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Dixa

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Posts posted by Dixa

  1. Hurl is now under Upgrade Equipment, along with his highest dmg power - knockout blow, so you can't really avoid putting it on the bruiser.

     

    Well, you learn something new everyday.  Thanks for the update!

     

    even if it wasn't there, you would have to dismiss and resummon your bruiser everytime you replaced your ffg or zoned. casting ffg makes the pets recast their upgrades on themselves and since they are aoe, the bruiser will get both.

     

    this change was a hefty dps loss for the bruiser, but a huge net gain for the at overall.

  2. Hybrid is not giving pets a double hit chance. That was a fluke that it worked for you as i've been testing for 2 hours and haven't had one pet attack double hit.

     

    The only Incarnate Hybrid that works on Mastermind pets every time is Support.  Assault and Control work, but only if you use them before summoning the pets.  If you zone or enter a mission, you must unsummon the pets, use the Hybrid power, and then resummon the pets in order for them to benefit.  For Melee Hybrid, only the taunt effect of the radial Melee Hybrid works on pets.

     

    Found the solution! If you do this at the start of the mission the buff will refresh itself, when you activate it, on them through the entire mission.

     

    the hit has to do a minimum of 50 damage.

     

    works wonders for the thugs bruiser he hits like a mack truck, but the other pets see no benefit.

  3. Sorry, I'm not posting my builds anymore. Last one I posted, someone used it, didn't say thanks/didn't give credit. I made a snarky remark about stealing my build and got berated saying I can't read and says he got the build on another forum. It's too bad too because several people have been asking me for my Scrapper/Stalker/MM builds which I would have shared before, but decline now.

     

    If you post a build, I'll give advice/critique it.

     

    yeah, i'm done with reddit as well not to mention all of the pm's I get here for builds already on the forums.

     

    can't wait until the ADD morons start 'naming' their builds in order to gain youtube fame or some shit.

     

    You both have my appreciation for the builds and feedback you post.

     

    I appreciate that, thank you.

  4. Degen was established on the old pylon thread to be the best overall for dropping a tough target. back then the dot from reactive did good damage.

     

    in i24 the dot damage was nerfed hard for all of the powers, making Degen the best overall now. it makes a MASSIVE dent in your kill times.

  5. if you are able to do all of that and keep increase density on the pets making them immune to knockback, you may have something here.

     

    granted you have to cast increase density 5 times every 90s to make that happen, but knockback is the biggest pain in the ass for mm's in general. the only secondary with any way to protect the pets from it is kin

     

    you do need to massage this in pines to see if you can softcap yourself if you plan to tankermind. you are very vulnerable to CC

  6. ember shield is 10% smash/lethal/fire/cold/toxic

     

    when you enhance it, it goes to 14% smash/lethal, 19% fire, 9% cold, 14% toxic.

     

    it's buggy, and honestly you are better off not burning the slot in your tier 2 demons to enhance it. they are your largest source of damage.

  7. Sorry, I'm not posting my builds anymore. Last one I posted, someone used it, didn't say thanks/didn't give credit. I made a snarky remark about stealing my build and got berated saying I can't read and says he got the build on another forum. It's too bad too because several people have been asking me for my Scrapper/Stalker/MM builds which I would have shared before, but decline now.

     

    If you post a build, I'll give advice/critique it.

     

    yeah, i'm done with reddit as well not to mention all of the pm's I get here for builds already on the forums.

     

    can't wait until the ADD morons start 'naming' their builds in order to gain youtube fame or some shit.

  8. Would anyone be interested in testing Beast Mastery? I'm curious how it stacks up since it's considered "bad" by MM standards.

     

    it's been tested and it's not so hot, especially when the pets all stop to howl. the big wolf has a tendency to get stuck in ragdoll animation with the pylon blasts it back too.

  9. So I got in my mind a certain character idea that i think thugs/trap would be a perfect match I just have no clue about building one I've never used traps  and barely touched thugs back on live so i was wondering if anyone mabey had advice on either set or even had an old build they could post to sorta get some ideas how building one any and all help is appreciated Ty :>

     

    ideal /traps builds have first aid, aid other, field medic and maneuvers and tactics from leadership (the tohit buff helps your tier 1 and 2 pets with moderate to high defense mobs). hasten is optional after a certain amount of global recharge. travel power is optional, but team teleport really helps keep you and your pets under the ffg. provoke is also nice.

     

    start there.

  10. Got my Beasts/Cold to 32 yesterday (and thus the final upgrade), and I only have one TF under my belt with that at this point, but the seem to melt spawns pretty well.  I did get stuck kinda accidentally soloing a couple mobs and made it to the finish line, so they're definitely a wrecking crew.  My particular build is a touch luck-oriented, though, because while the Defenses all work pretty well (my pets are damn-near soft-capped), at their best, each one goes down in maybe two hits.

     

    posts like this must always specify what difficulty you are playing on.

     

    40+ game is diff from the 30+ game, the 20+ game, etc. 32 is still too early to claim beasts are 'alright' when everyone testing at 50 is pretty much proving otherwise.

  11. So thinking of this thread I did a little experiment as I had been musing.

     

    You know the 5 prestige starter enhancements that have damage procs (and the 5th is knockdown) are well, basically universal damage enhancements. They literally go in any attack that does damage. And while they only function as procs to level 21 I still thought it would be interesting to try them out so I stuck the knockdown one into my level 2 necro MM's zombie horde power.

     

    Sure enough, Might of the Empire started proccing about every 5 punches causing hellions to be knocked down. Ok, so they do work in pets and I've got a level 2 character with no damaging attacks except the zombies so I added 2 slots to zombies and put in two damage proces. Well and also they're 16% damage each so it's suddenly like I have 1 damage SO and 2 damage procs and a knockdown proc in said zombies and well ....

     

    [Pretend there is a gif of a gothy mastermind chortling "very good" like an evil mastermind here]

     

    So it turns out those procs add about 4 damage on to the 16 damage the zombie's punch was doing and I saw no reason to stop there so I went ahead and five slotted zombie horde with ALL five of the starter enhancements which if you're doing the math is 82% damage enhancement, 4 damage procs and a knockdown procs which is technically the equivalent of an 8-slot frankenslot situation

     

    So now my zombie's punching things for 24 damage and another 6 from a damage proc which is happening right about half the time (the knockdown separately continues to be about once every 5 or 6 punches) and I just leveled up and got my second zombie.

     

    [Pretend there is another gif of a gothy mastermind or youtuber "VERY GOOD" like Mr. Burns or a really eeeevil mastermind here]

     

    Anyway I'm off to rampage across King's Row for as long as these procs work. :)

     

    EDIT: Or not. Suddenly the procs aren't proccing AT ALL. Now that I have 2 zombies and the upgrade power I thought I'd be seeing even more knockdowns and double damage packets and I just ran a routine radio mission and didn't see a single hellion get knocked down and I scrolled back and don't see a single proc activation message. That is WEIRD.

     

    Ok more testing - resummoned zombies and made sure that I didn't use the upgrade on them so it was just punching and not punching and zombie vomit. Nothing - and also the punch damage was a lot lower than it was before. (I logged off and mowed the lawn and came back and wrote the post). Ok but follow this ... with 1 zombie it was punching for like, 24 damage and a proc for 6 right? Suddenly my 2 zombies (which of course are now -1 level) are suddenly punching for 15-16 damage and no proc check right.

     

    So I YANK OUT THE ENHANCEMENTS, dismiss the zombies, summon two fresh ones and they're doing the exact same damage with their punch. When I only had 1 zombie in my hoard the enhancements were buffing its damage and the procs were checking. As soon as I had two zombies the actual damage enhancement value of the enhancements stopped applying to their punch attacks and the procs weren't being checked. Someone suggested a while back that mastermind pets aren't benefitting from damage enhancements and this may be proof that's really happening.

     

    Enhancement changes are not real time for pets. You need to resummon when you change them

  12. Mercs/Storm, 136s for 409.75dps. SNBR is pretty neat, it's nice seeing the dps/stats. It's a little buggy though. I couldn't click the Commando to see his attack stats and when I click the Medic, it showed Tornado info.

     

     

    nice.

     

    and ffs get obs. it's free.

  13. I tested out degenerative toxic dot - it's negligible. 21 procs of roughly 12 damage each = 250 damage, so <1% of the total dmg on the pylon. This is with posse proccing it quite a bit(I had a run earlier without posse that had 11 procs).

     

    New run changes - provoke instead of hasten, melee instead of support, clarion instead of barrier. Removed dmg procs from Acid Mortar. Some minor shuffling of slots, most notably adding an extra proc to the enforcers. These runs are way smoother - the pylon targets me 80% of the time(it gets worse when I summon the posse, it's like they taunt it or something), doing absolutely nothing.

     

    I've attached the logs for each run.

     

    Run 1 - 83 seconds - this is in TW/Bio territory 8)

     

    Bruiser - 60 dps - missed one of his knockout blows effectively losing like 8 dps

    Enforcers(each) - 45 dps

    Punks - 22 dps

    Arsonist - 20 dps

    Posse - 20 dps

    Trip Mine - 17.5 dps

     

    Run 2 - 94 seconds

    The start was messy - the pylon turned and oneshot the arsonist and almost killed the bruiser while I was still positioning. This made me forget to drop poison trap at the start and delayed the gang war. Still, the bruiser pulled through.

     

    Bruiser - 82 dps

    Enforcers - 50 dps

    Punks - 23 dps

    Trip Mine - 26 dps

    Posse - 19 dps

    Arsonist - 16 dps

     

    Run 3 - 87 seconds

     

    Another messy start, the pylon almost oneshot a punk and I derped and tried to resummon him. At least I remembered to drop poison trap and throw posse immediately. This time the posse overperformed - 30 dps. The rest were about in line, punks/mines doing slightly less. Bruiser pulled 70 dps.

    Highlight ouchie:

    2019-06-30 19:53:49 Bruiser:  Bruiser pulverizes Rikti Pylon with their Knockout Blow for 626.77 points of smashing damage!

     

    what proc did you replace achilles heel with in enforcers?

  14. I realize it may not be ideal in a min/max world but one of the main draws to demons for me was the whip attacks, I took all 3 and want to keep them.

     

    I am thinking thunderstrike 6 PC in corruption but I'm not sure how to slot the other 2.

     

    I did what you did with 4 slots in hell on Earth and the 4 IOs you used.

     

    As for my 3 demons, I'm not sure how to slot them. Purple or attuned sets are not an option for me. I think I have about 20 mill all total. Any advice on that front would be appreciated.

     

    I did take musculature alpha and will go right which will give me bonus to augment damage and the debuffs found in time.

     

    anyone and everyone should just make a spines/fire brute. it powerlevels itself and needs no sets to farm just a tray full of purple inspirations. this is how I make my money, sure as hell not with masterminds who are terrible at farming.

  15. I tested out degenerative toxic dot - it's negligible. 21 procs of roughly 12 damage each = 250 damage, so <1% of the total dmg on the pylon. This is with posse proccing it quite a bit(I had a run earlier without posse that had 11 procs).

     

    New run changes - provoke instead of hasten, melee instead of support, clarion instead of barrier. Removed dmg procs from Acid Mortar. Some minor shuffling of slots, most notably adding an extra proc to the enforcers. These runs are way smoother - the pylon targets me 80% of the time(it gets worse when I summon the posse, it's like they taunt it or something), doing absolutely nothing.

     

    I've attached the logs for each run.

     

    Run 1 - 83 seconds - this is in TW/Bio territory 8)

     

    Bruiser - 60 dps - missed one of his knockout blows effectively losing like 8 dps

    Enforcers(each) - 45 dps

    Punks - 22 dps

    Arsonist - 20 dps

    Posse - 20 dps

    Trip Mine - 17.5 dps

     

    Run 2 - 94 seconds

    The start was messy - the pylon turned and oneshot the arsonist and almost killed the bruiser while I was still positioning. This made me forget to drop poison trap at the start and delayed the gang war. Still, the bruiser pulled through.

     

    Bruiser - 82 dps

    Enforcers - 50 dps

    Punks - 23 dps

    Trip Mine - 26 dps

    Posse - 19 dps

    Arsonist - 16 dps

     

    Run 3 - 87 seconds

     

    Another messy start, the pylon almost oneshot a punk and I derped and tried to resummon him. At least I remembered to drop poison trap and throw posse immediately. This time the posse overperformed - 30 dps. The rest were about in line, punks/mines doing slightly less. Bruiser pulled 70 dps.

    Highlight ouchie:

    2019-06-30 19:53:49 Bruiser:  Bruiser pulverizes Rikti Pylon with their Knockout Blow for 626.77 points of smashing damage!

     

    Degen on thugs/traps?  you already shut off all regen with poison trap, better to use a diff interface imo.

  16. The Howler Wolves have a decent attack chain. Ignoring their buffs(really long cds), and assuming pets use high-recharge powers first(that's been my experience) it looks like this:

     

    0.00 - 1.40 - Feral Charge (8s cd)

    1.40 - 3.90 - Maiming Bite (6s cd)

    3.90 - 5.20 - Vicious Bite (3s cd)

    5.20 - 8.20 - (Staring at the sky)

    8.20 - 9.50 - Vicious Bite

     

    They do spend 30% of their time "doing nothing", but actually, a lot of pets have 20-30% downtime(I think only ninjas have 100% attack chains).

     

    The Alpha Wolf doesn't have Feral Charge though, so his chain is closer to 40-50% downtime.

     

    The lionesses have skills with similar cds to the wolves, so their downtime is also around 30%-ish.

     

    I just ran a test of my fully upgraded howler wolf attacking a practice dummy on the test server. Here's the combat log, for a one-minute timeframe (I removed the ticks of bleed damage from the log):

     

    2019-06-29 11:12:16 Howler Wolf:  HIT Howler Wolf! Your Wild Charge power is autohit.

    2019-06-29 11:12:16 Howler Wolf:  Howler Wolf HITS you! Wild Charge power was autohit.

    2019-06-29 11:12:16 Howler Wolf:  Howler Wolf begins a Wild Charge boosting their damage and movement speed.

     

    2019-06-29 11:12:17 Howler Wolf:  HIT Practice Dummy! Your Feral Charge power had a 95.00% chance to hit, you rolled a 68.09.

    2019-06-29 11:12:17 Howler Wolf:  Howler Wolf bashes Practice Dummy with their Feral Charge for 0 points of Smashing damage and reduces their defense!

    2019-06-29 11:12:18 Howler Wolf:  Howler Wolf knocks Practice Dummy off their feet with their Feral Charge!

     

    2019-06-29 11:12:20 Howler Wolf:  HIT Practice Dummy! Your Vicious Bite power had a 95.00% chance to hit, you rolled a 52.10.

    2019-06-29 11:12:20 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Vicious Bite for 0 points of Lethal damage!

    2019-06-29 11:12:21 Howler Wolf:  Howler Wolf lets out an howl bolstering the damage of nearby beast allies!

     

    2019-06-29 11:12:26 Howler Wolf:  HIT Practice Dummy! Your Maiming Bite power had a 95.00% chance to hit, you rolled a 59.88.

    2019-06-29 11:12:26 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Maiming Bite for 0 points of Lethal damage and reduces their movement speed and defense!

     

    2019-06-29 11:12:29 Howler Wolf:  HIT Practice Dummy! Your Vicious Bite power had a 95.00% chance to hit, you rolled a 89.35.

    2019-06-29 11:12:29 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Vicious Bite for 0 points of Lethal damage!

     

    2019-06-29 11:12:31 Howler Wolf:  HIT Practice Dummy! Your Feral Charge power had a 95.00% chance to hit, you rolled a 0.43.

    2019-06-29 11:12:31 Howler Wolf:  Howler Wolf bashes Practice Dummy with their Feral Charge for 0 points of Smashing damage and reduces their defense!

    2019-06-29 11:12:31 Howler Wolf:  Howler Wolf knocks Practice Dummy off their feet with their Feral Charge!

     

    2019-06-29 11:12:33 Howler Wolf:  MISSED Practice Dummy!! Your Vicious Bite power had a 95.00% chance to hit, you rolled a 96.90.

     

    2019-06-29 11:12:35 Howler Wolf:  HIT Practice Dummy! Your Maiming Bite power was forced to hit by streakbreaker.

    2019-06-29 11:12:35 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Maiming Bite for 0 points of Lethal damage and reduces their movement speed and defense!

     

    2019-06-29 11:12:38 Howler Wolf:  HIT Practice Dummy! Your Vicious Bite power had a 95.00% chance to hit, you rolled a 0.16.

    2019-06-29 11:12:38 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Vicious Bite for 0 points of Lethal damage!

    2019-06-29 11:12:39 Howler Wolf:  Your Vicious Bite causes Practice Dummy to bleed for 0 points of lethal damage!

     

    2019-06-29 11:12:41 Howler Wolf:  HIT Practice Dummy! Your Feral Charge power had a 95.00% chance to hit, you rolled a 27.28.

    2019-06-29 11:12:41 Howler Wolf:  Howler Wolf bashes Practice Dummy with their Feral Charge for 0 points of Smashing damage and reduces their defense!

    2019-06-29 11:12:41 Howler Wolf:  Howler Wolf knocks Practice Dummy off their feet with their Feral Charge!

     

    2019-06-29 11:12:44 Howler Wolf:  HIT Practice Dummy! Your Maiming Bite power had a 95.00% chance to hit, you rolled a 53.07.

    2019-06-29 11:12:44 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Maiming Bite for 0 points of Lethal damage and reduces their movement speed and defense!

     

    2019-06-29 11:12:47 Howler Wolf:  HIT Practice Dummy! Your Vicious Bite power had a 95.00% chance to hit, you rolled a 46.30.

    2019-06-29 11:12:47 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Vicious Bite for 0 points of Lethal damage!

     

    2019-06-29 11:12:51 Howler Wolf:  HIT Practice Dummy! Your Feral Charge power had a 95.00% chance to hit, you rolled a 3.88.

    2019-06-29 11:12:51 Howler Wolf:  Howler Wolf bashes Practice Dummy with their Feral Charge for 0 points of Smashing damage and reduces their defense!

    2019-06-29 11:12:51 Howler Wolf:  Howler Wolf knocks Practice Dummy off their feet with their Feral Charge!

     

    2019-06-29 11:12:53 Howler Wolf:  HIT Practice Dummy! Your Maiming Bite power had a 95.00% chance to hit, you rolled a 71.94.

    2019-06-29 11:12:54 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Maiming Bite for 0 points of Lethal damage and reduces their movement speed and defense!

     

    2019-06-29 11:12:56 Howler Wolf:  HIT Practice Dummy! Your Vicious Bite power had a 95.00% chance to hit, you rolled a 87.11.

    2019-06-29 11:12:56 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Vicious Bite for 0 points of Lethal damage!

     

    2019-06-29 11:13:01 Howler Wolf:  HIT Practice Dummy! Your Feral Charge power had a 95.00% chance to hit, you rolled a 87.44.

    2019-06-29 11:13:01 Howler Wolf:  Howler Wolf bashes Practice Dummy with their Feral Charge for 0 points of Smashing damage and reduces their defense!

     

    2019-06-29 11:13:04 Howler Wolf:  HIT Practice Dummy! Your Maiming Bite power had a 95.00% chance to hit, you rolled a 19.83.

    2019-06-29 11:13:04 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Maiming Bite for 0 points of Lethal damage and reduces their movement speed and defense!

     

    2019-06-29 11:13:06 Howler Wolf:  HIT Practice Dummy! Your Vicious Bite power had a 95.00% chance to hit, you rolled a 77.65.

    2019-06-29 11:13:06 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Vicious Bite for 0 points of Lethal damage!

     

    2019-06-29 11:13:11 Howler Wolf:  HIT Practice Dummy! Your Feral Charge power had a 95.00% chance to hit, you rolled a 19.21.

    2019-06-29 11:13:11 Howler Wolf:  Howler Wolf bashes Practice Dummy with their Feral Charge for 0 points of Smashing damage and reduces their defense!

     

    2019-06-29 11:13:13 Howler Wolf:  HIT Practice Dummy! Your Maiming Bite power had a 95.00% chance to hit, you rolled a 77.09.

    2019-06-29 11:13:13 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Maiming Bite for 0 points of Lethal damage and reduces their movement speed and defense!

     

    2019-06-29 11:13:16 Howler Wolf:  HIT Practice Dummy! Your Vicious Bite power had a 95.00% chance to hit, you rolled a 42.91.

    2019-06-29 11:13:16 Howler Wolf:  Howler Wolf shreds Practice Dummy with their Vicious Bite for 0 points of Lethal damage!

     

    In one minute, it does 21 things, so acting about every 2.8 seconds or so. There are some very odd patches of "dead time" where it's literally doing nothing, even though abilities aren't on cooldown. It looks like not so much like the pet is spending too much time casting buffs (because it's not), it's that there is some odd, baked-in downtime to its attack chain. Like bleed ticks prevent it from attacking again, or the animation cycle for the abilities is set to have several extra seconds where it has to wait for the "animation" to end before it can do anything else.

     

    Now I'm curious, and going to test some of the other pets, to see if they have this same oddity.

     

    i wasn't making that 30% number up. it's in the mastermind issues thread in the old forums. it was never addressed. none of the mm issues there have been.

  17. Tested T2  Reactive Radial Interface Adds a damage resistance debuff proc (25% chance) and a moderate Fire damage over time proc (25% chance) to most damaging attacks. After 20 minutes of testing with Battle Drones It appeared less than 10% of the time and when it did 6.56 points once each time.  There was no way to test stacking because its appearance was so rare.

     

    Maybe someone with a 50% chance could test and get some information?

     

    the dot should do more damage with the lt's and the boss pet. i generally go with degenerative as reducing max hp also reduces regen rate. testing on a nasty +4 ghost widow in the oro arc it was night and day how fast she dropped between the resist interface and the degen.

  18. this was one of the most annoying av's ive ever faced. fighting at +2. pulled out lore pets at the end due to the annoyance factor making the fight longer. Watch and you will see what I mean.

     

    Didn't lose a single pet though even though this av does energy/smashing, and energy is the weakest resist next to psi on this setup.

     

     

    this is the build i'm going to settle on. corruption is nice for ranged pulling, additional -resists, a spot for a purple set for another 10% recharge and is something to do on normal packs. on normal packs unless i'm fighting carnies the pets don't take much damage.

     

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    Dixa, do you have more of a starter set build? Things like superior command of the MM, SBA etc are super rare, super expensive purple IO's. For a new 50, how would you slot with more affordable IO sets to start?  Thank you

     

    Also, for demon/time which alpha slot would you suggest?

     

    for any fresh mm i always take one or two attacks from the primary until i get the level 26 pet, then i respec out of them to my final build - with or without set io's.

     

    prices are rather consistent for the ato's and any purple sets, so i do recommend you make a spines/fire farming brute. it power levels itself to 50 in about 15 hours of playtime with no io sets.

     

    alpha depends. time is end hungry and vulnerable to cc. if you are getting clarion, then get the alpha with the end reduction (NOT the one that increases the effectivness of end mods). if you are going agless, get the 45% dmg musculature.

  19. It’s been my experience that any resist cap mm primary is less vulnerable to one shots than defense based. This is after testing almost 40 mm power set combos on Justin against the aoe’ng pylon and the Maria Jenkins av arc set to +3 and +4

     

    Dead pets give nothing to bodyguard. The actual challenge is fitting in provoke without gimping your build in some way

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