Fire/MM softcap - how not to gimp?
What I also liked about Silverado's build was the inclusion of Acrobatics, which I always forget about ... it's a nice attempt to plug the mez hole that even S/L soft cap leaves (though it requires some spare slots).
I like nuking with Inferno and often find DP gives me enough endo to keep trucking. I get the "enough AOE already" argument, but I still squee like a schoolgirl on teams after Fulcrum + Inferno
I think what makes the Villain PPP so good is the inclusion of Web Envelope which is a targeted AOE immob -- it just synergizes so well with Rain of Fire, that taking the Sleep / Frozen Armor route seems like you're missing out (IMHO).
I find regeneration very important on these builds since it's the only thing that keeps you alive when you do get hit (you will get hit). Saying that "having more regeneration when you already have high regeneration" is redundant, is like saying that "having more resistance when you already have high resistance" is redundant
YMMV on Inferno, like I said I don't see a need for it when I can keep spamming the main AoE attacks. |
Virtue: @Santorican
Dark/Shield Build Thread
What I also liked about Silverado's build was the inclusion of Acrobatics, which I always forget about ... it's a nice attempt to plug the mez hole that even S/L soft cap leaves (though it requires some spare slots).
I like nuking with Inferno and often find DP gives me enough endo to keep trucking. I get the "enough AOE already" argument, but I still squee like a schoolgirl on teams after Fulcrum + Inferno I think what makes the Villain PPP so good is the inclusion of Web Envelope which is a targeted AOE immob -- it just synergizes so well with Rain of Fire, that taking the Sleep / Frozen Armor route seems like you're missing out (IMHO). |
Virtue: @Santorican
Dark/Shield Build Thread
My Sonic/Devices has been softcapped to Ranged attacks for quite some time now, and since I am always hovering above what I'm fighting, I might as well be softcapped to all.
It has been proven repeatedly to be possible to softcap a blaster to Smashing and Lethal damage types, which covers a good 60% of the attacks in the game.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
See there is a huge difference between resistance as your primary source of damage mitigation and regeneration as your source. My example, a regeneration scrapper uses passive regeneration and click heals as its primary source. Losing 30% regeneration won't impact its survivability will as much as losing 30% defense. There comes a point where passive regeneration won't do as much for you as defense or resistances. The only way regeneration alone will save your hide is when you have tons of it, like 1500% regeneration. The disparity between 250% total passive regeneration and 200% is almost negligible.
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The only mez that acrobatics saves you from is knock back and knock up which can all be cured by knock back protection enhancements. In the build I posted up has 8 points of knock back protection which is enough for about 99% of this game. It saves you a power pick as well.
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Virtue: @Santorican
Dark/Shield Build Thread
The protection is only mag 2, but the resistance is enough to noticeably lessen the duration.
(I'm not entirely sure what magnitude NPC holds tend to be, so I'm unsure how much protection mag 2 would actually be)
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I am jealous of the HP cap and acro in Silvers build, If i dump the spiderlings in my build i could squeeze it in. I do agree with sant that the regen bonus slotting is probably overkill and could be used to 6 slot some more powers. i am not jealous of silver leaving out Inferno. I love to Nuke, especially when you can beat the end crash when DP is slotted for endmod.
I crashed a cadillac through the gates of hell and returned with a fistfull of dollars.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
So this is what I ended up with. It's basically a variation of Silverado's build, largely bc I like nukes lol. Thanks to all who contributed.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Fyremental: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob(11)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(15), Ragnrk-Knock%(15)
Level 4: Fire Blast -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(11), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(36)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(21)
Level 14: Super Jump -- ULeap-Stlth(A)
Level 16: Concentration -- RechRdx-I(A), RechRdx-I(23)
Level 18: Blaze -- Apoc-Dmg/EndRdx(A), Apoc-Dmg/Rchg(23), Apoc-Acc/Dmg/Rchg(25), Apoc-Acc/Rchg(25), Apoc-Dam%(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 20: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Heal/HP/Regen/Rchg(29), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(31), Efficacy-EndMod/Acc(48)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Mrcl-Rcvry+(33), Mrcl-Heal(33), RgnTis-Regen+(33)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(36), P'Shift-End%(50)
Level 26: Acrobatics -- EndRdx-I(A)
Level 28: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36)
Level 30: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-%Dam(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
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: Web Envelope -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Acc/Rchg(43), Enf'dOp-Acc/EndRdx(45)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(50)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(50)
Level 49: World of Confusion -- CoPers-Conf%(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Slug
- (A) Thunderstrike - Accuracy/Damage
- (25) Thunderstrike - Damage/Endurance
- (25) Thunderstrike - Damage/Recharge
- (27) Thunderstrike - Accuracy/Damage/Recharge
- (29) Thunderstrike - Accuracy/Damage/Endurance
- (33) Thunderstrike - Damage/Endurance/Recharge
- (A) Trap of the Hunter - Accuracy/Recharge
- (3) Trap of the Hunter - Endurance/Immobilize
- (3) Trap of the Hunter - Accuracy/Endurance
- (21) Trap of the Hunter - Immobilize/Accuracy
- (23) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (23) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Explosive Strike - Damage/Knockback
- (27) Explosive Strike - Accuracy/Knockback
- (29) Explosive Strike - Chance for Smashing Damage
- (A) Pacing of the Turtle - Accuracy/Slow
- (5) Pacing of the Turtle - Damage/Slow
- (5) Pacing of the Turtle - Accuracy/Endurance
- (7) Pacing of the Turtle - Range/Slow
- (7) Pacing of the Turtle - Endurance/Recharge/Slow
- (21) Pacing of the Turtle - Chance of -Recharge
- (A) Explosive Strike - Damage/Knockback
- (31) Explosive Strike - Accuracy/Knockback
- (31) Explosive Strike - Chance for Smashing Damage
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (19) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Executioner's Contract - Accuracy/Damage
- (13) Executioner's Contract - Damage/Endurance
- (13) Executioner's Contract - Damage/Interrupt
- (15) Executioner's Contract - Damage/Range
- (15) Executioner's Contract - Damage/Recharge
- (17) Executioner's Contract - Disorient Bonus
- (A) Jumping IO
- (A) To Hit Debuff IO
- (A) Ragnarok - Damage
- (A) Red Fortune - Defense/Endurance
- (36) Red Fortune - Defense/Recharge
- (36) Red Fortune - Endurance/Recharge
- (37) Red Fortune - Defense/Endurance/Recharge
- (37) Red Fortune - Defense
- (37) Red Fortune - Endurance
- (A) Numina's Convalescence - Heal/Endurance
- (33) Numina's Convalescence - Endurance/Recharge
- (33) Numina's Convalescence - Heal/Recharge
- (34) Numina's Convalescence - Heal/Endurance/Recharge
- (34) Numina's Convalescence - Heal
- (34) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod
- (50) Performance Shifter - Chance for +End
- (A) Damage Increase IO
- (A) Explosive Strike - Damage/Knockback
- (43) Explosive Strike - Accuracy/Knockback
- (43) Explosive Strike - Chance for Smashing Damage
- (43) Obliteration - Damage
- (45) Obliteration - Damage/Recharge
- (45) Obliteration - Chance for Smashing Damage
- (A) Red Fortune - Defense/Endurance
- (31) Red Fortune - Defense/Recharge
- (40) Red Fortune - Endurance/Recharge
- (42) Red Fortune - Defense/Endurance/Recharge
- (42) Red Fortune - Defense
- (42) Red Fortune - Endurance
- (A) Damage Increase IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (36) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Expedient Reinforcement - Accuracy/Recharge
- (39) Expedient Reinforcement - Accuracy/Damage
- (39) Expedient Reinforcement - Damage/Endurance
- (39) Expedient Reinforcement - Accuracy/Damage/Recharge
- (40) Expedient Reinforcement - Endurance/Damage/Recharge
- (40) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Reactive Armor - Resistance/Endurance
- (46) Reactive Armor - Resistance/Recharge
- (46) Reactive Armor - Resistance
- (A) Analyze Weakness - Chance for +ToHit
- (46) Achilles' Heel - Chance for Res Debuff
- (A) Explosive Strike - Damage/Knockback
- (48) Explosive Strike - Accuracy/Knockback
- (48) Explosive Strike - Chance for Smashing Damage
- (48) Positron's Blast - Accuracy/Damage
- (50) Positron's Blast - Damage/Recharge
- (50) Positron's Blast - Damage/Range
- (A) Call of the Sandman - Chance of Heal Self
Level 1: Brawl
- (A) Empty
- (A) Celerity - +Stealth
- (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:
- 18.5% DamageBuff(Smashing)
- 18.5% DamageBuff(Lethal)
- 18.5% DamageBuff(Fire)
- 18.5% DamageBuff(Cold)
- 18.5% DamageBuff(Energy)
- 18.5% DamageBuff(Negative)
- 18.5% DamageBuff(Toxic)
- 18.5% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 24.3% Defense(Energy)
- 24.3% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 39.9% Defense(Ranged)
- 5.5% Defense(AoE)
- 16.3% Enhancement(RechargeTime)
- 2.5% Enhancement(RunSpeed)
- 2.5% Enhancement(FlySpeed)
- 6% Enhancement(Heal)
- 2.5% Enhancement(JumpHeight)
- 5% Enhancement(Immobilize)
- 2.5% Enhancement(JumpSpeed)
- 25% Enhancement(Accuracy)
- 14% FlySpeed
- 67.8 HP (5.62%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 14.1%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 5.25%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 9% (0.15 End/sec) Recovery
- 22% (1.11 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 14.1% Resistance(Fire)
- 17.2% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 14% RunSpeed
- 2.5% XPDebtProtection
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I'm having a hard time seeing it, so perhaps someone could explain:
Why is Blaze > Flares > Blast better than Blaze > Flares > Flares?
If you have the recharge, it seems like the Blaze > Flares chain is better. More benefit from damage and BU procs, in addition to better DPS.
Just leave Flares on auto for tough single targets (AVs, GM).
YMMV on Inferno, like I said I don't see a need for it when I can keep spamming the main AoE attacks.