Critique my Elec/Psi/Ice
A few suggestions that focus on helping your blue bar a little bit. Change that KB prot. IO in tough to a end/res IO or Ribosome. Change the Def IOs in Maneuvers, Weave, and FA to Def/End/Rech to help ole blue more (you lose ~2% def but still remain softcapped). Finally - not endurance related - take that recharge IO in sleet and move the slot to CJ and place a Kismet 6% tohit in it. Actually I would rearrange the build to get CJ sooner so you can get the bonus at lower levels (if you exemp).
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Yea but then I'd have a little less hp and zero kb prot
Yea I can do that no problem, won't change my def much thanks
But won't I want sleet to be up always, plus the tohit shouldn't change too much would it?
Yea I'll probably do that too.
Yea but then I'd have a little less hp and zero kb prot
Yea I can do that no problem, won't change my def much thanks But won't I want sleet to be up always, plus the tohit shouldn't change too much would it? Yea I'll probably do that too. |
Sleet: with your global recharge and hasten, that Rech IO is only shaving off a few seconds. The effects of sleet don't stack, so getting the recharge to just make it perma is good enough.
For the tohit buff - more never hurts anyone
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
If you want to keep the 3 steadfasts for the +hp that's okay. I was just pointing out that you don't need KB protection since you'll be able to keep Domination on 95-99% of the time (due to moments when you die/respawn and first log in - basically when you have to build up domination). Domination gives you protection against Knock effects.
Sleet: with your global recharge and hasten, that Rech IO is only shaving off a few seconds. The effects of sleet don't stack, so getting the recharge to just make it perma is good enough. For the tohit buff - more never hurts anyone |
So for now I took the rech out of sleet, put another slot in health for the miracle +hp, then changed tough to 2 ribos and the +3def io
Any more critiques/suggestions anyone?
Newest build, feel like it could still use some help (also as far as incarnate goes as well)
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(46), Dmg-I(50)
Level 1: Psionic Dart -- Range-I(A)
Level 2: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Acc/Immob/Rchg(11), Posi-Dam%(11), TotHntr-Dam%(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Conductive Aura -- EndMod-I(A)
Level 10: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(34)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(15), FtnHyp-Plct%(15)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(23)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 20: Drain Psyche -- Acc-I(A), Dct'dW-Heal/EndRdx(36), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(37)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 24: Tough -- HO:Ribo(A), HO:Ribo(48), S'fstPrt-ResDam/Def+(48)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(31), CoPers-Conf%(33)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
Level 30: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34), S'bndAl-Build%(34)
Level 35: Maneuvers -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(43), LkGmblr-Rchg+(45)
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(43)
Level 41: Sleet -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(46), Achilles-ResDeb%(50)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37), Mrcl-Heal(48), Mrcl-Heal/EndRdx(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
------------
Set Bonus Totals:
- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 14.88% Defense(Smashing)
- 14.88% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 11.75% Defense(Melee)
- 5.5% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 3% Enhancement(Immobilize)
- 4% Enhancement(Confused)
- 101.25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 33% Enhancement(Accuracy)
- 5% FlySpeed
- 129.71 HP (12.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 10.75%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 4.7%
- 19.5% (0.326 End/sec) Recovery
- 30% (1.274 HP/sec) Regeneration
- 5.355% Resistance(Fire)
- 5.355% Resistance(Cold)
- 1.875% Resistance(Negative)
- 5% RunSpeed
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Build looks good. Only thing I could suggest is dropping the 2 slots from tough (you could live without toggling it on - keep the steadfast in it, though) and put the slots into assault. THEN, change assault to tactics as you might have issues hitting +4s without it.
In regards to Incarnate slots, for you Alpha it would depend on what you want to do. Spiritual will just about perma Drain Psyche and boost its +/- regen. If you don't want that, I would suggest Musculature, instead to boost the damage in your controls like tesla cage and chain fences.
Interface - Reactive would be the obvious/popular choice. However, I would review the effects of the others to see which would fit your concept best.
Judgement - Ion all the way. Fits thematically and has the highest target cap. I, personally, choose this depending on the character and playstyle. My tank, for instance, went with Void because he's in melee and likes to herd large groups. My Arch/dev Blaster went pyronic because of the fast animation so I could shoot it after RoA (and before the arrows hit).
Destiny - I went Ageless - though moreso to assist teams than myself. The +rech is a bit redundant for me and I wasn't sure what else to go with. Clarion is out for permadoms unless you really want the +range/special. Rebirth Core might be good for you for the +hp to capitalize on the regen from DP and a heal doesn't hurt.
Lore - Purely whatever you want. From other posts on the forums I've gathered that Warworks do the most damage. I went with CWK but I might change that later.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Changed a few other things around, but yea, went with a 4 slotted tactics now
Oooh, I didn't know spiritual would also affect the regen, I might go with that then...
And yea, I do really love reactive and ION, so will probably go with them, yea, will probably go with rebirth or barrier
And yea, pets are pets
Thanks (here is my new build for anyone that wants it)
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- HO:Nucle(A), HO:Nucle(21), HO:Perox(23), UbrkCons-Hold(29), UbrkCons-Hold/Rchg(29)
Level 1: Psionic Dart -- Range-I(A)
Level 2: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Acc/Immob/Rchg(11), Posi-Dam%(11), TotHntr-Dam%(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Conductive Aura -- EndMod-I(A)
Level 10: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(34)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(15), FtnHyp-Plct%(15)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Maneuvers -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(17), LkGmblr-Rchg+(17)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 20: Drain Psyche -- Acc-I(A), Dct'dW-Heal/EndRdx(36), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(37)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 24: Tough -- HO:Ribo(A), HO:Ribo(45), S'fstPrt-ResDam/Def+(46)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(31), CoPers-Conf%(33)
Level 28: Combat Jumping -- LkGmblr-Rchg+(A)
Level 30: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34), S'bndAl-Build%(34)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50)
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(43)
Level 41: Sleet -- RechRdx-I(A), Achilles-ResDeb%(43)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45)
Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Ragnrk-Knock%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
------------
Set Bonus Totals:
- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 14.88% Defense(Smashing)
- 14.88% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 11.75% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 39% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 97.5% Enhancement(RechargeTime)
- 4% Enhancement(Confused)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 114.45 HP (11.25%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 10.75%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 4.7%
- 23% (0.384 End/sec) Recovery
- 30% (1.274 HP/sec) Regeneration
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 1.875% Resistance(Negative)
- 10% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1433;693;1386;HEX;| |78DA6593DB4E13511486D7745A6A4B6BA9E55C5AA005A1052A0DA8378A311412B48| |D4512418CD6499994496ADB74C644EF7C0445232AB7467D046F7D0735BE8482184F| |F130AE596BF760A649F3EDFDEFB5D77176EE4EC60770EF1C4881C5B2A2EB854CF59| |656518C6ADD95534A5A11DC00106B8A85C56AC5A857CBA9A5B25A34EA5AB1218CB6| |4CCEEBBA72BB6CA4F2BA56ADA085D807572ADB6A5DAD18A9C6C29BAFA2A7B59AAA6| |E05689955952DB5AE6F6B353FED97B5D2B6A1554ABEC6690D37834B35AD985A29AA| |859CA21B6AFD6E2BE57ECC3581FFC32E103FD30967104E19BA057BCF3287320E803| |40C2D11DC72F30640122CE9084A927022E5AD2E8063957199E05C636C91F9178CC9| |4E4C977C5F220F0F183B04EF23C66B329FD9A35D0CDBEBA228A6C33545271DFFE12| |BBA75B301B84748F262188F48CCB38B9880DE2784FEA78C6784D13DC237F4D029CC| |3BD7A95ADF06E32AE1E826E31A218E19F94527FC1D2405510A88240321CABBAB8BD| |143F88E21827C470EBEC53B1138F68EF19ED0FD81E0C3CC43D454D3151AA462E217| |C9433CCBC811C62E31F20409C3F708EF3D3C88040F22C18348F22064B4EB1369F62| |D585306985EE069CF580711F881890E885E0C5CA7E2066F300A84E84DC28842E845| |8F61D1FC3097EA4429228244B81751EE45940D7E6288611162789FBD1D303E13460| |F198B8410FA8BB13F39F69CA4991784132F09E9578400B66E5C7C5EE3BF483AFE9B| |F187F19730611292D6B798867E9CCA24DF9226F9834ABE71584308E3C994A8638AE| |B98E63AA6B98E213448893A52739CD13CE32427768A719AD08D75CC8ACF66567870| |B6BD29137F106B2966D2763A6B53D23665CEA6CCDB94AC4DC93B9B4F1924523CADD| |76A7EF4E2A9D47EBADF5224E98264BDA2B12B54D3279BED414B91A51D9EC143C663| |426297B0EAB5BC71C4F5B6F546DB7AB36DFD0F3024F713| |-------------------------------------------------------------------|
This is very little different from my elec/psi/ice.
Word of warning... I just don't see the value in the gremlins. I never used them low level, and high level they are utterly useless. I am so stupidly powerful that I just dont need the runts. I would love to respec out of the grems and pick up vengeance... I don't think I have enough rech for perma vengeance, but I could probably make it.
I am curious, why go with the ribosomes in tough?
edit: I went ion rare, rebirth rare, burny burny interface rare, and clockwork rare. The heals from the clockwork, heals from the rebirth, extra damage from interface, and ion glory make a huge difference. Without them, I do pretty well against anything thats NOT energy (which just eats me alive at +4).
I also slotted DP differently, because with Spiritual, you will overcap regen. Put in some other end reducer or somesome to get extra glory.
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Hew in drag baby
This is very little different from my elec/psi/ice.
Word of warning... I just don't see the value in the gremlins. I never used them low level, and high level they are utterly useless. I am so stupidly powerful that I just dont need the runts. I would love to respec out of the grems and pick up vengeance... I don't think I have enough rech for perma vengeance, but I could probably make it. I am curious, why go with the ribosomes in tough? edit: I went ion rare, rebirth rare, burny burny interface rare, and clockwork rare. The heals from the clockwork, heals from the rebirth, extra damage from interface, and ion glory make a huge difference. Without them, I do pretty well against anything thats NOT energy (which just eats me alive at +4). I also slotted DP differently, because with Spiritual, you will overcap regen. Put in some other end reducer or somesome to get extra glory. |
Doyler,
Why did you change the slotting on Tesla Cage?
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
His slotting for DP is what I use on my mind/psi. The more you buff it, the less targets you need to cap, which is a big help in AV fights. Spiritual boosts this even further, makes DP perma in high recharge builds, and makes it the biggest regen debuff you can find in the game. Mine is sitting at 1087% -regen right now. Probably not necessary in a build with softcapped defenses, but it's pretty awesome on my build that has no defense.
|
If he takes hoarfrost instead of those damn gremlins, he could have 2 heals, 1 massive regen, and 1 massive -recov, making it more than feasible to attempt to solo s/l based AVs. If the courage is there.
All around, especially with the advent of rebirth, i just don't see the advantage of this type of slotting of DP, given you get bonuses from spiritual as well.
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Hew in drag baby
Yeah, I can see it being valuable in a build without defenses, but in this case he has slotted significantly (and at cost....) to build for s/l def. For cheaper IOs, and endmod set IOs, you can get ~850% regen, and a LOT of -recov; sufficient enough to easily drain AVs and keep them there. In fights where the AV uses end costly attacks, its possible to ensure they never come out on an elec/psi, due to lack of end. Further, with high s/l def, its possible to wade into Incarnate level content, drop the bomb, sap them in one or two pulses of CA, and kill what you want, when you want, as the +2-4s try to brawl you to death. Plus, to be honest, I dont see how an extra 200% regen will help much, when if you go with rebirth you get that out of the gate, + a heal, + stupid hp/s. I get somewhere in the range of 40 hp/s when I pop rebirth plus a heal that garuntees I won't drop anytime soon.
If he takes hoarfrost instead of those damn gremlins, he could have 2 heals, 1 massive regen, and 1 massive -recov, making it more than feasible to attempt to solo s/l based AVs. If the courage is there. All around, especially with the advent of rebirth, i just don't see the advantage of this type of slotting of DP, given you get bonuses from spiritual as well. |
And yes, rebirth is awesome, but ageless could be better for the debuff resistance if you're going to fight s/l mobs as most lethal attacks have -def in them.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
I mean, even just for single targets they are more DPS though, you can't hate them that much can you? Veng would be nice, but eh, I won't miss it terribly
Ribos for the best Res + End Redux numbers
Yea, I'll probably go ion, reactive, warworks and then still torn on the other two.
Right, but there will be a good number of times where DP will only hit one target (AVs etc) and that is when I want it to SHINE as far as +/- regen go.
Infini - because I figured I'm going to use it a ton anyway, so while I use it might as well up my single target DPS, plus I won't miss the 7.5% rech that much
What did I really sacrifice to get softcapped s/l def...? I've got perma hasten already, solid control, excellent damage...
And yea I don't need the -recov on DP
But yea the slotting/spiritual is much more for the -regen than the +regen, but I won't complain
I should be able to solo avs w/o hoarfrost, though taking that instead of gremlins is definitely intruiging to me, but I'd lose a solid bit of dps...
Yea, sort of torn between ageless and barrier, don't really see the point of rebirth with all this regen anyway (plus maybe hoarfrost, but I'm always up for ideas/suggestions)
If you decide to take ageless, you can remove all of the slots from stamina/health and put them elsewhere.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
Only if you plan on doing level 50 content for the rest of your career... at the least I would have 2 slots in health and stamina.
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I just don't see a purpose in slotting up Stam/Health on /psi/. You have DP. Use it and enjoy infinite endurance.
Yupyup, want to do whatever I want, wherever I want with this guy (other than good farming obviously, but TFs, Trials, Soloing ANYTHING, etc.)
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(46), Dmg-I(50)
Level 1: Psionic Dart -- Range-I(A)
Level 2: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
Level 4: Chain Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Acc/Immob/Rchg(11), Posi-Dam%(11), TotHntr-Dam%(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Conductive Aura -- EndMod-I(A)
Level 10: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(34)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(15), FtnHyp-Plct%(15)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(23)
Level 18: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(21)
Level 20: Drain Psyche -- Acc-I(A), Dct'dW-Heal/EndRdx(36), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(37)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 24: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48)
Level 26: Synaptic Overload -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(27), CoPers-Conf/EndRdx(31), CoPers-Conf%(33)
Level 28: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(29)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34), S'bndAl-Build%(34)
Level 35: Combat Jumping -- LkGmblr-Rchg+(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(43)
Level 41: Sleet -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(46), RechRdx-I(48), Achilles-ResDeb%(50)
Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37), Mrcl-Heal(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
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Set Bonus Totals: