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DreadShinobi

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  1. Close, except for Link Minds, which will drop your all defense by 4.5% and 7.5% global recharge, but they're very similar. Fire Cages is very appealing in that pool though, as it expands your role and capabilities quite a bit all by itself. Keep in mind while it keeps the 30 ft radius, it has a 10 target cap compared to controllers' 16. The nice thing about senti is you never really have to worry about your character being nerfed, unless they break them by touching the current iteration of PPMs, which has been said is something they plan to look at. Hopefully a buff will be coming to them at some point, either when they look at PPMs or by itself.
  2. I can post the build I use, but it uses Psi mastery instead of fiery mastery, which has a ST hold on a shorter cooldown, and team def all buff. The psi damage also helps you to ignore enemy godmodes and hit them for full damage, such as minotaur/cyclops on ITF, marauder in Lambda, or Bobcat in Tinmage. The build focuses on recharge, hitting 125% from set bonuses, and does not build for S/L defense, because Bio armor offers so much in the way of healing, absorb, and regeneration that I haven't found it needed at all in practice. The build does have nearly capped Energy/Negative defense though. The greatness of Sentinel Bio armor really comes in with the unsuppressed movement speed which makes for a unique play experience compared to anything else. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Sentinel Primary Power Set: Fire Blast Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Leaping Power Pool: Concealment Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Flares -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(11), SprWntBit-Acc/Dmg/EndRdx(23), SprWntBit-Acc/Dmg/Rchg(23), SprWntBit-Dmg/EndRdx/Acc/Rchg(25), SprWntBit-Rchg/SlowProc(25) Level 1: Hardened Carapace -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(31) Level 2: Fire Ball -- SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg(3), SprOppStr-Dmg/Rchg(3), SprOppStr-Acc/Dmg/Rchg(5), SprOppStr-Acc/Dmg/EndRdx(5), SprOppStr-Acc/Dmg/EndRdx/Rchg(11) Level 4: Environmental Adaptation -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 6: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(7), Apc-Acc/Rchg(7), Apc-Acc/Dmg/Rchg(9), Apc-Dmg(9) Level 8: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(50) Level 10: Adaptation Level 12: Fire Breath -- PstBls-Dmg/Rng(A), PstBls-Acc/Dmg(13), PstBls-Dmg/EndRdx(13), PstBls-Dam%(15), PstBls-Acc/Dmg/EndRdx(15) Level 14: Inexhaustible -- Pnc-Heal/+End(A), Pnc-Heal(27), Pnc-Heal/EndRedux(29), Pnc-Heal/Rchg(29), Pnc-Heal/EndRedux/Rchg(31) Level 16: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19), Prv-Heal(19), Prv-Heal/Rchg/EndRdx(21) Level 18: Hasten -- RechRdx-I(A) Level 20: Rebuild DNA -- Pnc-Heal/EndRedux(A), Pnc-Heal(21), Pnc-Heal/Rchg(31), Pnc-Heal/EndRedux/Rchg(34), Pnc-EndRdx/Rchg(37), EndMod-I(46) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(27), Rct-ResDam%(48) Level 24: Blazing Blast -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(40), SprSntWar-Acc/Dmg/Rchg(40), SprSntWar-Acc/Dmg/EndRdx(43), SprSntWar-Acc/Dmg/EndRdx/Rchg(46), SprSntWar-Rchg/+Absorb(46) Level 26: Stealth -- LucoftheG-Def/Rchg+(A) Level 28: Athletic Regulation -- Run-I(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 32: Inferno -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Acc/Rchg(33), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(34), FuroftheG-ResDeb%(34) Level 35: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(36), Hct-Dmg(36), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(37), TchofDth-Dam%(37) Level 38: Parasitic Leech -- Pnc-Heal(A), Pnc-Heal/EndRedux(39), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(40) Level 41: Dominate -- UnbCns-Dam%(A), GldNet-Dam%(42), NrnSht-Dam%(42), GhsWdwEmb-Dam%(42), GldJvl-Dam%(43), Dcm-Build%(43) Level 44: Psychic Shockwave -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-%Dam(45) Level 47: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(50) Level 49: Genomic Evolution -- GldArm-3defTpProc(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(45), NmnCnv-Heal(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(48) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 50: Ageless Core Epiphany Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Musculature Radial Paragon Level 10: Shadow Recall -- Empty(A) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1579;742;1484;HEX;| |78DA6594C94F535114C6EF6B5FC596B13294021D28D0990EEAC62944040D0AB1117| |5675E0A3CEB33A5ADAF95C8D2A55B5DB8716B224E1B8DFA4738EE1C774EA8A0892B| |57F5F49E8FD2A44D9ADFED39F7FBCEBDE7DEDBB92B536D0F8F5D9D104AC7917CB65| |CD6E6F542C528E879DB5C36672C8ADAA785BE035B71ED54B690D39712470D53D726| 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  3. Click the thread title in the quoted text or the arrow in the right hand corner.
  4. There is absolutely no reason or incentive to plug /EA's psi hole. First off you're a stalker, not a tank or a brute. You don't need to sit in a mob of psi damage and get hit a whole bunch. You can assassinate and unload your heavy hitters on the bosses in the spawn and potentially drop the minions with the aoe you have and then there is just a few mid-health lts to deal with. You don't think about plugging a psi hole on a blaster for the same reason, or any other damage or support AT. Per your example, having psi protection is actually very similar to whether or not a set has endurance drain protection - not a factor all that often, but great when you have it. Though plugging a psi hole on demand is actually much easier to manage with a purple insp pop here or there, energy aura still has a solid heal and regen to fall back on, which is effectively resistance to all damage types relative to how fast you receive it. Toxic damage is even more rare, and typically a minimal DoT, covered by the ~10-11% damage resistance that /EA actually has, as well as its regeneration. An EA stalker can get 30 hp/sec regen with a standard IO build, I've pushed that higher on a couple of my builds. That's 50% hp to full in about 25-26 seconds. Equivalent to popping a green insp every ~10 seconds, and the time it takes for your Energize to recharge to get another 600 hp. That is hardly a hole. Edit: I have 49% psi resist on my fiery aura brute and outside of making the minds of mayhem trial an absolute joke, it is absolutely overkill. Enemy psi damage, outside of carnies *cough*, tends to be balanced around the typical character not having much in the way of protection. Having rolling healing and/or regeneration goes a long way in covering incoming psi damage.
  5. StJ has great burst with Crushing Uppercut, some decent mitigation with the knocks in CU and Spinning Strike, but damage can be a little less than desired in between burst cooldowns of AS/CU/Snipe, or in the AoE department. Same as StJ, Ice Melee benefits from its heavy hitter being able to take 2 purple damage procs (hecatomb, unbreakable constraint), and has similar burst heavy rotations, but fills the gaps with more AoE options. Sleeping and Held foes also benefit an increased chance to be crit. Savage has a higher ceiling on AoE damage, but the single target damage comes slower, and you can be likely to overkill with Hemorrhage. The endurance consumption on savage melee can be more intense than expected, especially if you forget to keep Energize up or want to save it for healing, even considering the endurance reduction in the inherent mechanic. Energy Melee is really strong right now. I still miss the mechanic-free 1 second animation on Energy Transfer that we had pre-nerf, but it is great to have part of that back. The AoE damage will be less than any of the aforementioned primaries, but the Single target damage comes through. I really like Adrenal Booster on EM/EA with nearly 50% uptime. It gives you a 60 second massive tohit buff and a smaller damage buff, and also increases the duration of all your stuns! Dipping in to the experimentation pool also provides an easily perma-able Experimental Injection buff (+mez protection, +regen, +recov) so you can be best friends with one of the blasters on your team. There are some variations between each build, but more or less they all about do the same thing, so pick a flavor that appeals to you. The glue that holds them together is the solid consistency provided by energy aura.
  6. I am a big fan of energy aura for stalkers. I played StJ/ea first and ended up making savage/ea, ice/ea, and em/ea without caring for playing other secondaries that I prefer on other ATs anyways. Energy aura provides a ton of build freedom needing little investment to softcap defenses and no investment in endurance management. With all the 'extra' lots that would normally be devoted towards self sustainability you can stuff an unparalleled amount of +rchg and damage procs in an energy aura build. The self heal and regen buff stand out when comparing it to /sr and /sd which also dont have endurance tools in the kit. Just about any primary can work great with /ea.
  7. Things I've run for general meltage: Fire/Fire Blaster (double damage auras + Burn) Fire/Mental Blaster (Psi damage in secondary lets you ignore enemy godmodes + Drain Psyche) Fire/Tactical Blaster (Now gets Oil Slick Arrow) Any other Fire blasting blaster with any secondary will be just fine. Poison/Fire Defender (more raw damage than you would expect, better on teams) Poison/Rad Defender (lower damage than fire, but a whole lot more control) Storm/Sonic Defender (Melts AVs and hard targets fast with insane levels of -res, also great for hamidon raids) The only two corruptors you need, these were my two mains on live before blasters got mega buffed with homecoming. Fire/Kinetics Corruptor Fire/Cold Corruptor Seeds of Confusion is OP: Plant/Poison Controller Plant/Fire Dominator Plant/Thorny Dominator (fury of the gladiator and achilles heel -res procs in thorn burst with loads of -def sharply amplifies confusion based damage) In an aoe centric metagame when your team doesn't need more aoe damage, high single target damage can be great team support as well: EM/EA Stalker StJ/EA Stalker Sav/EA Stalker Bio armor is good too, but for me the easier softcap, endurance tools, and +rchg in EA gets my builds further. For MMs, which I loathe playing, Demon/Kinetics is still a very strong combination, basically acting as a Kin/Sonic Defender with _much_ better personal damage. Speed Boost allows your pets to keep up with fast moving teams, and to get into fulcrum shift's radius more quickly. Fire/Bio sentinel is about the closest you will get to blaster damage from a sentinel, trades out alot of damage still for layers of survivability. Blasters with Rune of Protection make the survivability gap much smaller.
  8. I only run 20% slow resist on my fiery aura brute (who is also my main and badger that has run through all content available) and outside of Positron hitting me with Lingering Radiation, I never feel impacted by recharge debuffs. I've found the value of the slots that could be used for slow resists to not be as valuable as slotting for things that are more consistently applicable. Critters just die too fast in this game and any recharge debuffs that bypass your typed or positional defense are mitigated by your kill speed, or you just flat out kill the critters before they can even get the relevant debuffs off on you. Now if you plan on soloing everything at +4/x8 and combat lasts longer then things like slow resist become more valuable, but as I only play on teams things just die too fast for slow debuffs to warrant taking up slots. My fiery aura brute also has 90% S/L/F resists, and 50-53% C/E/N/Psi resists so it's not like I am using Healing Flames on cooldown anyways, and I've always found that fiery aura being a squishy set to be a misnomer.
  9. With the ally your inf/time goes up significantly. It doesn't lower your rewards. Same theory as the long past debunked myth that confusion lowered your xp/time. If you have Taunt in your build you shouldnt need Ball Lightning to pull. You can take Ninja Run to get around instead of having SS on an AE farmer. SG Base buffs provide Knockback protection for when/if you decide to run content on the character that would require it. Most people don't fill out Sprint variants in mids even if they have plans to slot IOs in them. If you actually use Rest, it is better with a Heal IO, I personally remove the power at level two. In this case for brawl nothing can be better than something. Also, that IO does not affect other powers. For farming use ion judgment., will pretty much always hit more targets, Hybrid Radial is much better than Core.
  10. For Poison/Rad, Dark mastery really shines with access to Oppressive Gloom. OG synergizes well with Venomous Gas+Irradiate melee playstyle, and you can drop Mag 5 stuns on bosses every few seconds with Cosmic Burst while stunning all the minions. Soul Drain (AoE knockdown with proc), Atomic Blast (AoE Hold), and Poison Trap (AoE Hold/Vomit) adds to your nearly always available crowd control making for very safe gameplay. On top of all the CC, my build features 45% ranged defense and 30% melee defense (bolstered by venomous gas), while retaining a resistance based ancillary shield. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Defender Primary Power Set: Poison Secondary Power Set: Radiation Blast Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Dark Mastery Hero Profile: Level 1: Alkaloid -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(5), NmnCnv-Regen/Rcvry+(5), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(21), NmnCnv-Heal(23) Level 1: Neutrino Bolt -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(3), SprVglAss-Acc/Dmg/EndRdx(3) Level 2: Envenom -- Acc-I(A) Level 4: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/Rchg(11), CldSns-Acc/ToHitDeb(13), CldSns-Acc/EndRdx/Rchg(13), CldSns-ToHitDeb/EndRdx/Rchg(39), CldSns-%Dam(40) Level 6: Irradiate -- AchHee-ResDeb%(A), FuroftheG-ResDeb%(7), Arm-Dam%(43), Arm-Dmg(46), Arm-Dmg/EndRdx(48) Level 8: Elixir of Life -- GldArm-3defTpProc(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25) Level 14: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(15) Level 16: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(17), StnoftheM-Acc/ActRdx/Rng(17), StnoftheM-Dam%(19), StnoftheM-Dmg/EndRdx/Rchg(19), Apc-Dam%(23) Level 18: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(40) Level 20: Aim -- GssSynFr--Build%(A) Level 22: Boxing -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(25), Stp-KB%(40), Stp-Acc/EndRdx(48), Stp-Stun/Rng(48), Stp-Acc/Stun/Rchg(50) Level 24: Tough -- StdPrt-ResDam/Def+(A) Level 26: Poison Trap -- UnbCns-Dam%(A), NrnSht-Dam%(27), GhsWdwEmb-Dam%(27), Lck-%Hold(31), ScrDrv-Dam%(34), Obl-%Dam(34) Level 28: Cosmic Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(29), SprDfnBst-Dmg/EndRdx/Rchg(29), SprDfnBst-Acc/Dmg/EndRdx(31), SprDfnBst-Acc/Dmg/EndRdx/Rchg(31), SprDfnBst-Rchg/Heal%(34) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), ShlWal-Def(37), ShlWal-Def/EndRdx(43) Level 32: Venomous Gas -- HO:Enzym(A) Level 35: Oppressive Gloom -- AbsAmz-Stun(A), AbsAmz-EndRdx/Stun(36), AbsAmz-Stun/Rchg(36), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(37) Level 38: Atomic Blast -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Acc/Dmg/EndRdx/Rchg(39) Level 41: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(43) Level 44: Soul Drain -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Dmg/EndRdx(50) Level 47: Assault -- EndRdx-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(33), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(33), Hct-Dmg/EndRdx(42) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), Prv-Absorb%(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(7), PreOptmz-EndMod/Rech(9), PreOptmz-EndMod/Acc/End(9), PreOptmz-EndMod/Acc/Rech(46), PreOptmz-EndMod/End/Rech(46) Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Vigor Core Paragon Level 1: Quick Form ------------
  11. I prefer cold domination as a corruptor secondary. Compared to defenders it only offers 6% less resistance debuff. Benumb has the same regen debuff and the cold shields really don't need to be maximized in value. As I mentioned in my post about storm summoning, resistance debuffs are at their prime when they have high damage output to leverage their potency, which is why a corruptor can benefit alot more from the set with Fire or Water blasting. This is not to say Cold/Sonic isn't a powerful debuffer, but it is very one dimensional. Storm Summoning shows its value for defenders (compared to the similarities of cold domination) because it offers direct damage tools in Tornado and Lightning Storm (which actually deals more damage per strike on defender mods than corruptor mods) that make up for their lower damage output, and defenders get the flexibility to skip Gale. The endurance discount from vigilance on teams is pretty nice for Storm summoning too, whereas Cold Domination doesn't need it at all with Heat Loss.
  12. Storm/Sonic is a great choice. Your sonic attacks will boost the damage of Tornado and Lightning Storm (and everyone else's) significantly on hard targets, it shreds AVs like paper, and Freezing Rain is plenty to take care of fodder. Compared to kinetics as a force amplifier it wont be as consistently high, but it has a much, much higher damage ceiling, especially at endgame when people will be hitting their damage caps much quicker and/or the fulcrum shifts will only be providing a partial damage buff to reach it. This is considering that an IO build can get 10-25% damage buff from set bonuses, 10-18% per leadership assault, 100-130% from enhancement value and Musculature or Intuition Alphas, Assault Hybrid adds another small damage buff, and gaussians/build up all eat into your damage cap and potential benefit from Fulcrum Shifts. And then there are red insps. Resistance buffs are uninhibited and are more effective the higher your damage buff/base damage is. MM pets, especially bots will often not get boosted by fulcrum shift at all, but will always benefit by attacking a resistance debuffed target. O2 Boost is a very underrated spot heal, especially if you regularly group with blasters, as it gives them Stun protection and more freedom to play as aggressively as they want to when you can top off their health. Below is the build I run. Scream can be replaced with Howl if that is your fancy, I mostly use the character for tasks with lots of hard target, GMs and AVs so I prefer the single target damage. I use Burnout quite a bit to double cast Freezing Rains, Dreadful Wails, Tornados, and Lightning Storms. Burnout is extremely potent with these powersets, Conserve power manages Burnout end crashes. I don't use Cardiac or Ageless with this build. Capped energy resists and 45% ranged defense makes the character quite durable as well. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! meow: Level 50 Magic Defender Primary Power Set: Storm Summoning Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: O2 Boost -- Prv-Heal(A), Prv-Absorb%(15), Prv-EndRdx/Rchg(15), Prv-Heal/EndRdx(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(36) Level 1: Shriek -- SprVglAss-Acc/Dmg(A), SprVglAss-Acc/Dmg/EndRdx(3), SprVglAss-Acc/Dmg/EndRdx/Rchg(3) Level 2: Scream -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(7), SprDfnBst-Dmg/EndRdx/Rchg(7), SprDfnBst-Acc/Dmg/EndRdx(9), SprDfnBst-Acc/Dmg/EndRdx/Rchg(9), SprDfnBst-Rchg/Heal%(11) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46) Level 6: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), GldArm-3defTpProc(21), GldArm-ResDam(21), GldArm-End/Res(23) Level 8: Freezing Rain -- Rgn-Dmg/Rchg(A), Rgn-Acc/Rchg(31), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg/EndRdx(37), Rgn-Dmg(37) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), Rct-ResDam%(36), LucoftheG-Def(45) Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13) Level 14: Hasten -- RechRdx-I(A) Level 16: Boxing -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(17), Stp-Acc/EndRdx(17), Stp-Stun/Rng(25), Stp-KB%(31), Stp-Acc/Stun/Rchg(34) Level 18: Tough -- StdPrt-ResDam/Def+(A) Level 20: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37) Level 22: Assault -- EndRdx-I(A) Level 24: Tactics -- GssSynFr--Build%(A) Level 26: Tornado -- FrcFdb-Rechg%(A), ExpStr-Dam%(27), TchofLadG-%Dam(27), AchHee-ResDeb%(29), SlbAll-Dmg(29), OvrFrc-Dam/KB(31) Level 28: Hurricane -- HO:Enzym(A) Level 30: Burnout -- RechRdx-I(A), RechRdx-I(40) Level 32: Lightning Storm -- Apc-Dam%(A), Apc-Dmg/Rchg(33), Apc-Dmg/EndRdx(33), GldJvl-Dam%(33), ExpStr-Dam%(34), FrcFdb-Rechg%(34) Level 35: Screech -- AbsAmz-Stun/Rchg(A), AbsAmz-Stun(43), AbsAmz-EndRdx/Stun(43), AbsAmz-Acc/Stun/Rchg(43), AbsAmz-Acc/Rchg(45) Level 38: Dreadful Wail -- SprVglAss-Dmg/Rchg(A), SprVglAss-Dmg/EndRdx/Rchg(39), SprVglAss-Rchg/+Absorb(39), Arm-Dam%(39), Arm-Dmg(40), FuroftheG-ResDeb%(40) Level 41: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42) Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(50) Level 47: Summon Adept -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(19) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- HO:Micro(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5), RgnTss-Regen+(45), NmnCnv-Heal(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(11), PrfShf-End%(46) Level 0: Freedom Phalanx Reserve Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 50: Agility Core Paragon Level 50: Ageless Core Epiphany ------------
  13. Dark Armor has more tools than ever to manage its endurance consumption if you're going to invest in the character, it doesn't need to be paired with a primary that will manage its endurance. Starting at the top, Theft of Essence proc in dark regeneration is available at lvl 10 and makes a huge difference for the usage of the power. Panacea (lvl 10), Performance Shifter (lvl 21), Miracle (lvl 20), and Numina (lvl 30) can all be added in as you level up. 4 slot Impervium armor is great in the resistance shields providing both +recovery and +max end. At higher level purples provide more +recovery and you gain access to Cardiac or Ageless incarnate choices. Recovery Serum is a very cheap and accessible endurance sustain temp power. Base buff can add more +recovery. Dark Armor is actually great with Super Strength, I played SS/Dark Brute on live, it can absolutely be built to be 100% self sufficient, but it doesn't even need to be now with more convenient access to cardiac, ageless, recovery serum, base buffs, and less expensive and more easily acquirable IOs as a whole. Stone Melee is also excellent with Dark Armor, another endurance heavy set, can absolutely be built to be sustainable and has great pay offs for your investment. Oppressive Gloom + Fault is a mag 4 stun available every 5 seconds, every spawn, which accounts for a massive amount of mitigation for yourself and everyone around you. Dark Regeneration often becomes overkill with the control capabilities of this combo. New energy Melee should also be great with Dark Armor, for similar stun stacking. The New ET also costs zero endurance. Floating pom-poms in Cloak of Darkness is fun too. I still don't like that Dark Armor lacks inherent knockback protection, and that is a bigger gripe for me about the set than the propagated endurance issues the set has. With the relevant shortcomings of the set, it still has alot going for it, such as plowing through enemy groups that other sets often struggle with, and being able to treat most enemy groups equally whether they are Council or Carnies is pretty cool.
  14. Clarion is, imo, overkill status protection, and other destiny choices offer alot more for the slot. Picking up 2-4 break free insps before you start a taskforce is typically enough to get you through the entirety of it. Most incoming mez is encounter specific, and can therefore be planned and accounted for. I built both my corruptors (fire/kin and fire/cold) for 45% ranged defense which negates most mez from hitting in the first place. RoP is a great choice too, but with corrs I prefer taking leaping/speed/leadership/fighting so the pool slot for sorcery isn't available (I love it and swear by it for blasters).
  15. Now why would you do that on an energy melee character, or anything.
  16. Mids' Reborn Unofficial (MRBU) - Page 11 - Forum - Homecoming (homecomingservers.com)
  17. You Fireball first because the animation time of Fire Breath allows your first Fireball to recharge. This lets you quickly get off 2 Fireballs per spawn, which is where your AoE damage per animation time is high with Fire Blast. It has a long animation but you can also take advantage of that. There is alot of different ways you can approach your dps with Fire blasting. Fireball>Fire Breath>Blaze>Blazing Bolt>Fire Ball will typically take out the entire spawn including the boss that you targetted with Blaze/Blazing Bolt, you can also opt to Blaze/Blazing Bolt before and after Fire Breath because the animation will recharge both of them, or Fire Ball>Fire Breath>Blaze>Fire ball for quicker aoe output. Fire Breath should also be noted is utility aoe damage, and sometimes skipping it entirely in a mob rotation can sometimes be best if your team already has high aoe damage and you should therefore be prioritizing Blaze/Blazing Bolt spam to take out the bosses faster. Using Fire Breath also takes away from time that can be spent casting your secondary powers as well, and so while it is not a power I like to skip, as it is very useful when you want to have that higher aoe punch in the right situation, I can't emphasize enough that it is utility aoe damage. Playstyle preference aside, there is no "in that order only" required when it comes to Fire Blasting.
  18. It's actually alot better than most people give it credit for, but it depends on your playstyle. I also prefer it on my Poison/Fire defender, Fire/Cold Corr and Fire/Kin Corr over the usage it gets on my Fire/TA and Fire/Mental Blasters that have it (My Fire/Fire skipped it). Because Corrs/Defenders don't have a secondary full of attacks to fill out their attack chain which puts pressure on the long animation of Fire Breath that could be put to better use. With that said the power hits like a truck, as long as you're good at lining up the cone and/or jousting with the power, which is very easy to do. Fire Breath gets alot of hate for it's long animation but it actually has better DPA than Fire Sword Circle, Atom Smasher, Psychic Scream, Psychic Shockwave, and End of Time (post patch). It also gets a convenient +Range boost from the Superior Blaster's Wrath ATO, your Sniper attack, enhancement from Positron's Blast or Artillery, and potentially Intuition Radial if you opt into that. It is a much different attack now with all the access to +range compared to pre-ATOs, pre Snipe-range buff. Fire Ball>Fire Breath is a great AoE opener for whenever your Nuke is on cooldown, and will produce more damage than most other 1-2 AoE punches available, which again is going to be more significant to other ATs than blasters that have less attacks as a whole to work with, but Fire Breath still outdoes many Blaster secondary AoEs.
  19. Inspirations definitely don't need a buff in any capacity. Purples should probably be brought down to similar impact levels as oranges, but I don't think that would fly with anyone (myself included). Purples are absolutely overpowered, but they also help alot for characters that aren't fully equipped to handle higher difficulties before factoring in IOs. Also just turn off Yellow insps from p2w vendor as soon as accuracy is no longer an issue for your character. Basically the first thing I do upon hitting level 50, so I never see them again.
  20. DreadShinobi

    Fiery Aura

    Fiery aura is much better on tankers and brutes due to scrapper not having a taunt component in blazing aura. They also have a higher resist cap which is beneficial for any resist based secondary. If you want an offensive scrapper secondary, bio armor just works much better, and if youre specifically wanting to play fiery aura, go for a brute or tanker.
  21. As nice and all that it has been ported to scrappers, I'll be playing EM/EA as a stalker.
  22. For an /energy manip character id recommend dark blast or water blast for the great synergy with power boost. Boost range is also great with the cones in dark blast and steam spray.
  23. Poison: Remove the reduced value on the AoE portion of envenom and weaken to hit full strength to anything in the, still small, 8 ft radius. Storm: Change Tornado to a knockdown without an IO slot. Thunderclap: mag 3 stun. Thermal: Make Thaw an AoE buff Empathy: Make Clear Mind an AoE buff Sonic Resonance: Make Clarity an AoE buff Pain Dom: Enforced Morale as an AoE buff Traps: Triage Beacon follows you like FFG, Time Bomb is placed instantly and the power can be reactivated to detonate early. Electrical Blast: Voltaic Sentinel - Pet stacks, reduced summoning animation. Soni c Attack: Howl, Shockwave, Sirens Song - change all 3 to PBAOEs Assault Rifle: Ignite - reduce animation by half. Illusion Control: Spectral Terror - deals damage Fiery Aura, Dark Armor, gains Mag 3 knockback protection.
  24. Combustion DPA is base 27.81 (10 target cap) Neutron Bomb DPA is 33.72. (16 target cap) Fire Sword Circle DPA is 36.35. (10 target cap) Irradiate DPA is 58.47. (16 target cap) The lowest DPA, most dangerously long animation, and most skippable power here is Combustion. Combustion and FSC also have a lower target cap than the rad blast aoes. Edit: and for reference for the OP comparing /atomic with /fire, Atom Smasher is 29.46 DPA with a 10 target cap, which sadly doesnt come out ahead of FSC. Fire Sword also has better DPA (93.2) than Negatron Slam (72.66) and Positronic Fist (74.15) Then /Fire also has 2 damage auras ticking while /Atomic has self recharge buffs.
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