Sovera Posted November 19, 2020 Posted November 19, 2020 Fold Space and Soul Drain is a happy marriage. Trouble with SD was always getting saturation and Fold Space neatly fixes that. 1 - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Hew Posted November 19, 2020 Posted November 19, 2020 @Sovera PLUS, CT gets you bouncing around mob to mob veeeery fast. I can pinball and drag agro across the map; With the initial FS + fences + burn, I can stand there till burn is half through, ct into a second mass, fences again, burn again, ToF, FS post-alpha, drain, consume, burn, fences, ct, repeat. Its kind of, well, funny. 😛 On a team, it is just a bit of cleanup duty. I generate so much hate that cleanup duty doesnt seem to put anyone in any danger.
Hero Star Posted November 19, 2020 Posted November 19, 2020 (edited) 18 hours ago, Hew said: It would be nice for 90% cold, you know, for cold. This is pretty nasty, and as long as I pop consume before dealing with sappers, it is immensely hard to take down. Cold moves to 87%, toxic to 67, and psi to 47 with saturated melee core. This is with _agility_ core, not any alpha that provides resist. PLEASE do not go messing around with fire armor. Thank you. (edit: this is with no tanker proc stacks, and with ageless (not barrier) as my destiny) How do you do against +4 mobs with Mu Guardians? It can be pretty rough depending how many other Mu there are. Carnies aren't too bad as long as I go for the Ring Mistresses. I also havent tried it with any incarnates abilities. I ended up taking conserve power and victory rush, and rotating the 2. The amplifiers from P2W get me to like 4 more end/s than my end use(without victory rush) . Conserve Power seems to have more benefit than recovery powers. I'll have to slot some incarnates and see what's up. Edited November 19, 2020 by Hero Star
Hew Posted November 19, 2020 Posted November 19, 2020 (edited) @Hero StarRe: +3 (levelshifted) or +4 mu or sappers, it can be tricky. The answer is actually counter-intuitive. Fire consume BEFORE engaging, for the 50% end resist. Mu by and large aren't an issue. Multiple malta sappers is a different ball of wax. Managing agro is actually tied to whether I get the drop, or them on me. In any circumstance where I have initiative, either FS or CT fix the problem for me. I can lay traps in FS to offset inbound sappage, or with CT I can CT -> EF instant nukage. With dark consumption, anything that consume (end resist) couldn't shrug off, I can top back up on. At incarnate levels, running with ageless +recov makes it a matter of living through the alpha-sap. If I can live through the alpha-sap (CT or FS as distraction), it is total game over for the bad guys. At lower levels, it gets interesting, and I may end up with a over 41 build, and an under 41 build. Fences is slotted with grav anchor chance for hold (power at 35), and that fires A LOT. 1 hold proc, 1 acc/end/dam, and 4 dam procs. You could swap a dam for enmanip +stun proc as well, for 2 control options, or even manip, grav, and rag chance for +kd to get MASSIVE alpha dispersal. I like it doing damage at the moment, but from play the procs do the most damage for fences. I think from experience (specifically what you mentioned), I may move it to grav/manip/rag/(a/d)/damproc/(damproc or -resist) Just need to tinker with it. Since fences fires _first_ for "portion control" (snicker), it would make sense to have it pop -resist, to follow up with fiery embrace (if up), soul drain, burn, cleanup. To be honest, that might be the best option, since it helps manage alpha strikes I might initiate with combat teleport, and sure as hell does for one i start with fold space. EDIT: Buyer beware! Mass slaughter of carnies in melee range at one time without fairly high defenses is, well. You only need a few to get you to cause end problems. Keep blues handy! Edited November 19, 2020 by Hew
Hero Star Posted November 20, 2020 Posted November 20, 2020 Yeah, the incarnate stuff made a world of difference for me. Even the End Mod version of Musculature is extremely helpful. Agility is even more helpful, but with Ageless(includes End Debuff Res) I'm golden so I opted for Musculature. It'll be fun to make another build for pre incarnate levels.
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