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Warshades
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Some things to maybe consider: You could swap the slotting of Alpha Barrier and Tough, doing so provides about 2% more s/l resist since Alpha Barrier has higher base resist values, it benefits more from resistance enhancements than Tough does. 1 EndMod IO provides higher end recovery benefit than the chance for +end proc in Stamina. You could probably save a slot from Chop as you don't really need the added s/l resist since the SMoT proc will handle that. Or else, put the chance of +rech into Chop and run a full SGF in Gash which will give an additional f/c resist bonus on top of s/l. I would take out the heal boost touch of nictus from rad therapy and just add another damage proc like eradication. Consider maybe replacing the Overwhelming Force proc in GZ to a +5 boosted dam/rech/acc Armageddon to get the power up more often and get acc to 95%+. You could do 2 superior avalanche in Pendulum and Axe Cyclone, will let you save another slot from boxing as you won't need it for the recharge debuff resist. Doing an acc/dam and dam/end in one of the powers and acc/dam/end and acc/dam/end/rech in the other should still get you to 95% acc on +3 (+4 with lvl shift). Rather than slotting Glad Armor unique in Meltdown, consider doing a 3 piece Glad Armor in Fallout instead of Aegis and putting it there. That will give you some KB protection from the set bonus and let you save 2 slots from Meltdown (you can put 1 or 2 back into any armor for another impervium or aegis if you like for additional psi resist or else spend them in other places). Personally, I don't think you'd benefit much out of Barrier. Radiation has no defense debuff resist, nor high defense to begin with, and also nearly caps most resists without any help. You can grab Ageless to provide more recharge/recovery. If at all possible, consider a way to add dominate from psi mastery to the build and proc it out. Great place to put a Decimation build up proc and it's a good ST attack as well. Leadership pool instead of stealth pool (you can easily turn off beta decay and ignore any mobs that try to attack as you run to end of mission objective, not hard to do with a tank) and tactics could help to partially make up for some of the loss from FA, but that would require a deeper dive and adjustments to the build.
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Fairly certain Sentinels never existed on live, it's a class that was added to homecoming. Some of the other servers also have their own special/unique classes (I think one has a control/armor set combo?). Sentinel was basically meant to be a ranged scrapper type role, for players that wanted to play ranged power sets but also wanted to be more survivable with an armor set. The one thing to keep in mind is that Sentinels have a 10 target hit cap on AoE attacks and have lower base range compared to blaster/corr/defenders. Anyway, back to original topic of dark/sr, never personally played this combination (more specifically, never played dark blast on Sents). However, I wouldn't ignore slotting Master Brawler, the amount of absorb shield you get scales with how low your HP is and can get pretty high when it's slotted (though as you mentioned, it can be hard to find slots). Maybe dropping an attack (since this build picks up another in MG from patron) will help to distribute some slots to other powers (perf shifter +end in enduring, more rec uniques in health, etc). I did a quick build in mid's, could probably use more fine tuning as well, but it should up your damage a bit more. One concern would be endurance, though ageless destiny would fix it if you go that route. I prefer musculature on Sentinels as they actually have some solid damage numbers and can benefit a lot out of procing attacks. With defensive armor sets in particular, 4 slotting shield wall can be a great way of getting e/n resist. This build doesn't quite hit soft cap positional def, but you do apply a good bit of -tohit with dark which will help. I don't particularly like scorpion patron on sentinels, soul has a much stronger ST attack in MG if you wish to stick with the dark theme, alternatively electric epic has great ST damage in Havoc Punch (faster animation if you don't care about theme). Maybe this will give you some ideas to adjust your first build. Sentinel (Dark Blast - Super Reflexes).mbd
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Pools (other than teleport) are pretty much irrelevant, Granite is very survivable on it's own. If you want to close the one resist hole that Granite has (psionic) then you could do something like this with the slotting to up your psionic resist with set bonuses. This is 2 SMoT procs away from psi resist cap without barrier and can nearly cap with 1 SMoT while barrier is active with minimum 5% resist/def. I wouldn't really run this the way I built it as it ignores a lot of other things in favor of chasing that psionic resist, but it should tank everything well, including enemies that deal psionic damage. You're also way better off running ageless radial for the addtional debuff resistance than you are running barrier considering you're getting minimal benefit from it. It's been a long time since I actually played stone armor with Granite and I don't quite recall if Gift of the Ancients +run speed uniques work while powers aren't active. If they do not, you can save a slot from Maneuvers and Crystal Armor, then replace the Gift of the Ancients in Minerals with LotG +rech and replace Rock Armor with something more useful (teleport target, assault, etc). This is a very rough build, @Psyonico and probably @Sovera likely have something much better for a stone/fire build with Granite. Tanker (Stone Armor - Fiery Melee) Granite.mbd
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What are the actual mechanical benefits of Domination?
Warshades replied to Story Archer's topic in Dominator
The best won fight is not one that is close to being lost, it is one of utter domination where the opponent has no delusions of the possibility of winning. -
Need Help Making an Invulnerability Duel Blade Tank.
Warshades replied to Battle-Angel's topic in Tanker
I'll start by saying that I don't really like or play Dual Blades, so take some of my slotting and power picks with a grain of salt. I kept One Thousand Cuts in case you wanted it and liked the animation. I personally don't like the long animation time, but as an invuln you shouldn't have any issues or risk of dying while using it. Feel free to swap it out for something else if you dislike it also. With you wanting both fold space and fly pools, I've dropped the fighting pool (really all you want from it on invuln is Weave). This makes it a bit more difficult to hit soft cap defense with 1 foe in range of invincibility, but this gets pretty close. Ideally, Dull Pain could probably use a few more slots invested to keep it more perma, but this is not a high recharge build as it's focused more on defensive/resist bonuses. As a second side note, I don't like using fly pool. Not sure on how this will feel and if there's enough fly speed slotted. This is a very rough build and could definitely use a second look over and better slot investment guide on hover/fly/evasive maneuvers. Definitely adjust the levels at which powers are taken as you want, I simply reworked a different invuln tank build I had to Dual Blades while picking up the fly/TP pool. Also when loading into mids, you'll need to reset invincibility to 0 enemies within range and then back to 1, there's a known bug of it not showing proper values when loading in. Tanker (Invulnerability - Dual Blades).mbd -
Can I get a critique on this Electrical/SR build?
Warshades replied to Story Archer's topic in Sentinel
This is a very quick rework of the elec/energy sentinel that I have (you can adjust the levels at which power choices are taken as you like). I do not like fly/hover personally, so I never take it on any of my builds. I tend to play my elec/energy sentinel more like a scrapper and stay in melee range. I wouldn't overlook going for radial side of musculature alpha for the end mod. One of the big things that elec does extremely well is end drain thanks to short circuit (take this early!) and thunderous blast. I went with /energy on my sentinel to help that further via power drain. My elec/energy runs lightning field from elec mastery, but I swapped it out to move the slots for master brawler. Chain fences can honestly be replaced with whatever (even 1 slot lightning field if you like), but having an immobilize doesn't hurt since end drained foes tend to run around a lot. I tend to 4 slot shield wall in defensive armor sets to build up e/n resist, my build is a bit more balanced on s/l/e/n resist overall. You can change that out to get some extra slots elsewhere if you prefer. I'd suggest spending fewer slots on voltaic sentinel and procing out thunderous blast more. Sentinel (Electrical Blast - Super Reflexes).mbd -
I agree on trying to pair elec/ with a damage dealing secondary. I think it will be a struggle in the early levels regardless, the few secondaries that get some good damage dealing powers do so at late levels (at least for both Storm and TA, never played Traps). Marine would make the earlier levels slightly easier since Whitecap can be easily proc'd out to get some solid damage early into the build. All 4 should play smoothly eventually, but early levels can be sluggish. Storm in particularly will likely be painful early as you get almost nothing offensively other than freezing rain which is really only useful for it's debuff rather than damage.
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Np. If you just want teleport for the travel then simply swapping SJ to Teleport would work. You could drop some of the extra slots like power transfer or performance shifter procs if you want TP slotted for range. If you're looking to fit in fold space, that's a bit more difficult. If you want to keep Psi Tornado, you could potentially drop Dark Consumption (dark isn't particularly end heavy) and CJ (small defense loss) to fit it in. Or else even something like CJ and Taunt if you're focusing more on damage than maintaining aggro.
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I'm not a fan of Hurl, or even Focused Accuracy when you have access to rage. Maybe swap the Unrelenting Fury set to Haymaker and replace Hurl with Hand Clap. Replace FA with Dominate for a faster activating ST range attack that you can proc out (the additional slots from Hurl can go here). Rather than running both impervium armor +psi resist and aegis +psi resist in Fallout Shelter, you can move the aegis slot to a different toggle and run 2 impervium +psi resist (extra 1%, but every bit counts!). Swapped the Overwhelming Force in Rad Therapy to Superior Avalanche proc (rad therapy does minimal base damage so boosting damage is kinda useless and the additional recharge from Superior Avalanche will help it come up more often and doesn't hurt proc chances since base recharge is fairly long). Also changed theft of essence to another damage proc, I don't think Rad Armor really needs additional endurance help. Removed the super speed slots to add to other powers (a single winter gift unique will give you 20% slow resist). Think I also swapped health to a Panacea unique. I'm still not a fan of Meltdown and would personally drop it and taunt to pick up Harmonic + Psi Tornado, but this build looks like it's trying to keep high resists on it for a balance between offense and sturdiness. Brute (Super Strength - Radiation Armor).mbd
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I wouldn't worry to much about hitting resist caps, your best defense is killing everything before it has a chance to kill you (though tanker's higher base resist values help a lot in making the combo more sturdy). I've saved a lot of versions of this combo in mid's, I think this was the final one that I settled on or something close to it. You can easily replace Assault with Taunt if you prefer. I personally don't really like Meltdown for a few reasons. It mainly boosts resists only (which are already near cap so it's kinda useless) and activation time is very long. I've found the tank version to be more than sturdy enough to not need it. Tankers also have higher base damage anyway (although Fury is meant to get brutes ahead once the bar is filled). I feel that musculature is the best alpha choice here. Double stacked rage will handle accuracy/damage buffing, but some extra from musculature goes a long way towards getting closer to ED on damage buffs. I fully second ageless core for the extra recharge, my tank is able to maintain perma hasten while constantly fighting thanks to the FF +rech procs and ageless. Be sure to hit 100% or close to it on recharge debuff resist. The entire build relies on quickly destroying spawns (and particle shielding) so you don't want to get recharge debuffed and not be able to hit your proc'd out AoEs. Edit: while tankers have a much better ATO, I actually almost never use Punch unless I'm tanking an AV, in which case I'll add it to my rotation for the SMoT/absorb procs. Tanker (Radiation Armor - Super Strength) 5.mbd
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This is a very quick rework of a SR/dark tank build that I have, just for a brute. The focus of this build is to make it extremely durable so you may want to consider a different take on it if you want to have better damage output. You can switch the agility radial alpha to nerve core if you wish to avoid the recharge buff and increase proc chances on your attacks. All the stats in the image are at 100% HP and the bare minimum of 5% res/def from barrier core destiny. Brute (Dark Melee - Super Reflexes).mbd
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Fully support taking this earlier. When I was rebuilding the combo I ended up replacing CJ late so it ended up being picked late in the build. This is actually a really good spot for it as well since the power is up relatively often and the long base recharge will help make sure the proc fires off often. Also a great point and worth doing to get every tiny bit of enhancement value possible. I think my reasoning was that LotG would be a bit cheaper to slot in. This might be more of personal preference and how much someone expects out of the epic/patron pools for tanks. I personally think that they do have a good use. If nothing else, psionic tornado does do KD which is additional mitigation. Also doesn't hurt that it's a target AoE and can help with grabbing aggro of a mob (particularly for dark melee which is a bit lacking on good AoE options). Dominate is actually a great ST damage power when fully proc'd out, but can also be used to slot the absorb unique as OP has done. Harmonic in particular is nice for endurance heavy combinations. Personally, I think they add their own quality of life options to a build, but they may not meet everyone's expectations for them. Not that tanks need any more help, but a revamp of their epic/patron powers wouldn't hurt as I will admittedly say that I use very few of the options (the most used being psi, soul, and the occasional energy mastery in that order).
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I'll have to give earth mastery a try when I have a bit more time later. You've not had any major endurance issues without power sink? That was one of the concerns I had going with plant/storm and a major reason why I went with Mu patron pool with the build. Also good to know about the BU proc in Tornado. Will take it out if it's not triggering and buffing Tornado dmg. I guess since I'm not really reaching range def soft cap and SoC will keep most mobs from targeting me, I can try it in Tornado and go for a different set in Vines. Will also take a look at this. I didn't really think to invest much into this as teams don't always like it when controllers use/spam it, but I suppose it's also partially about knowing when it's a good time to use it and when it's not. Appreciate all the suggestions, will try these changes out.
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Here is a slight adjustment to your build. Personally, I would not skip Gamma Boost, it offers a lot of recovery debuff resist and is worth it for that alone. Otherwise you'll find yourself quickly out of endurance tanking someone like LR in MLTF and as you mentioned, encountering sappers like from Malta. CJ was replaced for it as it offers minimal defense and acts mostly as a LotG mule. I also would personally take melee radial embodiment for the hybrid. While it's true that radiation armor has no defense debuff resist, you also aren't always fighting against enemies with defense debuffs. More importantly, once you close the psi hole a bit more, the only thing you really need to boost your resist against is cold and imo you don't get much value out of additional +res when everything else is taken care of by 1-2 SMoT procs. The slotting I have in SL should get the SGF proc to fire off a lot more since the only recharge boosting enhancement in it is in the +absorb proc itself. Personally, I rarely find myself using SL unless I actually need to (I'll usually pair dark melee with defensive sets like SR or Shield). If you find yourself in a similar situation, you can swap the slotting of MG and SL. As @tidge mentioned, the power transfer %heal would boost survival more and you can put them in Harmonic, Stamina, and Gamma Boost. While this is a way to boost psi resist, I personally do not find it worth it in this case. Radiation armor very easily caps out your toxic resist. Rather than going for a 5th unbreakable in the armor toggles (3.75% to psi and toxic, but toxic is useless in this case), an impervium psi resist unique (which you can slot up to 5 of) boosts your psi resist by 6%. This is much better value for trying to close the psi hole. On this I would disagree a bit. I think there is definite good usage out of ageless radial for armor sets like Stone, Invulnerability, and Shield who reach around 50% defense debuff resist. Even at the minimum effects of ageless radial past 60 seconds, those armor sets are hitting mid 70's on the defense debuff resist with ageless radial. This isn't the case for Radiation which starts at 0% defense debuff resist and would be sitting at the low 20's after 60 seconds.. Gamma Boost will take care of recovery/endurance debuff resist, you've got near soft cap melee defense, and then if the defense is debuffed, you still have your abosrb shields, resists, and heal procs/siphon to fall back on. Barrier Core would actually work as a better alternative to Meltdown (which only boosts resists anyway) as an emergency panic button to get you to very high defenses for the first 30 seconds. Judgement is another place to get some good survival tools. Vorpal radial provides a high defense boost for 10 seconds. Void radial can debuff enemies damage. Alternatively you could go for something that inflicts a mez. If you feel 61% psi resist isn't enough, you can consider finding a spare slot somewhere and putting in aegis +psi resist in Fallout Shelter. Hope this helps out. I've not tested this first so definitely consider using test server to see how it performs first, but this is probably how I would do a more survival focused rad/dark/psi pairing. Tanker (Radiation Armor - Dark Melee)2.mbd
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After looking over your build @Carnifax, I agree that they're fairly similar with just minor pool powers and set/slotting differences. I went ahead and changed Freezing Rain to how you had it and @Uun suggested by just doing the 2 recharge IOs and achilles. The extra slots went towards another achilles and lady grey procs in Fly Trap and kismet unique for accuracy help since that was definitely a weaker point on my build without tactics. I'll try the build out with it's current ~35% range def and if need be, I'll adjust slotting on Strangler to a lockdown set to get more. Thanks everyone for all the helpful insight and advice on this. Planning to hopefully get this fully built next week.