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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 syne
  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 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/R
  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 bu
  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 https://github.com/ImaginaryDevelopment/imaginary-hero-desig
  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
  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 mo
  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
  12. Justaris


    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.
  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. Judgm
  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 onl
  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/
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