Wiccania

Apprentice
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  1. Electric/Psi is easily the most sapping Dom possible. Drain Psyche does a 30 second recovery debuff. Electric Control doesn't need help sapping, it does lack in recovery debuff though. Plus it is quite easy to get the recharge needed for Drain Psyche to be used regularly since Electric Control has a Sleep and Confuse to slot relatively cheap purples.

    Electric Assault has recovery debuffs in its attacks but they are mostly 20% or 30% procs and they only last about 4 seconds. That is quite unreliable.
  2. First off. There is no overkill, there is only "OPEN FIRE!" and "Sir! I'm reloading!"

    As for your concerns about damage. AoE you will do extremely well. Psy Shockwave is still one of the best AoE attacks in the game. It just doesn't do Nuke level damage anymore. Plus with the addition of hero APP's you can push your AoE damage to new levels quite easily.

    Single target you will not do as well as other Dom assault sets though. Psy Assault lacks a a signature attack like Blaze or Seismic Smash to push its single target damage to the next level. Drain Psyche, Psi Shockwave and the very powerful Psi secondary effect make up for that quite nicely tho IMO.
  3. Since you want melee options I suggest Followup, Lunge, Subdue and Dominate for your main single target attacks. Forts are quite survivable so you can do melee in almost any situation but if ranged is needed you'll have two attacks you can rely on. This also gives you a good mix of damage types since generally enemies that are heavily resistant to s/l are definately not so to Psi. Remember to use Follow Up as much as possible, can stack it's buff quite easily.

    Don't sweat defense, at all. Forts can cap all positional defenses through powers alone. Don't even need set bonuses. Just pick up CT: Defensive, TT: Maneuvers, Combat Jumping (or Hover), Mask Presence, Forsight and Mind Link. Just don't forget to put the Steadfast unique in Forsight.

    FYI I'm not sure you can take both Aim and Follow Up. I know the Night Widow path can't and it may be a bug that mids allows it with Fort.
  4. Worth noting PB is also the only 100% chance to shut down mob recovery attack in Electric Control as well.
  5. Wiccania

    Sapping?

    Electric/Therm controller using Heat Exhaustion on hard targets works nicely.
  6. This is the Crab build I personally use. It meets your criteria quite nicely I think.

    The 3 AoEs I chose are effective and recharge very swiftly. I went heavy recharge so that AoE power will be improved initially when making this build. Was pleasently suprised when I got enough to make regular use of pets.

    Hasten is 2 seconds from perma and the long recharge pets are 6 seconds short. You can't recast the pets until they fall anyways so 6 second downtime every 4 minutes is hardly killer.

    Capped ranged defense, 38% melee and AoE defense.

    With both max endurance accolades and the set bonuses I have and stamina slotted the way I have I can run both Maneuvers, both Assaults, TT: Leadership, Fort, Weave and Combat Jumping and fight forever. It is a razor's edge though. The slightest bit of sapping and I will start losing endurance. Also note that the pets take a giant chunk of endurance, it can take a bit to recover from casting them.

    Also I use the Musculature Alpha slot. Prior to fully slotting this build should be endurance viable with the Cardiac though.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Channelgun -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Achilles-ResDeb%(5)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(37)
    Level 2: Longfang -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Achilles-ResDeb%(9)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A)
    Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(11)
    Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Achilles-ResDeb%(15)
    Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(34), LkGmblr-Rchg+(34)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(19)
    Level 14: Kick -- Empty(A)
    Level 16: Tactical Training: Assault -- EndRdx-I(A)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(46)
    Level 20: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(29), EndRdx-I(29)
    Level 26: Tough -- S'fstPrt-ResKB(A)
    Level 28: Assault -- EndRdx-I(A), EndRdx-I(37)
    Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
    Level 32: Serum -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(34)
    Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Acc/Dmg(36)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Acc/Dmg(39), RechRdx-I(40)
    Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Cloud-%Dam(43)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Summon Widow -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg(48), RechRdx-I(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37)
    Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(40), P'Shift-EndMod(40), P'Shift-End%(46)
    ------------

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  7. If you need to make the money to affort frankenslotting just look to level 25 basic IOs. That is a level that a lot of folks choose to fill in regular IOs so they sell quite nicely. I personally find damage to be a good one. Almost everybody slots it and yet Brass and Inanimate Carbon Rods are cheap to aquire if yoiu have a little patience. Crafting and selling those can net you quick and easy profits that will cover low level frankenslotting easy.
  8. I suggest Frankenslotting. Frankenslotting is slang for using invention IOs from multiple different sets to get them cheap and to push more enhance into your powers. Set bonuses are generally ignored in favor of just squeezing more enhance into a power. This is most often done by folks leveling up since IOs dont expire.

    It is relatively cheap (though time consuming) to Frankenslot and get good accuracy, ED capped damage and some recharge/endredux on the side. Mid 20s I was able to get my
    most important powers frankenslotted for a total of about 50-150k inf per power.

    Go for yellow recipes so rare salvage isn't needed. Rare salvage for tier 2 or 3 recipes can cost a million or more per salvage.

    Don't buy the first recipe you see that has the combo of enhances you want. One set may cost 100k for an acc/dam while another has them going for 5k. Also make sure to check lower leveled versions of the same recipe if one is cost prohibitive. Often a recipe at the max level costs considerably more than the recipe just one level down. One level down isn't likely to be a noticeable decrease, most of the time you lose about .3% enhance.
  9. Just remember to edit your chat channel to display Paragon City zone events instead of Rogue Isles zone events. It doesn't switch you over automatically when you change alignment.
  10. If you guys don't mind please share your builds.
  11. If you are seriously considering Electric/Electric you should know that Electric Control plays extremely differently from other control sets. EC relies on delay and disrupt powers that are not hard controls to get the enemies endurance sapped. It is extremely effective if you slot the right powers for endurance drain but the style takes some getting used to.
  12. Another thing Corruptor has over Defender is the Fire Blast set. The secondary benefit of Fire Blast is extra damage. A Fire Corruptor will definately have more damage than any defender you could try.
  13. First the easy suggestions.

    Combat Training: Offensive is a wasted power pick in your build. All of your powers are slotted with Accuracy, you are running TT: Leadership and you are getting accuracy set bonuses.

    I suggest you pick up Leadership: Assault in its place.

    Yank a slot from CJ and TT: Defensive. Your defenses will still be above cap and you still will have the regen bonus from LotG. Use those two slots to double slot Assault for Endredux and add another slot to Stamina for another P'shifter. You will have the end to handle it, I do the same on my Crab and we have the exact same end recovery and consumption (if you make this change).

    I personally slotted Channelgun and Longfang with Devastation as well, however I put Procs in place of the Dmg/Recharge pieces (I run with Muscle alpha slot so works wonderfully). Best part is they can take Achilles' Heel.

    Now the harder suggestion.

    I dislike Frag Grenade. The knockback is radial and the radius is tiny. It is simply put a very poor AoE attack. I suggest you get Dark Obliteration. Larger Radius, better damage type and no knockback.

    Now Dark Oblit requires you to pick another power from Soul Mastery. Luckily Soul also has one of the best single target blasts in the game: Gloom. It would take a rebuild and reslotting in Mids but it is definately possible to dump either Channelgun or Longfang (whichever you like less) and replace it with Gloom and replace Frag Grenade with Dark Oblit. Would use the exact same amount of slots and you'd be able to use the same sets so the only change would be you'd be replacing two powers with better ones.

    This suggestion would leave you short a ranged attack if your level gets cut below 37, however you'll still have plenty of attacks to swing around and while doing high level stuff Gloom and Dark Oblit will serve you very well.
  14. You could dump Wolf Spider Armor (Very little resist, mez protections moot due to Fortification), Omega (hella long cooldown, unrelyable) and Super Jump (Ninja Run) to fit Fighting in there. Weave will give you a great deal of flexibility in capping defense and tough is a good mule for steadfast.

    Do that and you can free up slots by avoiding direct ranged defense bonuses, get a Gaussians into TT: Leadership. I think the only ranged defense set bonus on my Crab is Gaussians and I am a little bit over the cap. (FYI the proc works in TT: Leadership)

    On endurance use. With Miracle + Numina in Health, 3 slotted Stamina + Pshifter and both end max accolades on my Crab. I run Fort, Both Maneuvers, Both Assaults, TT: Leadership, Combat Jumping and Weave. I just barely surpass my end consumption with all of that, I was eating a little bit faster than gaining until I got Portal Jockey.
  15. Positionals obviously. Crab gets a ton of positional defense built in and its very easy to to get Positional defense with high level IOs. Oblit in Frenzy/Arm Lash and Touch of Death in Slice and you'll be set with melee defense. You can softcap ranged defense without even getting any IO set bonuses for it.
  16. Curious what you are going for here, your build doesn't seem to have any obvious goal in mind other than to run leadership toggles.
  17. I would say To-Hit buffs.

    Folks think To-Hit is just another way to say accuracy but they don't realize that the formula is: To-Hit * (1 + Accuracy as a Decimal).

    Basicly To-Hit not only increases your chance to hit by the stated amount but increases how much accuracy affects your chance as well.

    Thats why I run tactics on any character that can afford the power slot and endurance cost.
  18. Disclaimer: I do not disagree with previous statements, just adding another option for consideration since nobody has mentioned it yet.

    VEATs are good team support and hold thier own in a fight no problem. Crab even has a self heal for you.

    My Crab with Both Assaults, Both Maneuvers and TT: Leadership is basicly a walking Empathy - Fortitude buff aura (look at the numbers, really close).

    Crab has great AoE damage including a short cooldown and large radius resist debuff. Crab's two single target ranged attacks and its two cone AoE attacks can take Achilles' Heel for even more resist debuff as well.

    Crab also comes with lots of defense (stupid easy to softcap all positions), a resist damage toggle and lots of mez protection (everything but KB).

    Crab's only real weakness is it only does average single target damage.

    If you are going to make the push to 50 on a first character, and don't want a Fire/Dark, I'd suggest a Crab Spider.
  19. Wiccania

    Fire/Dark

    Long Recharge, Short Duration, Forced to pick two powers you likely won't use and can't even use as mules for good sets.
  20. I like this build. You get good defense and good recharge without any real junk slotting (junk slotting example: slotting Kick with a knockback set). On top of that you did it on the cheap as well. Major kudos.

    Only two little things I would do differently.

    First I would get Blazing Bolt over Flares. Sting of the Manticore has better set bonuses than Entropic Chaos and I think BB would be more useful than Flares, especially if you want to PvP. Wouldn't even need to change the number of slots alloted.

    Second I would sacrifice the set bonuses gained from slotting Tar Patch and just leave it with a single Slow IO. Those extra slots I would use to better round out some of the other powers. Like a Fear IO for Fearsome Stare, a damage proc or the build up proc for Blaze, the build up proc for Aim or Tactics, slot Numina's in health or slot some more endmod in Stamina.
  21. Wiccania

    A Crab Build

    Blue Lava you have a lot of AoE's and most of them are long activation. It is better to have short activating powers with low cooldown. That is why I like Soul so much, both Gloom and Dark Oblit are 1 second activations and good damage. They shore up some of the shortcomings of Crab Spiders.

    Plus you are underestimating the pets like far too many do. Having the Disruptors and a Patron pet perma is a big deal.
  22. Wiccania

    A Crab Build

    Plainguy I used the pets on a Citadel of Pain recently and they held up under the Aspect's PBAoE no problem. Yes they will die to AoE but they have enough HP and resists to survive anything once and as long as the heals are coming they will stick around.

    Also nobody expects the Crab pets to be as good as MM pets, that is simple stupidity. However no MM has the single target damage capability of a Crab, let alone the AoE.

    Ben you probably already knew I was gonna say this but here it is. Great that a Crab can both cap resists and perma extreme recharge powers. However your build sucks all the personal power out of the crab and thus IMO all the fun.
  23. Wiccania

    A Crab Build

    I like this new build Ben. Aim is one of my regrets for not being able to fit in my build. However picking it up means giving up a defense power like CJ and I would need to heavily re-tool my build to make up for the loss and keep ranged defense capped. Plus I wouldn't be able to recover the lost melee and AoE def.

    On your Disruptor Blast slotting. If you aren't going to go for Ragnarok to save the money (I don't blame you) than look into frankenslotting. The triples from Posi's and Detonation and the Dmg/Rech's from both sets will net you rather nice gains in every performance category and get you the Recovery set bonus from Posi's.
  24. Wiccania

    A Crab Build

    Do not underestimate the pets. I use the Widow and until she runs out of end she nearly matches me for single target damage by herself.

    Also note that Mids does not take into account the Crab Inherent. We have higher than base end recovery and recovery boosts increase that highere than base end recovery. A Crab can afford an amazing amount of toggles worry not and even if a build is end tight, Cardiac alpha slot will fix that anyways.
  25. I use JC as a group knockdown power and proc damager. Slot it up with damage procs, they are checked for every jump.