StormyDarkness

Super-Powered
  • Posts

    586
  • Joined

  1. True, but it's always good to get different perspective on things.
  2. Quote:
    Originally Posted by Local_Man View Post
    I would take Spectral Wounds over most other powers. The net damage from Blind-SW (with containment) really adds up . . . Once you throw out your controls, you can stay at range and blast away. Once you get to the APP levels (41+), you can pick up one of the blast powers from the APP sets to have a great attack chain of Blind-SW-Blast-SW to take individual foes down pretty quickly. One chain will often take down a minion . . . freeing your PA and Phanty to focus on the tougher foes.

    (My Illusion/Radiation guide has a discussion about how to take advantage of Spectral Damage.)
    The problem with that attack chain is two fold for how the character currently feels strapped for time between Forge, Psionic Tornado, debuffing, and tossing my control/pets about. The second being that I wasn't planning on taking a ST attack (Spectral Wounds would be my other ST attack), thus making my attack chain Blind-SW-Psi Tornado (all 2.5 second animation)-SW.

    Quote:
    The Chance for Build-up proc has a chance to proc for each attack by any of the three Phantom Army guys, and then the Build Up effect applies to all three and Phanty. It is one of the few ways you can buff PA's damage.
    I wasn't aware of this, and that sounds amazing. Duly noted and I'll work it in somehow.

    Quote:
    It is pretty much the same concept as using Radiation's Fallout, Vengence and Mutation. A few people like it as a strategy -- but it really depends on your teammates. If you have a regular group of teammates and communicate well (using some kind of voice chat, for example), then the Suicide Blast concept can be quite effective and very funny -- not exactly an every-group kind of strategy, but it can work for really tough foes. But I find that for normal play, most players don't have the patience to wait around while you set up their dead body as a bomb -- they want to rez and get back into the fight.

    Personally, I'd rather have something that works all the time rather than once in a while. In the long term, Spectral Wounds and a single target blast will add up to a lot more damage than your Rise of the Phoenix/Vengence combo. But those times that you use that combo, it will be effective.
    I could just take out Venge for spectral wounds, apply the slotting from the rez to SW and then give the extra slot from the now rez to 1 slotted End or Dmg/End and just lose a LotG 7.5. Though admittedly I don't know how important that LotG would be when considered I just put a 6.25% set bonus into PA. Would 1.25% *really* give me that much?
  3. Quote:
    Originally Posted by Local_Man View Post
    The one thing that jumps out is the lack of Spectral Wounds . . . I would never, ever build an Illusion Controller without my main source of damage. I take Blind at 1, SW at 2 and Deceive at 4. You are missing out on one of the main strengths of an Illusion Controller without Spectral Wounds.
    My main problem with this was a lack of wanting to get rid of any of the powers that I already have.

    Quote:
    Phantom Army: Try 4 Expediant Reinforcement (all but Dam/End and the Resistance proc), plus Dam/Rech and Chance for Build Up from Soulbound. That slotting caps Damage and Recharge with good Accuracy.
    Interesting, it actually ends up being a bit better recharge (by a whole .3) with better damage. Even without the build up proc, that's a very viable thing to do. Thanks.

    Quote:
    Phantasm: get an extra slot in there for an Acc/Dam Hami-O to cap out the damage.
    I'll look into this.

    Quote:
    Hasten: The 4th Recharge is wasted.
    Yeah, I was running into a "I want it faster recharge, but there's not much else adding a slot would help in this. I figured 2 seconds lost would be better than just a slot thrown away completely.

    Quote:
    Power of the Phoenix: That's a lot of slots for a situational power. Unless you have a teammate who likes to sacrifice himself to be a body bomb, you should not have enough deaths to merit that many slots in a power you rarely use.
    It's just as situational as Venge, but this way it's offering a set accuracy, recharge, and a hella nuke after using Venge (over 850 damage!) Plus, it'd be a viable tactic for speed runs to nuke a final boss room, then everyone has Venge and the venge bait is actually invulnerable for a while we mop up the rest of the room leaving (ideally) only the AV.

    Mostly it's the reason for feeling justified taking Venge as it'll do tons of damage if/when someone dies, regardless of if it's planned. And if the person doesn't die in a mob? I got recall friend for that.
  4. I created an Illusion/Thermal build, but was wondering if there was something that I was particularly missing. Power selection wise, I think I'm golden. I mean, Venge's +damage, then Power of the Phoenix... om nom nom.

    I was attempting to use as little purples as possible while still yielding the same results (see near perma Hasten/PA with Psi Tornado +Rech proc sprinkled to maybe make perma). I mean, if I wanted to get right at perma, I could toss AoE purple in Psi Tornado, Stun in rez, and hold in Blind, but I don't want to spend an arm and a leg to be honest.

    Any thoughts appreciated.


    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Reality Reassembler v4: Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Thermal Radiation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 1: Warmth -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 2: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(3), CoPers-Acc/Rchg(3), CoPers-Conf/EndRdx(40), CoPers-Conf%(40)
    Level 4: Thermal Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(5)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9), RechRdx-I(11)
    Level 10: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(11)
    Level 12: Superior Invisibility -- RedFtn-Def(A), RedFtn-Def/EndRdx/Rchg(13), RedFtn-EndRdx(13), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx(37), LkGmblr-Rchg+(37)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Mrcl-Rcvry+(15), Mrcl-Heal(17)
    Level 16: Recall Friend -- Winter-ResSlow(A)
    Level 18: Phantom Army -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(19), S'bndAl-Acc/Rchg(19), S'bndAl-Dmg/EndRdx(37), RechRdx-I(39)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Power of the Phoenix -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
    Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(40), RedFtn-EndRdx(43), LkGmblr-Rchg+(45)
    Level 26: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(27), Abys-Acc/Fear/Rchg(27), Abys-Fear/Rng(34), Abys-Dam%(34)
    Level 28: Forge -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx(31), AdjTgt-Rchg(34)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Phantasm -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Heat Exhaustion -- Acc-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Melt Armor -- AnWeak-Acc/Rchg(A), Achilles-ResDeb%(39), AnWeak-DefDeb/EndRdx/Rchg(39), AnWeak-Acc/Rchg/EndRdx(42)
    Level 41: Indomitable Will -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(43), LkGmblr-Rchg+(45)
    Level 44: Mind Over Body -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
    Level 47: Psionic Tornado -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
    Level 49: Vengeance -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 6: Ninja Run
  5. Sorry, getting post happy, but want to kinda break down each item (sorta).

    Quote:
    Originally Posted by Direwolf21 View Post
    The last 4 power slots, I wasn't sure what to take. None of the ancillary pools looked all that interesting...
    Arctic Fog gives you resist to Energy, Fire, and Cold.

    Dark's shield gives you smash/lethal/neg/toxic resist for greater resist to any typed damage by psi. It also gives you an endurance increase power of dark consumption, some more variation of control, a self rez which is good depending on how aggressive you are, and Soul Drain to greatly increase the Blaster Level pseudo pets of Ice Blast (Ice Storm/Blizzard).

    Psi gives smash/lethal/psi resist along with 2 holds (TK and Dominate), and also a mass sleep and PBAoE confuse which could be used for cheap purple sets.

    Power, meh overall is what you'll fine. Force of Nature would be nice, but that's up to you. Also, it gives the best Smash/Lethal resist, so you'll be putting a heavier bandage on the Smash/Lethal resist whole of Arctic Fog. PBU has previously been mentioned, a melee attack of okay-ness, and conserve power which should be easily trumped by Heat Loss, unless you're specifically wanting to not even have a chance of toggle dropping on Blizzard.

    Elec, the immobilize would be a good extra single target for you, but overall meh (imo), Thunderstrike is a small AoE so you can hit more than one enemy (unlike Total Focus), Charged Armor just increases your energy more, along with giving you Smash/Lethal resist, which Tough doesn't do probably enough with how common it is, an extra hold allowing you to possibly skip Bitter Freeze Ray (I dislike the animation for it, as already stated), and a nuke recovery power that comes up much faster than Conserve Power or Dark Consumption, but with Heat Loss, is it really needed to be up that often.


    Just some APP things to think of. There is some synergy there, but it may not be your style. I say if you're looking for damage, go Dark, Controls, go Psi, Grab bag, go Elec, and tankage/greater support, go Power.
  6. Quote:
    Originally Posted by Psylenz View Post
    The only quibble is that Freeze Ray has a base recharge of 10 seconds while Bitter Freeze Ray has a base recharge of 20 seconds Base duration on freeze ray is 11.9; 18 seconds on Bitter Freeze Ray. I would take Freeze Ray first and over Bitter Freeze Ray in an either/or situation.
    The other factor, to me at least, is animation time. Freeze Ray has 1 second animation while Bitter Freeze Ray has 2.5 seconds. If you take Psi Mastery's Dominate, you'll be able to do 6 mag hold in the time BFR's will take to do 3. Elec mastery will only be .1 and change animation time from the same result.
  7. Quote:
    Originally Posted by Direwolf21 View Post
    So, I want to make a defender . Never played one. I have a /emp and a /kin controller, and even a /rad, so I want to do something new . I decided I wanted some form of defense booster, and was deciding between Bubbler, Sonic, and Ice.
    All three are nice. FF is Defense + positioning powers. Sonic is Resistance and Resist Debuff mostly. Ice is Defense and a few other things other than just resist debuff.

    Quote:
    None of the ancillary pools looked all that interesting, except MAYBE power build up.
    If Power Build Up works like Power Boost (and once again, I'm not 100% sure if it does or not in this regard), it won't up your ice shield defense.

    Quote:
    I would like to work in Recall Friend, since SS + Fog = Invis.
    A viable option if you like the stealth/port role. Stealth proc will help even more.

    Quote:
    The guide here made a strong point for skipping Frostwork, which I did. I know this leaves me without any heals at all.
    Frostwork isn't a heal, it's an HP buff. As such, the only way it's really a "heal" is that people will have a higher regen because of the increased HP. Also, it'll be harder to kill them because of the higher HP. That's all it does (besides the toxic resist which is meh imo).
  8. Quote:
    Originally Posted by New Dawn View Post
    Stormy Darkness build looks like it does overkill on debuffing tohit and personal self defense.
    I understand this, but I'm fine with the overkill.
  9. Well, I can give you a very detailed break down of ideas for building each power if you really wanted. Can't do it right now as I'm about to bolt off to work.
  10. StormyDarkness

    Defender Nukes

    Quote:
    Originally Posted by eryq2 View Post
    Never played emp, it doesnt look like my cup of tea. No clue what the set is about. I just thought it was like a healing set. I can't play healorz.
    It's a buff set with some heals. AB + one recovery aura = "crashless" nuke of any flavor.
  11. After taking a closer look at your actual build, it looks to be rather... random to me.

    Hit points are nice, but won't do you too much good over other things when you are only at 4% defense and only doing two 16% to-hit debuff yourself. Alphas will obliterate you methinks. If you take a look over a mine for ideas, but there's several things that make little sense to me unless you've got some ultimate plan that I'm just not seeing.

    Don't get me wrong, frakenslotting can be good (or even great) for some powers, but you seem to be all over the map to me. If you place Numina and Miracle uniques into health plus Performance Shifter +end into stamina, you should be golden endurance wise, unless you completely forget to take endurance redux in everything else, so I'd focus elsewhere.
  12. This is my build for Dark/Elec.

    I was thinking more of a tanker type role, which is why it has 41.7% Smash/Lethal/Energy/Neg defense.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Eldritch Green v2: Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Electrical Blast
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(3), Nictus-Acc/EndRdx/Heal/HP/Regen(5)
    Level 1: Charged Bolts -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(3)
    Level 4: Lightning Bolt -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42)
    Level 6: Ball Lightning -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(40), Posi-Dam%(43)
    Level 8: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(9), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13)
    Level 10: Short Circuit -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(33), Efficacy-EndMod/Acc(46), Erad-%Dam(46), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(50)
    Level 12: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(13), SipInsght-Acc/Rchg(15), SipInsght-ToHitDeb/EndRdx/Rchg(15), SipInsght-Acc/EndRdx/Rchg(17), DefEgo-RecDeb%(34)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Mrcl-Rcvry+(19), Mrcl-Heal(19), RgnTis-Regen+(31)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23), Aegis-Psi/Status(23), ImpSkn-Status(27), S'fstPrt-ResDam/EndRdx(27)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Howling Twilight -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(29)
    Level 28: Darkest Night -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(29), DisWord-ToHitDeb/Rchg/EndRdx(31)
    Level 30: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    Level 32: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(34), SipInsght-ToHitDeb/EndRdx/Rchg(34), SipInsght-Acc/EndRdx/Rchg(36), SipInsght-Acc/Rchg(36), DefEgo-RecDeb%(36)
    Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(37), BldM'dt-Acc/Dmg/EndRdx(37), BldM'dt-Acc(39), BldM'dt-Dmg(40)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), Zephyr-ResKB(39)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
    Level 44: Oppressive Gloom -- Rope-Acc/Stun/Rchg(A), Rope-Acc/Stun(45)
    Level 47: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run
  13. Sweet!

    *plots evil plans to destroy the world*
  14. Does this actually give the increase defense during the duration? I know it won't be any great length of time, I was just curious.
  15. I have both a 50 FF/Archery Defender and a 50 Archery/Sonic Corruptor.

    Because of the toggle, buff, then blast, pick a blast set you enjoy.
  16. Quote:
    Originally Posted by seebs View Post
    Interesting. I don't fully understand how enhancements work on pet powers. The question is firmly moot for a few levels, mind.
    If you're slotting for damage on a pet, it effects all power's damage. If you slot accuracy, it effects all their powers with accuracy. If you slot a proc for ranged AoE damage, it'll only effect powers that do a ranged AoE attack.

    As such, with Clouded Senses, you'll be raising fluffy's accuracy, to-hit debuff, etc. and giving him a chance to deal damage with a proc when he makes an accuracy to-hit debuff power (from my understanding). This pretty much means everything but auto-hits will effect.

    On my Dark/Elec, I went with 5 slotted Siphon Insight with a 6th slot of Deflated Ego recovery debuff. That being said, he's supposed to be a sapper, so having that in Fearsome stare and fluffy ends up being quite useful, as it's a general to-hit debuff set, any power that does to-hit debuff (on fluffy should be near all) have a chance to proc at certain times if close enough to fluffy, gets hit by fluffy, etc.
  17. Quote:
    Originally Posted by Candlestick View Post
    My favorite Blapper right now? Rad/Fire. Melee AoE blapper. It's not for the faint of heart.
    Doing a little Mids, I easily got my Melee defense to 33%, though going for Smash/Lethal defender would be better most likely.

    My Rad/Ice, I got 30.6% Smash/Lethal and 31.9% Energy/Neg defense, not to mention 27% Melee and 25% Ranged defense.

    Edit: Not that I did that with Electric Mastery, meaning 46.1% Smash/Lethal and 30% Energy resist before Surge of Power, which brings capped those and approx 50% resist to everything but Psi.
  18. 1) Happy, I'm glad I was wrong yet right. >.>

    2)
    Quote:
    Originally Posted by Rodion View Post
    But I actually find Empathy the least interesting defender set (I started out with it). I think Radiation, Kinetics, Dark, and Storm are all more fun, and more useful in general. Debuffing the enemies is probably more important that buffing your team because debuffers affect all the mobs. Empaths can only buff a few (usually 3-4) team members with Fortitude and Adrenalin Boost. An empath increases the damage for only half a full team, while a debuffer is increasing damage for the whole team. Put two or three debuffers on a team and the spawns melt like butter.
    I believe you'll get a general response of yes, yet no on this, as your point has some flaws.

    Most AoE debuffs have the potential to effect the entire mob, but with most being an accuracy or a low(ish) radius, it's not a given that you'll in fact debuff the entire mob. Some are only ST debuffs (Poison is the main offender in this, but some sets have their powers) yet potent.

    On the non-empathy side of buffing (Sonic/FF/Cold), they give a non-purple patch buff that allows them more survivability that's easy to deal out to the entire team with less than 30 seconds of focusing on buffing, assuming that you're on an 8 man team. Thus, because of the lack of resistances for upper level enemies, I believe buffing is technically better.

    On the Empathy side of things, RAs do effect the entire team and fortitude should be prioritized to the team's needs. If the tanks is dying due to lack of defense, forting him would be the first priority. Then people who get themselves in trouble or people dealing damage and so forth. There's many ways to look at how to prioritize fortitude, as long as the team is alive, enemies are dying, and you're using your buffs, I don't particularly care. If fortitude could effect every team mate, then the strength of the buffs would be lowered and being given 3 heals would become silly. Thermal at least has two heals and two resist, not defense, shields.
  19. VLFG -> Quinch's new LFG channel
    Virtue's LRSF -> Villain (mostly) related LFG/TF/Raids. Great for red side specific stuff.
  20. New Dawn's AoE concept is the exact reason I pick up AoEs more than ST if builds are really heavy. With that concept, I picked Psychic Blast for Psionic Tornado. Damage, soft control (-recharge and knock up), and forced feedback proc (+recharge meaning faster buffs). I tend to use Psi Tornado and Psychic Scream more than I do any other power (because of Fort/RAs/AB's longer recharges). Toss a couple of ST to fill in any voids. Anyhow, that's the play style I chose and was quite happy with.

    Spine, I think happy was saying if you're going to forget your secondary, forgetting empath on a controller is better than skipping your blast on a defender. I could be wrong, but that's how I read it and laughed at the truth of it.
  21. In my opinion, no.

    Defenders use both their primary and secondary with some power pools to be the most effective. Cutting off a Defender's blasting is like a tanker not taking attacks. They don't deal very much damage, but they have secondary effects that can help out the team and yourself survive. If you're looking from a strictly honest answer.

    I mean, if I see an empath built as you described, /kick would probably make the best use of that build.
  22. All I know (which I'm still heavily peeved at) is that Power Boost doesn't work with Cold Dom shields. As such, I'd be weary of PBU working properly.
  23. So, I'm working up a Traps/Psi build and something hit me to question.

    I know that Dark Mastery has some synergy (see Psychic Wail/Scramble Thoughts and Oppressive Gloom), but I thought of something in regards to Power Build Up and FFG. If I use PBU and then summon my FFG, will it be PBU'd FFG the entire duration or since FFG is a toggle pet, would it drop after PBU wears off.

    Feel free to give thoughts on Psi or Elec mastery, but I don't see *as much* synergy with them compared to Dark or Power.
  24. You can use it for set bonuses if that's all you're going to use it for.

    Otherwise, slot it for recharge, that'll allow you to expand when you use it for other things. +dmg is a good thing.
  25. Unless you're going to be only doing shard, LGTF, ITF, STF, and Kahn, exemplaring has quite a bit to do with your usual TF regiment. As such, be mindful of what are your all star power, what you find usually more useful than others, and focus on what your sets shine in. I typically, unless teaming with a friend, only exemplar down. Before Ninja Run, I didn't take my travel power until mid 20s. Now it's iffy if I take it at all or late (30s or right before 50).