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DreadShinobi

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Everything posted by DreadShinobi

  1. You can choose s/l def or fire def with fire mastery
  2. Ice/fire. Ice has rain power and nuke rain. Fire has 2 damage auras and burn.
  3. I'd say the price is less relative to their usefulness and mote relatable to their opportunity cost. If you have a reward table open that offers hamidon enhancements, you are also offered reward merits. You cannot get a hamidon enhancement in which you are not giving up a certain amount of reward merits. Technically the lord recluse strike offers the lowest sacrifice in reward merit gain by choosing a hamidon enhancement, followed by the stf/mltf, followed by a hamidon raid. The hami raid is often done back to back and some people may opt to choose a hami enhancement more frequently on the second round rather than logging the character out to select after the 20 hr cd. Regardless, in order to populate the existence of hamidon enhancements, reward merits are sacrificed. Reward merits offer a consistent standard value. They are more widely usable. Choosing a hamidon enhancement is a risk/gamble and you may be giving up 40 reward merits for a worthless hami-O. If youre looking to farm hami-O, run some more LRSF. It is generally a very fast tf. It can be done exceptionally fast with some intention set by the team. It offers a low amount of reward merits compared to other hami reward tables.
  4. Fortune comes to those who can wait
  5. Dominator Assault sets tend to be a port of 2 sets - a melee and ranged set from 2 different archetypes to pull attacks from both. Water only exists as a blast set, there is no water melee, so creating a water assault set would be more difficult than say, the gunfu that people ask for with dual pistols/katana because all that already exists.
  6. Keep in mind about fiery assault that it is a great endgame domi set, but blooms very late. You don't have slotted Blazing Bolt and Blaze until lvl 36-39. I personally like Plant/Thorns because the (massive) defense debuffs in thorny assault (-30% in thorn burst) maximize the enemy critters chance to hit each other while confused. Thorn burst can also slot fury of the gladiator and achilles heel, and you can put an annihilation proc in fling thorns for a potential 52.5% resist debuff to amplify your confusion damage. Sleet from ice ancillary adds an additional 30% resist debuff topping out at -82.5%.
  7. Always super speed over any other travel power for leveling up - it gives you stealth/half invisibility. If you buy any one IO get the celerity stealth IO and put it in sprint for full invis. Other good early IOs to get are Miracle, Panacea, and Numina uniques. Also get a knockback protection IO - you only need 1. Blessing of the Zephyr, Karma, or Steadfast. There are 22 unassigned slots that you will figure out when you reach higher level. This build should demonstrate slot priority. 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 49 Magic Defender Primary Power Set: Kinetics Secondary Power Set: Radiation Blast Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: Transfusion -- Acc(A), Heal(3), Heal(3), RechRdx(5) Level 1: Neutrino Bolt -- Acc(A), Dmg(15), Dmg(25) Level 2: Siphon Power -- Acc(A) Level 4: Irradiate -- Acc(A), Dmg(5), Dmg(7), EndRdx(7), RechRdx(9), RechRdx(15) Level 6: Siphon Speed -- Acc(A), RechRdx(11), RechRdx(13) Level 8: Increase Density -- ResDam(A) Level 10: Hasten -- RechRdx(A), RechRdx(11) Level 12: Speed Boost -- EndMod(A), EndMod(13) Level 14: Super Speed -- EndRdx(A) Level 16: Proton Volley -- Acc(A), Dmg(17), Dmg(17), RechRdx(19), RechRdx(19), EndRdx(23) Level 18: Combat Jumping -- DefBuff(A) Level 20: Maneuvers -- DefBuff(A), DefBuff(21), EndRdx(21) Level 22: Tactics -- ToHit(A), EndRdx(23) Level 24: Aim -- RechRdx(A), RechRdx(25) Level 26: Transference -- Acc(A), EndMod(27), EndMod(27), RechRdx(29), RechRdx(29) Level 28: Cosmic Burst -- Acc(A), Dmg(31), Dmg(31), RechRdx(31), RechRdx(33), EndRdx(33) Level 30: Vengeance -- Empty(A) Level 32: Fulcrum Shift -- Acc(A), RechRdx(33), RechRdx(34) Level 35: Neutron Bomb -- Acc(A), Dmg(36), Dmg(36), RechRdx(36), RechRdx(37), EndRdx(37) Level 38: Atomic Blast -- Dmg(A), Dmg(39), RechRdx(39), RechRdx(39) Level 41: Oppressive Gloom -- Acc(A) Level 44: Dark Embrace -- ResDam(A), ResDam(45), EndRdx(45) Level 47: Soul Transfer -- Empty(A) Level 49: [Empty] Level 1: Brawl -- Empty(A) 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 -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod(A), EndMod(9) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1258;518;1036;HEX;| |78DA6593D94EDB401486676C272621240C6109051A1A16214056ABF6BE120DEA05A| |442F401222B99A456A963EC80E0AAE26D7AC5BB5455B787E8F206EEB1E79FA4C68E| |ECCFFECF7F163B339D9B76E5FEF5DD4BC6ABAF2EDC28EAB6E540FA7D19163AEED0E| |BB1E4B0E95CD67AF7E86A30704E3C5F8EBD5ED49CC8E7AE3F947DE7DCED7BEED81B| |F9DD232A3766E5B3D1E8C2791B48D9AFA4B7A7D20D3C7F58D30F941BBDF382C5F4F| |9F82690A1F741FAE3B486380EBC9ED376C3F7DD0E1593E16D8346D9A5D337188ED8| |4C6199CC28676909C5CF53AFA1BD5553B1018E28C2E9479EF49A685F4853C5E3820| |9CD82BFA8692BCEA05715BCA4DC82AA6714905B46AC028686FAB4494F7B41692D12| |4A4AE32591CD8BC83F8BD86C11B5C02DCA9B43AD39CCF495FC35CC5FC30CF366960| |B22CB657B4AC1553D61294D9056579A5187B6A889BC3A714979F852235BF31BCDB3| |82F957D0AF015E516C55C5AC55CCFAA898E5BAC8F23BE5ACE1FDD690F3D87C40783| |735EDE9BC1BF85E1B311DEC9AAA35F18F355936EB09F8833C2D746CC1B3653E20BC| |DB9AE8F8937277B06277E0DDD514597E247D0FD3EDA1CF1D6907F8FA07582D879AE| |8F1899680833C277DABE412AF5B930DC052859DEC4F94783F177D9A539EE594E739| |E5454E39CD296F1245BD447C66E136D97269B4343FD970F12FDAC49CFF1FFD93537| |EE794BF5385732C9B19F01FB608BB76| |-------------------------------------------------------------------|
  8. Regen slotting is a big deal for sets like poison and storm summoning. It is the only way you're regaining health outside a green insp. When you have a defense softcap and a good chunk of resists, the regen you have just goes farther and farther towards tank mage goodness. Freezing Rain and other rain powers have crap for proc chances - mids is incorrect in its display of 90% chance. Freezing Rain is slotted with Ragnaroks so you arent wasting slots frankenslotting for value while missing out on set bonus opportunity. +5 Ragnaroks = 97.39% rchg redux, 41.41 endredux, 74.41 with Vigor Core - these are the values you want for Freezing Rain, the damage doesnt matter, the set bonuses do. +5 Posi Blasts only gives 33.13% rchg, not good enuf. Pick up a full stack of recovery serum temps from p2w vendor, these help alot with exemplaring. You can also get sg base buff recovery and recharge. If you +5 your gladi armors the kb protection will not exemp with you, but you can get 10 pts of knockback protection from sg base buff. These last 90 mins iirc and will last you through the full TF or multiple tasks. The build will inevitably work just fine exemplared with purple set bonuses staying with you. Posi Blasts are great to attune and not +5 boost because they exemp to lvl 17. Preventive Medicine also attune this one it exemps to lvl 17. Your 2 sets of expedient reinforcement attuned exemp to lvl 27, you can also choose call to arms and exemp those set bonuses to lvl 7. Basilisks gaze attuned exemps to lvl 7. LotGs can be attuned also but I prefer to +5 those. Freezing Rain defense debuff at high recharge with all those exemped purple and attuned set bonuses will fix accuracy issues without Vigor handily. Since you added Assault, which I agree with, you could also try Vengeance instead of Bonfire since you have a ton of KD already. Vengeance gives you that 5th lotg slot. Don't forget to change one of the basic endmod IOs in stamina to performance shifter. Free movement speed set bonus.
  9. I'd rather they just make it so all MM primary powerset attacks dealt -res as the demon summoning whip attacks do. The whip attacks deal only -9.38% res debuff and last 5 seconds (corruption) and 6 seconds (lash, crack whip). It honestly just makes sense to me that if your pets attack what you're actively attacking with your personal attacks that they will deal more damage. I'd honestly be fine with it even if they had reduced debuff duration on other primaries, but it feels pretty shitty that it is only demon summoning that has attacks that don't feel like garbage. I don't care about the higher endurance cost.
  10. Remove the Superior Entomb from Char, it is gutting your proc chances. Put the Entomb in Seismic Smash. Slot Fire Cages 5 posi blasts + bombardment. skip the posi dmg/rchg. You lose less than 6 average damage by taking out the extra two procs (and you come out even post containment application) and get the posi blast set bonuses. It also really needs the endredux from the posi blasts. Put the full 5 pc armageddon set in Hot Feet. 5 Slot Steamy Mist -- lotg +7.5 rchg, lotg-def, gladi armor unique, gladi-res, and gladi end/res 2 slot maneuvers -- lotg +7.5 rchg, lotg-def 2 slot weave -- lotg +7.5 rchg, lotg-def 2 slot rock armor -- lotg +7.5 rchg, lotg-def base slot tough -- steadfast res/def the S/L res is inconsequential. the 40% extra regen affects your layered mitigation vs all damage types, see below the note on health to boost your regen further. +5 boost all these IOs 5 slot Freezing Rain with Ragnaroks, achilles optional. Achilles can also work more consistently in tornado if you spawn it directly on the intended debuff recipient. Switch Ragnaroks in Fissure to Posi Blast - the single proc is higher value than the purple set here. Remove the forcefeedback in Arcane Bolt, put it in Tornado. Lightning Storm does not need kb-kd, fire cages provides kb resist to critters. Drop Snow Storm for Rune of Protection, Assault, or Bonfire. Rune of Protection is very nice for dangerous mezzes and also harmless brief mezzes because it prevents your hot feet from detoggling losing you immediate dps and retoggling animation. Consider dropping o2 boost for any of the above. If you drop o2 boost consider 6 slotting preventive medicine in Earths Embrace With the slots saved above you probably have enough slots to put 5 absolute amazements in Boxing, and drop Cinders to 4 basilisks gaze. Hasten can be 1 slot Alongside the numina regen/recov in health you can slot a +5 numina: heal. This gives +33% regen, more than any other single slot can give, for any build. It is a superbly valuable slot that most people don't know about. For your build capped at 1606 hp with earths embrace this single slot provides 2.23 hp/sec, or 133.8 hp/min. Drop Intuition for Vigor Core Paragon - this will fix your endurance issue, it lets you save an enormous amount of slots in your toggles by slotting as shown above, gives you an accuracy boost to drop the kismet, and adds heal value to o2 boost, earths embrace, and a little extra base regen. The endurance reduction applied to toggles is a massive slot saver, but it also applies to every attack you have - notably the massive end cost in Tornado, Lightning Storm, Fire Cages, Seismic Smash, Cinders, Flashfire, and Freezing Rain. Char is also actually a very high end cost because of the 1 second animation and is otherwise not going to be slotted for endredux, saving an extra 2.1 endurance every time you cast char alone is a big deal for your blue bar. Your build goal to restrict yourself to Intuition/Muscles is a bit ridiculous because your character will literally go OOM with just your toggles running and putting Char on auto cast against a target dummy. Powers at 97.3% enhanced damage go up to 121% with intuition radial. That 23.7% dmg buff is not worth what vigor core will do for your build. That 1 red insp is not worth the amount of blue insps you will need to chug to play this character.
  11. Even if regen had permanent Instant Healing with undiminished numbers and you somehow hit 45% S/L Def with some absurdly high resist numbers you still face the same problem. Regen does one thing and one thing only - it tries to survive. Unfortunately to make regen a highly survivable set you need to invest an enormous amount of your build focus towards shoring up its holes, this leaves less room to proc out your offensive capabilities. More so than tanks or scrappers, brutes love to have as many procs in their attacks as possible because of their low base damage. No matter what regen is a click-to-survive set, and if you need to click your survive skills in combat you're cutting in to your dps. No matter what regen has zero inherent offensive tools. No damage aura, no recharge buff, no damage buff, no burn/fiery embrace, no resist debuff, no shield charge, no long recharge aoe proc nuke, only a single power to slot a lotg, and otherwise poor IO set diversity. They could basically make regen immune to damage and other sets will still outperform it because survival is only relevant up to the point that you're not dead and the lack of offensive tools will always show itself.
  12. You may find better results playing shield defense as a scrapper or tanker. Against all odds and shield charge are very defining abilities for shield defense and both scale poorly for brutes that have low base damage and use fury to bring their damage up to par. This muddles the damage bonus from AAO and shield charge suffers even more because it has a 400% dmg cap not the 775% cap the rest of your attacks have. Of that 400%, 100% is your base damage, about 100% is typically slotted enhancement value, and about 180% is your buff from fury, with AAO on top of this your shield charge damage is already capped and cannot benefit from any external damage buffs, build up, gaussians, or red insps. Shield defense for brutes is also likely not going to take advantage of their 90% resist cap unlike tankers and will still need IO investment to hit softcaps unlike tankers that need significantly less investment. Tanker shield charge will ultimately hit harder and even moreso for scrappers. Scrappers do very well with the set due to their AT dmg modifier, the set being defense based and not resist based, and having one of the best taunt auras available to the archetype. Brute over there would really just rather have an actual damage aura as found in fiery dark or electric armor. You will find no advantage to giving a brute a shield compared to a tanker or scrapper.
  13. Sounds like rolling up a character on a different server may be in your best interest.
  14. Top Choices: Fire Blast is your highest dps option for obvious reasons, it is on almost everything. The low reliance on procs for damage means it is easier to chase set bonuses and defensive procs which is important for a poisoneer. Water blasting has some helpful knockdowns, self healing, and proc slotting opportunities. Other options: Dark Blast has some additional tohit debuff, self healing, and proc slotting - but the cone playstyle meshes poorly with poison. Water better as a self healing blast set for poison. Radiation Blast has Irradiate PBAoE to mesh with poison playstyle but poison can already slot fury of the gladiator and achilles heel without radiation blast and so there is some value lost here. The high -res potential in poison works better with fire blast. Poison is also 100% better as a defender set. Poison/Fire does stupid high dps for a defender. Poison is also great with Plant Control and its interaction with seeds of confusion.
  15. Sentinels aren't really my cup of tea. The survivability they have available to them doesn't justify the immense limitations placed on them in damage potential (present in both base modifiers and target cap limits). Their survivability potential offers little to the rest of the team compared to traditional armor sets that have aggro control/taunt functions in their respective archetypes to leverage the survivability advantage. Lacking aggro control puts more emphasis on the damage they can produce from their primary/ancillary which is typically less than archetypes that match their one dimensional role on a team or even with archetypes that fill multiple roles on a team. I compare sentinels most closely to stalkers for this reason because they are both armored archetypes that do not inherently manipulate mob AI, crowd control, or aggro control. Sentinels suffer in this comparison because of the target limits placed on their AoEs. Those that have mentioned a base damage adjustment to sentinels being exceedingly necessary to address the identity issue are not blowing smoke. It really does need to be addressed at that basic level before the archetype can really benefit at all from further fine tuning and without addressing the basic archetypal modifiers means minor tweaks with the best of intentions will not do much to change the current opinion of sentinels, which you may freely agree or disagree with. As an entirely side topic if anyone loves to play a sentinel just because you can blast with mez protection that should really highlight the inherent issues with how outdated mez effects are as a part of the combat system, how biased many enemy factions are between archetypes, and how important this discrepancy really is. On topic, the only reason I was drawn towards playing a sentinel at all was the unsuppressed movement speed available in offensive adaptation athletic regulation bio armor. Which for such a minor overly specific quirk that was justifiably removed shows how undesirable I find the archetype to be in its current state. What I felt was really done well with Sentinels was their selection of ancillary pools, as others have mentioned. Sentinel ancillaries are full of flavor defining powers that make a basic blast/armor character feel unique and highly customizable depending on the selections you make as you move through lvl 35+ to the end of your leveling experience. Having an AoE immobilize dramatically expands the functional role of a sentinel on teams. Darkest Night, Link Minds, Warmth, Rehab Circuit are pretty cool team support options. Their ancillaries have a flavorful selection of single target mezzes, heavy hitting melee attacks, and PBAoEs that feel strong, unique, character defining, and otherwise feel like the archetype wasn't shortchanged with the selection of powers given here, unlike elsewhere. With some core functioning issues addressed to sentinels the ancillaries bringing uniqueness to the archetype is what will bring me back to playing them again.
  16. No mention of Mace Mastery? The caveat here is that it would be much more viable for an Ill/Dark than a Grav/Dark because you will be squishier with mace shield, and illusion has phantom army to tank for you, but Poisonous Ray is pretty good. /Dark cannot fit in achilles heel proc otherwise so Poisonous Ray is boosting your resist debuff by 38.75%. The base debuff lasts 30 seconds if you don't want to apply it more than necessary but it can also do good damage with lady grey, shield breaker, and gladi jav procs.
  17. 1) Throw a fireball or other aoe at an innocent group of critters. 2) Use PFF 3) Use line of sight and wait for them to run around the corner and clump up tightly on you. 4) Your initial aoe used to pull is now recharged. 5) drop PFF and reapply your initial aoe and any other aoe that benefits from a tightly packed cluster like a fire breath cone. Modify step 3 if a nearby second spawn has a line of sight object to pull the first group into the same area as the next spawn. This can let you clump 2 spawns together in a way that may exceed the aggro cap. This is the pseudo-wormhole technique. Add Fold Space to stack a 3rd spawn on top of the two you clumped together. Best used when you run ahead of your heavy aoe team to prep 3 spawn groups together and have them murder all 3 groups at once when they catch up. Option B: just dont bother with this useless power and pop a couple purple insps instead cause PFF isnt even needed to do the above.
  18. Kinetics is a great set for all the things that it does naturally but goes even farther when you realize how slot efficient it really is. Getting the correct amount of global accuracy set bonuses mean your siphons, transfusion, and fulcrum shift dont need accuracy enhancements. This is a big deal because those powers either dont take io sets at all or offer crap for set bonuses if you try to include accuracy like touch of the nictus. Transfusion has an inherent higher base accuracy. You are more likely to need to slot siphons and FS than transfusion for accuracy if you couldnt slot the required global accuracy. 6 numinas for ranged defense or 6 preventive medicine for recharge is best in slot for transfusion - dont slot this for accuracy. Kinetics goes farther with slot efficiency because fulcrum shift caps your damage and transference provides an infinite blue bar. Proc builds on support ATs typically work best with resist debuffs that amplify the damage of your procs, but kinetics is a great approach to proc builds as well even lacking the inherent resist debuffs because you dont need to slot your attacks for core attributes. Max your chance to hit with global set bonuses, kismet, tactics, and alpha incarnate choice. Slot nothing for accuracy unless you cant avoid it (ATOs and sting of the manticore for set bonuses) Most set bonuses that provide accuracy also provide recharge. My proc loaded kin/rad build posted earlier has 17 dmg procs and 3 resist debuff procs and even with all those slots going to procs still hits 106.3% global recharge. Hasten and siphon speed provide another 110-130 global recharge. You can even go farther and get another bit from base buff and amplifier. Your nuke hits 317-357% recharge buff, nearly capped. Fulcrum shift with a single +5 rchg io at base slot only hits 270-310% rchg which is plenty to cap your damage even with non-ideal mob saturation. Your alpha slot can provide an endurance reduction to every attack and every toggle and transference on a 7 second recharge means you will never run out of endurance with even with zero slots devoted to it. If you happen to miss a needed transference at an inopportune time you can use force of nature/geas of the kind ones. All these things together make it so your attacks dont need to be slotted for accuracy, damage, endredux, or recharge - every core stat - and still function as if they were. Oppressive Gloom works fine at base slot but youre missing out on valuable set bonuses by not putting 5 absolute amazements in it. Boxing is great with 6 stupefy too because there are few options that so conveniently give both recharge and ranged defense. Kinetics as stated absolutely has the slot flexibility to mule both of these and mule brawl as well.
  19. Survivability isnt really the comparison point to make between stalker vs brute/tank/scrapper, it is aggro control/taunt/punchvoke. A stalker cant clump mobs like other melee ATs can. Mob clumping improves clear speed. Keeping an AV in one place improves dps. If you have 7 blasters/corrs/defenders on your team and you 8th man join as stalker you will absolutely be just fine but something that can aggro control may have been a more beneficial role to fill. It is also pretty rare for an 8 man team not to have one brute/tank/scrap that can aggro control and you really only need 1 to have that role filled. It is the same reason that scrappers do so much better with bio/shield/invul than fiery or dark armor because having a taunt aura means you fill an additional role for your team. Imo the taunt factor is why you make that armor choice decision on a scrapper and why you would choose to prefer a stalker or other melee AT. At endgame aoe output is pretty excessive. Global recharge in builds is high means aoe attack chains are more fluid and long recharge high impact aoes are up more often. Softcapped defenses means squishier archetypes can output their aoe damage more aggressively and not care about the aggro that comes their way. Oh and judgments. High AoE output and trash mob clearing is typically never something that will slow down an endgame group however having higher single target damage available becomes more valuable when aoe damage is already excessive. Leveling groups want to have lots of aoe damage, but this shifts at endgame. There are more AVs in endgame content and even in trash clearing having the bosses within the spawn die at the same time as the lieutenants makes noticeable difference. This is a big part of stalkers being endgame kings. Very similar to stalkers having a very valid role in endgame is also why poison support is so damn amazing because bosses and AVs just melt. Blaster/corr/defender survivability can be built to very solid levels with IOs alone. If you have no trouble surviving in content as a squishier archetype you will not notice a difference in survivability between any of the melee archetypes other than it being way more than necessary. Stalkers do great with just speed/leaping/fighting power pools. Maneuvers and assault are always good stat pads but leadership toggles dont have the best values with stalker buff modifiers. Stalkers have a little flexibility here and I would encourage any IO'd stalker build to give presence/provoke a try in their build. It allows you to more flexibly fill roles for various team compositions or combat situations by having some minor aggro control capabilities. Usually this makes the most difference when you find yourself on a team without any other punchvoke/taunt when fighting an archvillain that may otherwise run all over the place (romulus, director 11), and it is very satisfying to have that taunt available when it is needed. Value in flexing your capable role is also well shown in scrappers with taunt auras, dominators with sleet, blasters with bonfire or electrifying fences, sentinels with aoe immob, high damage controllers or phantom army utility, or uhhh kheldians i guess. Taunting stalkers are pretty cool.
  20. +speed set bonuses are nice because they are unsuppressed in combat. They are rarely worth going out of your way to pick them up but you will often get a few by default. Kinetics get capped unsuppressed movement and benefit less from these bonuses than others because of siphon speed. Purples are really not that expensive. You can use reward merits to purchase them. Play a while longer instead of making poor build choices just to avoid using them. The build I posted only uses 2 purple sets because defender ATOs can get you the other +30% rchg. If you properly dmg proc your powers you will find the blackwand to not be worth pulling out. Banished Pantheon Radial lore Untoggle Barrier. Mids shows the initial barrier buff which scales down in strength massively after 10s, 30s, and 60s. You dropped some substantial ranged def slotting opportunities for melee defense which is not how combat in this game works even if youre playing the character in close range. Your global recharge is uber super low. You're playing one of the best combinations to go ham with proc dmg slotting and put in almost none. You are playing radiation blast and didn't even put in achilles heel or fury of the gladiator. Theres too many questionable choices to itemize feedback other than to say take a closer look at the build I already posted above.
  21. https://www.youtube.com/watch?v=rn902pWCL7g I still miss old coh pvp.
  22. Almost 31, double the age when I first found city of heroes.
  23. Plant/Emp - Seeds of Confusion control and clear speed package, Roots/Creepers proc dmg Ill/Emp - Phantom Army, Spectral Wounds burst, single confuse. Grav/Emp - singularity passive mob control, wormhole accelerates mob initiation, Lift/Propel damage. Controller ancillaries are straight up better than defenders Psionic - perma personal mez protection, psionic tornado forcefeedback procs help your fortitude, RAs, AB rchg faster. WoC good set bonuses/confuse stacking. Primal Forces - 50% uptime powerboost Stone - Fissure forcefeedback procs for long empathy cooldowns, Seismic Smash burst damage, hold stacking. Mace - Poisonous Ray - 38.75% res debuff with achilles heel for AVs Containment, proc dmg, pet dmg, confuse dmg, ancillary attacks, and mob lockdown keeps controller damage on par with defenders, and the utility of the archetype puts them ahead for an empathy character. The defender archetypal buff modifiers aren't all that helpful for empathy - Both RAs, AB, and rez are unaffected. CM difference is null. Heal difference is minor or overheal. Fortitude receives the only true benefit of defender modifiers. The Controller will likely have higher uptime on RAs, AB, and Fort.
  24. 4 Siphon Powers = 8 seconds of zero actual dps output. If you don't have enough mob saturation to cap with Fulcrum Shift, just pop red insps.
  25. Assault is a very superfluous power pick for kinetics. Especially for defenders that get Fulcrum early at lvl 32, and lvl 27 exemped. Siphon Power is really only helpful up until you have fulcrum shift unlocked. Once you have FS, it is only useful for debuffing archvillains, or getting a little extra +dmg where there isnt mob saturation. It is still a 2 second cast time that does zero damage and offers zero set bonus opportunities and can be replaced by a red insp. I prefer having the utility of Repel when the endurance consumption feels good - recovery serum is always available and basically free. Tactics may seem overkill, but when minmaxing a proc build it can be an important piece to have a large number of powers with zero slotted accuracy. Vigor Core Paragon is also a strong incarnate choice that boosts global accuracy by a very large amount, and provides endurance reduction to every power, worth an enormous number of enhancement slots. There are two ancillary choices to consider - psychic mastery for a 6 dmg proc dominate and a resist shield that is helpful in a number of endgame encounters. The other choice is more ideal for radiation blasting - dark mastery. Oppressive Gloom gives you a mag 2 stun aura. This synergizes well with the Fulcrum Shift>Irradiate playstyle already present in the build. Oppressive Gloom allows you to instantly stun bosses with a single application of Cosmic Burst. Instead of waiting for Cosmic Burst to recharge to stun the first boss, you now have 2 stunned bosses on wobbling around. OG is massive for rad blast. Dark Embrace makes the character a great choice for the Imperious Task Force with the negative resist padding. Build below. Designed for endgame with Vigor Core Paragon. Barrier at the lowest value provides 5 res-all and 5 def-all and pops you up to just shy of 45% ranged def with respectable melee/aoe def. 2 dmg procs in Proton Volley, one being purple 3 dmg procs Cosmic Burst 4 dmg procs Irradiate, one being purple, 40% aoe resist debuff potential 5 dmg procs Neutron Bomb, 12.5% aoe resist debuff potential - Ragnarok may be preffered here. 3 dmg procs Atomic Blast, absorb proc, capped recharge redux. All powers with zero accuracy slotting have enough accuracy to hit +4 foes before def debuffs. 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 Defender Primary Power Set: Kinetics Secondary Power Set: Radiation Blast Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Dark Mastery Hero Profile: Level 1: Transfusion -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11) Level 1: Neutrino Bolt -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(34), SprDfnBst-Dmg/EndRdx/Rchg(37), SprDfnBst-Acc/Dmg/EndRdx(39), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(40) Level 2: Repel -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(34) Level 4: Irradiate -- Arm-Dam%(A), Obl-%Dam(5), Erd-%Dam(5), ScrDrv-Dam%(7), AchHee-ResDeb%(7), FuroftheG-ResDeb%(9) Level 6: Siphon Speed -- RechRdx-I(A) Level 8: Increase Density -- GldArm-3defTpProc(A) Level 10: Hasten -- RechRdx-I(A) Level 12: Speed Boost -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(13) Level 14: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(15) Level 16: Proton Volley -- StnoftheM-Dmg/EndRdx/Rchg(A), StnoftheM-Acc/Dmg(17), StnoftheM-Dam%(17), StnoftheM-Dmg/EndRdx(19), StnoftheM-Acc/ActRdx/Rng(19), Apc-Dam%(21) Level 18: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), Rct-ResDam%(23) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23) Level 22: Boxing -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(25), Stp-Acc/EndRdx(25), Stp-Stun/Rng(27), Stp-Acc/Stun/Rchg(27), Stp-KB%(33) Level 24: Tough -- StdPrt-ResDam/Def+(A) Level 26: Transference -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(46), PreOptmz-EndMod/Rech(48), PreOptmz-EndMod/Acc/End(48), PreOptmz-EndMod/Acc/Rech(48), PreOptmz-EndMod/End/Rech(50) Level 28: Cosmic Burst -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(29), SprVglAss-Acc/Dmg/EndRdx/Rchg(29), ShlBrk-%Dam(31), TchofLadG-%Dam(31), GldJvl-Dam%(31) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), ShlWal-Def(50), ShlWal-Def/EndRdx(50) Level 32: Fulcrum Shift -- RechRdx-I(A) Level 35: Neutron Bomb -- PstBls-Dam%(A), JvlVll-Dam%(36), Bmbdmt-+FireDmg(36), TchofLadG-%Dam(36), ShlBrk-%Dam(37), Ann-ResDeb%(37) Level 38: Atomic Blast -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Dmg/EndRdx/Rchg(39), Erd-%Dam(40), Obl-%Dam(43), TchofLadG-%Dam(43) Level 41: Oppressive Gloom -- AbsAmz-EndRdx/Stun(A), AbsAmz-Stun(42), AbsAmz-Acc/Stun/Rchg(42), AbsAmz-ToHitDeb%(42), AbsAmz-Acc/Rchg(43) Level 44: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45) Level 47: Tactics -- GssSynFr--ToHit/EndRdx(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(13), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(15), Hct-Dam%(34) 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 -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 50: Vigor Core Paragon Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Barrier Core Epiphany ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1526;712;1424;HEX;| |78DA65944B4F135114C7EF6DA7600B056A690179B694B6B4B452C0A52141C404283| |6B836CDD80E652229B52D46E302F1F105DCB875E9CA85EFAD1FC02841E303772E7C| |82266A1035A9A7F33F94269D64F2BBE77F1EF7DCC74CFCC264E39D136BE342361D5| |B520B85E4A4B6A065D35ADE1257337A4A949F7A7ADD7B7A72626561213AA367B5A2| |9E2AF456E479359BD1D2D17935ADAB457D399B9CA07245614B2C2F2F454FE5342DD| |D680C673535A76733CD7B06E51616F59CDDB0A7F4CC6291BC8EE3393D159D54F367| 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