Microcosm

Mentor
  • Posts

    1126
  • Joined

  1. Microcosm

    WS Build?

    I have found that a single -kb IO is enough for almost everything in the game; if you want to keep three, though, putting a Zephyr -kb in shadow recall would free up a slot elsewhere.

    Normally the Fitness pool is seen as nigh useless for a triform as it does not work in forms, but from what you've said it sounds like you might be running around in human form a little more than most so that might be worth it.

    I believe the Performance shifter proc actually nets more endurance over time than the one you have in Nova, but I'm not sure on this.

    You're one slot away from some nice recharge bonuses in Dark Nova Emanation/Detonation, which I think you could scrape up slots for.

    My opinion, and there are many who disagree with me on this, Sunless Mire doesn't need to be slotted for damage, just some recharge and acc; it does smallish base damage and comes up too slowly.

    Favorite low-end frankenslotting on eclipse: Aegis res/rech, Titanium Coat res/rech, Impervium armor res/rech, Impervium armor res/end/rech, and an IO acc if you do not have a ton of global acc bonus.

    You're very likely going to run dry on endurance in Dwarf. You might want more end reduction in its attacks, as well as a performance shifter proc in it itself.

    Slotting Stygian Circle for Heal is not really necessary, so you can grab a slot from there.

    Hefty +acc slotting in Nova single target attacks might not be necessary because of the inherent tohit buff, which you have enhanced, in nova.

    And Ribosome's are about as expensive as the LotG's at the moment.
  2. Affording it isn't an issue, I just can only spare one slot in the power for it. (Wish I had another 4 slots for that power). I was going with one of the two listed to get a set bonus out of the deal, but if the radius is twice as large on the sovereign right one then who needs the set bonus.
  3. I hadn't thought about that, thanks
  4. Microcosm

    WS Build?

    Other than the powers you listed:

    Gravitic Emanation is a pretty nice power; don't be afraid of its kb.

    In general toggles are not so great on a triform, so orbiting death and inky aspect are both low on the list, though some people like to use inky to stack with gravitic em to stun bosses.

    The shields are are not super helpful either if you're going to be switching in and out of forms.

    Gravimetric Snare, Shadow Blast, and Starless Step are situationally useful, but still not very.

    Essence Drain is a sucktastic power, and Dark Detonation is not very useful to a triformer.

    Shadow Cloak is very useful; combine with super speed or a stealth io for complete invisibility to most mobs.

    Nebulous Form, not really that useful; its activation time is still 3seconds, much longer than other phase powers.

    Stygian Return: I don't like a power that helps me after I'm chewing pavement when I can replace it for something that keeps me from chewing said pavement.

    Unchain Essence: big AoE damage for human form, but I could just switch to Nova and get more AoE damage. Has a long recharge too. But it also has a stun component, which is quite nice and why I still have it.

    Quasar: weak for a nuke, but with mires it can be very strong. We also get stygian circle to go back to full endurance after using it, so I would recommend this power although it's not something you will constantly use.

    You definitely want Hasten; others have found use for the Medicine pool, Presence pool, and Concealment pool (this one for set mules).
  5. I need some opinions. I have room for either the call to arms +def unique or the expedient reinforcement +res unique. At the moment, I'm farming +0/x8 demons and I have the expedient unique in there. My pets seem to handle one spawn well, but one often will lose enough health that the next spawn kills him. That of course throws off the cycle and I have to wait a while to get back to having three fluffies out. I am swapping provoke for aid other next respec, which will help, but I was wondering which of the two pet uniques helps survivability more in your opinions. They should be roughly equivalent, but I have no experience with the +def one.
  6. Quote:
    Originally Posted by BrandX View Post
    Obviously part of the way to solo the GM is to use Drain Psyche for the -Regen, but that gets me curious...is Fire Blast the onlt Primary that can be paired with /MM to do it?

    What about the other Primaries?
    Well, if you're completely halting the GM's regen rate with drain psyche (perma), and I don't know if it does, then you could solo it just using brawl; it's a question of speed, really. Fire just has the most damage, though I'm not sure how sonic's debuffs would affect the set's damage levels.
  7. Force Feedback still checks for every enemy hit in an AoE, so in foot stomp it would go off pretty often, if that helps.
  8. Think of it as a minor damage aura that can slot the extremely useful Coercive Persuasion set and has a minor mez to it. This set's really awesome powers are melee range (Drain Psyche, Psychic Shockwave), so having something on that can momentarily mez your enemies as you waltz in the middle for those pbaoes is a good thing, right?
  9. Wow. What chain are you using?
  10. Doms have the dps. Some sets have regen debuffing powers, but I don't think the ones shown here.
  11. Quote:
    For example... I could see the Scrapper-lite form being placed in the offensive set. It would look like a smaller, sleeker, and more predatory-looking dwarf (that could use the huge model as a base for it's emotes and movement). They'd have scrapper-level mez protection, a moderate hp boost (about half that of dwarf), and a base 20% or so resistance to all but psi. They'd have four melee attacks (light, medium, heavy, and a medium cone) that could be chained indefinitely using a light, medium, light, heavy, light, medium, light, medium cone pattern. Instead of a self-heal I'd give the form enough +regen to make give it decent survivability. For movement they'd have enhanced speed and leaping (think ninja run).

    I could then see a Controller-lite form being placed in the defensive set. It would look rather spider-like and use the Arachnobot animations. It would have a single-target ranged immobilize, stun, and hold (with non-containment controller-level damage) as it's attacks and no defenses like the nova form. For movement it would have a great deal of ground speed.

    The Defender-lite form would look rather wasp-like and could use the Nova-form animations. It would move by flying and have no special defenses (like Nova). It would have a rapid-fire light damage single target ranged attack, a single-target heal, a PBAoE heal, and a PBAOE buff to defense and endurance recovery (for the Bright variety) or to damage and resistance (for the Dark variety). This power too would probably go into the defensive set.
    I like that a lot. All for new forms (and those sound really cool, especially the first) as long as they give us more slots, maybe that can only be slotted in those forms.
  12. I have a question. If you had a Thugs/traps, with both the pets and yourself softcapped, and aid other to heal them, could you do the same thing? I ask because I already have a thugs/traps at 50, and I really don't like the bots enough to lvl them because of the sounds they make and the knockback. (Yes I know how to use knockback; still don't like it). If I can keep my arsonist alive, would they be able to do the same levels of damage as here?
  13. Was that your build? Figures You're always makin builds that get me interested in things. Worse time sink than chasing after purple IOs
  14. Comparing the two unslotted:

    fire: resistance 22.5 s/l/e/n, 15 c/t, 67.5 f, 0 psi, Tier 9 self rez
    elec: resistance 26.3 s/l/f/c/p, 22.5 n, 61.9 e, 0 tox, good solid tier 9

    fire: mez protection stun/hold/sleep (kind of an immob protection but not really), resdebuff rech/movement
    elec: mez protection stun/sleep/hold/immob/kb, resdebuff recov/end(x2)/rech/movement

    fire: heal/end heal for 334.7 on a much faster recharge, consume 20+end in an aoe attack with minor damage
    elec: heal/end heal for 334.7+100%regen(+endredux), +powersink which is autohit

    fire: good +dmg; extra aoe damage from consume(minor) and burn if you can get them to stay in the patch
    elec: +spd/rech

    So you might get a little more aoe damage with fire to complement the single target heavy DM, but not much unless you can keep enemies in your burn patch. Fiery embrace is very nice for +dmg, but I hate self-rez tier 9 powers as I'd rather not die in the first place.
    Stats-wise I personally think electric pulls ahead for a general fun build. Plus you prefer the look of electric armor so...

    Aoe damage, endurance, and recharge are the best things these two could give to DM, and /electric does better on two out of those three.
  15. Oh I wasn't paying attention to levels at all. Mid's will do that now because of the vet reward that allows you to take the tier 3 at lvl 6.
  16. DON'T DRINK THAT TEA! It's shooting out electricity.
  17. Nope, still would make a warshade. Umbral blast is better because of sunless mire and the pets. Umbral aura is better because of eclipse. The option of fly instead of tp would be nice, but I don't mind the tp; I would also like to take the pb's inherent, but not enough to take luminous aura. Would also prefer the -def debuff instead of the slow, but none of this would make up for losing eclipse, sunless mire, or dark extraction.
  18. Ill see you that build and raise you this gimpy one.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Stalker
    Primary Power Set: Electrical Melee
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leadership

    Villain Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(27)
    Level 1: Hide -- LkGmblr-Rchg+(A), DefBuff-I(3), DefBuff-I(3)
    Level 2: Fast Healing -- Empty(A)
    Level 4: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(7), Zephyr-Travel/EndRdx(7), Zephyr-ResKB(11), HO:Enzym(11), HO:Enzym(19)
    Level 8: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(9)
    Level 10: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(37), RzDz-Acc/EndRdx(40), RzDz-Stun/Rng(43), RzDz-Acc/Stun/Rchg(46), RzDz-Immob%(48)
    Level 12: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(13), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(15), HO:Enzym(15), HO:Enzym(19)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 16: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
    Level 18: Dull Pain -- Empty(A)
    Level 20: Weave -- LkGmblr-Rchg+(A), HO:Enzym(21), HO:Enzym(21)
    Level 22: Reconstruction -- GA-3defTpProc(A)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(25), HO:Enzym(25)
    Level 26: Integration -- Empty(A)
    Level 28: Group Fly -- Zephyr-Travel(A), Zephyr-ResKB(29), Zephyr-Travel/EndRdx(29)
    Level 30: Resilience -- Empty(A)
    Level 32: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
    Level 35: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Assassin's Shock -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(42), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
    Level 44: Build Up -- GSFC-Build%(A), GSFC-ToHit(45), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46)
    Level 47: Instant Healing -- Empty(A)
    Level 49: Moment of Glory -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Assassination
  19. Microcosm

    PB tank?

    If you make one of your builds purely focused on dwarf, you can get some pretty extreme survivability. That's what I'm doing with my alternate warshade build right now; functionality outside of dwarf is very limited, but in dwarf I've got ~62% resist to all but psi (12%), and am softcapped to all positions with one small defense insp. High recovery as well and the dwarf attacks are fully slotted. Pb's should be able to do pretty much the same, though that costs more than 400 mil.
  20. My Geas (and Eye of the Magus when used with it) actually comes up somewhere under 8 minutes. I highly recommend getting them both and using them both as needed. The defense from Magus stacks well with resistance from Eclipse, and long AV fights with no corpses to suck endurance off of makes Geas very useful.

    Edit: And the -psy one, forgot what it's called, is also quite useful in certain situations. I wouldn't make builds around these things, but they are useful and should not be discounted.
  21. Someone posted a fire(?)/regen build on the scrapper forum a long time ago that was completely soft-capped. I saved the build for the "see, anything can be soft-capped" factor, but alas that hard drive bit the dust.

    I would say it should be slightly easier for a stalker because you get that little extra boost from hide that scrappers don't. It still would be functional, but not optimal. Might I recommend that you work toward being soft-capped with Shadow Meld from the patron pool, and then try to get the recharge as low as possible on that? I think you would lose a lot less of your overall effectiveness that way.
  22. I'm not seeing the first build has more 7.5 +Recharges than allowed, unless you're counting the LotG's with the ones from the Basilisk and Mocking Beratement bonuses. If that's the case, then you should know the game does not count those as the same bonus, so you can have 5 of the LotG +Recharges and another 5 7.5 recharges from set bonuses before you go over the limit.
  23. Agree with OF2 for the most part.

    6th crushing impact in the dwarf powers is useless, and the change in enhancement values for dropping one is very small.

    6 slot extracted essence...please.

    Get rid of both tactics and vengeance, replace one with a concealment power for the LotG, the other with Gravitic Emanation, and migrate those Amazements over to it.

    Dark Nova Detonation: Replace the posi dam/range with the posi proc

    Dark Nova Emanation: Replace the posi acc/dam with the posi proc, also adding a slot for the +rech proc is nice.

    What OF said on Black Dwarf and dark nova

    I say put an aegis unique in Absorption, and just use the Zephyr in your SS

    I actually think with the global acc bonuses you have you don't need acc in the power, I would just frankenslot it with rech/resist ios.

    You can go with a single slot in Sunless Mire, but it should be recharge.
  24. I've been using this bind and realized some others might want it too.

    /bind [key] "powexecname Grant Invisibility$$targetcustomnext Extracted Essence"

    Not massively useful, but it is a quick way to give your fluffies each a small survival buff between mobs. If you already have Grant Invisibility anyway for an LotG mule, why not?

    Edit: This works better as /bind [key] "targetcustomnext mypet$$powexecname Grant Invisibility" after testing
  25. just made a new shade on freedom with the intention of going rogue (freedom's where I keep my villains). Already got bored of leveling tho, lol; I've pretty much only played 50's for the last year or so.

    I'm ready for a drive by squidding and robbing at tentacle point.