Build for "Grapes." Plant/kin


Beelzy

 

Posted

Hi all! I have a Plant/Kin that my friend helped with and I decided to post here for some feedback. Every sort of commentary is great, suggestions, critique etc. :>
(This is a "final" build so I don't have the purps yet but will eventually!)

It's capped for S/L/nrg defense. Mace was chosen over Earth for that reason.
I think my only question is: any potential for ATOs in this? and

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Grapes.: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Entangle -- T'pst-EndDrn%:30(A)
Level 1: Transfusion -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(7), Panac-Heal/Rchg:50(39), Panac-Heal/EndRedux/Rchg:50(40), Panac-Heal:50(40)
Level 2: Roots -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(3), GravAnch-Acc/Rchg:50(3), GravAnch-Immob/EndRdx:50(5), GravAnch-Hold%:50(7)
Level 4: Hasten -- RechRdx-I:50(A), RechRdx-I:50(5)
Level 6: Super Speed -- Clrty-Stlth:50(A)
Level 8: Seeds of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(9), CoPers-Acc/Conf/Rchg:50(9), CoPers-Acc/Rchg:50(34), CoPers-Conf/EndRdx:50(37), CoPers-Conf%:50(37)
Level 10: Siphon Speed -- CtlSpd-Acc/Slow:30(A), CtlSpd-Acc/EndRdx:30(11), CtlSpd-EndRdx/Rchg/Slow:30(11), CtlSpd-Rng/Slow:30(15)
Level 12: Stealth -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(13), LkGmblr-EndRdx/Rchg:50(13), LkGmblr-Def/EndRdx/Rchg:50(25)
Level 14: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(15)
Level 16: Increase Density -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(17), RctvArm-ResDam/EndRdx/Rchg:40(17), RctvArm-EndRdx/Rchg:40(23)
Level 18: Vines -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Acc/Hold/Rchg:50(19), UbrkCons-Acc/Rchg:50(19), UbrkCons-EndRdx/Hold:50(21), UbrkCons-Dam%:50(21)
Level 20: Speed Boost -- HO:Micro(A)
Level 22: Tactics -- Rec'dRet-Pcptn:20(A), Rec'dRet-ToHit:20(23)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(25), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(50)
Level 26: Carrion Creepers -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(27), Posi-Dam%:50(29), Posi-Acc/Dmg/EndRdx:50(29)
Level 28: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(50)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-EndRdx/Rchg:50(31), LkGmblr-Def/EndRdx/Rchg:50(31)
Level 32: Fly Trap -- SvgnRt-Acc/Dmg:50(A), SvgnRt-Dmg/EndRdx:50(33), SvgnRt-Acc/EndRdx:50(33), SvgnRt-Acc/Dmg/EndRdx:50(33), SvgnRt-Acc:50(34), SvgnRt-PetResDam:50(34)
Level 35: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-EndRdx/Rchg:50(36), LkGmblr-Def/EndRdx/Rchg:50(36)
Level 38: Transference -- Efficacy-EndMod/Acc/Rchg:21(A), Efficacy-EndMod/Rchg:50(39), Efficacy-EndMod/Acc:50(39)
Level 41: Disruptor Blast -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(42), Ragnrk-Acc/Rchg:50(42), Ragnrk-Dmg/EndRdx:50(42), Ragnrk-Knock%:50(43), FrcFbk-Rechg%:50(43)
Level 44: Summon Tarantula -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(45), ExRmnt-Dmg/EndRdx:50(45), ExRmnt-EndRdx/Dmg/Rchg:50(45), ExRmnt-Acc/Dmg/Rchg:50(46), ExRmnt-+Res(Pets):50(46)
Level 47: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(48), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
Level 50: Nerve Radial Paragon
Level 50: Ion Core Final Judgement
Level 50: Spectral Radial Flawless Interface
Level 50: Longbow Core Superior Ally
Level 50: Clarion Core Epiphany
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(43), P'Shift-EndMod/Acc:50(46), P'Shift-End%:50(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 15.69% Defense(Smashing)
  • 15.69% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 11.31% Defense(Energy)
  • 11.31% Defense(Negative)
  • 6% Defense(Psionic)
  • 13.19% Defense(Melee)
  • 14.75% Defense(Ranged)
  • 6% Defense(AoE)
  • 2% Enhancement(FlySpeed)
  • 2% Enhancement(JumpHeight)
  • 2% Enhancement(JumpSpeed)
  • 4% Enhancement(Confused)
  • 81% Enhancement(Accuracy)
  • 2% Enhancement(RunSpeed)
  • 97.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 95.38 HP (9.38%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 5.25%
  • MezResist(Held) 5.25%
  • MezResist(Immobilize) 7.45%
  • MezResist(Sleep) 5.25%
  • MezResist(Stun) 5.25%
  • MezResist(Terrorized) 2.5%
  • 20% Perception
  • 25% (0.42 End/sec) Recovery
  • 50% (2.12 HP/sec) Regeneration
  • 20% Resistance(Smashing)
  • 20% Resistance(Lethal)
  • 29.14% Resistance(Fire)
  • 29.14% Resistance(Cold)
  • 20% Resistance(Energy)
  • 20% Resistance(Negative)
  • 20% Resistance(Toxic)
  • 20% Resistance(Psionic)
  • 5% RunSpeed



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Totals for self: (Other two tabs here: http://imgur.com/a/rHiU2)

Thanks for looking!!


I drew this for my friend Ninja Earl. I aspire to be a concept artist.
Taimatsu-maru Fire/SS tank Grapes. Plant/Kin troller Blood? Healer/Emp/BR fender | more...
Tumblr CoH Faces DeviantArt Ask for: Facebook

 

Posted

Looking at this build, you have made several sacrifices that I would not be willing to make:

Entangle: You took Entangle and skipped Strangler. I would never, ever skip the single target hold. I would never leave that power unslotted. A single target hold is essential for any controller, and Plant in particular is lacking in single target control and damage.

Stealth: I'm not a fan of using Stealth for a defensive build since half of the defense suppresses (which is not shown in Mid's). You already have Super Speed + Stealth IO for full invisibility, so Stealth serves no use. Consider changing it to Combat Jumping. That gives you Immob protection and maneuverability where Stealth is worthless. CJ also uses almost no endurance.

Your overall endurance usage for the build is a problem. You won't be able to run all those toggles and actually do anything. Yes, you do have Transference, but you will still burn through your blue bar too fast. Powers like Tough, Tactics and Maneuvers don't have enough EndRdx. You could move the slotting in Stealth/CJ to Maneuvers to make that a little better, but that probably won't be enough. I assume you probably were planning on not running Tough or Tactics.

There are a few spots where you could steal a slot: Seeds really doesn't need the 6th slot unless you are slotting for Ranged Defense. Same with the Expediant Reinforcement set in Tarantula. The Force Feedback proc could be sacrificed. The single target hold needs some slots.

Of course, you know that this build will be very, very expensive.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Strangler -- Lock-Acc/Hold:31(A), Lock-Acc/Rchg:31(3), Lock-Rchg/Hold:31(3), Lock-EndRdx/Rchg/Hold:31(5), Lock-Acc/EndRdx/Rchg/Hold:31(5), Lock-%Hold:31(7)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Heal/HP/Regen:31(A), Nictus-Acc/Heal:31(31), Dct'dW-Heal/Rchg:50(34), Efficacy-Acc/Rchg:50(36), Numna-Heal/Rchg:50(36)
Level 2: Roots -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(17), GravAnch-Acc/Rchg:50(17), GravAnch-Immob/EndRdx:50(29), GravAnch-Hold%:50(29)
Level 4: Combat Jumping -- LkGmblr-Rchg+:31(A)
Level 6: Siphon Power -- Acc-I:50(A)
Level 8: Seeds of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(9), CoPers-Acc/Conf/Rchg:50(9), CoPers-Acc/Rchg:50(11), CoPers-Conf/EndRdx:50(11), CoPers-Conf%:50(13)
Level 10: Siphon Speed -- Acc-I:31(A), RechRdx-I:31(36), Acc-I:31(46), RechRdx-I:31(46)
Level 12: Super Speed -- Zephyr-Travel/EndRdx:31(A), Zephyr-ResKB:31(13)
Level 14: Hasten -- RechRdx-I:31(A), RechRdx-I:31(15)
Level 16: Increase Density -- S'fstPrt-ResDam/Def+:30(A)
Level 18: Vines -- Lock-Acc/Hold:31(A), Lock-Acc/Rchg:31(19), Lock-Rchg/Hold:31(19), Lock-EndRdx/Rchg/Hold:31(21), Lock-Acc/EndRdx/Rchg/Hold:31(21), Lock-%Hold:31(27)
Level 20: Speed Boost -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(23)
Level 22: Maneuvers -- LkGmblr-Rchg+:31(A), HO:Cyto(23)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:31(A), KntkC'bat-Dmg/EndRdx:31(25), KntkC'bat-Dmg/Rchg:31(25), KntkC'bat-Knock%:31(27)
Level 26: Carrion Creepers -- TotHntr-Dam%:50(A), Posi-Dam%:50(40), Posi-Acc/Dmg:50(40), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(45), Posi-Acc/Dmg/EndRdx:50(46)
Level 28: Tough -- GA-3defTpProc:31(A)
Level 30: Weave -- LkGmblr-Rchg+:31(A), LkGmblr-Def:31(31), HO:Cyto(31)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg:31(A), ExRmnt-Acc/Dmg:31(33), ExRmnt-Dmg/EndRdx:31(33), ExRmnt-Acc/Dmg/Rchg:31(33), ExRmnt-EndRdx/Dmg/Rchg:31(34), ExRmnt-+Res(Pets):31(34)
Level 35: Transference -- Efficacy-EndMod:31(A), Efficacy-EndMod/Rchg:31(37), Efficacy-EndMod/Acc/Rchg:31(37), Efficacy-Acc/Rchg:31(37), Efficacy-EndMod/Acc:31(39), Efficacy-EndMod/EndRdx:31(40)
Level 38: Fulcrum Shift -- Acc-I:31(A), Acc-I:31(39), RechRdx-I:31(39)
Level 41: Fissure -- Stpfy-Acc/Rchg:31(A), Stpfy-EndRdx/Stun:31(42), Stpfy-Stun/Rng:31(42), Stpfy-Acc/EndRdx:31(42), Stpfy-Acc/Stun/Rchg:31(43), Stpfy-KB%:31(43)
Level 44: Rock Armor -- LkGmblr-Rchg+:31(A), LkGmblr-Def:31(45), HO:Cyto(45)
Level 47: Seismic Smash -- Lock-Acc/Hold:31(A), Lock-Acc/Rchg:31(48), Lock-Rchg/Hold:31(48), Lock-EndRdx/Rchg/Hold:31(48), Lock-Acc/EndRdx/Rchg/Hold:31(50), Lock-%Hold:31(50)
Level 49: Inertial Reduction -- Zephyr-Travel/EndRdx:31(A), Zephyr-ResKB:31(50)
Level 50: Spiritual Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod:31(A), P'Shift-EndMod/Acc:31(7), P'Shift-End%:31(15)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run

Softcapped S/L/Ranged, perma-hasten with T4 spiritual and 1 siphon speed. You keep your ranged softcap down to level 28 for mid level content and it's slightly less expensive then the build you posted.


 

Posted

Local Man has some very good points. If you are dead set on keeping stealth then i would take the slots out of it and put them into manurvers. Also i would save the money on the micro in speed boost. Just throw an endmod IO in there and call it a day.


Mighty Lornac lvl 50 Fire/fire/Flame Blaster
jarlxaz Lvl 50 Claws/regen Scrapper
Beware the Bowtie lvl 50 Dual blades/willpower brute
Static Guardian lvl 50 FF/Elec Defender
and a few others

 

Posted

In Mid's go to Options>Configuration
Select the 'Effects & Math' tab
In the Conditional Suppression block on the right select 'Attacked'
Click 'Ok' button on the bottom

You will now be able to see your defense in combat.


 

Posted

Just as a note, I love my stealth toons, but I almost always take combat jumping before stealth because they have the same def value, but CJ costs so much less...

It seems to me that having the PVP set on Transfusion doesn't help you much more than Doctored Wounds. I was wondering if you actually used entangle, because it looks like you aren't with this build. Also, the FF +Rech proc is better on paper than in practice. I'm not too enamoured by it. I went through and did a remix of this build for you, a lot of changes were made, it still keeps very high Def, but not as high as you had it, but it has a lot more recharge, which will make it pop more. Also, I would recommend taking Agility Core Paradigm as it will help with recharge and endurance, plus it will help transfusion and transference as sappers:

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Grapes.: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Strangler

  • (A) Basilisk's Gaze - Accuracy/Recharge
  • (40) Basilisk's Gaze - Recharge/Hold
  • (40) Basilisk's Gaze - Endurance/Recharge/Hold
  • (42) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
Level 1: Transfusion
  • (A) Doctored Wounds - Heal/Endurance
  • (43) Doctored Wounds - Endurance/Recharge
  • (43) Doctored Wounds - Heal/Recharge
  • (43) Doctored Wounds - Heal/Endurance/Recharge
  • (46) Doctored Wounds - Heal
Level 2: Entangle
  • (A) Decimation - Damage/Endurance
  • (37) Decimation - Damage/Recharge
  • (39) Decimation - Accuracy/Endurance/Recharge
  • (40) Decimation - Accuracy/Damage/Recharge
  • (46) Decimation - Chance of Build Up
Level 4: Roots
  • (A) Gravitational Anchor - Immobilize/Recharge
  • (7) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (15) Gravitational Anchor - Accuracy/Recharge
  • (15) Gravitational Anchor - Immobilize/Endurance
  • (37) Gravitational Anchor - Chance for Hold
Level 6: Super Speed
  • (A) Celerity - +Stealth
Level 8: Seeds of Confusion
  • (A) Coercive Persuasion - Confused/Recharge
  • (9) Coercive Persuasion - Accuracy/Confused/Recharge
  • (9) Coercive Persuasion - Accuracy/Recharge
  • (11) Coercive Persuasion - Confused/Endurance
  • (11) Coercive Persuasion - Contagious Confusion
Level 10: Siphon Speed
  • (A) Tempered Readiness - Endurance/Recharge/Slow
  • (13) Tempered Readiness - Range/Slow
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
Level 16: Increase Density
  • (A) Aegis - Resistance/Endurance
  • (17) Aegis - Resistance/Endurance/Recharge
  • (17) Aegis - Endurance/Recharge
Level 18: Vines
  • (A) Unbreakable Constraint - Hold/Recharge
  • (19) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (19) Unbreakable Constraint - Accuracy/Recharge
  • (21) Unbreakable Constraint - Endurance/Hold
  • (21) Unbreakable Constraint - Chance for Smashing Damage
Level 20: Speed Boost
  • (A) HamiO:Microfilament Exposure
Level 22: Stealth
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense/Endurance/Recharge
  • (37) Luck of the Gambler - Endurance/Recharge
Level 24: Kick
  • (A) Kinetic Combat - Accuracy/Damage
  • (25) Kinetic Combat - Damage/Endurance
  • (25) Kinetic Combat - Damage/Recharge
  • (27) Kinetic Combat - Damage/Endurance/Recharge
Level 26: Carrion Creepers
  • (A) Positron's Blast - Damage/Endurance
  • (27) Positron's Blast - Damage/Recharge
  • (34) Positron's Blast - Damage/Range
  • (34) Positron's Blast - Accuracy/Damage/Endurance
  • (36) Positron's Blast - Chance of Damage(Energy)
Level 28: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (29) Gladiator's Armor - TP Protection +3% Def (All)
  • (29) Aegis - Resistance/Endurance
  • (31) Aegis - Resistance/Endurance/Recharge
  • (33) Aegis - Psionic/Status Resistance
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Endurance/Recharge
  • (50) Luck of the Gambler - Endurance/Recharge
Level 32: Fly Trap
  • (A) Expedient Reinforcement - Accuracy/Damage
  • (33) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (34) Expedient Reinforcement - Endurance/Damage/Recharge
Level 35: Transference
  • (A) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (36) Efficacy Adaptor - Accuracy/Recharge
Level 38: Fulcrum Shift
  • (A) Accuracy IO
  • (39) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (42) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (50) Luck of the Gambler - Endurance/Recharge
Level 44: Disruptor Blast
  • (A) Ragnarok - Damage/Recharge
  • (45) Ragnarok - Accuracy/Damage/Recharge
  • (45) Ragnarok - Accuracy/Recharge
  • (45) Ragnarok - Damage/Endurance
  • (46) Ragnarok - Chance for Knockdown
Level 47: Summon Tarantula
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (48) Expedient Reinforcement - Endurance/Damage/Recharge
  • (48) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 49: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 50: Agility Core Paragon
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Miracle - +Recovery
  • (3) Numina's Convalescence - +Regeneration/+Recovery
  • (3) Miracle - Heal
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (5) Performance Shifter - Chance for +End
  • (5) Performance Shifter - EndMod/Recharge
  • (7) Performance Shifter - EndMod/Accuracy
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Hi all,

Thank you for your help, all of you! I am still working on fixing this and I haven't replied for a while but that's cause we have not made a new MIDS for the toon yet. I don't have much else to say right now, but I'm glad for these replies

Edit: Some questions/etc. I suppose!

Beelzy:
Apparently Entangle adds more DPS than Strangler does. I'm ok with either though!
Also, you said you added more recharge, but it looks like Haste(the one in Advanced Totals) actually went down. Where do you see the recharge? Is that with Siphon Speed active?
Also, I preferred Leadership over Jumping, so hmmm


I drew this for my friend Ninja Earl. I aspire to be a concept artist.
Taimatsu-maru Fire/SS tank Grapes. Plant/Kin troller Blood? Healer/Emp/BR fender | more...
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Posted

nTreees,
Your recharge numbers were skewed by the Force Feedback proc in Disruptor blast. It adds 100% recharge to the math, but rarely adds more than 5% real recharge. Like I said, it looks good on paper, especially in mids, but doesn't work so well in practice.

The reason I took leadership out is that you get the same defensive boost with lower endurance cost by using combat jumping, then you can take either stealth power for the LotG and you weren't getting much help from Tactics anyway.


 

Posted

Quote:
Originally Posted by Treees View Post
Apparently Entangle adds more DPS than Strangler does. I'm ok with either though!
Actually, Strangler does slightly more damage per activation, but does it a lot faster. Take a look at the numbers from City of Data:

Entangle does 5 * 3.06 Smashing damage every 2s over 9.2s plus 5 * 3.06 Lethal damage every 2s over 9.2s plus Containment damage of 5 * 6.12 Lethal damage every 2s over 9.2s. It also applies a Mag 4 Immobilize with an "overpower" chance of 50% to apply an additional Mag 1 (which is usally wasted since Mag 4 will immobilize bosses). Base Recharge is 4 seconds.

Strangler does 5 * 6.73 Smashing damage every 1s over 4.2s plus that same amount again for Containment. It also applies a Mag 3 HOLD with an "overpower" chance of 20% for an additional mag 1. The Overpower will hold Bosses in one shot. Base Recharge is 8 seconds. However, the recharge becomes far less of a factor once recharge is added to the power and globally.

The fact is that a HOLD is a far better control power than an Immob. The difference in damage is minimal. Strangler does more DPA over a shorter period of time, while Entangle does its damage over a longer time but recharges faster. Don't forget that most of Entangle's damage is Lethal, which is more highly resisted than Smashing. Robots are weak to Smashing but resist Lethal.

A single target hold is essential for a controller to, well, CONTROL. If you want a DPS character, don't roll a controller. On all of my controllers (and I have a lot), I always take the single target hold as soon as it becomes available. I may or may not take the single target Immob depending on the build.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Local,

I don't know what you're talking about, my Ill/SS troller has great dps...


 

Posted

(I won't be able to reply to everything because I'm about to be a part of a trial, but yeah!)

Thank you Local for the math and resources, and everything else! I've asked my friend to come around and reply to this sometime but he's currently busy with other projects. I am not advanced enough to reply to your comments yet - i did not ignore them on purpose, but rather because I cannot phrase 'em quite well!!

Beelzy: Thank you for clarifying the Haste!!


I drew this for my friend Ninja Earl. I aspire to be a concept artist.
Taimatsu-maru Fire/SS tank Grapes. Plant/Kin troller Blood? Healer/Emp/BR fender | more...
Tumblr CoH Faces DeviantArt Ask for: Facebook