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Cutter

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Everything posted by Cutter

  1. Man I love Dark Armour theorycrafting! Just rejigged my DA/Elec/Presence Feartanker build based on this thread, to squeeze in some slow/rech resistance. Only hitting 30% tho, and I don't see where to get more without sacrificing -KB (I like being at 12) or making my Energy hole bigger. I'd welcome suggestions and recommendations, on the slow piece or just the build in general.
  2. Quick and dirty edit for colour (no changes to any of your elements): JTx04.costume
  3. Thanks, and I'm glad you like this as a starting point. Always happy to inspire someone else's creativity! Completely agree with you on the compound bow.
  4. Rolled up a Stone/MA Tanker a couple days ago... I can't wait!
  5. Figured I would take a stab at this for you. FWIW, I hate the horribly limited selection of bows - I wanted Tech Knight to match the quiver, but it's so comically large I just couldn't. Also really wanted to give her the Vanguard belt, but I didn't like the clipping in action pose. ar tac jewel.costume
  6. Cutter

    Rad or Fire?

    Haven't done SS, but I'm working through a Sav/Rad build that's proving quite decent. She's not yet at 50 so a number of pieces aren't in place yet, but she's looking to be pretty beefy by the time all is said and done. Planned build hits low-mid 30's to S/L and almost 40 M, with solid resists behind them (excepting cold and psi). I'm sure there's plenty that could be tweaked to push those numbers without giving up too much elsewhere. Have a look and see if anything looks steal-worthy.
  7. Clearly I need to search better 🙂 I'll have a look for that thread and poach ideas. Endurance is better with Energize up - I guess that's my auto-cast (or I get better at managing it)? I'll look into the FFs for sure. And I actually have a couple sets of Crushing in my SG bin gathering dust, so apparently that was meant to be. Thanks for the suggestions! Edit for giggles - just dug up that TW/EA thread from April, and wouldn't you know I commented on it back then... gettin' old and forgetful apparently!
  8. So yes, I understand some of this is just a TW issue. But still... Just dinged 32 and I feel like I lose half my bar in one spawn, meaning 50% uptime on Energize doesn't get there. (Yes, even before Arc came into the picture.) Running generic IOs, all 25+ (except the starting Prestige DO's - looks to me like a pair of those is just slightly better than 1 each straight Dam and Rech). Endredux everywhere. Is it just a matter of waiting for IO sets to make this manageable? Should I just be turning off Tough and Weave (and if so, til when)? Or can my slotting of generics be improved? All help and suggestions welcomed & appreciated.!
  9. I might have one or two punny or otherwise too-cleverly-named characters on my roster... Armoogeddon - two variants of my nuclear powered bovine tanker (Rad/SS and Rad/Fire) Grass Fed - my third cow hero (Nature/Water Def) Splash Damage - shark powered Water/Regen Sentinel Gribbit - he's a weird alien frog (Ice/Spines Tank) Bad Romanticore - stealing straight from his bio, "In an alternate dimension, Sister Psyche found her calling as a pop star, and Justin Sinclair developed a bit of a... fetish... for dispensing justice." (AR/Tac Blaster) Dundu Nuffin - you've got the wrong man 'ere, guv! (Broom/Soot err... I mean Staff/Bio Stalker) Splattering Ram - he hits things until they stop moving, then hits them again to be sure (Titan/EA Scrapper) Velocirapture - clever girl indeed (Kin/Dark Def) Snow Pack - still shocked this was free (Beast/Cold MM) Electrickery - entirely Izzet-themed artificer (Elec/ElAff troller) Max Damage - still searching for a combo that really does the name justice, he's currently a DB/Bio Brute Hot Lead - another "how is this name not taken" moment, but my Pistol/Thermal Corruptor isn't complaining Boop - the brain of a kitten in the body of a killer robot death machine (Kin/EA Stalker - because Claws don't go Boop! and swirly paws do) Loot Shardwalker - my eternally level 1 shard-hopping enhancement mule (BS/Nin Scrapper) Dudebro - the personification of toxic masculinity, daring you to punch him in his perfect teeth (SR/Rad Tanker - redside of course) Scrapperlock - SCRAPPERLOCK! (Claws/EA) Hellephant - so an ant and an elephant wandered through a dimensional rift into an electric Hell... (Demons/Elec MM) Canuckle Sandwich - fueled by Timmies and rage, eh! (StJ/Regen Scrapper) Rad Riding Hood - seems Gramma lived downstream from a nuclear waste stockpile (Sav/Rad Broot) Shock and Awesome - you get a zap, you get a zap, everybody gets a zap! (ElAff/Elec Def)
  10. Cutter

    Fire/?

    If you're interested in a build, feel free to use my planned progression as a starting point. Guaranteed it's not the best thing since sliced bread, but it sure feels solid. Full disclosure tho, it's an end hog. Cardiac Alpha should (fingers crossed) resolve that.
  11. Thanks for the suggestion - I don't know from colour theory! The pink < > yellow swap does flow much nicer (I'm keeping all the jagged elements the same lilac for some amount of consistency).
  12. Purely from an aesthetic / "cool factor" POV, can Thunderous Blast steal the animation from Amp Up (in Electrical Affinity)? I'd be all over the lightning-throwing set actually calling down a bolt from the blue for its T9.
  13. Had a name, made a costume, now I need a new name... Stone/MA tanker who stole power from both the Circle and the Tsoo. He survived the melding of corrupted magic and ritual tattoos - barely - but is horribly disfigured as a result.
  14. Coming from the perspective of an ElAff / Elec Defender (my first elec blast character since the days before endmod enhancements were combined!). I run the Synapse's Shock set in Short Circuit, since she wants to be in the middle of things anyway and it's the best drainer we have. Attuned stats at 42: So clearly damage is lacking... but I find it relatively easy to drain mobs' endurance, which is a deliberate focus here. It's keeping them drained that's the issue, since as has been said in numerous places, one refresh tick on their bar means enemies can use basically any of their powers, If end drain is going to be a viable secondary effect, in my mind, then more of the attacks in the set need to have -recovery to complement their existing -end. As it stands, -rcv only shows up on two powers: the 20 second base cooldown Short Circuit, and the much MUCH longer cooldown Thunderous Blast. Adding -rcv to one or two of the single target attacks, or one ST plus Voltaic Sentinel, seems like it would help that aspect of the set.
  15. Cutter

    Fire/?

    I'm by no means an expert, but I've been getting great enjoyment out of a recently-rolled Fire/Rad tanker. Sitting late 30s, and /Rad seems to be capable enough at single-target, and of course Burn + splash damage is great for AOE. I am finding it quite slot-hungry tho.
  16. Cutter

    Dark/?

    Got a Dark/Elec that I've been having a good time with. No particular synergy between the sets tho.
  17. This is really slick. I've done something similar with a baby Sentinel named Neon Beast - but she is far more garish. I might have to revisit her, taking some of your design aesthetic in mind.
  18. (Disclaimer the First: I look at PPPs almost entirely from a mechanical/functional POV. I have exactly one character who crossed over and took one for theme.) (Disclaimer the Second: I rarely take PPPs - when I do it's either been on a Blaster or Controller, or a Tanker. I do not have extensive experience outside of those ATs.) Further to Disclaimer the Second... When I do take a PPP, it's either Mace on a squishy (for Scorpion Shield and nothing else, ever), or Mu on a tanker (for two non-cone AOEs, which are nice to fire off in the middle of a crowd). I have Leviathan on exactly one of my Sentinels (because he's ocean-themed, and both KO Blow & Arctic Breath proc out amazingly). I've never taken Soul on any character (tho having seen it I agree with some other sentiments that it looks really spiffy). My biggest beef, frankly, is the significant disparity in speed among them. Mu tends to have a ton of really quick animating attacks, while Leviathan has "go make a sandwich while you wait" times. Mechanically it's really hard to justify taking a 2.67s attack that's otherwise identical to a 1.17s attack. I don't know about all the Mace attacks, but in a brief experiment with Poisonous Ray on a controller it felt horribly sluggish as well. My second beef is that the PPPs I've tried (which, again, is a small handful over a small number of ATs, so certainly not exhaustive) seem to be way more front-loaded than EPPs. The shields are always a first-tier selection (vs second-tier on the EPP side), and they often start with an AOE as well (at least within tanker sets, which is the bulk of my experience). Compare Mu vs Fire on a tank - two Mu picks gets me a pair of AOEs, whereas on the other side I need to go 3 deep in Fire to get one. To be clear on this, I'm not asking for a change to PPPs here - rather I'd prefer to see the EPPs brought up to the same standard. I loathe being stuck with 1 or 2 useless/entirely-too-situational powers to get to what I want, and the PPPs in my opinion do a much better job of eliminating those dead weight intro picks.
  19. Can't complain! 🙂 One quick note re: Incarnates - I've gone with Vigor Alpha for the endredux and the accuracy bonus, both of which help the set in general but particularly Cloak of Fear. I don't like having to rely on uncertain team comps for those. If you're on a static team and find that either is taken care of (more likely the accuracy piece if anyone has Tactics), switching to Cardiac would retain the endredux and also bring in a little more resists. The rest of it is all built in service of fear tanking and control options, which you may or may not find necessary.
  20. It's a start. Honestly your ENFC resists are prolly about 20% lower than they could be tho. And, my opinion, if you're not going to slot Psi Blade Sweep or Greater Psi Blade, don't take them. They're doing nothing for you. You also don't need both Provoke and Taunt - drop Taunt with this build. I re-jigged my current build into /Psi so you can see what my approach is. It doesn't dip into an Epic at all - not sure it needs one, but could easily drop Weave to pick up Electrifying Fences if you prefer.
  21. My experience (42 Elec/ElAff) is that ElAff is amazing for early game play because it plugs so many holes in those slot-starved levels. Resists, recovery, to-hit, +rech bursts... And it works incredibly in multiples. I recall a Posi a while ago where we had 3 ElAff heroes - ~50% resists for everyone on top of what they already might have had, endurance for days, and laughing at bubbles & ghosts because we had so much to-hit. I will echo the frustrations of having to target through Sparky when solo. If it at least would pop a target reticle on whatever it's aiming at that would help; as it stands, if I want to keep buffs on myself I have no idea what enemy I'm engaging. I do use target binds to mitigate but that just adds to the clicky nature of the set. In teams I don't mind so much, but solo it can become a pain in the backside.
  22. Hey me too! Always commenting on the new paint job or faux-Nazi efficiency, almost always to crickets...
  23. Looks like a solid base. Defenses look pretty robust. I'm not familiar enough with /Psi to offer anything there, but I can give a couple suggestions for the Dark/ half of it. Based on personal preference, YMMV, etc.: Fighting & Leadership pools - you could easily push these back a bit (Weave/Maneuvers/Tactics at least) til you have endurance more under control. It looks like this is an endgame/non-exemping build? If not, I'd strongly suggest at least one more attack in the teens - gonna be a long slog to 28 with only Death Shroud. Shuffling some of your pool toggles to later would open something up for you. Dark Regen should pick up more endred and recharge slotting - you want that up often, and it takes a chunk of your bar with it. That said, I see you're using it as a proc nuke, which is a play I have no experience with, so it's entirely possible the slotting works well enough for it given that role. If you're going to run Cloak of Fear, it needs heavy investment in accuracy and endred. The -tohit isn't worth trying to enhance IMO. As an aside, playing a Fear Tank right now, I'm finding it works best with help from the Presence pool. This pushes it to having strong utility against more than just minions. I regularly cower full spawns with CoF+Invoke Panic, and CoF+Invoke+Intimidate can cower an AV when their triangles are down. I'm not sold on the taunt slotting - you really want either just the default slot, or the full 6 for whatever specific bonii you're chasing. In which case, Mocking Beratement seems to be the favoured set for full slotting due to the beefy +rech at 6. With respect to -KB, I like the Overwhelming Force set in Death Shroud for the 4 points and much better endurance management. You might also fit in -KB procs in some of Cloak of Darkness / Maneuvers / Weave, or consider adding Combat Jumping and/or Hover to plug those IOs in. I wouldn't bother chasing regen bonii - those tend to happen anyway, but aren't something to go out of your way for. I prefer to hunt for energy resists to plug that hole. As far as epic goes, that's really a personal preference thing. If you stick with Mu, you might consider 6-slotting all 3 of the AoEs with Bombardment - that would pick you up another 13.5% energy resist, which is significant. Hope some of that is helpful!
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