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  1. If Permafrost resists both -spd AND -rech, then it's definitely staying in the build!
  2. Great advice, thanks! Gonna see if I can make the epic push to 50 this weekend (still 32 because life) and then implement the mix of suggestions that I can make work.
  3. Thanks for the suggestions! I'll noodle around and see what I can push around. I wonder if I'm perhaps over-prioritizing +recharge in small set bonii, and can repurpose some slots (and invest in a purple set or two) to make up the shortfall and improve my stats elsewhere. As far as the ATIOs go, I always default to the stock versions in the builder. I'll have to see what the superior versions look like, since I eventually want to get there.
  4. I understand everything except this. Why resist over heal set?
  5. Thanks! I never remember to do an accuracy/tohit stats check. Gotta make room for Kismet at least I'm thinking. And I could have sworn I searched everything before posting but I obviously missed the thread you linked. Seems like I need to hunt down purples if I want to follow what's linked there? And fiddle with some set bonii too perhaps.
  6. Looking at endgame for my little aggro magnet. He's only L32 right now so I have plenty of time to make and fix mistakes 🙂 I think I've got a decent build going, with the exception of decidedly mediocre regen & recovery, and horridly low E/N/Psi resists. With energy especially being pretty significant at endgame, and that 5% chance coming up eventually, should I be looking for ways to bump those resists up? Power order is OK for exemping? Am I missing anything else that's obvious to better builders? (I know my winter sets are not superior in the build - gonna take a long time to get there so I want to see how it looks with the stock versions.) Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Gribbit: Level 50 Natural Tanker Primary Power Set: Ice Armor Secondary Power Set: Spines Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Concealment Hero Profile: Level 1: Frozen Armor -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(3), RedFrt-Def/Rchg(3), RedFrt-Def/EndRdx/Rchg(7), RedFrt-Def(29), RedFrt-EndRdx(34) Level 1: Barb Swipe -- BlsCol-Acc/Dmg(A), BlsCol-Dmg/EndRdx(40), BlsCol-Acc/Dmg/Rchg(42), BlsCol-Dmg/EndRdx/Acc/Rchg(42), BlsCol-Rchg/HoldProc(42), BlsCol-Acc/Dmg/EndRdx(43) Level 2: Chilling Embrace -- ImpSwf-Dam%(A) Level 4: Spine Burst -- MghoftheT-Acc/Dmg(A), MghoftheT-Acc/Dmg/Rchg(5), MghoftheT-Acc/Dmg/EndRdx/Rchg(5), MghoftheT-Rchg/Res%(7), MghoftheT-Dmg/Rchg(17), MghoftheT-Dmg/EndRdx/Rchg(21) Level 6: Wet Ice -- EndRdx-I(A) Level 8: Hoarfrost -- DctWnd-Heal/Rchg(A), DctWnd-Heal/EndRdx/Rchg(9), DctWnd-Rchg(9), DctWnd-Heal(15), DctWnd-EndRdx/Rchg(23) Level 10: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(37) Level 12: Icicles -- OvrFrc-Acc/Dmg/End(A), OvrFrc-Dmg/End/Rech(13), OvrFrc-Acc/Dmg/End/Rech(13), OvrFrc-End/Rech(15), OvrFrc-Acc/Dmg(23), OvrFrc-Dam/KB(43) Level 14: Taunt -- PrfZng-Dam%(A) Level 16: Permafrost -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17) Level 18: Glacial Armor -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(19), RedFrt-Def/Rchg(19), RedFrt-Def/EndRdx/Rchg(21), RedFrt-Def(29), RedFrt-EndRdx(34) Level 20: Kick -- Empty(A) Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(33), Ags-Psi/Status(48), Ags-ResDam/Rchg(48), Ags-ResDam(48) Level 24: Weave -- LucoftheG-Rchg+(A), Rct-Def/EndRdx(25), Rct-Def(25), Rct-Def/EndRdx/Rchg(27), Rct-ResDam%(34) Level 26: Energy Absorption -- MckBrt-Rchg(A), MckBrt-Taunt/Rchg(27), MckBrt-Acc/Rchg(43), MckBrt-Taunt/Rchg/Rng(50), MckBrt-Taunt(50) Level 28: Super Jump -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-ResSlow(46) Level 30: Impale -- WntBit-Acc/Dmg(A), WntBit-Dmg/Rchg(31), WntBit-Acc/Dmg/EndRdx(31), WntBit-Acc/Dmg/Rchg(31), WntBit-Dmg/EndRdx/Acc/Rchg(33), WntBit-Rchg/SlowProc(33) Level 32: Hibernate -- RechRdx-I(A) Level 35: Quills -- Avl-Acc/Dmg(A), Avl-Dmg/EndRdx(36), Avl-Acc/Dmg/EndRdx(36), Avl-Acc/Dmg/Rchg(36), Avl-Acc/Dmg/EndRdx/Rchg(37), Avl-Rchg/KDProc(37) Level 38: Throw Spines -- FrzBls-Acc/Dmg(A), FrzBls-Dmg/EndRdx(39), FrzBls-Acc/Dmg/EndRdx(39), FrzBls-Acc/Dmg/Rchg(39), FrzBls-Dmg/EndRdx/Acc/Rchg(40), FrzBls-Rchg/ImmobProc(40) Level 41: Build Up -- GssSynFr--Build%(A) Level 44: Ripper -- GntFis-Acc/Dmg(A), GntFis-Dmg/Rchg(45), GntFis-Acc/Dmg/Rchg(45), GntFis-Dmg/EndRdx/Rchg(45), GntFis-Acc/Dmg/EndRdx/Rchg(46), GntFis-Rchg/+Absorb(46) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 49: Stealth -- LucoftheG-Rchg+(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+(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1449;681;1362;HEX;| |78DA7594C94F53411CC7DFA30F6A4B0B94AD65138AAC456A2B78364694102936C17| |86D0A3EE14929E4BD6AE4A2A21765D1C483B8DC5C305E503131EE7777BDBBFE0182| |D19B97FAE37DBF4192C649DBCFCC77667EDBCC3476BCC7B3D43BBD53513DBB5349C| |B4A1C48A6C774D33990CC1C359329459AB3D73486868C8C53FA014C277AF4C37ADA| |D2C37DC37A6297393E61967122A6A7743D3C3869A4754BF1C4272652E17E3D29C31| |1AF3DD86B8C8C6664E4B6478393BA7EC86777FBD2C70CCB1832524666CAB767D218| |0EC7A74C3D114B5A19DD9C0A88EF16F9BE74C98FBA1655365FA9904E5453F2DC642| |158E0056B8BC06031F8B0556193BD339AADB5CE82EDF3E479F202189A035F8B5F15| |7E1575513A759AF248EC3968CF71D661AFD366C839B0601E2C390796CF826FC45E3| |EEDE507155B7B259A13F634670C316F1A20E360D17EB0B29F940D2ED8515DAC47D3| |3EF87827F60A59ABC22FD03C5FC96F60D167B0F21318FA0E3E96DCBC8845F15A79B| |6F656EC15D357F176E6E5472DDECB9C8FBE7C8CA394E752CA7329FFCFB9E4490E65| |F4559695A63844A98035AD2282550D5DE0B61D6494EC0635D9E3E71E3F2308AC22C| |AC00A58FD0B0CFE063F48D455F675CA6A55E3C8B2DA00436360F408390AFAC54F0D| |A2556BAA60A7B3067C2655ABE38DA8BB8E9BB3F9067993BC05362C92B7C18F124B3| |DAB50DF811BF15CEC35B2AA8D97B06ECB027999BC02365D25AF812F646F3363695E| |82D67297BC47DEE72B58261F804F646F1B6369BB83BC9F8AD6417B1D27B06EEB49F| |214390D769E26CF808D52B3306F4E98B94549AFCC45E82BC273ABD5D65FAA7CD66E| |44BBB6FEEEB3A19CD9488E12CD51BA7294EE1CA53F47896B74BBF6EE6DC555B2FEE| |AB33FDC1BFE153A91CFEA3F4D5583B817EE83C86B65E3FA36ACFFB971FD026AEDBE| |08FEA91430EBBFCFF6E5D2| |-------------------------------------------------------------------|
  7. I don't dedicated farm so my pockets aren't that deep, but I still bought 4x each enhancement (paid between 5M and 9M because impatience) for use, and ~30 packs to sit on for later. Small potatoes compared to many here, but way more than I could ever do back on live!
  8. I tend to be on the hunt for contacts in the mid to late 20's. At that point, "Find Contact" gives Montague Castanella, the two agent guys in Talos, and eleventy billion First Ward/Night Ward peeps. I'll agree with other posters here - adding the level-appropriate origin contacts to Find Contact would be a great start, and adding all level-appropriate contacts (including the Signature arcs and such) would be even better.
  9. Clearly Star Wars themed placeholder names don't fly everywhere. Win some lose some. I've previously suggested team buff effects, and the response was underwhelming. Plus there's an issue of stepping on the toes of other ATs. Hence why this time around I'm running buff/debuff secondary effects up the flagpole.
  10. Seems like fairly broad agreement for Damage = 1.0 and defenses = .75, so really what's left to determine is a worthwhile inherent? How about this? I Have The High Ground - As the battle rages on, the Sentinel becomes better able to identify and exploit their enemies' weaknesses, while at the same time reducing the threat posed by the enemies' attacks. Same mechanic (attacking builds the bar) Triggers on any single-target attack (or give it a button like Domination) Grants two effects, buff to self and debuff to enemies: Self: Gain a minor +To-hit (and damage?) buff, and the secondary effects of the Sentinel's attacks are magnified, a la Power Boost Enemy: The Sentinel's attacks light up enemies, providing a minor Res, Def and Damage debuff, as well as weakening the secondary effects of the enemy's attacks It's entirely possible that this would be enough by itself to give the Sentinel a distinct role and identity?
  11. Thanks for clearing that up! And yes, what you describe is exactly what I was seeing.
  12. If I'm reading you right, "ambush + X" will not work? Or just "ambush + ambush"? Either way it looks like I'll need to set up a different order of triggers.
  13. I'm very (very) rusty in the AE, having only built one story arc back on live & just dipping my toes back in. Anyway... Yesterday I tried building a mission where a glowie click both spawned an ambush AND revealed the actual mission complete objective (destroy an object). I got an error about multiple things triggering off the same event. Yet I've seen posts here about doing just that. Is it just a matter of which things I can trigger off one event?
  14. Cutter

    Rare tanker

    Elec/Claws should work fine. Claws is light on end so you'll be able to attack for days, and as was said above, Elec's resists+extras package is really nice.
  15. Cutter


    I'm taking an En/Bio through the ranks, and at 22 so far I'm quite enjoying the ride.
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