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DreadShinobi

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Everything posted by DreadShinobi

  1. Sadly no access to the AH in SG base, it has the same rules as no access inside missions. Names are server specific. Consider reserving names that are important to you with lvl 1 characters on alt servers, then rename the lvl 1 reserved character b4 you transfer your character. On to the build - Do you have the +endurance accolades and Geas of the Kind Ones? Archmage/Demonic is also an important clicky. Recovery Serum temp from p2w vendor. SG Base empowerment buffs (+recovery and +rchg most valuable) - I use the vault storage to hold common salvage that are specific to SG Base buffs to grab as needed. If Vigor Core isn't enough and you feel like you are using Transference more than you want to, consider picking up Ageless. You don't need to settle on 1 destiny pick, you can rotate them depending on your task. I use Incan on pretty much everything for the team tps, but for a main character multiple destiny options can be really nice. Barrier can rez 2 allies and is super helpful for iTrials like Magi and UG. Ageless can provide debuff resistance and can be nice to have for +4 ITF. Clarion can be helpful for mez heavy tasks like fighting Rularuu. You don't need rebirth on a kinetics. Lore and Destiny slots provide level shifts for iTrials and they make a massive difference for trials like DD. Lore Summon is also a massive dps increase on iTrial boss encounters, especially when you can fulcrum shift your Lore Pet. @Retroman feel free to PM me here if you would like to play together in game. Edit: Also Void is a great judgment. It is an awesome opener on any AV to dmg debuff them before your team lays in to them. Paralytic interface is not a choice I would choose on anything though, why did you pick this? I like Cognitive Radial, Spectral Radial, and Reactive Radial.
  2. Gameplay - Seeds of Confusion - no contest. Best control power in the game. High mag aoe confusion on a base 60 second cooldown is unreplicable, no other powerset in the game can do what plant control does. This top tier placement is also specific to dominators, not controllers. My preffered slotting is both dominator ATOs, both confusion damage procs, the malaise confuse/range IO, and a standard range IO. +5 both range IOs to get 75 ft SoC - 84 ft if you opt into Intuition Radial alpha slot. Runner ups - Burn. (brute, tank, blaster) Sleet/Freezing Rain (def, corr, cont, dom) Poison (the sleeper op powerhouse support set) Energy Aura (stalkers) Shriek/Dreadful Wail (defenders) Purely aesthetical choice - World of Confusion Psi Melee TK Blow/Psi Blade Sweep/Greater Psi Blade also has a special place in my heart because you can replicate shichika's ultimate combo from katanagatari. 😆
  3. Using purple insps before you are attacked will counter recharge debuffs by way of not being hit by them. This is the same logic behind IO set bonuses granting defense bonuses being so powerful. If you avoid the attack you avoid the damage in addition to any debuff or mez effects.
  4. Ironically enhancing your regen via IOs can be amazingly beneficial on most anything but regen.
  5. Pretty much this. Regen is currently in a state where no miraculous IO build, set combination, playstyle, or incarnate choice will ever save it from the current state that it is in. Incarnates are accessible to every set. A shield defense scrapper with rebirth will be more survivable, deal more damage, and hold aggro better than anything you could hope for from a regen scrapper. You have absolutely zero benefit by choosing /regen - this should absolutely be a higher priority than it currently is in how patches are rolling out and where attention is being given.
  6. Having a combat systems update that overhauls the mez system would be a dream come true
  7. This build hits 40% ranged defense during powerboost (perma with sg base buff), and can get the last 5% with barrier or amplifier. Regenerates 50% maxhp every 18 seconds, or 453 hp/10 seconds. Surveillance access for the AVs ~ Surveillance>inferno = 54% resist debuff to start off a fight against a hard target. Powerboosted vengeance access. Quad proc Bonesmasher. Basically infinite endurance. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Energy Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Munitions Mastery Hero Profile: Level 1: Flares -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/Rchg(46), SprWntBit-Acc/Dmg/EndRdx(48) Level 1: Power Thrust -- Empty(A) Level 2: Energy Punch -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(19), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21), SprBlsWrt-Rchg/Dmg%(21) Level 4: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(7), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(9) Level 6: Build Up -- RechRdx-I(A) Level 8: Fire Breath -- PstBls-Dam%(A), PstBls-Dmg/Rng(9), PstBls-Dmg/EndRdx(11), PstBls-Acc/Dmg(11), PstBls-Acc/Dmg/EndRdx(13), Bmbdmt-+FireDmg(13) Level 10: Bone Smasher -- TchofDth-Dam%(A), Mk'Bit-Dam%(15), GldStr-%Dam(15), Hct-Dmg(17), Hct-Dam%(40) Level 12: Aim -- GssSynFr--Build%(A), RechRdx-I(37) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 16: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34) Level 18: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(23), Apc-Acc/Dmg/Rchg(25), Apc-Acc/Rchg(31), Apc-Dmg(31), GldJvl-Dam%(33) Level 20: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(39) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), Rct-ResDam%(43), ShlWal-ResDam/Re TP(50) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25) Level 26: Blazing Bolt -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(27), StnoftheM-Dmg/EndRdx/Rchg(27), StnoftheM-Dmg/EndRdx(29), StnoftheM-Acc/ActRdx/Rng(29), GldJvl-Dam%(31) Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(39) Level 30: Tactics -- GssSynFr--ToHit(A) Level 32: Inferno -- Arm-Dam%(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dmg(42), FuroftheG-ResDeb%(42) Level 35: Body Armor -- GldArm-3defTpProc(A), UnbGrd-Max HP%(45), ImpSki-Status(45) Level 38: Vengeance -- LucoftheG-Def/Rchg+(A) Level 41: Surveillance -- AchHee-ResDeb%(A) Level 44: Boxing -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(45), Stp-Acc/EndRdx(46), Stp-Stun/Rng(46), Stp-Acc/Stun/Rchg(48), Stp-KB%(48) Level 47: Tough -- StdPrt-ResDam/Def+(A) Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- HO:Micro(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17), NmnCnv-Regen/Rcvry+(36), NmnCnv-Heal(37), RgnTss-Regen+(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(36), PwrTrns-EndMod(36), PwrTrns-+Heal(50) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Melee Core Embodiment Level 50: Musculature Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1545;721;1442;HEX;| |78DA65944B4F135114C7EF74A6C2949657790A0894576DCBD051172A510CF230421| |322D19D692A4CCA449C8E6D4964A5A89FC08D89CF8D0BF1B5D1A87167FC006A74A7| |1FC0178A31317155CFCCFF9436F4A6D3DFBDE77DCF9D3B890B13FE27D36B63420A1| |C5D4EE572C971FACF1B596F229536178433AAE8696771F244CA4A1B8BDA94993560| |DA57D4CCAFD876269BD7262D239B5E4D26529669AF2CA7F266C612BEB94C66599BB| |70D63D1EF4E678D946D5AE9BAE262D1C8E6964C3BE0AEA7CCF4529EB42D93B6B9A0| 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  8. Here is an example theorycraft ninja/cold build. I may just have to put it into practice. Some tweaking may be necessary but it is at least a baseline build to get the brain going on what ninjas can do with double perma smokeflash on both jounin supported by perma heat loss. (note that I moved electrifying fences out of place so that I could put more slots into it because mids doesnt support how slots can be assigned during a respec for the lvl 47 and 49 powers) Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Ninjas Secondary Power Set: Cold Domination Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Villain Profile: Level 1: Call Genin -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Acc/EndRdx(5), SprCmmoft-Rchg/PetAoEDef(7), SprCmmoft-Acc/Dmg(7), SprCmmoft-Acc/Dmg/Rchg(9), SprCmmoft-Acc/Dmg/EndRdx/Rchg(11) Level 1: Infrigidate -- ImpSwf-Dam%(A), TchofLadG-%Dam(3), ShlBrk-%Dam(3), AchHee-ResDeb%(5) Level 2: Ice Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33) Level 4: Hasten -- RechRdx-I(A) Level 6: Train Ninjas -- EndRdx-I(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(39) Level 10: Glacial Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11) Level 12: Call Jounin -- SprMarofS-Dmg(A), SprMarofS-Acc/Dmg(13), AchHee-ResDeb%(13), TchofLadG-%Dam(15), ShlBrk-%Dam(15), SlbAll-Build%(17) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17) Level 16: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(19) Level 18: Smoke Flash -- RechRdx-I(A), RechRdx-I(19), EndRdx-I(39) Level 20: Arctic Fog -- ShlWal-ResDam/Re TP(A), ShlWal-Def(21), ShlWal-Def/EndRdx(21), GldArm-ResDam(31), GldArm-End/Res(33), GldArm-3defTpProc(33) Level 22: Boxing -- AbsAmz-Stun(A), AbsAmz-EndRdx/Stun(23), AbsAmz-Stun/Rchg(23), AbsAmz-Acc/Stun/Rchg(25), AbsAmz-Acc/Rchg(25) Level 24: Tough -- StdPrt-ResDam/Def+(A) Level 26: Oni -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg/EndRdx(27), SvrRgh-PetResDam(27), EdcoftheM-PetDef(29), ExpRnf-+Res(Pets)(29), CaltoArm-+Def(Pets)(31) Level 28: Benumb -- RechRdx-I(A), RechRdx-I(34) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31) Level 32: Electrifying Fences -- GrvAnc-Immob(A), GrvAnc-Immob/EndRdx(36), GrvAnc-Hold%(36), GrvAnc-Acc/Immob/Rchg(37), Ann-ResDeb%(50) Level 35: Sleet -- Rgn-Dmg/EndRdx(A), Rgn-Dmg/Rchg(36), Rgn-Acc/Dmg/Rchg(37), Rgn-Acc/Rchg(37) Level 38: Heat Loss -- SynSck-Dam/Rech(A), SynSck-EndMod/Rech(39), SynSck-Dam/Rech/Acc(43), SynSck-EndMod/+RunSpeed(43), SynSck-EndMod(46) Level 41: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42) Level 44: Thunder Strike -- OvrFrc-Dam/KB(A), Erd-%Dam(45), FrcFdb-Rechg%(45), Arm-Dam%(45), Obl-%Dam(46), FuroftheG-ResDeb%(46) Level 47: Electric Shackles -- Apc-Dam%(A), UnbCns-Dam%(48), NrnSht-Dam%(48), GhsWdwEmb-Dam%(48), GldNet-Dam%(50), SprEnt-Rchg/AbsorbProc(50) Level 49: Kuji In Zen -- EndRdx-I(A) Level 1: Brawl -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(9), Hct-Dam%(34), Hct-Dmg/Rchg(34) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(40), Pnc-Heal/+End(40), Prv-Absorb%(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 1: Genin Level 12: Jounin Level 26: Oni Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Agility Radial Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1553;737;1474;HEX;| |78DA65944B4F135114C7EFED4C85962285F27E83424BA1851174678814300225284| |FDD90092D30A6ED545A125DBAF00BB8F10B18E3CAC4181F0B353151A30B3F846E8C| |0FC04488312EEAF1FE8FED249DCCE477EF799F7367267E7DD2F7E0FCCD7121FDB19| |499CBADC7CD5C3EB993B6320977DCDCB236344157053DCD25CDFAE26E3A6D67A2F3| |56E6AA99EB722826763737A3313B95589FB44960E62D3B23BC0BB69D8A2E6693C98| |44F2DE79266D6CA6CD5FCDF24923BB96D2B5BADF6D3D6D6769EB4AD53596B23EA88| |1DDFE5E26E345339117A1EBA055F05B7B8AC0B61E8425F058FBDD7C0D760E55BD0F| 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  9. Smoke Flash is a 1.17 sec cast time, (1.32 arcanatime) I am not sure how you get long animation time from that. It has a base 20 second recharge and can be nearly perma on both your jounin with enough recharge. Your Jounin make far better usage of smoke flash than your other minions. Ninja dps is heavily weighted inside the activity of your jounin. It would probably be an unfortunate change to see smoke flash affect all minions with a reduced effect on the individual buff to the jounin and likely a much higher base recharge. Snap Shot, Aimed Shot, and Fistful of Arrows are some of the absolute worst MM primary attacks to use (boxing has higher base damage than snap shot lmfao). Applying Smoke Flash is far better usage of your time. The heavy endurance cost of Smoke Flash weighted against the potential benefit of being able to spam it speaks highly of making an appropriate decision in your secondary choice. My first 50 was a ninja/dark MM (hence my forum name). I honestly don't really care much to play MMs anymore but if I ever played ninjas again I would likely look at playing ninja/cold. Cold Domination with perma heat loss provides infinite endurance to spam out smoke flash to your hearts content. If you have perma heat loss you have enough recharge to keep smoke flash perma on both jounin. You can make a macro/bind to make this micromanagement targeting be hassle free. There are many good options to beef up the survivability of ninjas. Dark Miasma and Force Fields are often seen as popular choices in this regard. Storm is also considered a good choice as tornado gives you extra slot flexibility to get all those pet IO uniques fit into your build. None of these options provide endurance management to support smoke flash spam and I see that as severely missing out on making your choice in ninja summoning worthwhile. Cold Domination provides defensive shields for your ninjas, offensive utility to improve their damage, and the needed endurance tool to make smoke flash viable. Time Manipulation may be an alternative that can compete defensively with cold domination, but I would question whether chrono shift is enough to sustain smoke flash.
  10. All the threads over in the defender section requesting advice on a 100% passive or zero dps defender shows that in 2021 this is still not understood.
  11. Sadly completionist mentality hoards against challenges that are tedious or inaccessible, but I would love to see this. Aside from badges I ould maybe prefer to see at % increase to completion merits earned based on the number of "ouroboros style challenges" that are selected. I would also like to see a setting that locks you in from being unable to change the difficulty setting while on a task force, and a badge for completing the task on +4 difficulty. Though the difficulty setting lock in may be more difficult to implement - or unwanted.
  12. I dont think the ememy critters would enjoy being gutted out by invisible arrows
  13. Mu Mastery is chosen over Electrical Mastery for the Electrifying Fences, which is one of the best ancillary attacks that blasters have access to (Char and Knockout Blow are the only other good attacks when weighted against all the primary/secondary power options). Electrical Mastery honestly needs some love (as do many aspects of blaster ancillaries). EM Pulse on a blaster could really be a great tool to have but the base values just don't support the power pick. It has -1000% regen, but it only lasts 15 seconds, packs a 3 second cast time, recharges in 800 seconds at base (160 seconds at the recharge cap!), and is a disorient and not a hold which affects IO slotting heavily. EM Pulse is already heavily skipped for Rad Emission supports that have it on a 300 second cooldown.
  14. Naw. It just means there is less clutter. You don't get more purples and red insps by disabling yellows and blue insps. You don't receive any gameplay advantage other than "i have to click f1 -f5 less to delete insps that are of no value to me anyways." It is purely a QoL change. Technically you are disadvantaged by having less insps that you can combine into ones that are useful to you, i just don't care to do so because i am lazy in that way.
  15. Ive never once considered insp usage to be a higher level of gameplay. Inspirations are introduced in the tutorial. They are a basic component of coh gameplay. They are a main factor in why IOs are absolutely unnecessary to play the game and why cross AT balance finds parity (and ironically also discrepency). You are given 20 insp slots to utilize and i do consider them a part of a "build." For blasters, insps are high impact tools. Red insps are typically more beneficial than many other ATs find due to high base damage. Defensive insps go a very long way due to lack of inherent defensive values in toggles. Break free insps are a different story all together, being part of archetypical discrepency in insp function rather than parity. At lvl 50 i go to the p2w vendor on every character and turn off the insps that I don't need. Typically yellow, blue, and revive insps across the board, and break free insps on melee archetypes. I don't use insp combine macros. I press the basic f1-f5 keys that are the default keybindings. I will occasionally rearrange my insp tray, but otherwise just munch as needed. When you have 20% def-all via IOs on a blaster you only need 2 purples to softcap. Killspeed often replenishes this faster than that will deplete. Blasters also have a very specific insp friendly nuke button that lets you disable and clear a spawn with zero insps and drops you insps which extends their naturally high insp flow.
  16. lol. no. Apparently you didn't actually read my post either. I advocate using Mu mastery. Mace and Ice are not objectively best, fiery will also put your survivability up higher than having a defense shield. Did you know Ice and Mace mastery APP shields give about 16% S/L def or 16% S/L def and 10-11% energy def in the case of Mace? Do you know how close that is to the value of a single small purple inspiration? Do you know how many more orange insps it takes to replace the resistance granted by charged armor compared to replacing the defense granted by Ice/Mace? If you're never going to team and never use inspirations, sure Ice and Mace are fine. A blaster has one of the highest potential insp flow of any archetype vis a vis their kill speed. If you frequently team youre more likely to have at minimum one or more stacks of manuevers bolstering your defense as well. I agree, Force Mastery is pretty bad. I wouldn't take Force Mastery over Mace Mastery, but I wouldn't be taking or even be lightly considering taking Mace Mastery either.
  17. I haven't touched this build in a while so I reopened it and made some adjustments. In looking at improving on the attack chain I was using (based more on a priority system and utilizing the general flow of combat to place AoEs and movement factors that make Crushing Uppercuts effectively more frequent) I decided to ditch the set of superior blistering cold to proc load Shin Breaker. This gives the build a much stronger filler attack so the damage output is less up and down and more consistent in between AS>CU / AS>MB. This means my filler attack can be much more consistently chosen. Other changes: Didn't lose any global recharge and am still above softcaps - just a little more vulnerable to defense debuffs. Achilles Heel access. Gained double procced Ball Lightning, which is very good in conjunction with Spinning Strike aoe and forcefeedback procs. Lost some unsuppressed movespeed. Traded out the winters gift IO for a Run IO in speed of sound to reflect the new runspeed cap. Gained 2.85 hp/sec (171 hp/min) Lost 0.39 end/sec - we'll see how that goes. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Street Justice Secondary Power Set: Energy Aura Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Experimentation Ancillary Pool: Mu Mastery Villain Profile: Level 1: Heavy Blow -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(15), SprAssMar-Acc/Dmg/Rchg(15), SprAssMar-Dmg/EndRdx/Rchg(17), SprAssMar-Acc/Dmg/EndRdx/Rchg(23), SprAssMar-Rchg/Rchg Build Up(25) Level 1: Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(3) Level 2: Sweeping Cross -- Arm-Dam%(A), Arm-Dmg/EndRdx(5), Arm-Acc/Dmg/Rchg(5), Arm-Acc/Rchg(7), Arm-Dmg(7) Level 4: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Dmg/Rchg(11), SprStlGl-Dmg/EndRdx/Rchg(11), SprStlGl-Acc/Dmg/EndRdx/Rchg(13), SprStlGl-Rchg/Hide%(13) Level 8: Power Shield -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(25), Rct-Def(31), Rct-Def/EndRdx(40), Rct-EndRdx/Rchg(42), Rct-Def/Rchg(42) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Build Up -- GssSynFr--Build%(A) Level 14: Hasten -- RechRdx-I(A) Level 16: Kinetic Dampening -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17) Level 18: Spinning Strike -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(19), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dmg/Rng(21), PstBls-Dam%(21), FrcFdb-Rechg%(23) Level 20: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(43), AbsAmz-Acc/Stun/Rchg(46), AbsAmz-Acc/Rchg(46), AbsAmz-EndRdx/Stun(46) Level 22: Tough -- UnbGrd-Max HP%(A) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37) Level 26: Shin Breaker -- AchHee-ResDeb%(A), TchofLadG-%Dam(27), ImpSwf-Dam%(27), TchofDth-Dam%(29), GldStr-%Dam(29), Hct-Dmg(31) Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Crushing Uppercut -- Hct-Dam%(A), Hct-Dmg/EndRdx(33), Hct-Dmg/Rchg(33), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(34), UnbCns-Dam%(34) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 38: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dmg/EndRdx(39), StnoftheM-Acc/ActRdx/Rng(39), StnoftheM-Dam%(40), Apc-Dam%(40) Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rng(43), PstBls-Acc/Dmg/EndRdx(43), PstBls-Dam%(50), Bmbdmt-+FireDmg(50) Level 44: Electric Shackles -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-Acc/EndRdx/Rchg/Hold(45), BslGaz-Rchg/Hold(45) Level 47: Summon Adept -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48) Level 49: Speed of Sound -- Run-I(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3), NmnCnv-Regen/Rcvry+(9), NmnCnv-Heal(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(31) Level 38: Experimental Injection Level 0: Marshal Level 0: Invader Level 0: High Pain Threshold Level 0: Born In Battle Level 50: Ageless Core Epiphany Level 1: Quick Form Level 50: Reactive Radial Flawless Interface Level 50: Musculature Core Paragon Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1772;759;1518;HEX;| |78DABD954B4F135114C7EF74A6424B2B20D0F2C622D03295CAA80BE32346A028941| |20C418D9B6682636DACA5694B041F0B177E01377C0313376E34EAD60F6004798851| |773E40E5212C8CAB7A98F3B76DE8CA8D37697EE79E7BCFF99F7BCFCC343CD5E7787| |CF6DE6921397BE37A3A1D19CDE8F1EB46CA1AD6A3B17159D028A19F0BEE48D8881B| 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  18. Congrats on 50. I bind all of my toggles, I don't keep them on my power tray. I bind my toggles to the tilde key next to 1. /bind ` "powexectoggleon super speed$$powexectoggleon tough$$powexectoggleon tactics$$powexectoggleon maneuvers$$powexectoggleon weave$$powexectoggleon dark embrace$$powexectoggleon sprint$$powexectoggleon combat jumping" ...etc as you see fit. Combat Jumping is always last in the bind sequence because it activates first, with sprint before it. This allows me to start moving if I need to get my toggles up on the run/during combat. Patron toggle is next to activate followed by weave and maneuvers to get my protections up. Combat Jumping and Sprint have next to no animation time so that is very quick, your ancillary shield toggle and weave also have extremely fast animation times - leadership toggles are a bit longer, but thankfully not what they used to be. Tactics is further back due to the lower necessity of need for immediate activation. Tough is after that because of the long animation time. I put super speed in the bind sequence first to activate last, when I see super speed activate I know that my toggling is complete and I can stop pressing that key. Having the sequence be right for me is important because it means I never have to think about my toggles. They aren't on my power tray - I never have to look at them, and they will activate in the order that I like. Also I use 2 sprints. I use one sprint with a run/endurance IO (or a generic run IO if the character has an ability like cardiac/vigor alpha, energize, or conserve power (I do love my energy aura stalkers)) - this is the sprint that I put in the toggle bind. I keep a separate sprint that has a celerity IO that I may bind or just keep off to the side to activate when I need the stealth. Don't put a celerity IO sprint in a bind like this because it will mess up your ability to kidnap or escort hostages. If you have enough bind space (some of my characters have enough toggles to max out the amount of letters you can type into a bind) you can put a tier 1 blast at the very front of the bind (before super speed in my example). As long as all of your toggles are activated, this will turn the toggling up bind into a key for your tier 1 blast so that you don't need to keep it on your power tray either. Typically t1 blasts have essentially no recharge when you have all your +rchg set bonuses and hasten so you don't need to see it on your tray to know that it is always available. This is why I like to put my toggling up bind on the tilde key next to 1. Use cosmic burst to disable problematic targets like sappers before they can do anything harmful. Oppressive Gloom can also 1 tap minions. Oppressive Gloom + Cosmic Burst can 1 tap stun bosses. Edit: also I don't think your level 50 stealth IO will exemp down with you. You need to buy lvl 10 or attune it.
  19. If it is no longer a pseudopet, did it previously have a pseudopet damage cap like shield charge, and with this change does it make the power better for brutes that can take advantage of a high dmg cap with this power?
  20. Here is an example Illusion/Cold build that reaches perma PA without the benefit of things like Accelerate Metabolism, Chrono Shift, Siphon Speed, sg base buff, Alpha slot, or Ageless. Was actually very fun to build. Had an interesting moment when I realized I needed to include Flurry (!!!!! hahahaha) to get the set bonus totals that I wanted. I usually put absolute amazements in Boxing, but this character did not take the fighting pool, though you absolutely could - I just wanted to build it with Adrenal Booster. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Cold Domination Power Pool: Speed Power Pool: Leaping Power Pool: Experimentation Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Blind -- UnbCns-Dam%(A), NrnSht-Dam%(3), GldNet-Dam%(3), GhsWdwEmb-Dam%(5), GldJvl-Dam%(5), CaloftheS-Heal%(7) Level 1: Infrigidate -- TchofLadG-%Dam(A), ImpSwf-Dam%(7), ShlBrk-%Dam(9) Level 2: Ice Shield -- LucoftheG-Def/Rchg+(A) Level 4: Deceive -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(17), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprWiloft-Rchg/Dmg%(34), CrcPrs-Conf%(34) Level 6: Spectral Wounds -- Apc-Dmg(A), Apc-Dmg/Rchg(9), Apc-Dmg/EndRdx(11), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36) Level 8: Hasten -- RechRdx-I(A) Level 10: Glacial Shield -- LucoftheG-Def/Rchg+(A) Level 12: Group Invisibility -- LucoftheG-Def/Rchg+(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15) Level 16: Speed of Sound -- BlsoftheZ-ResKB(A) Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(25), SlbAll-Build%(27), SlbAll-Dmg/Rchg(27) Level 20: Arctic Fog -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), StdPrt-ResDam/Def+(21), GldArm-3defTpProc(23), GldArm-End/Res(23) Level 22: Maneuvers -- ShlWal-ResDam/Re TP(A), ShlWal-Def(43), ShlWal-Def/EndRdx(46) Level 24: Experimental Injection -- Prv-Absorb%(A) Level 26: Adrenal Booster -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(40), AdjTrg-Rchg(40) Level 28: Benumb -- RechRdx-I(A), RechRdx-I(43) Level 30: Flurry -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(31), AbsAmz-EndRdx/Stun(31), AbsAmz-Acc/Stun/Rchg(31), AbsAmz-Acc/Rchg(33) Level 32: Phantasm -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpStr-Dam%(36) Level 35: Sleet -- Rgn-Dmg(A), Rgn-Dmg/Rchg(37), Rgn-Acc/Dmg/Rchg(37), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39) Level 38: Heat Loss -- RechRdx-I(A), RechRdx-I(40) Level 41: Poisonous Ray -- AchHee-ResDeb%(A), TchofLadG-%Dam(42), ShlBrk-%Dam(42), GldJvl-Dam%(42), Apc-Dam%(43) Level 44: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(45), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(46), Rct-ResDam%(46) Level 47: Summon Tarantula -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Rchg(48) Level 49: Flash -- BslGaz-Acc/Rchg(A), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(50) Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(13), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(15), Hct-Dam%(17) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(11), Pnc-Heal/+End(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Intuition Radial Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1537;704;1408;HEX;| |78DA65944B4F53511485CF6D6F0B2DAF226F01A154A00FE803D02989050D8F1212A| |23343AE70C1C6D2D6B62430F42F184D1C09F880A889FFC1A103873E06FE05DE6353| |77EF5AD09BB449FB9DB3CEDE67AFB3EFB94DEDCC347E7DF0625A69BE64C62816579| |3B96CA990CB64CC822B656CA6D754E55327DF4075E52A283A97C96C17D3B9EC9530| |608BB9B7BDB1114DE632EBAB33B9AD74D628499CF22EE7246D256F9AEB8DD670D13| 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  21. Just going to highlight these two snips. OP said they want to play illusion without the intention of perma PA. I will say very bluntly that you are very much better off playing any other control set if that is the case. Illusion control is a unique unicorn as @Omega Force notes. Everything that makes illusion control good revolves around the uptime and usage of your phantom army. With zero +rchg I guarantee you are going to feel a significant lacking in how the character feels to play. Perma PA build goal is very similar to the standard of reaching perma hasten on everything else. If your hasten is 10 seconds off perma it will actually be longer than that because hasten reduces its own downtime. If your phantom army sits at a 10 second downtime that is 10 seconds that everything the previous phantom army was controlling flips its aggro to you. Reducing your PA cooldown to 60 seconds is very important because it makes it that much easier for the next phantom army to reestablish the aggro transfer from the previous PA. No matter what that period of aggro transfer (perma PA or not) is the illusion controllers moment of vulnerability and potential faceplant. Especially when soloing AVs and GMs.
  22. 45% s/l def and youre good to go. S/L def is particularly good for elec armor because you have high energy resist, decent psi resist, and regen to fall back on.
  23. Radiation Emission isn't a set that I give very much credit to in terms of general value, because shifts in the metagame on homecoming compared to live puts greater favor on other sets that function better in the faster paced environment. However I would still say that Rad Emission is one of the best sets for Illusion control because it has a unique combination of strong -regen and +rchg. The -res is below average and toggle debuffs aren't what they used to be when combat was a bit slower paced. The aura heal is nice to have, but other sets like Poison and Cold can obviously function just fine without it. Pick Radiation for the -regen and +rchg to maximize your PA effectiveness and AV/GM killing prowess. The AoE aspect Lingering Radiation's -regen effect is also really nice for multiple AV fights like in LRSF and Ms. Lib TF where you can hit multiple AVs with -regen and it makes a big difference in taking down AVs simultaneously with the AoEs from team members. Compared to radiation, Cold Domination offers significantly stronger -res potential, and even better -res for AoE functions. The -regen on single targets is equal with enough recharge. Cold Domination offers a +def/+res aura that rad emission does not have and +def shields for allies, these tend to be much more helpful than an aura heal. Infrigidate is also a decent proc loaded attack. Cold Domination does not offer +rchg to help increase your PA uptime. Time Manipulation offers great +rchg and great self protection but has lower -regen value and unfortunate -res potential. The extreme tankiness of Time Manip somewhat goes to waste when you have a phantom army that will tank for you. Distortion Field and Time's juncture give you a bit more soft control support to Illusion control, but defenders (or corrs) honestly do this better. Storm has no +rchg, no +recov, no -regen, but the -res will be higher than rad emission, and your personal damage is great with tornado and lightning storm. Beware that the lack of an aoe immobilize really shows in this combination, this is a 'chaos controller' Keep in mind phantom army does not benefit from +dmg buffs, so even though kinetics has great +rchg, a lot of value is lost here. Phantom army wants -regen and -res effects. Traps and Trick Arrow both provide Illusion control with single target immobilizes but I don't play these sets so I can't give you much advice there. TL;DR, Ill/Rad is a great solo AV/GM killer and great for killing multiple AVs at once. Ill/Cold has a higher performance ceiling if you can build your recharge high enough and play without a self heal. Time, Storm, Traps, and Trick Arrow are fine choices as well.
  24. I absolutely never skip combat jumping, it has the same level of build priority as hasten for me.
  25. Most of my characters take speed leaping fighting leadership - both is pretty standard. Because of the aforementioned base values that are less than stellar for stalkers, it is a great AT to break that mold. My sav/ea takes presence/provoke instead of leadership and my em/ea takes experimentation/adrenal booster instead of leadership.
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