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Verix

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Everything posted by Verix

  1. Thank you for clarifying that... dunno why the program had it be blank. I saw you put temporal selection in the build. Is that to help other healing powers (frankenstein)? Or did you use that skill to heal the Enforcer?
  2. Thank you so much for posting that! I noticed that the call enforcer skill had one blank power slot. Did you mean to leave it empty? Slotting is : Nuculeolus Exposure, Mark of Supremacy Acc/DMG, Superior Mark Acc/DMG, *empty*, Touch of Lady Grey : Chance for negativ damage, Achilees Heel, Chance for Res Debuff.
  3. I forgot to mention I am very open to any suggestions; if you think I should eventually slot something like the pistol power to get a ton of defense then that's probably a really good idea.
  4. If you had the time I would love some help with a build.... although honestly it looks like I was pretty heavily following a combination of the screenshot you posted earlier (with power slotting modifications from looking at other builds using the same sets). It seemed like you had hinted before that Mu would be the better choice overall given how you said you were at the defense cap. On live way back when I was Dark/Bots with Leviathan. I got many laughs out of the giant shark hold. I remember loving the double hold option as it was a huge quality of life thing. I really have no clue about the bonus slotting other than looking them up on the wiki - which might not be right. This is part of the reason why I did not take any direct attacks. I really don't have a clue about the Incarnate slotting but I have some time for that as I'm not close to 50 yet. I'm currently level 17 and things are going fine but I have two problems. 1. I don't have enough money to update the enhancements in my powers. ( I did what I could with some recipes and some cheap finds in the auction house). 2. I'm running out of endurance more often than I should but this is most likely due to the problem above because my endurance reduction mods are some of the mods in the red.
  5. For the moment I am working on a leveling build (so no thugs pistol attacks - just using the minions for now). I'd like for this build to be able to handle some really difficult content that I might not have gotten to do when I played on live. Interestingly enough I had already decided to go with super speed/hasten along with leadership: tactics/maneuvers before I saw your build. I had planned on skipping Assault/Vengeance and Temporal selection (unless something has changed or there is something I do not know about I imagine the math on these for pets is still really terrible). I would love to hear your thoughts on the mu/mace differences. I am guessing that the resistance aspect of Mu works out better than the defense from Mace Mastery? What do you have slotted in Electric fences? This is one power I definitely plan on replacing because I always loved being able to put 2 hold abilities on a boss (sawpping for electric shackles) unless that is no longer a necessary mechanic. My friend is playing a plant dominator with psychic so I really don't think I will be needing an AoE root. Would it be possible to have invisibility as part of the build as a power I might want to use? Can I slot the defense buffs there instead of inside the dual pistol skill? Wait is that not even necessary with the stealth celerity modifier?
  6. So really for now I can just ignore the frankenstein build , get up to 50 and then worry about it later. I didn't see a leveling build for thugs/time so I was kind of winging it. I didn't get either of my thug attack powers knowing that they wouldn't really help for damage and that I couldn't properly slot them to do things like frankenstein until later. Another question in a different direction : Once upon a time I know I had a macro for my pets to attack and then I swapped them to defense immediately as part of the macro. Is that still useful or is there a better idea?
  7. Why did you slot dual wield so heavily? was this to slot KD? -Sorry in advance.... been away from the game for a decade.
  8. I should mention that I did not play casually before. I spent a loooooong time researching what to build before I ever made it in game. My robot dark build was very powerful and sent most content packing on max difficulty. I had no direct attacks previously because I knew how crap they were. I remember some things like bosses need two hold effects.... but there is a wealth of information I forgot. I might come back to the robots and dark but I think I might have to give thugs and time a chance. Overall looking at time's powers it looks like there is more control over when certain things can be triggered. Plus *oh no* there is no option for me to take group rez /wink. One of the things I am not 100% sure about things I am reading in the MM thread are the terms muling and frankenslotting. Could someone explain? It is likely something I remember but didn't have a name for or called something else. Another simple but important question : Do the Origin powers have any use later on or they something you can just forget/ignore completely? I would hate to lose out on even a small advantage (yes I am that kind of player /sorry./notsorry).
  9. Once upon a time I played CoV and had many nice adventures with stompy robots as a robot/dark MM. I don't remember when I played but I know there is stuff in the game that was not there before. Reading through all the pages it seems like everyone says Thugs is the go to power. Would Thugs/Dark be something worth considering? And while I have very fond memories of the game I seem to have forgotten that planning your character is incredibly important and difficult for someone who has not thought about the game in over 10 years. Any thoughts or input would be welcome.
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