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Feedback & (set) Advice for War Mace / Invulnerability


tidge

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Like most of my characters, this one has a 'concept'; To use a hand-held weapon in melee and not have obvious defenses. I also was fighting the urge to make another Stalker or Tanker, and wanted a secondary set that I didn't have to worry too much about. I also chose to NOT include Hasten in the build, but to get a decent amount of Global +Recharge from set bonuses and LoTG.

 

The lvl 50+ build I'm noodling with is below. I'm looking for advice on the choice and placement of the IO sets. With the exception of the (possibly odd) franken-slotting of Whirling Mace (current slotting: I'm not sold on), the chosen sets are typically 6-slotted to eek out some extra Defense/Resistance, so in some circumstances they can be painlessly swapped between powers.

 

I want to note that my first concept for the build included Spring Attack and not Cross Punch, but Spring Attack is essentially "immune to improvement" via slotting, so I opted to drop in Cross Punch. I'm not thrilled with the narrow cone, and Obliteration isn't one of my favorite sets (because of 27+ level range)... but I have grown accustomed to using as a fast-recharging attack to break up the monotony. Cross Punch and Invincibility have a nice synergy with (Fast) Moonbeam because of the ToHit boosts they both offer.

 

The last 3 powers (Shadow Meld, Weave, Maneuvers) are more-or-less LoTG mules until I start running into seriously difficult content (and get some Alpha-level Endurance assistance). I miss not having a dedicated taunt (Confront or Provoke) to slot but it would have come late enough in the build without available slots to do what I wanted with it.

 

The Build:

 

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Hero Plan by Hero Hero Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

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Temp War Mace: Level 50 Mutation Scrapper
Primary Power Set: War Mace
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Pulverize -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Dmg/Rchg:50(48), SprScrStr-Acc/Dmg/Rchg:50(48), SprScrStr-Dmg/EndRdx/Rchg:50(50), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(50), SprScrStr-Rchg/+Crit:50(50)
Level 1: Resist Physical Damage -- ImpArm-ResPsi:40(A)
Level 2: Jawbreaker -- Hct-Dmg:50(A), Hct-Dmg/Rchg:50(3), Hct-Acc/Dmg/Rchg:50(3), Hct-Acc/Rchg:50(5), Hct-Dmg/EndRdx:50(5), Hct-Dam%:50(7)
Level 4: Temp Invulnerability -- StdPrt-ResDam/Def+:30(A), ImpArm-ResPsi:40(9)
Level 6: Build Up -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(11), GssSynFr--ToHit/Rchg/EndRdx:50(11), GssSynFr--Rchg/EndRdx:50(13), GssSynFr--ToHit/EndRdx:50(13), GssSynFr--Build%:50(15)
Level 8: Clobber -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(15), SprCrtStr-Acc/Dmg/Rchg:50(17), SprCrtStr-Dmg/EndRdx/Rchg:50(17), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(19), SprCrtStr-Rchg/+50% Crit:50(19)
Level 10: Dull Pain -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(21), Prv-EndRdx/Rchg:50(21), Prv-Heal/Rchg:50(23), Prv-Heal/Rchg/EndRdx:50(23), Prv-Absorb%:50(25)
Level 12: Super Jump -- WntGif-ResSlow:50(A)
Level 14: Resist Elements -- GldArm-3defTpProc:50(A), ImpArm-ResPsi:40(33)
Level 16: Combat Jumping -- LucoftheG-Rchg+:50(A)
Level 18: Whirling Mace -- HO:Nucle(A), HO:Nucle(25), Obl-%Dam:50(27), ScrDrv-Dam%:50(27), Erd-%Dam:30(29), Arm-Dam%:50(29)
Level 20: Unyielding -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(31), UnbGrd-ResDam/EndRdx/Rchg:50(31), UnbGrd-Max HP%:50(31)
Level 22: Resist Energies -- Ags-ResDam:50(A), Ags-ResDam/Rchg:50(33), Ags-Psi/Status:50(33), ImpArm-ResPsi:40(34)
Level 24: Kick -- FrcFdb-Rechg%:50(A)
Level 26: Shatter -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(34), SprAvl-Acc/Dmg/EndRdx:50(34), SprAvl-Acc/Dmg/Rchg:50(36), SprAvl-Acc/Dmg/EndRdx/Rchg:50(36), SprAvl-Rchg/KDProc:50(36)
Level 28: Invincibility -- Rct-Def:50(A), Rct-Def/EndRdx:50(37), Rct-EndRdx/Rchg:50(37), Rct-Def/Rchg:50(37), Rct-Def/EndRdx/Rchg:50(39), Rct-ResDam%:50(39)
Level 30: Tough -- ImpArm-ResPsi:40(A)
Level 32: Crowd Control -- Arm-Dmg/Rchg:50(A), Arm-Dmg:50(39), Arm-Acc/Dmg/Rchg:50(40), Arm-Acc/Rchg:50(40), Arm-Dmg/EndRdx:50(40), FrcFdb-Rechg%:30(42)
Level 35: Tough Hide -- ShlWal-ResDam/Re TP:50(A), ShlWal-Def:50(42), Ksm-ToHit+:30(42)
Level 38: Cross Punch -- Obl-Dmg:50(A), Obl-Acc/Rchg:50(43), Obl-Dmg/Rchg:50(43), Obl-Acc/Dmg/Rchg:50(43), Obl-Acc/Dmg/EndRdx/Rchg:50(45), Obl-%Dam:50(45)
Level 41: Moonbeam -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(45), StnoftheM-Acc/ActRdx/Rng:50(46), StnoftheM-Dmg/ActRdx/Rchg:50(46), StnoftheM-Dam%:50(46), Apc-Dam%:50(48)
Level 44: Shadow Meld -- LucoftheG-Rchg+:50(A)
Level 47: Weave -- LucoftheG-Rchg+:50(A)
Level 49: Maneuvers -- LucoftheG-Rchg+:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- EndRdx-I:50(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 -- UnbLea-Stlth:50(A)
Level 2: Rest -- IntRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(7)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(9)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
------------

 

Edited by tidge
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I would try to get another 2 slots of damage resistance in Temp Invul to max it out. Swap one of the sets from Unyielding or Resist Energies? I assume you're just using Tough as a mule and not planning on running it.

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I've got some play time with this build (although I moved one of the Psi Resist pieces into Stamina to add a Power Transfer %Heal piece) at level 50. Mostly exemplaring, with some 0x8 content in Dark Astoria (arc 1) to build up Incarnate Salvage.

 

The offensive play is a lot smoother with the full build and extra Global +Recharge boosts (from LotG, Catalyzed ATO sets, Very Rare sets). I was very disappointed with slow-cycling attacks at lower levels, and the pitiful PBAoE of Whirling Mace. The attack chain was so slow I was beginning to regret not rolling the character as a Tanker. Now that I can reliable run missions with larger groups of enemies (solo), the combat experience is more enjoyable.

 

This build is Endurance hungry; since I haven't maxed out resistances I will use Cardiac Alpha for a while and then probably switch to Musculature depending on content.

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Hero Plan by Mids' Reborn : Hero Designer 3.0.1.9
https://github.com/Reborn-Team/Hero-Designer

Click this DataLink to open the build!

Bashy McYouCan'tTouchMe: Level 50 Magic Scrapper
Primary Power Set: Battle Axe
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Beheader -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(7)
Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(7), RctArm-ResDam/Rchg(9), RctArm-ResDam/EndRdx/Rchg(9), StdPrt-ResDam/Def+(11), GldArm-3defTpProc(11)
Level 2: Gash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Rchg/HoldProc(17)
Level 4: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(23)
Level 6: Dull Pain -- RechRdx-I(A)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(23)
Level 10: Resist Elements -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(27)
Level 12: Kick -- FrcFdb-Rechg%(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(29)
Level 16: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31)
Level 18: Swoop -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(33), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), SprCrtStr-Rchg/+50% Crit(34)
Level 20: Resist Energies -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(34), RctArm-ResDam/Rchg(36), RctArm-ResDam/EndRdx/Rchg(36)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), ShlWal-ResDam/Re TP(37), Rct-ResDam%(37)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 28: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39)
Level 30: Whirling Axe -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(42)
Level 32: Cleave -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(42), OvrFrc-Acc/Dmg/End(42), OvrFrc-Dmg/End/Rech(43), OvrFrc-Acc/Dmg/End/Rech(43), OvrFrc-Dam/KB(43)
Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45)
Level 38: Pendulum -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(45), Erd-Acc/Dmg/EndRdx/Rchg(45), ClvBlo-Acc/Dmg(46), ClvBlo-Dmg/EndRdx(46), ClvBlo-Dmg/Rchg(46)
Level 41: Char -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(47), SprWntBit-Acc/Dmg/EndRdx(47), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(48)
Level 44: Assault -- EndRdx-I(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(49)
Level 49: Super Jump -- WntGif-ResSlow(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Run-I(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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17), Mrc-Rcvry+(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
Level 1: Momentum
Level 50: Agility Core Paragon
------------

 

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A Tanky build.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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26 minutes ago, lokpyrite said:

Your main power in the secondary  (I think it's called Invincibility)  is a great place for a few cyto hamis the ones that provide def/ to hit/ and end reducer 

Invincibility is a very good spot for those HO. I wouldn't mind some extra ToHit, but I'm somewhat addicted to the 6-piece set bonus from Reactive Defenses (and also the 6-piece bonuses from Gaussian's), so I'm not sure how to trade off enhancement slots.

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4 minutes ago, tidge said:

Invincibility is a very good spot for those HO. I wouldn't mind some extra ToHit, but I'm somewhat addicted to the 6-piece set bonus from Reactive Defenses (and also the 6-piece bonuses from Gaussian's), so I'm not sure how to trade off enhancement slots.

 

Isn't it true if you slot the Gaussian build-up proc in Invincibility, it has a chance to proc for all enemies in range of the aura?

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Just now, brasilgringo said:

 

Isn't it true if you slot the Gaussian build-up proc in Invincibility, it has a chance to proc for all enemies in range of the aura?

It is true, but I don't think it is optimal. I am aware that there is disagreement on this particular question, but for this build and my playstyle I prefer to have the 90% chance of the extra BU firing when I click Build Up (which is available every ~25 seconds or so).

 

As I wrote, I really like the 6-set bonuses from the Gaussian's and Reactive Defenses... I wouldn't ever put the 6-pieces of Gaussian's in Invincibility, so I'd have to come up with a radically different plan for slots and set bonuses to accommodate franken-slotting Invincibility. I'm not against it on principle, especially since Enhancement Diversification on Defense kicks in fast & hard.

 

But... if I move slots from Invincibility to another defensive power, I'd have to move all 5 slots and then come up with extra slots just to franken-slot Invincibility. They could come from Build Up (many folks, including myself, have 'Build Ups' just 1-or-2 slotted) if I'm tossing the unique piece (%Build Up) elsewhere... if there is an argument beyond "dump the six slots in Build Up and Invincibility" just because I could make do with fewer slots (by sacrificing set bonuses), I want to read what I'm going to gain (besides not hitting the ToHit and Defense ED limits so hard).

 

I'm not saying that I think my build is fine-tuned, but there is a balancing act there. Tough Hide can take Defense pieces, but then I'd have to give up Kismet (I want it in an Auto power) and reshuffe the Shield Wall global. Five pieces of Reactive Defenses plus a 5th LotG isn't terribly different but a 6th Reactive Defenses piece is better.

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Probably what I'd run with based off your build template.

 

Benefits:

 

More slow resist

Higher defenses

More recharge if you account for the multiple FF procs which should trigger more consistently compared to your build

Procs that matter in powers that are best fit.

Better net endurance recovery, though I suspect you probably still need help from incarnates to solve for the end issue.

 

I think you will just have to accept the Psi hole and fall back to Shadow Meld or inspirations/incarnates. I feel you made a lot of slotting sacrifices in the attempt to shore up your psi resist.

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Mutation Scrapper
Primary Power Set: War Mace
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Pulverize -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(5)
Level 1: Resist Physical Damage -- GldArm-3defTpProc(A)
Level 2: Jawbreaker -- FrcFdb-Rechg%(A), Hct-Dmg(17), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(23), Hct-Dmg/EndRdx(27), Hct-Dam%(29)
Level 4: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(40), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(42), Pnc-Heal(42)
Level 6: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(7), GssSynFr--Build%(7)
Level 8: Clobber -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(9), SprCrtStr-Acc/Dmg/Rchg(9), SprCrtStr-Dmg/EndRdx/Rchg(11), SprCrtStr-Acc/Dmg/EndRdx/Rchg(13), SprCrtStr-Rchg/+50% Crit(13)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11)
Level 12: Resist Elements -- ResDam-I(A)
Level 14: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-Max HP%(17)
Level 16: Unyielding -- HO:Ribo(A)
Level 18: Whirling Mace -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Rchg/+Crit(23)
Level 20: Resist Energies -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(43)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/EndRdx/Rchg(25), RctArm-ResDam(27)
Level 26: Shatter -- FrcFdb-Rechg%(A), Arm-Dmg(29), Arm-Acc/Dmg/Rchg(34), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(37)
Level 28: Invincibility -- LucoftheG-Def/Rchg+(A), HO:Cyto(43), RctRtc-ToHit(46), RctRtc-Pcptn(50)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31)
Level 32: Crowd Control -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(33), Erd-Dmg(33), Erd-Acc/Dmg/EndRdx/Rchg(33), Erd-Acc/Dmg/Rchg(34), Mlt-Acc/Dmg/EndRdx(34)
Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36)
Level 38: Moonbeam -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40)
Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A), HO:Membr(42), RechRdx-I(43)
Level 44: Dark Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46)
Level 47: Soul Storm -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(48), SprEnt-Hold/Rchg(48), SprEnt-Acc/Hold/End/Rchg(50), SprEnt-Rchg/AbsorbProc(50)
Level 49: Super Jump -- WntGif-ResSlow(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48)
------------

 

If you want to get a travel earlier you can put off temp invuln or build up as a later pick. I'm sure you will do fine with 40% s/l resist with a build like that for mid level exemplar content if you defer temp invuln.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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10 hours ago, tidge said:

I'm not saying that I think my build is fine-tuned, but there is a balancing act there. Tough Hide can take Defense pieces, but then I'd have to give up Kismet (I want it in an Auto power) and reshuffe the Shield Wall global. Five pieces of Reactive Defenses plus a 5th LotG isn't terribly different but a 6th Reactive Defenses piece is better.


The problem is that you exemp out of Tough Hide relatively fast.

When you do that, no more KISMET.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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11 hours ago, Hyperstrike said:

The problem is that you exemp out of Tough Hide relatively fast.
When you do that, no more KISMET.

 The point about exemplaring below level 32  is certainly true, but because of the +ToHit from Invincibility, the primary use of the Kismet +ToHit is for the additional damage boost on Moonbeam, for the (common) circumstance of dashing from a recently defeated (in Melee) enemy towards a distant one... or hitting a runner. I'm less worried about the addition ToHit from Kismet for most exemplared content because of the +Accuracy from set bonuses (plus Build Up at low levels, even tho' Guassian's is a 20+ set). I certainly have been on PUGs that ran low level arcs at +N (for values of N>2), but those have been relatively rare.

 

I should note: ToHit boosts do not boost damage on the Slow Snipes.

 

The Kismet piece is one that I'd consider dropping, but I added it because I think it does serve a specific role (Moonbeam, plus boosted enemy content) and it is pretty much at the right place in the build (lvl 35) for those purposes. It is fun being one of few characters on a TF who can hit a Paragon Protector (not necessarily reliably, but not nigh impossible) after it has triggered Moment of Glory 🙂

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18 hours ago, Nemu said:

I think you will just have to accept the Psi hole and fall back to Shadow Meld or inspirations/incarnates. I feel you made a lot of slotting sacrifices in the attempt to shore up your psi resist.

You've hit on what I feel is the design area on my build that has the most room for compromise/sacrifice. Thank you.

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1 hour ago, tidge said:

You've hit on what I feel is the design area on my build that has the most room for compromise/sacrifice. Thank you.


With Invuln, yeah.  You can build up a moderate amount of Psi Resist/Defense.  But also remember that you're ALSO covered by your Positional Defenses as well.
 

Trying (and failing) to remember an enemy that's tossing out pure [Psi] damage with no flags that'd invoke Positional Defense.

Take a look above at the build I tossed out on Wednesday.

 

 

Sure, it's only got 18.63% Psi Defense.
But anything Psi/Melee is going to have to deal with a MINIMUM of 39.94%.

Anything Psi/Ranged: 365%

Anything Psi/AoE: 31.56%

 

So, while Psi IS still your Kryptonite, it's not nearly as bad as you'd think.

If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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4 hours ago, Hyperstrike said:

Trying (and failing) to remember an enemy that's tossing out pure [Psi] damage with no flags that'd invoke Positional Defense.

The powers in the Mind Control primary are pure psionic with no positional attribute. I think they fixed most of the mobs using those powers (i.e., Rikti mentalists/mesmerists) to add positional attributes, but I did run into a pre-Going Rogue iteration of Mother Mayhem in a non-arc Maria Jenkins mission where she still had non-positional attacks. There's probably a similar version of Malaise running around.

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On 1/15/2021 at 10:03 AM, tidge said:

I'm not saying that I think my build is fine-tuned, but there is a balancing act there. Tough Hide can take Defense pieces, but then I'd have to give up Kismet (I want it in an Auto power) and reshuffe the Shield Wall global.

Why do you want kismet in an auto-power?  Just so it's not stealing slot space from something that could reduce endurance consumption/increase defense?

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1 hour ago, aethereal said:

Why do you want kismet in an auto-power?  Just so it's not stealing slot space from something that could reduce endurance consumption/increase defense?

Kismet only provides the bonus if it is in an auto-power or a toggled-on power. (verified by monitoring combat attributes)

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5 hours ago, tidge said:

Kismet only provides the bonus if it is in an auto-power or a toggled-on power. (verified by monitoring combat attributes)

That's strange, I'd have expected it to be global like LotG, but the aren't any click defense powers on your build besides Shadow Meld, are there?  You could as easily put it on combat jumping.

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I could, but as I wrote, it primarily assists (my playstyle) with Moonbeam damage. IIRC Combat Jumping detoggles with Ninja/Beast/Athletic Run.

 

I also expected the Kismet bonus to be a true Global, but it isn't. Stalkers can slot it into Hide, which they will almost always have toggled on, so it is far less of an issue for them. This can benefit Stalkers over their entire level ranges, and they get the same Snipes as Scrappers. Other ATs usually have to make some compromises if they want to leverage it.

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16 hours ago, tidge said:

I could, but as I wrote, it primarily assists (my playstyle) with Moonbeam damage. IIRC Combat Jumping detoggles with Ninja/Beast/Athletic Run.

 

Correct, the P2W runs detoggle Combat Jumping.  Do you actually play in any scenario where you care about accuracy/damage with CJ turned off?

 

I get that it's not a huge deal to lose Kismet at low levels, but it also seems like it's not a huge deal to toggle CJ on when you're fighting.

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34 minutes ago, aethereal said:

 

Correct, the P2W runs detoggle Combat Jumping.  Do you actually play in any scenario where you care about accuracy/damage with CJ turned off?

 

I get that it's not a huge deal to lose Kismet at low levels, but it also seems like it's not a huge deal to toggle CJ on when you're fighting.

For most content I play, I can take-or-leave the defensive bonuses from Combat Jumping. I like to keep Beast Run active on this particular character for cosmetic/theme reasons; CJ is perfectly fine as a LotG mule for this build.  I suppose I could try to turn around and make a similar "take-it-or-leave-it" argument about the ToHit bonus from Kismet, but to more directly answer your question: I don't often care about Combat Jumping, but I always care about ToHit and Damage.

 

I'm not ignorant about +Defense, I'm just not an evangelist.

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Are you using beast run just for the stance? Because you can change your default stance to beast without turning on beast run as a costume option now. You get that option at level 2, just talk to the trainer/icon/facemaker.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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