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Unclemarty

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  1. This looks really good! some suggestions without changing power picks: you might want to try too squeeze in some more slow resist. Bio has quite a bit of active mitigation with click powers, so -rech debuffs can be bad news. Consider 2 slotting avalanche somewhere (probably in place of obliteration in dna siphon). If you are having any end issues sat all, you could add the theft of essence proc in parasitic aura, it should give you a bunch of endurance when its activated when lots of enemies are around. Celerity +stealth can be added in sprint. This is a personal preference but I like the option of stealthing objectives if needed. If you wanted full invisibility to stack with celerity you could swap combat jumping for stealth. I recommend replacing unbreakable guard with reactive defenses since you are building for typed defenses not positional. One more slot in weave would let you 4 slot shield wall for an easy 4.5 E/N resist Try to slot kismet unique. the tooltip says +accuracy but its actually +tohit which is pretty good. I think bio has the end management tools to support a proc based build if you wanted a more radical change. I believe testing has shown proc builds tend to do more damage on tankers than traditional builds, but I know some people don't like losing the set bonuses in their attacks.
  2. Wow this bio/fire run is very impressive. Would you share a build for it?
  3. There has been lots of discussion about maximizing survivability on Tankers but what would a Tank build look like if it aimed to do the opposite? The idea is to build for maximum damage instead of toughness. Ignoring the obvious answer of "choose another AT" here are some initial thoughts: It would probably be a proc heavy build, sacrificing set bonuses for damage procs. Spines/Fire Brutes are common farmers, so would Spines/Fire tanks be the highest damage output? How would the build look different if it focused on single target dmg vs AOE?
  4. Rune is there for another layer of protection in the form of resistance. SR has really good passive defenses and defense debuff resistance (DDR) in the form of toggles. By rotating between barrier, hybrid melee and rune you can also achieve extremely high resistance values with no gaps. This "active" layer of protection combined with SR defence and DDR results in a very durable build. I made that build to test hard mode durability in a solo environment. Rune is probably less important in a team environment because people bring buffs to augment your defense. Especially if you are teaming with someone that can bring +res or heals to the table to top you up if you end up taking a big hit. One weakness of SR is taking large chunks of damage at a time but resistance and heals can help shore up this vulnerability. Overall, I would say if you are doing something special/ extra challenging like trying to do 4* with a 4 man team or you just want to be really safe, take rune. If you don't take it that's ok too! Plenty of hardmode builds with SR have not taken rune and been just fine, its not a requirement. As for the concern about powers and slots - that just comes down to playstyle. I personally like mystic flight as a travel option. spirit ward can mule preventative medicine proc and arcane bolt isn't a terrible way to pull either. Though If you like other travel powers better or utility in other powers, I can see how these feel "wasted". As with any build its always a gradient: utility / damage <-------------> survivability Where you want to build the character within this gradient is up to you!
  5. Here is a SR/DM tank built for durability. If you want combat teleport and super jump I would say drop leadership and speed pools from this build. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Ultra Instinct V2: Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Dark Melee Power Pool: Fighting Power Pool: Sorcery Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3) Level 1: Shadow Punch -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg(36), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(36), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37) Level 2: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(7) Level 4: Focused Senses -- ShlWal-Def/EndRdx/Rchg(A), ShlWal-Def(13), ShlWal-Def/EndRdx(13), ShlWal-Def/Rchg(15) Level 6: Shadow Maul -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(9), SprGntFis-Dmg/Rchg(37), SprGntFis-Acc/Dmg/Rchg(39), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/EndRdx/Rchg(39) Level 8: Practiced Brawler -- RechRdx-I(A) Level 10: Dodge -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(17) Level 12: Boxing -- Empty(A) Level 14: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(21), UnbGrd-ResDam/EndRdx/Rchg(23), StdPrt-ResDam/Def+(25) Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(27), LucoftheG-EndRdx/Rchg(27) Level 18: Mystic Flight -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(19), BlsoftheZ-Travel/EndRdx(31) Level 20: Touch of Fear -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(23), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34) Level 22: Siphon Life -- SprMghoft-Rchg/Res%(A), ThfofEss-+End%(33), SprMghoft-Acc/Dmg(40), SprMghoft-Acc/Dmg/Rchg(42), SprMghoft-Acc/Dmg/EndRdx/Rchg(42), TchoftheN-Heal(42) Level 24: Evasion -- ShlWal-Def(A), ShlWal-Def/EndRdx(29), ShlWal-Def/Rchg(31), ShlWal-Def/EndRdx/Rchg(50) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(43), Ksm-ToHit+(46) Level 28: Spirit Ward -- Prv-Absorb%(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Rune of Protection -- GldArm-3defTpProc(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(43), UnbGrd-ResDam/EndRdx/Rchg(43) Level 35: Soul Drain -- Obl-%Dam(A), Obl-Dmg(40), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(49), Obl-Acc/Dmg/EndRdx/Rchg(49) Level 38: Dark Consumption -- RechRdx-I(A), RechRdx-I(48) Level 41: Tactics -- DS:DSyncEndToHitDef(A), DS:DSyncEndToHitDef(46) Level 44: Lucky -- ShlWal-Def/Rchg(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(45), ShlWal-Def/EndRdx(45) Level 47: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(47), SprWntBit-Acc/Dmg/EndRdx(47), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(50) Level 49: Darkest Night -- DS:DSyncEndDefDebuffToHitDebuff(A), DS:DSyncEndDefDebuffToHitDebuff(50) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(19) Level 1: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(25) Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1399;700;1400;HEX;| |78DA65945B4F135110C7CF76B7D49622BD002DD0425B29E5220BE5C57B62146BA83| |42156796D36E5B4549AB6D92D09BE7B7D3426FAE2F5CDEBD731064CFC0428898AC8| |C5757A664E68E226EDAF67CECCCE7F66CE696E7DCE5B2A652E32C57BB96A5856E18| |6515BE5A63367942B45068FFF66B5691AB1F99AD5ACD48ACDD8D2AC0BAC51742BCC| |F112AF595CCFAF3560759D97AA7C9D5B21DACDF12AE7FA9C61AEE24FD6B558AF57F| |54CA5BC022F2B7BC52A5F378BDCBCDD2D160BDC58E6A6B552697870B3C1F972E84A| |A352D42F996B4D5EC8D7D7AA859C613521240C4262F039D5075F4A4B2CB31DAC177| |EA5DDCCD143F42177DC4C3EB693AD32613C512296892BC8910AF116F20C64506406| |85327450860ECA701A9C547252D5795518BD59620679FC2A7217E438A51CE7434D1| |88FDD418EDC458EDE23DE273E409E854C2ECAC45C93A8F11C18DD52A39B347A48A3| |8F342A30BC4E4ACB3A6D78980AA62E8AD3BAFEA0BC9E9FC45FC8BE5D6438049E513| |7D320A85BD6DA4DC97C946C80920D04908F93708CA432FF178730063690439BC87D| |6848503624F81A0BED7B868C3C47C65E105F22E3AF907B10DC4B199CBD9BA835165| |085D6D4275C8F7F266E1083C8F3D0B890AC2544F38AD0BC86685E699AA71F0AEF97| |B5F453E1133F7073EA90898C8FA0E041399FC12DDC4C4064948C4A948636447C021| |1C354BD363C8B11711A429C8630F19B2886A1B103A83AA18873693B130C3753FBD8| |CFD48183342167FE126DE421042715716D6C254932A68941D03A26B58EC5E0A06A2| |A9B6AD1A5B20BD0AF49D9AF49D11F173B798D9825669045802E27A3BFD184517F4B| |7C879C7E4FFC804C7F447EF532362365CC8C62FA34715C3BBAF576443BBADDAD359| |CEB85B67DB8190EF1C6454DDAC0A808BF2D4FBB9F307DFBDFF4DDD3FE1F13C7E23C| |4B8A60200B4CB9D8769B93C276B088F0534CBD076D4B4BBDFF00F6DAD5DA| |-------------------------------------------------------------------|
  6. The great part about this game is difficulty is adjustable. If it’s too easy from powers coming earlier can’t people just bump the difficulty? Or is +4x8 still too easy for groups in the 20-30 ish range when the strong (yet unslotted) powers are available?
  7. Your build looks good. To answer your specific questions The base heal for siphon life is somewhat small, so either way building for damage or heal in this power is valid. Overall it's good to try to strike a balance between damage, heal, accuracy and end. Hard to enhance all those to the max. One simple way to build for more HP would be to 3 slot LOTG or 4 slot Shield Wall. Lethal and Negative Energy are the most important resists although there are some other attack types on the hardmode ITF. Recharge is important. It is really good to have soul drain up as much as possible as you mentioned. The +tohit from soul drain (and thus recharge) may be less important if you're on a team and multiple people are running tactics. But the +tohit from soul drain becomes very important in small teams or solo challenges or if you fight away from your team or if your team is dead. Agility is better than nerve for the recharge and end mod it offers. Nerve boosts accuracy, not tohit. Tohit is generally more important. I'm not much of a fan of elude personally since the crash can be difficult to manage and fights tend to run long. Consider picking up soul mastery for darkest night for more consistent -tohit on enemies for an additional blanket of protection. Here is an example build with darkest night: Also this thread might be good to check out - for more guidance on hardmode ITF
  8. For pure survivability, you’re probably looking at a blaster that prefers to stay at range -often discussed as hover blasting. Being at range let’s you build just for ranged/aoe defense and still maintain high survivability. There are multiple options for blaster primary and secondary that are all ranged. For killing AV One of the high damage options that I like is ice blast. It has extremely high single target DPA so it can chew through AV regen and whittle them down eventually. There are videos, builds and examples here on the forms of blasters soloing AV and task forces to give you a sense of what sets are optimal at the high end. For leveling survivability - many people pick fighting for tough & weave. Weave especially helps hit the ranged defense soft cap. Sorcery for rune of protection is also good as an emergency button or as a break free because it offers mez protection.
  9. Unclemarty

    Why SR?

    Perhaps one of the weaknesses of SR is that the low initial resistances means that they often take huge hits, such as in an alpha strike. But with the large HP of tankers, they can take this huge hit and then stabilize due to the scaling resistances that 3 of the SR powers offer. At low health SR tanks can have nearly capped Resistances due to scaling resistances. The scaling resistance is % based so when it starts to kick in below 60% health, tanks still have hundreds of HP. As others have mentioned Defense Debuff Resistance (DDR) is a huge reason why SR is so good. Basically any tank with an IO build can handle most 4x8 content in the game but SR tanks are especially good at hard content with heavy incoming debuffs, such as 801 AE series or hard mode ITF or Aeon.
  10. Some really great suggestions here! I ended up going with fire/storm controller. The idea is that once bonfire, tornado, and lightning storm are set up they can knockdown while you're casting other powers. So much setup isn't good on a fast team, but it handles 4x8 council pretty well.
  11. If you want an additional defensive option, try this one which drops Fire/cold resists for Unleash Potential Incarnates: Agility, Ageless, Void, Melee Radial
  12. Maybe dark melee is an competitive alternative to MA? All of dark’s attacks have -tohit which works out to be equivalent or greater than +10 def, especially when multiple attacks are stacked. Touch of fear alone is something like -10tohit in a large aoe. Dark also offers a heal and better +to hit coverage.
  13. As others have mentioned +to hit is extremely important as the mobs pack a lot of defense. Here is an example of some of the defense the Cimerorans are packing on 2 star: I've seen Phalanx fighting go as high as about +30 defense when a huge group is pulled. Their tohit buffs are huge too. Most groups have an EB nearby with tactics. Oh and the EB have rage too. the Cimerorans also have a large amount of DDR so it may be difficult to coast on defense debuffs alone. +tohit is absolutely needed to hit anything. I've been testing the difference between various builds of SR/DM and Inv/DM tank for solo hardmode ITF. SR Build (agility alpha) Inv Build (agility alpha) I generally found that the Inv build could hit things more reliably, but the DDR gap was a death sentence. The last minute of ageless provides about +20 DDR. In total for the build this ended up being about 70% DDR for that last 60 seconds. Another issue with Inv was it really wants to stay put in the middle of the pack. I was running around trying to catch the teleporting Immunes Surgeons, which lowered the invincibility buffs since I was not nearby enemies. I may test again with fire ancillary for Char to hold the Surgeons in place though. The SR build was much more reliable because the base defenses were higher and the max DDR meant I could run barrier destiny. I was able to clear the fist hallway and left cavern on 3 star with the SR build. But it took a while because of less +tohit, so I didn't bother slogging through the whole 1st mission. I'm curious to hear how SD and SS perform for people in a solo environment though.
  14. I've been thinking of a concept for a character that's all knockdown all the time. I am thinking something with storm would work well, but I'm not sure which AT or other powerset would be best for spamming knockdown effects. Here are some initial ideas: energy or water defender or corruptor with storm? Water has multiple aoe KD, energy has a chance for KB on all it's powers. Not sure which would be better, or how either would compare to a controller. fire/storm controller? - bonfire seems to be a good set it and forget it KD power. Can blast other powers while bonfire is going. This doesn't have to be a particularly high damage build, just going for some silly knockdown concept. I'll make liberal use of KB => KD enhancement too. Any ideas or advice for a build with the most knockdown effects? Let's see the bodies hit the floor! 🙂
  15. I echo what others have said. Invulnerability, Shield defense and Super reflexes seem like really good primaries for this hard content. Dark Melee and Rad Melee seem like the best secondary because of the heal. I tested 2 star ITF with SR/RadM and Inv/DarkM. Here's a subjective comparison based on that experience. Builds: Inv/DarkM SR/RadM I initially started with the SR tank because of the capped defense debuff resist, but I found it was a real struggle to actually hit the mobs. The +def bonuses from difficulty and the enemies with phalanx fighting meant that I needed considerable +tohit to actually hit anything. I thought the -def effect of rad would help but it wasn't enough. I switched over to the Inv tank which performed better. The goal was to make soul drain perma to ensure that I consistently had good +tohit. I didn't quite get it to perma but spiritual alpha helped a lot on getting the recharge down. I found ageless was really important here for +debuff resist. Pulling more than one group without capped defense debuff resist was a death sentence unless I had Melee hybrid up. Other random thoughts RadM has a stronger heal than DarkM but it's a bit gimmicky. Its difficult to pinpoint which enemy has the contaminated effect to get the heal from when there's a whole swarm of them. DarkM is a more reliable, although smaller heal overall. Irradiated Ground is really really good. It's an efficient way to leverage -res procs and the damage finishes off low health minions while I can focus on lieutenants and above. RadM deals more damage overall but, as mentioned above, DarkM gives a more reliable +tohit buff. Any build critique or suggestions would be welcome
  16. Hi, This looks like a nice build. Here are some specific suggestions in no particular order: You mix and match your defensive sets. You can save some slots by grouping them together. Example: put Reactive Defense unique in Evasion with the other Reactive Defense. Put shield wall unique in focused fighting with other shield wall. Rune of Protection isn't affected by recharge changes. You have resistance/recharge slotted there but can change it to Resistance. 2 +5 resistance IO should hit ED here. Health / Stamina I suggest moving numia's unique to health. And adding panacea unique to health. Stamina - see if you can add one more slot for power transfer chance to heal. Soul drain - consider slotting this for damage instead of taunt. You can also add Gaussian's build up proc to this power, which should fire almost every time. Combat jumping - Kismet set bonuses are meh. You could 4 slot this for shield wall, which provides a nice E/N resist and great + health bonus. If you really want S/L resist, try 5 slotting it with Luck of the Gambler Tough - try to add Unbreakable guard +HP here Have fun! 🙂
  17. Hi everyone, Are there any Excelsior supergroups recruiting that focus on small teams and difficult content? I'm a long time player that's been out of the game for a while but am excited to return for the new difficulty options presented in the recent patches. I'm trying to stay away from the "rush rush blitz through everything" type playstyle that's seems so prevalent, so I am interested in a more deliberate, challenging, and strategy focused type of gameplay cultivated by harder content. I'm hoping to find a community of chill folks to do stuff like: sub-50 content with small teams challenging AE content (for example 801 series) Advanced difficulty Aeon Advanced difficulty ITF (when it comes out) themed groups where everyone has similar powersets I'm happy to do other content too with the community but I'm most looking forward to stuff listed above. I also like theorycrafting builds with IOs and pushing the limit of what's possible for a build. I'm US East timezone and typically play early evenings if that helps. Global is @Blithe. Thanks! 🙂
  18. Yeah I totally agree with the flaws part. I think this level range of mid 20’s to mid 30’s is the sweet spot between power level and interdependence. At this level characters are just getting to their cool/flashy high impact powers without getting stacked to the gills with IO sets. At this level it feels like each character, regardless of powerset, can meaningfully contribute to cover teammates’ weaknesses. Once characters get closer to 50 and get a critical mass of IO sets, the bonuses can cover up weaknesses and allow pretty much any character to stomp normal 4x8 content. Being overpowered is cool, but imo it takes away from the teamwork and interdependence aspect evident in lower levels. This game as a whole has a weird difficulty curve when leveling where it feels like combat gets more complex (more powers to manage), yet less difficult as you level. Especially considering IOs. Some of my most enjoyable experiences in this game have been at teaming difficult content at the lower levels when The team needs to think strategically about how to approach mobs, pull, and prioritize targets. Yes it’s slower than pulling all the mobs at once and destroying them with AOE but it feels much more challenging and rewarding.
  19. Making control in general more useful (especially on high end teams) Would also help make control procs more useful. Returning to the discussion about toggles in this thread.... what if more enemies had toggle powers such that stunning / holding them would drop the toggles and soften them up for follow up damage? I don’t remember seeing many enemies in game with toggles while many of the players have lots of toggle powers. I also agree that bumping the magnitude, duration or proc chance of control procs would lead to more interesting and meaningful proc build choices and build diversity.
  20. Over the past few months I've had the goal of completing solo 4x8 ITF with no deaths, no temps, no insps, and no incarnates. I didn't entirely get to this goal, but I've gotten close with a recent 4x8 with no temps, no insps, alpha only, and 2 deaths. There have been numerous successful and impressive solo runs 4x8 Master of ITF, no deaths/temps/insps, but I'm not sure if there has been any success with doing it without incarnates (thus not level shifted). I'd like to present my run and hopefully spark a discussion of how this goal could be achieved. Full disclosure, this run was completed on the Brainstorm test server. Proof The Build - Ice/Time/Soul Alpha - Cardiac Core Attack Strategy The ST rotation is Freeze Ray -> Ice Bolt - Bitter Ice Blast -> Ice Bolt while weaving Aim, Chronos, and Hasten in there whenever they were up. For large groups of enemies I would lead with a volley of Blizzard -> Ice Storm - Frost Breath (cone). The Approach Out of all the ATs, I chose a hover blaster for this goal for a few reasons. Blasters have high ST dps, enough to chew through AV regeneration. Range lets us stay away from most of the defense debuffs (except white novas). Nictus auto hit power in part 4 is a pain for melee. At range I can stay away from it. The AV's tend to run everywhere without a strong taunt or immobilize, making it difficult for melee characters without these to attack. Why Ice/Time/Soul? Freeze Ray and Bitter Ice Blast are both extremely high DPA powers in the ST rotation. I considered fire blast because Blaze also has notably high DPA but I wanted to stay 100% at range and not have to move close to the mobs for the T9 nuke. I also considered Beam Rifle for its -regen but ultimately rejected it because AVs heavily resist -regen, especially at +4, and ice has better ST DPA as a baseline compared to Beam. For the secondary, I chose time because of the +recharge effects helps bring Blizzard back online sooner. It also has an absorb shield which helps mitigate chip damage. I chose Soul mastery because most of the incoming damage in the ITF is lethal or negative. It is critical to have high enough negative resistance to survive Requiem's Gloom attack. On early (failed) tries of this I found that with low negative resistance, Gloom's would 1 shot me from full health. Revisions I died twice fighting the Romulus Phalanx in part 3 because they seem to have an attack that's flagged as AOE that didn't check against my ranged defense. I'm not entirely sure why or how that was going on but I took this part much more cautiously (pulling 1 or 2 robots at a time) for my final run. If I were to do this again, I would start with the Ice/Arrow/Soul build below and pack a little more AOE defense. Arrow as a secondary lets me use Oil slick as well, which would help improve AoE damage for clearing large groups. I am not a regular forum user so apologies if there are any formatting errors. I would appreciate any build critique as well Anyway! Just wanted to share this with you all and ask, do you think its possible to solo 4x8 ITF with no deaths, no temps, no insps, and no incarnates?
  21. If you want -regen on the secondary, spore cloud in plant manipulation may be better. It’s a toggle so you don’t have to weave it into the attack chain.
  22. I think it’s the KIND of buffs/debuffs that are desirable on fast teams. “Defensive” supports that offer +def, +res, healing, or -tohit, May be less desirable on speedy teams than Offense oriented supports that can do +recharge, +damage, or -res effects. It’s one reason why kins are so popular, even on high end teams, because you can always kill things faster but you might not need an empath because fast teams don’t always need defensive buffs or heals (especially with inspirations).
  23. This sounds really interesting and fun. I usually place all my characters in a single SG for ease of sharing salvage, enhancements and such but I’m wondering if I’m missing out on engaging with the community on a deeper level by not joining up through a SG with other players. I wish there was a solution like being able to join multiple SG.
  24. Hi this looks really impressive. I have been trying to solo 54x8 ITF on my fort as well but I’ve been running into some problems with the AVs What was your strategy to defeat the AVs? In my case I took huge hits from the AV negative energy damage and the self heal from medicine pool wasn’t enough healing. I also had an annoying issue where the AVs in part 3 would run back a few steps then keep attacking, instead of standing still. This made it hard for my melee fort to pull off clean damage rotations without aggroing all the mobs on the field. Curious if anyone else encounters this AV behavior.
  25. At lvl 13 (not 12, cheating here a bit) Shield/DM might be more survivable than the SR/Titan build I posted earlier. 13 gives us a bit more slots so we can slot the Steadfast Protection and Gladiator Armor uniques. for the secondary, the theory is that /Dark's -tohit can mitigate incoming damage debuffs. If I miss too often, I may pivot to /Rad for the -def effect.
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