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Everything posted by SableShrike
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It’s worth revisiting! Lot has changed. Beast/Cold is the easiest combo I’ve played with the primary. Sleet? Check. Shields to cap pets, letting you never need to fire Fortify Pack? Check. (It cancels them critting when fired, dramatically affecting DPS.) Solid debuffs? Check. Defense toggle (Arctic Fog) that you can stack with Maneuvers? Check. My other favorite option is to go Beast/Storm, with the “big trick” there being you can slot Tornado with pet aura IOs. This frees you up for procs, Blood Mandates, or HOs in the Beast pets. /Storm is arguably harder to play well; /Cold is much easier on your reaction time. /Storm is also much more likely to piss off teams in the hands of a bad player.
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Energy/Martial/Force Blapper build (built in Page 5)
SableShrike replied to SableShrike's topic in Blaster
Fair question! Martial Combat is my favorite version of any Martial Arts on any AT. So yes, I guess Ranged attacks are secondary to me playing the Martial side of things. Blapper at heart, I guess. That said, the two Ranged attacks I did take flow ridiculously well with the three Melee attacks from Martial. They all animate fast enough and hit hard enough that you’ll kill-steal a lot on teams. Numerically you can swap Eagle’s Claw for the Snipe and get better DPS. I’d rather the big kick with a guaranteed Stun to detoggle stuff is all. I like the utility Martial has, so built for that. For clear speeds I’m sure layering more AoE on may help, but there is such a thing as too many attacks. One, slotting more attacks pulls sets off armor or utility toggles. Two, given each attack needs to animate there are only so many attacks you can fire per second. Having eight slotted attacks won’t animate them faster than having five. Yeah, you could mule the extra attacks with sets, but that’s still a lot of enhancement slots burned on something you’re not actually using. As far as kill times? I’d say faster than a Brute, but slower than a Fire Blaster built solely for global recharge and procced AoE. Knockdown is reliable enough to solo anything susceptible you focus on. Storm Kick is guaranteed knockdown from that alone. This is based on the teaming I’ve done; you bust hard targets fast after nuking the trash. And again, this can survive really damn well in melee with the Tanks and Brutes. You won’t replace them so much as fight back-to-back. Your Reaction Time helps melee ATs a great deal, as you snare things for them just by standing nearby. My experience with Reaction Time has been it’s more of a Taunt than Fear aura. It does no damage but debuffs, so 99% of the time stuff swarms me in melee provided someone else isn’t pulling aggro. It pisses mobs off enough that you can herd the melee boys to the ranged mob you beat down first. It’s all about positioning and target priority. I’d still go melee over range with Martial, you leave way too much of the power in the set unused if not in melee. There are enemy-type edge cases like Praetorian Clockwork who are notorious for staying spread out and sniping, but again those are outliers not the norm. I’d say a good 80% of mobs in-game will happily rush into melee and flail with futility as you beat them down. Enemy AI has a range where even Council Marksmen, say, switch over and try to melee you instead of shoot. -
Energy/Martial/Force Blapper build (built in Page 5)
SableShrike replied to SableShrike's topic in Blaster
Data Link, since the above build wasn't posting right. https://www.midsreborn.com/builds/download.php?uc=1723&c=741&a=1482&f=HEX&dc=78DA65944B4F135114C7FFED4CE5D582A594828050286F5AA82B4D4C342A24469A10D9A9D80C3029139BB6E90365E19770636278E8D218FD142EF51BB873A3200FDF1AC57A3A674E72A74C32EDEF9EFFBDFF7BE6DC47EAC135FFDB37F397E1095CCD1AA552FA0AFD96CD6263AA5236CA563E077AFC8BC672D61C585C2B5AF7CC060AF438BDD2378D5CC65C4DCCE6CC626683C7C6445BAC140AF9623991328A65CBC8A65346CE2A54B2ECEA5FC8E7B38979D32858B94CC06ECC5999B532B5DA445A358BA535AB10B4DBD773EB56C95AB6B25679A37DB660AD24E6F2C515935C6B936D745156C3F49E87EBA9FA005D07923A74680C7E7819CE9266430C3E81F70CC1180DF6B86C96E87F5447236E09DC6168C66D81BB0C7EA4192EB85CC8C6836DCD9EC08B2DCD496B93218A270C23D86118956CDA291B4DC9A6DA498BE053025E1FC21EBBEB291C53A0AF0637D8C5437D1B941CA851A5071D64DAA4C4F5263CE5E9C6B12DB0C330814D81670C1769488BEADA82E75E5BD168B2805ABA00BE7326ADF825F08DE10C7E0B443C76DABD38C79130A5D7A6DAB4D167DACA69FC13F8CBD08963862EFC1180535ECA26A8DA0471C04A3B0E058E183AF059E08BE6187F7580B20929367A088F78A65E3CF63ABBE983E6C0478624F618229444582D5618EF7850847C236A7A117119109701EC0AECC94EF9A439ABB1CF7089C676AB36DD52ACA8146B488A3524C51A9262C5A4585D443DAA4D0FEEF3B28CA0225062184559609D611C0F6B7BB009DD64D3A7DAF4C9E19992C3332587674ACE4C5C4E515C0E4F90AAD6AF56AD5F36F90B4A77505506457949CAB032B5362C9B2F2E9B6F5A36DF347E328468A231D56E0C5B5499908E57D4615251B449FCA81B9C14DFA4F876905D42B54B4876ADA4CC28D9614694A8EEBE6FAABDBAFB1EB383746AE74FC6355EC505DD7DD750A37689D17AEC37BBCDE98DB37270521963E5F0A412E5CF3BAA53087775E74E3B64783DE1DEEFD51B218AAB9FB7D05C1758AA0F18F581E5FAC07F3E61E454 -
Energy/Martial/Force Blapper build (built in Page 5)
SableShrike replied to SableShrike's topic in Blaster
Mid's is being shifty posting build info; usually I can make it look nicer than this... This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Sable Shrike: Level 50 Mutation Blaster Primary Power Set: Energy Blast Secondary Power Set: Martial Combat Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Force Mastery Hero Profile: ------------ Level 1: Power Blast SprDfnBrr-Acc/Dmg/EndRdx/Rchg(A), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg(31), SprDfnBrr-Rchg/+Status Protect(37), SuddAcc--KB/+KD(37) Level 1: Storm Kick TchofDth-Acc/Dmg/EndRdx(A), TchofDth-Acc/Dmg(9), TchofDth-Dmg/Rchg(9), TchofDth-Dmg/EndRdx(11), TchofDth-Dmg/EndRdx/Rchg(11), TchofDth-Dam%(13) Level 2: Energy Torrent SprBlsWrt-Acc/Dmg/EndRdx/Rchg(A), SprBlsWrt-Acc/Dmg/EndRdx(3), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Acc/Dmg(34), SprBlsWrt-Rchg/Dmg%(39), SuddAcc--KB/+KD(40) Level 4: Reach for the Limit Level 6: Combat Jumping LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7), ShlWal-ResDam/Re TP(7) Level 8: Boxing Empty(A) Level 10: Burst of Speed SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg(43), SprAvl-Rchg/KDProc(43) Level 12: Aim GssSynFr--Build%(A) Level 14: Tough UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-ResDam(15), UnbGrd-Max HP%(27), StdPrt-ResDam/Def+(27), GldArm-3defTpProc(29) Level 16: Dragon's Tail Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Dmg/Rchg(17), Obl-Acc/Rchg(17), Obl-Dmg/Rchg(23), Obl-Dmg(25), Obl-%Dam(25) Level 18: Weave Rct-Def(A), Rct-Def/EndRdx(19), Rct-EndRdx/Rchg(19), Rct-Def/Rchg(21), Rct-Def/EndRdx/Rchg(21), Rct-ResDam%(23) Level 20: Reaction Time PrfShf-EndMod(A), PrfShf-End%(29), Prv-Heal(31), Prv-Heal/EndRdx(31), Prv-Heal/Rchg(50) Level 22: Super Jump BlsoftheZ-ResKB(A) Level 24: Inner Will Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(43) Level 26: Nova Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Dmg/Rchg(34), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Dmg(36), Obl-%Dam(37) Level 28: Throw Sand RzzDzz-Acc/Stun/Rchg(A), RzzDzz-Acc/EndRdx(39), RzzDzz-Acc/Rchg(39), RzzDzz-EndRdx/Stun(40), RzzDzz-Stun/Rng(40), RopADop-Acc/Stun/Rchg(42) Level 30: Eagles Claw TchofDth-Acc/Dmg/EndRdx(A), TchofDth-Acc/Dmg(45), TchofDth-Dmg/Rchg(45), TchofDth-Dmg/EndRdx/Rchg(45), TchofDth-Dmg/EndRdx(46), TchofDth-Dam%(46) Level 32: Maneuvers LucoftheG-Def/Rchg+(A) Level 35: Personal Force Field LucoftheG-Def/Rchg+(A) Level 38: Temp Invulnerability UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-ResDam(48), UnbGrd-Rchg/ResDam(48) Level 41: Tactics RctRtc-Pcptn(A) Level 44: Force of Nature UnbGrd-EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-ResDam(50) Level 47: Vengeance LucoftheG-Def/Rchg+(A) Level 49: Grant Invisibility LucoftheG-Def/Rchg+(A) Level 1: Defiance Level 1: Brawl Empty(A) Level 1: Sprint UnbLea-Stlth(A) Level 2: Rest Heal-I(A) Level 1: Swift Run-I(A) Level 1: Hurdle Jump-I(A) Level 1: Health Pnc-Heal/+End(A) Level 1: Stamina SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(3) Level 22: Double Jump Level 50: Musculature Core Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ -
Below is the build I finally finished last night on Live for Booster Girl, my knockoff Fusionette. Faultline is the best zone blueside, fight me. Anyways! I was "tanking" +4 Devouring Earth in the Terra arc last night for a full team when I realized that maybe this had turned out well. Figured I'd share, as this seems to be doing very well in the Page 5 state-of-the-game. What it has: 1) tons of knockdown to juggle spawns/targets: Burst of Speed > Dragon's Tail > Nova will generally leave only the Bosses left on +3 or +4 2) soft-capped Melee Defense: with Page 5 this is proving handy versus things like Behemoths and Ice Thorns; enemy elemental melee cuts through S/L capped builds now (this build still has about 30% S/L) 3) capped S/L Resistance: this goes a long way to mitigating what few attacks are getting through as most melee is entirely S/L or has a S/L component; you need to know your enemy groups, though, as things like Ghosts in Croatoa can hose you if in large numbers 4) Defiant Barrage AND Inner Will: this level of mez protection combined with high Defense almost add up to playing an armor set with a mez toggle; if Slept or Held, often a single Power Blast is all I need to break free if Inner Will is recharging (this is why I'm using Power Blast; it fires even if you're mezzed) That all being said, she is still a Blaster and can get into trouble that a real Tank would sail through just fine. Nothing else plays exactly like /MC on any other AT, though, so it's a hard one to compare across archetypes. Why no Ki Push? I found that once my defenses started to really get up in %s it was causing me a lot of downtime. This build WANTS things in melee, as you're safest there. I dropped it for Energy Torrent's AoE and haven't looked back. You won't need crazy Recharge values here; I've got a complete chain with the build's 85% global recharge bonus. This isn't built for Pylon times, mind you, but the AoE I kick out on a x8 spawn is notable. You'll always have an attack to fire, and never run out of Endurance to do so. Throw Sand is kinda optional. I liked it thematically so kept it, but you can EASILY swap it out for Maneuvers. Fully slotted Maneuvers will squeak your S/L Defense values up towards that magic 32.5% number, too. Cost wise, I got this done for about 450 mill. You could probably do something similar for a fair bit less if you're willing to take your time and play the market game. The Winter IOs were probably the worst to get a hold of. They're about 20 million each if you're buying them. I'm older these days and have a demanding career, so time saved was more important than influence spent. Still, I probably "overspent" on a fair bit of the IOs I bought to finish this. Cheers! Hope it gives folks some ideas. As always, don't do as I do! It's better to understand why I did it!
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Supermassive: Human Warshade (Updated for Page 5)
SableShrike replied to SableShrike's topic in Peacebringer & Warshade
Here's what I'm currently building towards on Live; just did a respec after hitting 50. Dropped Hover, but picked up Starless Step for more Warshade fun. It's tight to fit everything in when you "should" take it, but I've tried to do this logically. It ought to have offense and defense in reliable levels at nearly any level. This exemplars really well, and is quite fun on a full team for a Positron, say. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Sable Shrike: Level 50 Science Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Leaping Power Pool: Leadership Power Pool: Concealment Hero Profile: Level 1: Shadow Bolt (A) Superior Kheldian's Grace - Recharge/Form Empowerment Level 1: Gravity Shield (A) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - Resistance/Endurance/RechargeTime (27) Unbreakable Guard - Resistance (27) Unbreakable Guard - Endurance/RechargeTime (29) Steadfast Protection - Resistance/+Def 3% (29) Gladiator's Armor - TP Protection +3% Def (All) Level 2: Absorption (A) Unbreakable Guard - Resistance (31) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - RechargeTime/Resistance (31) Unbreakable Guard - +Max HP Level 4: Orbiting Death (A) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (5) Superior Avalanche - Accuracy/Damage/Endurance (5) Superior Avalanche - Accuracy/Damage (25) Superior Avalanche - Damage/Endurance (25) Superior Avalanche - Recharge/Chance for Knockdown Level 6: Shadow Blast (A) Apocalypse - Damage/Recharge/Accuracy (7) Apocalypse - Recharge/Accuracy (7) Apocalypse - Damage/Recharge (9) Apocalypse - Damage/Endurance (9) Apocalypse - Chance of Damage(Negative) (11) Sudden Acceleration - Knockback to Knockdown Level 8: Starless Step (A) Rectified Reticle - To Hit Buff/Recharge (39) Rectified Reticle - To Hit Buff Level 10: Sunless Mire (A) Obliteration - Accuracy/Damage/Endurance/Recharge (11) Obliteration - Accuracy/Damage/Recharge (21) Obliteration - Accuracy/Recharge (21) Obliteration - Damage/Recharge (23) Obliteration - Damage (23) Obliteration - Chance for Smashing Damage Level 12: Dark Detonation (A) Superior Kheldian's Grace - Accuracy/Damage/Endurance/Recharge (13) Superior Kheldian's Grace - Accuracy/Damage/Recharge (13) Superior Kheldian's Grace - Accuracy/Damage (17) Superior Kheldian's Grace - Damage/Endurance/Recharge (19) Superior Kheldian's Grace - Damage/Recharge (19) Sudden Acceleration - Knockback to Knockdown Level 14: Shadow Cloak (A) Red Fortune - Defense/Endurance (15) Red Fortune - Defense/Endurance/Recharge (15) Red Fortune - Defense (17) Red Fortune - Endurance (50) Red Fortune - Endurance/Recharge (50) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 16: Gravity Well (A) Hecatomb - Damage/Recharge/Accuracy (33) Hecatomb - Recharge/Accuracy (33) Hecatomb - Damage/Recharge (33) Hecatomb - Damage/Endurance (34) Hecatomb - Chance of Damage(Negative) (34) Unbreakable Constraint - Chance for Smashing Damage Level 18: Penumbral Shield (A) Unbreakable Guard - Resistance/Endurance (34) Unbreakable Guard - Resistance/Endurance/RechargeTime (36) Unbreakable Guard - Resistance (36) Unbreakable Guard - Endurance/RechargeTime Level 20: Gravitic Emanation (A) Stupefy - Accuracy/Stun/Recharge (37) Stupefy - Accuracy/Endurance (40) Stupefy - Accuracy/Recharge (45) Stupefy - Endurance/Stun (45) Stupefy - Stun/Range (48) Sudden Acceleration - Knockback to Knockdown Level 22: Stygian Circle (A) Preemptive Optimization - EndMod/Endurance/Recharge Level 24: Dark Extraction (A) Superior Essence Transfer - Accuracy/Damage/Endurance/RechargeTime (40) Superior Essence Transfer - Accuracy/Damage/RechargeTime (40) Superior Essence Transfer - Accuracy/Damage (42) Superior Essence Transfer - Damage/Endurance/RechargeTime (42) Superior Essence Transfer - Damage/RechargeTime (50) Superior Essence Transfer - RechargeTime/Global Heal Level 26: Quasar (A) Armageddon - Damage/Recharge/Accuracy (42) Armageddon - Recharge/Accuracy (43) Armageddon - Damage/Recharge (43) Armageddon - Damage/Endurance (43) Armageddon - Chance for Fire Damage (45) Sudden Acceleration - Knockback to Knockdown Level 28: Inky Aspect (A) Accuracy IO Level 30: Shadow Slip (A) Accuracy IO (39) Recharge Reduction IO (39) Recharge Reduction IO Level 32: Eclipse (A) Efficacy Adaptor - EndMod/Accuracy/Recharge (46) Unbreakable Guard - RechargeTime/Resistance (46) Unbreakable Guard - Endurance/RechargeTime (46) Unbreakable Guard - Resistance/Endurance/RechargeTime (48) Unbreakable Guard - Resistance Level 35: Twilight Shield (A) Unbreakable Guard - Resistance/Endurance (36) Unbreakable Guard - Resistance/Endurance/RechargeTime (37) Unbreakable Guard - Resistance (37) Unbreakable Guard - Endurance/RechargeTime Level 38: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 41: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 44: Tactics (A) Rectified Reticle - Increased Perception (48) Rectified Reticle - To Hit Buff Level 47: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 49: Grant Invisibility (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Dark Sustenance Level 1: Brawl -
Supermassive: Human Warshade (Updated for Page 5)
SableShrike replied to SableShrike's topic in Peacebringer & Warshade
Hi gang, Yeah, this works just fine fully tricked out. With Clarion on Autofire you can faceroll most enemy groups as easily as any "overpowered" AT can. Was thinking the other day that the reason I tend to like Human Khelds is they "progress" in terms of tricks and power. Yeah, your IO sets and global bonuses will help Forms, but they're a very static ride if you're playing only Forms for 50+ levels. The easy way to test this build out is to just hop on the Beta server and spend a bit of time there to "finish" this with IOs. Then see how far you can crank it up in terms of Notoriety. I can generally run +4x8 when maxed, but as mentioned certain groups can really hose you now and then. Arachnos, for example. Council are a complete stomp, however. I'm still debating fitting Essence Drain in, but the thinking is this: it's good versus a single target, but for any group with 5+ enemies Detonation is better damage and mitigation. Incoming fire from multiple minions will quickly overwhelm the healing from Drain, whereas Detonation will let you sweep the trash faster and mitigate that incoming fire with AoE knockdown. This is not the case with Black Dwarf Drain, where the heal is substantially bigger due to your HP increase. Dwarf Drain lets you fight perpetually in safety, whereas on Human I found I could be overwhelmed by enemy numbers if I wasn't defeating the groups fast enough. My favorite slotting for either Drain is: Touch of the Nictus: Acc/Heal Touch of the Nictus: Acc/End/Heal Touch of the Nictus: Chance for Negative Theft of Essence: Acc/End/Heal Theft of Essence: Chance for +Endurance Touch of Death: Chance for Negative -
How do you guys feel about the current implementation of Antidote and Alkaloid? Personally the activation needs to be way faster if they're gonna keep the travel time. That and I sure wouldn't say no to increasing the radius on Envenom and Weaken.
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Personally, until they get rid of the annoying triangles of doom on all pets I'm not keen on constantly building around the pet Uniques. It's a bit of a bummer, cuz no other AT has to make themselves look visually worse to use their ATOs. Yes yes, I know. Sacrilege. The visual garbage they cause is that annoying to me, is all. And hey, can't fit in 3 full Blood Mandates with em unless you're running Demons, Thugs, or Necro. There's always tradeoffs. I do agree with you all the way about Noxious, though. It needs a huge look at the recharge times. Poison Trap's easy enough. I dance and constantly retarget. With Evasive Maneuvers you're easily at fly cap. Easy to flit in and drop Trap, that's the only time I ever stay near melee. Lemme see if I can solo a few DE GMs once I've got the last of my purples and I'll get back to ya. Admittedly, I've not done that test yet. No Envenomed Daggers; that's cheating!
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Been getting my Beast/Poison towards 50 with this, but it'll pretty much work with ANY Mastermind primary. Don't sleep on /Poison, gang. It's turned out to be a hell of a lot of fun. This is not a "sit back and watch" Mastermind. This is flat-out offensive; you perform better by playing like a rabid honeybadger. How to get the most out of /Poison for a Mastermind: Why Mastermind? Mastermind gets two unique and overlooked benefits compared to other Poison Archetypes. Yes, the Noxious Gas uptime sucks, but it's ranged for us. This means you aren't chained to melee and can fly. This makes cones a lot easier to line up, as well as lets you easily build toward Ranged and AoE Defense. The other big plus is pets. Poison is very strong with debuffs, but it can leave little time to actively attack. But wait! All your real damage as a Mastermind is coming from pets; your pets attacking doesn't affect your personal rotations at all. This is huge as it lets you debuff AND attack at the same time. I've tried /Poison on other ATs and MM just plays smoother and faster with it. Healing and Mez Buff Your heal is a noob trap. It's very slow to fire, travels slow, and often your target will die before the heal helps them. If you take it, I'd just mule it with the +Absorb as I have. Same with your Antidote; it's too slow and cuts into your much-more-important debuffing. If you take Antidote it can slot the Resist set Uniques, though. Debuffs This is why you go /Poison. You can neuter and just flat out destroy hard targets. God forbid a teammate also has -Res powers, as you can almost floor AV or GM Resistances. Strong debuffs also let you not "need" to get 45% Defense in things. Anything approaching the 32-35% Defense value is usually enough to "cap" you once you've got your target debuffed. And if you're worried, a small Luck will hit cap of 45% if you're natively at 32.5% or more Defense. Procs Guess what. You can proc the crap out of all your AoE debuffs and do some very respectable damage while you're actively neutering mobs with debuffs. Neurotoxic Breath in particular does reliable AoE damage; almost as reliably as Poison Trap for damage proccing. This trait makes Neurotoxic go from nice to must-have on a /Poison Mastermind. It'll usually do more damage than your MMs maxed out AoE blast AND apply all the debuffs it has. I've tried a bunch of slotting for Poison Trap and the Unbreakable set with Armageddon proc is my fave. Two purple damage procs, maxed Hold and Recharge. You want Trap for every spawn, and an 18 seconds AoE Hold lets your pets murder entire groups in safety. The few lone Bosses you can stack Paralytic on to Hold, or just neuter with Envenom+Weaken. Speaking of Paralytic, it reliably does over 200 damage every shot. The trick to all this stupidity is you keep any Recharge off most of your debuffs. Poison Trap is wierd in that you can put a lotta Recharge on it and it still fires procs reliably. Below is the build I'm currently running, but it's very easy to swap in other powers or a completely different Primary and keep the same ability to shred with debuffs. If you're tired of sitting about as a MM watching your pets fight, I'd seriously give /Poison another look. The more aggressive you play the better with this. Edit: Final Update! I got sick of my T1s dying to a single Foot Stomp, so bit the bullet and threw in all six pet auras. Had to pull some procs off the Holds, but they actually do their job of Holding stuff a little better like this anyways. Procced out Wolves, as they're the best at it and your lowest-level bois if you exemplar. Achilles' in Wolves against a hard target has almost 100% uptime as all three will proc it. ... And this is easily able to S/L farm at +0x8 on the asteroid map. Wasn't expecting that, but there ya are. Pets rarely die, as every time you drop Trap they can attack and regen in safety for 18 seconds. You can just float out of reach as they mill below you. This has 31-32ish Ranged/AoE, and maxed out 75% S/L resistance. The way the Purple Patch works I wouldn't go too high above even-con mobs, as your debuffs drop off in effectiveness fast. Buzzsawing full groups of 50s still gives you the most chance for purple IOs over time anyways. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Beast Mastery Secondary Power Set: Poison Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Field Mastery Hero Profile: Level 1: Summon Wolves Hamidon Origin:Nucleolus Exposure (x3) (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: Envenom (A) Accuracy IO (7) Accuracy IO (9) Endurance Reduction IO (9) Touch of Lady Grey - Chance for Negative Damage (48) Shield Breaker - Chance for Lethal Damage Level 2: Alkaloid (A) Preventive Medicine - Chance for +Absorb Level 4: Weaken (A) Accuracy IO (11) Accuracy IO (11) Endurance Reduction IO (17) To Hit Debuff IO (19) To Hit Debuff IO (48) Cloud Senses - Chance for Negative Energy Damage Level 6: Train Beasts (A) Endurance Reduction IO Level 8: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (21) Blessing of the Zephyr - Knockback Reduction (4 points) (27) Kismet - Accuracy +6% Level 10: Neurotoxic Breath (A) Accuracy IO (29) Accuracy IO (29) Endurance Reduction IO (31) Ice Mistral's Torment - Chance for Cold Damage (46) Impeded Swiftness - Chance of Damage(Smashing) 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) (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance Level 16: Evasive Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (34) Blessing of the Zephyr - Knockback Reduction (4 points) Level 18: Fortify Pack (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 20: Boxing (A) Empty 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) Sovereign Right - Resistance Bonus (27) Expedient Reinforcement - Resist Bonus Aura for Pets Level 24: Paralytic Poison (A) Lockdown - Accuracy/Endurance/Recharge/Hold (36) Lockdown - Accuracy/Hold (37) Lockdown - Accuracy/Recharge (37) Lockdown - Endurance/Recharge/Hold (37) Lockdown - Recharge/Hold (39) Lockdown - Chance for +2 Mag Hold Level 26: Tame Beasts (A) Endurance Reduction IO Level 28: Poison Trap (A) Lockdown - Accuracy/Endurance/Recharge/Hold (39) Lockdown - Accuracy/Hold (39) Lockdown - Accuracy/Recharge (40) Lockdown - Endurance/Recharge/Hold (40) Lockdown - Recharge/Hold (40) Lockdown - Chance for +2 Mag Hold Level 30: Tough (A) Aegis - Resistance/Endurance (34) Aegis - Resistance/Endurance/Recharge (48) Aegis - Resistance (50) Aegis - Psionic/Status Resistance (50) Aegis - Endurance/Recharge (50) Steadfast Protection - Resistance/+Def 3% Level 32: Weave (A) Red Fortune - Defense/Endurance (42) Red Fortune - Defense/Recharge (42) Red Fortune - Endurance/Recharge (42) Red Fortune - Defense/Endurance/Recharge (43) Red Fortune - Defense (43) Red Fortune - Endurance Level 35: Temp Invulnerability (A) Gladiator's Armor - End/Resist (43) Gladiator's Armor - Recharge/Resist (45) Gladiator's Armor - Recharge/Endurance (45) Gladiator's Armor - Resistance/Rech/End (45) Gladiator's Armor - Resistance (46) Gladiator's Armor - TP Protection +3% Def (All) Level 38: Noxious Gas (A) Recharge Reduction IO (46) Recharge Reduction IO Level 41: Elixir of Life (A) Unbreakable Guard - +Max HP Level 44: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 47: Tactics (A) Rectified Reticle - Increased Perception Level 49: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Supremacy Level 1: Brawl
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I’ll see if I got my old Beast/Storm around somewhere to update it for Page 5. I usually did just fine with it on x8s. Beast is a set you need to build around pet support for, but for the most part they’re rather capable. T1 wolves proc the two Debuff damage procs a LOT. This more than doubles or triples their damage. They are your most-damaging pet. Lionesses aren’t the greatest, but they are very tough. With good IO slotting mine almost never died. Good place to fit in all the +defense pet IOs. Direwolf does a notable amount of AoE, which you can ramp up with the two Slow damage procs. As melee pets, you need to drop some flyers for them. The two bird attacks have -Fly, and Snow Storm is a -Fly toggle if you’d rather. The pets have decent Resist and Defense as baseline, so pretty much any set can be made to add to that. Beast/Pain works surprisingly well, say. But again, have to be able to apply -Fly with your build.
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Supermassive: Human Warshade (Updated for Page 5)
SableShrike replied to SableShrike's topic in Peacebringer & Warshade
Hi gang, there is a method to the madness. I don’t bother with Hasten as I prefer to just autofire Clarion instead. I have tried it with. As for single-target chains, I don’t see a reason to build a Shade for single-target? Pretty much everything we do is to siphon entire groups, nuke, and raise Essences. Doing so eats up enough time you won’t be bothering with singletarget in most soloing/teams. You have at least two Essences at all times, who are more efficient singletarget DPS than a Human Shade is. (They also stack Slows and can floor a Cyclops or Minotaur’s movement speed). Essence Drain was a hard one to skip, I’ll admit. But in in-game testing, for 5+ enemies in a group Detonation let me clear spawns much faster. One long-activation singletarget vs something that hits the whole group. That’s also why Melee Defense is desirable. You wanna be stunning the entire x8 spawn with Gravitic and Inky, and Melee Defense makes that stupidly safe. Even at levels where you could catch mez soloing without Clarion (many mobs have a stun component to their melee hits, ie Tsoo). Exemping is also why I take every shield. Ever try to face-tank on a Shade without Eclipse and you’ll get why. Sustenance and a shield are enough to let you play melee in Positron, say. I never build anything to only function around a single power; doing so locks out too much solo content. So yeah, there are some reasons! This solos most stuff at x8 just fine; I’ve had a fully tricked out 50 set up very similarly. Just restarted for the Page 5 stuff. x8 Arachnos can be a bit of a pain, as the abundance of Slow they have can mess with cooldowns. But they still die! Cannot stress enough how good Gravitic and Inky to lock every single group is. -
Supermassive: Human Warshade (Updated for Page 5)
SableShrike replied to SableShrike's topic in Peacebringer & Warshade
Just to add some feedback on leveling this (which I’m doing now from a blank start): having Gravitic for even exemplared Positron TFs is nuts. And having Dark Extraction for Synapse is crazy. From Yin on, you have Quasar, Shadow Slip, and Inky Aspect. Human Shades are much easier to level on Live now, and they bring a lot more firepower at the lower levels. -
Mucking about with the reordering of HEAT powers in Mids and figured I'd post this if anyone was interested in it. It's kind of a hybrid of things I've done in the past; Hover and Shadow Step are your main travel. Eclipse is on a 3 second cooldown, and Shadow Slip + Quasar let you annihilate a room every 45 seconds. Gravitic and Inky will stun-lock entire groups before you shred them. Shadow Blast and Detonation give you some flexibility, allowing you to deal with runners. Detonation is actually highly efficient damage against ten targets. Oh yeah, and this has completely soft-capped Melee Defense. Which is pretty handy. I don't actually run Tactics or Maneuvers; but all other toggles I'm using. Only Incarnate power that I consider a "must have" for this is Spiritual Core Paragon for your Alpha. Rest are completely up to yourselves. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Sable Shrike: Level 50 Science Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Flight Power Pool: Leaping Power Pool: Leadership Hero Profile: Level 1: Shadow Bolt -- SprKhlGrc-Rchg/FormBuff(A) Level 1: Absorption -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(5), UnbGrd-Max HP%(5), GldArm-3defTpProc(45), StdPrt-ResDam/Def+(45) Level 2: Gravity Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-ResDam(7), UnbGrd-EndRdx/Rchg(9) Level 4: Orbiting Death -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg(11), SprAvl-Dmg/EndRdx(11), SprAvl-Rchg/KDProc(13) Level 6: Shadow Blast -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(15), Apc-Dmg/Rchg(15), Apc-Dmg/EndRdx(17), Apc-Dam%(17), SuddAcc--KB/+KD(46) Level 8: Hover -- HypSnc-Fly(A), HypSnc-End/Fly(33), HypSnc-End(43), HypSnc-+Special(43), LucoftheG-Def/Rchg+(46), Ksm-ToHit+(50) Level 10: Penumbral Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-ResDam(19), UnbGrd-EndRdx/Rchg(19) Level 12: Dark Detonation -- SprKhlGrc-Acc/Dmg/EndRdx/Rchg(A), SprKhlGrc-Acc/Dmg/Rchg(21), SprKhlGrc-Acc/Dmg(21), SprKhlGrc-Dmg/EndRdx/Rchg(23), SprKhlGrc-Dmg/Rchg(23), SuddAcc--KB/+KD(46) Level 14: Shadow Cloak -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def(39), LucoftheG-Def/Rchg+(42) Level 16: Gravity Well -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(37), Hct-Dmg/Rchg(37), Hct-Dmg/EndRdx(37), Hct-Dam%(39), UnbCns-Dam%(39) Level 18: Sunless Mire -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Dmg/Rchg(34), Obl-Acc/Rchg(34), Obl-Dmg/Rchg(42), Obl-Dmg(45), Obl-%Dam(50) Level 20: Gravitic Emanation -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(31), AbsAmz-Stun/Rchg(33), AbsAmz-EndRdx/Stun(33), SuddAcc--KB/+KD(43) Level 22: Stygian Circle -- PreOptmz-EndMod/End/Rech(A) Level 24: Dark Extraction -- SprEssTrn-Acc/Dmg/EndRdx/Rchg(A), SprEssTrn-Acc/Dmg/Rchg(25), SprEssTrn-Acc/Dmg(25), SprEssTrn-Dmg/EndRdx/Rchg(31), SprEssTrn-Dmg/Rchg(31), SprEssTrn-Rchg/Global Heal(48) Level 26: Quasar -- Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(27), Arm-Dmg/Rchg(27), Arm-Dmg/EndRdx(29), Arm-Dam%(29), SuddAcc--KB/+KD(48) Level 28: Inky Aspect -- Acc-I(A) Level 30: Shadow Slip -- Acc-I(A), RechRdx-I(48), RechRdx-I(50) Level 32: Eclipse -- EffAdp-Acc/Rchg(A), UnbGrd-EndRdx/Rchg(40), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-ResDam(42) Level 35: Twilight Shield -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-ResDam(36), UnbGrd-EndRdx/Rchg(36) Level 38: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 41: Stygian Return -- DctWnd-Heal/Rchg(A) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 47: Tactics -- RctRtc-Pcptn(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Acc-I(A) Level 1: Dark Sustenance Level 1: Shadow Step -- EndRdx-I(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Heal-I(A) Level 10: Shadow Recall -- BlsoftheZ-ResKB(A) Level 1: Swift -- Flight-I(A) Level 1: Health -- Mrc-Rcvry+(A) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- EndMod-I(A), EndMod-I(3) Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Spiritual Core Paragon ------------ ------------
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Of my faceplants of late, I find a lot of it tied into Bodyguard and how that functions. Might be worth looking at? To have it work, pets are in Follow Defensive. On teams that means 90% of the time they stand about doing mostly nothing (unless they get tagged by some AoE). Countless new players make the mistake of leaving pets in Defensive and contribute hardly anything with their primary to teams. Using Attack Aggressive has pets aggro and attack at will, but now you have no benefit from Bodyguard anymore. Your HP is pathetically low, and on Incarnate max diff one good hit can oneshot you (thus killing all your pets). So endgame you basically choose to have pets do nothing but stand about to soak hits and occasionally die to stray aggro, or actively engage and risk dying faster than oldschool Live Blasters used to. In short, I don’t think Bodyguard has ever really done anything for MMs outside of preventing PvP ganking. What do you guys think about Bodyguard working regardless of pet stance?
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Beast/Cold is surprisingly strong and looks great thematically. The minimal fx shield options let you actually see stuff without the blocks everywhere. Playwise it’s lethally strong; you can easily use IOs and the shields to Defense cap pets. And usually you can S/L cap yourself with little effort. Infrigidate you can load with damage procs and turn into a big hitter. Sleet lets your pets buzzsaw entire groups in even more safety; I always opened with it. I’m running a Beast/TA that is a lot of fun right now, but I miss the power of my Beast/Cold. Beast/Cold can solo x8 Talons without any real effort. Not managed to get my Beast/TA to that level of strength yet, though it is more DPS oriented.
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Was thinking about Ice Arrow, as it’s a heavy hitter when procced. But it’s damage seems less than the pets increased Crit from Snap, Aimed, and Fistful. TA Masterminds seem odd in that regard. On every other TA I’d never skip it, but on a MM with a tight attack rotation you can make the case to drop it.
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Just FYI, the Kismet only activates when the power it’s in is “on”. So only when PFF is on and you can’t attack, as kelika mentioned.
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I got a new one I just started. I decided to wait for Mids to update before I really grind on it. Too hard to just remember all the changes that have come along without being able to plan it in Mids. I’m gonna build it to take the three attacks and spam them. That’ll give the pets 9% crit rate when the attack % fires, which is a significant DPS boost. The trick will be managing attack aggro; I’m thinking Ranged and AoE defense soft-cap. Ideally you want to run pets in Aggressive whenever able to have them retarget and attack fast as possible.
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Focused Feedback: Power Level Availability Changes
SableShrike replied to The Curator's topic in [Open Beta] Focused Feedback
Something I’ve not seen mentioned yet, but the power shakeup makes starting as a Praetorian MUCH more enjoyable. You generally wind up grinding arcs 1-20 on Gold before you can portal hop to Red or Blue. As soloing is pretty much mandatory Gold Side, lower DPS Archetypes having access to more of their secondary is a big deal. -
Dunno if you’re still working on this, but I wound up making an Energy/Martial/Mace cuz oddly I like Martial on Blasters the best out of all the ATs that get it. I went Martial and so play in melee with soft-cap S/L defenses, the Absorb shield, and the mez button for a big heal (if you autofire that it goes off whenever you get in trouble and meet the conditionals). Main attack chain is like so: Storm Kick, Eagle’s Claw, Ki Push, and Power Burst. This utterly wrecks things that can’t resist knockdown. They can’t get up to attack and your last combo floats them away before you blast the hell out of em. I have and use Dragon’s Tail for even more knockdown, too. Plays like a Saiyan or Ken/Ryu. It’s not completely safe versus hard mobs, but that’s exactly what I like about it. I’ve already got unkillable Tankers.
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Disappointed by permanent +res/+def floating shield icons around henchmen
SableShrike replied to AxerJ's topic in Mastermind
This is a huge pet peeve (pun intended) of mine. So much so that of late I’ve made a few builds without the IOs. This isn’t as big of a deal as it sounds for a few reasons: 1) You can proc the crap out of most pets; yes, a few procs are better than the others, but now you can fit the others. 2) Hami Os will let you max out pet Dam/Mez in four slots and put two procs in the remainder. This is really noticable on things like Mercs or your Lich. Don’t underestimate the value of maxed pet control durations. 3) Blood Mandate: the full set of this in pets is insane. It becomes super easy to hit 32.5% Ranged and AoE Defense with these. Then a small Luck lets you hit softcap. Add in flight and you’re basically an unkillable summoner churning out waves of minions. Again, you need the full six IOs in the set to get this full effect. Personally, I go the proc and Hami route. I would rather have pets that can buzzsaw stuff I’ve tied up with my debuffs and such. Way more interesting than unkillable pets, though the skill needed and potential for things to go wrong are higher. -
"Smooth, like the motion of water!" - Snoop Dogg Been mucking about with Beast/Storm since back on Live, but recently rebuilt one on Homecoming. Finally finished IOing it out completely last night; even got the D-Sync without much fuss. What it does: 1) Lock down entire groups. Ravens will drop flyers for your pets to maul and with Gale and Freezing Rain you can flop entire mobs at will. Freezing Rain or Gale make great alphas to screw up the spawns' initial return fire. The reliable knockdown gives you considerable damage mitigation for both you and your pets. 2) Ranged and AoE are at softcap without Hurricane; this lets you use Hurricane strategically as needed but not be reliant on it. You can easily prevent teamwipes or set up a bulwark for ranged teammates, but won't have to run it constantly and tick off the Tanker. 3) Pets are pretty tanky as well. Most enemies are too busy falling to do much but die, yet you have all six pet IOs in Tornado for if they do take a hit. You can top them up with O2 Boost, and all but the two smallest wolves have an autoheal. Unless you're doing crazy stuff like +4 ITFs you shouldn't have to resummon constantly. This honestly isn't a super expensive build to get done. The most pricey IOs are probably the two MM ATOs, the Luck of the Gamblers, and then the Red Fortunes. Playing the market let me get this done in about a week from level 1 to IO'd 50. It's an easy driver yet you've enough debuffs and damage to throw that you never feel as if your just a sidekick to your pets. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Beast Mastery Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Mu Mastery Hero Profile: Level 1: Summon Wolves -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(31), BldMnd-Acc/EndRdx(31), BldMnd-Acc/Dmg/EndRdx(33), BldMnd-Acc(33), BldMnd-Dmg(33) Level 1: Gale -- Acc-I(A), Acc-I(34), EndRdx-I(34), SuddAcc--KB/+KD(34) Level 2: O2 Boost -- DS:DSyncEndHeal(A) Level 4: Hover -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(5), BlsoftheZ-ResKB(5), LucoftheG-Def/Rchg+(7) Level 6: Train Beasts -- EndRdx-I(A) Level 8: Call Ravens -- Artl-Acc/Rech/Rng(A), Artl-Acc/Dam/Rech(9), Artl-Acc/Dam(9), Artl-Dam/Rech(11), Artl-Dam/End(11), Artl-End/Rech/Rng(13) Level 10: Steamy Mist -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(17), RedFrt-Def/EndRdx/Rchg(17), RedFrt-Def(19), RedFrt-EndRdx(19) Level 12: Summon Lions -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(25), BldMnd-Acc/EndRdx(25), BldMnd-Acc/Dmg/EndRdx(27), BldMnd-Acc(27), BldMnd-Dmg(31) Level 14: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(15), BlsoftheZ-ResKB(15) Level 16: Freezing Rain -- Ann-Acc/Dmg/EndRdx/Rchg(A), Ann-Acc/Dmg/Rchg(37), Ann-Acc/Dmg/EndRdx(40), Ann-Acc/Dmg(43), Ann-Dmg/Rchg(45), Ann-ResDeb%(45) Level 18: Fortify Pack -- LucoftheG-Def/Rchg+(A) Level 20: Hurricane -- EndRdx-I(A), EndRdx-I(21) Level 22: Evasive Maneuvers -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(23), BlsoftheZ-ResKB(23) Level 24: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(45), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46), RedFrt-EndRdx(48) Level 26: Summon Dire Wolf -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(48), BldMnd-Acc/EndRdx(48), BldMnd-Acc/Dmg/EndRdx(50), BldMnd-Acc(50), BldMnd-Dmg(50) Level 28: Group Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(29), BlsoftheZ-ResKB(29) Level 30: Tactics -- RctRtc-Pcptn(A) Level 32: Tame Beasts -- EndRdx-I(A) Level 35: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(36), Ags-ResDam(36), Ags-Psi/Status(36), StdPrt-ResDam/Def+(37), GldArm-3defTpProc(37) Level 38: Lightning Storm -- Thn-Dmg/EndRdx(A), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx/Rchg(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(40), SuddAcc--KB/+KD(40) Level 41: Tornado -- SprMarofS-EndRdx/+Resist/+Regen(A), SprCmmoft-Rchg/PetAoEDef(42), SvrRgh-PetResDam(42), EdcoftheM-PetDef(42), ExpRnf-+Res(Pets)(43), CaltoArm-+Def(Pets)(43) Level 44: Vengeance -- LucoftheG-Def/Rchg+(A) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Stealth -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Heal-I(A) Level 1: Swift -- Flight-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(3) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7), EndMod-I(21) Level 1: Alpha Howler Wolf Level 1: Howler Wolf Level 1: Pack Mentality Level 12: Lioness Level 14: Afterburner Level 26: Dire Wolf ------------
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If you could customize your Mastermind minions, what would you make?
SableShrike replied to Magi 1's topic in Mastermind
Beast, as that’s what I play most: there’s already Shadow Hound models from Nightward skinned and animated that can be used as model options. The big Shadow Hound instead of Dire Wolf would be sweet. -
Who keeps buying these enhancement converters for such crazy prices?
SableShrike replied to FrogTheToad's topic in The Market
Happy to help! I was just messing around with spare Converters when I found this out by accident. Pretty sure other tricks like this have been posted before, but I was still surprised how reliable this is. Used it to completely finish my Warshade and Crab’s purpled/HO’d builds yesterday. If you’re willing to put in a day’s work it oughta let you completely IO an entire build of any AT with zero farming required. Obviously farmers are still important to the economy’s health as we need them to be selling the purples that market tricks let us buy. In turn, this market trick helps make the armor and -Res IOs farm builds need more cheaply available. I filled a lotta orders yesterday! It’s all symbiotic!