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Two Dollar Bill

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Posts posted by Two Dollar Bill

  1. I'm afraid neither of those of builds are current, I just haven't posted anything new since nobody was reading the thread anyway.

    Although Robot/Sonic is fun to solo with, and I could do newspaper and mayhem missions all day, I think Sonic Resonance in general works better with melee pets. You need to stay close to your melee characters anyway to avoid breaking Disruption Field all the time, and to insure anyone who might need the damage resistance of Sonic Dispersion (the big bubble) is covered.

  2. Sonic Resonance doesn't get any respect no matter what archetype it's on. I did post a couple builds for my Robot/Sonic Mastermind here back in 2020 and that thread was enthusiastically ignored by the community, so I'm jealous you got some conversation going here!

     

    I think Sonic is a perfectly good secondary, but it is pretty passive and you spend a lot of your time spamming the same three attacks and Sonic Siphon. I have largely switched to Demon/Thermal when I'm in the mood to Mastermind.

     

  3. Lots of people like Dark Armor, but why War Mace? Well, I used to have a War Mace character long ago and the subject came up in another thread about using Stuns for crowd control and War Mace does have four stun attacks. Nostalgia is a dangerous thing, and so here we are.

     

    Anyway, I created this character last night. Some nice farmers let me mooch some XP, and now he's 36th level and running around Brickstown beating up Crey employees who don't actually seem to be doing anything illegal. At the moment I am using just SOs and endurance is a problem, but I hope that will be mitigated when I get some IO sets going.

     

    - Am I correct about the endurance? Will these IOs handle it or will I be a cripple until I get incarnate powers?
    - Does Dark Armor have no knockback resistance? And how much should I add?
    - Should a Dark Armor character care about defense? Are these Kinetic Combats a waste of time?
    - Or, is it more advantageous to use set bonuses to get even damage resistance?

    - I'm not doing anything to counteract the knockback of Shatter or Crowd Control. Will I regret it?
    - I did have Whirling Mace slotted with a real AoE damage set but I actually like the bonuses from Stupefy better.
    - Moonbeam is just in there for fun though it doesn't strictly need to be 6-slotted.

     

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Stun Scrapper 220322: Level 50 Science Scrapper
    Primary Power Set: War Mace
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Pulverize -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/Rchg(25), KntCmb-Dmg/EndRdx/Rchg(25)
    Level 1: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(3), ImpArm-ResDam(3), ImpArm-ResPsi(5)
    Level 2: Bash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(27), KntCmb-Dmg/EndRdx/Rchg(29)
    Level 4: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(7), ImpArm-ResPsi(7)
    Level 6: Death Shroud -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg/Rchg(9), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(40), FuroftheG-ResDeb%(45)
    Level 8: Clobber -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(29), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(31)
    Level 10: Obsidian Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-Max HP%(11)
    Level 12: Super Jump -- Lnch-Jump(A), Lnch-End/Jump(13), Lnch-End(13), Lnch-+Special(15)
    Level 14: Confront -- MckBrt-Taunt/Rchg(A), MckBrt-Taunt/Rchg/Rng(33), MckBrt-Acc/Rchg(34), MckBrt-Taunt/Rng(42)
    Level 16: Dark Regeneration -- ThfofEss-Acc/Heal(A), ThfofEss-Acc/EndRdx/Heal(17), ThfofEss-Acc/EndRdx/Rchg(17), ThfofEss-+End%(19)
    Level 18: Whirling Mace -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(31), Stp-Acc/EndRdx(33), Stp-Stun/Rng(33), Stp-Acc/Stun/Rchg(34), Dmg-I(37)
    Level 20: Cloak of Darkness -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(21), LucoftheG-Def/Rchg+(21), Ksm-ToHit+(37), ShlWal-ResDam/Re TP(48)
    Level 22: Build Up -- RctRtc-Pcptn(A)
    Level 24: Teleport Target -- BlsoftheZ-ResKB(A)
    Level 26: Shatter -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(42), SprCrtStr-Acc/Dmg/Rchg(43), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(43), SprCrtStr-Rchg/+50% Crit(45)
    Level 28: Kick -- Empty(A)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(46), ImpArm-ResDam(46), ImpArm-ResPsi(46)
    Level 32: Crowd Control -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(42), SprScrStr-Acc/Dmg/Rchg(45), SprScrStr-Dmg/EndRdx/Rchg(48), SprScrStr-Acc/Dmg/EndRdx/Rchg(48), SprScrStr-Rchg/+Crit(50)
    Level 35: Oppressive Gloom -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(36), Stp-Acc/EndRdx(36), Stp-Stun/Rng(36), Stp-Acc/Stun/Rchg(37)
    Level 38: Moonbeam -- ExtMsr-Acc/Dmg(A), ExtMsr-Dmg/EndRdx(39), ExtMsr-Acc/ActRdx/Rng(39), ExtMsr-Dmg/ActRdx/Rchg(39), ExtMsr-Dmg/EndRdx/Rchg(40), ExtMsr-Acc/Rng/Rchg(40)
    Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A)
    Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 47: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def/Rchg+(50)
    Level 49: Soul Transfer -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11), Pnc-Heal/+End(15)
    Level 1: Hurdle -- Empty(A)
    Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19), EndMod-I(23)
    Level 12: Double Jump
    Level 49: Quick Form
    ------------

     

     

     

    • Like 1
  4. What factors made you design this character as a Corruptor as opposed to a Blaster?


    You have a lot of powers that are way over-enhanced for diminishing returns... that's how you can have 6-slotted Hover, 6-slotted Arctic Fog, 6-slotted Weave and still not have soft-capped defenses. You could juggle those slots a bit to gain another copy of Artillery and soft-cap without P2W.
    Also, your Stamina is not going to be sufficient to have all this stuff running, even with Heat Loss. All those attacks that are nothing but piles of procs are going to cost a lot of endurance.
    This slightly revised version of your build goes some way towards combating these issues, though if it were me I would have a lot fewer procs and more set bonuses.

     

    This Villain build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Ice Blast
    Secondary Power Set: Cold Domination
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Ice Bolt -- SprScrBls-Dmg/Rchg(A), SprScrBls-Acc/Dmg/Rchg(3), SprScrBls-Acc/Dmg(3)
    Level 1: Infrigidate -- IceMisTrmt-+ColdDmg(A), ImpSwf-Dam%(5), AchHee-ResDeb%(5), TchofLadG-%Dam(7), ShlBrk-%Dam(7), Acc-I(9)
    Level 2: Frost Breath -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(23), Artl-End/Rech/Rng(25), Artl-Acc/Rech/Rng(37)
    Level 4: Ice Shield -- LucoftheG-Def/Rchg+(A)
    Level 6: Aim -- GssSynFr--Build%(A)
    Level 8: Freeze Ray -- HO:Nucle(A), GldJvl-Dam%(13), GhsWdwEmb-Dam%(13), NrnSht-Dam%(15), GldNet-Dam%(15), UnbCns-Dam%(17)
    Level 10: Glacial Shield -- LucoftheG-Def/Rchg+(A)
    Level 12: Ice Storm -- Artl-Dam/End(A), Artl-Acc/Dam(17), Artl-End/Rech/Rng(19), Artl-Dam/Rech(19), Artl-Acc/Dam/Rech(21), Artl-Acc/Rech/Rng(21)
    Level 14: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx/Rchg(27)
    Level 16: Super Speed -- EndRdx-I(A)
    Level 18: Bitter Ice Blast -- HO:Nucle(A), GldJvl-Dam%(29), Apc-Dam%(29), IceMisTrmt-+ColdDmg(31), CldSns-%Dam(31), ImpSwf-Dam%(31)
    Level 20: Arctic Fog -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(33), Ags-Psi/Status(33), LucoftheG-Def/EndRdx(33), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def/Rchg+(34)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36)
    Level 28: Benumb -- Acc-I(A)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(37), ShlWal-ResDam/Re TP(37)
    Level 32: Blizzard -- SprMlcoft-Rchg/Dmg%(A), SprMlcoft-Acc/Dmg(39), SprMlcoft-Dmg/Rchg(39), SprMlcoft-Acc/Dmg/Rchg(39), SprMlcoft-Dmg/EndRdx/Rchg(40), SprMlcoft-Acc/Dmg/EndRdx/Rchg(40)
    Level 35: Sleet -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(40), Artl-Dam/End(42), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42), Artl-Acc/Rech/Rng(43)
    Level 38: Heat Loss -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(43), PreOptmz-EndMod/Rech(43), PreOptmz-EndMod/Acc/End(45), PreOptmz-EndMod/Acc/Rech(45), PreOptmz-EndMod/End/Rech(45)
    Level 41: Dark Embrace -- HO:Ribo(A), ResDam-I(46)
    Level 44: Soul Drain -- Arm-Dam%(A), Arm-Dmg(46), Arm-Dmg/Rchg(46), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), FuroftheG-ResDeb%(50)
    Level 47: Burnout -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50)
    Level 1: Scourge
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A), Prv-Absorb%(9)
    Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(25), EndMod-I(27)
    Level 16: Speed Phase
    ------------

     

     

    • Thumbs Up 1
  5. I rarely see anyone using Energy Melee, but I used to have a Fire/Energy tank that used disorient to make up for his somewhat lacking defenses, so I have a general feel for how it plays.
    The Triumphant Insult disorient procs are interesting. Do they really contribute noticeably, given how much stun you already have? I wonder if they would work well in PBAoE toggles like Death Shroud and Oppressive Gloom.
    I would be tempted to scrounge up some less-critical enhancements to capture the 6.25% +Recharge from 5-slotted Stupefy.
    I'm inspired to try my own similar build, as soon as I have time....

     

    That other thread about the stunning Corruptor.

     

  6. 6 minutes ago, Riverdusk said:

     

    I'm with you there on tankers.  Idea does sound fun though.  Another way to go would be a EM/DA/Leviathan scrapper.  Leviathan for water spout for stun, and the fun of tossing them in the air too.  Leviathan is always one of my favorite scrapper epics to take anyway,  water spout a strong easy one pick wonder, leaving you with more room for other powers.

    It does seem like there are some good melee stunner options. Looking at Intermipants' Tanker build, I see there are stun procs I never considered. You could potentially go with a set like War Mace, Kinetic Melee or Super Strength that has fewer/weaker stun attacks if you were generous with the Pounding Slugfest and Triumphant Insult procs. Of course the melee stunners might still need some healing, so the stun-oriented Corruptor wouldn't be redundant!

  7. 5 hours ago, Intermipants said:

    I was also looking for a build that was focused purely around control through stuns and I eventually settled on a dark armor / energy melee tank and just treated it like a melee controller. You get the stun effect from oppresssive gloom and then more or less every attack power, including an aoe, has a stun component.  I also took the earth ancillary pool for stalagmites to get another aoe stun.  It’s really fun to be in a massive group where everyone is wobbling about - it’s like being the designated driver in the pub at midnight. 
     

    I know you’re looking for a defender AT and so apologies if this is an uncalled for tangent, just thought I’d throw it out there. Happy to post the build too if you’re interested. 

    Well, I did call the thread Stun Control, and I suppose Whirling Hands, Oppressive Gloom and Stalagmites does qualify as three AoE stuns. I do think that Stuns are more amusing than Holds, but while just about everyone has Holds they can stack on things, it's easy to be the only person on a team with meaningful disorient powers. Just ask any Human-form Warshade. Maybe we need a special theme team to make every mob stagger drunkenly around.

     

    Although a disorient-spamming Tanker does sound fun, a strange thing happens when you join a team as a Tanker... people start following you around as-if you know where you're going. Since I often have no idea, I prefer to avoid that responsibility and only have one Tanker on Homecoming. Still, I would be happy to see that build if you post it in the Tanker forum.

  8. More than anything else, I think the one ability that makes a "healing set" like Pain Domination awesome is keeping a teammate from face-planting. Even if you see your character as a (de)buffing blaster-type, I would always take Soothe and slot it like you mean it. There is just no substitute.
    For this particular build I went with soft-capped ranged defense because I think that's the easiest way to avoid getting mezzed by random enemies. Still, Scorpion Shield for smashing/lethal defense, like Wimbochismo's build, would be good if you like close range combat.

     

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Technology Defender
    Primary Power Set: Pain Domination
    Secondary Power Set: Sonic Attack
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Nullify Pain -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(3), NmnCnv-Heal/EndRdx/Rchg(5), NmnCnv-Heal(5), NmnCnv-Regen/Rcvry+(7)
    Level 1: Shriek -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11)
    Level 2: Soothe -- Prv-Heal(A), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(19)
    Level 4: Scream -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(21), Thn-Acc/Dmg/Rchg(23), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(25)
    Level 6: Howl -- Artl-Acc/Dam(A), Artl-Dam/End(25), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(27), Artl-Acc/Rech/Rng(29), Artl-End/Rech/Rng(29)
    Level 8: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(31), BlsoftheZ-ResKB(31)
    Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31)
    Level 12: Enforced Morale -- RechRdx-I(A)
    Level 14: Acrobatics -- EndRdx-I(A)
    Level 16: Shout -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(33), SprDfnBst-Dmg/EndRdx/Rchg(33), SprDfnBst-Acc/Dmg/EndRdx(33), SprDfnBst-Acc/Dmg/EndRdx/Rchg(34), SprDfnBst-Rchg/Heal%(34)
    Level 18: World of Pain -- UnbGrd-EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(36)
    Level 20: Amplify -- RechRdx-I(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 24: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(37), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(37), RedFrt-Def(39), RedFrt-EndRdx(39)
    Level 26: Anguishing Cry -- AnlWkn-Acc/DefDeb(A), AnlWkn-Acc/Rchg(39), AnlWkn-Acc/Rchg/EndRdx(40)
    Level 28: Conduit of Pain -- RechRdx-I(A)
    Level 30: Tactics -- EndRdx-I(A)
    Level 32: Painbringer -- PreOptmz-EndMod/Rech(A), PreOptmz-EndMod/End/Rech(40)
    Level 35: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(40), Ags-Psi/Status(42), StdPrt-ResDam/Def+(42), GldArm-3defTpProc(42)
    Level 38: Dreadful Wail -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(43), SprVglAss-Dmg/EndRdx/Rchg(43), SprVglAss-Rchg/+Absorb(43), SprVglAss-Acc/Dmg/EndRdx(45), SprVglAss-Acc/Dmg/EndRdx/Rchg(45)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Screech -- Stp-Acc/Rchg(A), Stp-KB%(45), Stp-EndRdx/Stun(46), Stp-Acc/EndRdx(46), Stp-Stun/Rng(46), Stp-Acc/Stun/Rchg(48)
    Level 47: Summon Adept -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50)
    Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(13)
    Level 1: Hurdle -- Empty(A)
    Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13), EndMod-I(15)
    Level 8: Double Jump
    ------------

     

     

    • Thanks 1
  9. I am actually partial to Sonic Resonance and I did try that combination first, but I had some issues with it. So, at the risk of going off-topic in my own thread, let's discuss...

     

    1) Sonic Siphon  (Single-target -resist debuff)
    This is generally assumed to be your opener on any sort of big bad guy, which means you won't be opening with Disintegration. If you switch targets with Beam Rifle you can often just pick a nearby target and it will already have the Disintegrating effect on it, but Sonic Siphon has to be cast again, and... redraw. And if you miss with that first Sonic Siphon and have to use Disintegrate and then try Sonic Siphon again, more redraw. If the fight lasts more than 30 seconds and Sonic Siphon wears off, you get the idea.
    Sonic Siphon is a great power and not skippable, but it does take you out of the zen of Beam Rifle shooting.

     

    2) Disruption Field  (AoE -resist toggle, makes your Tanker look like Saturn)
    One of the great features of Beam Rifle is that all its powers can be used from long range, even the nuke. You can hide in the back with the squishy characters... or can you? Disruption Field is a toggle and it breaks if you're too far from the Tank, which is basically any time you're safely in the rear and the Tank rushes forward to engage a new spawn. It's also any time the Tank takes an elevator on a mission map. It's a hassle to maintain and it really requires that you stay glued to the Tank and not do your own blaster thing.
    Again, a great power and not skippable, but also not ideal if you really just want to concentrate on Beam Rifle.

     

    I feel like Sonic Resonance makes you a better teammate, but Force Field is more fun.

     

  10. Well, if it were optimal, everyone would be doing it! What's the fun in that? The concept for this build came from my Dark/Dark Controller. I'm not a big fan of ground target powers like Shadow Field and so I was using Howling Twilight offensively and then stacking Heart of Darkness (PBAoE disorient) on it.

     

    As far as I can tell, Dark/Dark/Dark Defenders and Corruptors are the only characters that can get three different AoE stuns for maximum stacking. I'm not sure what the magnitude of the stun proc in Moonbeam is, but I plan to test that out. Even if his crowd control is somewhat inconsistent he's still buffing, debuffing and healing... usual Defender/Corruptor stuff.

     

    It would be great to have Blackstar/Soul Drain but I think the real signature powers of any Dark/Dark build are the cone attacks which, as you say, don't synergize well with PBAoE. The general plan is to fight at long range with cones, Howling Twilight and Dark Pit, and use my ranged defense to stay alive. I'm hoping Oppressive Gloom will only be used as a backup, and I have it slotted with the knockback proc so it will bounce melee attackers.

     

    You're right that one of Howling Twilight's big weaknesses is it long recharge time. Unfortunately the old standby of stun IO sets, Stupefy, has a rather lackluster bonus to recharge time. That's why I went with the more expensive purple set, to get the best recharge for the fewest slots.

     

    Tar patch could definitely show up sooner in the build.

     

    I'm sure there are things I could shuffle around to get an extra slot in Hasten or maybe to slot Howling Twilight with five slots of Stupefy plus a recharge IO. Dark Embrace is over-slotted for Resistance but I wanted that endurance discount. I suspect I'll just have to build the character and see what works.

     

  11. Dark/Dark Defenders and Corruptors have always been very Controllery and I wanted to give this character an emphasis on crowd control in the form of stun, while still inflicting reasonable damage and not being too squishy.
    - Howling Twilight, Dark Pit and Oppressive Gloom can stack a lot of stun. There's even a stun proc in Moonbeam.
    - Soft-capped Ranged Defense and 52% Smashing/Lethal resist should hopefully make him less-squishy.
    I found it surprisingly difficult to squeeze everything I wanted in here. Every power slot was precious which is how he ended up being a Corruptor and not a Defender... I didn't want Dark Blast, the tier 1 filler attack which Defenders are required to take. I also ran out of enhancements slots, leaving some things under-slotted. But maybe you guys can do it better!

     

    This Villain build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    DDC 220313: Level 50 Magic Corruptor
    Primary Power Set: Dark Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Dark Mastery

    Villain Profile:
    Level 1: Gloom -- SprScrBls-Acc/Dmg/Rchg(A), SprScrBls-Dmg/EndRdx/Rchg(3), SprScrBls-Rchg/+End(3)
    Level 1: Twilight Grasp -- Prv-Heal/EndRdx(A), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(5), Prv-Heal/Rchg/EndRdx(21), Prv-Absorb%(31), Acc-I(34)
    Level 2: Moonbeam -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(7), ExcCnt-Dmg/ActRdx(7), ExcCnt-Dmg/Rng(34), ExcCnt-Stun%(40), ExcCnt-Dmg/Rchg(50)
    Level 4: Teleport -- Wrp-Range(A), Wrp-End/Range(9), Wrp-End(9), Wrp-+Special(11)
    Level 6: Darkest Night -- EndRdx-I(A)
    Level 8: Tenebrous Tentacles -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(13), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(46)
    Level 10: Howling Twilight -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(15), AbsAmz-EndRdx/Stun(37), AbsAmz-ToHitDeb%(50)
    Level 12: Night Fall -- Artl-Acc/Dam(A), Artl-Dam/End(15), Artl-Dam/Rech(17), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(48)
    Level 14: Dark Pit -- Stp-Acc/Rchg(A), Stp-Stun/Rng(17), Stp-Acc/EndRdx(19), Stp-EndRdx/Stun(19), Stp-Acc/Stun/Rchg(37)
    Level 16: Shadow Fall -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(21), UnbGrd-ResDam/EndRdx(31), UnbGrd-Max HP%(39)
    Level 18: Hasten -- RechRdx-I(A)
    Level 20: Fearsome Stare -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(23), CldSns-Acc/Rchg(23), CldSns-ToHitDeb/EndRdx/Rchg(39), CldSns-Acc/EndRdx/Rchg(43), CldSns-%Dam(48)
    Level 22: Teleport Target -- BlsoftheZ-ResKB(A)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Life Drain -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(27), SprMlcoft-Acc/Dmg/Rchg(27), SprMlcoft-Dmg/EndRdx/Rchg(33), SprMlcoft-Acc/Dmg/EndRdx/Rchg(33), SprMlcoft-Rchg/Dmg%(40)
    Level 28: Petrifying Gaze -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(29), BslGaz-Acc/EndRdx/Rchg/Hold(29), BslGaz-Slow%(40)
    Level 30: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(31)
    Level 32: Tar Patch -- Slow-I(A)
    Level 35: Oppressive Gloom -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(36), Stp-Acc/EndRdx(36), Stp-Stun/Rng(42), Stp-Acc/Stun/Rchg(43), Stp-KB%(43)
    Level 38: Dark Servant -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(39)
    Level 41: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(42), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-ResDam(45), StdPrt-ResDam/Def+(46), GldArm-3defTpProc(46)
    Level 44: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(45), Ags-Psi/Status(45)
    Level 47: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(48), LucoftheG-Def/EndRdx/Rchg(50)
    Level 49: Soul Transfer -- RechRdx-I(A)
    Level 1: Scourge
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(25)
    Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(25)
    Level 49: Quick Form
    ------------

     

    • Like 1
  12. Why did you decide on this specific combination of power sets for your first Defender?
    I like Pain Domination but it can a bit hit-or-miss... it can be essential to a low-level team where nobody has good IOs or soft-capped defenses, but a team of 50s with set IOs and incarnate powers may not need any healing at all. In cases like this, the Pain Domination Defender is basically a Blaster who can buff the team with World of Pain and Painbringer, so it's good to have a secondary that you enjoy.
    Do you like Sonic Attack or do you just like resistance debuffs?

    • Like 1
  13. I have a few different Beam Rifle characters and I find that I enjoy the powerset most when I am able to concentrate on just shooting things and working out the best attack chain to deal optimum damage. It's just a busy powerset that doesn't like to be interrupted. My current Beam Rifle character is a Force Field / Beam Rifle Defender.

    • Thumbs Up 1
  14. Beam Rifle is a "busy" power set... you want to scan each group for a boss and hit it with Disintegrate, then hit it with a chain of single-target attacks to spread the disintegrating effect, and switch to your AoEs while there's still a group to AoE. You don't want to have to watch the team's health, or change targets to deliver heals or (de)buffs in the middle of your attack chain, which is why I think Beam Rifle pairs well with Force Field. This character does exist and he's 50 but I am switching from using Fly to Teleport and reorganizing his powers a bit. Cutting Beam and Piercing Beam just work a lot better when you're standing on the ground.

     

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Jackson Hazard 220220: Level 50 Technology Defender
    Primary Power Set: Force Field
    Secondary Power Set: Beam Rifle
    Power Pool: Teleportation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Personal Force Field -- ShlWal-ResDam/Re TP(A)
    Level 1: Single Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(23), Dcm-Acc/Dmg/Rchg(25), Dcm-Build%(31)
    Level 2: Charged Shot -- SprWntBit-Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(5), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(25), SprWntBit-Rchg/SlowProc(31)
    Level 4: Cutting Beam -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(7), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(33), Artl-End/Rech/Rng(33)
    Level 6: Teleport -- Wrp-Range(A), Wrp-End/Range(9), Wrp-End(9), Wrp-+Special(34), Tim&SpcMn-Stlth(34)
    Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 10: Disintegrate -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(11), SprVglAss-Dmg/EndRdx/Rchg(11), SprVglAss-Acc/Dmg/EndRdx(34), SprVglAss-Acc/Dmg/EndRdx/Rchg(36), SprVglAss-Rchg/+Absorb(37)
    Level 12: Dispersion Bubble -- Rct-Def(A), Rct-Def/EndRdx(13), Rct-EndRdx/Rchg(13), Rct-Def/Rchg(37), Rct-Def/EndRdx/Rchg(37), Rct-ResDam%(39)
    Level 14: Deflection Shield -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(15)
    Level 16: Insulation Shield -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(17)
    Level 18: Repulsion Field -- EndRdx-I(A)
    Level 20: Lancer Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(21), SprDfnBst-Dmg/EndRdx/Rchg(21), SprDfnBst-Acc/Dmg/EndRdx(40), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(40)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Teleport Target -- BlsoftheZ-ResKB(A)
    Level 26: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(27), LucoftheG-Def/Rchg+(27)
    Level 28: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(43)
    Level 30: Aim -- RctRtc-Pcptn(A)
    Level 32: Force Bubble -- EndRdx-I(A)
    Level 35: Piercing Beam -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(36), SprFrzBls-Acc/Dmg/EndRdx(36), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Rchg/ImmobProc(46)
    Level 38: Overcharge -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Dam/Rech(39), Artl-Acc/Dam/Rech(46), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(48)
    Level 41: Thunder Strike -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(42), ScrDrv-Acc/Rchg(42), ScrDrv-Acc/Dmg/EndRdx(48), ScrDrv-Dam%(50)
    Level 44: Charged Armor -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(45), StdPrt-ResDam/Def+(50), GldArm-3defTpProc(50)
    Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Qck-EndRdx/RunSpd(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Run-I(A)
    Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15), Pnc-Heal/+End(19), Prv-Absorb%(31)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(17), EndMod-I(19)
    Level 1: Disintegrating
    ------------

     

     

    • Like 1
  15. The most valuable thing about Forge is actually the damage buff. If you enhance its recharge you can buff more teammates.

     

    Maybe I exemplar a lot more than you do. My Pain Domination characters, including Controllers, take Share Pain because six-slotted Nullify Pain isn't always enough healing.

     

    On the subject of Thermal Radiation, I have a Thermal/Energy Defender and a Demon/Thermal Mastermind that I play pretty regularly. I think it has a good balance of offensive and defensive powers. You can keep your teammates alive by making them resist damage and healing them. You can increase your team's damage output substantially with Forge and of course Melt Armor. I generally only break out Heat Exhaustion when dealing with big boss-types, but it does work great.

     

    I still have a character somewhere with Enflame. Maybe I will give it another chance!

     

    • Like 1
  16. Defense isn't the only thing this build forsakes. How about support? You seem to have boiled down Thermal Radiation to Warmth and the two debuffs. Important support powers like Cauterize, both Shields and Forge are either missing completely or just slotted as mules. Is this character just intended to solo?

     

    Strangler - I think five procs with some Accuracy will ultimately do more damage than six procs that miss a lot.

     

    Seeds of Confusion - It's great, though I think you would get more bang for your buck if you gave it a Range IO instead of a damage proc. Big cone attacks really get a lot of mileage out of range increases.

     

    Enflame - I've tried to use Enflame and I'm not really sold on it. In an environment where you're spamming Seeds of Confusion and most mobs are fighting each other, is it going to be worth all the enhancement slots you have invested?

     

    • Like 1
  17. 4 hours ago, Hellclaw said:


    Fair points about changing up some of the sets for better bonuses.

    I'm not just taking powers for their set bonuses, but it's my first time playing Sonic Attack so I'm not sure which powers are the must-haves. Shockwave seems kinda weak? Insofar as my role on team's seems to mostly be spreading -Res rather than trying to do AoE damage. Greater Fire Sword I took as it least gives me some teeth when I'm solo.

     

    Self-heal is better slotted for general teaming/MSR and because the base recharge needs more help than Cauterize. Cauterize gets all the Heal and End that I can give it (already hit heavy by ED), which feel more important (especially End) given how with all my other bonuses the cooldown is already as fast as the actual cast animation...

    I don't know that there's any trick to using Sonic Attack effectively. As long as you have enough of the low-level attacks to make a chain, the debuffs should take care of themselves. In the old days I had a Kinetic/Sonic Defender and I respecced out of one of the low-level attacks because I disliked the PEW! noise it made....

     

    My theory on characters that use hover and ranged defense to stay alive is... make sure all incoming attacks have to get past that soft-capped defense, and don't expose yourself to AoE or melee attacks. Stay at range and avoid things like Greater Fire Sword, Consume and even Dreadful Wail. Ideally you should also avoid being anywhere near a teammate who might get hit with AoE attacks, and do the vast majority of your healing with Cauterize. That positional defense cost you dearly, so get your money's worth out of it.

     

    Cauterize is THE power in Thermal Radiation that I feel makes it a serious "healing set" like Empathy and Pain. You can keep a teammate standing with powerful heals without needing to stand beside them, or make to-hit rolls, or rely on a sluggish heal-over-time, etc. I always six-slot it, no exceptions.

     

    Shockwave is more of a knockback-as-crowd-control power than a serious attack, but I like it for the hover blaster character because you can use it to avoid being in melee even if you're in a hallway or cave where hovering is no defense. Technically, it really only needs a few slots, mostly accuracy. But, if you really need ranged defense, I wouldn't dismiss it as a conditionally-useful mule power to get the 4% ranged defense from Artillery. At the very least, it seems more useful to me than Consume.

     

  18. If you're going to be a "hover blaster" then I think ranged defense soft cap is worth chasing. I do think there are some easy ways you could improve ranged defense.

     

    Right now Maneuvers is giving you 4% defense and it's an endurance hog. If you 6-slotted Maneuvers with Red Fortune you could get 8% ranged defense from the combination of the power and the set bonus. I'd strip Power of the Phoenix or Consume of their extra slots to pay for this upgrade.

     

    Howl 5-slotted with Overwhelming Force is giving you 1.25% ranged defense. If you 6-slotted it with Artillery you'd get 4%. You could scrounge the spare slot from either Thermal Shield or Plasma Shield, where Reactive Armor is only gaining you 0.63% ranged defense.

     

    You could also use one of those 0.63% defense slots to complete Superior Defender's Bastion and get the 10% recharge bonus.

     

    If you're just taking powers for their set bonuses, I'd trade in Greater Fire Sword for Shockwave and slot it with Artillery. It's more thematic, and Artillery does have more ranged defense than Mako's Bite.

     

    Also, you're a Defender, why is your self-heal better slotted than your ally heal? You've got to keep those meatshields alive!

     

  19. Any secondary should be fine, but I would avoid any primary that has critical buffs centered on you. Sonic Resonance, Force Field, Nature, Dark Miasma, etc. really work best if you are following the melee characters closely.
    Primaries like Empathy, Pain Domination and Thermal, where you can buff and heal from long range, are ideal for flying around out of melee range. My most fun hover Defender is probably Pain/Energy.

     

    • Thumbs Up 3
  20. Plant/Nature was my first character on Homecoming. I wanted a support build that was cheap to assemble, because I was broke. Today it's probably my worst-optimized build for a 50, but it's still fun so I've never been in a hurry to coat this character in purple sets.
    If you slot Regrowth for range you can stay back and cover a vast area with the healing cone, only venturing forward when things calm down a bit to spam your AoE buffs... because people just don't like to pause for the group hug these days.
    Rebirth is my second favorite resurrect (still not as cool as Howling Twilight) because you can use it as a heal to avoid the whole faceplant thing in the first place. It's worth slotting just so the healing aspect of it is available more often.

     

    This Hero build was built using Mids Reborn 3.0.6.0
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Green Revolutionary 201121: Level 50 Mutation Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Nature Affinity
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Entangle -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-EndRdx/Rchg(3), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), SprWiloft-Rchg/Dmg%(33)
    Level 1: Corrosive Enzymes -- Acc-I(A)
    Level 2: Regrowth -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(3), DctWnd-Heal/Rchg(5), DctWnd-Heal/EndRdx/Rchg(5), DctWnd-Rchg(34), Range-I(34)
    Level 4: Strangler -- GhsWdwEmb-Acc/Rchg(A), GhsWdwEmb-EndRdx/Hold(7), GhsWdwEmb-Acc/EndRdx(7), GhsWdwEmb-Acc/Hold/Rchg(36), GhsWdwEmb-Dam%(37)
    Level 6: Roots -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-EndRdx/Rchg(9), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SprOvrPrs-Rchg/Energy Font(39)
    Level 8: Seeds of Confusion -- MlsIll-Acc/Rchg(A), MlsIll-Conf/Rng(11), MlsIll-Acc/Conf/Rchg(11)
    Level 10: Super Jump -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(13), WntGif-ResSlow(13), EndRdx-I(43)
    Level 12: Wild Growth -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam(15), ImpArm-ResPsi(37), UnbGrd-Max HP%(43), Ags-Psi/Status(45)
    Level 14: Teleport Target -- BlsoftheZ-ResKB(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Vines -- GhsWdwEmb-Acc/Rchg(A), GhsWdwEmb-EndRdx/Hold(19), GhsWdwEmb-Acc/EndRdx(19), GhsWdwEmb-Acc/Hold/Rchg(40), GhsWdwEmb-Dam%(40)
    Level 20: Wild Bastion -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(50)
    Level 22: Spore Cloud -- EndRdx-I(A)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Carrion Creepers -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rchg(27), PstBls-Acc/Dmg/EndRdx(43), PstBls-Dam%(46), Bmbdmt-+FireDmg(50)
    Level 28: Rebirth -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(29), DctWnd-Heal/Rchg(29), DctWnd-Heal/EndRdx/Rchg(45), DctWnd-Rchg(45)
    Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(31), ImpArm-ResPsi(42)
    Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(46)
    Level 35: Entangling Aura -- GhsWdwEmb-Acc/Rchg(A), GhsWdwEmb-EndRdx/Hold(36), GhsWdwEmb-Acc/EndRdx(36), GhsWdwEmb-Acc/Hold/Rchg(46), EndRdx-I(50)
    Level 38: Overgrowth -- AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(39), AdjTrg-ToHit/EndRdx(48), AdjTrg-Rchg(48)
    Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(42), LucoftheG-Def/EndRdx/Rchg(42), ShlWal-ResDam/Re TP(48)
    Level 44: Indomitable Will -- LucoftheG-Def/Rchg+(A)
    Level 47: Mind Over Body -- EndRdx-I(A)
    Level 49: Teleport -- BlsoftheZ-ResKB(A)
    Level 1: Containment
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(17), Pnc-Heal/+End(23)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23), EndMod-I(25)
    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 4: Ninja Run
    Level 10: Double Jump
    ------------

     

     

    • Thanks 1
  21. If you're soloing, then all of the advice above is good, and you will just get mezzed sometimes. I think for the long term, using IOs to improve your ranged defense is the simplest way to avoid most crowd control. Thunderstrike and Artillery are not that expensive.

     

    On teams though, I think the curious nature of Beam Rifle makes it especially low-aggro, at least if you're trying to use the disintegration mechanic. Since you're going to be focusing single-target attacks against just one target to cause disintegration spread, you should only really aggro that one target. By the time you're ready to switch to AoE for the payoff, all the other mobs should have had ample opportunity to get aggro from other sources.

  22. Maybe I'm getting to this party a little late, but my main character for the first few years of the game, back when it was difficult, was Illusion/Empathy. That was definitely the finest support character I'd ever played in any MMO. With an unrivaled toolbox of varied abilities, there was nothing I couldn't deal with.
    There's a tendency to think of Illusion Controllers as Phantom Army dispensers, but if you've got a Tanker who knows how to round 'em up and some Blaster-types to finish 'em off, maybe spamming Phantom Army isn't the correct solution. Maybe you can help the team more by giving the pets the day off and pumping that Tanker full of so many buffs and heals that he just cannot die. With Superior Invisibility, and staying out of AoEs, you can you use Absorb Pain with abandon, in ways that an Empathy Defender can't. If you stick to buffs, heals and Deceive you can fight with zero aggro and just focus on keeping everyone alive and fighting at peak efficiency.
    I use to love that character, but as the game got easier and every task force became a speed-run steamroller, it lost its charm. Still, I do have an Illusion/Pain version currently and I'm hoping that if we get more really difficult end-game content maybe support characters will have their day in the sun again.

     

    • Like 3
    • Thanks 2
  23. I'm certainly no expert on the finer points of the strike force, but I have noted that any time I show up with my Crab Spider, people are happy to have me, especially for the defense buffs. On Wednesday I was on a team with two Crabs, each with 100+ vet levels so hopefully we knew what we were doing, and the team still had 36 defeats. I started to wish we had a Fortunata with TT:Vengeance....
    My Crab has Tough and usually does a fair amount of melee, but I've found myself staying at long range a lot more on this strike force, and choosing my position for good visibility to insure that I can see any Goldbrickers that might be about to explode.

     

  24. My own Peacebringer is usually in Human form and exemplars a lot. Since I can't rely on Light Form for protection, I have all those damage resist toggles that most people skip. If a fight gets out of hand and I have to switch to Dwarf, it only takes a few seconds after the fight to restart those toggles and return to Human mode.

     

    In terms of making Peacebringers simple, I find Nova the least useful of the forms and so mine is poorly slotted and little-used, which means I have more enhancement slots available to make Human and Dwarf fun and effective. Modern teams usually blow through fights with massive DPS and really don't need a Nova to add more, but I do encounter a lot of teams that need more aggro control or even a healer.

     

  25. My Crab builds tend to have an unhealthy obsession with managing endurance costs, so this thread might be informative.

    My current Crab build doesn't have so many discounts but still barely budges from full endurance. Part of my secret is... no Hasten. My ranged attack chain will pause for a moment as I run out of attacks unless I close in and use Slice and Arm Lash.

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