Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Carnifax

Members
  • Posts

    1642
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Carnifax

  1. Why? I prefer a "double damage buff" when my biggest AOE / AOE chain is up vs it pinging randomly without much control. Build Up is more important (and usually where I stick the Gaussians) but Aim is useful too for "Turn it to 11" nukes. But if it's a case of Gaussians Build Up + Aim vs Gaussians Build Up + Tactics then you could indeed be correct (assuming you've got the Pool Power room to take Leadership of course, that can be tight too if one is going Full Flight for 2 LOTG spots in Hover and Afterburner).
  2. STOs is Thursday I think.
  3. My Ice/Ice scrapper has Crosspunch instead of Greater Ice Sword (as suggested to me by folk when I posted my build), slotted with 3 Eradications (including the proc) for some NRG/Ranged defense, 2 Multi-strikes to "round it out" enhancement-wise (Acc and Damage and as little recharge as I can manage to give Procs a better chance to go off) and give a Smash/Lethal resist IO bonus, and the Forced Feedback proc. So when he smacks something there's a chance for extra NRG damage, the standard 10% ToHit & recharge from Crosspunch-with-kick-and-box for every enemy hit and a chance for 100% recharge for 5 seconds from Forced Feedback. From the Force of Will pool my Necro/Nature MM has Weaken Resolve slotted with an Achilles Heel -resist, an Acc and 2 damage procs, turning it from a slightly slow minor debuff into a reasonable damage power (by Mastermind standards) and softer for my also-procced-up Life Drain and Epic Power Pool attacks (Knockout blow and Spirit Shark Jaws). The epics hit like trucks.
  4. I've done it with characters for a single session if Reunion is quiet. Move to Everlasting, play for an hour or two, transfer back. In theory you could end up with a weird 1 at the end of your name for your vacation and you could lose their name at "home" while you're abroad I guess, but that's never happened to me.
  5. Yes, it's 5% if you have Boxing and 5% if you have Kick. The 100% is plain wrong. Dunno why that is there ingame (I didn't even know it was til I went and checked just now)
  6. Carni no do expensive sets 🙂
  7. Cross Punch will also take a Forced Feedback proc. I think I'll switch my slotting on my Ice/Ice scrapper (who uses it instead of Greater Ice Sword) from 6 multistrike to 3 Eradication, 2 multis and a Forced Feedback. Downside is it cannot crit.
  8. Mine isn't not quite perma on Hasten / PA but close (1 second off with Alpha). I only use 2 purples though cos I'm relatively poor / afflicted by Altisis. I just don't play her enough to warrant multiple 5*30 million purple IOs. Epic pool powers are a recent, post Fade fixnerf change. I've procced up in an effort to give myself some reasonable damage. Not sure if I'll stick with them though, they are slow to animate and make me use Mace (or "wand" as I delude myself into thinking). The Forced Feedback proc might get you to perma PA if you get lucky. One thing I would recommend is getting a KB2KD into Phantasm to stop him cone-kbing mobs out of your Tar Patches. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Carnifax: Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Darkness Affinity Power Pool: Sorcery Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Blind -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(5), BslGaz-EndRdx/Rchg/Hold(13), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 1: Twilight Grasp -- Acc-I(A), Pnc-EndRdx/Rchg(3), Pnc-Heal/EndRedux/Rchg(11), Pnc-Heal/Rchg(15), Pnc-Heal(36), Pnc-Heal/+End(43) Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(5) Level 4: Spectral Wounds -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(7), EntChs-Dmg/Rchg(7), EntChs-Dmg/EndRdx/Rchg(13), EntChs-Heal%(29) Level 6: Darkest Night -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-ToHitDeb/EndRdx(9), DarWtcDsp-ToHitDeb(9), DarWtcDsp-ToHitDeb/Rchg(15) Level 8: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A) Level 10: Deceive -- MlsIll-EndRdx/Conf(A), MlsIll-Acc/EndRdx(11), MlsIll-Conf/Rng(42), MlsIll-Acc/Conf/Rchg(43), MlsIll-Acc/Rchg(43) Level 12: Howling Twilight -- RechRdx-I(A) Level 14: Group Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(17) Level 16: Shadow Fall -- GldArm-3defTpProc(A), LucoftheG-Def/Rchg+(17), LucoftheG-Def(23), StdPrt-ResDam/Def+(50) Level 18: Phantom Army -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Rchg(19), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(23), SlbAll-Build%(25), SlbAll-Dmg/Rchg(25) Level 20: Fade -- Krm-Def/Rchg(A), Ksm-Def/Rchg(21), Srn-Def/Rchg(21), RechRdx-I(40), LucoftheG-Def/Rchg+(48) Level 22: Flash -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), SprWiloft-EndRdx/Rchg(34), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SprWiloft-Rchg/Dmg%(48) Level 24: Spirit Ward -- Heal-I(A), Heal-I(27), Heal-I(40) Level 26: Spectral Terror -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-Rchg/EndRdx(27), DarWtcDsp-ToHitDeb(31), DarWtcDsp-ToHitDeb/Rchg(31) Level 28: Soul Absorption -- NmnCnv-Heal/Rchg(A), Mrc-Heal/Rchg(29), EffAdp-EndMod/Rchg(37), PrfShf-EndMod/Rchg(37) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Phantasm -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), OvrFrc-Dam/KB(33), ExpRnf-Acc/Dmg(34), ExpStr-Dam%(37) Level 35: Poisonous Ray -- Thn-Acc/Dmg(A), Apc-Dam%(40), AchHee-ResDeb%(42), TchofLadG-%Dam(45) Level 38: Dark Servant -- CldSns-%Dam(A), CldSns-ToHitDeb/EndRdx/Rchg(39), CldSns-Acc/ToHitDeb(39), CldSns-ToHitDeb(39) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(50) Level 44: Disruptor Blast -- PstBls-Acc/Dmg(A), FrcFdb-Rechg%(45), PstBls-Dam%(46), JvlVll-Acc/Dmg(46), JvlVll-Dam%(46), SuddAcc--KB/+KD(50) Level 47: Rune of Protection -- RechRdx-I(A), RechRdx-I(48) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) 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 -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(36) Level 50: Agility Core Paragon Level 50: Clarion Invocation Level 50: Control Genome Level 50: Void Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Phantom Total Radial Improved Ally ------------
  9. Looks pretty good to me. You probably don't need every power in Water. You could drop Hydro Bolt for something (Tactics?). You could then use the slots to 6 slot Tidal Forces with the Gaussians set for more defense across the board plus it'll give you your Chance to Build Up (you want that for extra nasty Geyser). You could move Defiant Barrage from Water Jet to Aqua, then 3 slot Water Jet with Thunderstrike for some of the Ranged Def (Focusing on Acc & Dam and trying to avoid much recharge), top it off with a Jav proc and some other Acc/Dam IO and move the Apoc proc in there too. That way your "double tapping" Water Jet from 3 Tidals becomes a bit of a proc monster. Dehydrate is nice and all but having double-tap Apoc procs is really nice (you can stick one of the Glad Jav procs into Dehydrate instead). You might have to play around a little to maintain your Defenses with some of those changes (if you want them of course). On my Water/Temporal (build in sig) I tended for Ranged, NRG, Neg defense mostly and Smashing / Lethal was only 33% and I'm plenty survivible. You might get more milage from Fly & Hover as oppose to Mystic and Super Speed. That'll give you another spot for a LOTG, a wee bit of defense and make it easier to stay at ranged. Not good on Plant but it looks okay to me. Something like this
  10. This is probably the fairest approach. The tech is there I assume. Soldiers of Arachnos have it for the flavours of Grenades to avoid someone picking Acid twice (which everyone would probably do cos it's excellent).
  11. Doe Icicles? I couldn't do anything other than tint it a pinky-purple to make it mostly transparent. Still irks me. Occasionally I'll turn into a white blob too, not sure why.
  12. This. It's so ugly. It really needs a MinFX version of its armours. Icicles is terrible looking. Good set on my scrapper. Excellent Tier 9 which compliments the rest of the set, rather than being "Moar of what the rest of the set does, with a huge crash" like Overload or even Meltdown (okay that doesn't have the evil crash but it's just more resists I don't really need). Hibernate (as my epic choice) is good too in terms of being a life saver. On a tank I'm not sure if I'd like to be "tapping out" in the middle of a fight but I guess if you know what you're doing with Taunts you should be okay.
  13. I looked about but couldn't find many recent ones of these (recent < 3 pages in). Here's my (non-Winters and no/few purple) levelling build. Any tweaks, tips or corrections are welcomed. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Ice Blast Secondary Power Set: Fire Manipulation Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Ice Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Ring of Fire -- Acc-I(A) Level 2: Fire Sword -- KntCmb-Dmg/EndRdx(A), KntCmb-Acc/Dmg(17), KntCmb-Dmg/Rchg(17), KntCmb-Dmg/EndRdx/Rchg(19), TchofDth-Acc/Dmg(19), TchofDth-Dam%(21) Level 4: Combustion -- Obl-Dmg(A), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(23), Obl-Acc/Dmg/Rchg(25), Obl-Acc/Dmg/EndRdx/Rchg(25), Obl-%Dam(48) Level 6: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(33) Level 8: Freeze Ray -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx(33), Thn-Acc/Dmg/Rchg(33) Level 10: Fire Sword Circle -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(13), Erd-Acc/Dmg/Rchg(13), Obl-Acc/Dmg/Rchg(15), Obl-Acc/Dmg/EndRdx/Rchg(15) Level 12: Ice Storm -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(34), PstBls-Dmg/Rchg(36), PstBls-Dmg/Rng(40), PstBls-Acc/Dmg/EndRdx(40) Level 14: Super Jump -- BlsoftheZ-ResKB(A) Level 16: Build Up -- RechRdx-I(A) Level 18: Bitter Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36) Level 20: Cauterizing Aura -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(23) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(39) Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 28: Consume -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Rchg(31), Erd-Acc/Dmg/EndRdx/Rchg(11) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Blizzard -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(46) Level 35: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(37), Obl-%Dam(34), Obl-Acc/Dmg/EndRdx/Rchg(39) Level 38: Hot Feet -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(50), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42), ShlWal-ResDam/Re TP(42) Level 44: Web Envelope -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/EndRdx(45), EnfOpr-Acc/Immob(45), EnfOpr-Acc/Immob/Rchg(45) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(46) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon ------------
  14. You always want Geyser firing off with an Orange ring around it and as much +Damage as possible. On my Water/Temporal that means Chronos (Build Up, which is also slotted with the Gaussian Chance for Build Up) > Tidal Focus (gets you the 3 levels of Tidal and some extra ToHit and Damage) > Geyser. The Tidal raises the base Damage of Geyser as the others have explained and then your damage buffs multiply it even more. Very little will survive. Also sometimes if you manage to ramp up Tidal quickly twice you might find Water Jet doesn't get the Orange ring as expected. There seems to be a timeout limiting how quickly they can be reused on a power. I think it is 10 seconds. I've noticed it mainly if I do Tidal Focus -> Water Jet -> Aqua Bolt -> Dehydrate -> Aqua Bolt against an AV or something. Other powers will have the ring but Water Jets stays normal for a few seconds.
  15. I've redicovered the love for my Dark/MA perma-dom after being drafted for a +4 Katie Hannon during the week. Wasn't even optimised for handling it really (you want more reliable immobs and possibly Sleet at 35) but it was great fun. Since then I've decided to finish off my Incarnates with them. (If I was to choose a Domi build for +4 Katie I'd be leaning more towards a Grav/Ice who takes Sleet & Tactics. You need all the help you can stopping things flying around and as much help hitting +7s as you can).
  16. For my Blaster yes you are right, really what you're doing is going "all-in" on the Water powers. Temporal is mostly bringing more Recharge, some safety from the Absorb shield and the massive spike damage from Chronos (with build-up proc) > Tidal > Geyser every 30 seconds. It's pretty monstrous overall. Every ~30 seconds the spawn gets deleted. Plant doesn't have quite the same Spike or Recharge capabilities (I dunno what Fortress does so not sure if it is a re-applying Absorb or one you apply manually). As an aside what would you pair with Temporal for a blapper build? I'm in the market for a Blapper but not sure what primary is blap-happy.
  17. I'd quite like Goldside contacts to become available as "normal" contacts for Blue and Red just purely for variety. Sticking Goldside into its own starting "game" was always a silly decision. I know it doesn't make a huge amount of sense "lore-wise" given what Gold Side is, but if there was a way for a newish Blue or Redside character to choose a Goldside arc instead of going to Kings Row or Steel (yet again) it'd be a great option. Edit : Just don't spam-fill my "Find Contact" list with them a la First / Night Ward. That's deeply annoying
  18. Carnifax

    Elec/what?

    I guess there's two issues here which may irk you. Firstly TA has no reason (or defenses) for being in melee range, which mightn't gel well with Conductive Aura. Secondly, as per Storm and Ice the DoT in Acid Arrow will wake things up on you. On the plus side Elec will happily set up your Oil Slick Flambees for you. My concern with Traps would be the usual, that on fast moving teams trying to drop Elecs patches / controls AND Traps debuffs might take too long. Plus Acid Mortar also features DoTs to wake things up. Elec/Nature would be interesting as a pure low-damage support combo who teams a lot. You won't be soloing anything but Nature is great at buffing things people don't cover with IO sets, you'd be layering +Resist and Absorb along with some ToHit, Damage and End usage with its "big three" AOE buffs. Its debuff counterpart would be Rad if you wanted to be more active. Dark and Time are of course good too. When aren't they?
  19. Here's my build. Ingame I'm floating above the normal cap and heading towards the 57.5% needed for DA (think ingame is showing ~55% ranged and 51% NRG). Really I'm just trading some Recharge vs defense vs yours (mine is cheaper cos I like cheaper builds but you've said money is no object). I went the Ice route for my Epic but it's totally up to you. I just like having Hoarfrost. Costs me some recharge and having to take Snow storm. Personally I prefer slotting Water Jet for Acc/Damage (3 Thunderstrikes, 1 other random Acc/Dam and 2 damage procs). That way I've no slotted recharge in there to maximise the proc chances. Since Jet gets insta-recharge anyway I don't miss the fact I haven't slotted for recharge (plus recharge is what Temporal is good at). Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Temporas: Level 50 Mutation Blaster Primary Power Set: Water Blast Secondary Power Set: Temporal Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Cold Mastery Hero Profile: Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(13), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15), SprDfnBrr-Rchg/+Status Protect(17) Level 1: Time Wall -- Acc-I(A) Level 2: Water Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/EndRdx(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(23), SprBlsWrt-Rchg/Dmg%(37) Level 4: Time Stop -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(7), BslGaz-Rchg/Hold(7), BslGaz-EndRdx/Rchg/Hold(25) Level 6: Whirlpool -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(9), Artl-End/Rech/Rng(15), Artl-Acc/Dam/Rech(25), Artl-Acc/Rech/Rng(27) Level 8: Tidal Forces -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(50) Level 10: Chronos -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(11), GssSynFr--ToHit/Rchg/EndRdx(11), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(34) Level 12: Dehydrate -- Thn-Dmg/EndRdx(A), Thn-Acc/Dmg(34), Thn-Acc/Dmg/EndRdx(36), AchHee-ResDeb%(36), Dvs-Acc/Dmg(36), GldJvl-Dam%(37) Level 14: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(50) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Water Jet -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx(19), Apc-Dam%(31), GldJvl-Dam%(33), Dvs-Acc/Dmg(33) Level 20: Temporal Healing -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(21), DctWnd-Heal/Rchg(21), DctWnd-Heal(23), DctWnd-Heal/EndRdx/Rchg(37) Level 22: Kick -- Acc-I(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39) Level 26: Steam Spray -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Dam/Rech(29), Artl-Acc/Dam/Rech(29), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(31) Level 28: End of Time -- Erd-Acc/Dmg/Rchg(A), Erd-Dmg(40), Erd-%Dam(40), Obl-Dmg(40), Obl-Acc/Dmg/Rchg(42), Obl-%Dam(42) Level 30: Weave -- LucoftheG-Def/Rchg+(A), DefBuff-I(48), LucoftheG-Def(50) Level 32: Geyser -- Artl-Acc/Dam(A), Artl-End/Rech/Rng(42), Artl-Dam/End(43), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46), Artl-Acc/Rech/Rng(48) Level 35: Snow Storm -- PcnoftheT-EndRdx/Rchg/Slow(A) Level 38: Time Lord -- GldArm-3defTpProc(A) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), DefBuff-I(43) Level 44: Hoarfrost -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(45), NmnCnv-Heal/Rchg(45), NmnCnv-Heal/EndRdx/Rchg(45), NmnCnv-Heal(46), NmnCnv-Regen/Rcvry+(48) Level 47: Hover -- LucoftheG-Def/Rchg+(A) Level 49: Stealth -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Prv-Absorb%(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(39) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Musculature Core Paragon Level 50: Barrier Core Epiphany Level 50: Void Partial Radial Judgement ------------
  20. This. Being able to pick "one slot" throw-away powers for LOTG and using the precious slots in my Kheld powers instead is my Epic Power Pool 😀
  21. Ive robbed, modified and used so many builds from this forum. Mostly as levelling builds where I can which makes playing the characters so much fun. So thank you build-makers, especially the ones who gave me tips and builds for some of my more obscure choices (Ice/Ice scrapper and my Water/Time blaster were especially fun)
  22. With the tank AoE changes and Staff having a fair amount of spammable aoe id be inclined towards that. Plus one of those AoEs is bolstering your melee def giving you another layer of defense.
  23. I don't think Time has it too bad compared to say Rad or Nature. Times main source of defense is Farsight and that's unaffected by this. And +Def is one way to help avoid mezzes in the 1st place. Rad is totally dependent on its Anchors & Choking Cloud for Defense. Nature also depends on the Anchor -ToHit and a mez aura, plus the heal / recovery patch. All 3 drop if you get mezzed. I've found mezzes way more deadly to my Nature MM than my Time defender. His defenses are so high thanks to PBed Farsight that he can generally hover-blast away. Also Time makes Sorcery slightly more appealing thanks to the recharge it gives (faster recharge means more Rune of Protection availability). My Time Stop is slotted with 1 acc, 1 Lockdown and 4 damage procs. That makes it very useful as a "Have my cake and eat it" pseudo-blast, especially as the 3rd blast in my Time/Sonics chain (they'll have at least -40% resist layered onto them, probably more if there was a Slowed Response opener as well).
  24. Nope, Hasten isn't a toggle so just like Eclipse, Lightform or whatever the buff will happily stick when you shift form. Only toggles drop when you shift form. You need to shift back to human to recast Hasten but once you do it's on for 2 mins.
×
×
  • Create New...