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oldskool

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Everything posted by oldskool

  1. Preach! Water Burst also is a sphere AoE so it has a higher target cap than Steam Spray which is a cone. I dropped Steam Spray from my build. It is a good power, but it was what I decided to drop in favor of other powers. As @drbuzzard says "you can't have too many AoEs" and that's true. At least until said AoEs may conflict with something else you want or how you like to play. 😉 Also, Water Burst is another Tidal spender that gains additional cold damage plus greater chance for knockup. I kept Whirlpool because it is integral to my play style and build.
  2. Penelope Yin was the first TF I solo'ed on DP/Nin. I did it completely on a whim and I didn't even buy any resources to do it. I just had to play hide and go seek with Clamour when she would drop my defenses to -15%. I'd run away, hide from her line of sight, click my heal and wait out the debuff. Then it was peek-a-boo John Wick time until her hits actually landed on me to start the kiting cycle again. Also, +1 to you too for suggesting to try something out and see what works. Some builds definitely take time to fall into place. +2 for Grav Controllers. 😉 One of my favorite builds right now is Grav/Time because its just so cosmic and nerdy at the same time. Gravity, which I played first as a Dominator on the old servers, is a slooooooow set. Its great with the right combinations, but so damn slow to get there.
  3. You mentioned previously, and I was about to quote it, about perceived weakness with Rad due to DoTs/long animations. That's spot on! That's really what I was wanting to get at. The only Sentinel primary I am actually disappointed with is Assault Rifle and that is largely due to the cone heavy choices and Sentinel caps. I did proc out Burst and Slug to improve my damage. Still, it is the one set I have played on the AT that just never clicked with me. Its actual performance, at least with how I built it, is lower than some of my other Sentinels. So for the investment I put in to it I felt it wasn't worth it, but there are those that will love it. For me arguing the worst Sentinel sets is like arguing Marvel movies. While I may think that Thor: the Dark World is the worst of the bunch it is still better to me than Justice League (which I cannot even watch for more than 20 minutes without turning it off). Thor: the Dark World is in my opinion the worst MCU film, but it is still an MCU film which I find very entertaining.
  4. Hah! So this is why these kinds of vacuum discussions are silly @Traegus. I feel I need to add even more clarity to what I wrote since @Sovera uses the term "rankings". I didn't rank anything. The power sets I listed are in alphabetical order not order of effectiveness (which I should have noted since the OP stated that Radiation and Energy are last -- they aren't necessarily). Radiation is last because R comes after E. If you want to play Rad Blast, @Traegus, then go for it! Your follow-up is also completely ignoring the part where I mention you're over thinking it. Also, like Sovera and Nihilii mention procs will change how Radiation Blast plays. Energy Blast is in a similar situation where adding in things like Explosive Strikes, Force Feedback, and Javelin's Volley make every attack better. Energy Blast would be hypothetically better than Dual Pistols or Assault Rifle even before procs. Incendiary Ammo in Dual Pistols makes that set much better and damage procs push it even more, but that isn't just a view of baseline performance. Also, for @Sovera and @nihilii I stated "damage that isn't that impressive without procs". If I remember right, someone building a Rad/Nin character was bit disappointed with performance in their previous builds before they started searching a primary to add 3+ procs to their attack chains. I know from my own personal experience with Dual Pistols that adding damage procs and changing my attack routine reduced my own Pylon tests by half from where I started (before Incarnates). If the OP doesn't intend to run the gamble game, which in turn is part of a build, then I stand by my assessment that some of those sets might seem lackluster. The 4 min proc damage time is 287 DPS. Without procs what is that? Nihilii also posted a Dark Blast/Invul build that could push something like 270 DPS (might have been more), but again without procs it won't do that. No one is going to replicate that damage without using a build as the set itself isn't natively that damaging. I'm not mad. This is good stuff because this proves why I shouldn't have bothered with trying to pick some sets to avoid without context to their builds. Which was the direction I was originally writing that ended up a lot longer than I wanted it to be. In hindsight, maybe I should have done it? I doubt there would be 100% concurrence on such a ranking but that was also why I avoided it in the first place. Anyway, all this does is just confirm to me that builds matter more than looking at the sets themselves. Fire is clearly a winner but the other primaries can be made to achieve performance that isn't so clear at first glance. For that, I thank you two for continuing the discussion in that way. 😉 Also @Traegus, and any others curious, please note @carnalchaos wonderful statements of "Still a good build can solve a lot of problems. If all you want is higher damage I suggest you look at the secondary's not the primaries.". And, as I mentioned originally in addition to how secondary sets matter a lot in making builds so does the decision to use any of the Epic/Patron attacks.
  5. I don't disagree. I think what was jumping out at me was that a lot of build discussions with Electric Blast revolve around sapping which makes it seem gimmicky. It is also a build choice which I didn't want to really dive into. I've also seen complaints about Electric's damage in the low levels and it just stuck out to me. I've seen complaints about every single Sentinel primary except for Fire Blast so it is difficult to filter out the hyperbole.
  6. TL;DR Before I get into below, this sums things up: If you are looking to play a Sentinel, and you're wondering about viability of its solo capacity, then don't worry so much about it. You really do not need to over think your selection looking for the absolute best pairings. All Sentinels, even the lowest damage ones, are capable of enough damage to stalemate* AV regeneration. This means no matter what primary you pick you're going to contribute damage to a team or solo. If you're looking for big game hunting builds that is where min/maxing matters. Even in those kinds of set ups you'll want Envenomed Daggers to speed up AV killing. Ok, now to addressing the original post. The question reads more like "what sets should I avoid" vs "what is best". Fire Blast is one of the easiest sets to pair with anything in order to produce high damage outcomes. Sonic Blast also has a lot of potential. Water Blast has a lot of build potential to raise its weak single-target while maintain its high AoE. Then there is everything else with varying degrees of success. Sets that you may wish to avoid due to clunky mechanics or general feeling of shortcomings by the community: Assault Rifle Dual Pistol Electric Blast Energy Blast Radiation Blast These power sets have either clunky mechanics (Dual Pistol's ammo system, Energy's knockback), or damage that isn't that impressive without procs (Assault Rifle, Electric, Radiation Blast). In a vacuum those are sets that I might recommend avoiding. And yes, I main a Sentinel with Dual Pistols that can solo just about anything short of Giant Monsters. However, I am not ignorant of the sets shortcomings or the communities frustrations with it. Instead, that power set happens to be a part of a build that includes means of overcoming those weaknesses as best it can. Even more important than what primary you pick is what secondary you pick. There are real winners in that range of selection for a wide variety of solo capability. Sets like Energy Armor, Invulnerability, Ninjutsu, and Super Reflexes (in no particular order) are excellent at avoiding hospital trips. Other sets are good, but those mentioned are great. Finally, if you truly are concerned about damage, then plan to take a melee attack from the Ancillary/Patron Pools at level 35+. One single attack like Mind Probe or Cremate offer more DPA than almost everything found in each of the sets other select ones like Fire Blast. Yes, picks from your Ancillary/Patron can trivialize almost all of your choices in various primaries due to just how good melee is vs ranged. So pair up one of those melee attacks with your most efficient primary set attacks and watch your DPS raise by a considerable amount. Edit: *I know going toe-to-toe with an AV and not watching its health go down in an appreciable amount of time isn't the most awesome metric in the world. The point of that though is this is baseline performance with little investment. I went toe-to-toe with Marauder on SO's using Dual Pistols and Ninjutsu in my early 40's while teaming up. Everyone died but me. I held his health at about 50% (where it was before everyone dropped) for about 5 minutes while everyone else got their act together and started running back or using wakies. Maruader's use of Unstoppable was an issue and it made me start running out of gas so he regenerated. Though it was fun seeing everyone's responses on just how long I held him at bay. Plus, once everyone was back up his Unstoppable was on cooldown, so screw him! Post-50, this character has solo'ed Task Forces and Dual Pistols is considered by some to "bad". I've even solo'ed defense debuffing heavy enemies on Ninjutsu which is a weak point of that set. Yeah, gotta run away and recoup, but I've done it. 😉 Sentinels strengths are in its pairing and less so in its primary. Though for ease of use it is hard to argue the efficiency of Fire Blast.
  7. Those builds are older versions before the newest Mid's was released. TL;DR: Lots of thoughts below to explain WHY I take Oppressive Gloom/Cloak of Fear below. In short, sometimes I build Dark Armor characters (I have at least 1 of each AT now) with a mind towards tactical play. Other times I just take the set because I like it thematically and let my inner emo teen run rampant. Dark Armor is fun to me because the final 3 powers are all optional unlike how other sets play with more powerful picks in those later levels. This opens up a lot of creative build options that appeal to me. Also, I care about the actual control values vs the side effects like to hit (which is rather small in Cloak of Fear for its cost). Oppressive Gloom, Cloak of Fear, and Soul Transfer are all optional. You don't need any of those three powers. Dark Armor gets all of its most important powers by Cloak of Shadows. Oppressive Gloom and Cloak of Fear do not stack magnitude on their own effects. That means when you run them they will only ever effect the targets they effect and nothing more. For maximum minion control both powers will work together. Let's say Cloak of Fear will fear 10 targets when it hits. Well any targets not already feared will be stunned by Oppressive Gloom. So in essence these two powers can let you potentially control more minions when working together. However, in practice I find that much minion coverage to be nearly pointless. If and when I decide to include either Oppressive Gloom or Cloak of Fear it is because of some synergy with a primary exists that I wish to enhance. If no major synergy exists then I skip both. I also almost never take both together. For the Sentinel I tend to find Cloak of Fear to be a near worthless power pick as there is no other Fear power to enhance the magnitude. As a matter of personal preference, I actually care about the control and the debuff it provides is superfluous with Dark Blast. Honestly, the only power combo in the game that I actually consider worth pairing with Cloak of Fear is Dark Melee because of Touch of Fear. They stack magnitude and debuff which is how my first character ever was able to solo many of things it did. Oppressive Gloom on Sentinels has a few opportunities to stack magnitude in power sets like Psychic Blast, Beam Rifle, Assault Rifle, Archery, and Water Blast. Any power set that an ability with chance for stun works. I do run Oppressive Gloom on my Water Blast/Dark Armor Sentinel. See, I don't run Oppressive Gloom on my Water Sentinel to control minions. F minions. They drop like a house of cards after Tidal Forces + Geyser. However, Geyser (backed by the Tidal mechanic) and Oppressive Gloom becomes a high magnitude stun which will effect everything short of a Giant Monster/AV. When played for maximum carnage, a Sentinel should be deleting weaker enemies in roughly 1 to 2 attacks at the start of combat. Your T9 nuke (Blackstar) followed by your next highest coverage (10 target) AoE (Dark Obliteration). Blackstar has so much to hit debuff baked in to it (-35%) that any enemies that live through that attack and were hit by it will be blinded. Using Obliteration afterwards imposes another -5% to hit debuff if it lands. If those enemies aren't dead arrested they will be at -40% to hit if they aren't resisting it. Even if they resist that debuff will still be in the -30% range. You'll only need a small bit of actual defense in order to dodge their attacks. Now, enemies not debuffed will have better odds to hit and since they won't miss as often you should make them priorities. You can tell who is debuffed by the black clouds around their heads. If you see targets with clear heads, then help them out by blasting them with darkness so they don't feel left out. Odds are if they are Bosses, they won't give two damns about your Oppressive Gloom in the first place and they cannot be controlled by Cloak of Fear on its own. If they are minions then they should be isolated targets and likely not much of a threat unless you're punching too far above your weight class. Don't try soloing +4/x8 missions until after you've gotten your T3 Alpha unlocked at the least so you can have better accuracy scaling. At 50, and IO'ed even somewhat you should be able to handle +2/x6-8 reasonably well. It may not be super fast, but you can survive it. Edit: Cloak of Fear is also -5% to hit on 60% base accuracy at an endurance rate higher than any other toggles in the set. With the way Obscure Sustenance works you can handle that endurance drain for roughly 10-20 seconds before it will become an issue. Since the base accuracy is so low building that power with enhancement slots is necessary in order to not make it just behave like an endurance sink for little return. The fear won't work on big targets but the debuff can. Though with Dark Blast there are more economical ways to apply the same to hit debuff while also doing damage to speed things up. In other words, if you're in a battle of attrition, then Cloak of Fear can potentially reduce that. That mattered in a world of just Single-Origin enhancements. With how tanky you can build DA these days that level of attrition management might not be worth the endurance cost. Same can be said for Sentinel Darkest Night. It is very expensive to run it when your endurance can just be funneled into damage. While the to hit debuff looks nice on paper, see above comments about Blackstar which makes Darkest Night highly situational. The reduced enemy damage in Darkest Night is also pretty small for the endurance drain. Then again, I play Dark Miasma on a Defender so my bias is to scoff at such peasant magic. 😉
  8. I always ask this, but what is good to you? Also, have you searched this forum with just the term "dark"? There are two Dark/Dark/Soul builds that could be adapted to Dark Mastery instead. You'll find them just searching that one word on page 1 of your results. Those builds were ones I posted for the purpose of that discussion, but my actual Dark/Dark/Dark is different as I do not bother with Darkest Night. I know have run my mouth multiple times about both Dark Armor and Dark Blast separately in other topics. So a more broad search of the basic term should yield you some results vs a narrow search. If you have read over the search results already and still having trouble, then circle back to "what's good to you". Its possible you feel stumped by trying to do too much with powers like Cloak of Fear, Darkest Night, and trying to find out how to cap defense/resistances. If that is also the case, then I can tell you from experience to just pick a path and stick with it. If you're investing heavily in to hit debuffs, then you can get away with less general defense (though more defense always helps). These kinds of questions and thoughts that run through my head are why I do not start with just dumping a build. What works for me is probably a complete turn off for you (and I've been told that in not so many words more than once).
  9. This is such a good statement it is worth bolding, underlying, and making italic. Incarnates choices do make a world of a difference and help blur the lines on certain Sentinel builds.
  10. If you're talking about the thread I think you're talking about, I'd take it with a grain of salt. While I don't disagree that AR needs some love, some of her old metrics make me scratch my head. Its like we're playing two different games. She had a post showing Dual Pistols with sub-200 DPS potential. I still have no clue where that comes from or what skills she was using. I can pull 50-60 more DPS than she lists with that set. Some of her calculations for Fire Blast included epic melee attacks, but seem to ignore them in the other primaries. Energy Blast also stinks, but built with procs it isn't as bad as it was made out to be. Finally, I don't want Sentinels to get Venom Grenade or a quick snipe anything. Venom Grenade can remain a VEAT exclusive. No Sentinels get snipes, period. So AR shouldn't. If Incinerate was swapped with some direct damage attack like LRM Rocket, fine. Assault Rifles issues are in power design across the tiers. Disorienting Shot being the most efficient attack is a shame, and the AoE was hurt significantly with the target caps. - Reduce Disorienting Shot's DPA - Spread that efficiency between Slug and Incinerate -- there is no reason these attacks should be WORSE than the Tier 2 - Buff damage across the board if necessary (it probably is) - Review animation times as some are longish - Consider granting Flamethrower its original target cap of 10 vs 6 letting it cheat the Sentinel caps like Sonic Blast does with its cone attacks.
  11. "Sentinel > Fire Blast > Blazing Blast: Should now do 13 ticks of damage over time." Yay!
  12. Dual Pistols with Ninjutsu is a fun combo. It can feel a little slow going at first, and really a lot of Sentinels can, but it will get better. The lack of Aim means no means to create situational bursts of damage which is were I found the low level struggle. In higher levels, the build decisions with the pairing is very open ended. So if you feel you are about to hit some tough content early on, then pack some damage inspirations.
  13. Given what you've said about your preferences, I really doubt you'd like either of them. I'm REALLY forgiving when it comes to powersets (Dual Pistols is fun, its functional for what I want it to do, but it isn't a top tier set) and even I don't care much for Assault Rifle. Energy Blast on Sentinels is weak by itself, but it does have proc options that can make it a little better. You never seem too fond of procs and both of those sets really do want them in order to raise their performance from dumpster fire to just burnt dumpster. ;)
  14. I've had the opposite experience, but I also choose set pairs that would create more AoE damage on purpose. I've played the following sets across ATs: Dual Pistols - Sentinel, Corruptor, Defender Archery - Sentinel, Blaster, Defender, Corruptor Archery is hands down superior at AoE on everything other than the Sentinel. The Sentinel just has no answer to a 14 second Rain of Arrows which is possible on everything else. Sentinels can potentially get lucky Force Feedback procs in Explosive Arrow... BUT so can the other ATs. Blaster Tactical Arrow also offers more recharge in Upshot which gives me something like 200% global recharge. My Defender build turned out far better than the Corruptor I was working on. This is both due to higher debuff values and better buff values in powers like Weave/Maneuvers. The Trick Arrow/Archery Defender has ample build room to covert other powers from 0 damage into micro-nukes outside of the Oil Slick cool down. I've made my Blaster build as like a Frankenstein's Monster build from what I have learned from the other ATs. My Blaster gets pretty good defense, I don't think I hit 45% completely, but also includes a procced Ice Arrow as a rotational attack along with procs in other things like Glue Arrow and Electric Net Arrow. It's performance should blow away the other ATs on damage while having just enough defense to not be complete glass canon it is a work in progress though. If I didn't build my Blaster the way I did, then I would still consider Sentinel Archery on single-targets. Sentinel Archery is quite good though lethal resistance muffles that performance. Dual Pistols is unique on the support ATs because they can get Soul Drain from either Soul or Dark Mastery. That effectively adds Aim/Build-Up back to Dual Pistols where it didn't exist otherwise. If you play a support set with access to AoE resistance debuffing with saturated Soul Drain, then the AoE damage potential spikes pretty high. It is also pretty conditional. The Sentinel at least has a lower cooldown on Hail of Bullets but both my Defender/Corruptor can maintain a damage buff from Soul Drain between spawns. So while those ATs may not have their T9 active they do have damage boosted Bullet Rains/Empty Clips on top of being able to slap the next spawn with a resistance debuff field (Dark Miasma, Tar Pit is up quite often with my recharge). If I played Time Manipulation with Dual Pistols the AoE disparity would be pretty big there too. I've played a procced up Radiation Emission/Radiation Blast Defender but I have no analog to a Sentinel. That one runs very similar to my Dark Miasma though the combination has pretty ridiculous levels of defense debuffing and to hit debuffing (-44%!). For other proc silliness, the Controller is also in a realm of tank-mage. Controllers get some dumping on in groups since controls kinda suck in some groups, but that's why I converted support powers into more explosions. My Gravity/Time and Dark/Dark Controllers are proc whores that also soft-cap their own defenses. They aren't as ridiculous on Pylon time tests as other damage dealers but they do far more damage than they should be allowed to do. I also run a Plant/Nature build but that is less about procs and is my own true support character. Though Plant doesn't need a lot of help because it is F'ing amazing on its own, and Nature is equally wonderful in its own right. So that's a lot of extra chatter which kinda looks like it derails the topic. In order to get back on point, let me just say this. I used to always play melee or support on the old servers. The Sentinel has gotten me to completely rethink everything and appreciate the build process in a way I never thought of previously. The Sentinels I have made have been absolute blasts to play, and I still enjoy them greatly. My Sentinels can't hope to touch the damage of the Stalkers or Scrappers I have in single-target, but absolutely miss my Sentinel AoE when playing them. My two Scrappers are Dual Blades/Dark Armor, and Spines/Bio Armor. Both of those have damage auras and AoE options but it still pales in comparison to dumping a T9 AoE every 25 seconds. The only melee character I play right now that I regret NOTHING on is Dark Armor/Titan Weapons tanker because holy shit... that shouldn't be as effective as it is. So yeah, the Sentinel is an AT I never new I needed in my life because it has completely changed my perspective on the game. I don't enjoy it because it is the best at any one thing. I enjoy it because it is a consistent performer in a wide variety of categories across all levels of play. I don't find that level of consistency much outside of the melee ATs or Masterminds (currently playing 2 of down from 6! ...lol). Edit: Damn, I have a lot of time spent in my characters. At one point I had a lot more, because why not? Now I limit myself to about 20 characters 3 of which are Sentinels. In 2020, the Sentinel is probably the only AT that I will devote more characters too, but that won't be until I finish a couple builds. I've taken a break so I need to farm up cash to polish off my Blaster, and a few others. Once that is done I will probably explore 2 or more new Sentinel sets I haven't really gotten in to yet. Despite the ATs short comings I still really like it.
  15. Just for others that browse, the highlighted is an exception and not the norm. This coming from someone that actively plays a proc heavy damage oriented Defender.
  16. Because that is where your inner Scrapper lives.
  17. Never had this issue myself. Without seeing your build one can only speculate as to what you're doing differently. Mind sharing your build so people can see what IO sets you are using?
  18. There really isn't that much discussion about Ice Blast. Most people seem to gravitate towards Beam Rifle, Dark Blast, Dual Pistols, Fire Blast, and Water Blast. There are scatterings of other primaries here and there but nothing seems as popular as the other 5. I can't baby bird feed you a build as I haven't started up my own Ice Blast build yet (something I want to do, but haven't done). Below are a few threads about Ice Blast with some build links or reference points to get you some ideas. You should be able to download the build links (the mxd file type) and you can open that file in Mids even if the version used to make the original even if it is older (it may shuffle some IO sets though). When you go to open it just select the path of "Downloads" assuming you're using Windows. Also, there are some threads linked about Willpower. Willpower is a very forgiving set and has no secret synergies that make anything particularly special about using Ice Blast with it. You should be able to pick ideas out about Willpower that are universally applicable. How you handle Ice Blast would be a matter of personal preference. I guess Willpower is also personal preference, but I find it can be pretty cookie cutter. Forgot this thread, there is an Ice/Ice build on page one. You can use the attack slotting there too to help get some ideas on where to go.
  19. Not quite. Fir means men, like literally that's the translation. Tuath or Tuatha is a reference term of a collective. It is both a defining aspect of collective terms (e.g., tribe, folk, people, nation) and a place (e.g., countryside, nation, land). Tuath Dé is Old Irish for "People of the Gods/Goddess". Dé is a reference to the divine. Danann is a specific deity being mentioned. Old Irish its Danu. Modern Irish Dana. Sometimes it is found as Donann, Dianann, and the like. It still references the same ancient mother goddess of divine beings. So final translation is "folk/people/tribe of the goddess Danu".
  20. Sure, why not? I attribute everything there to artistic license since the Tuatha were not hideous man-beasts in Irish folklore. For that matter, the Fir Bolg weren't twig-people with pumpkin heads either.
  21. Since I'm mentioned I just want to add some clarity for Blaster players that don't frequent the Sentinel subforum... I wanted to be inclusive to as many different playstyles as possible when I wrote that about Dual Pistols. So yes, if one wanted to go without Hasten and run Executioner's Shot -> Pistols -> Dual Wield -> Pistols that is an option. I had Suppressive Fire as an alternative to Dual Wield purely due to how slotting that power can create a difference. That particular difference won't be easily translatable to other archetypes. Sentinel Suppressive Fire has an 8 second cool down. Everyone else gets a version of Suppressive Fire with a much longer cool down. That longer cool down is great for making procs activate more frequently, but the power itself has very little damage (not so on Sentinels). Other combinations I noted such as leading with Piercing Rounds are very old rotations that would be applicable to all of the archetypes since there is no real change in how the powers selected work by AT. None of the above is to say which power is best in any definitive means for the Sentinel* and definitely not for Blasters as the ability to mix more melee muddies the waters. *It is my experience that how you slot your secondary on Sentinels matters quite a bit for what you slot in your attacks. Dual Pistols is unique with the Ammo mechanic and there are players that do not care for it at all. In those cases where players wish to skip or largely ignore Swap Ammo, Dual Wield starts to look a lot better than Suppressive Fire (Sentinel version).
  22. It will be the same for Overcharge Shot on Corruptors since that power wasn't changed from taking on the Defense Debuff categories. Refractor Beam is a Sentinel replacement to Penetrating Ray so that won't translate well. Penetrating Ray does have access to the Snipe category though which includes the Sting of the Manticore Toxic damage proc which can go along with the Corruptor's ATO damage proc, Apocalypse, and the PvP Toxic proc if one were so inclined.
  23. Incendiary 100% of the time on my Sentinel and would likely do that on a Blaster as well. On my Defender/Corruptor I do swap ammo more frequently and even run no ammo at all for the better debuff modifiers. Thankfully, no. The ammo swap mechanic doesn't interfere with proc triggers.
  24. oldskool

    DRK/REGEN

    I've run that combo with as much as 16% positional defense and my litmus test on the test server was running 4/8 fire farms. Of which that character survived just fine. You've definitely built in a lot of defense which is pretty impressive while still getting a good bit of global recharge. If you lead with Antumbral Beam into Abyssal then Gloom, you'll notice a very slight gap between the next time Antumbral Beam is ready. If you use Life Drain, you'd overshoot that gap by around 1.5 seconds using an attack that is weaker in DPA than the others. My Dark/Regen was pushing some pretty extreme recharge though, about 195% global, and the gap between the first Antumbral Beam and the next is 0.10 seconds (3.79 recharge). Both Gloom and Abyssal Gaze have an arcanatime animation factor of 1.848 seconds (3.696 seconds for both). You'd see some decent benefit from Agility Core Alpha with a build like yours. You benefit from both the recharge and the defense. Spiritual is also on the table due to the big healing and recharge perks. Basically, recharge is the hole you can close. You could also add in more damage with the Musculature Options and maybe even Intuition (Radial path). I tend to always take Assault as my hybrid. Your Destiny can be Barrier if you like which will grant you +5 defense and resistance at its lowest level of strength. Your Lore, Judgment, etc can be whatever sets your sails.
  25. No worries. I know I wrote a lot there but it is about passing on information vs just throwing a build at you. You can go a different direction and still make a competent build.
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