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Poison / fire / soul build - Request for feedback


EnjoyTheJourney

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Edit: I'll keep the OP the way it was earlier. But, revisions to the build following feedback are given in the third and sixth posts in this thread. 

 

Below is a tentative endgame build for a poison / fire / soul offender currently being leveled up. I'm not entirely sure how much power boost makes poison better (or not, as I don't recall anybody express a lot of enthusiasm about getting it); if it's thoroughly lackluster then I'll consider something other than soul (quite likely dark, for example). 

 

Although I can't show it because it's not available with the version of Mids that I'm using, I'll be taking combat teleport, teleport friend / foe, and fold space for the teleport powers. The plan is to be very aggressive about getting into melee range. 

 

Rain of Fire is intended to function as a soft control power in this build, knocking down mobs with a fair degree of regularity and also triggering the PbAOE +absorb proc. 

 

Here is the build; feedback is highly welcome!

 

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!

Ivy Burns: Level 50 Science Defender
Primary Power Set: Poison
Secondary Power Set: Fire Blast
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Envenom -- ShlBrk-Acc/DefDeb(A), ShlBrk-Acc/EndRdx/Rchg(7), ShlBrk-%Dam(7)
Level 1: Flares -- Apc-Dmg(A), Apc-Dmg/Rchg(9), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21)
Level 2: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(9), CldSns-Acc/EndRdx/Rchg(11), CldSns-%Dam(13)
Level 4: Fire Ball -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(13), SprDfnBst-Dmg/EndRdx/Rchg(15), SprDfnBst-Acc/Dmg/EndRdx(15), SprDfnBst-Acc/Dmg/EndRdx/Rchg(17), SprDfnBst-Rchg/Heal%(17)
Level 6: Mystic Flight -- BlsoftheZ-ResKB(A)
Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(43), ShlWal-ResDam/Re TP(46)
Level 10: Rain of Fire -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(19), SprVglAss-Rchg/+Absorb(21), PstBls-Dam%(23), Bmbdmt-+FireDmg(23), OvrFrc-Dam/KB(45)
Level 12: Spirit Ward -- Prv-Absorb%(A)
Level 14: Tactics -- HO:Cyto(A)
Level 16: Teleport -- WntGif-ResSlow(A)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 20: Aim -- HO:Cyto(A)
Level 22: Rune of Protection -- UnbGrd-EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31), StdPrt-ResDam/Def+(31), GldArm-3defTpProc(37)
Level 24: Teleport Foe -- Empty(A)
Level 26: Poison Trap -- GhsWdwEmb-Acc/EndRdx(A), GhsWdwEmb-Dam%(27), NrnSht-Dam%(27), GldNet-Dam%(29), UnbCns-Dam%(29), FuroftheG-ResDeb%(33)
Level 28: Blaze -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(34), SprVglAss-Acc/Dmg/EndRdx/Rchg(34), GldJvl-Dam%(37), Apc-Dam%(43), Dcm-Build%(48)
Level 30: Team Teleport -- Empty(A), Empty(48)
Level 32: Venomous Gas -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(33), DarWtcDsp-ToHitdeb/Rchg/EndRdx(33), DarWtcDsp-ToHitDeb/EndRdx(34), AchHee-ResDeb%(40)
Level 35: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-EndRdx/Rchg(37), UnbGrd-ResDam/EndRdx/Rchg(40)
Level 38: Inferno -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), Erd-%Dam(48)
Level 41: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(42), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dmg/EndRdx/Rchg(42), StnoftheM-Dam%(43), GldJvl-Dam%(50)
Level 44: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(50)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
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 -- Clr-Stlth(A)
Level 1: Vigilance 
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+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(5), PwrTrns-+Heal(5)
Level 50: Pyronic Core Final Judgement 
Level 50: Reactive Radial Flawless Interface 
Level 50: Vanguard Total Radial Improved Ally 
Level 50: Melee Core Embodiment 
Level 50: Cardiac Core Paragon 
Level 50: Barrier Core Epiphany 
------------

 

Edited by EnjoyTheJourney
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Powerboost will boost the -tohit of weaken very well for the full 30 seconds that weaken lasts. It will boost the -tohit of venemous gas well but only for the duration of PB.

I don't think it will impact poison trap at all because other self buffs have no affect on it (like aim).

 

I don't think the damage procs in rain of fire will produce the results one would hope for, but it just depends what you expect.

I use the absorb (and heal) proc in my st chain. I usually have several hundred points of absorb refreshing while in combat. I have dominate with entomb as well. It works pretty well.

 

It is a really fun combo. I have my take on the build in the poison guide of my sig.

 

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Frosticus:

 

Thank you for your feedback. It was very helpful. 

 

Having read through your guide again, I picked up on some key details that I had forgotten the first time around. Here is a revised build that keeps teleport skills in the build. To help compensate for lower defenses, barrier core is currently planned as the destiny pick. Endurance management seems likely to emerge as a key issue to manage. 

 

Psychic became the new epic pick. If psychic proves disappointing or feels awkward to play then dark looks like an appealing alternative. 

 

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!

Ivy Burns: Level 50 Science Defender
Primary Power Set: Poison
Secondary Power Set: Fire Blast
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Envenom -- AchHee-ResDeb%(A)
Level 1: Flares -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(9), SprVglAss-Acc/Dmg/EndRdx/Rchg(11)
Level 2: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/Rchg(7), CldSns-ToHitDeb/EndRdx/Rchg(7), CldSns-Acc/ToHitDeb(9), CldSns-Acc/EndRdx/Rchg(11), CldSns-%Dam(13)
Level 4: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(13), Rgn-Acc/Dmg/Rchg(15), Rgn-Dmg/EndRdx(15), Rgn-Knock%(17)
Level 6: Mystic Flight -- BlsoftheZ-ResKB(A)
Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Rct-ResDam%(21), Ksm-ToHit+(25)
Level 10: Teleport -- WntGif-ResSlow(A)
Level 12: Spirit Ward -- Prv-Absorb%(A)
Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-EndRdx/Rchg(19), AdjTrg-ToHit/EndRdx(21), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-ToHit/Rchg(40)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Teleport Foe -- Empty(A)
Level 20: Aim -- GssSynFr--Build%(A)
Level 22: Rune of Protection -- UnbGrd-EndRdx/Rchg(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), GldArm-3defTpProc(31), StdPrt-ResDam/Def+(37)
Level 24: Team Teleport -- Empty(A)
Level 26: Poison Trap -- Obl-%Dam(A), GhsWdwEmb-Dam%(27), NrnSht-Dam%(27), GldNet-Dam%(29), Erd-%Dam(29), FuroftheG-ResDeb%(33)
Level 28: Blaze -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(34), SprVglAss-Rchg/+Absorb(34), GldJvl-Dam%(37), Apc-Dmg/EndRdx(43), Apc-Dam%(45)
Level 30: Paralytic Poison -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(43)
Level 32: Venomous Gas -- AchHee-ResDeb%(A), DmpSpr-ToHitDeb(33), DmpSpr-ToHitDeb/EndRdx(33)
Level 35: Dominate -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(36), NrnSht-Dam%(36), GldNet-Dam%(36), GldJvl-Dam%(37), SprEnt-Rchg/AbsorbProc(40)
Level 38: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dmg/ActRdx/Rchg(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), SprDfnBst-Rchg/Heal%(50)
Level 41: Inferno -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/Rchg(42), Arm-Dmg(42), Arm-Dam%(42), Arm-Dmg/EndRdx(43)
Level 44: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(46)
Level 47: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(48), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(50), CrcPrs-Conf%(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
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 -- Clr-Stlth(A)
Level 1: Vigilance 
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+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(5), PwrTrns-+Heal(5)
Level 50: Pyronic Core Final Judgement 
Level 50: Reactive Radial Flawless Interface 
Level 50: Vanguard Total Radial Improved Ally 
Level 50: Melee Core Embodiment 
Level 50: Barrier Core Epiphany 
Level 50: Agility Core Paragon 
------------

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Use Vigor Core Paragon. Agility reduces your proc chance and provides little in the way of endurance management. The global endurance reduction from Vigor reduces your consumption from toggles and the EPS usage from your ability spam, notably powers like Envenom and Dominate that aren't slotted for end redux. Also keep Recovery serum temps stacked on hand from p2w vendor, and keep salvage to use on the recovery buff from SG base as well as the recharge buff (20%) which will perma your hasten. Don't forget to +5 your hasten IOs.

 

With Vigor Core Paragon you can drop Tactics for Assault, which provides more overall damage for yourself than Aim does discounting Gaussian proc, and provides more damage for your team. This also gives you 4 slots. Mind over Body can also be dropped to 4 total slots stopping at the melee defense, the extra 2 slots are better elsewhere. 

 

You have Vengeance but no Elixir of Life, which together really help with the fast paced nature of playing poison. Elixer of Life can take the Glad Armor 3% def IO in it's base slot. In my build edit I dropped Paralytic Poison for this, which without procs is just a set bonus mule. With the glad armor proc in EoL you can put a +5 rchg IO in rune of protection, which takes almost 20 seconds off the downtime there.

 

You dipped into Coercive Persuasion 5% ranged def but didn't stack it with the 5% ranged def from a full set of Defenders Bastion.

 

Venomous Gas proc chance is low and unreliable for Achilles heel, It works fine at base slot (HO-enzyme). 

 

If you have extra slots you can put 4 into Brawl with Hecatombs, this can pop your global accuracy up, and/or allow you to change fireball to Posi Blasts with double damage procs. Inferno can also work with 6 slot Oblits for +melee defense, and the purple damage proc can go in PT. If envenom accuracy is still too low with the above changes you should have plenty of moveable slots to add an accuracy IO there.

 

The overall opportunity cost on the 3 powers from teleportation is pretty high imo, and youre missing out on full invisibility from super speed+stealth IO (and the -threat level from super speed, which is a very valuable unique bonus), the defensive bonus and combat maneuverability of combat jumping, and the aoe damage you could be getting from Fire Breath by being able to joust it as you jump in to a spawn with combat jumping (damage ticks are still boosted by Venomous Gas even with it being a cone). Take it or leave it advice, as with any of the above.

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Currently on fire.

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I like a lot of what you've done here! Poison is such a fun set to build, as so much of its power is packed into a tight package, so you have a lot of extra slotting freedom.

 

  • Ranged defense may not be the most effective focus here. If you are maximizing poison, you are spending most of your time in melee. A S/L focus may be more beneficial overall.
  • Your offensive power slotting looks really on point. Great balance of procs and set bonuses.
  • You could easily remove dampened spirits from VG and replace with an Enzyme, leaving a slot to play with for inferno, or some other power that would enjoy a little love. 
  • Like @DreadShinobi I'm not a huge fan of achilles in VG, as it is so inconsistent in a toggle Aoe. Not useless, but perhaps better value elsewhere with that slot. Maybe an extra proc in fireball instead.
  • I also really like Elixir of Life as a one slot mule for gladiator, and as an enabler for sloppy haphazard fun.
  • I love the TP pool nowadays! Combat teleport is a joy. I agree that Combat Jumping may be more "by the numbers" optimal, but this is fine if you are invested in the theme.
  • You might consider switching Psy for Dark Mastery epic. The proccy hold is awesome, but less needed in /Fire with it's already strong ST damage. I'd pick up Dark Consumption and leave it as a two slot wonder, Dark embrace of course, and Soul Drain. Lots of self-buffing, very melee friendly, and  complements /Fire very well.

 

 

 

Edited by Onlyasandwich
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Thank you all for the feedback. It's thoughtful and insightful and there's a lot of unpack in it. 

 

Synthesizing a number of observations, the following build aims for the following synergies and benchmarks ...

 

1. Dark mastery has replaced psychic mastery. The ability to self-buff both ST and AOE damage with soul drain helps to mitigate the loss of raw ST damage from dropping dominate. Also, having oppressive gloom toggled on will help sustain when combat teleporting into enemy ranks or when using fold space to get mobs to form a melee dogpile next to this character.  

 

2. Intuition radial became the alpha because other than slow effects everything seems likely to help. For example, extending the hold duration of poison trap seems worthwhile. Accuracy is already in a very good place for +3 mobs and hopefully endurance can be managed successfully without the boost to endurance modification that musculature radial would offer. 

 

3. I'm aiming for 20% melee and ranged defenses so the combination of teammate buffs, barrier, mob debuffs, and inspirations effectively keeps this character near or (preferably) over the softcap a high proportion of the time. Melee defense should screen out more damage than ranged defense. But, a fair number of particularly nasty debuffs can be screened out with a good ranged defense total and so in the end both seem worth boosting. 

 

4. A key loss from this is that by dropping dominate using the very helpful entomb absorb proc IO becomes more challenging. It could replace a damage proc in poison trap. But, the DPS loss would be unfortunate and I'm not sure if it would work well there anyways. It could be added to paralytic poison as a fifth IO. But, paralytic poison probably wouldn't be used anywhere near as often as a hard hitting procc'd up dominate would be, which reduces it's potential value to the build. 

 

5. The use of elixir of life idea is appealing and I may try it out sometime. At least for now, though, I'll pocket the additional global recharge and ranged defense that comes from the Basilisk's Gaze set bonuses. 

 

6. The leftover slots would be used on at least one more teleport skill to further boost ranged defense via two-slotting Zephyr IOs. 

 

 

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!

Ivy Burns: Level 50 Science Defender
Primary Power Set: Poison
Secondary Power Set: Fire Blast
Power Pool: Sorcery
Power Pool: Leadership
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Envenom -- HO:Enzym(A)
Level 1: Flares -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(9), SprVglAss-Acc/Dmg/EndRdx/Rchg(11)
Level 2: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/Rchg(7), CldSns-ToHitDeb/EndRdx/Rchg(7), CldSns-Acc/ToHitDeb(9), CldSns-Acc/EndRdx/Rchg(11), CldSns-%Dam(13)
Level 4: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(13), Rgn-Acc/Dmg/Rchg(15), Rgn-Dmg/EndRdx(15), Rgn-Knock%(17)
Level 6: Mystic Flight -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(42)
Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Rct-ResDam%(21), Ksm-ToHit+(25)
Level 10: Teleport -- WntGif-ResSlow(A)
Level 12: Spirit Ward -- Prv-Absorb%(A)
Level 14: Tactics -- AdjTrg-ToHit(A), AdjTrg-EndRdx/Rchg(19), AdjTrg-ToHit/EndRdx(21), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-ToHit/Rchg(40)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Teleport Foe -- Empty(A)
Level 20: Aim -- GssSynFr--Build%(A)
Level 22: Rune of Protection -- UnbGrd-EndRdx/Rchg(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), GldArm-3defTpProc(31), RechRdx-I(37)
Level 24: Team Teleport -- Empty(A)
Level 26: Poison Trap -- Obl-%Dam(A), GhsWdwEmb-Dam%(27), NrnSht-Dam%(27), GldNet-Dam%(29), UnbCns-Dam%(29), FuroftheG-ResDeb%(33)
Level 28: Blaze -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(34), SprVglAss-Rchg/+Absorb(34), GldJvl-Dam%(37), Apc-Dmg/EndRdx(43), Apc-Dam%(45)
Level 30: Paralytic Poison -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Rchg/Hold(42)
Level 32: Venomous Gas -- AchHee-ResDeb%(A), DmpSpr-ToHitDeb(33), DmpSpr-ToHitDeb/EndRdx(33), DmpSpr-ToHitDeb/Rchg/EndRdx(42)
Level 35: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37), SprDfnBst-Rchg/Heal%(50)
Level 38: Inferno -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), Erd-%Dam(40)
Level 41: Oppressive Gloom -- Stp-EndRdx/Stun(A)
Level 44: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46)
Level 47: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
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 -- Clr-Stlth(A)
Level 1: Vigilance 
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+(3), Mrc-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(5), PwrTrns-+Heal(5)
Level 50: Pyronic Core Final Judgement 
Level 50: Reactive Radial Flawless Interface 
Level 50: Vanguard Total Radial Improved Ally 
Level 50: Melee Core Embodiment 
Level 50: Barrier Core Epiphany 
Level 50: Intuition Radial Paragon 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
------------

 

Edited by EnjoyTheJourney
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I like it! I think the entomb proc is okay, but you will be getting more than enough +absorb from regular blaze usage. The Defender ATO proc is going off pretty much every time, and you have Blaze on a fast rotation.

 

  • A small note on Oppressive Gloom - I would slot for accuracy or stun. It doesn't really cost any appreciable end. In fact, with VG's defense debuff plus your global acc, it may be interesting to throw the purple tohit debuff proc in there. 
  • Those extra slots in Venemous Gas are still a bit perplexing to me. I'd keep the Achilles in Envenom instead and leave VG with just base slot HO Enzyme. Two if you really want to max -tohit. This would free up at least two more slots to do whatever.
  • I also like a bit of acc in envenom itself. Although you have global acc and some defense debuffs, you may want to open with envenom on faster teams, and you want it to hit reliably on your approach, or for things that are out of range of VG. It's poison's can-opener!
  • I love Intuition radial! I think it's a perfect choice. You should be okay for end consumption, so the extra range and hold duration is handy versus musculature radial.
  • If you do use any of my above advice to free up slots, I like Envenom or fireball as targets. If you find yourself using flares often, it may be worth optimizing this power further as well.

I hope you have a blast!

Edited by Onlyasandwich
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I ran the phantoms support for awhile on my guy. She’ll give you Adrenalin Boost twice in her life cycle. I would run her when I would pop rune of protection to boost its recharge and go haaaaam with my spamming. Makes for a fun time when you’re just running through mobs.  And she would heal you too. It unlocks on the second tier on the right side, so it’s pretty cheep. Oh and she can’t take dmg. I used the go to command to use her to take alpha, and she follows you pretty well and her presence takes agro too.

I love combat tp on my guy as well. If you don't yet have this macro it'll be a amazing to add 
 

"Here's a macro that will teleport you into the face of your target: (THANKS @Jimmy!)"

/macroimage combat_teleport "Combat Teleport" "powexeclocation target combat teleport"


I combat tp into there faces and use envenom first to really lower those resistances cause of VG has already applied. Ill use poison trap first if its a larger mob to hold some on of the minions/LT's. And I have the absorb proc in my PT. I think its perfect. It's saved me so many time when I'm to aggressive when I taking Alpha.

With fold space I've learned I like to Combat tp (with the macro) to one of the bosses of the group and use fold space next to him since you can't tp bosses. Thats if you know you can survive alpha.

I hope you love your guy! My Poison/Fire guy is now vet lvl 413 without PL'ing. You're in for a real treat ❤️



 

Edited by Hops
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Kill Most ITFs! Defender Tank! dahkness11 - Twitch

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Thank you once again for further feedback. The build is filling out nicely, with the third T4 incarnate about to be taken. The build works well overall and is a lot of fun to play.

 

Still, I might end up switching to psychic mastery, instead of dark. Dark leads to better AOE overall, which is appealing. But, it also adds to the variability in the build's performance, reaching higher heights when soul drain is saturated and lower lows when fighting hard targets without many nearby targets for soul drain. Since there is already variability in how the build performs for other reasons (ie: how buffed defenses are when relying on barrier, melee hybrid, and RoP, plus how many debuffs are working on mobs and to what extent), having a steadier performance level and consistently strong ST damage would make how well the build will handle any given situation a bit easier to anticipate. 

 

Edit & PS: The teleport skills have made the build more fun to play. Fold space helps for saturating soul drain, ahead of nuking. Spawns essentially melt when that happens. Combat teleport and poison trap is a helpful start, as well, providing time to cast envenom and weaken. The phantom radial pets are performing well, as well; adrenalin boost is an excellent buff and that alone makes taking the phantom radial lore pick worthwhile. Finally, getting more mobs in melee range with fold space usually helps survivability, perhaps surprisingly, by ensuring that venomous gas works on more mobs and by getting more mobs into range for poison trap. Essentially, Hops' experience that the teleport skills make the build better fits very well with my own experiences thus far. 

Edited by EnjoyTheJourney
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