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Dark Current

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  1. Level 50: Cardiac Core Paragon
    Level 50: Support Radial Embodiment
    Level 50: Clarion Radial Epiphany
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Void Radial Final Judgement
    Level 50: Knives of Vengeance Radial Superior Ally
    Level 1: Seismic Shockwaves
    ------------
    ------------
    Set Bonus Totals:

    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 3.13% Defense(Smashing)
    • 3.13% Defense(Lethal)
    • 21.25% Defense(Energy)
    • 21.25% Defense(Negative)
    • 6.25% Defense(Melee)
    • 16.25% Defense(Ranged)
    • 12.15% Max End
    • +43.75% Enhancement(RechargeTime)
    • +28% Enhancement(Accuracy)
    • +15% Enhancement(Range)
    • +3% Enhancement(SpeedRunning)
    • +3% Enhancement(JumpHeight)
    • +3% Enhancement(SpeedJumping)
    • +3% Enhancement(SpeedFlying)
    • 8.75% Enhancement(Max EnduranceDiscount)
    • 13.5% SpeedFlying
    • 160.6 HP (15%) HitPoints
    • 13.5% JumpHeight
    • 13.5% SpeedJumping
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • 66.25% MezResist(Confused)
    • 66.25% MezResist(Held)
    • 66.25% MezResist(Immobilized)
    • 66.25% MezResist(Sleep)
    • 66.25% MezResist(Stunned)
    • 66.25% MezResist(Terrorized)
    • 14% (0.23 End/sec) Recovery
    • 18% (0.8 HP/sec) Regeneration
    • 30% ResEffect(SpeedFlying)
    • 30% ResEffect(RechargeTime)
    • 30% ResEffect(SpeedRunning)
    • 7.5% Resistance(Smashing)
    • 7.5% Resistance(Lethal)
    • 15% Resistance(Fire)
    • 15% Resistance(Cold)
    • 14.25% Resistance(Energy)
    • 14.25% Resistance(Negative)
    • 3% Resistance(Toxic)
    • 3% Resistance(Psionic)
    • 13.5% SpeedRunning

     

     

  2. Here's my Seismic / Radiation / Fire build for comparison. It's similar to what /Nature brings. Biggest difference will likely be playstyle. This one is designed to wade into melee with Choking Cloud removing minion threats, while debuff toggles and resistance shields protect against everything else. A lot of focus on endurance management to keep everything running and the blasts rocking.

     

    This Villain build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Name: Level 50 Science Corruptor
    Primary Power Set: Seismic Blast
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Flame Mastery

    Villain Profile:
    Level 1: Encase

    • (A) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (3) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (3) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (5) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge
    • (5) Superior Winter's Bite - Accuracy/Damage

    Level 1: Radiant Aura

    • (A) Preventive Medicine - Heal
    • (37) Preventive Medicine - Heal/Endurance
    • (37) Preventive Medicine - Endurance/RechargeTime
    • (37) Preventive Medicine - Heal/RechargeTime
    • (39) Preventive Medicine - Heal/RechargeTime/Endurance

    Level 2: Radiation Infection

    • (A) Dampened Spirits - To Hit Debuff
    • (11) Dampened Spirits - To Hit Debuff/Recharge/Endurance
    • (25) Dampened Spirits - To Hit Debuff/Endurance
    • (45) Dampened Spirits - Recharge/Endurance

    Level 4: Accelerate Metabolism

    • (A) Preemptive Optimization - EndMod/Endurance
    • (11) Preemptive Optimization - EndMod/Recharge
    • (34) Preemptive Optimization - EndMod/Accuracy/Endurance
    • (34) Preemptive Optimization - EndMod/Accuracy/Recharge
    • (36) Preemptive Optimization - EndMod/Endurance/Recharge

    Level 6: Shatter

    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Damage/Endurance
    • (7) Thunderstrike - Accuracy/Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Endurance
    • (9) Touch of Lady Grey - Chance for Negative Damage

    Level 8: Rock Shards

    • (A) Bombardment - Damage
    • (21) Bombardment - Accuracy/Recharge/Endurance
    • (39) Bombardment - Accuracy/Damage/Recharge
    • (40) Bombardment - Accuracy/Damage/Recharge/Endurance
    • (40) Bombardment - Chance for Fire Damage

    Level 10: Enervating Field

    • (A) Endurance Reduction IO
    • (39) Endurance Reduction IO

    Level 12: Entomb

    • (A) Thunderstrike - Accuracy/Damage
    • (13) Thunderstrike - Damage/Endurance
    • (13) Thunderstrike - Accuracy/Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Endurance
    • (15) Thunderstrike - Damage/Endurance/Recharge

    Level 14: Seismic Force

    • (A) Adjusted Targeting - Endurance/Recharge
    • (17) Adjusted Targeting - To Hit Buff/Recharge

    Level 16: Upthrust

    • (A) Superior Malice of the Corruptor - Accuracy/Damage
    • (17) Superior Malice of the Corruptor - Accuracy/Damage/Recharge
    • (23) Superior Malice of the Corruptor - Damage/Endurance/Recharge
    • (23) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
    • (25) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage

    Level 18: Tombstone

    • (A) Sting of the Manticore - Accuracy/Damage
    • (19) Sting of the Manticore - Damage/Endurance
    • (19) Sting of the Manticore - Accuracy/Interrupt/Range
    • (21) Sting of the Manticore - Damage/Endurance/Recharge
    • (29) Sting of the Manticore - Chance of Damage(Toxic)

    Level 20: Lingering Radiation

    • (A) Impeded Swiftness - Accuracy/Slow
    • (45) Impeded Swiftness - Accuracy/Endurance
    • (46) Impeded Swiftness - Endurance/Recharge/Slow
    • (46) Impeded Swiftness - Range/Slow

    Level 22: Combat Jumping

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

    Level 24: Boxing

    • (A) Accuracy IO

    Level 26: Stalagmite

    • (A) Superior Scourging Blast - Accuracy/Damage/RechargeTime
    • (27) Superior Scourging Blast - Damage/Endurance/RechargeTime
    • (27) Superior Scourging Blast - RechargeTime/PBAoE +End
    • (29) Rope A Dope - Accuracy/Stun

    Level 28: Choking Cloud

    • (A) Superior Entomb - Hold/Recharge
    • (46) Superior Entomb - Endurance/Recharge
    • (48) Superior Entomb - Accuracy/Hold/Endurance
    • (48) Superior Entomb - Accuracy/Hold/Endurance/Recharge
    • (48) Superior Entomb - Recharge/Chance for +Absorb

    Level 30: Tough

    • (A) Unbreakable Guard - Resistance
    • (31) Unbreakable Guard - Resistance/Endurance
    • (31) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (31) Unbreakable Guard - +Max HP

    Level 32: Meteor

    • (A) Superior Scourging Blast - Accuracy/Damage
    • (33) Superior Scourging Blast - Damage/RechargeTime
    • (33) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime
    • (33) Sudden Acceleration - Knockback to Knockdown
    • (34) Sudden Acceleration - Knockback/Damage/Endurance

    Level 35: Consume

    • (A) Power Transfer - Chance to Heal Self
    • (36) Power Transfer - Damage/Accuracy/Recharge/Endurance
    • (36) Power Transfer - Damage/Accuracy/Endurance

    Level 38: EM Pulse

    • (A) Basilisk's Gaze - Accuracy/Hold
    • (40) Basilisk's Gaze - Accuracy/Recharge
    • (43) Basilisk's Gaze - Recharge/Hold
    • (43) Basilisk's Gaze - Endurance/Recharge/Hold
    • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold

    Level 41: Fire Shield

    • (A) Unbreakable Guard - Resistance
    • (42) Unbreakable Guard - Resistance/Endurance
    • (42) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (42) Unbreakable Guard - RechargeTime/Resistance

    Level 44: Rise of the Phoenix

    • (A) Absolute Amazement - Chance for ToHit Debuff

    Level 47: Mutation

    • (A) Efficacy Adaptor - EndMod/Recharge

    Level 49: Greater Fire Sword

    • (A) Crushing Impact - Accuracy/Damage
    • (50) Crushing Impact - Damage/Endurance
    • (50) Crushing Impact - Accuracy/Damage/Recharge
    • (50) Crushing Impact - Accuracy/Damage/Endurance

    Level 1: Scourge


    Level 1: Brawl

     

     

  3. Corrosive Enzymes takes Acc enhancers. You'll need one if you want to hit hard targets.

     

    Take a look at Musculature Radial instead of Core. You sacrifice about 9% dmg, but you gain End Mod and To Hit debuff while preserving the Def debuff. You're not benefiting from the Immob anywhere. This switch allows you to gain benefits in 4 areas vs. 2 areas. End Mod will help Stamina and Lifegiving Spores. To debuff will help Spore Cloud. Three blasts have -Def and get that benefit.

     

    You're chasing a lot of recharge it looks like. Not sure why that is. Perma Wild Growth?

     

    This build is expensive (close to half a billion). Make sure need all those different ATOs, Purples, and PvPs.

     

    Not sure what the focus is on... defense? Recharge? Resist? Seems scatter shot of bonuses.. maybe that was the goal. Broad boosts to survivability? But then you don't take your dark shield, which would give you the most protection of any other choices. Would cap your SL resist and give you about 15% in Neg and Tox.

     

    Entangling Aura doesn't need Accuracy. Swap the Acc / Hold for the End / Rech / Hold. The Lockdown proc is a good idea.

     

    Not sure how much use the Gauss proc is in Seismic Force. Especially taking it so late in the build. Won't have access to it on anything under lvl 45.

     

    Stalagmite is single target stun that you're trying to make into a high damage attack and using a purple set. Seems not a good investment. Might want to look at the AoE Upthrust instead. And put the Malice there maybe... get the Neg dmg proc on multiple targets. Can put Apoc set in Tombstone

     

    Look at Control Hybrid with the +1 Mag for controls. That will help your Entangling Aura one-shot hold bosses who get near you.

     

    The Panacea proc works in Lifegiving Spores. You might want to move it there instead of Health. Would give you the 6 slot bonus.

     

    Rebirth can be used as a single target heal. Slot for Heal / Rch or Heal / End or just Heal.

     

    I'm not sure how well Soul Drain is gonna combo with the main power sets. Seismic and Nature are more ranged than melee. So you'll be diving in a lot to hit SD, but your nuke is ranged, etc.

     

    Maneuvers and Weave seem overslotted to me. You're getting some acc and SL resist, but you could probably move those slots elsewhere and get similar or better. Maybe beef up Shatter, or put some dmg procs in other blasts like Shield Breaker.

     

    You have no knockback protection that I saw. You could use a Karma in one of the defense powers, or put BotZ kb protection in CJ.

     

    You also have little to no mez protection, which will shut down your buff toggles. I recommend looking into Clarion radial for that.

     

     

    • Thanks 1
  4. Level 50: Diamagnetic Core Flawless Interface

    Level 50: Support Core Embodiment
    Level 50: Pyronic Radial Final Judgement
    Level 50: Clarion Radial Epiphany
    Level 50: Nerve Core Paragon
    Level 50: Clockwork Core Superior Ally
    ------------
    ------------
    Set Bonus Totals:

    • [*]3% DamageBuff(Smashing)
      [*]3% DamageBuff(Lethal)
      [*]3% DamageBuff(Fire)
      [*]3% DamageBuff(Cold)
      [*]3% DamageBuff(Energy)
      [*]3% DamageBuff(Negative)
      [*]3% DamageBuff(Toxic)
      [*]3% DamageBuff(Psionic)
      [*]6.56% Defense(Smashing)
      [*]6.56% Defense(Lethal)
      [*]2.5% Defense(Fire)
      [*]2.5% Defense(Cold)
      [*]15% Defense(Energy)
      [*]15% Defense(Negative)
      [*]5.63% Defense(Melee)
      [*]11.25% Defense(Ranged)
      [*]5% Defense(AoE)
      [*]5.85% Max End
      [*]+4% Enhancement(Confused)
      [*]8.75% Enhancement(Max EnduranceDiscount)
      [*]+4% Enhancement(Held)
      [*]+16% Enhancement(Accuracy)
      [*]+4.4% Enhancement(Terrorized)
      [*]+8% Enhancement(Immobilized)
      [*]+8% Enhancement(Sleep)
      [*]+30% Enhancement(RechargeTime)
      [*]+5% Enhancement(Heal)
      [*]+4% Enhancement(Stunned)
      [*]13.5% SpeedFlying
      [*]GrantPower Preventive Medicine (when PreventiveMedicine, if Scourge)
      [*]175.5 HP (17.26%) HitPoints
      [*]13.5% JumpHeight
      [*]13.5% SpeedJumping
      [*]Knockback (Mag -4)
      [*]Knockup (Mag -4)
      [*]75% MezResist(Confused)
      [*]75% MezResist(Held)
      [*]75% MezResist(Immobilized)
      [*]75% MezResist(Sleep)
      [*]75% MezResist(Stunned)
      [*]75% MezResist(Terrorized)
      [*]100% MezResist(Teleport) (20% chance)
      [*]26% (0.43 End/sec) Recovery
      [*]20% (0.85 HP/sec) Regeneration
      [*]45% ResEffect(SpeedFlying)
      [*]45% ResEffect(RechargeTime)
      [*]45% ResEffect(SpeedRunning)
      [*]29.25% Resistance(Smashing)
      [*]29.25% Resistance(Lethal)
      [*]45% Resistance(Fire)
      [*]45% Resistance(Cold)
      [*]21.75% Resistance(Energy)
      [*]21.75% Resistance(Negative)
      [*]21% Resistance(Toxic)
      [*]21% Resistance(Psionic)
      [*]13.5% SpeedRunning

     

     

    • Thanks 1
  5. This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Technology Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Kinetics
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Stone Prison

    • (A) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge
    • (11) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (11) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (13) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (13) Superior Winter's Bite - Accuracy/Damage

    Level 1: Transfusion

    • (A) Touch of the Nictus - Chance for Negative Energy Damage
    • (3) Touch of the Nictus - Healing/Absorb/Recharge
    • (7) Touch of the Nictus - Accuracy/Healing/Absorb
    • (9) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb
    • (9) Touch of the Nictus - Accuracy/Endurance/Recharge

    Level 2: Fossilize

    • (A) Thunderstrike - Accuracy/Damage
    • (19) Thunderstrike - Damage/Endurance
    • (19) Thunderstrike - Damage/Recharge
    • (21) Thunderstrike - Accuracy/Damage/Endurance
    • (21) Thunderstrike - Damage/Endurance/Recharge

    Level 4: Stone Cages

    • (A) Superior Overpowering Presence - Accuracy/Control Duration
    • (5) Superior Overpowering Presence - Control Duration/RechargeTime
    • (5) Superior Overpowering Presence - Endurance/RechargeTime
    • (7) Superior Overpowering Presence - Accuracy/Control Duration/Endurance
    • (17) Superior Overpowering Presence - Accuracy/Control Duration/Endurance/RechargeTime
    • (46) Superior Overpowering Presence - RechargeTime/Energy Font

    Level 6: Quicksand

    • (A) Impeded Swiftness - Chance of Damage(Smashing)
    • (39) Impeded Swiftness - Endurance/Recharge/Slow

    Level 8: Boxing

    • (A) Crushing Impact - Accuracy/Damage

    Level 10: Siphon Power

    • (A) Accuracy IO
    • (23) Endurance Reduction IO

    Level 12: Stalagmites

    • (A) Positron's Blast - Chance of Damage(Energy)
    • (31) Absolute Amazement - Accuracy/Stun/Recharge
    • (34) Absolute Amazement - Accuracy/Recharge
    • (46) Annihilation - Chance for Res Debuff
    • (50) Bombardment - Chance for Fire Damage
    • (50) Absolute Amazement - Chance for ToHit Debuff

    Level 14: Tough

    • (A) Unbreakable Guard - Resistance
    • (15) Unbreakable Guard - Resistance/Endurance
    • (15) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (17) Unbreakable Guard - +Max HP

    Level 16: Siphon Speed

    • (A) Tempered Readiness - Accuracy/Endurance
    • (23) Tempered Readiness - Accuracy/Slow

    Level 18: Earthquake

    • (A) Explosive Strike - Chance for Smashing Damage
    • (25) Touch of Lady Grey - Chance for Negative Damage
    • (27) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (27) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (29) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (29) Dark Watcher's Despair - Recharge/Endurance

    Level 20: Increase Density

    • (A) Unbreakable Guard - Resistance/Endurance
    • (40) Unbreakable Guard - Resistance/Endurance/RechargeTime

    Level 22: Speed Boost

    • (A) Preemptive Optimization - EndMod/Endurance
    • (25) Preemptive Optimization - EndMod/Endurance/Recharge

    Level 24: Weave

    • (A) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 26: Volcanic Gasses

    • (A) Neuronic Shutdown - Chance of Damage(Psionic)
    • (37) Ghost Widow's Embrace - Chance of Damage(Psionic)
    • (40) Positron's Blast - Chance of Damage(Energy)
    • (40) Neuronic Shutdown - Accuracy/Recharge
    • (43) Ghost Widow's Embrace - Accuracy/Recharge
    • (43) Recharge Reduction IO

    Level 28: Inertial Reduction

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 30: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (31) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 32: Animate Stone

    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (33) Expedient Reinforcement - Accuracy/Damage
    • (33) Expedient Reinforcement - Damage/Endurance
    • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (34) Expedient Reinforcement - Resist Bonus Aura for Pets

    Level 35: Transference

    • (A) Preemptive Optimization - Accuracy/Recharge
    • (36) Preemptive Optimization - EndMod/Endurance
    • (36) Preemptive Optimization - EndMod/Recharge
    • (36) Preemptive Optimization - EndMod/Accuracy/Endurance
    • (37) Preemptive Optimization - EndMod/Accuracy/Recharge
    • (37) Preemptive Optimization - EndMod/Endurance/Recharge

    Level 38: Fulcrum Shift

    • (A) Accuracy IO
    • (39) Recharge Reduction IO
    • (39) Endurance Reduction IO

    Level 41: Fissure

    • (A) Superior Frozen Blast - Accuracy/Damage
    • (42) Superior Frozen Blast - Damage/Endurance
    • (42) Superior Frozen Blast - Accuracy/Damage/Endurance
    • (42) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
    • (43) Superior Frozen Blast - Accuracy/Damage/Recharge

    Level 44: Rock Armor

    • (A) Reactive Defenses - Defense
    • (45) Reactive Defenses - Defense/Endurance
    • (45) Reactive Defenses - Defense/RechargeTime
    • (45) Reactive Defenses - Defense/Endurance/RechargeTime
    • (46) Reactive Defenses - Scaling Resist Damage

    Level 47: Seismic Smash

    • (A) Superior Blistering Cold - Accuracy/Damage
    • (48) Superior Blistering Cold - Damage/Endurance
    • (48) Superior Blistering Cold - Accuracy/Damage/Endurance
    • (48) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
    • (50) Superior Blistering Cold - Recharge/Chance for Hold

    Level 49: Earth's Embrace

    • (A) Doctored Wounds - Endurance/Recharge

    Level 1: Containment


    Level 1: Brawl

    • Thanks 1
  6. On 3/26/2022 at 12:34 PM, Chelsea Rorec said:

    I'll be interested to view your findings.

    Incarnates-

    alpha - Musuclature radial paragon

    interface - Degenerative core flawless interface

    destiny - Barrier core epiphany

    judgement - Ion core final judgement

    hybrid - Assault radial embodiment

    Lore - demons core superior ally

     

    I leveled it to 50 and had a lot of fun doing it.

    I want to start by thanking you for the build to use. Also want to thank Snarky for starting this thread. It gave me a lot of fun playing time as I tested what a Triple Fire can do.

     

    So now that I've completed all my level tests, I'm posting my findings, thoughts, experiences, etc.

     

    I break the video into Pros and Cons, Level Range breakdown, Deep Dive analysis, Changes and Suggestions, Final Thoughts... would I keep playing this?

     

    Here's the link.

     

     

  7. The Level 50 Solo Tests are here!

     

    Ran a series of Council 'defeat boss' radio missions at increasing levels of challenge from +0 up to +4, each at x8 foes.

     

    So a total of 5 missions in a row against same enemy with same objective. Incarnates NOT slotted.

     

    Summary: very survivable, farming level damage output

     

    Oh, and check out my prophetic vision at 62 min!

  8. 2 hours ago, Nemu said:

    Now that we are allowed to post videos again I think it's time I put together some videos highlighting some blaster techniques/tips/tricks, these are not just for blasters though, you can use these for any AT that you play.

     

    First up I want to tackle this notion that melee/pbaoe powers means you need to build for a significant amount of S/L or melee defense on a squishy AT like a blaster. I see this mentality a lot - "oh inferno/nova etc requires me to go in melee so I need melee defense!" No you don't.

     

    Most players don't understand the power of movement. Rather than me explaining it with words and stuff, this video demonstrates the concept.

     

     

    In the video I intentionally turned off scorpion shield to bring my S/L defense down. By using this technique commonly called "jousting" you can minimize your exposure to melee, and thus minimize your exposure to melee retaliation. The absolute wrong way to play a blaster, especially one that's heavily invested in melee attacks, is to stand still. If a mob can't reach you to use their melee powers they are either shooting you or chasing you. And if you happen to have high range defense you can deflect a good deal of ranged retaliation. Use that to your advantage. Generally speaking, mob melee attacks hit harder than their range attacks. Standing still is basically inviting mobs to walk up and slap you around.

     

    This can be done by pressing the attack just as you jump away or run past the mob. The momentum will carry you and you will animate the attack away from the point of impact.

     

    This technique can also be used by melee ATs for the Battle Maiden fight in Apex TF. When you see the blue patches on the ground, joust away your attack and move out of the patch.

     

    One last tip - The celerity/unbound leap stealth procs are cheap and there is no reason not to stick one in sprint for any AT that you play, but especially squishy ATs. The stealth it offers allows you to make your approach without getting shot up before you can get your nuke/attacks off.

     

    I'm calling this the Bunny Hop Maneuver.

     

    I like it.

     

    Haven't done it in that exact fashion (I typically bounce through the opposite side), but similar.

     

    I think true Jousting is SSing straight through with attack cued and allowing your momentum to carry you through the rooting phase.

  9. Let the vids keep on rolling! After my Posi 2 run (above), I found another PuG doing level 9 missions.

     

    Here's my test of the upper teen levels. Ran with a redside team for levels 15-20 after the course of an hour or so. Recorded first half.

     

    Spoiler opinion: early level power picks need rearranging from the posted Mids build. There are not enough range ST attacks, and too many AoEs IMO.

     

    Suggestions: take Flares, or slot Ring of Fire for attack. Can respec them out later.

  10. Ok, just got my low 20s test in.

     

    Ran Posi 2 TF @ lvl 16, so I had my powers up to lvl 21.

     

    Here's the vid.

     

    Similar experience as with the lvl 30ish runs I posted earlier. Plenty of damage. Lots of attacks. Great fun.

     

    Didn't have a ton of Def / Res at that level, but the team was solid with defender, controller, MM for buffs. Plus, there was a tank and a dominator, so safety was high just from the team composition.

     

    I'd say putting everything together so far, I vastly prefer playing this toon in the 20s - 30s. Just a ton of fun and you have endless destruction options. I've found the lvl 50 experience to not be nearly as exciting because mez is much more a negative factor and everyone at that level can throw out lots of damage, so this isn't that special.

     

    The early levels I experienced on the DFB (pre-level 10), were ok, but a bit frustrating with lack of ST attack options and endurance issues with big AoE end hog attacks.

     

    I suspect the sweet spot begins somewhere around level 20 when you have fireball and firebolt to fill out the ST attack chain combined with all the AoE goodness of fireball, RoF, Fire Sword Circle. Need to confirm this still with some upper teen, lower 20s missions.

     

    I don't know if the build gets exciting once it has all its main attack toys by mid-30s. I don't think the powers picked up at end of 30s and 40s make an impact in the fun dept. Need to check that with an early 40s mission.

     

    I also still need to activate my incarnates. Plan is to do a head-to-head comparison of some lvl 50 solo missions with / without incarnates. How much do they matter and do they inject excitement into the late game for this Triple Fire?

  11. Ok, I just ran another Level 50 test, but this time the team was set against 54 enemies and the missions were the harder I23ish stuff with the UPA.

     

    I did NOT slot my incarnates, yet.

     

    Survivability dropped a bit vs the higher level foes' greater to hit. Plus, these enemies have a decent amount of debuffery.

     

    I dove in a few times to see what would happen. I blame Chelsea for the idea!

     

    End issues with so many toggles. Mez = death in melee. Hot Feet's utility is minimal.

     

    I provide my thoughts on switching Hot Feet for something else.

     

    I repeat my assertion this is a superior 'beta' hitter build - if there's a tank or buffs, you can go off on every spawn without worry.

  12. On 4/4/2022 at 6:36 PM, Snarky said:

    I just ran mine in a Posi 1 and 2 event with the Cosmic Council SG.  Granted this was an exemplared 50.  Still.... it did better than I thought it would.  These people speed, so the hardest part was if we did not stay together my little squishy Blaster could (and did) faceplant.  Highlight was an SG member calling for help getting a bomb in the interior dam on Posi 2.  (in Discord "I'm on a bomb, can someone take the agro?") I was the only one near....so I hit aim, build up, fire ball, etc....actually went way better than I expected.  Fire does a ton of damage.

     

    Yeah, the build gets lots of attention. I've been using that to my advantage... draw in the enemies and then roast em!

     

    Here's the other vid I made last night - I had level 33 powers (set to lvl 28 vs lvl 30 foes). So far this is my favorite level range (mid-30s). Build just burns the neighborhood down. I think Chelsea created a monster.

     

    I had recorded a bunch of other stuff the last couple days, but my OBS was pitching fits and had a bunch of frame drops that made the vids too jerky to post. Fixed it, so I finish out my testing.

     

    Singles - done

    Teens - done

    20s - done

    30s - done

    40s - skipped

    50 - done

    50 + incarnates - done

     

     

    • Like 2
  13. 4 hours ago, Dark Current said:

     

    What I noticed was it didn't activate passively. Only when I stood in a group of enemies and dealt them damage did mine fire.

     

    I'm going to test again to confirm. I'll record results and post.

     

    Okay, I just ran the test and made the video so you can see the results.

     

    The question is does Numina's proc work in Cauterizing Aura?

     

    Answer: yes, but with a condition. You must be in melee range of enemies. The proc is tied to an active 'to hit' check against foes. It is NOT passively firing as it does in Health.

     

    Video Link of Test

    • Thanks 2
    • Thumbs Up 1
  14. On 3/30/2022 at 8:07 AM, Chelsea Rorec said:

    I tested the Numina +regen/+Recov and it does hit and when it does it remains active for 2 minutes regardless if there in a npc close by.

    It does reset when leaving a mission or zoning.

     

    I'm keeping it because of the heal and +Recovery.

     

    What I noticed was it didn't activate passively. Only when I stood in a group of enemies and dealt them damage did mine fire.

     

    I'm going to test again to confirm. I'll record results and post.

  15. I really missed Hover during my 30s run tonight. But otherwise, the build was excellent - no End issues, plenty of attacks, tons of damage, high survivability vs +4s most of the time. It really felt planned out for mid-level challenge. I think swapping Hover for Fly as an earlier pick would be my move if building from scratch.

     

    Potential problems:

    • Noticeable amount of whiffing versus higher levels.
    • Lack of 3rd Defiance attack when mezzed.
    • No hard control.

    Level 35 Video

  16. Ran my Triple Fire for the first time last night in actual mission game play. Joined a PuG running Black Scorpion's patron unlock arc from the beginning (no speed run).

     

    Team was Carnelian Flare (Fire / Fire / Fire blaster) = me (lvl 50, all powers fully slotted, NO incarnates)

    - Illusion / Dark / Fire controller (team lead)

    - FF / Beam / ? Defender

     

    Mission was level 50 @ +1 x4

     

    Here's the video. I review my first impressions at the end, although I have running commentary throughout. I reference my Intro Vid a few time (posted above).

    • Thumbs Up 1
  17. Here's the video of my overview of the Triple Fire blaster inspired by the OP. I review the original post, my thoughts on the builds, and my testing parameters. I go through my build (Chelsea's) on Mids and discuss the minor deviations I made with the live character.

     

    Triple Fire Intro

     

    Triple Fire DFB Play

     

    Triple Fire Level 15 Play

     

    Triple Fire Posi 2 Play

     

    Triple Fire Level 35 Play

     

    Triple Fire Level 50 Non-Incarnate Play

     

    Triple Fire Level 50 Non-Incarnate vs 54 Foes Play

     

    Triple Fire Level 50 Solo Tests (+0 through +4, x8)

     

    Triple Fire Level 50 Incarnate Solo Tests (+0 through +4, x8)

     

    Triple Fire Conclusions

     

    • Thanks 1
  18. I appreciate the incarnate information. You two went pretty opposite directions here. I was torn who to follow, so I decided to split the difference:

     

    I'm going with Chelsea on Alpha and Hybrid.

    I'm going with Snarky on Interface, Judgement and Destiny.

    I'm planning to diverge from both and pick up Nemesis for Lore.

     

    My overall reasons were to get as much Fire as I could... Judgement pyronic, Interface reactive, and the Lore warhulk boss.

     

    Given the amount of defense in Chelsea's build (the one I'm following) I don't see much need for even more defense with Barrier, so I liked Snarky taking Rebirth for the heal and HP max.

     

    I like the radial option for Musculature that Chelsea took as boosting Immob and Def Debuff don't help much or at all in Core, but radial gives End Mod and Run Spd boosts on top of those, which are always useful

     

    I like the 2x hit option with Assault hybrid more than the dmg boost of Core. I think that gives a lot more upfront punch.

     

    On 3/18/2022 at 1:58 PM, Chelsea Rorec said:

    Just so you know your build is not much different to mine and i have capped Ranged Def and S/L resists.

    Fire dosn't need a huge amount of end. I didn't chase it as much.

     

      Reveal hidden contents

    This Hero build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(7), Thn-Dmg/EndRdx/Rchg(9)
    Level 1: Ring of Fire -- Acc-I(A)
    Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(11), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(13)
    Level 4: Fire Sword -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Dam%(19)
    Level 6: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(21), Artl-Acc/Dam/Rech(21), Artl-Acc/Rech/Rng(23), Artl-End/Rech/Rng(23)
    Level 8: Fly -- EndRdx-I(A)
    Level 10: Fire Sword Circle -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(25), SprDfnBrr-Acc/Dmg/Rchg(25), SprDfnBrr-Acc/Dmg/EndRdx(27), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(27), SprDfnBrr-Rchg/+Status Protect(29)
    Level 12: Aim -- GssSynFr--ToHit/Rchg(A)
    Level 14: Combat Jumping -- ShlWal-ResDam/Re TP(A)
    Level 16: Build Up -- GssSynFr--ToHit/Rchg(A)
    Level 18: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(31), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(33)
    Level 20: Cauterizing Aura -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(50)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Blazing Bolt -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(33), ExcCnt-Dmg/ActRdx(34), ExcCnt-Dmg/Rng(34), ExcCnt-Dmg/Rchg(34), ExcCnt-Stun%(36)
    Level 28: Consume -- Acc-I(A)
    Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39), Ags-ResDam/EndRdx(39), Ags-Psi/Status(39), Ags-ResDam/EndRdx/Rchg(40), Ags-ResDam(40)
    Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(37)
    Level 35: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(43)
    Level 38: Hot Feet -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45)
    Level 41: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(46), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(48), RedFrt-EndRdx(48)
    Level 44: Bonfire -- SuddAcc--KB/+KD(A)
    Level 47: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(48), Ags-ResDam/EndRdx/Rchg(50), Ags-ResDam(50)
    Level 49: Hover -- Krm-ResKB(A)
    Level 1: Defiance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Stamina -- EndMod-I(A), PwrTrns-EndMod(3), PwrTrns-+Heal(3)
    Level 49: Quick Form
    Level 50: Musculature Radial Paragon
    Level 8: Afterburner
    ------------

     

     

     

    A lot of builds are done and look good on paper, but how do they actually play? I've always wondered.

     

    So I'm going to take on this challenge. Going to create a new character based on someone else's build and test it out at various levels to see how good it is.

     

    Plan is to PL to 50 and slot as indicated by a posted Mids build. Then, I'll PuG it up at various level ranges: teens, 20s, 30s, 40s and 50+ to see how it works in game.

     

    I'm going to go with your build, Chelsea as it looks to be the cheaper of the two posted here. It's close to Snarky's original, so I think it's a fair assessment of both along with just testing the Triple Fire concept. Is it as badass as it sounds?

     

    I'll probably record some of the play and post to YouTube at a later date.

     

    Before I get too far into it, do either of you have your Incarnate selections? I didnt see any in the Mids builds, so wasn't sure if you'd taken them that far or not.

     

    Thanks for the inspiration!

    • Thumbs Up 1
  19. On 3/18/2022 at 1:58 PM, Chelsea Rorec said:

    Just so you know your build is not much different to mine and i have capped Ranged Def and S/L resists.

    Fire dosn't need a huge amount of end. I didn't chase it as much.

     

      Reveal hidden contents

    This Hero build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(7), Thn-Dmg/EndRdx/Rchg(9)
    Level 1: Ring of Fire -- Acc-I(A)
    Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(11), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(13)
    Level 4: Fire Sword -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Dam%(19)
    Level 6: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(21), Artl-Acc/Dam/Rech(21), Artl-Acc/Rech/Rng(23), Artl-End/Rech/Rng(23)
    Level 8: Fly -- EndRdx-I(A)
    Level 10: Fire Sword Circle -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(25), SprDfnBrr-Acc/Dmg/Rchg(25), SprDfnBrr-Acc/Dmg/EndRdx(27), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(27), SprDfnBrr-Rchg/+Status Protect(29)
    Level 12: Aim -- GssSynFr--ToHit/Rchg(A)
    Level 14: Combat Jumping -- ShlWal-ResDam/Re TP(A)
    Level 16: Build Up -- GssSynFr--ToHit/Rchg(A)
    Level 18: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(31), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(33)
    Level 20: Cauterizing Aura -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(50)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Blazing Bolt -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(33), ExcCnt-Dmg/ActRdx(34), ExcCnt-Dmg/Rng(34), ExcCnt-Dmg/Rchg(34), ExcCnt-Stun%(36)
    Level 28: Consume -- Acc-I(A)
    Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39), Ags-ResDam/EndRdx(39), Ags-Psi/Status(39), Ags-ResDam/EndRdx/Rchg(40), Ags-ResDam(40)
    Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(37)
    Level 35: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(43)
    Level 38: Hot Feet -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45)
    Level 41: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(46), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(48), RedFrt-EndRdx(48)
    Level 44: Bonfire -- SuddAcc--KB/+KD(A)
    Level 47: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(48), Ags-ResDam/EndRdx/Rchg(50), Ags-ResDam(50)
    Level 49: Hover -- Krm-ResKB(A)
    Level 1: Defiance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Stamina -- EndMod-I(A), PwrTrns-EndMod(3), PwrTrns-+Heal(3)
    Level 49: Quick Form
    Level 50: Musculature Radial Paragon
    Level 8: Afterburner
    ------------

     

     

     

    A lot of builds are done and look good on paper, but how do they actually play? I've always wondered.

     

    So I'm going to take on this challenge. Going to create a new character based on someone else's build and test it out at various levels to see how good it is.

     

    Plan is to PL to 50 and slot as indicated by a posted Mids build. Then, I'll PuG it up at various level ranges: teens, 20s, 30s, 40s and 50+ to see how it works in game.

     

    I'm going to go with your build, Chelsea as it looks to be the cheaper of the two posted here. It's close to Snarky's original, so I think it's a fair assessment of both along with just testing the Triple Fire concept. Is it as badass as it sounds?

     

    I'll probably record some of the play and post to YouTube at a later date.

     

    Before I get too far into it, do either of you have your Incarnate selections? I didnt see any in the Mids builds, so wasn't sure if you'd taken them that far or not.

     

    Thanks for the inspiration!

  20. Here's my contribution to these naughty videos:

     

    Umbriel

    Level 50

    Dark / Savage / Psi

    Permadom +

     

    vs.

     

    Level 54 Council

    Team Size x8

    Sewer Map

    Grandville

     

    Strategy: Rip, rip. Shred, shred. Tear, tear. Pop skittles as needed.

    Redlined HP a couple times. No deaths.

    Haven't played her in several months, so a little rusty.

     

     

    • Like 2
    • Thumbs Up 1
  21. I think this might help:
     
    na·ture
    /ˈnāCHər/
     
    noun
    noun: nature; plural noun: natures
    1. 1.
      the phenomena of the physical world collectively, including plants, animals, the landscape, and other features and products of the earth, as opposed to humans or human creations.
      "the breathtaking beauty of nature"
  22. So basically every dominator starting from Level 1 would be 'permadom' if your bar refilled after you clicked Domination instead of the current mechanic.

     

    Isn't that OP? On a large team you can refill the bar with about a dozen attacks, which would take less than a minute of fighting just spamming your T1 blast.

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