Dark Current
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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/MidsRebornClick 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 MasteryVillain 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 -
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.
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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
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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
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- [*]3% DamageBuff(Smashing)
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This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsRebornClick 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 MasteryHero 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- 1
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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?
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Ok, Triple Fire lovers. Here's the last video of tests.
Level 50 Incarnate Solo runs (+0 through +4, x8)
The difference between lvl 50 with and without incarnates is unmistakable.
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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!
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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.
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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.
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Ok, just got my low 20s test in.
Ran Posi 2 TF @ lvl 16, so I had my powers up to lvl 21.
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?
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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.
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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
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Ok, it's DFB time!
How does fire / fire / fire handle the lowest game levels?
Check out the video to find out!
(Spoiler: could use another ST ranged attack)
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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.
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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.
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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.
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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).
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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 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)
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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.
This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsRebornClick 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 MasteryHero 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!
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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.
This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsRebornClick 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 MasteryHero 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!
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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.
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nounnoun: nature; plural noun: natures
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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"
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The real problem with Vigilance is... everything.
1) My damage goes down if I team.
2) I don't get endurance discount if I do my job.
Genius design for a team-centric protector AT.
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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.
Seismic/Nature - imput please
in Corruptor
Posted
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
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Set Bonus Totals: