/Rchg(19), SMotCorruptor-Dmg/EndRdx/Rchg(21), SMotCorruptor-Acc/Dmg/EndRdx/Rchg(21)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 12: Dehydrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 14: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(31)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(17)
Level 18: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(33), LkGmblr-Def/EndRdx(34), LkGmblr-Def(34)
Level 20: Water Jet -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(46)
Level 22: Lingering Radiation -- TmpRdns-Acc/EndRdx(A), P'ngTtl-Acc/EndRdx(37)
Level 24: Tidal Forces -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/Rchg(37), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(50)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39), RedFtn-Def/EndRdx(50)
Level 30: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(40)
Level 32: Geyser -- Posi-Acc/Dmg(A), Posi-Dam%(33), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(43)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), RedFtn-Def/EndRdx(50)
Level 44: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
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Edit: One thing I wanted to add, I did go over the 5x rule for IOs on the 2.5% Energy and Negative defense bonus. It's in both Thunderstrike and Basilisks Gaze. Because of that, the defense bonus in the last gaze in Web Cocoon isn't doing anything. If you were willing to give up the 7.5% recharge that set was giving, you could move the slots somwhere else and grab a different power. One thought I just had was dropping Web Cocoon, pick up a travel power, which the build didn't have before, and 2 slot a Blessing of the Zephyr, either the cheap two, or the -KB and one other. This would give you 45% ranged without Agility, and you would have a travel power. If you level boosted the IOs in Hasten up to 50+5 you would still keep perma Hasten, and you would have 2 extra slots to stick wherever. I do like that option as well. Here is a Data Chunk with those changes, and the extra 2 slots I didn't assign, could go wherever you want. If you don't like Super Jump, I guess you could swap CJ and SJ for Hover and Fly, though I personally don't think that is a good trade, it's up to you.
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Quote:And Soldiers and Widows should take the Leadership pool because double Maneuvers and double Assault is just that awesome.I highly doubt it. Soldiers and Widows still have access to the Leadership pool, so they can get the new 5th power no matter what. Kheldians are completely locked out of the Flight/Teleport pools, so they only way they'd ever have access to the new 5th powers was if the also got added to their powersets.
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Defense is not useless if your not at the softcap. 32.5% defense is a perfectly good value to have. Especially for a character who doesn't have to sit around in melee. However I do agree that getting perma-dom levels of recharge is more important. Generally I want 90-100% global recharge without hasten, then I work on some defense, then I push up recharge a bit more if I can get it. It's just a trade off. I actually rarely bother to push my dom's up to 45% defense, I designed a couple builds that could do it, but mostly I aim for something over 32.5% and then get as much recharge as I can otherwise.
Some defense is very useful for surviving the aggro you don't manage to control. Especially on teams, it's very easy to pick up extra aggro on a big team, and having some defense makes a big difference. I also tend to like to grab Hoarfrost from the Ice EPP for a heal.
Since your running a Plant/Dark/Ice and I have a build I put together for mine, I figured I would post it so you could see what I am for. I tend to slot a lot of my sets at level 30ish so that I keep the bonuses when I SK down that low. You can boost some of the enhancement values by slotting higher level IOs. With the Agility Alpha the build has perma hasten, without it's still close, around 5 seconds downtime.
Villain Plan by Mids' Villain Designer 1.958
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Dark Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(5)
Level 1: Dark Blast -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(33), Cloud-Acc/Rchg:30(50), Cloud-ToHitDeb/EndRdx/Rchg:30(50)
Level 2: Smite -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(5), KntkC'bat-Dmg/Rchg:30(7), KntkC'bat-Dmg/EndRdx/Rchg:30(7), C'ngImp-Acc/Dmg/Rchg:50(9)
Level 4: Gloom -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(13), Decim-Dmg/Rchg:40(15), Decim-Acc/EndRdx/Rchg:40(15), Decim-Acc/Dmg/Rchg:40(17)
Level 6: Roots -- AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(A), AotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(17), AotDominator-EndRdx/Rchg:50(19), AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(19), AotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(21)
Level 8: Seeds of Confusion -- CoPers-Conf%:50(A), CoPers-Conf/EndRdx:50(9), CoPers-Conf/Rchg:50(11), CoPers-Acc/Conf/Rchg:50(11), CoPers-Acc/Rchg:50(13)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 12: Combat Jumping -- LkGmblr-Rchg+:25(A), LkGmblr-Def:50(27)
Level 14: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def:50(39), RedFtn-Def/EndRdx:50(40)
Level 16: Tactics -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(39)
Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(27), BasGaze-Rchg/Hold:30(29), BasGaze-EndRdx/Rchg/Hold:30(29)
Level 20: Engulfing Darkness -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(21), Oblit-Dmg/Rchg:30(23), Oblit-Acc/Dmg/Rchg:30(23), Oblit-Acc/Dmg/EndRdx/Rchg:30(25)
Level 22: Vengeance -- LkGmblr-Rchg+:25(A)
Level 24: Gather Shadows -- RechRdx-I:50(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(31), Dmg-I:50(31), ImpSwft-Dam%:30(31), Posi-Dam%:50(33)
Level 28: Life Drain -- Decim-Acc/Dmg:30(A), Decim-Dmg/EndRdx:30(33), Decim-Dmg/Rchg:30(34), Decim-Acc/EndRdx/Rchg:30(34), Decim-Acc/Dmg/Rchg:30(34)
Level 30: Stealth -- LkGmblr-Rchg+:30(A)
Level 32: Fly Trap -- C'Arms-Acc/Dmg:30(A), C'Arms-Dmg/EndRdx:30(37), C'Arms-Acc/Dmg/Rchg:30(37), C'Arms-EndRdx/Dmg/Rchg:30(37)
Level 35: Sleet -- AnWeak-Acc/Rchg/EndRdx:50(A), AnWeak-Acc/Rchg:50(36), RechRdx-I:50(36), Achilles-ResDeb%:20(36)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:30(A), KntkC'bat-Dmg/EndRdx:30(40), KntkC'bat-Dmg/Rchg:30(40), KntkC'bat-Dmg/EndRdx/Rchg:30(42), C'ngImp-Acc/Dmg/Rchg:50(42), AotDominator-Rchg/+Dmg%:50(42)
Level 41: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(43), RedFtn-Def/EndRdx:50(43), GftotA-Def/EndRdx:40(43)
Level 44: Ice Storm -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(46)
Level 47: Hoarfrost -- Dct'dW-Rchg:30(A), Dct'dW-Heal:30(48), Dct'dW-EndRdx/Rchg:30(48), Dct'dW-Heal/Rchg:30(48), Dct'dW-Heal/EndRdx/Rchg:30(50)
Level 49: Super Jump -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:30(A), Mrcl-Rcvry+:30(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(46)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 50: Agility Partial Core Revamp
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Ice and Fire are by far the best epic pools available to a Dom. Fiery Assault combos well with the Fire EPP, due to Embrace of Fire, however Ice is still good too. Ice just has a ton of nice powers, plus it has sleet. I almost always take the Ice EPP on my Doms, much for the reasons you listed, the def shield. Both for pushing up S/L defense, and for the LOTG slot. Once you add in Sleet, Ice Storm and Hoarfrost for a heal, Ice is just too good for me to pass up.
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I am quite pleased with the changes. I might actually take the nukes now. As it was before I never took the crashing nukes. Sure some players could work them in, but I just didn't feel it was worth the effort. Recharge was too long, end crash too annoying, for ultimately too little benefit. Now they recharge acceptably fast, and still do good damage, with no end crash.
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The level 29 cap definitely does provide something of a boost to defenders. Not only do they get their buffs/debuffs sooner, buffs/debuffs are more important because players are impacted by SKing down. Depending on how they design their builds, a number of players might loose IO bonuses, plus basic enhancement values take a hit. So buffs and debuffs from defenders/corrupters are more important.
However defender vs corrupter is something of a tradeoff. It just depends on what powersets your using. Dark and Rad both get their best powers early, yes fluffy is good too, but the main parts of Dark ate still available to a corrupter at level 29. Other ones that are good at 29 are storm and traps. Really most sets only lose a bit at 29. The only sets there are really hit by losing access to their t8 and t9 are time, kin, trick arrow, and maybe cold. -
Quote:Honestly, I haven't really seen many people insisting that Psi was less common then Toxic. Psi is definitely far less common in all ways then toxic. However comparing Psi to S/L isn't really valid. As others said, I've always viewed the term exotic damage as anything that's not S/L. I'm fairly sure that if you compared how many mobs resist Psi with how many mobs resist fire, cold, energy or negative, it would seem far more even. I do agree though that the large number of Psi holes you see if defensive sets needs to go away. There are enough sources of Psi damage out there that having it as a hole is a big deal, especially at higher levels. This is not true with Toxic.Q: So is Psionic an "exotic" damage type?
No, absolutely not. In fact, it's even more prolific than Toxic in all capacities: player availability and protection, enemy attacks and enemy resistance. It sees greater use by far than either of Cold or Negative Energy damage, so the entire notion that Psionic is "special" by any means is a total fabrication.
Still, the fact remains that most enemies still don't resist Psionic at all, which is worth consideration. Where nearly everything resists Smashing and Lethal, not much (comparatively) resists Psionic. And in many cases, enemies will resist everything else, but not Psionic. Nonetheless, enemy protection to the damage type is still easily found across the board, so players who deal Psionic aren't getting a free pass.
There will always be the design goal of having physical protection not include Psionic. Having said that, it's still about time for us to drop the notion of Psionic being "exotic" and treat it like the other damage types.
On the Players attacking Mobs end, I tend to feel that while Psi might not be resisted a lot, when it is resisted, it's often heavily resisted. Which is rather painful for anyone who is Psi damage focused. Negative is somewhat similar IMO, however I think it's actually resisted less often then Psi. But that could just be perception bias. -
Quote:Hm, this is true. I swear I had compared Dark and Electric in the past and Electric had better Psi resist. Not sure what I did. Maybe I compared a slotted build for Electric with base values on Dark. Out of curiosity how did you get your S/L Resist so high on your dark tanker? I'm only seeing about 70% with slotted Tough and Dark Embrace. I admit that Electric only gets up to 78%, but when you are near the cap, every little bit means that much more. Also how are you getting capped on Negative? I'm only seeing 62.5% from the dark shields and slotting.Actually Dark has the best psi resists by a bit...and S/L can be capped and Neg. Energy will cap, Energy is lower, but defense can shore that up.
My Dark/Fire tank is nasty with 45% S/L/E/N and nearly capped S/L (89%) and capped Neg (90%), and Psi is 3% shy of the cap (87%)
That said, I do see how Dark would be a good contender, It's got a bit less base resists for S/L/F/C/E but better Negative obviously, and Psi and it has some ok Toxic where Electric has none. Also has a nice boost on the defense side with CoD, which is definitely a much better boost on a tank then a brute or scrapper. -
Well, considering that there are only 9 control sets total, being in the top 5 isn't a huge achievement. It just means it's not in the bottom half of the list. I would agree with what someone else said, really Fire, Plant, and Illusion are the best, after that it gets a bit more confusing. Personally I would put Mind in the top 5 as well. But it is still a bit lacking here and there, though it is some tricks. However if any control set gets a revamp next, I would say Ice needs something.
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I'm leveling an Electric/DM tank as my super tough itrial tank. I put together a build that has 45% defense to S/L, with a couple stacks of the ATO proc it's at capped S/L/E resist, 70% or so to F/C/Psi and 55% Negative resist. It has pretty nice regen thanks to Energize and other IO bonuses, and Siphon life at 20% heal at 3s recharge. My plan was to go with Rebirth to push regen up even more, but I hadn't thought about Ageless giving debuff resist, I might have to try that too. All in all I like it because it has strengths in most areas. It's not best at anything, except maybe overall resists, but it's strong in a lot of areas, plus it has a damage aura, and some global recharge in LR.
The reason I liked Electric over some of the other sets is that it has the highest base resists, it doesn't have any resist holes except toxic, which most everything has, and it had some offensive skills. With IO's it's easier to stack up defense and regen then resists. The two real weaknesses I saw for the set were it's lack of strong heals, Energize is great, but it's not quite enough, and no DDR. Siphon Life from DM fixes the heal part, and I just have to live with the lack of DDR.
The other reason I liked Electric is that incarnate trials so far are heavy in Energy and Psi damage, and Electric has the best resists to both those available. -
One note about slotting Dominate on a Fort. A slotting I personally like is 4 basilisks gaze, and 2 level 50 damage IOs. Just two level 50 damage IOs gets 83% damage enhancement after ED. If you up them to 50+5s with boosters it's even better.
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That is mostly right, Shield is a bit off. It can actually get up to about 87% defense debuff resist. This is a bit hard to do though. This total comes from the fact that the defense debuff resist in Battle Agility is enhanceable, and the fact that with enough recharge you can stack 2x Active defense and so double up on the bonus there. With just one Active defense your at around 66% defense debuff resist on Shield.
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Yes, we may have gotten a bit sidetracked. Basically what the OP's question boils down to is how tough do you want to be and how much damage are you willing to give up for that. If you want to try to fulfill a tank roll, I think you kind of have to go with tank or brute. Some scrapper defensive sets do get a taunt aura, but the lack of taunt itself, taunting attacks, and the lower base hps pushes them down below the "tank" threshold IMO.
So between tanks and brutes, a lot of it depends on what sets you are using. I have a SS/Fire brute who is quite durable, I have acted as a tank on much of the content in the game without serious issues. However I do feel that she is kind of a 'light' tank if you can see what I mean. If you still wanted some damage, but wanted to be tougher, Fire/SS and Shield/SS tanks are both quite tough if built right, and do good damage, though not as much as a matching brute. Shield/SS does have the annoyance of having to manage both active defense and rage.
I'm currently leveling an Electric/DM tank and having a lot of fun with it. The base hps tanks get, and the resist values on tanker Electric Armor makes her very tough even with minimal slotting. The damage on that combo isn't as good as some, but I feel on the high end the damage will be ok, thanks to soul drain, and SL will make for a major boost to Electric. I've been tempted by a Fire/DM tank, but I wanted something a bit tougher then Fire.
Honestly a lot is about preferences. There have been many posts ranking the various primaries and secondaries. The thing to look for is what works well with what. I picked Electric/DM because Electric has really high resists on a tank,and the heal in Siphon Life will make it really tough. Fire/DM or DM/Fire work well too, from an offensive standpoint, because burn fills in the AoE damage hole you get in Dak Melee.
Finally, just to give my opinion/preferences, right now with IOs the way they are, I'm in favor of the resist sets, electric, dark, fire and invuln/WP to a lesser extent. Simply because it's far easier to stack up defense with IOs then it is to stack up resists. Fire is the weakest of those defensively, but adds a huge amount of offense to make up for that. For offensive sets, I like Super Strength, Dark Melee and Fire Melee. Titan weapons is strong, but I'm still on the fence about momentum.