
Midnight Mystique
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Posts posted by Midnight Mystique
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Another thing to do to buff up your acc if you can spare about 8k inf for a new character is to talk to the S.T.A.R.T. vendor before you level past 1 and buy 8 hours worth of the 'offense amplifier' power. You will find it under Temporary powers -> buffs. It gives you 15% damage, 15% recharge and 10% to hit that last for 1 hour in game time per charge, you can buy up to 8 charges. It costs (LvL*Lvl) * 1000 inf, so at level 1 it costs 1000 inf per hour, goes up a lot faster after that (4k per hour at level 2, etc). That 8 hours is in game play time - it doesn't tick down when the char is logged out. It can easily last you into your high 20's/low 30's.
If you can afford another 16k its well worth it to buy 8 hours each of the other two buffs - defensive amplifier and survival amplifier. The first gives you 4 points of status effect protection to EVERYTHING, plus 5% def and 7.5% resistance to all. The second gives you a nice HP, regen and recovery boost.
Obviously a newly made character won't have any influence, but you can email inf to your global and any char on your account can claim it.
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15 hours ago, Cat41717 said:
Her, Midnight, I'd like to see the attachment, but it's not working for me.
What happens when you click on it? I get a 'save file' window with the file name in it. I have never gotten a mids save file to open directly to mids, so I just save them to disk then manually open them. The file I attached is from Mids Reborn v3.7.14 using the homecoming DB v 2025.6.1082. I suppose I could try to message a copy to you, never done that before.
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I don't actually have a street justice/invuln scrapper, although I do have a invuln/stj tank but he is still in the high 30's so I threw together a quick example of how I might build an stj/invuln scrapper. I included some alternate slotting in some of the powers. Other notes on the build
1) I don't do procced out builds, although I do throw in a proc here or there if I can manage it.
2) I put scrappers strike in sweeping cross because I like the set bonuses (and enhancement bonuses) better than all other non-purple melee AOE sets. You can swap it out for armageddon if you wish but that will cost you twice as much inf (archetype IO's generally cost 8-9 million each on the market and you can get enhancement catalysts to upgrade them to the superior version for less than mill each, where armageddon is going to cost you from 16-20 million a piece - same goes for all other purples)
3) I slotted spinning strike with ragnarock and an FF+rech, but you can replace that with a full set of bombardment if you don't want to spend on the purple set. Bombardment gives you E/NE resistances, ragnarock gives you F/C res and toxic/psionic if you want to drop the FF+rech and 6 slot the set
4) I put critical strikes in shin breaker to try and take advantage of the slightly higher recharge to trigger the crit proc but you can swap its slotting with either rib cracker or heavy blow.
5) When slotting for typed def in resistance powers there are 2 sets that give you the best benefits. Reactive armor gives you 1.25% E/NE def at 3 pieces and 1.25% S/L def at 4. Aegis gives you 3.13% F/C def at 3 pieces. You can swap these around as needed depending on which def you want to increase.
6) I set Invulnerability to 3 targets to get an average. That slightly better than softcaps you to S/L and gives you 35-37% to F/C/E/NE.
7) Hasten isn't perma, but dull pain is when hasten is up.
Its not a perfect, all softcapped build and you might not want to go with Psionic Mastery for an epic pool but I like the extra end reduction you get from harmonic mind and the psionic damage is nice against things that are highly resistant to smashing.
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As erratic1 noted, it replaces instant healing. Its a toggle that provides regen, so you could easily keep your current slotting and frankenslot it with 2 heal/ends and a heal. That would max out the regen and give you a decent amount of end reduction. Basically slot it like you would integration (which is looks like you severely over slotted to me, but I never put more than 3 slots in integration) It doesn't need recharge. Now I have been slotting a 5 piece panacea in it (everything but the proc) mostly for the set bonuses. I tend to slot the panacea proc in health and 6 slot preventative medicine in reconstruction (which maxes the heal and gives me a nice amount of end reduction/recharge).
Keep in mind that with reactive regeneration and integration combined you are going to have a constant level of regen that is fairly high, so you might not need to use second wind as much as before which would allow you to move some slots from there to RR.
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I agree with Psyonico on shield, it softcaps almost as easily as SR (42% to all positions with 3 SO's in deflection, battle agility and weave; 1 SO in phalanx fighting and a steadfast prot +def/glad armor +def in tough) and offers a lot more offensive punch with the damage boost from against all odds and the extra attack in shield charge. I am not as comfortable with electric armor but if you prefer resistance to def its probably the least clicky option (put energize on autofire, use powersink if you run low on end).
In that vein invulnerability is also a choice. The only real click that matters is dull pain and that can be put on autofire as you likely won't need to hold it back for the extra heal. Its a lot more complicated to build than SR, Shield or Electric.
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Willpower and SR are pretty much the lowest clicky primaries that tanks get, with willpower's only click being its tier 9 and SR's having that plus practiced brawler (status protection click) which can easily be put on auto fire and left alone. Of those two SR is the simplest to build as you can hit the softcap with just the set powers and weave slotted with SO's. The drawback is you pretty much have to take everything but elude. With empathy backup you even cover the one hole in SR - lack of self heal.
Willpower is a solid set but its very middle of the road and it a lot harder to build for survivability.
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7 hours ago, Psyonico said:
Not entirely true. If an AoE had previously had its radius increased by Gauntlet, the radius increase is now inherent to the power itself, which caused recalculations on the damage that AoE does.
so like Footstomp was unaffected because it was already a 15’ AoE, but Whirling Sword had its damage decreased.
No, in the last RC they restored the base damage on all PBAOE's so it was the same as before the update regardless of the radius increases. I went through all the affected PBAOE's on the beta server just before release and verified the changes. The only thing the new radius increases affected are proc chances which are re-calculated based on the new radius. Cones already had their damage restored in prior builds on beta. The only other nerf is decreased damage for targets above the standard caps, and that was fairly huge as anything above 6 targets on a cone and 10 targets on a pbaoe take 1/3 damage (so targets 7-10 on cones and 11-16 on pbaoe's).
OK - they also reduced the damage boost provided by power set buffs, so things like build up and rage would give less boost, don't remember the exact numbers though.
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Just started a claws/psi scrapper and looking ahead to slotting aura of insanity. L50 slotting is easy to figure out, just stick a couple of endoplasms in it to enhance ACC and all mez options and then whatever else sounds good but while levelling its not as obvious. Should I just stick ACC in it? At level 28/30 which is when I can fit it in I am pretty tight on slots, so if I can get by on a single ACC IO I can live with that. On the other hand, if a hold or confuse enhancement would pay off I can spare a couple of extra slots. Is it worth slotting for damage?
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Vines is also confused - the power description claims it is a "Ranged (Location AoE)" much like carrion creepers however clicking on the power without a target does not produce a targeting circle (unlike carrion creepers) and it basically behaves like a targeted AOE power.
I posted a similar note on the electric control feedback thread on tesla coil, it has the same problem. Either your power descriptions are out of date and need to be changed, or your powers are further bugged.
EDIT: I tested this on my L50+ plant/fire dom that I copied over from everlasting after respecing into a build that had spirit tree and spore burst. I only ran tests against even level mobs and turned off bosses, mostly to keep things simple, but as far as I can tell except for the targeting issue vines appears to hold a large group (ran at +0/x4) and I did see plenty of domination messages once I had domination up. On this build my vines is slotted with a 5 piece unbreakable constraint and reports the following in the power description:
3.00 magnitude hold for 22.64s(11.92s) on target Against up to 16 targets, only at initial summoning time
If the base hold is supposed to be 14.9 seconds that is NOT what I am seeing reported.
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Currently Tesla Coil's power description says its a "Target (Location AoE)" just like static field but when clicked it acts like a standard targeted AOE - you don't get a targeting circle (unlike static field) and it won't fire off unless you have a mob currently targeted.
Its is a typo in the description or a bug in the power?
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There are already 2 'hold' field powers in the game: Shadow field in darkness control and volcanic gasses in earth control. I have only a small amount of experience with shadow field and none with volcanic gasses so I guess the question is - how does the new GDF compare to those two powers? If it is NOT getting the adaptive recharge feature then it at least needs to be as useful a control as SF/VG. If not, then this is an overall nerf of the power, not an improvement.
Anyone play enough of all three to give good feedback on that?
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The entire KB 'hole' thing never made sense to me. I never felt it really balanced out ANYTHING in the armors that didn't have it and always felt the original developers (way back in the single digit issues) idea of balance was the same as 1st and 2nd edition Dungeons and Dragons - i.e., whatever sounded cool at the moment. (Don't get me started about druids and metal armor).
Please, just fix the fracking KB hole and do it in a simple way, say just adding 3-4 points of KB res to Obsidian Shield where status protection is supposed to go. This isn't going to overpower DA when compared to armors that have real KB defense - the big deal there is the 10000% kb resistance that reduces pretty much all incoming KB to less than a point before it even hits your KB protection. 3-4 points would let you sail through average content and let the player add in more through IO's if they need it for tougher content. No need to use some weird stacking that just confuses us poor players.
Really, you need to do this to fire armor as well, but thats another issue.
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Brilliant Barrage is showing some really weird targeting effects in this current build.
If I have no target and click on it, it targets the nearest mob. If I have a target and click on it, it gives me a ground location target pointer, much like glittering column. If I then click on the ground it fires off. I am not certain if the power is centered on the target or on the ground click location.
The only way I can get it to fire off with a single click is if I use a macro like the following:
powexec_location target Brilliant Barrage
In this case, If I have a current target it will fire off on that target like it should.
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I have played a lot of /devices blaster, for a long while it was the only secondary I really liked. On all of them took trip mine for two reasons:
1) If you drop it at your feet just before you open up with either your snipe or a tier 9 you get a HUGE defiance boost, like 26%
2) If a bunch of mobs get close to you despite a field of caltrops it tends to knock them on their ass.
If you are tight for slots, then either stick with the single slot and put a KB/KD io in it or if you can spare one extra slot, stick an FF+recharge in it as well.
Obviously if you have a primary with a PBAOE tier 9 it also makes a nice combo with that - stealth in, plant a trip mine then queue up your tier 9.
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1 hour ago, Wavicle said:
It is a toggle with a limited duration.
The toggle is autohit, but the immobs can miss, letting guys drop out of it sometimes.
If you use Levitate on the main target of the toggle, all affected foes will be tossed into the air and the toggle will shut off, regardless of remaining duration.
Thanks for the explanation, the in game text is insanely uniformative. I am pretty sure its the levitate issue that bit me on the EB, I will have to keep that in mind. Do you know what the max duration is?
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So I was browsing through the controller forum a while back and came across some comments that make me think the last set of changes to TK (they where like a year+ ago, but I wasn't paying close attention to it then) might make it a nice way to establish aoe containment (an aoe, mag 4 immob has potential), which mind control seriously lacked in the past. I started a mind/ta controller, got it to 20 and have been playing a bit with TK but have noticed some funny behavior, which makes me wonder exactly how it works. I would really like to make it work - been trying to do decent mind controllers/dominators since live and keep petering out when they get to the late 30's due to lack of non-sleep aoe control (mass hypnosis is a great solo power, but nearly uselss in a group)
Specific questions that I have:
1. Whats the duration on the control - mids says its a 9 sec immob, but its a toggle?
2. Does the toggle have some max time you can run it - I have had it shut down on me a couple of times unexpectedly. NOT because my toggle target died. In one case it was an EB that I put the toggle on, in another it was an LT that I was going to kill last.
3. the description of the power says "despite this power being an auto hit, it still requires a to hit check" which is nicely informative. NOT!
Any info on how it works and how folks have used it would be appreciated.
Thanks
MM
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Here's what I do to maximize my dam/rech/end reduction while still having good to hit values: Starting out at L1 I stop by the START vendor and pick up the 3 best buffs in the game: Offense Amplifier (+15% rech, +15% dam, +10% to hit), Defense Amplifier (7.5% res to all damage, 5% def to all, 4 points status prot to ALL), and Survival Amplifier (+ 15% hp, +20% recovery, +40% regen). At level 1 they cost 1k per hour for up to 8 hours (play time, not real time) each. 24k inf total. I find that even if you never refresh the buffs at higher levels you can get to L30 easily on 8 hours of play.
Then I run at least one Death From Below and select the hydra Accuracy Enhancer (which actually gives you 12% to hit rather than ACC, a much better deal). At that point my base to hit is 92%, practically at the cap for even level mobs. Finally, when I hit level 10-12 i try to pick up a toggle that takes defense sets, combat jumping is your best bet but if you are on a SR toon agile is an even better choice as its an auto power. Stick a Kismet +to hit proc in that power and now your base to hit is 98%. This means until you hit L22 and lose the DFB buff you only need to slot damage, recharge and end reduction in most attacks. At L22+ you can pick up a cheap Acc/dam set piece (brusing blow or smashing haymaker for melee, volley fire/maelstrom's fury for ranged, and so on) and replace on off your damage SO's with that.
Then at L27 you slot L30 io sets, which is when they get really good. Melee has it easy, a 5 piece crushing impact set (acc/dam/rech,acc/dam/end, dam/end, dam/rech, dam/rech/end) will give you 35% ACC, 92% DAM, and 56% end reduction and recharge, plus you get some nice set bonuses. Cost on the AH, somewhere between 2.5-5 million inf total. That doesn't sound cheap, but it really is, at least compared to other IO's. If you buy attuned IO's then they level up with you and you will never need to replace them. Multi-strike and cleaving blow sets are also fairly cheap for melee AOE sets and give decent enhancement bonuses. Note that for me, fairly cheap means 500k-1million inf a piece. If you are willing to buy the recipes and craft them, you might save some that way, hard to say, then you have to use enhancement catalysts if you want them attuned.
For ranged powers if all you want is cheap enhancement values go with thunderstrike - a 5 piece set (everything but the acc/dam io) gives you the same enhancement as crushing impact, although the set bonuses are not as exciting as crushing impact.
I will say that it took me a while to build up the cash to do this on a regular basis. I am a severe alt'er (I have, like, 110-120 toons on everlasting right now) and I grind reward merits and use those to buy things I can sell on the AH for inf, using that to fund my new chars. A couple hami raids a day gets you 240 or so merits (only 200 if you are doing them on the same char). Keep in mind that while 500k feels like a lot for a single enhancement you don't have to replace them every 5 levels like you do with SO's - if you buy attuned enhancements off the market then they even level up with you, so that crushing impact set that gave you 35%/92%/56%/56% acc/dam/end/recharge at L30 will give you 42%/98%/68%/68% at level 50.
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I have two regen Sentinels right now, a level 50 storm blast/regen and a L44 rad blast/regen. The storm blast is a good example of a partially purpled out L50 with 2 superior sent archetype sets, plus ragnarok (targeted AOE) and apocalypse (ranged dam). You can replace any or all purples with lesser sets if you wish, although the sentinel AT sets are a lot cheaper to pick up as standard sets (about 8 mill a piece) and upgrade to superior at L50 (about 500k-600k for each upgrade). My current rad/regen is a good example of a leveling build. Monsoon Thunder is my storm blast/regen, Angelic Light my rad blast/regen. I do have a planned L50 build for Angelic light but it is even more purpled out than Monsoon and probably won't help you much right now.
I have found that regen is a lot tougher that most people think, but you need to focus on the following
1) Buff up your HP. More HP increases everything in regen as your absorb, heal and regen are all based on a % of total HP.
2) Slot as much resist/defense as you can to reduce the incoming damage, to give your regen a chance to catch up
3) Slot for global recharge - partially to make sure the heal is up as often as possible, but also to leverage any powers with controls in them. Anytime you can interrupt attackers it slows down incoming damage and gives your regen a chance to catch up.
Storm blast, with all the KB in cat 5 and storm cell is great at that. With water blast you likely want to leverage geyser, water burst and the slows in whirlpool (plus whirlpool makes mobs run away slowly - running mobs generally aren't attacking 🙂
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I tend to skip piercing beam on sentinels, keeping both single and charged shot, at least until you have enough recharge to cycle lancer shot and your fast casting shot. The cast time on piercing beam is just way to long and although in the past I have had SOME luck hitting two targets at once, its only rarely - they basically have to be in a straight line away from you and NOT move before you start casting.
My current BR sent is L42ish and even with 85% global recharge plus full slotting still needs to alternate single and charged shot while waiting for lancer to recharge. (4.55s recharge on lancer, about right for lancer->single->charged->single->lancer, with the second single skippable if I have outside buffs).
Not sure about your second question, I usually switch targets if disintigrate is up again to spread the effect more. I am pretty sure dot's should stack but would need to test it to be sure.
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I don't have a full build for a water/regen sent, but I do have a L50 incarnate storm blast/regen (sb/regen), so I can give some advice on regen. For water blast the advice Exqzr984 is on target, you basically want to have water jet up as often as possible for single target and geyser up as often as possible for AoE, with one or two of the other 3 aoe's filling in the time when geyser is down. With a good recharge build you can likely have whirlpool+steam spray/water burst to fill in the gaps.
Sentinel regeneration has 3 good main powers (reconstruction, Instant Regeneration and Integration) and some support powers that range from great(quick recovery) to ok (dismiss pain and resilience). Unlike melee regen it is not a clickly set, you only have the one heal so you either need to do a lot of hit and run (as Exqzr984 recommended) and/or build in some extras. First lets look at the 3 main powers:
Reconstruction: A decent heal, you want it up as often as possible and to max out the heal. Any of the heal sets would work here, depending your build goals. I slotted preventative medicine on my SB/Regen for the global recharge and the absorb proc (which is a nice emergency save that kicks in when you hp are low).
Instant Regeneration: Your first core power, it generates an absorb shield tick every 2-3 seconds (maybe? not sure). You can stack up to 5-6 ticks at a time. At level 50 fully slotted I was seeing 95 hp per tick for a total of 475 hp. As long as you max out the healing, it doesn't matter what you slot here. I put a set of panacea in mine for the global recharge, it also give you a steady heal tick and end boost from the proc.
Integration: Your main regen power, slot it up for max heal. I put 3 numina's in it for the +hp and +regen.The support power that are worth taking:
Quick Recovery: a full blue bar is a good thing, 1-2 slots for an end enhancement and possibly a Perf Shifter +end proc is all you need
Dismiss Pain: A boost to your max HP. This is a GOOD thing, because the more hp you have the more you get out of your regen. I put 2 L50 heal IO's here to get the max out of it.
Resilience: Not really a great power, but still worth taking, 8.75% resistance is not a lot but it make a great mule for resistance uniques like Steadfast prot +DEF. That is what I put in my sb/regen. Unless you have a ton of extra slots it really isn't worth adding any more. Even fully slotted out for resistance you are only going to pick up 4% more resistance.
Fast Healing: An ok boost to your regen, although nothing on integration. Its worth taking, but I wouldn't add more than 1 extra slot to it, if that. 1-2 L50 heal IO's will give you the most bang for your buck here.Ok, the next thing to look at is build goals. Other than the recharge you need for your attacks there are 3-4 things you can focus on:
DEF: DEF is usually king, as not getting hit trumps resistance, regen or healing. The problem here is that with no base def to build upon and no def debuf resistance, focusing on DEF in your build is going to cost you a lot more than it is worth. If you can fit the fighting pool in your build, its worth taking weave and slotting the two +DEF unique's (Steadfast Protection and Gladiator's armor). Slotting all 6 pieces of the Sentinel Archetype sets will pick you up 5% E/NE, 5% Melee, 2.5% ranged and 2.5% S/L def plus you get the other benefits of the sets (10% recharge and 7.5% range boost per set are nice bennies). Slotting up tough with a 4 piece Unbreakable guard set will get you 3.13% melee. That doesn't give you a lot of def, but it is enough to take some of the edge off, avoid a few hits and buffer your absorb/regen.
Resistance: You do have a small RES base (about 10% to all with a single slot) and can add in tough for another 15% to S/L. If you can afford purple sets most of them give you fire/cold resistance as well. There are a lot of other small res bonsus you can get from other sets that might be worth pursuing as long as they give you other bennies (usually recharge).
Regen: There are a lot of 10% or so regen bonuses out there (LoTG, Numina's, etc) and while you can stack a few of those up they really only add a small amount compared to integration+fast healing. So don't focus on it but take it when you can get it.
HP: Here is the best boost you can get. HP multiply your healing, where regen boost just add to it. Slot as many +HP sets and uniques as you can without sacrificing recharge or slotting. The Unbreakable Guard +HP unique, Numina's and LoTG are just a few of the HP boosts you can get.
While boosting your regen is nice, you already start with a lot of it. Your goals should be recharge, to get your damage powers and your heal up as often as possible, followed by HP, to give your healing a mulitplicative boost, with just enough investing in resistance and defense to take the edge off the incoming damage. Here is my SB/Regen build as an example:
I managed to stack a small mount of DEF, primarily focusing on melee since even with range boosts I need to be in fairly close for all my AoE's. For my Ancilliarly/Epic pool I went with electricity mastery, mostly to stay in theme and for chain fences, as storm blast tends to scatter things a lot when you get going. Otherwise I focused on recharge, resistance and +HP (since you almost always get +regen in the same set as +HP, I didn't really focus on that, I just picked it up on the way).
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They just rolled out a fix for this, you have to log out and re-patch in the launcher if it affects you.
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Just logged in after downloading the issue 28 patch and I email is not sending properly for me, nor do I appear to able to receive it, at least on my main.
If I try to send email with and attachment to my global (@Midnight Mystique) I get the error "Emails with an attachment may only go to a single recipient." If I send email without an attachment it sends, but I never see it (at least not so far). If I send email to my local, Midnight Mystique, without the ampersand, it sends with or without an attachment but I never see it.
I can send email to a character whose name has no spaces, I tested with my chracter Nega-Wasp (Nega<dash>Wasp) and it sent and was recieved correctly. I reported this online as a support issue, since I am not sure it is just my account or all names with spaces.
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I was testing on a controller when I ran into the problem, haven't had a chance to try it out on the dom I created last week but it does sound like it is controller specific
EDIT: I just checked sleep nade out on my dominator and it works just fine, you get a targetting circle when you activate the power and the nade fires off when you click on a target area. Definitely a controller only problem.
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the latest version of sleep grenade cannot decide if it is a targetted AOE or a location AOE - when you click on the power, you get a location target cursor but attempting to click the cursor on a target fails with a invalid target floater. Attempting to use a "powexec_location target sleep grenade" macro also gives and invalid target floater and fails.
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Street Justice/Invulnerable build recommendations wanted
in Scrapper
Posted
I am using Mids Reborn Hero Designer, get the latest installer from https://midsreborn.com, Make sure you update it to the lastest version and database, I listed the app/db version I am running in my previous response.