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Peacemoon

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Everything posted by Peacemoon

  1. So here is my refined build, taking into account feedback: Changes from last build: Psionic Lance instead of Will Domination Moved my sets around so the 6 piece set Superior Defender's Bastion is now in Psychic Scream. Psionic Lance now has 3 pieces of Superior Vigilant Assault and 3 pieces of Sting of the Manticore , this gives 10% recharge and 2.5% ranged defence, plus a nice damage proc. Reduced slotting of Fort as advised, now just LotG +2x Hami-Os (Rech/Defence/To-Hit) - loving the numbers it gives! Telekinetic Blast I changed the Damage+Knockdown slot to Accuracy+Damage from Gladiator's Javelin. Seeing if the knockback helps when soloing, plus a nice recovery bonus (2.5) Stealth I've slotted 6x Reactive Defenses - I upped it to 5 slots of this set for the endurance discount bonus which really helps the build, and then realised the 6th slot gives 8.75% recharge, so switched out the LotG for the full set bonus. Psionic Tornado I removed the damage procs as they weren't very reliable. I've put the slots in Stealth as above for the end redux, which I think will help the playstyle more. Switched in Ragnarok for the 4% recovery and 6% fire/cold resist. Psychic Wail - changed the proc to Eradication set as Energy is less resisted than smashing. Mind over Body - the 3rd Unbreakable Guard socket caps of Smash/Lethal res, adds some nice endurance reduction and offers a bit of Energy/Neg res. Mass Hypnosis - this was my free slot. Peacemoon was originally a Mind Control controller and Mass Hypnosis was one of my favourite powers - especially as you can do it from stealth undetected! You could pick anything here, and if you wanted the power earlier you could switch around Boxing and Hasten as desired, and even Leadership. Incarnates: Going to try Support hybrid for the -10% end redux. As this is passive and always on, this will hopefully really help. Plus the other bonuses are nicely rounded, like 12% defence. So I can use it when situations are a bit sticky. Stuck with Diamagnetic for interface, the 100% chance for -5% to-hit per stack helps a lot with my survivability. Especially since AoE's are great at applying it. It's like it makes all your blasts Dark Blasts 🙂 Banished Pantheon Lore - might feel out of character but actually, he is a psychic character and because of the effects around them, they look like he is summoning nightmares to torment his enemies. A bit evil but he's just trying to Defend!..!! Agility Core - essential for the Endurance Mod buff, the super Recharge, and the +Defence. Other Alpha slots look fun but unfortunately I'm kind of locked into this one. Void Judgement - Of all the judgement's this felt the best thematically - plus it works quite nice with Psychic Wail, which is also a PBAoE. With all these endurance changes it makes my consumption 1.62/s and recovery 3.8/s. Recovery is helped a lot by the fact Peacemoon has 119 max endurance from sets and accolades! This includes 20% blanket endurance redux from set bonus and hybrid support. Psionic Lance is suiting me a lot better than Will Domination - so thanks for those suggestions. Not only does it activate quicker and deal more damage, but it really helps as a SNIPE opener on something evil. Due to stealth, I can move into PBAoE range, start with a close range snipe and immediately go into my PBAoEs and AoEs.
  2. Agree completely, and this is one of the reasons I made my ‘Empath Warrior’ build! The Empathy powerset just suited my character too much to skip, but at the same time I spend a lot of time solo as well as teamed and needed something that work in both. Speaking of different builds I’m toying with coming up with using build 2 and build 3 for more specialised roles. One for a primarily team focused build, and maybe one for below lvl 30 task forces. My ‘warrior’ build will continue to be more general purpose one though! It’s very flexible 😀
  3. Even though I disagree with some of your feedback, I did consider all of it and have made a few changes already based on it (such as replacing Will Domination with Psionic Lance, plus reducing slots in Fortitude), and I’m enjoying it even more. So thank you for the feedback you gave, and I’ll be posting my revised build tomorrow! 😀
  4. So here is my build from the original post for anyone who would like to see it. I am playing around with reconfiguring it based on some feedback, but as ever, its always a trade off!
  5. Bear in mind reputation also takes into account the more negative reactions.. so I guess it’s open to interpretation what that reputation might be for 😅
  6. Psionic Lane with 3x Superior Vigilant Assault and 3x Sting of the Manticore gives me 2.5% extra ranged defence - enough to bring me up to 44.18% without Stealth switched on..
  7. I don’t think getting soft capped S/L defence is going to be doable without really mutilating the build too much. Having said that, WOC with the proc and the interface confusion proc does sound fun! But yes, I would be worrying about endurance a bit. There is 45s downtime without recovery aura and victory rush was there to help against that while also offering some good team support.
  8. Thanks Nemu for your feedback - I think the issue with CM is something we are going to have disagree over! I've played in lots of different teams across all levels and while I would consider it 'handy to have' (pretty much all powers are), I just don't see it as important as you do. Firstly I find that with the amount of +defence I bring most 'squishies' (I hate this term) are actually pretty tough and don't get hit a lot in the first place. 25% Defence from Fortitude and 6% from Maneuvers means even the weakest builds are pretty hard to hit when they're with me. If you're not getting hit you're not getting mezzed, and even if you are getting mezzed you aren't getting killed since these buffs don't drop. Most people have quite a lot of mezz resist these days due to IO set bonuses, so mezzes don't last as long as they used to, which means they are less dangerous and cause less inconvenience. So it reduces the impact of CM. People who don't have mezz protection are usally well aware of it and make use of their own abilities to counter them. The odd mezz that gets through is what Break Frees are for. I just rarely find a situation where CM would actually make an impact, I think you're overstating your argument a bit. Even the +perception is gifted with Tactics. I looked at all the powers I have and can't see anything I would give up for CM. I don't think that's me being 'selfish', I just think the team is supported better with my power picks going elsewhere. Its a bit ironic to call an Empath Defender selfish! 😄 I think spending a lot of my time casting CM would be a waste of time, and rather than CM my allies I would rather protect them with defence and focus my blasts/dominate on the mobs that dangerous. Thats just my opinion. Now if I could pick one more Empathy power it would actually be Resurrect not CM - now there is a power that would actually help more, because wakies are rubbish, and when people die that can really slow a group down. Changing Victory Rush for Serum, now who is being selfish? 😄 I actually really love the impact Victory Rush has on a team, but its not something I *have* to have. I will take a look at World of Confusion - it wasn't picked because I've never been a huge fan of the power and its another toggle to drain my endurance. I forgot about the epic set giving 5% ranged defence - will check it out! I do like Red Fortune, not just because of the 2.5% ranged defence, but it also gives 5% recharge and a bit of resist. Plus the high endurance reduction is great on Maneuvers. Since LotG only gives 2.5% extra recharge, I'm never that bothered about dropping them from certain powers that I intend to slot heavily. I could be tempted to change Will Domination for Psionic Lance, but from experience on my other Defenders the endurance cost of it can make it a bit of a pain to use constantly in an attack chain. Having said that it would be getting 6x Superior Defender's Bastion which has a hefty end redux. I'll run the numbers though... will Domination unfortunately does take a long time to activate! This is a bit rude! I fight now at x8 and still finding the sweet spot at what +level is best. It really depends on the villain group. Psionic Tornado and Telekinetic Blast are good knockdowns which keep mobs at bay, and Dominate is great for holding anything being tricky. With Regeneration Aura on and the defences posted above you can take quite a hit and keep going. Although as they say, prevention is better than cure 😉 Psyhic Wail is also an incredible opener - not only does it do massive damage with 2 damage procs, but it comes with a nice stun that gives you a bit of time to capitalise on the mayhem you create. Cheers! 🙂
  9. I’ve noted this a few times on those missions. Yes sometimes the Rikti who spawn in are set to be enemies to the Rikti who spawn on the map by default.
  10. Difficult to fix. My best guess would be to give infiltration a grace period where it stays active after you detoggle it for 1 second. That would bridge the transition when you turn off infiltration and turn on stealth. I don’t know how easy it is to do, but that would be the only alternative. Only other thing I can suggest is slotting sprint with the stealth IO and have that switched on while you switch from infiltration to stealth.
  11. We don’t need a new AT, we just need defenders and corrupters to be able to pick melee sets as well as ranged.
  12. Any updates on the travel sets? I was hoping for some changes before they went live (feedback posted earlier).
  13. Struggling to export my build, so for now you just get a photo of it! I'll try tinker with it tomorrow and post the real thing! (Bear in mind the defence rating is taking into account stealth's out of combat 7.5% bonus. The real ranged defence is 45% almost exactly).
  14. Hi all, I have been working on my main's build for quite sometime now and thought I'd give it a share. Peacemoon is Empathy/Psychic Blast Defender - a concept character who's main powers are to empower those around him (at some considerable cost to his own psyche). The main focus of the build was: *To be bring great buffs to a team setting. *Able to solo well and deal as much damage as I can squeeze out - for when there is no one to buff or heal. *To be as tough as I can make a Defender (45% ranged defence and as much resist as I can manage) *High recharge and good endurance recovery (the latter achieved via a mixture of Recovery Aura and Victory Rush). *To stay true to the concept of a psychic hero without any other powers (Psychic Mastery was a must). The initial build had Force of Will instead of Concealment and Victory Rush - however I found I wasn't able to cap my ranged defence without Unleath Potential switched on, and the uptime was only 1 minute out of every 3, so it was a bit up and down (plus overcapped when on). Hard to gauge weaken resolve as an all purpose debuff - it is only noticeable when Achilles Heel -res procs, but the cast time is quite long to make it worth it. Concealment however will allow me to open with Psychic Wail without getting aggro beforehand, gives a more permanent boost to my ranged defence (at the cost of some endurance efficiency), and allows me to grab Victory Rush, which is always lovely in teams for quality of life. Particularly at lower level. Plus it can be used to bridge the gap of recovery auras. The big negative is Infiltration unfortunately is not as speedy as Mightly Leap, however works nicely for the concept as jump felt out of character. Recovery Aura and Regeneration Aura probably slotted more than people like - but these powers are great while solo and in a team, and the set bonuses are ❤️! When only slotted for recharge, they are also very costly to cast and has caused me problems mid-fight trying to reapply. No Clear Mind will probably trigger a lot of people - but very rarely do I find a use for it, has no impact when solo, and at later levels you can rely on Clarion. I tend to use Fortitude on people without Mezz Protection and this helps a lot. This is an expensive build that I've been working towards while playing him - he wasn't just born with it! Some enhancements are deliberately set to +5 - don't attune these! Overall I'm really happy with the build and have great fun on my Empath, whether teaming or solo. I love the big +numbers he brings to his teammates, the great blasting capabilities he has, and the all the procs that fire while you're doing the job and just the general awesomeness of being a Defender. He might not be the best for debuffing and weakening mobs, but he is a solid performer and any team he joins feels solid and durable. I just wish I had half a dozen more slots...!!
  15. Well the photos you posted are extremely illuminating. I think my issue with the amplifiers is it is the sort of perk that experienced players know about and make full use of, and newcomers or lest knowledgeablep players have no idea about - and by the time they do the price has shot up. For a few thousand influence you are gaining a a very large bonus (relative to what you'd get from powers and enhancements) for a long time. Personally I would reduce the stackable amount to 2 hours. That sort of puts a limit on how much of the buff you can get extremely cheaply.
  16. Some of the heavy objects could use some extra weight for sure..
  17. I think your post is more of a justification to do away with the restriction on this TF. If everyone is getting an alpha slot so quickly then this type of restriction on participating seems redundant and adds needless complexity to the game.
  18. I would go Defender. +30% dmg when solo helps a lot, plus the higher numbers from leadership and bubbles. Also Defenders get some crazy good ATOs, where you can heal and shield yourself and allies just by blasting. Having said this, both will work well, and corrupters do get some perks. You’ll definitely do more damage whilst teamed as a corruptor, as Defenders lose their damage bonus then, and corrupters get Scourge.
  19. It would be really difficult to get a 100% uptime of the FF recharge proc. The best method I’ve had is to slot it into psychic tornado and it has a chance to proc of each enemy hit, so invariably it always goes off against a big group. In telekinetic blast though it is quite a low chance I find. Low enough to consider unslotting it.
  20. I was going to mention this. There were some sets designed around ‘crashless nukes’ and these have been left a bit behind I feel. If Full Auto had a higher target cap then it wouldn’t be so bad.
  21. For now I’ve gone for Diagmagnetic as my character’s defence rating is just under soft cap, so figure this will help out more. I might make the confuse ones with my spares later and see how I find it.
  22. I don’t think the incarnate system is that complex. I think you just start off on a bad footing because the alpha slot presents you with the incarnate shard recipes by default and it’s not obvious you can scroll down to see the incarnate thread version. That’s why I think if you removed all the shard stuff and just stuck with threads, it would be much simpler. Also get rid of the absurd costs of crafting the very rare components, and just stick with empyrean merits as the source for buying them. It get rid of some of the traps people fall into.
  23. This goes for Defenders and Corrupters too. Less damage of course, but our nukes can still wipe out all the minions and leave lieutenants barely alive. I’d say the T9 are better than judgement, because you can slot them with procs and you can bring the recharge down really far.
  24. /Rad’s AoE hold is the best in the game, and it’s not even a control set. It’s worth the sacrifice of Endurance just to neutralise everything; just make sure you have a few blues for when you use it, if you find yourself below 50%. Endurance penalties on activation are easier to manage because you know when it’s happening. Penalties on expiration of a buff are more tricky as you can lose track of when that will hit you.
  25. You could easily make it a lot better by getting rid of incarnate shards, and reducing the different types of common/uncommon/rare incarnate salvage, so it is more streamlined. Plus better ingame descriptions, and it would help a lot. You don't need to scrap the whole thing, I actually quite like it, but there is a bit of an info barrier for newcomers.
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