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Auroxis

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Everything posted by Auroxis

  1. Rebirth Destiny really helps in that department. Relying on green pills while leveling should hurt a bit but you could always get Aid Self and respec out of it once you get Rebirth.
  2. Fifteen seconds is a real long time. We typically move from one group to the next in like 5... Haven't had a chance to play with it, but if you do typically move from one group to the next in 5, and then one time you get over that 15 seconds mark and suddenly your favorite opener takes 3 times as long to cast... Wouldn't it get annoying?
  3. Auroxis

    ???/Shield

    Rad/Shield hits like a truck, has good AoE and gives Shield a Heal (more reliable once you get better uptime on Fusion). It's got great synergy apart from the endurance woes. Keep in mind that Rad isn't really a burst set, the animations are fairly lengthy but Shield Charge can get you to your spot faster.
  4. First tip is to buy/combine for purple inspirations, they have good synergy with time's juncture and Farsight early on. Second tip is to get all the early endurance tools you can. Miracle and Panacea procs in Health, endurance mods and Performance Shifter proc in Stamina, endurance reduction on Time's Juncture, ATO proc on Fireball. Time's Juncture is incredibly powerful early since you'll be fighting mobs that don't resist debuffs all that much. Since Slowed Response doesn't stack from the same caster, slotting it for recharge isn't very useful since our build has enough recharge to keep it perma. Achilles' Heel proc has a better chance at activating the less recharge you have on your power, so there's even more incentive there to keep it just with one slot. The only issue is accuracy, but thanks to our ToHit from Farsight and our accuracy bonuses from IO sets that's not a problem. Before you reach that level, feel free to slot it a bit more. This build doesn't perma-clarion since it uses the +special version of Clarion which lasts for 90 seconds (but 120 for farsight). And even if you go for the non-special version, you'd have fairly minimal CC protection for the most of the buff. If you time Rune of Protection well you could have solid CC protection for the majority of the time.
  5. Are you reducing people's criticisms to "gut feelings" just because they didn't play on the beta branch? Don't you find that a bit ridiculous? 1. You don't need to play on the beta branch to know that ToHit (namely from tactics) is going back to being a useless endgame stat. 2. You don't need to play on the beta branch to know that people will have to re-work their builds and that new builds (on sets with snipe) will not work for other servers anymore.
  6. The build is soft-capped with clarion+farsight. It's hard to show the actual defense in Pine's since it shows the full clarion effect. Without Support Hybrid active(only up half the time) and with Clarion only affecting Farsight (25% of the time) the defenses are 47.3% Melee, 48% Ranged, and 46.4 AoE. I believe you misread that bit, I was taking about Distortion Field and Temporal Selection being interchangeable. Time's Juncture is invaluable to this build due to the powerful debuffs it provides.
  7. 1. It's changing one power as opposed to all of the different snipes. 2. It's more consistent, no need to add more "if" scenarios to this. 22% ToHit. Please stop nitpicking about some change i suggested and carry on, let the CM's/Devs sort through this thread without endless bickering in their way.
  8. It doesn't need much to hit, yes. But in terms of build options it's quite a lot since you're locking out the other possible EPP/PPPs on top off taking Tactics. That's a significantly larger sacrifice than a Blaster dipping into Leadership for Tactics. That's why i suggested buffing Domination's ToHit buff duration, feels like i'm walking in circles in this discussion. If you follow the argument, you'll stop walking in circles. 1)Domination currently offers a 25% to hit buff for 15 seconds. That's about a 7.5% uptime out of the box. If it lasts the duration of Domination that's a 45% uptime of the box. That's an enormous boost for the duration. 2)The suggestion to lower the to hit buff to 10% and stretch the duration of the power to match domination has wide reaching implications outside of instant snipes. It is a buff to nearly all powers in a Dominator's arsenal. To hit buffs are much more powerful than simply slotting for accuracy. You are advocating for an AT wide buff, including sets that do not even include a snipe (i.e Earth Assault, Icy Assault, and Thorn Assault) , in order to address the issues with snipe powers. It's simply bad design to deploy wide reaching changes to address acute issues. If you want to specifically address the issue of Dominators struggling to achieve insta-snipe, the solution should be in those powers. You're really trying hard to make +10% ToHit (if you have perma-dom) some kind of gamebreaking feature outside of snipes when in all actuality it would have close to zero impact on anything else.
  9. It doesn't need much to hit, yes. But in terms of build options it's quite a lot since you're locking out the other possible EPP/PPPs on top off taking Tactics. That's a significantly larger sacrifice than a Blaster dipping into Leadership for Tactics. That's why i suggested buffing Domination's ToHit buff duration, feels like i'm walking in circles in this discussion.
  10. Doesn't matter, lower it to 10% if having more chance to hit for perma-doms bothers you this much. Yes, that's the whole point. Dom doesn't need much.
  11. Giving doms a long lasting to hit buff may solve the snipe problem, but it opens up a whole other can of worms. If it becomes a problem in PvP just lower the number. Doms really don't need a lot of extra ToHit to reach insta-snipe (hence why Link Minds is enough).
  12. As stated before, you can have it at level 22 the moment you can slot SO's into Tactics and bought Kismet. No IO build required. The only change needed is to make it more intuitively accessible without undermining people who already invested time into building for 22%. Buff Aim, make it last for 20 seconds or so. Make the ToHit buff on Domination last the entire duration.
  13. Build (w/ AoE Def and DField) seems to be working out well so far so i'm gonna stick with it and update the OP. Not really feeling the loss of Temporal Selection since we can still support with Spirit Ward, our heal and defense buffs.
  14. Why do you think Paragon Studios went with the ToHit requirement in the first place? Perhaps because +ToHit is the most useless stat in the game since Accuracy from set bonuses soft caps your chance to hit anyway? There's Aim and Build-up at early levels to enable it, and at later levels you have Tactics with +5 IO sets and Kismet. The only class in the game which needs to invest into something specific is Dominator (link minds from psi mastery), and that can be fixed by making Domination's ToHit bonus last the entire duration.
  15. Except Snipe is improved for that purpose now, too. You can still use Snipe to say "... that foe needs to die." and kill them before anyone knows you're there, kind of like a stalker with AS. What this change does is it puts Snipe in line WITH assassin strike, that it's still a viable power to use in combat as well, as opposed to just an opener for combat (which was already an option, if you had a high enough +to-hit), but it is more powerful if you use it as a combat opener. AS is only powerful to use as combat opener because of the Fear AoE. Take that away and you're just wasting time winding up for an attack when you could've already killed the boss. Not to mention AS is more intuitive since there's no range penalty, and Hide is clearly visible in telling you when your AS will go wind-up mode.
  16. Maneuvers with a Kismet ToHit (available from lvl 10, ~2M on AH) and Tactics 6-slotted with ToHit SOs. One power pool selection, two power choices, five extra slots. That's the level of "very specific" you need to let any character run with permasnipe. You don't have to 6-slot it with SO's. Any of the major sets (adjusted targeting, gaussian's sync) will work if you +5 the IO's with a ToHit bonus.
  17. I personally like the 22% tohit thing, it rewards builders for thinking ahead and is achievable on blasters/corrs/defenders if they take tactics (doms need to take Link Minds from psi mastery). Now tactics will go away and building characters will be easier. So: Pros: 1. Easier (arguably "more fun") game for people who don't wanna bother building for insta-snipes 2. New mechanic for super snipe, which no one will ever use outside of PvP. Cons: 1. Builders like me who invested time into building for insta-snipe now have to re-work all their builds. So we get punished for putting effort. 2. All Blaster, Corruptor, and Defender builds with Snipe will no longer be applicable to other servers. 3. People who wanna start fights with their highest Damage per Activation attack will now get frustrated as their character locks into place for a lower DPA attack.
  18. The top attack chain doesn't include fire blast, blaze-blazing bolt-blaze-fireball-flares. Rain of Fire is situational but at least you can use it in the middle of a pack unlike fire breath which won't hit a lot of mobs if you're at the center.
  19. Getting 75% should be easy if you just add numina's to chrono shift (end mods aren't that good there because the buff duration is 30 seconds, you'll likely experience endurance issues with this build as tough+weave are costly). That being said, the advantages of focusing on S/L don't exactly shine outside of S/L AE farms when you could get stuff like a high uptime rune of protection, which protects you against more damage types and gives CC protection. My build doesn't use Clarion to reach softcap because it needs to, but because it's a useful tool to reach softcap which lets you focus on other things (like recharge and recovery).
  20. I did some extra research and it appears I was off in my estimation about damage types. For example, All AoE's for weapons are tagged as melee only, while for non-weapons there seems to be some tagged as AoE but not Melee (namely Foot Stomp). When it comes to ranged attacks however, the AoE type is much more prevalent and almost all AoE attacks aren't tagged as range, with the only exception I found being Fistful of Arrows. What misled me was the data in Mid's/Pine's since stuff like Foot Stomp is tagged as "Melee PBAoE" and Fireball is "Ranged (Targeted AoE)". With that being said, I'm going to be testing the below build to see how I like it before I make it official in the OP (will take some time): Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Trailblazer: Level 50 Magic Corruptor Primary Power Set: Fire Blast Secondary Power Set: Time Manipulation Power Pool: Sorcery Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Dark Mastery Hero Profile: Level 1: Flares -- Apc-Dam%(A), Apc-Dmg/EndRdx(3), Apc-Dmg(13), Apc-Acc/Rchg(17), Apc-Acc/Dmg/Rchg(42) Level 1: Time Crawl -- TmpRdn-Acc/EndRdx(A) Level 2: Fire Ball -- SprScrBls-Acc/Dmg/EndRdx/Rchg(A), SprScrBls-Dmg/EndRdx/Rchg(3), SprScrBls-Rchg/+End(7), SprScrBls-Acc/Dmg/Rchg(9), SprScrBls-Dmg/Rchg(15), SprScrBls-Acc/Dmg(31) Level 4: Time's Juncture -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A), DarWtcDsp-ToHitDeb/EndRdx(5), DarWtcDsp-ToHitDeb(5), DarWtcDsp-Rchg/EndRdx(7) Level 6: Temporal Mending -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(9), Prv-Heal/Rchg(11), Prv-EndRdx/Rchg(11), Prv-Heal/EndRdx(19), Prv-Heal(23) Level 8: Spirit Ward -- Heal-I(A) Level 10: Hasten -- RechRdx-I(A) Level 12: Super Speed -- Qck-EndRdx/RunSpd(A) Level 14: Rain of Fire -- Rgn-Dmg/Rchg(A), Rgn-Knock%(15), Rgn-Dmg/EndRdx(17), Rgn-Acc/Dmg/Rchg(21), Rgn-Acc/Rchg(25) Level 16: Distortion Field -- Slow-I(A) Level 18: Blaze -- SprMlcoft-Rchg/Dmg%(A), SprMlcoft-Acc/Dmg(19), SprMlcoft-Dmg/Rchg(21), SprMlcoft-Acc/Dmg/Rchg(25), SprMlcoft-Acc/Dmg/EndRdx/Rchg(27), SprMlcoft-Dmg/EndRdx/Rchg(31) Level 20: Assault -- EndRdx-I(A) Level 22: Maneuvers -- LucoftheG-Rchg+(A), Rct-Def/EndRdx/Rchg(23), Rct-Def(33), Rct-Def/EndRdx(42) Level 24: Mystic Flight -- BlsoftheZ-ResKB(A) Level 26: Blazing Bolt -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/ActRdx/Rchg(36) Level 28: Farsight -- LucoftheG-Rchg+(A), HO:Membr(29), HO:Membr(29), ShlWal-ResDam/Re TP(40) Level 30: Rune of Protection -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(31), UnbGrd-EndRdx/Rchg(34), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37) Level 32: Inferno -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Dmg/Rchg(34), Obl-Acc/Rchg(36), Obl-Dmg(37) Level 35: Slowed Response -- AchHee-ResDeb%(A) Level 38: Chrono Shift -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(39), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal/Rchg(39), NmnCnv-Heal/EndRdx(40), NmnCnv-EndRdx/Rchg(40) Level 41: Dark Consumption -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-Acc/Dmg/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Rchg(43), Obl-Dmg(46) Level 44: Dark Embrace -- GldArm-3defTpProc(A), Ags-Psi/Status(45), Ags-ResDam(45), Ags-ResDam/EndRdx(45), Ags-ResDam/EndRdx/Rchg(46), Ags-ResDam/Rchg(46) Level 47: Soul Drain -- Arm-Dam%(A), Arm-Dmg/EndRdx(50), Arm-Acc/Rchg(50), Arm-Acc/Dmg/Rchg(48), Arm-Dmg/Rchg(48) Level 49: Combat Jumping -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- UnbLea-Stlth(A) Level 1: Scourge Level 1: Sprint -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13), PrfShf-EndMod/Acc(48) Level 0: High Pain Threshold Level 0: Invader Level 0: Born In Battle Level 0: Marshal Level 50: Clarion Radial Epiphany Level 50: Support Core Embodiment Level 50: Cimeroran Core Superior Ally Level 50: Void Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1581;765;1530;HEX;| |78DA65945B4F135110C7CFF602B6144A69B9CBA5D03B6D690534A2C60450A342C2C| |D4B7C69565870636D9B6D49D427F11BA8097E068D221883E89BF10368D4071FFC00| |DE00E38377ADD3FD0FB449376D7E33B37366FE67F6EC8E5D1EB12D1F5B3C2C24FB7| |052CE6613C3694D5BC8E4D29A794C9E5767045D55D39AAC26CF27E5AB8A56497EEB| |4E4E62524ECD2BB3D1A3AAA62486687DAEB3786F68616E2E3AAD5E521263724ACD2| |C24E59C9A4E09DB783A9D8C4EA5B51945BB628593519459BB6E8E2AF2ACA2652FA8| |19DBB69F5153F38E231975263A226B17A95836472B9B48482FFD7D06C157DE24E2E| |4C44DC210036DE1022DA2B6177E300AAEB8285DD2D7087147D27302060E89BC590A| |9850C70F5604C15D3EB0C60BB67BC08754CF887A46E33A7A989E32D7C08A27E02AE| |59A916B366F1851F7B351D760FDC4FC08D67DC0FD86F7E00DAF1095D0282A3D42CF| |E9A28085F762E941AC9B62559C575581190409D53CA7EA3E68A9D907D6EE458EAB1| |F7ED300F888B4DAB98EBD306C8A1546EAE0393956A1ABEE1EE8BA0F362D832D2B60| |FB03CE235D4ED6EA7443AB8362F53CBBFA8251D8EF57ECBF7313EB825BF06FD1FE1| |B594FE33B688C109A795FCD6FA0B1E525E87ECDF37801BFFB15FC35DA572BF76CE5| |9EBB07C9A5C7B94DFF49F45EA29E6DC835B53592D16611ED3F71CFFD0DBA3C3F98D| |FC1C231EBE0197508E476E6A1B7F31FE8FE0B76FF013DBFC1C7A4AD8BF7D8F58C62| |4E9358A79897CF8CF734F4FA4E31A7717E7D53A07F0271FF24788DDA07F4939D370| |7584B90B584584B88B584584B84B52C527A0FF7EDD983B5E101D40DF7336360A48F| |1907AF537A54B2EA738B1E42BDF841E601B07790B91F6CA0B310E3F311DB7E2EA69| |DF79B7E74895059245616899745FACA22FDA51123141C2FC6F2A3A5F7F92D1A37ED| |7C2584A457B1D48AC254F5151BB45D89F54B119CB9AD624C924E9041DF94B81BB3D| |C2CCD0F20FF4B3166906EA2ABED36CF6909FE19ABAE49EF79B6C49E28B1CF95D877| |9DB40C35F3CFBB8AB6A5BE68875D45FB6D49FEAF86A2FD1F6822FF55| |-------------------------------------------------------------------| This include the added AoE defense as well as replacing temporal selection with distortion field. These two are pretty much interchangeable depending on play-style so I just wanted to see how it plays.
  21. Here's my build if you wanna take ideas or just use it. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Electrical Melee Secondary Power Set: Shield Defense Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Leviathan Mastery Villain Profile: Level 1: Charged Brawl -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(25), SprAssMar-Acc/Dmg/Rchg(25), SprAssMar-Dmg/EndRdx/Rchg(34), SprAssMar-Acc/Dmg/EndRdx/Rchg(37), SprAssMar-Rchg/Rchg Build Up(39) Level 1: Hide -- LucoftheG-Rchg+(A) Level 2: Jacobs Ladder -- Arm-Dmg/EndRdx(A), Arm-Acc/Rchg(3), Arm-Acc/Dmg/Rchg(3), Arm-Dmg(5), Arm-Dam%(29) Level 4: Deflection -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def/EndRdx(13) Level 6: Assassin's Shock -- SprStlGl-Rchg/Hide%(A), SprStlGl-Acc/Dmg/EndRdx/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(7), SprStlGl-Acc/Dmg/Rchg(9), SprStlGl-Dmg/Rchg(9), SprStlGl-Acc/Dmg(11) Level 8: Battle Agility -- LucoftheG-Rchg+(A), Rct-Def/EndRdx(13), Rct-Def/EndRdx/Rchg(15), Rct-ResDam%(39) Level 10: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46) Level 12: True Grit -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(15), Prv-EndRdx/Rchg(40), Prv-Absorb%(40), Prv-Heal/EndRdx(42), Prv-Heal(50) Level 14: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(43) Level 16: Active Defense -- EndRdx-I(A) Level 18: Chain Induction -- Hct-Dam%(A), Hct-Dmg/EndRdx(19), Hct-Acc/Rchg(19), Hct-Acc/Dmg/Rchg(21), Hct-Dmg/Rchg(21) Level 20: Against All Odds -- EndRdx-I(A) Level 22: Hasten -- RechRdx-I(A) Level 24: Boxing -- Empty(A) Level 26: Thunder Strike -- Erd-Dmg(A), Erd-Dmg/Rchg(27), Erd-Acc/Dmg/Rchg(27), Erd-Acc/Dmg/EndRdx/Rchg(29), FrcFdb-Rechg%(43) Level 28: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(39), HO:Ribo(40) Level 30: Weave -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def/EndRdx(31), ShlWal-Def(31) Level 32: Lightning Rod -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Rchg(34), Obl-Dmg(34) Level 35: Shield Charge -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Rchg(37), Obl-Dmg(37) Level 38: One with the Shield -- StdPrt-ResDam/Def+(A) Level 41: Water Spout -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(42), Rgn-Acc/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Dmg/Rchg(45), AchHee-ResDeb%(46) Level 44: Hibernate -- Heal-I(A) Level 47: Summon Guardian -- ExpRnf-Dmg/EndRdx(A), ExpRnf-Acc/Dmg(48), ExpRnf-+Res(Pets)(48), ExpRnf-Acc/Rchg(48), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(50) Level 49: Combat Jumping -- LucoftheG-Rchg+(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Heal(5), Pnc-Heal/+End(23) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), EndMod-I(17) Level 50: Agility Core Paragon Level 50: Rebirth Radial Epiphany Level 0: Marshal Level 0: High Pain Threshold Level 0: Born In Battle Level 0: Invader Level 50: Reactive Radial Flawless Interface Level 50: Warworks Core Superior Ally Level 50: Assault Radial Embodiment Level 50: Void Radial Final Judgement ------------
  22. Trust would be less of an issue if the community was more involved in the development cycle.
  23. I love the homecoming team. Cipher, Jimmy and crew are doing an excellent job. But letting Leandro be in charge of all the design and development is something i'm finding difficult to support. This is the community's game now, let us be more involved in balance and direction. Let the community managers collect suggestions, run a beta branch where we can provide feedback, create threads for possible changes and let the community weigh in instead of letting Leandro take all the developmental decisions and the heat that comes with them.
  24. Procs in passives work. So Miracle in Health is active all the time, and Numina's will also work in Chrono Shift if you use it at least once every 120s. It helps against defense debuffs and in incarnate trials. Also by the time you reach the levels of softcapped defense your endurance should be steady anyway. Make sure you buy the -KB Blessing of the Zephyr IO. It's a good combo, but our AoE is strong enough that we don't need to rely on it, plus it often ends up just wasting cast time as stuff dies quickly anyway to a couple Fireballs+RoF with Soul Drain active. In addition we already get a slow from Time's Juncture so mobs don't really sprint out of RoF. I mentioned earlier in the thread that you can choose to replace the sorcery stuff with Distortion Field+Time Stop, which would work well for stuff like Battle Maiden farm where nothing mezzes you anyway but it wouldn't work as well outside of that. You could probably replace Temporal Selection with it if you're not the support type.
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