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Justaris

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About Justaris

  • Birthday 03/22/1981
  1. 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 ------------
  2. 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.
  3. 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.
  4. 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.
  5. Most of Dark Armor's bad reputation for being an endurance hog comes from two powers - Death Shroud and Cloak of Fear. It's unlikely you'd want to run either of these toggles at the same time as Whirlwind since you'd be knocking the targets away, so actually I think with appropriate endurance reduction in the armor powers and in Stamina this is entirely doable. Make sure to slot a Theft of Essence proc in Dark Regeneration to cover the endurance costs there.
  6. It can be, yes. I typically run it with Choking Cloud and the leadership toggles but only use the debuff toggles for tough bosses, EBs, AVs, etc. On most teams your standard mob dies too fast to get much benefit from the debuff toggles anyway and if you wade into melee you'll generally hold at least half of them with Choking Cloud. As you move up in levels and start to replace some of the affordable elements here with higher-end things I'd put a premium on the Numina, Miracle and Panacea uniques which help a lot with your endurance curve. Performance Shift proc in Stamina is also helpful there. Enjoy!
  7. Justaris

    Most resistant

    Oh, okay, so you're looking at stacking a lot of regen from IOs - both bonuses and uniques. I'd say with Dark that might be hard to do since much of Dark's strength comes from the ease with which it can mix Resistance and Defense since it natively has good Resists and more Defense than most other Resist sets. Since you're starting from zero on regen it'll be harder to stack, but that's not to say you can't do it. You might see better results from a set that either has some regen at baseline or has stronger starting Resistance stats since you won't be building for Defense.
  8. Justaris

    Most resistant

    Regeneration is actually the one form of mitigation that Dark doesn't really have much to speak of - if you want to really go all-in on regen then you're probably going to be looking more towards Willpower. Though most would say regeneration isn't the best form of mitigation given its reactive nature (it doesn't reduce incoming damage like Resistance, leaving you open to being one-shot, and it doesn't reduce the chance of being hit like Defense - so it doesn't kick in until after you're hit).
  9. Justaris

    Most resistant

    Properly built, Dark Armor can have extremely high resistances (including psy, which Invuln lacks and Stone lacks while in Granite) while also having Defense and the most powerful heal in the game with Dark Regeneration. Electric Armor doesn't have as much potential, but is more straightforward.
  10. Here's something that should be fairly affordable. 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/EndRdx(3), DarWtcDsp-Rchg/EndRdx(9), DarWtcDsp-ToHitDeb/EndRdx(11), TchofLadG-DefDeb/EndRdx(13), TchofLadG-%Dam(15) Level 1: Neutrino Bolt -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(21) Level 2: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(3) Level 4: Irradiate -- AnlWkn-Acc/Rchg(A), AnlWkn-Acc/DefDeb(5), AnlWkn-Acc/Rchg/EndRdx(5), TchofLadG-Rchg/EndRdx(7), TchofLadG-DefDeb/EndRdx(11), TchofLadG-DefDeb/Rchg/EndRdx(15) Level 6: Enervating Field -- EndRdx-I(A), RechRdx-I(7), EndRdx-I(46) Level 8: Radiant Aura -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(19), DctWnd-Heal/EndRdx/Rchg(27), DctWnd-Rchg(27), Mrc-Heal/EndRdx/Rchg(37), Mrc-Heal/EndRdx(40) Level 10: Combat Jumping -- GifoftheA-Def/EndRdx(A), GifoftheA-Def/EndRdx/Rchg(13), GifoftheA-Def(17) Level 12: Lingering Radiation -- TmpRdn-Acc/Slow(A), TmpRdn-Acc/EndRdx(17), TmpRdn-EndRdx/Rchg/Slow(19) Level 14: Fly -- Flight-I(A), EndRdx-I(21) Level 16: Assault -- EndRdx-I(A) Level 18: Maneuvers -- GifoftheA-Def/EndRdx(A), GifoftheA-Def(45) Level 20: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(33), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(42), AdjTrg-ToHit/EndRdx(43) Level 22: Choking Cloud -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(23), BslGaz-EndRdx/Rchg/Hold(23), BslGaz-Acc/EndRdx/Rchg/Hold(25), Lck-Acc/EndRdx/Rchg/Hold(25), Lck-%Hold(43) Level 24: Mutation -- RechRdx-I(A) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 28: Cosmic Burst -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(31) Level 30: Aim -- RechRdx-I(A) Level 32: EM Pulse -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Acc-I(34), Hold-I(34), EndRdx-I(34) Level 35: Neutron Bomb -- AnlWkn-Acc/DefDeb(A), AnlWkn-Acc/Rchg(36), AnlWkn-Acc/Rchg/EndRdx(36), TchofLadG-DefDeb/Rchg/EndRdx(36), TchofLadG-Rchg/EndRdx(37), TchofLadG-DefDeb/EndRdx(37) Level 38: Proton Volley -- ClbAcc-Acc/Dmg(A), ClbAcc-Acc/EndRdx(39), ClbAcc-Acc/ActRdx(39), ClbAcc-Acc/Rng(39), ClbAcc-Acc/Rchg(40), ClbAcc-Acc/Dmg/Rchg(40) Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42) Level 44: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(50) Level 47: Force of Nature -- Ags-ResDam/EndRdx/Rchg(A), TtnCtn-ResDam/EndRdx/Rchg(48), ImpArm-ResDam/EndRdx/Rchg(48), RctArm-ResDam/EndRdx/Rchg(50) Level 49: Vengeance -- LucoftheG-Def/EndRdx/Rchg(A), RedFrt-Def/EndRdx/Rchg(50) Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Jump-I(A) Level 2: Rest -- RechRdx-I(A) Level 1: Vigilance Level 4: Ninja Run Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Heal-I(A), Heal-I(46), Heal-I(46) Level 2: Stamina -- EndMod-I(A), EndMod-I(43), EndMod-I(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 -- Flight-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 ------------
  11. If the main focus is debuffs, as the OP said, then Defender would be the preferred option. For someone more focused on damage output/soloing, Corruptor might be better. My main is Rad/Rad Defender, though the build I'm using is hardly cheap. I'll see if I can work up a budget version of mine to post later.
  12. Hopefully it will be back, didn't have much play time during that window unfortunately.
  13. It's worth noting that Power Boost does work on Vengeance, however, and as noted above that boost lasts the full duration of Vengeance (as it is a click power). That move alone can turn an imminent team wipe into a win.
  14. It's also helpful to post your working build so we can advise you and help you fine-tune it. Unless you just want to copy someone else's build, in which case see Hyperstrike's post linked above.
  15. Personally I like Soul Mastery because Darkest Night stacks directly with your Defense so if you're building for tankiness that's a bit more on top of it all. Energy Mastery is also a popular choice but really just for Conserve Power, and you don't *need* Conserve Power though of course it helps.
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