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Doomrider

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Posts posted by Doomrider

  1. 47 minutes ago, Glowman said:

     

    Is this the order you would take the powers? Also, I assume the slots aren't intended to be in level order considering we can't put enhancements in White Dwarf Flare, for instance, until level 20?

    It is the order I would take the powers but the slot order is not to be followed.
    Infact, if I were looking for what powers to pick, the order and slots while leveling I wouldn't follow that build. I would instead run a typical Tri-form build and slot the Nova aoes early and save slotting powers like Gleaming Blast and Radiant Strike for later on.
    I'd use Glinting Eye and Bright Nova Blast for ST damage, Nova Det, Scatter and Dwarf Flare for aoe.

    That build exemps well but there are better builds to use while leveling. 

    • Thumbs Up 1
  2. 9 hours ago, Foniks said:

    So,  I have wanted to play a Dominator for a long time.  I still want to be able to melt mobs, so i was looking at an Ice/Dark/Fire build.  i thought that with Ice Slick/ Midnight Grasp and Rain of fire, that i could still do that and still be able to control crowds.  

    is this a build i can do?  I have been messing with Mids, but i dont want to roll a toon that wont survive.  

     

    Can anyone help here?

     

    Dominator - Ice - Dark - Fire 05.11.2022.mxd

    You can make it work, just depends on how much you wanna put in to it and your budget. 

    I just quickly edited my own Ice / Earth / Fire to sub in Dark in lieu of Earth. Have a look.
    157% global recharge.
    35% ranged def
    70%+ s/l resistance
    2.27 net end recovery.

    Ice is underrated for Dom's IMO. They get to leverage Arctic Air a bit better than Controllers due to the built in mez protection that domination gets.
    While domination won't affect the strength of the control effects on AA, at least you can count on it staying on and not dropping due to being mezzed.
    That and since AA does most of the heavy lifting when it comes to soft control, so it allows you more time to just smash and blast.
    Between the slows, -tohit from dark and passive def/res, surviving shouldn't be an issue.

    Endurance management will be tricky as it usually is with Ice. 
    Attached build takes Cardiac Alpha and has passive accolades toggled. Maybe give it awhirl on Beta.

     

  3. 8 hours ago, Apian said:

    It seems like the Changeling build post linked on page 3 has been removed. Would it be possible to post it again? Also I see in your videos you have macro icons on your power trays. How do I create those?

    Yeah I removed it. The playstyle is not really something I advocate for anymore. it's convoluted and takes a fair bit more setup time than most people are willing to put in.
    The mids build, for the most part, isn't really anything special as the build was really just predicated on heavy macro usage.

    You can create a macro for any form attack that will take you into that form, activate the power, then drop you back to human. 
    The same can be done for human form powers, letting you use a macro to drop out of a form and activate said human form power.

    For example:

    /macro blast "powexec_toggleon dark nova$$powexec_name dark nova blast" 
    Will bring you into Nova, fire Dark Nova blast with the first click of the macro, then bring you back to human on the second press.

    /macro gwell "powexec_toggleoff black dwarf$$powexec_toggleoff dark nova$$powexec_name gravity well"
    Will drop you out of a form and activate Gravity Well.

    As for the icons for the macro, you can get them from this google sheet. https://docs.google.com/spreadsheets/d/1uHUi6BWFTYj4wbfGBs3LjZL88Fym6B-8EwDr18YZcY8/edit#gid=0

    The macro image goes at the front of the string before "powexec_toggleon" in the first example. The macro will then display the power icon instead of a the name you give it.

    • Thumbs Up 1
  4. 7 hours ago, Radeon said:

    Here i have my rebuild, can you see something totally stupid or to improve big time, which i missed? 

     

    -updated.

    Talea PreFinal.mxd 4.86 kB · 0 downloads

    3 slotting the shields w/ unbreakable guard is a bit strange. If it's just having better enhancement values and less reliance on Eclipse then I would franken slot instead and save 1 or 2 slots per power tbh. Then boost then enhancements in them. 
    I wouldn't 6 slot OF into Shadowblast. Removing the procs will gut the damage, and all your getting out of that is 2.5 e/n defense.

    Psi res ios, and impervious skin io are useless on a Warshade. Eclipse gives plenty of psi resistance. Your inherent also gives you resistance when teaming, which includes psi.

    I would not delay taking Gravitic until 41. Gravitic + Inky is a lot of damage mitigation. I know that is dependent on not being mezzed, but still. 

    If you have access to beta, it may be advantageous to test out some other builds there to get some perspective. 

    The other route you could take is more of a classic Human Warshade build that uses more full io sets, Spiritual Alpha and max recharge bonuses.
    You'd get more passive damage resists that way, and building might be more simple. Budget still may be an issue though.


     

    • Like 1
  5. 44 minutes ago, Bill Z Bubba said:

     

    In many cases, you need to add "in far less time" but I will be the first to admit your Warshade Trapdoor run was faster than my claws/sr scrapper's. I know how to fix it but it would mean a rebuild I don't wanna do.

    QFT. Wayyyy less time in the majority of cases. Human Warshade is a build for masochists, or someone looking for a new pseudo difficulty level.
    Conceptually awesome, mechanically a nightmare. Some of us make it work but I have no illusions about it's short comings.

    I imagine you probably had more consistent times on claws/sr though. Too many variables running it with a Shade for my Trapdoor time to be indicative of general performance.

     

    • Thumbs Up 2
  6. 24 minutes ago, Radeon said:

    That is all true and understandable, the only thing that isn't explained by that is the drastic difference in survivability between my previous, IO only build, compared to now, full set'ed. 

     

    Yeah that's a bit strange. If anything, having defense bonuses vs having none, should immediately mean you have less mez hitting you.
    Are you using the combat monitor to see when your defenses cascade due to defense debuffs? 

    Insp. combining macros can also be really handy. I usually have one set up to combine into breakfrees and another for combining into purples.
     

  7. 7 minutes ago, StriderIV said:

    Hey Doom! QQ: Looking at your tanky human form PB: If you have Perma Light Form, so you still suffer from the endurance drop? I’m just curious if you leave it on auto fire, will you actually experience the endurance drop or will take just keep rolling?

    You will experience the endurance drop no matter what. It will BRING you to 50% end and HP when it does even if your HP and End were below 50% when the crash occurs.
    I leave hasten on auto personally. Even if you leave it on auto-fire the crash will still happen but it's really quite manageable tbh. When it happens you hit your heal and keep trucking.
    Light form has bonus recovery built in so you shouldn't really see any downtime.
     

    • Like 1
  8. 2 hours ago, Radeon said:

    Sorry, i didn't mean to say that there is a faulty build, but i played the toon for 65 levels and in all those levels she wasn't stunned that often like in the last hour. Really, every single mob! stuns me. 

     

    I have to find out how to mitigate that or i don't like to play her anymore.

     

    Maybe i am simply using wrong attack chain..what would be recommended?

     

    No offense taken. I meant more in respect to "any build" not specifically the one in question. No build will solve that issue. At least when it comes to Human Warshade.
    Warshades are one of few classes whose performance heavily relies on player input, and situational awareness.

    You can build other AT's into Invincible Demi-gods that require very low input whereby the build essentially plays itself save for a few button presses and basic player movement.
    Warshade is the opposite. And for some, that level of input or "extra effort" is not worth it to them. For some, it comes down to a "why should I have try this hard with "Class A" to perform the same task that "Class B" can perform but with much less minimal effort."

    Part of the issue is also the binary nature of Mez effects; they either effect you wholly, or not at all. Some AT's can ignore them entirely with their built in Mez protection.
    But for Human Shades, they can completely lock you out of playing and shut off your offensive toggles. It can be frustrating, and it is certainly a learning curve. 

    So you either have learn to live with that, and use the tools at your disposal (break free insps, defense amp temp powers, clarion destiny, etc.) or decide if the juice just isn't worth the squeeze. 

    ALL that being said; with practice many overcome these obstacles and work around their short comings. Human Warshade is definitely a hard road to travel though. One approach you can try is to use Gravitic as your opener to stun mobs, run in with Inky Aspect on to stack stuns including the boss. 
    Then reposition and repeat as needed to keep them stunned. 
    I tend use that approach, rather than run into melee range and try to buff up w/ Eclipse and mire first.

    Also try to use Dark Detonation on cooldown to abuse the knockdown.

    If you take a more offensive approach, it may work better. Alternate Quasar and Unchain between mobs. 
    You can click on Dark Extraction to target downed bodies a bit easier, to help you queue up Unchain.

    Unchain also has a short stun attached, and Cross Punch has a chance to stun as well so those can help stack with Inky.
     

    • Thumbs Up 2
  9. 15 minutes ago, Radeon said:

    Just finished the respec, built in all sets and it's unfortunately almost not playable. At least for me. I am dying all the time, 10 times more than before, because i am in stun/sleep/hold in their second attack. Malta and Council alike. 

     

    Probably i am doing something wrong, but i don't know that. 

    Mez is the achilles heel of the Human Warshade. Not fault of the build tbh. 
    A bandaid solution could be to run a defense amplifier for mag 4 mez protection. Clarion Destiny would be the other option. 
    Pre-emptively using break frees to maintain mez protection is another option.

    Another option you could look at is building even more defensively (higher defense totals) but it would come at the cost of offense, and IMO, it's generally not worth it on a Warshade.
    The unfortunate truth, and it's especially true even for a fully fleshed out Human Shade, is you will have some reliance on inspiration usage.

    EDIT: On the note of inspirations; anytime you're building for 30%+- defense, the build will operate optimally when using small purple inspirations to shore up that defense. If you run into a group of Malta/Carnies/Arachnos (any faction that poses a real threat) with 30% defense alone, due to the nature of not having any DDR, your defense will disappear from defense debuffs. At that point you will 100% rely on inspirations, and active mitigation (Gravitic Emanation + inky) to cc mobs.

  10. 7 hours ago, Radeon said:

    - is there a kheldian alternative to cross punch? Boxing, Kick and Crosspunch feels so ordinary, i really like being warshade and that feels so less flashy

    Not really, unfortunately. Warshade Single Target damage is really lacking, this is even more pronounced on the Human only variant. This is part of the reason I included Cross Punch, but not the only reason.

    Cross Punch, when boxing and kick are also taken in the build, will grant you +10% tohit and +10% recharge per enemy hit by the attack. That's in addition to being a pretty good attack even used against single targets, and it takes to damage procs decently as well. That, to me, is what it gives it an edge over other power choices.
    Not that it applies to the slotting in this build but, the fact that it also takes Pbaoe IO sets so it has access to Fury of the Gladiator -res and Force Feedback make it very versatile.

    Regarding boxing and kick, they are not really USED in the build. Boxing is muling a KC set to round out your S/L/Melee defense, but both are taken so a) they empower Cross Punch and b) we need them as pre-requisites for taking Weave.

    All that being said, you could take Essence Drain in lieu of and proc it out if you're looking for more style over substance.
    ED does okay dmg w/ procs, but is very lacking without them and costs about twice the end of CP, is a little slower and will only hit 1 target, but will give you some health back.

    Alterations to include Essence Drain would look like this:
    Doom's Budget Human Warshade - 30 30 MR def (no CP).mxd
     

    7 hours ago, Radeon said:

    - do i really not need any shields, like Penumbral Shield, Twilight Shield etc?


    Not really no. If you plan on exemping below Eclipse range (sub L35 cotent) then you could look at finding room for Twilight shield if you wish.
    Penumbral I don't bother with as fire/cold dmg is not super common. Even if you're exemping, your inherent will be giving you a decent amount of resistances from your teammates and you can use Gravity Shield., even single slotted as it is.
     

  11. 36 minutes ago, Radeon said:

    I don't know what to say. I never expected that you would create the build from scratch on my request nor that anyone would do it that quickly and put in explanation as well. 

     

    Thank. you. very. much.

     

    P.S.: And i will have a deeep look into converters. I think i have around 90+ characters, 25+ 50ies but never converted anything 🙂

     

    No problem. I just did it while I had my morning coffee. It's a consequence of making too many kheld builds, it's mostly reflexive.

     

    Start with looking into converters cause that's a game changer for affording builds. 

     

    You can do the same thing with purple recipes. Some of the cheaper ones like the stun and confuse purples you can buy for much cheaper on the AH than the dmg sets. Then craft and convert until you get the set type you want, then convert again to get the specific pieces.

     

    You may find you are richer than you think.

     

     

    • Like 1
  12. On 5/1/2022 at 4:58 AM, Radeon said:

    HI all, 

     

    i have been away a while and stumbled across this thread and i do really like my shade which is fresh incarnate now. When i started looking for any decent Human focused builds, i read through that thread here and took some inspiraton on what power circle, what is important and what not, but is there a build which is affordable and not around 800 mil influence?

     

    I am able and willing to put in, lets say 200/250 mil in it, but cannot afford more yet (and hate farming).

     

    If any of you could point me to a build like that, i would really appreciate your help. 

     

    Thanks a lot in advance 🙂

     


    Doom's Budget Human Warshade - 30 30 MR def.mxd

    If I was running a Human Shade on a tight budget, this is probably something I would run.
    It does have the -2- Kheld ATO sets and a panacea. But no other pvp or purple io's. 
    ATO price wise are not too bad to buy un-catalyzed. Then you can catalyze them yourself as catalysts drop frequently enough you shouldnt have to purchase them.

    Recharge:
    We take Spiritual Core Alpha to tighten up our recharge which should get us to near perma Hasten, Eclipse, etc. 
    Cross Punch's recharge boost and FFB in Dark Det will help shore up the last bit.

    End Consumption & Defense:
    Reasonable net end gain of 1.9 (Human Shades are an end hog) as we use minimal toggles to achieve 30 melee/range defense.
    1 small purple insp will get you just a hair below softcap.

    Special notes:
    - Passive Accolades are turned on so HP and Endurance recovery will be slightly less until you get those.

    - I have boosted some IO's across the build to shore up enhancement values so keep an eye out for those.
    I didn't include boosters within the budget seeing as you can also acquire those with Reward Merits just from running task forces, etc.

    - Gravity Well slotting probably looks really strange. I wanted a set that would give us a global recharge bonus, a damage proc, reason able enhancement values and do

    all that in a 5 pcs so we could put a hold proc at the end.
    In my own build I use the Blistering Cold hold proc in mine and it can be real handy to get that 1 shot hold on a pesky boss. 
    The lockdown proc here will do the same but won't go off as frequently as the Blistering Cold but lockdown is much cheaper.

    - There are no added travel powers. Build tried to squeeze everything performance wise out. You could drop a utility (shadow slip, rez, etc) and fit one in if you really wanted to.

    - All aoe powers have the knockback converted to knockdown.

    LAST SPECIAL NOTE:

    Converters are your best friend when it comes to sticking to a budget. Have a bunch of reward merits across alts but not enough liquid inf to fund that new build?
    USE CONVERTERS. This even works with Luck of the Gamblers. You can buy cheaper Red Fortune recipes, craft them and convert with a good chance to get a LotG.
    After that you can convert with in that named recipe to get the pcs you need.
    This also works for any ATOs.
    I often use converters to turn a neglected alt's IO's into the ones I need for a new one. I play very very casually, and dont farm and still manage to churn a new build out every now and then.



     

    • Like 2
  13. I gave it a go on my Warshade just to see how poorly I'd fare. Not even close to a top time but I'm okay with 5:40ish. 

    I never run Trapdoor. I'm super bad at navigating cave maps so It could have been a little faster. This was 1 of 4 runs.

    None of my incarnates really helped outside of Clarion which I chose just to reduce my inspiration need down to the occasional yellow to counter blinds.
    But for clarity I used:
    T4 Vigor
    T4 Reactive
    T4 Clarion
    T4 Assault (passive only)

    Look upon my UI in horror.
     

     

    • Like 4
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  14. FWIW, I don't think toggles persisting through forms would be OP given the current state of the game and while I have my own ideas of where Khelds need improving, I wanna chime in on toggle suppression and present an alternate idea to achieving the same thing.

    IF toggle suppression is the goal, but the execution is an issue either due to the amount of work required to implement or some other technical hurdle, what about borrowing from Bio's adaptation to emulate suppression?

    For example; When Dark Nova is toggled on, allow Gravity Shield (while toggled on) to apply a -22.5% s/l res to self, negating the base resistance value of Gravity shield, and likewise have Gravity Shield also grant Nova an additional 15% recovery (.25 end/sec) to offset the base endurance cost of Gravity Shield and allow the toggle to persist through the forms.

    Bio's adaptations show that sort of functionality already exists within the game. The ability to let certain toggle powers alter or grant supplemental effects to other toggles powers.
    Offensive Adaptation does something similar applying a -7.5% res to self while it's active. I don't see adding a recovery buff as well being an issue.

    Let Nova form (and likewise Dwarf) act like the individual Adaptations do to alter the buffs granted by the other toggles from Kheld secondaries and let those toggles persist while suppressing the end cost, and the effects (if so desired).

    It's may be not a perfect solution, but I think it's an idea worth exploring.

    • Thanks 1
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  15. On 1/22/2022 at 2:32 AM, VV said:

    I am working up a Fire/Dark here and would like it to fly. With Tar Patch, is there any reason to take Hot Feet? I mean, I know Hot Feet doesn't work while flying, but if there was some amazing reason to take both Hot Feet and Tar Patch, I would consider superspeed instead of flight. But, as far as I can tell, there is nothing great that Hot Feet does that is not done better by Tar Patch. The tiny bit of damage is essentially pointless, unless I am missing something about it. Running around with an aggro aura kind of defeats the point of the Shadow Fall stealthiness. To be honest, I'm not really a fan of Hot Feet, anyway. So, if I could skip it, that would make me happier. But, if it really is super good for some reason, I'll work it in.

    You can use hot feet while flying. You just have to activate hot feet before you activate fly.

    Also if you're not going to use Hot Feet, you're going to be missing a good chunk of the damage potential that fire has. It's a staple power of the set. Hot Feet does a lot of damage on a controller thanks to containment, and it has a 16 target cap. /Dark is already one of, if not THE most defensively robust controller secondaries so you can afford to hang out in melee and thus take full advantage of hot feet.

    As for it's interaction with Shadow Fall's stealth aura, you can toggle off Hot Feet while stealthing and then toggle on when in combat. That's what I do on my Fire/Dark.

    • Like 1
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  16. 29 minutes ago, StriderIV said:

    Doom! I tried an all human Peacebringer, but mine came out underwhelming. I know you have the Mids link, but Mids isn’t jiving with my Mac right now. Would you mind copy and pasting your build to this thread? Would love to give another all human PB a shot.

    This Hero build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Doom's endgame Humanbringer: Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Force of Will
    Power Pool: Leadership

    Hero Profile:
    Level 1: Glinting Eye

    • (A) Superior Essence Transfer - RechargeTime/Global Heal

    Level 1: Incandescence

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (13) Gladiator's Armor - TP Protection +3% Def (All)
    • (48) Aegis - Psionic/Status Resistance
    • (48) Impervium Armor - Psionic Resistance

    Level 2: Gleaming Blast

    • (A) Gladiator's Javelin - Accuracy/Damage
    • (3) Gladiator's Javelin - Chance of Damage(Toxic)
    • (3) Apocalypse - Chance of Damage(Negative)
    • (5) Touch of Lady Grey - Chance for Negative Damage
    • (5) Explosive Strike - Chance for Smashing Damage
    • (9) Achilles' Heel - Chance for Res Debuff

    Level 4: Essence Boost

    • (A) Panacea - Heal/Endurance
    • (37) Panacea - Endurance/Recharge
    • (37) Panacea - Heal/Recharge
    • (40) Panacea - Heal/Endurance/Recharge
    • (40) Panacea - Heal
    • (50) Impervium Armor - Psionic Resistance

    Level 6: Radiant Strike

    • (A) Gladiator's Strike - Accuracy/Damage
    • (7) Hecatomb - Damage/Endurance
    • (7) Hecatomb - Chance of Damage(Negative)
    • (9) Touch of Death - Chance of Damage(Negative)
    • (11) Touch of Lady Grey - Chance for Negative Damage
    • (11) Achilles' Heel - Chance for Res Debuff

    Level 8: Boxing

    • (A) Superior Blistering Cold - Accuracy/Damage
    • (43) Superior Blistering Cold - Damage/Endurance
    • (43) Superior Blistering Cold - Accuracy/Damage/Endurance
    • (43) Superior Blistering Cold - Accuracy/Damage/Recharge
    • (50) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime

    Level 10: Kick

    • (A) Kinetic Combat - Accuracy/Damage
    • (45) Kinetic Combat - Damage/Endurance
    • (45) Kinetic Combat - Damage/Recharge
    • (45) Kinetic Combat - Damage/Endurance/Recharge

    Level 12: Inner Light

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (13) Recharge Reduction IO

    Level 14: Luminous Detonation

    • (A) Superior Frozen Blast - Accuracy/Damage
    • (15) Superior Frozen Blast - Damage/Endurance
    • (15) Positron's Blast - Chance of Damage(Energy)
    • (17) Bombardment - Chance for Fire Damage
    • (17) Touch of Lady Grey - Chance for Negative Damage
    • (21) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

    Level 16: Cross Punch

    • (A) Superior Avalanche - Accuracy/Damage
    • (21) Superior Avalanche - Damage/Endurance
    • (23) Explosive Strike - Chance for Smashing Damage
    • (23) Eradication - Chance for Energy Damage
    • (25) Armageddon - Chance for Fire Damage
    • (25) Fury of the Gladiator - Chance for Res Debuff

    Level 18: Weave

    • (A) Luck of the Gambler - Defense/Endurance
    • (19) Luck of the Gambler - Defense
    • (19) Luck of the Gambler - Defense/Endurance/Recharge
    • (40) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (48) Reactive Defenses - Scaling Resist Damage

    Level 20: Hasten

    • (A) Recharge Reduction IO
    • (31) Recharge Reduction IO

    Level 22: Reform Essence

    • (A) Panacea - Heal/Endurance
    • (33) Panacea - Endurance/Recharge
    • (33) Panacea - Heal/Recharge
    • (36) Panacea - Heal
    • (37) Panacea - Heal/Endurance/Recharge

    Level 24: Weaken Resolve

    • (A) Empty

    Level 26: Solar Flare

    • (A) Superior Essence Transfer - Accuracy/Damage
    • (27) Superior Essence Transfer - Damage/Endurance/RechargeTime
    • (27) Sudden Acceleration - Knockback to Knockdown
    • (29) Superior Essence Transfer - Accuracy/Damage/Endurance/RechargeTime
    • (29) Touch of Lady Grey - Chance for Negative Damage
    • (31) Force Feedback - Chance for +Recharge

    Level 28: Mighty Leap

    • (A) Winter's Gift - Slow Resistance (20%)

    Level 30: Unleash Potential

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (31) Luck of the Gambler - Defense/Recharge
    • (33) Red Fortune - Defense/Recharge

    Level 32: Dawn Strike

    • (A) Superior Kheldian's Grace - Accuracy/Damage
    • (34) Superior Kheldian's Grace - Recharge/Form Empowerment
    • (34) Superior Kheldian's Grace - Accuracy/Damage/Recharge
    • (34) Superior Kheldian's Grace - Damage/Endurance/Recharge
    • (36) Superior Kheldian's Grace - Accuracy/Damage/Endurance/Recharge
    • (36) Sudden Acceleration - Knockback to Knockdown

    Level 35: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense
    • (42) Luck of the Gambler - Defense/Endurance/Recharge

    Level 38: Light Form

    • (A) Unbreakable Guard - Resistance
    • (39) Unbreakable Guard - Endurance/RechargeTime
    • (39) Unbreakable Guard - RechargeTime/Resistance
    • (39) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (50) Impervium Armor - Psionic Resistance

    Level 41: Tactics

    • (A) Rectified Reticle - Increased Perception

    Level 44: Vengeance

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 47: Shining Shield

    • (A) Impervium Armor - Psionic Resistance

    Level 49: Quantum Maneuvers

    • (A) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 1: Cosmic Balance 


    Level 1: Brawl
    • Thanks 1
  17. Doom's Endgame (Incarnate) Human Peacebringer

    Doom's endgame Humanbringer - Peacebringer (Luminous Blast).mxd
    427478669_HumanbringerEndgameMidsBuild.thumb.png.c2911f5d59d5a6d6b469ce67ffae2f53.png
    763850489_Humanbringerendgamestats.png.b238679ce5985b98c147b6d290a8d111.png

    Features:

    - 32.5 (ish) s/l defense 
    - minimal toggles 
    - Full proc chain (Gleaming - Radiant - CP) for max ST dps.
    - 65% slow / -recharge resistance
    - 42% psi res
    - 2k HP w/ passive accolades
    - Perma LF
    - We take Unleash Potential for another LotG mule but also to push our s/l and melee defense to softcap for 1 minute bursts.
    Which will work well in no-insp difficulties.
    - High FFB uptime, Higher +tohit and more global recharge than shown in the totals due to CP being intergral to our attack chain.

    Incarnates: (not toggled in the build file attached)
    Alpha - Musc Radial 
    Destiny - Ageless Core (more recharge and to cushion against end drain)
    Hybrid - Assault Core (solo) Assault Radial (when teaming w/ a kin)
    Interface - Reactive Radial (solo general play), Degenerative Core (solo vs hard targets), Spectral while on teams for Neg dmg and to limit chance of over stacking Reactive or Degen.
    Judgement - Any
    Lore - Any

    • Thumbs Up 1
  18. Here's one from Doom's vault of kheld builds... One for the less proc inclined.

    Conventional Human Warshade
     

     

    Build highlights:
    32.5+ def to melee/ranged
    Decent base recovery
    - 170% global recharge
    - Perma Eclipse
    - Moderate resists w/ 1 target eclipse 

    75/46/46/40/40/28/28.
    Build not reliant on alpha choice (pick whichever you wish)
     

    Doom's Conventional Human Warshade - Umbral Blast - Umbral Aura 09.18.2020.mxd

  19. 7 minutes ago, Gulbasaur said:

    According to City of Data, all Dwarf attacks actually have a taunt built in. I didn't know! 

     

    Either way, it's not hard to hold aggro at all, they're very sturdy, everyone and their cow provides defence buffs and soft control from the knockdown is useful. 

    Yep all Dwarf attacks... except Black Dwarf Mire. Or at least the tooltip and City of data indicate that it does not.

  20. Dwarf Flare also taunts. So you have a 10 target taunt there, and a 5 target taunt in White Dwarf Antagonize. 

    White Dwarf (or proper Triform really) can be a capable tank but one whose aggro controls are less braindead than a an actual Tanker. 
    Don't discount the soft control available to you as another form of mitigation, if you kb-kd your main aoes (Solar Flare, Nova Det, Dawn Strike).

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  21. I have but it's not great. I can manage it with out adds for Mire and without pets or lore but it takes a bit and that's being done with an already pretty jank proc build. Probably somewhere in the wheelhouse of 5-6 min pylon times. I know @Microcosm ran some challenges a while back and had a respectable time on a human shade build IIRC, though I do believe it was a build heavily catered towards Pylons. 

    I've had a lot more luck taking down a Pylon with my Peacbringer.

     

  22. 46 minutes ago, TheGentlemanGhostronaut said:

    I'm a bit confused about the buffs.  Going into either Squid or Dwarf knocks off the buffs, but you want to spend most of your time in one of those forms, right?  So... what's the point of the buffs?

    If by buffs you are referring to the resistance shields (ex. Shining shield), those are primarily used by players forgoing both nova and dwarf and instead sticking to playing in human form.

    Human PB's also tend to pick up other toggles (weave, combat jump, etc). 

     

    Click buffs like hasten and light form persist even when u change forms. You can only activate them in human form, but do carry over when you swap forms. 

  23. 45 minutes ago, ScarySai said:

     

    I don't agree, honestly.

     

    Procs don't contain, and I'm of the opinion that controllers don't hit hard enough - hence why so many of them use vast amounts of procs.

     

    Seismic being a melee attack that belongs to a single epic pool you can opt into seems fine to me. If proc damage is somehow taken care of, base damage should go up across the board for all control sets - especially gravity.

    Problem is damage output across the board is kind of insane right now particularly with the ease of access to IO builds to push it further and we want to take the means for Controllers to do any meaningful damage away (ie. fixing procs)?

    Fast moving, high damage teams (which are in abundance) already make Control sets a bit redundant. Procs right now, at least for lower damage AT's kind of a feel like a bandaid solution to a larger problem, but it at least allows them to participate without feeling wholly redundant once IO builds come online. /shrug

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