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  1. Agility for me, 227% self buffed (pre destiny) recharge gives me 4s of leeway on PA. 23s and 19s on AM and hasten respectively. 5.13 end/s in game (mids says 4.66) is plenty to toggle, anchor, and wail away.

    The spiffy thing about agility is it allowed me to get to the s/l softcap to boot. The toon went from silly to flat out bezoobies.

    Edit:

    Forgot to factor in SI's suppression. I had picked up the support hybrid anyhow. I am, in fact, just a tick shy of soft capped with my base slotting though.
  2. prev1

    Water/Dark

    Agreed, that's a slick build. I think I'll be dropping petrifying gaze (meh ST hold) in favor of vengeance to keep the 7.5% recharge. Plucking those slots out to put the purple stun set in Howling Twilight. Other than that I'll be hijacking this action in game!
  3. Randomly, this is the 2 doms that I have at 50. I agree with everything posted for the pro dark post, but would like to point out a couple of things on the pro earth side of things for the sake of argument.

    Earth has a damage aura. The damage isn't spectacular by itself, but it does add up over time. It's contribution should not be ignored, especially if you're packing sleet. Both effects in seismic smash (hold) and fissure (disorient) are effected by domination. The bulk of /dark's secondary effects are not (midnight grasp being the exception, and only an immob). Fissure is mostly just a "Huh, spiffy" bonus. Seismic, on the other hand, can make a significant difference when stacking holds, particularly coupled with the bonus duration from power boost and/or a single hold IO. It's also nice to be able to slap down 2 bosses near instantly.

    I will concede that tremor uses the god awful total focus animation, and fissure is only a 10' TAoE (boo!). But with sleet/ice storm/creepers opening earth does not feel starved for AoE in any sense.
  4. Everything Val said. It bears reiterating though:

    The Theft of Essence proc.

    Seriously, with a bit of luck, and lots of targets it can be an effective gain in endurance. My /DA is claws, so I cheated a bit with lower base costs. It does get better though, invest in a Miracle, Numina, and ToE proc as base levels and you'll be much happier.

    End/Res doubles and attack triples/quads are a great option for levelling as well.

    If you are serious about taking a stab at /DA I'd be glad to lend a hand. It's still* underrated in game. Great set.
  5. Actually didn't really look into it. Saw a thread that said they out perform purples and rolled with it. It is worth noting that there is a precedent in game though for 10%>10%:

    LoTG 7.5% is </= 7.5% set (Bas. Gaze/Moc. Berat)

    I admit the error in judgement. Gonna suck it up and pull a purple to slot a 6.25% recharge set in it. Thought it was worth noting though, and I'm a bit bummed that I'm taking a 1.5% recharge loss from the uncatalyzed version of the set.
  6. Just a heads up (and marginal pouting on my part). Catalyzed an ATIO set today, and it gives 10% non-unique recharge bonus. If you're already packing 5 purples, you'll lose out.

    To make it extra super, they're account bound now. Should have done a bit more research. Live and learn i suppose, I was under the impression the bonus was "better than purple".
  7. Curious about this subject as well. My fire/time is up to 33. I went a bit different direction than some of the builds posted. I hit the s/l softcap instead of range, and have near perma chrono shift, at the expense of the nuke. My personal playstyle hasn't found much use for crashing nukes.

    Looking for any input on the build. My first legit attempt at a corrupter. I've found endurance to be prohibitive to this point in levelling. Proper slotting will alleviate some of that, but increasing +recharge will dampen it. I'm assuming I'll be looking at (yet) another cardiac alpha.

    Also, does anyone know if the Ribosome +Resist boosts Slowed Response's resistance debuff?

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fire Blast -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg(43), Decim-Dmg/Rchg(45), Dev'n-Acc/Dmg(50)
    Level 1: Time Crawl -- TmpRdns-Acc/Dmg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(46), TmpRdns-Acc/Slow(46), TmpRdns-Acc/EndRdx(48), TmpRdns-Rng/Slow(48)
    Level 2: Temporal Mending -- Dct'dW-Rchg(A), Dct'dW-Heal(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal/EndRdx(40), Dct'dW-EndRdx/Rchg(40)
    Level 4: Time's Juncture -- DarkWD-Slow%(A), DarkWD-ToHitDeb/EndRdx(34), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/Rchg(37)
    Level 6: Rain of Fire -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(7), Posi-Dmg/Rchg(15), Posi-Dmg/EndRdx(15), Det'tn-Acc/Dmg/EndRdx(50)
    Level 8: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(9), Ragnrk-Acc/Rchg(9), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Dmg/Rchg(11)
    Level 10: Temporal Selection -- Dct'dW-Rchg(A), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal/EndRdx(45), Dct'dW-EndRdx/Rchg(46)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Clrty-Stlth(A)
    Level 16: Distortion Field -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(17), BasGaze-Acc/Hold(17), BasGaze-Acc/Rchg(19)
    Level 18: Blaze -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(19), Apoc-Acc/Rchg(33), Apoc-Acc/Dmg/Rchg(33), Apoc-Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(50)
    Level 20: Time Stop -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(21), UbrkCons-Acc/Rchg(21), UbrkCons-Acc/Hold/Rchg(23), UbrkCons-Hold/Rchg(23)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(31)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/Rchg(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31)
    Level 32: Assault -- EndRdx-I(A), EndRdx-I(33)
    Level 35: Slowed Response -- AnWeak-Acc/Rchg(A), AnWeak-Acc/DefDeb(36), HO:Ribo(36), HO:Ribo(36)
    Level 38: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
    Level 41: Chrono Shift -- Dct'dW-Rchg(A), Dct'dW-Heal(42), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-EndRdx/Rchg(42), Dct'dW-Heal/EndRdx(43)
    Level 44: Vengeance -- RedFtn-Def/Rchg(A)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48)
    Level 49: Aim -- RechRdx-I(A)
    Level 50: Cardiac Core Paragon
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(5)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  8. I'd be glad to post a build response, but what are you looking to do with the toon?

    What kind of budget are you looking at?

    A couple things off the top though:

    4 slotted health is too much. Lose the 2nd numi and miracle. Keep the procs, the regen bonus isn't worth it on /fa. Healing Flames will be your bread and butter.

    Char is only 2 slotted, and has not 1% of accuracy in it. If it's a placeholder, just drop an acc/recharge in it. You'll probably forget you have it. If it's something you want, slot it up a bit more.

    Melt armor isn't worth 5 slotting IMO. YMMV, but it's still got a 82s recharge with 5 slots dedicated to it.

    Fireball only has 1 slot. FB is the reason to go Pyre, it's tasty with Fiery Embrace, and is a hella AOE.

    6 slotting Gaussian in follow up yields 0% accuracy, it is used like an attack. Slot it as an attack.

    Kick should not be 4 slotted, unless you're slotting for s/l defense and using KC's.

    Well, here's a quick once over build to see what I'm talking about:

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  9. Yeah, 1 target would put you at 5.24/s. It's not the cap, but hella high. I just always have a lazy mans attitude about endo I suppose. I don't like to baby sit it. I also like the +range as well in cardiac, especially for seeds. Not well enough to take it if I'm set for endo, but it's worth mentioning.

    Edit: Just saw the "no incarnates" part of the post. I guess you can take that point out in either direction :P
  10. Similar build to yours here. The pet loses out a bit, I snatched the proc out of her. I also flipped your posi for the immob. purple for recharge. I did get to the s/l softcap, and 181% recharge. The recharge dif is negligable, but i was able to squeeze a wee bit of end. reduction into weave. Some, or any, of that might be a deal breaker for you. Your call really.

    Since you're at perma hasten, and have 19s of leeway on dom, I would recommend cardiac alpha slotting. You'll likely be sucking wind in short time with spiritual.

    You also didn't have a -kb enhancement, I neutered tough and squeezed one in. I assumed you wanted to keep the -slow in fly. This will be significantly more spendy, but it looks like a solid build. I run plant/earth with a fairly similar setup, just more purpley. I took subdue instead of spore burst and dropped an Apoc in it, and also went w/SS and took CJ for slot muling. SS also has the benefit of capped stealth with slotting >shrug<.

    Someone else with a clone toon might be able to give a better critique.

    Villain Plan by Mids' Villain Designer 1.952
    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: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Strangler
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (3) Basilisk's Gaze - Accuracy/Recharge
    • (3) Basilisk's Gaze - Recharge/Hold
    • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 1: Psionic Dart
    • (A) Empty
    Level 2: Roots
    • (A) Gravitational Anchor - Chance for Hold
    • (5) Gravitational Anchor - Immobilize/Endurance
    • (7) Gravitational Anchor - Accuracy/Recharge
    • (7) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (9) Gravitational Anchor - Immobilize/Recharge
    Level 4: Mind Probe
    • (A) Kinetic Combat - Accuracy/Damage
    • (15) Kinetic Combat - Damage/Endurance
    • (15) Kinetic Combat - Damage/Recharge
    • (17) Kinetic Combat - Damage/Endurance/Recharge
    Level 6: Spore Burst
    • (A) Fortunata Hypnosis - Sleep
    • (11) Fortunata Hypnosis - Sleep/Recharge
    • (11) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (13) Fortunata Hypnosis - Accuracy/Recharge
    • (13) Fortunata Hypnosis - Sleep/Endurance
    Level 8: Seeds of Confusion
    • (A) Coercive Persuasion - Confused
    • (17) Coercive Persuasion - Confused/Recharge
    • (19) Coercive Persuasion - Accuracy/Confused/Recharge
    • (19) Coercive Persuasion - Accuracy/Recharge
    • (21) Coercive Persuasion - Confused/Endurance
    Level 10: Hasten
    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    • (23) Recharge Reduction IO
    Level 12: Fly
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 14: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 16: Psychic Scream
    • (A) Positron's Blast - Accuracy/Damage
    • (23) Positron's Blast - Damage/Endurance
    • (25) Positron's Blast - Damage/Range
    • (25) Positron's Blast - Accuracy/Damage/Endurance
    • (27) Positron's Blast - Chance of Damage(Energy)
    Level 18: Vines
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (27) Basilisk's Gaze - Accuracy/Recharge
    • (29) Basilisk's Gaze - Recharge/Hold
    • (29) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 20: Drain Psyche
    • (A) Accuracy IO
    • (31) Doctored Wounds - Recharge
    • (31) Doctored Wounds - Heal
    • (33) Doctored Wounds - Heal/Recharge
    • (33) Doctored Wounds - Heal/Endurance/Recharge
    • (33) Doctored Wounds - Endurance/Recharge
    Level 22: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (31) Kinetic Combat - Knockdown Bonus
    • (40) Kinetic Combat - Damage/Endurance
    • (43) Kinetic Combat - Damage/Recharge
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (34) Steadfast Protection - Knockback Protection
    • (34) Titanium Coating - Resistance/Endurance
    Level 26: Carrion Creepers
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (36) Impeded Swiftness - Chance of Damage(Smashing)
    • (36) Trap of the Hunter - Chance of Damage(Lethal)
    • (37) Air Burst - Damage/Recharge
    • (37) Positron's Blast - Damage/Recharge
    • (37) Detonation - Damage/Recharge
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Luck of the Gambler - Defense/Endurance
    Level 30: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Red Fortune - Defense
    Level 32: Fly Trap
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (42) Expedient Reinforcement - Accuracy/Damage
    • (42) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (42) Expedient Reinforcement - Damage/Endurance
    Level 35: Sleet
    • (A) Achilles' Heel - Chance for Res Debuff
    • (39) Recharge Reduction IO
    • (39) HamiO:Centriole Exposure
    • (45) HamiO:Membrane Exposure
    Level 38: Psychic Shockwave
    • (A) Obliteration - Damage
    • (46) Obliteration - Accuracy/Recharge
    • (46) Obliteration - Damage/Recharge
    • (46) Obliteration - Accuracy/Damage/Recharge
    • (48) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (48) Obliteration - Chance for Smashing Damage
    Level 41: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Luck of the Gambler - Defense/Endurance
    • (45) Luck of the Gambler - Defense
    • (50) Kismet - Accuracy +6%
    Level 44: Ice Storm
    • (A) Positron's Blast - Accuracy/Damage
    • (45) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Positron's Blast - Chance of Damage(Energy)
    Level 47: Hoarfrost
    • (A) Recharge Reduction IO
    Level 49: Afterburner
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (9) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (39) Performance Shifter - EndMod
    Level 1: Brawl
    • (A) Kinetic Combat - Accuracy/Damage
    • (34) Kinetic Combat - Knockdown Bonus
    • (36) Kinetic Combat - Damage/Endurance
    • (43) Kinetic Combat - Damage/Recharge
    Level 1: Domination
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run



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  11. A friend of mine asked me to take a peek at an SS/EA brute for him. I cooked a build up, but I'm not entirely sure it's optimal. My experience with typed defense is mostly limited to capping s/l on sets like invuln. He did NOT want rage, as he has a tough time managing the crashes, and the potential -def.

    I left the slots in CP blank in anticipation of the Energize change. I also told him that low level exemping would be a bit of a pain w/punch + boxing being most of his attack chain. Anyhow, looking for some input on the build.

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    I did manage to softcap s/l/e/n/f/c, which was the primary goal. 58% recharge is a tad low by my taste, but I was thinking EA could easily run a spiritual alpha. Cycling CP and Energize should solve any endo issues.

    Thanks guys! I'm always impressed with the build magic on the forums.
  12. What about something like this?

    This is the build I'm looking at atm. Solid AoE damage, lacking ST >shrug<. The last 2 pets are a tick short of perma, but that's okay. Capped to range and S/L to boot.

    Villain Plan by Mids' Villain Designer 1.942
    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: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Channelgun -- Thundr-Dmg/EndRdx/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(3), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Dmg/EndRdx:50(5), Thundr-Acc/Dmg:50(7)
    Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(7)
    Level 2: Combat Training: Defensive -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(9), Ksmt-ToHit+:30(9)
    Level 4: Crab Spider Armor Upgrade -- S'fstPrt-ResKB:30(A)
    Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(15)
    Level 8: Suppression -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(17), Ragnrk-Acc/Rchg:50(17), Ragnrk-Acc/Dmg/Rchg:50(19), Ragnrk-Dmg/Rchg:50(19)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def/EndRdx/Rchg:50(23)
    Level 12: Venom Grenade -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/Rng:50(25), Posi-Dmg/Rchg:50(25), Posi-Dmg/EndRdx:50(27), Posi-Acc/Dmg:50(27)
    Level 14: Super Speed -- Clrty-Stlth:50(A)
    Level 16: Tactical Training: Assault -- EndRdx-I:50(A)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Knock%:35(29), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(50)
    Level 20: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(31), RctvArm-EndRdx:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33)
    Level 22: Mental Training -- Run-I:50(A)
    Level 24: Fortification -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33), RctvArm-ResDam/EndRdx:40(34)
    Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def/EndRdx/Rchg:50(34), LkGmblr-Def:50(36)
    Level 28: Serum -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(36), Dct'dW-Heal/EndRdx/Rchg:50(36), Dct'dW-Heal/Rchg:50(37), Dct'dW-Heal/EndRdx:50(37)
    Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(37)
    Level 32: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(39)
    Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(39), ExRmnt-Acc/Dmg/Rchg:50(40), ExRmnt-Dmg/EndRdx:50(40)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Dmg/Rchg:50(A), ExRmnt-Acc/Rchg:50(42), ExRmnt-Acc/Dmg:50(42), ExRmnt-EndRdx/Dmg/Rchg:50(42), C'Arms-Acc/Dmg/Rchg:30(43)
    Level 41: School of Sharks -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/Rng:50(43), Posi-Dmg/Rchg:50(43), Posi-Dmg/EndRdx:50(45), Posi-Acc/Dmg:50(45)
    Level 44: Bile Spray -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/Rng:50(45), Posi-Dmg/Rchg:50(46), Posi-Dmg/EndRdx:50(46), Posi-Acc/Dmg:50(46)
    Level 47: Summon Guardian -- S'bndAl-Dmg/Rchg:50(A), S'bndAl-Acc/Dmg/Rchg:50(48), S'bndAl-Acc/Rchg:50(48), S'bndAl-Dmg:50(48), C'Arms-+Def(Pets):30(50)
    Level 49: Tactical Training: Leadership -- GSFC-ToHit/EndRdx:50(A), GSFC-ToHit/Rchg/EndRdx:50(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(21), KntkC'bat-Dmg/Rchg:35(29), KntkC'bat-Knock%:35(40)
    Level 1: Conditioning
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(11)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(11), P'Shift-EndMod/Acc:50(13), P'Shift-EndMod/Rchg:50(13)
    ------------



    Code:
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  13. This is my current live build for my claws/dark, thanks to Dechs for help getting me over the s/l softcap:

    Villain Plan by Mids' Villain Designer 1.941
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kantankerous: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5)
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-EndRdx(7), RctvArm-ResDam(9)
    Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13)
    Level 4: Murky Cloud -- RctvArm-EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 6: Spin -- Oblit-Acc/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Dmg(21), Oblit-%Dam(21)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(23)
    Level 10: Obsidian Shield -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(23), EndRdx-I(25)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Death Shroud -- Erad-Acc/Dmg/Rchg(A), M'Strk-Acc/Dmg(27), M'Strk-Acc/Dmg/EndRdx(27), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Dmg/EndRdx(29)
    Level 18: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-+End%(31), Theft-Acc/EndRdx/Rchg(31), Nictus-Acc/EndRdx/Heal/HP/Regen(31), Nictus-Acc/EndRdx/Rchg(33)
    Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(33)
    Level 22: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(34), Mocking-Taunt/Rng(34), Mocking-Rchg(34)
    Level 24: Focus -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg(37)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Knock%(37), KntkC'bat-Dmg/Rchg(39)
    Level 28: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/EndRdx(40)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(42)
    Level 32: Cloak of Fear -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-ToHitDeb(42), SipInsght-Acc/ToHitDeb(43), SipInsght-Acc/Rchg(43)
    Level 35: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 38: Eviscerate -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Rchg(46), Oblit-%Dam(46), Oblit-Dmg(48), Oblit-Dmg/Rchg(48)
    Level 41: Superior Conditioning -- P'Shift-End%(A)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Soul Transfer -- RechRdx-I(A)
    Level 49: Recall Friend -- Range-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50)
    Level 1: Fury
    Level 4: Ninja Run

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    I can attest to the sturdiness of the toon. Exemping is something of a consideration, but not too terrible if you're willing to spring for minimum level procs in health, dark regen, and stamina. Give me a holler if you're on virtue and want to see the toon in action.
  14. prev1

    Ice/Ice Brutes?

    Quote:
    Originally Posted by JayboH View Post
    some of us were there and saw how you would have been wrong back then.
    But this old saw along with "MMs are the redside tanks" just continues to roll on. It *was* true, and now it's not. Been here since 2004 as well, and a number of things used to be true, and no longer are. Would it be justifiable to say:

    Hasten is perma with one slot, no need to add any.

    6 slotted stamina will solve your recovery problems.

    Slot all attacks with one accuracy, and 5 damage.

    Instant Healing is the best toggle in the game.

    An attack must HIT you to generate fury, pure resist sets are thus superior.

    Those were all true statements at one point in the game. Now, however, you don't see them cyclicly come up on the boards. The statement could be made true by simply saying "The slow made fury difficult, thus it was removed. As of now, it simply has not been ported."
  15. Math's are hard. If my opinion is just that, and baseless, I at least can be cozy sharing my opinion with the vast majority of active players. From this angle doing twice as much work to achieve the same goal is a poor option.

    >Edit<

    You can have the last word. But, did you imply that your MM does more damage than a fire/kin (containment controller) because you can farm carnies?
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    This is a wild accusation with no real evidence to back it up.

    What makes them lack mobility? Currently, the Sabotage stage of the Lambda trial is the most mobility requiring challenge in the game. With my MM, I am able to keep up with the team and my henchmen are contributing to team damage.

    You seem to be forgetting the leash which teleports henchmen to their summoner when the distance between becomes to large. I have used this, along with passive following (it seems to decrease henchmen threat generation) to keep my henchmen mobile and alive.
    Not a wild accusation. You can use go-to passive to hide your pets in a corner, or you can drag them along behind you. The TP doesn't kick in for quite a distance. Until it does, you have your army dragging the entire room behind you. Similar to "Tank stealth". Even if you and/or they don't die, the mobs WILL follow.

    And lambda is one example, Cysts? Sybils? Generals? Rescues? Glowies?




    Quote:
    Originally Posted by Dechs Kaison View Post
    Tankerminding is primarily used to keep aggro off of the henchmen. If another teammate has aggro controlled, why would you need to tankermind?

    Despite this, my MM still functions as a tank on the incarnate trials. I have pulled Nightstar to the courts. I soak Marauder's irresistible damage because, to a MM, it is resistible.
    My point was that you DON'T need a tankermind. That's 1 valid playstyle eliminated.




    Quote:
    Originally Posted by Dechs Kaison View Post
    Could you show me your math that proves controllers that can manage to contain their enemies can out damage a mastermind?
    Wanna race my fire/kin?

    Quote:
    Originally Posted by Dechs Kaison View Post
    Personal preference, not a valid argument. Good try, though.

    Valid argument: A mastermind has permanent, controllable henchmen which are superior to those of a Crab, while offering a larger variety of team buffs and/or debuffs.
    My point was a crab has an entire primary and secondary, not completely reliant on the pets. And they can summon just as many pets. And pour on more AoE damage. Controlled and aimed intelligently AoE damage at that.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Are you seriously going to imply that the SS/Fire provides more team buffs than a Mastermind?

    No one said MMs farm better than SS/Fire brutes, much as you wouldn't say the SS/Fire buffs a team better than the MM. They do different things.

    The fact that the Mastermind can farm comparatively as fast in addition to being able to buff an entire team is more than counterpoint to your lack of argument here.
    Nope, wouldn't dare. I will dare to say that CoH has too many masters of multiple trades to leave much room for a Jack of all, master of not one single one. You seem to be replying to what you consider anecdotal or opinionated evidence in kind.

    I honestly keep hoping that they do look at MM's. The backslapping on the boards doesn't change the fact that they are under represented in level 50 content.
  17. I guess this post might sound a bit incendiary, but oh well.

    MM's are not as great as you've read. I said it. They are great levelling characters, they make ok/middling budget farmers.

    They are, at best, mediocre team additions. At worst, they are a flat out liability. This is less of a concern while levelling in mission teams; teams tend to kill everything in sight. Then the game switches gears at 50 (really in all TFs even prior to 50). Mobility becomes a primary concern. MM's are completely lacking in any functional mobility. That limits them to their secondary, but all of those secondaries are shared by ATs that do NOT have the same crippling mechanics in thier primaries.

    Pet AI and draggro is well documented. Even with go-to commands sets like ninjas and zombies tend to gleefully stroll away while you're hammering your go-to command. By the way: what was the rest of the team doing while you were herding your allies? 9 times out of 10 they were killing, you were dinking around.

    But tankerminds! It's a cute trick as long as ***no other teammate is running a taunt aura***.

    But damage/support! Yeah, containing controllers.... for real.

    But buffs and pets for real! MMMMhMMMM trade you for a crab.

    But pets and debuffs! See above comment, replace crab with ill/rad.

    But I soloed XX YY. Yeap, so did everyone else. I feel like there is a screen of an SS/Fire brute that soloed the ITF >shrug< anyone seriously going to imply they farm better than an SS/Fire? Or could even peel aggro off of him?

    The AT needs looking at, point blank. IO's have minimal effect on MM primaries, which is a unique choke point for MM's. The Debuff options in the new incarnate slots are a solid start, especially coupled with the solo application of the buff options. But that's all it is, a start.
  18. /nerdrage 1

    2 MoLam runs this Sunday:

    First run, no acid used. Not enough damage output, so we ended up using a pacifier at 8% to complete. No badge awarded for open doors.

    Second run, smooth sailing. All doors open, no pacifiers used. Zero badges awarded. Petitioned w/entire league still in mission. We were assured by GM_Harris that the situation would be looked into and badges would be awarded retroactively ~Monday. Logged in today..... zero badges awarded.

    Thank you kindly for your support.

    /nerdrage 0
  19. prev1

    Apex + Traps =

    Pretty please, no more stand and tank add fest encounters. Variety is good. Adapt to the situation and learn the encounter.

    And to cop a term from another much loathed game - Don't stand in the friggin fire
  20. Lol! Whoops, slept on hot feet :P. Only secondary Damage aura, you could take both were you so inclined.

    Other than power boost though, what's the argument for lack of synergy w/Earth Assault? Not trying to be fecetious, I honestly don't see a lack. Plant has 1 cone which can be used while closing distance >shrug<. Doesn't seem like a deal breaker.

    To the OP: Likely no dom is the cruise control toon you're looking for. You will rely on a scad of powers to be effective. The effect can be massive if you play it right, that's the tradeoff.
  21. Quote:
    Originally Posted by Supernumiphone View Post
    As to Plant/Earth Dominators, the two sets don't synergize particularly well, but they don't work against each other either, so if that's the combo you want to roll I'd say go for it. Out of curiosity why is Plant/Thorns not up for consideration? It seems like the thematic pick.
    Plant/Earth is monsterous. Game over, no questions asked, no holds barred monsterous. It was my first dom to 50, and a total blast the entire way. I did* however trade her out for a plant/psy. I wanted to get rid of aid self, and drain psyche/hibernate/spirit tree offer enough to work with.

    The tradeoff for the cone attack in most dom sets is fissure, which has a smaller AoE than most. I well placed cone will always out target it. You have to weigh that against the fire and forget aspect of it. It also allows you to play in full time blapper mode, further encouraged by the presence of mud pots. Mud pots is also, notably, the only damage aura available to doms. You should also bear in mind that a good chunk of dom AoE damage is going to come from your PBAoE, melee range is not optional >shrug<.

    Build up vs. power boost the win goes to build up unfortunately. Supernumiphone is right here. Even modestly IO'd your controls will last MUCH longer than the mobs. It's another give and take. I find that I forget to use BU on click heavy builds (as any dom will be). Passive adds like mud pots word great for me.

    The one thing I would recommend, to anyone considering a set with the animation, is watch the animation for tremor. Now watch it again. One more time.... watch it. Imagine a universe where you are doing that every 5-10 seconds. It's a looong one. The rest of the animations are great though! Oh, did I mention the dominator +hold in seismic smash?

    Good gravy... I'm going to play my plant/earth.
  22. Noticed this today too ++Unfunny. I can haz my LOTG please?
  23. I'd vote brute. The higher HP than scrappers is nice for the pre stamina game, and fury is a solid damage mechanic throughout the game.
  24. Not sure what the rules are. If you want matching toons I would say:

    Fire/Dark Corrupters
    Rad/Dark Corrupters
    Fire/Rad Controllers
    2 Crabs (Villain epic archtype)

    Dark Miasma is a nice set, you only have one anchor to contend with as opposed to 2 with rad (3 if you're using lingering rad on a regular basis). Those anchors can seem to take forever to set up while you could be killing. Tar Pit & Rain of Fire is a nasty combo from just one corrupter, from 2... silliness. Personally, I think that scourge (corrupter passive ability) gives them an edge over defenders in a small team/duo setting.

    Fire/Rad controllers are a stand by for regular teaming. Accelerate metabolism is available early for +Recov and choking cloud gets better and better the more you pile on.

    For contrast sets, I would say:

    Anything/Anything Brute & Anything/Kin corrupter

    A brute is still the only AT that can eat a saturated fulcrum shift and ask for seconds, even with the adjustment to their damage cap.

    The toons you are playing now though (DP/Rad) are a solid option. The only problem I have with DP as a set is the redraw. I always feel stuck in modes while playing sets with redraw. I try and do all my supporting, and then all my attacking, as opposed to playing to the situation at hand. Sticking with those 2 is a good option as long as you enjoy the animations.

    I would also second the mids hero designer advice, it's priceless. http://www.cohplanner.com/

    Feel free to look me up in game if you like. I generally run on freedom, would be glad to answer any questions you might have. Forgot to add my global it @Krukut
  25. prev1

    R U Tanker?

    Quote:
    Originally Posted by Shred_Monkey View Post
    I rarely notice what ATs and powersets my teamates have. I just see people who can start fights, and people who can't. The little icon by their name doesn't always have much to do with that.
    Awesomely true, most teams just need a cattle prod. He who fears debt least is on point!