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tidge

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Posts posted by tidge

  1. I made my points earlier in the thread about my preference for the Redside content, yet I typically play Blueside. I think my reasons are:

    • It is easier to level at whatever pace (slow, fast) I choose.

    That's not to say it is impossible to level quickly redside, but because I like the arcs more, the red starting zone being harder to travel in, fewer players all contribute to this.

    • The Red starting zone is a PITA. Grandville is also no cakewalk/cakejump/cakefly.

    Aside from the travel being "complicated", I kinda hate the "defeat 5 snakes" early mission when I have to travel around for 15 minutes trying to find some open-world spawns of them.

    • Content is more familiar, and useful accolades are mostly more straightforward/easy to work towards blue side.

    This is like, just my opinion, but often I will take villains blueside to get two of the statboosts, whereas I only take heroes red to get one of them.

     

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  2. Force of Will has a lot to offer, especially Tankers IMO. My typical choices go something like this:

     

    #1 Mighty Leap as the travel power. It's a PDQ zone travel power and it has the fun "Takeoff" option for an occasional lulz moment in PBAoE  combat. (Tanks!)

    #2 Weaken Resolve as the hard target debuff. Accuracy is all it needs, but does accept a further %debuff or %damage at reliable proc chances.

    #3 Wall of Force as an early-build ranged AoE cone. I find this to be a wonderful addition to a Tanker's arsenal of tricks for getting the attention of distant critters. There are a lot of different ways to slot this as well.

     

    I try to configure a Tanker build to get those three powers as early as possible. Often this just requires delaying the choice some power (often a toggle) from the primary. It always feels like my character has gotten their Epic power pool powers before level 20!

     

    After taking those three powers, it isn't a hard choice to pick up Unleash Potential. I typically will try to 6-slot that power because I am a fan of a couple of different 6-slot bonuses from either Heal or Defense sets, and not every primary/secondary offers me the chance to slot those sets. The long timer on Unleash Potential doesn't really bother me on a high-HP character, especially if there is some Scaling Damage Resistance in play. The only Health Enhancement for muling would be IMO the Preventive Maintenance %absorb piece. There are of course several Defense globals that could go into it as well. I don't think I'd ever consider adding EndMod procs to it, YMMV.

     

    I have at least one character that picked Project Will instead of Weaken Resolve... but that was a case of specifically wanting to have a single-target ranged attack for Enhancement set slotting reasons.

  3. FREEM! knockback can be protected against, IIRC it is magnitude 20.

     

    My melee types have been targeting 14 points of KB protection via build/power choices, a +10 point KB protection from a SG base buff (90 minutes duration) seems to nullify FREEM!

     

    I'm ok with the FREEM! addition, as magnitude 12+ KB is a rather rare type of enemy control, typical seen only on unique individual critters.

     

    If we need a head-canon reason for it, let's just pretend that it is where all the knockback from slotted KB->KD enhancements go.

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  4. @Spaghetti Betty point about team buffs is a valid one, and related to my comments about not necessarily needing to turn on Resistance toggles, as well as it not being necessary to slot them particularly deep (modulo Enhancement set bonuses, 'natch).

     

    I'm particularly flummoxed about how the Invulnerability Tanker was running out of Endurance without taking attacks (beyond the level 1 and Taunt picks I suppose). I kinda want to see what that build looked like, especially below level 10. Even simply picking primary powers before level 10 would have been two auto powers. I suppose if the player was somehow relying on START/P2W attacks, yeah those could burn through Endurance.

  5. 59 minutes ago, ZemX said:

    Funny about saying they took Taunt as their "first attack". 

     

    Funny thing about this... resistance toggles below level 10 are IMO barely worth toggling on, and really not worth slotting... especially for "SO" theory crafting. So exactly what is an "Alpha Tanker" doing with the build before this point?

  6. 1 hour ago, Infinitum said:

     

    What am I missing here?  :classic_laugh:

     

    Is this an Admiral Akbar situation and I need to full reverse? 

     

    It is IMO pointless to engage with the OP with anything approaching constructive dialog, based on the long history of the OP

    1. Starting blunt, nuance-free threads explaining "how ____ is bad, and that's just how it is" (often the blank is filled with an archetype)
    2. Offering a tangential rationalization for the blunt statement, often with some peculiar baseline
    3. Harboring an apparent unwillingness to rethink any part of (1), no matter the topic or to reconsider an review of (2), because... there is no such thing as a shared reality?

    Even when good advice is posted on one of these threads, I don't think the advice benefits anyone... because players looking for advice wouldn't start with such a thread and... I want to believe... those other players would ask "what am I missing about ____?" and not immediately start with judgemental nonsense.

     

    In this particular case, the thesis of the OP is prima facie absurd. Viewed in the context of other claims made by the same account in the last 24 hours (been playing since hour 1 of Live, hosting teams for 4.6 years) it is inconceivable that this player has seen a team "frozen before battle" or "cracked the code" and come up with the tank that has now saved the game for the rest of us. Does anybody really think that Invulnerability is a bad Tanker primary after having tried it? What could possibly have been the metric? Fighting Vahzilok at level 6 in the early days of Live?

     

    Y'all have been sweethearts, but we've seen this before.

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  7. I know it was changed, the steps and conditions I am referring to are:

    • keeping an eye on the henchmen, to decide if it would be worthwhile to detonate
    • resummoning henchmen, and buffing them

     

    EDIT: so for me, this is more mental bandwidth to juggle for keeping the squad alive (including bodyguard mode) and defeating enemies.

  8. I'm mostly familiar with Traps as the MM secondary.

     

    Quickie: Don't put %procs in anything that doesn't "leave behind" a thing. A %proc might trigger on cast, but otherwise this is usually a waste of a slot.

     

    Hot takes on the MM secondary:

    1. Caltrops is my preferred first pick. Patch Slows have a more general use than...
    2. Web Grenade is skipped. It has uses, but they are very limited.
    3. Triage Beacon is skipped. It isn't bad for what it does, but what it does is of limited use for many MMs. Probably more useful for leveling builds than for level 50s.
    4. Acid Mortar is a must take.
    5. Force Field Generator is a must take.
    6. Poison Trap is a must take.
    7. Seeker Drones is a power I like, but I skip. Not enough utility for my taste.
    8. Trip Mine is skip for me. I find I'm too active to use this, and I don't have the slots to invest in it.
    9. Detonator. I haven't swapped into this. I can see how it could be used, yet this feels like too many steps and conditions to leverage for better damage than just having the henchmen do damage.

    Basically it comes down to me picking only a limited number of "drop in place" elements, and focusing on the things that speed up defeats via debuffs to act as a force multiplier.

  9. It wouldn't be my approach to the build, but the only piece of common wisdom that I think you are cutting against is putting the %Hide piece (and set) in the T1 power instead of in Assassin's Blade. The consensus opinion is to have the %Hide in the attack that would become slow when you are hidden so as to not slow down your attack chain.

     

    I use the Experimentation pool frequently, I wouldn't use all those slots in Experimental Injection. I typically just use it as a mule for Preventive Medicine... but you already have that (set) elsewhere. I'm not crazy about the Numina set bonuses (except for 2x on Tankers). You won't get the Regeneration/Recovery bonus unless you use the power. Are you sure you wouldn't rather move that piece to an auto/toggle power (e.g. Health) instead?

     

    Without recommending a radical change to the build, I'd suggest replacing Experimental Injection with Toxic Dart, as there are several useful set bonuses that can be had from a ranged attack. I typically only slot Adrenal Booster with 2xrecharge IOs, as I think it has far too long of a recharge to invest the Gaussian's set in. That set is best in the Primary's Build Up IMO, as you should have that power ready every 30 seconds or so (or less, depending on Global recharge bonuses).

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  10. For "maximum DPS" from MM henchmen, I believe it is all about debuffing the enemies, and making sure the henchmen are focused on the debuffed enemies. IMO: It's the secondaries that should be looked at first. Tar Patch (from Dark) is the earliest available, and IMO best of the MM debuff powers. I would not sleep on Traps, because Caltrops / Acid Mortar / Poison Trap are all excellent debuff sources. Traps also includes Trip Mine and Detonator, although I use neither.

     

    Having written about choosing secondaries, it is entirely possible to slot both primary (MM attack) powers and secondary powers to apply %-Resistance via Enhancements.

  11. My Tanker's slotting for Shield Charge:

     

     (A) Mocking Beratement - Recharge

     (*) Mocking Beratement - Accuracy/Recharge

     (*) Eradication - Chance for Damage (Energy)

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

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

     (*) Force Feedback - Chance of Global Recharge

     

    Against All Odds definitely boost the damage for this slotting, but with the long recharge time on Shield Charge I typically use Shield Charge to get into the next swarm of enemies and then followup with an AoE melee attack

  12. On 4/23/2024 at 12:30 AM, Greycat said:

     

    I want *range,* which is the *point* of a snipe. Not "OMG I need another power I can use at shorter ranges for moah DPS in a powerset type that's nothing but DPS!" I don't know of any other game where someone looks at a sniper and goes "OMG, they need to be right up front and in close range to use their abilities!"

     

    IIRC, the Fast Snipe PVP piece does extend the range of the Snipe it is slotted in.

     

    I will admit that I miss the long range of the Fast Snipe, because runners, but ultimately I find the Fast Snipe to be on average better that Slow Snipes when:

    • The build has +ToHit, which boosts the damage up to +22% of the Fast Snipe
    • The build isn't "waiting around" for a Slow Snipe to recharge to use a single-target attack

    It is of course possible to slot Snipes with Range (or Acc/Range, or Dam/Range) and to get +Range from enhancement sets.

     

    1 hour ago, golstat2003 said:

    A slow snipe IO is a great idea. 🙂 

     

    I disagree. I've played with LRM Rocket and I HATE when I mistakenly use that as a Slow Snipe. It completely breaks up the flow of my attacks. I suspect that such a piece would be even less popular than the Experience Marksmen Range/Fast Snipe. When I want to use a slow Snipe, I simply wait until I'm out of combat.

  13. 1 hour ago, ZemX said:

     

    No single AT is "needed".  But no other AT has as much ability to tank as a Tanker.   Tanking is getting and keeping aggro on  team and THEN surviving it.   When most people say their ____ other AT can tank, they mean they have soft-capped defense or something that will 19 times out of 20 keep them alive after an alpha strike.   Tankers do better than that against more and different types of enemies.

     

    17 minutes ago, Snarky said:

    A Tank is not always needed.  But there are situations where a Tank shines. 

     

    You play your way.  Enjoy.  These are a few of the situations where I think a Tank provides an ability other ATs will struggle and possibly fail to do.  
     

    Do you “always need a tank?”   No. No, you do not. 

     

    I'm with them... there is one other instance of "I can tank  ____ with my (not a Tanker)" that I somewhat commonly see; that is a (perma-)Dominator, usually with some sort of Confuse.

     

    IMO, that's Control, not Tanking. I'm not saying it can't work in a lot of content, I'm just saying it isn't Tanking.

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  14. What I like about the Citadel TF: Because of its level, and the numerous 'defeat all' missions, I find it is an excellent way to measure the performance of a character at 'natural' level. To offer some perspective, the Yin TF IMO more obviously favors exemplared (because slots, set bonuses) whereas by the time players can do Citadel they really should have all their tricks and decent slotting.

     

    1 hour ago, Duckbutler said:

     

    I think it would be more satisfying to give the story a facelift.

     

    Now, I'm not suggesting something quite as radical as the MJ arc's update. That's pretty unrealistic. But maybe add a few things to help with the immersion like a cutscene here or there and eliminate some things that break the immersion like Citadel's back to back defeat all missions from the same door. The travel time would be more forgivable if it felt less artifical. And there's always team teleports for those who've invested in them.

     

    What I find annoying about the Citadel TF:

     

    The back-and-forth between zones obviously. However I am more peeved that it is pretty much 'all caves, all the time', along with a change-of-zones delivery and a meaningless open-world hunt. I am also slightly bothered by the appearance of Warwolves and Vampyrs in Vandal's arc. Vandal is supposed to be one of the OG Council 'tech' guys, right?

     

    My first guess at an outline for changes:

     

    1) Start with a couple of 'defeat all' in IP caves, to preserve the OG feel.

    2) A mission on a ship in IP (to discover/destroy robot parts)

    3) An instanced 'rescue' of Fareed Abdullah (so no 'delivery' followed by a cave) with combat

    4) An instanced open world map to defeat council and their robots (on a test run)

    5) Invade Vandal's base: sabotage generators, parts, fight AV

     

    The in-mission changes I would prefer: New variants of Mekmen, Hoverbots, and Warcry to fill a 'difficulty' role currently filled by the Warwolves and Vampyr. I don't object to one of the non-robotic Elite bosses being Nictus-adjacent, I just feel like the emphasis should be on the robots and mechanized weapons, or tech-augmented council minions, not nictus-infused minions.

     

    I'd also suggest that later missions trend slightly away from 'defeat every villain in every nook and cranny of a random map' to specific maps with missions that spawn waves of attacking robots. I'd supplement more than one of the underground bases with turrets.

     

     

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  15. +1 on ToHit Debuffs. There are times when Robots will be facing a particularly hard target and they last a lot longer than they have any right to, I'll put this down to -ToHit... but otherwise it is one of those game effects that is generally only helping a player while the debuffed enemy is actually trying to attack. An enemy pining for the fjords has reached maximum debuff!

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  16. I think those pre-incarnate Defense values look pretty good. I have a similar sort of pre-incarnate thing going on with my Bots/Traps:

    • FFG is a great source of +Defense, occasionally it wanders off, gets knocked away, and it needs to be renewed.
    • The Henchmen benefit from the Aura pieces, while they are close
    • The Protector Bots are somewhat inconsistent with their Defense buff.
    • The Protector Bots and their Seeker Drones (-ToHit) are somewhat inconsistent.

    Personally: I'm always running Maneuvers, occasionally Hover, almost never Weave. The end result is sometimes I am way above the Incarnate "soft cap", sometimes not, before Incarnate powers.

     

    The regular content I run into that causes me to be thankful for high defenses are:

    • Enemies which debuff defenses.

    Robots can be slow-ish against single targets, so a cascading defense failure is one of those things to look out for... I suspect that with multiple ways to Heal the Robots you will get a sense when it is time to let them crash and simply resummon them.

    • "auto-hit" powers

    If the auto-hit powers aren't doing lots of damage, it is less of a big deal if the entire squad gets hit with them when followup attacks aren't hitting them.

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  17. I will get around to my Widow half soon, here is the (page 7) slotting for the Fortunata half of my character.

     

     

    Spoiler

    Primary Power Set: Fortunata Training

    Secondary Power Set: Fortunata Teamwork

    Power Pool: Flight

    Power Pool: Presence

    Power Pool: Leadership

    Power Pool: Leaping

    Ancillary Pool: Mu Mastery

     

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

    Level 1:                 Combat Training: Defensive       

     (A) Luck of the Gambler - Defense/Global Recharge Speed

     

    Level 1:                 Telekinetic Blast              

     (A) Superior Dominion of Arachnos - Accuracy/Damage

     (*) Superior Dominion of Arachnos - Damage/Recharge

     (*) Superior Dominion of Arachnos - Accuracy/Damage/Recharge

     (*) Superior Dominion of Arachnos - Damage/Endurance/Recharge

     (*) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge

     

    Level 2: Fate Sealed

     

    Level 4:                 Tactical Training: Maneuvers      

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

     (A) Shield Wall - Defense: Level 50+5

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

     

    Level 6:                 Fly         

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

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

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

     (*) Winter’s Gift - Slow Resistance

     

    Level 8:                 Psychic Scream

     (A) Superior Spider's Bite - Accuracy/Damage:

     (*) Superior Spider's Bite - RechargeTime/Global Toxic

     (*) Superior Spider's Bite - Damage/RechargeTime

     (*) Superior Spider's Bite - Accuracy/Damage/RechargeTime

     (*) Superior Spider's Bite - Damage/Endurance/RechargeTime

     (*) Superior Spider's Bite - Accuracy/Damage/Endurance/RechargeTime

     

     

    Level 10:              Indomitable Will              

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

     (*) Unbreakable Guard - +Max HP

     

     

    Level 12:              Psionic Tornado               

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

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

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

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

     (*) Bombardment - Chance of Damage (Fire)

     (*) Superior Dominion of Arachnos - Recharge/%Terrorize

     

     

    Level 14:              Dominate           

     (A) Gladiator's Net - Accuracy/Hold: Level 50+5

     (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50+5

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

     (*) Unbreakable Constraint - Chance for Damage (Smashing): Level 50

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

     

     

     Level 16:             Pacify   

     (A) Accuracy IO: Level 50+5

     

     

    Level 18:              Intimidate          

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

     

     

    Level 20:              Mask Presence

     (A) Luck of the Gambler - Defense/Endurance: Level 50+5

     (*) Luck of the Gambler - Defense/Global Recharge Speed

     

     

    Level 22:              Foresight            

     (A) Steadfast Protection - Resistance/+Def 3%:

     (*) Luck of the Gambler - Defense

     (*) Luck of the Gambler - Defense/Global Recharge Speed

     

     

    Level 24:              Mind Link           

     (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 26:              Confuse              

     (A) Coercive Persuasion - Confused: Level 50+5

     (*) Coercive Persuasion - Confused/Recharge: Level 50

     (*) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50

     (*) Coercive Persuasion - Accuracy/Recharge: Level 50

     (*) Coercive Persuasion - Confused/Endurance: Level 50+5

     (*) Coercive Persuasion - Contagious Confusion: Level 50

     

     

    Level 28:              Psychic Wail       

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

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

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

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

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

     (*) Eradication - Chance for Damage (Energy)

     

     

    Level 30:              Aura of Confusion          

     (A) Malaise's Illusions - Accuracy/Recharge

     (*) Malaise's Illusions - Chance of Damage (Psionic)

     (*) Cacophany - Chance of Damage (Energy)

     (*) Recharge Reduction IO: Level 50+5

     

     

    Level 32:              Unrelenting       

     (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 35:              Invoke Panic     

     (A) Glimpse of the Abyss - Accuracy/Recharge

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

     (*) Glimpse of the Abyss - Endurance/Fear

     (*) Glimpse of the Abyss - Fear/Range

     (*) Glimpse of the Abyss - Accuracy/Fear/Recharge

     

     

    Level 38:              Mu Lightning     

     (A) Apocalypse - Damage: Level 50+5

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

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

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

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

     

     

    Level 41:              Static Discharge               

     (A) Hami-O Centriole (Damage/Range): Level 53

     (*) D-Sync Guidance (Accuracy/Range): Level 53

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

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

     (*) Bombardment - Chance of Damage (Fire)

     

     

    Level 44:              Hasten

     (A) Recharge Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

     

    Level 47:              Maneuvers        

     (A) Luck of the Gambler - Defense/Global Recharge Speed

     (*)  Hami-O Cytoskeleton (+Defense/+ToHit/Endurance): Level 53

     

     

    Level 49:              Hover   

     (A) Luck of the Gambler - Defense/Global Recharge Speed

     

     

    Level 1: Sprint   

     (A) Endurance Reduction IO:  Level 50+5

     

     

    Level 2: Rest      

     (A) Interrupt Reduction 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: Level 50

     

     

    Level 2: Stamina               

     (A) Performance Shifter - EndMod

     (*) Performance Shifter - Chance for +End

     (*) Power Transfer %Heal

     

     

    This build has some compromises/changes I didn't have previously.

     

    I was somewhat disappointed by the (solo) damage output in terms of both type and magnitude. I'm clumsy with attack chains, yet even I could see I had one more attack that was almost never fitting into the cycle... so two big changes:

    1. Powers that had some excellent set bonuses became %damage attacks
    2. I added Hasten to the build to help slightly with the long recharges... if I had one fewer long-cycling power I would have skipped it.

    The net result is that Defensively, I think this is slightly inferior to what I had been running previously... but the solo clear times have gotten faster.

     

    There was another subtle change I made to improve zone-crossing times.

     

    If I decide I can live without Hasten, I will replace it with Evasive Maneuvers, move the Winter's Gift piece to the new power and have two more slots to play with.

     

    • Like 1
  18. 16 hours ago, Videra said:

     

    I'd like to add, as a worthy note, that Immortal Recovery inspirations are incredibly cheap as well. They are also, incidentally, usable in HM content - nullifying the point of most rez powers to begin with.

     

    I get the sense that Inspirations are ignored (purposefully, or accidentally) when considering certain aspects of "game balance". I can almost put myself in a headspace to see why this might be purposeful, but then I look at how some of the (armor) T9s work... and realize how many Inspiration slots a character will have by the time they can even pick a T9 (especially in the pre-page 5 days) and I shake my head.

     

    Yes, inspirations are (nominally, because email) limited "charges", but their use is only limited by whatever power being activated or control (soft or hard or animation) is applied to the character... but otherwise any power with an effect that can be duplicated by an inspiration is subject to reconsideration.

  19. Zone-to-zone travel has become so easy, the only time old-school "visit random zone(s)" bothers me is when I am soloing some of the OG blue content that isn't a TF.

     

    One of the arcs that really gets me is Gordon Stacy's: at one point he has you simply traveling between click contacts in Skyway City... and elsewhere. The infodumps are important for the Lore, but in play it is extremely tedious.

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  20. I use Power Boost on my /Time Corruptor, it is one of those things where I end up juggling its use. IIRC I think I keep Farsight on auto trigger. Because of the inherent recharge differences between Farsight (240 sec) and Power Boost (120 sec) I don't think you would need more than the base slot in Power Boost. The main (and only) thing I can think of working against the selection of Power Boost at all (for the MM) is comes from this sort of thinking:

    • Power Boost can be chosen at 41 or later
    • The primary, most reliable, use (from my PoV) would be to boost Farsight (for Defense, but that isn't the only thing)
    • It will be possible to have incarnate Barrier, which will work down to level 45, and I'm not sure there will be a "better" choice than Barrier.

    So if Destiny=Barrier, there is a somewhat narrow range where the Power Boost + Farsight would be bringing the most benefit. Obviously a different Destiny power could be chosen. While leveling of course Destiny slots won't be available!

     

    I don't use much from Mace Mastery on my MM, but it is a Traps secondary not Time. I think it would be too hard to try to time the benefits of Power Boost with Traps. The Web Envelope seemed like a good idea but the set bonuses were IMO inferior and it wasn't helping me keep aggro/debuff and the KD in Mace Beam Volley is a reasonable soft control.

     

    Spoiler

    Level 35:              Scorpion Shield

     (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 38:              Mace Beam Volley         

     (A) Sudden Acceleration - Knockback to Knockdown

     (*) Annihilation - Accuracy/Damage

     (*) Annihilation - Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/Endurance

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

     (*) Annihilation - Chance for Res Debuff

     

    I have a classic set of powers from the Fighting pool as end-build powers in my MM: Tough is slotted with 4 Globals plus a 2-piece set bonus from Unbreakable guard for Endurance discount. Weave is a LotG Mule.

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