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Posts posted by SableShrike
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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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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
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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.
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So I made something stupid.
I've always liked Poison, but struggled to get it to FEEL right across various ATs.
Had the concept for a Poison/DP and came up with this. It wound up far, far tougher than I was expecting.
It has full-time softcap Ranged and AoE, and 32.9% Melee Defense. With your maxed Venomous Gas, this makes even +3s whiff in melee as you bust a cap on their ass. Note that this is WITHOUT using Envenom/Weaken, this is just on all the time.
Why Dual Pistols? Two huge synergies: Suppressive Fire with Chemical Ammo combos with Poison Trap to lock Bosses, and Chemical Ammo stacks even more -Damage on top of Poison's already crazy high -Damage. You can just neuter the boss or even AV and shoot it in the face.
Been mucking about with dropping Defense levels some to fit in procs, but honestly I like the sheer stupidity I can get up to with this level of survival.
On teams you can wade into Melee and dramatically increase kill times.
Toggles: I only run Combat Jumping, Maneuvers, Weave, Temp Invuln, and Venomous Gas. This is built to let you solo non-stop without relying on Vigilance to shore up Endurance.
Krait - Hero Defender
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────- Primary powerset: Poison
- Secondary powerset: Dual Pistols
- Pool powerset (#1): Leaping
- Pool powerset (#2): Leadership
- Pool powerset (#3): Fighting
- Pool powerset (#4): Concealment
- Epic powerset: Energy Mastery
──────────────────────────────
Powers taken:
Level 1: Envenom
- A: Shield Breaker: Accuracy/Endurance/Recharge
- 7: Shield Breaker: Accuracy/Recharge
- 9: Shield Breaker: Accuracy/Defense Debuff
- 9: Shield Breaker: Defense Debuff/Endurance/Recharge
- 15: Shield Breaker: Defense Debuff
- 17: Shield Breaker: Chance for Lethal Damage
Level 1: Pistols
- A: Superior Defender's Bastion: Accuracy/Damage/Endurance/Recharge
- 17: Superior Defender's Bastion: Accuracy/Damage/Endurance
- 42: Superior Defender's Bastion: Accuracy/Damage
- 43: Superior Defender's Bastion: Damage/Endurance/Recharge
- 43: Superior Defender's Bastion: Damage/Recharge
- 43: Superior Defender's Bastion: Recharge/Chance for Minor PBAoE Heal
Level 2: Weaken
- A: Cloud Senses: Accuracy/Endurance/Recharge
- 3: Cloud Senses: Accuracy/Recharge
- 3: Cloud Senses: Accuracy/ToHitDebuff
- 5: Cloud Senses: ToHit Debuff/Endurance/Recharge
- 5: Cloud Senses: ToHit Debuff
- 7: Cloud Senses: Chance for Negative Energy Damage
Level 4: Combat Jumping
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 6: Maneuvers
- A: Red Fortune: Defense/Endurance
- 11: Red Fortune: Defense/Endurance/Recharge
- 11: Red Fortune: Defense
- 13: Red Fortune: Defense/Recharge
- 13: Red Fortune: Endurance
- 15: Red Fortune: Endurance/Recharge
Level 8: Elixir of Life
- A: Invention: Endurance Reduction
Level 10: Boxing
- (Empty)
Level 12: Swap Ammo
Level 14: Tough- A: Unbreakable Guard: +Max HP
Level 16: Bullet Rain
- A: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
- 45: Superior Frozen Blast: Accuracy/Damage/Recharge
- 45: Superior Frozen Blast: Accuracy/Damage/Endurance
- 45: Superior Frozen Blast: Accuracy/Damage
- 46: Superior Frozen Blast: Damage/Endurance
- 46: Superior Frozen Blast: Recharge/Chance for Immobilize
Level 18: Weave
- A: Red Fortune: Defense/Endurance
- 19: Red Fortune: Defense/Endurance/Recharge
- 19: Red Fortune: Defense
- 40: Red Fortune: Defense/Recharge
- 42: Red Fortune: Endurance
- 42: Red Fortune: Endurance/Recharge
Level 20: Suppressive Fire
- A: Superior Vigilant Assault: Accuracy/Damage/Endurance/RechargeTime
- 21: Superior Vigilant Assault: Accuracy/Damage/Endurance
- 21: Superior Vigilant Assault: Accuracy/Damage
- 23: Superior Vigilant Assault: Damage/Endurance/RechargeTime
- 23: Superior Vigilant Assault: Damage/RechargeTime
- 36: Superior Vigilant Assault: RechargeTime/PBAoE +Absorb
Level 22: Poison Trap
- A: Lockdown: Accuracy/Endurance/Recharge/Hold
- 29: Lockdown: Accuracy/Recharge
- 29: Lockdown: Accuracy/Hold
- 31: Lockdown: Endurance/Recharge/Hold
- 31: Lockdown: Recharge/Hold
- 31: Lockdown: Chance for +2 Mag Hold
Level 24: Executioner's Shot
- A: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
- 25: Superior Winter's Bite: Accuracy/Damage/Recharge
- 25: Superior Winter's Bite: Accuracy/Damage/Endurance
- 34: Superior Winter's Bite: Accuracy/Damage
- 36: Superior Winter's Bite: Damage/RechargeTime
- 36: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge
Level 26: Venomous Gas
- A: Enzyme Exposure
- 27: Enzyme Exposure
- 27: Enzyme Exposure
Level 28: Tactics
- A: Rectified Reticle: Increased Perception
Level 30: Hail of Bullets
- A: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
- 33: Superior Avalanche: Accuracy/Damage/Recharge
- 33: Superior Avalanche: Accuracy/Damage/Endurance
- 33: Superior Avalanche: Damage/Endurance
- 34: Superior Avalanche: Recharge/Chance for Knockdown
- 34: Armageddon: Chance for Fire Damage
Level 32: Vengeance
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 35: Power Build Up
- A: Gaussian's Synchronized Fire-Control: To Hit Buff
- 37: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
- 37: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
- 37: Gaussian's Synchronized Fire-Control: Recharge/Endurance
- 40: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
- 40: Gaussian's Synchronized Fire-Control: Chance for Build Up
Level 38: Temp Invulnerability
- A: Gladiator's Armor: End/Resist
- 39: Gladiator's Armor: Resistance
- 39: Gladiator's Armor: TP Protection +3% Def (All)
- 39: Steadfast Protection: Resistance/+Def 3%
- 48: Steadfast Protection: Knockback Protection
Level 41: Force of Nature
- A: Steadfast Protection: Knockback Protection
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: Infiltration
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
──────────────────────────────Inherents:
Level 1: Vigilance
Level 1: Brawl- A: Invention: Accuracy
Level 1: Sprint
- A: Invention: Run Speed
Level 2: Rest
- A: Invention: Healing
Level 1: Swift
- A: Invention: Run Speed
Level 1: Hurdle
- A: Invention: Jumping
Level 1: Health
- A: Miracle: +Recovery
- 48: Numina's Convalesence: +Regeneration/+Recovery
- 50: Panacea: +Hit Points/Endurance
Level 1: Stamina
- A: Synapse's Shock: EndMod
- 46: Synapse's Shock: EndMod/Increased Run Speed
- 48: Performance Shifter: EndMod
- 50: Performance Shifter: Chance for +End
- 50: Power Transfer: Chance to Heal Self
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
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On 1/27/2025 at 6:10 PM, kelika2 said:
Just a reminder that procs in pets only fire off on abilities that have said ailment
That's why they're slotted as they are above, ya.
Like you can put the Explosive Strike % damage in Wolves but only one of their attacks can proc it.
Pretty much every Wolf attack can proc Grey, Shieldbreaker, and Heel. They proc them a LOT; it's a massive DPS increase for them.
And I was seeing good returns in Dire Wolf with the two Slow % damage procs; they affect his ranged and AoE blasts as well as one of his bite attacks. Defense Debuffs aren't great in Dire Wolf as they don't affect any of those same blasts or AoE.
Lions are the underachievers of the family, but this means they're a good spot to throw ATOs for +recharge and/or the pet aura IOs.
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Off with a flu, so I managed to dig up my old Beast/Cold.
It's not even that expensive to build, from what I remember. Definitely far cheaper than Beast/Nature with all it's +Recharge sets. This has softcapped S/L once you've got Frozen Armor running. You can actually farm with it.
Buttocules - Hero Mastermind
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────- Primary powerset: Beast Mastery
- Secondary powerset: Cold Domination
- Pool powerset (#1): Flight
- Pool powerset (#2): Leadership
- Pool powerset (#3): Concealment
- Pool powerset (#4): Fighting
- Epic powerset: Ice Mastery
──────────────────────────────
Powers taken:
Level 1: Summon Wolves
- A: Nucleolus Exposure
- 3: Nucleolus Exposure
- 3: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
- 5: Touch of Lady Grey: Chance for Negative Damage
- 5: Shield Breaker: Chance for Lethal Damage
- 7: Achilles' Heel: Chance for Res Debuff
Level 1: Infrigidate
- A: Invention: Accuracy
- 21: Invention: Endurance Reduction
- 21: Touch of Lady Grey: Chance for Negative Damage
- 27: Shield Breaker: Chance for Lethal Damage
- 29: Ice Mistral's Torment: Chance for Cold Damage
- 29: Impeded Swiftness: Chance of Damage(Smashing)
Level 2: Ice Shield
- A: Reactive Armor: Resistance
- 7: Reactive Armor: Resistance/Endurance
- 9: Reactive Armor: Resistance/Recharge
- 9: Reactive Armor: Resistance/Endurance/Recharge
- 11: Invention: Defense Buff
- 36: Invention: Defense Buff
Level 4: Snow Storm
- A: Invention: Endurance Reduction
- 31: Invention: Endurance Reduction
Level 6: Train Beasts
- A: Invention: Endurance Reduction
Level 8: Hover
- A: Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance
- 31: Winter's Gift: Run Speed, Jump, Flight Speed, Range
- 31: Winter's Gift: Slow Resistance (20%)
- 33: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 10: Glacial Shield
- A: Reactive Armor: Resistance
- 11: Reactive Armor: Resistance/Endurance
- 17: Reactive Armor: Resistance/Recharge
- 19: Reactive Armor: Resistance/Endurance/Recharge
- 19: Invention: Defense Buff
- 36: Invention: Defense Buff
Level 12: Summon Lions
- A: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge
- 13: Superior Command of the Mastermind: Accuracy/Damage/Recharge
- 13: Superior Command of the Mastermind: Accuracy/Damage
- 15: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura
- 15: Edict of the Master: Defense Bonus
- 17: Call to Arms: Defense Bonus Aura for Pets
Level 14: Fly
- A: Blessing of the Zephyr: Knockback Reduction (4 points)
Level 16: Evasive Maneuvers
- A: Hypersonic: Flying
- 33: Hypersonic: Endurance/Flying
- 34: Hypersonic: Endurance
- 34: Hypersonic: Flying / Increased Fly Protection
- 36: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 18: Fortify Pack
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 20: Arctic Fog
- A: Reactive Armor: Resistance/Endurance
- 37: Reactive Armor: Resistance/Endurance/Recharge
- 37: Reactive Armor: Resistance
- 37: Reactive Armor: Endurance
- 39: Invention: Defense Buff
- 39: Invention: Defense Buff
Level 22: Summon Dire Wolf
- A: Superior Mark of Supremacy: Accuracy/Damage/Endurance
- 23: Superior Mark of Supremacy: Accuracy/Damage
- 23: Superior Mark of Supremacy: Damage
- 25: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen
- 25: Ice Mistral's Torment: Chance for Cold Damage
- 27: Impeded Swiftness: Chance of Damage(Smashing)
Level 24: Benumb
- A: Invention: Accuracy
- 45: Invention: Recharge Reduction
- 45: Invention: Recharge Reduction
- 46: Invention: Endurance Reduction
Level 26: Tame Beasts
- A: Invention: Endurance Reduction
Level 28: Sleet
- A: Undermined Defenses: Recharge
- 42: Undermined Defenses: Defense Debuff/Recharge
- 42: Undermined Defenses: Recharge/Endurance
- 43: Undermined Defenses: Defense Debuff/Recharge/Endurance
Level 30: Heat Loss
- A: Invention: Accuracy
- 43: Invention: Recharge Reduction
- 43: Invention: Recharge Reduction
- 45: Invention: Endurance Reduction
Level 32: Maneuvers
- A: Reactive Defenses: Defense
- 39: Reactive Defenses: Defense/Endurance
- 40: Reactive Defenses: Endurance/RechargeTime
- 40: Reactive Defenses: Defense/RechargeTime
- 40: Reactive Defenses: Defense/Endurance/RechargeTime
- 42: Reactive Defenses: Scaling Resist Damage
Level 35: Flash Freeze
- A: Call of the Sandman: Chance of Heal Self
Level 38: Tactics
- A: Rectified Reticle: Increased Perception
- 50: Rectified Reticle: To Hit Buff
Level 41: Frozen Armor
- A: Reactive Armor: Resistance/Endurance
- 46: Reactive Armor: Resistance/Endurance/Recharge
- 46: Reactive Armor: Resistance
- 48: Reactive Armor: Endurance
- 48: Invention: Defense Buff
- 48: Invention: Defense Buff
Level 44: Vengeance
- A: Rectified Reticle: To Hit Buff
- 50: Rectified Reticle: To Hit Buff/Recharge
Level 47: Grant Invisibility
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 49: Stealth
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
──────────────────────────────Inherents:
Level 1: Brawl
- A: Invention: Accuracy
Level 1: Sprint
- A: Unbounded Leap: +Stealth
Level 1: Supremacy
Level 2: Rest- A: Invention: Healing
Level 1: Swift
- A: Invention: Flight Speed
Level 1: Health
- A: Miracle: +Recovery
- 33: Numina's Convalesence: +Regeneration/+Recovery
- 34: Panacea: +Hit Points/Endurance
Level 1: Hurdle
- A: Invention: Jumping
Level 1: Stamina
- A: Performance Shifter: EndMod
- 50: Performance Shifter: Chance for +End
Level 1: Pack Mentality
Level 14: Afterburner
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Another good thing to note is that you DON'T need to worry about T1 pets missing versus +4s, as Sleet takes care of that.
I think my favorite slotting for Wolves wound up being: two 53 Nucleolus, Overwhelming Force KB to KD, Lady Grey's %, Shield Breaker %, and Achilles -Res.
Max damage and the best procs for them, but still with a native 75% accuracy.
The Wolves are so Endurance efficient they never run out. Dire Wolf was the only one I bothered slotting for Endurance Reduction a bit.
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I…
really need to respec into Wall of Force on my succubus!
“It’s a goddamn succubus, chilren!” - Chef
An AoE Confusion that occasionally tags Bosses and Lieutenants AND does damage and knockdown?
That and the heart auras seem almost made for her.
If I read this right, ANY build could take Wall of Force for an 8s Mag 2.5 Confuse that sometimes jumps to Mag 3.5 on a target.
That is really damn fun! Gonna hop on and test this. -
I guess my point was Cold covers nearly every “problem” people have with Beasts. Their synergy is nearly 100%.
A lot of folks don’t understand the damage output two damage procs and an Achilles will give to Howler Wolves. It more than doubles their damage output! And the three Wolves can keep Achilles -res on a hard target nearly 100% of the time. Even the Slow procs in Dire Wolf don’t come near the damage from Howler Wolves.
My first IO buys are the Howler damage procs and Achilles, two Slow procs for Dire, and then the +Defense pet IOs. You can respec after unlocking Dire and have maxed out murder pets by 22.
Sleet and Achilles -res both combine to ramp proc damage by 42.5%. It gets stupid. And as mentioned, you can build with Ice Mastery and Flight to easily have solid personal defenses.
The teardown versus AVs is pretty nuts. With Degenerative Radial and Infrigidate/Benumb hard targets get woodchippered.
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Definitely won’t need Tough! All your Resist comes from perma-Eclipse once you have it.
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No prob!
Orbiting Death is a signature power to some folks, but I don’t have it on Sable as I flit about with Hover to line up max target Gravitic Emanations.
BUT! Orbiting is an absolutely massive 20 foot radius damage AoE, and in longer fights versus big mob numbers can easily turn out to be your most damaging power. It hammers everything near you for the entire fight. Easily hits the entire group.
Just depends how you want to play I suppose! It kind of locks you into a more melee playstyle to use it most effectively.
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Beast/Cold is NOT bottom of the barrel, it’s a complete buzzsaw of murderous fangs.
I have never run an easier MM to 50 and Incarnate content.
Beast does dramatically improved damage with the two Slow damage procs in Dire and the two Defense Debuff procs in Wolves.Sleet is amazing; it and Snow Storm guarantee you can drop flyers into a big debuff slip patch.
Hovering with softcapped S/L or Ranged Defense means only your pets are at risk in melee.
And with the Ice shields, pet IOs, and Maneuvers you can cap their Defense too.
They just rip crap apart while you float in safety slinging debuffs and shields.
It’s a complete murder machine versus x8 spawns or soloing AVs.
It’s literally my strongest MM I ever built. I stopped using it, it was so overwhelmingly strong. I wanted more of a challenge, and nothing could stop it!
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From what I saw on my Katana/Ninjitsu, your best “opener” is gonna be your strongest AoE in a full spawn, or versus a hard target your strongest singletarget attack.
This is what makes Street/Ninjitsu so crazy. You can reliably crit with a boosted Crushing Uppercut for over 2,000 damage when your build is maxed out (two purple procs and Muscular Alpha).
My biggest gripe with Katana/Ninjitsu was that Soaring Dragon was my best hard single attack. Golden Dragonfly is AoE, so it’s not as reliable to crit from Shinobi.
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Howdy! I don't always take Hasten on builds, but for Shades they rely so much on siphons, Extract, and Quasar it’s very hard to skip it. Perma-Hasten really changes how effective your Shade will be at 50.
The big powers are: perma-Eclipse, Extract Essence, and Quasar.
Stygian Circle and Gravitic Emanation are almost never skippable either. You can look at any of my builds on here for how I slot them. You can turn Gravitic into a perma-Stun shotgun, basically.
The one shield I would recommend is Gravity Shield, as it will keep you safer during exemping low where you won’t have Eclipse.
Attacks I like are Blast, Detonation, and Gravity Well. Those plus Gravitic and Quasar are all you need in a high recharge build.
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So 15% Golden, 30% Shinobi AoE, and 8% from the global ATO. So 53% chance to crit from stealth with Golden Dragonfly.
Not bad, but I'd say against a single target it's almost always going to be better to use Soaring for a closer to 80% crit chance (and higher Hecatomb proc chance).
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So I rolled a Katana/Ninjitsu and have been messing around with Shinobi’s +crit. I immediately took Combat Jumping with a +stealth IO after it for “full” stealth.
It isn’t guaranteed, but from what I’ve read crits from Shinobi are: +30% if AoE, and +65% single-target.
So with the global +crit IO, that’d mean my Soaring Dragon is +73% or more to crit from Stealth.
What I can’t seem to find is how much is the extra crit bonus for Golden Dragonfly?
Pretty sure Soaring Dragon is still the better strike for leveraging the Shinobi crit.
Conversely, The Lotus Drops from Shinobi is pretty great in a full mob spawn. Usually see 4-5 crits.
P.S. I was messing about with Street Justice: Muscular Core, Assault Radial, Combo 3, the Build Up proc in Combat Readiness, and two purple damage procs you can clear 2000 damage with a Crushing Uppercut from Shinobi when it crits. Sheer brutality.
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On 1/8/2025 at 4:07 AM, Techwright said:
"a DPS increase": First I've heard of this. I'm not a numbers guy, by far, but I'm surprised because my main since Live has been an ENG/ENG blaster, inherent KB. I'd have thought I'd have heard of it by now. I love ENG/ENG, but get highly annoyed at having to sacrifice a slot per power for KB>KD just to play with a team. My first inclination, therefore, is to welcome the Null suggestion, but I'll be open-minded and would like to know more about this DPS increase. How much, and what causes it? Just putting the Sudden Acceleration: KB to KD enhancement in?
As I stated, I lean towards this, but wonder what would happen to Sudden Acceleration: KB to KD? Modified to something new or sent the way of the Dodo and the Strength of Will Inspiration?
It’d still be useful! For example on an Eng/Eng that you wanted to change most KB to KD BUT still keep Power Push as a “Get Back!” (tm Ludacris) power.
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I’d be okay with this, honestly.
As it stands, some powersets are penalized when teaming as they sow chaos with KB.
Sable is a perfect case for this: without Sudden Accelerations he would be flinging mobs all over the place with Gravitic Emanation and Quasar.
Can I play him without those KB IOs? Sure, but he’s not nearly as effective or as fun (chain stunning, siphoning, and nuking entire groups without pissing off the Tanker).
Khelds and Energy Blast toons have to pay the “tax” for this in the form of IOs. The already slot-starved Khelds are further hit by needing to do this to reach their potential.
Given this would be totally optional at Null, I see zero reason ya couldn’t do this.
I should mention that though he’s 50+3, I most enjoy playing Sable in lower content.
Synapse, the Faultline and Striga arcs, etc.
KD is notably more fun than KB in such cases. Scattering mobs can and does get you killed at lower levels. Especially with Quantum bosses.
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7 hours ago, Hedgefund said:
Anyway, I'm a fanboy of the director, Robert Eggers, I love each and every movie he's ever made.
Yeah, I guess I should have pointed out that the "trash dracula" thing was written by some mouthbreather idiot. I agree with Mike and Jay completely in that this movie was far too intelligent and nuanced for your typical movie-goer to understand (with no context). This film will make your average Twilight fan puke blood.
I personally loved the film, though I think I liked Eggers' "The Witch" a bit more. "The Witch" was just so goddamn evil and disturbing, yet gave none of the typical telegraphs before its horrific parts. It was relentless, and a big part of that was how elfin and sweet Anya appears to be. She did a masterful job in the roll, so much so I kinda was thinking Anya could maybe have done more in Depp's role.
There's a theory that the crappy "look like boat" review was someone mistyping "Borat". Or maybe they were just on meth.
If I had to pick my top three most disturbing horror movies: "The Exorcist", "The Witch", and "Midsommar" (I have a huge crush on Florence cuz of this movie, does that make me mentally ill?). All three of them let you sit in the vile, they don't cheap out with musical stings or camera tricks. They make you look at the horror headon. "Nosferatu" is a close fourth for me now.
P.S. I feel like I'm writing a book, but if you like this kind of film and haven't yet, I would HIGHLY recommend "Midnight Mass" on Netflix.
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Rebirth kinda did the whole Human=Form attacks thing. I've not played a Kheld there enough to know if it works well.
The problem with it I can see is that as they are now the Forms have a complete attack chain out of the box. People won't like to give that up, even if in the longrun you'd "save" on slots, as you only have to slot your Human attacks (that would carry over into Forms).
The single BIGGEST easy fix I can see is to give Cosmic Balance a Mag 2 or even Mag 3 Status PROTECTION (not Resistance).
Kheldians are the only Archetype in the game with a dedicated armor secondary that have no constant Status Protection (outside of Dwarf or Light Form). But then Dwarf doesn't let you run your armor toggles while in it, soooo... Your entire secondary shuts off as soon as you get mezzed.
It'd be such a minor change and would give a hell of a lot of QOL to both PBs pre-Light Form and Warshades of any level. And keeping the Mag low would mean Cosmic Balance still has a usage.
Like I get where the original Devs were going with Khelds as they were built, but they've just never really been right since Day 1. This reminds me of how Ice Armor for Tankers launched; lest we forget they had the brilliant idea you should only be able to run one toggle armor at a time.
And we all know how that turned out.
Edit: Just had the thought that if they DID do the Human=Form attacks change, it would likely kill any changeling builds. There literally would be no "better" Form attacks to use the changeling exploit for.
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Agreed on the graphical vomit.
My try at a changeling build lasted for a solid five minutes before I said “screw this” and dropped it.
I do have Big Stompy Boi on my Shade, but I don’t use it as a changeling.
I expect the devs will kill this during any real Kheld revamp. Given that, I can’t recommend anyone spend hours and millions of influence building around it. A more traditional build will be far less affected by changes.
Anyone else having issues with Extract Essence?
in Peacebringer & Warshade
Posted
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.