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Renbletz

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Posts posted by Renbletz

  1. Per title: If you use a Damage-Proc-IO-slotted Whitecap and the damage procs kill the target before the Whitecap Crash damage lands, the ability short-circuits and does not perform the AOEs associated with the ability.

     

    To reproduce, slot up Whitecap with a bunch of damage procs, then head to Mercy Island or Port Oakes or whatever, find a close-ish-ly grouped pack of enemies and Whitecap a minion.  If it survives somehow for the Whitecap Crash damage to occur, the nearby enemies will suffer KB+Dmg+procs.  If the damage procs (which go off first, prior to Whitecap damage) kill the target, no one else nearby takes damage or gets knocked back.

     

    Screenshot of this happening attached.  The surviving RIP pictured was closer when casting Whitecap - he ran a little before I hit printscreen. 🙂

     

     

    Thanks!!

     

     

    image.thumb.png.33efcd8ce70e226b26b6370bf13e1162.png

    • Like 1
  2. Here's the one my buddy's been working towards.  Solos +2/8 paper missions just fine using just generic IOs.  3-manned 4/8 MOSTLY okay (Galaxy Archons took a while to kill with our trio, but otherwise everything got mowed down. That was also at 49 and mostly pre-slotting).  At level 49, 3/8 content was trivial, including AVs.  Two of our trio JUST hit 50 before logging for the night (the MM's still at like 45 or 46), so we haven't tried anything hard or ridiculous yet, but as far as the leveling process goes, this particular trio is probably the most powerful one we've ever done, and I personally feel like the plant/marine controller is a substantial part of that.

     

    Since you mentioned group content, I'm gonna share all three of our builds so you can see what all our trio is working with atm.  While I do talk of solo content for information's sake, the Plant/Marine Controller and Bots/FF MM are both built more for grouping than for solo.  The Fire/Marine controller is built with an intention of being at least solo-capable, but with groups in mind.

     

    Plant/Marine Controller (as OP requested):

    Controller (Plant Control - Marine Affinity) Tweaked.mbd

    This character is currently slotted with grand majority generic IOs, along with one or two Force Feedback procs.  It performs extremely well regardless, at least in generic content; I'm looking forward to when he slots it up with Set IOs as described in the build.  Carrion Creepers is probably his biggest source of damage and CC, and the full build will have it effectively perma without outside assistance, so long as he's actively fighting (and thus getting at least some Shifting Tide and Force Feedback assistance).

     

    Fire/Marine Controller (mine):
    Flarwhal - Controller (Fire Control - Marine Affinity) - Hotfeet_experiment.mbd

    This character is probably 90-95% slotted with the described Set IOs.  Currently missing the purple and a couple Hamidon enhancements.  He's the 12th or 13th character I've 50'd, and even without any incarnate or purple IOs, I think he's quite possibly the highest-damage character I've ever rolled (even compared to a couple blasters and tankers).  I'd say his solo clear time isn't as fast as my fully-kitted fully-incarnated Plant/Trick Arrow Controller... YET.  But it's kinda close.  Surprisingly good CC in the form of pure knockdowns, with his ST hold procced up with more holds, which actually ends up working well even against most AVs.

     

    Approximate build of Bots/Force Field MM (probably outdated):

    Mastermind (Robotics - Force Field) Experimentation.mbd

    This character is maybe 60% slotted with set IOs, but is a bit behind in levels (which is extra detrimental to an MM due to level gap of pets).  He isn't really capable of soloing (at least pre-Cardiac alpha), but provides a ton of buffs (esp defensive) and knockdowns and shifting tide procs in our trio.  He's prolly gonna reroll soon though, doesn't seem too happy with his setup.

     

     

    For the plant/marine controller, Single Target suffers a bit while solo, but it brings enough buffs, debuffs, CC, and a strong enough Shifting Tides that in group content things usually just evaporate.  Our trio specifically is very energy-damage heavy, which is why we suffer against Galaxy Archons, but usually even +3/x8 archvillains are just non-threatening speedbumps.

     

    Playstyle wise, my buddy loves to open pulls with a Whitecap->Hibernate so long as Power of the Depths is up, preferably with Carrion Creepers already active.  This eats most/all of the alpha without dying thanks to hibernate and gives time for the Flytrap, Creepers, and Coralax pet (if present) to get into combat.  He'll drop Hibernate, throw Seeds of Confusion and (if available) Water Spout, and by then the rest of us have caught up to him to join combat as well.  From there, cast things mostly at will, keep Brine and maybe ST Hold on boss+ enemies.  Things die, repeat.

     

    ---

     

    Apologies we're not deep enough into content to try stuff like 2+ star TFs and whatnot, but hopefully it provides some help/insight/inspiration. 🙂  My buddy built his Controller focused on theme above all, so I won't say it's min/maxed to an extreme (Ice Control mighta been better EPP, for example - dunno).  But it's a strong character that fits well into group content even prior to Set IOs and Incarnates, so it's definitely worth looking at.

    • Like 2
  3. Sorry for the post necro, but this is a fun topic.

    Just ran this challenge with my decked out level 50 petless plant/TA controller exemped down to 45. Was a bit disappointed with my time (8:11 on ouro clock) given how many purples I have, but it was a fun challenge. I may rerun it a few times, possibly with a pet even, to see what I can improve.

     

    Stats:

    No deaths

    Only got endangered once when I let flash arrow drop by accident, had to use a couple healing inspirations. Needed a couple endurance ones as well partway through.

    No pet, so I was face tanking him the entire time, with only my CC, debuffs, and regeneration keeping me alive.

    8% psionic defense, 18% ranged defense, no resistances to speak of.

    Ran on 0/8

    I felt my play was lackluster in this fight, as I let multiple crucial abilities drop for significant periods of time by accident. Flash arrow gap nearly killed me, multiple disruption arrow and especially carrion creeper gaps, and I struggled to keep him inside of my EMP Arrow field for the -regen. Endurance was mostly okay, except for running out about halfway through. Health mostly stayed above 75%. I kept up hold and immobilize pressure as best I could, which was crucial in staying alive. Didn't really have to reposition myself or juke much, I pretty much planted (har har) my feet and spammed abilities. Was a fun challenge and great practice for soloing AVs!

  4. Turned out I had Vengeance toggled on and that's why I thought my defenses were amazeballs (Thanks for your keen eye on that, JJDrakken!!).  I'll update this post later with what I do end up respeccing to, in case any Water/TA blasters are combing through looking for builds later. 🙂

  5. Hello!

     

    After a nearly two year absence, some friends have pulled me back into the game, and I've found that my Water/TA/Mace Blaster is in need of a respec (he's still got defense mods slotted into, uh, apparently Oil Slick Arrow now. 😄 ).

     

    I've spent some time fiddling with the build in MIDS, as well as using some inspiration from the Shivering Bite post in the Corrupter forum, and I wanted some advice before I actually hit the /respec button or spend money on IOs.

     

    This dude was a TON of fun to play before I left the game, and leaving him in a half-broken state makes me sad.

     

    Thanks in advance! 🙂

     

    This Villain build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Ahab: Level 50 Magic Blaster
    Primary Power Set: Water Blast
    Secondary Power Set: Tactical Arrow
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Aqua Bolt

    • (A) Superior Defiant Barrage - Damage/RechargeTime
    • (3) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
    • (3) Superior Defiant Barrage - Accuracy/Damage/Endurance
    • (5) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
    • (5) Superior Defiant Barrage - RechargeTime/+Status
    • (7) Achilles' Heel - Chance for Res Debuff

    Level 1: Electrified Net Arrow

    • (A) Gravitational Anchor - Immobilize/Endurance

    Level 2: Water Burst

    • (A) Bombardment - Accuracy/Recharge/Endurance
    • (7) Bombardment - Damage/Recharge
    • (9) Bombardment - Accuracy/Damage/Recharge
    • (9) Bombardment - Accuracy/Damage/Recharge/Endurance
    • (11) Bombardment - Chance for Fire Damage
    • (11) Bombardment - Damage

    Level 4: Glue Arrow

    • (A) Pacing of the Turtle - Chance of -Recharge

    Level 6: Whirlpool

    • (A) Artillery - Accuracy/Damage
    • (13) Artillery - Damage/Endurance
    • (13) Artillery - Damage/Recharge
    • (15) Artillery - Accuracy/Damage/Recharge
    • (15) Artillery - Accuracy/Recharge/Range
    • (17) Artillery - Endurance/Recharge/Range

    Level 8: Ice Arrow

    • (A) Ghost Widow's Embrace - Endurance/Hold
    • (37) Ghost Widow's Embrace - Chance of Damage(Psionic)
    • (40) Lockdown - Chance for +2 Mag Hold
    • (40) Neuronic Shutdown - Chance of Damage(Psionic)
    • (40) Impeded Swiftness - Chance of Damage(Smashing)
    • (42) Devastation - Chance of Hold

    Level 10: Tidal Forces

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance

    Level 12: Dehydrate

    • (A) Decimation - Chance of Build Up
    • (17) Decimation - Accuracy/Damage
    • (19) Decimation - Damage/Endurance
    • (19) Achilles' Heel - Chance for Res Debuff
    • (21) Healing IO
    • (21) Healing IO

    Level 14: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (31) Luck of the Gambler - Defense/Endurance
    • (33) Kismet - Accuracy +6%
    • (33) Reactive Defenses - Scaling Resist Damage

    Level 16: Flash Arrow

    • (A) Siphon Insight - ToHit Debuff
    • (29) Siphon Insight - Chance for +ToHit
    • (42) Siphon Insight - Accuracy/ToHit Debuff
    • (43) Siphon Insight - Accuracy/Recharge
    • (43) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (43) Siphon Insight - Accuracy/Endurance/Recharge

    Level 18: Water Jet

    • (A) Superior Blaster's Wrath - Accuracy/Damage
    • (23) Superior Blaster's Wrath - Damage/Recharge
    • (23) Apocalypse - Chance of Damage(Negative)
    • (25) Superior Blaster's Wrath - Accuracy/Damage/Endurance
    • (25) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
    • (27) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

    Level 20: Eagle Eye

    • (A) Numina's Convalesence - +Regeneration/+Recovery
    • (27) Synapse's Shock - EndMod/Increased Run Speed
    • (29) Synapse's Shock - EndMod

    Level 22: Upshot

    • (A) Rectified Reticle - Increased Perception
    • (46) Rectified Reticle - To Hit Buff/Recharge

    Level 24: Tactics

    • (A) Endurance Reduction IO

    Level 26: Hover

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (31) Winter's Gift - Slow Resistance (20%)
    • (31) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 28: Gymnastics

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (33) Luck of the Gambler - Defense/Endurance

    Level 30: Boxing

    • (A) Empty

    Level 32: Geyser

    • (A) Bombardment - Damage
    • (34) Bombardment - Accuracy/Recharge/Endurance
    • (34) Bombardment - Damage/Recharge
    • (34) Bombardment - Accuracy/Damage/Recharge/Endurance
    • (36) Bombardment - Chance for Fire Damage
    • (36) Bombardment - Accuracy/Damage/Recharge

    Level 35: ESD Arrow

    • (A) Lockdown - Chance for +2 Mag Hold
    • (46) Basilisk's Gaze - Accuracy/Hold
    • (50) Basilisk's Gaze - Accuracy/Recharge
    • (50) Basilisk's Gaze - Endurance/Recharge/Hold
    • (50) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold

    Level 38: Dark Embrace

    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (39) Impervious Skin - Status Resistance/Regeneration
    • (39) Unbreakable Guard - +Max HP
    • (39) Unbreakable Guard - Resistance/Endurance

    Level 41: Hasten

    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO

    Level 44: Tough

    • (A) Aegis - Psionic/Status Resistance
    • (45) Impervious Skin - Status Resistance/Regeneration
    • (45) Steadfast Protection - Resistance/+Def 3%
    • (45) Steadfast Protection - Knockback Protection

    Level 47: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (48) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (48) Reactive Defenses - Defense
    • (48) Reactive Defenses - Defense/Endurance

    Level 49: Vengeance

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 1: Defiance


    Level 1: Brawl

     

    EDIT: Posted wrong build. x.x

  6. Welp, after having waded through the cesspool of the last couple pages of this thread, I thought I'd ignore it entirely and just post my feedback. 😄

     

    I'm actually pretty excited about the TW nerf, because Notably More Godlike Than Others specs are bad for the game in general, though I hope any /bio nerfs don't carry over to sentinels because I adore my /bio sentinel.  Though I understand if she ends up getting a bit of a nerf.

     

    Also VERY excited to see Blaster secondaries on the list, but I hope it's because of the reason I'm thinking of - more blaster secondary sets need the kind of Sustain toggles that Tactical Arrow, Plant, Cold, etc have.  If they decide to nuke the sustain toggles entirely, I will be a very sad panda.  That's a threat, btw.  SAD. PANDA.  May your heartstrings beware.

     

    In general, I think that this game kinda thrives on people FEELING powerful with their characters - they're SUPER heroes/villains.  So I'm hoping we see more buffs than nerfs, because if I just feel balanced, I'm gonna play something else.  I like feeling like a wrought-iron bad***.  Even if other people are titanium alloy bad***es, so long as I still feel OP in Homecoming, I'm happy.  For example, my Dark/Bio sentinel FEELS riggedity-rigged in group play because she can debuff enemies' hit into the basement so often with Blackstar and also has a lot of trouble dying, even if objectively her damage is kinda poo (which is pretty noticeable when soloing).  Being able to tank 2 AVs at once, though, on a class that's "only kinda" tanky... MMM.  So good.  Plus holding actual aggro on those AVs against blasters... yeah.  Love it.

     

    My point is that if you can capture the feeling of being SUPER without actually needing to be a god, you've hit the right spot.

     

    I know it's a tough thing to hit.  For example, my Claws/Fire Brute is, objectively, pretty good.  But he feels crappy, in particular because his AOEs never actually AOE due to poor range/arcs.

     

    If I spend more time frustrated with my character than happy with my character, then I either built my character wrong (potentially the case w/ my Brute?) or the devs have some work to do.

     

    If I spend more time satisfied/happy with my character than frustrated with my character, then I'm probably in that sweet spot, especially if there are times I'm frustrated and/or dead.

     

    If I spend my time frustrated that I can't solo Heroes/AVs in 20sec and "just" take 40sec, I'm a wanker and my feedback should be ignored.  Although that dude actually taking 20sec prolly needs a nerf.

     

    Guess that's my end point.

     

    Thanks for listening to my ramble.

     

    • Like 1
  7. So, checking back in after a week!  I've reached level 50 on this blaster and finished his enhancement slotting (for now - no non-ATO purples equipped).  He's got T3 incarnate abilities all around.

     

    And you know what?  He's a freaking BLAST to play.  He feels EXTREMELY overpowered in my n00b hands.

     

    I generally tend to run him at +1/x8 or +2/x8, because my goal is generally to have finished killing a pull by the time Geyser refreshes, so I can basically chain-Geyser my way through a map.  He can handle 4/8, but it's admittedly slow.  I've powerleveled some of my friends' characters in Peregrine Island radio missions (Council only - they're never in caves) with absolute ease, and he clears +1/x8 S/L outdoor Comic-Con map (without bosses >.>) in about 30 minutes.  Probably nothing special compared to a dedicated farmer, but he's not a dedicated farmer.  I've face-tanked AVs and Giant Monsters on him during WSTs without dying (my friends and I generally trio WST runs with.... odd lineups).  I've even stealthed missions on him, because why the hell not.  He just WORKS.

     

    Some playstyle commentary:

    • I put a stealth mod on his Hover, which allows me to position my opening nukes with ease. Combined with Flash Arrow, he can actually stealth missions to SOME degree of success.  And if he gets detected, a Geyser tends to clear things up.  That still counts, right?
    • Speaking of Geyser, that thing is just RIGGED.  He's got two Force Feedback: Chance for Recharges slotted on his other abilities, along with nearly-perma-Hasten, meaning that Geyser's generally up in about 36-39seconds depending on procs and amount of single target potshots I make after blowing up a pull.  Combined with Upshot and Tidal Forces, Geyser generally clears 14-16 minions and lieutenants out of a pull.  Incredible ability.
    • A lot of his damage mitigation comes in the form of Crowd Control.  He's got 2 hold procs on his Ice Arrow, meaning that when he shoots a Boss with it, they're almost always stuck for at least 5 seconds (which is convenient, as Ice Arrow's on a less-than-5 second recharge).  Geyser has HUGE amounts of knockup, Water Blast has a good amount of knockdown, Whirlpool and Glue Arrow are slotted for Moar Slow, Water blast is on a low CD and has decent knockdown, and there's always ESD Arrow for emergencies.
      • Whirlpool and Glue Arrow are a lot better than they look on paper - enemies tend to spend a lot of effort trying to walk out of them, which is great - the more time they spend walking slowly, the less time they're attacking you.
    • Flash Arrow doesn't aggro anything, meaning it can be great to mitigate the alpha of a threatening pull.  -8% to hit isn't much, but across an entire pull of dudes, it adds up.  Also a good emergency potshot if someone pulls a second, third, or fourth group of enemies (I often run with a Thugs MM...).
    • Despite being a Hover Blaster, I've got him built more like a Blapper, with 40% S/L defense and 29% S/L resistance.  This is for two reasons - many attacks have some form of S/L component, meaning they're very effective defenses anyway, and also because he pulls a lot of aggro and ends up in melee pretty often anyway.  Even hovering, enemies will group under him and jump or throw shit at him.
    • Endurance issues?  What endurance issues?  Eagle Eye provides a TON of recovery (and accuracy.  And regen.).  I have him slotted with two endurance mods in his Eagle Eye ability as well, but that's mostly to endure through endurance-draining enemies that aren't named "Sapper".
    • Did I mention that he's just FUN?  Juggling and freezing assholes left and right while you obliterate entire pulls at a time simply doesn't get old.

     

     

    Finally, his current build:

     

    Spoiler

    Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Ahab2: Level 50 Technology Blaster
    Primary Power Set: Water Blast
    Secondary Power Set: Tactical Arrow
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Hydro Blast -- SprDfnBrr-Dmg/Rchg(A), FrcFdb-Rechg%(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(5), SprDfnBrr-Acc/Dmg/Rchg(7)
    Level 1: Electrified Net Arrow -- Empty(A)
    Level 2: Water Burst -- FrcFdb-Rechg%(A), Bmbdmt-+FireDmg(7), Bmbdmt-Dam(9), Bmbdmt-Acc/Rech/End(9), Bmbdmt-Acc/Dam/Rech(11), Bmbdmt-Dam/Rech(11)
    Level 4: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(13), LucoftheG-Def/EndRdx(13)
    Level 6: Whirlpool -- AchHee-ResDeb%(A), PcnoftheT-Dmg/Slow(15), PcnoftheT--Rchg%(15), PcnoftheT-EndRdx/Rchg/Slow(17), Bmbdmt-Dam(17), Bmbdmt-+FireDmg(19)
    Level 8: Ice Arrow -- NrnSht-Dam%(A), Dvs-Hold%(19), Lck-%Hold(21), ImpSwf-Dam%(21), GhsWdwEmb-Dam%(23), GhsWdwEmb-EndRdx/Hold(23)
    Level 10: Tidal Forces -- GssSynFr--Build%(A), GssSynFr--Rchg/EndRdx(25)
    Level 12: Dehydrate -- TchofLadG-%Dam(A), Dcm-Dmg/EndRdx(25), TchoftheN-%Dam(27), AchHee-ResDeb%(27), Dcm-Build%(29), Dcm-Acc/Dmg(29)
    Level 14: Upshot -- RctRtc-Pcptn(A), RctRtc-ToHit/Rchg(31)
    Level 16: Flash Arrow -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb(31), SphIns-Acc/ToHitDeb(31), SphIns-Acc/Rchg(33), SphIns-ToHitDeb/EndRdx/Rchg(33)
    Level 18: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(34), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(36), SprBlsWrt-Rchg/Dmg%(36)
    Level 20: Eagle Eye -- EndMod-I(A), EndMod-I(33)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 24: Hover -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(45), Frb-Stlth(50)
    Level 26: Steam Spray -- Bmbdmt-Acc/Rech/End(A), Bmbdmt-Dam/Rech(37), PstBls-Dam%(37), Bmbdmt-Acc/Dam/Rech/End(39), Bmbdmt-Dam(39), Bmbdmt-+FireDmg(39)
    Level 28: Agility -- Flight-I(A)
    Level 30: Boxing -- Empty(A)
    Level 32: Geyser -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rng(40), PstBls-Dmg/Rchg(40), Bmbdmt-+FireDmg(42), PstBls-Dam%(42)
    Level 35: ESD Arrow -- BslGaz-Acc/Hold(A), Lck-%Hold(37), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(43)
    Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45)
    Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(43), Rct-Def(45), Rct-Def/EndRdx(46)
    Level 44: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(46), UnbGrd-Max HP%(46), Ags-Psi/Status(48), Ags-ResDam/EndRdx(50)
    Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(48), Rct-Def(48), Rct-ResDam%(50)
    Level 49: Glue Arrow -- PcnoftheT-Rng/Slow(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 -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 0: Born In Battle
    Level 0: Marshal
    Level 50: Musculature Radial Paragon
    Level 50: Ion Partial Radial Judgement
    Level 50: Preemptive Total Radial Conversion
    Level 50: Banished Pantheon Partial Core Improved Ally
    Level 50: Barrier Partial Radial Invocation
    Level 50: Assault Total Radial Graft
    ------------

     

     

     

     

    Thanks for reading! 😄

     

    • Like 2
  8. Heya, thanks for the feedback!

     

    I looked into a bit, and was unable to really put together a good set of IOs that capped out Ranged defense without completely changing up how the character's built. 😞

     

    I did, however, retool the build to not use so many purple IOs, which has reduced the cost of the build substantially.  He's still fairly glass-cannon-y, although he has enough CC via the various knocks, holds, and slows that I'm not suuuuper concerned with it.  He won't be soloing AVs anytime soon with this setup, but I think he'll be a huge boon in most groups regardless.

     

    Spoiler

    Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Ahab2: Level 50 Technology Blaster
    Primary Power Set: Water Blast
    Secondary Power Set: Tactical Arrow
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Hydro Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(5), ExpStr-Dam%(7)
    Level 1: Electrified Net Arrow -- GrvAnc-Hold%(A)
    Level 2: Water Burst -- FrcFdb-Rechg%(A), Bmbdmt-+FireDmg(7), Bmbdmt-Dam(9), Bmbdmt-Acc/Rech/End(9), Bmbdmt-Acc/Dam/Rech(11), Bmbdmt-Dam/Rech(11)
    Level 4: Maneuvers -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(13), LucoftheG-Def/EndRdx(13)
    Level 6: Whirlpool -- PcnoftheT-Rng/Slow(A), PcnoftheT-Dmg/Slow(15), PcnoftheT--Rchg%(15), PcnoftheT-EndRdx/Rchg/Slow(17), PstBls-Dam%(17), Bmbdmt-+FireDmg(19)
    Level 8: Ice Arrow -- NrnSht-Dam%(A), Dvs-Hold%(19), Lck-%Hold(21), ImpSwf-Dam%(21), GhsWdwEmb-Dam%(23), GhsWdwEmb-Acc/EndRdx(23)
    Level 10: Tidal Forces -- GssSynFr--Build%(A), GssSynFr--Rchg/EndRdx(25)
    Level 12: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(25), Thn-Acc/Dmg/EndRdx(27), Thn-Acc/Dmg/Rchg(27), Dcm-Build%(29), TchofLadG-%Dam(29)
    Level 14: Upshot -- RctRtc-Pcptn(A), RctRtc-ToHit/Rchg(31)
    Level 16: Flash Arrow -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb(31), SphIns-Acc/ToHitDeb(31), SphIns-Acc/Rchg(33), SphIns-ToHitDeb/EndRdx/Rchg(33)
    Level 18: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(34), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(36), SprBlsWrt-Rchg/Dmg%(36)
    Level 20: Eagle Eye -- EndMod-I(A), EndMod-I(33)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 24: Hover -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(37), Frb-Stlth(50)
    Level 26: Steam Spray -- Bmbdmt-Acc/Rech/End(A), Bmbdmt-Dam/Rech(37), Bmbdmt-Acc/Dam/Rech(37), Bmbdmt-Acc/Dam/Rech/End(39), PstBls-Dam%(39), Bmbdmt-+FireDmg(39)
    Level 28: Agility -- Flight-I(A)
    Level 30: Boxing -- Empty(A)
    Level 32: Geyser -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rng(40), PstBls-Dmg/Rchg(40), Bmbdmt-+FireDmg(42), PstBls-Dam%(42)
    Level 35: ESD Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(43), BslGaz-Acc/EndRdx/Rchg/Hold(43), Lck-%Hold(43), BslGaz-Slow%(50)
    Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45)
    Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), RedFrt-Def(45), RedFrt-Def/EndRdx(46)
    Level 44: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(46), UnbGrd-Max HP%(46), Ags-Psi/Status(48)
    Level 47: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(48), Rct-Def(48), Rct-ResDam%(50)
    Level 49: Fly -- BlsoftheZ-ResKB(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 -- Qck-EndRdx/RunSpd(A)
    Level 2: Rest -- Heal-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 0: Born In Battle
    Level 0: Marshal
    Level 50: Musculature Radial Paragon
    ------------

     

     

     

  9. EDIT: See post #5 for final(?) build and commentary

     

    Hello!

     

    I recently started playing a Water/Tactical Arrow blaster for giggles, and it turned out to feel INCREDIBLE at low levels.

     

    As a result, I tried putting together an end-game plan for the dude, but I've never actually created a build before.  The below is what I put together, and it's heavily based on a Fire/Plant build that I saw someone else post a while ago.

     

    Please, if you have the time/desire to do so, let me have it with the critique!  I want this character to succeed, he's just so damn fun.

     

     

    EDIT: Argh, format hell!  Trying again

     

    Spoiler

    Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Cap'n Somethin: Level 50 Technology Blaster
    Primary Power Set: Water Blast
    Secondary Power Set: Tactical Arrow
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Hydro Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
    Level 1: Electrified Net Arrow -- GrvAnc-Hold%(A)
    Level 2: Water Burst -- FrcFdb-Rechg%(A), OvrFrc-Acc/Dmg(7), OvrFrc-End/Rech(9), OvrFrc-Acc/Dmg/End(9), OvrFrc-Dmg/End/Rech(11), OvrFrc-Acc/Dmg/End/Rech(11)
    Level 4: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(46)
    Level 6: Whirlpool -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(40), PcnoftheT-Acc/EndRdx(40), PcnoftheT-Rng/Slow(43), PcnoftheT-EndRdx/Rchg/Slow(43), PcnoftheT--Rchg%(50)
    Level 8: Maneuvers -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(13), LucoftheG-Def/EndRdx(15), LucoftheG-Def(37)
    Level 10: Upshot -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(13)
    Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(17), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(19), SprWntBit-Rchg/SlowProc(19)
    Level 14: Tactics -- HO:Cyto(A)
    Level 16: Tidal Forces -- GssSynFr--Build%(A), GssSynFr--Rchg/EndRdx(21)
    Level 18: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(21), SprBlsWrt-Acc/Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Rchg/Dmg%(50)
    Level 20: Eagle Eye -- PrfShf-End%(A), NmnCnv-Regen/Rcvry+(27), Prv-Absorb%(27)
    Level 22: Boxing -- Stg-Acc/Rchg(A), Stg-EndRdx/Stun(29), Stg-Acc/EndRdx(29)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Steam Spray -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/Rchg(31), SprFrzBls-Dmg/EndRdx/Acc/Rchg(33), SprFrzBls-Rchg/ImmobProc(33)
    Level 28: Agility -- Run-I(A)
    Level 30: Flash Arrow -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(39), SphIns-Acc/Rchg(43), SphIns-ToHitDeb/EndRdx/Rchg(46), SphIns-Acc/EndRdx/Rchg(46), SphIns-%ToHit(50)
    Level 32: Geyser -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(34), Rgn-Acc/Rchg(34), Rgn-Dmg/EndRdx(34), PstBls-Dam%(36)
    Level 35: ESD Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(36), BslGaz-EndRdx/Rchg/Hold(36), BslGaz-Acc/EndRdx/Rchg/Hold(37), BslGaz-Slow%(37)
    Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), Rct-Def(39), Rct-Def/EndRdx(39)
    Level 41: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), GldArm-End/Res(42), GldArm-ResDam(42)
    Level 44: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(45), Rct-Def(45), Rct-Def/EndRdx(45)
    Level 47: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def/EndRdx(48), ShlWal-Def(48)
    Level 49: Combat Jumping -- 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 -- Heal-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 50: Agility Core Paragon
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    ------------

     

     

     

     

     

     

    EDIT 2:  I put together a second build that focuses more on damage and using Hover to avoid melee, at the cost of a lot of Fire/Cold/AOE defense.  It also drops Tactics for Ice Arrow, which has been procced to the moon for extra damage and an extra hold.

     

    Spoiler

    Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Ahab: Level 50 Technology Blaster
    Primary Power Set: Water Blast
    Secondary Power Set: Tactical Arrow
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Hydro Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), GldJvl-Dam%(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
    Level 1: Electrified Net Arrow -- GrvAnc-Hold%(A)
    Level 2: Water Burst -- FrcFdb-Rechg%(A), OvrFrc-Acc/Dmg(7), OvrFrc-End/Rech(9), OvrFrc-Acc/Dmg/End(9), OvrFrc-Dmg/End/Rech(11), OvrFrc-Acc/Dmg/End/Rech(11)
    Level 4: Hover -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(46)
    Level 6: Whirlpool -- PcnoftheT-Acc/Slow(A), PcnoftheT-EndRdx/Rchg/Slow(27), PstBls-Dam%(27), PcnoftheT-Dmg/Slow(40), Bmbdmt-+FireDmg(40), PcnoftheT-Rng/Slow(43)
    Level 8: Maneuvers -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(13), LucoftheG-Def/EndRdx(15), LucoftheG-Def(37)
    Level 10: Upshot -- RctRtc-Pcptn(A), RctRtc-ToHit/Rchg(13)
    Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(17), SprWntBit-Acc/Dmg/Rchg(17), GldJvl-Dam%(19), SprWntBit-Rchg/SlowProc(19)
    Level 14: Ice Arrow -- GldJvl-Dam%(A), Apc-Dam%(29), UnbCns-Dam%(29), Lck-%Hold(40), GhsWdwEmb-Dam%(43), UnbCns-EndRdx/Hold(50)
    Level 16: Tidal Forces -- GssSynFr--Build%(A), GssSynFr--Rchg/EndRdx(21)
    Level 18: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(21), SprBlsWrt-Acc/Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Rchg/Dmg%(50)
    Level 20: Eagle Eye -- Prv-Absorb%(A), Mrc-Rcvry+(39)
    Level 22: Boxing -- Empty(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Steam Spray -- Bmbdmt-+FireDmg(A), SprFrzBls-Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/Rchg(31), TchofLadG-%Dam(33), PstBls-Dam%(33)
    Level 28: Agility -- Flight-I(A)
    Level 30: Flash Arrow -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(39), SphIns-Acc/Rchg(43), SphIns-ToHitDeb/EndRdx/Rchg(46), SphIns-Acc/EndRdx/Rchg(46), DarWtcDsp-Slow%(50)
    Level 32: Geyser -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(34), Rgn-Acc/Rchg(34), Rgn-Dmg/EndRdx(34), PstBls-Dam%(36)
    Level 35: ESD Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(36), BslGaz-EndRdx/Rchg/Hold(36), BslGaz-Acc/EndRdx/Rchg/Hold(37), BslGaz-Slow%(37)
    Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), Rct-Def(39)
    Level 41: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), GldArm-End/Res(42), GldArm-ResDam(42)
    Level 44: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(45), Rct-Def(45), Rct-Def/EndRdx(45)
    Level 47: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), ShlWal-Def/EndRdx(48), ShlWal-Def(48)
    Level 49: Fly -- BlsoftheZ-ResKB(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 -- Heal-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 50: Agility Core Paragon
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    ------------

     

     

     

     

  10. Great feedback, thank you so much!

     

    I'll continue to be patient with the class then, as I do really like the overall feel of it.  I'm also glad you mentioned that we're not tanks nor offtanks; I was sold to the Sentinel class with the description "mage tank", so I suppose I've had a bit of a misconception of what it's capable of.  Thanks for clearing that up!  I'll probably continue to focus on being able to tank damage some due to the layout of my team with my friends (they're both super-squish), but I'll plan on a respec at some point down the line if we're going to start doing things with public groups.

     

    I did pick up Life Drain last night, and you're right - it is kinda lackluster.  The heal is better than nothing, but only just.  I also got Abyssal Gaze, and THAT is a show-stopper.  Love it.

     

    If you don't mind a further question - Is Antumbral Beam worth using?  I've been finding its damage per activation cycle to be similar to my Gloom and even Dark Blast, which has had me using it only when everything else is on CD.

     

    Again, thank you so much for your replies!

     

     

  11. Hello!

     

    I've been playing for a couple of days with a few friends now, and have gotten my dark/bio sentinel up to level 23.  In teams with my friends, she's GREAT.  But solo, she feels comparatively fragile and weak.

     

    I don't have a character planner outline for her, since she's only 23 and I don't know most of the complicated IO sets and attunement sets and stuff... but I was curious if anyone wouldn't mind spending some time at least giving me some pointers towards maximizing this set?

     

    FWIW, here's an overview of what I have so far:


     

    Spoiler

    * Most of my abilities are fully slotted with level 25 IOs, shout out to Sovera for an awesome newbie guide!

     

    * Sorcery power pool set: acquired Mystic Flight.  I selected this pool to also get access to Spirit Ward and Rune of Protection on the assumption that I'd be offtanking in groups.

     

    * Leadership power pool set: Acquired Assault and Tactics, with plans to grab Manuevers at some point as well.  I really like the notion of toggles (which is both great and detrimental - between this and bio armor, I have a lot of toggles, but they get endurance hungry), and this power pool offered some great ones.  Particularly Tactics.  Tactics is slotted with -Endurance Cost and two +ToHit buffs, Assault has two -Endurance Cost.

     

    * Dark Blast: I have Dark Blast, Gloom, Umbral Torrent, Dark Obliteration, and Antumbral Beam.  Blast/Gloom/Obliteration each have 4 slots so far, Torrent/Beam each have 3.  I'm running Prestige Damage/Recharge, Damage, and Accuracy mods on each ability.  Dark Blast and Gloom each also have Recharge Speed, and Obliteration has To Hit Debuff.

     

    * Bio Armor: I have picked up Hardened Carapace, Inexhaustible, Environmental Adaptation, and Rebuild DNA so far.  Each has two slots.  HC has +DamResist and -Endurance cost, Inexhaustible has +Healing and +Endurance Mod, Environmental Adaptation is running +Defense and -Endurance Cost, and Rebuild DNA hasn't been filled in yet because I don't know what to do with it so far.  I keep forgetting to use Rebuild DNA in tight situations, which may partially explain my soloing woes.

     

    * Inherent Fitness:  Stamina has 2 Endurance Mod enhancements, and Health has a Healing enhancement.

     

    * So far, Adaptation wise, I run Efficient Mode 90% of the time, and Offensive Mode when I'm angry at something and want it to die.

     

    For fights in teams, I try to open with a Dark Obliteration on the center-ish of the enemy group to get aggro on the enemy group as well as get a ToHit debuff on as many as possible, followed by an Umbral Torrent to CC and debuff on as many of the other enemies as I can.  With my two friends (one a Fire/Thermal Corruptor and the other a Plant/Radiation Controller), I mostly serve as the tank, so my goal is less maximized dps and more spreading and maintaining the ToHit debuff as widely as possible.  We generally run at +6 Team Size, +0 Level and it feels about right.

     

    For soloing, I'm mostly using Dark Blast, Gloom, Blackwand, Antumbral Beam, and Nemesis Staff to focus-fire down individual targets after trying to AOE them a bit with Dark Obliteration/Umbral Torrent (again, mostly for the ToHit debuff).  I solo at +0 Team Size, +0 Level, and while I don't often DIE, I kill things slower than I'd like and often have to rest inbetween pulls as well as pop a number of Inspirations (particularly against Orange/Red enemies).

     

     

    ---

     

    I'm loving the character theme, but I'd like to make sure I'm maximizing my potential, as well as overall improve my soloing capabilities a bit.

     

    Thank you so much! 😄

     

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