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Everything posted by EnjoyTheJourney
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Powergamers are usually responding to game design and they tend to settle on particularly functional choices. There's not a lot of mystery about this. So, if build diversity is wanted then making the functionally best choices less obvious is key for bringing that about. On a connected point it's not that hard to figure out the relative value of power pools. Giving up either hasten or the fighting pool undermines recharge and sustain, which are key drivers of DPS and sustain for a plethora of builds. There are no near equivalents for them in the power pools and so they are *very* popular choices. Leadership offers "always on" benefits in the first three powers that are very helpful for team DPS and sustain and that stack with the same powers provided by others. There are no near equivalents to any of these three power pools. Picking at least two of these choices will tend to be done for a broad cross-section of builds across all archetypes. If you doubt that, then go scan some builds in different archetype forums and you'll see clear patterns. Regarding the claim that the RoP duration nerf "wrecks builds" is hyperbole, take a look at the poison guide by Frosticus to see how RoP and hybrid melee core are used to provide an alternative to clarion for mez protection. With RoP up for 90 seconds and melee core up for 2 minutes, down for 2 minutes, there are some occasional gaps in mez protection that result. But, this combination works well for a build that either lives or dies in the thick of battle, which poison defenders do and which some other builds do as well. That role for RoP will disappear if the duration is cut. Most such builds are likely to be reworked to include clarion destiny or to be shelved.
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This is an insightful and almost certainly an accurate prediction. It would seem a key rationale for nerfing RoP is to equalize the duration of similar skills across pool powers. But, a focus on that "micro" objective will probably have perverse effects when looking at bigger picture objectives, such as promoting build diversity. Consider making more power pools worthwhile to select beyond the "big three" (speed, fighting, leadership) mentioned by Doomrider above, rather than less.
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Shortening the duration on rune of protection would probably wreck multiple builds for quite a few players (I'm definitely in that camp, as two of my characters would probably move to the "wrecked" pile if rune duration is nerfed). Also, the result would be a smaller constellation of builds that are endgame viable, rather than an expansion of them. Please consider bumping similar pool powers up to 90 seconds duration instead of nerfing rune of protection. Also, as pointed out by others, make T9 powers more worthwhile to take, instead of nerfing RoP's duration. Hasten and the fighting pool are bigger constraints on build diversity. Especially hasten.
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After having gotten T4 incarnates for the build posted just above it's clear that I've found my favorite type of MM to play. The build survives very well, helps teams go faster because of the debuffs, and even at +4x8 typically does just fine when separated from the rest of the team and flying solo. Single target damage is noticeably good. No playing whack-a-mole with ally or minion life orbs also helps quite a bit for enjoying the build. In most situations the minions do just fine without any direct help from my MM. And, in those situations in which keeping minions alive is difficult, well, that's OK; a quick summon here and there allows bodyguard to function. Plus, storm powers still contribute to mob control and allow for noticeable DPS to be contributed to a team even when it's challenging to keep minions consistently alive.
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Spark Demon - Demons / EA / Mu - Build finished up
EnjoyTheJourney replied to EnjoyTheJourney's topic in Mastermind
Thank you for your feedback! I had been thinking of adding in a reply to this thread earlier, more or less to pass along that I'd moved on to another MM build combo (I'm currently working a necro / storm / mu MM through incarnates). I didn't because it seemed the thread had been overlooked and nobody would be responding. Now I regret not providing a "closure" post, though, as you've taken the time to share thoughtful input. The better news is that your post has a good change of helping somebody, as it's thoughtful and reasonable. Mechanically the build mentioned in the OP above works quite well while leveling and in endgame. The ability to put absorb shields in place, life orbs in good shape, and endurance totals in good shape helps minions and teammates out quite a bit. Faraday cage is a great skill, as well. Also, there is no doubt that those who are more experienced with these sets could take the build to another level with some tweaks (or major changes, perhaps) and could also help it come closer to realizing its potential in actual gameplay. The main difficulty was that it wasn't a playstyle that I find enjoyable. It was never fun to play whack-a-mole with allies' ailing life orbs with a character that could heal. And, with EA it is not only possible to heal, but also to provide absorb shields and to help teammates with their endurance totals, which basically means tripling the number of things with which one can play whack-a-mole. It's a good thing there are plenty of people who enjoy that, though, because this kind of MM surely helps teams to be more successful. -
Incarnates are currently being filled out and the build is coming along quite well so far. Playing "whack-a-mole" with dropping ally and minion life bars has never been much fun, and so this is probably the kind of MM that suits me best. Cardiac seems to have essentially erased endurance issues; when all the IOs are in place and T4 incarnates have been rounded out, it seems that end management is likely to be still be in a good place. The changes to MM endurance costs currently on beta make cardiac even more likely to work well. Easier end management has allowed more flexibility for tweaking the build, as described below ... The build has been tweaked to allow room for the epic single target hold, dropping victory rush to take it. Single target damage has noticeably more heft to it now, especially after some tweaks to make gloom and life drain hit harder. Plus, the absorb proc in the ST hold will probably noticeably boost survivability. The theft of essence +endurance proc IO is being replaced with a damage proc, as well. The damage proc IO in electric fences has been replaced with the stun proc IO, to help a bit more with minion survivability when taking alpha ahead of the rest of the team. Lost DPS is unfortunate. But, keeping minions alive better probably means more damage, in the end, because of more minion damage and less MM DPS lost to re-summoning in the middle of battles. When all pets are out (including lore pets, lightning storm and tornado, with 2 out of each, plus soul extraction), there will be up to 13 pets moving around, all doing damage. The single target damage ceiling should be very high, especially with up to 2 freezing rain patches debuffing mob resistances. For all the changes made, the build still undoubtedly has room to improve. 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! Deathstorm Shaman: Level 50 Magic Mastermind Primary Power Set: Necromancy Secondary Power Set: Storm Summoning Power Pool: Sorcery Power Pool: Flight Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Zombie Horde -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Rchg/PetAoEDef(5), SprCmmoft-Dmg/EndRdx(11), SprCmmoft-Acc/Dmg/EndRdx/Rchg(13), OvrFrc-Dam/KB(31) Level 1: Gale -- Empty(A) Level 2: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(9), Apc-Dam%(9) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A), WntGif-ResSlow(15) Level 6: Enchant Undead -- EndRdx-I(A) Level 8: Life Drain -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(11), Thn-Acc/Dmg/EndRdx(13), Dmg-I(21), TchoftheN-%Dam(25), GldJvl-Dam%(34) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), GldArm-End/Res(23), StdPrt-ResDam/Def+(19), StdPrt-ResKB(21), Rct-ResDam%(43), LucoftheG-Def(46) Level 12: Grave Knight -- SprMarofS-Acc/Dmg(A), SprMarofS-Dmg(15), SlbAll-Build%(17), SlbAll-Acc/Dmg/Rchg(17), ShlBrk-%Dam(33), AchHee-ResDeb%(46) Level 14: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), ShlWal-ResDam/Re TP(43) Level 16: Freezing Rain -- PcnoftheT-EndRdx/Rchg/Slow(A) Level 18: Spirit Ward -- Prv-Absorb%(A) Level 20: Rune of Protection -- GldArm-3defTpProc(A), GldArm-Res/Rech/End(23), GldArm-RechRes(25), RechRdx-I(37) Level 22: Soul Extraction -- SprMarofS-Acc/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(29), ExpRnf-+Res(Pets)(33), EdcoftheM-PetDef(27), CaltoArm-+Def(Pets)(29), SvrRgh-PetResDam(34) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 26: Lich -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(27), Dmg-I(31), SphIns-Acc/ToHitDeb(31), CldSns-%Dam(33), SuddAcc--KB/+KD(34) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 30: Tactics -- GssSynFr--Build%(A) Level 32: Dark Empowerment -- EndRdx-I(A) Level 35: Tornado -- SlbAll-Dmg(A), SlbAll-Dmg/Rchg(36), SprCmmoft-Dmg/EndRdx/Rchg(36), RechRdx-I(36), SuddAcc--KB/+KD(37), FrcFdb-Rechg%(43) Level 38: Lightning Storm -- Thn-Dmg/Rchg(A), Thn-Dmg/EndRdx/Rchg(39), Thn-Dmg/EndRdx(39), Apc-Dmg/Rchg(39), SuddAcc--KB/+KD(40), FrcFdb-Rechg%(40) Level 41: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42) Level 44: Electrifying Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46), EnrMnp-Stun%(50) Level 47: Electric Shackles -- Acc-I(A), GldJvl-Dam%(48), NrnSht-Dam%(48), UnbCns-Dam%(48), GhsWdwEmb-Dam%(50), SprEnt-Rchg/AbsorbProc(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) 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: Supremacy 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), PwrTrns-+Heal(37) Level 1: Zombie Level 12: Grave Knight Level 26: Lich Level 0: Resistance Level 0: Resistance Level 50: Banished Pantheon Core Superior Ally Level 50: Cardiac Core Paragon Level 50: Melee Core Embodiment Level 50: Reactive Radial Flawless Interface Level 50: Pyronic Core Final Judgement Level 50: Barrier Core Epiphany ------------
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Edit: What's below is left as it was before. The key change is that having play-tested the build given in the first response that the build plays well in a wide variety of different team-based gameplay scenarios (serving as alpha taker, contributing DPS, mob control, leading underpowered teammates, keeping up in speed runs, glowie hunts relying on invis, ...). The build is undoubtedly still not perfect. But it functions well enough. This build differs from many MM builds in that the control and chaos of storm and the lich, together with minions' personal heals are intended to allow them to survive; if they don't survive then, well, Darwinian selection has occurred and another gets summoned in their place. In more functional terms, this build is intended to be taking alpha in most situations, in part to get minions attacking without bothering to direct them. Resists with either melee core or RoP up are very solid. Defenses are high enough that they can be boosted to or beyond the softcap with help from teammates. Barrier is available as a panic button. A heal is also available as a regular part of the attack chain. My initial sense is that ST DPS can be particularly good and that AOE will be mediocre compared to taking a blast set in conjunction with storm. But, hopefully the autonomous and concurrent nature of minions' damage contributions, compared to a blast set, leads to "higher highs" for DPS contributed to teams than a comparable storm / <insert blast set here> build. It's not clear this build will live up to its intentions. Also, there are some fundamental choices that are difficult to figure out. For example, compared to cardiac core is agility core alpha sufficient for end management and better for DPS because of more tornados / lighting storms / freezing rain patches? Or, is cardiac core better than agility core because of easier end management and better proc damage? Also, if cardiac is ultimately taken and end management turns out to be reliably easy then I might replace the Theft of essence +end proc in life drain with a panacea "heal / absorb" IO to make the heal stronger, or a damage proc if survivability isn't much of an issue. As a technical issue, I'm not certain about the duration for which extracted souls fight before disappearing. Ninety seconds sounds right, but it's not clear from Mids if this is the case. The most recent draft of a build is given below. If what's below is helpful for others, then that's always welcome. Feedback would also be welcome. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Deathstorm Shaman: Level 50 Magic Mastermind Primary Power Set: Necromancy Secondary Power Set: Storm Summoning Power Pool: Sorcery Power Pool: Flight Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Zombie Horde -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Rchg/PetAoEDef(5), SprCmmoft-Dmg/EndRdx(11), SprCmmoft-Acc/Dmg/EndRdx/Rchg(13), OvrFrc-Dam/KB(31), EdcoftheM-PetDef(48) Level 1: Gale -- Acc-I(A), SuddAcc--KB/+KD(50), FrcFdb-Rechg%(50) Level 2: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(9), Apc-Dam%(9) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A), WntGif-ResSlow(15) Level 6: Enchant Undead -- EndRdx-I(A) Level 8: Life Drain -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx(13), Thn-Dmg/EndRdx/Rchg(21), GldJvl-Dam%(25), ThfofEss-+End%(34) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), StdPrt-ResDam/Def+(19), StdPrt-ResKB(21), GldArm-ResDam(43), GldArm-End/Res(46) Level 12: Grave Knight -- SprMarofS-Acc/Dmg(A), SprMarofS-Dmg(15), SvrRgh-PetResDam(17), SlbAll-Acc/Dmg/Rchg(17), SlbAll-Build%(33), AchHee-ResDeb%(46) Level 14: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), ShlWal-ResDam/Re TP(43), Rct-ResDam%(48) Level 16: Freezing Rain -- PcnoftheT-EndRdx/Rchg/Slow(A) Level 18: Spirit Ward -- Prv-Absorb%(A) Level 20: Rune of Protection -- GldArm-3defTpProc(A), GldArm-Res/Rech/End(23), GldArm-RechRes(25), RechRdx-I(37) Level 22: Soul Extraction -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-EndRdx/+Resist/+Regen(29), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(27), CaltoArm-+Def(Pets)(29), ExpRnf-+Res(Pets)(34) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 26: Lich -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg/EndRdx(27), ExpRnf-Dmg/EndRdx(31), SphIns-Acc/ToHitDeb(31), CldSns-%Dam(33), SuddAcc--KB/+KD(34) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 30: Tactics -- GssSynFr--Build%(A) Level 32: Dark Empowerment -- EndRdx-I(A) Level 35: Tornado -- SlbAll-Dmg(A), SlbAll-Dmg/Rchg(36), SprCmmoft-Dmg/EndRdx/Rchg(36), RechRdx-I(36), SuddAcc--KB/+KD(37), FrcFdb-Rechg%(43) Level 38: Lightning Storm -- Thn-Dmg/Rchg(A), Thn-Dmg/EndRdx/Rchg(39), Thn-Dmg/EndRdx(39), Apc-Dmg/Rchg(39), SuddAcc--KB/+KD(40), FrcFdb-Rechg%(40) Level 41: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42) Level 44: Electrifying Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46), JvlVll-Dam%(50) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Victory Rush -- PrfShf-End%(A) Level 1: Brawl -- Empty(A) 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: Supremacy 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), PwrTrns-+Heal(37) Level 1: Zombie Level 12: Grave Knight Level 26: Lich Level 0: Resistance Level 0: Resistance Level 50: Banished Pantheon Core Superior Ally Level 50: Cardiac Core Paragon Level 50: Melee Core Embodiment Level 50: Reactive Radial Flawless Interface Level 50: Pyronic Core Final Judgement Level 50: Barrier Core Epiphany ------------
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Does the following build strike a good balance between damage and survivability? A couple of personal pecadillos are that having a lot of pet defeats isn't fun (and a big DPS loss, as well) and that having some ability to deal direct damage is desirable. Also, this would be mostly a teaming build. A choice was made not to explore end drain as a defensive mechanic. Instead, enhancing recharge and defense were priorities. As a result, hell on earth is up about 50% of the time and key EA powers have a very short recharge (rejuvenating circuit has a 2.21 second recharge, insulating circuit has a 5.52 second recharge, energizing circuit has 11.1 second recharge, ...). Also, defense totals were brought to 19+ across the board so that team buffs and/or insps could fairly easily bring make defense totals into another viable layer of damage reduction. Hover was chosen over combat jumping to stay out of the melee fray; this choice leaves a measure of vulnerability to immobilization between castings of Faraday Cage and combat jumping may replace hover, at some point. As always, if this helps somebody then that would be a good outcome. But, this build is undoubtedly not perfect and 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! Spark Demon: Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: zn_Electrical Affinity Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: Level 1: Summon Demonlings -- SprMarofS-Dmg(A), SprMarofS-Acc/EndRdx(15), CaltoArm-Acc/Rchg(33), CaltoArm-Acc/Dmg(33), CaltoArm-Acc/Dmg/Rchg(34), CaltoArm-+Def(Pets)(34) Level 1: Shock -- EffAdp-EndMod/EndRdx(A) Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(15) Level 4: Corruption -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dcm-Acc/Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(9), Dcm-Build%(9) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Crack Whip -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rng(17), PstBls-Acc/Dmg/EndRdx(19), PstBls-Dam%(19), JvlVll-Dam%(21) Level 10: Energizing Circuit -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(48), PrfShf-EndMod/Acc(48) Level 12: Summon Demons -- SprMarofS-Dmg/EndRdx(A), SprMarofS-Acc/Dmg/EndRdx(21), ExpRnf-Acc/Dmg(23), ExpRnf-Acc/Dmg/Rchg(23), ExpRnf-Acc/Rchg(25), ExpRnf-+Res(Pets)(25) Level 14: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(46), WntGif-ResSlow(48) Level 16: Faraday Cage -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-ResDam(37), UnbGrd-Rchg/ResDam(40), UnbGrd-EndRdx/Rchg(43) Level 18: Hell on Earth -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(36), SprMarofS-Acc/Dmg(36), SprMarofS-EndRdx/+Resist/+Regen(36), EdcoftheM-PetDef(37), SvrRgh-PetResDam(37) Level 20: Empowering Circuit -- GssSynFr--Build%(A) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(29) Level 26: Summon Demon Prince -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Acc/Dmg/EndRdx/Rchg(27), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Rchg/PetAoEDef(29), ImpSwf-Dam%(31), OvrFrc-Dam/KB(31) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Insulating Circuit -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(43) Level 38: Charged Armor -- GldArm-3defTpProc(A), GldArm-End/Res(39), GldArm-RechRes(39) Level 41: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(42), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(42), AdjTrg-ToHit/EndRdx(43) Level 44: Electrifying Fences -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46), PstBls-Dam%(46) Level 47: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50), ShlWal-Def/EndRdx(50), ShlWal-Def(50) Level 49: Discharge -- PreOptmz-EndMod/Acc/End(A) Level 1: Brawl -- Empty(A) 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: Supremacy 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-Rcvry+(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PwrTrns-+Heal(3) Level 1: Cold Demonling Level 1: Fiery Demonling Level 1: Hellfire Demonling Level 12: Ember Demon Level 12: Hellfire Gargoyle Level 26: Demon Prince Level 50: Pyronic Core Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Barrier Core Epiphany Level 50: Support Core Embodiment Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Core Paragon ------------
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Doomguide - I also noticed the heavy preponderance of ranged def debuffs when reading the wiki, plus some resistance debuffs. Basically, longbow are a bit like ranged Cims, but only more dangerous because resistance debuffs are particularly damaging when used by mobs that also have lots of defense debuffs. The advice to carry purples and oranges should work just fine for LRSF, given the debuffs in play. It might be simpler, though, to just run my poison defender in content that she's better suited to handle, which is pretty much all other content. I have two characters that do better than fine in LRSF runs and I'll probably just stick with them instead*. It's a bit of a lazy approach, probably, but it's most likely what I'll do. Thank you all for your feedback. It is much appreciated. * A Storm / Water defender with full invis and softcapped ranged defenses, plus a Psy / SR sentinel with stealth and softcapped positional defenses.
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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.
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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 ------------
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Poison / fire / soul build - Request for feedback
EnjoyTheJourney replied to EnjoyTheJourney's topic in Defender
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. -
Poison / fire / soul build - Request for feedback
EnjoyTheJourney replied to EnjoyTheJourney's topic in Defender
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 ------------ -
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.
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Poison / fire / soul build - Request for feedback
EnjoyTheJourney replied to EnjoyTheJourney's topic in Defender
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 ------------ -
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 ------------
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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.
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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.
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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.
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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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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.
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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.
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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.
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