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DreadShinobi

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Posts posted by DreadShinobi

  1. The patron pets cannot be controlled so are often not going to be attacking what is relevant. Other mastery pools have much stronger options, such as procced dominate from psi mastery or perma soul drain in dark mastery, both of which will add alot more damage to your rotations, especially as you said you are more preferential to teaming over soloing. If youre teaming you are better off casting Forge on a team member over your pet, and if you want a strong pet you can always grab Shivans from Bloody Bay.

  2. 7 hours ago, Saikochoro said:

    Fire / Bio Sentinel:  In the many discussions of blaster vs sentinel I have always sided with blaster. Not that I don’t like sentinels or think they can’t be viable on any team. It’s just that I’ve always been disappointed with their damage comparative to blasters. While I understand the blaster will always do more damage, I’ve been wanting to give sentinels more of a fair shake. I’ve fully built out two so far: DP/Sr and BR/EA. The dual pistols one is procd out and has a fast chain, but I just can’t get into it the same as my DP/MC blaster so it is shelved. The BR/EA seems to do better damage and is very survivable. However, I wanted a DAMAGE sentinel. So I’m picking fire as I assume it is will have the overall highest damage similar to blasters. I chose to go bio armor because I’m going to approach the build from a different angle. Instead of leaning into the sentinels strength of survivability I’m going to push damage. This means I’m not going to chase soft cap defense. I’ll have enough that along with barrier or a small purple I’ll be fine. Instead I’m going to push recharge and procs. I want to see if it can put a couple of my blasters out of business. 

     

    What are your next three alts going to be and why?

    I'm currently working on this fire/bio/psi project as well. The really cool thing about Bio armor for sentinels is Athletic Regulation which gives you an enormous amount of unsuppressed movement speed, so much that it will be my only character that does not have super speed (or any other travel power sans combat jumping). My planned build is just about 2mph off of the movespeed cap, 100% unsuppressed, which makes me gleeful. I also did not chase 45% S/L defense but hitting 45% E/N def was pretty free, the build has so much natural regen alongside an absorb shield and self heal that I don't see survivability ever being an issue. Psi mastery gives you a boatload of extra attacks, with mind probe and procced dominate both rivaling the DpA of Blaze, and some psi damage is always nice to cheese enemy godmodes. I am a bit nervous that the PPM changes in the future may mess with the success of the build, but oh well. I wish you the best of luck with your fire/bio! 

     

    Will probably also be trying out demon/kinetics MM, for the lovely mix of damage cap and resistance debuffing, though I am not one who really likes to play MMs.

     

    The 3rd would likely be a plant dominator. One of my main characters from live was a plant/psi dom, which was great then but not something I think I will remake again. Then I made a plant/rad dom, which was my only "failed" project here on homecoming, just didn't feel right. Currently torn between trying plant/fire or plant/thorny, but thorny backed confusion damage just sounds brutal. thorn burst (with musculature) provides -40% defense debuff and can take both achilles and fury of gladiator for -40% resist procs, on top of sleet for another -30% resist and defense debuffing. That is some serious shred for some heavy confusion damage.

    • Like 1
  3. On 9/10/2020 at 3:51 AM, Hedgefund said:

    To the OP question of "favorite Dom?" I'm going to give a shoutout to my Plant/Rad.

     

    Rad "buffs" the enemy's ability to damage each other when confused via def debuffs, making kill speed quicker.

    Interestingly Plant/Rad has been the only character I've stripped of IOs on homecoming thus far. Really the only selling point for me was the crazy sustain offered by Radiation Siphon. As other's have pointed out about /rad the odd mix of ranged and melee attacks does feel odd at times and the cast times on Atom Smasher and Devastating Blow are killer. And your AoE -Def in Atom Smasher is -12% on a 10 ft radius. /Thorny actually does the confuse-damage buff goal alot better with thorn burst providing -30% def on a 15 ft radius. Thorny just lacks the great DPA from Contaminated Strike or Sustain that /rad has.

  4. On 10/7/2020 at 6:54 AM, OrionX said:

    My only complaint that when endgaming if you want to SK down to just run with friends on lower level TFs you lose all of those bonuses that keep you perma.

    Usually for me it is anything below the mid-40s that breaks my perma.

     

    Attune all your IOs and grab the recharge base buff +20% whenever you exemp to lower level on dom. 5 purple sets and 5 attuned lotg recharge and sg base buff = 107.75% global recharge at lvl 25. Attuned Basilisk's gaze in an aoe hold is another 7.5% recharge that exemps to lvl 10. Preventive Meds 8.75% recharge and Positron's blast 6.75% recharge also exemps to lvl 20. These are all easy to fit in, provided you have the catalysts to attune your IOs.

     

    The higher your recharge on dom, the more endurance you have access to as well, which makes exemping an endgame dominator pretty smooth, what holds them back is that often their heavy hitting attacks often come so late. Playing /Fiery without Blazing Bolt (lvl 35) and Blaze (lvl 38) can be quite disappointing.

    • Like 1
  5. 11 hours ago, aethereal said:

    Making a full-on, "you may not pass this encounter unless you mez this person" is probably not a great mechanic for general play across lots of spawns.

     

    But you can I think pretty validly add softer but significant rewards to the table for mezzes.  Give an enemy a toggle that gives them +30% or +50% resist-all, suppressed by mez.  Give them an aura that gives +30% or +50% to damage to all their allies, suppressed by mez.

    This would be my suggestion as well. I would love to see more enemy groups, both existing and new, have toggle powers added to their kits that were engaging to the player's strategy.

  6. On 7/24/2020 at 12:23 AM, Nymaen said:

    I made a StJ/EA stalker. By the mid 40s I was regretting not going /SR.  That said, /EA is not terrible, works rather well. /SR is just easier to softcap defense.

    TBH, I don't see the appeal of SR at all. Outside of being safer against psionics (which really isn't that important for a non-tank AT), /EA has the same recharge bonus that SR provides, and energize is just so good for stalkers providing a huge permanent endurance discount, a heal, and regeneration buff. /EA also has enough defense-IO slot opportunities to slot 5 lotg + a set of reactive defenses. I use a set of blistering cold to shore up my defense numbers because I almost never cast energy drain, but even without it, you barely need anything to softcap defenses and have great passive resistances and regen to back them up.

     

    This is the build I run, which features 138.8% set bonus recharge + 20% recharge from entropic shield, and perma hasten (228.75% global recharge), which is enough recharge to hit the 400% cap on AS (3 sec cd) and Crushing Uppercut (5 sec cd) during forcefeedback proc or Geas accolade (which has an insanely low cooldown with that much global recharge). Base buff provides an additional 20% recharge or the common speed boost on teams puts you at or near the recharge cap frequently. The build also has quite a few moveable slots, as I put a number of them into runspeed and jumpspeed, and as I said already the blistering cold set isnt necessary (you can move the ATO set in shin breaker to Heavy Blow and then proc out Shin Breaker for a higher damage build), building an /EA stalker is extremely flexible because of how easy it is to softcap, and that it has effectively infinite endurance, a recharge buff, and heal. 

     

    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: Soul Mastery

    Villain Profile:
    Level 1: Heavy Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(25)
    Level 1: Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50)
    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), GssSynFr--ToHit/Rchg(50)
    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)
    Level 26: Shin Breaker -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(27), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/EndRdx/Rchg(29), SprAssMar-Acc/Dmg/EndRdx/Rchg(29), SprAssMar-Rchg/Rchg Build Up(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-Dmg(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: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dam%(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dmg/ActRdx/Rchg(40), Apc-Dam%(40)
    Level 41: Soul Storm -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-Rchg/Hold(43), BslGaz-EndRdx/Rchg/Hold(43)
    Level 44: Dark Blast -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(45), CldSns-%Dam(45), CldSns-Acc/Rchg(45)
    Level 47: Summon Widow -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Rchg(48)
    Level 49: Speed of Sound -- WntGif-ResSlow(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), Run-I(50)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3), Pnc-Heal/+End(9)
    Level 2: Hurdle -- Jump-I(A), Jump-I(3)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(31), SynSck-EndMod/+RunSpeed(37)
    Level 38: Experimental Injection 
    Level 1: Combo Level 1 
    Level 1: Combo Level 2 
    Level 1: Combo Level 3 
    Level 0: Marshal 
    Level 0: Invader 
    Level 0: High Pain Threshold 
    Level 0: Born In Battle 
    Level 50: Ageless Core Epiphany 
    Level 50: Musculature Radial Paragon 
    Level 1: Quick Form 
    ------------

  7. Back on live I had about 80ish characters that made it to level 50, the majority of which were fully accoladed, and of those most fully IO'd. of those ~80, I only kept 12 if memory serves, and most were stripped of their IOs and deleted. fire/kin and fire/cold corrs, tw/elec and ss/fire brutes, mind/fire and plant/psi doms, and my fire/kin troller being the notable survivors of the continuous purge. With homecoming I learned from my mistakes more or less o.o and the only accoladed and IO'd character I've stripped and deleted has been my  plant/rad dominator, which bless their soul, I just don't like doms as much anymore.

  8. 7 hours ago, ShardWarrior said:

    Clearly I am and clearly I have a preference in playing other sets.  I do not like the momentum mechanic.  It is ok for soloing although I prefer my StrJ character more, and it most certainly is not my choice for teaming up.  I know it is difficult to have people disagree with you, but that is life.

    Oh my did you get offended and had to make a post just to state that?

    • Confused 2
  9. 4 hours ago, ShardWarrior said:

    I think it a bit premature to cry doom over this.  To be honest, I rolled one and I simply do not see what all the fuss is about.  It was painful to level and at 50 is so far out shined by faster sets, I just do not see where the appeal is personally.

    You are not playing the same TW that others are playing. Let's take a closer look at those animation times:

     

    Power // W/out momentum // With momentum

    Def Sweep           2.2s    // 1s         

    Crushing Blow     2s      // 1.2s

    Titan Sweep         2.43s // 1s

    Follow Through   *        // 1s

    Rend Armor         2.3s  //  1.3s

    Whirling Smash   *       //   1s

    Arc of Des.           2.7s  //   1.5s

     

    Momentum lasts for 5 seconds when granted by an attack or 10 seconds when granted by Build Momentum.

     

    The set can suffer when 'trash clearing' where it may not be able to smash its way through a full 5 or 10 seconds before everything is dead or you need to move. The set is also a completely different to play leveling when you do not have your recovery and recharge sorted out, meaning button mashing through your momentum cycle can be very hard on your blue bar, and your recharge may not allow an optimal dps chain or optimal mitigation via knockdowns. Pre-50 you also don't typically have 95% accuracy all the time and missing on your momentum building attack can be devastating. Post 50 with IOs and incarnates, the set is just gross and disgusting levels of smashing damage, with very little drawback. 

     

    One of my favorite things to do with my TW/Bio scrapper is taking him to hami raids (where you can't even use Arc of Destruction when flying) and solo 2 yellow mitos before the other 7+ heroes on the melee team can kill the other 4 yellow mitos. Rend Armor damage is really just that disgusting. 

    • Like 2
  10. I have a StJ/EA stalker and Savage/EA stalker and both slot very similarly. Energy Drain is fine with just a baseslot (lotg 7.5% global recharge), more slots are better used elsewhere. It doesn't need to be slotted for endurance modification as you will fully recharge your blue bar by hitting multiple enemies. Energize as others have said is great with a full set of preventive medicine, for the fabulous set bonuses it provides and the absorb proc that you want to include in your build anyways. Also going for superior conditioning and physical perfection on an energy aura character seems absolute overkill with how well the set does with blue bar management, at the cost of losing the sniper attack, ball lightning, and powerful set bonuses available in Mu and Soul mastery.

     

    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
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Heavy Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(25)
    Level 1: Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50)
    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), GssSynFr--ToHit/Rchg(50)
    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)
    Level 26: Shin Breaker -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(27), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Dmg/EndRdx/Rchg(29), SprAssMar-Acc/Dmg/EndRdx/Rchg(29), SprAssMar-Rchg/Rchg Build Up(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-Dmg(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: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dam%(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dmg/ActRdx/Rchg(40), Apc-Dam%(40)
    Level 41: Soul Storm -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-Rchg/Hold(43), BslGaz-EndRdx/Rchg/Hold(43)
    Level 44: Dark Blast -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(45), CldSns-%Dam(45), CldSns-Acc/Rchg(45)
    Level 47: Summon Widow -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Rchg(48)
    Level 49: Super Speed -- WntGif-ResSlow(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), Run-I(50)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3), Pnc-Heal/+End(9)
    Level 2: Hurdle -- Jump-I(A), Jump-I(3)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(31), SynSck-EndMod/+RunSpeed(37)
    Level 38: Experimental Injection 
    Level 1: Combo Level 1 
    Level 1: Combo Level 2 
    Level 1: Combo Level 3 
    Level 0: Marshal 
    Level 0: Invader 
    Level 0: High Pain Threshold 
    Level 0: Born In Battle 
    Level 50: Ageless Core Epiphany 
    Level 50: Musculature Radial Paragon 
    Level 1: Quick Form 
    ------------

     

    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: Savage Melee
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Presence
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Maiming Slash -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(15), SprAssMar-Acc/Dmg(15), SprAssMar-Dmg/EndRdx/Rchg(17), SprAssMar-Dmg/Rchg(19)
    Level 1: Hide -- LucoftheG-Def/Rchg+(A)
    Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13)
    Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(11)
    Level 6: Assassin's Frenzy -- SprStlGl-Rchg/Hide%(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(11)
    Level 8: Power Shield -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(13), Rct-Def(40), Rct-Def/EndRdx(43), Rct-EndRdx/Rchg(43), Rct-Def/Rchg(46)
    Level 10: Entropy Shield -- EndRdx-I(A)
    Level 12: Build Up -- GssSynFr--Build%(A)
    Level 14: Hasten -- RechRdx-I(A)
    Level 16: Kinetic Dampening -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(17), ImpSki-Status(21)
    Level 18: Rending Flurry -- Obl-Dmg(A), Obl-Acc/Dmg/Rchg(19), Obl-Acc/Dmg/EndRdx/Rchg(21), Obl-Dmg/Rchg(23), Obl-%Dam(25)
    Level 20: Boxing -- AbsAmz-EndRdx/Stun(A), AbsAmz-Stun(31), AbsAmz-Stun/Rchg(31), AbsAmz-Acc/Stun/Rchg(34), AbsAmz-Acc/Rchg(34)
    Level 22: Tough -- GldArm-3defTpProc(A)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25)
    Level 26: Hemorrhage -- Hct-Dam%(A), Hct-Dmg/EndRdx(27), Hct-Dmg(27), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), TchofDth-Dam%(31)
    Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A)
    Level 30: Super Speed -- Empty(A)
    Level 32: Savage Leap -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Dmg(33), Erd-%Dam(33), ScrDrv-Dam%(34), Obl-%Dam(37)
    Level 35: Energize -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(36), Prv-Heal(36), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37)
    Level 38: Zapp -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Acc/Dmg(39), StnoftheM-Dmg/EndRdx(39), StnoftheM-Acc/ActRdx/Rng(40), Apc-Dam%(40)
    Level 41: Ball Lightning -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(42), PstBls-Acc/Dmg(42), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rng(43), Bmbdmt-+FireDmg(46)
    Level 44: Mu Bolts -- Apc-Dmg/EndRdx(A), Apc-Dmg(45), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(46)
    Level 47: Summon Adept -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48)
    Level 49: Provoke -- PrfZng-Taunt(A), PrfZng-Acc/Rchg(50), PrfZng-Taunt/Rchg/Rng(50), PrfZng-Taunt/Rng(50)
    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+(3), NmnCnv-Heal(5), RgnTss-Regen+(23)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A)
    Level 0: Marshal 
    Level 0: High Pain Threshold 
    Level 0: Invader 
    Level 50: Ageless Core Epiphany 
    Level 1: Blood Frenzy 
    Level 50: Musculature Core Paragon 
    Level 0: Born In Battle 
    Level 1: Quick Form 
    ------------

     

    Hopefully looking over these two builds will give you some ideas on how to optimize your slotting.

     

     

    • Like 1
  11. With over ~128% global recharge in set bonuses you can achieve permadom without hasten, and at that level of recharge you can drop slots from hasten. Always +5 your recharge IOs in hasten. My dom sits at 135% global recharge which puts hasten at just over 5 seconds downtime (and unneeded to be perma) with it's single baseslot. You can get another 30% recharge from basebuffs with 2 pieces of common salvage for perma hasten with baseslot.

  12. 6 slot preventive medicine set is a beautiful thing in hoarfrost, providing 8.75% recharge which doesn't compete with similar set bonuses, and an incredibly good absorb proc. The reason for it's being though is really just that it is in the same ancillary pool that offers dominators Sleet, a debuff that alone transforms the archetype's role on teams.

  13. On 8/29/2020 at 3:11 PM, Voltor said:

    Also for those that have forgotten what Energy Transfer was like pre ish 13, I suspect a quick scan of youtube will reveal many videos prior to issue 13.

     

    My problem isn't with the entire set, just energy transfer. The rest of the set is quite viable, but the fact that its strongest attack is now so messed up in terms of attack time that it is almost tempting to not take that power.

    The animation is still in the game, just play a Power Thrusting Energy Manipulation Blaster.

     

    Also Total Focus is in a much worse spot than ET is, with DPA a snudge lower than Bonesmasher on melee sets, and in an even worse spot on blasters.

  14. Sleet offers the same -res whether youre playing a defender or corruptor and Heat Loss offers a mere -6% less resistance debuffing than a defender for corruptors. Benumb offers the same -regen for both archetypes. By endgame the shields provide more than enough defense buffing at just baseslot for lotg muling. Now corruptors have higher base damage, a higher damage cap, and have low hp critting via scourge that synergizes strongly with rain powers - ice storm and blizzard. While defenders have a number of sets that work better on their archetype like poison or storm, cold domination is not one of those sets, and works much better for corruptors that bring similar debuff values and much more damage. Fire/Cold is my personal favorite corruptor build, alongside Fire/Kin Corrs, but Ice and Water blasting are also good combinations for a cold domination corruptor. Soul Drain from Dark Mastery is also highly recommended as noted, though sadly oppressive gloom does not stack in with the holds from ice blast.

  15. 2 hours ago, Clave Dark 5 said:

    Might one even, gasp, skip Aim?

    I play a number of sonic blasting defenders that all skip aim, including my storm/sonic, thermal/sonic, sonic/sonic, and kin/sonic. As acting as a force multiplier for teams is their main purpose, and that sonic damage itself isn't all that, and damage buffs don't affect proc damage, aim becomes a very low priority power pick. I would never skip Aim on a blaster, corruptor (I don't play sonic blast on corrs, but that would have similar reasoning for an aim skip as per defenders), or sentinel (If I ever decide to play one). Kinetics defenders or corruptors can also get by without aim if playing the character solely post-IOs and post-fulcrum shift.

    • Like 1
  16. Poison/Sonic does just fine with a single cone [howl] you cast it while jumping in to the mob, I also use Fire Breath on my Poison/Fire, cones do just fine if you joust with them so you land on them as you finish casting . That said I have played Poison/Fire and Poison/Rad defenders on homecoming, and a plant/poison controller. Rad Blast synergizes great with it's pbaoe playstyle, lots of procs to take advantage of the constant -res. Fire is loads of damage and still does well even with defender mods because of the always-available -res. I try to go for about 30% melee defense and 45% ranged defense on my poison defenders. I also believe a few slots boosting your regen is very valuable on a character that doesn't have a self heal. A poison defender with the aforementioned melee/ranged defense, a resist patron shield and poison debuffs mitigates a ton of incoming damage so your natural regeneration can do what it is supposed to. I have 295% regen on my poison/fire defender and I take alphas just fine and do not feel like I need to munch greens. For the same reason I wouldn't go dark blast, cause I've really not had an issue playing poison/fire or poison/rad without a self heal.

  17. Reduce CD of all single target holds from 32s to 16s, including Char, Electric Shackles, Spirit Shark Jaws, Web Cocoon, Soul Storm. Reduce CD of Soul Mastery Soul Drain from 240s to 120s to match Dark Mastery Soul Drain

     

    Reduced animations on School of Sharks, Arctic Breath, and Bile Spray would be really swell. Mace Blast, Disruptor Blast, and Mace Beam Volley would also feel a lot more competitive with similar choices if their animations weren't sitting at 2+ seconds. Have Web Cocoon deal toxic damage over time

     

    Give Patron Pets a defense/resist buff that works like a personal destiny>barrier buff upon summoning, something like 30% def and resists for the first 60 seconds, halved for the next 60 seconds, and halved again for the remaining 2 min duration

     

    • Like 3
    • Thanks 1
  18. 5 hours ago, Omega9 said:

    Caltrops maybe, the rest are all pretty nerfed. I don't need them. They don't offer any intrinsic benefit to your primary or secondary. Don't need melee procs mostly and never take a power just for procs. Plenty of stuff in the pool powers that support you primary and secondary and they get procs too.

    I'm going to hop on board with Nihilii's post and say that if you aren't taking advantage of procs then of course the epic pools aren't going to look good to you. Because sentinels have pretty low base damage, procs make a big difference in making up for their damage and because of the longer recharge in epic pools, they work very well there.

     

    Dominate with 6 damage procs is going to hit harder than any single target attack sentinels have access to, and Mind Probe helps a lot too with filling out an attack chain with multiple high damage per animation attacks. On top of that link minds makes softcapping defense quite a bit easier especially for non-pure defense sets. Shockwave also provides a unique place for pbaoe set bonuses, and more psi damage to hit enemies that are in resistance godmodes. With an epic pool like this it is pretty difficult to say sentinels are being held back by their epic pools. In terms of 'giving the archetype something unique that moves the class forward" you are given a melee attack, a pbaoe, a single target nuke, and a team defense buff, which does plenty to expand the role of the sentinel that chooses psychic mastery. Fire mastery is pretty stacked too with another good melee attack, a relevant AoE immobilize and fire sword circle that can help make up for a more single target oriented primary, a procc'able char, just with a longer cooldown than dominate, and a small heal while not amazing, offers set unique set bonus options and additionally expands the role of the sentinel. Access to the AoE immobilizes across other sets is pretty defining as far as epic pools go, and helps a lot with lategame sentinel identity imo. Outside of fire and psi epic pools, yes, there could be some little buffs here and there but I believe your issue is more that sentinel damage modifier is on the low side and you aren't a fan of relying on procc'd epic pools to fill out their damage.

  19. On 5/31/2020 at 8:45 AM, Substaticman said:

    So which Defender builds pull the most weight in the current ultra fast teams, or even solo capability?  I have my eyes on Storm/X or Poison/X.   And if that is the most useful at the moment, what pairs best these it to get the most out of fast groups or soloing?  

     

    Poison is a really good choice for speedy content. You can lay down 85% -res in 1.5 seconds due to the toggle nature of venomous gas and then start blasting away. If you look at -res as "dps" or "-res per second" then certain things become very defining about poison, namely how quickly you can take full advantage of the strongest points of the set and then start contributing to your team's damage output as well. Poison/Fire and Poison/Sonic are both strong choices and also play very differently (I also played Poison/Rad but that's more for funzies, poison/fire, and poison/sonic are stronger), the former capitalizing more on it's own force multiplier for it's own damage, and the latter being played more as -RPS (-res per second) for team/league content. If you look at current endgame content >ms lib, rsf, apex/tin mage, hami raids, incarnate trials, poison does exceedingly well in all scenarios, especially due to the machine gun nature of envenom (you will be able to debuff every warwalker with envenom, you cannot debuff every warwalker with freezing rain or sleet for example). Just keep in mind that -res is only as effective as the amount of damage being applied within the duration of the debuff or until the kill threshold has been met. 

     

    I've also been playing a storm/sonic because you can do some silly things to certain AoE AV fights with Burnout. Final LRSF mission, Final tin mage fight, Ms lib tf patrons, Hami raids (Monsters or Burn phase), and BAF to a lesser extent. Being able to Freezing rain, lightning storm, tornado, and dreadful wail and then do it twice is insanely good for killing multiple AVs at the same time. 2x Dreadful wails is aoe max -60% res (20+20+fury of gladiator), 2x Freezing Rains is 35+35 -res (you can 3 stack with burnout for -105% res), and a potential achilles heel in either FR or Tornado, then add on screech/shriek/howl debuffs. Great in these specific situations where you can unload everything, and things will actually live long enough for it to matter, even if you have 6 fire blasters on your team. Outside of these situations with multiple AVs, I feel the poison performs better, but dropping all your stormie cooldowns 2-3 times sure is fun.

    • Like 4
  20. I bind all my toggles to one button using a long string of powexectoggleon (the ` to the left of 1). Then I don't think about them or need to look at them. You can also make a bind to powexectoggleoff your stealth powers such as sprint if housing a stealth IO, super speed, or powers like arctic fog or shadow fall for escorting NPCs. If your endurance is dropping from prolonged combat you can purchase recovery serums from p2w vendor so you can just click that instead of thinking about detoggling.

  21. So I've played my Psi/Shield Scrapper up to about vet level 50 or so, and while this is isn't a Willpower character, I can offer some 'insight' on psi melee. The first being that the aoe can be very lacking. I used to run a build using aid self and have since respecced out of it to include fire ball in my build which has helped immensely with the aoe output to chain with mass levitate and shield charge. Keep in mind as a /willpower scrapper you won't have shield charge either, so you will really feel that lack of aoe. 

     

    For slotting of your attacks I strongly recommend putting both purple damage procs in Greater Psi Blade, and slotting the +50% crit proc in TK Blow. With enough global recharge you can TK Blow>GPB>TK Blow, maximizing how much you can crit with GPB, if this proc is in GPB, it cant help GPB crit. I run 120% global recharge on this shield defense scrapper, I don't know how obtainable that would be for willpower, but ideally you are running a 2 move attack chain, with the downtime after the second TK blow used for positioning/aoe/psiblades.

     

    Boggle is absolutely worth having because coercive persuasion is a great set, although willpower benefits less from the +5% ranged defense. Often times you may not even touch the power, it is a situational utility power that also houses great passive set bonuses. Contagious confusion proc makes a huge difference in the effectiveness of this power for when you do you use it, making it able to take out several LTs. Keep in mind that with the CC proc it will cause the power to aggro meaning you can't as safely double stack it on bosses if you were interested in doing so before jumping in. For the most part the power gets the most use when exempting on lower level content/TFs rather than for lvl 50 TFs, but it isn't something I would want to respec out of. YMMV with willpower. 

     

    EDIT: also re: late game psi resists, Psionic Melee doesn't hit a wall like other sets can find themselves hitting because the most common psi resist, robots, are typically weak to smashing attacks, which mass levitate is pure smashing damage, TK blow does some smashing damage, and Greater Psi Blade does a lovely mix of Lethal, Smashing, and Negative damage with procs. You can also Boggle problematic enemies and get them to kill each other. Or fireball them. Having Psionic damage is also fantastic for plowing through certain AV godmodes such as marauder and bobcat.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Psionic Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Psi Blade -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(13), SprScrStr-Acc/Dmg/Rchg(15), SprScrStr-Dmg/EndRdx/Rchg(15), SprScrStr-Acc/Dmg/EndRdx/Rchg(17), SprScrStr-Rchg/+Crit(17)
    Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), UnbGrd-Max HP%(45)
    Level 2: Telekinetic Blow -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(3), SprCrtStr-Acc/Dmg/Rchg(3), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/EndRdx/Rchg(5), SprCrtStr-Rchg/+50% Crit(7)
    Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(39), ShlWal-Def(40), ShlWal-Def/EndRdx(43)
    Level 6: Concentration -- GssSynFr--Build%(A)
    Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23)
    Level 10: True Grit -- Prv-Absorb%(A), Prv-Heal(25), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(39)
    Level 12: Active Defense -- EndRdx-I(A)
    Level 14: Super Speed -- WntGif-ResSlow(A)
    Level 16: Against All Odds -- Taunt-I(A)
    Level 18: Boggle -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(19), CrcPrs-Conf/EndRdx(19), CrcPrs-Acc/Conf/Rchg(21), CrcPrs-Acc/Rchg(21), CrcPrs-Conf%(23)
    Level 20: Hasten -- RechRdx-I(A)
    Level 22: Boxing -- Stp-Acc/Rchg(A), Stp-Stun/Rng(37), Stp-Acc/EndRdx(40), Stp-EndRdx/Stun(40), Stp-Acc/Stun/Rchg(45), Stp-KB%(46)
    Level 24: Tough -- StdPrt-ResDam/Def+(A), ImpSki-Status(39)
    Level 26: Greater Psi Blade -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(27), Hct-Acc/Rchg(27), Hct-Dmg/EndRdx(29), Hct-Dam%(29), UnbCns-Dam%(31)
    Level 28: Grant Cover -- LucoftheG-Def/Rchg+(A)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(48)
    Level 32: Mass Levitate -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(34), Obl-%Dam(34)
    Level 35: Shield Charge -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(36), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(37), Obl-%Dam(37)
    Level 38: Char -- BslGaz-Acc/Rchg(A), BslGaz-Acc/Hold(43), BslGaz-Rchg/Hold(48), BslGaz-EndRdx/Rchg/Hold(50)
    Level 41: Fire Blast -- Apc-Dam%(A), Apc-Dmg(42), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(46), Apc-Acc/Dmg/Rchg(48)
    Level 44: Fire Ball -- Rgn-Dmg(A), Empty(45), JvlVll-Dam%(46), PstBls-Dam%(50), Acc-I(50)
    Level 47: One with the Shield -- GldArm-3defTpProc(A)
    Level 49: Phalanx Fighting -- Rct-ResDam%(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit 
    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(9), RgnTss-Regen+(9), NmnCnv-Regen/Rcvry+(11), NmnCnv-Heal/EndRdx(11), NmnCnv-Heal(42)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(13), PrfShf-End%(25)
    Level 0: Portal Jockey 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    Level 0: Freedom Phalanx Reserve 
    Level 50: Musculature Core Paragon 
    ------------

     

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