Mephe

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  1. Mephe

    DP/??

    Quote:
    Originally Posted by Dragonkat View Post
    DP/EM/elec

    Boost range + build up + cryo rounds = unfair to mobs trying to get to you before you gun them down, wiped out whole spawns with an attack chain that way and barely get touched (if at all). And anything that does get close gets blapped in the face by the energy melee attacks. Plus boost range makes HoB that much deadlier

    Elec gives you an extra hold to stack with special ammo suppressive fire, another cone to pair with boost range and empty clips, all important energy resists over just S/L. Not to mention with surge of power and a few purples you'll be an EB soloing machine. Did most of Maria Jenkins Arc by myself that way.

    It's a perfect blaster imo, damage and lots of it from any range and enough survivability to pull it off without having to resort to defense IO sets.

    Pretty sure PBAOE attacks ignore any sort of range buff, and thus HOB will always hit things in a radius of 25 around you.

    Ill post another for DP/MM. If you wanted to make a DP scrapper this is probably the way to do it.

    Some MM battle tactics for team play:
    Run in with tank (be sure to have high def), Concentration, Drain Psy, HOB, psy shockwave, bullet rain on the bosses, clean up with single target attacks.
    Either you are dead, or you have full HP/End at the end.

    If HOB is not up play as a normal ranged blaster with 3 cones and one AOE. Save concentration for HOB since they should both recharge about the same time.

    Solo -
    WOC is nice, but dont expect too much until you put the purple in it.
  2. An update of my findings on my DP/MM:

    He is currently 45 and I do not at all regret picking blaster instead of a DP/Dark or DP/Traps corruptor.

    I have my near final IOs in all my powers so I have ~33% S/L/Ranged Def so I can cap with 1 small purple. HOB and Drain Psyche are up almost every 40 seconds and it’s glorious. I went in to help a fellow RO (with 4 others) take down Hero1 and the Captain in the Incarnate Arc. I popped a purple, and a break free, jumped into the back area with a HUGE spawn of portaled ritki and proceeded to blow em away. Prior to those 2 insps running out the rest of the team was there and we took em down fast. I never expected a blaster to play this well.

    Some high points:
    DP with incendiary rounds seems to be fine in the damage department.
    DP with HOB, bullet rain, psy shockwave, World of confusion, and Drain Psy works well in the mosh pit with the brutes. As I have increased my def the less the melee stuns are hitting me, and the more damage I can crank out.
    If I don’t want to be in the mosh pit I can stand back and rain death with my 3 cones and bullet rain. Lots of recharge is nice.
    Piercing rounds is a nice power, and on ambushes it can take down all the minions in a row with build up and a red or 2.
    Hoarfrost is coming soon, that should help out with more hps, and a nice big heal.

    Some low points:
    I have my diff set to 0/2, and no bosses. I would have no trouble going to 0/3 except for longbow nullifiers and arachnos lieutenants. Their debuffs are nasty. I team mostly and do tips solo if I can’t find a tips team. I doubt I will crank it to 0/3 for tips.
    Relative to my crab, I do a bit more AOE damage because of HOB, but I sacrifice a lot of defense and survivability. I hope some of the incarnate stuff shore this up.

    DP is a nice set, and a crashless nuke is awesome! I don’t think I will be able to play my Energy blaster again.
  3. The guide has been edited and updated for I19.5. This is a marker for comments for the latest version. All comments prior to this may not make any sense.

    Thank you.
  4. My crab got the first alpha rare. Then my Ill/Rad, and next my warshade.

    Of the 3 my crab is the all around best performer. My Ill/Rad has the best tricks (with PA and rad), but has sorta slow solo mission speed. My warshade has the most utility (TP, full invis, tank mode, high damage, perma eclipse), but the lack of mez protection seems to be my leading cause of death, and the best way to slow me down.

    I would love to see an all Crab LRSF run. Wonder how well they would do if they pulled all the AVs at once on the final mission. Would they have enough defense to handle it?
  5. Mephe

    Fire/Storm

    If/when you get to incarnate you will probably have to pick Cardiac. Thats what I did with my Fire/Storm and I can still run low on end if I am pushing him. If you want to pimp him out alot of the storm powers can use procs, even nado.
  6. With tip missions and the hero/villan merits the amount of market crafting or pure market buying has been reduced even more.

    If you play the game and can only do 5 tips a day, every 2 days you should be able to make at least 100 mil with ANY toon that can do tips. When you get a hero/villan merit you have a choice to make. If you feel lucky you can random roll it for 5 rare recipes (probably best to pick the 30-35 range), craft any that sell for more than 10mil crafted (any less than that the rare salvage prices will kill you). If you dont like the luck factor you can buy LOTG +rech every 4 days craft that one item and sell it for 200-400 million.

    Prior to tips I would AE for tickets and buy low, craft sell high. Now I only do tips and I have more money then ever, with less time spent crafting/marketing.
  7. I am sure most know this but be very carefull if you shift into dwarf form. The mezzes do stack up on you in dwarf form even though they dont do anything... unless you shift into human and bam! Mezzed.

    My shade is amazing, but I started seeing the cracks when soloing tips. Malta ambushes are nasty because stealth is meaningless, and once they get line of sight the chain mezzes are a commin. So the best bet is to dwarf form. And even though my dwarf form attacks are well slotted, its still limited relative to my human form power. I wound up turning my diff down to 0x3 and no bosses because of tips. In the end I have found that my Crab VEAT and my Elec/Nin stalker to be more solid performers with all mobs, pretty much because of the mez ambushes in tips. On a team though... all 3 are close, with my shade probably being the best for me, the crab being best for the team.
  8. Got a level 41 DP/MM blaster. In mids with 145% global recharge and 74% recharge in drain it recharges in 37 seconds and lasts for 30. It also stacks that 140+% regen per mob hit with 97% heal.

    But in practice I have noticed...
    without an active breakfree, I often get stunned trying to position myself in the big
    spawn.
    the radius is so small that getting more than 4 stacks is rare.
    mobs are dying so fast that some times I only get 1 or 2 stacks.
    the 30 second recharge requires you to hang out in melee range to be effective. This minimizes the usefullness of your cone attacks. It also makes psy shockwave and world of confusion very important powers.
    The more def you have the better it all works, which also means the less you really need it.
    Its a great way to get back all your endurance, even without endmods in the power.

    If you want survivability.... probably best to get Fire/Traps corruptor or a Huntsman/Crab. A blaster can use lots of IOs to get some nice def, but in the end its usually comes down to cranking out damage faster than incoming damage to kill you. Mez is also a major pain.
  9. I have a 43 Elec/Elec/Ice perma dom (just barely perma, still have about 20% more rech I want when I hit 50)

    Sapping... I would not focus on it because we have no way of making a mob go from 100 end to 0 with one power. But when all your powers are used normally anything thats still alive will be down to 0. I am sticking in EndMods into my electric fences(upto -20% end drained per application) power until I get a set of 5 immob purples.

    Powers to avoid = Paralytic blast is probably just an OCrap power due to recharge time, so I dropped it. Single target immob... no thanks. Zapp = no time for a snipe. I took voltaic sentinal, but from what I have seen fully slotted its a dud. It does not show up in the pet window so I have to remember to recast it every 60 seconds to make sure its out, it also has a 3sec cast and 26 end... ish.

    Resistance is good if you have a way to heal yourself and/or a nice self heal. Doms have neither, def is much better to get if you want to go beyond insane recharge. I am going recharge/def with mine, and it seems to help.

    Perma dom is pretty much all about mez defense on an electric dom, because static field does not benefit from it, and the confuse only gets +mag on the first target.

    Just some observations...
    Gremlins seem to die pretty easy when on a large team. Be ready to recast them alot. But I see the same issue with fire imps(melee is a nasty place for low hp pets). They are a mix of soft control and damage, so they are pretty good solo, and can chain knockdown a boss if they dont get killed.

    Thunderstrike's knockback is a bit of a pain. Electric has no -kb (which is good), but that means until you get your epic powers you will only have 1 real damage AOE, and its a cone. I went with Ice epic to get sleet and ice storm for more AOE damage.

    The end recovery on your aura is not as stong as I had expected. Dom seems to be a much better way to get back end than the aura. The aura seems to be all about sapping something in melee range at 20% a tick when fully slotted.

    The chain confuse is... slow to cast and slow to work. I try to move to the next spawn and start it while the rest of the team is cleaning up the current spawn. You gotta find the boss to get the first target mag bonus while in dom, and then it takes a while to propigate to the rest of the spawn. Once the team engages is when I drop the AOE sleep (mostly to help the team with endurance issues), sleet, buildup + ice storm, fenses, static discharge, next mob.

    When I think about it I play more like an electric blaster than a anything else. The controls are mostly for solo or for nasty ambushes.
  10. Mephe

    Thinking DP/Dark

    I dont have a DP/Dark but I do have DP on a blaster and dark on a MM and a defender so..

    1. The build is awesome and should be able to do amazing things solo or teamed. An excellent combo of -tohit and def. The -tohit (fearsome stare + darkest night) will take em down to the -tohit cap of 5% tohit (or close enough to it). This prevents cascade def failure that destroy def based toons without high Def debuf resistance.

    2. The +def is sorta a very expensive bonus. It prevents most deaths from mobs that are no longer effected by your debuffs.

    3. Incidiery rounds + supressive fire +pet gaze = hold a boss. Nice combo (maybe focus on hold time in pet gaze so you dont have to recast it so much)

    4. I think the 6 slotted tactics is going a bit overboard. I would instead pickup haste, so you can get Hail of bullets down to 38 sec recharge. Change the dam/end in hail to acc/rech to shave off a few more sec to 35. (Dam is still edd capped)

    5. The damage proc in fearsome stare... will that wake them up or does it happen before the fear? If it wakes them you just lost your alpha mitigation on the mobs that do wake up. May not be a big deal since its only 20%.

    6. Drop executioners shot and take piercing rounds instead. Same cast time, much better effect on the piercing rounds.

    7. No knockback proc.... I hate knockback. Some knockbacks are autohit so def wont help you.

    I made the changes to your build....

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  11. Have you looked at flash freeze from the Ice epic pool? Its a 25' radius sleep that you can stick the call of the sandman proc in for a self heal. Its a 10% chance of a 5% heal. Not much, but I am combining it with my high def build to do 2 things. One as an opener to sleep all the mobs before I run in and confuse (DP/MM) and hail of bullets on them and as a small green insp saver to top me off before a new spawn.

    So flash freeze (with heal proc) + frozen armor for some S/L def and hoar frost for a 60% heal and capped HPs every 160 seconds on a 145% recharge build. On paper the build looks closer to a scrapper (unIOed) than a blaster. Of course thats all paper right now until I hit 50. And since I have MM as my secondary I can get insane regen with 80% uptime.

    I hope one of the Incarnate powers gives mez protection. That is pretty much the last whole every blaster suffers from.
  12. If you are going to team at all I would pick Electric over Kinetic. Electric stalkers get Lightning rod, which is an AOE that ports you to where you target (up to 60') and it summons a pet that does the AOE damage. What that means is you while hidden can pick a good spot to hit most of a large group of foes and do buildup/LR which does knockdown to 80% of the foes, and it DOES NOT pop you out of hide.

    So now you just did 500+ damage to 10 foes and 8 of them are falling down. You still are hidden and you can execute an Assassins strike on the boss (if you are lucky) but you probably will have near 100% chance to get a 600+ damage havoc punch crit on the boss. Then you can clean up the rest of the mob with thunderstrike or chain induction. With enough recharge you can do this every 25 seconds or so.

    Kin on the other hand only has burst for AOE which is only a radius 8' instead of the 20' that is LR's area of effect around you.

    Electrics other AOE powers Chain induction, thunderstrike, and Jacobs ladder are nice, and help with the after LR cleanup, but they also work well when you are on a task force that sends more than 20 mobs at you. You can use all these other AOEs to help take down all the adds quickly. You are like a blaster with armor and mez protection.

    No other stalker set comes close to the AOE power of Electric because of LR. Concept is the only reason I see right now to make anything other than electric on a stalker. Yeah its that good.

    Ohh and lolPVP, so dont much care bout that.

    Here is my current 50 Elec/Nin stalker. This guy is a monster solo or on a team, and has outlived brutes that can't handle a large longbow spawn.

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  13. Just wanted to "shoot" a big thanks to Elektro and every other pro DP poster on this thread. I made a new DP/MM blaster the other day. I usually prefer toons with a bit more protection, but the DP powerset is alot of fun. Not my first blaster (have an old 38 en/en), so I know I wont be able to run tips at 0/x6 like some of my other 50s, but I do have a build that I think will get it close to what I am looking for in an epic content toon (maybe 0/6 and no bosses?).

    Right now my toon is level 23 and out of the resistance and into talos island. I usually stall out on a toon around 35 or so if I just dont see a lot of further power growth or worse they cant keep up with the mez heavy 35+ game.

    I had no issues soloing the EBs in any of the warden resistance arcs the game threw at me (on default diff). I did die a few times, but all I needed was a few purples and it turned into an easy win.
  14. Quote:
    Originally Posted by Diggis View Post
    I highly doubt you'll get a Mez power in a blaster set.
    I bet if they had a blaster secondary that had these powers nearly 90% of the new blasters would pick this set....

    Tier 1 brawl (you are still practicing.. not yet)
    Tier 2 brawl (you are still practicing.. not yet)
    Tier 3 brawl (you are still practicing.. not yet)
    Tier 4 brawl (you are still practicing.. not yet)
    Tier 5 brawl (you are still practicing.. not yet)
    Tier 6 brawl (you are still practicing.. not yet)
    Tier 7 brawl (you are still practicing.. not yet)
    Tier 8 brawl (you are still practicing.. not yet)
    Tier 9 Practiced brawler (you made it!)

    38 levels but I finally get my mez prot... and its worth it!
  15. Tips are a bit different than the pick a mission to redo over and over, or the AE farms with custom/hand picked mobs. All of my IOed toons can do 0/8 on these easy hand picked types of missions, only my most powerfull can do tips at 0/8 at a speed I like.

    Of all my IOed 50s my bots/traps can do NON filtered tips at 0/8 the quickest. This means I am able to handle longbow, arachnos, DE, Malta, knives and even the shard guys that rip through def like its not there. A mob size of 8x is no different to him than a mob size of 1x, except the bosses take a little bit more time to melt.

    My crab and my ill/rad are tied, the crab has killing speed but my perma PA on my rad makes him a bit safer. I turned these 2 down to 0/6 to increase tip mission completion speed.

    My 50 elect/nin stalker and fortuna also does 0/6 but will have to steath past some groups that have tohit powers. Stalker has more damage, but the fort is a little more sturdy with the control powers. Both are above the soft cap, but they both lack the HPs or resists required when you have 0/8 longbow throwing -res and -def at you, and a EM warden about to 2 shot ya.

    Pain in the butt toons for tips = My warshade and my fire/storm troller. These 2 rock on any team, but the lack of mez protection makes soloing tips very much like a roller coaster ride. On AE farms these 2 can easily handle 8x, but mez just makes things painful.
  16. Quote:
    Originally Posted by Torrynt View Post
    So I am at a loss as to which Epic to choose with Elec/Elec. This is my first Dom, and I like the class. However, I really have little idea on which pool to go with. Any thoughts?

    I am aiming for permadom... however, that's way down the road. I'm at like 50% rech w/o hasten, so it's close, some of the time.

    Which pools have people liked so far?
    Ice look no further!
  17. Some observations from my elec/elec dom at 34

    Gremlins are great solo at 0/2 (probably should move up to 0/3 now) cause its getting too easy. They do seem to be pretty fragile in a large team though.

    The confuse is great but its fiddly. Its hard to pick the right mob in the middle that will make sure as many mobs as possible get confused. But its up every 20-30 seconds with my build so thats the great part. If you have domination up be sure to pick a boss as the starting point because the first target gets the domination bonus, but others dont. On a fast moving team this power is pretty useless, unless you have dom up and always target the boss with it. So it almost becomes a single target confuse on a team.

    Jolting chain with the devestation hold proc is pretty nice to spam. Dont count on the hold, its just a bonus. Jolting chain is a good power to spam when in a large group, but the soft control of this power is pretty weak because the critters get up pretty fast and start shooting relative to the cast time. Spamming this power means you dont have time to do much else.

    The AOE sleep serves 3 purposes: Put one up on the close second spawn if you only want to deal with the agro of the first mob. Put one at the feet of the melee (or you if solo) to help with endurance recovery, and help reduce damage. Put one at the back of the group if you are expecting an ambush. A great solo power, and enough extra stuff to help make it a great team power also.

    Sapping... If the fights are lasting more than a few seconds. The sapping power really helps reduce the amount of damage the team will be getting. I dont see the need to go after this aggressively in your slotting, because it seems to just stack up all by itself.

    ranged AOE hold - didnt pick this one up, the recharge is just too long to use every spawn and my oh crap power is the AOE sleep so... no real need for this.

    I dont know about mind, but compared to fire I think electric comes up short. Flashfire is such a good power that gets even better when under domination, thats hard to beat. Imps seem better than gremlins only because 3>2. And everything else doesnt matter much after that.

    If I could change electric control it would be to speed it up:
    speed up the jumping of the first confuse so its as quick as jolting chains. The second jump can stay at the slower rate to help spread it around once they have bunched up some.
    The cast time on jolting chains is way to long for what it does. This should be a quick shot power to knock em down. I would make it a 1.07 second cast not a 2.07 second one.
    The cast time on the single target hold is also 1 second slower than fire's char. Why? Blasters got all thier tier 1 and 2 powers set the same can't we also for holds?
  18. Mephe

    Best Dom pet?

    So far I am not all that impressed with the gremlins. They seem to be just as squishy as imps but you only get 2. In an 8 man group they seem to die every other spawn. Dont know if they are getting too much agro or just aoes that are tearing them up.
  19. Mephe

    neverselling ice

    Quote:
    Originally Posted by Misaligned View Post
    I think we have just identified the problem here.
    And this is why we get people like you protesting for the rights of the poor and indigent in.. a video game.
    OMG! If this doesnt shut "it" up I dont know what will.

    Well played misaligned, well played!
  20. Based on the 50s I got:
    Most powerfull (as in I can't believe its not nerfed) = Bots/Traps
    Best all around for solo missions at (+0/x8) = Elec/Nin stalker
    Best TF toon = Ill/Rad
    OMGWTFBBQTHISONEGOESTO11!!! = Casualy purpled out triform warshade
    Best for teaming = Crab, with the perma mind link fort a very close second
  21. Quote:
    Originally Posted by GuyPerfect View Post
    It also bolsters the ego and promotes the societal perception of worth, so I'd say it's a fair trade!
    F**N LOL!

    Wow I do feel better! I like your ideas and would like to subscribe to your newsletter.
  22. A nova with 75% resist all would be overpo.... err no wait nevermind.

    Nothing to see here move along!
  23. Mephe

    Making a Void

    With power coloring you can go with alot of different powers and color them black and purple. So I would pick an AT you want to play and then go from there.

    Personally I would pick a Rad/Sonic corr. Or a Kin/EA stalker.
  24. Quote:
    Originally Posted by Big_Soto View Post
    Some people know me as being very pro Human Form Peacebringer and now I am looking to join the darkside and play an all human WS builds for soloing missions. I did some searching and found some old builds from Feb and March of this year. Some things have changed since then and I was wondering if anyone can throw some advice my way or post a build so I can get ideas. I did read that MF Warshade write up and it was a great read, but I was just wondering from other players what is the attack chain they use and bonuses they focused on in their builds. Thanks ahead for the help
    The quick answer...
    +recharge is key. Every power should be looked at to determine what IO set +recharge you can jam into it.

    My human attack priority is...(cast whats up in this order)
    For AOE:
    (if mezzed at any point switch to dwarf and follow dwarf attack priority)
    Turn on Orbiting death (with damage procs), and Inky
    Eclipse
    Mire
    If Unchain is up Well a minion and then unchain them.
    If Fluffies are up, make or find a dead body and summon one.
    Grav emination a boss if they are nasty or in a good cone formation
    Dark detonation
    (single target attacks until an AOE recharges)

    Single target priority of attacks (cast whats up in this order)
    Gravity well
    Shadow blast
    Ebon eye

    Here is my build:
    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Warlich: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Fitness
    Power Pool: Speed

    Hero Profile:
    Level 1: Ebon Eye -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx/Rchg(5)
    Level 1: Absorption -- S'fstPrt-ResKB(A)
    Level 2: Gravity Shield -- S'fstPrt-ResDam/Def+(A)
    Level 4: Gravimetric Snare -- GravAnch-Immob(A), GravAnch-Immob/Rchg(5), GravAnch-Acc/Immob/Rchg(50), GravAnch-Acc/Rchg(50), GravAnch-Immob/EndRdx(50)
    Level 6: Dark Nova -- GSFC-Build%(A)
    Level 8: Starless Step -- Winter-ResSlow(A)
    Level 10: Swift -- Run-I(A)
    Level 12: Sunless Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(40)
    Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Gravity Well -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 20: Black Dwarf -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(21), Aegis-ResDam/Rchg(21)
    Level 22: Stygian Circle -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal/EndRdx(25)
    Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Gravitic Emanation -- Amaze-Stun(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
    Level 30: Inky Aspect -- Amaze-ToHitDeb%(A)
    Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), S'bndAl-Dmg/Rchg(34)
    Level 35: Shadow Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(36), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(37)
    Level 38: Eclipse -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(39), TtmC'tng-ResDam(39), RechRdx-I(39)
    Level 41: Dark Detonation -- Posi-Dam%(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43)
    Level 44: Unchain Essence -- Det'tn-Dmg/Rchg(A), Posi-Dmg/Rchg(45), Det'tn-Dmg/EndRdx(46)
    Level 47: Orbiting Death -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(48), M'Strk-Dmg/EndRdx(48), C'ngBlow-Dmg/EndRdx(48)
    Level 49: Nebulous Form -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Dark Sustenance
    Level 1: Shadow Step -- Empty(A)
    Level 10: Shadow Recall -- Zephyr-ResKB(A)
    ------------
    Level 6: Dark Nova Bolt -- Dmg-I(A)
    Level 6: Dark Nova Blast -- Dmg-I(A)
    Level 6: Dark Nova Emanation -- Posi-Dam%(A), Posi-Acc/Dmg(7), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9)
    Level 6: Dark Nova Detonation -- Posi-Dam%(A), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13)
    Level 20: Black Dwarf Strike -- Dmg-I(A)
    Level 20: Black Dwarf Smite -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(34), Hectmb-Dmg(34), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(37)
    Level 20: Black Dwarf Mire -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-%Dam(45)
    Level 20: Black Dwarf Drain -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Heal(46)
    Level 20: Black Dwarf Step -- EndRdx-I(A)
    Level 20: Black Dwarf Antagonize -- Zinger-Dam%(A)
  25. Quote:
    Originally Posted by Test_Rat View Post
    My Elec/nin and Spines/Nin Min-Max Builds have excellent teamed and solo performance.

    But I run into people like this all the time in game, and frankly I have nothing to counter them with. I cannot make a good case why someone should pick a stalker for a team over a scrapper, brute or veat.
    If stalker and scrapper are the same then I say thats good enough. There should be no reason to pick a scrapper over a stalker and vice versa.

    A brute over a stalker.. yeah I can see that. Me and a fire/dark corr did my morality mission at 0/6. I was able to survive no problem, but the corr would die almost every spawn or ambush because I dont hold or get agro. A brute would have done a much better job at keeping him alive, without a big loss to killing speed. But I think stalkers and scrappers stack much better than brutes or tanks. So one brute on a team over a scrapper or stalker, but the second brute I would much rather have a stalker or scrapper instead.

    VEATS.... on a team stalkers, scrappers brutes and tanks are a waste of space when you could have a VEAT (as long as they picked up all the team powers that is).