beowulf2010

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  1. Well, not a complete build but here's an idea of what I like to do with the major Plant powers and possibly what I'd do with Mind's.

    Villain Plan by Mids' Villain Designer 1.90
    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: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
    Level 1: Psionic Dart -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(31)
    Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(9)
    Level 4: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(13), CoPers-Conf%(15)
    Level 10: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(33)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(19)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Weave -- LkGmblr-Rchg+(A)
    Level 22: Drain Psyche -- Empty(A)
    Level 24: Stealth -- LkGmblr-Rchg+(A)
    Level 26: Carrion Creepers -- TotHntr-Acc/Rchg(A), TotHntr-Dam%(27), Enf'dOp-Acc/Rchg(27), KinCrsh-Rechg/EndRdx(29), Posi-Dam%(29), ExStrk-Dam%(31)
    Level 28: Invisibility -- LkGmblr-Rchg+(A)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-+Res(Pets)(40)
    Level 35: Vines -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
    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: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(48), FtnHyp-Acc/Sleep/Rchg(48), FtnHyp-Acc/Rchg(48), FtnHyp-Sleep/EndRdx(50)
    Level 49: [Empty]
    ------------
    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 -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- Empty(A)



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    (Note: Just realized Combat Jumping wasn't turned on when I Exported it)

    As you can see, I've left a power unchosen and you also have 6 more slots to put into Health, Stamina, Drain Psyche, etc as you see fit.

    A quick comparision of the two numbers that I really pay attention to with a Dom:

    Recharge:
    Mine: 183.8% with Hasten. (2.59 seconds short of perma-Hasten and almost 20 seconds of Domination overlap. Also, 7 seconds short of perma-Domination if you never have Hasten on. Also, Seeds recharges in 20 seconds and lasts 60.)
    Yours: 138.8% with Hasten. 7 seconds of Domination overlap.

    Ranged Defense: (The only one I pay attention to with a Dom, if people are meleeing you, you should be using Vines, Seeds or Spore Burst, not hoping for Defense to save you.)
    Mine: 28.5%
    Yours: 18.7%

    Now, this all being said, if you're set on Fly as a travel power, you'll have to drop Combat Jumping. (Don't drop the Fighting pool as Weave is actually a good defensive power and it's nice having a place to put the Steadfast Protection +3% Defense IO.)

    So, take this how you will but note that this build is very similar to my Plant/Fire build and she absolutely melts mobs with absolutely zero trouble.

    Oh yeah, one last thing. Don't rule out things like the Numina and Miracle Uniques as too expensive as all it takes to get them is 4 days worth of Tip missions (starting at level 20) to earn the 2 Hero/Villain Merits that they cost from BOLTER and Trachcan. Also remember that once every 20 hours you can "buy" a Hero/Villain Merit for 20mill Inf and 50 normal Reward Merits.

    I think that's it right now. I wanna get back to Pyroflora...
  2. Quote:
    Originally Posted by Jericho View Post
    It's pretty clear which are the non-must-haves but I was wondering if you could rank what you thought was the worst to the best of these non essential powers:

    Entangle - Do I need it for bossesAVs if I have permadom?

    Spirit Tree - I like this tree and wanted it for groups, but just can't seem to fit it in, Drain Psyche makes it uneeded for solo right?

    Spore Burst - For Task Forces right?

    Psionic Lance - Could you immobolize AVs then shoot this at them, would that keep you out of their range since this is a super long distance sniper shot? (well over 200+ with range)

    Rise of the Phoenix - I like the staggering dmg that accompanies this revive, does anyone love this power?
    Entangle: I can't think of anything that you can immobilize that you can't Hold, Sleep or Confuse. Plus, your Creepers have a Slow effect built into them as well.

    Spirit Tree: I honestly don't know enough about it to say anything about it other than to point out the fact that I've never taken it nor encountered a situation where I said to myself, "Man, Spirit Tree would have helped here..."

    Spore Burst: To sleep nearby spawns, for Task Forces (assuming you don't have a Blast that immediately wakes the group back up), and to slot a cheap Purple set that gives you another 10% Recharge.

    Psionic Lance: (Well, all Snipe powers) These all take so long to fire that the DPA (Damage per Activation) are almost always less than any other ranged damage power you have. I will double check this about Psionic Lance as I'm talking more in terms of generalities than specifics.

    Rise of the Phoenix: I don't die so the power would never be used. I guess you could make a combo of dieing in the middle of a spawn on purpose just to fire off Rise of the Phoenix but this seems a bit silly to me...

    Especially since Seeds of Confusion=>Fireball=>Roots=>Rain of Fire=>Psychic Scream=>(Jump into Spawn)=>Psychic Shockwave with Creepers doing their thing all at the same time will decimate spawns like you wouldn't believe. Ya know, that whole hot knife versus butter thing... (That may not be the best order for using the powers but I do like to wait a bit on Roots so the mod will condense down on itself a bit to give me more targets for Fire Breath/Psychic Scream type cone powers to hit before I Root 'em in place.)

    I'm really interested in seeing how Plant works with Mind now... I get to leave in 2 minutes and it's about 90 minutes to get home. I'll try to have something concrete for you to look around 6:30 PST.
  3. I cant really comment on anything right now as I'm as work and don't have access to Mids but here are a couple minor things that I see right off the bat on your Plant choices.

    Note: All of these things are my opinion coming from a Plant/Ice Controller and a Plant/Fire Dominator.

    Vines is over slotted. 4 slots of Basilisk's Gaze is plenty for this power as I only ever use it in emergencies such as an ambush with no Seeds of Confusion or Creepers waking up a second spawn.

    Spore Burst can really benefit from 6 slots to put the relatively cheap Fortunata's Hypnosis purple set into to get another chunk of 10% Recharge.

    Fireball and Rain of Fire do not need the extra recharge so consider moving those 2 slots to Spore Burst along with the 2 from Vines.

    Hasten's 3rd Recharge IO only gives it an extra 5 seconds or so off it's recharge time so there's another slot you can use somewhere else.

    You have Creepers and Fly Trap slotted the reverse as I have mine slotted. I 6 frankenslot Creepers to fit in 3 Damage Procs and will be 6 slotting Fly Trap with Expediant Reinforcement to replace the a 6.25% Recharge that I will loose when I switch Fireball (or Roots, or Fire Breath) from Positron's Blast to Ragnarok and gain a big ol' chunk of Ranged Defense.

    Lastly, I'd drop the single target Immobilize power (Entangle) and either Maneuvers, Combat Jumping, or Hover/Fly and replace that with Stealth/Invisibility/Grant Invisibility from the Concealment Pool. The Concealment pool gives you 3 powers that can all take Luck of the Gambler and none of them need any more slots. If you can find another power in your build to drop, I'd highly recommend adding the 3rd of the 3 powers in Concealment.

    This all being said, I'll see what I can put together for ya when I get home for a Plant/Psi Dom if you're still looking for build opinions. Kinda curious to see what it can do now.
  4. Quote:
    Originally Posted by Dark_Inferno View Post
    Will I need tough and weave? Or, better off with Aid Self?
    *Need* Tough and Weave? Probably not but I just can't imagine not taking both on a /Regen or /WP character.

    I don't feel that Aid Self is all that great of a power especially for a powerset that already heals itself as easily as /Regen or /WP. For what it's worth, a PBAoE Knockdown power like the DB Sweep Combo or Footstomp (If you were a Brute) gives you more than enough time for your Regeneration to heal you back up to near full while Aid Self leaves you hoping you don't get hit while the interruptable part of the power is in effect. And heck, if you pop Purples to keep from getting hit while using Aid Self, you probably won't get hit enough to overwhelm your Regeneration anyway.
  5. Quote:
    Originally Posted by kendo View Post
    and you don't have to worry about being out of domination at a strategic time. you may not always know when you are going to run into a nasty boss fight and want domination on.
    And you don't always have Frenzy or other enemies in the mission to refill your Domination bar for these instances.
  6. Quote:
    Originally Posted by Gunpowder Witch View Post
    I have a Super Strength/Willpower Brute slotted out below with generic I/Os. I have been trying to run solo and just farm casually. I want to gather Inf like everyone else. The problem is that I die. Constantly. Radio missions. Tip missions. AE. I only have things set at +0/x3 and I die silly numbers of times in missions.

    My Katana/Fire Scrapper is only in SOs and has an easier time than this. What did I miss? You're going to tell me it is user error and it probably is but I am frustrated after spending all the time to gather and craft (which I HATE) the I/Os and then fall flat in combat.
    (I'm at work so I can't use Mids to look at your build's actual numbers, so...)

    The only thing that really stands out to me is low Defense. You've got a good boost to Max HP, Rise to the Challenge is ED Capped for +Regen, you've got some Damage Resistance so you're about as survivable as you're gonna get in terms of a relatively pure Willpower build.

    A couple things you may consider trying out to get a bit more Defense into the build would be to fit in Combat Jumping (I'd replace Recall Friend with it) and/or put *ONE* non-Generic IO in your build which would be the Steadfast Protection Resist/+3% Defense IO in Tough. If you do both of these things you'd have a bit more than another 5% Defense in your build which certainly will help a bit.

    Another thing to consider as you actually have a good amount of Endurance Recovery in the build, would be to drop the Endurance Reduction IO in Footstomp and replace it with a second Recharge Reduction. The damage from the attack makes it an awesome power but the knockdown built into the power makes it invaluable at times to put enemies on their backs to give you a couple seconds for Rise to refill your health a bit so the more often you can fire it off, the better.

    Also consider finding or making a series of binds to combine Inspirations you don't tend to use into Purples so you can have a much steadier supply of them available to you. At x3 you certainly should be getting a decent supply of Inspirations to turn into Purples or whatever other colors you may want. I myself use Insert, Home, PageUp to combine and use the 3 versions of Reds and Delete, End and PageDown to make and use the 3 versions of Purples. I'll try to check back in this thread and post the binds when I get home if you'd like.
  7. Quote:
    Originally Posted by Local_Man View Post
    One of my biggest problems with Dominators, oddly enough, is figuring out how to set up my powers. I always set up my most used powers on Tray 1 to make them easy to use -- I prefer to press keys over clicking on icons, so with binds and a 9-button mouse, I can substantially reduce my icon-clicking. For Controllers, Tray 1 gets my single target controls and frequently used AoE controls. For other ATs, Tray 1 gets my attacks. But with Dominators, I have both attacks and controls . . . my fingers are confused! I'm still trying to figure out an arrangement of my powers (and their activation Icons) that works. So far, I'm having to click on icons for the control powers, which I'm not crazy about.

    How do y'all set up the powers for effective use?
    Well, as far as I can tell I'm a bit of an outlier in how I've set up my keyboard so take this how you will...

    I've bound 1-0 on the numeric keypad to fire off 1-0 in tray 1. Then I have Divide through Enter (NumPadEnter I think is the official name for the key) bound to tray 2's 1-5 keys. Tray 2 has also been bound to Control+Number. Tray 3 is bound to Alt+Number. I can't remember if that's default or if I reversed them from default as I've rebound Tray 2 and Tray 3 so many times I don't remember what they used to be. (I also don't use keybinds to select teammates, I just click through the party window on the few characters I have that have single target buffs. Click=>F=>Power works well enough for me.)

    For my Dom and Controller, I put my main control powers in 1-3 with 1 being the AoE Immobilize, 2 being the single target Hold, and 3 being my main soft control power (Seeds of Confusion, Earthquake, the Electric Sleep pet thingy that I can't remember the name of, etc.

    4-6 are any AoE type damage abilities available to that character (if I have that many) such as Sleet, Fire Breath, Rain of Fire, etc. (6 is always Sands of Mu until I have something else to put there)

    7-9 are my 3 most often used single target attacks. 7-8 will almost always be ranged and 9 will be a melee or or short ranged like Blaze.

    0 is reserved for Domination if I don't have perma-Dom on the character and things like Heals or other emergency powers once my Dom hits perma and I can put Dom on auto-fire.

    Divide through Enter are for things like travel powers and toggles that need to be accessed due not wanting them to run all the time or getting turned off for various reasons from being mezzed to turning on Super Leap.

    Then since Alt+1-5 are so easy for me to hit, I put stuff like my Summon Pet power, the Ouroboros Portal, Frenzy, Embrace of Fire (and other Build Up like powers) up there.

    For the most part this works across all the Doms (and even Controllers) I've made so... >Shrugs< Of course, I have no clue if you're using the numberpad for teammate access already, or even if you're willing to take your right hand off the mouse to trigger powers.
  8. beowulf2010

    Too much Alpha?

    Quote:
    Originally Posted by Bittovan_Odduck View Post
    Something along the lines of "If I can fill X% of my defense needs with this one Alpha slot, then I can move these 4 slots here, IO for more global recharge and accuracy (since I need less defense), skip Weave and add Y".
    While this will happen to a small extent, I was doing some of the math for a /SR Scrapper last night. IIRC, the +Accuracy/+Defense Ultra-Rare which gives +20% Defense would give an additional 2.2% Defense to any of the three Toggle defensive powers (Focused Fighting, etc) assuming they are 3 slotted with Luck of the Gambler Def/+Recharge, Def/End and the Defense IOs which puts the powers right in the middle band of ED. That's certainly a nice boost but far from game breaking.
  9. [QUOTE=Robert_B;3351700
    Everything you said is correct of course, however as you said Vines are there and Roots and Creepers so you do have some recourse (or heck, just RUN!).[/QUOTE]

    Hell, even Spore Burst. But if that's your last resort you'll need to make sure *SOMETHING* happens before your Creepers or Audrey Jr. get over to that mob and wake 'em up. >Grins<

    Man do I love my Plant characters. SO MUCH CHAOS!!!!!!!!!!!!!!!
  10. beowulf2010

    Provoke?

    Quote:
    Originally Posted by ChaosExMachina View Post
    Well, I can take either fighting pool (def cap) or provoke in i19. Undecided. I could take both if I skipped hasten, but I like hasten quite a lot.
    .
    Odd... On my Demons/Dark MM I have Provoke, Hasten, Leadership and Fighting... o_O What other power pools are you taking? I don't see any others that would be more useful to a /Dark... Maybe Teleport I guess... >Shrugs<
  11. beowulf2010

    Squishy demons

    Quote:
    Originally Posted by Nalrok_AthZim View Post
    Would you mind explaining how that works? Conventional wisdom also dictates that slotting a Heal IO has nothing at all to do with the recharge of a specific power.
    I assume it has to do with the line of reasoning that the less health a henchmen has before being healed, the greater chance they will die before being healed. So by extension it's better to have your Ember Demon heal for smaller amounts so he'll (she'll?) heal your wounded henchmen sooner thus (hopefully) preventing your henchmen (especially the minions) from getting killed before they get healed.
  12. beowulf2010

    Mind/Earth

    Quote:
    Originally Posted by Steel_Shaman View Post
    Honestly I wouldn't go for +Defense on a Dom. At least, not to the exclusion of recharge.
    Agreed. Perma-Dom will trump Defense any day. Especially since Doms don't have any Defense DeBuff resistence. Don't get me wrong, I'll take defense any time I can get it but if I only get one, I'm taking Recharge first.
  13. Quote:
    Originally Posted by Xarei View Post
    ...and it seemed like I died pretty much any time Seeds of Confusion expired, so I was thinking that upping my defense might be the key.
    If the entire spawn isn't dead by the time a decently slotted Seeds expires, you need more damage not defense... (Excepting, of course, enemies that are resistant to or cure Confuse like Nemesis, Longbow Officers and Tsoo Sorcerers, they just suck. )

    >Has both a Plant/Fire Dom and a Plant/Ice Controller and no enemies last longer than his Seeds<

    This all being said the Smash/Lethal defense shield you get from the Ice APP in combination with the 2 "rain" abilities is the only thing that might tempt me away from Embrace of Fire buffing 2 more AoE damage powers in the Fire APP... Decisions, decisions... I don't think you'll go wrong either way.
  14. Quote:
    Originally Posted by Sardan View Post
    For me, it's Malta Sappers. I love having those guys on my side!
    I'm partial to Master Illusionists summoning an army of pets loyal to me!
  15. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    I have a love/hate for the change, I think its awesome, should of been changed a long time ago. But, I have to respec 35 level 50s and countless other toons -.-
    I feel your pain. Not that I have that many 50s (only three, stupid Alt-itis), but I also have a ton of characters to respec.
  16. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    I'm aware of the i19 change, but right now Fitness is not an inherent. Unless the OP is going to shelve his toons until then, the change is irrelevant.
    Heh, that is true. But I wasn't specifically talking to you in my reply. Just mentioned it for the benefit of anyone reading the thread that may not remember/know that the change is coming.
  17. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    Stamina could use a Performance proc
    Agreed. The proc is starts off good and only gets better as you get +End bonuses. Also remember that Stamina and the rest of the Fitness pool are going inherent "soon" so you'll have 3 more power choices and another Pool available at some point. (Concealment for 3 more LotG +Recharge IO's, yes please!)

    Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    Fly Trap I've found useless on my Plant/Fire dom, horrible damage and AI
    As much as I'd like to agree, Adrian does a wonderful job taking out those 2 or 3 guys that you just have to ignore when positioning yourself for maximum Seeds coverage. IMO, it's worth taking and slotting for useful bonuses (Like Expedient Reinforcement) but I wouldn't expect it to be anything more than take on and finish off the occasional stragglers, nor would I consider it a "must 6 slot" power.
  18. Quote:
    Originally Posted by Dechs Kaison View Post
    Confuse does not steal any XP. It grants bonus XP.

    If you do 50% of the damage to an enemy, you get 80% of the experience for that enemy. You are getting experience for damage you did not do.
    Great way of putting it Dechs.

    Plus, fights are faster with Confuse so you're killing faster and Confuse gets better the more enemies there are in the group with no significant increase in killing speed once you get a couple AoE attacks like Creepers, Sleet, Fireball, Rain of Fire, Fissure, etc.

    I'll take a slight XP loss any day to increase my killing speed by around 20% *AND* fight against groups 2-4 steps higher than what I can take without it.
  19. Quote:
    Originally Posted by AegisWolf View Post
    Note 2: before you say it, I won't take Seed of Confusion. I won't do it because, for my game style, I don't need it (since now I reached lvl 32 without any problems despite the lack of this power).
    Sure, no one needs Seed of Confusion, but taking it has allowed me to easily solo +1x8 mobs at level 45 and SOs in everything but 4 Damage Procs in Carion Creepers as a *CONTROLLER*!

    Signed - Frozen Flora - 45 Plant Cold Controller
  20. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'm unable to open the build in Mids without a data chunk, so I'm guessing at some of what the slots are.
    Here's Novawulfe's Data Chunk for ya.

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    |-------------------------------------------------------------------|
  21. Quote:
    Originally Posted by Wiggz View Post
    So, until non-generic IO's, figure a standard slotting of 2 ACC's and 2-3 Rech?
    2 SO's worth of ACC and 2-3 SO's worth of Recharge, yeah. Either through SO's and generic IO's or actually Frankenslotting with Acc/Recharge IO pieces. Either way works quite well.
  22. Quote:
    Originally Posted by Wiggz View Post
    That's a pretty wide random spread of options there. I didn't find anything definitive either, so I was hoping someone would be able to tell me how much accuracy it needed to be effective and if it actually did enough damage on its own to warant slotting for damage.
    It does need about 2 SO's worth of ACC if you're gonna be playing on big teams or cranking up the difficulty when solo. It also really need 3ish slots of Recharge to be up often enough. The damage is already quite good (especially against large numbers of targets) so you don't really need much there so going with a Frankenslotting approach seems to be the best answer.

    Here's my slotting for it:
    Enfeebled Operation: Acc/Rech, Trap of the Hunter: Acc/Rech and the proc, Kinetic Crash: Rech/End, Positron's Blast proc, Explosive Strike proc.

    It's a beautiful sight, especially when those three procs really start going off. >Grins<
  23. Quote:
    Originally Posted by Bill Z Bubba View Post
    And then I got conductive aura and the lightbulb went off.

    Elec Control on a dom is going to be awesome for any dom that loves to stay in melee. Keep them bouncing all around you with JC while CA saps them clean while you pound the snot out of them with melee attacks.
    Heh. I saw the potential of that combo myself but haven't gotten around to playing my brand new Elec/Elec Dom much yet. Glad to know that it seems to be as effective as it sounds. >Grins<
  24. Quote:
    Originally Posted by _Tux__EU View Post
    Can you post a data chunk please Waffle?
    The link works fine for me so here's the data chunk from Waffle's build.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1399;695;1390;HEX;|
    |78DA9D945D6F12411486676129059602B6947E17E937D005B4D17EC4D6685B53531|
    |228A9356A2408D3164381B034D53B7F80F75EF937D4E82FF1B33FA59E39EF941BEF|
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    |29099218034A426A18567783EA6E4CC94725577F01139CE9F1|
    |-------------------------------------------------------------------|
  25. Quote:
    Originally Posted by HelinCarnate View Post
    Have to agree with Candlestick. Rage is what makes SS great. You get +80% damage to everything. While FCS does to slightly more damage vs FS with rage, many people forget to factor in the bonus damage to patron AOE attacks like Ball lightning and Elec Fences when they compare sets.

    Also there is that extra 5' range on FS that many seem to dismiss as well.
    And the Knockdown that increases survivability. Heh, then again, it also allows you to slot the Force Feedback Chance for Recharge proc if you choose.