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Messages - wyldhaunt

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16
Dominator / Grav/Dark (Raspellius)
« on: December 07, 2022, 02:03:32 pm »
Wow, all this time and not one Dominator build posted. Well, here goes. I don't consider myself an "expert" in Doms, nor are they my favorite AT, however I think I've learned to find fun with them and play them to an "alright" level. Here's what I have so far for my Sith-styled character, Raspellius.

Features of this build:
  • Permadom
  • Softcap Def to Range and E/N
  • Strong mez prot; Indomitable Will in addition to Domination
  • Linked Minds and Weaken Resolve stack enough +ToHit, and can be used often enough, to achieve InstaSnipe on a regular basis
  • Self-heal in Life Drain

Here's the build:
This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Raspellius v2: Level 50 Magic Dominator
Primary Power Set: Gravity Control
Secondary Power Set: Dark Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Force of Will
Ancillary Pool: Psionic Mastery

Villain Profile:
Level 1: Lift
  • (A) Superior Winter's Bite - Accuracy/Damage
  • (3) Superior Winter's Bite - Damage/RechargeTime
  • (11) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (17) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (17) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
Level 1: Dark Blast
  • (A) Superior Witchcraft - Universal Debuff
  • (5) Superior Witchcraft - Accuracy/Endurance/Recharge
  • (11) Superior Witchcraft - Accuracy/ Universal Debuff
Level 2: Gravity Distortion
  • (A) Superior Ascendency of the Dominator - Accuracy/Control Duration
  • (3) Superior Ascendency of the Dominator - Control Duration/Recharge
  • (5) Superior Ascendency of the Dominator - Endurance/Recharge
  • (13) Superior Ascendency of the Dominator - Accuracy/Control Duration/Endurance
  • (15) Superior Ascendency of the Dominator - Accuracy/Control Duration/Endurance/Recharge
  • (15) Superior Ascendency of the Dominator - Recharge/Chance for +Damage
Level 4: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 6: Propel
  • (A) Apocalypse - Accuracy/Recharge
  • (7) Apocalypse - Damage/Recharge
  • (7) Apocalypse - Accuracy/Damage/Recharge
  • (25) Apocalypse - Damage/Endurance
  • (34) Apocalypse - Chance of Damage(Negative)
  • (37) Force Feedback - Chance for +Recharge
Level 8: Gloom
  • (A) Thunderstrike - Accuracy/Damage
  • (9) Thunderstrike - Damage/Endurance
  • (9) Thunderstrike - Accuracy/Damage/Endurance
  • (40) Thunderstrike - Damage/Recharge
  • (40) Thunderstrike - Accuracy/Damage/Recharge
  • (40) Thunderstrike - Damage/Endurance/Recharge
Level 10: Hover
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 14: Assault
  • (A) Endurance Reduction IO
Level 16: Gather Shadows
  • (A) Recharge Reduction IO
Level 18: Gravity Distortion Field
  • (A) Lockdown - Accuracy/Hold
  • (19) Lockdown - Accuracy/Recharge
  • (19) Lockdown - Recharge/Hold
  • (21) Lockdown - Endurance/Recharge/Hold
  • (21) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (25) Lockdown - Chance for +2 Mag Hold
Level 20: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 22: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Endurance
  • (23) Luck of the Gambler - Defense/Recharge
  • (50) Kismet - Accuracy +6%
Level 24: Afterburner
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 26: Wormhole
  • (A) Absolute Amazement - Stun
  • (27) Absolute Amazement - Stun/Recharge
  • (27) Absolute Amazement - Accuracy/Stun/Recharge
  • (43) Absolute Amazement - Accuracy/Recharge
  • (46) Absolute Amazement - Endurance/Stun
  • (48) Force Feedback - Chance for +Recharge
Level 28: Life Drain
  • (A) Touch of the Nictus - Accuracy/Healing/Absorb
  • (29) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb
  • (29) Touch of the Nictus - Healing/Absorb
  • (31) Touch of the Nictus - Chance for Negative Energy Damage
  • (31) Theft of Essence - Chance for +Endurance
Level 30: Weaken Resolve
  • (A) Superior Witchcraft - Accuracy/Recharge
  • (31) Superior Witchcraft - Universal Debuff/Endurance/Recharge
  • (39) Superior Witchcraft - Chance for Res Debuff
  • (43) Achilles' Heel - Chance for Res Debuff
Level 32: Singularity
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (33) Expedient Reinforcement - Accuracy/Damage
  • (33) Expedient Reinforcement - Damage/Endurance
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (34) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 35: Moon Beam
  • (A) Thunderstrike - Accuracy/Damage
  • (36) Thunderstrike - Damage/Endurance
  • (36) Thunderstrike - Accuracy/Damage/Endurance
  • (36) Thunderstrike - Damage/Recharge
  • (37) Thunderstrike - Accuracy/Damage/Recharge
  • (37) Thunderstrike - Damage/Endurance/Recharge
Level 38: Indomitable Will
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
  • (39) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 41: Mind Over Body
  • (A) Unbreakable Guard - Resistance
  • (42) Unbreakable Guard - Resistance/Endurance
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (42) Steadfast Protection - Resistance/+Def 3%
  • (43) Gladiator's Armor - TP Protection +3% Def (All)
Level 44: Psionic Tornado
  • (A) Ragnarok - Damage
  • (45) Ragnarok - Damage/Recharge
  • (45) Ragnarok - Accuracy/Damage/Recharge
  • (45) Ragnarok - Accuracy/Recharge
  • (46) Ragnarok - Damage/Endurance
Level 47: Link Minds
  • (A) Luck of the Gambler - Defense/Recharge
  • (48) Luck of the Gambler - Defense/Endurance/Recharge
  • (48) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 49: Super Speed
  • (A) Superior Winter's Gift - Slow Resistance (25%)
Level 1: Domination
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (9) Numina's Convalesence - +Regeneration/+Recovery
  • (17) Preventive Medicine - Chance for +Absorb
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (13) Performance Shifter - EndMod/Recharge
  • (23) Performance Shifter - Chance for +End
Level 1: Disintegrating
Level 50: Spiritual Core Paragon
Level 50: Ion Core Judgement
Level 50: Degenerative Core Interface
Level 50: Banished Pantheon Core Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Control Core Genome
------------



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17
Tanker / Ice/Stone Tanker (Amberguard/Isskjelv)
« on: December 07, 2022, 08:24:54 am »
I think Isskjelv is performing well enough in end-game content to share his build now. A couple of things to start off with: I love Stone Melee on a Tanker. It has plenty of AoE melee control (especially via Fault) and respectable ST dmg and control (especially via Seismic Smash). After learning more about Ice from our devs and experimenting with it, I find plenty of layered mitigation there too. More discussion after the build, which is:

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Isskjelv: Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Stone Melee
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Frozen Armor
  • (A) Luck of the Gambler - Defense/Endurance
  • (7) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (7) Shield Wall - Defense
  • (45) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (45) Reactive Defenses - Scaling Resist Damage
Level 1: Stone Fist
  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (3) Superior Gauntleted Fist - Damage/RechargeTime
  • (3) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (15) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (36) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime
  • (36) Superior Gauntleted Fist - RechargeTime/+Absorb
Level 2: Hoarfrost
  • (A) Numina's Convalesence - Heal/Endurance
  • (11) Numina's Convalesence - Endurance/Recharge
  • (11) Numina's Convalesence - Heal/Recharge
  • (40) Numina's Convalesence - Heal/Endurance/Recharge
  • (45) Numina's Convalesence - Heal
Level 4: Heavy Mallet
  • (A) Superior Vampire's Bite - Accuracy/Damage
  • (5) Superior Vampire's Bite - Damage/Endurance
  • (5) Superior Vampire's Bite - Accuracy/Damage/Recharge
  • (13) Superior Vampire's Bite - Accuracy/Damage/Endurance/Recharge
  • (13) Superior Vampire's Bite - Accuracy/Damage/Endurance
  • (15) Superior Vampire's Bite - Recharge/Chance to Heal
Level 6: Mystic Flight
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 8: Boxing
  • (A) Hecatomb - Damage/Recharge
  • (9) Hecatomb - Accuracy/Damage/Recharge
  • (9) Hecatomb - Accuracy/Recharge
  • (36) Hecatomb - Damage/Endurance
  • (37) Hecatomb - Chance of Damage(Negative)
  • (46) Hecatomb - Damage
Level 10: Wet Ice
  • (A) Numina's Convalesence - Heal
  • (37) Numina's Convalesence - Heal/Endurance
  • (37) Numina's Convalesence - +Regeneration/+Recovery
Level 12: Permafrost
  • (A) Unbreakable Guard - Resistance
  • (43) Unbreakable Guard - Resistance/Endurance
  • (43) Unbreakable Guard - RechargeTime/Resistance
  • (46) Steadfast Protection - Resistance/+Def 3%
  • (48) Gladiator's Armor - TP Protection +3% Def (All)
Level 14: Taunt
  • (A) Perfect Zinger - Taunt
  • (48) Perfect Zinger - Taunt/Recharge/Range
  • (50) Perfect Zinger - Taunt/Range
  • (50) Perfect Zinger - Chance for Psi Damage
Level 16: Icicles
  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (17) Superior Might of the Tanker - Damage/Recharge
  • (17) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (29) Superior Might of the Tanker - Recharge/Chance for +Res(All)
  • (31) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (31) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
Level 18: Glacial Armor
  • (A) Luck of the Gambler - Defense
  • (19) Luck of the Gambler - Defense/Endurance
  • (19) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 20: Fault
  • (A) Force Feedback - Chance for +Recharge
  • (21) Perfect Zinger - Chance for Psi Damage
  • (21) Explosive Strike - Chance for Smashing Damage
  • (23) Rope A Dope - Accuracy/Recharge
  • (23) Rope A Dope - Accuracy/Endurance
  • (34) Rope A Dope - Accuracy/Stun/Recharge
Level 22: Chilling Embrace
  • (A) Endurance Reduction IO
Level 24: Tough
  • (A) Unbreakable Guard - Resistance
  • (25) Unbreakable Guard - Resistance/Endurance
  • (25) Unbreakable Guard - RechargeTime/Resistance
Level 26: Energy Absorption
  • (A) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Recharge
  • (27) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (46) Luck of the Gambler - Defense/Endurance/Recharge
  • (48) Luck of the Gambler - Defense/Endurance
Level 28: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance
  • (29) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 32: Tremor
  • (A) Armageddon - Damage/Recharge
  • (33) Armageddon - Accuracy/Damage/Recharge
  • (33) Armageddon - Accuracy/Recharge
  • (33) Armageddon - Damage/Endurance
  • (34) Armageddon - Chance for Fire Damage
  • (34) Force Feedback - Chance for +Recharge
Level 35: Tactics
  • (A) Adjusted Targeting - To Hit Buff/Endurance
Level 38: Seismic Smash
  • (A) Superior Blistering Cold - Accuracy/Damage
  • (39) Superior Blistering Cold - Damage/Endurance
  • (39) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (39) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (40) Superior Blistering Cold - Recharge/Chance for Hold
  • (40) Lockdown - Chance for +2 Mag Hold
Level 41: Gloom
  • (A) Superior Witchcraft - Universal Debuff
  • (42) Superior Witchcraft - Accuracy/ Universal Debuff
  • (42) Superior Witchcraft - Accuracy/Endurance/Recharge
  • (42) Superior Witchcraft - Chance for Res Debuff
  • (43) Thunderstrike - Damage/Endurance
Level 44: Darkest Night
  • (A) Dampened Spirits - To Hit Debuff/Endurance
Level 47: Spirit Ward
  • (A) Preventive Medicine - Chance for +Absorb
Level 49: Rune of Protection
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 1: Gauntlet
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Panacea - Heal
  • (9) Panacea - +Hit Points/Endurance
  • (17) Regenerative Tissue - +Regeneration
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (13) Performance Shifter - EndMod/Accuracy
  • (23) Performance Shifter - Chance for +End
Level 1: Disintegrating
Level 50: Ion Core Final Judgement
Level 50: Reactive Core Flawless Interface
Level 50: Polar Lights Core Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Melee Core Embodiment
Level 50: Agility Core Paragon
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
------------



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So, some Tanker deets:
  • Softcap Def S/L/E/N without Energy Absorption. In fact, I'm overslotted for the regular softcap Def in this build. I do consider Def to be Ice's primary mitigation strat (especially with >50% DDR), so I'm fine with that for now - a future version might pare this down a bit.
  • HP cap via Hoarfrost; perma'd.
  • A recurring small Absorb via Wet Ice.
  • Rescap S/L/F/C every minute out of ~2 via Rune of Protection, and every 2 minutes out of 4 via Melee Core Embodiment (the latter with one enemy in melee).

Add to that the offensive mitigation:
  • KB from Fault, Heavy Mallet and Tremor.
  • Hold from Seismic Smash.
  • -Rech, -Spd, -Dmg from Chilling Embrace.

Then add aggro from Taunt, Icicles and Chilling Embrace, and here is a Tanker that can pretty much do it all.

There are a few other items worth noting:
  • Vampire's Bite: Chance to Heal slotted in Heavy Mallet provides pretty reliable healing, so use it!
  • As I learned from playing Gnawt, Soul Mastery's Darkest Night is such a wonderful power, that it's going to be hard for me not to take this on any other Tankers I make. I do wish more Tanker pools had enemy-anchored toggles. Why is this so useful? Ongoing debuff and enemy notification. For example, during the slow pulls of Siege during BAF iTrials, all I have to do is cast Darkest Night on Siege, and then keep moving back towards our fighting point - there is no need to cast Taunt and risk rings. Gloom is good to have also - having a ranged debuff power along with Taunt really helps maintain aggro when I can't get into melee, such as using the "wall" tactic against the Avatar of Hamidon in the Underground iTrial.

At the end of it all, I'm not yet sure whether Gnawt's Inv/Savage or Isskjelv's Ice/Stone will feel more "powerful." Both are fun to play, which is all the really matters. I do miss Savage Melee's Blood Thirst for spot heals, however I feel like I'm helping more with Stone Melee's Fault and Seismic Smash. Also, it is easier to hold aggro with Ice/Stone, although Inv/Savage does plenty well.

18
Controller / Re: Water Control/Time Manipulation (Fluixic)
« on: November 15, 2022, 06:14:59 pm »
You're absolutely correct on this, of course. I didn't choose Sorcery because RP reasons (even though I could go minimal FX) and I already have that on soooo many characters, and Gadgetry wasn't released when I decided on Fly. In Fluixic's next iteration, I'll remember to choose Jetpack.

19
Controller / Re: Water Control/Time Manipulation (Fluixic)
« on: November 12, 2022, 10:56:32 pm »
First, my overall build goal is to have fun! With Water/Time, this is built on the following:
  • I want to stay vertical and not mezzed, which translates to a) softcap Def Range, b) softcap S/L Res, c) Clarion and Blessing of the Zephyr's KB Prot.
  • I want to keep the enemies from affecting anyone, which means continuous mez and debuff.
  • I want to protect my team and Water Golem, which means buffing myself and them.
  • I want to defeat and facilitate others defeating enemies without taking forever, which means debuffing and damaging them.

While Water/Time provides a lot of this out of the box, my power selections and enhancement choices further this. Also, this build is designed as a leveling build and for exemping, and not to need alternate builds for those. Power by power, this means:
  • Suffocate: a ST Hold from level 1 which does damage and -Def? Yes, please. However, it has a recharge which is so quick that it's not the most useful for procs, but 6-slotting Thunderstrike is inexpensive and supports an overall goal of softcap Def to Range.
  • Time Crawl: a must-have power, because it must be chosen. Not as useful when compared to other powers while leveling, however it gives a greater impact to Slowed Response, and so comes into greater usefulness when fighting bosses and stronger opponents later. Its recharge is slow enough to take advantage of procs, however it doesn't have very many proc choices. Impeded Swiftness %Smash and Superior Winter Storm Rech/%Cold gives it the potential to do more damage than Suffocate or Deluge. In addition to procs, I put a couple of IOs which help primarily with Acc and also Endurance management.
  • Deluge: a ST dmg which does KD. Bread-and-butter stuff while leveling, especially during the early levels. Like Suffocate, Deluge has a recharge which is so quick, it's not the most useful for procs, but 6-slotting Thunderstrike is inexpensive and supports and overall goal of softcap Def to Range.
  • Fly: a very useful single-slot travel power. Fluixic doesn't have a concept which calls for anything else, so Fly it is. Since KB is one of the early-encountered frequent mezzes, Blessing of the Zephyr's KB Prot is great here.
  • Geyser Burst: At the tender level of 6, Water primes itself to become an AoE monster, and Gesyer Burst is the 2nd of 3 powers (even though the 1st available) which make this happen. It is also the lynchpin of most Fluixic's AoE attacks. If you're teaming with Fluixic and see the geysers, that's the place we're I'll be for a bit. For slotting, Geyser Burst's default recharge is slow enough to make sense for procs, however, most of the procs I would put here make better sense elsewhere. Recharge is a secondary IO goal of this build, so 5-slotting Positron's Blast goes towards that. Also including Superior Witchcraft %-Res has gone a fair way towards quicker defeats of not just single bosses, but entire spawns.
  • Turbulent Aura: I've said it before, and I'll say it again: Turbulent Aura is the lynchpin of Water Control, and the largest differentiator between Water Control and Water Blast. An AoE Toggle which causes practically-continuous KD, along with damage, along with the chance to heal? YES PLEASE. This is the power which allows for Water Control to be in melee, and to be tanky. This is the 1st of 3 powers which make Water Control and AoE monster. Now it's a toggle, so it doesn't have the best proc chances, but that's why Water isn't just an AoE monster, but in addition creates a desire to have more and more enemies close by. The KB allows slotting Force Feedback %Rech; the heal allows slotting Theft of Essence %End, which just takes the awesome of this power to stupendous!
  • Temporal Mending: oh, a PBAoE heal which affects self, pet and teammates. This is a primary reason why, as iconic as Water/Storm is, Water/Time is better for soloing and maxxing notoriety. I know I'll catch some heat for saying this, but this is my post, and this is my viewpoint, and this is true. I have overslotted Temporal Mending for Heal, and I don't use it often, which means I don't get the benefit of the Numina's Convalescence proc very often, however this does help with softcap Def to Range. There may be a future iteration where I change this, but not now.
  • Riptide: this is the 3rd of 3 powers which makes Water Control an AoE monster, and its use is more subtle than the other two. In fact, some might consider skipping it. However, it provides a new mechanic introduced with Water Control, that of Forced Movement. This power overrides enemy's movement, and forces them to move to the center of Riptide. So here's the setup: run into the middle of a spawn, cast Riptide, cast Geyser Burst, then do whatever else. Turbulent Aura will trip up a few, Riptide will drawn them in, and then Geyser Burst begins the show. Note that Riptide's Force Movement will even affect AVs/GMs (hehehehehehe), which... can be awesome, and... can be trouble during certain league events where the facing of AVs matter, so you will want to learn the few times not to use it. My slotting for Riptide is for recharge, along with a KD proc (yes, more KD please) and a -Res proc.
  • Time's Juncture: Layer this with Turbulent Aura to cause the enemies which are flopping like fish to also suffer -To Hit, -Damage, and -Speed. Yeah, not much is escaping, nor able to hurt anyone. There aren't any standout procs to put here that I haven't put elsewhere, so a single slot of -ToHit/End is fine.
  • Hasten: did I mention a secondary build goal was recharge? Yes, twice above. But why? Geyser Burst has a base recharge of 90 seconds. Most double-spawns I fight (even at +4/x8) are gone within 30 seconds. I don't want to wait another minute to use Geyser Burst again. With all the recharge-reduction IO set bonuses and powers I have, my Geyser Burst's recharge is often 31.65 seconds. Sometimes it's faster (Hello Force Feedback %Rech), and sometimes slower (my Hasten isn't quite perma'd, and Chrono Shift doesn't recharge fast enough to apply its +Rech all the time), but it's close enough to work.
  • Assault: 15% damage buff for my pets, teammates, and myself? Sure.
  • Tactics: Alright, I don't have a snipe, but 10% ToHit and Perception bonus/resistance for the my pets, teammates and myself is great. In fact, I regard -Perception like I would any other debuff or mez: I hate it. I hate it so much that my sole enchancement in this is Rectified Reticle: Increased Perception, which Night Widows hate.
  • Boxing: prereq power for Tough, and allows me to spend slots elsewhere.
  • Time Stop: alright, this is the controversial power which I used to have little regard for, until this version of Fluixic's build, because procs! Three procs here: Ghost Widow's Embrace %Psi dmg, Superior Will of the Controller %Psi dmg, and Unbreakable Constraint %Smash dmg. This means Time Stop usually does more damage than either Suffocate or Deluge. My global recharge (remember that being a secondary goal of my build) is low enough that Time Stop is part of my regular rotation now, with a higher priority than Suffocate! (Oh, and Time Stop does pretty good -Regen and -Heal, so yeah.)
  • Drowning Pool: AoE Hold with a long recharge. I tried to proc this, but I couldn't get its recharge down to ~30s, so I dropped that idea and instead let its primary slotting be for softcap Def Range. Even so, about every other fight, or when I need to hold groups both near and far, I have this power available, and its duration is a sweet 33.9s. Notice that: the duration is around how long it takes for Geyser Burst to recharge, and around how long it takes for me to defeat most +4/x8 double spawns. Amazing how all that timing comes together...
  • Farsight: perma 14.79 Def for my pet, my teammates and myself, along with +10% To Hit and more Perception bonus/resistance? YES. Again, I don't have a snipe. But I bet that blasters love being near me with this and Tactics. If all they do is bring Tactics too, they have instasnipe. The Shield Wall IO is to help with my S/L Res, and while an expensive IO, helps me expand my other IO possibilities to allow more proccing.
  • Tough: all about that S/L Res, with an IO to help with HP and another (expensive) IO to help with softcap Def Range.
  • Water Golem: my Scraptroller. Not a mini-me, because he scraps while I tank. Blood Mandate slotting is for softcap Def Range.
  • Power Sink: alright, here's Water Control's dirty secret, as least the way I play it with so much reharge: IT SUCKS END! Not as bad as Storm does, but still. In fact, this latest build uses more end than my first-posted build in this thread. My battles are in melee already, so Power Sink is an easy way to refill my blue bar, and I do make semi-regular use of it now. The slotting in this power is for recharge primarily, and EndMod secondarily. The set bonues are for HP and Recovery, which I consider more useful than Performance Shifter's Movement Speed and HP, and the power gives plenty of End by itself: no need for Performance Shifter's %End proc.
  • Chrono Shift: a longer term green and blue buff for all of us. My slotting focuses on recovery at the expense of green: I can always pop Temporal Mending for all every few seconds, and have nothing comparable for green.
  • Charged Armor: all about that S/L Res, and in the same Patron Power Pool as Power Sink. Slotting is for Res, with the Steadfast Protection: Resistance/+Def for softcap Def Range.
  • Temporal Selection: more green for my pet, or another teammate. A convenient place to slot the Preventive Medicine Absorb Proc for myself.
  • Slowed Response: Before this build, I would only hit Time Crawl then Slowed Response every so often while fighting EBs and harder targets. Now, with the damage procs in Time Crawl and Witchcraft -Res in Geyser Burst, Slowed Response is part of my regular rotation, and has an impact on the time to clear all enemies.
  • Maneuvers: more Def for my pets, teammates, and me. Sure.
  • Slotting in Health is primarily for End, secondarily for Health and Regen.
  • Slotting in Stamina is all about that End, with a set bonus for HP.
  • I did slot Celerity +Stealth in Sprint because it allows me to get closer to enemies before they're notified, and be more choosy with which side spawns I engage.
Incarnates:
  • Alpha: Intuition Radial: Yeah, let's extend our Hold durations (Time Stop, Suffocate and Drowning Pool), Defense Debuffs (Slowed Response, Suffocate, Drowning Pool, increase our Range (for controlling both near and far), ToHit Debuffs (Time's Juncture), Damage (most everything), and Slow Movement (Time Crawl, Deluge, Geyser Burst).
  • Destiny: Clarion Core: mez prot pure and simple. I have plenty of characters which use other methods for this, however 1) I'm not a Blaster, so no Defiance, 2) I'm not a Dominator, so no Domination, 3) I'm not a Guardian nor a melee AT, so no mez prot toggles, 4) my End usage is high, so I didn't want Rune of Protection, and 5) my End usage is high, so I wanted Mu Mastery's Power Sink over Psi Mastery's Indominatible Will and supporting IOs/powers.
  • Hybrid: Support Core > Control. Control Radial offers nothing to me. Control Core only affects my holds, which are already plenty strong. Yeah it adds damage, but that would only normally affect my ST holds. Support helps my pet, my teammates and myself in a lot of small ways (including damage), plus it helps my blue bar all the time.
  • Interface: Degenerative Core: -HP debuff please.
  • Judgement: Ion. Kinda goes with the electrical theme from Mu Mastery, and is a great way to pull in a side spawn.
  • Lore: Polar Lights: more AoE for the AoE monster!
I'm not going into the proc math here: Redlynne was gracious enough to give the formulas directly in this thread above ^^^ (THANK YOU REDLYNNE!), however when I ran the formulas with the various powers and PPMs in a workbook, I found these points:
  • Drowning Pool's recharge is so long that proccing it is less useful than some other powers. All the procs placed in it would have a 90% chance to proc on each enemy during each activation, but the procs were better-placed in powers which had a faster recharge and still have a 90% chance to proc.
  • Suffocate's and Deluge's recharge is too short for them to have decent proc chances, even if no recharge was slotted.
  • The recharge and procsibilities (there's your new word for today) were best in Time Stop, Geyser Burst, and Slowed Response, then 2nd-best in Time Crawl and Turbulent Aura (low base proc chance, but bathing in enemies means more chances to proc). Since my focus was on improving ST damage, my procs went mostly to Time Stop, and next to Time Crawl.
So, my normal way to start a battle:
  • Run in to get Turbulent Aura affecting enemies (KD, damage), and helping me (Heal, End, Rech). My Def, Res and Clarion keep me safe. My Water Golem follows and starts doing his thing.
  • Place Riptide at my feet: %KD on some, %-Res on some, Damage and Forced Movement on all.
  • Place Geyser Burst at my feet: KU, -Speed, Damage, and %-Res.
  • Time Crawl on the biggest bad I have targeted near me. -Speed, -Rech, -Regen, and IO procs for damage. Slowed Response and Time Stop will also enjoy greater effects on that enemy
  • Slowed Response on the same enemy: AoE -Def, -Res (greater impact on the targeted enemy).
  • If Drowning Pool is up and doesn't need to be be saved for a harder spawn, cast it near me and watch the enemies get caught in electrical bubbles while their Def is debuffed even further.
...by the way, the DoTs from Turbulent Aura, Riptide and Geyser Burst are still flowing, and the enemies are now flopping like fish (Drowning Pool has no -KB), meaning my pet and I are fine.

After I start the battle, then I'll focus on the hardest targets, casting Time Crawl every so often, and the following as soon as they're up, in this priority order:
  • Slowed Response.
  • Time Stop: remember, procs more damage than Deluge (even though the procs are 90% rather than 100%) and benefits from Time Crawl.
  • Suffocate: yeah, that enemy is held solid.
  • Deluge: this happens only occasionally, since often higher-priority powers are available.
Now, if there is a second spawn nearby and I want them to join in the bounce party, after starting the battle and before focusing on the primary spawn's hard target(s), I'll cast Deluge on a second spawn's hardest target, which helps notify the entire spawn... they'll join the bouncing soon enough.

Before I did this build, I felt mostly on the sidelines during single GM/AV fights. Sure I could always debuff with Time Crawl, Slowed Response and Time Stop, along with debuff and a little damage from Suffocate and Deluge. I could even hold some AVs/GMs at times with Time Stop and Suffocate. Also, unless facing mattered, I could let my Water Golem do his scraptroller things. None of that has changed, however the additional damage (via procs) just feels better.

20
Controller / Re: Water Control/Time Manipulation (Fluixic)
« on: November 12, 2022, 04:28:48 pm »
I have gone through proc chances now, and tested and verified that Overpowering Presence's Recharge/Energy Font is underwhelming even in an AoE like Hypothermia, and below is Fluixic's live build right now. This is a step up in power, in that where before I could run any +4/x8 solo without issues, now I can do with enemy bosses included. I'm not defeating bosses like a scrapper would, but they don't take much longer than my typical way of grabbing two spawns and melting them all down. Also, you may have read the conversation between Redlynne and I above concerning controlling spawns at my feet and at range - this build can do so with ease.

I'm going to go through some details about decisions and play in the build in the next post, however to keep this post from getting too long, here's the build itself:

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Fluxic: Level 50 Natural Controller
Primary Power Set: Water Control
Secondary Power Set: Time Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Suffocate
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (21) Thunderstrike - Damage/Recharge
  • (19) Thunderstrike - Accuracy/Damage/Recharge
  • (21) Thunderstrike - Damage/Endurance/Recharge
Level 1: Time Crawl
  • (A) Impeded Swiftness - Chance of Damage(Smashing)
  • (37) Superior Winter Storm - Recharge/Chance for Cold Damage
  • (37) Superior Winter Storm - Accuracy/Slow
  • (40) Pacing of the Turtle - Accuracy/Endurance
Level 2: Deluge
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (43) Thunderstrike - Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Recharge
  • (45) Thunderstrike - Damage/Endurance/Recharge
Level 4: Fly
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 6: Geyser Burst
  • (A) Positron's Blast - Accuracy/Damage
  • (7) Positron's Blast - Damage/Endurance
  • (7) Positron's Blast - Damage/Recharge
  • (23) Positron's Blast - Accuracy/Damage/Endurance
  • (23) Positron's Blast - Chance of Damage(Energy)
  • (37) Superior Witchcraft - Chance for Res Debuff
Level 8: Turbulent Aura
  • (A) Obliteration - Chance for Smashing Damage
  • (9) Armageddon - Damage/Endurance
  • (9) Armageddon - Chance for Fire Damage
  • (15) Accuracy IO
  • (17) Theft of Essence - Chance for +Endurance
  • (19) Force Feedback - Chance for +Recharge
Level 10: Temporal Mending
  • (A) Numina's Convalesence - Heal/Endurance
  • (11) Numina's Convalesence - Endurance/Recharge
  • (11) Numina's Convalesence - Heal/Recharge
  • (15) Numina's Convalesence - Heal/Endurance/Recharge
  • (45) Numina's Convalesence - Heal
  • (45) Numina's Convalesence - +Regeneration/+Recovery
Level 12: Riptide
  • (A) Ragnarok - Damage/Recharge
  • (13) Ragnarok - Accuracy/Damage/Recharge
  • (13) Ragnarok - Accuracy/Recharge
  • (40) Ragnarok - Damage/Endurance
  • (42) Ragnarok - Chance for Knockdown
  • (50) Annihilation - Chance for Res Debuff
Level 14: Time's Juncture
  • (A) Dampened Spirits - To Hit Debuff/Endurance
Level 16: Hasten
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 18: Assault
  • (A) Endurance Reduction IO
Level 20: Tactics
  • (A) Rectified Reticle - Increased Perception
Level 22: Boxing
  • (A) Accuracy IO
Level 24: Time Stop
  • (A) Ghost Widow's Embrace - Accuracy/Endurance
  • (25) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (25) Superior Will of the Controller - Accuracy/Control Duration
  • (31) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (34) Superior Will of the Controller - Recharge/Chance for Psionic Damage
  • (36) Unbreakable Constraint - Chance for Smashing Damage
Level 26: Drowning Pool
  • (A) Lockdown - Accuracy/Hold
  • (27) Lockdown - Accuracy/Recharge
  • (27) Lockdown - Chance for +2 Mag Hold
  • (43) Lockdown - Recharge/Hold
  • (46) Lockdown - Endurance/Recharge/Hold
  • (48) Lockdown - Accuracy/Endurance/Recharge/Hold
Level 28: Farsight
  • (A) Luck of the Gambler - Defense
  • (29) Luck of the Gambler - Defense/Endurance
  • (29) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Shield Wall - +Res (Teleportation), +5% Res (All)
Level 30: Tough
  • (A) Unbreakable Guard - Resistance
  • (31) Unbreakable Guard - Resistance/Endurance
  • (31) Unbreakable Guard - +Max HP
  • (46) Gladiator's Armor - TP Protection +3% Def (All)
Level 32: Water Golem
  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (34) Blood Mandate - Damage
Level 35: Power Sink
  • (A) Efficacy Adaptor - EndMod
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
Level 38: Chrono Shift
  • (A) Efficacy Adaptor - EndMod
  • (39) Efficacy Adaptor - EndMod/Recharge
  • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (39) Efficacy Adaptor - Accuracy/Recharge
Level 41: Charged Armor
  • (A) Unbreakable Guard - Resistance
  • (42) Unbreakable Guard - Resistance/Endurance
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (46) Steadfast Protection - Resistance/+Def 3%
Level 44: Temporal Selection
  • (A) Preventive Medicine - Chance for +Absorb
Level 47: Slowed Response
  • (A) Superior Witchcraft - Accuracy/ Universal Debuff
  • (48) Superior Witchcraft - Accuracy/Recharge
  • (48) Superior Witchcraft - Universal Debuff/Endurance/Recharge
Level 49: Maneuvers
  • (A) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 1: Containment
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (9) Miracle - +Recovery
  • (17) Regenerative Tissue - +Regeneration
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (13) Performance Shifter - EndMod/Recharge
  • (23) Performance Shifter - Chance for +End
Level 1: Disintegrating
Level 50: Intuition Radial Paragon
Level 50: Ion Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Polar Lights Core Superior Ally
Level 50: Clarion Core Epiphany
Level 50: Support Core Embodiment
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21
Personally, I love the proliferation, and consider desiring everyone to bow to one viewpoint selfish.


22
Mastermind / Re: It's a BOW Time! (Ninja/Time/Mace)
« on: October 18, 2022, 08:05:04 am »
Oh wow, especially with this latest info (which finally clicked in my brain), I'm going to have to re-examine my competing builds for Wyldhaunt (Beasts/Dark* v Necro/Dark), and Sturmboter (Bots/Storm). So much potential, it has me "/em plot"-ting.

*The reason why this would be particularly worthy of a re-look is that the Beasts primary attacks are already useful; proccing them for BU/debuff would help that much more.


23
Controller / Re: Water Control/Time Manipulation (Fluixic)
« on: October 18, 2022, 08:00:25 am »
Redlynne, thank you for jumping in with a fully-detailed explanation of proc chances - definitely saved me from finding another source for it, and I think your response deserves its own post in the Guides section of our forums rather than just a response for my build. I will be definitely be using this to compare proccing variations in Fluixic's build.


24
Controller / Re: Water Control/Time Manipulation (Fluixic)
« on: October 17, 2022, 06:39:38 pm »
Quote
Yes, Time Crawl and Time Stop have "long" recharge times of 15-16 seconds ... but that's what makes them proc monsters with a 90% chance to activate procs that are slotted into them.

This is something for me to source and learn more about - as I've said before, procmonstering is a growing edge for me. I'll research more on this, as I'd like to understand more about the why the chance to activate is 90% for these. I am implying from this that procs are more valuable for reliability per cast in longer-recharge powers. However, if I'm reading that correctly, I'd like to understand the average over time (like over a minute) of slotting (for example Unbreakable Constraint's %Smash) in base-16s-rech Time Stop rather than base-8s-rech Suffocate. If the PPM for both is the same (I understand it is), and Global Recharge (from sets and such) affect both the same, but Time Stop also has a greater activation time than Suffocate, in which power would a proc average more damage over time. Then add in Suffocate's own damage (compared to Time Stop's zero), and consider again. Ofc for non-global unique procs, I could put them in both, balancing what I'd want from regular enhancements to the powers (being careful with any recharge due to PPM) and any set bonuses with the procs involved.

Below is the latest of what I'm considering. I'm not procmonstering Time Stop, but Suffocate and Deluge instead - Time Stop ends up being a mule for set bonuses. It's an interim step as I consider procs in the longer-recharge vs shorter-recharge powers.

https://www.midsreborn.com/builds/download.php?uc=1786&c=785&a=1570&f=HEX&dc=78DA75944B4F135114C7FFD34E85BEE4D1162850A0459E7D487D6E7C459044058382BA240D1498A4B44D1F097E0057A226BA70054A54105D8AD1BD5BFD06EE4D54C0858860B49ECE996BAF254E32ED6FEEFFDCF3BC33C373038EF7EF86CE40A9EE4FC4B2D9F1FE543297492512F14CC5A5582E9F892540D7BEC1447E4E9BA8206C2B5908E3C8F558AEF4E4970CCEE6A7A62263DA6C7C7C3896D4D2F9442CA7A592B08FA468D760429B9EC9D9741E4DC7E393553A0EC56393F14C76464B3BD9AC68A525A7BDE7D2DA44642035AB2563B954667C384F4EB314F84603A5D549F7CF20FD280A8CAB600116E83FAAC2844506154B0C6E9C37E9508B59C558D9E5954577D10DFEBA21ACB4E84A180E86DD6031901449F97FA45E74590C0899750821CA91ECD450334A91E8E14351B1E21705B0C8012C78095DD9873501AF18EAF05AC01B8603B8C96E7E939B0AD90D0724A512274C069C64D88FD32C55A396C067A5D6186E1E5247AC529E162B2E2BBA62C31501A38AE1668C2184AB02AE3114281BBB9C8D1D8739800347041C65E8C231861E1C67E8C547CEEF1165E394BBE6C41AF73340E555C993AB4210464D06D492498D64821AF8597191E292151716C8ADCB0A85148F1CD08346DEF39852A9972BAAC732CFB8012B029E31B46095C18FE70CED78C1A08400AFECC68B2D2EBA11DF056C9B8CD9FE10B0235A651CDC27944D935481B9096EEE7C33AA057818A2B8C8B1CD549C4FDA64F2E11BF7B9055B0276D8D64479B6CAE7A0159FB8116DF82CE08B8075063F36046C32DC226F81D22B56300530CFA5B4E3B6803B0CCB545387949EDA216C3B856DA7B0EDC45DD11163DAF314A95BDEDD2D8AEB11C5F5609B214C93D48F7D188778658962074B5F82023DACB3F2949488DCE908ACFC921F844D805D8093A1863ADD2777BA4F8C272AC61315E3F1A990AF42A1B96C816EE30C0EA9FF7EAEE8B6721B4654592045117D59B7C91F4A5D69676563AFD2CDCA664931E9E92BF01BDF12E502AD77A954C5A9620B557CDD6B7B8FCFA843B9CF50A73C6058E92D2B55ADA775298582D75DB63058B490B7843D6516ABAE328BB781B2853F483DDF08


25
Controller / Re: Water Control/Time Manipulation (Fluixic)
« on: October 17, 2022, 04:44:40 pm »
...and more on this

Quote
Your only challenge would be to figure out what else you want to do while those three powers recharge ... which isn't that bad of a problem to have, all things considered ...

Suffocate (base recharge 8s) and Deluge (base recharge 5s) already recharge so fast with my build that I only have a split-second down-time. That's one reason I'm considering one - and only one - other ST power to add to this. I have been looking at Time Stop, however its base recharge is 16s, so it'd be used every other rotation rather than every. Time Crawl's base recharge is also 15 sec, so I could add this in to help Time Stop on the next rotation and debuff more. But Time Stop's activation is 2.17s, which is pretty dang slow compared to others, so using it might actually slow me down.

Ponderings.

Also, while I digest and respect numbers, what I experience in-game is the final determinant, which means lots of experimentation!


26
Controller / Re: Water Control/Time Manipulation (Fluixic)
« on: October 17, 2022, 04:27:33 pm »
Quote
Being able to enact Area Denial OVER THERE through use of Distortion Field and Slowed Response (AoE at range) while ALSO maintaining Area Denial OVER HERE through Turbulent Aura and Time's Juncture (PBAoE) to protect squishy allies from "leakers" who like to melee would give you a powerful combination of simultaneous NEAR AND FAR area denial that would go a long way in team context settings as a Battlefield Controller. No, it wouldn't necessarily represent a "hard" lockdown capability like AoE Holds do ... but it would represent an exceptionally powerful "neutralizer" capability that renders hordes of Foes relatively "harmless" even if they aren't completely locked down "hard" like a Hold would accomplish. Your damage mitigation value would be exceptionally high, giving both yourself and your team "all the time in the world" to defeat your adversaries Wholesale Rather Than Retailâ„¢.

More on this - this idea has a hell of a lot of merit, because there are plenty of times on a team already where I use my aura and LAoE powers already where I am, and ST hold/damage someone away from where I am. However my current playstyle is to draw as many to me as possible, rather than keeping them where they are - except possibly that one range-preference mob which must be held, or where someone is playing with more than they can handle (blappers, anyone?) somewhere else and not bringing them in to the flood.


I'm not going for this in my next iteration of Fluixic, but it is on the table for another possible iteration later.

For the record, I LOVE playing with Tankers - I know how to coordinate herding and aggro with them, and once they know that I know, we'll often herd together and bring holy hell to the enemy.


27
Controller / Re: Water Control/Time Manipulation (Fluixic)
« on: October 17, 2022, 03:59:09 pm »
Hi Redlynne, my initial reaction is that I've found Water Control to play the opposite of most Controllers, as soon as Turbulent Aura is available. That power is so strong as control via KD (and its ability to Heal means I can slot and see good benefit from ToE:%End), that the first thing I want to do is run in. Even in my first Water Control character (paired with /Dark), beginning during my teens, I usually worked to engage one spawn and pull others in where possible.

Regarding Distortion Field: I can see why both Time's Juncture and Distortion Field are useful on MMs, however on Defenders, Corruptors, and now Controllers I've played, I've found that I only want one or the other. Honestly, by the time I've cast Riptide and Geyser Burst, the minions are done and any lieutenants are fast to follow. This is even at +4/x8. Distortion Field isn't a relatively good use of my activation time, and not worth a power pick compared to what else I can use it for. Riptide really isn't for damage - it's for pulling the mobs in and keeping them from running - Riptide traps mobs better than Distortion Field due to its Forced Movement mechanic, and with Turbulent Aura providing the continual KD, I really don't worry that much about their movement speed nor recharge.

Regarding softcapping Range: that keeps me healthy from side spawns and stragglers I don't get another way. Regarding capping S/L Res: that keeps me healthy from some KB-resistant melee foes.

The regular wisdom of playing other Controllers really doesn't apply to Water Control.

Now, for Chrono Shift: yes, I have Power Sink, which is what I use when I really need End to come back - that's why I chose Mu Mastery EPP, not Charged Armor. Above I have my thoughts on why res-capping S/L is useful to me. But this is a very, very end-hungry build. ToE:%End helps. Chrono Shift helps. Power Sink is my clutch when the other two don't cut it. I'm sure you noticed my slotting choices for Chrono Shift, focusing on EndMod and Recharge (compared to yours, which makes sense for MM, balancing between End and Heal). With my current powers/slotting and focus on Recharge, I don't have to use Power Sink often, which I don't want to, because when I'm using that, I'm not using other powers.

Time Stop (or Hypothermia) are already almost throw-away powers. I have plenty of room in my build for Hasten, so it's there, and it is helping Chrono Shift be up more often, so it stays.

Regarding Time Crawl > Time Stop, I already have Suffocate, which does damage in addition to a hold. In the few times I need to hold a single target now, I'd always rather Suffocate > Time Stop than Time Crawl > Time Stop. When I have an AV/EB, I'd rather Time Crawl > Slowed Response to maximum the latter.

Regarding Drowning Pool, that's almost a throwaway power, which I only use occasionally, against spawns full of bosses (or KB-resistant spawns), or after I've pulled my max aggro together in one spot (like the room in UG just before the twin War Walkers). If I needed more AoE damage (which I don't), then I'd look at Drowning Pool to become a proc-monster.

Even so, I've found some proc potential for Suffocate and Deluge based on your Ninja/Time MM build, which I'm going to try next, especially since my goal for improvement is in ST damage.


28
Controller / Re: Water Control/Time Manipulation (Fluixic)
« on: October 17, 2022, 09:55:40 am »
I have now tried this build, and I can definitely say that the Energy Font in Hypothermia doesn't produce multiple Energy Fonts. In fact, the number of Energy Fonts I can get from using multiple Time Stops ends up being more than what I can produce using Hypothermia. So, I'm redoing this build to get rid of Hypothermia and introduce Time Stop again. However, before I do, I'm mulling over https://forum.cityofheroesrebirth.com/index.php/topic,1743.0.html to see what I can make use of from Redlynne's findings for proccing Time Manipulation. The basic thing I'm evaluating is whether my regular ST rotation of Suffocate/Deluge could be improved by adding in one of the /Time ST powers.

What I tend to do is:
1. Always run in first to get Turbulent Aura/Time's Juncture going, and get Water Golem engage.
2. Hit Riptide/Geyser Burst so they can do their thing.
3. If there's an AV/EB, or several bosses, hit Time Crawl/Slowed Response so their debuffs are going.
4. If there is a single hard target I really want to hold, hit Suffocate/Time Stop.
5. Start rotating Suffocate/Deluge on the hardest target left standing. Keep going until the spawn is done.

Spawns are not problem with Fluixic at all. In fact, I'll often act like a Tanker and pull in as many additional spawns as I can.

Single hard targets do take longer with Fluixic than many other builds (of course). So I'm considering what improvements might be possible to Fluixic's ST damage ability.


29
General / Dr. Kane's House of Horrors
« on: October 14, 2022, 09:12:50 pm »
With the Halloween event about to happen, I'd like to share two things from last year's event:
1. An updated wiki entry detailing this event: https://wiki.cityofheroesrebirth.com/wiki/Dr._Kane%27s_House_of_Horror
2. A vid playthrough of Dr. Kane's from last year:
. Not the best quality, and without annotation/comments, but in tandem with the wiki, can give you a feeling for how it goes.

I'll be running several Dr. Kane's during the event this year. Hope to see you!


30
Tanker / Re: Inv/Savage build (Gnawt)
« on: October 14, 2022, 01:35:51 pm »
Update: my current build for Gnawt is now:

This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Gnawt: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Savage Melee
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Temp Invulnerability
  • (A) Unbreakable Guard - Resistance
  • (5) Unbreakable Guard - Resistance/Endurance
  • (5) Unbreakable Guard - RechargeTime/Resistance
  • (9) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (48) Unbreakable Guard - +Max HP
Level 1: Savage Strike
  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (3) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (3) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (13) Superior Might of the Tanker - Recharge/Chance for +Res(All)
  • (13) Superior Vampire's Bite - Accuracy/Damage/Endurance
  • (33) Superior Vampire's Bite - Recharge/Chance to Heal
Level 2: Resist Physical Damage
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (40) Impervium Armor - Psionic Resistance
Level 4: Mystic Flight
  • (A) Winter's Gift - Slow Resistance (20%)
Level 6: Boxing
  • (A) Hecatomb - Damage
  • (7) Hecatomb - Damage/Recharge
  • (7) Hecatomb - Accuracy/Damage/Recharge
  • (31) Hecatomb - Accuracy/Recharge
  • (31) Hecatomb - Damage/Endurance
  • (48) Hecatomb - Chance of Damage(Negative)
Level 8: Unyielding
  • (A) Unbreakable Guard - Resistance
  • (9) Unbreakable Guard - Resistance/Endurance
  • (15) Unbreakable Guard - RechargeTime/Resistance
  • (43) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (50) Impervium Armor - Psionic Resistance
Level 10: Dull Pain
  • (A) Numina's Convalesence - Heal/Recharge
  • (11) Numina's Convalesence - Heal/Endurance/Recharge
  • (11) Numina's Convalesence - Heal
  • (15) Numina's Convalesence - +Regeneration/+Recovery
Level 12: Taunt
  • (A) Taunt Duration IO
Level 14: Spirit Ward
  • (A) Preventive Medicine - Chance for +Absorb
Level 16: Vicious Slash
  • (A) Superior Gauntleted Fist - Accuracy/Damage
  • (17) Superior Gauntleted Fist - Damage/RechargeTime
  • (17) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime
  • (25) Superior Gauntleted Fist - Damage/Endurance/RechargeTime
  • (25) Superior Gauntleted Fist - RechargeTime/+Absorb
  • (45) Force Feedback - Chance for +Recharge
Level 18: Invincibility
  • (A) Luck of the Gambler - Defense/Endurance
  • (19) Luck of the Gambler - Defense
  • (19) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (34) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (46) Reactive Defenses - Scaling Resist Damage
Level 20: Rending Flurry
  • (A) Superior Avalanche - Accuracy/Damage
  • (21) Superior Avalanche - Damage/Endurance
  • (21) Superior Avalanche - Accuracy/Damage/Endurance
  • (23) Superior Avalanche - Accuracy/Damage/Recharge
  • (23) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (43) Superior Avalanche - Recharge/Chance for Knockdown
Level 22: Resist Energies
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (33) Aegis - Psionic/Status Resistance
  • (34) Aegis - Resistance
  • (37) Aegis - Resistance/Endurance
  • (46) Impervium Armor - Psionic Resistance
Level 24: Resist Elements
  • (A) Unbreakable Guard - Resistance
  • (34) Unbreakable Guard - Resistance/Endurance
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (43) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (50) Impervium Armor - Psionic Resistance
Level 26: Tough Hide
  • (A) Luck of the Gambler - Defense/Endurance
  • (27) Luck of the Gambler - Defense
  • (27) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 28: Blood Thirst
  • (A) Numina's Convalesence - Heal
  • (29) Numina's Convalesence - Heal/Endurance/Recharge
  • (29) Numina's Convalesence - Heal/Recharge
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 32: Rune of Protection
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 35: Hemorrhage
  • (A) Superior Blistering Cold - Accuracy/Damage
  • (36) Superior Blistering Cold - Damage/Endurance
  • (36) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (36) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (37) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (37) Superior Blistering Cold - Recharge/Chance for Hold
Level 38: Savage Leap
  • (A) Armageddon - Damage
  • (39) Armageddon - Damage/Recharge
  • (39) Armageddon - Accuracy/Damage/Recharge
  • (39) Armageddon - Accuracy/Recharge
  • (40) Armageddon - Damage/Endurance
  • (40) Armageddon - Chance for Fire Damage
Level 41: Tough
  • (A) Unbreakable Guard - Resistance
  • (42) Unbreakable Guard - Resistance/Endurance
  • (42) Unbreakable Guard - RechargeTime/Resistance
  • (50) Unbreakable Guard - Resistance/Endurance/RechargeTime
Level 44: Gloom
  • (A) Superior Witchcraft - Chance for Res Debuff
  • (45) Superior Witchcraft - Accuracy/ Universal Debuff
  • (45) Superior Witchcraft - Accuracy/Endurance/Recharge
  • (46) Superior Witchcraft - Accuracy/Recharge
Level 47: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Defense/Increased Global Recharge Speed
Level 49: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 1: Gauntlet
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Panacea - +Hit Points/Endurance
  • (9) Healing IO
  • (17) Healing IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (13) Performance Shifter - EndMod/Accuracy
  • (23) Performance Shifter - Chance for +End
Level 1: Disintegrating
Level 1: Prestige Power Dash
  • (A) Empty
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Empty
Level 1: Prestige Power Surge
  • (A) Empty
Level 4: Ninja Run
Level 50: Pyronic Core Final Judgement
Level 50: Polar Lights Core Superior Ally
Level 50: Agility Core Paragon
Level 50: Ageless Core Epiphany
Level 50: Melee Core Embodiment
Level 50: Reactive Core Flawless Interface
Level 50: Freedom Phalanx Reserve
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Born In Battle
Level 50: High Pain Threshold
Level 50: Invader
Level 50: Marshal
Level 1: Blood Frenzy
------------



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