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tjknight
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Bots/Traps as well. I'm leveling up one right now. Second, probably Necro/Dark with the recent pet buffs, this is a powerhouse build. Lot's of debuff and control.
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You can't go wrong with /Time... times good with all the MM primaries. Dark is also not bad with Mercs.. but then again Dark is also good with all the MM primaries.
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Back in 2019, I created a Warshade using the old MF**NG Warshade guide. At that time, many people were playing, and leveling was quite easy. After reaching level 50 with the Warshade, I started playing other Archetypes, particularly my Fortunata and Corruptor. However, a few weeks ago, I logged into my Warshade and began playing it again. Despite not having the best IO slotting, I must say my Warshade feels incredibly powerful when teamed. He even performs well when exemped down to lower levels. One noticeably useful aspect is the expanded Teleport Pool and the ability to teleport directly to a target using a macro. I typically teleport to target, hit "Shadow Slip", then shift shape to apply a double-mire, and a final shift to Nova for a third damaging AOE. When I come across posts claiming that Kheldians fall behind other Archetypes, I'm not entirely convinced. Perhaps when playing solo, there might be some shortcomings, but when in a team, my Warshade feels unstoppable. I'm curious to know what others think. Kheldians deal decent damage, are highly durable, and extremely mobile. Any thoughts or opinions on this? What am I missing that leads others to consider Kheldians sub-par?
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kheldians The (Almost) Complete guide to Kheldians
tjknight replied to Laucianna's topic in Peacebringer & Warshade
My Warshade has been sitting on the sidelines for awhile. So I really had no idea how good some of the buffs and changes to Kheldians were. All I have to say is HOLY COW Shadow Slip! It's fast activating and snatches all the enemies right to you... I had no idea it was as good as it is. Overall, Kheldians seem in a very good place right now. -
Sonic/Sonic is very much a great build and rare enough that you'd feel unique using it. Fire/Time/Soul is my all time favorite corruptor and was pretty smooth sailing to level 50.
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Team Teleport (or combat teleport) + Fulcrum Shift Just try it... and see if you like it.
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This is fantastic. I always like seeing group travel powers expertly utilized on MM. Also, great use control of pets... good video with lots of tips on a combo you rarely see anyone post about. *hand clap*
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Electric Affinity - it literally does just about everything you need to support a team.
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I had a Mind/Thorn back in the day! I agree with the OP's assessment!
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So nobody's using combat teleport or slotting the upgrade powers?
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Normally, I'd say fire/kin.. I have one, and scourge is just awesome with it. However, I keep hearing that Seismic is an amazing blast set... but I haven't tried it myself.
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I like thermal, it provides damage resist shields which are hard to come by. Any pets sets with enhanceable damage resistance are going to benefit from. Also, late games benefit from it too, since + defense is plentiful, but extra damage resistance is harder to come by. YMMV. My Necro/Thermal ends up having some very sturdy pets, even more so after the pet updates last issue.
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One I've been toying with: "Dr. Cordyceps"... a Necro/Nature MM. Background is a controversial research scientist, whose experiments with fungi goes frighteningly wrong.
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Necro/Kin was fun for me.. Fulcrum shift works really great with them, plus they have some inherent mez resistance. And who doesn't like super fast zombies?
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Wow thanks.. I appreciate you sharing this!
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I have an older ninja/time toon, I'd shelved in the mid-twenties. He was created as a Praetorian, and once I got him out of Praetoria last year, I stopped playing him. Curious about the changes to MM pets (specifically Ninjas), I logged into this MM yesterday to test things out. All I can say is wow, this is a subjective opinion of course. But again, wow. Without IO sets or anything fancy (other than a LOTG gambler IO in Train Ninja's), this mastermind is blowing through regular content. I can only imagine how much more powerful this combo will be when kitted out with IO sets. Builds that perform well out of the box and when exemped down to lower levels, are impressive to me. Anyone running a 50+ version of this, with IO sets? I'm curious what your experience has been since pets were revamped.
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I was just writing to say thank you! I don't need a build. I'm finding all the builds you've posted over the years useful and helpful. You rock!!!
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Some Thematic Pairings... Necro/Dark - A good all around combo, especially with the recent pet upgrades Necro got. Necro/Nature - Zombies pair well with nature's buffs/debuffs, fun build. Necro/Thermal - Flaming Zombies, highly resistant to just about all damage types (if paired with the Unique + resist IO's) . Necro/Electric - Another good all around build, Zombies work well electric buffs, similar to nature. Necro/Time - Because all the MM primaries work very with /Time You honestly won't feel lacking or underpowered with a Necro/Dark though. Also, these suggestions are strictly my opinion YMMV.
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A second vote for Ninjas/Dark. Actually very thematic. With the now buffed Ninja's I can see this being a lot of fun.
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I'm enjoying the update. Sentinel's are hybrids, and really should be compared to VEATS, not blasters. The improvements really strengthen the AT overall, while not sacrificing unique feel of playing a hybrid DPS.
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I was really hoping Serum would be made an AOE buff!!!
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I know right. Love that series'
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I think I saw that in the global broadcast on Excelsior. Didn't join because my only 50 MM still isn't incarnated out yet (too many alts, not enough time). But it was cool to see people breaking out and trying things. I also saw a couple of "bring any AT you want" 2 stars being advertised.
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So my first villain to level 50 on live was a necro/poison MM. I started this guy at COV launch. This was before all the buffs so take my feedback with a little skepticism. Poison was a rough ride to 50. The only reason I made it to 50 is that I stubbornly refused to give up. On the other hand, that necro/poison could utterly destroy single hard targets. As I recall, noxious gas worked really well on my melee oriented zombie knights. It's probably not going to work as well on your more ranged oriented robots. For RP purposes, have you considered /rad? A lot of the same tricks as poison but a lot more utility.
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Thanks for response Voltak!