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DreadShinobi

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Posts posted by DreadShinobi

  1. A very endurance heavy prospect as @Lazarillo notes in the other thread. I prefer dark mastery for perma soul drain and oppressive gloom stuns to stack with cosmic burst. My build places a much higher emphasis on damage output via damage procs.

     

    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: Time Manipulation
    Secondary Power Set: Radiation Blast
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Temporal Mending -- Prv-Heal(A)
    Level 1: Neutrino Bolt -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Rchg/Heal%(3), SprDfnBst-Acc/Dmg/EndRdx(5), SprDfnBst-Dmg/EndRdx/Rchg(15), SprDfnBst-Acc/Dmg/EndRdx/Rchg(25), SprDfnBst-Dmg/Rchg(27)
    Level 2: Time's Juncture -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/Rchg(45), DmpSpr-ToHitDeb/Rchg/EndRdx(45), DmpSpr-ToHitDeb/EndRdx(46), DmpSpr-Rchg/EndRdx(46)
    Level 4: Irradiate -- Arm-Dam%(A), FuroftheG-ResDeb%(5), Obl-%Dam(11), Erd-%Dam(13), TchofLadG-%Dam(13), ShlBrk-%Dam(17)
    Level 6: Temporal Selection -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(7), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(9), Prv-Absorb%(11)
    Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21)
    Level 10: Hasten -- RechRdx-I(A)
    Level 12: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(25)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(15), ShlWal-ResDam/Re TP(34)
    Level 16: Proton Volley -- GldJvl-Dam%(A), TchofLadG-%Dam(17), ShlBrk-%Dam(19), StnoftheM-Dam%(21), Apc-Dmg(23), Apc-Dam%(23)
    Level 18: Farsight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43)
    Level 26: Slowed Response -- ShlBrk-%Dam(A), TchofLadG-%Dam(27), AchHee-ResDeb%(34)
    Level 28: Cosmic Burst -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(29), SprVglAss-Acc/Dmg/EndRdx/Rchg(29), TchofLadG-%Dam(31), GldJvl-Dam%(31), AchHee-ResDeb%(31)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Chrono Shift -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(33), NmnCnv-Regen/Rcvry+(33), NmnCnv-Heal/Rchg(33), Mrc-Rcvry+(46), Mrc-Heal/Rchg(48)
    Level 35: Neutron Bomb -- PstBls-Dam%(A), Bmbdmt-+FireDmg(36), JvlVll-Dam%(36), TchofLadG-%Dam(36), ShlBrk-%Dam(37), Ann-ResDeb%(37)
    Level 38: Atomic Blast -- SprVglAss-Dmg/Rchg(A), SprVglAss-Rchg/+Absorb(39), SprVglAss-Dmg/EndRdx/Rchg(39), Erd-%Dam(39), TchofLadG-%Dam(40), Obl-%Dam(40)
    Level 41: Oppressive Gloom -- AbsAmz-Stun(A), AbsAmz-EndRdx/Stun(42), AbsAmz-Stun/Rchg(42), AbsAmz-Acc/Stun/Rchg(42), AbsAmz-ToHitDeb%(43)
    Level 44: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(50), UnbGrd-Rchg/ResDam(50)
    Level 47: Soul Drain -- RechRdx-I(A), SprAvl-Rchg/KDProc(48), GssSynFr--Build%(48)
    Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Hct-Dmg(A), Hct-Dam%(37), Hct-Dmg/Rchg(40), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(50)
    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 -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
    Level 50: Vigor Core Paragon 
    Level 0: The Atlas Medallion 
    Level 0: Portal Jockey 
    Level 0: Freedom Phalanx Reserve 
    Level 0: Task Force Commander 
    Level 50: Reactive Radial Flawless Interface 
    Level 50: Ageless Core Epiphany 
    ------------

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    • Like 1
    • Thumbs Up 3
  2. Build does not need any inspirations other than red insps. You can afk moon map and never die. Pop your red insps, hybrid, lore, judgment, and walk away.

     

    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 Brute
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Barb Swipe -- Hct-Dmg/Rchg(A), Hct-Dam%(11), Hct-Dmg/EndRdx(15), Hct-Acc/Dmg/Rchg(25), Hct-Acc/Rchg(25)
    Level 1: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(5), Ags-ResDam/Rchg(5)
    Level 2: Spine Burst -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(7), SprAvl-Acc/Dmg/EndRdx(7), SprAvl-Acc/Dmg/Rchg(9), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Rchg/KDProc(13)
    Level 4: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(13), SprBrtFur-Acc/Dmg/Rchg(15), SprBrtFur-Dmg/EndRdx/Rchg(19), SprBrtFur-Rech/Fury(29), Erd-%Dam(37)
    Level 6: Healing Flames -- GldArm-3defTpProc(A)
    Level 8: Build Up -- GssSynFr--Build%(A)
    Level 10: Impale -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(19), SprWntBit-Acc/Dmg/EndRdx(21), SprWntBit-Acc/Dmg/Rchg(21), SprWntBit-Dmg/EndRdx/Acc/Rchg(23), SprWntBit-Rchg/SlowProc(23)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/Rchg(17)
    Level 18: Quills -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Dam%(27), Obl-%Dam(27), Erd-%Dam(29), ImpSwf-Dam%(31)
    Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(45), MckBrt-Taunt/Rchg/Rng(45), MckBrt-Acc/Rchg(46), MckBrt-Taunt/Rng(46), MckBrt-Rchg(46)
    Level 22: Stealth -- LucoftheG-Def/Rchg+(A)
    Level 24: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 26: Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 28: Burn -- Arm-Dam%(A), Arm-Dmg/EndRdx(31), Arm-Dmg(31), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), FuroftheG-ResDeb%(33)
    Level 30: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(36), MckBrt-Taunt/Rchg/Rng(48), MckBrt-Acc/Rchg(50), MckBrt-Taunt/Rng(50), MckBrt-Rchg(50)
    Level 32: Throw Spines -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), SprFrzBls-Rchg/ImmobProc(48)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(48)
    Level 38: Electrifying Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rng(39), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dam%(40), Bmbdmt-+FireDmg(40)
    Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(43), Bmbdmt-+FireDmg(43)
    Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 47: Temperature Protection -- StdPrt-ResDam/Def+(A)
    Level 49: Rise of the Phoenix -- Prv-Absorb%(A)
    Level 1: Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(43)
    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: Fury 
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), NmnCnv-Heal(3), Mrc-Rcvry+(9)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A)
    Level 0: High Pain Threshold 
    Level 0: Invader 
    Level 0: Born In Battle 
    Level 0: Marshal 
    Level 50: Vigor Core Paragon 
    ------------

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    • Thumbs Up 1
  3. 22 minutes ago, PeregrineFalcon said:

    That's exactly the entire point. The OP is specifically asking about SO ONLY BUILDS.

     

    6 hours ago, KaizenSoze said:

    Money is not an issue, but you only get to use SOs.

     

    OP said SOs only, but also mentioned limitless funds, which means at a minimum p2w buff recovery serum will help immensely with any sets like tanker super reflexes with their blue bar. You can also invest relatively minimal funds by placing bids on the AH for larger sized inspirations to make use of.

     

    Amplifiers can also put in a ton of work for SO-only, solo-only character performance. Let's take a look at what those amplifiers provide 

    Offense - +15% dmg, +10% tohit, +15% rchg

    Defense - +5% def-all, +7% resist-all, mag4 mez protection

    Survival - +15% maxhp, +20% recovery, +40% regen

    Which is to say not a minor stat bump at all, and quite significant when those bonuses are not being saturated in an IO build that may not need all of the above. 

     

    SG base buffs would be available, highlighting at a minimum going for the recovery and recharge buffs, but also the mag 10 knockback protection that can be provided to any set without knockback protection to avoid the acrobatics power pick and endurance consumption of acrobatics. 

    • Like 1
  4. 44 minutes ago, Shenanigunner said:

    It's pretty useless in combat since you're made quite vulnerable. I guess if you had a Defender bubbling you or something....

     

    A bubbler will not save you from the -10,000% def debuff and -1000% resist debuff that rest inflicts.

  5. At this point I think I'd rather just see a change to wormhole decreasing the knockback mag to knockdown. When something like this becomes so standard to slot a kd io into a power you start to question if it should have just been designed like this. And no I'm not suggesting other standard applications of the kb-KD io to be looked at in reducing kb mag, just wormhole. Propel for example still makes sense that the base effect is knockback.

  6. 1 hour ago, IronJuke said:

     

    Interesting!  I didn't realize you could slot Seeds for damage procs.   I mainly slotted Coercive for the 10% Recharge boost, and the Ranged Defense.  Can you post your whole build?   I figured out what Enchancements you used by playing with it in Mids.   Great suggestion, thanks! 

     

     

    I play plant/thorny not savage, but if you would like I can share that build. My plant/thorny does not have very standard methods of slotting. It is built around my playstyle and is consistently played with sg base buffs and amplifiers. 

    • Like 1
  7. A common misconception is that dominators should be making use of the contagious confusion proc in seeds of confusion. Because of domination buffing the magnitude up to 6 it is really not needed in the same way that it can be beneficial for controller SoC or other confuse powers. The only reason you should put 6 CP IOs into SoC is for the ranged defense, but dominators have plenty of opportunities to find their 5 purple 10% recharge bonuses elsewhere.

     

    Below is my preffered slotting for SoC, which brings the range of the cone up from 50 ft to 75 ft. It enhances the recharge by 46.38%, which is within the range of keeping the procs at capped chance to trigger. With 90% chance to fire, the 2 dmg procs always feel valuable. The dmg buff from ascendency is basically always applied at the start of the fight before you unload your alpha strike, and because of the animation time of SoC and inclusion of dmg procs can still be used in a single target rotation against an AV. Properly proc'd and range enhanced SoC can do so much more than SoC with a full set of coercive persuasion. The purple set is not good for this power on dominators.


    Level 8: Seeds of Confusion -- Ccp-Dam%(A), MlsIll-Dam%(13), MlsIll-Conf/Rng(13), Range-I(15), SprAscoft-Rchg/+Dmg%(15), SprDmnGrs-Rchg/Fiery Orb(17)

     

    Sleet is also ironically excellent with 5 Ragnaroks for the set bonuses and base values. +5 your IOs here and you get 97.39 recharge reduction and 41.41 endredux for your sleet. Remember that sleet endurance cost to cast is 22.75 for dominators and can be a huge tax on your blue bar. There is no other slotting that provides recharge/endredux values like that also takes care of one of your purple sets for your build. The accuracy buff from Ragnarok also contributes to the above slotting of SoC which has zero accuracy, and any other attack that you would like to proc load with zero accuracy slotting. Coercive Persuasion does not have an accuracy buff. A single achilles heel proc in Sleet is not sufficient for how awesome this power is, and the entire reason you choose Ice Mastery over ancillary option B. Ragnaroks in Sleet is very slot efficient. 

    • Like 1
  8. I consider Kinetics and Cold Domination to be the S tier corruptor sets. Basically every other corruptor secondary I would rather play as a defender because of the buff/debuff mods and/or better modifiers on power pool/ancillary shield numbers. The current damage proc centric metagame reduces the dps gap between the two archetypes so much that the value in stronger buff modifiers of defenders weighs in heavier. 

  9. I have always found Mu Mastery s/l/e resists + 32.5 positional def (at least ranged, melee/aoe can rest a bit lower) to provide a functionally beefier blaster than a 45% softcapped blaster using scorpion/ice armor. Layered mitigation is highly valuable. 32.5% def puts you one small purple insp away from the softcap, an orange insp can not replicate the strength of charged armor in the same way. A solo only blaster may find more value in scorpion because a blaster whose playstyle is more oriented towards playing on teams will often not need to rely on that purple insp pop because def buffs from allies are also more common than res buffs, which puts yet higher value on mu mastery for team play.

    • Like 3
    • Thumbs Up 1
  10. On 12/30/2021 at 3:40 PM, Bill Z Bubba said:

     

    Negative.

     

    https://cod.uberguy.net./html/power.html?power=scrapper_defense.energy_aura.entropy_shield&at=scrapper

     

    It's got the same redirect to the standardized 13.6 second mag 4 taunt as the rest.

     

    https://cod.uberguy.net./html/power.html?power=redirects.inherents.fury_proc_aura&at=brute

     

    Edit: Theory pulled directly from my posterior... I suspect that all these extra entries and redirects added when they normalized taunt auras are playing a roll in things taunt related going wonky.

     

    Energy Aura Entropic Aura is a 2.25s taunt, not 13.6s sec, if you move away from the target or the target moves away from you the taunt will wear off quickly.

     

    I believe taunt duration is also affected by the purple patch, but that is me guessing.

     

    edit: did not see further replies that @Uun also commented on 2.25s duration

  11. Ideally you summon your lore pets and then cast pbaoe team buffs and team red insps immediately after lore spawn so that your lore lets are thoroughly buffed up as well.

     

    Method 2 is for sure better but can also backfire if someone dies early and loses their lore pets, buffs, Insp load, has to retoggle, etc or can backfire is for whatever reason tyrant doesn't die before lore despawns - unlikely as it may be.

     

    Replying to your earlier comment on kinetics, I find them to be highly overvalued for this task. Effective usage of team reds, personal red insps, amplifier, leadership-assault buffs, or even nature affinity overgrowth will more consistently keep league damage at its cap than kinetics will. For AVs in general without mob saturation and tyrant in particular where only a fraction of your league will be getting kinetics damage buffs. Overgrowth on the other hand will buff everyone (82.5% dmg buff for 60s defender modifiers)

     

    Even if you are summoning lore at the start you can still incan in the middle of the fight to pop a stack of team red insps for everyone. 

  12. On 12/28/2021 at 9:11 PM, Ricktastic79 said:

    I got it, put it on my AOE, and I love it.  It triggers nearly every time if there 5+ baddies. 

     

    Thinking about stacking this one with it.  Thoughts?  

     

    Vigilant Assault: Recharge/Chance for Minor PBAoE +Absorb

     

    Superior Vigilant Assault has a 10% recharge buff as a 3pc set bonus which is just stupid powerful in min-maxing a great build. For my defenders I generally put the dmg/rchg, acc/dmg/rchg, and rchg/proc into my nuke to max out the recharge value there. Your nuke has a long enough recharge that even with 100% locally enhanced recharge your proc chances will not be affected. Your nuke has an inherent accuracy buff so it does not need any more accuracy enhancement than that and it leaves you room for 3 procs, typically fury of the gladiator and armageddon for pbaoe nukes and less useful for targeted aoe nukes that have less powerful IO options than pbaoes. The other 3 vigilant assault IOs typically go in a t3 blast like cosmic burst where I can get a nice 10% global recharge buff, have the enhanced recharge value of the power itself stay low for proc chances, and then put the remaining 3 slots in as proc damage or achilles heel, etc.

     

    Defenders Bastion is not a set that you want to split up because the recharge and ranged defense set bonuses come in at the 5 and 6 slot set bonus tiers and so you won't really find any builds that put both defender ATO procs into the same power. Defenders don't get the best ATO procs but the set bonuses attached to their ATOs are some of the best in the game.

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  13. 13 minutes ago, Hardboiled Hero said:

     Moreover, I have a couple toons that I have 4 or 5 different versions of, and I have to settle for using names that I really don't like for some of them.

     

    Technically all 5 of those characters can all use the same name because renaming characters is free and unlimited now. Just rename the character you want to play to the name you want to use whenever you log in.

  14. 2 hours ago, SuggestorK said:

    Lord Recluse in the LRSF

    I know it isn't what you meant, but Lord Recluse does not send you on a strike force to eventually put himself down.

     

    I don't believe much compared to the original lord recluse strike force though, including fighting the uber buffed lord recluse in states man's task force. 

     

    The intensity around the last mission of the LRSF was going up against the entire freedom phalanx together and as one. Telling your team member to go die when they entered the mission so that you could recall them into 7 queued up vengeance buffs was standard practice for a smooth LRSF pre-IOs and incarnates in addition to having everyone take time to pick up Shivans in bloody bay and sometimes grabbing the Warburg nukes. Contrary to the standard practice today of "forming LRSF lf7m bring anything, including your level 45 character" early LRSFs often cherry picked team compositions more than any other task in the game, and groups of players that ran it together frequently and regularly often looked for the infamous 1 granite armor brute and 7 corruptors team comp, where you also wanted some specificity in corruptor support sets, typically at least 1 kin, 1 thermal, 1-3 rads, or up to 5 cold domination corruptors.

     

    There were also some snazzy people that were quite good at making a successful pull and separating the freedom phalanx, which was typically how the patrons were handled in the statesman tf. However a bad pull in the STF fighting the patrons was salvageable, an unsuccessful pull in the LRSF could turn in to an absolute mess and a very time consuming debt inducing one at that.

     

    The strategies employed to complete the old LRSF are not seen in practice today and if you ever tried to recruit for any of today's current content asking for specific powersets people will typically frown at you with disgust. 

     

    Completing the LRSF for the first time on live was extremely satisfying and a huge achievement. The same can not be said of any new content today, the general standard of challenge is not the same or desired.

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  15. Have you considered shield defense instead of super reflexes for Grant Cover? Or radiation armor for Ground Zero. Nice abilities to provide for a team, otherwise I wouldn't be too sure of what you're broadly looking for to be a "team tanker." Pull aggro, dish out damage, don't die, any tank primary will do.

     

    Being a team oriented tanker can also be taken two different ways in terms of effective survivability that you may be looking for. You may find it more ideal to build towards immortality where it doesn't matter what kind of heat you pull or what difficulty you're playing on or you may consider that you're looking to build a tanker specifically for team play and fiery aura can surpass all other sets when you have a support on your team that makes your fiery aura tank just as durable as a tanker in granite armor except with way more offensive output. If you're not going to die regardless because youre a tanker, and basically all tanks have the same potential to hold aggro thoroughly enough, the remaining factor is how much damage you can bring to your team.

     

    When the missions you are playing are no longer a threat because you have a great build and you play your character well it isn't so much "can we do this?" It becomes "how fast can we do this?"

     

     

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