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Justaris

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About Justaris

  • Birthday 03/22/1981

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  1. Too open-ended a question to really answer. A lot will depend on what you want to do with the build (main tank vs off tank vs solo) and how much you're willing to invest. In broad overview, the Dark/Rad has good resistances, the most powerful self-heal in the game and above-average Defense for a largely Resistance-based set and so has the foundations for a very powerful IO build. Rad offers a lot of Defense Debuffs which will help you to hit your targets more easily. You'll have an extra self-heal in Radiation Siphon but you won't really need it. There's no direct synergy here but the pairing should be fairly strong especially if you invest in a strong IO build. Rad/Dark will be stronger out of the box before IOs as Radiation Armor has some generous base values on many of its powers. Also a Resistance set like Dark Armor, Radiatino offers absorb, recovery and recharge in place of Defense. Radiation Therapy is a good self-heal, not as good as Dark Regeneration but strong. Dark Melee does offer some small synergy here in that -ToHit in the dark attacks will give you a bit more survivability, but the endurance management from Dark Consumption won't really be needed with all the recovery tools already in Radiation Armor. Soul Drain will boost your damage so if you're looking to solo frequently this may be the stronger choice just based on the powersets alone. These are both very good primary powersets, but these particular pairings probably aren't the ideal in either case. They can both work, especially with strong use of Inventions, but if you're purely looking for the optimal choices then there are better primary/secondary matchups for both primaries.
  2. I usually recommend people post their own builds to be analyzed and improved by the community, but I hope this gives you some ideas. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Maud the Mad: Level 50 Magic Defender Primary Power Set: Dark Miasma Secondary Power Set: Dark Blast Power Pool: Teleportation Power Pool: Speed Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: Tar Patch -- RechRdx-I(A), RechRdx-I(3) Level 1: Dark Blast -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx/Rchg(43) Level 2: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(5), DarWtcDsp-Rchg/EndRdx(5), DarWtcDsp-ToHitDeb/EndRdx(7) Level 4: Twilight Grasp -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/EndRdx/Rchg(7), NmnCnv-Heal/EndRdx/Rchg(9), DctWnd-Heal/EndRdx/Rchg(9), RechRdx-I(31) Level 6: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Acc/ActRdx/Rng(11), StnoftheM-Dmg/ActRdx/Rchg(11), StnoftheM-Dmg/EndRdx/Rchg(21), StnoftheM-Dam%(29), Dvs-Acc/Dmg/EndRdx/Rchg(46) Level 8: Recall Friend -- BlsoftheZ-ResKB(A) Level 10: Howling Twilight -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(19), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(37), AbsAmz-EndRdx/Stun(40) Level 12: Fearsome Stare -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(13), GlmoftheA-Acc/EndRdx(13), GlmoftheA-Fear/Rng(15), GlmoftheA-Acc/Fear/Rchg(46), SphIns-Acc/Rchg(50) Level 14: Teleport -- Tim&SpcMn-EndRdx(A), Tim&SpcMn-Rng(15) Level 16: Tenebrous Tentacles -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(17), SprVglAss-Dmg/EndRdx/Rchg(17), SprVglAss-Acc/Dmg/EndRdx(19), SprVglAss-Acc/Dmg/EndRdx/Rchg(34), SprVglAss-Rchg/+Absorb(37) Level 18: Petrifying Gaze -- GhsWdwEmb-Acc/Hold/Rchg(A), EssofCrr-Acc/Hold/Rchg(40) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 22: Night Fall -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(23), SprDfnBst-Dmg/EndRdx/Rchg(23), SprDfnBst-Acc/Dmg/EndRdx(25), SprDfnBst-Acc/Dmg/EndRdx/Rchg(34), SprDfnBst-Rchg/Heal%(37) Level 24: Assault -- EndRdx-I(A) Level 26: Shadow Fall -- Ksm-ToHit+(A), LucoftheG-Def/EndRdx(27), TtnCtn-ResDam/EndRdx(27), LucoftheG-Def/Rchg+(29), Ags-ResDam/EndRdx(40) Level 28: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(42), AdjTrg-ToHit/EndRdx(43) Level 30: Gloom -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(31), Dcm-Acc/EndRdx/Rchg(34), Dcm-Acc/Dmg/Rchg(36), Dcm-Build%(48) Level 32: Dark Servant -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(33), DarWtcDsp-ToHitDeb/EndRdx(33), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33), GhsWdwEmb-Acc/Hold/Rchg(36) Level 35: Dark Consumption -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod/Acc/Rchg(46), PrfShf-Acc/Rchg(50), PrfShf-EndMod/Acc(50) Level 38: Blackstar -- Obl-Dmg/Rchg(A), ScrDrv-Dmg/Rchg(39), ClvBlo-Dmg/Rchg(39) Level 41: Dark Embrace -- Ags-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx(43), ImpArm-ResDam/EndRdx(45) Level 44: Soul Drain -- ClvBlo-Acc/Rchg(A), ScrDrv-Acc/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(45) Level 47: Life Drain -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(48) Level 49: Soul Transfer -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Vigilance Level 4: Ninja Run 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 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(39) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(21), PrfShf-End%(25) Level 50: Spiritual Radial Paragon Level 1: Quick Form ------------
  3. Theft of Essence is absolutely key. Other endurance passive IOs such as Miracle, Numina, Performance Shifter, Power Transfer and Panacea are nice to have but not critical. Fit them in once you have the slots and the influence. Death Shroud and Cloak of Fear are your biggest endurance hogs (and Dark Regeneration, but that's mitigated by Theft of Essence). Cloak of Fear in particular you may want to put off until the later levels once you have your endurance curve sorted. Agree on the Fighting pool. It's useful but mainly in combination with a high-end IO build. Something you can ignore while leveling and respec into at high level. Opinions are mixed as to OG vs CF. If you have stuns to pair with it, OG's utility goes up considerably, as with the Dark/ELM example above. Personally I like Cloak of Fear because fear also gives -tohit that stacks with Defense. Soul Transfer is a very strong rez and autohit stun power and doesn't need much if any slotting, so it's a good pick if you can fit it in. Dark Regeneration mainly needs Theft of Essence and Recharge. It doesn't need much heal as it's amazing at base values. You want some accuracy as this is one power you really need to hit its targets. Hasten isn't mandatory but it is very useful if you can fit it in, as getting hit with many slow/recharge debuffs is a weakness for Dark. The accolade power Geas of the Kind Ones / Force of Nature is also useful as a solution to this problem. There is a knockback hole, yes. Strongly recommend use of -KB IOs rather than burning multiple power selections for Acrobatics. Three -KB IOs will give you protection comparable to other Tanker powersets that have it natively. Conserve Power / Physical Perfection is nice but not required. If you build well and use the above listed IOs in combination with passive Accolade buffs you can do just fine without touching Energy Mastery. Soul Mastery is an attractive alternative that offers Gloom and Darkest Night (which again directly stacks with Defense). As far as Incarnate choices go, for Alpha many people recommend going Cardiac as it provides endurance cost reduction and a modest boost to Resistance, which are both useful to Dark Armor. Again, it's possible to handle the endurance issues without this, but it is a popular choice. The alternatives here would be Musculature to buff damage output or Resilience to get stronger Resistance buffs. Judgment is pretty much down to personal preference - Ion is most popular, but I prefer Void as it inflicts a -damage debuff on enemies around you helping you tank more effectively. Interface if you're playing mostly solo or in small teams is probably best slotted with Reactive for extra damage, but in large teams or trials the interface procs from other players will quickly saturate making another choice more effective (after a certain point, you can no longer stack interface procs on a target, so if 10 other people have Reactive yours won't be doing anything). Degenerative, Diamagnetic or Paralytic are all decent choices. Lore is down to personal preference again since pretty much any Core tree Lore pet will provide good DPS boosts. I strongly recommend the Radial tree of Ageless for Destiny, as it's the only way to get Defense Debuff Resistance and also nicely tops off your endurance. You will very likely want to go Melee for your Hybrid. Hope you enjoy your Dark tank!
  4. Last minute changes, looks like I'll have to bow out of the planned theme TF tomorrow as I now have family coming over. Hope you guys have a good TF run without me, and I'll try to get in on this the next time it comes around and I have something applicable to run. Apologies for the short notice.
  5. I'd like to sign up for this, @Justaris. I'll plan on bringing my Savage/Invuln Brute (level 50).
  6. That's a fair point. Generally I look at it as a good choice for a minimal slotting power. If you have space for one power and you don't have slots to spend on it, Vengeance is ridiculously powerful out of the box. Even if you don't take Vengeance, there's still a lot to be said for Leadership in the toggles. I'd venture to say it's probably one of the most impactful choices of any of the pool power options - so individual utility ultimately depends on how much room your build has for powers beyond the primary and secondary sets.
  7. Pretty much agree with everything previously said regarding the way Leadership stacks up nicely, the opportunities for slotting LOTGs if going for high-recharge build or edging up closer to softcap if going high-Defense build with Maneuvers. I'd just add that Vengeance is also an incredibly powerful buff, even more so if you have access to Power Build Up. Granted, someone has to die to use it, but I've turned certain teamwipes into successful combats using Vengeance. So that's another factor in favor of Leadership.
  8. Here's an example from the Dark/Staff thread a while back that may give you an idea. Dark is in such a good position largely because it is a Resistance based set that also has a strong Defense power in Cloak of Darkness, so the foundations are there to leverage both forms of mitigation combined with one of the game's strongest heal powers in Dark Regeneration. If you're looking specifically for Dark/KM I'll see what I can whip up for you as I have the time. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Inkfathom: Level 50 Natural Tanker Primary Power Set: Dark Armor Secondary Power Set: Staff Fighting Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Hero Profile: Level 1: Dark Embrace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(13), RctArm-EndRdx(13), RctArm-ResDam/EndRdx/Rchg(15), StdPrt-ResDam/Def+(15), GldArm-3defTpProc(17) Level 1: Mercurial Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5) Level 2: Murky Cloud -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(7), RctArm-ResDam(17), RctArm-EndRdx(19), StdPrt-ResKB(19) Level 4: Guarded Spin -- Erd-Acc/Dmg/Rchg(A), Erd-Dmg/Rchg(5), Erd-Dmg(7) Level 6: Obsidian Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(9), RctArm-EndRdx(9), RctArm-ResDam/EndRdx/Rchg(11), UnbGrd-Max HP%(11) Level 8: Dark Regeneration -- ThfofEss-+End%(A), DctWnd-EndRdx/Rchg(21), TchoftheN-Acc/EndRdx/Rchg(23), PrfZng-Acc/Rchg(25) Level 10: Kick -- FrcFdb-Rechg%(A) Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(27), Krm-ResKB(29), Rct-ResDam%(36) Level 14: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(29), RctArm-EndRdx(31), RctArm-ResDam/EndRdx/Rchg(31), ImpSki-Status(31) Level 16: Eye of the Storm -- Erd-Dmg(A), Erd-Dmg/Rchg(21), Erd-Acc/Dmg/Rchg(33) Level 18: Cloak of Fear -- DarWtcDsp-ToHitDeb/EndRdx(A) Level 20: Staff Mastery Level 22: Weave -- LucoftheG-Def/EndRdx(A), ShlWal-ResDam/Re TP(23), LucoftheG-Def/Rchg+(34), LucoftheG-Def(34) Level 24: Death Shroud -- Erd-Dmg(A), Erd-%Dam(25), Erd-Acc/Dmg/EndRdx/Rchg(36), OvrFrc-Dam/KB(37) Level 26: Precise Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(36), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(48) Level 28: Taunt -- MckBrt-Taunt(A), MckBrt-Rchg(33), MckBrt-Taunt/Rchg/Rng(33), MckBrt-Acc/Rchg(34), MckBrt-Taunt/Rng(37) Level 30: Serpent's Reach -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(50) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 35: Innocuous Strikes -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(45) Level 38: Sky Splitter -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(42) Level 41: Soul Transfer -- AbsAmz-Stun/Rchg(A) Level 44: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(48) Level 47: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(50) Level 49: Super Jump -- BlsoftheZ-ResKB(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(39), Mrc-Rcvry+(46), Prv-Absorb%(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(45), PrfShf-End%(46) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 20: Form of the Body Level 20: Form of the Mind Level 20: Form of the Soul Level 50: Cardiac Core Paragon ------------
  9. First off, strongly recommend using Mids to plan out your build: To answer your questions: Gloom and Moonbeam are pretty solid, especially with the quick-snipe mechanic (Moonbeam will get a green circle and you can fire it off instantly). Even without this, the tohit debuffs in dark attacks will often allow uninterrupted use of snipe powers. You absolutely want Tar Patch, as it is one of your core powers and debuffs damage resistance, thereby increasing your damage and that of all your allies. Darkest Night is also fantastic, particularly on tough targets like bosses, Monsters or Archvillains. If you're only going to take one of them, take Howling Twilight over Dark Pit for sure. Not only is it an AOE rez, but it's also an autohit stun and it's a powerful -regen debuff. This is one of Dark Miasma's best powers. Dark Pit is not terrible, but you generally want to combine it with other stuns. You want Fearsome Stare, it's an excellent crowd control power and as you mention you'll be soloing often this is something you absolutely want. Petrifying Gaze is a hold, which is very important in very niche situations, but again if you're only taking one of these you want Fearsome Stare. Outside of the Lady Grey TF or a Hamidon raid you won't *need* a hold specifically. You could always pick up Pet Gaze way later in the build. Tenebrous Tentacles and Nightfall stack really well together, as they're both cones and cover about the same area, so TT will immobilize the enemies and then you do AOE damage over time with both powers. This is a core part of the attack chain for my Dark/Dark and I recommend it highly. Life Drain is a decent attack and heal, but you can generally sustain better with Twilight Grasp and that has the added benefit of healing your allies. It's decent but not essential. Torrent can be modified with a KB-KD IO, but you have better options for control. There's a case to be made for using this with Force Feedback, but generally this is a skippable power. Black Hole is even more niche and generally won't see use in team play at all as using it will more often than not just serve to annoy your team. Decidedly skippable. Always take Fluffy (Dark Servant). ToHit Debuff is your first slotting priority for him as he does this passively all the time, then probably healing. Opinions vary on Defender nukes - I consider Blackstar worth taking, as it's a nice chunk of damage and a huge debuff. And it looks cool. I'd encourage you to start thinking about how you want to approach this build in terms of inventions, as that may further inform your choices to take or skip certain powers. A Defense build is very good on a Dark since the Invention-based Defense stacks with your -ToHit debuffs. Alternatively, a high Recharge build can be better DPS for soloing and gets your key powers (Tar Patch, Howling Twilight, Twilight Grasp, Dark Servant) up that much faster. Furthermore, you can get KB protection from Inventions so there's no need to invest in the power picks for Acrobatics or Hover just for that reason (though certainly if you just like doing that you can).
  10. Well what's "good" for damage is relative. With the DPS you have here, you should be able to clear missions solo on even or slightly increased difficulty. Add in incarnate judgments and you can likely go even higher. A brute player would probably consider your damage low, but I think you'll do fine solo. I wouldn't worry about Toxic, it's among the rarest damage types especially at high levels, and your melee defense will help reduce that when you do encounter it. Arachnos would be the main source. Looking at one-slot wonders Kick with Force Feedback gets your more than Boxing. If you're not using Boxing anyway then I'd change it to Kick and just use it if you notice your normal attack chain is being affected by recharge debuffs. It's not going to be huge but it's better than the nothing you're getting from Boxing now. Up to you as relates to OG. Personally I don't use it much for exactly the reason you outlined - the wandering. You could pick up Soul Tentacles to root the mobs, but personally I think you are better off keeping Gloom, dropping on OG and going Darkest Night. That's just my opinion - the OG / Tentacles thing is also good in terms of control but it'll lower your damage and it's mainly good against large mobs of weak enemies, which you could probably handle just fine without the need for the CC. Enzymes in Darkest Night (Endurance/Debuff HOs) will be your best bet to make the power useful without dropping a lot of slots. 2 Enzymes should get it to a reasonable endurance level (that'll nearly cut its endurance cost in half). I notice you're not running any Accolades. I'd recommend getting Atlas Medallion and Portal Jockey to give yourself some additional endurance. Task Force Commander and Freedom Phalanx Reserve Member are good too - never hurts to have more health as a Tanker. Aside from picking up the Accolades, I'm not sure you'll be able to squeeze much more endurance management out of this without dipping into Incarnates. You could also drop Soul Mastery entirely and go Energy Mastery to get Conserve Power and Physical Perfection. That would very likely solve your endurance woes, but drop your DPS as you would no longer have Gloom.
  11. Overall this is looking very strong. You've got everything except Toxic above 75% resistance and your Melee defense is siting at 35%, which puts you within easy softcap range with use of inspirations when you get into tough fights. You'll have higher than average damage output for a Tanker, and though it won't rival the DPS archetypes it'll allow you to solo easily. You might consider swapping Boxing for Kick so that you can slot a Force Feedback proc there. A case could be made that Boxing lets you stack a stun with Oppressive Gloom but I think you have enough CC overall without needing that. In fact, you might consider swapping out OG altogether in favor of Darkest Night for extra tankiness. However, you're already riding the line on what I'd consider an ideal endurance curve so another toggle could be a bit too much. Even more than most Dark Armor tanks, I think this build could really benefit from a Cardiac alpha.
  12. Justaris

    Rad/Rad

    My main is a Rad/Rad Defender, I'll post his build below for your reference. I typically play him in melee most of the time to combine the heavy Defense debuffs of Irradiate and Neutron Bomb with Choking Cloud. I like Power Mastery for epic as it offers Force of Nature and Power Build Up. Force of Nature will give you amazing Resistance for a short time, and Power Build Up + Vengeance will give incredible Defense to the entire team including yourself. I've single-handedly averted teamwipes this way many times. Temp Invulnerability is also nice for the baseline S/L resistance. Musculature alpha for more damage and even stronger debuffs, combined with Melee hybrid makes the build very sturdy. The version posted below has many expensive elements - I also have a cheaper version that I sometimes recommend for people just getting started, so let me know if you'd prefer that. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Tetujin: Level 50 Technology Defender Primary Power Set: Radiation Emission Secondary Power Set: Radiation Blast Power Pool: Leaping Power Pool: Flight Power Pool: Leadership Power Pool: Speed Ancillary Pool: Power Mastery Hero Profile: Level 1: Radiation Infection -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(3), DarWtcDsp-ToHitdeb/Rchg/EndRdx(9), DarWtcDsp-Rchg/EndRdx(11), HO:Enzym(13), HO:Enzym(15) Level 1: Neutrino Bolt -- Apc-Dmg(A), Apc-Dam%(9), GldJvl-Dam%(21) Level 2: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(3) Level 4: Irradiate -- AnlWkn-Acc/DefDeb(A), AnlWkn-DefDeb(5), AnlWkn-DefDeb/EndRdx/Rchg(5), AnlWkn-Acc/Rchg/EndRdx(7), AnlWkn-Acc/Rchg(11), AchHee-ResDeb%(15) Level 6: Enervating Field -- EndRdx-I(A), EndRdx-I(7), EndRdx-I(46) Level 8: Radiant Aura -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(40) Level 10: Combat Jumping -- Ksm-ToHit+(A), Krm-ResKB(13), LucoftheG-Def/Rchg+(17) Level 12: Lingering Radiation -- TmpRdn-Acc/Slow(A), RechRdx-I(17), TmpRdn-Acc/EndRdx(19) Level 14: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(21) Level 16: Assault -- EndRdx-I(A) Level 18: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(45) Level 20: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx/Rchg(33), AdjTrg-EndRdx/Rchg(42), AdjTrg-ToHit/EndRdx(42), AdjTrg-ToHit/Rchg(43) Level 22: Choking Cloud -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(23), SprEnt-Acc/Hold/End/Rchg(23), SprEnt-Rchg/AbsorbProc(25), NrnSht-Dam%(25), UnbCns-Dam%(43) Level 24: Mutation -- PrfShf-End%(A) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 28: Cosmic Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(29), SprDfnBst-Dmg/EndRdx/Rchg(29), SprDfnBst-Acc/Dmg/EndRdx(31), SprDfnBst-Acc/Dmg/EndRdx/Rchg(31), SprDfnBst-Rchg/Heal%(31) Level 30: Aim -- RechRdx-I(A) Level 32: EM Pulse -- UnbCns-Hold(A), UnbCns-Hold/Rchg(33), UnbCns-Acc/Hold/Rchg(33), UnbCns-Acc/Rchg(34), UnbCns-EndRdx/Hold(34), Lck-Acc/EndRdx/Rchg/Hold(34) Level 35: Neutron Bomb -- AnlWkn-Acc/DefDeb(A), SprVglAss-Acc/Dmg(36), SprVglAss-Dmg/EndRdx/Rchg(36), SprVglAss-Acc/Dmg/EndRdx(36), SprVglAss-Rchg/+Absorb(37), AnlWkn-DefDeb(37) Level 38: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Acc/ActRdx/Rng(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), ClbAcc-Acc/Rng(40) Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42) Level 44: Temp Invulnerability -- StdPrt-ResKB(A), HO:Ribo(45), HO:Ribo(50) Level 47: Force of Nature -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Max HP%(48), UnbGrd-Rchg/ResDam(50) Level 49: Vengeance -- LucoftheG-Def/Rchg(A), LucoftheG-Def/Rchg+(50) Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Heal-I(A) Level 1: Vigilance Level 4: Ninja Run Level 2: Hurdle -- Jump-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(46), Pnc-Heal/+End(46) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(43), PrfShf-End%(48) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion 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 2: Swift -- Run-I(A) Level 50: Ion Core Final Judgement Level 50: Diamagnetic Radial Flawless Interface Level 50: Clockwork Core Superior Ally Level 50: Melee Core Embodiment Level 50: Musculature Radial Paragon Level 50: Barrier Radial Epiphany Level 1: Quick Form ------------
  13. Assuming you're sticking reasonably close to what's been discussed here and have built heavily for defense (seeing your build would help to be sure the below advice is best for you specifically), here's what I would recommend as far as Incarnate options, with a brief breakdown of pros and cons to help you choose: Alpha: Cadiac and Resilient will improve your Resistances, Musculature will improve your damage. Cardiac doesn't give you quite as much Resistance as Resilient, but gives you a hefty endurance discount. You'll want the Core variant for all of these. Judgment: This one's mainly down to personal taste. Ion is probably the most popular, but I personally like Void radial for its -DMG effect. That and Ion briefly makes enemies who survive it immune (to prevent endless jumping) which has the unfortunate effect of making your Ion wasted if you happen to use it too soon after someone else uses theirs. Void is PbAOE and Ion is a special ranged AOE that works chain-lightning style. Cryonic and Vorpal are cones, which can be a bit harder to use, but still very effective. Mighty is also PbAOE, and Pyronic is targeted AOE. Interface: Reactive is far and away the most popular in my experience., but it's important to know that only 4 of the same Interface proc can stack on any one target. If you're going to run Incarnate trials, Hamidon Raids, Rikti Mothership raids, or even 8-man teams with regularity then you'll likely see Reactive saturate and your own may not have any effect. Degenerative and Diamagnetic are also solid choices. The -HP effect from Degenerative is very good against hard targets like AVs and Giant Monsters, as is the -regen effect from Diamagnetic. Lore: Most people use the Core variant for a source of extra DPS. Pretty much any Lore you choose will provide this, though Longbow is nice since it gives -regen. The radial variants give invincible pets that provide various buffs. Banished Pantheon and Seers are generally considered good if you're going this route, but it's a good idea to look over the buffs each one offers and choose something that complements your play. Or just pick something that looks cool and goes with your character's theme. Destiny: Ageless radial. As mentioned above, this provides Defense Debuff Resistance, which prevents cascading defense failure. It also refills your endurance. Strongly recommended. You probably won't need the Resistance from Barrier, but the radial variant offers a multi-rez for those less tanky members of your party. Clarion's +Special buffs can be fun to combo with your stuns but you really don't need it. Rebirth provides healing for yourself and your allies, but Dark Regeneration is going to have you covered 90% of the time. Rebirth is handy for grinding healing badges, however, if that's something you want to do. Incandescence is great for moving people around and can be great for coordination on things like the Cathedral or certain Incarnate Trials. Hybrid: Melee provides Regeneration, which you can layer on top of your Resistance and Defense for even more tankiness. Support provides an endurance discount, if you're needing one. There's not much reason to take Control as the boosted Mag for your stun or fear effects isn't likely to be a major factor for you. Assault provides more damage. Generally I recommend Assault or Melee depending on what role you're trying to fill, and you generally have better options for endurance management than going Support. If you play enough post-50 you'll easily be able to craft multiples of various incarnate powers and swap them out, so don't feel locked into any one choice. For example, I like to run Resilient when I'm playing main tank for TFs or Trials, but otherwise Musculature can be very nice when soloing or running with a regular team. I also like to swap between Melee and Assault hybrids in much the same way.
  14. This looks good, not much you can really change in most of the attacks without compromising Set Bonuses you need to maintain softcaps on positional Defense, though you might consider swapping out Assault for something else - you could pick up Oppressive Gloom to stack with Precise Strike for double stuns, or you could pick up a hold from the ancillary or patron power pools, or maybe pick up Tactics. For extra tankiness you could drop Assault and Hasten to get Gloom and Darkest Night, since the -ToHit in Darkest Night stacks directly with your Defense. Aside from that, the only real tweak I'd suggest is to decide if you want to be stronger at 50 or stronger doing TFs and other exemplar content. If the former, I recommend investing in Boosters. If the latter, Attuned enhancements will allow you to keep your bonuses active across a very wide level range. In terms of Incarnate options, I like Resilient or Cardiac for Alpha (depending on how you're doing with endurance). For Judgment it's to taste, though I like the radial Void for its -DMG effect (again for extra tankiness). Ion is the most popular, but can sometimes get low to zero value if used too soon after another player's Ion as the surviving mobs will still be tagged as immune. For Interface, Reactive is the most popular but only so many Interface procs can be active at a time, so in busy trials you may find that it doesn't do much. I like to run Reactive solo or in teams and run Diamagnetic when on incarnate Trials. Lore has a number of viable choices depending on what you're going for. Longbow, Warworks and Banished Pantheon are all solid choices but any core tree choice is going to fill that DPS role fairly well. This is another area that really benefits from crafting multiples, especially if you want to dip into the some of the radial lines for the invincible buff pets. Ageless Destiny is your only source of Defense Debuff Resistance so I highly recommend that. The endurance refill is nice too. If you're not going to be main tank you can switch off to Barrier, Incandescence or Rebirth. The radial tree of Barrier allows you to rez allies, and the Rebirth can serve as a backup heal if you need it or if you want to grind for healing badges. Incandescence is handy for coordination on incarnate trials, particularly if you're going for badges. For Hybrid, Assault is the popular choice and improving your damage is often going to be the best option. Melee can provide regeneration (for yet more tankiness, layering on top of Resistance and Defense) and Support gives a passive endurance discount if necessary. Assault for solo and Melee for trials is generally what I do, especially if I plan to be main tank.
  15. If you're using Sudden Acceleration or Overwhelming Force to mitigate the knockback then you might get some value from those auras after all, but unless you're building specifically for endurance management you'll have a tough time running all the toggles as those two alone are responsible for scaring people away from the set as an endurance hog - add in Whirlwind and you'll likely need to counterbalance that equation with a lot of endurance recovery and management tools. It's doable but it'll need to be at least a minor focus if not the entire focus of your build. Cardiac alpha, Numina/Miracle/Panacea/Performance Shifters, Ageless destiny, Conserve Power / Physical Perfection from the Energy Mastery epic - you'll want most if not all of those.
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