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Warshades

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Everything posted by Warshades

  1. Still easier in a toggle.
  2. And you will be left without the buff if you're ever soloing anything. Either way, the base slots in Ice/Glacial shields use up a LotG mule spot so you will be "adding" a slot to put Kismet in. There's 0 reason not to do that in a toggle so that when you do solo and can't cast those shields on anything, you still get the benefit of the Kismet unique with it being in a toggle.
  3. 1 end reduction is all you need in it.
  4. You're actually over the limit on the LotG uniques (can only get a maximum benefit of 5). Unless you really need/want Vengeance for more than a LotG mule, you could consider dropping it for RoF. A lot of the slots from Heat Loss can definitely be moved to round out some other things a bit more, or even slot RoF if you decide to drop Vengeance (again, assuming you only took it for the slot mule). You can also consider dropping Combat Jumping for RoF since you can easily move the Kismet to another defensive power, but this will cost you a little defense. Some minor changes to consider beyond what was mentioned above: Move the apoc dmg proc in place of the recharge/acc piece in Blazing Bolt. Put Decimation chance for BU in Dominate. Move some of the slots from heat loss to add a 6th slot to Inferno and Blazing Bolt, add a dmg proc to both. I'd probably swap the rech/acc armageddon in Inferno for the damage one. You can move the steadfast def/res unique to Mind Over Body to get a bit more s/l resist for yourself. You could considering using a Sting of the Manticore set in Blazing Bolt and moving the Apocalypse to Blaze in order to get more ranged def. Maybe consider moving Gaussian BU proc to aim, it would have higher activation chance and you'd have more control of following it up with your heavy hitting attacks. With a 5 slotted RoF with ragnarok set, you could proc out Inferno more to get more damage out of it. I've incorporated some of those changes in the build below. It does lose a little global recharge, but gets you RoF (in place of CJ) and overall better damage out of some powers like Blazing Bolt, Blaze, and Inferno. You can change it up to have RoF replace Vegeance instead if it was just there for the LotG mule. Edit: consider replacing the HOs I put into Heat Loss for +5 boosted acc/rech Efficacy Adaptor and Preemptive Optimization. Same 33% boost to both and significantly cheaper than those HOs. Element Shift3 - Corruptor (Fire Blast - Cold Domination).mbd
  5. I didn't do a deep dive into it, but made a few adjustments. Personally, I'm not a fan of Flash with it's massively long activation time. Gleam is up often enough and can accomplish the same goal of controlling mobs. I switched to experimentation pool for Adrenal Booster, imo it's more useful for what you want to do as a dominator (buffing recharge and damage). I also changed to intuition radial incarnate, this helps quite a bit as it enhances hold duration, damage, slow, and even tohit debuffs that you can benefit from. You can also proc out Blind as it can deal some pretty good damage when proced out and intuition will help with the hold duration. The build is a little tight with slots though and I ended up taking some from other powers (like the overwhelming proc from Phantasm). You could maybe consider swapping Phantasm for Spectral or Flash, I've not played illusion on a dominator but never found Phantasm overly useful on my illusion controllers. Endurance may end up being worse with the switch from musculature radial and losing the end mod buff. Dominator (Illusion Control - Dark Assault).mbd
  6. In need of a revamp imo, but take this with a grain of salt. I've mainly played ice armor on tanks and stalkers. I don't particularly like the changing of Energy Absorption to Moisture Absorption, that's a downgrade. Some powers like Frost Protection are entirely useless since you'll cap your HP with perma Hoarfrost. The one good thing is that the sentinel version does have Icy Bastion which I prefer over Hibernate, but overall it's a defensive set that takes more effort to reach soft cap defense compared to others that do so more easily while gaining better secondary buffs/abilities (SR, energy, stone). Ice also still lacks in resistance when Icy Bastion isn't up (why Permafrost has a base 3.5% resistance compared to Stone Skin offering a base of 7% resistance and an additional 3.5% defense I'll never understand). I do think defensive sets tend to work best for Sentinels with their lower HP pools, but ice armor is borderline one of the worst defensive sets available imo. I'm a bigger fan of energy aura (pairs well with electric blast to be able to drain mobs with Short Circuit + Power Drain), SR (high DDR, scaling resist/absorb shield, and easy to soft cap), and Stone (good mixture of defense/resistance with other a lot of other buffs, very much a jack of all trades armor set). Ninjitsu is one I haven't tried on sentinels, but even doing some quick slotting and power picks, it appears to easily hit soft cap positional defense with little effort and has a better resistance buff (Bo Ryaku also offering 7% base resist to all). To be honest, the game is easy enough that it won't really matter what armor set you take. Short of doing some self imposed challenges and difficulty goals, any armor set will work well enough when built properly. If you want to prioritize theme then you can pick whatever you'd like and even run electric armor with flight. If you want to prioritize powerful, I do think certain power sets perform better than others. Bio, rad, stone, and fire can all boost damage output more. Energy, SR, stone, and ninjitsu would all be sturdy defensive armor sets. I've not tried invincibility on sentinels, but I don't think it can easily reach the same defensive/resist cap benchmarks that tanker version can (at minimum, it doesn't look like invincibility scales from being surrounded by multiple foes).
  7. This is a slight alteration to the build that @Spaghetti Betty did. The one thing I would recommend for /SR sentinels is to take Master Brawler over Practiced Brawler. The mez protection gets moved to your toggles and instead you get an absorb shield power and the amount of the absorb shield scales with your HP/endurance, this is pretty useful since you lack any heals from the combination of beam/sr. I did end up dropping Dominate to get enough slots for other powers. You should have enough attacks regardless, but Dominate is a fantastic power to proc bomb so up to you if you can find a way to give it enough slots and fit it back in. Mass Hypnosis is there mainly as a just in case 1 slot power pick to sleep mobs if you bite off more than you can chew, but you can replace it with whatever else if you'd like. This build hits soft cap without relying on incarnates. If you prefer a slight bit more damage, you could consider switching to fire mastery for Cremate and FSC (this has a bit more base damage than Psychic Shockwave, but smaller radius). Fire doesn't quite fit Captain America theme so I left it with psionic mastery. As an additional side note, I've not played beam rifle to a high level on any char so I'm not sure if Refractor/Piercing Beams are worth picking up. I would avoid boosting the acc/dmg/rech and rech/acc Apocalypse IOs on Lancer Shot as according to Mid's, doing so reduces damage proc chance (due to increased recharge buffs) and actually lowers the calculated average damage. Edit: fixed uploaded mid's file. Sentinel (Beam Rifle - Super Reflexes).mbd
  8. I'll add plant and arsenal to the primary considerations. Arsenal has one of the toughest pets in Tri-Cannon and, iirc, 2 AoE controls that can be proc'd out with damage procs to increase damage, Sleep Grenade and Flash Bang. Plant has always been a strong performer with Seeds of Confusion and Carrion Creepers. If you want more damage output, I would probably suggest a dominator since their secondary power set options are all about dealing damage. Some of the better damage output secondaries on controllers include storm, TA, traps, and marine. Most others focus more on debuffs/buffs rather than directly dealing damage.
  9. I am still reworking my Fortunata widow build, but this might give you some ideas on how to get more resist bonuses. This build doesn't hit your goal of soft cap def without LM and there are some different power choices due to my own preferences and goals. Arachnos Widow (Fortunata Training - Fortunata Teamwork)5.mbd
  10. My top 3 favorites are Demons, Mercs, and Necro. I like to play in melee and prefer melee pets in general. I also like how well all 3 pair with marine affinity which is one of the main reasons I've started playing MMs more often.
  11. Invuln/dark was a build I've been fiddling with for a bit now, this is an extreme tankiness attempt at it. It should probably work fine with resilience core alpha if you want to get a bit more resistance on it, but as it is, it hits soft cap s/l/e/n/f/c with 1 foe in range and near resist cap with 1 SMoT proc. There are certain trades that can be made depending on if you want more psi or psi/tox resist. Version 5 attempts to get all the resists as close to hard cap as possible and nearly get there with 1 SMoT proc. You could swap out ageless radial for barrier core and it would hit 90% resist to all with barrier core + 1 SMoT proc. V4 V5 Tanker (Invulnerability - Dark Melee)4.mbd Tanker (Invulnerability - Dark Melee)5.mbd
  12. Bio/savage - fits thematically, the blood frenzy stacks boost your recharge which is helpful for bio armor that wants high recharge to get Parasitic Aura, Ablative Carapace, and DNA Siphon up as often as possible. Shield/elec, shield/fire, shield/dark - all can fit thematically and I believe there are elec, fire, and dark element shields you can use. Shield/elec combo can do Shield Charge + Lightning Rod for some fun AoEs. Shield/dark is the most tanky as /dark provides a heal that shield lacks and helps with endurance recovery. Shield/fire would have high damage output with 2 AoEs in Combustion and Fire Sword Circle with Combustion being a good power to proc out. Radiation/SS - fits in a Hulk theme. Excellent combination for damage output if you decide to proc bomb SS and Ground Zero/Rad Therapy (rage and musculature alpha can handle buffing damage and accuracy). Stone/fire - another excellent combo, very tanky and high damage output. Fits in a brimstone type theme. SR/? - can pretty much fit around anything depending on what your character's back story is. I don't really have a theme for SR/dark, but that's my favorite pairing for SR. SR/claw and SR/MA also have some classic themes going and are both strong. Dark/ice - ice demon theme or similar (may not fit hero category as well). It's a tanky combination with one of the best heals in Dark Regeneration and also the ability to lay down Ice Patch to keep enemies on the ground and unable to attack. Not great for damage output though. Invuln/SS - classic Super Man theme, energy mastery fits perfectly for the laser beam eyes. Decent combo, do be mindful that rage crash causes -def so you will get hit more often when it happens for several seconds. Invuln/SJ - if you want to avoid rage rage crash.
  13. I think the strength factor is filled better by invulnerability. Speed being filled better by SR. If you want to fill the "using a shield" incarnation, then obviously shield defense would be the way to go. I personally just dislike broad sword as a power set so I would go with street justice. I guess this would fit more with the early incarnations of her before she used weapons. Maybe SJ/SR scrapper for more offense/speed oriented build or Invuln/SJ tank for more strength version.
  14. You can't be on the "totals" tab as that will only allow you change whether a power is toggled on or off (the green dot). Go back to the "info" tab and then when you click on the yellow dot on a power it will toggle procs off. This will turn off the Gaussian build up proc. Doing it in attacks with damage proc (such as Foot Stomp) will turn off the bonus damage calculated from the chance that damage procs in an attack activate. There are other procs that can change the totals you're seeing, such as the Force Feedback +rech proc. If you have that in a power and turn the proc on, it will show you having 100% extra recharge in everything from the FF +rech proc (this only lasts for 5 seconds whenever it procs and isn't permanent).
  15. First thing worth asking, are you comparing the two builds with the build up Gaussian proc turned on in your build and off in mine? That may account for a lot of the difference in tohit and damage that you're seeing between the builds. The yellow dot that you see next to your build's Focused Accuracy is toggling on the build up effect from Gaussian's proc. That won't be up all the time since it's only a proc and I have that turned off in my build where I placed it in Invincibility. There is very little difference in damage on most of the major attacks like Foot Stomp and KO Blow, though Punch and Haymaker are a bit under slotted so you will see a bit larger difference there. If you want Energy Torrent, just replace Hand Clap with it and slot it with Ragnarok. It's an easy replacement to make if you want to keep it. With regards to recovery, you can drop a slot or two elsewhere to give the numina/miracle uniques back to health. Here are some changes to adjust to more of what you wanted. I will also include a second image with gaussian proc turned on in invincibility (the yellow dot you see next to the green) and you should see the changes to tohit in the totals (and damage on powers if you load it into your build and turn it on) be more similar to what you have in your build. There is 0 need to run Kismet unique when you're getting massive tohit buffs from rage and FA already. With gaussian proc turned on in invincibility. If you must have fly as a travel, then by all means remove SJ and Maneuvers and pick Fly and Cross Punch back up. As I said in my original post, you can take whatever adjustments you want from the way I slotted it. Tanker (Invulnerability - Super Strength)3.mbd
  16. Here's an example build with some adjustments. Take what you want from it and how it's slotted. Some points worth outlining: This reaches soft cap s/l/e/n/f/c defense with 1 foe in range of invincibility. It also reaches hard cap resists with 2 stacks of the SMoT proc to s/l/e/n/f/c/psi damage types. I went with Laser Beam Eyes as it provides more useful defense set bonuses from the winter set. You want to focus on typed defense with invulnerability instead of positional. This is also why I removed the 5 slots in focused accuracy, it's just not worth the small amount of typed defense you get on the 6th bonus and is better used on a positional armor set. Do not ignore slotting your passive resist powers (elements and energies), you're missing out on a good bit of resistance to e/n/f/c by doing so. Hand Clap provides the same knockdown effect to keep enemies down as Energy Torrent, the bonus being that it's an AoE instead of a cone and can help layer stuns. I went with SJ travel instead of fly to make room for another pool choice and get Maneuvers in the build. Splitting the SGF set into 2 sets of 3 helps to increase e/n resist which is second most common after s/l. There's little use in 3 slotting hasten with recharge IOs. Just do 2 slots and boost the recharge IOs to +5. Chance for build up proc from Gaussian is best in invincibility, which is another reason not to 6 slot FA with the set. When loading build into mid's, you may need to set foes in range of invincibility to 0 and then back to 1 and detoggle and retoggle the power to see accurate numbers For destiny incarnate slot, I would probably suggest having radial ageless to get the debuff resistance that it offers. Also always good to have a barrier core built as well that you can swap to if you plan to run 4* content. You can change the level at which powers are taken as you want. I had a different /secondary invulnerability tank build that I changed to super strength and did some slotting adjustments so some of the levels at which powers are picked aren't ideal. This is more so about showing the final build with set bonuses. If you want to make a damage focused build, this would result in sacrificing some of the defensive and resist bonuses to do so. The best way to increase damage with super strength is to proc bomb your attacks with damage procs and try to get a solid amount of recharge built into it. Double stacked rage along with musculature alpha can handle buffing damage/accuracy and without any recharge enhancement buffs to your attacks, the damage procs will fire off often to boost damage. It also has the added benefit of mitigating the -dmg crash form rage since it doesn't affect proc damage that's done. This would need to be rebuilt from scratch with a different focus to the build, but it is something you can do since you can swap between builds and have one focused on damage output and another on tanking. Tanker (Invulnerability - Super Strength)2.mbd
  17. This alone rules out bio. Bio is not a passive regen armor set. It instead relies on a lot of clickable powers that can boost regen and provide HP shields. Willpower would be the way to go for passive regen as all you need to do is be surrounded by enemies to get maximum benefit out of Rise to the Challenge. This is a quick sample build, you can still reach tanker HP cap without wasting attack slotting on sets like Dark Watchers. This example is without any incarnate buffs and with just a fully saturated RttC, hits 183 hp/sec regen. If you prefer, you can experiment with other secondaries since you don't need to force yourself to use /dark. Adding vigor core alpha slot boosts this further and gets your regen rate to 1407% with fully saturated RttC. This gets you to 207 hp/sec regen. Adding Unleashed Potential to this will up it to 1751% regen, or 258 hp/sec regen for the 1 minute duration of Unleased Potential. And finally, adding a melee core hybrid that is also fully saturated would get your regen to 2171%, or 319 hp/sec regen at maximum. You could likely build for more regen rate buffs if you completely ignore viability elsewhere. Getting 2-3 ranged attacks and splitting Apocalypse to 3 sets of 2 (48% regen) or 2 sets of 3 (extra HP) can be done. You'd likely want 3 sets of 2 since you can hit the tanker HP cap without relying on the HP boost from Apocalypse. Tanker (Willpower - Dark Melee).mbd
  18. My guess would be because neither sets are particularly popular. Knockback is a real nuisance for teams to deal with, scattering enemies makes it harder for AoEs to hit all enemies and in turn increases the time to clear things. There are ways to mitigate this by hovering/flying above enemies when attacking with energy blast and the knockback effect will mostly just knock enemies down instead of scattering (or else directing the knockback to a nearby wall so they don't go far), but this does take a particular play style to not annoy teammates (unless you plan to solo). You could slot the KB to KD IOs in your AoE attacks to not have to worry about positioning when using your attacks, but that will lower your damage output as it reduces the number of procs you can use or else excludes some 6 set piece bonuses. Willpower on a sentinel is rather weak imo. The whole point of the set on melee ATs is to get massive regen with RttC when surrounded by mobs with a mixture of resist/defenses. The sentinel version of RttC was changed to UttC where it no longer scales from the amount of enemies that surround you. This wouldn't be a terrible thing since you are playing a ranged attack set, but the regen from UttC is a good deal weaker than a saturated RttC. Not only that, but regen is directly related to your max HP and sentinels have much lower max HP than tankers/brutes. As a result, they gain less hp/sec from regeneration. Having said all of that, you don't need tanker or brute level survival with a sentinel as you're not expected to be the tank on a team, but Willpower also lacks any sort of useful offensive buffs that other secondaries get. Sets like /energy, /elec, and /sr have powers that can increase recharge speed. Other sets like /shield, /rad, /stone, /fire, and /bio can increase damage output. Willpower, imo, could really use some sort of unique buff to make it more desirable to use as a power set. At the end of the day, you should still play whatever combo you want and have fun playing. However, some unpopular power sets and combinations may be much harder to find builds for and imo, both energy blast and willpower tend to be unpopular and a combination of both even more so.
  19. Looking back over PPM, I believe you are right that the proc would be slightly higher. It should average out to 15 end/min whereas slotting a +5 boosted end mod IO would be 13.8 end/min. I suppose that the only point in favor of the end mod is the guaranteed reliability whereas you're relying on proc chances with the PS proc. There are certainly sacrifices that are made going for Dominate. I should state that while I've played radiation armor and battle axe, I haven't played both together. My favorite radiation armor tank is rad/ss, but that is a lot easier to proc bomb and have to worry less about global acc/tohit debuffs due to double stacked rage. If you aren't seeing a significant difference with Dominate in the build then keep to using FA as you had in the original. With my rad/ss, I like to hit Dominate as I'm jumping into the middle of the mob. If the BU proc activates, it makes the AoE nukes like GZ, Foot Stomp, and Psi Tornado do higher damage. It is also worthwhile to use it before going into a heavy hitting attack chain when fighting against AVs. You could set up an AE mission and test out the difference in damage output by doing several runs and timing how long it takes to clear, whether it's clearing mobs or an AV, then averaging those times together to see if there is a large difference. This may not be worth doing anyway since you're more reliant on global accuracy and having the tohit debuff resistance from FA.
  20. In my opinion, you're trying to make this combination into something that it's not. Dark armor has no offensive buffs that other armor sets like Bio, Shield, Fire, Stone, and Radiation do. Similarly, ice melee isn't top tier in damage either from the tanker secondary options. Dark/ice has the potential to be an extremely tough tank that's best to play on teams so that others can handle bringing the damage and killing things. You've got one of the best heals in the game in Dark Regeneration and Ice Patch is a 1 slot wonder that can be very useful to keep enemies on the ground instead of attacking you. If your goal is to make a great solo tank, I would look at other armor sets and secondaries to improve your damage as opposed to trying to make dark armor and ice melee into something that it's not. Haven't had issues with mids, but considering checking if you have the latest version. I was able to import the mids data chunk you posted just fine. As I mentioned above, I would personally focus on making it as sturdy as possible and use it as a team tank rather than trying to solo. I also made a dark/ice for this purpose though I still haven't settled on a final build that I would want to use so mine is still collecting dust for now. I was trying to reach certain goals with mine, such as hitting soft cap positional defense on top of hard cap resists. This resulted in a very costly build as winter sets were used heavily to get those defense values. And yes, I do realize that dark armor has no DDR, but not all mobs lower defense either and I always intended this combo to be extremely durable when I made it. The build below is my last attempt at building one in mid's and I still wasn't quite happy with the way it looked. It does nearly reach all positional soft cap with the additional 5% defense from barrier core for lvl 50 content. Tanker (Dark Armor - Ice Melee)7.mbd
  21. 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.
  22. 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
  23. 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
  24. 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.
  25. 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
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