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Posted

Either group or solo, what is the most successful build for the most difficult content for you? 

I want to see what people generally find as the meta.

  • Like 3
Posted

My first level 50 character on Homecoming was my Thugs/Time MM.  I did no research into it, I just thought that combo would be fun since I never got to play /Time on Live since I didn't want to pay for it at the time.  I went on my grand nostalgia journey going through a bunch of low and high level level content at high difficulty settings while leveling up with it without much trouble.  There were a few situations that gave me a challenge (autohit and high damage targeted ground patches, area CC with high damage built in, mobs with insane to-hit, etc.), but a little more planning and maybe some team inspirations were enough to overcome those obstacles. 

 

I have other powerful characters as well, but my Thugs/Time feels like a fantastic balance of power, suitability, and almost hands-off fun that can steamroll most content at any level, and I'm glad it was my first character when I came back to the game.

Posted

the two top performing for 4/8 for as many groups you can possibly deal with will be thugs/time or demons/thermal

 

with incarnates the only thing the demons/thermal has to fear is tough bosses that knock back a lot as there is a risk that the prince and the two tier 2's can get stuck in the floor until you tp them out or resummon them. 

 

with incarnates anything with hefty tohit buffs will wreck /time and there are a couple of storylines and one offs that have such. 

 

all mm's want to punch a baby after fighting the awakened, so make your life easier and just roll blue side. 

Posted
12 hours ago, Dixa said:

the two top performing for 4/8 for as many groups you can possibly deal with will be thugs/time or demons/thermal

 

with incarnates the only thing the demons/thermal has to fear is tough bosses that knock back a lot as there is a risk that the prince and the two tier 2's can get stuck in the floor until you tp them out or resummon them. 

 

with incarnates anything with hefty tohit buffs will wreck /time and there are a couple of storylines and one offs that have such. 

 

all mm's want to punch a baby after fighting the awakened, so make your life easier and just roll blue side. 

Hmm very interesting, thanks. Have you tried Demons/Cold? I hear thats pretty good too.

  • Like 1
Posted (edited)

 

Speaking of Demons/Cold? The Mk3 version has arrived! I found out those new IOs are on the live servers so I got to making:

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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The empty spaces are 6 x Preemptive Optimization which is a End Mod set gives a lot of recharge, End mod, End reduction and Accuracy.

 

Set bonuses:

  • 2: 1.8% Max Endurance
  • 3: 1.5% Max Health
  • 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance
  • 5: 3.75% Recharge
  • 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense

The Empty slot in Fireball is a 3.5ppm Fire Proc.

 

Final defensive stats are 43.23 range defense at minimum Barrier (50% of the time) well above the softcap the rest of the time

 

61% S/L resist

71% Fire

56% Cold

34% Toxic and Energy

 

For Pets (at minimum Barrier):

 

43. 3% melee and range defense, 58.3% area defense.

 

80% S/L

70-90% (Depending on pet) F/C/T

55% Energy

40% resist to the rest

 

I have 2 full procced out AoEs (Crack Whip and Fireball) plus Bonfire and Sleet for CC. Honestly I drop packs like nothing. The burst AoE is honestly the best you can get in MM. Oh yeah I have pets too.

 

NOTE: the latest update of Mids (22/05) has a lot of bugs (the Devs are aware and working it) for MMs all their Defence buffs (and some Resistance ones) seem to be using Defender values  so the Defence numbers are inflated from what I have here.

Edited by Maxzero
  • Thumbs Up 1
Posted
1 hour ago, Tiklandian said:

Hmm very interesting, thanks. Have you tried Demons/Cold? I hear thats pretty good too.

if you are dealing with a pack with a lot of tohit buffs - and those mob types usually do a lot of lethal - demons/thermal is capped 90% smash/lethal for all but the prince and you would play it by autofiring warmth every couple of seconds. cold however will kill a boss/av faster. 

Posted
2 hours ago, Dixa said:

if you are dealing with a pack with a lot of tohit buffs - and those mob types usually do a lot of lethal - demons/thermal is capped 90% smash/lethal for all but the prince and you would play it by autofiring warmth every couple of seconds. cold however will kill a boss/av faster. 

If the difference is 10% between Cold and Thermal on S/L, that doesn't seem like a huge difference, and you get all of that defense for when not dealing with to hit buffed opponents. 

  • Like 1
Posted

 

Oh and if you want to reach softcap you can also run the Dream Doctor story arc to get the Blessing of Tielekku which is a temp power that gives +2% to all defences and last for 120 in game hours.

 

It's part of an epic solo Arc through Dark Astoria and probably something all def focused characters should do eventually.

  • Like 1
Posted
3 hours ago, War_L0ck said:

If the difference is 10% between Cold and Thermal on S/L, that doesn't seem like a huge difference, and you get all of that defense for when not dealing with to hit buffed opponents. 

it's a difference of 29% smashing/lethal resists for all but the prince, capped fire resist for most of them too while you are simultaneously healing all of them every couple of seconds. 

 

I have not taken any mm combo through the maria Jenkins arc without losing a SINGLE pet on 4/8 except demons/thermal with warmth on auto fire. the only hiccup was the prince getting stuck in geometry a few times due to knock back forcing me to replace it. 

Posted

I love my bots/cold, feels like he can handle almost anything. My Assault bot carries the character though, no joke. Most of the time the bots roll through +4/x8 stuff with minimal issue but on occasion when we have started getting f'd up, the assault bot and I have been the only ones standing. The ass bot proceeds as if nothing has happened and continues to wreak havoc while i resummon the other five.

  • Like 1
Posted (edited)
On 5/22/2020 at 7:34 AM, Maxzero said:

 

Speaking of Demons/Cold? The Mk3 version has arrived! I found out those new IOs are on the live servers so I got to making:

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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The empty spaces are 6 x Preemptive Optimization which is a End Mod set gives a lot of recharge, End mod, End reduction and Accuracy.

 

Set bonuses:

  • 2: 1.8% Max Endurance
  • 3: 1.5% Max Health
  • 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance
  • 5: 3.75% Recharge
  • 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense

The Empty slot in Fireball is a 3.5ppm Fire Proc.

 

Final defensive stats are 43.23 range defense at minimum Barrier (50% of the time) well above the softcap the rest of the time

 

61% S/L resist

71% Fire

56% Cold

34% Toxic and Energy

 

For Pets (at minimum Barrier):

 

43. 3% melee and range defense, 58.3% area defense.

 

80% S/L

70-90% (Depending on pet) F/C/T

55% Energy

40% resist to the rest

 

I have 2 full procced out AoEs (Crack Whip and Fireball) plus Bonfire and Sleet for CC. Honestly I drop packs like nothing. The burst AoE is honestly the best you can get in MM. Oh yeah I have pets too.

 

NOTE: the latest update of Mids (22/05) has a lot of bugs (the Devs are aware and working it) for MMs all their Defence buffs (and some Resistance ones) seem to be using Defender values  so the Defence numbers are inflated from what I have here.

 

Interesting similar to what I'm leaning towards.    But I wasn't willing to give up Frostwork, or procc-ed out Char, so I gave up Recharge and settled on using Nerve to free up slotting.  My plan went for 32.5% Positional Def, so I'd be just a small purple Insp away from soft cap even without Barrier.  So went for less Ranged, to get all three positions near 32.5%.    I also wanted some Heal slotting in Ember Demon.   Going Musculature means you're pets will do around 20% more damage, than my Nerve   But I was able to squeeze out an extra 1.25% Def for pets using far less Def slotting. That freed me up to more Res slotting in both Artic Fog and Ember Demon.    

 

A few questions about your build:

 

  • I don't see any KB Prot!   Aren't you worried about that?     I'm worried about my build only having KB 3, so am expecting to have to swap out the Def LOTG in Hover on some missions against higher KB enemies, which would get me up to KB 7.... (at the cost of 0.6% Def...)
  • Aren't you worried about Endurance use?    Heat Loss is great, but long cooldown even with your massive Recharge.       I'm worried about End use in my build and I have a net positive +1.71/s End, whereas you only have +0.99/s net positive End gain.  *Edit* And since we both need Barrier for Pets, the typical Ageless on End hungry builds won't be available...
  • Your accuracy is lower than I'm comfortable running, but I'm guessing you're counting on Sleet to make up the difference.   I also couldn't get my Accuracy up to 95% against +4's, but I have what looks to be 15-20% closer to that 95%.   *Edit*  This was the final straw that made me give up Musculature, I just couldn't get Accuracy high enough to be comfortable....

 


 

 

Since my recharge is lower at just 141% this build will be leaning hard on FF procs in Crack Whip (and a little from Bonfire...)     I couldn't allow myself to give up Frostwork because it's a 71% HP buff that you can keep stacked on 4 to 5 pets or teammates.  I also wanted Hover for ranged safety and procc-ed out Char.   That meant I had to give up Corruption, which made me sad since it can easily stack it's -9.38 Res three times.  But realistically there wouldn't be time to stack much and Crack Whip outperforms with it's procs.   With the FF proc Rech you should have reasonable chances of keeping  -12.5% Res proc up, so Crack Whip should provide close to a sustained -21.88% Res.    Maybe I'm underestimating the dmg it can do, but Bonfire is just a soft control power for me on MM's, so slots and the Overwhelming proc moved elsewhere...     It's not in the build because Mid's is bugged and doesn't let you toggle it off, but I'm planning to use Vorpal Radial.    It's Smash/Lethal which is not great, but that 10s of +30% Def means you can open with it to easily eat Alphas.  Nice to have in your toolkit every 90s.   Or alternately, for filling the period where Barrier will go down mid fight...

 

**Note**   I've had tried similar builds on Beta but this exact version I'm not leaning towards is untested.

 

 

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Data Link

 

 

 

Edited by Dr Causality
Comments about End and Acc
Posted (edited)
24 minutes ago, Dr Causality said:

 

Interesting similar to what I'm leaning towards.    But I wasn't willing to give up Frostwork, or procc-ed out Char, so I gave up Recharge and settled on using Nerve to free up slotting.  My plan went for 32.5% Positional Def, so I'd be just a small purple Insp away from soft cap even without Barrier.  So went for less Ranged, to get all three positions near 32.5%.    I also wanted some Heal slotting in Ember Demon.   Going Musculature means you're pets will do around 20% more damage, than my Nerve   But I was able to squeeze out an extra 1.25% Def for pets using far less Def slotting. That freed me up to more Res slotting in both Artic Fog and Ember Demon.    

 

A few questions about your build:

 

  • I don't see any KB Prot!   Aren't you worried about that?     I'm worried about my build only having KB 3, so am expecting to have to swap out the Def LOTG in Hover on some missions against higher KB enemies, which would get me up to KB 7.... (at the cost of 0.6% Def...)
  • Aren't you worried about Endurance use?    Heat Loss is great, but long cooldown even with your massive Recharge.       I'm worried about End use in my build and I have a net positive +1.71/s End, whereas you only have +0.99/s net positive End gain.  
  • Your accuracy is lower than I'm comfortable running, but I'm guessing you're counting on Sleet to make up the difference.   I also couldn't get my Accuracy up to 95% against +4's, but I have what looks to be 15-20% closer to that 95%.  

 


 

 

Since my recharge is lower at just 141% this build will be leaning hard on FF procs in Crack Whip (and a little from Bonfire...)     I couldn't allow myself to give up Frostwork because it's a 71% HP buff that you can keep stacked on 4 to 5 pets or teammates.  I also wanted Hover for ranged safety and procc-ed out Char.   That meant I had to give up Corruption, which made me sad since it can easily stack it's -9.38 Res three times.  But realistically there wouldn't be time to stack much and Crack Whip outperforms with it's procs.   With the FF proc Rech you should have reasonable chances of keeping  -12.5% Res proc up, so Crack Whip should provide close to a sustained -21.88% Res.    Maybe I'm underestimating the dmg it can do, but Bonfire is just a soft control power for me on MM's, so slots and the Overwhelming proc moved elsewhere...     It's not in the build because Mid's is bugged and doesn't let you toggle it off, but I'm planning to use Vorpal Radial.    It's Smash/Lethal which is not great, but that 10s of +30% Def means you can open with it to easily eat Alphas.  Nice to have in your toolkit every 90s.   Or alternately, for filling the period where Barrier will go down mid fight...

 

**Note**   I've had tried similar builds on Beta but this exact version I'm not leaning towards is untested.

 

 

 


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Data Link

 

 

 

 

Hmm the Accuracy and Def buff from Nerve. You make a good case.

 

Would free up slots. Well a slot for me.

 

Something like:

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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I got 2% +all def from Blessing of Tielekku so softcapped ranged (not dropping that ever).

 

Kbs don't bother me Hovering. I rarely get hit and when I do it's just a flip that takes me out for like a second.

 

End is a complete non issue. Keep in mind Mids actually has the incorrect values my End drain is lower something like 1.4 or so. I actually save Heat Loss until my End gets low or a boss is around. My Powers are much more heavily end slotted then yours so my rotation is a lot cheaper.

 

Heat Loss buff lasts 90 seconds too so my Heat Loss is almost perma if I really need End.

 

The slotting for Bonfire is actually for setbonuses. The damage and recharge is just a bonus.

Edited by Maxzero
Posted (edited)
23 minutes ago, Maxzero said:

 

Hmm the Accuracy and Def buff from Nerve. You make a good case.

 

Would free up slots. Well a slot for me.

 

Yeah I wanted more powers, and Nerve made me feel like I could drop Tactics and have more slots for fun gimmicks.  

 

 

 


 

Quote

 

Kbs don't bother me Hovering. I rarely get hit and when I do it's just a flip that takes me out for like a second.

 

End is a complete non issue. Keep in mind Mids actually has the incorrect values my End drain is lower something like 1.4 or so. I actually save Heat Loss until my End gets low or a boss is around.

 

 Funny how Hover is pseudo KB protection, means I should be okay with the 3 KB I have.    And that's good to hear about the End use being fillable with Heatloss since I was worried...

 

 

 

 

*Edit*   The build you posted looks the same as your first one?       And I wanted to add that Nerve would let you make up the 2% your getting from Blessing of Tielekku.  Nerve would let you short slot Artic Fog and Glacial, then use the slots to 6 slot Sleet with the new Artillary set.   That puts at 46.8 with Barrier. 

Edited by Dr Causality
Posted (edited)
11 minutes ago, Dr Causality said:

 

Yeah I wanted more powers, and Nerve made me feel like I could drop Tactics and have more slots for fun gimmicks.  

 

 

 


 

 Funny how Hover is pseudo KB protection, means I should be okay with the 3 KB I have.    And that's good to hear about the End use being fillable with Heatloss since I was worried....

 

Doing the math you might want to keep Tactics.

 

Against +4 enemies and with a +1 Incarnate level you T1s have a base hit chance for like 30% and T2s 39%. Tactics makes you T1s 39% chance and my accuracy 125% ACC still only gets them to 87% chance to hit so they still need some debuffs on the target to max hit chance.

 

Without Tactics T1s are hitting 67% of the time.

Edited by Maxzero
Posted (edited)

If you switch to Nerve I think you can easily get your build to permanent Ranged softcap without needing the Blessing of Tielekku.    Here's an quick example of what I mentioned in the edit of my previous post:

 

*Edit* Updated to include Unbreakable Proc

 

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Data Link

 

 

 



 

Quote

 

Doing the math you might want to keep Tactics.

 

Against +4 enemies and with a +1 Incarnate level you T1s have a base hit chance for like 30% and T2s 39%. Tactics makes you T1s 39% chance and my accuracy 125% ACC still only gets them to 87% chance to hit so they still need some debuffs on the target to max hit chance.

 

Without Tactics T1s are hitting 67% of the time.

 

 

 

Damn I think you're right that I'm short on T1's.    I broke the build trying to fit the Overwhelming proc in.    I probably have to give up the Overwhelming, so I can swap the Acc/Dmg/End back with the Dmg/End from the T3 and then make up the Dmg with an IO that can be +5 boosted replacing Overwhelming.    That would be another 26% Acc, so would at least get me from 78% to 104% on the T1's.  

 

 

Edited by Dr Causality
Posted (edited)
31 minutes ago, Dr Causality said:

If you switch to Nerve I think you can easily get your build to permanent Ranged softcap without needing the Blessing of Tielekku.    Here's an quick example of what I mentioned in the edit of my previous post:

 

 


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Data Link

 

 

 



 

 

 

Damn I think you're right that I'm short on T1's.    I broke the build trying to fit the Overwhelming proc in.    I probably have to give up the Overwhelming, so I can swap the Acc/Dmg/End back with the Dmg/End from the T3 and then make up the Dmg with an IO that can be +5 boosted replacing Overwhelming.    That would be another 26% Acc, so would at least get me from 78% to 104% on the T1's.  

 

 

 

Yeah I don't mind the changes but I will still use the other new targetted Aoe set in Sleet simply because if you have access to an easy to acquire and long duration temp power like Blessing why not work it into the build? The other set has recharge and great resists whereas Artillery is just Ranged Def only.

 

As for Overwhelming between Sleet and Bonfire most targets are going to be Knocked down already.

 

Edited by Maxzero
Posted
2 hours ago, Maxzero said:

 

[...]if you have access to an easy to acquire and long duration temp power like Blessing why not work it into the build?

 

Maybe you won't care about this, but it matters for me:   Does the'Blessing of Tielekku' bonus work in Mo attempts?   Or is it counted as a temp power and disabled?

Posted (edited)
10 hours ago, Dr Causality said:

Maybe you won't care about this, but it matters for me:   Does the'Blessing of Tielekku' bonus work in Mo attempts?   Or is it counted as a temp power and disabled?

 

It's a temp power.

 

The reason I like it is that it allows you to do this:

 

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Getting that FF +recharge into Bonfire while maintaining good recharge and def. That FF proc in recharge is great since its a 90% chance to proc and you get 2 casts a minute so about 16% effective global recharge or 2 LotGs. This is something I have wanted to do for a while. Makes a big difference in /Storm to get FF recharges in these 20-30 second recharge powers. Makes it flow much more smoother.

 

Not so keen on Frostwork now. Yes its a nice buff but its a fair bit of clinking and it costs a lot of End. If you are using on CD (which you are if you are putting on 5-6 targets) you are looking at 1 end/sec drain. That's a lot for a purely defensive buff.

 

Already keeping up shields which are AoE and 4min duration. Throwing in a single target buff with a 2min duration seems bleh.

Edited by Maxzero
Posted (edited)
13 hours ago, Maxzero said:

 

It's a temp power.

Yeah but Homecoming handles temp powers very oddly for Mo attempts.  For instance Ninja Run, and some other temp travel powers are not disabled like they used to be on live.   Some of the newer non-travel temp powers also don't get disabled....

 

 

 


Build looks good.  

 

It's find it interesting how much more you prioritize +Rech bonuses, than I do.    For instance if you don't have the room for procing out Char, then I'd probably go Corruption instead for the -9.38% Res, and three slotted with Thunderstrike to make up the Range Def.    But the 7.5% +Rech is obviously not something you'd not be willing to give up.  😋       Whereas, if I was going to use a power choice on Char, then I'd steal slots from Sleet and proc Char out. 

 


Quote

 

Getting that FF +recharge into Bonfire while maintaining good recharge and def. That FF proc in recharge is great since its a 90% chance to proc and you get 2 casts a minute so about 16% effective global recharge or 2 LotGs. This is something I have wanted to do for a while. Makes a big difference in /Storm to get FF recharges in these 20-30 second recharge powers. Makes it flow much more smoother.

 

 

Yeah that FF tends to be the only thing I slot in Bonfire (of course along with a KB --> KD proc).     Do you think Bonfire is worth slotting for DMG?      Except on Controllers doing Containment bonus damage and not having lots of good damage sources, I've never found Bonfire Dmg to be very impressive.      But I'm just realizing the damage boosted by all the -Res might be more impressive than it otherwise is...


 

Quote

 

Not so keen on Frostwork now. Yes its a nice buff but its a fair bit of clinking and it costs a lot of End. If you are using on CD (which you are if you are putting on 5-6 targets) you are looking at 1 end/sec drain. That's a lot for a purely defensive buff.

 

Already keeping up shields which are AoE and 4min duration. Throwing in a single target buff with a 2min duration seems bleh.

 

 

Yeah big hassle, I only try that when I'm on a team or at the beginning of a big fight.   But for normal play, I make a macro to cast Frostwork directly on the Ember Demon.   Ember Demon's Ember Shield is a big part of the Res and the only Heal, so him staying alive makes a big difference in survivability....     For slotting I put the Preventative Medicine (1) +Absorb Proc  & (2)  Heal/End R.   That mitigates some of the Endurance problems and gives you 2.25% S/L Resistance bonus.     But Frostwork is competing for a valuable power slot against Hover, Tactic and Char.   With you're point about T1's being either  best with or outright needing Tactics making it a particularly hard choice...  (Not to mention that Confuse Protection from Tactics making encounters with Succubus like enemies much easier to handle...)

Edited by Dr Causality
Spellsings
Posted
25 minutes ago, Dr Causality said:

Yeah but Homecoming handles temp powers very oddly for Mo attempts.  For instance Ninja Run, and some other temp travel powers are not disabled like they used to be on live.   Some of the newer non-travel temp powers also don't get disabled....

 

 

 


Build looks good.  

 

It's find it interesting how much more you prioritize +Rech bonuses, than I do.    For instance if you don't have the room for procing out Char, then I'd probably go Corruption instead for the -9.38% Res, and three slotted with Thunderstrike to make up the Range Def.    But the 7.5% +Rech is obviously not something you'd not be willing to give up.  😋       Whereas, if I was going to use a power choice on Char, then I'd steal slots from Sleet and proc Char out. 

 


 

Yeah that FF tends to be the only thing I slot in Bonfire (of course along with a KB --> KD proc).     Do you think Bonfire is worth slotting for DMG?      Except on Controllers doing Containment bonus damage and not having lots of good damage sources, I've never found Bonfire Dmg to be very impressive.      But I'm just realizing the damage boosted by all the -Res might be more impressive than it otherwise is...


 

 

Yeah big hassle, I only try that when I'm on a team or at the beginning of a big fight.   But for normal play, I make a macro to cast Frostwork directly on the Ember Demon.   Ember Demon's Ember Shield is a big part of the Res and the only Heal, so him staying alive makes a big difference in suitability....     For slotting I put the Preventative Medicine (1) +Absorb Proc  & (2)  Heal/End R.   That mitigates some of the Endurance problems and gives you 2.25% S/L Resistance bonus.     But Frostwork is competing for a valueable power slot against Hover, Tactic and Char.   With you're point about T1's being either  best with or outright needing Tactics making it a particularly hard choice...  (Not to mention that Confuse Protection from Tactics making encounters with Succubus like enemies much easier to handle...)

 

Honestly the Bonfire slotting only requires a KB>KD, FF +recharge, recharge and the 1.25% range def. The 5 set was simply the easiest way.

 

You could 4 slot Bonfire with with FF +recharge, KB converter and 2 x Recharge and then move two slots elsewhere to get the 1.25% range def. Say 3 slot Kick with Explosive Strike or 2 slots in Hover for Zephyr for -KB, a little end reduction and the range def.

 

Honestly either work its no big deal.

Posted

For me its my Robot/Time MM. Capped defenses, she can be team support/healer, can do the "tankermind" thing for nonincarnate content. She can immobilize groups or sit in the assualt bots patches of fire and just watch everything burn. She can contribite to group missions, and I can still farm with her. I perfer the city or moon map. The moon map is especially high risk/intense, but it is much faster. So shes not the most damaging of ATs to be sure, but she can contribute to basically any sort of team makeup or activity.

Posted (edited)

Thugs/Time, Thugs/Traps, and Demons/Nature are my three favorites. All three have their own way of handling +4x8 but all three can do it pre-incarnates and once incarnates get involved, well like my demons/nature soloed the ITF without dying once. 

 

Thugs/Traps might be my favorite. It does absolutely ludicrous amounts of damage once all the debuffs get rolling, is a roomy build with room for aid pool to make up for triage beacon not being awesome or always up. Room for the pet uniques so the pets are actually pretty damn tanky. Across the board 35% resistance on top of overcap defenses...

 

It's not going to steamroll, but you can set up a little base somewhere and pull 2 groups at a time into it and watch them melt. Laughs at AVs, poison trap is -1000% regen which means even a lvl 54 AV goes from 100% regen to 33% regen with the floor being 25% with one poison trap. 

 

Oh and force field generator protects pets (and you) from a bunch of crowd control. 

Edited by TheSpiritFox
Posted
43 minutes ago, TheSpiritFox said:

poison trap is -1000% regen which means even a lvl 54 AV goes from 100% regen to 33% regen with the floor being 25% with one poison trap. 

 

Regen floor is 0, as in not regenerating at all.

1000% times the level modifier for a +3 AV is 650%. IIRC, a 54 AV suffers .13 of that, so about 85% debuff. So they should be around 15% of normal regeneration rate.

Posted
3 hours ago, Coyote said:

 

Regen floor is 0, as in not regenerating at all.

1000% times the level modifier for a +3 AV is 650%. IIRC, a 54 AV suffers .13 of that, so about 85% debuff. So they should be around 15% of normal regeneration rate.

Huh I was told that the floor was 25% of whatever their regeneration was starting from 100%. 

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