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tidge

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Posts posted by tidge

  1. 5 hours ago, Six-Six said:

    I load it with procs to give it more utility. I've found that Overwhelming's KD procs a lot. two fear procs (+disorient and Neg Psi Dmg), Cloud Sense's Neg Dmg, and Trap of the hunter's Lethal Dmg to give it more of a bite.

     

    A few comments:

     

    The Trap of the Hunter %proc will IIRC only trigger on the the Umbra Pet's single-target Shadow Binds.

    Umbra Beast's Terrifying Roar is a 10-target, 50-foot 30° Cone.

    Both Shadow Binds and Terrifying Roar have a -ToHit and can trigger Cloud Senses' %damage.

    The Knockdown %proc should have a chance to trigger on every attack the Umbra Beat makes.

     

    %damage needs Accuracy slotting to improve chances to hit, so don't be too quick to skimp on Accuracy for the Beast. I would deprioritize the Trap of the Hunter piece. The Umbra Beast has actual damaging attacks too.

     

    My Controller has the Umbra Beast slotted as follows:

     

    Level 26:              Umbra Beast     

     (A) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50+5

     (*) Soulbound Allegiance - Damage/Endurance: Level 50+5

     (*) Overwhelming Force - Accuracy/Damage/Endurance

     (*) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

     (*) Hami-O Lysosome (Accuracy/-Defense/-ToHit): Level 53

     (*) Cloud Senses - Chance of Damage (Negative)

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  2. When solo: I use Assassin's Strike from Hidden status.

     

    When in the midst of a team-filled battle: I open with another attack.

     

    To speak to the OP's original conundrum... what I do when trying to use Assassin's Strike

    1. run up to target
    2. hit 'S' (movement key) <- this is part of the sequence that attempts to mimic being rooted.
    3. select Assassin's Strike

    (Not included is the optional step of "MISS!")...

     

    It should be possible to make a macro button that will (eventually) do parts 2 and 3, but the macro buttons won't show the power recharging. Maybe something like:

     

    (embarassing attempt removed after testing!)

     

  3. On 2/29/2024 at 6:04 PM, Grymbeard said:

    yeah, the stalker way outdps's the tank, the TP stuff is something I really want to fit in. This is a project, I am working on a tank and stalker build simultaneously.

     

    In the build I posted above, I originally had the intention of having Fold Space in the build, but I found it to be inferior to using Shield Charge, Combat Teleport and the enemy moving powers of (improved) Battle Axe. There are enemies that can't be teleported, and Fold Space requires slotting for both Recharge and (IIRC) Accuracy to be somewhat reliable. there is also the way Fold Space can grab teammate aggro by pulling enemies out of patches. My takeway is that Fold Space is a somewhat wasted power pick for Tankers. YMMV.

     

    The one element of Fold Space that I can almost recommend it for.... if solo, it can be a reasonably efficient AoE Taunt, since it's target cap and range is so much higher than Provoke from the Presence pool. A highly mobile tank should be able to do better by just using it's actual Taunt and by making attacks.

  4. My Shield/Battle Axe build. The only difference between what I listed below and what I actually have slotted is that the two pieces in Active Defense were replaced with two D-Sync Decelerations @ 53,,,, which is kinda pricey, but I had the means to acquire them.

     

    The thing about Shield Defense (or at least my build) in my experience is that it is a slightly more "active" Tanker than some other builds... such as "Aura"-based ones. IIRC it is somewhat inferior to other Tanker primaries in the self-healing department, so don't skimp on leveraging True Grit.

     

    Spoiler

    Primary Power Set: Shield Defense

    Secondary Power Set: Battle Axe

    Power Pool: Force of Will

    Power Pool: Leadership

    Power Pool: Teleportation

    Power Pool: Concealment

    ------------

    Level 1:                 Deflection          

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Unbreakable Guard - +Max HP: Level 50

     (*) Unbreakable Guard - Resistance: Level 50

     (*) Unbreakable Guard - Resistance/Endurance: Level 50

     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 50

     (*) Impervium Armor - Psionic Resistance: Level 40

     

    Level 1:                 Chop    

     (A) Hecatomb - Damage/Recharge: Level 50

     (*) Hecatomb - Accuracy/Damage/Recharge: Level 50

     (*) Hecatomb - Accuracy/Recharge: Level 50

     (*) Hecatomb - Damage/Endurance: Level 50+5

     (*) Hecatomb - Chance of Damage (Negative): Level 50

     (*) Hecatomb - Damage: Level 50+5

     

    Level 2:                 Battle Agility      

     (A) Reactive Defenses - Defense: Level 50

     (*) Reactive Defenses - Defense/Endurance: Level 50

     (*) Reactive Defenses - Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Scaling Resist Damage: Level 50

     

    Level 4:                 Gash     

     (A) Superior Gauntleted Fist - Accuracy/Damage: Level 50

     (*) Superior Gauntleted Fist - Damage/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Damage/Endurance/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime: Level 50

     (*) Superior Gauntleted Fist - RechargeTime/+Absorb: Level 50

     

    Level 6:                 Mighty Leap      

    (A) Endurance Reduction IO: Level 50+5

     

     

    Level 8:                 Weaken Resolve             

     (A) HamiO:Lysosome Exposure (Accuracy, Defense Debuff, ToHit Debuff): Level 53

     (*) Shield Breaker - Chance for Lethal Damage: Level 30

     (*) Touch of Lady Grey - Chance for Negative Damage: Level 50

     

    Level 10:              Active Defense

     (A) Endurance Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

    Level 12:              Phalanx Fighting              

     (A) Kismet - Accuracy +6%: Level 30

     (*) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 14:              Against All Odds              

     (A) Endurance Reduction IO: Level 50+5

     

    Level 16:              Taunt   

     (A) Mocking Beratement - Taunt: Level 50

     (*) Mocking Beratement - Taunt/Recharge: Level 50

     (*) Mocking Beratement - Taunt/Recharge/Range: Level 50

     (*) Mocking Beratement - Accuracy/Recharge: Level 50

     (*) Mocking Beratement - Taunt/Range: Level 50

     (*) Mocking Beratement - Recharge: Level 50

     

    Level 18:              True Grit             

     (A) Gladiator's Armor - Resistance: Level 50+5

     (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50

     (*) Panacea - +Hit Points/Endurance: Level 50

     (*) Panacea - Heal: Level 50+5

     (*)Steadfast Protection - Resistance/+Def 3%: Level 30I

     (*) Healing IO: Level 50+5

    [was  (*) Impervium Armor - Psionic Resistance: Level 40)]

     

    Level 20:              Pendulum          

     (A) Multi-Strike - Accuracy/Endurance: Level 50+5

     (*) Eradication - Chance for Energy Damage: Level 30

     (*) Armageddon - Chance for Fire Damage: Level 50

     (*) Perfect Zinger - Chance for Psi Damage: Level 50

     (*) Superior Might of the Tanker - Recharge/Chance for +Res(All): Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     

    Level 22:              Wall of Force     

     

     (A) Javelin Volley - Accuracy/Endurance/Recharge: Level 50+5

     (*) Javelin Volley - Chance of Damage (Lethal): Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     (*) Positron's Blast - Chance of Damage (Energy): Level 50

     (*) Bombardment - Chance of Damage (Fire): Level 50

     

    Level 24:              Shield Charge   

     (A) Mocking Beratement - Recharge: Level 50

     (*) Mocking Beratement - Accuracy/Recharge: Level 50

     (*) Eradication - Chance for Energy Damage: Level 30

     (*) Perfect Zinger - Chance for Psi Damage: Level 50

     (*) Scirocco's Dervish - Chance of Damage(Lethal): Level 50

     (*) Force Feedback - Chance of Global Recharge: Level 50

     

    Level 26:              Grant Cover      

     (A) Luck of the Gambler - Recharge Speed: Level 50

     (*) Reactive Defenses - Defense: Level 50

     (*) Reactive Defenses - Defense/Endurance: Level 50

     (*) Reactive Defenses - Endurance/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/RechargeTime: Level 50

     (*) Reactive Defenses - Defense/Endurance/RechargeTime: Level 50

     

    Level 28:              Axe Cyclone      

     (A) Fury of the Gladiator - Accuracy/Endurance/Recharge: Level 50+5

     (*) Fury of the Gladiator - Chance for Res Debuff: Level 50

     (*) Eradication - Chance for Energy Damage: Level 30

     (*) Perfect Zinger - Chance for Psi Damage: Level 50

     (*) Obliteration - Chance for Smashing Damage: Level 50

     (*) Explosive Strike - Chance for Smashing Damage: Level 20

     

    Level 30:              Cleave 

     (A) Armageddon - Damage: Level 50+5

     (*) Armageddon - Damage/Recharge: Level 50+5

     (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

     (*) Armageddon - Accuracy/Recharge: Level 50+5

     (*) Armageddon - Damage/Endurance: Level 50+5

     

    Level 32:              Build Up              

     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

     (A)Recharge Reduction IO: Level 50+5

     

    Level 35:              Combat Teleport             

     (A) Blessing of the Zephyr - Range / Endurance: Level 50+5

     

    Level 38:              Infiltration          

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 41:              Unleash Potential           

     (A) Preventive Medicine - Chance for +Absorb: Level 50

     

    Level 44:              One with the Shield       

    (A) Impervium Armor - Psionic Resistance: Level 30

     

    Level 47:              Maneuvers        

     (A) Luck of the Gambler - Recharge Speed: Level 50

     

    Level 49:              Stealth 

     (*) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

     

    Level 1: Brawl    

     (A) HO Nucleolus (Accuracy/Damage) Level 53

     

    Level 1: Gauntlet             

     

    Level 1:                 Sprint   

     (A) Endurance Reduction IO: Level 50+5

     

    Level 2:                 Rest      

     (A) Interrupt Reduction IO: Level 50+5

     

    Level 4 :                Athletic Run      

     

    Level 2:                 Swift     

     (A) Run Speed IO: Level 50+5

     

    Level 2:                 Health  

     (A) Miracle - +Recovery: Level 40

     (*) Numina's Convalesence - +Regeneration/+Recovery: Level 50

     (*) Numina's Convalesence - Heal: Level 50

     

    Level 2:                 Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End: Level 50

     (*) Performance Shifter - EndMod: Level 50

     (*) Power Transfer - %Heal: Level 50

     

     

  5. On 2/27/2024 at 11:36 AM, Drsnapion said:

    I'm looking for a character that really encompasses the "Superhero's Superhero" idea. I know each arch can do almost everything, and with IOs anything can really do anything, but I'm looking for a really strong tank that makes AVs cry and minions arrest themselves.

     

    What're your thoughts? Invul/Energy? Again, I understand that everything is great but with my character page reaching it's limit full of level 2s-level 10s, I'd like a good idea to start running to collect all badges and making those newcomers mouth's drop.

     

    Those who want to impress this newcomer (points to self): Have the Tank exclusively run Shadow Shard cave missions at +4x8.

  6. I'm just going to chime in that for level 50 (Blue) x8 Alignment missions, I always chose Carnies, and then Malta as a backup to Carnies. Even when some of them run away (or phase), it always felt like the time to clean up the remainders gave the runaways a chance to come back. The random chances of multiple stacking holds felt like the "right" sort of challenge to a solo player.

     

    I haven't faced too many of the new high-level CoT or Council yet (been leveling up slowly), so I have no real opinion on them.... except that the random times I used to see folks spamvertising "Peregrine Island 54x8 Council Missions" always landed wrong with me.

  7. 23 hours ago, Sovera said:

    The first thing to consider is if those winter event IOs are REALLY needed. The biggest reason to slot them is for the defense, the second for the slow resist. If not chasing slow resist then a humble Kinetic Combat is almost the same defensive value for a laughable price difference.

     

    As I pointed above most of the time purples are not even the best in slot and are just more recharge than any other option, but at the cost of having no particularly useful bonuses (there is an argument to be made for the 15% accuracy and the recovery).

     

    My take on the Winter's pieces... I can see why (AFK-ish) Fire Farmers once recommended (many, many of) them... but for my build styles, it is rare that I use them for anything other than franken-slotting.... and that is usually because PVP and Very Rare sets don't offer the Accuracy/Endurance combinations I want!

     

    I have a couple of characters in my roster that have something like "full slotting" of a Winter's set, but those are corner cases.... for defense. I tend to lean into the Global Accuracy and Recharge bonuses from the Very Rare sets. At least that is where my headspace is... especially if I am trying to leverage %damage.

  8. Can someone explain why my settings, specifically the power timer countdown choices keeps resetting for all my characters, and if possible what is the path forward to resolving it?

     

    FWIW: I have macros and binds set up for most of my characters. I *may* have saved a default bind file somewhere.

  9. I get a kick out of playing my Archery/Tactical Arrow. In the "design space" of the final build I found it fun to have a blaster that very naturally allowed for conventional power slotting (with sets) and for %procs... It was an unusual circumstance (for me) because of the lack of melee attacks.

  10. I feel that players can learn about the effects of debuffs, specifically -ToHit, by playing the game(*1)... although without monitoring combat values, it can be hard to make the connection. Aside from common discussion around defense debuffs and "softcap", I'm not sure that other types of player debuffs gets that much discussion. I'm unconvinced that more than 20% of players who do the Penny Yin TF actually know what Clamor's Radiation Infection does to the player and their nearby teammates. "Ok Tank, you have Clamor's aggro... could you maybe not stand toe-to-to with her?"

     

    (*1) Circle of Thorns can show up quite early in player careers (red/blue). I used to run (pre-page 5) quite a few "Tough Mode" blueside TFs (Penny Yin and ealier) with the difficulty turned up... and it was usually the inability to hit enemies that got the attention.

     

    Apropos of nothing: I'm leveling up a Stalker right now with the Energy Mastery epic... and I've been on the fence about Focused Accuracy. I have the build at the point where I almost have the attack chain (pre-50) where I want it... and while I don't have level 50 slotting for Accuracy and Recharge I am at a pretty good point with the slotted values... but I am absolutely seeing some enemies debuff my ToHit to the point where I feel like I should probably put Focused Accuracy into the build. For my build... I'm sacrificing a LotG mule power, which often isn't a deal breaker for me.

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  11. I certainly can (and have) used the market to create a good-sized nest egg, but every character I've taken to 50+ (after my first) has only spent approximately 150M... and that has been at P2W (now START) and buying converters (and some crafting expenses).

     

    Almost every slotted Enhancement has come from recipe roulette (as that character builds up the next character's nest egg) or Merits conversion. Merit conversion is a net waste, but I am rolling in merits... probably because I just play the game. I'm so lazy I use catalysts like crazy, even though I could use the AH for most of my needs.

  12. No character on Homecoming should take 1 Billion inf to build, unless the goal is to massively over-spend on enhancements... or something crazy is going on and the characters is mostly slotted with Hami-Os and D-Syncs, or buying gobs of boosters/catalysts from the AH.

     

    Have a cushion of Inf is nice, and makes play easier. However: It pretty much only takes one level 50 to establish a cushion, and by using a SG base to store goodies every subsequent character should be able to nicely equip themselves from game-play drops.

     

    Even if a character has done a mad rush to level 50, it should be pretty inexpensive to buy common IOs (any level, but 45 and 50 get crafted for badges so they are always on the market) and just run PUG TF/SF for massive merit hauls. Few other players are going to notice a level 50 exemplared down is only using common IOs, and no one will care.

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  13. Some simple opinions on teaming as a Mastermind.

     

    Secondary: I have nothing to say except that the secondary set from MM is supporting your henchmen (solo), so it should be able to support a team. I prefer MM's that debuff rather than those that focus more exclusively on team (and henchmen) survival, YMMV.

     

    As for Primaries:

    • Sometime the group needs the henchmen to take an alpha strike
    • Sometimes the group needs the henchmen to "clean up" spawns (typically scattered mobiles which have run away)

    The final piece of advice for teaming MMs: Try to keep most of your fodder on Bodyguard mode. It can be easy to want to put them on Aggressive mode, especially if there is a teammate grabbing aggro. Keep in mind that MMs have a a very small pool of HP without using the henchmen in Bodyguard mode, so try to avoid becoming Vengeance bait.

  14. This doesn't help for most of the year... I like to use the Lady Winter mission as a benchmark for my characters. I have two different approaches.

    1.  Time to clear the map (MOAR Candy Canes!)
    2. Defeat objects only and defeat Lady Winter + her spawn (faster rewards)

    This is one of those missions where the spawns are all uniform in placement and composition, the map is always the same, and the final enemy isn't trivial (for most characters).

     

    This is also a mission I like to use to test different power/slotting choices. Otherwise I'm using Tip missions, but those are too variable for a "leaderboard" challenge.

  15. Congrats on 50. Some pet advice, specifically for high-level play:

     

    The Dark/Dark pets are squishy. They also don't tend to stay close.

     

    The Haunts don't get summoned if you "corpse blast".

     

    Use the Haunts power slots to hold the global pet Defense/Resistance auras, to try to keep the other pets alive longer. This is losing some offense, but the advantages for team play (as a Dark/Dark controller) are the PBAoE heals and debuffs from the Umbra Beast and Dark Servant. You can still summon the Haunts of course.

     

    Focusing on personal Recharge is a good idea, as many of the Dark/Dark powers are force multipliers as well as improving survival chances.

  16. FWIW: Accuracy / ToHit is slightly less of an issue for Henchmen because of Supremacy.

     

    I've posted this before, but my slotting for Robotic Henchmen is:

     

    Level     1:            Battle Drones   

     (A) Superior Mark of Supremacy - Damage: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Damage/Endurance: Level 50

     (*) Soulbound Allegiance - Chance for Build Up: Level 50

     (*) Expedient Reinforcement - Resist Bonus Aura for Pets

     (*) Sovereign Right – Accuracy/Damage

     (*) Sovereign Right - Resistance Bonus

     

    Level 12:              Protector Bots  

     (A) Superior Mark of Supremacy - Damage/Endurance: Level 50

     (*) Superior Mark of Supremacy - Accuracy/Endurance: Level 50

     (*) Hami-O:  Defense/Endurance (53 or could use a 50+5)

     (*) Edict of the Master: Defense Bonus

     (*) Call to Arms: Defense Aura for Pets

     (*) Call to Arms: Accuracy/Damage

     

    Level 22:              Assault Bot        

     (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance: Level 50

     (*) Superior Command of the Mastermind - Damage/Endurance/Recharge: Level 50

     (*) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura: Level 50

     (*) Superior Mark of Supremacy: Accuracy/Damage: Level 50

     (*) Superior Mark of Supremacy: Endurance, +Resist (All) +Regen(Pets): Level 50

     

    I split up the Global pieces, and try to leverage set bonuses while boosting Accuracy, Damage, Endurance. I pretty much always put the Superior  %Buildup proc in whatever tier henchmen (or pet) power that summons the most of that critter. I'm also figuring that the multiple lower tier guys benefit more than the highest tier guy. For MMs this thinking is mostly due to level shift. I understand those who want the %BuildUp in the T3, my choice is to better balance the offensive performance of the henchmen across levels.

     

    w.r.t. Protector Bots' offense... adding Maintenance Drone to the crew turned up the offense of those guys far more than anything else. Prior to the page 5(?) changes my Protector Bots almost always had a full blue bar during fights, now they make attacks more regularly and behave offensively more like the other henchmen.

     

  17. Here is my level 50 Dark/Dark/Soul slotting (solo emphasis, not at +4). The build is pre-page 7, I haven't seen the need to respec, but I might change the Epic armor toggle.... but Toxic!

     

    Spoiler

    Primary Power Set: Darkness Control

    Secondary Power Set: Darkness Affinity

    Power Pool: Sorcery

    Power Pool: Concealment

    Power Pool: Leaping

    Ancillary Pool: Soul Mastery

     

    ------------

    Level 1:                 Dark Grasp         

     (A) Superior Overpowering Presence - Accuracy/Hold

     (*) Superior Overpowering Presence - Accuracy/Hold/ Endurance

     (*) Gladiator's Javelin - Chance of Damage (Toxic)

     (*) Apocalypse - Chance of Damage (Negative)

     (*) Gladiator's Net - Chance of Damage (Lethal)

     (*) Unbreakable Constraint - Chance of Damage (Smashing)

     

    Level 1:                 Tar Patch            

     (A) Recharge Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

    Level 2:                 Living Shadows

     (A) Trap of the Hunter - Accuracy/Endurance

     (*) Superior Frozen Blast - Accuracy/Damage/Endurance

     (*) Javelin Volley - Chance of Damage (Lethal)

     (*) Positron's Blast - Chance of Damage (Energy)

     (*) Trap of the Hunter - Chance of Damage (Lethal)

     

    Level 4:                 Mystic Flight      

     (A) Blessing of the Zephyr - Knockback Reduction (4 points)

     (*) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

     (*) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

     

    Level 6:                 Arcane Bolt        

     (A) Apocalypse - Damage: Level 50+5

     (*) Apocalypse - Damage/Recharge: Level 50+5

     (*) Apocalypse - Accuracy/Damage/Recharge: Level 50+5

     (*) Apocalypse - Accuracy/Recharge: Level 50+5

     (*) Apocalypse - Damage/Endurance: Level 50+5

     

    Level 8:                 Fearsome Stare               

     (A) Cloud Senses - Accuracy/ToHitDebuff

     (*) Cloud Senses - Accuracy/Recharge

     (*) Cloud Senses - Accuracy/Endurance/Recharge

     (*) Cloud Senses - Chance of Damage (Negative)

     (*) Glimpse of the Abyss - Chance of Damage (Psionic)

     

    Level 10:              Howling Twilight              

     (A) Absolute Amazement - Accuracy/Recharge: Level 50+5

     (*) Absolute Amazement - Stun/Recharge: Level 50+5

     (*) Ragnarok - Accuracy/Recharge: Level 50+5

     (*) Ragnarok - Damage/Endurance: Level 50+5

     (*) Javelin Volley - Chance of Damage (Lethal)

     (*) Bombardment - Chance of Damage (Fire)

     

    Level 12:              Heart of Darkness           

     (A) Armageddon - Accuracy/Recharge: Level 50+5

     (*) Armageddon - Chance for Fire Damage: Level 50

     (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50+5

     (*) Eradication - Chance ot Damage (Energy)

     (*) Scirocco's Dervish - Chance of Damage (Lethal)

     (*) Obliteration - Chance of Damage (Smashing)

     

    Level 14:              Twilight Grasp  

     (A) Touch of the Nictus - Accuracy/Healing

     (*) Touch of the Nictus - Accuracy/Endurance/Recharge:

     (*) Touch of the Nictus - Chance of Damage (%Negative)

     

    Level 16:              Shadow Fall       

     (A) Shield Wall - +Res (Teleportation), +5% Res (All)

     (*) Shield Wall - Defense/Endurance: Level 50+5

     (*) Kismet - Accuracy +6%

     (*) Luck of the Gambler - Recharge Speed

     (*) Steadfast Protection - Resistance/+Def 3%

     

    Level 18:              Haunt   

     (A) Expedient Reinforcement - Accuracy/Recharge

     (*) Expedient Reinforcement - Accuracy/Damage/Recharge

     (*) Expedient Reinforcement - Endurance/Damage/Recharge

     (*) Expedient Reinforcement - Accuracy/Damage

     (*) Soulbound Allegiance - Accuracy/Recharge: Level 50+5

     (*) Soulbound Allegiance - Chance for Build Up: Level 50

     

    Level 20:              Fade     

     (A) Reactive Defenses - Defense

    (*) Reactive Defenses - Defense/Endurance

     (*) Reactive Defenses - Endurance/RechargeTime

     (*) Reactive Defenses - Defense/RechargeTime

     (*) Reactive Defenses - Defense/Endurance/RechargeTime

     (*) Reactive Defenses - Scaling Resist Damage

     

    Level 22:              Shadow Field    

     (A) Superior Will of the Controller - Accuracy/Hold

     (*) Superior Will of the Controller - Hold/Recharge

     (*) Superior Will of the Controller - Endurance/Recharge

     (*) Superior Will of the Controller - Accuracy Hold/Endurance

     (*) Superior Will of the Controller - Accuracy Hold/Endurance/Recharge

     (*) Superior Will of the Controller - Recharge/Chance for Psionic Damage

     

    Level 24:              Rune of Protection         

     (A) Gladiator's Armor - TP Protection +3% Def (All)

     

    Level 26:              Umbra Beast     

     (A) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50+5

     (*) Soulbound Allegiance - Damage/Endurance: Level 50+5

     (*) Overwhelming Force - Accuracy/Damage/Endurance

     (*) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

     (*) Hami-O Lysosome (Accuracy/-Defense/-ToHit): Level 53

     (*) Cloud Senses - Chance of Damage (Negative)

     

    Level 28:              Darkest Night   

     (A) Endurance Reduction IO: Level 50+5

     

    Level 30:              Dark Servant     

     (A) Cloud Senses - Accuracy/ToHitDebuff

     (*) Cloud Senses - Accuracy/Recharge: Level 30

     (*) Cloud Senses - Accuracy/Endurance/Recharge

     (*) Cloud Senses - Chance of Damage (Negative)

     (*) Gladiator's Net - Chance of Damage (Lethal)

     (*) Hami-O Endoplasm (Accuracy/Mezz): Level 53

     

    Level 32:              Soul Absorption               

     (A) D-Sync Conduit (Endurance Mod/Recharge): Level 53

     (*) D-Sync Reconstruction (Heal/Recharge): Level 53

     

    Level 35:              Dark Embrace   

     (A) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - Resistance/Endurance

     (*) Unbreakable Guard - Resistance/Endurance/Recharge

     (*) Unbreakable Guard - +Max HP

     

    Level 38:              Spirit Ward         

     (A) Preventive Medicine - Chance for +Absorb

     

    Level 41:              Combat Jumping             

     (A) Luck of the Gambler - Recharge Speed

     

    Level 44:              Infiltration          

     (A) Luck of the Gambler - Recharge Speed

     

    Level 47:              Stealth 

     (A) Luck of the Gambler - Recharge Speed

     

    Level 49:              Grant Invisibility              

     (A) Luck of the Gambler - Recharge Speed

     

     

    Level 1: Sprint   

     (A) Unbounded Leap - Stealth

     

    Level 2: Rest      

     (A) Interrupt IO: Level 50

                   

    Level 2: Swift     

     (A) Run Speed IO: Level 50+5

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Health  

     (A) Panacea - +Hit Points/Endurance

     (*) Miracle - +Recovery

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End

     (*) Performance Shifter - EndMod

     

     

    The primary changes I might recommend for elevated level content:

     

    Consider Hasten, to avoid downtime on Fade.

     

    Investigate which, if any pet Global Aura pieces (Resistance, Defense) could be slotted. I am very satisfied with the pet slotting in my build, and most of the pets don't stay close to the controller... but for VERY hard content I can see resummoning them close by (and wanting them to stay close). I apologize if this doesn't make sense, but those globals are auras around the player, and so pets that don't stay close enough for the benefits of Shadow Fall are probably not benefiting from the aura pieces, which is why I eschewed them here.

     

    This build leverages Arcane Bolt in a way that may not appeal to everyone, but a pick is needed to get Rune of Protection... and set bonuses. This progression is meant to play at all levels, which factors into the build.

  18. Hmmm.... how to explain.... Here is how I opted to slot Thunderstrike on my Tanker:

     

    Level 16:              Thunder Strike 

     (A) Multi-Strike - Accuracy/Endurance: Level 50+5

     (*) Superior Gauntleted Fist - RechargeTime/+Absorb

     (*) Scirocco's Dervish - Chance for Damage (Lethal)

     (*) Eradication - Chance for Damage (Energy)

     (*) Perfect Zinger - Chance for Damage (Psi)

     (*) Explosive Strike - Chance for Damage (Smashing)

     

    I opened the post with my slotting, so you can see I am NOT trying to use it for it's inherent extra damage. My first introduction to Thunderstrike was on a Dominator, and for a couple of reasons I found it to be an inferior attack. What I saw on my Dominator, where I had the power slotted without %damage, going for set bonuses with slotting:

    • Dominator controls make it hard to have enemies bunched up (less of a problem for Tankers)
    • I was rarely seeing any secondary effects... such that I actually dropped the power at the level 50 respec.

     

    TL;DR: For Tankers, I found Thunderstrike to be an excellent source of %damage... so much that I stopped thinking about the other part of the power (that never seemed to work for me).

    • Like 1
  19. 4 hours ago, WumpusRat said:

    Bots/Traps is another classic. Bots can sometimes feel like they don't do damage-churn as well as some other sets, but a lot of it depends on how the assault bot chooses to use its swarm missiles and incendiary patches. Against groups of mobs, they'll melt targets very quickly. One thing to note is that the protector bots USED to do so-so damage, but were good for support, so a lot of people (myself included) would spec them up to add a bit more defense. These days, they're one of the highest damage outputs of the set, so setting them up for max damage is essential for maximum damage output. But they SHRED their end bar. Even with 95% end reduction they'll drop themselves to low end in under 30 seconds. You'll want to leverage Acid Mortar for the debuff, and you can slot Seeker Drones with several procs to turn it into a mini-nuke, too (Positron's Blast, Javelin Volley, Bombardment, and Cloud Senses procs for damage, as well as Annihilation's -resist proc).

     

     

    Seeker Drones do not proc %damage. They can be slotted with those pieces, but unless something has radically changed about Seeker Drones, those pieces even thought they can be slotted won't contribute to damage.

     

    The Protector Bot's bubbles are IIRC 13% +Defense. I think it is worth slotting them with either a boosted 50+5 Defense IO, or a Defense/Endurance Reduction (50+5, or 53) piece. I saw significant performance improvement by slotting them with a level 53 Cytoskeleton.

  20. Often folks are referring to the Def/+Global Recharge.

     

    I see people recommending slotting of the LotG for set bonuses, but it usually isn't the way I go. I won't pooh-pooh a global accuracy bonus, but often I'm getting those from Very Rare sets. About the only time I multi-slot LotG is when I have a power that is holding a +Global piece and I have only a single slot for more defense in that power.... then I will use a LotG piece. If I have more than one extra slot, I am probably using Shield Wall (boosted). I'm not the most creative when it comes to defense slotting. ED hits faster on Defense than Offense, and for harder content I can usually count on another player's choices (e.g. Maneuvers) to improve my defenses more than I could do so for myself.

    • Thanks 1
  21. 4 hours ago, Zewks said:

     

    The the pets types themselves dont get any inherent bonuses to defense compared to each other?

     

    I think there is an argument to be made that the henchmen (not pets) primaries that include a summonable pet attack (e.g. Hell on Earth, Gang War) which can slot the Global +Defense pieces have an easier time of achieving higher defense numbers (than primaries that do not). IIRC Beast includes an actual +Def power. Protector Bots will Bubble other henchmen (and the MM) for a hefty amount.

     

    As I wrote above: as for Defense, it is pretty much the secondary where Defense numbers will come from.

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