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Tachyon Flux

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Everything posted by Tachyon Flux

  1. Greetings, I've decided to roll up a new Brute and have decided upon Rad Melee for the primary. I haven't decided on the secondary yet, but it's down to either Rad Armor or Electric Armor. I'm not necessarily looking for help with a build at this point, but I was hoping for some assistance with the following questions: 1.) Between Rad Armor and Electric Armor, what are the pros and cons of each? Is one recommended more heavily over the other, particularly in conjunction with Rad Melee? 2.) What are the must-have powers from each set (Rad Melee, Rad Armor, and Electric Armor)? Skippable powers? Optional powers? 3.) Any power pool recommendations (I'm assuming the Fighting pool should be in there somewhere)? Ancillary or Patron pool recommendations? Specific Incarnate options? Any advice would be greatly appreciated!
  2. Howdy, In the previous beta patch notes (posted on June 8), the following note was present regarding Energy Aura for Sentinels: Sentinel > Energy Aura > Power Armor: Now has a +MaxHP component as described in the power info. Power is now a passive and costs no endurance. However, I noticed that this note is missing from the new beta patch notes posted earlier today (August 11). Is this change actually still in, or was it removed/reverted in this newest beta build?
  3. Greetings! So I'm wanting to create my first Dominator since the old days on live. After some consideration, I've narrowed down my choice to either a Dark/Psi or a Mind/Dark, but I'm having a devil of a time deciding between these two options. I'm hoping that someone might be able to provide some insight into whether one of these combinations is more powerful, more synergistic, or just plan "better" than the other. Looking at the control sets, I see there are some similar powers that they have in common. Both have a cone fear power, confuse powers (single-target), and of course the requisite holds. Dark has immobilizes while Mind has sleeps. Dark gives up Mind's AoE confusion for a more standard control set pet, but it does have a useful AoE stun which Mind lacks. For the secondaries, we have Psi's wonderful Drain Psyche vs. Dark's pretty good Gather Shadows on the utility front. Dark also gets a (admittedly small) self-heal. And, of course, we're looking at psi (mostly - TK Thrust does some smashing) damage on one hand vs. negative energy (mostly - Smite does some smashing) damage on the other. I welcome any and all arguments in favor of one combination or the other!
  4. Just wanted to chime in and state that I'm seeing this issue as well. Created a brand new Necromancy/Thermal MM, made all power selections and slotted enhancements, and saved the build to the default location. When I reload the build, the pet powers (Zombie Horde, Grave Knight, and Lich) and the associated enhancements have been cleared from the build. Only the empty enhancement slots remain at the power levels where the pet powers had previously been located. Interestingly, Soul Extraction remains and is apparently not affected by this bug; only the three previously mentioned, "regular" pet powers disappeared. I'm using the most recently posted version of the Hero Designer with the custom installer.
  5. Well, I think you've sold me on Misdirection! I hadn't realized that it included a nice resistance debuff as well. It also helps that it's another power that can get by with no additional slotting and still be quite useful. And of course you're already going into Concealment for a couple of powers that can slot LotG +Recharge IOs, so all in all it seems like a pretty solid option compared to some of the other additional power choices out there. As for Solar Flare... I find I'm really liking Radiant Strike since picking it up a few levels ago, so at the moment I'm rather reluctant to swap it out. Also, if I'm not mistaken, the Knockback to Knockdown IO is unique, so I would have to choose between slotting it in either Solar Flare or Dawn Strike, yes? I would have guessed that it might be better to put it in Flare since that power should likely see more use over time, but I see that you left it in Dawn Strike in your newest build (the one which includes Solar Flare). On the flip side, I do find the additional AoE-focused strategies listed for your Solar Flare build to be quite intriguing! I suppose I may end up taking both Radiant Strike and Solar Flare in my build just to try them out and experiment for a few levels, and then performing a respec after deciding which I like better. In an ideal world I might ultimately keep both, but it does indeed seem like enhancement slots are comparatively hard to come by for Kheldians, and especially in tri-form builds. And with enough recharge it sounds like both wouldn't really be needed anyway. Decisions, decisions... Thanks for the additional insights! :)
  6. Thanks for the guide! I recently started leveling a Peacebringer for the first time, and it's been quite helpful to me. I do have a couple of questions that I was hoping you might answer: 1.) I see that you skipped Solar Flare in your build. Is that because you are primarily relying on Nova Form for the bulk of your AoE damage, or was there another reason for excluding it? 2.) I'm intrigued by the inclusion of Misdirection, which I've never used and am not really familiar with. Does it compliment the build and/or your playstyle well? Thanks again!
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