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SableShrike

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Everything posted by SableShrike

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. "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 ------------
  8. 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.
  9. 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!
  10. Bit of a thread necro, but I found a trick so lucrative that you can start the loot game at level 1 or so with no outside cash transfers. Run the first few areas’ zone badges ( and save roughly 20-30 Merits and buy all Converters. Sell most, but keep 40-50 Converters. Get on the AH under Recipes and find a cheap Uncommon **at level 15**. That level is important as the Converter tables contain some crazy good stuff. Kismet, Karma, Achilles’, Steadfast, Reactive, Serendipity. Buy and build 30 or so of the cheap Uncommon Recipes. Convert them with 1 Converter in the Out of Set Uncommon option. Keep doing so until you get one of the above set IOs then sell it. The big important part is Achilles’; any time you get a Defense Debuff Uncommon, flip it with the Convert in Defense Debuff option to an Achilles’. Then Convert however many times you need to get the Achilles’ -Res. Every IO in the above sets goes for 1 million at least. Steadfast Res/Def are at least 3 million. Achilles’ -Res is at least 4.5 million. Doing this with 30 level fifteen cheapo recipes usually nets me about 30 to 50 million. And the only limiting factors are buyers and you finding cheap recipes to buy at level 15. Anyone, no matter how new, can be a multi-millionaire in a few hours with this completely legal trick. Edit: forgot the relevant bit for this thread, but the margins for doing the above are so high that you can afford to buy Converters at 70-80k each and still turn millions in profit.
  11. That’s a good point @roleki! Even with only 55% enhancement Recharge (to not affect the procs), you got the sleep up twice as often as the Hold. In practice I found an autohit AoE Sleep super handy for detoggling Thorns on the Positron TF. The Daemon Lords with their auras are the biggest reasons for team wipes there. So even without procs Freeze has proven very handy. With the three damage procs I’m hosing entire groups.
  12. Haven’t needed the FF, honestly. That’s the whole idea of going EA and heavy on damage procs. You don’t need much Recharge besides Entropic and some set bonuses for a full chain. In practice, I found Crane more useful than Cobra versus hard targets. With Cross, Crane, and Dragon’s you can juggle a boss so reliably that they hardly do anything. I get what you guys are going for, but +HP procs are good against anything. Psi or Toxic heal the same, but maxing Resist to S/L would do nothing for those. I built this with “tough enough” in mind, as I already have unkillable tanks. This is more about offtanking and blowing apart hard targets. Spring Attack is conceptual, I’ll admit, but it and Tail will twoshot Minions if you lead with a Gaussian’s Chi at 75% Fury. It gives a bit of the Shield Charge fun to EA which otherwise doesn’t have it.
  13. Was hoping that! Thanks, Bopper. Guess I gotta figure out a power to drop so I can pick up Freeze. Ice/Cold is as tight as my Warshade build for picks and slots.
  14. Hi all, got an Ice/Cold I’m messing about with, and I was wondering if anyone had procced out Flashfreeze before. If Mids is right, I can fit three Ranged AoE procs in it for roughly 210 damage on everything it hits. My question is: do the procs fire before the Sleep effect, or after (and break the sleep)? Either way I’m thinking Flash Freeze is a good damage source for Ice and handy detoggle. Traveling today or I’d hop on Test to check myself. Cheers!
  15. Dropped Energy Drain. It's a long animation to fire and I just wasn't needing it when I also have Energize. That's on top of the fact it never seems to reliably hit like it should. Dragon's Tail seems to hit a larger radius despite Drain supposedly being bigger. Took Energy Torrent instead for more AoE and a ranged "taunt". This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Workout: Level 50 Mutation Brute Primary Power Set: Martial Arts Secondary Power Set: Energy Aura Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Energy Mastery Hero Profile: Level 1: Storm Kick -- SprBrtFur-Acc/Dmg/EndRdx/Rchg(A), SprBrtFur-Acc/Dmg/Rchg(7), SprBrtFur-Acc/Dmg(7), SprBrtFur-Dmg/EndRdx/Rchg(9), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Rech/Fury%(11) Level 1: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(46), LucoftheG-Def/Rchg+(46), LucoftheG-EndRdx/Rchg(46) Level 2: Dampening Field -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25), RctArm-ResDam(25), RctArm-ResDam/EndRdx(42), RctArm-ResDam/Rchg(42), RctArm-ResDam/EndRdx/Rchg(43) Level 4: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(43), LucoftheG-Def/Rchg+(45), LucoftheG-EndRdx/Rchg(45) Level 6: Boxing -- HO:Nucle(A) Level 8: Crane Kick -- HO:Nucle(A), HO:Nucle(11), OvrFrc-Dam/KB(13), Mk'Bit-Dam%(13), GldStr-%Dam(15), TchofDth-Dam%(15) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Kick -- Empty(A) Level 14: Cross Punch -- HO:Nucle(A), HO:Nucle(17), ScrDrv-Dmg/EndRdx(17), ScrDrv-Dam%(19), Obl-%Dam(19), Erd-%Dam(21) Level 16: Energy Protection -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(21), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(23) Level 18: Focus Chi -- GssSynFr--Build%(A) Level 20: Energy Cloak -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31), LucoftheG-Def/Rchg+(33), LucoftheG-EndRdx/Rchg(33) Level 22: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(39) Level 24: Super Jump -- Lnch-End/Jump(A), Lnch-+Special(33) Level 26: Dragon's Tail -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg(27), Arm-Dmg/EndRdx(27), Arm-Dam%(29), Obl-%Dam(29), Erd-%Dam(31) Level 28: Spring Attack -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(39), Erd-Dmg/Rchg(39), Erd-%Dam(40), Obl-Acc/Dmg/Rchg(40), Obl-Dmg/Rchg(40) Level 30: Weave -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(42) Level 32: Eagles Claw -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Acc/Dmg(34), Hct-Dmg/EndRdx(34), Hct-Dam%(34), GldStr-%Dam(36), TchofDth-Dam%(36) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(50) Level 38: Superior Conditioning -- PwrTrns-+Heal(A) Level 41: Physical Perfection -- PwrTrns-+Heal(A) Level 44: Energy Torrent -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(48), Artl-Dam/End(48), Artl-End/Rech/Rng(50), HO:Centri(50) Level 47: Overload -- LucoftheG-Def/Rchg+(A) Level 49: Focused Accuracy -- RctRtc-Pcptn(A) Level 1: Fury 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), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5) Level 1: Stamina -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(3), PwrTrns-+Heal(3) Level 24: Double Jump ------------
  16. Haven’t run Dark since Live, but I got a few basic ideas for KM. I had a maxed out SR/KM Tank. Stacking the Stun toggle from Oppressive Gloom with Concentrated Strike should let you Stun even bosses. I do something very similar on my Warshade. KM does best with the first three fastest hits to charge Siphon, Burst for area, and for you probably Concentrated Strike stacking Stuns as above. KM is a set I skip Taunt on. Put a Knockback-to-Knockdown IO in Repulsing Torrent and you have a damaging ranged “taunt”. Chucking two Range IOs in it makes it hit pretty far away. Focused Burst is okay. It’s a good spot to put five Apocalypse, but not the best due to animation times. You’ll get more mileage out of using five quick hits and then a fully charged Burst or Concentrated. I better let someone else speak on /Dark, but hope this helps!
  17. Edit: Pretty big rework! I run a lotta the low-level TFs and was not happy with the lack of AoE on a Synapse last night. This version drops Cobra Strike for Cross Punch at 14 (earliest you can get it). It hits for less than Cobra, but can hit up to 5. In practice don't be afraid to use it as a singletarget with benefits. Other change was dropping the Overwhelming Force in Crane Kick. This makes it KD almost every hit and keeps things in range for your Tail, et cetera. No more playing Minion Golf, but it was a necessary evil. Crane Kicking level 1s off the bridges in Atlas was one of the joys of a 50 MA back in the before times. The other stuff works pretty much as I'd built it on Beta. The Chi/Spring Attack/Dragon's Tail combo will hose most trash spawns. Energy Drain's aura seems a little smaller than the 12radius listed; I notice it "missing" some mobs despite being autohit. It's not as reliable to gain hate as Dragon's Tail, but it's buffs still warranted keeping it. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Workout: Level 50 Mutation Brute Primary Power Set: Martial Arts Secondary Power Set: Energy Aura Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Energy Mastery Hero Profile: Level 1: Storm Kick -- SprBrtFur-Acc/Dmg/EndRdx/Rchg(A), SprBrtFur-Acc/Dmg/Rchg(7), SprBrtFur-Acc/Dmg(7), SprBrtFur-Dmg/EndRdx/Rchg(9), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Rech/Fury%(11) Level 1: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(46), LucoftheG-Def/Rchg+(46), LucoftheG-EndRdx/Rchg(46) Level 2: Dampening Field -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25), RctArm-ResDam(25), RctArm-ResDam/EndRdx(42), RctArm-ResDam/Rchg(42), RctArm-ResDam/EndRdx/Rchg(43) Level 4: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(43), LucoftheG-Def/Rchg+(45), LucoftheG-EndRdx/Rchg(45) Level 6: Boxing -- HO:Nucle(A) Level 8: Crane Kick -- HO:Nucle(A), HO:Nucle(11), OvrFrc-Dam/KB(13), Mk'Bit-Dam%(13), GldStr-%Dam(15), TchofDth-Dam%(15) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Kick -- Empty(A) Level 14: Cross Punch -- HO:Nucle(A), HO:Nucle(17), ScrDrv-Dmg/EndRdx(17), ScrDrv-Dam%(19), Obl-%Dam(19), Erd-%Dam(21) Level 16: Energy Protection -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(21), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(23) Level 18: Focus Chi -- GssSynFr--Build%(A) Level 20: Energy Cloak -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def(48), LucoftheG-Def/Rchg+(48), LucoftheG-EndRdx/Rchg(50) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Super Jump -- Lnch-End/Jump(A), Lnch-+Special(50) Level 26: Dragon's Tail -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg(27), Arm-Dmg/EndRdx(27), Arm-Dam%(29), Obl-%Dam(29), Erd-%Dam(31) Level 28: Energy Drain -- LucoftheG-Def/Rchg(A), LucoftheG-EndRdx/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def/EndRdx(40), LucoftheG-Def/Rchg+(40), PreOptmz-EndMod/End/Rech(40) Level 30: Spring Attack -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Acc/Dmg/Rchg(31), Erd-Dmg/Rchg(31), Erd-%Dam(33), Obl-Acc/Dmg/Rchg(33), Obl-Dmg/Rchg(33) Level 32: Eagles Claw -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Acc/Dmg(34), Hct-Dmg/EndRdx(34), Hct-Dam%(34), GldStr-%Dam(36), TchofDth-Dam%(36) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(50) Level 38: Superior Conditioning -- PrfShf-End%(A), PwrTrns-+Heal(39) Level 41: Physical Perfection -- PrfShf-End%(A), PwrTrns-+Heal(42) Level 44: Overload -- ShlWal-ResDam/Re TP(A) Level 47: Focused Accuracy -- RctRtc-Pcptn(A) Level 49: Weave -- Rct-ResDam%(A) Level 1: Brawl -- Empty(A) Level 1: Fury Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Heal-I(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(3), PwrTrns-+Heal(3) Level 24: Double Jump ------------
  18. One of the nice things about MMs is you don't have to make them super difficult. I love my Warshade, but he can be really difficult to play if I'm tired. This is way more of an easy driver, provided you occasionally target pets to prioritize problem mobs like Daemon Lords.
  19. You’re the best, man! Thank you!
  20. I should probably again point out that while all Human builds are gonna be great at higher levels, they will not exemplar as well as a Bi or Tri former. If low-level is your jam, I would STRONGLY suggest you try a Bi-former like the one I have in this thread, or check out one of the many great Tri-form builds by guys like Alien or Doom. A purpled Human Shade is still gonna wreck at low levels, but they don't have the feature-complete power that Dwarf and Nova have exemping. Dwarf and Nova always have all their tricks, basically. You lose a lot of your bigger guns from Human if you exemp too low.
  21. Friend was interested in a Human only build at full Ranged softcap, so I amended my above and came up with this. This has perma-Eclipse with Spiritual Core and the sets used, as well as 45.33% Ranged Defense at all times. I built this so you don't have to run Shadow Cloak all the time as: a) there are a fair number of missions you have to turn it off to escort NPCs, b) it looks like ass and totally obscures your character. I have it at 14, cuz despite my issues with it it still is super handy when ghosting missions. Slotting was really tight, so I had to drop the two Recharge off Shadow Slip and the Numina's from Health. End Gain is still 2.22/s which with Eclipse and Stygian is more than enough if you're creating bodies. I've been playing like a Sentinel with my Shade (hit Vet Level 20 last night); half the time at short range blasting stuff from above, and then zipping down by the Tank to siphon and nuke. You have to visualize Gravitic like a cone and then fall back a bit to cork the entire group with it reliably. It's a lotta fun and has enough unique tricks to play unlike any other AT combo. I suppose Dark/Dark Blasters or Doms would come closest. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Raging Nova: Level 50 Science Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Power Pool: Concealment Hero Profile: Level 1: Shadow Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg(48), Thn-Dmg/Rchg(50), Thn-Dmg/EndRdx(50), Thn-Dmg/EndRdx/Rchg(50) Level 1: Absorption -- StdPrt-ResDam/Def+(A) Level 2: Gravity Shield -- GldArm-End/Res(A), GldArm-RechRes(3), GldArm-RechEnd(3), GldArm-Res/Rech/End(5), GldArm-ResDam(5), GldArm-3defTpProc(11) Level 4: Hover -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(19), LucoftheG-Def/Rchg+(21) Level 6: Shadow Blast -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(7), Apc-Dmg/Rchg(7), Apc-Dmg/EndRdx(9), Apc-Dam%(9), SuddAcc--KB/+KD(11) Level 8: Combat Jumping -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(17) Level 10: Boxing -- Empty(A) Level 12: Dark Detonation -- SprKhlGrc-Acc/Dmg/EndRdx/Rchg(A), SprKhlGrc-Acc/Dmg/Rchg(13), SprKhlGrc-Acc/Dmg(13), SprKhlGrc-Dmg/EndRdx/Rchg(15), SprKhlGrc-Dmg/Rchg(15), SuddAcc--KB/+KD(17) Level 14: Shadow Cloak -- LucoftheG-Def/Rchg+(A) Level 16: Sunless Mire -- SprEssTrn-Acc/Dmg/EndRdx/Rchg(A), SprEssTrn-Acc/Dmg/Rchg(25), SprEssTrn-Acc/Dmg(46), SprEssTrn-Dmg/EndRdx/Rchg(46), SprEssTrn-Dmg/Rchg(46), SprEssTrn-Rchg/Global Heal(48) Level 18: Gravity Well -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(19), Hct-Dmg/Rchg(23), Hct-Dmg/EndRdx(34), Hct-Dam%(34), UnbCns-Dam%(45) Level 20: Tough -- UnbGrd-Max HP%(A) Level 22: Stygian Circle -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Rech(23), PreOptmz-EndMod/End(25), PreOptmz-EndMod/Acc/End(31), PreOptmz-Acc/Rech(36), PreOptmz-EndMod/Acc/Rech(36) Level 24: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/EndRdx/Rchg(31), RedFrt-Def(33), RedFrt-Def/Rchg(33), RedFrt-EndRdx(33), RedFrt-EndRdx/Rchg(34) Level 26: Gravitic Emanation -- AbsAmz-Acc/Stun/Rchg(A), HO:Endo(27), IceMisTrmt-+ColdDmg(27), Bmbdmt-+FireDmg(29), PstBls-Dam%(29), SuddAcc--KB/+KD(31) Level 28: Inky Aspect -- Acc-I(A) Level 30: Shadow Slip -- Acc-I(A) Level 32: Quasar -- Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(37), Arm-Dmg/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(39), SuddAcc--KB/+KD(39) Level 35: Dark Extraction -- ExpRnf-Acc/Dmg/Rchg(A), ExpRnf-Acc/Rchg(39), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(40), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(43) Level 38: Eclipse -- PreOptmz-EndMod/Acc/Rech(A), PreOptmz-EndMod/Acc/End(42), PreOptmz-Acc/Rech(42), PreOptmz-EndMod/Rech(42), PreOptmz-EndMod/End(43), PreOptmz-EndMod/End/Rech(43) Level 41: Stygian Return -- SprKhlGrc-Rchg/FormBuff(A) Level 44: Stealth -- LucoftheG-Def/Rchg+(A) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Infiltration -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Dark Sustenance Level 1: Shadow Step -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(21) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Heal-I(A) Level 10: Shadow Recall -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(36) Level 1: Swift -- Flight-I(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(45) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(45) Level 50: Spiritual Core Paragon ------------ ------------
  22. Sound #2 for sure! It's probly the resonance that NASA's recorded from black holes, but IT. NEVER. STOPS.
  23. Heya, Solar. Been maining my Shade and the drone on Inky Aspect is annoying. Would it be possible to have it fade/make it silent?
  24. Late reply, but the only one I'd say is "mandatory" is Spiritual Core Paragon for your Alpha. It gives the biggest Recharge buff you can get (45%) as well as ups your Healing and Stun by 33%. The only reason you may not want to go Spiritual Core is if you're running a fully procced build. Then you may wanna go with Intuition or Musculature, as the Recharge on Spiritual can mess with procs' firing chances. Everything else is purely preference. I go with Clarion for my Destiny, as it lets a Warshade play in Human form with no mez issues. If you take the 120s duration one you can autofire it regardless of form. For Judgment I took Void for the Quasar/Void two-hit nuke, but again you can take whatever. For a Peacebringer, you can probably take Mighty and color it to match your PB punches. Hammer em with Dawnstrike and then launch them with Mighty. Keep in mind you can use all your Incarnate powers in any form. It's worth putting your Judgment on Nova's and Dwarf's attack bar.
  25. Kind of you to say, man! I'm forever tweaking, though. Now that I'm hitting AVs regularly in content, I'm thinking about adding Dwarf in to allow for the longer fights against a single hard target. Bi-Form build I'm thinking of is below. It sacrifices the Defense values, but allows you to turtle in Dwarf and still do respectable singletarget by proccing Dwarf Drain. It also uses a lot of the new Ice Mistral's set, which combined with the Winter's Gift IO gives you 50% Slow resistance. I also slotted armors for Psi resist; low-level you can run them as normal, but endgame it'll help a lot vs Seers et cetera even in Dwarf. Shadow Bolt is a good filler attack for exemping or leveling from scratch, but once you've got your +recharge bonuses you won't need to use it in either Dwarf or Human. Dwarf's got a complete attack chain with the four slotted attacks, and you want to be nuking, summoning, or siphoning in Human. Shades are never going to rival the singletarget a Peacebringer can kick out vs an AV, but this should at least make it possible to solo most of them. This Hero build was built using Mids Reborn 3.1.2.5 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: Concealment Hero Profile: Level 1: Shadow Bolt -- HO:Nucle(A) Level 1: Absorption -- Ags-Psi/Status(A), ImpArm-ResPsi(21) Level 2: Gravity Shield -- ImpArm-ResPsi(A) Level 4: Hover -- HypSnc-Fly(A), HypSnc-End/Fly(29), HypSnc-+Special(39), HypSnc-End(40) Level 6: Shadow Blast -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(21), Apc-Dmg/Rchg(34), Apc-Dmg/EndRdx(36), Apc-Dam%(37), SuddAcc--KB/+KD(40) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 10: Penumbral Shield -- ImpArm-ResPsi(A) Level 12: Dark Detonation -- SprKhlGrc-Acc/Dmg/EndRdx/Rchg(A), SprKhlGrc-Acc/Dmg/Rchg(33), SprKhlGrc-Acc/Dmg(33), SprKhlGrc-Dmg/EndRdx/Rchg(33), SprKhlGrc-Dmg/Rchg(34), SuddAcc--KB/+KD(34) Level 14: Sunless Mire -- SprEssTrn-Acc/Dmg/EndRdx/Rchg(A), SprEssTrn-Acc/Dmg/Rchg(31), SprEssTrn-Rchg/Global Heal(31), SprKhlGrc-Rchg/FormBuff(31) Level 16: Twilight Shield -- ImpArm-ResPsi(A) Level 18: Gravity Well -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(23), Hct-Dmg/Rchg(27), Hct-Dmg/EndRdx(27), Hct-Dam%(29), UnbCns-Dam%(50) Level 20: Black Dwarf -- GldArm-End/Res(A), GldArm-Res/Rech/End(39), GldArm-ResDam(39), ImpArm-ResPsi(42) Level 22: Stygian Circle -- PreOptmz-EndMod/End/Rech(A) Level 24: Shadow Slip -- Acc-I(A), RechRdx-I(36), RechRdx-I(36) Level 26: Gravitic Emanation -- AbsAmz-Acc/Stun/Rchg(A), HO:Endo(48), IceMisTrmt-+ColdDmg(48), PstBls-Dam%(48), Bmbdmt-+FireDmg(50), SuddAcc--KB/+KD(50) Level 28: Inky Aspect -- Acc-I(A) Level 30: Shadow Cloak -- LucoftheG-Def/Rchg+(A) Level 32: Quasar -- Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(45), Arm-Dmg/Rchg(45), Arm-Dmg/EndRdx(46), Arm-Dam%(46), SuddAcc--KB/+KD(46) Level 35: Dark Extraction -- ExpRnf-Acc/Dmg/Rchg(A), ExpRnf-Acc/Rchg(43), ExpRnf-Dmg/EndRdx(43), ExpRnf-EndRdx/Dmg/Rchg(43), SlbAll-Acc/Dmg/Rchg(45) Level 38: Eclipse -- EffAdp-Acc/Rchg(A), GldArm-RechRes(40), GldArm-RechEnd(42), GldArm-Res/Rech/End(42) Level 41: Stygian Return -- Prv-Absorb%(A) Level 44: Stealth -- LucoftheG-Def/Rchg+(A) Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 49: Infiltration -- LucoftheG-Def/Rchg+(A) Level 1: Dark Sustenance Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Heal-I(A) Level 1: Swift -- Flight-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(25), Mrc-Rcvry+(25) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23) Level 1: Shadow Step -- Jnt-EndRdx/Rng(A) Level 10: Shadow Recall -- WntGif-ResSlow(A) Level 20: Black Dwarf Antagonize -- MckBrt-Taunt/Rchg/Rng(A) Level 20: Black Dwarf Drain -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/Heal(3), TchoftheN-%Dam(3), IceMisTrmt-+ColdDmg(5), TchofDth-Dam%(5), ThfofEss-+End%(37) Level 20: Black Dwarf Mire -- IceMisTrmt-Acc/Dam/End/Rech(A), IceMisTrmt-Acc/Dam/End(7), IceMisTrmt-Dam/Rech(9), IceMisTrmt-Dam/Slow(9), IceMisTrmt-+ColdDmg(11), Mlt-Acc/Dmg/EndRdx(37) Level 20: Black Dwarf Smite -- IceMisTrmt-Acc/Dam/End/Rech(A), IceMisTrmt-Acc/Dam/End(11), IceMisTrmt-Dam/Rech(13), IceMisTrmt-Dam/Slow(13), IceMisTrmt-+ColdDmg(15), CrsImp-Acc/Dmg/EndRdx(15) Level 20: Black Dwarf Step -- BlsoftheZ-ResKB(A) Level 20: Black Dwarf Strike -- IceMisTrmt-Acc/Dam/End/Rech(A), IceMisTrmt-Acc/Dam/End(7), IceMisTrmt-Dam/Rech(17), IceMisTrmt-Dam/Slow(17), IceMisTrmt-+ColdDmg(19), CrsImp-Acc/Dmg/EndRdx(19) Level 50: Spiritual Core Paragon Level 50: Void Core Final Judgement Level 50: Storm Elemental Core Superior Ally Level 50: Clarion Core Epiphany Level 50: Assault Radial Embodiment Level 50: Spectral Radial Flawless Interface Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ ------------ Edit: Moved a slot from Stamina onto Hover for the full Hyper Sonic set; being fast in combat is too handy to not slot for. Also dropped the Mako's Bite proc from Dwarf Drain to put in the Essence Transfer +End proc. This means that most of the time your Drain costs 2.5 End instead of 12.5 End. Unless you're getting actively drained this should let you fight for eternity in Dwarf. Also tossed a KB IO in Dwarf Step as I never was using it. Dwarf's stompy fast in combat, and Human is faster for long travel.
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