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Posts
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Joined
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The only caution I can give on that, is blinding feint is actually the most important power to have extra ACC in. The reason behind this is fairly straightforward. You're going to lead off most fights with it for the build up effect, and its going to buff the rest of your powers ACC so you miss less. Missing with it means missing with your other powers more, and less chance of double stacking it.
That being said, the only easy solution to soft cap you would realistically be to change the slot you moved to tactics, drop it into one of your resist powers, and throw the glad armor 3% def IO into it. That's an expensive proposition, to the tune of about 2 billion inf to do that.
It would be better, but the price on that improvement might be too high. If you did that, you could fix slotting on blinding feint and you'd still be at soft cap. -
you could always look at the 50 million other threads on this subject. Perhaps they got tired of critiquing the same build over and over. Its the most popular build in the game, theres plenty of info out there.
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Quote:45% is the soft cap. That being said, having all combos available is fairly useless at high levels. if you want it for when you have to ex, get a 2nd build. nimble slash should be dropped.
Good:
1. 45.1% S/L Defense (that's soft cap right?)
2. All DB combos available (though I may not use the lower level ones much)
Concerns:
1. End use. I'm running a lot of toggles it seems.
2. Energize is not perma, looks like about 15 seconds of down-time.
3. No range powers
Concerns: end use is nothing for /ELA. between powersink (which you need more recharge in) and energize giving you a 60% reduction in end cost to all your powers, you will never really have end issues.
No range power is a minor concern, but not huge. I've made a build for you to contrast. I had some serious concerns about the one you posted, and I'll do an in depth critique.
First of all, you did a lot of building for set bonuses, and left the powers underslotted for things like recharge. for an end game build, 41% rech is not enough. not nearly enough. In my build your attacks have around 80% recharge, which further emphasizes the fact that you can drop nimble slash. your attacks will be up plenty, I promise. Dont chase set bonuses exlusively, make sure your powers are properly slotted too.
Second, individual powers. Blinding feint is an attack. Slotting it with gaussians only makes me cry. I've slotted it as a normal attack for you, but put in the chance for build up in it, cuz its fairly reasonable. better for scrappers than brutes, and its the first slot I'd move, but still, not bad.
Power sink: needs more recharge. this is how you get endurance back! 47% rech is not enough. Mines at 74%, and with 1 IO swap could be ED capped if your end usage was bad enough.
Hasten: You dont have it. bad puppy, bad.
Grounded: overslotted. you're over the energy res cap. I pulled the slots, put the 3% def IO in there for you instead. my build is .3% under the energy res cap. More than good enough.
Power Surge: okay, if you want it, I guess. its not a good power. the crash will kill you dead. yea, it'll soft cap S/L res while its up, but when its crashed, you're dead. I skipped it. Good power to replace it? Hasten!
anyways, my build is posted below. I hope it helps. I like to explain my choice so you understand why rather than just getting to copy a build. The points I've made, I cant emphasize enough. DB is one of the best end game attack sets, but requires mucho recharge. You want spirtual alpha. That being said, my build is still 3% short of soft cap. The glad IO would solve that, pulling the build up slot from blinding feint. 45% is not really required for ELA since you have pretty good res to S/L already. It's still nice, and its an option, just a touch more expensive.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Brute
Primary Power Set: Dual Blades
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Villain Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:50(5), Mako-Acc/EndRdx/Rchg:50(7)
Level 1: Charged Armor -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(7), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/Rchg:40(9)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:50(13), Mako-Acc/EndRdx/Rchg:50(15)
Level 4: Lightning Field -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(19), Oblit-Dmg:50(19), Oblit-Acc/Rchg:50(21), Oblit-Dmg/Rchg:50(21), Oblit-Acc/Dmg/Rchg:50(23)
Level 6: Typhoon's Edge -- Oblit-%Dam:50(A), Oblit-Dmg:50(23), Oblit-Acc/Dmg/EndRdx/Rchg:50(25), Oblit-Acc/Rchg:50(25), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(27)
Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Dmg/EndRdx/Rchg:35(31), Mako-Acc/EndRdx/Rchg:50(31), GSFC-Build%:50(31)
Level 10: Static Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx:40(33), RctvArm-ResDam:40(33), RctvArm-ResDam/Rchg:40(33)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
Level 14: Conductive Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(34), RctvArm-EndRdx:40(34), RctvArm-ResDam/Rchg:40(36)
Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A)
Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:30(37), Mako-Acc/Dmg/EndRdx/Rchg:50(37), Mako-Acc/EndRdx/Rchg:50(37)
Level 20: Lightning Reflexes -- Run-I:50(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 24: Super Jump -- ULeap-Jump:50(A)
Level 26: Sweeping Strike -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(39), Oblit-Dmg:50(39), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40)
Level 28: Energize -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx:50(40), Dct'dW-Heal/EndRdx/Rchg:50(42), Dct'dW-Heal/Rchg:40(42), Dct'dW-EndRdx/Rchg:50(42)
Level 30: Boxing -- Empty(A)
Level 32: One Thousand Cuts -- Oblit-Dmg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(43), Oblit-Acc/Rchg:50(43), Oblit-Dmg/Rchg:50(45), Oblit-Acc/Dmg/Rchg:50(45)
Level 35: Power Sink -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Acc/Rchg:50(45), P'Shift-Acc/Rchg:50(46), P'Shift-EndMod/Rchg:50(46)
Level 38: Tough -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(46), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam/Rchg:40(50)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48)
Level 44: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx:50(50)
Level 47: Tactics -- RechRdx-I:50(A)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(17), EndMod-I:50(17)
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Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 30.5% Defense(Smashing)
- 30.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 28% Defense(Melee)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 36% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 55% Enhancement(RechargeTime)
- 10% FlySpeed
- 151.8 HP (10.1%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 25.3%
- MezResist(Stun) 8.8%
- MezResist(Terrorized) 2.2%
- 2.5% (0.04 End/sec) Recovery
- 20% (1.25 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
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You do realize that a purple set only comes with 10% rech, right? 15% from one IO is pretty bloody amazing.
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I put all 4 pet res/def special IOs in hell on earth with 1-2 rech IOs.
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Quote:Here's the problem.So, yeah. -regen weakness? Not really. There are other sets that have it worse. Let's do a graph of -regen over time with downtime taken into account? I'm thinking that a steady, dependable source of -regen is better than a single spike from a higher-tier power, even if that spike is higher.
Look at your typical +4 AV. a +4 AV resists regen debuffs by approximately 87%. your -100% regen has been reduced to 13%.
This is the reason that almost every serious regen debuff in the game (lingering rad, howling twilight, poison trap, etc etc) are from 500%-1000%. Twilights grasp is only something to consider because you can stack it several times between you and fluffy, otherwise it'd be fairly useless too.
The fact is, because of AV resist rates on -regen, -100% regen is pretty close to useless, and thats why there's a complaint. A spike of -1000% regen IS better, even if you can call it a spike, which it isnt. Many of these -regen powers are pretty much perma in reasonable play these days. in the 30 seconds to a minute most of these powers are active, you've floored the regen of an AV altogether, and the group can simply take it out in that time.
Occasionally it takes longer, like romulus in the ITF, or other scenarios, but for the most part, a burst of 30 seconds of larger regen is far more valuable to your team than a consistant 100% -regen.
As for Reppu, sometimes he's right, sometimes he's wrong. He's right when he says he's a bit famous on virtue. But please dont conclude from that, that he's representative of us. He's not. -
but being unbuffable, it wont get it in the first place.
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also, you dont have to pop a blue, or wait 10-15 seconds for your end to come back to cast heat loss afterwards
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also, it seems there might be a touch of confusion here...
heat loss BEFORE you nuke.
nuked mobs are hopefully dead, and you dont have end to cast heat loss anyways.
I find 8+ mobs is the break point for my cold/ice def that I can sleet, ice storm, heat loss, then blizzard.
Keep in mind that this will still detoggle you 50% of the time. if you're lucky you'll catch a tick of end as your bar drops and you wont detoggle, but this is rare. -
If you're FF, defense would be better than resist. Each point of defense is better than the last, up to 45%, so if he has 30, going to 40 is a large jump.
Look at it this way, right now, he has 80% total defense. You start with 50, he gets 30 more. so 2/10 attacks hit him. at 90% defense, 1/10 attacks hit him. That means 10% more defense will halve his incoming damage.
Compare that to 20% res, which is 20% less damage. Defense wins. -
was a lot of fun folks. Frost Harvest here. Sorry I had to bail early, I had some mild digestive issues. I'll be there next week, and level 13 and ready
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Think I'm looking at a plant/cold myself. I love cold.
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That looks awesome. I'll probably make some minor tweaks to it. I think I still prefer the Expedient Reinforcement in Gremlins, as I lose about .6% ranged def, but gain 6.25% recharge. beyond that, it looks lovely! Respeccing to that when I hit 50! thanks so much
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Thanks for all the advice!
I was using frost breath for the IO mule basically, to get some ranged def, with no major plans to use it.
My basic strategy was going to be to use the sleep patch, stand in there with the aura until things are drained dry, fulcrum shift, then ice storm. I figured that'd wipe most of a normal spawn if i wanted to solo. So I wasnt too worried about ice storm breaking the sleep.
I will definitely reconsider the end drain slotting. as it stands now I generally throw jolting chain in to help drain faster, but it'd be nice not to, and I definitely am not hurting for end.
Lastly, thanks for the heads up on the doctored wounds set. that's something I will change for sure. -
Contact info? Id love to join, but see no way to find you beyond loggin into praetoria and screaming.
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Hey folks,
I'm alright at making builds, but not fantastic. I've made an elec/kin build here and I'd love a solid critique.
Goals for the build:
1. S/L/Ranged to 32.5%, so I can cap in 1 small purple. This will let me play in melee or stay back at range fairly safely, as well as avoid mez even in melee since most are tagged range, I believe. 45% would be nice, but feels like it would sacrifice too much.
2. Reasonable recharge.
3. No PVP IOs, but cheaper purples would be okay. the sleep and confuse ones I've put in this build.
Really, its something of a sapper controller, standard for elec, and kin compliments that nicely. I'd like it to do well in trial play, so I kinda want something thats all around good.
Suggestions always welcome, and thank you for looking!
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Samantha Shocking: Level 50 Mutation Controller
Primary Power Set: Electric Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(3), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
Level 1: Transfusion -- RgnTis-Regen+:30(A), RgnTis-Heal/EndRdx:30(5), RgnTis-EndRdx/Rchg:30(7), RgnTis-Heal/Rchg:30(7), RgnTis-Heal/EndRdx/Rchg:30(9), Acc-I:50(9)
Level 2: Siphon Power -- Acc-I:50(A)
Level 4: Chain Fences -- Enf'dOp-Acc/Immob:50(A), Enf'dOp-Acc/Immob/Rchg:50(13), Enf'dOp-Acc/Rchg:50(15), Enf'dOp-EndRdx/Immob:50(15)
Level 6: Jolting Chain -- Acc-I:50(A)
Level 8: Conductive Aura -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod:50(19)
Level 10: Siphon Speed -- Acc-I:50(A), RechRdx-I:50(19), RechRdx-I:50(21)
Level 12: Static Field -- FtnHyp-Plct%:50(A), FtnHyp-Sleep/Rchg:50(17), FtnHyp-Acc/Sleep/Rchg:50(21), FtnHyp-Acc/Rchg:50(23), FtnHyp-Sleep/EndRdx:50(23)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 16: Super Speed -- Clrty-Stlth:50(A)
Level 18: Paralyzing Blast -- Lock-%Hold:50(A), Lock-Acc/Hold:50(27), Lock-Acc/Rchg:50(27), Lock-Rchg/Hold:50(29), Lock-EndRdx/Rchg/Hold:50(29), Lock-Acc/EndRdx/Rchg/Hold:50(31)
Level 20: Speed Boost -- EndMod-I:50(A)
Level 22: Increase Density -- S'fstPrt-ResDam/Def+:30(A)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31)
Level 26: Synaptic Overload -- CoPers-Conf%:50(A), CoPers-Conf/EndRdx:50(33), CoPers-Conf:50(33), CoPers-Conf/Rchg:50(33), CoPers-Acc/Conf/Rchg:50(34), CoPers-Acc/Rchg:50(34)
Level 28: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(34)
Level 30: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(36), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/EndRdx:50(37), GSFC-Build%:50(37)
Level 32: Gremlins -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(37), ExRmnt-Dmg/EndRdx:50(39), ExRmnt-Acc/Dmg/Rchg:50(39), ExRmnt-EndRdx/Dmg/Rchg:50(39), ExRmnt-+Res(Pets):50(40)
Level 35: Transference -- Acc-I:50(A), RechRdx-I:50(40)
Level 38: Fulcrum Shift -- Acc-I:50(A), RechRdx-I:50(40), RechRdx-I:50(42), RechRdx-I:50(46)
Level 41: Ice Blast -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(42), Thundr-Dmg/EndRdx:50(42), Thundr-Acc/Dmg:50(43), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43)
Level 44: Frost Breath -- P'ngTtl-Acc/Slow:50(A), P'ngTtl--Rchg%:50(45), P'ngTtl-EndRdx/Rchg/Slow:50(45), P'ngTtl-Dmg/Slow:50(45), P'ngTtl-Acc/EndRdx:50(46), P'ngTtl-Rng/Slow:50(46)
Level 47: Ice Storm -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(48), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dam%:50(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx:50(50)
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(11)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(11), P'Shift-End%:50(13)
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Set Bonus Totals:- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 5.5% Defense(Fire)
- 5.5% Defense(Cold)
- 18% Defense(Energy)
- 18% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 25.5% Defense(Ranged)
- 8% Defense(AoE)
- 2.5% Enhancement(JumpHeight)
- 2.5% Enhancement(Held)
- 2.5% Enhancement(RunSpeed)
- 4% Enhancement(Confused)
- 67.5% Enhancement(RechargeTime)
- 2.5% Enhancement(JumpSpeed)
- 2.5% Enhancement(FlySpeed)
- 3% Enhancement(Immobilize)
- 4% Enhancement(Heal)
- 40% Enhancement(Accuracy)
- 19% FlySpeed
- 76.3 HP (7.5%) HitPoints
- 19% JumpHeight
- 19% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 7.45%
- MezResist(Immobilize) 2.5%
- MezResist(Sleep) 5.25%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 17% (0.28 End/sec) Recovery
- 30% (1.27 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 14.1% Resistance(Fire)
- 14.1% Resistance(Cold)
- 10% Resistance(Energy)
- 11.9% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 23% RunSpeed
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Taking a look at it, I see the motivation behind it. its 32% or so to all defenses but psi, which means a small purple will soft cap you everywhere.
In practice, I think its horrific. It sacrifices actual power slotting to chase bonuses that are mediocre at best. I rarely chase fire/cold def bonuses, simply because there are so few attacks in the game that are pure fire or cold. If you dont know how defense works, what happens is that the game checks against your highest defense, so an attack from ice blast for example, which is smashing/cold, will check against whichever is higher.
What that means in reality, is there for willpower especially, since you have so much regen, that fire/cold defense is really a rough thing to chase. the 6 slotting performance shifter (3 times no less!) wastes a bunch of slots that are there solely to chase F/C defense. The main issue with this, is its pulling slots away from your attacks. While all of your attacks get nice set bonuses, almost none of them are really properly slotted for their actual enhancement values.
Focused burst is at 68% damage, 21% recharge. it could use a few slots, set bonus or no, just to get those values up.
The extra slot in health is wasted, throw the unique into fast healing instead, free slot.
The heal/recharges in RTTC should be changed for heal or heal/end. This power does not need rech, yet its almost ED capped for it!
3 slotting fly is a waste. you dont need the kb IO either, thats a huge expense thats wasted when you have kb prot in your secondary.
Those are just some examples of things I'd change personally. I dont have time to make you a build, but if you'd like, I certainly can later.
The power picks look fine overall. I'd recommend a different epic pool for willpower, since you dont really need endurance, and thats what people take body mastery for. Blaze would be better, get you another aoe. I'd also drop repulsing torrent, but I detest KB, and thats a personal preference. Willpower likes you to be surrounded by enemies to regen health, why knock em away?
my 2 cents. if ya want a build made, let me know. I have a km/shield i could modify -
I'd go for grav over fire, mostly because singy will stack even more mag for you.
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I hate to say this, because I usually like to give the benefit of the doubt, but I can drop two patches on a level 26 Corr as long as hasten is up. its not terribly difficult. There must be something you're doin wrong.
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I read once that you should either have 1 or 3 KB IOs. I dont quite remember the reasoning, so maybe I'm incorrect. Can someone clarify this? Thats why I made space for 3 there, honestly.
I appreciate the heads up on the numina proc. I was putting it in last and totally missed that.
Thanks for the tips!
Edit: I've updated the build, using the short forum export to reflect most suggested changes! -
Hi folks,
I've recently come back to the game after a three year hiatus, and I was hoping to get some feedback on my cold/ice defender build. I know its expensive, but I've always liked having a longterm goal to work towards.
If things seem obviously wrong, please do let me know. This is really only my first attempt at doing a full build in mids. My goals with this build were leveraging as much rech as possible for perm hasten and having my cold/ debuffs up as much as humanly possible. I plan to leave defense mostly to my teammates defending me, and controls like sleet. Not planning to solo AVs or anything. Feedback would be awesome!
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Defender
Primary Power Set: Cold Domination
Secondary Power Set: Ice Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Ice Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(3), LkGmblr-Def/EndRdx:50(3)
Level 1: Ice Bolt -- Decim-Acc/Dmg/Rchg:40(A), Decim-Acc/Dmg:40(5), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(7)
Level 2: Ice Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(9), Apoc-Acc/Rchg:50(9), Apoc-Dmg/EndRdx:50(11), Apoc-Dam%:50(11)
Level 4: Snow Storm -- EndRdx-I:50(A)
Level 6: Glacial Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx:50(15)
Level 8: Frostwork -- Dct'dW-Rchg:50(A), Dct'dW-Heal/EndRdx:50(17), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal/Rchg:50(19), Dct'dW-Heal:50(19)
Level 10: Frost Breath -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Acc/Rchg:50(21), Ragnrk-Acc/Dmg/Rchg:50(21), Ragnrk-Dmg/Rchg:50(23), Ragnrk-Dmg:50(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- ULeap-Stlth:50(A)
Level 16: Arctic Fog -- LkGmblr-Def/Rchg:30(A), LkGmblr-Def/EndRdx/Rchg:50(25), LkGmblr-Def/EndRdx:50(25), S'fstPrt-ResKB:30(27)
Level 18: Benumb -- Acc-I:50(A), RechRdx-I:50(27), RechRdx-I:50(29)
Level 20: Ice Storm -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dam%:50(29), Posi-Acc/Dmg:50(31), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(31), RechRdx-I:50(33)
Level 22: Freeze Ray -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Rchg/Hold:30(33), BasGaze-EndRdx/Rchg/Hold:30(33), BasGaze-Acc/Rchg:30(34)
Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-EndRdx/Rchg:50(34), LkGmblr-Def:50(34), LkGmblr-Def/EndRdx:50(36)
Level 26: Sleet -- Posi-Dam%:50(A), LdyGrey-%Dam:50(36), ImpSwft-Dam%:30(36), Achilles-ResDeb%:20(37), RechRdx-I:50(37), RechRdx-I:50(37)
Level 28: Bitter Ice Blast -- Decim-Acc/Dmg/Rchg:40(A), Decim-Dmg/EndRdx:40(39), Decim-Acc/Dmg:40(39), Decim-Dmg/Rchg:40(39), Decim-Acc/EndRdx/Rchg:40(40)
Level 30: Hasten -- RechRdx-I:50(A), RechRdx-I:50(40), RechRdx-I:50(40)
Level 32: Heat Loss -- P'Shift-End%:50(A), P'Shift-Acc/Rchg:50(42), P'Shift-EndMod/Acc/Rchg:50(42), P'Shift-EndMod/Rchg:50(42), P'Shift-EndMod/Acc:50(43), P'Shift-EndMod:21(43)
Level 35: Bitter Freeze Ray -- UbrkCons-EndRdx/Hold:50(A), UbrkCons-Hold:50(43), UbrkCons-Hold/Rchg:50(45), UbrkCons-Acc/Hold/Rchg:50(45), UbrkCons-Acc/Rchg:50(45)
Level 38: Blizzard -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(46), Posi-Dmg/Rchg:50(46), Posi-Dmg/EndRdx:50(46), Posi-Dmg/Rng:50(48)
Level 41: Scorpion Shield -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(48), LkGmblr-Def/EndRdx:50(48)
Level 44: Infrigidate -- AnWeak-Acc/Rchg/EndRdx:50(A), AnWeak-Acc/Rchg:50(50), AnWeak-DefDeb/EndRdx/Rchg:50(50)
Level 47: Assault -- EndRdx-I:50(A)
Level 49: Vengeance -- DefBuff-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(13), P'Shift-EndMod/Acc:50(13)
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Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 1.563% Defense(Fire)
- 1.563% Defense(Cold)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 1.25% Defense(Ranged)
- 3.125% Defense(AoE)
- 4.5% Max End
- 4% Enhancement(Heal)
- 57% Enhancement(Accuracy)
- 105% Enhancement(RechargeTime)
- 10% FlySpeed
- 125.9 HP (12.38%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 17.5% (0.292 End/sec) Recovery
- 66% (2.802 HP/sec) Regeneration
- 9.45% Resistance(Fire)
- 9.45% Resistance(Cold)
- 10% RunSpeed
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Have you considered spines/fire? most of the aoe of /dark, but not much of the end issues.
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would an arch/storm have some serious redraw issues?
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So, I have a question. I recently returned to CoH after a 3 year break, and am trying out villains. Since i could never stand redside, praetoria seems to be perfect for me.
I read through threads, do my research, and above all..really seems to be frustrating, since there doesnt appear to be any reason not to be fire/ something.
So on that note, please sell me your favourite non Fire/ primary! I enjoy aoe damage and large groups, long walks on the beach and candlelit dinners.
thanks