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  1. So after reading the Poison guide and some other threads that talk about the power set, I decided I wanted to try it out for myself. I opted to pair it with Dual Pistols, another set I've never played (despite its popularity). I used a bit of the information I found in the related threads to put this build together, but I've only just started leveling my Defender (really, more of an Offender), and its only up to the mid-20s. As a result, I don't know how sound these picks are. Please, let me know if I'm doing something wrong, or could have made some better choices. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Aisling Green: Level 50 Technology Defender Primary Power Set: Poison Secondary Power Set: Dual Pistols Power Pool: Leadership Power Pool: Speed Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Envenom -- EndRdx-I(A), AchHee-ResDeb%(3) Level 1: Pistols -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(3), SprVglAss-Acc/Dmg/EndRdx(5), ShlBrk-%Dam(5), TchofLadG-%Dam(7), GldJvl-Dam%(7) Level 2: Weaken -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/EndRdx/Rchg(9), CldSns-ToHitDeb/EndRdx/Rchg(9), CldSns-%Dam(11) Level 4: Maneuvers -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), LucoftheG-Def/EndRdx(15), LucoftheG-Def/EndRdx/Rchg(17), ShlWal-ResDam/Re TP(17), Rct-ResDam%(19) Level 6: Assault -- EndRdx-I(A) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 10: Swap Ammo Level 12: Super Speed -- BlsoftheZ-ResKB(A) Level 14: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(21), GssSynFr--Rchg/EndRdx(23), GssSynFr--ToHit/EndRdx(23), GssSynFr--Build%(25) Level 16: Bullet Rain -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(25), SprVglAss-Acc/Dmg/EndRdx/Rchg(27), FrcFdb-Rechg%(27), OvrFrc-Dam/KB(29) Level 18: Paralytic Poison -- Lck-Acc/Hold(A) Level 20: Suppressive Fire -- Dvs-Acc/Dmg/Rchg(A), Dvs-Hold%(29), GldJvl-Dam%(31), GldNet-Dam%(31), GhsWdwEmb-Dam%(31), NrnSht-Dam%(33) Level 22: Vengeance -- LucoftheG-Def/Rchg+(A) Level 24: Elixir of Life -- RechRdx-I(A) Level 26: Poison Trap -- FuroftheG-ResDeb%(A), Obl-%Dam(33), Erd-%Dam(33), NrnSht-Dam%(34), GhsWdwEmb-Dam%(34), UnbCns-Acc/Rchg(34) Level 28: Executioner's Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(36), SprDfnBst-Dmg/EndRdx/Rchg(36), SprDfnBst-Acc/Dmg/EndRdx(36), SprDfnBst-Acc/Dmg/EndRdx/Rchg(37), SprDfnBst-Rchg/Heal%(37) Level 30: Antidote -- StdPrt-ResDam/Def+(A) Level 32: Venomous Gas -- AchHee-ResDeb%(A), DarWtcDsp-ToHitDeb/EndRdx(37), DarWtcDsp-ToHitdeb/Rchg/EndRdx(39), DarWtcDsp-ToHitDeb(39), DarWtcDsp-Slow%(39) Level 35: Piercing Rounds -- PstBls-Dam%(A), PstBls-Acc/Dmg(40), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rchg(40), PstBls-Dmg/Rng(42) Level 38: Hail of Bullets -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(43) Level 41: Dominate -- UnbCns-Acc/Hold/Rchg(A), Lck-%Hold(45), UnbCns-Dam%(45), NrnSht-Dam%(45), GhsWdwEmb-Dam%(46), GldNet-Dam%(46) Level 44: Mind Over Body -- GldArm-3defTpProc(A), UnbGrd-Max HP%(46), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 47: World of Confusion -- CrcPrs-Conf/EndRdx(A), CrcPrs-Conf%(50) Level 49: Alkaloid -- Prv-Absorb%(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(11), Mrc-Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1500;732;1464;HEX;| |78DA6594CB4F135114C6EF748622A53C4A8B8014A1BC29B4B63C7CAC88CA230A984| |68DDB3A29433B4999693A2581A50BFF01376ED528E2C6853C24BAF20F7065DCB931| |31EA063441125F301EE63BB6249DA4F9DDFB9D7BCEFDEE99B99D5B9EF03E9FBE332| |EA4DACB59D5B29213DA8266CC6B79CF4D2D9531CCAC995E11F4D45CD4ADAC6EA43B| |A6F39A66549212F8BF3279696961219A3075CB348245F1BA6AA4B5F9E8C4929A4D2| |674AB60662D519730CD6C745653698195D1731E677E23A769F3016738B99CD3F2FA| |A26614D4826E1AD58E3895D5D399426032A7A7A2096B2595D153C939D52A68F9956| |6F211A69FDD2BF8B1251122C415E17AE312C2AF88787D315621C614C462A032C274| |CB42B429C2FDD6E5CCDD43B2932BFA8490902B4B9F5CCE9A135F989F41CF57D0474| |D9125EC23374A4E9DDA03E1C46AEB31AFF7336764870D7B4CCAAD40AEA860FF9DA4| |5542932A07A1353047E94C5588D95DB4AE9A73AB3FC0BF9FB41AF652F3185AE0097| |3153CF994B906363F03C7A8761DCEACD4C5D19FE661F0D428F32ED6063FC2BF427D| |F22147F8F6113B4B75FCDC77FF2A7C07D7C0D343C83B3DC95C445F3A54C9E95780F| |C3772BD46EEA58BF66862AD89FB50415A0BEFD1328E5A1D82B98BF712E29A21DE23| |340D7FE7C85F2BE7B6BE404ED73A7383B909766F315F8232EDDBC65EDA9A50DF4D5| |A3B7AAEB4F3B7D7FD0A7BF56E33B798AFC1F3E4A1937BDDB98D33F5AD3337989BE0| |C0167881727AD877CF1FD419F8CB3C00C3874C9BC93D7947E8E7DCFE29C4867E33A| |F30B95F11EE5784DFD17BC2209F6F70185AE41778E607739FF913DCF30A11E56F38| |7A1BF5E32A78487736C63D8CED607D5029DED5A34FDBB6C54CB8A8D8E1B268AC4C8| |997292365CA6899327BA4F01D1255F077ADA4D909A5F83F202427A38ADE82CCBE76| |3C14E56C2982B7F4ADA4B9A45BE8A42784537AAFD2BC4F11BBC7F3FA91F7BDA449D| |27D38F1DE031FF84AB7FEE1D198F77F746C3C4B572ECEE37FE884F19B| |-------------------------------------------------------------------|
  2. One thing I'd really like to work on, if possible, is to create a group repository of information on Sentinels as a whole, explaining what makes a strong pairing from each primary to each secondary and all of the pool powers, as well as what distinguishes Sentinels from Scrappers and Blasters. I understand that this is a big undertaking, but I think it could be extremely helpful to new players. I have some thoughts on these subjects, but the fact of the matter is, I didn't play CoX live at a very high level of proficiency and there are limits to how much I've experienced in Sentinel as-is. I will say that i would like to avoid contributions from people who are of the position that there is no such thing as a weak choice of powerset in CoX, or of the position that any powerset is so bad it should not be taken by anyone with an interest in m making the most of their characters. I believe it is possible and responsible to speak in general terms about average player performance and also support a diversity of interests. There is no wrong way to play, but I want players to be reasonably well-informed going into their choices -- at least, if they want to be. Some enjoy the discovery! I think the best way to create such a project would be for people to submit "sets" of opinions, where they analyze multiple different powersets in compare and contrast, so that we can get a feel for each reviewer's independently, then have a "czar" for that powerset synthesize all the submissions into something that succinctly reflects the consensus and any important divergences thereof. However, that assumes a large interest in this project. I don't know if anyone else would be interested in contribution. Also, accepting general feedback at this stage. Post inspired in part by @oldskool and their excellent comments in various threads. Set Sign-Up Sheet List of posters reviewing what powersets. Set Name Reviewer 1 Reviewer 2 Reviewer 3 Reviewer 4 Primaries Archery @drbuzzard @oldskool Assault Rifle @oldskool @Sunsette Beam Rifle @Sunsette [X] Dark Blast @drbuzzard @oldskool Dual Pistols @oldskool [X] Energy Blast @Sunsette [X] Electric Blast Fire Blast @drbuzzard Ice Blast Psychic Blast @drbuzzard @oldskool Radiation Blast Sonic Attack Water Blast @drbuzzard Secondaries Bio Armor @drbuzzard Dark Armor @oldskool Electric Armor @Hopeling[X] Energy Aura @Sunsette [X] Fiery Aura @drbuzzard Ice Armor Invulnerability @Sunsette [X] Ninjitsu @drbuzzard @oldskool [X] Radiation Armor @Destlin Regeneration Super Reflexes @Sunsette [X] @drbuzzard Willpower @drbuzzard @oldskool [X] Epic Pools Dark Mastery Electricity Mastery @Sunsette Fire Mastery @Sunsette Ice Mastery @Sunsette Ninja Tool Mastery Psionic Mastery @Sunsette Leviathan Mastery Mace Mastery Mu Mastery Soul Mastery Utility Pools Concealment @Sunsette Fighting @Sunsette Flight @Sunsette Leadership @Sunsette Leaping @Sunsette Medicine @Sunsette Presence @Sunsette Sorcery @Sunsette Speed @Sunsette Teleportation @Sunsette We can have more reviewers than four, but I chose not to assume everyone in the world ever would want to participate in this. I'll increase the number of slots if necessary. I intend to do the synthesizing of reviews into a coherent whole and will also be doing primary reviews on a number of sets; please feel free to keep me honest and call me on my shit if you think I've done a poor job somewhere. I'm initially going to be conservative on picking sets and stick to ones I feel I have a very, very strong grasp on; I'll branch out to ones I feel I have an OK grasp on if we have a lot of holes. If you're interested in submitting a review, this is the current format. Submissions are not yet open, but will be soon barring major disagreements. Set Review Format (Tentative) Powerset Name Basic Qualities:0 If damage primary: High/Med/Low Single-Target Damage1, High/Med/Low AoE Damage2 (# Cones/# Spheres/# PBAoEs)3, High/Med/Low Control4 If survival secondary: High/Med/Low HP/Healing5, High/Med/Low Defense6, High/Med/Low Resistance7, High/Med/Low "Clicky-ness"8. If pool: The main purpose of this pool. Special Qualities: For primaries, list secondary effects here: knockback, knockdown, stun, -regen, -res, -def, etc. Do not include the benefits of Passive or Active Opportunity. For secondaries, list things that aren't defense, resistance, healing, absorbs, or max HP here. So +recharge, defense debuff resistance, any notable mez protection the set lacks or is weak in, etc. If pool: Can skip Other: Anything else that you think should be noted about this powerset. Significant changes in this powerset from their implementation on other archetypes should go here. Beginner's Notes: Any powers or strategies that are especially beneficial to low level or new players to this set. This is a good place to put down slotting ideas for before level 50 (keep it to under 10 million inf. costs please) as well as early level rotations. Skippables/Must-Haves: For primaries or secondaries, list the powers that typically are considered optional or bad. For pools, list powers that are the strongest in the set. Whenever possible, please explain your reasoning. Advanced Slotting: L50 builds. (sky's the limit for budget). Whenever possible, please explain your reasoning. This will probably be a pretty long section that needs subdivisions, I'll work on this some more. Base Rotation: The standard attack rotation leveling up or at early 50s, for people to refine. Note any cooldown benchmarks that may be necessary for a specific rotation if it requires over 70% or so enhancement or global recharge. Complementary Choices: Suggest any primary, secondary, or pool (save ones that are mutually exclusive with this one) that synergizes with this one, and explain why. Ex: Energy Blast synergizes well with pools that contain an AoE immobilize with knockback protection and a strong melee attack to make the most of position with Nova; Dark Blast synergizes well with Dark Mastery to completely floor the opponents' accuracy. Whenever possible, please explain your reasoning. Incarnates: Would skip this for pool powers generally speaking, but incarnate powers that pair notably well with this powerset. Whenever possible, please explain your reasoning. 0 All measures assuming fully geared and incarnated at 50; this is just so we have an empirical baseline. 1 High: ST damage of approximately ≥230+ DPS. // Medium: ST damage of approximately 190 DPS. // Low: ST damage of approximately ≤160 DPS. If damage type is mostly Smashing or Lethal, consider it one tier lower. 2 High: Has 3+ AoEs. // Medium: Has 2 AoEs. // Low: Has 1 AoE. If damage type is mostly Smashing or Lethal, consider it as having one fewer AoE. 3 The breakdown of the number and type of each AoE type. 4 High: Reliably reduces incoming damage from the average pack of enemies by 50% or more. // Medium: Reliably reduces incoming damage from the average pack of enemies by about a third or a quarter. // Low: Controls can be beneficial sometimes but not to be relied upon. 5 High: Unaided, can heal or absorb a third of base Max HP (400) every 10 seconds or less. // Medium: Unaided, can heal or absorb a third of base Max HP (400) every 20 seconds or so. // Low: Unaided, can heal or absorb a third of base Max HP (400) every 40 seconds or more. Does not include the benefits of Defensive Opportunity. 6 Use values derived from Reistorm's chart located here. High: Gets S/L/E or all Positional to ≥32.5%. // Medium: Gets some of S/L/E or Positional to ≥32.5%, or gets all of S/L/E to 20%+. // Low: Any other result. 7 Use values derived from Reistorm's chart located here. High: Gets S/L to ≥45% or S/L/E to ≥30%. // Medium: Gets S/L or E o to ≥45%, or gets all to 20+%. // Low: Any other result. 8 High: Has 2+ abilities with an enhanced cooldown of a minute or less used frequently. // Medium: Has an ability virtually used on 'autocast' or an ability with an enhanced cooldown of a minute or less that otherwise needs to be frequently used for a non-healing purpose. // Low: Active abilities with enhanced cooldowns of a minute or less are rarely used for any purpose but an emergency heal. Outline (Tentative) Why Play a Sentinel? Seize the Opportunity: Sentinel Basics The Never-Ending Battle: Attack and Defense Mechanics Zoom and Enhance: Enhancement Mechanics Four-Color Fantasy: Leveling Red, Blue, Gold, and Black Primary Colors: Blast Powerset Reviews Secondary Strategies: Defensive Powerset Reviews Fly Like an Eagle: Utility Pool Reviews EPIC!: Epic Pool Reviews The Alpha and the Omega: Incarnate Mechanics A Few Provisos: Badges, Macros, and other Miscellany At the moment these are all things I intend to write myself, but I will gladly take volunteers for any sections.
  3. First there was Time/Dual Pistols/Dark ... the original No Escape build. I posted that build on 15 May 2019. Then I revised it into the Time/Dual Pistols/Soul ... Yet Another No Escape build. Posted that updated build on 17 July 2019. And now, thanks to the work I've been doing updating my Gravity/Time/Primal Controller build as well as my Ninja/Time/Mace Mastermind build, which has gotten some truly scary results(!) as far as I'm concerned (and I'm not talking about the WALL OF TEXTS CRITS YOU!!! that was needed to explain it all) ... it's time to come full circle back to Time/Dual Pistols/Soul and do some updating with the new sets released with Issue 26 Page 5 ... specifically, the Bombardment and Synapse's Shock sets. And if you've been reading my new Controller and Mastermind build posts, you're going to see a LOT of commonality with what I've got going on here ... because it WORKS. Defenses are also reasonably well covered in this build, with debuffing from Time's Juncture stacking with defense buffing from Farsight to reach the 45% defensive softcap versus +0 $Targets ... before being buffed by Power Boost. Slots got "pirated" from Tactics (relative to previous builds) so as to distribute elsewhere for greater effect. The switch to slotting up Temporal Mending with the full Regenerative Tissue set along with Temporal Selection getting the full Preventative Medicine set is now a standard feature of all of my Time Manipulation builds. The combination of these two powers in team play is just too valuable to ignore, especially when Temporal Selection can be spread around to up to 4 Allies simultaneously, increasing the healing and regeneration buffing they get out of Temporal Mending ... is just too good. It's certainly worth all of the slots previously dedicated to Tactics in pursuit of a +2.5% Defense vs All set bonus to be able to have Regenerative Tissue AND Temporal Mending (both) in the same build, slotted up with Regenerative Tissue and Preventative Medicine respectively. I also reshuffled slots to devote a greater allocation to Slowed Response, owing to how it's possible to put 2 damage procs (Shield Breaker and Touch of Lady Grey) along with a -Resistance debuff proc (Achilles' Heel) and watch all three of them have a 90% chance to proc in a 25 ft radius Click power that can be used twice per minute to inflict some serious resistance debuffing on a (herded) pile of $Targets. Turning Slowed Response into a proc monster damage, defense AND resistance debuffing AoE power like I've been doing is also too good to ignore so it makes another appearance here. A lot of the other build design elements seen in previous posts recur here, albeit with some tweaks and changes. The biggest change, wrought by the new Issue 26 Page 5 sets ... Bombardment specifically ... made it possible to reslot Empty Clips, Bullet Rain and Piercing Rounds in such a way as to generate a massive global range buff for the entirety of the build as a whole. 80 ft base range powers now have a 98 ft range thanks to global buffs before Incarnates. Empty Clips reaches all the way out to ~74 ft range! Piercing Rounds is turned into a multi-target "snipe" power that has a range of ~142 ft(!) and can hit up to 3 $Targets (with a 9.9 ft cone "width" at 142 ft 4º cone distance). Can you say Hover Offender? Where there is altitude, there is SAFETY ... Slotting for Pistols, Dual Wield and Suppressive Fire got reshuffled, so as to put the Decimation Build Up proc into Suppressive Fire (of all places...) for a whopping 36.12% chance of a Build Up proc(!) ... which is more than double the 6.5% chance the same slotting had in Pistols in the prior builds. This in turn makes the Suppressive Fire > Pistols > Dual Wield > Pistols > Piercing Rounds single target attack chain FAR more deadly and dangerous! It also means that against multiple $Targets the Suppressive Fire > Empty Clips > Bullet Rain > Pistols > Piercing Rounds attack chain is also FAR more deadly and dangerous! The Defender ATO procs have been moved into Pistols and Dual Wield, where they can (average) ~24% and ~38% proc chances, respectively ... yielding PBAoE Absorb bubbling and PBAoE Healing as a regular "feature" of the single target attack chain at ALL Exemplar levels, for best defensive performance from the build. Empty Clips and Bullet Rain retain their Force Feedback procs (and gain the Bombardment proc in an effort to avoid recharge enhancement from the Bombardment set) which should proc fairly reliably when used in Target Rich Environments™. Even better yet, it only takes 3 Force Feedback procs per 90s to make Chrono Shift perma ... and only 8 Force Feedback procs per 120s to make Hasten perma ... both of which are QUITE doable, even when soloing. So these AoE attack powers are the "accelerant" to your entire build, and using them while under the effects of a Build Up proc from Decimation in Suppressive Fire and/or Gaussian's Synchronized Fire Control in Tactics will DRAMATICALLY magnify the amount of AoE damage that Empty Clips and Bullet Rain can deliver (especially when both proc and stack!). Suppressive Fire is where some SERIOUSLY major Proc Fu changes occured, due to discussions with @Bopper that you will see later below the build post, as well as a bit of inspiration provided by @Xandyr in the Nature/Dual Pistols thread that prompted me towards this discovery ... which essentially entailed cannibalizing Executioner's Shot (both power pick and slots) so as to 6-slot Suppressive Fire for damage procs and the Decimation Build Up proc (with a 36.12% proc chance per repeating attack rotation!). This then opened up a power pick slot for adding Soul Storm as the Level 49 power pick, making it possible to not only have 3 Hold powers in the build(!) ... but also 3 Hold powers with enough duration to double stack their Hold mag before increasing their durations with Power Boost. This means that this particular build can potentially lock down as many as 3-6 single $Targets simultaneously (or even more, given time to do so with Power Boosted durations) OR assist a Controller or Dominator with building a deep enough Hold mag stack to successfully Hold an AV through Purple Triangles of Doom, with Time Crawl and Time Stop assisting with Regeneration debuffing during the effort (just need to refresh Time Crawl once every ~20s). It's at this point that I want to point out that this build isn't anywhere NEAR as "locked in" to its power picks and slotting as it might at first appear. There are some fungible elements to it. The first and most obvious fungible item is that some people just do not want to have Dual Wield in their builds. In this case ... that's okay. It is perfectly possible to reshuffle power picks (and timing of when slots are added to powers) so as to swap the choice Dual Wield at Level 2 for Executioner's Shot at Level 28. Note that doing this has repercussions for the build when Exemplared to Levels 1-22, due to the lack of access to Executioner's Shot at those lower levels. However, if such a swap suits you ... by all means, go ahead and shuffle/swap the powers and slots around to suit yourself. Another point of fungibility is the slotting of the Defender ATOs. It's perfectly possible to swap the first 3 slots between the two powers (either Pistols and Dual Wield or Pistols and Executioner's Shot) so as to capture an even greater global set bonus boost to Range over the build I'm presenting here. The reason why I didn't opt for that option was because I felt that the additional gain in Range was marginal verging on superfluous (it's like +6 ft for some powers) while costing some Defense vs Ranged and AoE that while not "critical" per se would mean falling below the 45% Defensive softcap when combining with the -ToHit debuffing of Time's Juncture against +0 Foes. Given how ... aggressively ... I plan to play this build (and would encourage others to play this build!) I decided that the global bonuses to Defense were more valuable overall than pulling that last little bit of extra Range out of the build. So very much a compromise on my part for a slightly more "balanced" build when fully built out and operational. A third major point of fungibility, pointed out by @Bopper below, would be dropping Soul Drain in favor of Dark Embrace at Level 44. This change would enable slotting of (both) the +3% Defense vs All Resistance set IOs and free up as many as 4 slots for the rest of the build, which could then be spent on Karma in Hover (Knockback Protection), Kismet in Hover (ToHit buffing), Steadfast Protection in Dark Embrace (Knockback Protection and +3% Defense vs All plus set bonuses), the Annihilation proc in Piercing Rounds (Resistance debuffing) and/or the Entomb proc in Soul Storm (Absorb shielding plus recharge for better uptime on Soul Storm). This change would increase Defense vs All of the build as a whole while also increasing the Smashing, Lethal, Toxic and Negative Energy Resistances of the build, for a more defensive than offensive overall build posture. On that basis alone, it is certainly an option worth considering, given the merits relative to being able to have Soul Drain on a 50% (or better) uptime for increased offensive throughput. However, Soul Drain requires clusters of $Targets to drain (at the right times) while the Dark Embrace option is fully self-contained and does not require $Targets of Opportunity in order to function, so there is definitely a tradeoff to be had here in terms of offense versus defense/resistance. So overall, I would like to think that this rebuild is even stronger, more deadly, more dangerous (to foes), more supportive (to allies) and just all around MORE than either of my previous builds for this purpose were able to achieve. I also like to think that with the Bombardment sets and the Defender ATO slotting that this build starts to rival (and surpass?) Assault Rifle for range ... using (Dual) Pistols ... And then there's that Suppressive Fire, Time Crawl+Time Stop and Soul Storm (mmmm ... Soul Storm ... 😎) combination for exerting battlefield control above and beyond what you can do with Slowed Response, Distortion Field bringing the AoE debuffing while Temporal Mending, Temporal Selection, Farsight and Chrono Shift bring the AoE buffing for yourself and others. Say Your Bullet Time Prayers indeed! So ... with the obligatory preamble completed (with a lower word count than I've been posting lately...) let's get on with the build specs, shall we? Oh and just in case it wasn't obvious ... there's an attuned 50 build in the alternate slots if you download the .mxd file that I've provided.
  4. I have a number of builds that I want to post to see how others would build them and blend them with mine to make mine even better. All builds would have to be playable at every level so skipping early level attacks to focus on Incarnate content isn't what I am looking for. I generally maximize for defense and recharge. Influence is not really an obstacle. This particular build is a blend of my original and one from Crysis I was looking at on BigJimPringles post. Let me know your thoughts please. Thanks in advance. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Double Barrel Darryl: Level 50 Natural Blaster Primary Power Set: Dual Pistols Secondary Power Set: Devices Power Pool: Force of Will Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Dual Wield -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(7), SprWntBit-Rchg/SlowProc(17), SprWntBit-Acc/Dmg/EndRdx(25), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(31) Level 1: Toxic Web Grenade -- HO:Endo(A) Level 2: Empty Clips -- Rgn-Dmg(A), Rgn-Dmg/Rchg(3), Rgn-Acc/Dmg/Rchg(3), Rgn-Acc/Rchg(5), Rgn-Dmg/EndRdx(5), FrcFdb-Rechg%(7) Level 4: Caltrops -- PcnoftheT-Acc/Slow(A) Level 6: Swap Ammo Level 8: Bullet Rain -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(45) Level 10: Targeting Drone -- GssSynFr--ToHit(A), GssSynFr--Build%(17), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(43) Level 12: Suppressive Fire -- Apc-Dmg(A), Apc-Dmg/Rchg(13), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(15), Apc-Dmg/EndRdx(15) Level 14: Mighty Leap -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(45) Level 16: Smoke Grenade -- HO:Lyso(A) Level 18: Executioner's Shot -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(21), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(23), SprBlsWrt-Rchg/Dmg%(43) Level 20: Field Operative -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(21), RgnTss-Regen+(34) Level 22: Combat Jumping -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(23) Level 24: Kick -- Acc-I(A) Level 26: Piercing Rounds -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(27), SprFrzBls-Acc/Dmg/EndRdx(27), SprFrzBls-Acc/Dmg/Rchg(29), SprFrzBls-Dmg/EndRdx/Acc/Rchg(29), SprFrzBls-Rchg/ImmobProc(31) Level 28: Trip Mine -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(37), Arm-Dam%(37) Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-ResDam/EndRdx(48), UnbGrd-EndRdx/Rchg(48), UnbGrd-Max HP%(50) Level 32: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34) Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(36), LucoftheG-EndRdx/Rchg(37), LucoftheG-Def/EndRdx/Rchg(39), Rct-ResDam%(40) Level 38: Gun Drone -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Rchg(40) Level 41: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(42), HO:Cyto(43) Level 44: Weaken Resolve -- AchHee-ResDeb%(A) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Unleash Potential -- LucoftheG-Def/Rchg(A), LucoftheG-Def/Rchg+(50), RechRdx-I(50) Level 1: Brawl -- Acc-I(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(45), Mrc-Rcvry+(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(25) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition ------------
  5. Hey guys, So I had a DP/Ice Blaster back in the day and I think it's time to get her going again. Anyone got a good "general starting point" build handy, or even just some general tips/advice on things that worked for you with this combo? (I'm away from my Mids PC right now, which is why I'm asking here instead of noodling around Mids myself.) Thanks, Generator
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