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Ceejer

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Everything posted by Ceejer

  1. 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.
  2. Melee? SR/RadM Tank.
  3. Finding Evasive Maneuvers defense doesn't stay that way... After respecing 4 toons....2 of them peacebringers.
  4. Ill/Dark Controller.
  5. Stay at mostly at range, slot defense for range then AoE. Use Howling Twilight as an opener. MM Robotic/Dark Defender TA/Archery Blaster Archery/TA Sentinel DP/WP Controller Ill/Dark Corruptor Fire/Dark
  6. Solo, emp/nrg, you'll be surprised how many targets don't have kb protection. Teamed, emp/fire or emp/rad. RO, at least 2 more emp/*. Take turns with the AoE buff and single target buff the teammate below you. Then you can take any /* you want. https://www.repeat-offenders.net
  7. Brute Kat/EnA, slotted up they're not impossible but very hard to kill. See this post, 801.
  8. Warshade with Shadow Cloak and a stealth IO.
  9. Earth/Storm/Primal, Power Boost gives a spike in control durations. The journey to incarnate is fun. When you get there IOed, it's a sight to behold.
  10. Damage, damage and some more damage on top. Fire/Atomic/Scorpion "Mr. West, not every situation requires your patented approach of shoot first, shoot later, shoot some more and then when everybody's dead try to ask a question or two." President Grant - Wild Wild West
  11. Radiation Armor/Katana Tank. Gather them with Dragon's Roar. Cycle Divine Avalanche when it comes up. Water Blast/Atomic Manipulation Blaster. Use the knockdown to keep the mobs gathered on the corners. Blast away and self heal as needed.
  12. Confirmed. That's some 6 slotted speed boost on the fix.
  13. Numpad binds successful in Homecoming (Safe Mode) client. Numpad binds fail in Homecoming & Homecoming (64-Bit) clients.
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