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DreadShinobi

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Everything posted by DreadShinobi

  1. Honestly the best advice here. The recent tanker update that brought tanker base dmg, dmg cap, and aoe radius all up was far more than a QoL change for the archetype. Brutes are still great, the tanker update didnt make a brute worse by any means, however the archetypal lines blurred here. A tanker is more competitive with brute damage and has a substantial advantage in defense and resist base numbers that make hitting build goals that much easier. Hitting survival goals easier = more slots available for increasing offense. For brutes in particular, fiery aura does that which no other set can do. It really isnt hard to achieve wanted survivability goals with any secondary. The offensive capabilities from fiery aura cannot be matched. For tankers there are a few sets that just work better for them compared to brutes because brutes have low base damage that is buffed by fury. This makes the damage buffs available in sets like shield defense and bio armor feel muddled on brutes and significant on tankers and scrappers with better base damage.
  2. I think that was the consideration during initial power design, that they wanted the flavor of crits but were overly cautious about stepping on the toes of crit based archetypes. Unfortunately the limiters placed in shinobi went too far imo. The limits detract from the flavor of a critting ninja blaster because the crits are so infrequent and often just feel disappointing. The limits placed hold the entire set back from being a more frequently chosen blaster secondary during character creation.
  3. There are a few issues with the shinobi damage proc that differentiates ninja training being more competitive with sets that have a build-up power. The first is the 30 second lockout. After 30s you unlock the chance to proc shinobi, but it is not every 30 seconds. Sometimes it can take another 10-15 seconds for the proc to come through. This leads to the second issue that it only buffs a single attack and you have no control over what it buffs. The proc damage is based on the damage of the power it affects. It is nice but nothing special when it buffs blaze or blazing bolt, and with higher global recharge you're more likely to proc a high dpa attack, but with lower global recharge and the more instances of flares that you have in your attack chain to gap fill the more likely you are to get a very mediocre shinobi proc. Along with the lack of timing control, the proc can very likely be wasted on overkill. Build up in comparison scales better with blaster self dmg buff modifier and base damage, lasts 10 seconds, has timing control, works better with your nuke, and scales with +recharge. There are a host of options that could make ninja training feel better in comparison to other blaster secondaries, and shinobi is a great power to look at to make those changes. -make shinobi lockout scale down with recharge buffs -make shinobi a stacking buff, for example each attack you make adds a stack, after you attack 5 times with 5 stacks, your next attack triggers shinobi -make make shinobi a self buff that affects your character immediately at 30s for your next attack, rather than a chance anywhere between 30 and 50 seconds. -have shinobi grant a 3-5 second buff that adds the proc to all attacks used within the window -make shinobi a click -add a half damage buff to shinobi that lasts 10s, and your first attack still procs damage.
  4. If you aren't putting a fury of the gladiator resist debuff proc in golden dragonfly, which is a PBAOE resist debuff proc that is usable in your single target attack rotation, youre already missing out on one of the biggest reasons to choose /ninja over anything else and have it be a dps increase to your fire blasting. Forcefeedback proc and achilles heel access in your attack chain are also standout features, and highlights the strong point of ninja training - enhancing the damage that you can do with your fire blasting, which also gets around the damage cap via resist debuffs. Fire/Ninja is a great team oriented blaster, especially with a kinetics user that can buff up the lower +dmg buff available. When you have a few blasters you can make some very specialized build decisions, like a hyper offense fire/ninja that does well on a support heavy team and dips in to munitions mastery as well to pump up your -res potential even further. Surveillance/Achilles + GD Fury of the gladiator = fast application -54% res to amp up your blaze/blazing bolt damage, everyone elses damage, and melt hard targets like AVs. Smoke Flash can be viable for its cast time if the intent is to buff ally damage on a hard target (10.5% resist debuff). Fireball is viable in single target rotations due to the 1s cast and can proc annihilation (12.5% resist debuff), though I don't find that to be slot-worth. That is a resist debuff potential of -77%, providing a force multiplier for teams that rivals support characters on single targets, and still produces all that juicy blaster level dps.
  5. I agree with @Nemu objectiveness around the blaster build. A properly built sentinel with proc damage will absolutely out perform this build both in damage and survivability. Elec Blast changes for Sentinels are a big deal. A sentinel can invest so much more in offensive output because they need so much less slot investment in survivability. Bio armor in particular has built in damage buff, doesnt even need to be built for softcaps, and survivability scales up with global recharge, which also improves offense. A blaster can be built to be quite the tankmage, but the approach in slotting in post-1 is too much of a sacrifice if you are having an honest discussion about objective performance. The investment to get to 45% ranged defense can be viable, but you gutted out every single proc slotting opportunity to get there, and you removed any blaster-specific dps increase available by avoiding all melee options. A purely ranged blaster as a concept by itself is honestly done better by a sentinel, corruptor, or defender. Blaster potential thrives when melee opportunity is taken advantage of. Personal Force Field and Phase shift are rarely seen in any build anywhere because they drop your dps to zero. Any time you use these powers, the performance discrepancy in favor of the sentinel increases. For blaster ancillary choice, force mastery is a loss. Your Force of nature is granting 35% resist to F/C/E/N/T. You're still stuck with a psi hole, zero benefit to S/L resist, a mez protection hole, and a crash. Rune of Protection is much better for blasters in comparison which does increase your psi resist and provides mez protection to handle a difficult encounter. The best ancillary toggle is charged armor, the energy resist is a huge deal. Having that energy resist does way more than slightly higher S/L resist and/or PFF access all by itself. The energy resist in charged armor also stacks in with RoP beautifully. Bonfire access in flame mastery is a tool that I don't care to use personally, but all by itself puts the damage mitigation available far above force mastery, and you get self rez access as well. A hyper offense sentinel is going to feel so much better than a sacrifice-everything for unneeded def/res numbers blaster, guaranteed.
  6. unless your challenge is to do so without insps, it is trivial.
  7. Played Sonic/Therm Corr on live, and played it again as a defender on homecoming. Sonic is a great pairing with thermal because while therm has some intense ally buffs, the debuffs for a support set can be lacking, Sonic wholesomely fills this gap. Thermal is also a support set that has zero endurance management tools and Sonic blasting is very endurance-lite. I played my sonic/therm corr before and well past the dawn of invention set enhancements and the character was a ton of fun to play because I could be surrounded by 7 other characters that were min/maxed IOs and I felt just fine with my contribution because both thermal and sonic work so well with just their base values. Sure, getting some IOs on your therm/sonic will make a difference, but it is just one of those combinations that just works particularly well without needing any.
  8. One of my favorite moments was tanking lord recluse back on live with my fire/kin controller when the team composition didnt have anything else more suited. The key was manipulating threat level with super speed and it was very effective. I did not lose aggro control over LR. As 95%+ of my characters have super speed, manipulating threat level with toggling super speed is something very noticeable to me and does have an effect on mob AI and my gameplay. I would love to see an update to illusion control.
  9. Why did you choose brute over the other archetypes that it is available on? The dmg buff available in bio armor is least impactful for brutes because of their low base dmg/fury, among other reasons that you may find the exact same character to have better performance as a scrapper or tank. Stalker also has some advantages but the playstyle is much different. Tank/scrap will play just about the same as a brute with better #s
  10. This was my primary argument when RoP was adjusted. I don't argue that it shouldn't have been looked at, but the reason it is valuable in the way it is, is because it reduces insp tax disparity between archetypes. The mez system as a whole is outdated and would unfortunately require developer attention that is beyond what can be expected of a volunteer staff to overhaul. Challenges that most enemy factions present are noticeable by some archetypes and otherwise largely ignored by most melee archetypes due to their inherent protections. IMO, you havent experience the uniqueness of each enemy faction until you have played a blaster.
  11. Envenom is still a 1.33s (pre-arcana) cast time and because of the projectile speed/aggro timing you can often lead with this (with proper defenses) jousting in as you cast envenom and landing simultaneously debuffing the group with venomous gas, proceeding with a fireball or other aoe as aggro happens to fully debuffed mobs. I also like the ranged envenom>fire breath joust into melee range, venomous gas debuffs the enemy spawn before the 2nd tick of fire breath > then fireball. Great AoE dmg for a defender. Poison is a set that I didn't care for much on live, but it has become one of my favorite sets to play on homecoming because of certain adjustments to the general endgame meta. On live I had a massive preference towards cold domination because I felt the defensive shielding was more valuable at that time. On homecoming, the average player has much more accessibility to full IO builds, and it is noticeable enough to push poison up a peg in comparison to cold domination in what I have experienced. The general faster pace of homecoming (particularly looking at PuG endgame content) goes hand in hand with everything that poison does well and highlights itself as an excellent set. I believe @Frosticus in his writing on the set has also contributed to this awareness. I play 3 poison characters. Started with a psn/rad defender and also made a psn/fire defender and a plant/psn controller. The radiation blast defender uses Cosmic Burst stun+Oppressive gloom for an extremely safe approach to playing a poisoneer and also has alkaloid in the build for more defensive team support. The plant/psn is just crazy effective due to the interaction between heavy resist debuffs, proc damage, and confusion based damage. The psn/fire defender is overall one of my favorite characters to play because the damage is so far above what one would normally expect from a defender and the full aggressive approach is a lot of fun for me. The psn/fire plays like a blaster with a very intense force multiplier for yourself and everyone around you. For all 3 simply having access to rez+veng, with the rez also being a +50% dmg, +100% rchg, +200% recovery steroid for 90 seconds, means even playing the character full offense like a blaster, only needing to cast Envenom, you still turn around any untimely faceplant and just keep going. I can post my poison/fire defender, feel free to msg me if interested in the other two builds, happy to share. What works for me is adapted to what works well for my playstyle, you might not agree with all build choices, but maybe you will see some interesting ideas. Edit: also just wanted to add that I do not use Clarion, Rebirth, or Barrier on any of my poison characters (incan wins my destiny slot choice always) and so all my builds are built without reliance on a defensive destiny slot choice. 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: Poison Secondary Power Set: Fire Blast Power Pool: Leadership Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Envenom -- Acc-I(A), AchHee-ResDeb%(9) Level 1: Flares -- SprVglAss-Acc/Dmg(A), SprVglAss-Rchg/+Absorb(3), SprVglAss-Acc/Dmg/EndRdx(3) Level 2: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(13), CldSns-Acc/Rchg(13), CldSns-ToHitDeb/EndRdx/Rchg(40), CldSns-Acc/EndRdx/Rchg(43), CldSns-%Dam(46) Level 4: Fire Ball -- Rgn-Knock%(A), Rgn-Acc/Dmg/Rchg(5), Rgn-Dmg/EndRdx(5), Rgn-Dmg/Rchg(7), Rgn-Acc/Rchg(7) Level 6: Assault -- EndRdx-I(A) Level 8: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(9) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(11), LucoftheG-Def(39) Level 12: Hasten -- RechRdx-I(A) Level 14: Boxing -- Empty(A) Level 16: Fire Breath -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dmg/Rng(19), PstBls-Acc/Dmg(21), PstBls-Dmg/EndRdx(23), Bmbdmt-+FireDmg(37) Level 18: Tough -- StdPrt-ResDam/Def+(A), ImpSki-Status(40) Level 20: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(21), ShlWal-Def/EndRdx(46), ShlWal-ResDam/Re TP(50) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23) Level 24: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(25), GssSynFr--ToHit(25), GssSynFr--ToHit/Rchg(34), GssSynFr--ToHit/Rchg/EndRdx(34), GssSynFr--Rchg/EndRdx(34) Level 26: Poison Trap -- Arm-Dam%(A), Obl-%Dam(27), Erd-%Dam(27), ScrDrv-Dam%(33), FuroftheG-ResDeb%(33), GhsWdwEmb-Dam%(33) Level 28: Blaze -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(29), SprDfnBst-Dmg/EndRdx/Rchg(29), SprDfnBst-Acc/Dmg/EndRdx(31), SprDfnBst-Acc/Dmg/EndRdx/Rchg(31), SprDfnBst-Rchg/Heal%(31) Level 30: Elixir of Life -- GldArm-3defTpProc(A) Level 32: Venomous Gas -- HO:Enzym(A) Level 35: Blazing Bolt -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(37), GldJvl-Dam%(46) Level 38: Inferno -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Acc/Dmg/EndRdx/Rchg(40) Level 41: Dominate -- UnbCns-Dam%(A), NrnSht-Dam%(42), GhsWdwEmb-Dam%(42), GldNet-Dam%(42), GldJvl-Dam%(43), Apc-Dam%(43) Level 44: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45) Level 47: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(48), CrcPrs-Conf/EndRdx(48), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(50), CrcPrs-Conf%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) 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 -- HO:Micro(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(11), NmnCnv-Regen/Rcvry+(15), Prv-Absorb%(17), NmnCnv-Heal(17), RgnTss-Regen+(37) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Acc(39) Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Cardiac Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1508;720;1440;HEX;| |78DA65944B4F135114C7EFBC8096F2ECF02A541E420B2DAD2D0F59182541C128601| |A8DAEC43A96A14C826D433191B8F22BB8D02FE073E34210DCFA09D4A02BDDA9488C| |A0091AE36A3C9DFFA134E9A4CDEF9EF7BDE7CC9DD9DB673CCFCFDE1D1752EDE9252| |39F4F9E3117CCCCBCB9ACCD1A692B250A4F25FDF5037D72E2D6C2423491B5F2D98C| |AFA8BC6864D2E67C74CA5A369313946745D425B2D9A5E88C699039BF68E5DC8E7C2| |9679AF39E0353CECAA46B1C61CA4A2FAE90A44FE6AC5434915F4D2D5AA9E42C2532| 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  12. Envenom is -40% on primary target, not -30%. If you layer you get to -60% from envenom but I've hardly found that as a necessary part of the design or needed to make the values competitive. Poison can get to -105 without any envenom layering. After initial application of Envenom, applying actual damage is more valuable, unless target is an AV and a minion is standing next to it. If I put a pug call in lfg for an apex/tin mage/rsf/ms lib it is rare that more than 1 person is not IO decked. Not all of my characters are softcapped either but those that aren't don't need it to function just fine, and would rather have a +def shield from a cold domination or a maneuver stack than a tohit debuff any day of the week. My Psn/Fire defender has 28.5% melee, 42.9% ranged, and 25.4% aoe def with mind over body - 75% S/L res and 42.4% psionic. The ranged defense can be covered by an amplifier or a single ally in range with maneuvers. It is built to 295% base regen, which nets 1007 hp every 60 seconds. I have no trouble diving in melee and taking alpha strikes. Regen slotting is highly undervalued.
  13. Insp tax is real. Purples also break the game tbh. So do defensive IO set bonuses. Getting to just 20% positional defense isnt that hard to get to on a blaster and means you only need to pop 2 small purple insps to get to the 45% softcap. Blasters can make critters hit the floor faster than most anything else also means they can get more insps faster to keep the insp buff flowing. Rune of Protection, even post-nerf, is still great for blasters. On teams you can certainly be the first person into a spawn, but you also don't need to be, post alpha strike damage is quite minimal.
  14. While there is good information in this thread regarding suggestions for generalist debuffers, the OP specifically asked for late-game debuffer recommendations. -Tohit and -rchg lose more and more value at endgame when all or most of your team has softcapped defenses. -regen loses value as dps increases, it is still helpful, but if the AV is getting shutdown in 15 seconds, the -regen didnt do much. -DMG retains value, especially vs hard targets. -res and how quickly and consistently you can apply is the typically sought after debuff for endgame. Poison applies -65% res at base. Envenom is a very fast cast and can be applied to every spawn no matter how fast you are steamrolling. Weaken is valuable vs AVs but otherwise doesnt need to be cast due to the longer animation and less relevant debuff. VG is the key here being a toggle, meaning after you envenom you can start blasting away. Poison Trap is also a 1 second cast time and can add another -20% res with fury of the gladiator. Set also has Achilles heel access capping at -105% potential res debuff (this can be applied in 2.5 seconds). Poison's weaker point is lower -regen values compared to similar sets. Its advantage is speed of application of the most valuable type of debuff. At endgame poison will have easily plugged the self-survivability hole with IO sets. @JayboH - not quite on point here. Radiation has some good debuffs but other than better -regen and a self heal, Poison outclasses it heavily. Dark Miasma primary advantage is some stellar -dmg. Good -regen on HT, but long cooldown. -tohit value falls off in relevancy. Cast times become more noticeably problematic as team damage increases at endgame. Kinetics is often a more relevant fit on a team with fulcrum shift and speed boost and can also gut an AVs dmg output similarly to dark. Cold Domination is a powerhouse, see Nihili's post. Storm Summoning is good at -res debuffing, but not as good as Cold. It lacks the -regen that cold has, and the infinite blue bar that cold has. The tradeoff is Tornado and Lightning Storm that makes a large difference in your personal damage output as a defender. Sonic Resonance may seem underwhelming, but it does all the right things at endgame, bolstering softcapped defenses with +res buffing, and consistent -60% res debuff. Against AV spam tasks like ms. tf, rsf, or trials it does quite well. It can also shutdown lord recluse towers with sonic cage. Endgame debuffing = how much -res do you have and how much damage can you amplify with it.
  15. You could say a mid level Sentinel with only SOs is the most balanced thing in the game. The challenge level available in the game is far below the tools available to enhance your characters performance. There are many options to create challenge, but those challenges are far beyond the game design intent. Some people like to solo TFs, play on +4/x8, solo AVs/GMs, opt out of incarnate powers, opt out of invention enhancements, play ouroboros with challenge settings, disable inspirations. Some people enjoy leveling characters and never touching them again at 50. I like to use all the tools available to me and min/max, challenge for me is therefore speed running content, and I enjoy that. Speed running objectives creates an infinite amount of replay value in the game that doesn't exist elsewhere. The way I enjoy the game is not a reflection on how anyone else enjoys their time here. I can say a forcefields defender sucks because it not competitive or relevant with the state of the game >>>that I experience<<< being long past challenge based on content available and more about how fast you can complete it. You can also say playing a fire/fire blaster with incarnate powers, a min/maxed IO build, temp powers/amplifiers and a full tray of large insps is absolutely unnecessary for 101% of the things you can do in this game. There are many archetypes and powersets that will outperform a sentinel. However the point here is that the sentinel is not underperforming, it is more balanced than anything else. It isn't power creep (which is a thing, but it is separate from what I am talking about here), it is that the game can be played and enjoyed with very minimal investment, and every single power set combination, with whatever powers you happen to want to choose, is viable. This is the game design. It is also a part of why there is such an immense gap between the bottom (perfecty viable) and the top (must seek other ways to challenge oneself outside of basic game design). Stating explicitly that the "top end performance" is not more viable than the "bottom end performance", it is just a choice in how you want to play the game. This is not other MMOs where there is raid progression and you are required to meet a dps check. You don't need to feel like a Sentinel has less to contribute. You have that much more _opportunity_ to feel successful when you do that which you thought you could not. Take a breath @aeb and enjoy your stay.
  16. To expand on this, -Blaster Aim+BU+Gaussian proc = 262.5% dmg buff -Sentinel Aim+Gaussian proc = 130% dmg buff. -Gaussians scales with AT modifers, 100% buff for blasters, 80% sentinels. Aim is 12.5% higher for blasters. So the internal dmg buff discrepancy here is actually 132.5%, not just 100% Build-Up. -Blaster base damage makes damage buffs go even farther. -Blaster Blaze = base 170.5 dmg, enhanced to 131.33% dmg buff (enhancements, musculature core paragon) = 394.4 dmg, with Aim+Gaussi, BU = 841.9 dmg, at the dmg cap = 852.4 dmg -Sentinel Blaze = base 135.5 dmg, enhanced to 131.33% dmg buff (enhancements, musculature core paragon) = 320.3 dmg, with Aim+Gaussians = 496.4 dmg, at the dmg cap = 677.6 dmg -Same dmg cap lowers the discrepancy when a sentinel has access to red spam and/or team dmg buff, but the Blaster can hit their dmg cap by themselves, and do more damage at baseline. With Musculature Core Paragon, both ATs need ~268.67% dmg buff to hit dmg cap. During Aim/Gaus cycle a Sentinel still needs 138.67% dmg buff to cap (5 small red insps + assault + set bonuses), and a blaster falls just 6% short of it. Depending on your global recharge Aim/BU uptime and how much you want to damage buff yourself outside of your buff cycle, this generally means a blaster has more freedom in their insp tray to still hit damage cap and carry more defensive inspirations. Blaster T-AoEs, PBAoEs = 16 target cap, Cones = 10 target cap Sentinel T-AoEs, PBAoEs = 10 target cap, Cones = 6 target cap -Blaster Fireball 74.6 dmg, 172.6 (enhanced, musculature), 368.5 (Aim, BU, Gaus) = 2761 enhanced target capped dmg spread, 5896 target capped dmg spread with Aim/BU/Gaus. -Sentinel Fireball 63.02 dmg, 145.8 (enhanced, musculature), 227.7 (Aim, Gaussi) = 1458 enhanced target capped dmg spread, 2277 target capped dmg spread with Aim/Gaus. -10 target Blaster Firebreath = worth considering in AoE attack chain -6 target Sentinel Firebreath = not worth considering Blaster access to real snipes is a big advantage to some sets, Fire blasting is obviously an outlier here in raw damage. However Sentinels cannot access the Sting of the Manticore set, and are often over-burdened with too many single target ranged attacks that reduces diversity in desirable IO sets that have good damage procs/set bonuses. Blaster secondary powerset attacks have an enormous performance gap for attack chains compared to sentinels, even considering the great tertiary pools that they have access to. Blaster attack chains will be more full at earlier levels. Blasters exemp very well. Blasters have an easier time of chaining High-DPA only attack chains with less reliance on Low-DPA filler attacks. @Snarky"3) Blasters are focused on one thing in their builds. Damage first. Sentinels have to at least take a small effort to enhance survivability" This is a relatively moot point. Blasters can be built and played effectively without slotting for survivability, so can sentinels. Sentinels have better baseline survivability but rely on it more because targets live longer. A glass cannon sentinel will still be more survivable than a glass cannon blaster. Bio Armor does this approach very well in particular because it relies less on softcaps and more on regen/absorb clickies, and also happens to be a set that boosts offense. Blasters arguably get more mileage from defensive set bonus slotting. Hitting 20% or 32.5% positional def with a resist shield or 45% S/L def with ice/scorp are build goals that are neither challenging to reach and have minimal impact on dps potential. To bridge the damage potential gap, Sentinels must invest alot of their slotting towards proc loading attacks if they wish to address lower base damage and target cap issues. If I haven't alluded to this already, insp tax/effectiveness is a big deal in comparing performance. As I mentioned above I can have 5 red insps in my tray as a sentinel to make up the 130% dmg buff discrepancy for 60 seconds, but I will still be doing less damage than a blaster due to base damage. With 5 insps as a blaster and only 20% positional defense, I can softcap myself to all positions FOR DOUBLE the duration the sentinel is damage capped, still have a resist shield, still hit damage cap, and still have another insp slot floating. Blasters straight-up kill critters faster = more insp drops within a 60 second window to refresh them.
  17. Plant Control, Ice Ancillary, pick an assault set that suits you. I've made Plant/Thorny/Ice, Plant/Fiery/Ice, and Plant/Rad/Ice, on homecoming, and had a plant/psionic on live. Maybe I'll make that Plant/Earth someday. Other than plant control I played Mind/Fiery on live and Grav/Fiery on homecoming. Other than fire blasting, plant control is by far my favorite set to play. It is exceptional on dominators, because of the 100% chance to confuse bosses. Seeds of Confusion on a sub 20s rchg is a very unique play experience and it is fun to experiment with and know which enemy factions utterly destroy themselves when confused (malta zeus titans, yes) and when you can snag some cool buffs from confused enemies. Roots is also an above average AoE immob and Carrion Creepers has some nifty utility, but it is Seeds of Confusion that carries the set and the experience. SoC is your 1 stop shop control option. It has better recharge than all other AoE hard CC. It is a confusion, which has an endless variety of advantages in itself. And it has a 1 second cast time. I frankenslot this bad boy with 2 damage procs, the 2 ATO procs (these both lower recharge), the Malaise confuse/range IO, and generic range IO. Throw Seeds of Confusion, throw roots, apply damage. If your SoC rolls a miss on a problematic boss, throw your ST hold. If SoC is down because you are steamrolling, just throw roots! Hold a boss as needed, maybe pop a purple insp, apply damage. The Ice ancillary allows you to cross archetypal roles and act as a fully functional debuffer in addition to your standard lockdown and dps roles. Because I always choose the Ice epic for my dominators I always build for S/L defense which is very contrary to my typical defense preference for "squishies" which is a resist shield + positional defense set bonuses. This means my doms are natively more vulnerable to mobs that are not controlled or dead compared to my average character. The payoff in access to Sleet is absolutely worth it, and I'd still take Ice mastery even if it didn't have an armor shield at all. The S/L def is secondary to Sleet access. Sleet also increases the damage confused enemies deal to each other, and the likelihood that they will not miss when fighting amongst themselves. All my doms build for 128.75% global recharge which achieves perma-domination without hasten. This allows me to keep domination active even if I step away and allows me to tank some recharge debuffs using Hasten as effective recharge debuff resistance without needing to slot for it. My plant/thorny is the only dom that has only 108.75% global recharge but still hits the golden number with sg base buff. Ironically the plant/thorny is my current favorite of my domis because of the proc loaded build. I also keep my dominators as villain-only alignment after I get some accolades that are faster to earn hero side, because Frenzy is huge for dominator QoL. Doms in lower level content really benefit from getting to 50 first and exemping backwards because at bare minimum you get a free 50% global recharge from your purple sets, among other set bonuses. LotGs are a base lvl 25 set, Preventive Medicine (6 pc) base lvl 21, Positrons Blast (5 pc) base lvl 20. Expedient Reinforcement (4 pc) base lvl 30. Call to Arms (4 pc) base lvl 10. All very good sets to attune for an exemping dominator. SG base buff adds an extra 20% rchg whenever exemping. As @Mezmera said definitely consider what powers will actually find usage, because a high rchg domi with both a primary and secondary stock full of clicky attacks and a lack of inherent toggles or passives may find itself with more clicks than you can possibly fit in. Pay close attention to the DPA of the single target attacks you have access to. The animation time of your single target hold can have a huge impact on your rotation and how your dominator feels to play. Mind/Fire 1.1s, Dark 1.67, Ice/Grav 1.83-7. Plant/Elec/Earth >2s.
  18. SR does not have an advantage in DDR over SD, except while leveling. Active Defense can be slotted with a Cytoskeleton Hami to improve the DDR and then double stack it with global recharge. Shield Defense tankers hit over 95% DDR.
  19. As @oedipus_tex said, the two sets love global recharge, and more global recharge on top of global recharge. I am not however of the mind that there is any reason not to kit out your first 50, or to feel like you need to reroll it. No it's not going to be a top performer, but it will do just fine at supporting teams like you would like it to. That and you will have plenty of opportunities to make your next character be something that can pack some more punch. The inf may be initially hard to come by, but it just gets easier and easier. Here is my take on a mind/emp, with 125% global recharge, and 3 proc loaded attacks, Dominate, Terrify, and Psionic Tornado. I tried to keep the power picks the same as what you listed, but I dropped Presence pool for Leadership and dropped Grant Invis. Depending on your uptime with Psionic Tornado Forcefeedback procs, you will have perma mez protection, hasten, Adrenaline Boost, and maybe 20-30s downtime on your RAs. All depends on your forcefeedback uptime, but Psinado is pretty good at that as long as you have mob saturation. Good luck ^^ 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: Mind Control Secondary Power Set: Empathy Power Pool: Speed Power Pool: Flight Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Mesmerize -- FrtHyp-Sleep(A), FrtHyp-Acc/Rchg(43), FrtHyp-Sleep/EndRdx(45), FrtHyp-Plct%(45), FrtHyp-Acc/Sleep/Rchg(46) Level 1: Healing Aura -- Pnc-Heal/EndRedux(A), Pnc-Heal(33), Pnc-Heal/Rchg(34), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal/+End(34) Level 2: Dominate -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(3), NrnSht-Dam%(3), GldNet-Dam%(15), GldJvl-Dam%(15), Apc-Dam%(17) Level 4: Heal Other -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(13) Level 6: Confuse -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(7), CrcPrs-Acc/Conf/Rchg(7), CrcPrs-Conf/EndRdx(9), CrcPrs-Acc/Rchg(9), CrcPrs-Conf%(11) Level 8: Hasten -- RechRdx-I(A) Level 10: Hover -- LucoftheG-Def/Rchg+(A) Level 12: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(42) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(17), ShlWal-Def/EndRdx(42) Level 16: Clear Mind -- Range-I(A) Level 18: Total Domination -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(19), BslGaz-Acc/Rchg(25) Level 20: Fortitude -- Rct-Def(A), Rct-Def/EndRdx(21), Rct-EndRdx/Rchg(21), Rct-Def/Rchg(23), Rct-Def/EndRdx/Rchg(23), Rct-ResDam%(25) Level 22: Stealth -- LucoftheG-Def/Rchg+(A) Level 24: Resurrect -- RechRdx-I(A) Level 26: Terrify -- PstBls-Dam%(A), Bmbdmt-+FireDmg(27), CldSns-%Dam(27), JvlVll-Dam%(29), GlmoftheA-Dam%(29), Ann-ResDeb%(31) Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(31) Level 30: Tactics -- AdjTrg-ToHit/EndRdx(A) Level 32: Mass Confusion -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(37), SprWiloft-EndRdx/Rchg(37), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(40), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SprWiloft-Rchg/Dmg%(46) Level 35: Regeneration Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(37) Level 38: Adrenalin Boost -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(40) Level 41: Indomitable Will -- LucoftheG-Def/Rchg+(A), RechRdx-I(43) Level 44: Mind Over Body -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), GldArm-ResDam(46) Level 47: Psionic Tornado -- FrcFdb-Rechg%(A), PstBls-Dam%(48), JvlVll-Dam%(48), Bmbdmt-+FireDmg(48), ExpStr-Dam%(50), PstBls-Acc/Dmg/EndRdx(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dmg/EndRdx(A), Hct-Dmg/Rchg(31), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(33), Hct-Dmg(42) 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- HO:Micro(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 50: Vigor Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1473;690;1380;HEX;| |78DA65944B4F13611486BFE9456C0BD25A6A417A81026D29D05221DE58988860509| |A909810EF58A1C024A56DDA6AECD2857FC08D7B178A90A03BFD196AD498E8C29D78| |E1A2FE807A3AEF0B25E9249367BE73CE7BBEF39D3933A907179A372E3E3CA734E77| |8365D2ACD8DE773E5623E9BCD14ADA9F4923EAF6A5793DCC1BA672F289ED2730B7B| |0BEF01FFF97B8B8BF1899542BABC5C51F699BC845E2964320B0EE37132AB2F2D975| |B8DE7E94C7A21532C2DEB0597B19ECADDD74BFA5D3DAB972B6D13057D3E3E53D2F3| |397D7E2E952E9533C54ABB9412957B5553BCAA16356B522A6953B16BE0E075F2063| |874151CA969346A7C66C3D6D5057607C820D90DAE6994A8AA559B421ED38A06A685| |7E9B3A3281D82383A03389B851719BA9356FC267F941FE04EDBFC0E6DFE416B82E5| |A2BB5D69BC877E816791B3C7C879C03ED693024EFAB09E7544D03CAB0D9C466A3CD| |E641FD0EB139B087E6F80A6DFF17D025BE16C49B5A18EFBC8CDAFA27C153626E855| |EB5C6B0CF86D85CB0995D1F4C467F8E7E223F83ED1FC1D312EBE619DDDBC8D9B643| |EE82C7FE907FC1F67F608BD4E7E1793CACEFA4C0CB7ABC3CF74BB175708F8E37B01| |D3759C14DD4E10B21A7EF1BF204BE637D46969DEC4F27F30548B7ECEFE7FEFEA7E8| |D92B5907B957F01972F43E2757C1C80B720D1C5AAFD1A2CE8A36C4790E71367BFC2| |467B387B3D9CB991D134D1F357DD484A9095313A62642CD5B4114756B51F62DC633| |BD13DF00DFF98017B33D78827526C0F78238CF187F847327D8D704FB98607F9315F| |1BB85AFE16F939E0DF3FD0C736F9FE5C0771C43BE4004EC8A92FD9CCD30E8AF6BAA| |B1FA736D5995CC0D96648365A4C132DA60996EB0CC58F6FF054A332C36E7FE175ED| |DB28B9713A18DD5FE9A66B553B769DA25798848B76735E38D6F1F8C8FA243BB07E3| |9FE0B4C9C76075FFF2C890271155FD0F76BBE5D4| |-------------------------------------------------------------------|
  20. Was gonna edit, but I figured I would make a separate post to show the build with the 2 Unbreakable Guard sets stripped out of Evolving Armor and Tough. It gives you room to put 4 kinetic combats in Kick (4 slot value, 3 slots used, youre otherwise not making use of the base slot, same thing with the value of actually slotting brawl, base slot value is important). After putting the Kinetic Combat into kick you still have 5 slots left over to play with and use as you like. More rchg in Concentration, more procs in DNA siphon, etc. I also noticed you can move the Shield Wall proc in CJ over to Environmental Modification and switch the lotg def and def/end to net yourself 21 hp for zero slot cost. The build below has 5 floating slots available: (((((Edit again, you actually dont need the kismet or tactics with the build below. I didn't notice because offensive adaptation wasn't toggled, which increases your accuracy. So that is an additional slot you can move, as long as you are set on offensive stance. 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! mohawk warrior: Level 50 Mutation Tanker Primary Power Set: Bio Armor Secondary Power Set: Psionic Melee Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Hero Profile: Level 1: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam(7) Level 1: Mental Strike -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11) Level 2: Inexhaustible -- PrfShf-End%(A), PrfShf-EndMod(13) Level 4: Telekinetic Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(17), FrcFdb-Rechg%(19) Level 6: Adaptation Level 8: Ablative Carapace -- Prv-Heal(A), Prv-Absorb%(11), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(23) Level 10: Environmental Modification -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), ShlWal-Def/EndRdx(25), ShlWal-ResDam/Re TP(27), ShlWal-Def(27) Level 12: Super Jump -- WntGif-ResSlow(A) Level 14: Evolving Armor -- GldArm-3defTpProc(A) Level 16: Psi Blade Sweep -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Acc/Dmg(33), SprGntFis-Dmg/Rchg(33) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 20: Concentration -- GssSynFr--Build%(A) Level 22: DNA Siphon -- PrfShf-EndMod/Acc(A), Arm-Dam%(25), SprAvl-Rchg/KDProc(39), FuroftheG-ResDeb%(48) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36) Level 26: Genetic Contamination -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(37), SprMghoft-Rchg/Res%(37) Level 28: Combat Jumping -- Rct-ResDam%(A), LucoftheG-Def/Rchg+(39) Level 30: Taunt -- PrfZng-Dam%(A) Level 32: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-Heal(40), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal/Rchg(40), Pnc-EndRdx/Rchg(42) Level 35: Greater Psi Blade -- Hct-Dam%(A), Hct-Dmg(42), Hct-Dmg/EndRdx(42), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(43), UnbCns-Dam%(43) Level 38: Mass Levitate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), FrcFdb-Rechg%(46) Level 41: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(50) Level 44: Assault -- EndRdx-I(A) Level 47: Tough -- StdPrt-ResDam/Def+(A) Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(34) Level 1: Gauntlet 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 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13), Pnc-Heal/+End(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PwrTrns-+Heal(36) Level 6: Defensive Adaptation Level 6: Efficient Adaptation Level 6: Offensive Adaptation Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Vigor Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1517;722;1444;HEX;| |78DA6594D94F135114C6EF7406A1A550B65AB6421781964AA1EAAB212A60441AAB1| |8DF4C33C2582640DBCCD4208F26E2F2286E2FAE8FBEF8E7B8C47FC00D35B26F8EA7| |F31D4A934ED2FEEEFDE69EEFDC7BEEBD93BC3DE27E7FFECEB090DCE7E654D34C5F5| |5B3B39A5193BC55500B7A2E2BE8A99FCFCDA80BB38105D530F49C514D5200C3D223| 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  21. Youre missing a number of procs that have value. Panacea in Health. Power Transfer in Stamina. Fury of the Gladiator in DNA siphon. Winters gift or move/end in your travel power. Tactics can be dropped for Assault for a Kismet IO. Hecatombs work better in GPB. Arm proc should either be as a set in mass levitate or if you are keeping the Sup Avalanche, put it in DNA siphon. Sup Ava proc is good in DNA siphon. You can take 2 slots out of tactics (and put in assault instead) and 2 slots out of concentrate to put 3 slots into Brawl for a 4 pc Kinetic Combat set to have the same s/l def as you were getting from the rectified reticles and have an extra slot left over. I also suggest Vigor Core Paragon (+acc, +endredux, +heal), which can fix up your accuracy for a tactics drop, and be the best thing possible for your blue bar. If you don't need the accuracy you could also go with Cardiac and save yourself a ton of slots with how overslotted you are in Hardened Carapace, Evolving Armor, and Tough, which are eating into the flexibility you could have with your build significantly. I just did a quick pass over but here are some of the tweaks I made that are explained above: 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! mohawk warrior: Level 50 Mutation Tanker Primary Power Set: Bio Armor Secondary Power Set: Psionic Melee Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Hero Profile: Level 1: Hardened Carapace -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Max HP%(5), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam(7) Level 1: Mental Strike -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11) Level 2: Inexhaustible -- PrfShf-End%(A), PrfShf-EndMod(13) Level 4: Telekinetic Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(17), FrcFdb-Rechg%(19) Level 6: Adaptation Level 8: Ablative Carapace -- Prv-Heal(A), Prv-Absorb%(11), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(23) Level 10: Environmental Modification -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), LucoftheG-Def(25), LucoftheG-Def/EndRdx(27) Level 12: Super Jump -- WntGif-ResSlow(A) Level 14: Evolving Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Rchg/ResDam(29) Level 16: Psi Blade Sweep -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprGntFis-Dmg/EndRdx/Rchg(31), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Acc/Dmg(33), SprGntFis-Dmg/Rchg(33) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 20: Concentration -- GssSynFr--Build%(A) Level 22: DNA Siphon -- PrfShf-EndMod/Acc(A), Arm-Dam%(25), SprAvl-Rchg/KDProc(39), FuroftheG-ResDeb%(48) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36) Level 26: Genetic Contamination -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(36), SprMghoft-Acc/Dmg/Rchg(37), SprMghoft-Dmg/EndRdx/Rchg(37), SprMghoft-Rchg/Res%(37) Level 28: Combat Jumping -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(39), LucoftheG-Def/Rchg+(39) Level 30: Taunt -- PrfZng-Dam%(A) Level 32: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-Heal(40), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal/Rchg(40), Pnc-EndRdx/Rchg(42) Level 35: Greater Psi Blade -- Hct-Dam%(A), Hct-Dmg(42), Hct-Dmg/EndRdx(42), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(43), UnbCns-Dam%(43) Level 38: Mass Levitate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), FrcFdb-Rechg%(46) Level 41: Kick -- FrcFdb-Rechg%(A) Level 44: Assault -- EndRdx-I(A) Level 47: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(50) Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(34) Level 1: Gauntlet 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 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13), Pnc-Heal/+End(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PwrTrns-+Heal(36) Level 6: Defensive Adaptation Level 6: Efficient Adaptation Level 6: Offensive Adaptation Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Vigor Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1557;738;1476;HEX;| |78DA6594594F135114C7EFB483D052766A595ABA09B45406AABE1AA28246A5B18AF| 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  22. Psi melee with IOs performance vs robots changes drastically. Robots typically resist both lethal+psionic but are weak to smashing. All the psi melee blade attacks are lethal+psi but TK blow has a smashing component and mass levitate is pure smashing. Even though the smashing damage component of TK blow is smaller than the psi damage, it is amplified quite a bit vs robots becuase they are weak to it. As you gain more global recharge, and the forcefeedback proc, you can rotate your smashing damage in more consistently vs robot foes. Robot foes are typically only a part of a spawn group and not its entirety. Next the purple damage procs are a massive boon for psi melee. GPB can take the Hecatomb: Negative proc and Unbreakable Constraint: Smashing proc, which along with naturally high base damage will still dismantle robots efficiently. Mass Levitate also gains the Armageddon: Fire proc for more unresisted damage vs robots. At high level you also get access to Gloom (with Apocalypse negative dmg proc) and Dark Obliteration, which is great with 4 dmg procs. Of course there are other APP options, but Gloom is hard to pass on. In the end your Psi Melee Tanker is dishing out Psionic, Lethal, Smashing, Negative, Fire, and Energy damage, which is quite a lot of type variance to get around resistant foes.
  23. Probably taking a hard look at the ITF, LRSF, STF/ms lib and considering what makes those task forces unique and applying them to mission context. Itf has a wide array of mission objectives that can be approached in a variety of ways unique to your play preference. You can play it as a kill all, ambushes and mob density can make this fun or you can be more objective based. It has unique encounters such as all EB spawns. Surgeons that must be considered in kill priority. Relevant debuffs. Enemy godmode effects. Exploding cysts. 2 factions, nictus and cimerorans. The final boss fight with romulus is imo one of the best designed in the game with the stun on death mechanic, aoe healing, and ambushes. The fight with Romulus is also one of the only instances in the game that can challenge standard mez protection values and it shouldnt be (and no, the ghost widow hold is still stupid) I love the LRSF and STF because of all the AV fights. I like the mission objectives where team members can split up and take on different objectives that suit them simultaneously. (I also like the Numina TF for this reason, and the LGTF). I like the multi spawn AV fights where there is some degree of coordination and priority to consider. New Posi TF with team member clones also did well with this. The Apex and Tin Mage TFs are also favorites. War walkers are fun to fight because they are EBs that heal, they have enough hp to try to mez them b4 they heal or debuff their healing potential. I love the battle maiden fight with ambushes (including spawns that matter and spawns to ignore), and the blue flames mechanic. I am also quite fond of the neuron bobcat fight with considerations around how to approach the fight, who to take down first, ambushes, and bobcat's godmode. I like the impending doom in kahn tf when unkillable reichsman appears and you must escape. Any of these or other unique encounters in task forces (or trials) could be present in standard missions.
  24. Your blue bar will also hate you. Hot Feet is base 1.04 eps and ven gas at half that value. /Poison also really needs to run Maneuevers, Tough, Weave, and epic shield. I don't use Ageless or Cardiac on my plant/poison but feel like I would need to for a Fire/Poison build to be sustainable. Poison also wants to be able to devote as many slots as possible to proc damage to put value on its -res debuffs, which can make building in everything else quite tight. Regen set bonuses, self heal procs, absorb procs, and defensive set bonuses are all very valuable to a poisoneer. Illusion/Poison would probably make for a good solo-AV character but would otherwise lack in speed compared to fire or plant. Compared to other Illusion based AV soloing builds, Poison does not have an internal recharge buff to get yourself to perma PA. With 100% slotted recharge in PA, you still need an additional 200% recharge on top of that, of which 70% is Hasten. 130% from set bonuses is a tough sell if you also want to proc load your damage, hit softcaps, and avoid using a recharge boosting alpha. There will be sacrifices made.
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