DP/Mental softcap critique
... anybody? Was it something I said? *sniffs self*
This is what I came up with. You have 1 slot to put where you want. With the 1 slot you can increase your Regen, Hit Points, Recovery or Range Defense.
I feel that World of Confusion will serve you much more then Acrobatics it will hopefully help mitigate some aggro and give you some soft control in conjunction with Shockwave, hopefully .
I swapped out Super Jump for Super Speed with stealth IO. This will allow you to stealth through missions or even stealth up to mobs with World of confusion going without getting aggro. So basically you can go into groups and open up. If you have issues with Super Speed and cave missions then you can buy a jet pack and use the jet pack in conjunction with Super Speed and and STILL benefit from the stealth IO proc. So its win win in that department.
I swapped out Dual Wield for Empty Clips just to have another AOE/Cone attack in your repertoire.
I slotted LOTG for the regen and hit point increase.
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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Quickly, I'd say you've gone overboard on the Recovery for a toon with Drain Psyche. I'd probably save money and 1-slot a Common IO in Health. I'd definitely take the slot and Miracle out of there to allow me to put an Achilles' Heel proc in Pistols. Stamina doesn't really need 4 slots either. One could be better used in Mind Probe (or a number of other places). Also, I like to slot a Force Feedback proc in Bullet Rain.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
Just a quick add on here...as im leveling one of these currently because ive heard good things about them. (and also witnessed with awe at what they're capable of)
is the main goal to achieve s/l cap or is the ranged cap instead also viable? it just seems you limit the damage potential of your attacks but trying to get to the s/l softcap...also too, WoC should cover anything within melee range right? provided good slotting for it ofcourse...
i mean to me...you wanna make the most out of HoB, BR, DP, PSW and WoC...all the while not gimping your other attacks. These are the tools you succeed with as this type of blaster...to me at least.
so is the ranged cap a viable and survivable way to go?
50's
Zoomazoom - Energy/Fire Blaster. Pyrul - Fire/Kin Controller. Vampir Lord - Kat/Regen Scrapper. Righteous Fox - SD/Mace Tanker. Strikeforce Oz - SD/SS Tanker. Paragons Green Beret - Arch/EM Blaster. Galaxium Omega - Invul/EM Tanker.
Just a quick add on here...as im leveling one of these currently because ive heard good things about them. (and also witnessed with awe at what they're capable of)
is the main goal to achieve s/l cap or is the ranged cap instead also viable? it just seems you limit the damage potential of your attacks but trying to get to the s/l softcap...also too, WoC should cover anything within melee range right? provided good slotting for it ofcourse... i mean to me...you wanna make the most out of HoB, BR, DP, PSW and WoC...all the while not gimping your other attacks. These are the tools you succeed with as this type of blaster...to me at least. so is the ranged cap a viable and survivable way to go? |
Now I do agree that personally I see a larger benefit from Ranged soft cap compared to S/L soft cap. To add I do have a Rad Kin Corrpt. that is S/L capped and 31% in Range defense. My first run out was a radio mission against Carnies set at 2/6. Again it might be the mobs I was up against, but I was pretty much disgusted with the outcome. I am going to give it another try against some other mobs and see how he fairs.
Recently in AE I seen a player hawking his farming skills. I took a look and noticed it was DP mental. The player listed their stats but it was based on a few buffs being activated one which was Vengeance. To me I just didn't feel that was an accurate gauge of how well a toon performed when you needed several buffs and required vengeance on top of it all to say how good you are. Personally you should be good out of the box and everything extra should make you better.
I'm a bit naive to how having high recharge and no defenses or resistances make this type of toon good. Numerically or mathematically I just don't see how Drain Psyche is going to keep you alive during a high end mission run when EVERY mobs has a very good chance to connect with a hit and some damage.
All I can say is I have a AR Device ( yes I said Ar Device ) and a Archery Energy Manipulation Blasters which are both Range Capped Hoverblasters and 6 slotted for numina in health. Both can farm the Crey fire mobs on 4/8 setting, but if for some reason I get into melee range I notice it right away.
I failed to look at the recharge of Drain Psyche and maybe its fast recharge that allows it to be up all the time. But without having any sort of defenses to keep you alive long enough to use it I just don't see the purpose.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I think ranged is definitely the way to go due to the advantages of mental manipulation. You can easily open with ranged cones (you have 2 plus a ranged aoe). One of these will be Psy scream (-50 rech for 10 sec) and let them get into melee range. Hit them with psy shockwave (-50 rech for 20 seconds plus a 50% chance to mag 2 stun) while world of confusion ticks in every 4 seconds. this is a significant debuffing defense to go with drain psyche and should allow you to survive melee quite well for the few seconds you will be in it.
I wonder what oppressive gloom (another mag 2 stun that you can offset with drain psyche) would add to it?
Dam. Now i gotta go make another alt.
Made one trying to get to softcap for ranged. Didn't make it, but close.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Subdual -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(37)
Level 2: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43)
Level 4: Telekinetic Thrust -- KinCrsh-Acc/KB(A), KinCrsh-Acc/Dmg/KB(9), KinCrsh-Dmg/KB(9), KinCrsh-Rchg/KB(11)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(48)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(50)
Level 12: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 14: Swap Ammo
Level 16: Concentration -- RechRdx-I(A)
Level 18: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(19)
Level 20: Drain Psyche -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(45), Numna-Heal/Rchg(46), Numna-Heal/EndRdx(46), Numna-Heal(46), P'Shift-EndMod/Rchg(48)
Level 22: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 24: Boxing -- Empty(A)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(31)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/EndRdx/Rchg(33), S'fstPrt-ResDam/Def+(33)
Level 32: Hail of Bullets -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Rchg(37)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 38: Psychic Shockwave -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 41: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42)
Level 44: Oppressive Gloom -- HO:Endo(A)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
Level 14: Chemical Ammunition
Level 14: Cryo Ammunition
Level 14: Incendiary Ammunition
Level 14: Incendiary Ammunition
------------
Set Bonus Totals:
- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 34.3% Defense(Energy)
- 34.3% Defense(Negative)
- 3% Defense(Psionic)
- 29.9% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 55% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 32.5% Enhancement(RechargeTime)
- 21% FlySpeed
- 58.7 HP (4.87%) HitPoints
- 21% JumpHeight
- 21% JumpSpeed
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Immobilize) 2.2%
- 24% (0.4 End/sec) Recovery
- 42% (2.11 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 24% RunSpeed
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I think ranged is definitely the way to go due to the advantages of mental manipulation. You can easily open with ranged cones (you have 2 plus a ranged aoe). One of these will be Psy scream (-50 rech for 10 sec) and let them get into melee range. Hit them with psy shockwave (-50 rech for 20 seconds plus a 50% chance to mag 2 stun) while world of confusion ticks in every 4 seconds. this is a significant debuffing defense to go with drain psyche and should allow you to survive melee quite well for the few seconds you will be in it.
I wonder what oppressive gloom (another mag 2 stun that you can offset with drain psyche) would add to it? Dam. Now i gotta go make another alt. |
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
sweet. that would make 2 bpaoe stun sources. I know that psy shockwave is only a 50% chance, but it's still a decent chance at boss level stuns.
The next logical question is how much damage is how much damage will empty clips/bullet rain/psy scream going to put on a full mob. If that combo can decimate all of the minion levels then it would make OG less desirable as it would only be a 50% chance with psy shockwave of doing you any good against the remaining foes. If that combo (with bu or aim) leaves only lts and above limping toward you then I would possibly look at a different powerchoice and keep coning your way to glory.
leading the mob with HoB will wipe the minions in itself...and then BR will take the Lt's down a peg if not have them on deaths door...and then PSW will do the rest...so you'll just have the bosses to deal with...so cone away and use your singles target to bring them down...and if your recharge is good...more PSW ofcourse
50's
Zoomazoom - Energy/Fire Blaster. Pyrul - Fire/Kin Controller. Vampir Lord - Kat/Regen Scrapper. Righteous Fox - SD/Mace Tanker. Strikeforce Oz - SD/SS Tanker. Paragons Green Beret - Arch/EM Blaster. Galaxium Omega - Invul/EM Tanker.
I like the builds I see here. Some of them are in my price range. I was just wondering what you guys would do with the Ice EPP instead of the scorpion shield. I'm not to interested in going red just for patron powers.
Im kind of new to I/Os so not to sure on how to go about this in Mids. Thanks for any help provided
So! Completed my current toon and looking to finish another... and I've been wanting to play DP since I bought the game back in I2. Basically what I'm going for here is as high of survivability as I can, mostly through defense, with recharge being the second most important concern.
I skipped over the cone attacks as I hope to be in the thick of the action as much as possible to abuse the PBAoEs and Drain Psyche (Trying to keep Drain close to perma). If there's some way to push Hasten over the permenant mark, I'd love to do so, but it's not going to make or break the build either way. Pushing fire/cold def higher without losing other types would be capital.
Also any other glaring things you see awry, feel free to point out. I started the game by playing blasters but I've switched over to scrappers for a long time, so I might be missing a core mechanic.
P.S. Yes, DP is kinda underpowered. It's bloody awesome looking though.
http://www.cohplanner.com/mids/downl...55AB7F3ECDF95A