Kagenushi

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  1. Ok I’ll add my insight to this as well.

    First off a message to Fury_Flechette. Why jump on someone every time they post something that doesn’t fit your idea of perfect? Some (like me) may chose to go another route or heaven forbid slot more then 3 of a certain enhancement. Yes the gains are small but someone may just want to eek out just a bit more of a power’s ability.

    What is below is from my point of view as having an Ill/Kin at lvl 28 atm I'll post my buid once I get home. I am at work atm.

    The Spiritual Guide

    Snippage. I pretty much agree with the 1st part so no real changes here.

    THE BUILD!


    Finally, what you've been waiting for, the way to create your very own.

    Level 1:Spectral Wounds/Transfusion

    Spectral Wounds:

    This is your highest damage dealing attack. Spectral Wounds does High Damage, but almost a quarter of that damage is healed back by your enemy, because it's fake damage. It has a moderate recharge, but when it's your only attack, it seems like forever when you’re a low level.

    Enhances- 1 Damage 1 Accuracy

    # I’d go a bit further in slotting. ATM I have this slotted at 2 Acc, 3 Dam

    Transfusion:

    Transfusion is one of those powers that come along, and it’s great. This is the third best heal in the game, next to Absorb Pain and Heal Other. But there is a catch; it’s a PBAoE (Point Blank Area of Effect). It's not like heal aura where you can activate it whenever and wherever you are, it need's an enemy. And the heal comes off the enemy, making it harder for those long range attackers to get a heal. But still, those tankers and scrappers will be in love with you. If slotted correctly, some people just get you on the team to be a healer, which is still pretty hard.

    Enhances- 3 Heal 2 Accuracy

    # Slotting looks good. For a tactic what I do is target a Tank or other team member and use Transfusion on their target. As an assist attack.

    Level 2:Blind

    Blind:

    Yay, your first hold. It only holds one person, but it holds like a king. Once you use this power, any other move done to the held person will be double damaged, yay! This will result in quicker death to enemies.

    Enhances- 2 Hold 1 Accuracy

    # I have this slotted a bit more aggressively at 2 Acc, 1 Hold and 1 Damage, with 1 more each hold and Dam as time permits.

    Level 4:Siphon Power

    Siphon Power

    Here's a power that helps. Siphon Power is a damage buff; you steal an enemy’s damage, and disperse it to your teammates near you. Great power, it can also be stacked with Fulcrum Shift.. double yay!

    Enhances- 2 Accuracy

    # Looks good. Though I do have 1-2 atk spd to stack it more easily.

    Level 6:Flash

    Flash:

    Flash is a double-edged sword. It's a great hold... when it hits. Flash is your first group hold, but you have to be in the group because it’s a PBAoE. Flash is like blind to everybody, but if not slotted right, it will miss most of everyone. If you’re lucky you'll hit maybe 5, but that’s a risky chance considering everyone you miss, will attack you. Because it's a major aggro magnet. Use this power when the tank already has the enemy’s attention

    Enhances- 2 Hold 2 Accuracy 1 Recharge

    # I tend to use this as an opener and therefore have it slotted a bit more, at 2 Acc, 2 Hold and 2 Atk Spd (I want it to hit and hit hard). Doing this the team can get in kill most/all of the Min and Lts and if need be start on the boss. This also means there is less of a need for heals and gives you a boost to your mag for your upcoming Blind.

    Level 8:Swift

    Swift:

    Yes, yes, yes, I know.. at level 8 Superior Invisibility is available, but were going to skip that, you'll figure out at level 12 in the guide. Get swift just so you can build yourself to Stamina later. Not much else you can do.

    Enhances- 2 Speed

    # Looks good. I have mine with just the starting slot atm and 1 Run Spd in it.

    Level 10:Siphon Speed

    Siphon Speed:

    A travel power within itself. Not only does this make you faster than Super Speed, or close to it, but it boosts all your powers recharge, and boosts your endurance recovery. But very, very dangerous in a high leveled zone. First of all, you need to steal the speed from an enemy, which also means you’re engaging into battle once you use it. If the enemy your trying to steal it from is a purple, try to run away as quick as you can once you get the speed.

    Enhances- 2 Accuracy 1 Recharge

    # Looks good and like you used this for quite a bit until I got a respec and got Combat Jumping and SJ. Which I will more then likely respec out of once I can get ID. As another poster stated this is a semi-control power. I often use in on pesky LTs and Bosses to make them more manageable. You and your team can then kite the more hard hitting bosses or chase them down if they run. I have mine slotted 2 Acc, 1 Spd. Looking to get 1-2 Atk Spd later to have it up more often.

    Level 12:Group Invisibility

    Group Invisibility:

    Whoa, whoa, whoa Spirit Aid, where’s the power to get a travel power? Well, you don't need one; you already have Siphon Speed. Now, the reason I said not to get Superior Invisibility, is because of this baby. Not only does it make you invisible, but it makes your team invisible. So it would be a waste to have Superior Invisibility and this. Downside... it has a time limit. So make sure you keep your eye on the Invisible power icon under your experience bar, if it starts blinking, warn your teammates, and stay away from baddies. You can still use this power by yourself in danger zones.

    Enhances- 3 Recharge Reduction

    # Got it love it and I use a bind to tell people to group up and get buffed.

    Level 14:Hasten

    Hasten:

    Is this maybe just the best power pool power..ever! Possibly. Hasten speeds up your recharges on powers by almost 2 times. Downside? It has a longer recharge. Way back when, before Issue 5, there was an actual thing called Permanent Hasten, and it was great. But when a so called Enhancement Diversification came into play, Perma-Hasten became extinct. So we try our best to keep perma-hasten, but there's still a gap in-between not having hasten.

    Enhances- 6 Recharge Reduction

    # Got it love it but as Fury said in another post 6 is a bit much. With Siphon Speed 2-3 should be enough.

    Level 16:Increase Density

    Increase Density:

    A buff that resists holds, immobilize, sleep, etc..etc. Really helpful against enemies that can hold, but it wears off really fast. But there is a special treat within this power... it boosts Damage Resistance to lethal and smashing... great to use on Tanks. So during battle, use this on a tank.

    Enhances- 3 Damage Resistance

    # Skipped this for now but do plan to get it later or maybe sooner with a respec.

    Level 18:Phantom Army

    Phantom Army:

    Yes! Your first line of pets. You spawn 3 phantoms to do your bidding. Again, Downside? Limited Time and they do fake damage like Spectral Wounds. But all the damage is healed back. This is the one-way express train that allows you to Solo, but expects some mistakes and deaths here and there. Long recharge, so good thing you have Hasten.(On this slotting I said 3 recharge, the only reason I didn't put damage or accuracy is because their damage is fake, and I mostly use them for decoys, or fake tanks so I or my team can do damage without getting hurt.

    Enhances- 3 Recharge

    # Ah the clowns. I say this because I will often ask a team leader “Shall I send in the clowns??” Great at holding agro and with proper slotting can do some nice damage.

    Level 20:Speed Boost

    Speed Boost:

    This buff is often referred to as "crack". Because once people get it, they love it and want more. Speed Boost obviously makes teammates faster, but it also boost's Endurance recovery and power recharge. Kind of like Siphon Speed.

    Enhances-(I 6 slotted it with Endurance Modifications, but you can 3 slot it with Endurance Mods. instead.)

    # Ah Speed Crack. Though there have been some people that totally hate this power since they aren’t used to running around at super speed. Those that do use it or learn to use it can’t get enough. Mine is slotted 2 End Mod atm and will slot a 3rd later.

    Level 22: Health

    Health:

    Again, we are now building ourselves to Stamina. Plus not much else powers out there to get. It speeds up your healing regeneration.

    Enhances- 6 Heal

    Level 24:Stamina

    Stamina:

    This is a gem. Cherish it. It speeds up your Endurance Recovery.. which is awesome fantastic. No more running out of Endurance!!

    Enhances-6 Endurance Modification

    # Health and look good escept the slotting is a bit much. I have my health slotted with 2 heals (1 more later, maybe a 4th) and my Stamina is only 3 slotted with End Mod.

    Level 26:Spectral Terror

    Spectral Terror:

    Not necessarily a hold, but good enough. You summon yet another pet shaped like a skull in a cloud that scares everyone around it. Some enemies might run away because their so scared. Really helpful when Flash isn't recharged. It also has a shorter recharge then Flash, added with Hasten; you'll be able to use it before the first disappears.

    Enhances- 2 Accuracy 2 Fear

    # I haven’t gotten any of the powers below here so won’t add much insight into them.

    Level 28:Inertial Reduction

    Inertial Reduction:

    You've been slaving through Siphon Speed for about 18 levels now, and your getting sick of almost having near death experiences trying to use it. But Wait! Inertial Reduction is here to save your life. You can activate a power that gives you and everyone around you Super Jump!

    No more stealing speed, you can just use it whenever! Thank God.

    Enhances- 2 Jump

    # This looks like a great power I look forward to getting it later.

    Level 30:Hurdle

    Hurdle:Actually, you don't need to get this. I got this because I didn't feel any other power pool that I wanted, and we took the good powers we could get. So this was just to take up space, plus vertical movement doesn't hurt.

    Enhances- 2 Jump

    # I don't have any of the powers below so won't comment on them at this time.

    Level 32:Phantasm

    Phantasm:Yay! A pet! This maybe just the best pet out of the Controller options. It has long range energy attacks, plus a cone attack, and it can fly! Phantasm makes up for your lack of damage attacks; it's like having an energy blaster on your team. I nicknamed mine Chubbz, but you can't really put your nickname on their name titles.

    Enhances- 4 Damage 2 Accuracy

    Level 35:Transference

    Transference:Just like Transfusion, except raises your endurance. I love this power personally. Not that I ever run out of endurance, but I can save alot of teammates from running out of endurance to fight.

    Enhances- 3 Endurance Modification 2 Accuracy

    Level 38:Fulcrum Shift

    Fulcrum Shift: Wait, what's that noise? Is that the noise of this move OWNING everything on the field. This is just like Siphon Power, except it affects the person you used it on, and everyone around him. Tankers most of all love this, so they can do major damage. It's harder for other Archetypes like blasters to get it, because it’s a close range booster, you have to be in the mob basically. A fulcrum shift does go around the caster though, but it is only one, just like siphon power. If you're closer to the enemies, you can get more Fulcrum.

    Enhances- 4 Accuracy 2 Recharge Reduction

    #Snipped the later powers, but they look good.

    Rejected Powers

    There were some powers I rejected from my build that some people might disagree.

    1. Deceive- At first this power is fun, but when you get higher, you realize that this power is getting useless. It only affects one person, the people it kills takes out experience that you should get, and it's really long to wait for the deceived guy to kill anyone of his teammates making this power a waste.

    # WOW!! I so love deceive. I didn’t have it in my original build but once I saw how well it worked for my Mind/Psy Dominator I took it when I respecced. You have to be a bit more strategic minded to use this. Works great when soloing and a mob you hate to fight is in the group you want/have to attack. I haven’t run into them yet but if they are mezzable I would think that the Malta Sappers would be a prime example. Also any mobs who can hold/imob/or buff are great. For example the Ricti Guardian’s Shield has no stacking limit AFIAK. I once was in a mish and had 5 stacked on me. Even the boss was whiffing.

    Edit - Also Deceive can be used as a hold in a way. There's nothing like having the last mob deceived to use him to heal/buff the team, or have the team beat up on it without reprisals. Also bosses seem to be at times very susceptible to Deceive. Anyone have an idea as to if a person needs more mezz mag or is it accuracy that determines weather a boss get's hit my this more?


    2.Repel- Again, this power might seem fun, but it's an endurance waster, and does no damage what so ever. Plus some people get annoyed when you knock an enemy away when they were going to attack.

    3.Superior Invisibility- Group Invisibility already covers all the bases and more than this can do. Superior affects you, Group affects your team. All around it's better.

    # Agree with these two. I never used either and Group Invis works well enough for me.
  2. [ QUOTE ]
    Thank you very much for this excellent guide. In all likelyhood, I will be rolling up a Sonic/Dark of my own next week. I only have one question.

    Siren's Song or Fearsome stare?

    One is a cone sleep, the other is a cone fear.

    I know sleep gets knocked off as soon as the opponent is attacked, but I can get the power much earlier and it does a bit of damage as well. They are both great powers, but together they seem a little redundant. So if you had to pick one, which one would you choose?

    [/ QUOTE ]

    Fearsome stare. Because if they are hit while asleep they wake up and attack. Feared targets will attack back but then go back to cowering. And like many Dark powers this has a -Acc part to it. I use a similar version on my Mind/Psy Dom and it works wonders.

    Really the Synergy between Sonic and DM is a thing to behold. With Tar Patch reducing a mobs Res and you doing it through attacks your damage starts to scale pretty fast, and if you can keep up the attacks and not stop the -res stay longer. The duration tends to be pretty short and this is the reason I took howl is to have a continuous attack chain.

    One of the few spots I really have to comment on the guide is the heal. Like any heal you really want to get the most bang for your buck. So try to make sure you have enough to 5-6 slot it. 5 slots, 2 Acc, 3 Heal. 5 Slots 2 Acc, 3 Heal, 1 End redux. Doing this you will get (depending on your level of course) around 350-400 Point heals.
  3. I havn't read through the whole thing but here's mine.
  4. I'm not sure, but I have to say I LOVE THIS POWER!!!!

    I've used it to great effect on my 37 DM/Inv scrapper. While PvPing I was able to pretty much lock up a Brute as he whiffed at me and I was able to SMASH him.
    I find it's best used in groups where you may have a mob that you don't want to deal with. I have been able to effect Mins and LTs but never bosses. Not sure if it's a magnatude thing or if it just never effects bosses.
    You really shouldn't notice a loss of Fury from using it. But I do miss taking damage.
  5. As a Brute I had an Arena match against two other players. 1 was a Brute and I kept getting Taunted.

    BTW what the heck is Taunt supposd to do in PvP situations??
  6. I've done the Sky Raider version as well and with a minimum team (4 I think?) and it was pretty easy. It was 1 Claw scrapper, 1 Bubble defender, 1 fire blaster and me a DM/Inv scrapper (with taunt at that time Provoke now).

    2 of the best things to remember about most TF /Trials.

    1: Less=easier. Usually the Posi TF is prety hard. Did it with the min and there where no bosses except those at the ends of missions and much fewer minions.

    2: For the Respec Trial you want most if not all members to be the same level +/- 1. The more disparity in the levels the harder it will be since the mobs spawn according to the highest level character.

    As far as a balanced group thats kind of a hard to put down idea. Many teams can be great. though I've found that too many of 1 type is usually bad. Especially too many blasters.
  7. [ QUOTE ]
    Chaps thanks very much, if you want a card done just ask and i will do my best to do them, basic info would be:

    A screen capture (if poss) or place to find it so i have something to work from.
    Hero Name
    Arch type
    SG
    and what damage, defence and HP you feel you should have (all subjective)

    Crimson Flame I'm sure I did a pic for you on the old boards (I was known as billy, did a lot of pic for peeps on the BHAT)

    anyway thanks for the comps.


    [/ QUOTE ]

    Here's mine. I hope you can get too it. Sure your busy though.

    Name: Uthgar
    AT: Scrapper DM/Inv Lvl 33
    SG: The Berserkers (Viking Based on Victory)
    Dam:18
    Def: 13
    HP:22
    Special: Uthgar gains +1 Def and +! Acc for every Minion in melee range.

    Screan shots:
    Uthgar 01

    Uthgar 02

    Thanks
  8. Kagenushi

    Debuff question.

    Yes Syphon Power from the Ken line does stack. At one time I had done a few missions where it was My Ill/Ken and 2 other Kenetics (A controler and a Defender). We where able to lower the NPCs damage to such a point that we could withstand a few hits and our damage was not unotiably low as usual. We by no means Pwned the mobs but they where much easier.