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tidge

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Posts posted by tidge

  1. 6 hours ago, ZemX said:

     

    Me too.  I'd remind that the post of mine you're quoting is about WHEN to take Taunt, not IF.   I don't consider the question of taking Taunt pre-20 so I have it in Posi TF vs. something more like level 22 or 24 where I have it in pretty much every other piece of content I choose to run from then on... to be all that earth-shattering a decision that it needs so much discussion.  I suppose someone else who just loves running and re-running Posi 1&2 might have a different opinion and that's fine.  But to me it's just not that big a deal for a few low-level TFs where nobody really has all the powers they'd like to have anyway.

     

    (snip)

     

    But the point is, whether I've taken it or not, that one Posi 1&2 and anything else I choose to run at that level goes just fine.  It's not a terribly challenging stretch of levels to begin with.  Nor does it last long.

     

    (minor editing for content and emphasis)

     

    When strictly soloing Tankers, I have delayed Taunt but never skipped it. It always makes it back in as an early choice during respecs... simply because I find it to be such a unique power(*1) for Tankers (Brutes just aren't my jam, but I kinda expect them to be running from spawn-to-spawn).

     

    I bring up Positron TFs  not just because of the low-level nature(*2), but because those large sewer rooms are a place for a Taunting Tanker to shine... especially the one that has two little spawns off to the sides, a boss-spawn visible from the entrance with another boss spawn very close by... a player with an aura can leave a lot of angry stragglers for the rest of the team to deal with before anyone else has even engaged the first boss spawn... and it doesn't take much from an AoE caster to get the attention of another close-by group.

     

    (*1) "standing next to" (or "mezzing") an angry spawn (or GM, or AV) is not what I consider "tanking". MMV.

     

    (*2) of course, the low-level nature often means that the individual members of a team won't have powers and enhancement bonuses that can be relied upon to deal with large spawns as done in high-level content.... making leaning into the unique abilities of an AT that much more important.

  2. Before pursuing a Crabbermind, I have a couple of thoughts to share:

     

    (0) These are pets, not henchmen. They are not at all like a Mastermind, except with respect to slotting choices for Defense/Resists/%BuildUp (Soulbound) etc. The Crabbermind is perhaps the best choice (along with an Invulnerability Tanker) to put a Gaussian's %BuildUp proc in one of the Crabbermind's Leadership powers. VEATs have a solid Damage scale, and the pets will improved the chances to get %BuildUp triggers for the Crabbermind. Masterminds can get similar chances for the %proc, but their damage scales are terrible by comparison.

     

    (1) You will need enough Recharge to be able to resummon the T2 and T3 pets, should they survive the entire length of their 'natural' lives. This isn't hard, but it isn't trivial. The T1 summon has a shorter cooldown, see next point.

     

    (2) Because they are pets that expire, if you resummon a 'replacement' to join previously summoned pets that have not been defeated: the latest summoned pets will expire per the life of any surviving original pets. In practice, this means that you can't be frivolous with resummoning just because a power has recharged.

     

    As for playstyle:

     

    In my experience, the pets are basically fire-and-forget. You are essentially stuck with whatever attacks they have so there is no real advantage to trying for melee v. ranged. IIRC I think I have at least two (possibly all three) of the summons slotted with 4xExpedient Reinforcement and the only %procs I try to leverage are Soulbound Allegience %Build up on the big guy, and Overwhelming Force Knockdown on the little guys.

     

    I should disclose: I rarely used my Crabbermind build, as a lot of what I wanted to do with the character could be done with the other builds. I never paid close attention to how the difference in DPS shook out (between builds), but it certainly didn't feel like less. I suspect that if you want to lean heavily into primarily Mace attacks the pets ought to help a lot, once you get their survivibility improved.

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  3. 4 hours ago, ZemX said:

     

    I'm not quite THAT strict 🙂.  Level 8-16 TFs and Trials aren't a great judge of anyone's build.  You've got anywhere from 6 to 12 powers total depending what level you are when running it, so those are all difficult choices.  Prioritizing survival over a ranged Taunt isn't necessarily a bad choice.

     

    I hear you, but I don't grok. (Tankers) Loading up on toggles at low levels (with or without running them) without having Taunt seems like a waste of effort; loading up on low-level attacks and trying to spam those instead of Taunting feels like a recipe for disaster. This is just me:I think it is easier to choose a Tanker primary power to delay instead of delaying the choice of Taunt from the secondary.

  4. 23 hours ago, ZemX said:

    There's also nothing else you have access to that's as powerful a taunt.   Punch-voke and auras are ~14-15 sec duration.   Taunt is 41 sec.   And with taunt effects, weirdly, duration also affects how strongly the taunt magnifies your threat for that mob.  A single pulse of a taunt aura is relatively weak if you don't follow it up with attacks.

     

    I would encourage you to take Taunt on a test drive.  We can natter on at you extolling its virtues from our own tanking experience, but judging for yourself is always best. 

     

    I'm firmly on the side of "Take Taunt; you don't have to slot it if you don't want to". There is nothing ANYONE has access to that is as powerful as Taunt. Provoke is weak sauce (not an auto-hit, so you practically must slot it) and the single-target Confronts are (ehem) single-target.

     

    I try to take it soon enough that it is available for the lowest-level TF/SF. Blue side, Positron 1 (and the Hollow's Caverns) Trial are easy ways to sort 'selfish' (selfish in the sense that they think their natural charm and good looks chosen melee attacks and auras will be enough to control the battlefield) Tankers and Tankers who are explicitly looking out for the teammates.

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  5. Dumb Answer: I go for the concept(*1). Specific to slotting questions:

     

    17 hours ago, MattBold said:

     Do you shoot for a specific % of defense or go all in on damage and recharge?

     

    Slotting is for Damage(*2), with the intent of picking up Global Recharge bonuses from Enhancement sets. The "capstone" powers often are the deciding factor on if I want to include Hasten in a build. Because of Damage, I almost always include Hasten on Stalkers, Scrappers and Blasters... but with Blasters its inclusion isn't guaranteed. I'll play around with different powers while leveling and see if there is one attack I am simply not using before deciding to replace it with Hasten.

     

    (*1) I almost never concentrate on defenses or resists, beyond what I can get from mules. One of my suicide/murder hobos relies mostly on the graces of RNGesus and an Epic Power Pool self-rez for challenging content.

     

    (*2) %damage for Blasters is never a goal... of course nothing is certain: I am work-shopping a Blaster right now with "too many" attacks in an dumb effort to have not just a single-target ranged attack chain, but also a melee/PBAoE attack chain, AND a ranged AoE %damage attack chain.

     

    Discussion point follows:

     

    I have a love/hate relationship with %-Resistance (on Blasters). On paper: applying -Resistance for even the short amount of time from a %proc would appear to drastically increase damage, especially for Blasters that are hovering near the damage cap. This can also pay off dividends when teaming, depending on the specific source(s) of -Resistance. Practically (especially for solo): for most spawns of mobs %-Resistance isn't radically reducing the number of attacks I have to make to clean up an enemy spawn. Ideally, the %-Resistance is most useful against the hardest targets/largest sacks of HP... but since "resistance resists resistible resist debuffs" (and "hard targets, GMs, AVs often have deep resistances) I almost always land on using a slot that would be a %-Resistance piece as a different sort of Enhancement slot. A debuff that is part of a primary or secondary (or power pool) is a different beast altogether IMO.

     

     

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  6. I am a fan of VEATs and Cone-heads, (Vogue-Enabled Attacks with Triangles?) so I approve this message.

     

    Some rando experiences of my own with Cone-heavy builds:

     

    As @Yomo Kimyata mentioned, if a build contains both PBAoE and Cone attacks, I will usually opt for Combat Teleport with a pair of macros (one to get into base contact with a selected target, one to pop back by 25 feet) and a mousebind (to teleport to a position).

     

    Increasing range on cones is useful, but in my experience it is not as useful as:

    • making sure the attacks have accuracy (for the %procs)
    • trying to have the cone attacks have roughly the same range

    High %proc rates that never hit is not useful. For %proc-heavy builds I used to slot for Accuracy/Range, often now I opt for Accuracy/Endurance. If I can get enough Accuracy from set bonuses (Hello Very Rares sets!) and/or slot the Kismet +6% ToHit into an always-on power, then Damage/Endurance is probably a good call on a character with a respectable damage scale (like a VEAT).

     

    If I were to say what I think the advantage of extra-long-range cone attacks are: When PUG-ing, you can use them to get the attention of distant groups of enemies to speed up defeat-all times. This could be both a blessing and a curse, depending on content.

     

    YMMV with cones of different ranges... I noticed on a Dark Blaster that I had one cone attack slotted such that it was completely disproportionate to all the other attacks.

     

    For AT that don't get a ranged cone attack early enough for my taste, or don't get one at all, I recommend investing 3-picks in the Force of Will pool. I usually go Mighty Leap (one of the fastest travel powers, plus an occasional PBAoE Knockdown), Weaken Resolve (some %proc utility at low levels, IMO it is fine with just Accuracy on final builds) and then the cone Wall of Force (available at level 14).

  7. 1 hour ago, Snarky said:

    Yes, those boosts expire.  After I run the Posi 1, Posi 2, Synapse, and Tarikoss.  Then I do ONE DiB to renew the +Dam to 30.  I suppose I do run some content to use boosts.  I cannot find any TF/SF/Trials in that level range besides these and the Hollows one.  Which I tend to pass on.  

     

    Signature Story Arcs start at Level 10.

  8. On 5/26/2023 at 3:27 PM, ZemX said:

    You say there's no content but this is only because apparently you've decided you want to run only task forces and then only ones that DON'T go up to 50.  So yeah, given those parameters, there's nothing for you to do. 

     

    If  "I only want to run TFs" is the constraint, I don't understand the OP complaint:

     

    On 5/25/2023 at 5:13 PM, Snarky said:

    My latest binge is a Seismic Earth Blaster.  I chose not to farm myself at all.  Planning to do every Task Force, Strike Force, and Trial in roughly level order.  I did DFB 4 times for the buffs to low 20s.  I did DiB once for damage buff to 30 and badges.  I used the double exp booster.  I did every TF except TV 1 Treespec 1 and Ice Mistral that cap out pre 40 or 40.  That left me at level 43.

     

    Despite the DfB buffs lasting into the early 20's... that isn't a level 20 "Task Forces"... so I think there is some arbitrary ignoring of moving goalposts.... certainly on the question of "is it legit to run TF/SF for rewards after you have out-leveled the content" when you only want to play "team content". Why is it ok to keep running DfB above level 10 but it wouldn't be OK to keep run a Mortimer Khal TF?

     

    Classically (once the game had level 40+ content) I believe there was a "lull" in 40+ content (even discounting the way debt used to work), but I am not seeing it at all on Homecoming. Generally, my level 40+ characters make one of two (non-Ouroboros) choices:

    • Turn up the spawn sizes, because by level 40+ some fraction of my characters can handle larger spawns
    • Run x1 spawn mission arcs that I may have missed along the way, including:
      • Cape/Aura missions
      • Costume & Store missions
      • Vanguard missions
      • PVP zone missions
      • Signature Story Arcs
      • Patron Arcs

    If I'm really feeling like I've missed out on something (e.g. red-side fighting heroes) ... I will solo Ouroboros content. Ultimately it depends on what I want sooner: XP (larger spawns) or Rewards (more missions, smaller spawns).

     

  9. 3 hours ago, Luminara said:

    What does Weatherman/Weathergirl teach you about dealing with Outcasts?  How does Finder guide a player in the best ways to deal with Lost bosses? 

     

    While it is possible to street-sweep to collect most defeat badges, there is an invisible (to other players) component of being able to run specific content that yields up enough of certain enemies without having to street sweep. Owning the badge itself conveys none of that information, but players are free to display any earned badge for whatever reason they like.

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  10. Background information for reference:

    • My characters are typically Inf, Merit, and Catalyst "rich" from playing content
    • My characters craft recipes and spin the converter roulette wheel
    • I have a SG base with storage (for Enhancements, Catalysts, Boosters, etc.)
    • I will "shop ahead" for enhancements, but I am also relatively happy with a "GET IT NOW" attitude

    Here is something this occasionally grouchy (points to self) player does as part of respecs:

     

    Before I perform a respec, I will:

    1. move any enhancements not intended to be used in the respec to the Auction House
    2. Grab any non-attuned(*1) enhancements I can incorporate into the (upcoming) re-build.
    3. Use non-attuned enhancements and then catalyze(*2) them as appropriate(*3).

     

    After the Respec: I put the previously attuned enhancements back into SG storage.

     

    Typically: I end up running a LOT of content that has high-level recipe drops (i.e. level 50 recipes), which would not be usable by lower-level characters without being attuned. The level 50 respec allows me to recycle attuned pieces that had been in the leveling build out for the next batch of characters that will be leveling.

     

    (*1) During converter roulette, I will land on pieces that are either in short supply or have a typical market price above (arbitrarily decided by me as) 3MInf. If I expect to use that Enhancement in a future build, it goes into storage.

     

    (*2) There are only certain classes of enhancement where this is saving any Influence, since the Auction House will allow for auto-attuning, minus the vig and whatever price point the specific piece happens to be at versus the market price of a Catalyst.

     

    (*3) Typical (non-ATO, non-Winter) Enhancements that I attune:

    • PVP pieces that are BELOW level 50 <- I never attune a level 50 PVP piece, as it can get converted/boosted into another PVP piece.
    • Luck of the Gambler +Recharge
    • Performance Shifter (%+End, Endurance)
    • Miracle +Recovery, Preventive Medicine %Absorb
    • a couple Defense and Resistance sets that offer bonuses and/or globals that end up in most builds
    • Some commonly used %damage pieces (Auction House prices vary for these, and not all %damage pieces are equal)

     

    BTW: I usually do at least one respec in Pocket D to earn the "1 hour spent in Pocket D" badge. I haven't tried this in PVP zones.

     

  11. It has been years since I even tried to use (let alone install) MIDS, so what follows is not an attempt to bad-mouth a software tool that I don't use... it is a short explanation of why I can't bring myself to use it.

     

    I didn't like that MIDS seemed (to me) to need (virtually) a metric ton's worth of extra software packages (along the lines of, but possibly not exclusive to, the .NET framework plus whatever the under-the-hood mechanism is used for database actions) and internet connectivity (this could have been illusory!) in order to work. The last time I went to try an install, the various system changes I was asked to make felt like I was being asked to host a month-long visit from the royal court. (The analogy is meant to convey the feelings of "no other software install has ever asked for that", at least since my days of subscribing to the Microsoft Developer Network)

     

    I appreciate that the tool is maintained and that so many people find value in it! I can tell from discussions of builds using MIDS that there are a LOT of powerful options within it to help players understand the effects of all the powers, bonuses, game settings, etc. I simply can't help but wonder if there isn't a way to refactor and/or repackage the tool so that it offers more of a stand-alone solution?

  12. I associate some fraction of the desire to share a "what I am listening to now" to the rewarding/reinforcing dopamine response of the nucleus accumbens to the external stimulation by music interplaying with the highly-active cerebellum for motor control necessary for gamer play and the active pre-frontal cortex used for social interaction in a MMORPG. But I'm not that kind of doctor.

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  13. 2 hours ago, Luminara said:

    Almost all defeat badges are just participation awards for repetitive clicking.  Like those annoying fucking mobile games that give you crap for tapping the screen several thousand times.  That's all they are. 

     

    My suggestion for the level-less Clockwork badge in Kings Row was suggested to motivate players to clean up the spawns to allow the event to reset.

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  14. 2 hours ago, twozerofoxtrot said:

     

    Do you mean the Apparitions? They do have a badge called Disappearing Act.

    I'm not sure what other shadows you might be referring to.

    Not sure if Forlorn contribute to the Cannibal badge for Ghouls, but if they don't (I think they should) they'd probably deserve one too. 

     

    I mean the ones that hang out with Black Swan.

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  15. 10 hours ago, twozerofoxtrot said:

    Having been very recently re-introduced to them: the Dregs in First Ward.

     

    Just about every Praetorian faction has a badge but this group. Now, to be fair you fight them in all of one mission... but still!

     

    For as annoying they are: I always felt the Praetorian Shadows deserved a badge.

     

    And because I can't help myself: Defeat 10,000 level-less Clockwork in Kings Row to earn The Great Reset.

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  16. On 5/24/2023 at 8:50 PM, biostem said:

    I really like atomic manipulation on blasters, and it offers a good amount of PBAoE buffs/debuffs/other effects...

     

    Allow me to jump on the /Atomic Manipulation train. I enjoy the heck outta Blapping, if the intent is to stay at range then it may not offer as much enjoyment as something like /Time. IMO both Atomic Manipulation and Time offer better "Build Up" type powers than are typically found in Blaster Primary sets.

     

    The only additional comment I feel like making about Atomic Manipulation is that slotting really matters to get attack chains smooth. Prior to the late 40s, I didn't feel like I had a really reliable ability to switch back and forth between Blasting and Blapping.

     

    Here is how my /AtomicManipulation powers are chosen and slotted at level 50. There is nothing particularly insightful, except possibly to note that this build doesn't lean into %damage from procs (except for the PBAoE Radioactive Cloud... even the primary doesn't use multiple %procs, in favor of raw boosts and set bonuses).

     

    This blaster also leverages Combat Teleport to get in-and-out of melee.

     

    Spoiler

    Level 1:                 Negatron Slam 

     (A) Superior Blaster's Wrath - Accuracy/Damage: Level 50

     (*) Superior Blaster's Wrath - Damage/Recharge: Level 50

     (*) Superior Blaster's Wrath - Accuracy/Damage/Recharge: Level 50

     (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance: Level 50

     (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge: Level 50

     (*) Superior Blaster's Wrath - Recharge/Chance for Fire Damage: Level 50

     

    Level 10:              Ionize   

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

     (*) Recharge Reduction IO: Level 50+5

     

    Level 16:              Beta Decay        

    (A) HamiO:Enzyme Exposure: Level 53

     

    Level 20:    Metabolic Acceleration    
     (A) Preventive Medicine - Heal: Level 50
     (*) Preventive Medicine - Heal/Endurance: Level 50
     (*) Preventive Medicine - Endurance/RechargeTime: Level 50
     (*) Preventive Medicine - Heal/RechargeTime: Level 50
     (*) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50
     (*) Preventive Medicine - Chance for +Absorb: Level 50

     

    Level 24:    Atom Smasher    
     (A) Superior Avalanche - Accuracy/Damage: Level 50
     (*) Superior Avalanche - Damage/Endurance: Level 50
     (*) Superior Avalanche - Accuracy/Damage/Endurance: Level 50
     (*) Superior Avalanche - Accuracy/Damage/Recharge: Level 50
     (*) Superior Avalanche - Accuracy/Damage/Endurance/Recharge: Level 50
     (*) Superior Avalanche - Recharge/Chance for Knockdown: Level 50

     

    Level 28:    Radioactive Cloud    
     (A) Unbreakable Constraint - Accuracy/Recharge: Level 50
     (*) Unbreakable Constraint - Chance for Smashing Damage: Level 50
     (*) Gladiator's Net - Accuracy/Recharge: Level 50
     (*) Gladiator's Net - Chance of Damage(Lethal): Level 50
     (*) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50

     

    Level 30:    Positronic Fist    
     (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

     

     

     

     

     

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  17. I don't feel much of a need to offer suggestions on a build that has obvious success, but here is what I shared in email. It is specific about the choice of Dominate. I recognize how easy it is to add %damage to that attack, and I can see what Thunderstrike is offering... and I have done something similar with my Fortunata (in the past)... it's just that whenever I am casting Dominate as a single-target attack in large spawn combat, it feels like such a waste-of-time! Using it for stacking Holds is a different, but rare use... see my comments below.

     

    Unless Dominate is serving double-duty as some sort of "single target snipe", I would absolutely use 2 pieces (plus the %damage) of Gladiator's Net to boost Accuracy, Hold and Endurance cost and take the extra Endurance set bonus.... otherwise, if it is mostly used as a damaging attack, I think I'd replace it with an cone AoE (Psychic Scream), primarily because in pretty much all large-spawn, non-hard-mode content the issue I have with Fortunatas is that they aren't great at quickly and repeatedly nuking (all enemies in) large spawns... so having a cone AoE to hit multiple enemy targets (with additional %damage) seems to be more valuable to me (for more content). 3 pieces of Artillery is only providing +0.94 Ranged Defense as opposed to Thunderstrike's +1.25 value, so ignoring the effect of an unbootsed Hold (current slotting) I think the thing to weigh is faster defeat times against spawns with more aggro versus the slight extra chances of enemies to land ranged attacks.

     

    ----

    To be honest, the ONLY thing I would do differently with your build (and goals) involves Dominate, but it costs a little of that precious extra Ranged Defense:

     

    Level 12: Dominate -- GhsWdwEmb-Dam%(A), GldJvl-Dam%(31), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(33), UnbCns-Dam%(33)

     

    I almost always three-slot (and boost) Gladiator's Net Acc/Hold, 4x, %Lethal. I know the value a long duration Mag 3 Hold can bring, so I am assuming this is why you have this at level 12. I actually dropped Dominate in my post-page 5 builds, as I was somewhat unimpressed with the single-target damage.

     

    Me, I always consider Psychic Scream for hitting more targets. With your goals I might go:

    1. Bombardment %Fire
    2. Positron %Energy
    3. Javelin %Lethal
    4. Artillery Acc/Dam
    5. Artillery Dam/End
    6. Artillery End/Recharge/Range

    You lose a little bit of Ranged Defense, but you could be hitting more targets. Obviously with the content you are completing, you don't need to make such a change, but it might make the Synapes go faster!

  18. FWIW: Catalysts aren't exactly hard to come by. At level 50, every character has a chance to get a Catalyst drop once-per-day as part of a regular defeat. The chances of the drop are quite high, I want to say that defeating something like 8 spawns of 8 (*1) should be enough for a Catalyst to drop. Any random tip mission with the spawn size turned up should do the trick, provided the enemies are actually defeated.

     

    (*1) Crude estimate based on clearing all four of the Kings Row Paladin level-less spawns twice.

     

    A side effect of running (any) level 50 content at high spawn sizes are the common IO recipe drops; on average, the level 50 IO recipes sell to vendors at 100k. Typical AH pieces for useful (non Superior, non PVP) enhancements, run from 2Minf to 6Minf.... (the 6Minf is extreme for things like luck of the Gambler) and if a player is running actual arcs (which includes completing an morality 'capstone' tip) mertis should be rolling in as well.

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  19. As far as random drops go: Prismatic Aether Particles are a sort of reward complementary to (Very Rare / PVP) recipe drops: The former are easier to collect by completing missions quickly, the latter are best accumulated by defeating as many mobs as possible on a map with large spawn sizes.

  20. Hidden is the level-50 slotting I landed on:

     

    Spoiler

    Level 50 Science Corruptor

    Primary Power Set: Water Blast

    Secondary Power Set: Nature Affinity

    Power Pool: Speed

    Power Pool: Sorcery

    Power Pool: Concealment

    Ancillary Pool: Dark Mastery

     

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

    Level 1: Corrosive Enzymes         

     (A) Accuracy IO: Level 50+5

     

    Level 1:                 Hydro Blast        

     (A) Superior Malice of the Corruptor - Accuracy/Damage: Level 50

     (*) Superior Malice of the Corruptor - Damage/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Accuracy/Damage/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Damage/Endurance/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage: Level 50

     

    Level 2:                 Water Burst       

     (A) Superior Frozen Blast - Accuracy/Damage/Endurance: Level 50

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

     (*) Bombardment - Chance of Damage (Fire)

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

     (*) Impeded Swiftness - Chance of Damage (Smashing)

     (*) Force Feedback - Chance for +Recharge

     

    Level 4:                 Mystic Flight      

     (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50+5

     

    Level 6:                 Whirlpool           

     (A) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50+5

     (*) Tempered Readiness - Endurance/Recharge/Slow: Level 50+5

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

     

    Level 8:                 Arcane Bolt        

     (A) 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

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

     

    Level 10:              Regrowth           

     (A) Panacea - Hea/Recharge: Level 50+5

     (*) Panacea - Heal/Endurance: Level 50+5

     (*) Panacea - Endurance/Recharge: Level 50+5

     (*) Panacea - Heal/Endurance/Recharge: Level 50+5

     (*) Panacea - Heal: Level 50+5

     

    Level 12:              Dehydrate         

     (A) Superior Scourging Blast - Damage/RechargeTime: Level 50

     (*) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime: Level 50

     (*) Superior Scourging Blast - Accuracy/Damage/RechargeTime: Level 50

     (*) Touch of the Nictus - Accuracy/Healing

     (*) Touch of the Nictus - Healing

     (*) Touch of the Nictus - Chance for Negative Energy Damage

     

    Level 14:              Wild Growth     

     (A) Unbreakable Guard - Endurance/RechargeTime

     (*) Unbreakable Guard - RechargeTime/Resistance

     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime

     (*) Unbreakable Guard - Resistance

     (*) Doctored Wounds - Heal/Endurance/Recharge: Level 50+5

     

    Level 16:              Enflame              

     (A) Superior Frozen Blast - Damage/Endurance: Level 50

     

    Level 18:              Tidal Forces       

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

     (*) Recharge Reduction IO: Level 50+5

     

    Level 20:              Wild Bastion      

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

    Level 22:              Steam Spray      

     (A) Superior Scourging Blast - Accuracy/Damage: Level 50

     (*) Superior Scourging Blast - Damage/Endurance/RechargeTime: Level 50

     (*) Superior Scourging Blast - RechargeTime/PBAoE +End: Level 50

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

     (*) Javelin Volley - Chance for Lethal Damage

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

     

    Level 24:              Spore Cloud      

     (A) Endurance Reduction IO: Level 50+5

     

    Level 26:              Geyser

     (A) Annihilation - Accuracy/Damage

     (*) Annihilation - Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/Endurance

     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

     (*) Annihilation - Chance for Resistance Debuff

     

    Level 28:              Infiltration          

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

     (*) Luck of the Gambler - Recharge Speed

     (*) Reactive Defenses - Scaling Resist Damage

     (*) Kismet - ToHit +6%

     (*) Blessing of the Zephyr - Knockback Protection (4 points)

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

     

    Level 30:              Overgrowth      

     (A) Adjusted Targeting - Endurance/Recharge: Level 50+5

     (*) Adjusted Targeting - Recharge: Level 50+5

     

    Level 32:              Rune of Protection         

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

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

     

    Level 35:              Dark Consumption         

     (A) Recharge Reduction IO: Level 50+5

     (*) D-Sync Conduit (EndMod/Recharge): Level 53

     (*) D-Sync Drain (EndMod/Accuracy): Level 53

     (*) Obliteration - Chance for Smashing Damage

     (*) Eradication - Chance for Energy Damage

     

    Level 38:              Hasten 

     (A) Recharge Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

    Level 41:              Dark Embrace   

     (A) Unbreakable Guard - +Max HP

     (*) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - Resistance/Endurance

     (*) Unbreakable Guard - Endurance/RechargeTime

     

    Level 44:              Soul Drain           

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

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

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

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

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

     (*) Eradication - Chance for Energy Damage

    Level 47:              Grant Invisibility              

     (A) Luck of the Gambler - Recharge Speed

     

    Level 49:              Stealth 

     (A) Luck of the Gambler - Recharge Speed

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Scourge               

     

    Level 1: Sprint   

     (A) Quickfoot - Endurance/Running Speed: Level 50+5

     

    Level 2: Rest      

     (A) Empty

     

    Level 4: Ninja Run           

     

    Level 2: Swift     

     (A) Flight Speed IO: Level 50+5

     

    Level 2: Health  

     (A) Miracle - +Recovery

     (*) Panacea - +Hit Points/Endurance

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End

     (*) Performance Shifter - EndMod

     

     

    I respeced a couple of times along the way to test /Nature... despite Endurance issues, I dropped Lifegiving Spores, and opted for Regrowth with Panacea slotted. Endurance was being such an issue that I moved a slot into Health for the Panacea +HP/+End Global effect. Timing a recast of Regrowth was too inefficient for my taste. The lower-level choice of Regrowth (as opposed to Wild Bastion) is why I slotted which sets in each power. Spore Cloud isn't often used, but it comes in handy.

     

    Endurance was a HUGE issue for me (even with Accolades) so I made some slotting choices such that almost every power I regularly cast has an Endurance Reduction component, often achieved through franken-slotting and boosting. I need the (Superior) Scourging Blast %+End (PBAoE) to fire reliably, so it got slotted in Steam Spray.

     

    I definitely leaned hard into %damage procs in two of the attacks, and almost every attack has some sort of %damage. I don't have that many damaging attacks, so I wanted to have the up-front %damage, along the various damage-over-time effects.

     

    This build has crap defenses, which I can make peace with. The build is great on teams, for solo it isn't going to set the world on fire. I don't have to explain the benefits of Hasten, as a practical matter I don't often use it, as I can set my own pace while solo. If I am providing the buffs for teams, I'll use it. The build needs Rune of Protection, Infiltration was a personal choice pretty much for Quality-of-Life (grounded zippiness) and as toggle for Kismet.

     

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