An open letter of thank you.


Amy_Amp

 

Posted

There's that, although I'd argue DS can stack immobs rather reliably with slotting - using mez HOs to boost both hold and immob.

Assuming ~+200% recharge (70 Hasten, 95 enhancements, ~50 set bonuses, not unreasonable IMHO), HT is up half of the time, which isn't so bad. It's certainly not perma like LR, but then LR can and will miss once every twenty attempts on average. DS also adds to the -regen ; granted, TG isn't much but every little bit helps.

I also feel the -regen isn't as important on corrs (and the -res is more important), because they have higher DPS and the option to pick pets. Now I know the consensus is PPP pets suck, but it's a great DPS and DPE boost in a static fight. Then again, you could certainly say AM +damage helps the pet as a point for Rad.

I'm not trying to defend Dark as a special gem that nobody discovered, but I'm wondering if Rad is really the superior choice for corruptors ; I can't help but think the difference in damage output wouldn't be so big as to make the choice between both the no brainer it is on defenders, considering Dark's much higher survivability. Of course, this is just my gut feeling and it'd be great to see your spreadsheet comparison.


 

Posted

Let's not think too much inside of the box that is inside of a box here, shall we?

This: "Rad will beat Dark when it comes to offensive prowess" right here is the key to the whole discussion

When you're playing one of your bigger cousin ATs, soloing a single AV is kiddie play. With these ATs, and with P-Forge's sense of challenge, he'll be wanting to move on to the big leagues and kill GMs and multiple AVs at the time (3-5, dev-made)

You say Dark has more survivability? that's nice, but you're not gonna kill a GM or multiple simultaneous AVs just by having slgihtly more survival than what's already needed. Rad can survive just fine and is far superior than Dark for the task at hand.

So back to my original point, go Sonic/Rad


 

Posted

Edit : I just realised which thread I was posting in. If anyone has read my reply already, my apologies.


 

Posted

This is why I love the scrapper boards over every other board on here, a lot of people here are numbers people, my kind of people. I am home


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Agreed. And also, to echo PF's original post, the prevailing spirit here is to help one another, or as Werner put it elsewhere, to play a modified game of king of the mountain where we try to see how many people we can fit at the top.

I always check this forum first, because although it has its foibles, the nasty attitudes and flame wars present elsewhere in the forums usually get checked at the door to this one. And that's a breath of fresh air for sure.

Also I'd like to echo PF's sentiments and say that I, too, am very grateful for the information I've been able to discover here. Good on all you lads and lasses, you've brought honor to yourselves and to CoX.


 

Posted

So power I think you should ask your Corrupter questions here instead of on their board.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

IMO, Dark's capabilities shine brightest on large teams against scads of lesser foes. Rad isn't incapable of shining in those situations, but I think Dark outdoes it there.

But PF seems likely to want to beat down hard targets solo. The combination of +Dam, +Rech, +Recovery and -Regen in Rad is practically tailor made for that.

EF is indeed weaker on a Corr than a Defender. However, IMO the single strongest tool /Rad brings to the hard-target-soloing table is -Regen, and the -Regen in powers like LR is consistent across ATs. DR debuffs are tremendously useful and clearly shouldn't be ignored, but they scaling your damage, and so are strongest when multiplying an already strong base DPS. When you're solo on a Corr, the effective DPS contribution of [edit] 500% -Regen, even with AV/GM resistances, greatly outweighs even the impressive -DR capabilities of Son/Rad. (When you're on a team with high base DPS it can swing the other way so that -DR gets the nod.) The higher the base HP (and thus HP regen rate) of the foe, the bigger this contribution is in effective DPS.

Because of this, the thing that really raises Rad head and shoulders above Dark for hard target soloing is that you can get Lingering Radiation to be permanent and even stack. Having LR with 1/2 the base recharge time of Howling Twilight means that, under high global recharge conditions, Rad can swamp the smaller extra -Regen that Dark has in its other powers (TG and DS's TG). "Out of the box," Dark has a slight advantage under reasonably ideal conditions, but with more Recharge, Rad pulls ahead rapidly.

Of course it's best if you can stack -DR, +Rech and +Damage on top of -Regen, and Rad can do all three. Dark, for all that I love it, just doesn't have that ability to focus fire.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

I agree with everything Uber said; well, aside from the Lingering Radiation is -1000% regen bit (it's actually -500%).


 

Posted

[ QUOTE ]
So power I think you should ask your Corrupter questions here instead of on their board.

[/ QUOTE ]

Hehe weelllll, that does seem to be how it's playing out.

I think many of these same knowledgeable folks have experience with many AT. It isn't that the other boards don't have their gurus, I'm sure they do, it's just that many of ours are...cross-trained?

As far as the choice of secondaries goes. I'm going to stick with /Dark. I've looked /Rad over and I'll concede that it's superior to /Dark for what I want to do. In fact I don't know that /Dark will ever be able to solo a gm unassisted. But sometimes concept just begs me too loudly to resist it and /Dark beats /Rad here.

On to the discrepencies in Mid's. I've checked this in game and it does appear that Mid's is accurate. I cannot slot accurate to hit debuff sets in Darkest Night. AT least that's what the enhancement screen says. I didn't actually check this, I just took it for granted that the game is correct when it says allowable sets are to hit debuff and that's it.

Now, this also makes me think that the other discrepancies between the Corrupter version and the Mastermind version of /Dark are accurately represented in Mid's. The good news is that this means +recharge isn't such a priority. In fact I can do without any of those LoTG pricey bahstads (not that it's a real problem using those, If someone wants to add them back in to make improvements go right ahead).

Modus Operandi is to immobilize at range and hover blast.

Attack chain is Shout>Shriek>Scream>Shriek.

Excuse power choice order. I haven't investigated endurance management too closely and I'm unfamiliar with Hibernate so I don't know how that will play out. Any thoughts on this?

Any help is greatly appreciated.

Here's the N00bs build in progress.

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Razorface: Level 50 Magic Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Shriek -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/Rchg(31), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg(50)
Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Nictus-Acc/Heal(15), Nictus-Heal(23), Nictus-Heal/HP/Regen/Rchg(25)
Level 2: Tar Patch -- RechRdx-I(A)
Level 4: Howl -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg(11), Ragnrk-Dmg/EndRdx(46)
Level 6: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(43)
Level 8: Shout -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(40), Apoc-Dam%(43)
Level 10: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(11)
Level 12: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19)
Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
Level 22: Shadow Fall -- HO:Enzym(A), HO:Enzym(23)
Level 24: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(25)
Level 26: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-%Hold(31), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34)
Level 30: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31)
Level 32: Dreadful Wail -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg(34)
Level 35: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
Level 38: Dark Servant -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb(39), Nictus-Acc/EndRdx/Heal/HP/Regen(40), Nictus-Acc/Heal(40)
Level 41: School of Sharks -- GravAnch-Acc/Rchg(A), GravAnch-Acc/Immob/Rchg(42), GravAnch-Immob/Rchg(42), GravAnch-Immob/EndRdx(42), GravAnch-Immob(43)
Level 44: Spirit Shark Jaws -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold(45), UbrkCons-Hold/Rchg(45), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(46)
Level 47: Shark Skin -- S'fstPrt-ResDam/Def+(A), Empty(48), HO:Ribo(48)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge



<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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Posted

[ QUOTE ]
I think many of these same knowledgeable folks have experience with many AT. It isn't that the other boards don't have their gurus, I'm sure they do, it's just that many of ours are...cross-trained?

[/ QUOTE ]

I routinely hit up the other AT forums and have always been glad to come back to the Scrapper forums. Of course, on those forums, I've gained some number crunching clout, but I've never liked any AT as much as I love Scrappers.

[ QUOTE ]
Attack chain is Shout&gt;Shriek&gt;Scream&gt;Shriek.

[/ QUOTE ]

If you can, work in more Scream and less Shriek. One of the things that you have to remember about Sonic Blast is that a large portion of its damage is delayed in the form of -res. Because Scream is a DoT, all of its damage except for the first tick benefits from its own -res. Shriek has the shortest duration (and thusly lowest delayed damage) along with worse DPA thanks to not benefiting from its own -res.


 

Posted

[ QUOTE ]
I agree with everything Uber said; well, aside from the Lingering Radiation is -1000% regen bit (it's actually -500%).

[/ QUOTE ]

Yeah, sorry. Not sure where I came up with that. I believe all the big -Regen powers (HT, LR, Heat Exhaustion and Benumb) are 500%. The exception is Traps/PGT, which is -1000%. I was probably thinking of PGT when I typed that.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
I cannot slot accurate to hit debuff sets in Darkest Night. AT least that's what the enhancement screen says. I didn't actually check this,

[/ QUOTE ]

The reason is darkest night doesn't need a to hit check. Its an auto hit toggle. Acc to hit debuff sets aren't supposed to be allowed on powers that don't need to hit checks.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

[ QUOTE ]
The good news is that this means +recharge isn't such a priority. In fact I can do without any of those LoTG pricey bahstads (not that it's a real problem using those, If someone wants to add them back in to make improvements go right ahead).

[/ QUOTE ]

One thing I'd suggest here is that +Recharge is really nice to Dark for general purposes. Some of DM's best tools are clicks. Two of those you'd use for AV/GM purposes are Tar Patch and of course HT.

The awesome thing about rapid recast of Tar Patch is that it stacks with itself - something you can't do with any comparable power. (Edit: Er, it occurs to me that you might be able to do that with Freezing Rain/Sleet, but I don't know if they can be recharged fast enough.) That's probably a less important feature with Sonic as your primary, but it's still notable.

Obviously, the faster you can recast HT the less your foes will be able to regenerate on average. Be careful about rapid casting HT though - it's an expensive puppy. Be sure you slot it appropriately for end if you do design around casting it a lot. Basically the power pays a lot for being an incredible rez. I gripe about it when I'm using it to solo hard things and then want to marry it when I use it to recover 10 people at once at a Hamidon raid.

On the non-AV/GM front, being able to spam Fearsome Stare rapidly is devastating to the effectiveness of most lesser mobs.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

One very minor comment on the build. Don't bother with +fly enhancement in Swift. It's really not worth it, even if you plan to hover/fly the vast majority of the time. I'd slot it with run speed, for the times you want (or are forced) to be grounded and want to hoof it faster.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
[ QUOTE ]
I cannot slot accurate to hit debuff sets in Darkest Night. AT least that's what the enhancement screen says. I didn't actually check this,

[/ QUOTE ]

The reason is darkest night doesn't need a to hit check. Its an auto hit toggle. Acc to hit debuff sets aren't supposed to be allowed on powers that don't need to hit checks.

[/ QUOTE ]

So the bug is actually on the MM version then? Because I do have Cloud Sense slotted into both Darkest Night and Dark Servant for the +max end and the +rech. I hope that doesn't get changed! Not that it would be build breaking by any means, I just like the extra end.

As far as +rech goes, TP and HT should both be perma with this build I think.


 

Posted

[ QUOTE ]
As far as +rech goes, TP and HT should both be perma with this build I think.

[/ QUOTE ]

I don't think HT can possibly be perma there. You have less recharge in it (+global) than I do on several builds (yeah, I play Dark ... some &gt;.&gt, and I don't have it perma.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
So the bug is actually on the MM version then? Because I do have Cloud Sense slotted into both Darkest Night and Dark Servant for the +max end and the +rech. I hope that doesn't get changed! Not that it would be build breaking by any means, I just like the extra end.

[/ QUOTE ]

Yep, the MM version is ostensibly bugged.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]
[ QUOTE ]
As far as +rech goes, TP and HT should both be perma with this build I think.

[/ QUOTE ]

I don't think HT can possibly be perma there. You have less recharge in it (+global) than I do on several builds (yeah, I play Dark ... some &gt;.&gt, and I don't have it perma.

[/ QUOTE ]

Bah, your absolutely right. I forgot Mid's shows the duration of HT to be 90 seconds when the duration of it's -regen is only 30. My mistake.


 

Posted

I'm not sure you need 2 holds. Your Dark Servant uses PG too, and as purple triangles always follow the same pattern ( 50s up, 25s down), you can throw the first hold a few seconds before the triangles go down and the second one right when it goes down.

Following this, I'd remove Spirit Shark Jaws, replace it with either Hasten or the coralax pet, and throw 1-3 of the slots as LoTG +rech in Hover, Shadow Fall, CJ.


 

Posted

[ QUOTE ]
I'm not sure you need 2 holds. Your Dark Servant uses PG too, and as purple triangles always follow the same pattern ( 50s up, 25s down), you can throw the first hold a few seconds before the triangles go down and the second one right when it goes down.

Following this, I'd remove Spirit Shark Jaws, replace it with either Hasten or the coralax pet, and throw 1-3 of the slots as LoTG +rech in Hover, Shadow Fall, CJ.

[/ QUOTE ]

Yeah, that power choice was really just for fun. I've never seen that hold in action and it sounded really cool. I dig the idea of being able to hit one hold then the second and lock a boss down from the start but it's completely skippable.

Tell me about the Coaralax pet. Should it be slotted? Just one recharge good enough?


 

Posted

Just like an attack, you want to slot it to get the best benefits out of it, in my opinion. It's also on a long timer so recharge is great.

I like to slot it with 4 Soulbound allegiance (Dam, Dam/Rech, Acc/Dam/Rech, Acc/Rech). It gives a juicy HP and damage set bonuses, 60% acc, 96% dam and 89% rech in the power.

To be honest, I haven't tried the Coralax yet. Just the different Mu pets so far - and I think they're all great.

Looking on City of Data, it looks like the Coralax AI is set to prefer ranged, which is always good... However, he only has two ranged attacks. Damage shouldn't be so bad considering you're going to debuff res so much, though, and regardless, pets are always very efficient in DPE.


 

Posted

[ QUOTE ]
If you can, work in more Scream and less Shriek. One of the things that you have to remember about Sonic Blast is that a large portion of its damage is delayed in the form of -res. Because Scream is a DoT, all of its damage except for the first tick benefits from its own -res. Shriek has the shortest duration (and thusly lowest delayed damage) along with worse DPA thanks to not benefiting from its own -res.

[/ QUOTE ]

Umbral: On the other hand, if you used Shriek, wouldn't it be easier to keep a higher level of -res on the target than if you used Shout? I haven't done any significant number crunching to support that, but I remember reading a thread about a Storm/Sonic Defender who used Shriek, Scream, and Screech to maximize res debuffs. (Of course, those res debuffs were amplifying all of Storm's powers, not just the Defender's attack chain.)

Hrmm...

[ QUOTE ]
Yeah, sorry. Not sure where I came up with that. I believe all the big -Regen powers (HT, LR, Heat Exhaustion and Benumb) are 500%. The exception is Traps/PGT, which is -1000%. I was probably thinking of PGT when I typed that.

[/ QUOTE ]

UberGuy: Well, to be fair, EM Pulse has a -1000% regen debuff, you may have been thinking of that.

[ QUOTE ]
One thing I'd suggest here is that +Recharge is really nice to Dark for general purposes. Some of DM's best tools are clicks. Two of those you'd use for AV/GM purposes are Tar Patch and of course HT.
...
On the non-AV/GM front, being able to spam Fearsome Stare rapidly is devastating to the effectiveness of most lesser mobs.

[/ QUOTE ]

UberGuy: The man speaks the truth once again. If you don't have any +rech and you're either moving fast solo/on a team, you'll feel a bit hamstrung when you don't have at least one click up per mob.

[ QUOTE ]
Excuse power choice order. I haven't investigated endurance management too closely and I'm unfamiliar with Hibernate so I don't know how that will play out. Any thoughts on this?

[/ QUOTE ]

PowerForge: Do you know how Hibernate works at all, or just how it'd work with respect to end management?


 

Posted

[ QUOTE ]
UberGuy: Well, to be fair, EM Pulse has a -1000% regen debuff, you may have been thinking of that.

[/ QUOTE ]

Doubtful, because I think I always forget about EMP's -Regen until someone reminds me of it.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

OK, following Nihilii's advice and adding Hasten we get the following. This looks like it would allow for Shout&gt;Scream&gt;Shriek.

I didn't compare the dps on the two chains but I'm thinking this would be better. I'll check it now. Worried about endurance though. Can someone tell me if Hibernate is a good tool for recovering endurance midfight?

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Razorface: Level 50 Magic Corruptor
Primary Power Set: Sonic Attacks
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Shriek -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/Rchg(31), Thundr-Dmg/EndRdx(48), Thundr-Acc/Dmg(50)
Level 1: Twilight Grasp -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Nictus-Acc/Heal(15), Nictus-Heal(23), Nictus-Heal/HP/Regen/Rchg(25)
Level 2: Tar Patch -- Slow-I(A)
Level 4: Howl -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg(11), Ragnrk-Dmg/EndRdx(46)
Level 6: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitDeb/EndRdx(7), DarkWD-ToHitdeb/Rchg/EndRdx(43)
Level 8: Shout -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(40), Apoc-Dam%(43)
Level 10: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(11), LkGmblr-Rchg+(46)
Level 12: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19)
Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
Level 22: Shadow Fall -- HO:Enzym(A), HO:Enzym(23), LkGmblr-Rchg+(48)
Level 24: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(25), LkGmblr-Rchg+(45)
Level 26: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-%Hold(31), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34)
Level 30: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31)
Level 32: Dreadful Wail -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg(34)
Level 35: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
Level 38: Dark Servant -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb(39), Nictus-Acc/EndRdx/Heal/HP/Regen(40), Nictus-Acc/Heal(40)
Level 41: School of Sharks -- GravAnch-Acc/Rchg(A), GravAnch-Acc/Immob/Rchg(42), GravAnch-Immob/Rchg(42), GravAnch-Immob/EndRdx(42), GravAnch-Immob(43)
Level 44: Shark Skin -- S'fstPrt-ResDam/Def+(A), Empty(45), HO:Ribo(45)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge



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Posted

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[ QUOTE ]
If you can, work in more Scream and less Shriek. One of the things that you have to remember about Sonic Blast is that a large portion of its damage is delayed in the form of -res. Because Scream is a DoT, all of its damage except for the first tick benefits from its own -res. Shriek has the shortest duration (and thusly lowest delayed damage) along with worse DPA thanks to not benefiting from its own -res.

[/ QUOTE ]

Umbral: On the other hand, if you used Shriek, wouldn't it be easier to keep a higher level of -res on the target than if you used Shout? I haven't done any significant number crunching to support that, but I remember reading a thread about a Storm/Sonic Defender who used Shriek, Scream, and Screech to maximize res debuffs. (Of course, those res debuffs were amplifying all of Storm's powers, not just the Defender's attack chain.)

Hrmm...

[/ QUOTE ]

I know that, for a Blaster, Shout is better than Shriek by a substantial margin, but that's mostly because Shout has an ungodly huge Defiance buff (17.6%) to go with the extended duration -res. Scream&gt;Shout&gt;Scream&gt;Shriek&gt;Shout&gt;Sh riek was the best I could come up with, as it optimizes -res in both of the Screams, but, yes, Shout is a rather bad power. The big problem is that Shriek and Scream are the only especially effective single target attacks in the set and it's impossible to get a seamless attack string consisting of just the two. Shout has the ungodly animation time that kills the DPA. Screech has an excellent debuff but utterly atrocious DPA. Howl and Shockwave are AoEs and behave as such. Your best bet is to simply try to use Scream as often as possible, Shriek next, and Shout only when you have to.