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tjknight

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Posts posted by tjknight

  1. On 6/29/2025 at 11:40 PM, Marstannum said:

    I just searched through every page of this thread and, while I didn't find the build I was looking for, I'm absolutely floored by the amount of time you must have put into doing all these builds.  What an unbelievable service you've done for the community here.  Thank you!

    Just so you know, this isn't another request.  I'm going to review some of your work more closely and then try to make my own Beam/Atomic build.  Hope you're having a great time with Dune and whatever else, you absolute legend.

     

    I've been doing this lately. JJ's done enough builds that it's really not hard to use the  existing builds as a guide, to making just about any combo. Even the newer powersets. He has a very solid method to making effective builds! 

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  2. I'm thinking of something like this... I'm not the world's best builder by any means, but it's a start. 

     

    Villain Stalker
    Build plan made with Mids Reborn v3.7.14 rev. 3
    ──────────────────────────────

    • Primary powerset: Psionic Melee
    • Secondary powerset: Psionic Armor
    • Pool powerset (#1): Fighting
    • Pool powerset (#2): Concealment
    • Pool powerset (#3): Experimentation
    • Pool powerset (#4): Teleportation
    • Ancillary powerset: Psionic Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Mental Strike

    • A: Superior Stalker's Guile: Accuracy/Damage
    • 3: Superior Stalker's Guile: Accuracy/Damage/Recharge
    • 3: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
    • 5: Superior Stalker's Guile: Damage/Endurance/Recharge
    • 5: Superior Stalker's Guile: Damage/Recharge
    • 7: Superior Stalker's Guile: Recharge/Chance to Hide

    Level 1: Psychic Wall

    • A: Titanium Coating: Resistance
    • 7: Titanium Coating: Resistance/Endurance
    • 9: Titanium Coating: Resistance/Recharge
    • 9: Steadfast Protection: Knockback Protection

    Level 2: Telekinetic Blow

    • A: Superior Assassin's Mark: Accuracy/Damage
    • 15: Superior Assassin's Mark: Accuracy/Damage/RechargeTime
    • 17: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime
    • 17: Superior Assassin's Mark: Damage/Endurance/RechargeTime
    • 19: Superior Assassin's Mark: Damage/RechargeTime
    • 19: Superior Assassin's Mark: RechargeTime/Rchg Build Up

    Level 4: Psionic Shield

    • A: Titanium Coating: Resistance/Endurance
    • 21: Titanium Coating: Resistance/Recharge
    • 21: Titanium Coating: Resistance

    Level 6: Assassin's Psi Blade

    • A: Hecatomb: Recharge/Accuracy
    • 23: Hecatomb: Damage/Recharge/Accuracy
    • 23: Hecatomb: Damage/Recharge
    • 25: Hecatomb: Damage
    • 25: Hecatomb: Damage/Endurance
    • 27: Hecatomb: Chance of Damage(Negative)

    Level 8: Kick

    • (Empty)

    Level 10: Infiltration

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 27: Gift of the Ancients: Defense/Increased Run Speed
    • 29: Launch: Jumping / Increased Jump Height
    • 29: Thrust: Thrust: Running Speed/Increased Run Speed

    Level 12: Hide

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 31: Shield Wall: +Res (Teleportation), +5% Res (All)
    • 31: Reactive Defenses: Scaling Resist Damage

    Level 14: Tough

    • A: Titanium Coating: Resistance
    • 31: Titanium Coating: Resistance/Endurance
    • 33: Titanium Coating: Resistance/Recharge
    • 33: Steadfast Protection: Knockback Protection

    Level 16: Devour Psyche

    • A: Efficacy Adaptor: EndMod/Recharge
    • 33: Efficacy Adaptor: EndMod/Accuracy/Recharge
    • 34: Efficacy Adaptor: EndMod/Accuracy

    Level 18: Placate

    • A: Mocking Beratement: Threat/Placate/Recharge/Range

    Level 20: Speed of Sound

    • A: Quickfoot: Endurance/RunSpeed
    • 37: Quickfoot: Endurance
    • 39: Quickfoot: RunSpeed

    Level 22: Greater Psi Blade

    • A: Crushing Impact: Accuracy/Damage
    • 36: Crushing Impact: Accuracy/Damage/Recharge
    • 36: Crushing Impact: Accuracy/Damage/Endurance
    • 36: Crushing Impact: Damage/Endurance
    • 37: Crushing Impact: Damage/Recharge
    • 37: Crushing Impact: Damage/Endurance/Recharge

    Level 24: Precognition

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 34: Kismet: Accuracy +6%
    • 34: Gift of the Ancients: Defense/Increased Run Speed

    Level 26: Mass Levitate

    • A: Armageddon: Recharge/Accuracy
    • 39: Armageddon: Damage/Recharge/Accuracy
    • 39: Armageddon: Damage/Recharge
    • 40: Armageddon: Damage
    • 40: Armageddon: Damage/Endurance
    • 40: Armageddon: Chance for Fire Damage

    Level 28: Concentration

    • A: Adjusted Targeting: To Hit Buff/Recharge

    Level 30: Aura of Madness

    • A: Glimpse of the Abyss: Accuracy/Recharge
    • 42: Glimpse of the Abyss: Endurance/Fear
    • 42: Glimpse of the Abyss: Accuracy/Endurance
    • 42: Glimpse of the Abyss: Fear/Range
    • 43: Glimpse of the Abyss: Accuracy/Fear/Recharge
    • 43: Glimpse of the Abyss: Chance of Damage(Psionic)

    Level 32: Impenetrable Mind

    • A: Aegis: Resistance/Endurance
    • 43: Aegis: Resistance
    • 50: Aegis: Psionic/Status Resistance

    Level 35: Psionic Lance

    • A: Superior Winter's Bite: Accuracy/Damage
    • 45: Superior Winter's Bite: Accuracy/Damage/Endurance
    • 45: Superior Winter's Bite: Accuracy/Damage/Recharge
    • 45: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
    • 46: Superior Winter's Bite: Damage/RechargeTime
    • 46: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge

    Level 38: Teleport Target

    • A: Invention: Accuracy

    Level 41: Harmonic Mind

    • A: Power Transfer: Chance to Heal Self
    • 46: Synapse's Shock: EndMod/Increased Run Speed

    Level 44: Psionic Nexus

    • A: Sovereign Right: Accuracy/Damage
    • 48: Sovereign Right: Accuracy/Endurance
    • 48: Sovereign Right: Accuracy/Damage/Endurance
    • 48: Sovereign Right: Accuracy
    • 50: Sovereign Right: Damage/Endurance
    • 50: Sovereign Right: Resistance Bonus

    Level 47: Memento Mori

    • A: Doctored Wounds: Heal/Recharge

    Level 49: Grant Invisibility

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed


    ──────────────────────────────

    Inherents:

    Level 1: Assassination


    Level 1: Brawl

    • (Empty)

    Level 1: Sprint

    • A: Celerity: Endurance
    • 11: Celerity: RunSpeed
    • 11: Celerity: +Stealth

    Level 2: Rest

    • (Empty)

    Level 1: Swift

    • A: Invention: Run Speed

    Level 1: Hurdle

    • A: Invention: Jumping

    Level 1: Health

    • A: Numina's Convalesence: +Regeneration/+Recovery
    • 13: Miracle: +Recovery

    Level 1: Stamina

    • A: Efficacy Adaptor: EndMod
    • 13: Efficacy Adaptor: EndMod/Recharge
    • 15: Efficacy Adaptor: EndMod/Endurance

    Level 1: Insight


    Level 18: Jaunt


    Level 49: Quick Form


     

  3. The answer you're looking for is Marine Affinity, and possibly Nature Affinity. Marine Affinity offers several buffs that address pet squishiness, including an Absorb mechanic that functions like extra hit points for your pets. It also provides a Max HP buff through Power of the Depths.

     

    One key advantage of Marine Affinity’s Barrier Reef over Nature Affinity’s Wild Bastion is that Barrier Reef refreshes its absorb effect continuously, making it effectively permanent right out of the box. Overall, Marine Affinity combines defense, resistance, and HP buffs to make pets quite sturdy. Nature Affinity can achieve similar results, but it typically requires much more expensive slotting to get there.

     

    Another option to consider is pairing a Defense set like Time, Force Field or Cold , with pets who have strong inherent defense (Robots, Ninjas,  and perhaps Beats).  This can help the pets avoid damage altogether.  

  4. 59 minutes ago, Nostromo21 said:

     

    Wow, you managed to pick up pretty much all the powers, especially thermal! I assume all of the healing/rez team powers work on your pets then, or did you take some of them more for team play? I mostly solo, so would be good to know which ones I can skip. Playing a demons/thermal MM right now, more for thematic reasons, eh.

    No you can't rez pets.. but honestly they hardly die unless I'm doing something insanely hard. I always take full team support powers on my MM.. because I find myself regretting it the times I have not done so. Thermal is good enough to keep an entire team + your pets going.  Forge is great on the Knights!!! btw . The thermal shields, Franken Slotting, plus Necro pets natural resistances is a powerful combo. I took Cardiac I for extra resistance.  I'm not the best builder by far, but I just build what's fun for me. YMMV. 

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  5. Thanks for replying Laucianna - I'm "Sawgrass" on live btw!!!!  It was great playing your Unity event, it got me to dust off my Warshade.

     

    I'm probably in a weird minority of people who like the inherent, but I do primarily team!!! So I know that playstyle choice makes a difference. I'd be fine if set bonuses and pool powers (Fighting, Leadership, etc...) were allowed to function in all forms. That would be a nice simple change that would make Khelds better overall. 

    • Like 1
  6. I’d been looking for a new build to respec my old tri-form Warshade. The original build was never all that effective, and I figured I could do better. That’s when I remembered seeing a post here about a very good Human-Form Warshade build that had been shared on the old City of Heroes forums during the live days. Doomrider posted an updated version of it last year on the Homecoming forums, so I thought, “Why not give it a shot?” Fortunately, I already had most of the necessary IO sets slotted, so finishing the build only required a respec and about 100 million Inf. in additional IOs. Once I started running with some teams, I noticed something surprising: I was hitting the damage resistance cap (85%)  most of the time—*without* even using Eclipse. The secret? **Dark Sustenance.** 

     

     

    Quote
    • Your Damage Resistance will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate.
    • Your Damage will increase for each nearby Scrapper, Sentinel, Stalker, Brute or Blaster teammate. 
    • Each nearby Controller or Dominator teammate will grant you limited Protection from Control effects. 
    • Finally, each nearby Peacebringer, Warshade, or teamed Arachnos Soldier or Widow grants you some resistance to attack time slow effects.

     

    So far, I’ve *always* been teamed with at least two ATs that boost Damage Resistance. As a result, I’m consistently sitting at the damage resistance cap of 85% (or close to it, based on what I understand the cap to be)—and that’s without ever using Eclipse! Why isn’t anyone talking about this? All I ever hear is how underwhelming Kheldians are, but no one seems to mention how powerful **Dark Sustenance** can be. It’s especially effective for Warshade IO builds that focus on damage resistance, and also grants mez resistance and damage boosts on top of that varying on team makeup. 

     

    I think this is incredible… or am I missing something here?

  7. For a truly spooky "Warlock" feel why not Dark Control  paired with Psionic Assault?  Drain Psyche allows you to not only heal yourself, but applies -regen to foes. While Psychic Shockwave gives you an incredibly reliable nuke.  Basically you'll have the power to control the battlefield while tossing out some respectable de-buffs from both your primary and secondary. 

  8. On 3/22/2025 at 10:38 PM, Dark Current said:

    DEFCON 1 is underway! Getting ready for Trap-off between my defender and controller to see who is nastier!

     

    The Matchup video:

     

    -----------------------------------------------------------------------------------------

     

    In the Blue Corner, we have my defender Cherie da Bom, a lunatic on the fringe who packs an AR named Boom Boom Pow and a bag full of tricks. Inspired by the Punisher and the Green Goblin.

    CheriedaBomsm.png.6a8036233b92a79963e31809cda9d529.png

     

    MIDS Build:  Cherie da Bom - Defender (Traps).mbd 43.41 kB · 2 downloads

     

    --------------------------------------------------------------------------

     

    And in the Red Corner, is my controller Vexaris, an illusionist who wields the power of a trickster god through mystical artifacts recovered from an ancient temple. 

    image.png.23f5b4b150c7b719c676636b8b8b6054.png

     

    MIDS Build Vexaris - Controller (Illusion Control).mbd 45.38 kB · 2 downloads

     

     

     

    @sawgrass here ... Just a side comment .... I ❤️ the concept for this guy. Re-imagining traps as mystical artifacts totally works.  The character concepts for this game are like 50% of the fun for me!!! 

    • Like 1
  9. Purely subjective opinion here.. so no math facts to back it up. However, I've been leveling a Mercs/Marine MM through the Rogue isles, and she's having no trouble soloing even level elite bosses. I just finished the "Hammers of Justice" arc which has an EB in each mission, they all melted in seconds. I'm not on any crazy settings (just +0/2). I will note that while I don't have any sets slotted yet. I do have the -res ins the Special Ops and the Commando. And a "Touch of Lady Grey" proc in the soldiers. Mercs/Marine has been one the easiest to lvl MM's I've played so far. So this combo gets my vote for best all around MM for just playing and enjoying the game.  

  10. 10 hours ago, tidge said:

    I wouldn't be quick to repeat any combo you already have played... it is just MHO but I think it is hard to judge the strengths and weakness of a set or combo without playing them (especially for MMs).

     

    If you want to eventually feel really powerful... I think /Marine and /Time secondaries are probably the best choices for whichever primary you pick. Marine will probably remind you of Nature.

     

    I second trying Marine as a secondary, something new and it's a very good on MM's. 

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