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EnjoyTheJourney

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  1. Thank you all for the feedback. Thinking about the feedback here and reflecting on the SF it's most likely a combination of three main things that went wrong. First, with ranged defense at only 20% debuffs were getting through fairly often, at times. I'll read more about longbow and learn what debuffs they use. I'll also be more proactive about using defense inspirations. Second, I underestimated how much damage can pile up when fighting multiple AVs at the time. Since on most past LRSF runs I played characters that were at least softcapped the rate of incoming damage wasn't really an issue of concern. But, that misplaced overconfidence based on past experiences led to some bad positioning choices. I also settled at times for targeting through the tank instead of trying look more carefully at the AVs to read which way they were facing. Third, I kept stubbornly trying to rez after defeats and then got defeated again in a few seconds or less in several cases. One hit was for over 2100 hit points, received almost immediately after rezzing, at which point my character was still rising off the ground ... only to sink back down again. The effects of bad positioning strike more than once in such situations because if my character was in the line of fire when defeated the first time, that may not have changed when trying to rez a few seconds later. A bit more patience about when to rez would seem appropo, and a bit more effort to check on where AVs were pointed when casting cones / PbAOEs would also make sense.
  2. I'm still pretty new to the LRSF. My previous runs have been set to the lowest difficulty, or at least I've somehow been shielded from the difficulty being set at +4x8, with very few defeats suffered in the first half dozen runs or thereabouts. That changed when I ran my poison / fire / dark yesterday in a speedy +4x8 LRSF. There were several players who didn't get defeated at all (including a fire / temporal blaster, which suggests knowledge of the strike force is key to doing well). But, my poison / fire / dark defender, who typically thrives in melee, probably had more defeats during that one strike force run than she has had during all previous playtime put together. No other in-game challenges even came close, including MLTFs, +4x8 ITFs, numerous Tin/Pex runs, and so on. So, I have questions about what specific knowledge is needed for the LRSF to keep being in melee safer (or when is it best to stay out of melee as a poisoner). I also have questions about whether her build may need rethinking, if clear flaws are visible (build details below). Something that can't easily be conveyed through a Mids snapshot is that she had T4 incarnates for everything except interface and judgment when running LRSF yesterday. Also, combat teleport, teleport friend / foe, and fold space are the teleport skills actually taken, which can't be shown with the Mids version I am currently using. Feedback is welcome! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Ivy Burns: Level 50 Science Defender Primary Power Set: Poison Secondary Power Set: Fire Blast Power Pool: Sorcery Power Pool: Leadership Power Pool: Teleportation Power Pool: Speed Ancillary Pool: Dark Mastery Hero Profile: Level 1: Envenom -- HO:Enzym(A), AchHee-ResDeb%(42) Level 1: Flares -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(9), SprVglAss-Acc/Dmg/EndRdx/Rchg(11) Level 2: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/Rchg(7), CldSns-ToHitDeb/EndRdx/Rchg(7), CldSns-Acc/ToHitDeb(9), CldSns-Acc/EndRdx/Rchg(11), CldSns-%Dam(13) Level 4: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(13), Rgn-Acc/Dmg/Rchg(15), Rgn-Dmg/EndRdx(15), Rgn-Knock%(17) Level 6: Mystic Flight -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(42), Frb-Stlth(43) Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Rct-ResDam%(21), Ksm-ToHit+(25) Level 10: Teleport -- WntGif-ResSlow(A) Level 12: Spirit Ward -- Prv-Absorb%(A) Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-EndRdx/Rchg(19), AdjTrg-ToHit/EndRdx(21), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-ToHit/Rchg(40) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Teleport Foe -- Empty(A), Empty(43) Level 20: Rune of Protection -- UnbGrd-EndRdx/Rchg(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), GldArm-3defTpProc(31), RechRdx-I(37) Level 22: Aim -- GssSynFr--Build%(A), GssSynFr--Rchg/EndRdx(46) Level 24: Team Teleport -- Empty(A) Level 26: Poison Trap -- SprEnt-Rchg/AbsorbProc(A), GhsWdwEmb-Dam%(27), NrnSht-Dam%(27), GldNet-Dam%(29), UnbCns-Dam%(29), FuroftheG-ResDeb%(33) Level 28: Blaze -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(34), SprVglAss-Rchg/+Absorb(34), GldJvl-Dam%(37), Apc-Dmg/EndRdx(43), Apc-Dam%(45) Level 30: Paralytic Poison -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Rchg/Hold(42) Level 32: Venomous Gas -- DmpSpr-ToHitDeb/Rchg/EndRdx(A), DmpSpr-ToHitDeb(33), DmpSpr-ToHitDeb/EndRdx(33) Level 35: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), SprDfnBst-Rchg/Heal%(50) Level 38: Inferno -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), Erd-%Dam(40) Level 41: Oppressive Gloom -- RopADop-Stun/Rng(A) Level 44: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46) Level 47: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) 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 -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(5), PwrTrns-+Heal(5) Level 50: Pyronic Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Melee Core Embodiment Level 50: Barrier Core Epiphany Level 50: Intuition Radial Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Phantom Radial Superior Ally ------------
  3. Thank you once again for further feedback. The build is filling out nicely, with the third T4 incarnate about to be taken. The build works well overall and is a lot of fun to play. Still, I might end up switching to psychic mastery, instead of dark. Dark leads to better AOE overall, which is appealing. But, it also adds to the variability in the build's performance, reaching higher heights when soul drain is saturated and lower lows when fighting hard targets without many nearby targets for soul drain. Since there is already variability in how the build performs for other reasons (ie: how buffed defenses are when relying on barrier, melee hybrid, and RoP, plus how many debuffs are working on mobs and to what extent), having a steadier performance level and consistently strong ST damage would make how well the build will handle any given situation a bit easier to anticipate. Edit & PS: The teleport skills have made the build more fun to play. Fold space helps for saturating soul drain, ahead of nuking. Spawns essentially melt when that happens. Combat teleport and poison trap is a helpful start, as well, providing time to cast envenom and weaken. The phantom radial pets are performing well, as well; adrenalin boost is an excellent buff and that alone makes taking the phantom radial lore pick worthwhile. Finally, getting more mobs in melee range with fold space usually helps survivability, perhaps surprisingly, by ensuring that venomous gas works on more mobs and by getting more mobs into range for poison trap. Essentially, Hops' experience that the teleport skills make the build better fits very well with my own experiences thus far.
  4. Thank you all for the feedback. It's thoughtful and insightful and there's a lot of unpack in it. Synthesizing a number of observations, the following build aims for the following synergies and benchmarks ... 1. Dark mastery has replaced psychic mastery. The ability to self-buff both ST and AOE damage with soul drain helps to mitigate the loss of raw ST damage from dropping dominate. Also, having oppressive gloom toggled on will help sustain when combat teleporting into enemy ranks or when using fold space to get mobs to form a melee dogpile next to this character. 2. Intuition radial became the alpha because other than slow effects everything seems likely to help. For example, extending the hold duration of poison trap seems worthwhile. Accuracy is already in a very good place for +3 mobs and hopefully endurance can be managed successfully without the boost to endurance modification that musculature radial would offer. 3. I'm aiming for 20% melee and ranged defenses so the combination of teammate buffs, barrier, mob debuffs, and inspirations effectively keeps this character near or (preferably) over the softcap a high proportion of the time. Melee defense should screen out more damage than ranged defense. But, a fair number of particularly nasty debuffs can be screened out with a good ranged defense total and so in the end both seem worth boosting. 4. A key loss from this is that by dropping dominate using the very helpful entomb absorb proc IO becomes more challenging. It could replace a damage proc in poison trap. But, the DPS loss would be unfortunate and I'm not sure if it would work well there anyways. It could be added to paralytic poison as a fifth IO. But, paralytic poison probably wouldn't be used anywhere near as often as a hard hitting procc'd up dominate would be, which reduces it's potential value to the build. 5. The use of elixir of life idea is appealing and I may try it out sometime. At least for now, though, I'll pocket the additional global recharge and ranged defense that comes from the Basilisk's Gaze set bonuses. 6. The leftover slots would be used on at least one more teleport skill to further boost ranged defense via two-slotting Zephyr IOs. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Ivy Burns: Level 50 Science Defender Primary Power Set: Poison Secondary Power Set: Fire Blast Power Pool: Sorcery Power Pool: Leadership Power Pool: Teleportation Power Pool: Speed Ancillary Pool: Dark Mastery Hero Profile: Level 1: Envenom -- HO:Enzym(A) Level 1: Flares -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(9), SprVglAss-Acc/Dmg/EndRdx/Rchg(11) Level 2: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/Rchg(7), CldSns-ToHitDeb/EndRdx/Rchg(7), CldSns-Acc/ToHitDeb(9), CldSns-Acc/EndRdx/Rchg(11), CldSns-%Dam(13) Level 4: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(13), Rgn-Acc/Dmg/Rchg(15), Rgn-Dmg/EndRdx(15), Rgn-Knock%(17) Level 6: Mystic Flight -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(42) Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Rct-ResDam%(21), Ksm-ToHit+(25) Level 10: Teleport -- WntGif-ResSlow(A) Level 12: Spirit Ward -- Prv-Absorb%(A) Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-EndRdx/Rchg(19), AdjTrg-ToHit/EndRdx(21), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-ToHit/Rchg(40) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Teleport Foe -- Empty(A) Level 20: Aim -- GssSynFr--Build%(A) Level 22: Rune of Protection -- UnbGrd-EndRdx/Rchg(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), GldArm-3defTpProc(31), RechRdx-I(37) Level 24: Team Teleport -- Empty(A) Level 26: Poison Trap -- Obl-%Dam(A), GhsWdwEmb-Dam%(27), NrnSht-Dam%(27), GldNet-Dam%(29), UnbCns-Dam%(29), FuroftheG-ResDeb%(33) Level 28: Blaze -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(34), SprVglAss-Rchg/+Absorb(34), GldJvl-Dam%(37), Apc-Dmg/EndRdx(43), Apc-Dam%(45) Level 30: Paralytic Poison -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Rchg/Hold(42) Level 32: Venomous Gas -- AchHee-ResDeb%(A), DmpSpr-ToHitDeb(33), DmpSpr-ToHitDeb/EndRdx(33), DmpSpr-ToHitDeb/Rchg/EndRdx(42) Level 35: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), SprDfnBst-Rchg/Heal%(50) Level 38: Inferno -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), Erd-%Dam(40) Level 41: Oppressive Gloom -- Stp-EndRdx/Stun(A) Level 44: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46) Level 47: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(5), PwrTrns-+Heal(5) Level 50: Pyronic Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Vanguard Total Radial Improved Ally Level 50: Melee Core Embodiment Level 50: Barrier Core Epiphany Level 50: Intuition Radial Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  5. Traps as the primary provides some mez protection (holds, stuns, immobilize) and makes it relatively easy to softcap defenses. Mez protection and meeting the defense softcap helps a *lot* when soloing and when on teams. Built for recharge it can have its best toys up and available quite often when teaming, as well. For soloing, if you have a debuff heavy primary with little or no buffs / healing, then water or dark blast can be quite helpful. So, for example, trick arrow (almost no buffs, no healing) can be paired with dark blast or water blast to make for a good team build and also for a sturdier soloing build.
  6. Frosticus: Thank you for your feedback. It was very helpful. Having read through your guide again, I picked up on some key details that I had forgotten the first time around. Here is a revised build that keeps teleport skills in the build. To help compensate for lower defenses, barrier core is currently planned as the destiny pick. Endurance management seems likely to emerge as a key issue to manage. Psychic became the new epic pick. If psychic proves disappointing or feels awkward to play then dark looks like an appealing alternative. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Ivy Burns: Level 50 Science Defender Primary Power Set: Poison Secondary Power Set: Fire Blast Power Pool: Sorcery Power Pool: Leadership Power Pool: Teleportation Power Pool: Speed Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Envenom -- AchHee-ResDeb%(A) Level 1: Flares -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(9), SprVglAss-Acc/Dmg/EndRdx/Rchg(11) Level 2: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/Rchg(7), CldSns-ToHitDeb/EndRdx/Rchg(7), CldSns-Acc/ToHitDeb(9), CldSns-Acc/EndRdx/Rchg(11), CldSns-%Dam(13) Level 4: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(13), Rgn-Acc/Dmg/Rchg(15), Rgn-Dmg/EndRdx(15), Rgn-Knock%(17) Level 6: Mystic Flight -- BlsoftheZ-ResKB(A) Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Rct-ResDam%(21), Ksm-ToHit+(25) Level 10: Teleport -- WntGif-ResSlow(A) Level 12: Spirit Ward -- Prv-Absorb%(A) Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-EndRdx/Rchg(19), AdjTrg-ToHit/EndRdx(21), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-ToHit/Rchg(40) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Teleport Foe -- Empty(A) Level 20: Aim -- GssSynFr--Build%(A) Level 22: Rune of Protection -- UnbGrd-EndRdx/Rchg(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), GldArm-3defTpProc(31), StdPrt-ResDam/Def+(37) Level 24: Team Teleport -- Empty(A) Level 26: Poison Trap -- Obl-%Dam(A), GhsWdwEmb-Dam%(27), NrnSht-Dam%(27), GldNet-Dam%(29), Erd-%Dam(29), FuroftheG-ResDeb%(33) Level 28: Blaze -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(34), SprVglAss-Rchg/+Absorb(34), GldJvl-Dam%(37), Apc-Dmg/EndRdx(43), Apc-Dam%(45) Level 30: Paralytic Poison -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(43) Level 32: Venomous Gas -- AchHee-ResDeb%(A), DmpSpr-ToHitDeb(33), DmpSpr-ToHitDeb/EndRdx(33) Level 35: Dominate -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(36), NrnSht-Dam%(36), GldNet-Dam%(36), GldJvl-Dam%(37), SprEnt-Rchg/AbsorbProc(40) Level 38: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), SprDfnBst-Rchg/Heal%(50) Level 41: Inferno -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/Rchg(42), Arm-Dmg(42), Arm-Dam%(42), Arm-Dmg/EndRdx(43) Level 44: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(46) Level 47: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(48), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(50), CrcPrs-Conf%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(5), PwrTrns-+Heal(5) Level 50: Pyronic Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Vanguard Total Radial Improved Ally Level 50: Melee Core Embodiment Level 50: Barrier Core Epiphany Level 50: Agility Core Paragon ------------
  7. Edit: I'll keep the OP the way it was earlier. But, revisions to the build following feedback are given in the third and sixth posts in this thread. Below is a tentative endgame build for a poison / fire / soul offender currently being leveled up. I'm not entirely sure how much power boost makes poison better (or not, as I don't recall anybody express a lot of enthusiasm about getting it); if it's thoroughly lackluster then I'll consider something other than soul (quite likely dark, for example). Although I can't show it because it's not available with the version of Mids that I'm using, I'll be taking combat teleport, teleport friend / foe, and fold space for the teleport powers. The plan is to be very aggressive about getting into melee range. Rain of Fire is intended to function as a soft control power in this build, knocking down mobs with a fair degree of regularity and also triggering the PbAOE +absorb proc. Here is the build; feedback is highly welcome! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Ivy Burns: Level 50 Science Defender Primary Power Set: Poison Secondary Power Set: Fire Blast Power Pool: Sorcery Power Pool: Leadership Power Pool: Teleportation Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Envenom -- ShlBrk-Acc/DefDeb(A), ShlBrk-Acc/EndRdx/Rchg(7), ShlBrk-%Dam(7) Level 1: Flares -- Apc-Dmg(A), Apc-Dmg/Rchg(9), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21) Level 2: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(9), CldSns-Acc/EndRdx/Rchg(11), CldSns-%Dam(13) Level 4: Fire Ball -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(13), SprDfnBst-Dmg/EndRdx/Rchg(15), SprDfnBst-Acc/Dmg/EndRdx(15), SprDfnBst-Acc/Dmg/EndRdx/Rchg(17), SprDfnBst-Rchg/Heal%(17) Level 6: Mystic Flight -- BlsoftheZ-ResKB(A) Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(43), ShlWal-ResDam/Re TP(46) Level 10: Rain of Fire -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(19), SprVglAss-Rchg/+Absorb(21), PstBls-Dam%(23), Bmbdmt-+FireDmg(23), OvrFrc-Dam/KB(45) Level 12: Spirit Ward -- Prv-Absorb%(A) Level 14: Tactics -- HO:Cyto(A) Level 16: Teleport -- WntGif-ResSlow(A) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 20: Aim -- HO:Cyto(A) Level 22: Rune of Protection -- UnbGrd-EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31), StdPrt-ResDam/Def+(31), GldArm-3defTpProc(37) Level 24: Teleport Foe -- Empty(A) Level 26: Poison Trap -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-Dam%(27), NrnSht-Dam%(27), GldNet-Dam%(29), UnbCns-Dam%(29), FuroftheG-ResDeb%(33) Level 28: Blaze -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(34), SprVglAss-Acc/Dmg/EndRdx/Rchg(34), GldJvl-Dam%(37), Apc-Dam%(43), Dcm-Build%(48) Level 30: Team Teleport -- Empty(A), Empty(48) Level 32: Venomous Gas -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(33), DarWtcDsp-ToHitdeb/Rchg/EndRdx(33), DarWtcDsp-ToHitDeb/EndRdx(34), AchHee-ResDeb%(40) Level 35: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-EndRdx/Rchg(37), UnbGrd-ResDam/EndRdx/Rchg(40) Level 38: Inferno -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), Erd-%Dam(48) Level 41: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(42), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dmg/EndRdx/Rchg(42), StnoftheM-Dam%(43), GldJvl-Dam%(50) Level 44: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(50) Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(5), PwrTrns-+Heal(5) Level 50: Pyronic Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Vanguard Total Radial Improved Ally Level 50: Melee Core Embodiment Level 50: Cardiac Core Paragon Level 50: Barrier Core Epiphany ------------
  8. For Ill / traps / soul, dropping poison trap in the middle of a spawn (while invisible) and then casting soul drain and dark obliteration is a decent AOE combination, particularly if followed soon after by casting caltrops. If you'd like more damage, then drop acid mortar after poison trap, followed by soul drain, dark obliteration, and caltrops.
  9. I still couldn't get the build to work on +4 rachnos after further changes. Which is rather humbling, as probably others can. But, at this point it is what it is. I'll leave this build for a while and pursue other projects. I'd still like to pass along a "thank you" to all for helping out, though.
  10. Thank you for your thoughtful feedback. I ended up agreeing with your feedback that illusion and poison are a bit of an odd match. Also important was that damage was a bit low. I ended up making another alt as a poison defender. That character is more enjoyable to play.
  11. Thank you for the suggestion re: combat jumping. Other characters that hover-blast do sometimes get immobilized even with clarion active. It is clearly possible and it wouldn't be good for this build. One possibility would be to take combat jumping instead of vengeance. But, hover and combat jumping may or may not interact well, based on some (vaguely remembered) reading done a while back. I still currently lean in this direction, though, because mobility is so crucial for this build to function well. You make a good case for water spout being a better pet for this build. Still, a key reason for taking mu mastery is power sink because that makes it easier to refill endurance after being (mostly) drained or when end is nearly empty and blue inspirations have run out. End management could be an issue otherwise, unless ageless is taken as the destiny incarnate pick. But, since taking clarion as the destiny incarnate pick is central to the build, taking ageless is off the table*. I tend to like tactics on many characters in part because it's frustrating to be blinded and unable to target mobs. It also helps out poison trap, which shows up as having 91% accuracy with tactics running, but only 73% without it running. It has a similar effect on flash. So, even though some key powers are overslotted for accuracy with tactics running, it still helps out a couple of powers and reduces frustration associated with being blinded. Thank you, nonetheless, for thoughtful feedback and very reasonable suggestions. * In his excellent guide on poison Frosticus makes a good argument for RoP and melee hybrid, which frees up room for taking ageless. So, taking ageless can clearly be made to work.
  12. Thank you for your responses! Above is a good summary of the key reasons why phantasm wasn't selected. Essentially, with a tight build that has room for just one pet the mu pet seems like the better performing choice, compared to phantasm. That makes the build even more backloaded for damage than if phantasm was chosen, though, which is a bit unfortunate. The main alternative choices I'm currently considering have to do with making endurance management easier, even if it costs a bit of damage and trims a little off of defenses. But, I'm hoping that ageless destiny is selected often enough by teammates that for incarnate content endurance management is more of a theoretical than a practical concern.
  13. The following build is a draft plan for an illusion / poison / mu controller. The goal is to be able to take alpha on teams for most endgame content and to contribute significantly to team clear speed. The build is quite heavily backloaded for damage, as controller builds tend to be. Also, timely use of power sink will be needed to go full out, which means probably pushing buttons less often while exemp'd down below level 44. Still, it would hopefully be a reasonable contributor while exemp'd down at least to Manticore TFs (so poison trap is still available). One key feature of the build is -res stacking, as with all -res procs active, reactive radial saturated, and the -res from poison fully stacked the -res stacking would be quite high. Even with not all -res sources engaged phantom army should hit hard and team clear speed should be pretty good. Ideas for improvements are, of course, highly welcome. Thank you in advance! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Toxic Visions: Level 50 Science Controller Primary Power Set: Illusion Control Secondary Power Set: Poison Power Pool: Flight Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Spectral Wounds -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(34) Level 1: Alkaloid -- Prv-Absorb%(A) Level 2: Blind -- Apc-Dmg(A), Apc-Dmg/Rchg(7), Apc-Acc/Dmg/Rchg(17), Apc-Dmg/EndRdx(17), Apc-Dam%(19) Level 4: Envenom -- ShlBrk-Acc/EndRdx/Rchg(A), ShlBrk-Acc/DefDeb(7), ShlBrk-%Dam(13) Level 6: Weaken -- CldSns-ToHitDeb(A), CldSns-%Dam(19), CldSns-Acc/ToHitDeb(29), CldSns-Acc/Rchg(33), CldSns-ToHitDeb/EndRdx/Rchg(33), CldSns-Acc/EndRdx/Rchg(36) Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), Rct-ResDam%(48) Level 10: Deceive -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(15), CrcPrs-Acc/Rchg(15), CrcPrs-Conf/EndRdx(21), CrcPrs-Conf%(21) Level 12: Superior Invisibility -- LucoftheG-Def/Rchg+(A) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(23), ExpRnf-Dmg/EndRdx(25), ExpRnf-Acc/Dmg/Rchg(25), ExpRnf-EndRdx/Dmg/Rchg(27), RechRdx-I(27) Level 20: Tactics -- HO:Cyto(A) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Spectral Terror -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(29), SprWiloft-EndRdx/Rchg(36), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SprWiloft-Rchg/Dmg%(37) Level 28: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(34), RedFrt-Def(43) Level 30: Flash -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(31), SprEnt-Rchg/AbsorbProc(33), Lck-%Hold(34) Level 32: Vengeance -- LucoftheG-Def/Rchg+(A) Level 35: Poison Trap -- GhsWdwEmb-Acc/Hold/Rchg(A), FuroftheG-ResDeb%(39), UnbCns-Dam%(39), Arm-Dam%(40), GhsWdwEmb-Dam%(40), Lck-%Hold(40) Level 38: Venomous Gas -- DarWtcDsp-ToHitDeb/Rchg(A), DarWtcDsp-ToHitDeb(39), DarWtcDsp-ToHitdeb/Rchg/EndRdx(43), DarWtcDsp-ToHitDeb/EndRdx(43), AchHee-ResDeb%(46) Level 41: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam(42) Level 44: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46), Ann-ResDeb%(46) Level 47: Summon Guardian -- ExpRnf-Acc/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(50), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50) Level 49: Power Sink -- EffAdp-EndMod/EndRdx(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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(9) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(11), PwrTrns-+Heal(11) Level 50: Agility Core Paragon Level 50: Clarion Core Epiphany Level 50: Reactive Radial Flawless Interface ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1509;713;1426;HEX;| |78DA6594CB4F135114C6EFB4534A0BE555282054A085F2289416505786445083424| |28261A5D6A60C30C9D0693A25C1A56B1F890B65A3F1159187BA54E38E85FF8146F6| |3E7083544113D9D4C37C87B64927697ED36FCEF7DDD37BCF746269B4FCF5F91BC34| |2AA1AD16286111DD113E994AE694ACA3E155795445C1174B92EE94B6ABC755A3554| 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  14. Thank you for perspicacious feedback about a complex build. I've gone through the set bonuses and picked out some candidate sets to see if I can incorporate them. I'll also leave more toggles off, especially after eclipse lands and the initial challenge of getting momentum going has been worked through. I'll post again when I've had a chance to make further build changes and test them out.
  15. It is true that not all opportunities for damage procs are being used. Plus, there are unique IOs not here that are often found in lots of builds (reactive defenses scaling resists, shield wall +5% resist, the two +3% to all defense IOs, for example) that could probably be helpfully incorporated. But, I've teamed up with the warshade using this build and it performs well in-game. Endurance management works, sustain seems very good, and damage is noticeable. FWIW.
  16. So far the role my sentinel (Psy / SR / Psi) seems to play is that of a very safe blastroller and debuffer*with a damage type that sometimes shines when other powersets can struggle. The lack of separation between doing damage and debuffing / controlling might make it easy to trivialize either (or both). And, the packaging together of damage / control / debuffing isn't always optimal for a team setting. Still, one way to think about the role a sentinel can play is to ask what average DPS would a controller and a blaster be putting out if the controller used a mass disorient and the blaster used a nuke. That's essentially what the psy nuke is for a sentinel; it's like rolling the effects of two ATs into a single click. And, this ignores the 70% (base) recharge debuff mobs will have on them for a while after being hit. Even when the nuke is down SR makes it safe to absorb alpha while casting psy shockwave and psi tornado. That neutralizes quite a few minions and puts quite a few lts / bosses on their backs. Plus, that stacks an 80% (base) recharge debuff on mobs, making them noticeably less threatening. Once again, although with lower damage numbers than when using the nuke, this is damage / control / debuffs (and aggro splitting by safely taking alpha) all rolled into one package and it makes clearing easier for teams. The ST ranged attacks have controls: dominate (hold), telekinetic blast (knockdown with an IO for that), will domination (sleep), and scramble thoughts (disorient); also, mind probe in psi mastery offers a 40% (base) recharge debuff. This is more packaging together of damage / control / debuffs, at the ST level. Others may like to see larger damage numbers hovering over mobs' heads. Or, they may prefer the secondaries controllers have (which are awesome and it's understandable that many might prefer them). All of which is fine. And, not all sentinel primary / secondary combinations package damage / controls / debuffs together like this particular primary / mastery does. But, sentinels are particularly well suited to playing multiple roles on a team if they're built for that purpose. PS: Yes, I'm having fun playing my sentinel. * Debuff values are affected by level differences, and so for most endgame content debuffs are lower than the base values. They still help, though, especially when the base amounts are large.
  17. Oops! I just noticed this is a big thread necro for a thread that generated a lot of heat. I apologize. Please feel free to delete this. Next time I'll check the dates before responding to a thread I find with the search function.
  18. An earlier version of this build failed spectacularly when trying to solo a +4x8 lvl 54 Rachnos radio missions in PI (on beta server). I got some excellent advice while in-game and improved the build quite a bit. But, it still comes up a bit short at getting through the first few spawns so that pets are up and a bit of momentum can be put together. The key failing point is end drain / debuffs, but mostly end drain. Otherwise the build would have undoubtedly done just fine, as the supply of fresh bodies was quick enough otherwise to keep life in a good place and to keep the pain train going for mobs. The fact that the first few spawns were in relatively close proximity (ie: 3 spawns) probably wasn't helping. But, hopefully the build should be able to overcome that. Attack sequence opens for the first spawn involves teleporting in, eclipse, mire, gravity well an end drainer that was pre-targeted before teleport began, quasar, dark detonation, summon pet, stygian circle if needed (usually it's needed by then), then use whatever attack skills are up. End drainers get prioritized, as well as bane executioners. Perhaps I'm overthinking the build, though. It fails the rachnos +4x8 stress test while soloing. But, warshades perform better in teams anyways. If it seems likely to perform well in team play at the incarnate level and while exemp'd, then I'm fine with the build as it is. I'd then bring the build to my live warshade, at that point. Thoughts are welcome on the build that follows: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Spectral Echo: Level 50 Magic Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Hero Profile: Level 1: Ebon Eye -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Acc/Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Build%(5) Level 1: Absorption -- ImpArm-ResPsi(A) Level 2: Gravity Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(43) Level 4: Orbiting Death -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Dmg/Rchg(13), SprKhlGrc-Acc/Dmg/Rchg(13), SprKhlGrc-Dmg/EndRdx/Rchg(15), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(15), SprKhlGrc-Rchg/FormBuff(42) Level 6: Shadow Blast -- Apc-Dam%(A), Apc-Acc/Dmg/Rchg(7), Apc-Dmg/EndRdx(7), Apc-Dmg(9), Apc-Dmg/Rchg(9), SuddAcc--KB/+KD(11) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(43), Krm-ResKB(43), ShlWal-ResDam/Re TP(46), Rct-ResDam%(48) Level 10: Penumbral Shield -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(27), Ags-ResDam/EndRdx(48) Level 12: Sunless Mire -- Arm-Dam%(A), Arm-Dmg(34), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(46), FuroftheG-ResDeb%(46) Level 14: Dark Detonation -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx(17), ImpSwf-Dam%(17), PstBls-Dam%(23), FrcFdb-Rechg%(25), SuddAcc--KB/+KD(45) Level 16: Shadow Cloak -- LucoftheG-Def/Rchg+(A) Level 18: Gravity Well -- GhsWdwEmb-Acc/EndRdx(A), GldStr-%Dam(19), UnbCns-Dam%(19), GldNet-Dam%(21), GhsWdwEmb-Dam%(21), NrnSht-Dam%(23) Level 20: Twilight Shield -- ImpArm-ResPsi(A) Level 22: Stygian Circle -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(37), SynSck-EndMod/Rech(39), Prv-Absorb%(40), Prv-Heal(42), Prv-Heal/EndRdx(45) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Essence Drain -- Hct-Dam%(A), Hct-Dmg(29), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/Rchg(31), Hct-Dmg/EndRdx(31), ThfofEss-+End%(34) Level 28: Boxing -- Empty(A) Level 30: Starless Step -- Acc-I(A) Level 32: Dark Extraction -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), OvrFrc-Dam/KB(34) Level 35: Quasar -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Dmg/Rchg(36), SprEssTrn-Dmg/EndRdx/Rchg(36), SprEssTrn-Rchg/Global Heal(36), SuddAcc--KB/+KD(37), Erd-%Dam(45) Level 38: Eclipse -- PrfShf-EndMod/Acc/Rchg(A), GldArm-3defTpProc(39), GldArm-RechRes(39), GldArm-Res/Rech/End(40), GldArm-ResDam(50) Level 41: Tough -- ImpArm-ResPsi(A) Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Tactics -- GssSynFr--Build%(A) Level 1: Brawl -- Empty(A) Level 1: Dark Sustenance 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: Shadow Step -- WntGif-ResSlow(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- BlsoftheZ-ResKB(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(27) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(29), PwrTrns-+Heal(50) Level 50: Agility Core Paragon Level 50: Clarion Core Epiphany Level 50: Mighty Radial Final Judgement Level 50: Rularuu Core Superior Ally Level 50: Degenerative Radial Flawless Interface Level 50: Assault Radial Embodiment ------------ ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1556;746;1492;HEX;| |78DA6594C94F13511CC7DFB453714A4B81D296AD2C15BAB7B48A8971095141F648E| |27624230CB4862D14108D0735C12DD19309463D9B70F126F1E4FA6F78315CD4C812| |51A32666FCF1BE3FA0B113C8E7CDF7FDF6F73AFDF3ED8EE79D37DA845272724CCFE| |5062FE8D3B98C3E6CD8FAF5D1EC90A0C77966CA189A99D6C71A3A86329345A4D46F| 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  19. After seeing an elec/nrg blaster teammate keeping mobs drained, it rekindled my interest in playing a drain blaster. Below is an electric / nrg / electric blaster build that can hopefully be "crowdsourced" to make it better. Power boost is up over half the time, with power boosted vengeance, power boosted energize, and power boosted drains (and defense) all being possible for much of the time. Feedback to make the build stronger is highly welcome! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Shock Jock: Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Electrical Mastery Hero Profile: Level 1: Lightning Bolt -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(15), SprBlsWrt-Acc/Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/EndRdx(25), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Rchg/Dmg%(27) Level 1: Power Thrust -- OvrFrc-Dam/KB(A), FrcFdb-Rechg%(48) Level 2: Ball Lightning -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(13), SprDfnBrr-Rchg/+Status Protect(13), Ann-ResDeb%(15) Level 4: Build Up -- HO:Cyto(A) Level 6: Short Circuit -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech(7), SynSck-EndMod/Rech(7), SynSck-Dam/Acc/End(9), SynSck-Dam/Rech/Acc(9), FuroftheG-ResDeb%(11) Level 8: Aim -- RctRtc-Pcptn(A) Level 10: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(43), ShlWal-ResDam/Re TP(46), Rct-ResDam%(48) Level 12: Zapp -- StnoftheM-Dmg/EndRdx(A), StnoftheM-Dmg/ActRdx/Rchg(27), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Acc/Dmg(29), StnoftheM-Dam%(31), GldJvl-Dam%(31) Level 14: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50) Level 16: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(21) Level 18: Tesla Cage -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-Dam%(37), UnbCns-Dam%(40), GldNet-Dam%(42), NrnSht-Dam%(43), GldJvl-Dam/End/Rech(43) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 28: Power Boost -- EndRdx-I(A) Level 30: Tactics -- HO:Cyto(A) Level 32: Thunderous Blast -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Dmg/EndRdx(33), Rgn-Knock%(34), SynSck-EndMod/Rech(34) Level 35: Shocking Bolt -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-Dam%(36), GldJvl-Dam/End/Rech(36), GldNet-Dam%(36), NrnSht-Dam%(37), SprEnt-Rchg/AbsorbProc(37) Level 38: Bone Smasher -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dam%(40), Mk'Bit-Dam%(40) Level 41: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam(42) Level 44: Voltaic Sentinel -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(45), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-Acc/Dmg/Rchg(45), SlbAll-Build%(46), PrfShf-End%(46) Level 47: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50) Level 49: Vengeance -- 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 -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5) Level 50: Musculature Radial Paragon Level 50: Pyronic Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Vanguard Radial Superior Ally Level 50: Clarion Core Epiphany Level 50: Assault Radial Embodiment ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1558;726;1452;HEX;| |78DA6594CB4F13511487EF74A6E214CAC3B6140484B6404B0BA505C42589588D401| |322891B1764522665A4B4635B1259BA70AF44E3135DB3F1BF70AD511726BA71E583| |A7A20B17A69E99DFA16DD2493BDFBDE77DCECC9DF4ED4B2DAFAEDC9911927B36A79| |54ACB17E95ED68BCEB4963532822ED7D26A21B3363047B726DAF6B3C1F2352D9FD5| 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  20. This is a bit of a thread necro, but still hopefully interesting for those who read this forum. This thread was very helpful for fleshing out how to put together a concept build. It is a very backloaded build that is quite expensive to put together. Plus, the defense totals don't support soloing incarnate content, at least not without some tweaks. But, some testing on the beta server suggests that it should play quite well in endgame content while on a team. Feedback on how to improve the build is, of course, highly welcome. Here is what I've put together in Mids (data chunk is further down, in case some prefer that): Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Psyence: Level 50 Mutation Sentinel Primary Power Set: Psychic Blast Secondary Power Set: Super Reflexes Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Telekinetic Blast -- Apc-Dam%(A), Apc-Dmg/EndRdx(27), Apc-Dmg(29), Apc-Acc/Dmg/Rchg(29), Apc-Dmg/Rchg(31), OvrFrc-Dam/KB(31) Level 1: Focused Fighting -- ShlWal-Def(A), ShlWal-Def/EndRdx(3), ShlWal-Def/Rchg(3), ShlWal-ResDam/Re TP(7) Level 2: Focused Senses -- Rct-Def(A), Rct-Def/EndRdx(9), Rct-EndRdx/Rchg(9), Rct-Def/Rchg(11), Rct-Def/EndRdx/Rchg(11), Rct-ResDam%(13) Level 4: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17) Level 6: Will Domination -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(15), SprSntWar-Acc/Dmg/Rchg(17), SprSntWar-Acc/Dmg/EndRdx(19), SprSntWar-Acc/Dmg/EndRdx/Rchg(19), SprSntWar-Rchg/+Absorb(21) Level 8: Psychic Focus -- HO:Cyto(A) Level 10: Master Brawler -- Prv-Heal(A), Prv-Absorb%(13), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(25) Level 12: Hover -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(15) Level 14: Boxing -- Empty(A) Level 16: Enduring -- PrfShf-End%(A) Level 18: Psionic Tornado -- PstBls-Dam%(A), PstBls-Dmg/Rng(27), PstBls-Dmg/EndRdx(34), PstBls-Acc/Dmg/EndRdx(34), PstBls-Acc/Dmg(39), FrcFdb-Rechg%(42) Level 20: Dodge -- LucoftheG-Def/Rchg+(A) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), UnbGrd-Max HP%(33) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(33) Level 26: Scramble Thoughts -- SprOppStr-Dmg/Rchg(A), SprOppStr-Acc/Dmg/EndRdx/Rchg(39), SprOppStr-Acc/Dmg/EndRdx(40), SprOppStr-Rchg/+Opportunity(42), SprOppStr-Acc/Dmg(43), GldJvl-Dam%(43) Level 28: Quickness -- Flight-I(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 32: Psychic Wail -- Arm-Dam%(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(37), Arm-Dmg(37), Arm-Dmg/EndRdx(40), ScrDrv-Dam%(40) Level 35: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(36), RedFrt-EndRdx/Rchg(36), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def(37), RedFrt-EndRdx(39) Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 41: Mind Probe -- Hct-Dam%(A), Hct-Acc/Dmg/Rchg(42), Hct-Dmg(43), Hct-Dmg/Rchg(46), Hct-Dmg/EndRdx(46) Level 44: Psychic Shockwave -- ScrDrv-Acc/Dmg(A), ScrDrv-Dam%(45), Erd-%Dam(45), Obl-%Dam(45), FuroftheG-ResDeb%(46) Level 47: Dominate -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(48), UnbCns-Dam%(48), GhsWdwEmb-Dam%(48), GldNet-Dam%(50), NrnSht-Dam%(50) Level 49: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Heal/EndRdx/Rchg(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7) Level 50: Musculature Core Paragon Level 50: Reactive Radial Flawless Interface Level 50: Assault Core Embodiment Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Rebirth Total Radial Invocation Level 50: Longbow Core Superior Ally Level 50: Pyronic Core Final Judgement ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1599;742;1484;HEX;| |78DA65944B4F53511485CF6D6F296DE90B5A01A1140AF44D695113351A12E5A1024| |9038913C55ACA01AEA9A5A1C5401C39F00F38F12F3832311AF547F89C61D481896F| |E5A18E1CD5DDBBB66D939E40BEDD75CE3A67DDDD7B3AB735D1767FFAD6B8501C67F| |3D95229B3200B65AD20F3AD739BE56C595B2F081AE674695B1672D24CB5EFFF8ACC| 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  21. Defenders have quite a few good choices for soloing, as others have suggested. In the storm options, one combination worth considering is storm / water / electric. Storm helps to overcome the limitations in single target damage of water, while the heal in water makes storm sturdier. Plus, electric provides a single target immobilize that helps quite a bit when enemies are feared and would prefer to run all over the place. Plus, electric mastery has an endurance management power that helps a *lot* and allows taking clarion as the destiny incarnate pick. It's a very solid combination. Finally, the armor in electric mastery allows for high resists in the categories of damage most plentiful in endgame.
  22. A delayed "thank you" for this response. I read through the associated threads and, although there's a fair amount that is still unclear to me, I came up with some tentative answers. I'll put them into practice with a storm / water defender, at the end of the day, and see how things go.
  23. Agility core and Vigor core are also worth considering, depending on how you would like to play. Also, if you're taking psionic mastery and indomitable will, then ageless radial destiny becomes potentially quite appealing (end refills, debuff resistances). That opens up room to take spiritual core, which in turn allows you to focus a bit less on to global recharge with sets. That gives you more freedom to put procs into your build. The build below isn't by any means perfect. But, it should be effective while on teams because it buffs allies well, debuffs mobs well, stays alive quite well, and heals with Big Green Numbers when that's needed. Psi tornado makes phants and indomitable will perma, in practice, because of the force feedback +recharge proc. And, in most situations it's not difficult to handle alpha duties if there's no tank. In a sense, perhaps it helps to think in terms of how several key puzzle pieces will fit together all at once, including preferred playstyle, epic mastery choice, and incarnate choices for the alpha, destiny, interface, and hybrid slots. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Obsidian Ink: Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Darkness Affinity Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Blind -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Acc/Rchg(3), BslGaz-EndRdx/Rchg/Hold(5) Level 1: Twilight Grasp -- ThfofEss-Acc/EndRdx/Heal(A), ThfofEss-Acc/Heal(7), TchoftheN-Acc/Heal(7), TchoftheN-Acc/EndRdx/Heal/HP/Regen(9) Level 2: Spectral Wounds -- Apc-Dam%(A), Apc-Dmg(11), Apc-Acc/Dmg/Rchg(13), Apc-Dmg/Rchg(13), Apc-Dmg/EndRdx(15) Level 4: Deceive -- CrcPrs-Conf(A), CrcPrs-Conf%(5), CrcPrs-Conf/Rchg(37), CrcPrs-Acc/Conf/Rchg(37), CrcPrs-Acc/Rchg(39), CrcPrs-Conf/EndRdx(39) Level 6: Tar Patch -- RechRdx-I(A) Level 8: Darkest Night -- HO:Enzym(A) Level 10: Howling Twilight -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Rchg(36), AbsAmz-EndRdx/Stun(40), AbsAmz-Stun(40), AbsAmz-ToHitDeb%(43) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36), WntGif-ResSlow(42), Krm-ResKB(45) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A) Level 18: Phantom Army -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(19), ExpRnf-EndRdx/Dmg/Rchg(19), ExpRnf-Acc/Dmg(21), CaltoArm-EndRdx/Dmg/Rchg(21), OvrFrc-Dam/KB(23) Level 20: Fade -- ShlWal-ResDam/Re TP(A), ShlWal-Def(23), ShlWal-Def/EndRdx/Rchg(25), ShlWal-Def/Rchg(34), TtnCtn-ResDam(34), TtnCtn-ResDam/Rchg(43) Level 22: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(42) Level 24: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(25), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(40) Level 26: Spectral Terror -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprWiloft-EndRdx/Rchg(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(33), SprWiloft-Rchg/Dmg%(33) Level 28: Soul Absorption -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(31) Level 30: Tough -- GldArm-3defTpProc(A) Level 32: Weave -- LucoftheG-Def/Rchg+(A) Level 35: Indomitable Will -- RechRdx-I(A), RechRdx-I(36) Level 38: Mental Blast -- Dcm-Acc/Dmg(A), Dcm-Acc/EndRdx/Rchg(42), Dcm-Acc/Dmg/Rchg(46), Dcm-Dmg/EndRdx(48), Dcm-Build%(48), GldJvl-Dam%(48) Level 41: Mind Over Body -- UnbGrd-Max HP%(A), UnbGrd-ResDam(46), StdPrt-ResDam/Def+(50) Level 44: Psionic Tornado -- Rgn-Dmg(A), Rgn-Dmg/Rchg(50), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), FrcFdb-Rechg%(50) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Group Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(34) 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(43) Level 50: Pyronic Radial Final Judgement Level 50: Banished Pantheon Core Superior Ally Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Vigor Core Paragon Level 50: Support Radial Embodiment Level 50: Diamagnetic Core Flawless Interface Level 50: Ageless Radial Epiphany ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1596;765;1530;HEX;| |78DA6594CB4F534114C6E7B6B79696428BD016840A2D6FFA8002EAD22828E125551| 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  24. Having a cone heal can be particularly helpful for the all-melee beast minions. That makes good sense. I'm trying out another path, exploring beast / sonic / mace. Resists are as follows: T1 resists to smash / lethal / cold: 17ish % (IIRC) Resist all from unique IOs: 35% Sonic shields and dispersion bubble, boosted by resilience alpha: 47% resist to all but psionic Barrier destiny incarnate, 5% resist all is the floor for added resists for the 2 minute duration (IIRC) When these resists are added together with fortify pack and defense IOs, and backed up with aid other / self, the beast minions should be quite tanky in most situations.
  25. Thank you for your response. I went ahead and added aid other / aid self into a beast build I've put together, based on your feedback. It seems clear that it's a higher priority than taking movement skills.
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