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Ceejer

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Everything posted by Ceejer

  1. You might want to take a look at SR/RadM Tank. I've got two of them and even after a long day of typing even I can pilot one. I like them so much I've got two of them. The IR for taunting & RS for Heal. Set the mez protection to auto and off you go. Use these different Teleport binds to move to the next, in line of sight, mob quickly. Since you're soloing, drop one that works with your travel power in tray 1 for quick access. /macro_image "SorceryPool_Translocation" "SPT" "powexec_location target Translocation" /macro_image "Experimentation_Jaunt" "JNT" "powexec_location target Jaunt" /macro_image "Teleportation_Teleport" "TP" "powexec_location target Teleport" You could even use the +forward command to make make the powers cycle through the attacks. I can post a build and more binds later if you're interested.
  2. You can buy the costumes that Prismatic Aether Particle Salvage will offer by giving Halloween salvage to Annah/Granny Beldam/Acantha. The effect last 2 weeks and gives you a chance to try before you spend all that inf/time getting the new Prismatic Salvage. The Halloween Salvage is available at the market.
  3. Martians have so many powers a regular AT wouldn't give access to a fair bit of the powers. I'd recommend: Triform Peacebringer (Shape shifting, Flight, Speed, Agility, Reflexes, Stamina, Metabolism and Durability) Taking these Peacebringer powers to cover the myriad of powers they get. Glinting Eye (Heat Vision) Pulsar (Psionic Stun) Essence Boost (Regeneration) Reform Essence (Regeneration) Conserve Energy (Metabolism) Group Energy Flight (Mind Flight Control) Quantum Flight (Intangibility) Pool Powers: Speed (Hasten) Fighting (Boxing, Tough, Weave) Leadership (Maneuvers) Force of Will (Project Will (Telekinesis) Mighty Leap (Take Off for Super Strength), Wall of Force (Telepathic Assault,) Unleash Potential) Sprint with Stealth IO. Some of the abilities would have to be RP'ed, Telepathic link relay and Astral Projection. Using the costume slots for shape shifting is a great idea. Using the animal heads (fish, birds, bull, wolf, big cats and monstrous) would work very well. Take the coyote and panther travel powers for even more shape shifting. Reveal for Telepathy. All the team transport powers. Remember that Martians powers are a natural origin.
  4. Yes sd/dm and sd/rad both bring a lot to the team make up. I've played both the sd/dm and sd/rad at 50+ with the 801 builds @Linea published. Played them both extensively, they're really great and advise folks to give 801 a spin. The sd shield charge would allow the Tanker to port out of the circle of protection but not port back without the teleport or mystic flight powers. The sr/dm is there to taunt mobs in to the team, and with black hole, helping to control the in coming agro.
  5. I welcome the new currency. I like to weave my toons into the fabric of the Homecoming story. Before page 4, I was gathering Halloween salvage to buy those 2 week temporary costumes for pages of characters. I'd make costumes as close to enemy factions as I could and would get comments from teammates that they kept trying to target me. This will impact the Halloween salvage market as folks won't need to buy as much anymore but I don't think folks were buy up lots of it anyway, except for the extra costume slot. Come to think of it, the Devs shifted that demand for enemy costumes from Halloween salvage to Prismatic Aether, gave it a permanent tag and offer it all year long, to take inf out of the market while offering new kinds of Clothes Horse goals.
  6. Green Machine Team: Empathy/Sonic Attack Defender Empathy/Dark Blast Defender Empathy/Fire Blast Defender Cirque Du Mirage: Illusion Control/Darkness Affinity Controller Illusion Control/Darkness Affinity Controller Team Smurphy: Fire Blast/Kinetics Corruptor Fire Blast/Kinetics Corruptor Longshot: Dark Melee/Super Reflexes Tanker Green Machine is the core, they buff the GM below them. They're either debuffing or burning it to the ground. CdM controls all the agro. They're adding DDR or Black Holing any extra mobs that take any interest in GMs. The pets spread the agro. Group Invisibility and Shadow Fall. TS are the maniacs. They make it all light speed. If it's not on fire, it's running. Longshot, good luck taking them down with this team. Target through them. Taunt everything. Leadership, Fighting and Sorcery all around. Take turns team teleporting/summoning to the next mob. Everyone stays together. Going to need in the neighborhood of 12 B inf, all the amps etc and t4 incarnates.
  7. Seconding the FF/* & Time/* for Defense based. Thermal/* for Heal and Resistance. Water and Dark give nice self health buffs with Dark winning out for that -tohit.
  8. RadE/RadB can be soloed. The problems I had with mine solo was the debuff gave the mobs a good chance of shooting me before they all set in or the anchor teleporting away and coming back with friends. There are three powers in RadE that you'd only use on teams. That gives you a chance to pick up good pool powers solo though. The RadB gives lots of -def and needs more active defense to keep the mobs at bay. Take Neutrino Bolt and X-Ray Beam early solo and then Electron Haze at 10 to knockback the targets for control. The key to the slotting is IO's that give +rech and +def. I'd recommend RadE/EnB as the knockback helps solo. If I was going to solo a Defender again I'd go with Force Field/Dark Blast. Personal Force Field makes you very had to kill out of the gate. Force Bolt with it's mag 18 knockback means that if you hit it, it's going to spend time getting up. I've used it to knock elite bosses around. The mez protection is great, keep a breakfree handy for the sleeps. Dark Blast's -tohit with the +def helps the survivability. Torrent add more knockback and Life Drain add the needed heal. Add in Leadership (Maneuvers), Concealment (Stealth), Fighting (Boxing, Tough, Weave) and Sorcery (Arcane Bolt, Mystic Flight, Rune of Protection) to round the build out.
  9. Picking just one, Controller Illusion Control/Darkness Affinity. Standard Archetypes Blaster Fire Blast/Atomic Manipulation Brute Katana/Energy Aura Controller Illusion Control/Darkness Affinity Corruptor Fire Blast/Kinetics Defender Empathy/Fire Blast Dominator Darkness Control/Dark Assault Mastermind Thugs/Time Manipulation Scrapper Electrical Melee/Shield Defense Sentinel Dual Pistols/Willpower Stalker Broadsword/Shield Defense Tanker Super Reflexes/Radiation Melee Hero Epic Archetypes (HEAT) Peacebringer Human Form Warshade Triform Villain Epic Archetypes (VEAT) Arachnos Soldier Crabermind Arachnos Widow Fortunata
  10. Earth/Earth/Mace is good. Slotting it with the FF +rech can help give it permadom, making it great. Dark/Dark/Dark is a sight to behold. The journey to 50 is to be enjoyed. Once slotted up at 50, you might be thinking something like "Instead of a Dark Lord, you would have a queen, not dark but beautiful and terrible as the dawn! Tempestuous as the sea, and stronger than the foundations of the earth! All shall love me and despair!" I normally target the Umbra Beast pet, throw attacks and let the AI sort them out.
  11. Super Strength/Super Reflexes Energy Tanker with Sorcery (MinFX), Hasten, Fighting and Leadership. Use the Mystic Flight to Translocation to the next mob or save a teammates in trouble. Like zooming in to save the day.
  12. Something Evil, on live I would lead full teams of Dominators as the SGL of World Domination Inc. Showing others how to taking turns as Domination came and went. Allowed World Domination Inc. to steamroll Longbow and put AVs down. Good times....good times. Now I just randomly play one of my 32 different Dominators. Favorites are Dark/Dark, Dark/Thorny, Plant/Thorny, Fire/Psi, Mind/Ice, Fire/Icy, Earth/Earth, Dark/Energy, Earth/Energy so far... Orbis Non Sufficit
  13. Plant/Thorny Dom. When you want to take down the blue boy scout you get the green.
  14. Dark/SR, not the fastest or strongest but you can embrace your inner scrapperlock for a long long time.
  15. Mind Control/Icy Assault Dominator. Take all the Mind powers to force push, confuse and dominate foes. Take all the Icy sword attacks colored to your preference. Color the blasts a light gray to make them look less noticable. Power Up for those truly impressive feats. Leadership (Maneuvers/Tactics) Combat Jumping and then respec into Force of Will. Hasten Fighting Mace and later on Judgement/Ion Solo will become easier as you slot for recharge and then defense. Being a Mind Dom everything is your pet.
  16. Enjoy Ill/Dark pairing so much I have 2 of them at 50 and 47 on Everlasting and Excelsior. My 50 build has Spirit Ward/Arcane Bolt/Rune of Protection. Then Hover/Fly/Evasive Maneuvers. The Arcane Bolt is slotted for kb2kd and +rech. The Evasive Maneuvers makes it so the toon can just hover while the pets fight it out. Great for when you have to afk suddenly. The Hover works when teleporting into mobs while invisible. Then the pets come down to the controller. If you really want an Offender, Fire Blast/Empathy Defender. IO'ed out to the 9's. It's a self healing Tank with Damage, Damage and more Damage. Doesn't fully bloom till late game.
  17. Illusion/Dark/Mace Controller with Teleport Target, Hasten, Spirit Ward, Mystic Flight, Rune of Protection, Maneuvers, Tactics, Vengeance. 1. Twilight Grasp at level 1. 2. Howling Twilight at level 10, use it as an opening move to stun and allow you to cast Darkest Night. 3. Teleport Target starting at level 4, slot with Winters Gift/Slow Resistance 20%, along with Assemble the Team and TT. Remember, you'll also be able to pull and pick dropping them right into an awaiting Tar Parch where the pets will get them. 4. Phantasm gets buffed by Leadership as well as the team. 5. Shadow Fall at 16 w/ Stealth IO. Phantom Army at level 18 and you are the Tank. Before 18, Blind/ Deceive/Tar Patch can mitigate some agro then you'll get Darkest Night. I think Darkest Night is one of the best taunts in in HC. For a pull to team method, place it on a Tsoo Sorcerer, Malta Gunslinger or Sky Raiders Porter. They'll bring all their known associates back to your team. You'll want to take Sorcery for the Rune of Protection to use as a break free and +Res. Mystic Flight so you can fly and teleport. Cast Spirit Ward on the Phantasm for +absorb. For an assault the mob method, teleport in while Shadow Fall and Stealth IO are on. The Phantom Army and Phantasm will just make a bee line for you, into the mob. Tar Patch at level 2. One of the keystone powers to this combination is Fade. It's the only non-melee power that offers DDR. This becomes very handy in the late game. Build for lots of +recharge to keep Phantom Army up as much as possible, take Hasten and slot LotG. Soul Absorption after every mob to keep you topped off. Once you get Dark Servant the stacked Twilight Grasp and Darkest Night are noticeable.
  18. Finding Evasive Maneuvers defense doesn't stay that way... After respecing 4 toons....2 of them peacebringers.
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