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Posted

The other evening, my beloved Hexquisite reached 50. She's my first - including the years I spent on live- and I want to treat her to a full makeover before moving on to Incarnation (which is going to be a whole different can of 'what the hell am I looking at?') She's a classy lady, and deserves it.

 

I spent more time than I want to admit working through a respec on Mids. Unfortunately, I am not someone for whom numbers make sense, and the more I stare, the more convinced I am that my dyscalculia is causing me to flip or miss things. And, simply put, I have never done this; on live, I slotted what I could afford and what looked useful, barely paying attention to sets or the type. 

 

So, basically, is there anyway I can improve this? I attempted a bit of a focus on defense/resistance, but not so much that I would lose out on damage. Hexy doesn't tank unless absolutely necessary, but I like being able to laugh off as much damage as possible. I'm willing to change almost any power selection, with the exception of Mystic Flight (Sorcery!), which I need for Thematic Reasons, and Laser Beam Eyes, because they are FRICKIN' LASERS that shoot FROM MY EYES!*

 

Due to my moderately-ebil ways, funds are not a concern. Any assistance will be bring about my utter adoration.

 

 

*I will, sadly and reluctantly, get rid of Laser Beam Eyes if a convincing option is presented.

 

 

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!

Hexquisite: Level 50 Magic Brute
Primary Power Set: Psionic Melee
Secondary Power Set: Invulnerability
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Mental Strike

  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (7) Kinetic Combat - Damage/Endurance: Level 35
  • (13) Kinetic Combat - Damage/Recharge: Level 35
  • (31) Kinetic Combat - Damage/Endurance/Recharge: Level 35

Level 1: Resist Physical Damage

  • (A) Impervium Armor - Resistance: Level 40
  • (7) Impervium Armor - Psionic Resistance: Level 40
  • (15) Impervium Armor - Resistance/Recharge: Level 40

Level 2: Psi Blade

  • (A) Hecatomb - Damage: Level 50
  • (9) Hecatomb - Damage/Recharge: Level 50
  • (15) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (34) Hecatomb - Accuracy/Recharge: Level 50
  • (42) Hecatomb - Damage/Endurance: Level 50
  • (43) Hecatomb - Chance of Damage(Negative): Level 50

Level 4: Temp Invulnerability

  • (A) Unbreakable Guard - Resistance: Level 40
  • (9) Unbreakable Guard - Resistance/Endurance: Level 40
  • (17) Unbreakable Guard - Endurance/RechargeTime: Level 40
  • (34) Unbreakable Guard - RechargeTime/Resistance: Level 40
  • (39) Unbreakable Guard - Resistance/Endurance/RechargeTime: Level 40
  • (45) Unbreakable Guard - +Max HP: Level 40

Level 6: Mystic Flight

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50

Level 8: Telekinetic Blow

  • (A) Superior Blistering Cold - Accuracy/Damage: Level 50
  • (11) Superior Blistering Cold - Damage/Endurance: Level 50
  • (19) Superior Blistering Cold - Accuracy/Damage/Endurance: Level 50
  • (34) Superior Blistering Cold - Accuracy/Damage/Recharge: Level 50
  • (45) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 50
  • (50) Superior Blistering Cold - Recharge/Chance for Hold: Level 50

Level 10: Resist Elements

  • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 40
  • (11) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (21) Impervium Armor - Psionic Resistance: Level 40

Level 12: Psi Blade Sweep

  • (A) Superior Brute's Fury - Accuracy/Damage: Level 50
  • (13) Superior Brute's Fury - Damage/Recharge: Level 50
  • (23) Superior Brute's Fury - Accuracy/Damage/Recharge: Level 50
  • (37) Superior Brute's Fury - Damage/Endurance/RechargeTime: Level 50
  • (40) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge: Level 50
  • (46) Superior Brute's Fury - Recharge/Fury Bonus: Level 50

Level 14: Kick

  • (A) Touch of Death - Chance of Damage(Negative): Level 40

Level 16: Unyielding

  • (A) Aegis - Resistance/Endurance: Level 50
  • (17) Aegis - Resistance/Recharge: Level 50
  • (25) Aegis - Endurance/Recharge: Level 50
  • (37) Aegis - Resistance/Endurance/Recharge: Level 50
  • (46) Aegis - Resistance: Level 50
  • (50) Aegis - Psionic/Status Resistance: Level 50

Level 18: Tough

  • (A) Impervium Armor - Resistance/Endurance: Level 40
  • (19) Impervium Armor - Resistance/Recharge: Level 40
  • (25) Impervium Armor - Endurance/Recharge: Level 40
  • (33) Impervium Armor - Resistance/Endurance/Recharge: Level 40
  • (37) Impervium Armor - Resistance: Level 40
  • (43) Impervium Armor - Psionic Resistance: Level 40

Level 20: Resist Energies

  • (A) Impervium Armor - Resistance/Recharge: Level 40
  • (21) Impervium Armor - Resistance: Level 40
  • (27) Impervium Armor - Psionic Resistance: Level 40

Level 22: Weave

  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (23) Luck of the Gambler - Defense/Recharge: Level 50
  • (29) Luck of the Gambler - Defense: Level 50
  • (36) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
  • (39) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
  • (43) Luck of the Gambler - Endurance/Recharge: Level 50

Level 24: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50

Level 26: Greater Psi Blade

  • (A) Superior Unrelenting Fury - Accuracy/Damage: Level 50
  • (27) Superior Unrelenting Fury - Damage/RechargeTime: Level 50
  • (31) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime: Level 50
  • (36) Superior Unrelenting Fury - Damage/Endurance/RechargeTime: Level 50
  • (40) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime: Level 50
  • (46) Superior Unrelenting Fury - RechargeTime/+Regen/+End: Level 50

Level 28: Invincibility

  • (A) Shield Wall - Defense/Endurance: Level 50
  • (29) Shield Wall - Defense/Recharge: Level 50
  • (31) Shield Wall - Endurance/Recharge: Level 50
  • (40) Shield Wall - Defense/Endurance/Recharge: Level 50
  • (45) Shield Wall - Defense: Level 50
  • (48) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

Level 30: Concentration

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50

Level 32: Mass Levitate

  • (A) Superior Avalanche - Accuracy/Damage: Level 50
  • (33) Superior Avalanche - Damage/Endurance: Level 50
  • (33) Superior Avalanche - Accuracy/Damage/Endurance: Level 50
  • (42) Superior Avalanche - Accuracy/Damage/Recharge: Level 50
  • (48) Superior Avalanche - Accuracy/Damage/Endurance/Recharge: Level 50
  • (50) Superior Avalanche - Recharge/Chance for Knockdown: Level 50

Level 35: Superior Conditioning

  • (A) Performance Shifter - EndMod: Level 50
  • (36) Performance Shifter - Chance for +End: Level 50

Level 38: Tough Hide

  • (A) Reactive Defenses - Scaling Resist Damage: Level 50
  • (39) Reactive Defenses - Defense: Level 50

Level 41: Physical Perfection

  • (A) Performance Shifter - EndMod: Level 50
  • (42) Performance Shifter - Chance for +End: Level 40

Level 44: Laser Beam Eyes

  • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50

Level 47: Combat Jumping

  • (A) Kismet - Accuracy +6%: Level 30
  • (48) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 30

Level 49: Focused Accuracy

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Fury 


Level 1: Sprint
  • Like 1
Posted (edited)

Well first... CONGRATS!!!!! 

Second, what you have ain't bad.  It never hurts to get a second set of eyes on a build so I'll tell you what I think is a point or more to consider.  

 

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1) Your defense is a bit lopsided.  Its awesome that it is as high as it is to Smashing, Lethal, Fire and Cold.  However, you could scale that back a little bit if you wanted.  Invincibility gives you more defense the more enemies that are in range.  (It scales to hit for you as well!).  At 10 targets you hit 59.5% defense to S/L which is amazing and would be very nice if you wanted to be tanky in Incarnate content.  If you're not looking to tank though, do you need it be that high?  Invincibility plus that Kismet IO make Focused Accuracy superfluous.  The other reason I bring this up is that Energy attacks can be annoying too, but your overall defense to that category isn't as high.  In the build below, I wanted to shoot for a rough 32% defense to most things. That's a very common sweet spot I like to go for.  This means with full saturation of Invincibility you'd hit 46% S/L and 42% to E/N/F/C.  Not quite Incarnate tanking, but again does it need to do that?

2) You skipped Dull Pain.  Its a big hit point buff.  Your build has 1729 HP.  The build I made has 1662 HP... but Dull Pain makes this 2554 while it is active.  I didn't include Hasten to make it perma and probably don't need to go that far.  Still, Dull Pain is worth having even if you just use it for the healing effect it can provide.  

 

3) You could probably scale back some costs from the Winter sets if you consider #1.  

4) I'd swap the slotting of Psi Blade and Greater Psi Blade (I did in the build below).  You could also run only 5 pc of Hecatomb + the Unbreakable Constraint proc from the Hold category in GPB.  That would get you an additional purple quality proc in that power.  You don't need it, but it is an option for more damage.  

5) I usually don't push off build-up powers, but I kept to the idea here.  I'd rather have Combat Jumping earlier with that Kismet unique there in case you exemplar for lower level TFs.  

That's about it for commentary.  As you can tell its not much.  I just have different preferences and milestones I like to hit.  

I find no reason to skip out on Mystic Flight if you want it.  Same goes for Laser Beam Eyes.  Hell, I frankensloted it to get you some minor Energy/Neg resistance just to mule.  However, if you want to zap some enemies it also includes the Achilles' Heel chance for resistance debuff and its general defense debuff is enhanced a bit.  Its not much of an attack as you have better options, but if you want to use it for utility, then go for it!  

For Incarnates, the world is your oyster as a Brute.  These aren't as dire to choose as they look and don't stress yourself worrying which is the strongest or blah blah.  You're not locked into your choices as you can craft any number of Incarnate options but you can only equip one from each category at a time.  So you could have side grades as alternative choices depending on content.  

 

Alphas, you could go for Musculature to get some damage, but it isn't critical for Brutes.  Agility is an option to squeeze a bit more defense and recharge as you're not heavily reliant on damage procs for functionality.  Agility would get Dull Pain near perma, and Ageless from the Destiny section would help lower that downtime more.  So you don't need Hasten here which is kinda neat too.  Cardiac could be another consideration for endurance relief and it would boost your elemental resistances a bit.  Its not critical either. 

 

Destiny, you have a lot of options here.  Its like the question of watching either Bad Boys 2 or Point Break.  Its not a matter of which one you watch, but which one do you watch... first.  Barrier will close some defensive gaps, Ageless will get you some offensive push, and Rebirth is underrated for its healing.  

 

Interfaces, I usually recommend either Reactive or Degenerative.  They are the best bets for general damage improvement, but you do you.  

 

Hybrids, you probably want to look at either Assault (for damage options) or Melee (for defensive options).  You can pretty much ignore the others.  

 

Lore, pick what you like.  There are some very clear winners for specific things, but in general they are relatively balanced.  

 

Judgment, Ion is simply one of the easiest to use since it chains to targets and has huge range.  Might/Void have some debuff potential, but there is no right or wrong choice here.  Take what suits you.  
 

[Edit, because building is fun... OPTIONS]

 

Option 1, mostly the same character with a few things shuffled. 

 

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Option 2, drops Mental Strike.  You should be able to chain Psi Blade - TK Blow - Psi Blade - Psi Blade Sweep and allow Greater Psi Blade to be available.  Dropping Psi Blade Sweep from that sequence means you'd need GPB to recharge within 4.884 seconds.  In order for that to happen, you could drop a power for Hasten, but I really don't think you need to go that far.  I haven't messed with Psi Melee though so I have no idea how this interacts with Insight and therefore, I could be very wrong about what to prioritize.  So the below is an option but should be weighed with caution. 

 

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Edited by oldskool
  • Like 1
  • Thanks 1
Posted
7 hours ago, oldskool said:

Well first... CONGRATS!!!!! 

Thank you!

 

7 hours ago, oldskool said:

Second, what you have ain't bad.  It never hurts to get a second set of eyes on a build so I'll tell you what I think is a point or more to consider.  

 

spacer.png

 

You had me at Clueless ❤️ I probably don't need to reply to every bit, but I probably will. I'm annoyingly thorough like that. 

 

7 hours ago, oldskool said:

1) Your defense is a bit lopsided.  Its awesome that it is as high as it is to Smashing, Lethal, Fire and Cold.  However, you could scale that back a little bit if you wanted.  Invincibility gives you more defense the more enemies that are in range.  (It scales to hit for you as well!).  At 10 targets you hit 59.5% defense to S/L which is amazing and would be very nice if you wanted to be tanky in Incarnate content.  If you're not looking to tank though, do you need it be that high?  Invincibility plus that Kismet IO make Focused Accuracy superfluous.  The other reason I bring this up is that Energy attacks can be annoying too, but your overall defense to that category isn't as high.  In the build below, I wanted to shoot for a rough 32% defense to most things. That's a very common sweet spot I like to go for.  This means with full saturation of Invincibility you'd hit 46% S/L and 42% to E/N/F/C.  Not quite Incarnate tanking, but again does it need to do that?

 

I had actually thought it was lower when I posted it. I kept losing defense in various areas and couldn't understand how, and adjusted things to try and get it back - then I realized that, when looking at Totals in Mids, you can remove a power from the total by clicking on it. So I hadn't actually lost anything, I'd just removed several from the calculation. That has been mostly fixed in my own build. I like being able to laugh off most attacks, so tend to go for defense/resistance before anything else, no matter the AT. But, it is/was pretty lopsided - I was over the useful cap in a few areas, and someone in-game told me I didn't need as much Psi defense as I apparently thought I did.

 

7 hours ago, oldskool said:

2) You skipped Dull Pain.  Its a big hit point buff.  Your build has 1729 HP.  The build I made has 1662 HP... but Dull Pain makes this 2554 while it is active.  I didn't include Hasten to make it perma and probably don't need to go that far.  Still, Dull Pain is worth having even if you just use it for the healing effect it can provide.  

 

I honestly don't normally take when leveling. I know, I know, it's super useful but like I said, I tend to go for upping the defense over everything else. But I was wavering on including it or not with this respec. What you've said, and how you included it in your build suggestions have convinced me I should take it.

 

7 hours ago, oldskool said:

5) I usually don't push off build-up powers, but I kept to the idea here.  I'd rather have Combat Jumping earlier with that Kismet unique there in case you exemplar for lower level TFs.  

 

Honestly, neither do I. I ended up picking Combat Jumping because I couldn't find another Pool that I found useful, and that particular one has multiple uses. Good suggestion on moving it earlier, though - I tend to forget about how things adjust when exemplaring. I should have mentioned that the order I took things was as I thought of them, and said order can be adjusted as much as necessary.

 

7 hours ago, oldskool said:

That's about it for commentary.  As you can tell its not much.  I just have different preferences and milestones I like to hit.  

 

All commentary is good. I'm a fan of getting as thorough a critique as I can get - a holdover from the hours-long crit sessions I had during art school. All information is helpful, even if I don't end up taking it. Different perspectives give me things to think about I hadn't considered, and can only be useful.

 

7 hours ago, oldskool said:

I find no reason to skip out on Mystic Flight if you want it.  Same goes for Laser Beam Eyes.  Hell, I frankensloted it to get you some minor Energy/Neg resistance just to mule.  However, if you want to zap some enemies it also includes the Achilles' Heel chance for resistance debuff and its general defense debuff is enhanced a bit.  Its not much of an attack as you have better options, but if you want to use it for utility, then go for it! 

 

I mentioned the Mystic Flight because I know a lot of people go with Flight, so they can use Hover and /or Afterburner as additional defense mules. I'm not a fan of either power ( they always feel like a wasted pick to me ) despite how much mule use they have. Same thing with Hasten, if I don't already have Super Speed - this also might just be my contrary nature rearing her head. Popular choices become less appealing to me the more hear about them. I also tend to build toward character concept, rather than outright power.

 

And the adjusted to Laser Eyes is super-helpful! I'd wanted to add to it, but couldn't figure out where I could pull the slots from. I don't know if I'm going to full-six it, but I am definitely in favor of making use of it's res and def debuffs. I know it's not much (and honestly, it doesn't fit my character theme so easily) but it's just so classic superhero and just so, so cool!

 

7 hours ago, oldskool said:

(This is where the Incarnate stuff was) 

 

Thank you so much for that. I literally know nothing about Incarnates, and all of this will be incredibly useful!

 

8 hours ago, oldskool said:

Option 2, drops Mental Strike.  You should be able to chain Psi Blade - TK Blow - Psi Blade - Psi Blade Sweep and allow Greater Psi Blade to be available.  Dropping Psi Blade Sweep from that sequence means you'd need GPB to recharge within 4.884 seconds.  In order for that to happen, you could drop a power for Hasten, but I really don't think you need to go that far.  I haven't messed with Psi Melee though so I have no idea how this interacts with Insight and therefore, I could be very wrong about what to prioritize.  So the below is an option but should be weighed with caution. 

 

It's a fun set, when you get the hang of it. A tad end-thirsty, especially with Invulnerability, and extremely so from within the 15-30 range. Energy Mastery really helped mitigate that. Insight, honestly, seems completely random to me. Sometimes, a regular attack will spark it. Concentration and Mass Levitate also provide immediate Insight after use, but after a short time, you get locked out and can't get it back for a while, so I generally don't factor Insight in my rotations. It comes up, I make use of it, it goes away. I'm honestly fine with dropping Mental Strike, as it frees up five slots that can be redistributed. 

 

Thank you so much for all of this! It was far more than I expected when I made my post. Both build look really useful. I think I'm going to end up going with a hybrid of mine and pieces of both of your suggestions. Probably won't be the best possible build, but it can always be tweaked later if need be.

  • Thanks 1
Posted
10 hours ago, oldskool said:

Interfaces, I usually recommend either Reactive or Degenerative.

Really, when did Degenerative get to the top of the list?  Or was it always, and I just didn't know?

Posted

Degen is great against tougher enemies as the debuff it brings is an indirect DPS gain and the toxic DoT is a nice side perk.  Reactive's DoT is one of the strongest and great for minion mulching but its debuff isn't that amazing against tougher foes (who will likely resist it heavily).  They are practically the opposite of each other in both effect and choice of content.  

Several of the others can have interesting interactions with gameplay but aren't typically the favored options to speed up defeating enemies. 

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