lmt1979

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  1. Here is my build, the only thing I'm thinking of "fixing" is the low accuracy in the melee attacks. This isn't really a problem most of the time as Quicksand and all of the Earth control attacks/Controls do -Defense (even moreso if they're power boosted first)

    This was built for recharge and Defense/Resistance buffed by power boost. Has only (1) Purple set.

    56.6% Smash/Lethal Resistance
    45.8% Smash/Lethal Defense
    96.3% Recharge (without hasten)



    http://www.cohplanner.com/mids/downl...E5F02FF042FBE3
  2. Corruptors were originally called destroyers.
  3. try this, I just reworked it a bit, more defense, recovery, recharge, resistance etc just how I would build this if it was mine, it has the cardiac for extra end reduction and damage resistance.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!
  4. Quote:
    Originally Posted by Ossuary View Post
    My first character was a Tank. An Inv/Mace Tank to be precise. Well, my character in beta was a Grav/FF Controller, so maybe that's my first character. Okay then, my first 50 was a Tank. Yes, that'll do.

    Anywho, I have played many characters over the years, but it occurs to me that I have only played 2 Tanks, which happen to be the same character. When Willpower was released, I found that it fit my Tank's concept much better, so I rerolled him and got him to 50 once more. Mostly solo, though, so I might have missed it at the time.

    "Missed what?", you ask. Taunt. I might have missed the strange, strange change to Taunt.

    You see, last night I loaded up my lvl 50 Scrapper to farm Tip missions for some sweet Hero Merits. I was running the "You're a Mean One, Mr. Phelps" mission, and came across a hostage situation that was smack dab in the middle of another spawn. Now, it's been so long since I played this character and he certainly isn't optimized, so I thought I would pull. Twas about to use my Nemesis Staff when I had a sudden memory shoot into my brain from my previous Tank days. "Taunt!" I exclaimed! Looking carefully at my power trays, I found that my Scrapper had indeed taken Taunt. With a wicked grin and an aim to misbehave, I got within range to attract the Arachnos Executioner. Once there, I pressed the Taunt button and...

    ...threw up, maybe? I'm not sure what happened. I got his attention with my...whatever, so I guess it worked. I was still left confused, however.

    I decided to utilize Taunt throughout the next few missions, to see if maybe the smell of Arachnos was causing my character to dry heave. It turns out that all villains, in Paragon and the Rogue Isles, have formed some pact to go commando for months on end, causing a stench to develop that could bring the world to its knees. Is there a tip mission for that? I think that my characters hold their breath as best they can while in missions. It is my own fault that my Scrapper must take a deep breath in order to talk whenever I insist he taunt something. It must be horrible.

    Ah, I remember the days when my Tank would let out a frightening, "Huh!?" I suppose this is the new way. No matter how often I used Taunt last night, however, I could never stop laughing and then feeling sad for my poor Scrapper.





    Yeah..huh? Scrappers don't get taunt, they get confront, it's a bit different..Confront is a single target and Taunt is Targeted AoE
  5. Your Dark Regeneration is very underslotted for End Reduction, that is a toggle dropper potentially. It's base cost is balanced by how strong it is. In my experience you really don't need any heal buffs in it only recharge, accuracy and end reduction. The base cost of Dark Regeneration is 33 end, that's a ton and in a pinch you may not have enough available endurance to use it to save your ***.

    I'd probably drop mu lighting (the single target attack) and get Ball Lightning, I'd also recommend more recharge through hasten, drop an extra travel power and get hasten. A single knockback IO in a power can probably pass for acrobatics type protection (two if you're overly concerned).

    The defense numbers look good but i'd pack more recovery into the build personally, I like to recovery about 3 end/sec personally. Hope this helps
  6. Quote:
    Originally Posted by Blue Lava View Post
    Quick and painless.. can anyone give me the amount of time Overload lasts when activated?
    wasnt able to find that info
    180 Seconds with 1000 second recharge
  7. First look at your /dark build I'd put a 4 set of Touch of the Nictus in your Twilight Grasp, with the alpha spiritual heal/rech mine puts out 528 healing. Your Howling Twilight is very low on recharge. Here is my current Ice/dark build if this gives you any ideas..

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!
  8. I'm thinking about a power like smoke. Does smoke even have a hit check, seems auto hit.
  9. Just wondering if anyone had a handy formula for converting -to hit to +defense and vice versa, thanks!
  10. this is how I'd build it, I just fixed yours so it's still a bit sloppy but I still have one in the high 30s I may finish


    Villain Plan by Mids' Villain Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!
  11. If you do go with Earth Assault remember Seismic Smash IS a hold, combine that with your single target hold and domination/power boost and you can hold damn near anything..........
  12. Fire/ and Earth/ are both very good. I made a Mind/Energy and a Fire/Elec and I always wished I had made the Fire/ with /Energy instead. Earth doesn't benefit from domination as much as fire, but it is pretty damn solid. while they are choking and held or being knocked down you can finish them off with the good solid single target damage that /Energy Assault has. Either way I'd say it's a close tie between Fire Control, Earth Control and Electric Control as being the most powerful control sets. Fire will pure outdamage the others but has less useful secondary effects like Earth's -Def or Electric's end drain.
  13. Basically I'd love to see another very smashy port of Super Strength to Dominators as a secondary much like they did with Stone Melee calling it Earth Assault. It'll stun and do knockdown as well as being purely smashing damage.

    Super Strength Assault or...(i'm terrible with names)

    1._____-Ranged Minor Smashing Damage chance for knockdown (similar to hurl or stone spears)
    2.Jab-Minor Melee Smashing Damage chance for stun
    3.Hand Clap- KnockBack chance for Stun PbAoE
    4.Haymaker- High Melee Damage chance for Knockdown
    5.Rage- +to hit +damage 60%
    6.Hurl- Ranged smashing -Fly
    7.Knockout Blow - Extreme Damage Mag 3 Hold
    8._____ - Targeted AoE that Stuns
    9.Foot Stomp- Moderate Smash Damage PbAoE knockdown

    Any feedback is welcome.
  14. We're getting mighty nit picky here, Shield Defense is pretty terrible without set bonuses as far as numbers go..and this is a RESISTANCE not DEFENSE based set with a PbAoE +regen/+recovery power. How many people actually play Shield Defense without using set bonuses to sure up their set AND tough and weave. Remember how they had to change the other Resistance based set and give it a heal, Electric Armor. I don't really see this being a problem with it outlined the way it is. A few number and AT modifier adjustments would make this work.

    If the Tier 9 in the armor is such a terrible design what would you suppose? More Unstoppable or a Clone of Power Surge, that's just boring to me to do the same thing over and over again. The player isn't only impervious to damage they can't affect anything, it's not just an invincilbility mode.

    I'm not a game designer just a fan of the game looking for new ideas other than what we currently have. Appreciate the feedback, though
  15. Quote:
    Originally Posted by OneWhoBinds View Post
    Okay, while I dislike the idea of a melee Psy set ("I can melt your brain with the power of my mind! I... just need to get within 5 feet to do so....") I'll take a stab at this.

    The main issue here is that your sacrificing a power attack in your single-target attack chain, for either a short-range AoE, or a non-damaging PBAoE of dubious value. (-Perception does nothing if you already have the enemies agro, as once that happens, they ignore perception. And -to hit isn't likely to be significant on its own, but there's nothing else in the set to stack it with.)

    The second issue I see is the lack of alternate damage types. With the roadblock like robots and Carnies in the way of psychic damage, this set should have no more than 2 or 3 pure psychic damage attacks. Everything else should have an alternative component. (Probably Smashing, but I could see arguments for Lethal or Fire, as well.) As it stands, you've only provided 3 such attacks (one of which doesn't make any sense), and I just don't think that will go over well.

    Here's a quick redesign...

    1. Mind Tap - minor single target damage (smash/psi) -recharge
    2. Mind Probe - moderate single target damage (psi) -recharge
    3. TK Burst - Melee cone; Moderate Smashing/Psi damage, with a good chance for a Knockup, -Recharge.
    4. Pyrokinesis - single target attack, high Psi/Fire damage, with a fire DoT chance rather than a -recharge.
    5. TK Smash - Short range cone (or targeted AoE), Moderate Psi/Smashing damage, Knockdown, -Recharge
    6. Taunt
    7. Mind Spike - Single target, Superior Psi/Lethal damage, and -Recharge
    8. Psychic Vortex - "Soul Drain" type power; The more targets it, the stronger the +Damage, +To Hit boost; Instead of doing damage, Vortex applies a -recharge, -damage, -to hit debuff on the targets. (Maybe a low magnitude stun as well/instead?)
    9.Psychic Roar-PbAoE high Psi damage, with a long (cooldown), Mag 3 stun and -Recharge.

    ...looking at it on paper, it's probably a bit overpowered, now. Hmmm... someone with better numbers knowledge would have to go over it, I think.



    Okay, I have to ask what your plan is with Psi Armor? Right now, it looks like a resist based set, that has a lot of holes in it. As it stands, no one is going to go for a defense set that does not provide Hold protection. (Remember, Acrobatics is the only other source in the game for reliable hold protection, and it only provides 2 points.) And, once again, -Perception does nothing once you have the enemies' agro!

    Okay, as I see it, Psychic armor should provide absolute superior protection from Psychic attacks, high smashing/lethal protection, and moderate protection to Fire/Cold/Energy/Negative Energy. Leaving mez protection has to at least contain Stun, Sleep, and holds; Fear, Confuse, and Placate would be appropriate. If you want to leave a Knockback and/or immobilize hole... well, I'm not sure how well that will go over these days, but sure.

    I like Drain Psyche, but I'd throw in a Dull Pain clone. And I have no idea what your God Mode is supposed to be...

    I also don't really care much for Click Mez protection. I did like the concept of spreading it out among toggles, though...

    Let's See...

    1. Mind Over Body - Smash/Lethal/Psi Resistance; Stun, Sleep protection toggle
    2. Psi Shards - PbAoE psionic damage toggle
    3. Biofeedback - Dull Pain clone
    4. Neurofeedback - Smash/Lethal/Psi Resist Auto; Fear Protection
    5. Indomitable Will - Fire/Cold/Energy/N. Energy/Psi Resistance, Hold, Knockback and Confuse protection Toggle.
    6. Drain Psyche - PBAoE click, increases the character's Regeneration and recovery rate per target hit, while each target has a -Regen, -Recovery debuff placed.
    7. Precognition - +Recharge + Run Speed AUTO
    8. Psychic Shield - Large Psychic Defense, minor defense to all other types, Immobilize, and Placate protection toggle
    9. Mental Juggernaut - Basic resistance-based God Mode, The crash will drain away most of the character's Health and Endurance, drop all toggles, and inflict an 8-10 second stun.

    If I could figure out how to make this a more balanced hybrid resistance and defense based set, I would, but I'm not that good. My thoughts here are that a slotted Psychic Armor Brute/Scrapper should have at least 70% Psychic resistance in the end, with maybe 35% Smashing/Lethal, Fire/Cold/Energy/N. Energy will all be in the 20s. They should also have about 20% Psychic defense, with they other damage types being around 5%. Toxic will be an obvious hole, but the overall numbers for a lot of damage types is low.

    Still, I wouldn't want to take this set PvE. There just aren't that many psychic dealing enemies to warrant a set designed around protection from psychic damage...
    My thoughts weren't a set that is designed to be a psychic handling juggernaut, there isnt' that much around for it to be a concern, but there are many other Exotic power sets that give ridiculous amounts of resistance to say Fire or Energy in fiery aura or Electric Armor. My numbers aren't set I just am looking for general guidelines.

    My only problem with including a Dull Pain type power would be there would be a huge heal/+hit point buff AND the +Regen/+Recovery you'd get from Drain Psyche, that seems over powered.

    Just like with almost EVERY melee'er I've made or seen you would sure up your Smash/Lethal Resistance with Tough and most likely take Weave for immobilize protection which my mez protection lacks.

    My "god-mode" as you put it would make you intangible as it's activated and as it crashes, effectively making you worthless when it crashes and potentially saving you when it is activated, just trying to shake things up a bit, maybe it should have a +Hit Point that goes along with the +Defense buff as the rest of the set is Resistance based.
  16. Quote:
    Originally Posted by Leo_G View Post
    It's because you've got only 3 single target attacks, one of them being minor damage. Looking at the rest of the set which has a Soul Drain-esque power, a cone and 2 AoE attacks along with an AoE debuff, you're going to be hard-pressed defeating a single tough foe with just 2 good chainable attacks. That or you'll run yourself dry spamming AoEs on 1-2 targets.

    You're not selling me the armor either, as it seems very similar to Willpower (it's a mix of resist, defense and regen, even with the same mez shield) not to mention you're putting a PBAoE -ToHit power in both sets which seems quite redundant.

    For Psi Armor, we really already have a means to make it: Willpower is an easy sell for psi defense, SR can be precongnition and Energy Aura can be telekinetic repulsion.

    That isn't to say a new armor with psionics in mind would never work, but you gotta make it pretty unique in how it plays to make it a worthwhile project, IMO.

    I still dream of a set with mostly passive powers like my old psychic armor suggestion. Among other differences, it'd provide some interesting build options.
    I think you should remember that Willpower took it's Mind Over Body power from a Psychic Mastery set in the first place. The devs cobbled together a set that borrowed from Regen and Psychic Mastery among other things. Let's just say Energy Aura was a mistake from the get-go.
  17. Quote:
    Originally Posted by Mega_Jamie View Post
    your armour set also has both a knockback hole, easily covered. But a Hold hole not so easily patched.

    is it an oversight, or an intentional hole? I could see it being both of those.
    I thought of that and I thought the armor should be able to avoid (with it's mez protection) most NON PHYSICAL mez effects. Stuns/Disorients and Knockbacks and Immobilizes can be considered physical while Sleep,Confuse, Fear etc are all non Physical type mez types.

    I put in place some Auto Resistance powers that could be place holders for knockback IOs or +Defense IOs or you could just go with Leaping for Hold and Knockback Protection.
  18. Quote:
    Originally Posted by Wavicle View Post
    Try to take out bosses with just your first three attacks at lvl 50. Have fun whittling away.

    Also, we get new powersets all the time. We just got 4 new sets.
    What was the last new powerset we got before these last 4? Shield defense and Pain Domination was 2 years ago back in Issue 13.

    Anyway back to this proposed set

    Take a look at Electric Melee, it has 3 single target attacks none of those are more than moderate damage.

    Electric Melee
    tier 1 Charged Brawl - Minor Damage
    tier 2 Havoc Punch - Moderate Damage
    Chain Induction - Moderate Damage with a chance to jump to other targets

    Does that powerset just whittle away at bosses? It has other AoE heavy hitters and I actually have fun playing Electric Melee.

    Spines is another good example: it really only has a few "single target" attacks as well...the rest are cones.

    Barb Swipe and Lunch- Single target minor and moderate damage, again. Ripper and Throw Spines are both cones, again one is melee and one is ranged, something I've included or at least attempted to include

    I've never heard people say, man I really like Spines and Electric melee but those darn bosses really hold me back.
  19. Quote:
    Originally Posted by Wavicle View Post
    It's ok.

    I'd say remove Psychic Wail and replace it with a high end single target attack.
    Really? More single target damage, there are 3 attacks I just still have a bad kinetic melee taste in my mouth.
    I'm looking for soft control/mitigation in -recharge and knock up but ehh this'll never be made, we'll be lucky to EVER see new powersets in this game until the servers shut down if you ask me.

    If anyone else has any input it'd be much appreciated.
  20. I'm not concerned with that old (-recharge is bad for fury argument there are other powersets that are counterproductive to that end so let's leave that out of this)



    REFINED a bit from suggestions 12-11-10 3:30pm EST

    Psi Melee

    1. Mind Tap -minor single target damage (smash/psi) -recharge
    2. Mind Probe-moderate single target damage (smash/psi) chance for stun -recharge
    3. Brain Wreck -high single target damage (Psi) mag 2 or 3 stun
    4. Psi Absorption- "Soul Drain" type power to buff Only your Psi Damage
    5. Psionic Microburst-Cone power that would be applied like Jacob's Ladder but would Knock UP with moderate smashing damage (Psi dmg) a microburst is a small confined tornado
    6. Taunt
    7.Blinding Thoughts- a PbAoE Debuff of either -to hit or -perception
    8. Psy Tornado-High Damage short ranged targeted AoE power similar to Psi tornado with knockup (Psi/Smash)
    9.Psychic Shockwave-PbAoE high chance for mag 2 Stun (PSI DMG)

    Psi Armor-an emphasis on protection from non physical mez effects such as Fear/Confuse

    1. Mind Over Body - Smash/Lethal/Psi ResistanceTOGGLE
    2. Psi Shards - PbAoE psionic damage TOGGLE
    3. Elemental Fortitude- Fire/Cold and lesser Energy/Neg Energy resistance TOGGLE
    4. Indomitable Will- click mez protection Stun/Sleep/Confuse/Fear/Placate CLICK
    5. Drain Psyche - +Regen/+Recovery adjusted for AT modifiers, of course
    6. Clairvoyance- Auto +Perception +Psi Resistance (like 5% base depending on AT) {again probably a mule for an IO here)
    7. Precognition - +Recharge + Run Speed AUTO
    8. Visualization - Click +to hit +Perception TO Team (PBAoE) CLICK
    9. Out of Body Experience- CLICK 30% Defense to all +50% recharge, when activated and when crashing there will be a period of intangibility occuring of approx 3-5 secs as you're leaving and re-entering the body.



    The way the mez protection is built you'd have to go elsewhere for Knockback, Hold and Immobilize protection. I know Psi damage isn't that prevalent, but there are many other sets that have alot of one type of resistance that isn't all over the place.

    Any thoughts on this are much appreciated, not that this'll ever happen but it COULD be pieced together like the did with electric control and electric assualt.
  21. Quote:
    Originally Posted by Jade_Dragon View Post
    Psi Armor = Willpower
    As I originally proposed in this thread Psi Armor is entirely Resistance based with the exception of the Out of Body Experience tier 9 power (which has some different dynamics with the intangibility element) the tier 9 would be the ONLY defensive power something more like this: (taking some ideas/names from Nalrok:

    I wouldn't want the set to be a new kinetic melee with all the single target BS but a mix of AoEs, PBAoEs and a Cone with the first few attacks single target. I DO want the set to be able to do some debuffing in the realm of perception and/or to hit along with ***some -recharge.

    HOW ABOUT THIS REVISION:

    Psi Melee

    1. Mind Tap -minor single target damage (smash/psi) -recharge
    2. Mind Probe-moderate single target damage (smash/psi) chance for stun -recharge
    3. Brain Wreck -high single target damage (Psi) mag 2 or 3 stun
    4. Psi Absorption- "Soul Drain" type power to buff Only your Psi Damage
    5. Psionic Microburst-Cone power that would be applied like Jacob's Ladder but would Knock UP with moderate smashing damage (Psi dmg) a microburst is a small confined tornado
    6. Taunt
    7.Blinding Thoughts- a PbAoE Debuff of either -to hit or -perception
    8. Psy Tornado-High Damage short ranged targeted AoE power similar to Psi tornado with knockup (Psi/Smash)
    9.Psychic Wail-PbAoE mini nuke in the vein of the VEATS that get it, no crash just high to superior damage long (cooldown) (PSI DMG)

    Psi Armor-an emphasis on protection from non physical mez effects such as Fear/Confuse

    1. Mind Over Body - Smash/Lethal/Psi ResistanceTOGGLE
    2. Psi Shards - PbAoE psionic damage TOGGLE
    3. Elemental Fortitude- Fire/Cold and lesser Energy/Neg Energy resistance TOGGLE
    4. Indomitable Will- click mez protection Stun/Sleep/Confuse/Fear/Placate CLICK
    5. Drain Psyche - the same from the other sets
    6. Clairvoyance- Auto +Perception +Psi Resistance (like 5% base depending on AT) CLICK
    7. Precognition - +Recharge + Run Speed AUTO
    8. Visualization - Click -to hit -Perception TO ENEMY (PBAoE debuff) CLICK
    9. Out of Body Experience- CLICK 30% Defense to all +50% recharge, when activated and when crashing there will be a period of intangibility occuring of approx 3-5 secs as you're leaving and re-entering the body.
  22. Ok so a few people poked their heads in here and looked but no posts so here is what I whipped together for a first try on these two sets as unlikely they'll make them.

    I'm really really not concerned with that old (-recharge is bad for fury argument there are other powersets that are counterproductive to that end so let's leave that out of this)


    HOW ABOUT THIS REVISION:
    REVISED 12-10-10 7pm EST
    Psi Melee

    1. Mind Tap -minor single target damage (smash/psi) -recharge
    2. Mind Probe-moderate single target damage (smash/psi) chance for stun -recharge
    3. Brain Wreck -high single target damage (Psi) mag 2 or 3 stun
    4. Psi Absorption- "Soul Drain" type power to buff Only your Psi Damage
    5. Psionic Microburst-Cone power that would be applied like Jacob's Ladder but would Knock UP with moderate smashing damage (Psi dmg) a microburst is a small confined tornado
    6. Taunt
    7.Blinding Thoughts- a PbAoE Debuff of either -to hit or -perception
    8. Psy Tornado-High Damage short ranged targeted AoE power similar to Psi tornado with knockup (Psi/Smash)
    9.Psychic Wail-PbAoE mini nuke in the vein of the VEATS that get it, no crash just high to superior damage long (cooldown) (PSI DMG)

    Psi Armor-an emphasis on protection from non physical mez effects such as Fear/Confuse

    1. Mind Over Body - Smash/Lethal/Psi ResistanceTOGGLE
    2. Psi Shards - PbAoE psionic damage TOGGLE
    3. Elemental Fortitude- Fire/Cold and lesser Energy/Neg Energy resistance TOGGLE
    4. Indomitable Will- click mez protection Stun/Sleep/Confuse/Fear/Placate CLICK
    5. Drain Psyche - the same from the other sets
    6. Clairvoyance- Auto +Perception +Psi Resistance (like 5% base depending on AT) CLICK {again probably a mule for an IO here)
    7. Precognition - +Recharge + Run Speed AUTO
    8. Visualization - Click -to hit -Perception TO ENEMY (PBAoE debuff) CLICK
    9. Out of Body Experience- CLICK 30% Defense to all +50% recharge, when activated and when crashing there will be a period of intangibility occuring of approx 3-5 secs as you're leaving and re-entering the body.

    The way the mez protection is built you'd have to go elsewhere for KB and Immobilize protection among others..




    This is really All I've got at the moment, if there are other threads I can't find them the search feature lets me down every time.Thanks for taking a look and any comments are welcome.
  23. Just wondering if someone knows a thread where this has been discussed? I have been fleshing out some ideas for the hell of it for a Psi melee and Psi Armor based set. There are some elements of the epics and some knockup and such. If anyone has seen anything let me know if not, just reply and I'll show you what I've got so far as a work in progress.

    Thanks
  24. I actually built a couple willpower stalkers and with the right bonuses, you can make them pretty stout. Good resists and defense numbers. I built mine to be softcapped to smash/lethal and they have good regen numbers and a click heal, it's nice stuff. With a Cardiac Slotted for end reduction and extra resistance I imagine they'd be pretty nice.
  25. You're in a dominator thread. Power boost recharges twice as fast.