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Posts
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Earth is the semi-phenomenal, nearly-cosmic power! control set (Mind is the phenomenal cosmic power! control set). As such you basicly lay down your controls and lock stuff down then wade in and smash faces with the melee (and Earth has a very satisfying camera shake and smashing sound effect when you lay into something).
Standard control leadoffs are Stalagmites > AoE root and/or Quicksand > Earthquake.
The mallet attacks and Seismic Smash are your big hitters.
Earth's AoE is ok damage but very long activation and rather short range for PBAoE. I suggest supplementing your AoE with your epic pool picks. Fire and Ice do well.
As for Incarnate stuff. Lore and Interface I'd go with personal preference, though you don't need defense debuffing since Earth does that very well already. Alpha the Spiritual will help you get perma hasten while you are still building up to a sustainable perma-dom but Earth/Earth doesn't use Spiritual as much as sets with key powers that have long cooldowns (like Drain Psyche or Carrion Creepers). If you're having end problems and have devoted as many slots to End as you are comfortable with then obviously Cardiac is the way to go, otherwise I'd go Musculature. Destiny you won't need Clarion at all since Domination gives mez protection. Judgement the Dark is PBAoE, you'll already be used to PBAoE from using Earth so its a good choice. -
Also the short forum export is much easier to review if you don't happen to have mids on your computer. A lot of folks check the forums at work and give advice from there. Plus even from a mids capable computer many folks just jump to the code and import it to thier mids, no point in increasing the scroll distance needed to get past your post by 500%.
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I'd suggest Mind/Psi if you are trying to parallel Mother Mayhem. Drain Psyche is a big deal for that concept since she is a psychic vampire (you learn about that doing certain story arcs in Praetoria).
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Hey folks I'm back after a bit of a haitus and am now playing a Plant/Psi. Please nitpick my build.
My objectives are of course Permadom, decently high defense and perma Drain Psyche on a decent budget. I would also like to stick to my theme of a Psychic Bio-manipulator that can directly control plants and damage more complicated lifeforms with her mind. I know heavy Psi damage reliance will give me trouble with some enemies but I can live with that.
I plan on using the Spiritual Alpha which even with its weakest enhancement pushes DP and Haste into perma status. I know I can reach my perma goals without it but I like to have the breathing room on the click buffs so I don't need to be constantly worried about getting them back up immediately.
On choice of which powers to take I picked Mental Blast and Subdue for those fights where it is unwise to stand close to the unholdable enemy. Psi Lance is there mostly for the very nice set bonuses of Sting of the Manticore but I'll use it occasionally for the fun of it.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Dmg-I(46)
Level 1: Psionic Dart -- Empty(A)
Level 2: Roots -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob(7), Enf'dOp-Acc/Rchg(7), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Immob/Rng(50)
Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(15)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(19), CoPers-Conf%(29)
Level 10: Mental Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(37), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(43), Decim-Dmg/EndRdx(45)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Kick -- Empty(A)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(21)
Level 18: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/Hold(27), BasGaze-Acc/Rchg(27)
Level 20: Drain Psyche -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/Heal(31), Nictus-Acc/EndRdx/Rchg(31), RechRdx-I(31), RechRdx-I(33)
Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(23), HO:Enzym(23)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(25), HO:Enzym(25)
Level 26: Carrion Creepers -- HO:Nucle(A), Posi-Dam%(33), ImpSwft-Dam%(33), RechRdx-I(34), HO:Nucle(50)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 32: Fly Trap -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(34), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(37)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Link Minds -- LkGmblr-Rchg+(A), RedFtn-Def(42), RedFtn-Def/EndRdx(42), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(43)
Level 44: Mind Over Body -- HO:Ribo(A)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Super Jump -- Jump-I(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Boost
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A)
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Seems lacking how? Considering it is the exact same build I made in another thread.
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The only damage type that doesn't always have a positional tag is Psi. Energy and Negative always have a positional tag so those slots litterally do next to nothing for you with all your positionals capped.
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Oh I've been told otherwise by multiple folks. I really wish I had time to test this stuff but getting respecs in game can be a pain sometimes.
Either way this Bane gets a seamless attack chain with Shatter>Bash>Pulverize>Bash>Shatter or Shatter>Poisonous Ray>Bash>Shatter. The Mace Patron really brings very little to this build. -
Also worth noting with VEAT's damage modifiers and the Brute Patron Pools any VEAT can be made into an AoE powerhouse just by taking the Levithan Mastery Pool.
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First the simple:
You don't need the sets in Boxing. You are well over ranged cap and at the cost of 5 slots you are basicly getting 1.25% ranged defense and 8% regen. It is very very easy to do better with 5 slots.
Also don't sweat end too heavily. Mid's doesn't take into account that VEATs have a higher than baseline recovery. That means not only is the default recovery higher but boosts like Stamina, Miracle and Numina actually provide more for a VEAT than other ATs. Worst case scenario you'll just need to take Cardiac Alpha which will solve your end problem.
Now the complicated, ignore if you please but I think it would immensely improve you:
With the recharge you are sporting the Patron Pool Powers you took are basicly a waste. You already have an endless Single Target chain with Shatter>Bash>Pulverise>Bash>Shatter>Bash. To work in the Patron Powers you would be sacrificing a lot of DPS because the Mace Patron requires redraw even for a Bane. That is double redraw swapping between the Bane mace and Patron mace all the time.
I suggest: Unslot Boxing (you are getting almost nothing from it).
Drop Placate (actually lowers your DPS), Crowd Control (good power but read my next point), Mace Blast (no use to you with your attacks) and Shatter Armor (read my next point).
Now as I pointed out you already have a single target attack chain (tho I suggest you experiment with Poisonous Ray in place of Pulverize, Toxic damage isn't resisted very much, Smashing is). I suggested you drop those other powers to make your Bane into an AoE powerhouse as well. Heres the breakdown:
First take Venom Grenade, VG has the same resistance debuff as Shatter Armor but does it in a very large AoE. I'd lead off with VG even against single targets just for the debuff.
Next take the three Leviathan Patron AoEs: School of Sharks, Arctic Breath and Bile Spray. Slot them all with Positron's Blast. AoE you now have a brutal attack chain with Venom Grenade (20% all resist, 40% toxic resist debuff, Toxic dot damage) > School of Sharks (they stay in place and are damaged) > Arctic Breath (Cold damage + even more resist debuff) > Bile Spray (Toxic damage).
Now you have an AoE chain that will melt all the little guys and a good Single Target chain to beat down the big targets. Your bane is mucho more powerful for it.
This also gets you Posi's set bonuses which includes more recovery to help your end, more recharge (hasten is down for .3 seconds, heh) and more accuracy. Drop the Kismet, Kismet is great for leveling, garbage once you are IOed. Get your KB protection, there are a lot of nasties out there that can KB you with only 4 mag (I have 12 and I get KBed sometimes). You have 3 slots available to play with.
Heres the adjusted build:
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The Night Widow is just a continuation of the base Widow Training powers. It isn't an entirely new AT like Bane and Crab are. I assure you a Night Widow attacks so fast you will do a lot of standing around if you deliberately avoid using Widow Training attacks. The same is true in reverse.
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You don't need the Kismet. You are running TT: Leadership, you have accuracy set bonuses and your powers are slotted with Accuracy. Kismet is a wasted enhancement.
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Isn't the Stealth proc wasted since no stealth powers stack with Mask Presence?
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Electric/Psi is one of the combo's I plan to make some day. Heres my thoughts on it.
Jolting Chain. Give it a try procced out and by procced out I mean damage procs not 15% for 2 mag hold procs. You can get some rather good ones since it takes single target sets and knockdown sets. If you don't like it Procced out then definately drop it.
Static Field is not another crappy sleep power that you will never use. It pulses a sleep every few seconds so its quite good for mitigation. Also when it pulses it has a chance to drain end from the enemies. For every enemy drained it restores some end to all friendies inside Static Field. Plus its a cheap purple set so you can get closer to perma Drain Pysche easier.
From a control perspective Conductive Aura is your best power. It will drain enemies dry quickly and once they are drained they can generally only use thier brawl equivalent power and even then not always when they get an end tick. End drain is crazy good.
Gremlins I personally don't like on a Dominator. Controller I'd use them but not on a Dom. Dom just doesn't really need them.
Drain Psyche is the reason I believe Electric/Psi dominator is the best endurance sapper in the game. Electric Control is the best set for draining mass amounts of endurance easily. However it lacks in a relyable recovery debuff. Drain Psyche has a 500% recovery debuff in it that lasts for 30 seconds and is possible to perma. Kapow! All your end are belong to us! Mwa ha ha ha ha!
This combination also has a lot of options for getting extremely good recharge. Sleep, Hold and Confuse have relatively cheap purple sets. Plus you still have options for Ranged, Melee, Targeted AoE and PBAoE for additional purples if you can afford it. Drain Psyche is easy to get the recharge low on with this Dominator. -
The Web envelope is for PvP time with my SG mates. We get together occasionally and just beat each other up in the arena. I know its not an ideal power and I thought about Gloom because of its great DPA (I use it on my Crab) but I feel I will get a lot more enjoyment from my SG mates screaming at me in vent for disabling thier fly.
Also I thought about 4 slotting Stamina like you said, and also pulling down a recovery bonus by sticking some more set pieces in Health. However I will see how things pan out once I have Cardiac Alpha. I'd rather run Cardiac and keep the Procs that I would be sacrificing to make the stated changes. -
You are not offering alternatives. You are telling me to drop my Makos' for a set that I already have lots of bonuses for. You tell me I could have higher bonuses in a big pile of stats. You tell me Procs are bad (A quick search of the forums will bring up a lot of folks who would argue otherwise). You tell me procs are unnecessary (true, but they are nice).
On top of all this your only suggestion is to replace the Mako's with Crushing Impacts. I told you why I didn't want to do that in a previous post. You offer no other suggestions on how to achieve these magic higher numbers. You only say REPLACE THE MAKO! and assume I know exactly what you are thinking I should do in addition to that to improve the build. Currently following your suggestions to the letter would make my build a lot weaker. I have enough accuracy and to-hit to hit anything. I have the cap on 5% recharge set bonuses.
You want me to dump Hasten yet I bet you haven't even looked at DPA numbers. With its 2.3 activation and lower damage than Lunge, Eviscerate is one of the worst DPA attacks in the NW arsenal. I'd rather take Hasten and make a better chain of higher DPA attacks. Admittedly that does deny me access to another nice PBAoE set but I can live with that. Easy enough to get 5% recharges in Defense sets.
So. In a nutshell. You tell me to replace something that directly replacing at this time would weaken my build. You give no other suggestions to show how this is more beneficial if I slot something else differently. -
I already have five 5% recharge bonuses in the build. I have a bunch of accuracy bonuses and I am running a to-hit buff. Crushing Impacts get me far fewer effective bonuses than Makos' do and when you are at or near the ED cap for damage enhance then Procs help you push your damage up even further. Attacks that have low damage but are frequently used get a lot of milage out of procs as well, hence why I procced out Follow Up.
As for my attacks and Hasten. Slash and Lunge are the two best DPA attacks available and Hasten is knocking an entire second off thier recharge. That may not seem like much at first glance but you must remember you are dealing with attacks with activation times of 1.3 (Slash), 1.1 (Strike) and .8 (Follow Up and Lunge). -
Heres the Crab I play. Softcapped Ranged Def, 38% Melee/AoE. Most teams I play on theres someone running Maneuvers or def buffing in some way, tend to sit over cap on all 3 positionals when teamed.
Lots of Leadership buffing. I am about the equivalent of Defender Empathy Fortitude for anybody who is in my aura.
The pets are just barely short of perma, but you can't recast them until they die or you dismiss them anyways so not a big deal.
A little light on the AoE but the high recharge helps that. Gloom brings the single target up a notch.
I run everything but Tough and I have a tight endurance equilibrium with the Musculature Alpha. If I switch to Cardiac I could run Tough as well. Both End accolades are included (they help tons).
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Honestly I hit my defense goals before slotting the Makos'. My attacks were only 5 slotted in my initial plan but after fitting everything in i had 4 slots left. Since Mako's has decent set bonuses I went with them. The Makos' add a bit more buffer to ranged defense, a little bit of damage bonus and a little bit of health bonus. Also they provide a proc for increased damage. What would you suggest I slot my melee attacks with instead of Makos'? No other melee set gives bonuses that are as good as Mako's (purples/pvps are out of the question).
I know I don't need hasten for perma mind link, doesn't mean I have no use for hasten. It still knocks a chunk of recharge off the powers in my attack chain. My big DPA attacks come up more often with it.
I like the idea of freeing up a power by dropping maneuvers. Thank you for that one Pharold.
On Aid Self. I was mostly just trying to slot it for the set bonuses again and get a bit of interrupt reduction. I had the slots available.
There aren't many places left for me to move slots around. I was quite amazed, I accomplished so much with so few slots that I had to go around and add spare slots fitting in Procs and such. -
I have a mid level Widow that I am considering picking back up and leveling to 50. Here is the build I am considering. I ask anybody with Widow experience to please nitpick and advise.
My goals are:
Defense cap with some buffer. I recently witnessed a Widow tank Reichsman and wouldn't mind reproducing that myself.
A good single target chain. I believe I have accomplished this. I looked into recharges and DPA and with the procced out Follow Up I should have respectable ST damage output. Note that Poison Dart isn't part of the planned chain, it is there as a ranged attack for times when needed (CURSE YOU BATTLE MAIDEN!). Also I don't like Eviscerate. It has poor ST DPA (compared to other Widow attacks) and as a melee cone it is limited as an AoE attack.
I doubt even with the endurance max accolades this build will be end sustainable without Cardiac Alpha slot. That isn't a problem.
Also plan to use Ninja Run as primary travel power. CJ will suffice for master runs since I have stealth anyways.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
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Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Poison Dart- (A) Decimation - Accuracy/Damage
- (43) Decimation - Damage/Endurance
- (43) Decimation - Accuracy/Damage/Recharge
- (46) Decimation - Damage/Recharge
- (46) Decimation - Chance of Build Up
- (A) Luck of the Gambler - Recharge Speed
- (A) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Damage/Recharge
- (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
- (50) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (5) Red Fortune - Defense
- (5) Red Fortune - Defense/Recharge
- (7) Red Fortune - Defense/Endurance
- (7) Red Fortune - Defense/Endurance/Recharge
- (9) Red Fortune - Endurance
- (A) Positron's Blast - Accuracy/Damage
- (13) Positron's Blast - Chance of Damage(Energy)
- (13) Positron's Blast - Damage/Range
- (15) Positron's Blast - Accuracy/Damage/Endurance
- (15) Positron's Blast - Damage/Endurance
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (11) Crushing Impact - Accuracy/Damage/Endurance
- (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
- (43) Touch of Death - Chance of Damage(Negative)
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (17) Obliteration - Damage/Recharge
- (17) Obliteration - Accuracy/Damage/Recharge
- (19) Obliteration - Damage
- (19) Obliteration - Chance for Smashing Damage
- (50) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Crushing Impact - Accuracy/Damage/Endurance
- (36) Crushing Impact - Damage/Endurance/Recharge
- (37) Crushing Impact - Damage/Recharge
- (37) Crushing Impact - Accuracy/Damage/Recharge
- (37) Crushing Impact - Damage/Endurance
- (50) Mako's Bite - Chance of Damage(Lethal)
- (A) Defense Buff IO
- (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (31) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage
- (34) Mako's Bite - Damage/Recharge
- (34) Mako's Bite - Damage/Endurance
- (48) Mako's Bite - Chance of Damage(Lethal)
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense/Endurance
- (21) Luck of the Gambler - Defense/Endurance/Recharge
- (31) Luck of the Gambler - Endurance/Recharge
- (A) Red Fortune - Defense
- (23) Red Fortune - Defense/Endurance
- (23) Red Fortune - Defense/Recharge
- (25) Red Fortune - Defense/Endurance/Recharge
- (25) Red Fortune - Endurance/Recharge
- (A) Run Speed IO
- (A) Luck of the Gambler - Recharge Speed
- (27) Red Fortune - Defense/Endurance
- (27) Red Fortune - Defense
- (29) Red Fortune - Defense/Recharge
- (29) Red Fortune - Endurance/Recharge
- (31) Red Fortune - Defense/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense/Endurance
- (33) Luck of the Gambler - Defense/Endurance/Recharge
- (33) Luck of the Gambler - Endurance/Recharge
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Empty
- (A) Numina's Convalescence - Heal
- (45) Numina's Convalescence - Heal/Recharge
- (45) Numina's Convalescence - Heal/Endurance/Recharge
- (45) Interrupt Reduction IO
- (A) Trap of the Hunter - Accuracy/Recharge
- (48) Trap of the Hunter - Immobilize/Accuracy
- (48) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (A) Taunt Duration IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (46) Numina's Convalescence - +Regeneration/+Recovery
- (A) Endurance Modification IO
- (3) Endurance Modification IO
- (3) Endurance Modification IO
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Yah its 34.74. Nitpicking misstypes is real big of you tho.
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Confuse the AV/Heros, they won't attack you and they will attack the others.
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Musculature is probably the best for you. The ED breaking damage bonus will increase with future incarnate upgrades. Also you can fit in more procs with Musculature slotted since it covers the loss while the ED breaking part puts you a bit over, while still having the procs.
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In terms of Damage per Recharge ISC and PSW are very close. Look at other factors and PSW noticeably pulls ahead.
Debuff: ISC is 10% recharge and 10% movement slow for 8 seconds. PSW is 50% recharge slow for 20 seconds.
End Cost: ISC 20.18, PSW: 18.51
Control: ISC nothing, PSW: Stun chance
Recharge: ISC 22 seconds, PSW: 20 seconds
Activation time: ISC 2.67 seconds, PSW: 1.97 seconds
Damage (level 50 base): ISC 37.74 Lethal 37.74 Cold 69.48 total, PSW 70.65 Psi
If the only thing you care about is how much damage an AoE does each time it recharges then yah the two powers are very similar. Otherwise PSW does a lot for shorter recharge, quicker animation and lower end cost. -
Psi Shockwave is still one of the best PBAoE's in the game. It still doesn't fit properly into the formula the devs use to balance every other attack in the game. Most notably it still has the highest possible target cap.
Also I must re-emphasize the fact that every other power was buffed up to make the set overall far better. It is no longer a one power wonder. -
You went extremely far out of your way to slot in regen set bonuses when you can exceed your regen set bonuses by leaps and bounds with a properly slotted Drain Psyche. Slot some recharge into Drain Psyche so it can get as close to perma as possible.
You won't even need the end procs if you get Drain Psyche to a point where its only down for a second or two. Each target hit is worth 100% recovery to you with DP. Compare that to what your getting from Stamina, Miracle, Numina and set bonuses which some quick math in my head puts at about 108%.
You are spending billions (if you're using those PvP IOs) to get what Drain Psyche would give you with a couple simple recharge IOs and 4 pieces of Touch of the Nictus.