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Burnt Umber

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Everything posted by Burnt Umber

  1. These look great! Thanks for organizing this. I'll try to sign-up and be there. I'll bring Commenticia - Illusion/Forcefields Controller I'll bring Hostia Usta - Fire/Dark Corr. I'll bring Nox Atrissima - Widow/Fortunata
  2. I'll try to be there with Hostia Usta - Fire/Dark Corr.
  3. I'll try to be there with Pepsis Regina - Mind/Savage Dom.
  4. Thanks! I used the "Savage" pattern under the tops and bottoms "with skin" sections.
  5. Ahh, I see how what I said could've implied that. Really, it's not that you slotted bad sets. Kismet is okay and Unbreakable Guard is one of my preferred resist sets. My issue - which might not be an issue for you - is that you slotted passives for recharge and endurance reduction when they consume no endurance nor need to recharge; that seems a bit wasteful when you could be putting slots into your toggles to fill out the sets more fully. Also, if you're slotting health to boost your regen., you are at best boosting it from 40% to 80% - a bonus half-way replicated by slotting the Numina +20% regen./+10% rec. unique. Those two slots could be used elsewhere, like your TT: Leadership to be able to to slot all 6 pieces of Gaussian's for more defense. Your power choices were also perfectly fine, so it's not like you really were taking any duds. I personally abstain from using the Fighting power pool just for the sake of getting Weave. It's a good power, but I don't think it's worth getting boxing/kick as a dummy power and having Tough underslotted. Many people are fine with that trade-off, though, so really that's more of a preference than any sort of absolute. Addendum: They do suppress, down to about 3% fully enhanced. Stealth and Leadership: Maneuvers together amount to the same defense you were getting from Weave (i.e., 8% defense to all). I take stealth on many of my builds since it really doesn't require much, if any, slotting to have a nice little defense boost. Admittedly, I wasn't fully soft-capping the build since you mentioned up thread that you'd be okay with using purples here and there - mostly a close enough is good enough. Stealth itself also has the interesting quality of reducing your "threat level" to mobs, meaning that they are less likely to attack you when you are near. That allows you to better stealth traveling/missions when you want as well as to better position yourself for your stealth strikes.
  6. Oh dear, I wasn't trying to say that the whole build sucks. Sorry if that's what I conveyed. Personally, I try to choose powers or slotting that fits a common purpose, and I try to do so without necessarily going wild with expensive pieces. With that in mind, I attached two mock-ups of you build that I think maintain the spirit of yours. I also threw in a copy of my own build to the extent that might be helpful. W/r/t defense and the softcap, the "good enough" number is 45% defense. At that value you effectively floor an even-con mobs chance to hit you at 5%. (It's technically more complicated but that's the main idea.) Not having DDR sort of hurts, but really, I find inspirations mostly cover those deficits or I was already going to get KO'ed so how fast is irrelevant. VeneficioHybrid.mbd Black Bullet revised1.mbd Black Bullet revised2.mbd
  7. I'll try to bring Hiemps - Strom/Ice Blaster. These look great! We did Aeon a while back as part of the SWS Rich ran, so I think we should be fine doing Aeon for Theme Team. There are definitely parts that can be cut to make it a less long task, but that's only if everyone is okay with that. Mission 5 is the part that really adds a lot of time so the best way (I think) is to cut out the Ripple fights, and possibly, to ghost up to them and after. The rest of the strike force is no worse than running Synapse or Citadel time-wise.
  8. Respectfully, I think you made a few missteps on that build: namely you've heavily over-slotted the passives which, in turn, starves your other powers for slots. You might be better served dropping most of the Unbreakable Guard set from Wolf Spider and Bane Spider Armors, streamlining them to only have the Glad. Armor +Def unique, the Steadfast +Def unique, the Unbreakable Guard +HP unique, and possibly the Steadfast KB protection proc in both. Similarly, you might want to cut out the Heal enhancers from Health, leaving only the +Rec uniques, and you might want to drop Kismet set pieces from Combat Jumping and Combat Training, replacing those with a single LotG defense enhancer. In fact, you might be better served getting rid of all the LotG pieces, and putting Red Fortune fully in Cloak and Maneuvers, leaving and defense set uniques or generic defense IOs in the remainder. Furthermore, rather than dipping into the Fighting power pool, you might want to just double up on Leadership toggles, specifically Maneuvers. It's, ultimately, a loss of less than 3% defense, but it frees up power picks and doesn't leave you a dummy power in Kick/Boxing.
  9. No problem! I'm glad it's fun and works for you.
  10. I'll try to bring Horrere - Sonic/Cold Corr.
  11. I'm fond of mine. It's a bit of a hybrid of everything has the Huntsman rifle grenade powers for AoE, some pets, and the mace melee attacks. It doesn't burn through endurance. Although it has a few expensive pieces, I don't really go wild here. It's effective in both solo and team play. It also exemplars well mostly (it's a little anemic before lvl. 20 admittedly). VeneficioHybrid.mbd
  12. Oh, you mean that effect! I have no idea. I was using soul-noir themed Dark Miasma so maybe from petrifying gaze?
  13. I think those are the special effects of the Overwhelming Force Damage/KB>KD Proc? If I remember right, it has some special visual effect to go off randomly. I think it's fireworks?
  14. I too would like a way to get rid of them. I wouldn't have gotten them otherwise, and I certainly would prefer not to have them clogging my characters' power lists.
  15. It not the highest number out there but I'm pretty please with my Villain-only badging progress. Have 1071 so far, with only PVP, Achievements, and a smattering of others left.
  16. I hope to bring Hiemps - Storm/Ice Blaster.
  17. Hey all, it occurs to me that, if people are up for it, we could do some Redside time capsule hunting after the LRSF. A team seems to really make getting the associated badges for the event a bit easier.
  18. I think I'll bring Hostia Usta - Fire/Dark Corr.
  19. Neat! Would Necromancy fit here? Or is it just "Dark ___ " powersets?
  20. I'll try to bring Gelida Obscura - Ice/Time Corr.
  21. I think the trick with VEATs is that much of their power comes from being a passive force multiplier on teams with non-obvious powers. That is to say, powers like Tactical Training: Maneuvers should be taken as soon as possible and also stacked with the normal Leadership: Maneuvers pool power. Similarly, Mask Presence and Foresight are quite good defensive powers and benefit from being slotted as such. Mind Link is another great defensive power but it can have a long recharge; I use it as a pre-fight buff when things look tough rather than this forum's commonly held belief that you should try to make it "perma." From there, things vary depending on which path you take. A Night Widow will feel a bit like a pre-revamp claws/super reflex stalker with a bit of Willpower mixed in (the new Pain Tolerance power is a nice addition in this regard). Mask Presence is particularly valuable because it provides you with the "Hidden" status as Hide does on stalkers. Slash operated like you "Assassin's Strike" power and build-up/placate operate as your critical strike management tools. Placate also helps manage aggro and has a relatively quick recharge. Spin also crits from hide so it can be a great opener rather than the single target powers. (It should be noted that spin can have a heavy endurance cost so it can leave you drained if used too frequently or is under-slotted.) A ranged Fortunata is sort of like a cross between Mind/Psionic dominator and a Psychic Blast/Willpower sentinel. You have primarily have ranged psychic blast attacks and mind control powers. I paired mine with Soul Mastery and have an attack chain of Soul Tentacles > Psychic Scream > Psychic Tornado > Dark Obliteration. I also get to use Psychic Wail as a nuke when I can. Other than that, Scramble Thoughts is now a potent DoT psychic attack that will stun even bosses (it's MAG 4). Dominate/Total Dominate work as as holds for more traditional lock down powers (dominate is also a good damage/proc-bomb power but I personally don't slot it as such). Aura of Confusion is a melee AoE version of Mass Confusion, so it can be a very useful power too. A Fortunata-Widow hybrid (i.e., a Fortunata that uses the melee claws powers) is a combination of both of the above. You draw on the base Blood Widow powerset and can mix in the Fortunata powers. As such, it can vary a bit depending on which powers you take and how you slot them. However, it can be particularly nice to chain Aim > Follow-Up > Psychic Wail to clear spawns near effortlessly. I hope this helps a little. I've also attached my current builds for mine as examples, but they are by no means perfect. NoxWidow.mbd NoxFortunata.mbd NoxHybrid.mbd
  22. It's no problem! I honestly have a bit of inf. banked, so I'm happy to help if folks want to upgrade their builds or to respec them before this weekend.
  23. Oh, if anyone needs some inf. for a build for this weekend, send me a line in game and I'll send a sum along.
  24. I'll bring Nox Atrissima
  25. I'll try to bring Super-Radiance - Kin.Energy Defender.
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