Ill/The dueling build. Looking for feedback!


Mc Carbonara

 

Posted

UPDATED MOAR



Here's the build. Once again, any advice welcome. Thakns in advance.



Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Valentyna: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Thermal Radiation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery

Hero Profile:
Level 1: Spectral Wounds

  • (A) Apocalypse - Damage
  • (3) Apocalypse - Accuracy/Damage/Recharge
  • (3) Apocalypse - Accuracy/Recharge
  • (5) Apocalypse - Damage/Endurance
  • (5) Apocalypse - Chance of Damage(Negative)
  • (7) Gladiator's Javelin - Chance of Damage(Toxic)
Level 1: Warmth
  • (A) Numina's Convalescence - Heal/Endurance
  • (25) Numina's Convalescence - Heal/Recharge
  • (25) Numina's Convalescence - Heal
  • (46) Panacea - +Hit Points/Endurance
Level 2: Blind
  • (A) Unbreakable Constraint - Hold
  • (15) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (15) Unbreakable Constraint - Accuracy/Recharge
  • (17) Unbreakable Constraint - Endurance/Hold
  • (17) Unbreakable Constraint - Chance for Smashing Damage
  • (23) Fortunata Hypnosis - Chance for Placate
Level 4: Deceive
  • (A) Coercive Persuasion - Confused
  • (29) Coercive Persuasion - Confused/Recharge
  • (29) Coercive Persuasion - Accuracy/Confused/Recharge
  • (31) Coercive Persuasion - Accuracy/Recharge
  • (31) Coercive Persuasion - Confused/Endurance
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (7) Recharge Reduction IO
Level 8: Combat Jumping
  • (A) Karma - Knockback Protection
  • (9) Luck of the Gambler - Recharge Speed
  • (9) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (40) Luck of the Gambler - Defense/Endurance
  • (45) Luck of the Gambler - Defense
  • (46) Kismet - Accuracy +6%
Level 10: Superior Invisibility
  • (A) Karma - Knockback Protection
  • (11) Luck of the Gambler - Recharge Speed
  • (11) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense
Level 12: Grant Invisibility
  • (A) Karma - Knockback Protection
  • (27) Luck of the Gambler - Recharge Speed
  • (27) Karma - Defense/Endurance
  • (31) Karma - Defense/Recharge
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (45) Celerity - Endurance
  • (50) Celerity - RunSpeed
  • (50) Celerity - +Stealth
Level 18: Phantom Army
  • (A) Call to Arms - Accuracy/Recharge
  • (19) Call to Arms - Accuracy/Damage
  • (19) Call to Arms - Damage/Endurance
  • (21) Call to Arms - Accuracy/Damage/Recharge
  • (21) Soulbound Allegiance - Damage/Recharge
  • (23) Soulbound Allegiance - Chance for Build Up
Level 20: Invisibility
  • (A) Karma - Knockback Protection
  • (39) Karma - Defense/Endurance
  • (40) Karma - Defense/Recharge
  • (45) Luck of the Gambler - Recharge Speed
Level 22: Assault
  • (A) Endurance Reduction IO
Level 24: Tactics
  • (A) To Hit Buff IO
  • (37) HamiO:Cytoskeleton Exposure
Level 26: Spectral Terror
  • (A) Glimpse of the Abyss - Accuracy/Recharge
  • (34) Glimpse of the Abyss - Endurance/Fear
  • (37) Glimpse of the Abyss - Fear/Range
  • (37) Glimpse of the Abyss - Accuracy/Fear/Recharge
  • (43) Glimpse of the Abyss - Chance of Damage(Psionic)
Level 28: Phase Shift
  • (A) Recharge Reduction IO
Level 30: Acrobatics
  • (A) Endurance Reduction IO
Level 32: Phantasm
  • (A) Call to Arms - Accuracy/Recharge
  • (33) Call to Arms - Accuracy/Damage
  • (33) Call to Arms - Accuracy/Damage/Recharge
  • (33) Call to Arms - Endurance/Damage/Recharge
  • (34) Soulbound Allegiance - Damage
  • (34) Explosive Strike - Chance for Smashing Damage
Level 35: Heat Exhaustion
  • (A) Accuracy IO
  • (36) Accuracy IO
  • (36) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 38: Melt Armor
  • (A) Shield Breaker - Accuracy/Recharge
  • (39) Analyze Weakness - Accuracy/Recharge
  • (39) Accuracy IO
  • (40) Recharge Reduction IO
Level 41: Power Blast
  • (A) Devastation - Accuracy/Damage
  • (42) Devastation - Damage/Endurance
  • (42) Devastation - Damage/Recharge
  • (42) Devastation - Accuracy/Damage/Recharge
  • (43) Gladiator's Javelin - Chance of Damage(Toxic)
  • (43) Explosive Strike - Chance for Smashing Damage
Level 44: Temp Invulnerability
  • (A) Steadfast Protection - Resistance/Endurance
  • (48) Steadfast Protection - Resistance/+Def 3%
  • (48) Steadfast Protection - Knockback Protection
Level 47: Power Boost
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 49: Forge
  • (A) Rectified Reticle - Increased Perception
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (48) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (13) Performance Shifter - Chance for +End
  • (13) Endurance Modification IO


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Wow... no replies at all.. I obviously phail almost a much as I thought I did, LOL. I'm really, really hoping someone can suggest something worth taking other than fighting pool, but I may just ahv eto fall back on my own actual creativity,. You guys don't want to force me to such desperate measures, do ya?


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Hi,
-you need less recharge (70% is ok, more will be DR'ed)

-you need a lot more HP, 20% is a minimum pre-accolade

-"Melt armor" is under slotted

-"Kick" is overslotted (unless you really want the bonus, but the slot can be put in better places)

- Replace "Ice Storm" by "Frozen armor", and slott it with Lotg for hp/acc bonus

-I don't know if the "tp res" proc is worth it... very expensive, and very skippable for a controller, caped at 15-20% def.

-"Weave" will just be a mule power, no need to toggle it if you had "Frozen armor" (def DR'ed)

-I'll move the sixt slott from confuse (or replace it by an acc)

-I'll generally put only 2 generic 50 IO in hasten for pvp

-I don't know if the placate proc is worth it in "Blind" (when i was testing it, this was non concluant)

-Why the panacea proc in "Warmth" instead of "Health" ?


 

Posted

Good advice. To answer your last queston I use Warmth more than once every ten seconds in battle. As a result it will return more hit points and mana over time there than in health.


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

On the subject of recharge: I'd heard that before. My main concern is enough recharge to make heat Exhaustion permanent. Is this realistically possible in PvP i'm not moved to suddenly wonder? There is no reliable mathematical explanation of Diminishing Return's effects I can find that would allow me to calculate it, but perhaps the benefit of simple experience?


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Updated the post above with a new build that I decided to go in a completly other direction with, going for Power Boost, and for-fitting Hibernation. Went with stealth pool phase to make up for no more Hyber. Haven't found anyting to make up for loss of defence, but honestly, the 20% defense in an environment where everyone is sporting tactics is kinda limited in value, I suppose, and more resistance is always nice.

I removed a little recharge form the build - down to just about 80% now - and transfered as much of the slotting as I could into +HP. If there's anything more I can move around to facilitate that further, I don't know what it is.


Something I'd still lvoe to know is about that +damage cap? What IS the threshold in PvP before DR kicks in? I'm still toying with Incarnate power choices in my head, you see.


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Warmth and melt armor need changed, they are two of your more important powers and they are slotted poorly. If it were me, i would not be happy unless i had at least another 100 hps. Super jump needs some better slotting also, dont need to go crazy but if you left like that you will get out manuvered by most people. You could swap the recharge in forge to the +perc IO and free up a slot.


Shenanigans

LotD - JaL - POWT/SMD - SoCo - AJs

 

Posted

I had the impression somehow that +perc special would only affect the people the power was actually affecting, I would have forged it (its a 1v1 build mainly, so its not like I care about maintaining it on a team). I was mistaken I take it?

Aside from more accuracy, what would you suggest I add to Melt Armor? Procs don't seem like a good bet on a power that gets used once every 40-50 seconds. -Def?

I agree completely in principal that more HP is better, but I'm a bit of a loss as to where I ought to get it. Any suggestions?

Also I still am hoping someone has some idea waht the +damage cap is like. I've never really consciously thought about it before.

EDIT for that matter another thing thats never come up before: does DR apply to Containment?


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

I had always thought the +perc IO would effect you for 120 sec after using it on someone or something else, unless this was recently changed. I dont think it is needed at all it is just kinda better than nothing which the recharge in forge essentially is because you are just buffing the one pet and since you already had it slotted it could free up a slot.

More accuracy is the big one, even just one generic ACC IO added to what you have would be much better because of the -def, it is one of the more important powers accuracy wise. Another option is to put two touch of lady greys as part of your overall slotting for the 15 hps. I agree that it would be a waste to put procs in that power.

For more hps you have it pretty good with two pets, splitting the soulbound set in two for 60 hps would be a great start, so in PA for example 3 soulbounds and 3 call to arms (extra 15) also if you wanted to keep phantasm 6 slotted, the same there too. Splitting apoc and glad jav in two sets of three for your blasts works well also, just like with the pets, or if money is tight swap the apoc or glad javs for three devas.

I cant help with the caps and stuff im afraid, maybe +400% including power slotting on a troller but cant remember for sure. All i know is from testing on my blaster and cold the +dam and -dam powers dont seem quite so wonderful but on a blaster it is fine to build for good damage because they are so easy, as a troller other things are much more important, imo. Dont forget if you have the PA icon clicked you will be showing the damage of the BU IO on all your powers, changing the results alot.


Shenanigans

LotD - JaL - POWT/SMD - SoCo - AJs

 

Posted

I meant the maximum you can reach before DR begins to hurt your +damage bonus. I remember when building my Psi/EM I was advised that +30% global +damage was the target to shoot for and that much more would be pointless, but fo course, blasters have defiance and aim and buildup, so Im not sure if thats still true. As I said, Im mostly curious because im trying to decide whether to go wiht a musculature alpha slot.

To get SBA into Phantom Army I would ahve to give up the recharge intensive pet set, and I don't know how wild I am about that. It feels as though I need as much recharge as possible in the actual power since DR is hitting the global bonus. I could get an extra 15 hit points or so from PA at the cost of no more proc. Worth it? I'll definatly look into it.

I suppose its easy enough to test the +Perc thing. Its not like those things are expensive. Ill try it that way, and put that slot into accuracy for MA as you suggest.


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

PS you're right, BTW - with no DR in the picture the cap for controllers is 400% of base.


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

You can still get good recharge (and acc,dam and end redux) in the actual PA with the 3 SBA and the 3 CtA, CtA is a pet recharge set.

Pretty much you would be gaining hps & recov and losing global recharge & damage. It would mean changing one of the other 15hps set, like karma for example but that is no real loss as you could take 2 karma slots from grant invis and put them in stamina, so staminas final slotting would be 3 performence shifters (including proc like you have) and 2 efficacy adapters. That way your recov would still be good on the power and youd get more hps.

If you did these things and change the slotting on power blast to the 3 & 3 thing i said before and you'd get over an extra 100hps. Anyways sure have a wee look at the ideas on mids and if you dont like em np!


Shenanigans

LotD - JaL - POWT/SMD - SoCo - AJs

 

Posted

Updated build above. I eeked out two extra health bonus sets. I did leave the Blast the way it was, though - I think I want the procs for damage more than I want an extra 14 hit points.



One last thing I still can't decide about in my own head - Is therte anything better I coudl be aking than the Stealth pool? Phase seems redundant when I can pick up Hyper Phase in Warburg for the difference of five minutes work, and the rest of it seems redundant with being an illusionist. Fighting was pretty useless, though, so what else would I take? Should I just shut up and enjoy my set-mule powers, or does anyone have an idea?


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."

 

Posted

Quote:
Originally Posted by Valentyna View Post
Phase seems redundant when I can pick up Hyper Phase in Warburg for the difference of five minutes work,
If you are going to be dueling in the arena, most people turn off temp powers and only allow use of arena temp powers, so your hyper-phase would not be available to you.


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Posted

Mmm, point!


Lady Valentyna Penderghast, Archmage
"Love her not, lovely though she be/
Watch warily: there lies/
A glint of ghoulish ancestry/
Deep in her green bright eyes..."