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About Me

Found 5 results

  1. im looking into creating sword like character but dont know what a good secondary would be. i really like the sound of DB/EA but also like dark armor as well. any thoughts?
  2. Hey Homecoming A while ago out of aesthetic curiosity and because I had a concept I started up a Dual Blades/Bio Armour tank. At the time I was unaware of the recent patch changes to Dual Blades, the most important being that you can combo without needing to hit anymore which for Tankers makes the Weaken combo decent on taskforces or anything else without enough targets where you're going to hit a fair few of them and add some minor debuffing to the damage you're doing. Between that and Bio Armour's different modes I'm finding it fun enough to play. Of course between Bio Armour and Dual Blades I'm in a bit of a state of picking everything from my power sets and not having a lot of room to pick others. I know Scrappers have a reasonable use of Dual Blades but Tankers not so much so there are not many threads about it. As such I'm posting in the hope there's people who can offer suggestions about which powers are or are not necessities as well as general slotting advice (or even "this powerset pairs better!" for later tanks). Power Slice feels like one to drop. Low level when power picks are tightest, only enables one combo and the other end of that combo does not show up till level 38 for the Tanker. So it's out for most stuff I might level down to do without providing any major benefit where it may be used. Movement powers I ended up going Super Speed because it makes my preferred merit farming mission (Vaz Pollutant Plot) that bit quicker with the stealth benefit. Theoretically I could end up losing it and using P2W movements instead which would free up a slot. Something that might be brought up is that based off some forum posts I've seen best route for damage was proven to be combo-less Dual Blades a while ago. I am not certain if that still holds true now that missing does not break the combo but am happy to be shown the path to true destruction. Slotting wise I have Achilles Heel Resistance debuff in Ablating Strike which is fairly fast recharge for something part of multiple combos and (I think Gaussian's targeting) Build Up chance in Blinding Feint and will likely keep the former at least unless there's some big advantage to dropping it. Other than that I am slowly building up the other assorted bits and pieces of various sets without having any certainty about what I need.
  3. Hey Tankers. I haven't built a new Tank since Live, and back then I was mostly building for Resist and mixed sets. I never built a pure Defense Tanker, but I wanted to try out SR/DB on Homecoming and it's been a lot of fun to play around with, so I started looking at an endgame build. The trouble I'm having is that my usual build strategy is... well, overkill, for SR. I wanted to build for Incarnate defense caps for this one, and once I looked at what I'd come up with I realized that I overshot those without even trying. What I'm wondering is: Is it worth it to leave it be and have an ~8% buffer in case of debuffs, or is there something else I should try building for to get more use out of it? Note that I actually plan to take Boxing, Tough, and Weave as the last 3 powers, since they aren't needed for non-incarnate softcap and Homecoming doesn't enforce slot levels, but as far as I can tell Mids still does. This Hero build was built using Mids Reborn https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Dual Blades Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Senses (A) Reactive Defenses - Defense (3) Reactive Defenses - Defense/Endurance (3) Reactive Defenses - Endurance/RechargeTime (5) Reactive Defenses - Defense/RechargeTime (5) Reactive Defenses - Defense/Endurance/RechargeTime (7) Reactive Defenses - Scaling Resist Damage Level 1: Nimble Slash (A) Empty Level 2: Agile (A) Luck of the Gambler - Defense (7) Luck of the Gambler - Defense/Increased Global Recharge Speed (9) Luck of the Gambler - Defense/Recharge (45) Shield Wall - +Res (Teleportation), +5% Res (All) Level 4: Ablating Strike (A) Superior Gauntleted Fist - Accuracy/Damage (9) Superior Gauntleted Fist - Damage/RechargeTime (11) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (11) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (13) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (13) Superior Gauntleted Fist - RechargeTime/+Absorb Level 6: Practiced Brawler (A) Recharge Reduction IO Level 8: Dodge (A) Luck of the Gambler - Defense (15) Luck of the Gambler - Defense/Increased Global Recharge Speed (15) Luck of the Gambler - Defense/Recharge Level 10: Combat Jumping (A) Luck of the Gambler - Defense (43) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 12: Evasion (A) Red Fortune - Defense/Endurance (17) Red Fortune - Defense/Recharge (17) Red Fortune - Defense/Endurance/Recharge (19) Red Fortune - Defense (19) Red Fortune - Endurance Level 14: Focused Fighting (A) Red Fortune - Defense/Endurance (21) Red Fortune - Defense/Recharge (21) Red Fortune - Defense/Endurance/Recharge (33) Red Fortune - Defense (37) Red Fortune - Endurance Level 16: Boxing (A) Empty Level 18: Lucky (A) Luck of the Gambler - Defense (23) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Luck of the Gambler - Defense/Recharge Level 20: Blinding Feint (A) Hecatomb - Damage/Recharge (25) Hecatomb - Accuracy/Damage/Recharge (25) Hecatomb - Accuracy/Recharge (27) Hecatomb - Damage/Endurance (27) Hecatomb - Chance of Damage(Negative) (29) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 22: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (29) Steadfast Protection - Resistance/+Def 3% (50) Gladiator's Armor - Resistance (50) Gladiator's Armor - End/Resist Level 24: Weave (A) Red Fortune - Defense/Endurance (31) Red Fortune - Defense/Recharge (31) Red Fortune - Endurance/Recharge (31) Red Fortune - Defense/Endurance/Recharge (33) Red Fortune - Defense Level 26: Quickness (A) Run Speed IO Level 28: Vengeful Slice (A) Superior Might of the Tanker - Accuracy/Damage (33) Superior Might of the Tanker - Damage/Recharge (34) Superior Might of the Tanker - Accuracy/Damage/Recharge (34) Superior Might of the Tanker - Damage/Endurance/Recharge (34) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (36) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 30: Maneuvers (A) Red Fortune - Defense/Endurance (36) Red Fortune - Defense/Recharge (36) Red Fortune - Endurance (37) Red Fortune - Defense/Endurance/Recharge (37) Red Fortune - Defense Level 32: Tactics (A) Adjusted Targeting - To Hit Buff (39) Adjusted Targeting - To Hit Buff/Recharge (39) Adjusted Targeting - To Hit Buff/Endurance/Recharge (39) Adjusted Targeting - Endurance/Recharge (40) Adjusted Targeting - To Hit Buff/Endurance (40) Adjusted Targeting - Recharge Level 35: Sweeping Strike (A) Armageddon - Damage/Recharge (40) Armageddon - Accuracy/Damage/Recharge (42) Armageddon - Accuracy/Recharge (42) Armageddon - Damage/Endurance (42) Armageddon - Chance for Fire Damage (43) Eradication - Chance for Energy Damage Level 38: Focused Accuracy (A) Empty Level 41: Physical Perfection (A) Regenerative Tissue - +Regeneration (46) Miracle - +Recovery (46) Power Transfer - Chance to Heal Self (48) Numina's Convalesence - +Regeneration/+Recovery (48) Panacea - +Hit Points/Endurance (48) Performance Shifter - Chance for +End Level 44: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 47: Taunt (A) Perfect Zinger - Chance for Psi Damage Level 49: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Sprint
  4. I have a 50 DB/Fire brute. I took the whole primary to have all the combos, and Taunt because it is handy and needs no slots. I skipped Fiery Embrace as well as Rise of the Phoenix in Fire. My understanding is that FE was eminently skippable: it was really only beneficial to fire-based attacks, and Dual Blades isn't. My main attack combos now are Attack Vitals and Sweep. On the other hand, I rely on the combos with Nimble Slash when exemped. I could drop Blinding Feint - I gather that Fiery Embrace would take the same set, which is rather ad hoc in any case. This wasn't really a carefully planned build, as you can see by the separation of the two Steadfast pieces that prob'ly ought to be together, maybe put all that stuff in Temperature. Is Fiery Embrace really worth having? Isn't it weak and skippable unless your primary is also Fire/ ? Don't want to lose the Kinetic Combat in Nimble Slice either. Again, this isn't a 'plan' build, I don't have a Mid's for it. This is just the picture I took planning for a respec so I remember to put most things back where they were.
  5. So here is my concept. I am a dark elf immigrant from one of Portal Corps many adventures into other realms. My character helps an away team make it back to Paragon Prime and I ask to join them. As thanks for rescuing and guiding them to safety they bring me back and Numina herself sponsors me, finding my mix of dark magics and combat prowess interesting. Visually I like everything that is going on there. Here is the thing: I haven't touched DB since well before the fall of live. I am hoping that there are some skip-able powers here because I am starved for slots. What combos should I be focusing on? Right now I am only 18 and Empower feels ok but the animation investment is a little rough for psudo-buildup I think. Weaken is also somewhat bland feeling. I certainly don't feel more survivable when the mobs are "WEAKENED!". I really only need the general DB advice but seeing as the title is searchable posting builds for future readers would also be a welcome way of forwarding discussion on the topic. Thank you for spending the time to read this.
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