Zilean
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Posts posted by Zilean
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I know its probably hard for the devs to start from scratch and build a completely fresh power set for the MM community, but with that in mind we already have some great options available to us in game. Here are my suggestions in no particular order.
1. Snake Charmer - (Snakes) Could have a heavy focus on being resistant to damage, building up toxic damage/slows/holds and even have a Gang War type ability where one of your minions lays a bunch of eggs and they all spawn little snakes to go and be annoying. If snakes aren't your thing then you could easily insert the models from Arachnoids instead. Would require a name change though.
2. Witch Doctor - (Banished Pantheon) Instead of using some of the zombies from those models, could do a focus on much smaller totems being t1, spirits being t2 and Death/Storm Shaman as t3. All spirits could be another option. x2 Sorrow/1 Desire for t1. x2 Pain for t2 and t3 being Death.
3. Tinkerer - (Clockwork) I know we already have bots at home but the potential for controlling a melee menagerie of metal monstrosities is a market we are missing out on. Plus we have all of those cool steampunk options for our costume. Options could be for t1 are sprockets, t2 cannon/tesla knights, and of course the assembler prince as the t3. Heavy focus on melee, elec, and end drain/debuffs.
4. Carny - (Carnival of Shadow/Light/Vengeance/War) - Still working on the name but there are four different options to pick models from. 3 fencers, 2 Seneschals and a Master illusionist going ham sounds like success to me. A focus on buffing defense, fire/psi damage and some holds sprinkled in.
5. Plants/Rock - (Devouring Earth/Fir Bolgs or Devouring Earth/ Minions of Igneous) - Not as catchy as some of the other names but still a solid option due to all of the in game options we have. For Plants you have the plant side of DE causing slows, toxic damage, setting down cairns or fungi for buffs. For rocks you have the quartz/granite or even igneous minions focusing on knocking back/down, fire damage and lowering resistances/defenses.
Again these are all just personal opinions on some cool options that are already in game. And obviously a lot of these would have to be scaled and balanced to make it workable in game. What are some options you guys/gals would like to see?
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Just curious if @StrikerFox would be able to post that build. I couldn't get the import data chunk to work.
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Hey there! New to the Stalker community and wanted some advice on this build I put together. Am I going in the right direction or is a major overhaul in order?
Sneaky - Villain Stalker
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────- Primary powerset: Dual Blades
- Secondary powerset: Radiation Armor
- Pool powerset (#1): Leaping
- Pool powerset (#2): Leaping
- Pool powerset (#3): Speed
- Pool powerset (#4): Concealment
- Ancillary powerset: Mu Mastery
──────────────────────────────
Powers taken:
Level 1: Nimble Slash
- A: Superior Assassin's Mark: RechargeTime/Rchg Build Up
- 3: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime
- 3: Superior Assassin's Mark: Damage/RechargeTime
- 5: Superior Assassin's Mark: Accuracy/Damage
- 5: Superior Assassin's Mark: Accuracy/Damage/RechargeTime
- 7: Superior Assassin's Mark: Damage/Endurance/RechargeTime
Level 1: Hide
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 17: Kismet: Accuracy +6%
- 19: Shield Wall: +Res (Teleportation), +5% Res (All)
- 19: Reactive Defenses: Scaling Resist Damage
Level 2: Ablating Strike
- A: Hecatomb: Damage/Endurance
- 7: Hecatomb: Recharge/Accuracy
- 9: Hecatomb: Damage/Recharge/Accuracy
- 9: Hecatomb: Damage/Recharge
- 11: Hecatomb: Damage
- 11: Achilles' Heel: Chance for Res Debuff
Level 4: Combat Jumping
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 6: Assassin's Blades
- A: Superior Stalker's Guile: Recharge/Chance to Hide
- 13: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
- 13: Superior Stalker's Guile: Damage/Endurance/Recharge
- 15: Superior Stalker's Guile: Accuracy/Damage/Recharge
- 15: Superior Stalker's Guile: Damage/Recharge
- 17: Superior Stalker's Guile: Accuracy/Damage
Level 8: Build Up
- A: Gaussian's Synchronized Fire-Control: Chance for Build Up
- 48: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
Level 10: Gamma Boost
- A: Invention: Endurance Modification
Level 12: Placate
- A: Mocking Beratement: Threat/Placate/Recharge/Range
- 50: Mocking Beratement: Recharge
Level 14: Super Jump
- A: Winter's Gift: Slow Resistance (20%)
Level 16: Fallout Shelter
- A: Unbreakable Guard: Resistance
- 21: Unbreakable Guard: Resistance/Endurance
- 21: Unbreakable Guard: +Max HP
- 23: Steadfast Protection: Resistance/+Def 3%
- 50: Impervious Skin: Status Resistance/Regeneration
Level 18: Vengeful Slice
- A: Superior Blistering Cold: Accuracy/Damage
- 23: Superior Blistering Cold: Damage/Endurance
- 25: Gladiator's Strike: Chance for Smashing Damage
- 25: Force Feedback: Chance for +Recharge
- 27: Touch of Death: Chance of Damage(Negative)
- 27: Explosive Strike: Chance for Smashing Damage
Level 20: Radiation Therapy
- A: Touch of the Nictus: Accuracy/Endurance/Recharge
- 29: Touch of the Nictus: Healing/Absorb/Recharge
- 29: Touch of the Nictus: Chance for Negative Energy Damage
- 31: Obliteration: Chance for Smashing Damage
- 31: Eradication: Chance for Energy Damage
- 31: Fury of the Gladiator: Chance for Res Debuff
Level 22: Sweeping Strike
- A: Superior Avalanche: Accuracy/Damage
- 33: Superior Avalanche: Damage/Endurance
- 33: Superior Avalanche: Recharge/Chance for Knockdown
- 33: Armageddon: Chance for Fire Damage
- 34: Obliteration: Chance for Smashing Damage
- 34: Eradication: Chance for Energy Damage
Level 24: Particle Shielding
- A: Preventive Medicine: Chance for +Absorb
- 34: Preventive Medicine: Heal/Endurance
- 36: Preventive Medicine: Heal/RechargeTime/Endurance
- 36: Preventive Medicine: Heal
- 36: Preventive Medicine: Endurance/RechargeTime
- 37: Preventive Medicine: Heal/RechargeTime
Level 26: Alpha Barrier
- A: Unbreakable Guard: Resistance/Endurance
- 37: Unbreakable Guard: Resistance
- 37: Unbreakable Guard: Resistance/Endurance/RechargeTime
Level 28: Ground Zero
- A: Superior Avalanche: Accuracy/Damage/Endurance
- 39: Superior Avalanche: Accuracy/Damage/Recharge
- 39: Eradication: Chance for Energy Damage
- 39: Obliteration: Chance for Smashing Damage
- 40: Achilles' Heel: Chance for Res Debuff
- 40: Touch of Lady Grey: Chance for Negative Damage
Level 30: Proton Armor
- A: Unbreakable Guard: Resistance
- 40: Unbreakable Guard: Resistance/Endurance
- 42: Unbreakable Guard: Resistance/Endurance/RechargeTime
Level 32: Meltdown
- A: Gladiator's Armor: TP Protection +3% Def (All)
Level 35: Zapp
- A: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
- 42: Superior Winter's Bite: Accuracy/Damage/Endurance
- 42: Superior Winter's Bite: Accuracy/Damage
- 43: Apocalypse: Chance of Damage(Negative)
- 43: Gladiator's Javelin: Chance of Damage(Toxic)
- 43: Sting of the Manticore: Chance of Damage(Toxic)
Level 38: Ball Lightning
- A: Ragnarok: Chance for Knockdown
- 45: Ragnarok: Damage/Endurance
- 45: Ragnarok: Damage
- 45: Ragnarok: Damage/Recharge/Accuracy
- 46: Ragnarok: Recharge/Accuracy
- 46: Annihilation: Chance for Res Debuff
Level 41: Hasten
- A: Invention: Recharge Reduction
- 46: Invention: Recharge Reduction
Level 44: Super Speed
- A: Celerity: +Stealth
Level 47: Grant Invisibility
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 49: Infiltration
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
──────────────────────────────Inherents:
Level 1: Assassination
Level 1: Brawl- (Empty)
Level 1: Sprint
- (Empty)
Level 2: Rest
- (Empty)
Level 1: Swift
- (Empty)
Level 1: Hurdle
- (Empty)
Level 1: Health
- A: Miracle: +Recovery
- 48: Numina's Convalesence: +Regeneration/+Recovery
- 50: Panacea: +Hit Points/Endurance
Level 1: Stamina
- A: Performance Shifter: Chance for +End
- 48: Performance Shifter: EndMod
Level 49: Quick Form
Level 14: Double Jump
Level 44: Speed 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Lemme preface this by saying I am not good with builds at all so if this is trash just lemme know. I am very open to criticism. I have pieced this together from comments in old threads. Please let me know what you think! Thanks!
Deathers - Villain Mastermind
Build plan made with Mids' Reborn v3.6.6 rev. 3
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Primary powerset: Demon SummoningSecondary powerset: Electrical AffinityPool powerset (#1): FlightPool powerset (#2): LeadershipPool powerset (#3): SpeedPool powerset (#4): SpeedAncillary powerset: Mace Mastery──────────────────────────────
Powers taken:
Level 1: Summon Demonlings
A: Mark of Supremacy: Accuracy/Damage3: Mark of Supremacy: Endurance/Pet +Resist +Regen3: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown5: Ice Mistral's Torment: Chance for Cold Damage5: Impeded Swiftness: Chance of Damage(Smashing)7: Sovereign Right: Accuracy/DamageLevel 1: Rejuvenating Circuit
A: Preventive Medicine: Chance for +Absorb7: Preventive Medicine: Heal/RechargeTime/Endurance9: Preventive Medicine: Heal/RechargeTime9: Preventive Medicine: Endurance/RechargeTime11: Preventive Medicine: Heal/Endurance11: Preventive Medicine: HealLevel 2: Lash
A: Mako's Bite: Chance of Damage(Lethal)Level 4: Discharge
A: Preemptive Optimization: EndMod/Endurance/Recharge37: Preemptive Optimization: EndMod/Endurance37: Preemptive Optimization: EndMod/Recharge37: Preemptive Optimization: EndMod/Accuracy/Endurance39: Preemptive Optimization: EndMod/Accuracy/Recharge39: Energy Manipulator: Chance to StunLevel 6: Enchant Demon
A: Invention: Endurance ReductionLevel 8: Fly
A: Hypersonic: Flying / Increased Fly ProtectionLevel 10: Energizing Circuit
A: Performance Shifter: Chance for +End13: Performance Shifter: EndMod/Accuracy13: Performance Shifter: Accuracy/Recharge15: Performance Shifter: EndMod/Accuracy/Recharge15: Performance Shifter: EndMod/Recharge17: Performance Shifter: EndModLevel 12: Summon Demons
A: Mark of Supremacy: Damage/Endurance17: Mark of Supremacy: Damage19: Edict of the Master: Defense Bonus19: Call to Arms: Defense Bonus Aura for Pets21: Sovereign Right: Accuracy21: Sovereign Right: Accuracy/EnduranceLevel 14: Maneuvers
A: Luck of the Gambler: Defense/Increased Global Recharge Speed45: Shield Wall: +Res (Teleportation), +5% Res (All)45: Reactive Defenses: Scaling Resist Damage45: Luck of the Gambler: Defense/EnduranceLevel 16: Faraday Cage
A: Steadfast Protection: Resistance/+Def 3%31: Unbreakable Guard: +Max HP33: Unbreakable Guard: Resistance33: Unbreakable Guard: Resistance/Endurance33: Unbreakable Guard: Endurance/RechargeTimeLevel 18: Hell on Earth
A: Sovereign Right: Resistance Bonus27: Expedient Reinforcement: Resist Bonus Aura for Pets29: Command of the Mastermind: Recharge/Pet +AoE Defense Aura29: Command of the Mastermind: Accuracy/Damage/Endurance/Recharge31: Command of the Mastermind: Damage/Endurance/Recharge31: Command of the Mastermind: Accuracy/Damage/RechargeLevel 20: Empowering Circuit
A: Adjusted Targeting: To Hit Buff34: Adjusted Targeting: To Hit Buff/Recharge34: Adjusted Targeting: To Hit Buff/Endurance/Recharge36: Adjusted Targeting: Endurance/Recharge36: Adjusted Targeting: To Hit Buff/Endurance50: Adjusted Targeting: RechargeLevel 22: Summon Demon Prince
A: Mark of Supremacy: Accuracy/Endurance23: Mark of Supremacy: Accuracy/Damage/Endurance23: Command of the Mastermind: Accuracy/Damage25: Ice Mistral's Torment: Chance for Cold Damage25: Impeded Swiftness: Chance of Damage(Smashing)27: Soulbound Allegiance: Chance for Build UpLevel 24: Hasten
A: Invention: Recharge Reduction40: Invention: Recharge ReductionLevel 26: Abyssal Empowerment
A: Invention: Endurance ReductionLevel 28: Insulating Circuit
A: Panacea: +Hit Points/Endurance34: Panacea: Heal40: Panacea: Heal/Endurance/Recharge42: Panacea: Heal/Recharge42: Panacea: Heal/EnduranceLevel 30: Amp Up
A: Invention: Recharge Reduction50: Invention: Recharge ReductionLevel 32: Tactics
A: Gaussian's Synchronized Fire-Control: Chance for Build Up36: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance42: Gaussian's Synchronized Fire-Control: Recharge/Endurance43: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance43: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge43: Gaussian's Synchronized Fire-Control: To Hit BuffLevel 35: Scorpion Shield
A: Luck of the Gambler: Defense/Increased Global Recharge Speed46: Luck of the Gambler: Defense46: Luck of the Gambler: Defense/Endurance/Recharge46: Luck of the Gambler: Endurance/Recharge48: Luck of the Gambler: Defense/Recharge48: Luck of the Gambler: Defense/EnduranceLevel 38: Mace Beam Volley
A: Sudden Acceleration: Knockback to KnockdownLevel 41: Power Boost
A: Invention: Recharge Reduction50: Invention: Recharge ReductionLevel 44: Defibrillate
A: Invention: Recharge Reduction48: Invention: Recharge ReductionLevel 47: Hover
A: Luck of the Gambler: Defense/Increased Global Recharge SpeedLevel 49: Evasive Maneuvers
A: Luck of the Gambler: Defense/Increased Global Recharge Speed
──────────────────────────────Inherents:
Level 1: Brawl
(Empty)Level 1: Sprint
(Empty)Level 1: Supremacy
Level 2: Rest
(Empty)Level 1: Swift
(Empty)Level 1: Health
A: Numina's Convalesence: +Regeneration/+Recovery40: Miracle: +RecoveryLevel 1: Hurdle
(Empty)Level 1: Stamina
A: Performance Shifter: Chance for +End39: Performance Shifter: EndModDeathers - Mastermind (Demon Summoning - Electrical Affinity).mbd
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23 hours ago, Black_Assassin said:
Triforming is really about how you play rather than a build. You really can pick whatever you want and slot it in a logical way and it won't make much overall difference if your playstyle is inefficient (obviously this is barring you picking random powers and not slotting them at all for example)
That said looking over your build there are some odd choices. For example:
> 5 slotting inky aspect and only 3 slotting Gravitic emanation - Take all 4 slots from inky and 6 slot up GE, its a huge opportunity for a bomber proc AOE nuke. Give it everything you can slot whilst keeping the KB to KD proc
> swap 2x lvl53 rech SOs in Hasten to 2x lvl 50+5 rech IOs
Not much point critiquing the build until you figure out where you fall with the playstyle blurb I have typed out below.
2 aspects you need to look at are:
1st layer: What are your battle tactics?
Step 1: running in and eclipsing to max your tankiness and then following up with double mires into aoe nukes
Step 2: now you have eclipse up, its potentially mezzing spawns with gravitic emanation and then step 1
Step 3: focussing down the hard targets with a ST based rotation. (this is changed by 2nd layer of HOW you pilot your 'shade)
2nd Layer: How you pilot the 'shade.
You have basic triforming where you tend to stay in forms for specific purposes. Human for applying buffs, summon pets, nukes etc. Squid to blast and Lobster to tank (also maybe you plan to punch hard single targets in Lobster). You likely rely on the tray that automatically pops up to use powers. Maybe you have taken the next step and set up some binds or macros to swap trays so you can find some efficiency.
There is a more advanced playstyle which involves setting up a huge array of macros and binds for each power. They are pretty complex and time consuming to set up, however, once done they open up a new ceiling on what can be done with a WS as you are no longer really limited by the forms as your macros are designed to both form switch and then fire the specified power. This can be illustrated by the ST rotation conundrum for a triformer.
Essentially all your best powers for a ST chain are spread across 3 forms. If you are taking a basic piloting approach, swapping forms can be quite difficult if you are also trying to maintain DPS on a target. You will then likely either end up hoverblasting with the Squid form or taking the melee approach with Lobster and just punching and firing mires till your target dies. Neither are bad options they are just somewhat limited as they only use 1 aspect of 3 forms.
If you decide to use a full macro and bind approach you can have a rotation using human, squid and lobster attacks which really then opens up the options. As I said though, takes a lot of time and effort to set them up and learn what is basically, a janky and very busy way to play your 'shade.
Thank you for your response and suggestions. What exactly would you slot into the 6 slot GE?
I have an amazing PB in my SG who hooked me up with the fancy "double tap this button and you'll form swap, cast ability, then shift back" bindings. And let me tell you, that has been so much fun. Such a game changer and really streamlines my rotations.
To answer about my tactics, I usually hop in as human, GE, Dwarf mire, Eclipse, Human Mire, then big aoe's depending on what cool downs are available (Quasar or Nova emanation). And then kill stragglers or move to the new group to aoe them down.
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A few days ago I had the absolute pleasure of playing with a tri WS named Anello Scuro. This person was straight up terrorizing 4/8 content with such a speed that made me really want to try it out. I have always liked faced paced busy sets with one idea in mind. Destroy. This person was so helpful with rotations, incarnate slots and I truly can't thank them enough for getting me interested in WS. Do you all mind checking out this build and telling me if I can better optimize it for tri WS? Influence not an issue. Looking to squeeze every bit of optimization out of this. I appreciate everyone's time and opinion on this! Again all credit goes to Anello.
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Just as the title says. Which do you all prefer? I saw the caltrops discussion, but I am wondering how you all slot your poison trap and mortar.
Also what is your rotation? Do you caltrops first then dive in with poison trap so they cant run away as fast? Any help very appreciated.
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15 hours ago, StrikerFox said:
The Interface Radial side is usually better for pets. 6 pets can stack debuffs with a 25% chance better than a single AT stacking with a 75% chance. The main difference will be the amount of DoT that are applied.
What about the spirits from the three main attacks or the 6 souls? Or fluffy? Will they proc that as well?
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I made this based off of a few other builds floating around the forum. How does it measure up?
14 minutes ago, Psyonico said:Poison Trap in Traps is pretty much a must take. It's your -regen power and has a nice hold component to it as well. In fast moving teams, however, you'll only use it against AVs/GMs.
Poison Trap in Poison is more skippable. It too does a hold (it used to be a sleep, which was basically useless) and it does -recovery. Since Poison doesn't have any -end powers, this is only useful (IMO) if you are Electric Blast.
Oooo I like that idea, poison/elec could be lots of fun
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4 minutes ago, Ankhammon said:
Although there are lots of groovy combo's you can pick from here, I can tell you that TA/Dark is very strong outside of the HM content. I haven't done any of that so I don't wanna lead you astray.
You'd get good hold options, serious amounts of -tohit, good -dam, and a groovy extra (large) bit of damage to top it off. Heck, you even get a self heal thrown in for good measure.
Make it a TA/Dark/Soul and you can pump out tons of debuffs which should make you a valuable member of a HM squad.
Thats the goal. Its just a bit hard to choose because I see so many knowledgeable people commenting on how to slot it, but when I look at their builds they are vastly different. You have proc monster builds, you have people who 6 slot flash arrow and then a few posts down someone else only 1 slots it. I love that there is a variety to choose from, but it is hard to make a decision.
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16 minutes ago, Psyonico said:
Here are some recommendations, I also threw a couple other primaries in there as well.
Dark Miasma - Dark Blast.mxd 4.97 kB · 0 downloads Poison - Water.mxd 4.84 kB · 0 downloads Radiation Emission - Radiation Blast.mxd 4.7 kB · 0 downloads Thermal Radiation - Dual Pistols.mxd 5.12 kB · 0 downloads Traps - Assault Rifle.mxd 4.7 kB · 0 downloads Traps - Dual Pistols.mxd 4.91 kB · 0 downloads Trick Arrow - Archery.mxd 4.96 kB · 0 downloads Trick Arrow - Dark Blast.mxd 4.68 kB · 0 downloads
Gonna start looking through these right now! Thank you very much!
15 minutes ago, Six-Six said:Poison's got some mighty mighty juju in the form of Envenom and Weaken. Them's some serious debuffs with really fast recharge and very low end cost... as long as you don't mind the spitting animation. However, Poison leaves you with zero def/res (though it does have -to hit which kinda translates to def/res) and no self-heals... and a cumbersome single target ally heal.
While TA is the same on the heals and def/res front, it's a more offensive-oriented set that has a wide range of tools. I find it challenging to pick the powers from TA since I want to take them all, but I can't... not without sacrificing other aspects of my toon such as attacks, def/res, and self heals.
I prefer Traps for a more well-rounded tool kit. You have immobs, holds, heals, slows, AND FFG. the last 2-3 powers are very skippable which leaves you with more power choices to shore up def/res or add on to your attacks/buffs.
From the 3 secondaries you listed, my personal preference would be Beam. It has a -regen component... which helps... and I like rifles. 😃Are the poison traps any useful for either set? I know they have different debuffs but would I even have enough time to get them off on fast teams? The thought of a stealthy teleporting poison trap master to initiate fights seems like a fun theory, but would it work well in reality?
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12 minutes ago, Psyonico said:
If you're doing Hard Mode, my understanding is a combination of buffs and debuffs is key. None of those three sets have particularly strong buffs, so they might not be the best choices. That being said, all three of them are excellent for non-HM content. Did you have a thought on which secondary you wanted to go with? That would help with build selections.
Thank you for the reply! Archery, Beam Rifle, Dark Blast, and Rad are all ones that I am heavily considering. I am not opposed to the other options, I just don't have a lot of knowledge of the subject of synergies and what people like to see on their teams.
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Hi peeps! I have always played a debuffer or buffer in MMO's. Ive lurked in the forums for a little bit and I have come across a few builds for TA but I don't really know what is current with the new update out. I have not seen too many poison or trap builds either. My goal is super end game content like hard ITF or anything like it. Would you guys do me the honor of posting your updated builds for any of these sets?
Using in game models of enemies, what do you think would translate to a cool new powerset for MM?
in Mastermind
Posted
I think my favorite from this would be the Gargoyles or the Magician. Lots of really cool costume/secondary choices with these two.