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Valorian

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Posts posted by Valorian

  1. If I didn't have any Tier 3 Incarnate abilities slotted in this toon, I think I would re-roll. I just have too much time invested and too little time to dedicated towards leveling up another farmer.

     

    The style I farm with this toon on +4/8 with multiple bosses is instead of playing the clean up game with sub-par single-target damage, I simply lead them to the next mob group on the farm map, which, on the map where I farm, is only a couple jumps away. Then they just get another dose of my strong AOE abilities. By the time I'm on my third mob pack the original set of bosses are dead, plus a couple more if I land crits. Its the fast pace and style I wanted to play, but you can't really adopt the 'Eat Moar Reds' strategy of inspiration usage. with this build..I still have it where Resistance, Damage, and Heals still drop. 

  2. 22 hours ago, Zolgar said:

    A couple of custom popmenus for farming, one for the pros who need nothing but damage, one for the upandcomers who need defense too.
    Just a note, both of these are built to assume you have disabled breakfree and awaken family inspirations, I find those two get in the way too much when doing heavy combining, and as a brute they are ones I basically never need even outside of farms.

    New farmer option:

      Reveal hidden contents

    Menu "FarmNoob"
    {
    Title "Damage and Defense"
    Option "&Enrage" "inspcombine insight enrage$$inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage$$inspcombine keen_insight focused_rage$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage$$inspcombine uncanny_insight righteous_rage$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage$$inspexecname righteous_rage$$inspexecname focused_rage$$inspexecname enrage"
    Option "&Defense" "inspexecname luck$$inspexecname good_luck$$inspexecname phenomenal_luck"
    }

    This one will combine everything but purples in to reds, and use reds when you hit 'e', it will use purples when you hit 'd'.

     

    Experienced farmer option:

      Hide contents

    Menu "FarmPro"
    {
    Title "Unlimited damage!"
    Option "Make &Enrage" "inspcombine insight enrage$$inspcombine luck enrage$$inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage$$inspcombine keen_insight focused_rage$$inspcombine good_luck focused_rage$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage$$inspcombine uncanny_insight righteous_rage$$inspcombine phenomenal_luck righteous_rage$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage$$inspexecname righteous_rage$$inspexecname focused_rage$$inspexecname enrage"
    }

    This will turn everything that gets dropped in to reds and eat reds. Bind the popmenu to E, spam E, win. If you bind it something other than E, I advise changing the option key, too. (such as if you bound it to r, you would also change option to "Make En&rage" as an example).

    Information is a bit sketch out there in terms of where to put this file directory, Zolgar. Where does this need to go in this version of CoH Homecoming's folders, precisely?

  3. On 7/25/2019 at 10:56 PM, MunkiLord said:

    Ok, so I made a pass at this. I'll list out what I changed

     

    1. Added in Superior Scrapper's Strike to Shield Charge, it's a good set and gives more recharge and more frequent crits.

    2. Swapped Charged Brawl in for Havoc Punch, it's a better attack. But honestly, it's not a big deal as neither is likely to be of too frequent use.

    3. Put Membrane Exposure into active defenses. The defense enhancement part will increase the build's DDR, which is always welcome. Especially in the ITF and if you ever wanna try and solo Silver Mantis.

    4. Swapped a few sets around to squeeze more recharge into the build. If you use boosters in Hasten, you're about 1 second away from perma.

    5. I took all the slots from Boxing and stuck Basilisk's glaze into Char for a better recharge bonus and it saved a slot to use elsewhere.

    6. Overall your recover is down slightly, but end usage is down by a little bit more for a net gain. You have 12% less regen, but at this level of regen it's my opinion the additional recharge, end management, and S/L resist more than make up for it. 

    7. My edits do increase the price probably around 100-150 million and Fireball could use another slot for more damage, those are the two biggest drawbacks to my changes.

     

    If you wanted to really go nuts, if you stick Armageddon and Superior Avalanche into Thunderstrike and Jacobs Ladder you could free up a slot for Fireball and likely be able to change up the slotting for something else and free up another slot or two since you would then have more melee defense than you really need, but that's a significant investment for squeezing out just a tiny bit of performance.

     

    http://www.cohplanner.com/mids/download.php?uc=1480&c=695&a=1390&f=HEX&dc=78DA65944B4F135114C7EF7406A1EF079482806D11684B694BD5950B4D1434119A9010D9D6B1BDD0D1B16DDA315137C64FE1DE808F8D1BFD143E373E3E800B9FA81BA204B19ECEFF14889DB4F975FEF7FEEF39F79C7B5BB831E7797CFECE69A1F8CE9A7AB3595C2E35F47A5D36FA0AD72DDD326A55414F7045376B0D43AFC62E9A96714DB7642FA9D1CEDC62419A5266E74D59B21A46493721EC8FCFC955596DCAEC72C59066B9F32A5C4BB59A995DAE4B59F6D83F17A55E37AA6B5EFBE59CB156B1E8CDDF192ACB46B362D443F375A3943D63EAB764B1A0372DD9B83944D94CD177CB2BF869F58855425E138E356605D40CE655F0D015D0D5F62AEC75291873837D1EA61774F9993ED04D5E055E871286160A803303A087E6A8BCBEBAA9DA9AEF0B18F8CAFC0C863E81F96FE06FF2F6F0BE7AD61DB636B0010EDE673E00871E321F81DBE4ED656FEF0EB4C37F98BBE0E85F660B3C2210D74B5E27BCC27992A009314E8BB979AFEE74BB764EE1F98F8334C78B39C2CBF58890E6E7B5FC2D7A848F560FDA656B89601C5DD821AD9FB3ED9FE26C12CC24184B31D360AE48D3139AF09337CC51C31C55A1A8118E1AB90D4D256D18F3D4E108FD18D3C4C431EC38B5054E6F831ACD1DE1AE8DF09A71EEEC7488D90F66B8D3B905D5CEE717E53386D8DA185734C11D4870A553DC81147760973C51DE7F546A8877093CAA332F334BE044190C92779CBDE3AF116FE23938F582F992F98AF37906DE23EF24BCEAE41B875D93DC5B30FF8EF91E5CA7B949AE69328DBE6D9096667FFA09B499A7CC0F8891F90806A9A659EE53B6735B489B656D96CFC2A8B6779BE9D33E31516DEF8EB6A6BB4667BB947C9772BC4B39D1A52C76294B1A872545B1156740B43B6A67B2E9DABBFD42C920F71FFB9AAA5C50ECF33010C7FE63A770E6322BD8FBF783FE24FC3F5D07FE51EEE26CF862188B3317E8A2E439877F94C0ED24

     

     

    
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    Thanks for taking a look at this Munki. The Boxing/Char switch was a good catch- I actually though I was at the set cap for 7.5% Recharge--not sure why I was thinking that... ; P

     

    ------

     

    So here's what I've experienced with the build short of the Scrapper's set and Heca's: the Endurance management is tough...like, really tough. To the point where I'm thinking Ageless is not optional. I think that's fine, because with the three knockdowns of the set, I'm finding I'm really not having a survivability problem. The problem is Boss killing speed and endurance usage.

     

     

    Also: I'm now looking at the Scrapper's Sets and thinking slotting them into Lightning Rod and Shield Charge at this level of Recharge would be an utter and total waste, wouldn't it? I think the Recharge bonus of both sets might lower their cooldown 1 second each, and LR & SC already cannot crit (last time I checked)....So I'm wondering why it would be worth slotting the Scrapper sets into say, Thunderstrike and Chain Induction, instead?

     

     

    Also--your comment on Charged Brawl > Havoc Punch is interesting. I have HP because the higher damage as part of a rotation (when I use it I'm never waiting for it to come off cooldown). Why are you saying CB is the better option if I always have HP available in the rotation?

     

     

    Thanks so much for the feedback--I look forward to tweaking the build further!

  4. Not sure I would even know where to check, tbh. Not at home right now either.

     

    I do know this...once I toggled the "Disable XP" option in settings, the xp leveling bar I was gaining xp in right after I dinged 50 disappeared, so honestly I might be Vet level 0, which I guess would explain the lack of Empyrean merits?

     

    So now I'm wondering about the influence thing. Do you automatically get double influence when you ding 50 and no longer earn xp, or do you have to toggle the "disable xp" option to earn double influence?

  5. Ok so I think I might have messed up trying to make more influence, not knowing the mechanic. When I hit 50 I disabled the "gain xp" option, thinking it would double my influence. I think this might naturally happen at 50 anyways?

     

    Reason for concern is because I've unlocked my Hybrid slot already and have not gotten 1 Empyrean Merit to show for it. Not a single one. I'm obviously accumulating Incarnate experience, but I clearly did something to mess up the mechanic that awards me Empyrean merits for "leveling" after 50. I'm assuming I just need to turn the "gain xp" back "On" ? This sucks because I've done a ton of farming since hitting 50 under this setting.... : (

  6. Yes it is! Ello SG mate! I don;t see it commonly, but since it gives so multiple positional defense bonuses 6-slotted, plus I'm using the Build Up Proc anyways, figured I'd take advantage since it literally has everything I'm shooting for:

     

    +HP

    +Damage

    +Recovery

    +Multiple Positional Defenses

     

    I actually thought it was one of the more synergistic slotting sets with what I'm trying to do.

  7. So I used to roll a SS/Shield Brute before live shut down and loved it--was a really nice farming toon. Decided to switch things up a bit and go Scrapper here for kill speed, plus Electric melee for the pizzaz of LR (I like the Teleport Powers now that I can bind on target location). So the goal is +4/8. I do 53's relatively simple with a VERY incomplete patchwork build right now while I'm saving money. Usually the sentiment with Elec/ is that you don't want to be in prolonged "straggler" combat; its a set with massive alpha strikes, a long animating short-range AOE (Thunderstrike) that you can supplement with Fireball (and I do). But its middling single-target damage, really, so getting bosses down with the two alphas, Fireball, and Thunderstrike is going to be key, and to do that, this baby needs heavy damage buffs.

     

    So here's my first attempt at building a clean 50 build that takes advantage of higher recharge so I dont have to invest in +Recharge at the incarnate level, and also values damage, endurance, accuracy, and regen/HP buffs. The sacrifice is largely Resistance. I'm not really squishy fighting 53's right now non-shifted, and again the build is extremely patchwork, so thats encouraging. The plan is to go the 45% Musculature damage buff for the Alpha slot, and either double-hit or -HP, with maybe Barrier to eventually clean up the obvious damage resistance hole. Even though this is ONLY a farmer, I would like and value community feedback. If I could be doing something better than I'm not, the potential problems you see with the build, and what the suggestions might be for Incarnate paths to take advantage if there's better ways of doing things out there, lay it on me blunt-style. I'm a bit rusty in Mid's coming back from such a long hiatus.

     

    Thanks everyone, and I look forward to your feedback! : )

     

     

     

    Hero Plan by Mids' Hero Designer 2.22
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Valorian Ultimate: Level 50 Mutation Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Havoc Punch

    • (A) Mako's Bite - Accuracy/Damage
    • (3) Mako's Bite - Damage/Endurance
    • (3) Mako's Bite - Damage/Recharge
    • (5) Mako's Bite - Accuracy/Endurance/Recharge
    • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (7) Mako's Bite - Chance of Damage(Lethal)

    Level 1: Deflection

    • (A) Red Fortune - Defense/Endurance
    • (7) Red Fortune - Defense/Recharge
    • (9) Red Fortune - Endurance/Recharge
    • (9) Red Fortune - Defense/Endurance/Recharge
    • (11) Red Fortune - Endurance
    • (11) Red Fortune - Defense

    Level 2: Battle Agility

    • (A) Luck of the Gambler - Recharge Speed

    Level 4: True Grit

    • (A) Numina's Convalesence - Heal/Endurance
    • (15) Numina's Convalesence - Endurance/Recharge
    • (17) Numina's Convalesence - Heal/Recharge
    • (17) Numina's Convalesence - Heal/Endurance/Recharge
    • (19) Numina's Convalesence - Heal
    • (19) Numina's Convalesence - +Regeneration/+Recovery

    Level 6: Build Up

    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (23) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (25) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 8: Thunder Strike

    • (A) Obliteration - Damage
    • (27) Obliteration - Accuracy/Recharge
    • (27) Obliteration - Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Recharge
    • (29) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (31) Obliteration - Chance for Smashing Damage

    Level 10: Active Defense

    • (A) Endurance Reduction IO

    Level 12: Hasten

    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    • (13) Recharge Reduction IO

    Level 14: Combat Jumping

    • (A) Luck of the Gambler - Recharge Speed

    Level 16: Super Jump

    • (A) Empty

    Level 18: Against All Odds

    • (A) Endurance Reduction IO

    Level 20: Chain Induction

    • (A) Hecatomb - Damage
    • (31) Hecatomb - Damage/Recharge
    • (31) Hecatomb - Accuracy/Damage/Recharge
    • (33) Hecatomb - Accuracy/Recharge
    • (33) Hecatomb - Chance of Damage(Negative)
    • (48) Touch of Death - Chance of Damage(Negative)

    Level 22: Phalanx Fighting

    • (A) Luck of the Gambler - Recharge Speed

    Level 24: Boxing

    • (A) Stupefy - Accuracy/Recharge
    • (48) Stupefy - Endurance/Stun
    • (50) Stupefy - Accuracy/Endurance
    • (50) Stupefy - Stun/Range
    • (50) Stupefy - Accuracy/Stun/Recharge

    Level 26: Tough

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (37) Gladiator's Armor - TP Protection +3% Def (All)
    • (42) Unbreakable Guard - Resistance/Endurance
    • (43) Unbreakable Guard - +Max HP

    Level 28: Weave

    • (A) Luck of the Gambler - Recharge Speed
    • (34) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Endurance/Recharge
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    • (46) Luck of the Gambler - Defense
    • (48) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 30: Jacobs Ladder

    • (A) Call of the Sandman - Accuracy/Recharge
    • (37) Call of the Sandman - Endurance/Sleep
    • (39) Call of the Sandman - Accuracy/Endurance
    • (39) Call of the Sandman - Sleep/Range
    • (39) Call of the Sandman - Accuracy/Sleep/Recharge

    Level 32: Lightning Rod

    • (A) Superior Critical Strikes - RechargeTime/+50% Crit Proc
    • (34) Superior Critical Strikes - Accuracy/Damage
    • (36) Superior Critical Strikes - Damage/RechargeTime
    • (36) Superior Critical Strikes - Accuracy/Damage/RechargeTime
    • (36) Superior Critical Strikes - Damage/Endurance/RechargeTime
    • (37) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime

    Level 35: Shield Charge

    • (A) Obliteration - Damage
    • (40) Obliteration - Accuracy/Recharge
    • (40) Obliteration - Damage/Recharge
    • (40) Obliteration - Accuracy/Damage/Recharge
    • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (42) Obliteration - Chance for Smashing Damage

    Level 38: Char

    • (A) Empty

    Level 41: Melt Armor

    • (A) Empty

    Level 44: Fire Ball

    • (A) Annihilation - Accuracy/Damage
    • (45) Annihilation - Damage/RechargeTime
    • (45) Annihilation - Accuracy/Damage/RechargeTime
    • (45) Annihilation - Accuracy/Damage/Endurance
    • (46) Annihilation - Accuracy/Damage/Endurance/RechargeTime
    • (46) Annihilation - Chance for Res Debuff

    Level 47: Maneuvers

    • (A) Luck of the Gambler - Recharge Speed

    Level 49: Assault

    • (A) Endurance Reduction IO

    Level 1: Brawl

    • (A) Empty

    Level 1: Critical Hit 
    Level 1: Prestige Power Dash

    • (A) Empty

    Level 1: Prestige Power Slide

    • (A) Empty

    Level 1: Prestige Power Quick

    • (A) Empty

    Level 1: Prestige Power Rush

    • (A) Empty

    Level 1: Prestige Power Surge

    • (A) Empty

    Level 1: Sprint

    • (A) Empty

    Level 2: Rest

    • (A) Empty

    Level 4: Ninja Run 


    Level 2: Swift

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    Valorian1.png

  8. Great feedback--thats really helpful, thank you.

     

    I'm still a bit fuzzy on the terms..Barrier? Is that an incarnate ability? I'm assuming since /TA has Mez protection, it frees you up from having to take something at that level that gives you some protection--so what does Barrier do? (I really need to download the new builder! ;P)

     

    Several questions:

     

    --What Dark primary powers do you usually skip assuming you have a fully IO'd out build? I see torrent is recommended after you put a KD replacement in there. Whats left out of the chain?

    --Will simply running tactics plus some IO bonuses give you insta-snipe, or is that harder to achieve? I noticed Eagle Eye gives you +Acc and not +ToHit.

    --What do your defensive bonuses look like once fully IO'd?

     

     

     

     

  9. Long time vet returning....haven't done blasters in awhile. Used to run a Fire/Fire years ago, but hated the squish factor. I just want a sustainable damage ranged character of some sort that may have some ancillary perks so I don't get bored running the toon long-term as an incarnate. This thought stream may determine if I go Blaster or Sentinel.

     

    I like the idea of a Dark Blaster for the following:

     

    --ToHit Debuffs

    --Controllish Residual Effects

    --Sustainable Damage Potential w/minimum downtime

    --Potential for top survivability as a Blaster with a good synergy

    --Different playstyle than Blapping

     

    Seems like it has a lot going for it, but then again, I haven't played an Incarnate Blaster, have no idea what the survivability really feels like at Incarnate levels, nor the damage output of Dark. Conceptually, Dark/ seems like it would fill an interesting hybrid niche as a blaster, but if its still so squishy at higher levels, maybe a Sentinel is just the answer for the type of playstyle I want.

     

    How does Dark/ feel at Incarnate Levels as a Blasting set? What's the best defensive secondary to go for the synergy of all the -ToHit? Is it still /Dev or /TA for the +Defense? What about the instant snipe?

     

    Thanks for any thoughts...trying to plan a long-term toon atm.

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