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Everything posted by tidge
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Pro-tip: Fast Snipes benefit (+Damage boost) from (up to +22%) +ToHit, but Slow Snipes do not. I'm not sure what AT Build you are working with, but if you want MOAR DAMAGE from a Snipe, consider adding a Kismet +Accuracy (really +ToHit) IO to an always on Defense power, Build Up options and/or the Leadership pool. As others have written: The Homecoming Snipes are part of my regular attack chain on most characters. As for Venomous Gas: My Mind/Poison Controller could not leverage this power (while solo, and most PUGs didn't really need it.). I tried it while leveling up, but a significant amount of the time, this character was dealing damage/control from ranged cones: Terrify, and (Primal Forces) Energy Torrent. That specific build also focuses on Holds and Confuses, so the PBAoE debuff simply wasn't helping it with most content. It also doesn't have particularly good defenses, so standing among enemies to debuff them (and excluding targets from the arcs of cones) just wasn't helping with missions. I do believe that a /Poison Controller could be made such that the PBAoE from Venomous Gas would be more valuable for more content, it's just that for my particular concept/build I found it very lacking.
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Holy Threadcromancy! Since this thread was started, I've played a Dark Blaster to 50+, and I have no issues with the primary. To be fair, the concept had me skip T1 (Dark Blast), T6 (Tenebrous Tentacles) and T7 (Abyssal Gaze), and I had to adjust to the Damage-over-Time of Gloom, but it still feels like a pretty powerful Blaster to me. For the record, the slotting I am running on Umbral Torrent is Level 2: Umbral Torrent (A) HamiO:Centriole Exposure (37) HamiO:Nucleolus Exposure (46) Cloud Senses - Chance for Negative Energy Damage: Level 30 (48) Positron's Blast - Chance of Damage(Energy): Level 50 (48) Javelin Volley - Chance of Damage(Lethal): Level 50 (46) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50
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What should the aggro cap on Homecoming be?
tidge replied to oedipus_tex's topic in General Discussion
As a Tanker since day one of Live: The only thing I miss about NOT having an aggro cap is eventually being able to herd all the Rikti monkeys to Portal Court. -
Can I suggest a completely different path that could lead to similar results? While I like the (extremely) limited role that Pacify (Presence pool) can play for an (extremely) limited number of circumstances, I would completely support reworking the Presence pool to replace Pacify with a (small, toggle) Taunt Aura. Just spitballing, but rework the Presence pool (also make it so that there aren't TWO choices that require TWO previous choices) T1: Provoke (keep as is) T1: Intimidate (keep as is, except allow it as a first choice in the pool) T2: Taunt Aura (new Toggle, takes Taunt sets) T2: Invoke Panic (make it so this could be a second choice, otherwise keep as is) T3: Unrelenting (keep as is) I want to add that the Presence pool's Provoke fills a different niche than Taunt or Confront... I'm aware that the OP specifically didn't want to take the Presence pool, but getting a Taunt Aura (by any means) would be something of a big deal.
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Weekly Discussion 85: T1 Immobilises in Control Sets
tidge replied to GM ColdSpark's topic in General Discussion
Obviously this question in geared towards primaries, where there is a choice. My answer is I never take a T1 Single-Target Immobilize, if I can help it - see point below about secondaries being forced to take them. My dislikes: At low levels, the Immobilize offers very little practical benefit when facing enemies. Many enemies will still be able to attack, meanwhile you have the other enemies in the group who are not immobilized. Single-Target Immobilizes require slots/investment to be reliable (because you must actually HIT) and/or try to leverage them into having an expanded role. IMO, the Immobilize enhancement sets are among the least useful in the game... despite the fact that they have a Very Rare set, while powers using Fear do not. Almost every AT with a ST immobilize has a better place to invest slots. Seriously: why does Immobilize get enhancement sets love (and bonus from sets) while Fear did not? The only utility I have gotten from ST immobilizes that isn't a complete corner case (depending on a specific enemy) is that if I hit an enemy, and they don't resist immobilize, they won't run all over the map. How would I change them? Swap the T1 and T2 so that the folks with secondaries aren't forced to take them (see below). Having a skippable power at T2 is completely acceptable to me, given how the primary and pool powers become available between levels 2-12. If swapping the T1/T2 is out of the question, the T1s need to be given some other effect that makes them meaningful at all levels of the game, such as: A slight, unboostable -Def(All) component. Low level characters should be able to hit immobilized more reliably (assuming they can actually hit with the ST T1 to begin with). I know they get beginner's luck, but this would at least keep some utility at higher levels. A pseudo-pet component with a slight, unboostable AoE speed Debuff. I don't really like this idea, as it is motivated more for flavor (ya runs by the web, ya slow down) but such a mechanic would give me a reason to try to spam ST T1 immobilizes against different enemy targets and it might make a low level Controller feel as if they were actually controlling an encounter as opposed to controlling a single mob. Please let's not lose sight of that for 'control' secondaries (ehem, Mastermind Traps), for several sets have no choice but to take a ST immobilize. -
Re: Detonator. I played with it a bit during the start of Homecoming (while leveling my Robotics/Traps). I have (bad) memories: It is one more thing to micromanage "Choosing a henchmen that is taking damage" doesn't necessarily imply that it the henchmen taking damageis a good choice to Detonate If it doesn't buy you time to (a) survive and (b) rebuild your force, you are down both DPS and Survivability The recharge (plus the forced respawn of pets) makes this a poor damage choice in terms of time, effort, endurance. Just my opinion: A Mastermind can always find a different power pick that offers more utility than Detonator. I will write this: The henchmen AI rework of Homecoming should have improved one (nearly trivial) aspect of Detonator. One of the issues with the earlier AI is that henchmen with primarily ranged attacks (such as Robots) used to run into melee to Brawl if they had no other attack ready... so it was slightly harder to keep track of (potentially) why a single hench might be taking more damage then the rest. In my experience, RNG would only be part of the issue of why a single henchmen would take damage. More often I can attribute such a circumstance to the position of the henchmen (or Mastermind, especially if only a single hench is in Bodyguard range when an alpha-strike comes in). The improved AI ought to be helping a little bit on this front, but not enough for me to change my opinion,
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My build can still have multiple Acid Mortars; it is my opinion that I just don't need more recharge. I will occasionally run up to another group to drop an Acid Mortar while the Bots clear up a first group, but generally I move too fast to leverage more than two Acid Mortars at a time. My comment about stacking was meant to apply to %-Res procs. General Advice follows: If I'm curious about the effect a certain set bonus or enhancement piece is having on my build, I will unslot certain pieces and play for a while. Unless I was micromanaging my attack chains and toggles, I'm not the sort of player who would figure out what the right level of recharge and endurance costs would 'work' for me. On my Bots/Traps Mastermind, I found that more Recharge is ultimately not helping my build clear maps any faster. I suspect that if more players would do this with certain +Regeneration and/or +Recovery pieces, we'd see the bottom fall out on the market for such things. I have found them useful while leveling, but once a character has enough slots there are almost always better choices from set bonuses.
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I have a radically different approach for my Bots/Traps. It should not be as expensive as the build above, unless factoring in HOs (which can be swapped for uncommon pieces). As I have written, my strategy relies on Keep the enemies in one area Debuff enemies I should note that the enemies can only have one specific source of debuff on them at a time, but that multiple applications of the same debuff will extend the duration of the debuff. I am sacrificing Absolute recharge (although I have more than enough to cycle), because of the heavy Endurance cost to MM powers Damage from the MM himself. %Damage procs are a great benefit to the MM AT, but it is the pets/henchmen that do the heavy lifting. Villain Plan by Hero Villain Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Bots/Traps retool: Level 50 Technology Mastermind Primary Power Set: Robotics Secondary Power Set: Traps Power Pool: Flight Power Pool: Concealment Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Villain Profile: Level 1: Battle Drones (A) Sudden Acceleration - Knockback to Knockdown: Level 50 (3) Soulbound Allegiance - Chance for Build Up: Level 50 (3) Sovereign Right - Accuracy: Level 50 (5) Sovereign Right - Accuracy/Damage: Level 50 (5) Sovereign Right - Resistance Bonus: Level 50 (7) Edict of the Master - Defense Bonus: Level 40 Level 1: Web Grenade (A) HamiO:Endoplasm Exposure Level 2: Caltrops (A) Annihilation - Damage/RechargeTime: Level 50 (7) Annihilation - Chance for Res Debuff: Level 50 (9) Impeded Swiftness - Damage/Slow: Level 30 (9) Impeded Swiftness - Range/Slow: Level 30 (11) Impeded Swiftness - Endurance/Recharge/Slow: Level 30 (11) Impeded Swiftness - Chance of Damage(Smashing): Level 30 Level 4: Fly (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50 Level 6: Equip Robot (A) Endurance Reduction IO: Level 50 Level 8: Grant Invisibility (A) Luck of the Gambler - Recharge Speed: Level 50 Level 10: Triage Beacon (A) Preventive Medicine - Heal: Level 50 (17) Preventive Medicine - Heal/Endurance: Level 50 (19) Preventive Medicine - Endurance/RechargeTime: Level 50 (19) Preventive Medicine - Heal/RechargeTime: Level 50 (21) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50 (21) Preventive Medicine - Chance for +Absorb: Level 50 Level 12: Protector Bots (A) Superior Mark of Supremacy - Damage: Level 50 (13) Superior Mark of Supremacy - Accuracy/Damage: Level 50 (13) Superior Mark of Supremacy - Accuracy/Endurance: Level 50 (15) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen: Level 50 (15) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50 (17) Call to Arms - Defense Bonus Aura for Pets: Level 30 Level 14: Acid Mortar (A) Annihilation - Chance for Res Debuff: Level 50 (34) Achilles' Heel - Chance for Res Debuff: Level 20 (34) Undermined Defenses - Defense Debuff: Level 50 (36) Undermined Defenses - Defense Debuff/Recharge: Level 50 (36) Undermined Defenses - Recharge/Endurance: Level 50 (36) Undermined Defenses - Recharge: Level 50 Level 16: Force Field Generator (A) Luck of the Gambler - Recharge Speed: Level 50 (46) Luck of the Gambler - Defense: Level 50 (46) Defense Buff IO: Level 50 Level 18: Kick (A) Force Feedback - Chance for +Recharge: Level 50 Level 20: Tough (A) Steadfast Protection - Resistance/+Def 3%: Level 30 (37) Aegis - Psionic/Status Resistance: Level 50 (37) Unbreakable Guard - +Max HP: Level 50 (37) Unbreakable Guard - Resistance: Level 50 (40) Gladiator's Armor - TP Protection +3% Def (All): Level 50 Level 22: Poison Trap (A) Gladiator's Net - Accuracy/Hold: Level 50 (23) Gladiator's Net - Chance of Damage(Lethal): Level 50 (23) Ghost Widow's Embrace - Accuracy/Recharge: Level 50 (25) Ghost Widow's Embrace - Endurance/Hold: Level 50 (25) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 50 (34) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50 Level 24: Maneuvers (A) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50 (42) Shield Wall - Defense/Endurance: Level 50 (48) Shield Wall - Defense: Level 50 Level 26: Assault Bot (A) Sudden Acceleration - Knockback to Knockdown: Level 50 (27) Superior Command of the Mastermind - Accuracy/Damage: Level 50 (27) Superior Command of the Mastermind - Damage/Endurance: Level 50 (29) Superior Command of the Mastermind - Accuracy/Damage/Recharge: Level 50 (29) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50 (33) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50 Level 28: Weave (A) Luck of the Gambler - Recharge Speed: Level 50 Level 30: Photon Grenade (A) Annihilation - Accuracy/Damage: Level 50 (31) Annihilation - Damage/RechargeTime: Level 50 (31) Annihilation - Accuracy/Damage/Endurance: Level 50 (31) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50 (33) Annihilation - Chance for Res Debuff: Level 50 (33) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50 Level 32: Upgrade Robot (A) Endurance Reduction IO: Level 50 Level 35: Scorpion Shield (A) Reactive Defenses - Defense: Level 50 (42) Reactive Defenses - Defense/Endurance: Level 50 (42) Reactive Defenses - Endurance/RechargeTime: Level 50 (43) Reactive Defenses - Defense/RechargeTime: Level 50 (43) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50 (43) Reactive Defenses - Scaling Resist Damage: Level 50 Level 38: Pulse Rifle Burst (A) Sudden Acceleration - Knockback to Knockdown: Level 50 (39) Sudden Acceleration - Knockback/Accuracy/Damage: Level 50 (39) Sudden Acceleration - Knockback/Accuracy: Level 50 (39) Sudden Acceleration - Knockback/Damage/Endurance: Level 50 (40) Sudden Acceleration - Knockback/Damage/Recharge: Level 50 (40) Force Feedback - Chance for +Recharge: Level 50 Level 41: Mace Beam Volley (A) Sudden Acceleration - Knockback to Knockdown: Level 50 (48) Annihilation - Accuracy/Damage: Level 50 (48) Annihilation - Damage/RechargeTime: Level 50 (50) Annihilation - Accuracy/Damage/Endurance: Level 50 (50) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50 (50) Annihilation - Chance for Res Debuff: Level 50 Level 44: Tactics (A) HamiO:Cytoskeleton Exposure Level 47: Invisibility (A) Luck of the Gambler - Recharge Speed: Level 50 Level 49: Hover (A) Luck of the Gambler - Recharge Speed: Level 50 Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Unbounded Leap - +Stealth: Level 50 Level 1: Supremacy Level 2: Rest
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/seconded. Dominators will have much lower defenses. My Fire/Psi/Mind has Defenses in the 20% with perma Link Minds. IMO: The main difference between Dominators and Fortunata is that the Fortunata (either path) have a lot of good choices (including Power Pools) that build on each other, but with Dominators you are going to be at the mercy of your Primary/Secondary choices, and rely on the variety in the Epic/Patron pools to cover you. My Spines/Bio Stalker feels a little but like my (melee mayhem) Fortunata, minus the team support. On a finished build, the typed defenses are (generally) better than the positional defenses. /Bio offers some fun (IMO) PBAoE, but if you want true 'controls' you would need to leverage power pools. Obviously Stalkers are more geared to (single target) DPS but Spines/Bio moves pretty quickly with fast-moving PUGs.
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I have a Street Justice Scrapper with /WP and the later made a Stalker with StJ/SR. Ignoring the offensive differences: They have different defensive profiles, but at level 50, they don't play radically different for me. YMMV, as I haven't played either of them through a ton of what I'd call 'tougher' content like x8 Shadow Shard, full league Incarnates, fully boosted ITF, etc. SR is all about positional defenses, whereas WP will have better type defenses. My WP has better resistances across the board. SR gets its AoE Defense very late. I remember the /SR as achieveing quantum leaps in Defense values (while leveling) that I don't remember with the /WP Scrapper. Part of this is due to WP being able to slot Global +Def/+Res pieces immediately as level allows, but /SR has to specifically dip into the Fighting pool IIRC (Weave is unnecessary, as mentioned). SR can drop a Kismet +ToHit in an auto power, but WP only has toggles for it. WP can leverage it's Auto powers (Fast Healing, Quick Recovery) for certain %procs that SR has to dedicate slots in Health and Stamina to accommodate. Both secondaries can get perma-Hasten, if that is important to you. SR does it easier (because of the Defensive powers, natch)
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I agree that the Force Feedback %+Recharge would be essentially wasted in a Henchmen. My Thugs/Thermal MM does have that piece in the (Epic) Heat Mastery Bonfire... but as of now (pre-level 50, pre-massive set +Recharge) the recharge time on Bonfire is too long to make a significant impact, even with a 90% proc rate. Since it is an Epic level power for MMs, it is not going to be as reliable in level-scaled (i.e. low-level TF/SF) content. If the Global +Recharge is 'on the bubble', you can use a SG base crafting station to Increase Attack Speed at one hour intervals. I suggest that you such a crafting table in you base, and then either have a Vault or a storage rack near the crafting station to store the specific raw materials you want to use for that bonus.
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You've hit on what I feel is the design area on my build that has the most room for compromise/sacrifice. Thank you.
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The point about exemplaring below level 32 is certainly true, but because of the +ToHit from Invincibility, the primary use of the Kismet +ToHit is for the additional damage boost on Moonbeam, for the (common) circumstance of dashing from a recently defeated (in Melee) enemy towards a distant one... or hitting a runner. I'm less worried about the addition ToHit from Kismet for most exemplared content because of the +Accuracy from set bonuses (plus Build Up at low levels, even tho' Guassian's is a 20+ set). I certainly have been on PUGs that ran low level arcs at +N (for values of N>2), but those have been relatively rare. I should note: ToHit boosts do not boost damage on the Slow Snipes. The Kismet piece is one that I'd consider dropping, but I added it because I think it does serve a specific role (Moonbeam, plus boosted enemy content) and it is pretty much at the right place in the build (lvl 35) for those purposes. It is fun being one of few characters on a TF who can hit a Paragon Protector (not necessarily reliably, but not nigh impossible) after it has triggered Moment of Glory 🙂
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SUGGESTION: Add a taunt to Mastermind primary attacks
tidge replied to Kid_Gloves's topic in Suggestions & Feedback
I understand the intent behind the initial request, but I don't think all combinations of MM primary/secondary would appreciate this. It seems from the thread that not all players would either 🙂 -
And that's exactly why I slotted it with them! (pendantry alert: except I think it is their Tactics, not Maneuvers).
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On the topic of where the Gaussian's %BuildUp proc does fire: I've been playing with it slotted in my Thugs MM's T2 Enforcers. I also have those guys slotted with a %-Res and two %damage procs, so I like to think that when I see their %BuildUp firing (and it is often) that it is making up for me skimping on slotting more actual enhancements on them.
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It is true, but I don't think it is optimal. I am aware that there is disagreement on this particular question, but for this build and my playstyle I prefer to have the 90% chance of the extra BU firing when I click Build Up (which is available every ~25 seconds or so). As I wrote, I really like the 6-set bonuses from the Gaussian's and Reactive Defenses... I wouldn't ever put the 6-pieces of Gaussian's in Invincibility, so I'd have to come up with a radically different plan for slots and set bonuses to accommodate franken-slotting Invincibility. I'm not against it on principle, especially since Enhancement Diversification on Defense kicks in fast & hard. But... if I move slots from Invincibility to another defensive power, I'd have to move all 5 slots and then come up with extra slots just to franken-slot Invincibility. They could come from Build Up (many folks, including myself, have 'Build Ups' just 1-or-2 slotted) if I'm tossing the unique piece (%Build Up) elsewhere... if there is an argument beyond "dump the six slots in Build Up and Invincibility" just because I could make do with fewer slots (by sacrificing set bonuses), I want to read what I'm going to gain (besides not hitting the ToHit and Defense ED limits so hard). I'm not saying that I think my build is fine-tuned, but there is a balancing act there. Tough Hide can take Defense pieces, but then I'd have to give up Kismet (I want it in an Auto power) and reshuffe the Shield Wall global. Five pieces of Reactive Defenses plus a 5th LotG isn't terribly different but a 6th Reactive Defenses piece is better.
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I didn't use MIDS, the export was still Pines, but here goes. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! I'm reluctant to install Mids only because 30 minutes after I installed it (Dec 2020) my HDD PCB smoked!
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Invincibility is a very good spot for those HO. I wouldn't mind some extra ToHit, but I'm somewhat addicted to the 6-piece set bonus from Reactive Defenses (and also the 6-piece bonuses from Gaussian's), so I'm not sure how to trade off enhancement slots.
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I have a Street Justice / Willpower Scrapper. Our generally approaches don't seem radically different: I opted for Soul Mastery as the Epic pool. Slight more damage can be gained by using an Apocalypse %damage proc, but I wanted some type variety there. Our Defense & Resistance slottings are somewhat different. I may have slight overkill with the extra recovery. The blank slot in Quick Recovery holds the Power Transfer %+Heal IO. I invested 6-slots in Combat Readiness. Originally I had Provoke (Which I prefer to Confront in most circumstances) instead of Hasten. I don't pay that much attention to attack chain optimization... which is partially why on this character I went whole-hog for Recharge. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Scrappo: Level 50 Technology Scrapper Primary Power Set: Street Justice Secondary Power Set: Willpower Power Pool: Sorcery Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Heavy Blow -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Dmg/Rchg:50(3), SprScrStr-Acc/Dmg/Rchg:50(3), SprScrStr-Dmg/EndRdx/Rchg:50(5), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(5), SprScrStr-Rchg/+Crit:50(7) Level 1: High Pain Tolerance -- GldArm-3defTpProc:50(A), GldArm-ResDam:50(7) Level 2: Mind Over Body -- StdPrt-ResDam/Def+:30(A), StdPrt-ResKB:30(9) Level 4: Fast Healing -- Pnc-Heal/+End:50(A), Pnc-Heal:50(11), Pnc-Heal/EndRedux:50(11), Pnc-Heal/Rchg:50(13), Pnc-Heal/EndRedux/Rchg:50(13) Level 6: Sweeping Cross -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(15), Arm-Acc/Dmg/Rchg:50(15), Arm-Dmg/EndRdx:50(17), Arm-Dam%:50(17), Erd-%Dam:30(19) Level 8: Combat Readiness -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(19), GssSynFr--ToHit/Rchg/EndRdx:50(21), GssSynFr--Rchg/EndRdx:50(21), GssSynFr--ToHit/EndRdx:50(23), GssSynFr--Build%:50(23) Level 10: Indomitable Will -- ShlWal-ResDam/Re TP:50(A), ShlWal-Def:50(25), Ksm-ToHit+:30(25), LucoftheG-Rchg+:50(27) Level 12: Rib Cracker -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(27), SprCrtStr-Acc/Dmg/Rchg:50(29), SprCrtStr-Dmg/EndRdx/Rchg:50(29), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(31), SprCrtStr-Rchg/+50% Crit:50(31) Level 14: Mystic Flight -- WntGif-ResSlow:50(A) Level 16: Rise to the Challenge -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(33), Prv-EndRdx/Rchg:50(33), Prv-Heal/Rchg:50(33), Prv-Heal/Rchg/EndRdx:50(34), Prv-Absorb%:50(34) Level 18: Spinning Strike -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(34), Rgn-Acc/Dmg/Rchg:50(36), Rgn-Dmg/EndRdx:50(36), Rgn-Knock%:50(36), FrcFdb-Rechg%:50(37) Level 20: Quick Recovery -- PrfShf-End%:50(A), PrfShf-EndMod:50(37), Empty(37) Level 22: Maneuvers -- LucoftheG-Rchg+:50(A) Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39) Level 26: Shin Breaker -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(39), SprBlsCol-Acc/Dmg/EndRdx:50(39), SprBlsCol-Acc/Dmg/Rchg:50(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(40), AchHee-ResDeb%:20(40) Level 28: Heightened Senses -- LucoftheG-Rchg+:50(A), LucoftheG-Def/EndRdx:50(31), LucoftheG-Def:50(42) Level 30: Kick -- FrcFdb-Rechg%:50(A) Level 32: Crushing Uppercut -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(42), Hct-Acc/Dmg/Rchg:50(42), Hct-Dmg/EndRdx:50(43), Hct-Dam%:50(43), UnbCns-Dam%:50(43) Level 35: Moonbeam -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(45), StnoftheM-Acc/ActRdx/Rng:50(45), StnoftheM-Dmg/ActRdx/Rchg:50(45), StnoftheM-Dam%:50(46), GldJvl-Dam%:50(46) Level 38: Tough -- UnbGrd-Max HP%:50(A), UnbGrd-ResDam:50(46) Level 41: Shadow Meld -- LucoftheG-Rchg+:50(A), RechRdx-I:50(50) Level 44: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(48), Rct-EndRdx/Rchg:50(48), Rct-Def/Rchg:50(48), Rct-Def/EndRdx/Rchg:50(50), Rct-ResDam%:50(50) Level 47: Assault -- EndRdx-I:50(A) Level 49: Vengeance -- LucoftheG-Rchg+:50(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth:50(A) Level 2: Rest -- IntRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Mrc-Rcvry+:40(A) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(9) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
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I also put the %Build Up on the T1 henchmen. My theory is: as long as they have enough cycling attacks, the Build Up will help counter the level shift. I see it firing almost constantly on one or more of the T1 robots.
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Sorting out the Teleport Mess (help solicited)
tidge replied to Shenanigunner's topic in General Discussion
Pocket D is also a convenient place to perform AH related activities such as crafting and converting. You can also perform respects there if you are looking for things to do in order to spend time there. The hour spent there doesn't have to be consecutive. -
I also want to post a warning about a toggle that is often forgotten: Sprint. I prefer to keep sprint toggled on for the movement increase, and sometimes for stealth. Sprint can be slotted for Endurance reduction too... and every character starts with two Sprints, each available for slotting.
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Ditto for me (for both Scrappers and Stalkers). There is some synergy (mostly enemy dependent) between using a long-range Moonbeam while dashing towards an enemy group and activating the Shadow Meld for their alpha-strikes prior to melee engagement. I think my builds are split roughly 50/50 between those only having Shadow Meld slotted with a single LotG Def/+Recharge and those with an extra slot of Recharge reduction. Personally, I find the (relatively) long activation time (for the duration of) of Shadow Meld to work against me wanting to use it 'regularly'; outside of the 'unlucky' DDR cascades for certain content (AVs, GMs) it is possible to become comfortable enough with their attack chains that you could trigger it as needed.
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Interesting, I'm in the same position with a newish Thugs/thermal MM. I'm now at the point (mid-to-late 30s) where I'm comfortable turning up the number of enemies so it takes very few missions to earn levels. I'm not sure that my (non-incarnate) level 50+ build will have a perma-Gang War, even with Hasten. You can split the ATO Mark of Supremacy set into three 2-set bonuses for the same global Recharge boost. If you are looking for Global +Recharge boosts and Healing, I have the following powers slotted: Warmth: 5xPanacea (the proc is in Health) for a 7.5% Recharge boost. I'm using attuned as I level, some pieces will become boosted level 50s later. Spirit Ward (Sorcery pool): 6xPreventive Medicine for a 8.75% Recharge boost. This isn't a Heal, but a short-term Absorb. I wanted Rune of Protection, so I took this power instead of Cauterize. Gang War itself (like the henchman summons) can take sets which include Recharge time enhancements and also provide global +Recharge. My own planned build does not have many opportunities for Luck of the Gambler (a defense set which includes a Defense/+Recharge pieces; any build can benefit from as many as five of these.). Maneuvers and Weave look like it for me. If you are looking for alternate pool choices, I think the Concealment pool has several powers which can act as mules for LotG. I could have tried to add Vengeance to my build (Leadership pool) to act as a LotG mule, but I want to experiment with some Epic powers. The one thing I've noticed about my Thugs/Thermal build: I really have to stay in Bodyguard mode or alpha strikes will finish me quickly!