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Everything posted by Force Redux
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Public Service Announcement: The AT monthly stats sheets (the two that were published so far one in Aug 2019 and the other in spring 2020) show MMs in the top ATs. They were #3 in the August 2019 stats. The lowest population ATs in the census have ALWAYS been Peacebringers, Warshades, Spiders, Widows and Stalkers. @kelika2 Where are you getting your information from to make such an inaccurate claim? It certainly wasn't from the Homecoming dev report. Let's be clear, I'm not disagreeing. I'm correcting you. If you wanted to claim the sun was a cube, I would not be disagreeing to inform you that it is, in fact, an imperfect sphere. That would be correcting you. And I'm correcting you. I don't expect you to allow yourself to be corrected. You've already demonstrated an alarming ability to close your eyes and remain willfully ignorant. So my continued posting will be for those who might be unduly influenced by your misinformation. To the educated reader and the willing-to-learn, allow me to continue: Here are two builds that compare what you can achieve at level 19, one for a Thugs/Traps MM and another for a Claws/SR scrapper. The IO numbers are for level 50, so realize they would be lower on a level 19, but the point is the number of slots and what you can slot, all other things being equal for the IOs. (to those who are willing to learn, the information below is numerically based and demonstrates a fair comparison between ATs that might illustrate MMs are not, in fact, difficult to level up, function well on minimal slotting, and are rather versatile). Thugs/Traps MM level 19 Build crafted IOs only This build has 15% global defense for Thugs and MM. The Enforcer adds about another 8% Defense vs all, so your minions have about 23% global Defense. On top of that, you ignore the need for recharge (pets don't benefit anyway), EndRedux (most pets do not run out) and can focus on Accuracy (1 slot) and Damage (3 slots for now, so at nearing cap at level 19). By the first upgrade the pets have multiple AOE attacks as well. You also have a heal for the pets and self, plus some damage mitigation (caltrops and web grenade), some control for running mobs (Web grenade), status protection for all (FFG) and some major debuffing/aggro generation (Acid Mortar). An all around good package. And all at level 19, by the way. Claws/SR level 19 Scrapper crafted IOs only This build is used as counterpoint to the MM build above. It is a classic, easy, quick build that gets an early attack chain. I used Super Reflexes since it is the closest comparison to Traps as they are both defense based and lack a real heal (let's save the discussion on Triage Beacon for another time). With the same level, same slots, same available crafted IOs, the scrapper has 3 single target attacks with less total damage buff (has to slot some EndRedux that the MM doesn't have to), and only one AOE (again, less than the MM, who has not only Burst in his minions, but the Arsonist and his burn patches which are arguably superior). Additionally, the scrapper has no way to debuff targets. The scrapper has no heal. The srapper has no crowd control. All they have at 19 are their attacks. And they do not compare to the MM's three minions. In a teaming environment, again, the MM is the superior force. Leveling or end-game. Because of Traps, they are a force multiplier, not only helping themselves, but also helping teammates perform better - boosting their protection, their damage, etc. What about defense? Surely the Scrapper can excel there? Yes. 30% Melee/Ranged, but 0% AOE. That's a trade off against the 23% Global that the MM has that includes AOE and all typed damage (including Psi). I'd actually rule in favor of the Scrapper, here, but not by much. He's got no healing, whereas the MM can patch up the occasional miss through Aid Other. Plus he has Acid Mortar to draw fire. And Caltrops to scatter mobs. And more damage, more AoE and debuffs to make fights quicker. On second thought, the point goes to the MM. He'll kill things quicker and with less risk. All the scrapper has is his Defense, but that's it. The two open spots in Gang War for the MM are open for Unique Pet IOs. If by some chance the MM ran a Summer Blockbuster, and got the Overwhelming Force enhancer, and sold it for two of the IOs, they would add 10% Global Defense vs. all for their pets, boosting them to 33% Global. Making them superior in all regards to the Scrapper. Don't get me wrong. Scrappers are fun. But when you combine a support set with a pet set, you have the opportunity to do wonderful things. For those able to exercise adult patience to read this, I hope it was helpful. I'm available to make a complete build or offer some further thoughts. TL;DR: reading is helpful.
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@TheSpiritFox indeed, with /Traps the Achilles Heel proc becomes less valuable. I should have clarified, this is my general rule for Thugs. Ty! 😁
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Agree. Enforcers (specifically those who are not Traps) should always have Achilles Heel and either one of the Damage Procs OR Gaussian's % build up.
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Very respectfully, I find this statement to be decidedly untrue. And by reading it, I don't want people who are not familiar with MM to assume its an end-game only class. it is not. In fact, it is one of the easiest ATs to level up. I'll explain why, below. First off, every class benefits from being level 50 with slotting and powers to fill in the gaps. This statement that they are late bloomers is true of every single AT. Example, Scrappers and Blasters (arguabley the two most straight-forward ATs)? They need to have 15 extra slots just for a nice, rounded 3 attacks for single target. If you want AOE add another 15 slots for 3 AOE attacks with full slotting. That's before you even get to your Secondary Powers. For the sake of argument, let's assume "leveling up" does not include running level 54 +4/x8 PI purple missions or other events where you are simply being carried. Anyone, any AT, any build can get through that so long as they don't try to face tank things. We will assume playing level-appropriate content at no more than +1 which is where most real leveling teams hang at, on average. Or if you are soloing, then whatever, you set it for your break-even point. For me, again, that's typically been +1 unless I'm in Rogue Isles, then it might be +0 because of the mobs there. Now, MMs can do better than any other AT with fewer slots. Why? Because their pets come with multiple attack powers of their own. That means, the MM doesn't need to worry about filling out a complete attack chain early on. They don't worry about Recharge for their attacks or END drain from attacks. You can simply slot your pets 1 ACC, 2 DAM to start. Most of the pets are not Endurance hungry (excepting Demon Prince, etc). So this lets them land hits and do decent damage right off the bat. And they are going to be doing it with multiple attacks. Every time you improve this slotting, you are giving the slot benefits to muliple powers. At level 19, having T1 and T2 pets at +1ACC/+3 DAM is only two powers, and 6 slots. You'll have had the first pet upgrade, meaning your pets generally are attacking with few pauses, having enough powers. Among all the 3 pets who are active at that level, you have a relatively complete single target attack chain. Compare that to a scrapper. For the same, the scrapper needs roughly 3 attacks. He'll need the same 1 ACC, 3 DAM, but will also require 1 ENDredux and 1 Recharge just to make sure he's not being drained of his blue bar and that they come up quick enough to have low downtime on recharge. That's 3 powers and 9 slots, which means the scrapper has to put in 50% more slots/powers to achieve the same results as the MM. And that's not even looking at the lack of AoE in this assumption, ,whereas MM pets might have an AOE attack or two included in their upgrade. Looking at secondaries, most Scrapper secondaries do not begin to fulfil their purpose until level 25 IOs/SOs. Typically there are three defensive powers of some sort, that each require about 2 extra slots to have a noticable boost to defense/resists/heals, etc. In place of these, a Mastermind with either Time or Dark (the two big MM secondaries) will have chosen three core powers (Time's Juncture, Temporal Mending and Distortion Field for TIME, or Twilight Grasp, Darkest Night and Tar Patch). All of these can perform adequately with 1-4 slots, so call it a break even with Scrappers. MMs are still ahead. They are also safer. The pets are drawing aggro. If one goes down, resummon it. Did you have to eat a blue candy? Don't worry, the scrapper likely had to as well. He's not fully slotted or IO'd out either. Remember the old days before IOs when begged for Accelerate Metabolism? I do. These days? Not so much. That's because EVERY AT benefits from being level 50, with full slots and IOs. Not just MMs. You need the Pet IOs? No, you do not. Again, not unless you are pushing purple content. Then sure. But if you are doing that on any AT, you are going to want IOs. My leveling Tanker would not be doing what she did leveling without IOs. My stalker needed his two Archetype IOs to essentially make the AT what it should have been from the start? Are Stalkers a end-game only AT? No, they shine at lower levels more than scrappers IMO. But if you claim that MMs are the only class to need Unique IOs at 50 (or before) then that's highly inaccurate. Many AT builds rely on a number of IO pieces. Hami Os? Definitely NOT needed on MMs. I use a single IO on all my MMs, and that's in Lich for Acc/Mezz since he actually benefits from it rather easily, low-hanging fruit for my Necro/Dark controllermind build. But does he NEED it? No. You can almost max out any MM pet with five cheap IOs from any of the MM sets: Acc/Dam/End x 3 Acc/Dam Dam/End This gives 86.4% Accuracy, Damage, End Reduction. That sixth slot is left for your Unique IOs, whenever you want. And they really aren't that expensive, compared to other Uniques that other ATs rely on. There is no where where a Hami-O is needed. At all. Ever. Now, you can benefit from them, easily. But they are not necessary. If you have a build that demands a Hami-O, I'll build an alternate build that will do just as well without. Having to farm to level up? False. I came into Homecoming last year with nothing. I don't have a farming character to my name. I don't play the market. I just play the game, collect merits, sell recipes/drops and I've been able to fully kit out 12 Incarnated characters of various ATs. And I still have Inf and Merits to spare. My first character on HC? A MM. Leveled my Bots/FF all the way up to 50 through regular groups, no power leveling, just to relive the experience. Managed to get my first two pet Defense IOs by my 30s by selling merit rewards from TFs and recipes. Literally one Summer Blockbuster run can afford you both, if not more. Right now on the AH, Overhwelming Force sells for 10-15 million. Edict of the Master Defense IO? 2 million. How hard is that? Let's not make MM harder out than it is. Its actually a very forgiving AT to build mechanically, even on a budget. The real barrier is not the cost in slots, or powers, or Hami-Os, or IOs, or Influence. The real barrier is whether or not the player enjoys playstyle of commanding pets and having to also manage said pets. That's my 2 Credits, and I'm sticking to it. Thank you.
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MM Primary Comparison: Standard Environment Testing
Force Redux replied to Galaxy Brain's topic in Mastermind
Having played Mercs/Traps MM as my main back in Live, I have a hard time also. Not because I don't trust the numbers/testing, but because of how poorly Commando performed vs. Assault Bot, Demon Prince and Bruiser. -
MM Primary Comparison: Standard Environment Testing
Force Redux replied to Galaxy Brain's topic in Mastermind
This is why I love Clarion Destiny. Love it and hug it and call it George. -
Hello! Yes, the CoH community has always been superb! Glad to help. Ranged Defense I find useful on Dark, even though you get close for some things, you have plenty of room to remain out of melee. Here are the Pet IO Defense Uniques: Edict of the Master (+5% Defense vs All) Call to Arms (+5% Defense vs All) Command of the Mastermind (+10% AoE Defense; increases to +15% when upgraded at level 50 to Superior) Sovereign Right (+10% Resistance vs All) Expedient Reinforcement (+10% Resistance vs All) Mark of Supremacy (+10% Resistance vs All; imcreases to +15% when upgraded at level 50 to Superior) The IO text description says "to all resistance except Psionic" but that's not true, under Combat Attributes the resistance is across the board. I don't know about Mids but I don't always trust Mids number's to be accurate. I always look in-game at Combat Attributes. Every MM I have gets the following unique IOs in Health: Miracle, Panacea and Numina. All three. These are always worth it. Start with Numina's/Miracle then add Panacea when you can later, as it is the most expensive. Keep Heat Mastery. It is a great pool pick. You'd be surprised at the damage that it can add with some procs. Start with the Sudden Acceleration KD proc , as you have it, then add some damage procs - Explosive Strike, Positron's Blast and Bombardment all have one. You can also slot for Endurance and Recharge if you want to spare a couple more slots. No matter what you do, its a great tool, even with the default slot. Let us know how things progress!
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Because of the Pack Mentality stacks, I would personally never forgo at one of the personal attacks in order to help build and maybe them.
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I love everything about this idea!
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Hello. I heard my name being called. Quick response, as I don't have time to go over a full build. Thoughts below: Defense. IMO you either build for Ranged (since you generally don't take aggro and can stay outside of melee even while debuffing) OR you go for S/L Defense, and don't worry about Melee as much but understand you are going to take the occasional ranged non-physical attack. Either work well, but I find it easier to build for ranged on MOST builds. The magical number is 20 to 30% for Dark Miasma builds. You could go higher (such as with Bots) but with the debuffs, this is the target you want to soft-cap vs anything not in the Purple Patch. Resistances; you will take damage and these help mitigate that. So do your Dark Miasma debuffs which have plenty of -damage components. Do not underestimate the benefits of a few low-hanging +HitPoint IO set bonuses (easy to get but don't go out of your way to get them) and +Health from Accolades. These will help prevent one-shots. I wouldn't lose sleep over geting your numbers super high. Ay Dark Miasma build relies on layers of multiple protection rather than one primary method (such as Robots/FF masterminds). As always, S/L and Energy are the most important resists in the end game, but really, whatever you can get is fine. None of my MM builds live and die on Resistance UNLESS they are Thermal/Sonic builds, in which case, you should be stacking resistances as high as you can get. You can add two Defense Uniques to get a +8% resist all damage types (and will scale up a bit with damage taken). I wouldn't go out of my way for this unless I'm really low in Defense (sub 20% Ranged or S/L). IO Pet Uniques do not carry to the MM, only the pets. Those boosts to Resist/Defense do not affect the MM. I've always had the correct numbers for the Resists for pets when I use Combat Attributes on them. Yours should match what I have in my guide. Would you screenshot and post it, please? Keep the Numina's unique. PM's absorb unique is best use on ATs with a higher health, as it really only procs when you are low and the amount is not enough to save a low HP AT like MM from a one shot in most cases. Soulbound can go in Demon Prince. I like it in Gargoyles, since they both do solid damage and they then each have twice the chance to proc it than Demon Prince. Heat Mastery is a very good MM epic set. Yes, you lose the damage shield, but the KD from Bonfire offers a lot of mitigation not only to you, but also to the pets. It is always a solid choice. You may with to consider putting some procs in there, besides the KB to KD proc. It can do respecctable levels of damage if you toss one or two damage procs in.
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FWIW I actually slot my Corruption (or other ranged attack) with Thunderstrike; for the Ranged Defense as well as Accuracy. Not the only way to do it, but I find I do more damage if I get that Defense up to or as close to cap as possible. Again, for those who want more damage, the procs are the way to go, as others suggest. Depends on your build goals.
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Just need to account for Accuracy. Tactics, Kismet IO and buff/debuff powers are helpful there. But I agree, Blackwand serves my magical MMs very well.
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@Graedyn thanks for the compliment, glad folks find it useful 🙂
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Also, ty for the compliment on my Dark thread 😀
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The most important aspect is the resistance debuff which any of the three can give you. Demons kill things quickly enough that the only thing you care about debuffing resistance on is single tough targets like EBs or AVs, where you can help stack -Res with your Demons. Corruption works best IMO. Plus I like the range and speed. I don't care for the knockback/KD on on either Lash or Crack Whip. Stick an Overwhelming Force KD proc in T1 Demonlings and it's very noticable CC in their place. These are quibbles, however. Pick one you enjoy the animation on and use it, if you are otherwise undecided 😊
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Thugs are more damage oriented. Necro trades some damage for control. Both are great. I personally like Necro better between the two. If I want damage I go Beast or Demons. I have a recent post with advice for Necro/Nature...
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My Beast/Time is ..well...a beast! 😀 I also would recommend Beast/Dark. Both are excellent secondaries that offer very different play styles!
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Yes, only available on the Thunderspy server, and even then it required some jury rigging...
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Glad you're enjoying the game, and welcome to Paragon, hero! MMs funny really come into they're own until starting in the mid 20s. They really blossom with slotting and also the final upgrade at 32. I personally would not go with Fighting Pool for attacks. But the nice thing about CoH is that almost anything will work at varying levels of effectiveness. Since you're not worried about end game, you don't have to be optimal. But it should be fun. I would strongly recommend the Beast attacks, Call Hawk and Call Ravens in particular. They will do more for you than Punch or Kick. If you want another set with fun attacks to use, try Demons. The whips animate well and are useful.
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Just because I'm a nerd, I'll chime on this one. Couple of suggestions 😄 Tier 1 (Summon Adventurer) Archer, Archer and Rogue (Rogue is a stalker with dual blades) Tier 2 (Summon Warriors) Knight and Paladin (Knight specializes in buff auras, Paladin has heal auras) Tier 3 (Summon Warlock) Warlock (mix of damage and some control, ala Demon Prince)
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As a Redsider, this pleases me! 😎
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It's all fun and games until someone sends in killer clowns from outer space 😳😀
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Once you are properly slotted you should not be having any endurance issues. Feel free to post a build review. I would never consider getting rid of darkest night it may not see regular use when you get to higher levels but when you face a tough boss or arch villain you'll be glad you had it.
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Looking forward to more 🙂👍🏻
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@TK3477 Well, here's my build. Goals: Keep Chill Mastery since you wanted Defense Armor without the flavor of Mace. WIth the build, you sit at 43.4% S/L Defense and 28% S/L Resistance (including Wild Growth buff). While you are not tankerminding, since you are using Entangling Aura you will catch some aggro and you will be closer to melee, so this is a good pairing with S/L Defense. Get Global Recharge higher. I added Hasten. So many of Nature's buffs rely on good recharge, this was low-hanging fruit. Also LotGs where possible. Use Procs to help the pets. Zombies have Overwhelming KD to help with mitigation. It will go off often. Grave Knights have Lady Gray and to help bring down targets faster. This and their innate Knockup will help with mitigation. Lich - not slotted for Maximizing -ToHit (as I would with a /Dark build), but will contribute to damage with the Clouded Senses proc. Squeeze in some +hit point bonuses when possible. Since your Wild Bastion is based on Max Health. Accolades will also go a long way to helping boost this power. I got rid of Fighting and achieved similar results with IOs. Since you are not tankerminding the extra S/L Resists are wasted. Even on my few tanker mind builds I never took Fighting. I removed Drain Life. You already have a number of healing sources, and if you want a damage power, Gloom is the standout for Necromancy. Unfortunately, I did not have room for it and there are more important powers to take during the leveling process. I'd grab two attack powers from the P2W vendor such as the Blackwand (thematic, and helpful debuff), Undead Slaying Axe, and/or Sands of Mu and supplement it with some temporary powers you can purchase, such as Envenomed Dagger and Gabriel's Hammer (cheaper than Dagger, without the debuff). That way you can do something attack-y-ish if you like. Remember, you have the Kismet +Acc IO and Tactics plus some accuracy bonuses to help land these powers, even if you can't slot them. Or you could forgo a little bit of S/L Defense and trade out Flash Freeze for Gloom. Don't' get Ice Blast, its terrible numbers wise, you don't have enough slows to stack to make it effective for that purpose, and it really only matters if you take it for theme. (I did for my Robots/Cold/Chill MM, and that's okay). Added Speed for Hasten (see above) and Super Speed (with celerity Stealth IO) so you can ghost your Dark Astoria missions or use Assemble the Team/Incandescence on speed TFs. Kept Leadership - of course, the backbone of good MM support for pets and teams. Replaced Sorcery with Flight. IMO one goes for the Sorcery Pool either for theme or for specific powers. You had it only for travel. You can easily change this back, but I really advocate for Group Fly for any Mastermind to help with tactical management of pet AI on Z-axis maps. This is not a movement power per se, but a positioning power for quality of life. You also get another mule for LotG in Afterburner, which has its uses on large maps, too. Fly can hold the helpful Winter's Gift slow/rcharge resist IO. Considering how much Nature relies on good recharge, this is to the build's benefit. Doctor's Wounds sets are in place for the beneficial 5% recharge boost. I put a +END Proc in Lifegiving Spores, as it will proc for anyone standing in the field. Enchant Undead and Dark Empowerment never need more than one slot, ever, for EndRedux. Slots are too precious. Bump them to 50+5 if you want to spend the funds on a small extra bit of cost, but do not double slot these. Even if you resummon in battle, stand in your Lifegiving Spores and that will be more beneficial. Additionally, carry a few extra blues in your Insp tray. But if you get your Accolades and use Lifegiving Spores, you won't worry about resummoning costs to much in battle, even the worst ones. I slotted Basilisk's Gaze into Entangling Aura** for a nice 7.5% recharge boost. I'm a fan of Entangling Aura and it really helps reliably keep minions in place. With the Lockdown Proc it can help pin down Lts and occasionally Bosses as well (but the bosses will only be intermittent). Because this build uses Chill Mastery and you can't tell when Lich will use Tenebrous Tentacles, having Engangling Aura to prevent mob movement is super important. If you do direct Lich to attack a boss, you will more reliably hold him due to Lich adding his hold. If you decide to go the Controller approach with Lich instead of damage, you can substitute the Clouded Senses proc for a Hamidon Acc/Mezz (don't do Dam/Mezz, as you're already at diminishing returns on Damage, so extra Acc at least isnt wasted). **I slotted an Acc/Hold in Basiliksk's Gaze, as Entangling Aura power description does have a base accuracy of 1.0; however, it does not take Accuracy enhancers, which has led me to believe it is auto-hit. I never removed the Acc/Hold in my live build, it works just fine, but assuming it doesn't need Acc, you could always swap this for Rech/Hold in case you want to get it up quicker after detoggling. I wouldn't bother with the % recharge slow IO, it doesn't seem to really help any time I've used it. Soul Extraction is a general mule for 5 of the aura IOs, but there is an extra Acc/Dam/Rech in there to help boost the summoned pet a bit. However, I find that unlike Hell on Earth or Gang War, the summoned pet isn't as important and thus feel okay with more muled IOs in there than perhaps in Demons (but I always mule at least 4 in any power that will take them, as I prefer steady-state improvements and IO/procs of my permanent pets over temporary buffs/pets). You could easily remove the Acc/Dam/Rech and toss that slot elsewhere, but you'd lose the 2-piece 2.5% recovery bonus, which I like. In general, I think this is a solid build. I have never run Necro/Nature together, but I do have a fully incarnated Necro/Dark MM and a fully incarnated Plant/Nature controller, so I'm familiar with the power sets. The MM personally is tough enough for dealing with casual aggro or an ambush. If you really wanted Hoarfrost or Hibernate over Afterburner/Super Speed, those would be viable alternatives. Both would be useful 'oh shoot' panic buttons. But if you ever actually go tanker-minding you'll need a very different build. NOTE: Sovereign Right and Expedient Reinforcement descriptions say +resist vs all but Psi, but in-game combat metrics show the buff does apply vs all damage. Pets with all applicable IOs and Nature / Leadership buffs are as follows: Zombie 14% Defense (All) 29% AoE Defense 78% Smashing Resists 52% Lethal Resists 52% Fire Resists 78% Cold Resists 52% Energy Resists 78% Negative Resists 78% Psionic Resists 78% Toxic Resists Grave Knight 14% Defense (All) 29% AoE Defense 52% Smashing Resists 52% Lethal Resists 52% Fire Resists 78% Cold Resists 52% Energy Resists 78% Negative Resists 78% Psionic Resists 78% Toxic Resists Lich 14% Defense (All) 29% AoE Defense 52% Smashing Resists 52% Lethal Resists 52% Fire Resists 78% Cold Resists 52% Energy Resists 78% Negative Resists 52% Psionic Resists 78% Toxic Resists With Spore Cloud up (and not factoring in EB/AV/GM debuff resists), the undead will be at an effective soft-cap vs AOE and a respectable 31% defense vs other attacks. But anything that resists the debuff or is not in range of Spore Cloud (which has a 15' radius) will hit much more often, which can punish the T1 Zombies, especially due to their lower T1 hit points. Wild Bastion can really help them manage those one-shots. Its nice to note that all of them have 100% resistance to recharge and slow movement debuffs. They also have 4.0 Fear/Sleep and 1.0 Stun protection (Lich doesn't have Stun). While you have solid, all-around resists thanks to the Pet IOs and Wild Growth, you'll note that Lethal, Fire and Energy are both common in-game and also not the strongest resists (ie,the pets don't have their own native resists to stack with this). You'll need to rely on your debuffs (Spore Cloud, Lich, GK gloom) to help counter that, as well as your Absorb in Wild Bastion, plus all the huge amounts of green numbers you can throw off with your heals. On top of that, extra mitigation exists with Entangling Aura and Lich through holds and the like will be helpful at times (plus the KD from Zombies and KU from Grave Knights). Use Flash Freeze to counter ambushes or extra groups / patrols you are not ready to fight yet. Having your Alpha get your level shift will really help this build as it does with all masterminds, to counter the purple patch. Likewise, with this build I'd go with Intuition to improve damage, hold and tohit debuff, but Musculature is also another solid option, trading out hold for EndMod and others, but personally I'd go Intuition to help improve Entangling Aura and Lich's holds on top of Damage. Because you're in melee range, I'd also be inclined to go with Void Judgement for placement and the huge -Damage debuff. Easy to lead off with that through stealth for 30 seconds of debuff. For Interface, I like Diamagnetic for the To Hit Debuff and Regen Debuff. For my first Destiny pick, I'd go Clarion. Nothing sucks more than getting mezzed and many mezzes are Energy/Psi related, which you have lower Defense. Plus it keeps the pets from being knocked/held/confused. Barrier would also be a decent choice if you don't care about mezz protection. Hybrid, I like support with double values for pets. Buffs to Defense, Damage, End Discount, and more are too good to pass up for a nice 50% uptime. Great when you hit a crunch situation or expect one. The build is below. As with anything its just my way of building it, and there are a hundred other ways to skin the same cat. Use what works for you and ditch the rest, and especially, just have fun! Comments/questions welcome.