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180 ExcellentAbout SableShrike
- Birthday 05/16/1981
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Finally happy with it, so figured I'd share. This has capped S/L Resistance and a native Regen of 152 HP/sec minimum. You have 100% Slow Resistance (very important, as you're gonna take every hit that targets you). You can easily hit the 356 HP/sec cap with Incarnates. You've about 50-60% Resist to all other damage types. Few weird bits: No Second Wind. I know, I know, it's a big heal but we're already capped for max HP without it. Instead of Second Wind (and half it's effect not being needed), for endgame you've got Rebirth Radial and Melee Core. Moment of Glory gives you your third crashless "God Mode" buff. Second Wind is damn good, but I see it as more essential on the other ATs that use Regen. Tankers hit the HP cap too easily without it. It was a skip for me as I needed other more valuable powers and slots. Second weird bit: Cross Punch. I like Sweeping Cross, but it burns your Combo stacks. So why not have something that's basically the same but doesn't burn your Combo? This lets you save Combo stacks for the much heavier hitting Crushing Uppercut or Spinning Strike. Cross Punch also buffs your Accuracy and Recharge when it connects; it's really damn good. Plus it has identical vfx to Sweeping, so it's easy to match your costume themes. Taking Boxing and Kick to buff Cross Punch (you get the buff just by having them, no need to use them) also let me mule in Winter IOs for that sweet Slow Resistance. Is this a 4 star tank build? Probably not, but that's such a specific build it can gate you to that kind of content. I run EVERY type of content, and solo a lot of it. This build will let you do so easily. Hope it helps give you some ideas. This has actually become my favorite Tanker, hands down. It feels vicious and eats just about any hit thrown at it. Sable Shrike - Hero Tanker Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: Regeneration Secondary powerset: Street Justice Pool powerset (#1): Fighting Pool powerset (#2): Concealment Pool powerset (#3): Experimentation Pool powerset (#4): Flight Epic powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Reconstruction A: Preventive Medicine: Heal 43: Preventive Medicine: Heal/Endurance 43: Preventive Medicine: Endurance/RechargeTime 45: Preventive Medicine: Heal/RechargeTime 45: Preventive Medicine: Heal/RechargeTime/Endurance 45: Preventive Medicine: Chance for +Absorb Level 1: Heavy Blow A: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge 7: Superior Might of the Tanker: Accuracy/Damage/Recharge 9: Superior Might of the Tanker: Accuracy/Damage 11: Superior Might of the Tanker: Damage/Endurance/Recharge 40: Superior Might of the Tanker: Damage/Recharge 42: Superior Might of the Tanker: Recharge/Chance for +Res(All) Level 2: Quick Recovery A: Preemptive Optimization: EndMod/Endurance 3: Preemptive Optimization: EndMod/Recharge 7: Preemptive Optimization: EndMod/Accuracy/Endurance Level 4: Boxing A: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime 5: Superior Blistering Cold: Accuracy/Damage Level 6: Ailment Resistance A: Numina's Convalesence: Heal 9: Numina's Convalesence: Heal/Endurance 46: Numina's Convalesence: Heal/Recharge 46: Numina's Convalesence: Heal/Endurance/Recharge 48: Numina's Convalesence: +Regeneration/+Recovery Level 8: Integration A: Preventive Medicine: Heal 48: Preventive Medicine: Heal/Endurance 48: Preventive Medicine: Heal/RechargeTime 50: Preventive Medicine: Heal/RechargeTime/Endurance Level 10: Kick A: Superior Blistering Cold: Accuracy/Damage/Recharge 11: Superior Blistering Cold: Accuracy/Damage/Endurance Level 12: Resilience A: Titanium Coating: Resistance 13: Titanium Coating: Resistance/Endurance 13: Titanium Coating: Resistance/Recharge 15: Titanium Coating: Resistance/Endurance/Recharge 15: Unbreakable Guard: +Max HP 50: Impervium Armor: Psionic Resistance Level 14: Cross Punch A: Superior Avalanche: Accuracy/Damage/Endurance/Recharge 36: Superior Avalanche: Accuracy/Damage/Recharge 36: Eradication: Accuracy/Damage/Endurance/Recharge 37: Eradication: Accuracy/Damage/Recharge 37: Eradication: Damage/Recharge 37: Eradication: Chance for Energy Damage Level 16: Tough A: Titanium Coating: Resistance/Endurance 17: Titanium Coating: Resistance/Endurance/Recharge 17: Titanium Coating: Resistance 36: Titanium Coating: Resistance/Recharge 46: Aegis: Psionic/Status Resistance 50: Impervium Armor: Psionic Resistance Level 18: Reactive Regeneration A: Preventive Medicine: Heal 19: Preventive Medicine: Heal/Endurance 19: Preventive Medicine: Heal/RechargeTime 34: Preventive Medicine: Heal/RechargeTime/Endurance Level 20: Rib Cracker A: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime 21: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime 21: Superior Gauntleted Fist: Accuracy/Damage 33: Superior Gauntleted Fist: Damage/Endurance/RechargeTime 34: Superior Gauntleted Fist: Damage/RechargeTime 34: Superior Gauntleted Fist: RechargeTime/+Absorb Level 22: Fast Healing A: Preventive Medicine: Heal 23: Preventive Medicine: Heal/Endurance 23: Preventive Medicine: Heal/RechargeTime 33: Preventive Medicine: Heal/RechargeTime/Endurance Level 24: Spinning Strike A: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime 25: Superior Frozen Blast: Accuracy/Damage/Recharge 25: Detonation: Accuracy/Damage/Endurance 31: Detonation: Accuracy/Damage 31: Detonation: Damage/Recharge 33: Detonation: Damage/Endurance Level 26: Moment of Glory A: Shield Wall: Defense/Recharge 27: Shield Wall: Endurance/Recharge 27: Shield Wall: Defense/Endurance/Recharge 29: Shield Wall: +Res (Teleportation), +5% Res (All) 29: Reactive Defenses: Scaling Resist Damage 31: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 28: Taunt A: Mocking Beratement: Threat/Placate/Recharge/Range Level 30: Crushing Uppercut A: Hecatomb: Damage/Recharge/Accuracy 39: Hecatomb: Recharge/Accuracy 39: Hecatomb: Damage/Recharge 39: Hecatomb: Damage/Endurance 40: Hecatomb: Chance of Damage(Negative) 40: Unbreakable Constraint: Chance for Smashing Damage Level 32: Combat Readiness A: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 35: Focused Accuracy A: Invention: Endurance Reduction Level 38: Infiltration A: Winter's Gift: Slow Resistance (20%) 43: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 41: Physical Perfection A: Preemptive Optimization: EndMod/Endurance 42: Preemptive Optimization: EndMod/Recharge 42: Preemptive Optimization: EndMod/Accuracy/Endurance Level 44: Grant Invisibility A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 47: Stealth A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 49: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 1: Gauntlet Level 1: Brawl A: Invention: Accuracy Level 1: Sprint A: Unbounded Leap: +Stealth Level 2: Rest A: Invention: Healing Level 1: Swift A: Invention: Run Speed Level 1: Hurdle A: Invention: Jumping Level 1: Health A: Regenerative Tissue: +Regeneration Level 1: Stamina A: Preemptive Optimization: EndMod/Endurance 3: Preemptive Optimization: EndMod/Recharge 5: Preemptive Optimization: EndMod/Accuracy/Endurance |MBD;25557;1615;2156;BASE64;| |G9RjACwKbBuZfSeOBuYtPTK/LkW69ky30IpNzF7vWmB5PqSFvJEzaxadrr7O2Eqd7Hk| |bsC9lU9RX51eIniJeAg+Q1eEnT/J2ao1jV7HT/d59+6VCR8eZPH/gEmd7O/snwKjIFe| |a/DZEruLrWAWpCqVsHLOWs2pnylycrW5VTTbyLjKzJsHk+6Dafr3Y2IARKQ8ie5gkWG| |aGix7d+uK4Wpo78k/RjbwOSn9PC6503/Qogh9TVgldsINDnyDeatGg+c1fDOPwaIuaG| |9wG029V0vwqicDNcDXQpGWLmylN7A+GzoUmvSc7higYprysUy5tV59IXX7Q15qi5ARB| |JjntjZeszgVqYD7krGY5tzRh3mjTysCUf5iX7Sn1hh9AVDts1PB7hcCLQZV8Zvx1COr| 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Been running a Regen/Street this week. For attacks, I actually ditched Sweeping in favor of Cross Punch. Does very similar in fights, but I didn’t want Sweeping burning my Combo stacks. It also matches the Street fx 100%. Better to save Combo for Spinning and Crushing.
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Weird problem to have, but I realized I was super close to HP cap without Second Wind. So I just switched some sets about to max HP and dropped Second Wind. If you’re only rocking SOs, Second Wind is great. But with how easy it is to get HP boni in IO sets you may not “need” it. Of the two, it feels like Reconstruction is a lot more important for the faster heal and Resist (helps on Positron).
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The Adaptive Recharge is really good for either AT, for sure. Also, if you don't want to mess with the LeviKinesis combo, you can just get the Force of Will pool for Wall of Force like I did. Terrify and Wall of Force are pretty hefty AoE damage for a Controller to have. With Containment, which Mind can finally do easily now, you can smack a group for about 110 dpa with Wall of Force at level 50. Terrify is about 130 dpa with Containment. Bonus points for Wall of Force, cuz you can get it at level 14. The Ancillary and Patron powers don't come online until far later. I like the Artillery set in Wall, as it extends it enough to hit your Telekinesis-herded mobs. For the hell of it, here's my current Mind/Sonic Seer build. Lovage - Hero Controller Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: Mind ControlSecondary powerset: Sonic ResonancePool powerset (#1): FlightPool powerset (#2): Force of WillPool powerset (#3): LeadershipPool powerset (#4): FightingEpic powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Mesmerize A: Apocalypse: Damage/Recharge/Accuracy3: Apocalypse: Recharge/Accuracy3: Apocalypse: Damage/Recharge5: Apocalypse: Damage/Endurance5: Apocalypse: Chance of Damage(Negative)7: Call of the Sandman: Chance of Heal Self Level 1: Sonic Barrier A: Reactive Armor: Resistance/Endurance13: Reactive Armor: Resistance/Endurance/Recharge13: Reactive Armor: Resistance15: Reactive Armor: Resistance/Recharge Level 2: Dominate A: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold7: Basilisk's Gaze: Accuracy/Hold9: Basilisk's Gaze: Recharge/Hold9: Basilisk's Gaze: Endurance/Recharge/Hold11: Peroxisome Exposure11: Apocalypse: Damage Level 4: Sonic Haven A: Reactive Armor: Resistance/Endurance15: Reactive Armor: Resistance/Endurance/Recharge17: Reactive Armor: Resistance17: Reactive Armor: Resistance/Recharge Level 6: Hover A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance19: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range19: Luck of the Gambler: Defense/Increased Global Recharge Speed34: Kismet: Accuracy +6% Level 8: Mass Hypnosis A: Superior Overpowering Presence: Accuracy/Control Duration/Endurance/RechargeTime21: Superior Overpowering Presence: Accuracy/Control Duration/Endurance21: Superior Overpowering Presence: Accuracy/Control Duration23: Superior Overpowering Presence: Control Duration/RechargeTime23: Superior Overpowering Presence: Endurance/RechargeTime25: Superior Overpowering Presence: RechargeTime/Energy Font Level 10: Project Will A: Invention: Accuracy Level 12: Mighty Leap A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range25: Blessing of the Zephyr: Knockback Reduction (4 points) Level 14: Wall of Force A: Artillery: Accuracy/Recharge/Range27: Artillery: Accuracy/Damage/Recharge27: Artillery: Accuracy/Damage29: Artillery: Damage/Endurance29: Artillery: Damage/Recharge31: Artillery: Endurance/Recharge/Range Level 16: Fly A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range31: Blessing of the Zephyr: Knockback Reduction (4 points) Level 18: Total Domination A: Unbreakable Constraint: Hold/Recharge/Accuracy31: Unbreakable Constraint: Recharge/Accuracy33: Unbreakable Constraint: Hold/Recharge33: Unbreakable Constraint: Hold/Endurance33: Unbreakable Constraint: Chance for Smashing Damage Level 20: Sonic Dispersion A: Reactive Armor: Resistance/Endurance34: Reactive Armor: Resistance/Endurance/Recharge34: Reactive Armor: Resistance36: Reactive Armor: Endurance36: Steadfast Protection: Resistance/+Def 3%36: Gladiator's Armor: TP Protection +3% Def (All) Level 22: Terrify A: Ragnarok: Damage/Recharge/Accuracy37: Ragnarok: Recharge/Accuracy37: Ragnarok: Damage/Recharge37: Ragnarok: Damage/Endurance39: Ragnarok: Chance for Knockdown39: Invention: Endurance Reduction Level 24: Evasive Maneuvers A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance39: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range43: Hypersonic: Endurance43: Hypersonic: Endurance/Flying43: Hypersonic: Flying / Increased Fly Protection45: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 26: Mass Confusion A: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge40: Superior Will of the Controller: Accuracy/Control Duration/Endurance40: Superior Will of the Controller: Accuracy/Control Duration40: Superior Will of the Controller: Control Duration/Recharge42: Superior Will of the Controller: Endurance/Recharge42: Superior Will of the Controller: Recharge/Chance for Psionic Damage Level 28: Disruption Field A: Invention: Endurance Reduction42: Invention: Endurance Reduction Level 30: Liquefy A: Artillery: Accuracy/Recharge/Range45: Artillery: Accuracy/Damage/Recharge45: Artillery: Accuracy/Damage46: Artillery: Damage/Endurance46: Artillery: Damage/Recharge46: Artillery: Endurance/Recharge/Range Level 32: Unleash Potential A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 35: Conserve Power A: Invention: Recharge Reduction Level 38: Temp Invulnerability A: Reactive Armor: Resistance/Endurance48: Reactive Armor: Resistance/Endurance/Recharge48: Reactive Armor: Resistance48: Reactive Armor: Resistance/Recharge Level 41: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 44: Power Boost A: Invention: Recharge Reduction50: Invention: Recharge Reduction Level 47: Tactics A: Rectified Reticle: Increased Perception Level 49: Vengeance A: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 1: Brawl A: Invention: Accuracy Level 1: Containment Level 1: Sprint A: Invention: Run Speed Level 2: Rest A: Invention: Healing Level 1: Swift A: Invention: Flight Speed Level 1: Health A: Miracle: +Recovery50: Numina's Convalesence: +Regeneration/+Recovery Level 1: Hurdle A: Invention: Jumping Level 1: Stamina A: Invention: Endurance Modification50: Invention: Endurance Modification Level 12: Takeoff Level 16: Afterburner
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A controversial topic: is it time to make all items free?
SableShrike replied to Yomo Kimyata's topic in The Market
The economy in this game is an afterthought, though. It was not designed with or launched with it! The Market and IOs were tacked on after the fact and drastically changed the game’s landscape. (I would argue the IOs are solely responsible for power-creep problems, but that’s another story). And while I don’t know what might be a good replacement, I hesitate to say getting rid of the Market is a “dumbing down”. It’s more I find a lot of it to be fiddling with stacks and menus when I’d rather be playing. Can we not see a future where old systems aren’t holding the game back? Fiddly does not equate to better, which is why I stopped playing Stellaris. After a while I felt it was just wasting my finite time. -
A controversial topic: is it time to make all items free?
SableShrike replied to Yomo Kimyata's topic in The Market
I’m gonna vote “Yes” on this. I’m pretty sure Merits could be adjusted or something to replace most market things (as I’ve seen done on other servers). The reason I vote “Yes” is for one reason only: New players. The market and inventions represent a significant time sink that most newer players do not understand or know how to leverage. You can say that this is for hardcore players, but if you’re gating power increases behind something only 5-10% of folks know how to really use… Well that’s just bad design. Many of us are older. How much time do you want to spend sitting in front of auction menus? Wouldn’t you rather be playing the game? This game as a Live Service grind is dead; I say we let the vestiges of that time die with the Live Service model. -
Something a lot of newer folks don’t seem to know: You can autofire a single power on your tray by Ctrl+Leftclick on it. This puts a green circle around it, and it will autofire every time it’s recharged. Doing this with Clarion Core means you have permanent mez protection (it lasts for 120 seconds and recharges in 120).
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So Mind finally feels like a real Controller now. Terrify significantly ramps their damage with it triggering Containment. The standout for me has been Deep Sleep though. Mesmerize can oneshot Deep Sleep and detoggle most bosses, similar to before but with added safety as you layer Holds or Confuse on them. Mass Hypnosis is really really good now, as it will completely negate the alpha strike. Leading with it means most Minions and Lts. are defeated by your team before Deep Sleep breaks. It did significant work for us in Positron yesterday, Mass Hyp is also great in that the Deep Sleep is not broken by Telekinesis now. My opening salvo is usually to Deep Sleep the group, herd them with Telekinesis, then flop them with Levitate and Terrify. I honestly don’t think there’s a single bad power choice in Mind Control now!
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Don’t sleep on Sleep or Fear powers now. They both have been changed to now trigger Containment. With this patch it just got a lot easier for Ice and Mind to get Containment. And your Jack Frost will sometimes be doing Containment damage too.
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Anyone else having issues with Extract Essence?
SableShrike replied to Col. Kernel's topic in Peacebringer & Warshade
Yep. The body has to physically be there for the entire power animation. This is why you should only use it on a “new” corpse. -
Just had a wild thought: How would you guys feel about changing the KB effect on Warshades to the Pull effect we see on Singularity or Whirlpool? It makes WAY more sense when you look at what gravity and supermassive black holes actually do. They drag crap in and crush it beyond our time line.
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Power set pairings that are optimal on a Scrapper?
SableShrike replied to BuiltDifferent5's topic in Scrapper
The real secret sauce has been my Street Justice/Ninjitsu build. With Combat Readiness, Shinobi, and Crushing Uppercut (with two purple procs), you are critting for a bit under 2,240 damage in one swing. (I remembered this wrong.) Yeetus Deletus -
After extensive teaming with my Ice/Ice this week, I’ve come to find that my biggest holes are: Psi and Toxic. +4 Council are no problem, but +4 Arachnos can often kill me. So! My final build morphed to account for this. It’ll cost a fortune, but my final build has capped Resists to Fire, Cold, Toxic, and Psi. This is with two stacks of the SMotT in Icicles. I did this with two Imperviums, the Aegis, three full Luck of the Gambler sets, and then four Purple sets. Plus the +Res uniques of course. S/L and E/N Defense are capped, so I didn’t worry as much there. S/L Resist I got to about 58% and E/N is at 33%. Should be a monster with perma Hoarfrost capping my MaxHP (3534 HP). P.S. If you use Ice Melee, Call of the Sandman healing proc in Frozen Aura is obscene. 250+ Heal nearly every time you hit a full spawn with Frozen.
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I was thinkin Melee or Clarion for similar reasons, yeah. Pretty sure Psi can even ignore Ranged in some instances!
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I don't run Tactics, man! It's just a mule that lets me see ghosts. Anything in Venomous gets debuffed to hell; Tactics is never on. Gotta hard disagree on the Red Fortunes. The other sets would cut my Ranged Defense by 5%, which is notable. Same reason I went with Lockdown; it ups both AoE and Ranged. Poison's biggest weakness has been mez, much of which is Ranged. Getting hit more means getting mezzed more. Per above you've got 45% Ranged and AoE; it cuts mez problems dramatically. Soft mez protection, if you will; they can't mez if they don't hit. I've played squishies without mez protection and Resist builds; it's not even close. Defense wins hands down for Poison, as if you get mezzed Venomous Gas shuts off. And Poison DOES get use out of Power Build Up! It adds about 8 seconds duration to the Hold from Poison Trap. Gives you a 23 second AoE Hold on a far shorter recharge than any Controller can hope for. I've gotten in the habit of PBU, Poison Trap, Hail of Bullets. Anything that survives is easy to hammer with your debuffs or Suppressing to stack Holds. I'll definitely try your Piercing Rounds suggestion out. I mainly took Executioner's due to the faster animation time.