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Everything posted by SableShrike
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First new build of the year! This one is kinda inspired by the First Nations/Aztec/Incan mythology. Animistic shamans using blood sacrifice to work magics. I played and read a fair bit over the last few days and decided to go a little different with priorities this time. Main Priority: +recharge bonuses to perma World of Pain and Painbringer, as well as cut Anguishing Cry to 3 seconds downtime. I got this done without using Hasten, so you could take and set Clarion or Barrier to autofire as you will. You've got about a Small Luck worth of Defense to positional in combat, capped S/L Resistance, and 30% Resist to all else. Incarnates will bump that much higher, obviously. Combined with your high regen and healing it makes you surprisingly hard to kill. Mez was my biggest enemy, hence why I have Clarion in the build posted here. I didn't worry about making pets immortal, choosing instead to build them for maximum offense. That said, they're still plenty tough if they stay within 60 feet of you. I built to keep Endurance under control so summoning as needed is no big deal. Share Pain and Soothe weren't getting much use for me at level 25+ so I dropped them. Painbringer on the "tank" is more than enough. Share Pain might have some use in the +damage buff, but for a Mastermind our personal attacks aren't a massive part of our damage. Your team also loses all your pets' DPS if you die. Suppress Pain and Nullify Pain give the entire team a chokepoint to fight in, and the Panacea +HP/+End proc can fire on *EVERY ALLY IT HITS*. Panacea behaves weirdly in that power so we may as well abuse it. Fortify Pack: There's two schools of thought on this power as either a key Defense boost or as a Gambler mule with passive buffs. I lean toward the latter. When you fire Fortify it prevents your pets from Critting, drastically lowering their DPS. Powers I muled and never actively use: Fortify Pack, Tactics, and all the Concealment powers. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Silap Inua: Level 50 Magic Mastermind Primary Power Set: Beast Mastery Secondary Power Set: Pain Domination Power Pool: Flight Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Field Mastery Hero Profile: Level 1: Summon Wolves -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg/EndRdx(3), HO:Nucle(3), HO:Nucle(5), TchofLadG-%Dam(5), ShlBrk-%Dam(7) Level 1: Nullify Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(7), Pnc-Heal/Rchg(9), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(11) Level 2: Call Hawk -- Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(13), Apc-Dmg/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Dam%(15), EndRdx-I(17) Level 4: Hover -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(21), BlsoftheZ-ResKB(37), LucoftheG-Def/Rchg+(37), Ksm-ToHit+(45) Level 6: Train Beasts -- EndRdx-I(A) Level 8: Call Ravens -- Rgn-Acc/Dmg/Rchg(A), Rgn-Acc/Rchg(11), Rgn-Dmg/Rchg(17), Rgn-Dmg/EndRdx(19), Rgn-Knock%(19), EndRdx-I(43) Level 10: Fly -- WntGif-ResSlow(A) Level 12: Summon Lions -- SprCmmoft-Acc/Dmg/EndRdx/Rchg(A), SprCmmoft-Acc/Dmg/Rchg(33), SprCmmoft-Acc/Dmg(34), SprCmmoft-Rchg/PetAoEDef(34), OvrFrc-Dam/KB(34), SlbAll-Build%(37) Level 14: Evasive Maneuvers -- HypSnc-Fly(A), HypSnc-End/Fly(27), HypSnc-End(29), HypSnc-+Special(40) Level 16: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/EndRdx/Rchg(45), RedFrt-Def(45), RedFrt-EndRdx(46), RedFrt-EndRdx/Rchg(46), LucoftheG-Def/Rchg+(46) Level 18: Fortify Pack -- LucoftheG-Def/Rchg+(A) Level 20: Suppress Pain -- Pnc-Heal/EndRedux(A), Pnc-Heal/EndRedux/Rchg(21), Pnc-Heal(23), Pnc-EndRdx/Rchg(23), Pnc-Heal/+End(25) Level 22: Assault -- EndRdx-I(A), EndRdx-I(25) Level 24: Tactics -- RctRtc-Pcptn(A) Level 26: Summon Dire Wolf -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Acc/Dmg(31), SprMarofS-Dmg(31), SprMarofS-EndRdx/+Resist/+Regen(31), ImpSwf-Dam%(33), IceMisTrmt-+ColdDmg(33) Level 28: World of Pain -- GldArm-End/Res(A), GldArm-RechRes(29), GldArm-RechEnd(48), GldArm-Res/Rech/End(48), GldArm-ResDam(48), GldArm-3defTpProc(50) Level 30: Vengeance -- LucoftheG-Def/Rchg+(A) Level 32: Tame Beasts -- EndRdx-I(A) Level 35: Anguishing Cry -- AnlWkn-Acc/Rchg/EndRdx(A), AnlWkn-Acc/Rchg(36), AnlWkn-Acc/DefDeb(36), RechRdx-I(36), AchHee-ResDeb%(40) Level 38: Painbringer -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(40) Level 41: Temp Invulnerability -- ImpSki-ResDam/EndRdx(A), ImpSki-ResDam/Rchg(42), ImpSki-EndRdx/Rchg(42), ImpSki-ResDam/EndRdx/Rchg(42), ImpSki-Status(43), StdPrt-ResDam/Def+(43) Level 44: Infiltration -- LucoftheG-Def/Rchg+(A) Level 47: Stealth -- ShlWal-ResDam/Re TP(A) Level 49: Grant Invisibility -- Rct-ResDam%(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 -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(27) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- EndMod-I(A), PrfShf-EndMod(50), PrfShf-End%(50) Level 1: Alpha Howler Wolf Level 1: Howler Wolf Level 1: Pack Mentality Level 10: Afterburner Level 12: Lioness Level 26: Dire Wolf Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Spiritual Core Paragon Level 50: Vorpal Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Talons of Vengeance Radial Superior Ally Level 50: Clarion Core Epiphany Level 50: Support Core Embodiment ------------
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Yeah, I see your point, Bill. I’ll have to mess about a bit and see if Gaussian shows the same weirdness with a saturated Invincibility as it does with Tactics.
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Condolences to his friends and family. By the time I joined in 06 Hera was already a respected voice for good on the forums. Gonna miss him.
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Hi all, Happy holidays to all if you observe such things! Question for you numbers guys, though: Am I right in thinking the Gaussian proc is better in Blinding Feint (with no recharge)? Or will I get better uptime with it in Invincibility? Cheers!
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MM Primary Comparison: Standard Environment Testing
SableShrike replied to Galaxy Brain's topic in Mastermind
I had a similar experience with /Sonic, @Xandyr. I really wanted to like my Beast/Sonic, but I just got so bored when half of my secondary is arguably bad/unusable except in extreme edge cases. Rerolled as Beast/Pain and it’s far more enjoyable. Half the resists of /Sonic, but with tons of area regen/healing. I built for softcap Ranged Defense and high AoE Defense so I don’t often notice the loss of a mez shield from /Sonic. The Cage intangibility powers need to go. They’re straight garbage compared to a Mag3 Hold or Disorient. -
Here's a high-end build using the new Ice Mistral damage procs. It's a buzzsaw versus most stuff, and pets hardly ever die. Again, the +Defense IOs in the Lions are most important. As soon as you have those, farming the rest becomes a lot easier.
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Not looking to throw gas on the fire, but Beast/Cold is crazy strong if you hang in there. You want to be scrounging merits and get the special pet +Defense IOs fast as you can. Edict of the Master and Call to Arms are the most important. Those two, Arctic, Maneuvers, and your Cold shields should softcap pet Defense. You turn your pets into mini /SR Brutes. Pack Stacks are basically Fury. Infrigidate is best with no recharge and a lot of damage procs. It hits really hard then. Snow Storm is good for dropping flyers and stopping runners. The Slow on it is effectively +Resist, as fewer attacks mean less damage your pets take. Benumb and Heat Loss will help hose AVs, but Sleet is your best power. It will massively cut enemy attack rate as they fall down, and your pets only get hit for 5% of those attacks the enemy gets off. Plus Sleet is a massive -Defense debuff on a big radius. Plus it does -Resist. Plus it does Slow. And a tiny bit of damage. I do remember Beast/Cold being a long slog in the 20s, but it’s easily one of the strongest Masterminds I ever played. Very easy to solo stuff once you have the key IOs and your toggle buffs/shields. You can solo that DA arc with the huge Talon spawns and Romulus monsters; I did so on mine. May take a bit for the Monster groups, but it’s not super hard to abuse Hover and debuffs for them. Early pain for late-level insanity! I’ll see if I got my old Mids build around to throw up here.
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Had a concept for Water/SR tell me how bad I did on this build
SableShrike replied to I-Dirty's topic in Sentinel
May just be my preference, but I found I only needed Bolt and Dehydrate for singletarget. Singletarget isn’t Water’s forte, and even optimally using Jet doesn’t fix that. The bigger problem I had with Jet was that it would burn my Tidal stacks if I wasn’t paying attention. Slotted for damage, Dehydrate hits for just a bit less than Jet and adds a lot of sustain with just the Tidal buff. Don’t need to slot for healing unless you have the free slots. Water Burst is a good leveler, but I dropped it for Steam Spray and haven’t missed it. Spray is a builder for Dehydrate and Geyser and hits like a truck. You can hit ten targets easily, and so it makes a nasty combo with Geyser. Cones are usually really good on Sentinels due to our ability to thrive in the midrange. -
Something else to favor Sonic, but your big bubble gives you almost complete mez protection. That is a pretty important consideration, considering how many endgame mobs mez with their attacks. Sonic lets you take something besides Clarion. Really consider taking a Patron pet with FF, Sonic, or Cold. They add significantly to your damage since you can keep them alive longterm with your shields. Like a mini Lore pet, basically. You can perma them with enough recharge from sets/Hasten/Ageless.
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Hit 50 last night and got a 45% Spiritual Core +recharge in my alpha. Currently my global recharge is at 84.2%, but even that level of recharge is pretty stupid. You can play very aggressively and survive most things. I was leading a 54 DA team last night. I actually like the fact that I can still die, honestly. It takes skill and timing versus the nastier mob types. You need to juggle attacks with your positioning for cones and keep an eye on your HP for Master Brawler/Dehydrate. This actually feels a ton like my old purpled Human Warshade I had back on live. This is a lot less reliant on siphons, though. And you have complete mez protection. In short, I love it. Haven’t touched my Tank main in days, cuz this’s simply been more fun.
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Ran a lot of TFs yesterday while leveling, and I've refined the build a bit. Main thing is I wanted Steam Spray for another DPS AoE. Finding the slots was hard, but I managed to keep both sharks slotted and fit Spray in. The other main change is I slotted Tidal Forces a bit to line it up more with Geyser. It's so much better with the Gaussian buffing it that it was worth the slots spent. So my singletarget is Aqua, Dehydrate, and Jaws. AoE I lead with a School, Whirlpool, Tidal Forces, Steam Spray, then Geyser. The Gaussian proc will last long enough to buff both your Steam Spray and Geyser for big damage while your Whirlpool chews away at the rooted group. This version also has much improved Running Speed due to the set bonuses used; you'll be very zippy even with Infiltration and Sprint off.
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In furthering my love of Leviathan SHARKS, I started a Water/SR Sentinel. I know SR well back from the early days on Live so I was pretty sure I could squeak enough +recharge to perma my Patron pet, recycle Geyser, et cetera. Softcapping SR is very easy, which lets you chase that crazy +recharge. If you go with five Red Fortunes and the Gambler +recharge in toggles, you can get a combined +12.5% global recharge. That plus the 20% in Quickness, the 50% from purple sets, and a few disparate 5%, 6.25%, and 8.75% bonuses leave the build at: 142.5% global recharge without Hasten or Ageless. With Spiritual Core Paragon, this makes Coralax permable and leaves Geyser on a 24.28 second recharge (once or twice for every fight!). Patron pets can help you stack Opportunity's -Resist debuff, it turns out. This plays a lot like a Dark/Dark Defender in that you can root whole groups and flatten them safely. Rooting things also means your Whirlpool hits for considerable damage on things stuck within it. The Dehydrate heal is small on Sentinel, but we are taking Spiritual Core anyways. Core plus one 53 Golgi has you getting 151HP when you cycle your normal singletarget chain. This is not insignificant when you're a softcapped whiff-machine. It also procs Apocalypse better than Hydro or Water Jet due to animation times. Softcapped to all, check. Big AoE, check. Self-heal, check. Three Absorbs for buffering, check. Cool sharks and perma pet, check. Go. Hunt. Kill Skuls.
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I think the BIGGEST change for me personally is that Stone will finally have some nice Minimal FX options for the non-Granite stuff!
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There’s some tentative Page 3 changes to Stone coming, too! I won’t say specifics cuz it’s all in beta and likely to change, but the gist is that Stone out of Granite is getting a lot of love.
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Looking for /Rad advice, or even a build.
SableShrike replied to ApollyonJones's topic in Mastermind
Main thing I'd give for advice is don't bother trying to hit 45% Defense values. With a slotted Rad Infection you'll hose their chance to hit, meaning you can get by with lower Defense. I wound up with 33% S/L and 26% Energy without even trying. That should be enough in most circumstances. Nemesis Vengeance stacking will suck regardless. I built this with that lower Defense target in mind; main thing it does is perma Lingering Rad and Accelerate Metabolism. Didn't take Hasten for this, as I can now autofire Clarion instead. I also left out Call Ravens, as it drew a bit too much hate. Rad works best when things aren't targeting you with mez. If you get mezzed, your debuff toggles drop and you die. Hence why I went with Clarion. The Endurance values in Mids are bugged for some reason, but with perma AM going you shouldn't be out of breath too often. I finally decided on this for my Beast/ cuz I wanted to hunt AVs/GMs, and Rad tends to do that better than any other secondary. Beasts can kick out serious proc damage against a single target, and the Wolves keep Achilles' up nearly all the time. My pet slotting is optimal DPS for Beasts, but I'm sure you can do something similar with Demons. -
Late reply, but: Wolves I go with the Lady Grey, Shieldbreaker, and Achilles’ in along with two HO Acc/Dam and a Blood Mandate Dam/End. Lions I go four Call of MM, Overwhelming KD proc, and a +Defense aura io. Dire Wolf gets four Supremacy, Impeded Swiftness proc, and the other +Defense aura io. Stacking Defense on Beast seemed most beneficial, and apart from the damage procs made the biggest difference. The one +res/regen aura in the Supremacy set helps them tank the few hits that get through. I had Soulbound +BU on Dire Wolf for a while, but didn’t notice a huge difference. Impeded Swiftness’ proc seems to add a lot more, though to be fair I haven’t done the math. I think it’s mainly that the BU proc has such a short window to affect pets that don’t optimally spam their fastest attacks. A damage proc just seems a lot more reliable, though I could be wrong for some sets/pets.
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Got my old Will/Psi/Force I’ve been updating lately; I’ll toss it up to give you some ideas. I really like Wall of Force in the Force of Will pool, too, so took that at 14. Versus multiple targets it does way more damage than your T1 attack. Tanking solo is all about leveraging your survivability to pump out AoE. An Ice Tank’s most damaging power is often Icicles when you factor in all the targets. Here's what I'm running at the moment. Sacrifices some proc and recharge to be tankier, but it's what I was aiming for. I didn't take Taunt in this, but you could drop Boggle for it and move those slots around some. My reasoning was Wall of Force hits more targets, does pretty reliable Knockdown, and still taunts for 13 seconds. Apart from Hami Raids, there's not much that will demand you have Taunt. You can set up your alternate build for Hami Raids as well. This has capped S/L Resistance and 31% Defense to all but Psi. That means you're at softcap whenever you fire Unleash Potential, and just under softcap (at 43-44%) with a single small Luck inspiration. With Rise to the Challenge's -ToHit, anything in range of it will effectively be at floored hit chance with all but pure Psi when attacking you. Similar to Invulnerability Tanks, you're safest when in melee due to your debuff/buff aura. Combine that with your massive Regen and pretty much nothing can drop you. Boggle's slow to fire but can really cause chaos if you learn your mob types, so I wanted it in. Usually a Lt. is your best target with it. Mental Strike is mostly just for the set bonuses, but I do also use it for low level exemplaring. You get better options for attacks later on. Forgot to mention, Willpower can slot a total of THREE Power Transfer procs if you take Body Mastery for an epic. That means with a Panacea as well you've got FOUR passive HP heals firing without having to do anything. SR can do a similar trick and wind up with one Panacea and two Power Transfer Heal procs. The healing on an SR at low health means you're unkillable when your scaling Resistance from SR is maxed. EDIT: Forgot to mention, something else you can do is drop Project Will for Weaken Resolve, drop Boggle for Taunt, and move all the slots to Weaken Resolve. You can slot a LOT of procs that are pretty much guaranteed to fire in Weaken, the best one being Achilles' -Res debuff. If you'd rather amplify team damage on hard targets that's a valid route to go.
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What would be the best powerset for a first timer tank
SableShrike replied to misat's topic in Tanker
Late to the fun, but for sheer ease that only needs Single Origins to wreck shop it is hard to beat a Shield/Martial Arts. Shield Charge covers the AoE Martial is low in, and with Storm Kick it is laughably easy to hit the magical 45% to M/R/AoE Defense. Looks all Captain America, too. -
On a Mind Controller I’d definitely proc the hell out of it! They don’t have anywhere near the Recharge needs a perma-Dom does, so you’d get the most mileage out of proccing them out. Terrify becomes really nice AoE if you can afford to keep Recharge off it. Be interesting to see what proc changes are coming, cuz I think they were gonna look at them more. i.e. Looking at how slotting for Recharge actually makes your power worse for procs.
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Monkeyed around on Beta, and here's a version that drops the singletarget Confuse to slot Shuriken Throw as your fifth attack in the chain. This leaves you with Dominate, Shuriken Throw, Trick Shot (it's still good against one target), and Masterful Throw for singletarget. Your longest attack in the singletarget chain is 1.33 seconds animation; most are 1 to 1.1 seconds animation. I went Degenerative Core for my Interface, and the net effect is your fast attack chain will really hose an AVs MaxHP. Each hit has a 75% chance for MaxHP debuff, and you hit FAST. I also wound up only using Link Minds as a mule here; it exemplared better to slot Maneuvers instead. Since we didn't have to fight for perma-Link Minds, I was able to swap out the Positron's in Caltrops for a Tempered Readiness set. It gives 2.5 less global recharge, but will max the Slow on Caltrops. Against most mobs that is a lot handier than it sounds. I may go back to the Confuse and Link Minds version, but for now I'm finding the super-fast attack chain of this setup to be more fun. Having no autopowers means you can autofire Barrier or Domination if you want. Only other change is I took Mesmerize over Levitate for easier low-level play. Since this doesn't take Confuse, you can just Sleep a mob in back and pick the others off first. Once you have Terrify you shouldn't need to use Mesmerize. "You get a shuriken! You get a shuriken! Everyone gets a shuriken!" ~ Kage Winfrey 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: Leadership Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Mesmerize -- Dvs-Acc/Dmg/EndRdx/Rchg:50(A) Level 1: Shuriken Throw -- Dcm-Acc/Dmg/Rchg:40(A), Dcm-Acc/Dmg:40(40), Dcm-Dmg/Rchg:40(43), Dcm-Dmg/EndRdx:40(43), Dcm-Acc/EndRdx/Rchg:40(43) 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), HO:Perox(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: Stealth -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(23), RedFrt-Def:50(37), RedFrt-Def/Rchg:50(39), RedFrt-EndRdx/Rchg:50(39), RedFrt-EndRdx: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: Maneuvers -- RedFrt-Def/EndRdx:50(A), RedFrt-Def/EndRdx/Rchg:50(11), RedFrt-Def:50(11), RedFrt-EndRdx:50(13), RedFrt-EndRdx/Rchg:50(13), RedFrt-Def/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 -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg:50(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx:50(19), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear:50(23), SprAscoft-EndRdx/Rchg:50(40), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg:50(40), SprAscoft-Rchg/+Dmg%:50(50) 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 -- TmpRdn-EndRdx/Rchg/Slow:50(A), TmpRdn-Dmg/Slow:50(46), TmpRdn-Rng/Slow:50(48), TmpRdn-Acc/Dmg/Slow:50(50), TmpRdn-Acc/Slow:50(50) Level 30: Tactics -- RctRtc-Pcptn:20(A) Level 32: Mass Confusion -- CrcPrs-Acc/Conf/Rchg:50(A), CrcPrs-Acc/Rchg:50(33), CrcPrs-Conf/Rchg:50(33), CrcPrs-Conf/EndRdx:50(33), CrcPrs-Conf:50(34), CrcPrs-Conf%: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: Indomitable Will -- LucoftheG-Def/Rchg+:50(A) 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: Link Minds -- LucoftheG-Def/Rchg+:50(A) Level 47: Infiltration -- LucoftheG-Def/Rchg+:50(A) Level 49: Grant Invisibility -- 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+:40(31), Mrc-Rcvry+:40(46) Level 1: Stamina -- SynSck-EndMod:50(A), SynSck-EndMod/+RunSpeed: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: Vorpal Core Final Judgement Level 50: Degenerative Core Flawless Interface ------------
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See, I'd be cool with that! I like that Pools give us options to build in non-standard directions, but with a lot of the attacks being so terribly bad we as of now can't do that. I think Flurry should be a Smashing-only AoE cone like Sands of Mu, too. For "good" Pool attacks we have Air Superiority, Arcane Bolt (which got fixed recently), Spring Attack, and Cross Punch. In short, I wanna have the ability to use other Pool attacks and still be viable.
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A balance pass on Pool attacks is needed. It makes perfect sense to have them be slightly worse than Primary or Secondary powers, but as of right now a lot of them are straight garbage. Lookin at you, Flurry and Jump Kick…
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Ah yeah! Here’s to putting off what I should be doing to play CoH. I’m toying with slotting Shuriken Throw and maybe dropping Confuse, but I dunno… Confuse is so powerful at low levels that it makes soloing anything possible. It’s also kind of set-defining for Mind, allowing you to stack the two powers even outside of Dom. It’s hard to gauge the DPA of a single Confuse as it varies so much by the mob you hijack. For hard targets I’ve just been cycling Dom, Trick, and Masterful to help lock/burn down AVs. Was fighting a lot of them in groups yesterday, hence why I’m pondering dropping Confuse for Shuriken Throw. It’d be a DPS increase in that one instance, but not sure if it’s worth losing the utility of two hard singletarget mezzes.
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Well, devs, my favorite TF is no longer fun to solo.
SableShrike replied to Bill Z Bubba's topic in General Discussion
Too bad Psi melee has the Smashing and Lethal components to it, otherwise it could hit through the mobs Defense stacks. Guess this means Psi and Mind ranged ATs are gonna be pretty good to have on ITF runs. -
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.