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Warshades
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Any tank can handle general content without issue when built well, but you'll be hard pressed to match invuln in terms of sheer survivability. This is a sample invuln/claws that can hit resist cap to all damage types with 1 SMoT proc and the 5% minimum resist/defense from T4 barrier core destiny. It also hits 50%+ def to s/l/e/n/f/c with 1 foe in range of invincibility. It doesn't really matter much what secondary you take, you can go with /dark for the extra heal in Siphon Life, /ice is a good one for Ice Patch, and you could also consider /MA for Storm Kick which gives 10% positional defense (while invuln is a typed defense set, the extra positional defense will be slightly helpful against psi/toxic typed attacks which you can't easily get typed defense set bonuses for). As @Psyonico stated, you can go for Soul patron to get DN for the additional -dmg. Do reset invincibility to 0 foes in range and then back to 1 when loading invuln build into mids as there is a known bug that defense totals won't display defense from invincibility when loading a build into mids. Shield is also an extremely tough set capable of easily soft capping positional defenses and having high DDR. You can also build it to reach high resist totals, though it won't cap all of them like invuln is capable of doing without relying on OwtS. Tanker (Invulnerability - Claws).mbd
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You could try something like this out. Electric armor did get some changes and buffs recently and Power Surge no longer has a crash. You don't really need it for the resist, but it does offer a very nice regen bonus. Power Sink can be stacked and also offers a large amount of regen when it hits the max (10) targets. Energize also provides a regen bonus on top of the heal and endurance discount. Elec armor very much feels like a mix between regen and resists now. While you don't really need to go into Force of Will pool, I do find it nice and fun since Unleash Potential also provides a strong regen buff and keeping Mighty Leap toggled will let you have another AoE knockdown power in Take Off for some soft control. For DPS, you want to 4 proc your main powers (KO Blow, Foot Stomp, and epic attacks). Epic pool is flexible, you can go for Mu if you want to have more AoE with Fences + BoL. Soul provides better ST damage with Gloom. Brute (Super Strength - Electric Armor).mbd
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You have your debuff toggles slotted with recharge instead of endurance reduction. You'll have hasten + high global recharge with AM and the debuff toggles have a very low cooldown to begin with, slot them with endurance discount instead. You also have Sprint toggled on in your build which contributes a decent amount as well to your end drain/sec. Additionally on fast moving teams at end game, you likely wont even have time to apply both Radiation Infection and Enervating Field, whether you need to use them or not is going to be more situational and depend on team make up and how much damage everyone is doing so your end consumption won't really be that high most of the time. Maybe try something like this below. Others may have some better slotting ideas/options. I like to have the option to double up on Aim + BU so picked up ice mastery for it. Hoarfrost is not a bad power to have to increase your max HP as that will help with durability. I'm not a fan personally of single target rez powers like Mutation. There's free access to a self rez from the start Vendor so it's basically never needed unless someone didn't pick it up. The only ally rez power that I ever bother to pick up is Howling Twilight from Dark Miasma/Affinity which can rez multiple allies (and also applies -500% regen to enemies). Fallout is to situational as well imo. Corruptor (Radiation Blast - Radiation Emission).mbd
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Also, you should have a few free respecs available, you can always change things unless you've used them all. Type /respec into the chat window when you get into the game and you'll see if you have the option to repick your powers and power slots (you can always cancel by backing out and it won't consume the respec unless you finish the entire process).
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Hasten in my build probably won't be perma, but may be close depending on how often the force feedback +recharge procs go off for you. I accidentally left the procs turned on in Foot Stomp so it's counting the +100% recharge from the FF proc (those only last 5 seconds so it's not a permanent buff). For a cheap build, you're unlikely to hit perma hasten and 45% f/c defense at the same time.
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I like my farmers to have 45% f/c defense as that eliminates worrying about popping purple insps. You won't have that luxury as you'll need to pay attention to rage crashes (-20% def), but popping 2 small purple inspirations before a rage crash will keep you above 45% f/c defense. This is a really quick rework of a spine/fire that I used to use before. Still hits 45% f/c defense and avoids purple IOs. Some things you will want to try and get, like the steadfast/glad armor +def uniques and LotG +rech. This build will be very endurance heavy, so craft Ageless Core destiny T4 first before anything else. Then you can add on musculature, interface, etc. I didn't spend to much time on this, so there may be some better slotting options and improvements. The goal was to keep it as cheap as possible by avoiding any purple/ATO/pvp IOs other than the necessary uniques. You shouldn't really even need to 3 slot LotG in Weave/Maneuvers if you want to save more influence, can easily replace the def and def/end ones with a cheaper Red Fortune def and def/end. Just need the LotG +rech to help with global recharge. Again, monitor your blinking rage while farming to see when it's about to crash, low defense can still get you killed if you're hit enough even with 90% fire resist. You can also go to combat attributes (on the top bar after clicking "powers" on power tray), then go to defense attributes and right click on fire defense and hit monitor to have your fire defense total show up on screen for you to see. Brute (SS - Fiery Aura).mbd Edit: I like to use the xtomic carnival map. Can just search "xtomic" in AE search bar.
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Can depend on preference, I find Tesla Cage to have very good damage. It's slightly lower damage per activation time compared to Zapping Bolt, but it does easily beat out Charged Bolts and Lightning Bolt which don't proc well and are below 200 damage per animation. I run 4 attacks for my ST rotation, Charged Bolts, Zapping Bolt, Tesla Cage, and Havoc Punch (also proc'd out) from electric mastery. Below is the damage per animation time of both Tesla Cage (4 damage procs) and Zapping Bolt (no procs) on my build (it is elec/energy instead and not elec/psi). Does include musculature alpha and reactive interface on the mid's build. They are nearly identical. The damage per activation on Tesla Cage with 4 procs is 598 according to mid's. Really comes down to preference and how/what you enjoy more. I find the additional 0.5 second animation time of Tesla Cage (as compared to Lightning Bolt) to be well worth picking it over Lightning Bolt since it has high proc rates.
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Ice got a little bit better with the addition of Rime and now has more absorb shields to rely on besides defense and a small amount of resists. I don't know how well it would pair with AR since it does have a lot of cones and if you want to use Moisture Absorption, you would need to go into melee range. Regen, from what I've heard discussed about it, got worse after the new patch changed the set for Sentinels. It lost Instant Healing and the absorb shield that it gave which were more useful than relying on passive regen from Reactive. This was discussed on the beta feedback with regen changes being a nerf to Sentinels (don't know how accurate this is as I don't have a regen Sent myself).
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Iirc, control core hybrid should be best if you're trying to max damage on most controller sets. The base damage on most controller powers is quite low and a lot of your damage output will come from a combination of procs and containment which control core hybrid helps. Assault would be more ideal for dominators which have a damage dealing secondary set and already benefit from increased control magnitude if built for perma domination. Edit: ignore my comment.
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I would suggest some adjustments. You're chasing recharge bonuses a bit to much imo, Time Manipulation already offers really high recharge buff from Chrono Shift and you can take out the 5 slotted Red Fortunes to distribute those slots to your other powers more. Poison Ray is an excellent power to proc, I would highly recommend the Achilles -res proc and 3-4 damage procs. Do not skip Flash Bang, it is incredibly useful and also procs very well, I would replace Time Stop with it as it doesn't really offer much. @tricon did a some good testing and breakdown of Arsenal (although it was with /trick arrow secondary). Definitely worth taking a look over I'm not the most familiar with Time Manipulation so there may be some better slotting options/choices, it was never a set that I really got into. One thing I would add is that the Panacea proc should go into Health. It needs to be in a passive/toggle power to have a chance to fire off otherwise it will only have a chance to fire when you use Chrono Shift. Preventive Medicine proc functions like a unique and doesn't have to be in a power that's used/active to fire, though still worth slotting a full 6 set for the recharge bonus if you have a good heal power. This build gets soft cap s/l/e and range defense and has Hasten and Chrono Shift perma. I don't know how often you'll actually be playing in melee/PBAoE range seeing as all of your power (except Liquid Nitrogen) have high range so YMMV on Time's Juncture, it may be a power that you could drop. I left it in the build as I didn't really see a direct improvement that wouldn't require more slots. One thing you could consider is Fold Space if you want the option to group mobs. Combat TP > Teleport Target, but you can change it back if you want it to help TP teammates. With the easy access to various Mission Transporter, Assemble Team, and Team Transporter powers, I find that Teleport Target isn't useful in most cases. Regarding incarnates, I would avoid any alpha incarnates that boost recharge. They function as if you're slotting a recharge IO into powers and that will negatively impact your proc chances on procced powers. Nerve is a good option as it still offers a defense boost, boosts accuracy which will help with the highly procced powers, and increases hold duration which will benefit your procced out T2 hold power. If you're having endurance issues, you may also want to consider Vigor which will help your heals, accuracy, and end redux. Edit: looking over it, I think I missed Slowed Response in my posted build, would be worth replacing either Combat/Target TP or else Time's Juncture for it. It may also be a better power to put the Achilles' proc into as well, though others may know more about that. Controller (Arsenal Control - Time Manipulation).mbd
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Where you write your message post, there's an "add files" and "other media" at the bottom. You can click add files and locate your saved mids file (usually a folder in the documents folder) or alternatively just drag the saved mids file into that area and it will upload it. Much easier to download and load a file than trying to rebuild it from text.
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A possible solution to the kheldian revamp
Warshades replied to FlammeFatale's topic in Peacebringer & Warshade
Has nothing to do with having 3 forms, it's best to visualize how it's getting exploited currently. Now to be clear, I could care less about pylon times someone is able to achieve using this exploit and I'm quite sure this isn't even close to the record that some other ATs have been able to set on pylon times. The bigger problem is that kheldians need to use this exploit to even attempt to match the damage output that other ATs are able to output and without it, this pylon time would likely be over 200-300 seconds. The exploit should be removed, but kheldians need to be changed and those changes need to be buffs. No one is saying that they should be nerfed (aside from removing the exploit). -
This makes some sacrifices on fire, cold, toxic, and psi resist and slightly lower defense totals, but should output a lot more damage by procing out your attacks while taking RoP and melee core hybrid incarnates to cycle between to get higher resists to the most common s/l/e/n and make up for the lost f/c/t/psi resist from set bonuses. Energy Drain will help with making up some of the defense loss, but you'll want to watch out for the rage crash. Couldn't find room in the build for Hand Clap unless you're willing to use Mystic Flight as your travel and then you could replace Super Speed for HC. It doesn't quite hit 100% recharge debuff resist but should be high enough at 85% (you could also move the Rectified Reticle slot in Rage to kick and 2 slot Superior Avalanche to get it to 100%). Can always swap the levels at which you take powers as you need for whatever levels you exemplar to often, RoP is definitely picked up late on the build. CJ can be swapped for Maneuvers if you prefer as well. This build uses musculature alpha and reactive radial interface to maximize damage and provide more -res debuffs. Definitely test it out on test server first to see if it works. Brute (Super Strength - Energy Aura).mbd
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This is the most important part in the end. Radiation will also help with endurance management since Battle Axe is end heavy, so it's a good pairing!
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Axe in particular sounds like what you're looking for in a secondary. It has a good amount of AoE's and Axe Cyclone actually draws enemies in closer to you, which can be helpful on maps where mobs are more spread out. As far soaking up hits and remaining standing, I would not personally go with radiation armor. It's a decent set but ideally you would want a set that can mix both high resist and high defense, Invuln is perhaps best for being able to stand and soak stuff up without failing. I actually got curious to see if I could get invuln to sit at soft cap defense with 1 foe in range of Invincibility and capped 90% resist to all with just 1 SMoT proc and the 5% resist/defense from barrier core detiny and came up with this below: Again, radiation armor can be made durable and should easily handle most general stuff without issue, but if you're trying to soak things up, Invulnerability is the way to go (unless you're ok with dealing with Granite on stone armor, it could technically be considered more durable as it can also hit soft cap s/l/e/n/f/c and can be hard capped to all resists while having higher regen from Rooted and a more readily available heal in Earth's Embrace).
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It's a pretty good build, there are certainly ways to add a tiny bit more resists and/or defenses at the cost of damage output and recharge, but I would ask what enemies are you struggling against with those conditions? As it is, it should be able to handle +3/8x against "most" stuff. A few general points: Are any difficulties surviving tied to the -20% defense from rage crash? If so, popping 1-2 luck insps should easily fix this. The one unfortunate thing with pairing a defensive based set with SS is that rage crash can significantly impact your survival. What specific enemy groups are you struggling against? Energy Aura does have some inherent weakness to toxic and psi, both because of having low inherent resists and lack of typed defense buffs to toxic and psi. You can get more resist by doing some full set purples for the 6% boost along with doing 5 piece sets of Unbreakable Guard in resist powers. How much are you really needing Leadership pool in the build? The reason I ask is that you could consider going for Sorcery pool to get RoP. While it's not a permanent resist buff, it can help for any situations that you can anticipate being difficult to handle. Ageless Radial is certainly helpful in providing debuff resists, but you can consider changing to Barrier Core. It can function both as having a permanent 5% resist/def boost as well as saving it for emergency situations for the first 30 seconds of it's duration. I don't know what you picked for your hybrid incarnate slot since it's not in the build, but Melee Core can provide a solid resist boost and be interchangeably cycled with RoP to increase the uptime of having high resists. Consider adding Haymaker to be able to 6 slot Superior Unrelenting Fury (6% resist to s/l/e/n/f/c on final bonus slot) and possibly Hand Clap as well (can be 2 slotted with Sudden Accel KB to KD and FF +rech) which helps to add some additional soft control through knockdowns. HC can be left towards end of the build as the incarnate level shift and double stacked rage will help significantly with the required accuracy for it to hit without additional investment. By taking the Agility alpha, you're going to be hindering your proc chances because of the recharge buff on it. Consider taking Nerve (accuracy will further help with HC and it also has a defense buff) or else Musculature to further boost damage. I think you could consider in procing your attacks more. Dead things can't hurt you and that is especially applicable to SS which doesn't suffer from ignoring dmg/acc slotting because of it's ability to double stack rage. This will come at a cost of lowering some of your resists, but you would kill enemies faster by slotting Fury of the Gladiator -res in FS, Annihilation -res in Dark Obliteration, and generally slotting a lot of damage procs in powers like KO Blow, Foot Stomp, and Dark Obliteration. You can essentially 4 proc these powers and leave the remaining 2 slots for the acc/dmg and acc/dmg/end winter set pieces which will also give you a solid slow resist boost. Without knowing what area you're specifically struggling against and need to improve, it's hard to suggest what needs to be changed.
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One small comment that I'll make is that the infographic is a tiny bit misleading if you're just looking at the resist/regen values. The resist and regen totals that are shown are with the melee core hybrid toggled on and set to 10 foes in range (this has a 2 minutes active and 2 minutes cooldown, so not permanent stats). You are able to cycle between RoP, melee core hybrid (for 45+ content), and MoG to where most of the time your resists will be at these values (assuming melee core hybrid is fully saturated). Without melee core hybrid, RoP, or MoG toggled on, this sits at 70% s/l resist, 57% e/n, 65% f/c, 64% tox, and 44% psi (these values are counting the 5% res/def minimum from T4 barrier core and 1 stack of SMoT which adds another 6.7% resist). The regen rate will be at 1175% and 173 hp/sec without melee core hybrid toggled. As @VoidSpawn stated, aside from procs/uniques, all other IOs on the build are boosted to +5. Void Mod Spaghetti Betty - Hero Tanker Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: RegenerationSecondary powerset: Super StrengthPool powerset (#1): SpeedPool powerset (#2): SorceryPool powerset (#3): FightingPool powerset (#4): LeadershipEpic powerset: Earth Mastery ────────────────────────────── Powers taken: Level 1: Reconstruction A: Preventive Medicine: Heal3: Preventive Medicine: Heal/Endurance5: Preventive Medicine: Endurance/RechargeTime5: Preventive Medicine: Heal/RechargeTime9: Preventive Medicine: Heal/RechargeTime/Endurance11: Preventive Medicine: Chance for +Absorb Level 1: Punch A: Superior Gauntleted Fist: Damage/RechargeTime11: Superior Gauntleted Fist: Damage/Endurance/RechargeTime13: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime Level 2: Quick Recovery A: Performance Shifter: Chance for +End7: Synapse's Shock: EndMod7: Synapse's Shock: EndMod/Recharge9: Synapse's Shock: EndMod/Increased Run Speed Level 4: Haymaker A: Superior Might of the Tanker: Accuracy/Damage13: Superior Might of the Tanker: Accuracy/Damage/Recharge15: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge15: Superior Might of the Tanker: Recharge/Chance for +Res(All)43: Superior Blistering Cold: Accuracy/Damage43: Superior Blistering Cold: Accuracy/Damage/Endurance Level 6: Ailment Resistance A: Miracle: +Recovery Level 8: Integration A: Preventive Medicine: Heal17: Preventive Medicine: Heal/Endurance17: Preventive Medicine: Endurance/RechargeTime19: Preventive Medicine: Heal/RechargeTime19: Preventive Medicine: Heal/RechargeTime/Endurance Level 10: Taunt A: Perfect Zinger: Chance for Psi Damage Level 12: Hasten A: Invention: Recharge Reduction21: Invention: Recharge Reduction Level 14: Mystic Flight A: Winter's Gift: Slow Resistance (20%) Level 16: Resilience A: Unbreakable Guard: +Max HP23: Unbreakable Guard: Resistance23: Unbreakable Guard: Resistance/Endurance Level 18: Boxing A: Superior Blistering Cold: Recharge/Chance for Hold42: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime Level 20: Knockout Blow A: Superior Gauntleted Fist: Accuracy/Damage21: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime29: Superior Gauntleted Fist: RechargeTime/+Absorb29: Gladiator's Strike: Chance for Smashing Damage31: Unbreakable Constraint: Chance for Smashing Damage31: Force Feedback: Chance for +Recharge Level 22: Reactive Regeneration A: Panacea: Heal25: Panacea: Heal/Endurance25: Panacea: +Hit Points/Endurance27: Panacea: Heal/Recharge27: Panacea: Heal/Endurance/Recharge Level 24: Rage A: Invention: Recharge Reduction36: Invention: Recharge Reduction Level 26: Second Wind A: Panacea: Heal/Endurance33: Panacea: Endurance/Recharge33: Panacea: Heal/Recharge33: Panacea: Heal/Endurance/Recharge34: Panacea: Heal Level 28: Spirit Ward A: Regenerative Tissue: +Regeneration Level 30: Foot Stomp A: Armageddon: Damage31: Armageddon: Damage/Endurance34: Armageddon: Chance for Fire Damage34: Eradication: Chance for Energy Damage36: Perfect Zinger: Chance for Psi Damage36: Force Feedback: Chance for +Recharge Level 32: Tough A: Unbreakable Guard: Resistance39: Unbreakable Guard: Resistance/Endurance39: Unbreakable Guard: RechargeTime/Resistance Level 35: Rune of Protection A: Unbreakable Guard: Resistance37: Unbreakable Guard: Resistance/Endurance37: Unbreakable Guard: RechargeTime/Resistance Level 38: Cross Punch A: Superior Avalanche: Accuracy/Damage39: Superior Avalanche: Accuracy/Damage/Endurance45: Eradication: Chance for Energy Damage45: Obliteration: Chance for Smashing Damage46: Fury of the Gladiator: Chance for Res Debuff46: Force Feedback: Chance for +Recharge Level 41: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed42: Shield Wall: +Res (Teleportation), +5% Res (All)42: Reactive Defenses: Scaling Resist Damage48: Reactive Defenses: Defense/Endurance Level 44: Fast Healing A: Preventive Medicine: Heal45: Preventive Medicine: Heal/Endurance48: Preventive Medicine: Heal/RechargeTime50: Preventive Medicine: Heal/RechargeTime/Endurance Level 47: Salt Crystals A: Fortunata Hypnosis: Sleep/Recharge/Accuracy48: Fortunata Hypnosis: Sleep/Endurance50: Fortunata Hypnosis: Sleep/Recharge Level 49: Moment of Glory A: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Invention: Recharge Reduction ────────────────────────────── Inherents: Level 1: Gauntlet Level 1: Brawl A: Hecatomb: Damage3: Hecatomb: Damage/Recharge37: Hecatomb: Chance of Damage(Negative)40: Hecatomb: Damage/Recharge/Accuracy40: Hecatomb: Recharge/Accuracy40: Hecatomb: Damage/Endurance Level 1: Sprint A: Celerity: +Stealth Level 2: Rest A: Invention: Interrupt Reduction Level 1: Swift A: Invention: Run Speed Level 1: Hurdle A: Invention: Jumping Level 1: Health A: Numina's Convalesence: +Regeneration/+Recovery Level 1: Stamina A: Synapse's Shock: EndMod43: Synapse's Shock: EndMod/Recharge46: Synapse's Shock: Damage/Accuracy/Endurance Level 14: Translocation Level 1: Special Set Bonuses ────────────────────────────── Accolades: Task Force CommanderThe Atlas MedallionFreedom Phalanx ReservePortal JockeyEye of the Magus ────────────────────────────── Incarnates: Vigor Core ParagonMelee Core EmbodimentBarrier Core Epiphany *Edited to fix screenshot of mid's build.
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No need to take my word for it, load any char into the game that is running musculature or intuition alpha incarnates that you have. Open up your combat attributes (found at top after clicking on power tab at power tray) and look at your defenses. At the same time, open up your incarnate abilities tray. Right click on the alpha slot and do clear power from slot to unequip it. Notice how the defense does not change for any defense boosting powers or total defense. The top part near the icon (where you circled the "defense debuffs" in red) shows the correct attributes that are buffed, they are only hold duration, defense debuffs, and range. You can ignore the wording under the "grants power" section. I'm sure there's an explanation to why it was worded that way, but I cannot recall why it is and it absolutely does not boost your defense at all.
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Buffing "defense debuffs" means that any of your powers that lower enemies defense when they hit will have that -def effect boosted. So having musculature or intuition alphas equipped with the "defense debuff" will make a power like Melt Armor or powers from Radiation Blast which have -def secondary effects inflict higher defense debuff values. The only 2 incarnate alphas that affect "defense buff" values are agility and nerve alpha slots. The key word here is buff vs debuff, defense debuffs is an effect that applies to enemies, defense buffs is an effect that applies to powers that buff defense values (i.e., Combat Jumping, Weave, Scorpion Shield, etc). I don't know if when you took those defense totals images that you labeled as "pre-incarnate" and "w/ musculature" images you had a different alpha selected instead of musculature and didn't realize it or possibly had a version of mids installed with bugged boost values on the alpha slots. I'd suggest checking those again with the latest version of mids installed.
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Do what you need to while leveling, for end game there's no real need to use slots on it and the build I posted is for end game. I have my own opinion regarding Chilling Embrace. I find that for end game, you will kill through mobs far to quickly for the slow to actually do anything significantly useful. It may potentially be helpful while leveling. A lot of your endurance issues should be remedied once you get Energy Absorption and and some recharge on it and global recharge on the build. While leveling, I would probably pick up Gash as you'd want more attacks, particularly with the global recharge not being there yet.
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Crushing Impact would be my suggestion. It provides recharge, accuracy, tox/psi resist, and some s/l resist.
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Here's a quick rework. I'll defer to others on best places to slot the Scrapper ATO procs/sets, I don't play scrappers often to really know which powers they're best used in. Some general suggestions, avoid recharge boosting alpha incarnates as that will hurt your proc chances. You'll normally be using Energy Absorption in a full mob and the power can be stacked, that will add a decent chunk more defense to where you won't need a defense boosting incarnate alpha. Go for musculature alpha, it buffs damage and end mod which will help boost the end recovered from Energy Absorption (along with that, no need to slot EA for end mod, using it in a mob will completely fill your endurance bar). 5 slotting Panacea in Hoarfrost allows you to fit in the Impervium psi resist and still get a global recharge bonus. I went for more Shield Wall pieces to increase your e/n resist. There's no need to slot Winter's Gift in your travel power, Ice Armor caps slow resist without any additional help and a 2 piece Launch will boost your s/l resist. Kismet isn't something you need to slot on every build, only if your accuracy to +3 enemies is below 95%. With the addition of FA, you won't have accuracy issues and don't need Kismet. Wet Ice is an interesting power. It provides a very minor defense boost but doesn't accept defense enhancements. You don't really need to slot a Cytoskeleton HO into it, but since the HO buffs defense, it will slightly boost the small amount of defense that Wet Ice offers. Can easily replace it with a 50 end reduction IO to save influence (similarly, can replace the HO in FA to a 50 end reduction to save influence). The build below does factor in the minimum 5% resist/def from T4 barrier. Antorius (Axe-Ice).mbd
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Psi isn't extremely common and most mobs that do have some psi damage don't hit extremely hard. Psi defense is not something that's practical to chase after because there aren't a lot of useful sets that have it as a high % bonus. Psi resist, if you have the extra slots, can be easy to get. Impervium armor psi resist IOs can be used up to 5 times so slot them into any power that takes resist enhancements. Rime or Hoarfrost, Permafrost, Icy Bastion, and Tough will provide 4 spots where you can put them in which is 24% psi resist. Aegis unique can be slotted once and will be another 5%. Any full 6 piece purple sets other than Apocalypse will give you another 6% psi/tox resist. Between the 4 impervium armor, aegis, shield wall/reactive defense uniques, and slotting Permafrost for resist, you should be hitting ~43% psi resist before any set bonuses. 2 full purple sets would net you another 12%. If you go for T4 barrier core destiny incarnate, that's another 5% and you'd be hitting ~60% psi resist at 50.