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Bopper

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Everything posted by Bopper

  1. Regeneration isn't even invited to the party... poor regen. It was their birthday party. I guess someone else can open up their gift. It was a nerf bat.
  2. Forts blossom a bit later when they can get their Psi Wail and Aura of Confusion. If you're playing at level 24ish, I could see your concern with how the Fort plays. That being said, you could go with Night Widow branch for that level range. It'll give you more health/resistance and you go back to Strike and add Slash to your ST chain. Another option is to try a hybrid Fort, which leverages the best melee attacks in your "stock" powers, and ditch powers like Scramble Thoughts. Let us know how you like playing the widow so far, and we can leverage that into build ideas. Plus, we can factor in more of the leveling up experience, if you haven't gotten to lvl 26 yet.
  3. Correct, your bar will go up by 10%. Now that Vulnerability can be cast at 50% of your opportunity, it's equivalent to getting 20% of your next Vulnerability charged up.
  4. This. It's a great power for proc'ing. However, at 2s cast time, it will be a bit slow for a lot of folks. The slow DoT doesn't help its perception much either. Still, I never heard of Hemo being overrated, if anything it's underrated given how much hate the power gets despite not being *that* bad in today's proc meta gameplay. With just the ATO slotted, and its 23.19% recharge enhancement applied, you're looking at 89% chance to proc. Very reliable.
  5. I took a first hack at it. Tried to stay somewhat in the build budget you've shown in your post, removed Strike for TT:Vengeance, as I think you have enough ST options between Dominate, Follow Up, Lunge, Telekinetic Blast, and Scramble Thoughts. In the image you'll see a bit more defense and S/L resistance, along with more recharge. Some downside... your net end recovery went down slightly, and your regeneration and max HP took a hit. You can adjust things to get some of that back, if you like. Scramble Thoughts slotting might be my first choice in ditching some recharge to gain back those health stats. Shocker Widow - Bopper Edit.mbd
  6. Time_DP_Proc_Heavy - i27p5.mbd This is not the most relevant build (I haven't touched it in quite some time). Although it's titled i27p5, that was mostly for moving around power's level unlock selections. I would have to go back and look at the slotting for Suppressive Fire and reconsider adding Piercing Rounds to the build. Still, it's something to start with.
  7. Don't be rude. They are offering their advice as a courtesy. Read it if you want, but don't tell them what to do. Ask nicely, if you have a request.
  8. It's actually not that bad when you realize it ignores resistance and is auto-hit. Typically, higher ranked foes have higher natural resistance to ToHit debuffs (Bosses have a minimum 20% resistance, LTs have 10%). Throw in enhancements, and you can somewhat counter any purple patch you might face. So treat it as a steadfast protection, with a little extra on top. A perfectly fine one-slot wonder power.
  9. Bopper

    Nin vs SR

    Don't sleep on that heal power. It can be enhanced to do roughly 50% of your base health every 20s or so. You're gonna be able to give yourself roughly 28 hps at the extremes. Plus, the toxic resistance stacks.
  10. Funny enough, I don't have many alts...and I rarely have two characters of the same AT that are level 50. But for the two pairs that are, they are amongst the lowest in AT popularity: Stalkers and Widows. The stalker pair was mostly to satisfy my desire to play certain powerset pairings (Energy/Energy and SJ/Stone), but with the Widow pair it was because 3 builds were not enough for one character. That's the best thing about VEATs, because of their branching system you can truly play a different character by switching builds. With any other AT, your additional builds are mostly slight flavor changes: for example, an AoE build, ST build, Team Build, etc. But they're just dial turns on what is effectively the same character. With VEATs, those dial turns are to the extremes. Instead of flavor adjustments, it's full on role adjustments. Your branches can lead you to play as Melee, Range, Armor, Support, and Control. Your builds will give you any combinations you like, so many that 3 builds will not satisfy. But in a pinch, I can go from my melee-centric tanky Night Widow into my assault-centric control/support Fortunata. Join a team, see what is needed, and switch to my build of choice, as opposed to switching to another character.
  11. It's a 4.5 PPM proc, so with a base cooldown of 240s, the proc chance is still 90% with this power slotted this way. In fact, you can slot this for 400% recharge and still achieve 90% proc chance. Now, this is not like your typical proc. It's a proc that grants your foe a power that gives them a chance (33%) to spread confusion to other foes, if the foe granted the power is already confused. So, foe example, let's say you run into a group that has 2 bosses, 2 LTs, and 4 minions. The LTs and Minions will get confused, and hopefully proc this to the 2 bosses who are not confused by the initial cast. Now, that example is hard to math out because the proc can only hit 5 foes if it triggers, and it's gonna prioritize targets based on proximity to the proc'd foe. So let's look at a mob of 1 Boss, 2 LT, and 3 minions. Assuming you hit all 5 with your AoC, the probability of getting no spread to the Boss is: 14.82%, so your chance of confusing the boss will be 85.18% (I'll spare you the binomial probability math). Now, factor in your 5% chance to miss those targets, the actual probability will go down by quite a bit. But 77.4% of the time, you'll hit all 5 and you'll have 85.2% chance of confusing the boss.
  12. Control/Tank - Page 7 version of the TankTroller This is mostly an update to a build I posted last page where the focus was on High Defense, and lots of control stacking. With the Presence pool, this has some Tanker-ish playstyles as you can provoke enemies towards you before locking them down. Obviously, the reason for this update is to incorporate Fate Sealed, which does many nice things for the control aspects of the build. It's especially useful for Invoke Panic, which yes...gets used in this build. Sadly, I made a hard decision in skipping Mask Presence, but I really wanted Psinado, and felt it will do more for my survivability than the 3% defense I was getting from my stealth toggle. Between Aim, Lunge, and Masked Presence, I felt I didn't want to lose my Aim+Nuke combo, and I didn't want to lose my ST DPS. So, it is what it is. Enough with the negative let's focus on the positives. Defense is still solid, 55%+ to all positionals. Solid resistance to S/L/F/C (33-35%). Lots of recharge (perma-hastened), and Unrelenting is at a 163s cooldown. Control: FEAR: Invoke Panic: a 20' radius Fear power, that has a 19s cooldown with a 24.5s duration. That uptime will prove useful whenever an extra group gets aggro'd. Also, it houses a Stun proc that has a 69% chance of firing. By itself, that proc means nothing, but with Psi Wail, it can be a nice stack for getting bosses stunned, even if for a mere 5-8s. Intimidate, totally here as a stack mechanism for Bosses. With Invoke Panic applying a Mag 3, Intimidate is there to help with getting a Boss mezzed. STUN: Psi Wail: Can be used every 40s, and causes a 26s Mag 3 stun. Paired with Scramble Thoughts, you can lockdown Bosses and Elite Bosses. HOLD: Total Domination, can be used every 67s while doing 36s Mag 3 hold, with a 90% chance to proc an additional Mag 2 hold for 8s. Dominate is already used in your DPS chain, but will be able to reliably lockdown any bad guy after a few rotations. CONFUSE: Aura of Confusion, can be used every 66s and does a 65s Mag 3 confuse. Also has a chance to proc for higher mag confuse. SOFT: Psionic Tornado, can be used every 8s and reliably knocks up bad guys, which typically takes 4-5s for them to animate then come back to a fighting position. Also useful AoE DPS. All together, you'll almost always have atleast one AoE mez option available to you, while having 3 ST mez options to stack with or fall back on in a pinch. Tank: TAUNT: Provoke: It's useful for keeping enemies from running away, as well as away from your friends. DEFENSE: As mentioned above, 55-56% defense to all positionals. Not quite incarnate softcap, but Agility alpha can get you over that hum if you want it. The added defense, recharge and end mod actually makes it a good option for this build. (Also recommend Intuition for more damage and Hold). RESISTANCE: Psionic is great at 74%, while your S/L/F/C is decent in the 33-35% range. E/N is ok at 21.5% while Toxic is a hole. REGENERATION: It's meh, at 180%, however we have Unrelenting which basically acts as 30s of 800% regeneration. Sort of a poor man's Instant Healing, HIT POINTS: 1400ish....definitely not Tanky. But hopefully, you aren't hit enough for this to matter. Build: Siren's Control Armor - v4 - unrelenting - i27p7.mbd
  13. I haven't built this one out yet on Beta, so I can't really say from experience. But looking at the build for let's say +3 difficulty (0.65x modifier for purple patch), the damage mitigation should be rather strong. Start with Total Domination, 67s cooldown, so available every mob or two, you're gonna hold non-bosses for 23.5s and you'll have a 90% chance of holding bosses for 5s. Enough time to layer on some Dominate to prevent them from ever attacking you. Next, you have your Psionic AoEs: Tornado and Wail. You can knock them up as your alpha, giving you a few seconds of safety to run in and unleash your Wail to lockdown non-bosses for about 11.5s. If there are bosses in the pack, then I'd go Tornado > Scramble (on boss) > Psi Wail. The knock from Tornado gives you about 4s of safety, so enough time to fire off both Scramble and Wail before the Boss even gets back to their feet. You'll be able to re-cycle your Tornado every 8s, so that alone has enemies in a 50% lockdown state, while Wail is on 40s cooldown, good for use in every 1-2 mobs. Finally, you have Aura of Confusion. 66s cooldown, so again, available every mob or two. This has a 42.5s duration and a chance to proc for higher magnitude for 6.5s. Honestly, with that much mitigation, you probably don't need all the armor in this build. But I see this as build I would want to run with casual players. Safely have every mob locked down, even on faster pacing teams, letting them have fun shooting fish in a barrel. If your team over pulls, you have multiple AoE mezzes to work with (but risky, as you will often hit the same targets twice - that's really where ST mezzes come into play, for picking off stragglers). But yeah, that's sort of where the armor comes in, when you can't lock everything down, but you slowed down the mobs enough that the few baddies...even if strong baddies.... shouldn't drop you. EDIT: I had time today and made this build to test out against +4s at level 50. It went very much like how I projected, was able to stand in the mob, drawing them in a bit, and went into my various AoE options. The single target damage on bosses was ok. FU, Lunge, Dominate, and Scramble was serviceable and one my mezzes stacked, the bosses stopped mattering. It's not an AoE dps machine, though, so I found myself chaining AoE mezzes during a fight, which worked out just fine, as they would all be up relatively quickly when I moved to the next mob. Only challenge I had was endurance. Never risked running out, but I was finding myself at 50% quite a bit of the time. Hasten crash is playing a part in that, but still...would be nice to have more net recovery if I could make it happen.
  14. Control/Armor After Page 7, I revisited one of my builds from last page, the Tank/Troller build. I wanted to incorporate Fate Sealed while building for Control and Armor (high defense and resistance). I don't call this a Tank build, as it does not have Provoke. Still, it is a different playstyle that isn't easy to replicate on other ATs. You'll get to lockdown areas while having tons of armor and some modest damage options. Control: Psi Wail: AoE Stun - Mag 3 for 18s Scramble Thoughts - ST Stun - Mag 4 for 27s Aura of Confusion - AoE Confuse - Mag 3 for 65s (with chance to proc higher mag) Total Domination - AoE Hold - Mag 3 for 36s (with chance to proc higher mag) Dominate - ST Hold - Mag 3 for 34s Psinado - AoE KU (8s recycle time) Armor: Defense (M/R/A): 64% / 61%/ 59.5% Resistance: 38% for S/L, 25-27% for E/N/F/C/T, 85% for Psi Rune of Protection: add 38.5% resistance to all when active Damage: ST: Scramble Thoughts with the Decimation Proc, Follow Up, Lunge, Dominate AoE: Psi Wail, Psinado, and Aura of Confusion (indirectly) Options/Variants: Could ditch Sorcery for Presence pool, which I'll play with and showcase here if it's worthwhile. Siren's Control Armor - v3 - psinado - i27p7.mbd
  15. ST Proc Heavy - E+UR+UP Build As advertised, here is a more proc-friendly version of the E+UR+UP Build (Europe?...they do like their "U's", afterall) Here, I chose to ditch Placate and added Gloom for additional ST DPS. Having that 4th proc'd attack helps with sustained DPS. Hasten is still perma'd, Unleash Potential and Unrelenting still have sub-180s (151-156s). Elude winds up with 247s cooldown. That's not too bad, it's not gapless T9 chaining, but having only 7s down time is not bad, and in reality, you're gonna have maybe 2-3s gap on one end while casting Unrelenting, then 4-5s gap after UP shuts off. HP takes a bit of a hit, as does your E/N/T resistances. Still, I think it'll be rather strong for survival as you gain a significant amount of damage via procs. Finally, I show this build without Preventative Medicine's Absorb proc. Honestly, I probably would replace one of the +Recovery IOs in Health with PM, as that absorb can be a life saver at low health (which is when your scaling resistances are most effective). The build:Siren's Night - i27p7 - v19 - proc heavy - elude and UP build.mbd Shown with just UP on, you're having at minimum 74% defense to all positionals during the 1-ish minute Elude is inactive. During that small gaps where UP and Elude are inactive, it's 48% defense to A/R and 58% for melee. ST attack chain is fairly straight forward. From Hidden, you'll start with Slash for the massive crit damage, then go into a rotation of FU > Gloom > Lunge. The chain will have gaps, which is where Spin can be incorporated, Placate (if you want to fit it back in) acts as a decent filler, but that would come at a cost of Spin, most likely. Alternative would be to replace gloom and proc out Mental Blast instead as your filler. But I think I'd rather just enjoy the burst in hopes it's enough to kill the target I care about, then use spin to thin the mobs. Anyways, it's a fairly fun build. A bit different play style. I thought I'd have more endurance issues with it being proc-focused, but I didn't. I stayed near capped endurance until the crash.
  16. Just swap. Your character gets up to 3 builds, so vary them as much as possible.
  17. It tests really well. I stood in front of a rikti dummy for about an hour trying to drain my endurance but couldn't do it. I'm also finding myself not bothering with Mind Link casting while Elude is up. So now, I wait until I see Elude flashing, then cast Mind Link prior to the crash. So in a way, I'm getting back about 6s of cast time that I would've spent - so the 20s crash isn't as bad when thinking of it that way. Covers the time spent retoggling at least. One thing I notice, that I had not considered before, is the run speed you get with Elude. With Sprint on and using Agility Radial for my alpha, I am doing about 85 mph in-combat. Very zippy. So yeah, breakdown is sorta like this: ~40% Resistance to all but Psi, Psi Resistance at 62% or 85% depending on Mind Link being active Aside from the 20s recovery crash, net endurance is typically at 4-5 eps Elude end crash is mitigated by 99% chance of getting endurance back from Unrelenting (and possibly more from UP) While Elude is active: 132%+ defense to all positionals (does not include Mind Link) 85 mph run speed (in combat) ~21 heal per second While Unrelenting and Unleash Potential is active (30s together) 74%+ defense to all positionals (includes Mind Link) 52 mph run speed ~113 heal per second While Unleash Potential is active without Unrelenting (30s apart) ~42 heal per second Attack Chain is fairly straight forward, Slash > FU > Lunge > Spin for your mix between ST and AoE. To focus more on ST, I will replace Spin with Placate whenever on cooldown.
  18. The Tanky T9 Chainer: Elude + Unleashed Potential and Unrelenting Combo As per usual...I start looking at Widows and my mind goes to some nutty places. I had been thinking a lot lately about incorporating Elude and ways to maximize uptime while also mitigating the crash. To mitigate the crash, I would incorporate Unrelenting - which is a 0 end cost power that can take two procs (PS and Panacea) that can grant back endurance...enough endurance for me to retoggle any powers. With Panacea and Performance Shifter each having a 90% chance to proc, I'm looking at only a 1% chance of getting nothing back, which I like. To maximize uptime, I looked at a few things: Burnout and Origin T5s. With Burnout, even with the use of accolade powers like Demonic Aura and Force of Nature, I couldn't keep 100% god-mode going. At best, I was able to hit a 7 minute cooldown on Burnout, that allowed me to go 13 minutes of crazy: (Elude+BO) > Elude > (FoN+DA) > (Elude+BO) > Elude > ~50-60s gap before Elude is back I can probably layer my Burnout in ways to improve on that slightly, but I'm mostly chasing something that is nearly impossible. Plus...do I really want to go into a 20s crash every 3 minutes? I figure there are better approaches to what I'm trying to do. So I turned my attention into chaining "T9s". By that I mean, use Elude with an Origin Pool T5. With enough recharge, I can chain these together, assuming the Origin Pool can get down to 180s cooldown and if I can get Elude down to 240s cooldown. Elude will be the challenge, as it would need 1000/240 = approx +320% recharge, while the Origin Pool T5 would need 600/180 = approx +235% recharge. So if I can get Elude to 240s, it's safe to assume the Origin Pool (and Unrelenting...forgot to mention that) to sub 180s cooldowns. So, which T5 do I pick? Normally, I go with Rune of Protection, it works great for Widows (as you can see from most of my builds), but for this challenge I wanted to go with Unleash Potential. UP is similar to Elude in the fact they both grant Defense and Recovery, while the Regeneration pairs nicely with Unrelenting's Heal over Time and Recovery. I figure, with the 20s recovery crash from Elude, I will want to gain back my endurance as quickly as possible as soon as I exit the crash window. Also, UP can slot PS proc, giving me a chance of regaining as much as 27.5% of my endurance after the Elude crash (73.9% chance of all 3 procs triggering). Finally, I chose to ditch on damage for the sake of proof of concept. So no procs, just loads of recharge. Here is what I came up with: The Tanky T9 Chainer Siren's Night - i27p7 - v16 - elude and UP build.mbd I did not toggle on Unrelenting because I wanted to show Elude's cooldown without factoring in the +20% recharge you get for 30s. For what it's worth, UR will drop the cooldown to 239.5s. Also, the endurance recovery would increase to 5.71 eps. So with this set up, when Elude is on cooldown, you're looking at defense values in the 74%+ range on all positionals. You're also looking at resistance values of 40% for all types (something I threw in for fun, but you can ditch toxic and get even higher recharge values if you like). You also have a nice 456% regeneration (42 HPS). Throw in the 30s of Unrelenting's heal over time, and you'll be refilling your health bar with ease (113 HPS total). So yeah...pretty decent numbers for down time. You don't have many attacks, but given the recharge of your powers, you can chain Follow Up, Lunge, Slash, and Spin for some modest damage (you're not gonna play this build for DPS). Hmmm....what am I forgetting? Oh right, Elude. So for 75% of the time, you'll be looking at those defense numbers with that net recovery of 5+ eps. Endurance won't be a problem with this build, which is why I was fine with moving Panacea to Unrelenting. Anyways, I thought I'd share this build. It can stand up to quite a bit, while offering up a different playstyle - one where you have to pay attention and time your click armors just right. I will offer up a variant or two tonight that incorporates more of a proc build for decent ST DPS while maintaining most of the benefits from the Elude+UP+UR combo.
  19. Night Widow - Minor Proc build, heavy S/L/E/N/F/C/P resistance Here is a variant of the previous build, where I trade in some Range/AoE defense as well as all the Toxic resistance, and start incorporating in some procs for added DPS. My focus here was to add some potency to my ST attacks to help with those tougher bosses. For good measure, added plenty of procs to Spin to help on the AoE side of the house. For this build, I recommend Cardiac alpha as you'll need help with your sustained DPS given the number of procs being used, plus that resistance bonus will help your RoP get you to 85% to all but toxic resistance.The screenshot below shows with Cardiac active. Without Cardiac, you'll have 42.25% S/L resistance, 46.5% F/C resistance, and 45% E/N resistance. RoP will get you to atleast 80% for all those. Siren's Night - i27p7 - v6 - Hasten and RoP - no Epics - proc heavy.mbd
  20. Night Widow: Tanky, used RoP and Hasten, no Epics EDIT: Looks like I was able to squeeze more out of this build than I thought. I rearranged the slots out of Mask Presence and MindLink to add a 6-piece purple set to Boxing...now my ideal way to build, but I'm willing to do it if the build becomes stronger overall (which it has). By making these moves, I have increased my Toxic resistance to 40.5%!!! I also slightly increased my net endurance recovery, defense, and recharge. So what does this do? It makes my Rune of Protection that much more of a god-mode. With it activated, I will be at 85% resistance to S/L/P, 83.5% resistance to F/C/E/N, and 79% resistance to Toxic. At 85% HP, my F/C/E/N becomes capped, and at 71% HP, my Toxic resistance becomes capped. Not bad for a character already incarnate soft-capped to positional defenses. I would love to have my slow debuff resistance higher. Currently it sits at 75%, but I'd feel a lot more comfortable it it was at 90%+. I could chase that by ditching the Boxing muling for Winters, but that would be a large hit to recharge which I rather not do. The new build (no incarnates selected):Siren's Night - i27p7 - v5 - Hasten and RoP - no Epics.mbd With Rune of Protection inactive: Original Write-up Here is another Night Widow build I just finished up. It originally was going to be listed as a variant of the previous build, but it feels like it needs its own post. This build takes both Hasten and Rune of Protection, but skips on taking an Epic pool. The survivability is impressive, and the AoE isn't bad for a melee character. The highlights: Melee Defense: 73% (nice for those ITFs) Ranged Defense: 64% AoE Defense: 59% (I wish this was higher, but it's still incarnate soft-capped, so I'll live with it) 45%+ resistance for S/L/F/C/E/N (before Rune of Protection!) Psionic resistance is hard-capped at 85% before RoP Toxic resistance is a very solid 34.5% before RoP With RoP: That's nearly hard-capped before scaling resistance. With Reactive Defense, you'll hit hard-cap on everything but Toxic at 85% health or lower. It is an exemplar-friendly build, as you take all of your attacks by level 26. Follow Up, Lunge, Slash and Eviscerate for your ST rotation (yes, I use Evis against STs), and you'll get Eviscerate, Spin, Psychic Scream for your AoE. That won't be a complete AoE rotation, but with Widows you simply sprinkle in your ST bombs as filler. Hasten is not perma'd, but at ~126s it's close enough to not worry. Base Enhancements can get you the rest of the way there, or you can take Agility alpha. The build: Siren's Night - i27p7 - v4.mbd
  21. Night Widow: Tanky, uses RoP, no Hasten. I took a look at Night Widows with fresh eyes today, trying to see how I would want to build one after the Page 7 changes. Like most of my builds, there were a number of variants that I came up with, but the one I liked the most was a very sturdy build that skipped on Hasten but went with Sorcery Pool. This build went extremely heavy on Resistance set bonuses, as you'll see here. Siren's Night - i27p7.mbd There are no incarnates in this build, but if I were to choose an Alpha, the clear winner would be Agility. My positional defenses would go up another 5%, the End Mod would help my recovery reach 3.66-3.72 eps, and the Recharge would help for obvious reasons. The nice part of this build is getting all my non-toxic resistances to 42%+. That allows me to reach 80%+ resistance with Rune of Protection, before scaling resistances. Maybe someday I'll make a build that hits 45-47% so that my RoP can hit the 85% cap, even at full health. (*Note, Cardiac Alpha will achieve this, while hitting 73.5% toxic resistance). Ok, now that we see the build, let's discuss. Defenses are at 63%+ for all, giving ~4% buffer over the incarnate softcap. DDR won't save you from defense-debuff heavy mobs, but it gives you enough cushion to take on that first debuff. Elude would be a useful variant power pick if you ever want those 3 minutes of god-mode followed by potential death. Still, RoP before the Elude crash could make for a nice combo. Ok...I went off track, bottom line is, you have really good defenses with this build. Resistances, already mentioned above, but worth highlighting again. There is enough resistance in this build that you may consider not taking sorcery pool. I did that with one of my variant builds, taking Hasten and a couple other powers. Still, with Widows I will always be a Rune of Protection stan, so I kept coming back to it with this build. Having the 33% uptime of an extra 38.5% resistance to all, just makes for extremely tanky capabilities. You'll hit your 85% to non-toxic at 70% Health. Nice. The damage isn't crazy strong - this isn't a proc build, afterall. Still, it is serviceable as you have your premium ST attacks (Follow Up, Lunge, Slash, with Swipe as filler). You'll also have a good amount of AoE with Spin, Psychic Scream, Electrifying Fences, and Ball Lightning. There is enough AoE there, that you should strongly consider taking Eviscerate over Spin. Only reason I am not is because I don't want my first AoE to show up in the level 20s. But for end-game, if you have no expectations of doing much exemplaring, go ahead and take advantage of Eviscerate's higher damage and crits. Another option is to go with Gloom and Dark Obliteration. This will impact the defensive set bonuses, but that's not too difficult to navigate for your build liking. Endurance is ok, but not great. A net of 2.5 eps, before incarnates and without travel powers enabled. Agility or Cardiac will help with that. Finally, the build does come with 90% slow resistance. Something I like, especially with this build lacking Hasten. Variants:
  22. It goes off max HP. So buff that max HP to your heart's content.
  23. That's what I'm thinking, and possibly stealing slots from various powers. I was looking at my first build, the Melee ST/Support, and would have gotten rid of the 2nd travel power in the build, and moved all the enhancement slots to Pain Tolerance. I likely would have also removed the 2nd Assault in the build for Placate, but for thematic reasons (Support) I might leave that as is and make such a change on a more solo-oriented build.
  24. I don't anticipate doing changes for any of the DPS Fort builds, but I might update some of the Night Widow and Control-based Fort builds when I get time.
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