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Dungeoness Eloora

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Posts posted by Dungeoness Eloora

  1. On 4/7/2024 at 12:39 AM, American Decoy said:

    Ok.  I do not know how to export Mids files anymore.

    If you just save the build to a file on your PC from the file menu, you can then attach it to your post here. Don't use the export feature.

  2. On 3/27/2024 at 10:41 PM, BuiltDifferent5 said:

    Anyone have an all human, perma light form PB that they are particularly proud of? 

     

    Edit: Apologies I attached my bi-form PB build instead of human form. While avoiding any dip into dwarf form on a PB is much more playable than WS, I'd still find it hard to make myself play at this point. Will have to dig around my build vault to find my real human build. Renamed my bi-form build and reuploaded for posterity.

     

    - Medianly expensive but not the worst out there.

    - Slotted for a few extra hp bonuses, enough recharge for perma Light Form, a cursory buffer of defense, plugging the Psi hole, and slow debuff resistance.

    - Using the best skills from dwarf without a lot of slot or power bloat.

     

    Bi-form PB.mbd

    • Thanks 1
  3. I don't think that is a bad idea at all. Consolidating recent, working builds into one thread that can be shared with one link will create a strong beacon to steer toward for new and old players alike.

     

    And if build posters were kind enough to include some details about their build, like expensive vs. budget, playstyle, certain skill choices, all the better, let's do it!

    • Like 1
  4. If you're interested in stacking defense, the Fire epic pool is probably not the best pick, so I'd suggest Mace if that's a primary goal with your build.

     

    This is the build I've been running on mine, or close enough to it, though it could probably stand some sprucing up. It has good s/l defenses and resists, with a boost when Rune of Protection up. Even though Domination protects us from a lot of CC, it isn't infallible and does drop occasionally, so I like having a buffer. One power pick is unselected and is up for some customization.

    Fire.Psi.Mace Dominator 3.2024.mbd

  5. Welcome back! We are still here...well, some of us anyway. I took a break as well but trying to find a few reasons to get back into it lately. If you're on Excelsior, log in and call out into the void with the fury of the dead gas giant we once called home, and a new chat channel just for us will appear to you! (If that doesn't work, right click the chat window -> channel search -> most active -> find and join "Kheldian Family" :D)

    • Like 1
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  6. On 3/1/2024 at 8:35 AM, unstatusthequo said:

    @MadnessAsMuse When I use Starless Step, I always wonder if it's worth it. Why not just jump into the middle of the mob? Is it worth burning a power on that? I suppose it's to pop the ToHitt buff on the mires and nukes?

    I've also experimented with having Starless Step in my builds. Its appeal is apparent - a lightning fast teleport suitable for use in combat, with a small boost to ToHit on top of it. It's fun! Ultimately though, Warshade builds tend to be very tight on power choices, and the above isn't a compelling enough reason to keep it in an endgame build IMO - particularly at the expense of legitimately useful powers like Gravitic Emanation.

     

    Assuming a tri-form build, you already have access to 2 slow yet free teleport powers perfectly capable of escorting you into the middle of a pack of mobs, or to any target you choose, at 3 times the range, with no cooldown of any kind.

     

    I don't want to rain on your parade, and you are free to build and play (and post on the forums) however you like. If what you are working with is fun for you, keep with it. I'll leave it to you to express whether you seek more serious build advice, or are just seeking to chronicle your Warshade journey.

  7. That belt is the bane of that costume. It is too big and unrealistic to even be able to wear and move freely in, assuming it's made of metal. I wish there was just a thin, braided cloth cord attaching the front skirt to the back.

  8. I can't seem to find the source guide anymore, but I copy/pasted this excerpt about how to arrange macro commands into my personal Google sheet of CoH stuff. I don't know if the info is 100% accurate but it seems to line up with how most people arrange working macros for the game. It attempts to explain why we arrange macros the way we do with a little more comprehensible detail, and could be helpful as a guideline when one is unsure of how to compose macros containing several different types of commands.


     

    Quote

     

    The order or sequence in which you arrange command types in your bind strings is crucial for the proper operation of your bind. Of course, arranging your bind commands in the order I am about to suggest is not, usually, a rule set in stone.

     

    All commands in a bind string are executed from left to right (>), but power commands are activated from right to left (<). This means that the first command (from the left) in a bind string will be read and executed first, and the last (far right) command will be read and executed by the game last.

     

    However, Powexec commands in the bind string will be activated in reverse order (from right to left). This is because powers interrupt each other when executed in a series. Text strings, emotes, movement (for non-interruptible powers) and so on will not interrupt a power before it is activated, nor will deactivating toggle powers.

     

    Taking this notion that commands can interrupt or cancel other commands into consideration, we can determine a preferred order or parsing in which to write and arrange commands in bind strings.

     

    The following is an example bind with the preferred parsing:

    /bind Y "+forward$$CC 0$$team I am ready now, $target.$$emote thumbsup$$powexec_auto Gash$$powexec_name Dark Blast$$powexec_name Fly$$bind_load_file C:\[file location]\ready.txt"

     

    Rewriting the bind above using the command types would look like this:

    /bind Y "MOVEMENT commands$$MISCELLANEOUS commands$$TEXT commands$$EMOTE commands$$AUTO-FIRE commands$$CLICK POWER commands$$TOGGLE POWER commands$$FILE LOADING commands"

     

    Prefixes (such as + and -) or commands that contain prefixes (such as +forward and -down) that define a bind string as a "toggle key bind" must be placed first in the bind string so that the "toggle key" function will be activated. If the "toggle key" function is not desired, then the commands that contain prefixes, such as Movement commands, may be placed anywhere in the bind string.

     

    Next come Text and Miscellaneous commands because they take no time to execute. These are placed near the beginning to minimize their interference with other commands, but really can be placed anywhere in the bind string.

     

    Then Emotes are executed because their animations take time to process. Keep in mind, however, that movement commands cancel out the animations of emotes (as do the animations of powers when activated). The game can not process or combine multiple animations simultaneously, so it provides a hierarchy that determines which animations are executed and in what sequence. First come animations of powers, then come movement animations, and then come emotes (which are often simply cancelled out).

     

    After this come auto-fire commands so they do not interfere with click or toggle power execution (these are placed last in the power activation sequence, which means they are placed first before other power commands in the bind string).

     

    Next come click power commands because no toggle power command will activate after a click power has activated (think power activation sequence).

     

    Then come toggle power commands. These come after click power commands in the bind string so they will activate first.

     

    Finally, File Loading commands (such as "bind_load_file") execute last, after all of the other commands. This ensures that the other commands in the bind string are executed before the new text bind (with new bind commands) is loaded and attempts to execute.

     

    Remember, the very first command from the left is the command that will be read and executed first, even if power commands are activated in reverse sequence.

     

     

    So if you're still with me, the main takeaway according to classic knowledge is clear: Put all your instant, invisible commands at the front of your macro, and power activations after those, according to the order explained in the guide, and everything will run smoothly. The thing is, neither of the commands in OP's macro should interfere with each other at all, and therefore should be able to go anywhere in the macro string. There is only one misc. command and one power command, thus it is both read and executed from left to right.

     

    I just used OP's command order on my PB, and was able to both toggle forms and swap trays seamlessly in rapid succession. I switched back to the traditional order and same deal. There is another explanation as to why the goto_tray command gets eaten in some people's macros - it might not have anything to do with a required command order, but I couldn't tell you exactly what it is. Some people have claimed that the game is old and just hiccups on certain commands sometimes, especially when you are pressing a lot of keys and/or macros successively.  Maybe another macro guru will come by and chime in because ¯\_(ツ)_/¯

    • Like 1
  9. 1 hour ago, Marshal_General said:

    I do wish they could have flagged the celestial pieces that float behind your head as allowable. They would go great with the Sybil outfit.

    Me too. I was using the glowy light wings before, which don't even interact with the player's physical back in a visible way, but as CD5 mentioned, there are baked-in limitations to displaying costume parts. Maybe one day the devs will tinker with it to allow more part stacking.

  10. I just want to add this detail related to the Sybil pieces specifically, in case anyone else was as confused as I was about how why it might not be showing up as an option in the costume designer. You can't use a back slot item and the Sybil chest at the same time, have to pick one or the other. A friendly player passed along that info to me so I wanted to pay it forward.

    • Like 3
  11. I actually had this same ponderation a year ago, for Warshade mostly. I even made a spreadsheet, and listed all of the shade's abilities down the left side, poured over Mids to find a handful of primaries and secondaries that provide even a fraction of them, and listed them along the top. I decided I was going to stick to scrappers, since they defined the mix of melee impact + protection that I wanted to focus on. I knew full well that this would limit my ranged capabilities, but so be it.

     

    I highlighted all the similar skills between the various sets. Dark Melee, Rad, Elec and even Kinetics all had quite a few similarities when you just consider target count, range, cooldown and the like.

     

    For secondaries, I focused on keeping the resist types very close. I was also very keen on having a damage aura, which kicked out strong sets like energy and bio, but also rad, which was otherwise a very appealing set. Dark Armor is of course a fantastic analogue as well, but doesn't have endurance management, nor an ultimate ability worth taking. Fans of self rez may disagree, but builds are tight!

     

    I ended up making a Dark Melee/Rad Armor scrapper. DM is kind of a no brainer, having siphon-type attacks including Soul Drain which is quite a good analogue for Sunless Mire. For secondary I went against popular opinion and went with Rad, as it provided some extra AoE capabilities with Ground Zero, and an Eclipse-adjacent ability in Meltdown, putting it ahead in terms of useful analogous skills for my arsenal.

     

    I played it to 50 and modest incarnates, and it was overall pretty great, and did feel a lot like a Warshade in spirit. It's hard to go wrong with either of these sets. I colored Rad to look more like the umbral tendrils we all know and love. It was EZ-mode, to be honest, and got a little boring. I didn't have to work very hard to achieve top numbers in resists, with solid defenses to boot. With fewer skills available, I didn't feel as dynamic or versatile as when I'm on my 'shade.

     

    As far as Peacebringer analogues go, I did the same comparison since I also have one, but never ended up creating a character for it.

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  12. When you say you want to create a melee fighter with buffs and debuffs, is the requirement that you want to buff yourself, or provide buffs for an entire group? Even though pool power melee attacks are available to all ATs, most don't have the damage multiplier needed to make them worthy of using in a regular DPS rotation.

     

    You can build a pretty sturdy Blaster nowadays, though admittedly less so in the early game unless you eschew offensive power picks in favor of defensive ones. You've got self buffs, strong melee attacks and of course ranged attacks when you want them. Some sets provide a side helping of debuffs in addition to soft CC. DPS also contributes to the success of a team in an equal but different way than buffs/debuffs do. I would still consider Blasters to be the ultimate bridge between meaningful melee and ranged damage.

    Of note also is that their version of Thunder Strike, in the Electrical Manipulation secondary, animates almost a full second faster than the Corruptor's epic pool version. You mentioned being bothered by slow animations and, well, it's noticeable, trust me. Neutron Basketballomb also animates painfully slow, with pathetic damage to boot.

     

    If you're set on being in melee range while contributing buffs to your whole team (the best ones also working on you) with a Corruptor, I second @Darkir's suggestion of Time as a secondary set. It is great all around for a little bit of everything - small heal, buffs, debuffs, soft CC, with a couple of powers that can be proc'd for some damage. I don't really have a strong recommendation for primary, particularly if the concept involves skipping or not using most of the best ranged damage powers in a given set because they don't animate like a melee attack.

     

    If you want to play a formidable melee character that provides strong buffs and some CC to a team, while dealing actually respectable damage and not getting mezzed every 10 seconds, play a Fortunata Widow hybrid 😉.

  13. Just a small edit I'd make to the Warshade teleport bind. Since Black Dwarf has its own teleport that is basically identical to the human form one, you might as well bind them both together, so you have a working teleport bind for 2 out of 3 forms!

     

    /bind lshift+lbutton "powexec_location cursor Shadow Step$$powexec_location cursor black dwarf step"

    • Like 1
  14. I'm not GL, but I'm pretty sure we have similar grasps of the respective advantages of each flavor of Kheldian.

     

    A human only PB is a bit easier to play, due to being very sturdy and self sustaining without the need for bodies. At higher levels, they are able to keep their max HP perma-boosted with one of 2 self heals, buff their to-hit and damage a respectable amount, cap all resists but psionic, throw out a ton of AoE that includes KD and lots of places to shove Achilles -res and damage procs, and look quite majestic doing it with your flight.

     

    A human only WS has the ability to boost their damage much higher, occasionally to cap, buff resists including psionics to cap quite often if you have 3+ targets to Eclipse, do decent pbaoe damage with a toggle while having fewer aoe options via skills, solid ST damage if you can keep your pet summons alive, and some interesting tactical options to use via self and mob-based teleports. Your damage buff, res buff and self heals all require either living, or sometimse dead bodies to use.

     

    Neither build will be the optimal way to play either AT, but it's your dime.

    • Thumbs Up 1
  15. 59 minutes ago, lintboy said:

    I forget the name of the aura, but it looks like breath coming out the mouth, if you tint it right, it looks like your toon is exhaling smoke. I have done that on several toons with cigars.

    Yep, it's under the Beastly Rage aura - breath. I like using it for cold based toons as well.

  16. As others have stated, Rad blast is a little wonky to play. I enjoyed it moderately on a blaster, where I paired it with elec manip. This gave me more hard hitting ST attacks and replaced some of the AoE I lacked, since Electron Haze and Neutron Basketball are hard passes. Unless the overlong cast times and middle of the pack damage don't bother you, I would pair it with an active secondary that offers some damage as well, such as /cold, /storm, /traps or /trick arrow.

  17. 12 hours ago, austinguru713 said:

    what program opens up the builds posted .mxd ?

    https://midsreborn.com/

     

    The default file type has changed for whatever reason, but you can still open .mxd files with the latest version of Mids. I believe the latest version looks for all supported file types by default when you go to the open option, but if you can't see a file in a place you know it exists, use the dropdown box next to the file name field and select legacy character builds.

  18. Hey, thanks for the response. Great counterpoints all around, and of course at the end of the day, builds are very personal, with a lot of room for adaptation and personalization.

     

    To just clarify what I did with the slot swapping, Energy Flight and Dwarf Step lose all their extra slots. Two go into Essence Boost to replace their IOs with 6 Numina's. The spare slot then goes in Nova Bolt for the 3% health bonus from Superior Essence Transfer. It's not that big a change, and still just one psi res lost, but it's probably what I'll do if I get around to a respec.

    • Thanks 1
  19. On 4/17/2023 at 10:12 PM, Harakh said:

    Updated OP Post Builds to include level 45+ Psi Resist Build (fixed wrong enhancement), and freshly recreated Exempt Build.

     

    Exempt Build:

      Reveal hidden contents

    #2 Exempt Build

     

    x Perma Hasten

    x Great on Endurance Bar

    x Great AoE

    x Nova and Dwarf attacks enhanced well for low level play (can move slots from nova bolt to glinting eye - I prefer bolt animaton)

    x All essential defensive/buff skills are over slotted for lower level play (enhancement values reduced)

    x Great for 50+ play as well - although not as sturdy due to lower defensive values compared to the above "PsI Resist Build"

    x At level 36: 63.75% Psi Resist Human / 58.75% Nova&Dwarf Forms

       At level 20: 55% Psi resist Human Form/ 50% Nova&Dwarf Forms

     

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Teleportation

    Hero Profile:
    Level 1: Glinting Eye -- Empty(A)
    Level 1: Incandescence -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(9)
    Level 2: Shining Shield -- ImpArm-ResPsi(A)
    Level 4: Bright Nova -- RctRtc-Pcptn(A)
    Level 6: Radiant Strike -- Hct-Acc/Dmg/Rchg(A), Hct-Dam%(13), Hct-Dmg(13), Hct-Dmg/Rchg(15), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(40)
    Level 8: Essence Boost -- ImpArm-ResPsi(A), DctWnd-Heal/Rchg(9), Prv-Heal/Rchg(11), NmnCnv-Heal/Rchg(11), Mrc-Heal/Rchg(50)
    Level 10: Inner Light -- RechRdx-I(A), RechRdx-I(21), GssSynFr--Build%(40)
    Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), Rct-ResDam%(7)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
    Level 16: Stealth -- LucoftheG-Def/Rchg+(A)
    Level 18: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 20: White Dwarf -- ImpArm-ResPsi(A), UnbGrd-Max HP%(29), UnbGrd-ResDam(33), ResDam-I(34), ResDam-I(39)
    Level 22: Reform Essence -- DctWnd-Heal/Rchg(A), Prv-Heal/Rchg(29), NmnCnv-Heal/Rchg(50)
    Level 24: Conserve Energy -- RechRdx-I(A), RechRdx-I(46)
    Level 26: Dawn Strike -- Arm-Dam%(A), Arm-Dmg/EndRdx(34), Arm-Acc/Rchg(34), Arm-Acc/Dmg/Rchg(36), Arm-Dmg/Rchg(36), OvrFrc-Dam/KB(36)
    Level 28: Quantum Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 30: Restore Essence -- Prv-Absorb%(A)
    Level 32: Light Form -- Ags-Psi/Status(A), Ags-ResDam/Rchg(17), TtnCtn-ResDam/Rchg(39), GldArm-RechRes(17), UnbGrd-Rchg/ResDam(19)
    Level 35: Glowing Touch -- Heal-I(A)
    Level 38: Thermal Shield -- ImpArm-ResPsi(A)
    Level 41: Quantum Shield -- ImpArm-ResPsi(A)
    Level 44: Teleport Target -- Acc-I(A)
    Level 47: Combat Teleport -- Range-I(A)
    Level 49: Fold Space -- Acc-I(A)
    Level 1: Cosmic Balance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(31), Pnc-Heal/+End(50)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
    Level 1: Energy Flight -- WntGif-ResSlow(A)
    Level 10: Combat Flight -- LucoftheG-Def/Rchg+(A)
    Level 1: Quantum Acceleration
    Level 6: Bright Nova Blast -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Dmg/Rchg(7), SprKhlGrc-Acc/Dmg/Rchg(27), SprKhlGrc-Dmg/EndRdx/Rchg(31), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(33), SprKhlGrc-Rchg/FormBuff(42)
    Level 6: Bright Nova Bolt -- SprEssTrn-Rchg/Global Heal(A), SprEssTrn-Dmg/Rchg(25), SprEssTrn-Acc/Dmg/EndRdx/Rchg(40)
    Level 6: Bright Nova Detonation -- PstBls-Dam%(A), PstBls-Acc/Dmg(45), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rng(48), SuddAcc--KB/+KD(48)
    Level 6: Bright Nova Scatter -- PstBls-Dam%(A), PstBls-Acc/Dmg(19), PstBls-Dmg/EndRdx(31), PstBls-Acc/Dmg/EndRdx(43), PstBls-Dmg/Rng(43), Rgn-Knock%(45)
    Level 20: White Dwarf Antagonize -- MckBrt-Taunt/Rng(A)
    Level 20: White Dwarf Flare -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-%Dam(37), Erd-Acc/Dmg/Rchg(37), TchofLadG-%Dam(37), AchHee-ResDeb%(43), FrcFdb-Rechg%(45)
    Level 20: White Dwarf Smite -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(3), CrsImp-Dmg/Rchg(5), CrsImp-Acc/Dmg/Rchg(5), CrsImp-Acc/Dmg/EndRdx(25), CrsImp-Dmg/EndRdx/Rchg(27)
    Level 20: White Dwarf Step -- Wrp-+Special(A)
    Level 20: White Dwarf Strike -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Acc/Dmg/Rchg(15), SprEssTrn-Dmg/EndRdx/Rchg(23)
    Level 20: White Dwarf Sublimation -- Prv-Heal/Rchg(A), Mrc-Heal/Rchg(39), DctWnd-Heal/Rchg(42), NmnCnv-Heal/Rchg(42)
    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 4: Ninja Run
    Level 50: Pyronic Core Final Judgement
    Level 50: Barrier Core Epiphany
    Level 50: Reactive Radial Flawless Interface
    Level 50: Vigor Core Paragon
    Level 50: Assault Radial Embodiment
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    Level 50: Freedom Phalanx Reserve
    ------------
    ------------

     

    Psi Resist + Ranged Defense Build:

      Reveal hidden contents

    Able to solo Arachnos, and Carnies without inspirations by using barrier, Unleash Potential, and keeping at range whenever possible

         Arachnos Mu, & Carnies that debuff can make things difficult - keep range and targets knocked down/back

         Can use Hybrid: Control Radial Embodiment to add extra defensive layer through soft control and higher status resist

     

    x With barriers 5% resist - Psi resist in nova & dwarf forms is 66%, and 71% in human + reactive scaling resist.

    x Has a base 22.9% ranged defense.  45% ranged in all forms when using barrier 5% defense and Unleash Potential at 17.5%.

    xstatus duration reduced to 49.69% to more quickly drop stacked status effects //

      status duration reduced to 41.45% with Hybrid: Control Radial Embodiment

     

    x Can use Destiny: Ageless for non Arachnos, and Carnies for a smoother endurance bar.  otherwise:

       Alternate between Unleash Potential, and Conserve Energy to Manage Endurance Bar

     

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Peacebringer
    Primary Power Set: Luminous Blast
    Secondary Power Set: Luminous Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Force of Will

    Hero Profile:
    Level 1: Glinting Eye -- Dvs-Acc/Dmg(A)
    Level 1: Incandescence -- GldArm-3defTpProc(A), ImpArm-ResPsi(9)
    Level 2: Shining Shield -- StdPrt-ResDam/Def+(A)
    Level 4: Bright Nova -- RctRtc-Pcptn(A)
    Level 6: Radiant Strike -- Hct-Acc/Dmg/Rchg(A), Hct-Dam%(13), Hct-Dmg(13), Hct-Dmg/Rchg(15), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(40)
    Level 8: Essence Boost -- ImpArm-ResPsi(A), DctWnd-Heal/Rchg(9), Prv-Heal/Rchg(11), NmnCnv-Heal/Rchg(11)
    Level 10: Inner Light -- RechRdx-I(A), GssSynFr--Build%(21)
    Level 12: Luminous Detonation -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(17), TchofLadG-%Dam(7), Bmbdmt-+FireDmg(17), SuddAcc--KB/+KD(19), FrcFdb-Rechg%(23)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21)
    Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), Rct-ResDam%(50)
    Level 18: Stealth -- LucoftheG-Def/Rchg+(A)
    Level 20: White Dwarf -- ImpArm-ResPsi(A), UnbGrd-Max HP%(29)
    Level 22: Reform Essence -- DctWnd-Heal/Rchg(A), Prv-Heal/Rchg(29)
    Level 24: Conserve Energy -- RechRdx-I(A)
    Level 26: Dawn Strike -- Arm-Dam%(A), Arm-Dmg/EndRdx(34), Arm-Acc/Rchg(34), Arm-Acc/Dmg/Rchg(36), Arm-Dmg/Rchg(36), SuddAcc--KB/+KD(36)
    Level 28: Quantum Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 30: Mighty Leap -- WntGif-ResSlow(A)
    Level 32: Light Form -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(33), Ags-ResDam/Rchg(39), Ags-EndRdx/Rchg(34), Ags-ResDam/EndRdx/Rchg(39), Ags-ResDam(40)
    Level 35: Restore Essence -- Prv-Absorb%(A)
    Level 38: Weaken Resolve -- AchHee-ResDeb%(A)
    Level 41: Unleash Potential -- RedFrt-Def/Rchg(A), LucoftheG-Def/Rchg(46), Rct-Def/Rchg(50)
    Level 44: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 47: Quantum Shield -- ImpArm-ResPsi(A)
    Level 49: Thermal Shield -- ImpArm-ResPsi(A)
    Level 1: Cosmic Balance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(50)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40)
    Level 1: Energy Flight -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(31)
    Level 10: Combat Flight -- LucoftheG-Def/Rchg+(A)
    Level 1: Quantum Acceleration
    Level 6: Bright Nova Blast -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Dmg/Rchg(7), SprKhlGrc-Acc/Dmg/Rchg(27), SprKhlGrc-Dmg/EndRdx/Rchg(31), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(33), SprKhlGrc-Rchg/FormBuff(42)
    Level 6: Bright Nova Bolt -- SprEssTrn-Rchg/Global Heal(A)
    Level 6: Bright Nova Detonation -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), SuddAcc--KB/+KD(48)
    Level 6: Bright Nova Scatter -- Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(31), Artl-Acc/Dam/Rech(43), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(45)
    Level 20: White Dwarf Antagonize -- MckBrt-Taunt/Rng(A)
    Level 20: White Dwarf Flare -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-%Dam(37), Erd-Acc/Dmg/Rchg(37), TchofLadG-%Dam(37), AchHee-ResDeb%(43), FrcFdb-Rechg%(45)
    Level 20: White Dwarf Smite -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(25), Mk'Bit-Dam%(27)
    Level 20: White Dwarf Step -- Wrp-+Special(A), BlsoftheZ-Travel(3), BlsoftheZ-Travel/EndRdx(39)
    Level 20: White Dwarf Strike -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Acc/Dmg/Rchg(15), SprEssTrn-Dmg/EndRdx/Rchg(23), SprEssTrn-Acc/Dmg/EndRdx/Rchg(25)
    Level 20: White Dwarf Sublimation -- Prv-Heal/Rchg(A), DctWnd-Heal/Rchg(42), NmnCnv-Heal/Rchg(42)
    Level 44: Takeoff
    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 4: Ninja Run
    Level 50: Pyronic Core Final Judgement
    Level 50: Barrier Core Epiphany
    Level 50: Reactive Radial Flawless Interface
    Level 50: Vigor Core Paragon
    Level 50: Assault Radial Embodiment
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    Level 50: Freedom Phalanx Reserve
    ------------
    ------------

     

    That's an interesting flex on an incarnate level PB, Harakh! Once again, let me thank you for maintaining these posts and sharing your builds over the years.

     

    I must admit, I've never built a PB without Solar Flare! It's such a fast recharging, satisfying bit of extra damage and soft CC, particularly when used back to back with Dwarf Flare. If it were equal in damage to DF I'd feel less bad about only having that, but it does about 34% more damage. I know, I know, this is a ranged build, and you get DF for "free" so having one if you need it is better than none.

     

    You could eke out a little more ranged def, at the expense of the 6% psi resist IO, by forgoing the smaller bonus from slotting 2x sets of Blessing of the Zephyrs, and instead 6 slotting Essence Boost with Numina's. You also gain that set's unique, some hit points and more global healing. You also gain a slot back, which you can put in Bright Nova Bolt and slot the last remaining Superior Essence Transfer ATO, to get 3% health from that 2 set. Just my opinion, but all that seems like a reasonable return for losing a little psi res.

     

    Alternatively, if you're still attached to that Impervium Armor being there, Essence Boost is rather easily made perma with just 2 boosted heal/recharge IOs, still freeing that slot to migrate over to get the 2 set ATO bonus.

     

    Lastly, it might be worth considering how valuable the self rez is. Having a fairly low recharge rez, plus untouchable time to rebuff and heal up, has always been a nice little extra in the Kheldian toolset. With how easy it is to keep email stocked with big rez inspirations, and the relative infrequency of needing the skill at all, I wonder if there isn't a more useful one-slot-wonder to consider. Nothing jumps out at me as a clear winner, so I'll just list a few to spark discusison:

    • Pulsar. Sure it's a universally skipped, slow animating, damage-less mag 3 stun, but has a 20 ft. radius, which is greater than all of our other aoe powers save Dawn Strike. A better looking choice if you go with Control Radial Hybrid option. Easily usable outside of melee range.
    • Solar Flare. Grab it as a quick, guaranteed way to proc Force Feedback. You can safely hover out of reach of melee to use it as well.
    • Photon Seekers. Throw the Soulbound Allegiance dam/rech/acc in there and throw these out for even more AoE damage whenver the mood strikes you.
    • Quantum Flight. Could be a clutch power to hit if you know something nasty is coming, or if you really, really want to skip through a bunch of enemies with impunity.
    • (The absorb proc from the rez could easily be moved to replace one of the dwarf heal's heal/rech IOs without losing anything substantial)

    Anyhoo, those are my observations on the build. I haven't tried it yet but I am pretty tempted to try some incarnation of it out.

    • Thanks 1
  20. First of all, thank you @Harakh for keeping this thread updated, and continuing to share your builds and various playstyles with the community!

     

    I will preface this to say that I completely understand you are under no obligation to even post builds or guides here. However, I have some questions and challenges related to your exemping build in particular, if you would indulge me.

     

    How do you personally define exemplaring, in terms of what the level range the build is expected to play at? Is it every bit of 1-49, or capped at some other threshold? And do you feel like the expensive purple sets, hami-os and boosters in such a build are explicitly necessary? In the OP, you mention Hasten is perma by 30. That's a great detail related to the purpose of the build, but what else? I ask these questions for two main reasons:

     

    Expense. This alone is prohibitive enough for many players to never even consider maintaining a second build, regardless of how useful it might be. It is apparent that you are flush with influence and delight in devoting it to a plethora of alternate builds for the purposes of squeezing out as much performance as possible across all levels of play. This isn't a criticism on you, just an observation. Your playstyle and build choices are as valid as any other. I just think that modest budget-minded players could really benefit from being shown what a perfectly playable and enjoyable build, that doesn't cost 600 million inf or more, looks like.

     

    Necessity. The necessity of packing 6 purple purple sets, including converted winter sets and ATOs, plus 2 dozen boosters, into a sub-50 build, is going to be subjective, and dependent on playstyle to some degree. Perhaps if you decide to expound upon some of what I asked above, this aspect might be better justified. That said, I struggle a bit in believing that these high-performance investments are vital to running level-locked TFs and Ouro content effectively and enjoyably.

     

    The tl;dr I'm getting at is this: As a very experienced player and creator of Mids builds, you have an understanding of play performance and build structure that most players lack. I challenge you to consider the expense and performance necessary to run a Widow effectively outside of endgame content, and consider what a budget-friendly, content-aware build would look like. Dare to make the most expensive part of this build the ATOs, at their base, orange quality.

     

    I bet you can, and I bet I'm not the only one interested in seeing it!

    • Thumbs Up 1
  21. 4 hours ago, Xiddo said:


    I’ve managed to wiggle it into mine without losing too much bar a couple of psi res mules. I’ll DM you my build once home today.

    I just redid my human form PB build, and decided I just had to have Fold Space in it. It is definitely not easy to squeeze in, and I ended up short on LotG spots and also fell short of my psi res goal of 50%. The TP pool doesn't give much of a return on investment in that category, besides more travel power unique mules, but at least they don't need extra slots!

    • Like 1
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