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SableShrike

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Posts posted by SableShrike

  1. I gotta muck about on Beta server a bit!

     

    Gonna try the Number 6 arc, as they have so many nasty debuffs.

     

    Mezzing is key, so Fungoids are probly a priority target.  I bet Guardians will hurt too, as they floor your Defense if they get a Quartz off. 
     

    Solo, though, you can lead off by using Confuse to mess with big groups in total safety.

     

    Nemesis and their ability to ignore stealth would be a good test, too.

  2. Can't remember if I ever got around to posting my Dom setup last year.  I used to play about with Mind Controllers over a decade ago on Live, but they never wound up feeling right.  I liked the Blastery aspect of Mind, but lack of routine Containment left Mind struggling versus groups that other sets melt through.  Doms just don't have that issue, so that's why I reworked this as a Dom.


    This was initially a concept "Syndicate assassin" character, but it actually turned out pretty solid.  I only have Trick Shot and Masterful Throw for Martial attacks, but they complement Mind's already decent Psi damage well.  Both hit like a truck, and were all I wound up needing after numerous respecs.

     

    I tried a number of builds with the melee powers, but Mind leans heavily on Terrify as your "every spawn" control.  Sticking with the best DPA ranged attacks from both sets lets this flow in combat a lot more naturally.  Levitate and Shuriken are just for low-level work; I never use em after Terrify and Masterful are available.

     

    Why no Explosive Shuriken?  Trick Shot does less versus one target than Explosive Shuriken would, but Trick Shot's multiple hits mean it winds up doing FAR more damage against multiple targets.  With a faster activation and recharge.  For less Endurance. 34 levels earlier than you can get Explosive.

     

    Yeah, Explosive Shuriken really kinda sucks...  Where the hell do we even hide something that big?  Nature's pocket?

     

    The changes to the Concealment pool have helped this build immensely; you can do some tricky stuff with Stealth and Confusion powers.  Playing around with Confuse is half the fun of Mind, and with Coercive's proc you'll now spread Confusion AoE.

     

    I wound up trying to build for perma-Dom without taking Hasten because I knew I would be taking Link Minds in my Epic.  I wanted to just set Link Minds to autofire and forget about it.  Link Minds is perma in this build, as well.

     

    Lo and behold, not only does this have perma-Dom (at 82.9 sec recharge) without Hasten/Incarnate choice, but I wound up softcapped to Ranged Defense with almost no effort.  During combat, you lose a lot Stealth's Defense, but are still sitting at 45% Ranged as well as 25% to Melee/AoE.  As a Martial we also get Caltrops at 28, meaning everything is stuck fighting you at Ranged position.

     

    If you rock Attuned IOs, you ought to have Permadom exemplaring down until you hit level 21 or lower.  At that point, your Red Fortunes and Sting of the Manticore turn off and you lose it.  In layman's terms, this means anything beyond level 22 you should have Permadom for.

     

    I'll typically alternate Mass Confusion and Total Domination when they're up, but your real workhorses are Terrify, Dominate, and Confuse.  Mass Hypnosis is a "get out of debt free" power; you can essentially reset the fight if it's going bad.

     

    Seers Radial and Barrier will allow you to stack Defense as needed, but honestly you can go with any Incarnates you choose.  The base build doesn't really "need" any Incarnate to function, so you can use whatever.

     

    Cheers!

     

    This Hero build was built using Mids Reborn 3.0.5.9
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Sable Shrike: Level 50 Mutation Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Martial Assault
    Power Pool: Concealment
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Levitate -- Dvs-Acc/Dmg/EndRdx/Rchg:50(A)
    Level 1: Shuriken Throw -- Dvs-Acc/Dmg/EndRdx/Rchg:50(A)
    Level 2: Dominate -- BslGaz-Acc/EndRdx/Rchg/Hold:30(A), BslGaz-Acc/Hold:30(3), BslGaz-Rchg/Hold:30(5), BslGaz-EndRdx/Rchg/Hold:30(19), Thn-Dmg/EndRdx:50(21), Apc-Dmg:50(21)
    Level 4: Trick Shot -- Apc-Acc/Dmg/Rchg:50(A), Apc-Acc/Rchg:50(5), Apc-Dmg/Rchg:50(7), Apc-Dmg/EndRdx:50(7), Apc-Dam%:50(17)
    Level 6: Confuse -- CrcPrs-Acc/Conf/Rchg:50(A), CrcPrs-Acc/Rchg:50(23), CrcPrs-Conf/Rchg:50(37), CrcPrs-Conf/EndRdx:50(39), CrcPrs-Conf:50(39), CrcPrs-Conf%:50(39)
    Level 8: Mass Hypnosis -- FrtHyp-Acc/Sleep/Rchg:50(A), FrtHyp-Acc/Rchg:50(9), FrtHyp-Sleep/Rchg:50(9), FrtHyp-Sleep/EndRdx:50(15), FrtHyp-Plct%:50(17)
    Level 10: Stealth -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(11), RedFrt-Def:50(11), RedFrt-Def/Rchg:50(13), RedFrt-EndRdx:50(13), RedFrt-EndRdx/Rchg:50(15)
    Level 12: Combat Jumping -- LucoftheG-Def/Rchg+:50(A)
    Level 14: Super Jump -- BlsoftheZ-ResKB:50(A)
    Level 16: Envenomed Blades -- AdjTrg-Rchg:50(A), AdjTrg-ToHit/Rchg:50(45), AdjTrg-EndRdx/Rchg:50(45), AdjTrg-ToHit/EndRdx/Rchg:50(45), AdjTrg-ToHit/EndRdx:50(46)
    Level 18: Total Domination -- BslGaz-Acc/EndRdx/Rchg/Hold:30(A), BslGaz-Acc/Rchg:30(23), BslGaz-Rchg/Hold:30(40), BslGaz-EndRdx/Rchg/Hold:30(40), UnbCns-Acc/Hold/Rchg:50(43)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- GldArm-3defTpProc:50(A)
    Level 24: Weave -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(25), RedFrt-Def:50(25), RedFrt-Def/Rchg:50(31), RedFrt-EndRdx:50(31), RedFrt-EndRdx/Rchg:50(34)
    Level 26: Terrify -- Rgn-Acc/Dmg/Rchg:50(A), Rgn-Acc/Rchg:50(27), Rgn-Dmg/Rchg:50(27), Rgn-Dmg/EndRdx:50(29), Rgn-Knock%:50(29)
    Level 28: Caltrops -- PstBls-Dmg/EndRdx:50(A), PstBls-Acc/Dmg/EndRdx:50(40), PstBls-Dmg/Rchg:50(43), PstBls-Dmg/Rng:50(43), PstBls-Dam%:50(50)
    Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+:50(A)
    Level 32: Mass Confusion -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(33), SprAscoft-EndRdx/Rchg:50(33), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(33), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(34), SprAscoft-Rchg/+Dmg%:50(34)
    Level 35: Masterful Throw -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(36), StnoftheM-Dmg/ActRdx/Rchg:50(36), StnoftheM-Dmg/EndRdx/Rchg:50(36), StnoftheM-Dam%:50(37), Dvs-Acc/Dmg/EndRdx/Rchg:50(37)
    Level 38: Link Minds -- RedFrt-Def/Rchg:50(A), RedFrt-EndRdx/Rchg:50(46), RedFrt-Def/EndRdx/Rchg:50(46), RedFrt-Def:50(48), RedFrt-Def/EndRdx:50(50), AdjTrg-Rchg:50(50)
    Level 41: Mind Over Body -- ImpSki-ResDam/EndRdx:30(A), ImpSki-ResDam/Rchg:30(42), ImpSki-EndRdx/Rchg:30(42), ImpSki-ResDam/EndRdx/Rchg:30(42), ImpSki-Status:30(48), StdPrt-ResDam/Def+:30(48)
    Level 44: Indomitable Will -- LucoftheG-Def/Rchg+:50(A)
    Level 47: Infiltration -- LucoftheG-Def/Rchg+:50(A)
    Level 49: Maneuvers -- LucoftheG-Def/Rchg+:50(A)
    Level 1: Domination 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- Heal-I:50(A)
    Level 1: Swift -- Run-I:50(A)
    Level 1: Hurdle -- Jump-I:50(A)
    Level 1: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(19), Mrc-Rcvry+:40(31)
    Level 1: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(3)
    Level 14: Double Jump 
    Level 49: Quick Form 
    Level 50: Musculature Core Paragon 
    Level 50: Assault Radial Embodiment 
    Level 50: Seers Radial Superior Ally 
    Level 50: Barrier Radial Epiphany 
    Level 50: Cognitive Radial Flawless Interface 
    Level 50: Vorpal Core Final Judgement 
    ------------

  3. Am I the only one who loves Tanker SR?

     

    It was good on Scrappers, but is utterly obscene on Tankers.

     

    It has no skippable powers except Elude (which I skip to start an Epic Pool), but what you get is insane right out of the box.

     

    Softcapped to all positions with almost zero effort, scaling damage reduction (to hardcap) as your HP drops, and a free 20% global recharge.  Oh, and as complete Defense Debuff Resistance as the game has.

     

    If you chase +HP and some +resist bonuses you’ll be impossible to kill with just  the Panacea and Power Transfer proc for passive healing.

     

    You get into this state where your health initially drops, and then you stay at redline for infinity.  Now I wanna rewatch RedLine…

     

    Seriously though, SR is a very flexible set that lets you build in almost any direction.  Native softcap Defense with just base powers is that strong.

  4. Mucking about on Beta today and I was soloing +4/x8 just fine in Number 6’s arc.

     

    I wanted some nasty debuffs to test in sub-optimal conditions.  Sticking only to Council isn’t really a good metric when facing the nastier mob groups.


    Coralax turns out to be a few seconds off permanent, but that’s no big deal.

     

    Only time I had issues was if a 54 Malignant Seedling boss managed to land a big debuff after a Guardian had dropped a Quartz.


    Even the DE Guardians didn’t seem to matter much to my AoE and healing.

     

    I wound up swapping Jet for Hydro Blast and taking Personal Force where Jet is.  I moved all Jet’s slots to Blast, as this gives you two builders at low-level for TFs or Ouro arcs. The random knockdown on Blast is nice, too.  The slightly longer activation on Blast isn’t enough to worry about.

     

    Jet is good, but I never found a time in my singletarget rotation that a Combo 3 Dehydrate wouldn’t be more beneficial against a dangerous target.

     

    Bolt > Blast > Bolt > Dehydrate, and you are almost unkillable.

     

    For AoE I lead with a buffed Geyser > Whirlpool > Bolt > Blast > Burst.  This’ll wipe most Minions and Lts., but I also had Cryonic Core if needed.

     

    Soloed a +4 Shadow Hunter without any problems at all; I was surprised.  He barely made my HP move.  Coralax and Lore Pets easily beat most AV regen with Degenerative Core.  I suppose soloing +4 Siege would be the real test.

     

    Coralax is hitting for about 103 to 153  with every attack against +4s.  She often will take out a Lt. or finish off the last boss standing.  Definitely worth the effort to get her.

     

    Yeah, I could have slotted some FF +rech, but I found I don’t need it.  I’d rather have the certain +rech from the above sets.  Slotting the way I did allows you to fight perpetually when solo in about as much safety as you can get.

     

    As for more ToHit, you won’t need it.  I set Mids to show Incarnate ToHit values (base 39%), and I am still clearing 100% in every attack.  Water’s -Defense means that when it hits, your team does too.  I just muled Tactics for Perception here.

  5. Threw this together recently to muck about on BrainStorm during the "harder content" testing.

     

    It's sort of an updated twist on my Force/Sonic/Leviathan I did a while back.

     

    Main focus of this is of course +recharge from sets.  You can autofire Ageless for the nice Debuff Resistance it gives, as well as use it to perma your Coralax summon.

     

    I really like taking a patron pet on a "shield" set; there's pretty much no downside to it.  When solo it allows you to bring your full kit to bear, and the pet makes a nice damage addition that is actually pretty tough (when you Defense cap it to everything).

     

    Set up like this with the Agility Incarnate, you're adding an average of 48% Defense against all positions to any friendly near you.  You yourself are softcapped to AoE and Ranged, and 1% away from Melee softcap.

     

    Firing Support Radial will make any friendly near you 3% under Incarnate cap (56%) to all positions for its duration.  If they're running even Combat Jump or Hover they are then effectively Incarnate capped from your buffs.

     

    I didn't lean into Leviathan's attacks this time, just the pet and armor.  I really was keen on playing Water to endgame, and by not building around Patron attacks I exemplar better.  Sharks are pretty damn sweet, though...

     

    The heal on Dehydrate is great.  It works to the same effect here as playing an SR/Dark Tanker.  They only hit you 5% of the time, and your basic attack rotation is also healing you for more than that.

     

    Bolt and Jet are fast enough that you can spike with Jet at 3 Tidal or easily build Tidal for a Burst.  Whirlpool is best on a team with control ATs, but you can also drop it to scare mobs off you.  I threw Ragnarok in it for the bonuses, but it does proc knockdown once in a while.

     

    Never fire off Geyser without using Tidal Forces first.  There is never a reason to not buff it big with the Gaussian proc.  Every time.  With the proc and Forces, Geyser is just under 700 AoE damage.  Not bad for a Defender.

     

    Maybe we'll get some nifty Force Field changes in this coming issue, but until then this's pretty strong sauce.

     

    Cheers!

     

    This Hero build was built using Mids Reborn 3.0.5.9
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Benthica: Level 50 Magic Defender
    Primary Power Set: Force Field
    Secondary Power Set: Water Blast
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Deflection Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(7), RedFrt-Def:50(7), RedFrt-EndRdx:50(9), RedFrt-EndRdx/Rchg:50(21), LucoftheG-Def/Rchg+:50(34)
    Level 1: Aqua Bolt -- SprDfnBst-Acc/Dmg/EndRdx/Rchg:50(A), SprDfnBst-Acc/Dmg/EndRdx:50(45), SprDfnBst-Acc/Dmg:50(45), SprDfnBst-Dmg/EndRdx/Rchg:50(46), SprDfnBst-Dmg/Rchg:50(46), SprDfnBst-Rchg/Heal%:50(46)
    Level 2: Personal Force Field -- LucoftheG-Def/Rchg+:50(A)
    Level 4: Water Burst -- PstBls-Acc/Dmg/EndRdx:50(A), PstBls-Acc/Dmg:50(23), PstBls-Dmg/Rchg:50(23), PstBls-Dmg/EndRdx:50(25), PstBls-Dam%:50(25), TmpRdn-Acc/EndRdx:50(27)
    Level 6: Insulation Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(9), RedFrt-Def:50(11), RedFrt-EndRdx:50(17), RedFrt-EndRdx/Rchg:50(33), LucoftheG-Def/Rchg+:50(43)
    Level 8: Combat Jumping -- Ksm-ToHit+:30(A)
    Level 10: Whirlpool -- Rgn-Acc/Dmg/Rchg:50(A), Rgn-Acc/Rchg:50(11), Rgn-Dmg/Rchg:50(19), Rgn-Dmg/EndRdx:50(19), Rgn-Knock%:50(21)
    Level 12: Dispersion Bubble -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(13), RedFrt-Def:50(13), RedFrt-EndRdx:50(15), RedFrt-EndRdx/Rchg:50(15), LucoftheG-Def/Rchg+:50(17)
    Level 14: Maneuvers -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(31), RedFrt-Def:50(33), RedFrt-EndRdx:50(33), RedFrt-EndRdx/Rchg:50(34), LucoftheG-Def/Rchg+:50(42)
    Level 16: Tidal Forces -- GssSynFr--Build%:50(A)
    Level 18: Boxing -- Empty(A)
    Level 20: Dehydrate -- Apc-Acc/Dmg/Rchg:50(A), Apc-Acc/Rchg:50(27), Apc-Dmg/Rchg:50(29), Apc-Dmg/EndRdx:50(29), Apc-Dam%:50(31), TchoftheN-Acc/EndRdx/Heal/HP/Regen:50(50)
    Level 22: Tough -- GldArm-3defTpProc:50(A)
    Level 24: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(42), Rct-EndRdx/Rchg:50(43), Rct-Def/Rchg:50(43), Rct-Def/EndRdx/Rchg:50(45), Rct-ResDam%:50(50)
    Level 26: Infiltration -- BlsoftheZ-ResKB:50(A)
    Level 28: Water Jet -- SprVglAss-Acc/Dmg/EndRdx/Rchg:50(A), SprVglAss-Acc/Dmg/EndRdx:50(31), SprVglAss-Acc/Dmg:50(37), SprVglAss-Dmg/EndRdx/Rchg:50(37), SprVglAss-Dmg/Rchg:50(40), SprVglAss-Rchg/+Absorb:50(42)
    Level 30: Tactics -- RctRtc-Pcptn:20(A)
    Level 32: Force Bubble -- EndRdx-I:50(A), EndRdx-I:50(34)
    Level 35: Shark Skin -- UnbGrd-ResDam/EndRdx:50(A), UnbGrd-ResDam/EndRdx/Rchg:50(36), UnbGrd-ResDam:50(36), UnbGrd-Max HP%:50(36), StdPrt-ResDam/Def+:30(37)
    Level 38: Geyser -- PstBls-Acc/Dmg/EndRdx:50(A), PstBls-Acc/Dmg:50(39), PstBls-Dmg/EndRdx:50(39), PstBls-Dmg/Rchg:50(39), PstBls-Dam%:50(40), Bmbdmt-+FireDmg:50(40)
    Level 41: Hibernate -- RechRdx-I:50(A)
    Level 44: Summon Coralax -- ExpRnf-Acc/Dmg/Rchg:50(A), ExpRnf-Acc/Rchg:50(48), ExpRnf-EndRdx/Dmg/Rchg:50(48), ExpRnf-Dmg/EndRdx:50(48), SlbAll-Acc/Dmg/Rchg:50(50)
    Level 47: Grant Invisibility -- ShlWal-ResDam/Re TP:50(A)
    Level 49: Vengeance -- Prv-Absorb%:50(A)
    Level 1: Vigilance 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- Heal-I:50(A)
    Level 1: Swift -- Run-I:50(A)
    Level 1: Hurdle -- Jump-I:50(A)
    Level 1: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(5), Mrc-Rcvry+:40(5)
    Level 1: Stamina -- EndMod-I:50(A), PrfShf-EndMod:50(3), PrfShf-End%:50(3)
    Level 1: Combo Level 1 
    Level 1: Combo Level 2 
    Level 1: Combo Level 3 
    Level 50: Cryonic Core Final Judgement 
    Level 50: Storm Elemental Core Superior Ally 
    Level 50: Ageless Radial Epiphany 
    Level 50: Degenerative Core Flawless Interface 
    Level 50: Support Radial Embodiment 
    Level 50: Agility Core Paragon 
    ------------

     

    Edit:  Forgot the Zephyr KB, fixed now!

  6. This’s lategame, but you can get a Patron pet like Leviathan’s Coralax permanent with enough +recharge bonuses.

     

    If running Sonic/ or Force Field/ it’s something I would build for.  FF/ is probably a smidge better here as they can softcap the pet’s Defense.

     

    The extra damage the pet brings while you blast away is noticeable.  My Coralax hits for as much as my better blasts (100-150 per attack) and will fight in melee. 

     

    Kinda like playing as a duo!

  7. I’ll see what I can throw together tomorrow!

     

    I’ve got a DB/Nin I’m working on.  Trying to decide if I like it.

     

    Are you determined to take Weapon Mastery for the Epic?

     

    And how much Defense?  I planned mine to have 33% in each positional; this means I’m only one small Luck away from the magical 45% soft-cap.

     

    You CAN soft-cap Nin with just IO sets, but it’s a much tighter/difficult build than an SR is.


    I was having to lose too much other stuff like Accuracy and Recharge, so I aimed for 33% instead.

  8. Be good to see, man!

     

    I’ve been struggling with what to slot in pets.  Still don’t know if this is “optimal” for Merc pets.

     

    They have a lot of good procs to choose and you have to deal with the KB on Soldiers and Commando.  They’re actually pretty tight for slotting unless you roll a Merc/Storm and dump some aura IOs in Tornado.

     

    Maybe they’ll change Serum to something like Hell On Earth or Gang War in the future, but for now we gotta play the “not enough slots” dance.

  9. Hi gang!

     

    I wound up tweaking slotting a bit after my experiences leveling on Live.  Currently just hit 40 and this is more what I'm planning for the final build.

     

    I had to drop the Shieldbreakers from the pets to do this, but as they are a Lethal proc it was the most acceptable to lose.  Against a mob with heavy Lethal resist, they would add the least benefit to Mercs.

     

    What this let me do is put the Achilles' in Soldiers (it really is best there, works even when in Outbreak).  You'll see it up a lot more than on Burst, and against a hard target like AV or GM it's pretty much permanently on.

     

    It also let me do the fun slotting you see in Spec Ops!  This maxes out their damage as well as every single one of their status effects.  The Immob, Stun, and Hold they have are pretty effective at neutering a group of mobs.  Combined with /Traps, you have a lot of ways to force mobs at range while debuffing and locking things down.

     

    Intuition Radial winds up being a bit less damage than Musculature Core, but it buffs a LOT of what a Merc/Traps does well.  For overall benefit, you'd be hardpressed to find a better Alpha.

     

    The KB in Tough was a hard tradeoff.  I lost the Unbreakable Guard HP, but I noticed I was still getting knocked about by all the Council grenades with just the Gladiator's Armor set bonus.  With 7 KB protection that doesn't happen.

     

    Lastly, I threw some more slots on Burst, went with the full Winter set there, and procced Poison Trap for some damage.

     

    This Hero build was built using Mids Reborn 3.0.5.9
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Coral Snake: Level 50 Science Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Traps
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Field Mastery

    Hero Profile:
    Level 1: Soldiers -- HO:Nucle(A), HO:Nucle(5), OvrFrc-Dam/KB:50(7), AchHee-ResDeb%:20(13), TchofLadG-%Dam:50(15), CaltoArm-+Def(Pets):30(15)
    Level 1: Web Grenade -- Acc-I:50(A)
    Level 2: Burst -- SprWntBit-Dmg/EndRdx/Acc/Rchg:50(A), SprWntBit-Acc/Dmg/Rchg:50(3), SprWntBit-Acc/Dmg/EndRdx:50(3), SprWntBit-Dmg/Rchg:50(5), SprWntBit-Acc/Dmg:50(11), SprWntBit-Rchg/SlowProc:50(40)
    Level 4: Caltrops -- TmpRdn-EndRdx/Rchg/Slow:50(A), PcnoftheT-EndRdx/Rchg/Slow:50(7)
    Level 6: Equip Mercenary -- EndRdx-I:50(A)
    Level 8: M30 Grenade -- SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(A), SprFrzBls-Acc/Dmg/EndRdx:50(9), SprFrzBls-Acc/Dmg/Rchg:50(21), SprFrzBls-Dmg/EndRdx:50(23), SprFrzBls-Rchg/ImmobProc:50(45), SuddAcc--KB/+KD:50(45)
    Level 10: Acid Mortar -- AnlWkn-Acc/Rchg/EndRdx:50(A), ShlBrk-Acc/DefDeb:30(37), ShlBrk-Acc/Rchg:30(37), ShlBrk-Acc/EndRdx/Rchg:30(40), ShlBrk-DefDeb/EndRdx/Rchg:30(40), ShlBrk-%Dam:30(42)
    Level 12: Spec Ops -- HO:Nucle(A), HO:Perox(23), HO:Perox(36), HO:Endo(36), TchofLadG-%Dam:50(36), EdcoftheM-PetDef:40(37)
    Level 14: Boxing -- Empty(A)
    Level 16: Force Field Generator -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(17), RedFrt-EndRdx/Rchg:50(17), RedFrt-Def/EndRdx/Rchg:50(19), RedFrt-Def:50(19), RedFrt-EndRdx:50(21)
    Level 18: Tough -- StdPrt-ResKB:30(A)
    Level 20: Poison Trap -- UnbCns-Acc/Hold/Rchg:50(A), UnbCns-Acc/Rchg:50(39), UnbCns-Hold/Rchg:50(42), UnbCns-EndRdx/Hold:50(42), UnbCns-Dam%:50(43), GhsWdwEmb-Dam%:50(43)
    Level 22: Weave -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(33), RedFrt-EndRdx/Rchg:50(33), RedFrt-Def/EndRdx/Rchg:50(34), RedFrt-Def:50(34), RedFrt-EndRdx:50(34)
    Level 24: Maneuvers -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(25), RedFrt-EndRdx/Rchg:50(25), RedFrt-Def/EndRdx/Rchg:50(31), RedFrt-Def:50(31), RedFrt-EndRdx:50(33)
    Level 26: Commando -- SprMarofS-Acc/Dmg/EndRdx:50(A), SprMarofS-Acc/Dmg:50(27), SprMarofS-Dmg:50(27), SprMarofS-EndRdx/+Resist/+Regen:50(29), ExpStr-Dam%:20(29), SuddAcc--KB/+KD:50(31)
    Level 28: Seeker Drones -- Acc-I:50(A)
    Level 30: Tactics -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(46), GssSynFr--ToHit/Rchg/EndRdx:50(46), GssSynFr--Rchg/EndRdx:50(48), GssSynFr--ToHit/EndRdx:50(48), GssSynFr--Build%:50(48)
    Level 32: Tactical Upgrade -- EndRdx-I:50(A)
    Level 35: Trip Mine -- SprAvl-Acc/Dmg/EndRdx/Rchg:50(A), SprAvl-Acc/Dmg/EndRdx:50(43), SprAvl-Acc/Dmg/Rchg:50(45), SprAvl-Acc/Dmg:50(50), SprAvl-Rchg/KDProc:50(50), SuddAcc--KB/+KD:50(50)
    Level 38: Temp Invulnerability -- GldArm-End/Res:50(A), GldArm-ResDam:50(39), GldArm-3defTpProc:50(39), StdPrt-ResDam/Def+:30(46)
    Level 41: Assault -- EndRdx-I:50(A)
    Level 44: Vengeance -- Prv-Absorb%:50(A)
    Level 47: Stealth -- ShlWal-ResDam/Re TP:50(A)
    Level 49: Grant Invisibility -- Rct-ResDam%:50(A)
    Level 1: Supremacy 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- Heal-I:50(A)
    Level 1: Swift -- Run-I:50(A)
    Level 1: Hurdle -- Jump-I:50(A)
    Level 1: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(11), Mrc-Rcvry+:40(13)
    Level 1: Stamina -- EndMod-I:50(A), EndMod-I:50(9)
    Level 50: Vorpal Core Final Judgement 
    Level 50: Degenerative Radial Flawless Interface 
    Level 50: Robotic Drones Radial Superior Ally 
    Level 50: Support Core Embodiment 
    Level 50: Barrier Radial Epiphany 
    Level 50: Intuition Radial Paragon 
    Level 50: Freedom Phalanx Reserve 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 1: Soldier 
    Level 26: Commando 
    Level 1: Medic 
    Level 12: Spec Ops 
    ------------

  10. Saw a lot of hate for Mercs, and thought "that can't be right, pets that now stay at range and every tier can slot good damage procs?".

     

    The animation times seem a bit long for the singletargets and the recharge on pet attack powers is a bit wonky; that seems to be what's limiting their attack chains compared to other sets.  Still, the build surprises me in a lot of other ways when I play it.

     

    This actually turned out to be crazy resilient, and all the -Defense means you WILL hit your targets.

     

    What I wound up with is soft-capped Defense to ALL positions, decent Resistance, a full Leadership pool, and pets that don't die as much as I was expecting them to given their bad press.

     

    Endurance is okay, and the personal attacks are more about debuffs/control/set bonuses.  Throwing the Achilles' on Burst lets you slot the pets better for damage procs and auras.  It's not up all the time like it'd be on Soldiers, but it's up enough for me to not want to burn a slot on a pet to put it there.

     

    So yeah, Merc/Traps kinda doesn't suck at all, turns out.  Yes, the damage is less than a Beast/Storm can kick out, but then most EVERYTHING is less damage than /Storm.  This feels a lot safer and tougher than a /Storm.  You could easily drop Assault and take Provoke to Tankermind.

     

    I prefer to set pets to Aggressive, drop Caltrops, Acid Mortar, and Poison Trap, then wade into the mob to toebomb with my capped Defense.  Aggressive pets always respond faster in a fight than Defensive pets.  If you can survive not running in Defensive, that is.

     

    Barrier and Support will Incarnate cap your Defenses when running endgame stuff.

     

    I've been running a lowbie version of this on Live, and the next challenge is to see which AVs I can solo.  Cuz this has all the tools that should allow it to do so!  Heck, it may even be able to grind down a GM in Peregrine solo.  Might fall asleep doing that, though.

     

    This Hero build was built using Mids Reborn 3.0.5.9
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Coral Snake: Level 50 Science Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Traps
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Field Mastery

    Hero Profile:
    Level 1: Soldiers -- HO:Nucle(A), HO:Nucle(5), OvrFrc-Dam/KB:50(7), TchofLadG-%Dam:50(13), ShlBrk-%Dam:30(15), CaltoArm-+Def(Pets):30(15)
    Level 1: Web Grenade -- TraoftheH-Acc/EndRdx:50(A)
    Level 2: Burst -- SprWntBit-Acc/Dmg/EndRdx:50(A), SprWntBit-Acc/Dmg:50(3), Apc-Dmg/EndRdx:50(3), AchHee-ResDeb%:20(5)
    Level 4: Caltrops -- TmpRdn-EndRdx/Rchg/Slow:50(A), PcnoftheT-EndRdx/Rchg/Slow:50(7), Slow-I:50(40)
    Level 6: Equip Mercenary -- EndRdx-I:50(A)
    Level 8: M30 Grenade -- SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(A), SprFrzBls-Acc/Dmg/EndRdx:50(9), SprFrzBls-Acc/Dmg/Rchg:50(21), SprFrzBls-Dmg/EndRdx:50(23), SprFrzBls-Rchg/ImmobProc:50(45), SuddAcc--KB/+KD:50(45)
    Level 10: Acid Mortar -- AnlWkn-Acc/Rchg/EndRdx:50(A), ShlBrk-Acc/DefDeb:30(37), ShlBrk-Acc/Rchg:30(37), ShlBrk-Acc/EndRdx/Rchg:30(40), ShlBrk-DefDeb/EndRdx/Rchg:30(40), ShlBrk-%Dam:30(42)
    Level 12: Spec Ops -- HO:Nucle(A), HO:Nucle(23), HO:Perox(36), TchofLadG-%Dam:50(36), ShlBrk-%Dam:30(36), EdcoftheM-PetDef:40(37)
    Level 14: Boxing -- Empty(A)
    Level 16: Force Field Generator -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(17), RedFrt-EndRdx/Rchg:50(17), RedFrt-Def/EndRdx/Rchg:50(19), RedFrt-Def:50(19), RedFrt-EndRdx:50(21)
    Level 18: Tough -- UnbGrd-Max HP%:50(A)
    Level 20: Poison Trap -- SprEnt-Acc/Hold/End/Rchg:50(A), SprEnt-Acc/Hold/End:50(39), SprEnt-Acc/Hold:50(42), SprEnt-Hold/Rchg:50(42), SprEnt-End/Rchg:50(43), SprEnt-Rchg/AbsorbProc:50(43)
    Level 22: Weave -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(33), RedFrt-EndRdx/Rchg:50(33), RedFrt-Def/EndRdx/Rchg:50(34), RedFrt-Def:50(34), RedFrt-EndRdx:50(34)
    Level 24: Maneuvers -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(25), RedFrt-EndRdx/Rchg:50(25), RedFrt-Def/EndRdx/Rchg:50(31), RedFrt-Def:50(31), RedFrt-EndRdx:50(33)
    Level 26: Commando -- SprMarofS-Acc/Dmg/EndRdx:50(A), SprMarofS-Acc/Dmg:50(27), SprMarofS-Dmg:50(27), SprMarofS-EndRdx/+Resist/+Regen:50(29), ExpStr-Dam%:20(29), SuddAcc--KB/+KD:50(31)
    Level 28: Seeker Drones -- Acc-I:50(A)
    Level 30: Tactics -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(46), GssSynFr--ToHit/Rchg/EndRdx:50(46), GssSynFr--Rchg/EndRdx:50(48), GssSynFr--ToHit/EndRdx:50(48), GssSynFr--Build%:50(48)
    Level 32: Tactical Upgrade -- EndRdx-I:50(A)
    Level 35: Trip Mine -- SprAvl-Acc/Dmg/EndRdx/Rchg:50(A), SprAvl-Acc/Dmg/EndRdx:50(43), SprAvl-Acc/Dmg/Rchg:50(45), SprAvl-Acc/Dmg:50(50), SprAvl-Rchg/KDProc:50(50), SuddAcc--KB/+KD:50(50)
    Level 38: Temp Invulnerability -- GldArm-End/Res:50(A), GldArm-ResDam:50(39), GldArm-3defTpProc:50(39), StdPrt-ResDam/Def+:30(46)
    Level 41: Assault -- EndRdx-I:50(A)
    Level 44: Vengeance -- Prv-Absorb%:50(A)
    Level 47: Stealth -- ShlWal-ResDam/Re TP:50(A)
    Level 49: Grant Invisibility -- Rct-ResDam%:50(A)
    Level 1: Supremacy 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- Heal-I:50(A)
    Level 1: Swift -- Run-I:50(A)
    Level 1: Hurdle -- Jump-I:50(A)
    Level 1: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(11), Mrc-Rcvry+:40(13)
    Level 1: Stamina -- EndMod-I:50(A), PwrTrns-EndMod:50(9), PwrTrns-+Heal:50(11)
    Level 50: Vorpal Core Final Judgement 
    Level 50: Degenerative Radial Flawless Interface 
    Level 50: Robotic Drones Radial Superior Ally 
    Level 50: Support Core Embodiment 
    Level 50: Barrier Radial Epiphany 
    Level 50: Musculature Core Paragon 
    Level 50: Freedom Phalanx Reserve 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 1: Soldier 
    Level 26: Commando 
    Level 1: Medic 
    Level 12: Spec Ops 
    ------------

     

    EDIT: Switched some Trip Mine slotting to max its accuracy and add the KD proc.  It doesn't benefit from Leadership, so you wanna max its chance to hit.

  11. New main I'm working on, and it's turned out pretty well.

     

    While Electrical Blast is a bit maligned, this setup leans heavily into Manipulation's melee powers.  As such, you can kick out impressive singletarget that makes Bosses and EBs positively melt.

     

    The key singletarget attacks are Zapp, Charged Brawl, Havoc Punch, and Thunder Strike.  With only those four, you have a pretty seamless chain of savage beatdown.  And you get them all by level 16, meaning this exemplars very well for every TF.

     

    On teams you can combo Power Sink then Short Circuit to drain entire groups for ten seconds, then leisurely go about deleting hard targets.

     

    Couple that with the great sustain from Dynamo, Tough, Weave, and Charged Armor, and you can pretty much live in melee.  You are still a Blaster, though.  There will be a few debt moments.  The multiple Warrior Boss ambush in Mercedes Sheldon's last arc springs to mind.  Still, they only dropped me once and I soloed the entire arc at level 25.

     

    I built mainly for +recharge (+200% global without Hasten), with a secondary being some Resist and Defense bonuses.  Even managed to fit in Impervious Skin and Aegis to give more Status Resistance and Regen.

     

    The purpled build will be pricey as heck to get built on Live, but in the alternate slotting (in Mids go to Slots/Enhancements > Slots > Flip To Alternate) I have included a much more budget friendly setup you can start slotting with most IOs at level 22+.  I'd use Attuned bought off the Market for all the non-Unique set IOs; it'll exemplar a lot better.  The cheapo build is what I'm actually using right now while leveling.


     

    P.S.  Never buy Attuned Purple or PvP IOs.  They always give set bonuses regardless of level, so they’re far better to buy as level 50s and then Boost to +5s.  Boosting the procs and Uniques isn’t needed, of course.

     

    This Hero build was built using Mids Reborn 3.0.5.9
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Sable Shrike: Level 50 Science Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Lightning Bolt -- Acc-I:50(A)
    Level 1: Electric Fence -- Acc-I:50(A)
    Level 2: Charged Brawl -- SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(A), SprBlsWrt-Acc/Dmg/Rchg:50(3), SprBlsWrt-Acc/Dmg/EndRdx:50(3), SprBlsWrt-Acc/Dmg:50(5), SprBlsWrt-Rchg/Dmg%:50(5), SprDfnBrr-Rchg/+Status Protect:50(7)
    Level 4: Build Up -- RechRdx-I:50(A), RechRdx-I:50(40)
    Level 6: Short Circuit -- PwrTrns-Dam/Acc/Rech/End:50(A), PwrTrns-Dam/Acc/End:50(7), PwrTrns-Dam/Rech:50(9), PwrTrns-Dam/EndMod:50(9), PwrTrns-EndMod:50(21), PwrTrns-+Heal:50(21)
    Level 8: Aim -- RechRdx-I:50(A), RechRdx-I:50(40)
    Level 10: Havoc Punch -- Hct-Acc/Dmg/Rchg:50(A), Hct-Acc/Rchg:50(11), Hct-Dmg/Rchg:50(11), Hct-Dmg/EndRdx:50(17), Hct-Dam%:50(19), SuddAcc--KB/+KD:50(19)
    Level 12: Zapp -- Apc-Acc/Dmg/Rchg:50(A), Apc-Acc/Rchg:50(13), Apc-Dmg/Rchg:50(13), Apc-Dmg/EndRdx:50(15), Apc-Dam%:50(15)
    Level 14: Hover -- Ksm-ToHit+:30(A), LucoftheG-Def/Rchg+:50(39), ShlWal-ResDam/Re TP:50(43)
    Level 16: Thunder Strike -- Arm-Acc/Dmg/Rchg:50(A), Arm-Acc/Rchg:50(23), Arm-Dmg/Rchg:50(23), Arm-Dmg/EndRdx:50(25), Arm-Dam%:50(25), SuddAcc--KB/+KD:50(27)
    Level 18: Fly -- BlsoftheZ-ResKB:50(A)
    Level 20: Dynamo -- HO:Nucle(A), Arm-Dmg:50(31), Heal-I:50(36), Heal-I:50(36)
    Level 22: Evasive Maneuvers -- LucoftheG-Def/Rchg+:50(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Voltaic Sentinel -- BldMnd-Acc:50(A), BldMnd-Acc/Dmg:50(27), BldMnd-Dmg/EndRdx:50(29), BldMnd-Acc/EndRdx:50(29), BldMnd-Acc/Dmg/EndRdx:50(31), BldMnd-Dmg:50(31)
    Level 28: Power Sink -- PreOptmz-EndMod/Acc/Rech:50(A), PreOptmz-Acc/Rech:50(37), PreOptmz-EndMod/End/Rech:50(45), PreOptmz-EndMod/End:50(45), PreOptmz-EndMod/Rech:50(46), PreOptmz-EndMod/Acc/End:50(50)
    Level 30: Tough -- GldArm-End/Res:50(A), GldArm-ResDam:50(34), GldArm-3defTpProc:50(37), ImpSki-Status:30(46), Ags-Psi/Status:50(48)
    Level 32: Thunderous Blast -- Rgn-Acc/Dmg/Rchg:50(A), Rgn-Acc/Rchg:50(33), Rgn-Dmg/Rchg:50(33), Rgn-Dmg/EndRdx:50(33), Rgn-Knock%:50(34), PstBls-Dam%:50(34)
    Level 35: Weave -- Rct-Def:50(A), Rct-Def/EndRdx:50(36), Rct-EndRdx/Rchg:50(45), Rct-Def/Rchg:50(46), Rct-Def/EndRdx/Rchg:50(48), Rct-ResDam%:50(50)
    Level 38: Shocking Bolt -- BslGaz-Acc/EndRdx/Rchg/Hold:30(A), BslGaz-Acc/Rchg:30(39), BslGaz-Acc/Hold:30(39), BslGaz-EndRdx/Rchg/Hold:30(43)
    Level 41: Charged Armor -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(42), UnbGrd-ResDam/EndRdx/Rchg:50(42), UnbGrd-Rchg/ResDam:50(43), UnbGrd-EndRdx/Rchg:50(48), UnbGrd-Max HP%:50(50)
    Level 44: Surge of Power -- StdPrt-ResDam/Def+:30(A)
    Level 47: Maneuvers -- LucoftheG-Def/Rchg+:50(A)
    Level 49: Tactics -- RctRtc-Pcptn:20(A)
    Level 1: Defiance 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Heal-I:50(A)
    Level 1: Swift -- Flight-I:50(A)
    Level 1: Hurdle -- Jump-I:50(A)
    Level 1: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(40), Mrc-Rcvry+:40(42)
    Level 1: Stamina -- EndMod-I:50(A), PwrTrns-EndMod:50(17), PwrTrns-+Heal:50(37)
    Level 49: Quick Form 
    Level 50: Agility Core Paragon 
    Level 50: Ion Core Final Judgement 
    Level 50: Preemptive Radial Flawless Interface 
    Level 50: Storm Elemental Core Superior Ally 
    Level 50: Clarion Core Epiphany 
    Level 50: Assault Radial Embodiment 
    Level 50: Freedom Phalanx Reserve 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 18: Afterburner 
    ------------

     

     

    • Thanks 1
  12. Recently begun to main an Elec/Elec as a sort of high risk/high reward blapper.

     

    Zapp, Charged Brawl, Havoc Punch, and Thunder Strike while under Build Up and Aim just straight up delete Bosses and Elite Bosses.  Just soloed Faultline’s EBs last night with only SOs.

     

    Eventually I’ll have the shields and some Defense to live in melee, at which point I can start rocking the End Drain Sapper tactics too.  That’s lategame, though.

     

    E3 was actually one of my earliest mains back on Live, and it’s crazy how much more enjoyable it is with the snipe and secondary changes.  Lot has changed since ‘05.

  13. Yo, sorry!

     

    Just saw this while reading up about the new TA.

     

    I've run Beast/Cold to Vet levels, and soloed most of the way.  It's a very, very strong combo once you get it rolling.

     

    I can share what I've got.  In combat I'll run Hover, Arctic Fog, Maneuvers, Assault, and Frozen Armor.  Any more toggles and Endurance can get dicey, so I took Tactics only for the IO bonuses.  I never turn it on.  Snow Storm can drop pesky flyers for you or slow enemies for your pets to mangle, but you don't need it every fight.  Always always always open with Sleet!  It cuts incoming damage and will soften Defense/Resistance for you to chunk stuff.

     

    It is a tad pricey, but set up like this you have the magical 45% Defense to Smashing/Lethal, Defense capped pets, and some extra Resistance on pets.

     

    Why go for Recharge?  Because Benumb and Heat Loss are on such long timers.  Cranking +recharge lets you use them more often.  I'm not a fan of Hasten as you have to auto-fire it and it'll break your stance.  You don't want to take a +recharge Alpha though, as that will screw with your Infrigidate damage procs.  Musculature is usually a good choice; more damage for your pets.

     

    Infrigidate is a big hitter.  Sometimes it'll clear 200 damage if all three procs fire, so use it on a hard Lt. or Boss when it's up.

     

    I didn't take Beast attacks with this.  Some folks will say that's crazy, but I never needed them.  The thing about /Cold is that you never need to fire Fortify Pack.  This means that pets will build Pack Mentality for offense only, and it quickly adds up.  Five pets that are basically unkillable will build Pack Mentality fast.

     

    If you watch your personal aggro, you should be fine to leave pets in "Aggressive".  I only really set them to "Defensive" when a x8 ambush was targeting me.  I mainly threw my Cold powers and use "Attack/Aggressive" to target pets on problem mobs like Sappers or Blast Masters.

     

    Lastly, I'd turn your /Cold shields to "Minimal FX".  It makes a huge difference in the ugly department.

     

    Hope this helps!

     

    This Hero build was built using Mids Reborn 3.0.5.9
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Lady Iceblood: Level 50 Magic Mastermind
    Primary Power Set: Beast Mastery
    Secondary Power Set: Cold Domination
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Chill Mastery

    Hero Profile:
    Level 1: Summon Wolves -- HO:Nucle(A), HO:Nucle(3), SlbAll-Dmg/EndRdx:50(3), AchHee-ResDeb%:20(5), TchofLadG-%Dam:50(5), ShlBrk-%Dam:30(7)
    Level 1: Infrigidate -- TmpRdn-Acc/EndRdx:50(A), PcnoftheT-Acc/EndRdx:50(19), Acc-I:50(43), ImpSwf-Dam%:30(43), ShlBrk-%Dam:30(43), TchofLadG-%Dam:50(46)
    Level 2: Ice Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(19), RedFrt-Def:50(40), RedFrt-EndRdx:50(42), RedFrt-EndRdx/Rchg:50(46), LucoftheG-Def/Rchg+:50(48)
    Level 4: Snow Storm -- TmpRdn-EndRdx/Rchg/Slow:50(A), PcnoftheT-EndRdx/Rchg/Slow:50(48), EndRdx-I:50(50)
    Level 6: Train Beasts -- EndRdx-I:50(A)
    Level 8: Hover -- WntGif-RunSpd/Jump/Fly/Rng:50(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(11), WntGif-ResSlow:50(17)
    Level 10: Glacial Shield -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(37), RedFrt-Def:50(37), RedFrt-EndRdx:50(40), RedFrt-EndRdx/Rchg:50(40), LucoftheG-Def/Rchg+:50(48)
    Level 12: Summon Lions -- SprCmmoft-Acc/Dmg/EndRdx/Rchg:50(A), SprCmmoft-Acc/Dmg:50(13), SprCmmoft-Dmg/EndRdx:50(13), SprCmmoft-Rchg/PetAoEDef:50(15), OvrFrc-Dam/KB:50(15), CaltoArm-+Def(Pets):30(17)
    Level 14: Fly -- BlsoftheZ-ResKB:50(A)
    Level 16: Evasive Maneuvers -- EndRdx-I:50(A)
    Level 18: Fortify Pack -- LucoftheG-Def/Rchg+:50(A)
    Level 20: Arctic Fog -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(21), RedFrt-Def:50(21), RedFrt-EndRdx:50(23), RedFrt-EndRdx/Rchg:50(23), LucoftheG-Def/Rchg+:50(25)
    Level 22: Maneuvers -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(27), RedFrt-Def:50(27), RedFrt-EndRdx/Rchg:50(29), RedFrt-EndRdx:50(29), LucoftheG-Def/Rchg+:50(31)
    Level 24: Assault -- EndRdx-I:50(A), EndRdx-I:50(25)
    Level 26: Summon Dire Wolf -- SprMarofS-Acc/Dmg/EndRdx:50(A), SprMarofS-Acc/Dmg:50(31), SprMarofS-Dmg:50(31), SprMarofS-EndRdx/+Resist/+Regen:50(33), ImpSwf-Dam%:30(33), EdcoftheM-PetDef:40(33)
    Level 28: Benumb -- Acc-I:50(A), Acc-I:50(34), RechRdx-I:50(34), RechRdx-I:50(34), EndRdx-I:50(42)
    Level 30: Tactics -- RctRtc-Pcptn:20(A), RctRtc-ToHit:20(36)
    Level 32: Tame Beasts -- EndRdx-I:50(A)
    Level 35: Sleet -- UndDfn-Rchg:50(A), UndDfn-DefDeb/Rchg:50(36), UndDfn-Rchg/EndRdx:50(36), UndDfn-DefDeb/Rchg/EndRdx:50(37)
    Level 38: Heat Loss -- Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39), EndRdx-I:50(42)
    Level 41: Flash Freeze -- Acc-I:50(A)
    Level 44: Frozen Armor -- RctArm-ResDam/EndRdx:40(A), RctArm-ResDam/EndRdx/Rchg:40(45), RctArm-ResDam:40(45), RctArm-ResDam/Rchg:40(45), DefBuff-I:50(46), DefBuff-I:50(50)
    Level 47: Hibernate -- Prv-Absorb%:50(A)
    Level 49: Hoarfrost -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(50)
    Level 1: Supremacy 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth:50(A)
    Level 2: Rest -- Heal-I:50(A)
    Level 1: Swift -- Flight-I:50(A)
    Level 1: Hurdle -- Jump-I:50(A)
    Level 1: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(9), Mrc-Rcvry+:40(11)
    Level 1: Stamina -- EndMod-I:50(A), PrfShf-EndMod:50(7), PrfShf-End%:50(9)
    Level 50: Musculature Core Paragon 
    Level 1: Alpha Howler Wolf 
    Level 1: Howler Wolf 
    Level 26: Dire Wolf 
    Level 12: Lioness 
    Level 1: Pack Mentality 
    Level 14: Afterburner 
    ------------

  14. Beast/Cold makes for a very forgiving first MM.  The /Cold side gives your pets (and team) massive survivability.  You really only need to learn to debuff priority targets with Ifrigidate/Benumb.

     

    Lategame with IOs you can turn it into a buzzsaw with procs:  Ifrigidate can take Debuff and Slow damage procs and turns into a serious blast power with reliable damage (3 damage procs for 210 possible damage per shot).
     

    Maxing pet DPS is all about using the procs that affect the highest number of their attacks.  Accuracy Debuff proc on Lions only affects one attack they use infrequently, for example, and so isn’t worth slotting.

     

    Wolves with two Defense Debuff damage procs and an Achilles Heel double or triple their base damage and spread -res as they attack.  Versus one target, they can often keep the -res on it permanently.  Lions I put the Overwhelming Force KB proc in; it gives every one of their attacks a knockdown.  They can’t slot any useful damage procs, sadly.  Dire Wolf I found best with the Slow damage proc and the Soulbound Allegiance Build Up proc.  Slow will trigger on most of Dire’s attacks, and BU may proc on every attack it has.

     

    For non-pet stuff, you want to focus toward one of two things:  personal Defense bonuses or ignore that and just go for max Recharge bonuses.  Personally, Recharge is most beneficial.  It lets you get things like Benumb and Heat Loss off more often.


    So yeah!  Beast/Cold is easy to play and can be turned into massive DPS.  Your pets are softcapped to Defense with Cold shields on them, and Sleet, Infrigidate, Benumb, and Heat Loss hose Elite Bosses/Archvillains hard.

     

    P.S.  For the love of god turn off the blocky ice shields at the tailor.  Also, using a really dark color (like dark grey) makes your ice shields far less hideous to look at.

    • Like 1
  15. I just wish there was SOMETHING done with them!

     

    I remember being pumped to hit my first 50 back on Live, swam out to Monster Island, and quickly realized the Monsters were just kinda there.

     

    Nothing unique about them in the meta.  Elite Bosses are better rewarding.  Monsters take far longer to drop and usually require a team.

     

    If they’re rebuilding Hazard Zones with missions I’m all for it.  But they should still look at the generic Monsters!  They’re way out of alignment with every other effort/reward in the game.

     

    Which is a shame!  We need more big stuff to go tangle with.

     

     

  16. We have DE Monsters all over the Hive and a few islands in Peregrine, and almost no one ever does anything with them.

     

    There is currently no point in fighting them.

     

    Smaller mobs are much faster to fight, drop the same rewards, and can be soloed by most builds.

     

    So what I would suggest is give the generic Monsters a chance to guaranteed drop something that only they will.  Make them level-scale like Event mobs to avoid 50s hunting low level Monsters.

     

    For argument’s sake have them drop one Enhancement Salvage.  Make the drop list be Converter, Unslotter, Booster, and Catalyst.  Weight it so Booster and Catalyst drops are rare.

     

    This would still give a meta reason to go after Monsters as every kill is a guaranteed Salvage roll versus the incredibly rare chance for Salvage that smaller mobs at 50 have now.

     

    With a Monster farming team you could grind out Salvage, but most of it would be Converters and Unslotters.

     

    With a reason to finally fight Monsters, you could now populate the various older Hazard Zones.  No one spends any time in these.  At launch they were used as farm spots, but now they are well and truly obsolete due to us having Notoriety settings.

     

    Having faction-specific Monsters in each zone would give teams a reason to go there; they could get Enhancement Salvage from the aforementioned change.

     

    Council Walkers in Boomtown, CoT demon Monsters in Perez, DE in Crey’s Folly, et cetera.

     

    Make Hazard Zones actually hazardous.

    • Like 1
  17. Thanks @Ura Hero, I have a hunch that was it.
     

    For the heck of it I went digging in Focus Assist and discovered it is not set to “On” in “When I’m playing a game” by default.

     

    Turned it on and set everything to “Alarms Only”.

     

    I also culled the weak in my Notification’s list:  I’ve only left on AutoPlay, Focus assist, and Security and Maintenance.

     

    I’ll muck about this holiday weekend and see if it recurs, but I have a hunch it was that.

  18. Basically the above.

     

    My searching the net and forums seems to point to Win10 as the culprit, in that it randomly “focuses” on a program.  System Alerts or some crap, maybe.  I thought I’d killed all those.

     

    When it does this while I’m fullscreen in CoH, it makes my entire number row unresponsive.  This really sucks when it happens midfight.

     

    Hitting Windows key and then “refocusing” on the CoH application does fix this but it’s not an ideal resolution.

     

    Anyone with a fix they’ve found?  I’m assuming I’ve gotta gut something like Windows Account Control further than I already have.

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