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DreadShinobi

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Posts posted by DreadShinobi

  1. I really like this idea, but feel like it would be very difficult to implement and even if implementing it was easy would it be over complicating something that doesn't need to be, and would it come off as 'invisible stats' ie how would the player character know if the critter is weak to melee attacks and resistant to ranged attacks. I do feel that adding more resistances to critters is healthier for fun gameplay than adding +def to critters because nobody likes to be stuck in whiff whiff whiff hell. In feedback to the addition of hard mode stats introduced in the aeon sf I like the addition of resistances to critters and dislike the added defense on higher difficulties. Outside of this I kinda just wish critters got a max hp buff as a higher difficulty option.

     

    Solid idea though, has the potential to add flavor and uniqueness to certain factions, but what a doozey it would be for the playerbase to absorb such a change.

     

    Also many ranged archetypes do not take any melee attacks or even have access to them and most melee archetypes have terrible modifiers on their ranged options in ancillaries outside snipes where even if a target is resistant to melee attacks and weak to ranged attacks a scrapper may very well still deal more damage to it with their melee primary abilities. 

     

    Many people enjoy themed teams like all corruptor groups and this type of play should remain viable.

    • Thanks 1
  2. 20 minutes ago, subbacultchas said:

    I am fairly sure Mids incorrectly displays Energy Drain values. But it is far more than 2%. It stacks multiple times, more than the ten times slider allows in MIds. Maybe at 2-5 enemies it's lackluster for defense only (still rocks the end). But I find I fire it off so often on groups that I'm always carrying around 9-10 stacks, sometimes closer to 15 to 20 especially on my brute. It is far from a tiny amount of defense then. I'm actually curious what the maximum number of of stacks is, may have to do some farming runs to test it.

    This conversation is weird. It's no a threat to SR, Nin, or any other set. Hell I still prefer Stone personally. But it is a very tight set that offers some things the others don't, or earlier than they get them, and more importantly offers flavor when you've tried the others and need something new.

     

    Don't know what is wrong with everyone's mids display on energy drain. I get a 1-10 slider on my energy drain in mids. With only base slot holding a +5 lotg rchg IO and 10 targets energy drain provides 4.5% def. This can stack more than 10x with enough global recharge as you noted.

     

    Energy Aura is not a tight set though, quite the opposite, see my post above. All you need to softcap EA is the two ATO sets, which everyone is going to slot anyways, 5 slots given to Power Shield, 1 slot given to Kinetic Shield, 1 slot given to Weave, and the two 3% def uniques which can both find a home in base slots. You do not need any additional sets devoted to bolstering your defense.

  3. @Chelsea Rorec you gotta calm your tilt. I would agree with you more often, but then I would be wrong too. Deciphering your blatant misinformation goes great with my morning coffee though.

     

    This is my typical energy aura skeleton build with everything stripped away and can be shown that it can be applied to any energy aura build regardless of primary.

     

    First stat total is without Energy Drain or Energize and second stat total is with 10 target Energy Drain with only a +5 lotg +rchg IO and unslotted energize.

     

    Villain 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 49 Magic Stalker
    Primary Power Set: Street Justice
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Fighting

    Villain Profile:
    Level 1: Heavy Blow -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(11)
    Level 1: Hide -- LucoftheG-Def/Rchg+(A)
    Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17)
    Level 4: Power Shield -- Rct-Def(A), Rct-Def/EndRdx(13), Rct-EndRdx/Rchg(13), Rct-Def/Rchg(15), Rct-Def/EndRdx/Rchg(15), Rct-ResDam%(17)
    Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(7), SprStlGl-Acc/Dmg/Rchg(7), SprStlGl-Dmg/EndRdx/Rchg(9), SprStlGl-Acc/Dmg/EndRdx/Rchg(9), SprStlGl-Rchg/Hide%(11)
    Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 10: Entropy Shield -- Empty(A)
    Level 12: [Empty] 
    Level 14: [Empty] 
    Level 16: Kinetic Dampening -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(19)
    Level 18: [Empty] 
    Level 20: [Empty] 
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Empty(A)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27)
    Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A)
    Level 30: [Empty] 
    Level 32: [Empty] 
    Level 35: [Empty] 
    Level 38: [Empty] 
    Level 41: [Empty] 
    Level 44: [Empty] 
    Level 47: [Empty] 
    Level 49: [Empty] 
    Level 1: Assassination 
    Level 1: Brawl -- Empty(A)
    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 -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)
    Level 1: Combo Level 1 
    Level 1: Combo Level 2 
    Level 1: Combo Level 3 
    ------------

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    EA softcap.png

    EA EnDr.png

  4.  

    A long overdue suggestion. I am creating this thread here to highlight the post by @Wavicle on ending the confusion around these two very different powers from the Traps and Poison support sets that have the same name.

     

    I will also add that it would be nice to look at reducing the cast time on Traps version of poison trap. No other adjustments are necessary.

  5. On 12/28/2021 at 2:57 PM, Oneofthe1d4 said:

     

     

    Something you might also be able to shed light on for me. Should I be firing Envenom off every time it is on cooldown? I understand that the main target takes a stronger debuff compared to those afflicted for being nearby but what's the actual duration of the debuff, given it's not a toggle where there's a convenient way to tell when it's still going or not? If that's a "how do you not know that?" answer apologies for asking it but yes, I am that dim for these things. Maybe I should have my display adjusted to make it clearer but as default I am unsure when things are debuffed or not a lot of the time.

     

    I wanted to add that it is very important to watch for envenom misses, because it inevitably will miss on average one in twenty times. It can be a good idea to have a combat chat tab visible that displays your hit rolls to check for misses on envenom. It can often be completely impossible to visually tell if the power is a hit or miss until you question why your damage is less than it should be. You can also monitor if achilles heel procs. 

     

    The other thing I wanted to expand on about weaken is that one of the defining aspects of poison is that while envenom is something that gets casted on everything, ideally always before damage is dealt, casting envenom machine gun style on anything that hasn't tasted your poison, it is also the only thing you really need to continually keep up on because VG is a toggle, poison trap is a one second animation toe bomb, alkaloid is situational as needed spot healing, elixir is your uber rez, and otherwise outside of appropriate envenom spam your focus is on using your primary and ancillary powers to the best of your ability alongside a very flexible build path with poison that has many skippable powers that allow you to fully flesh out strong pool power choices.

     

    Envenom->weaken->dps is just so much slower than envenom->dps. 

     

    Poison is a fast, aggressive powerset, which weaken is not.

    • Thumbs Up 1
  6. 2 minutes ago, Erratic1 said:

     

    Does not look like it to me. It gets better values on Kinetic Shield and Power Shield, equivalent to Scrapper and better than Brute on Energy Drain, comparable to Brute and behind Scrapper on Kinetic Dampening.

     

    And the complaint was about Endurance costs, which do not look to be any different.

     

    Keep in mind those are base values and the gap widens significantly when they are enhanced. Having all your stats coming from less powers also means that heavily enhancing those powers is more slot effective than needing to slot up multiple powers to get the same benefit.

     

    Also endurance:

    Stalker Energize = 59.6% endurance discount

    Scrapper Energize = 59.6% endurance discount

    Brute Energize = 47.68% endurance discount

     

    Also Brute endurance, since chelsea posted about Brute energy aura in a stalker thread, is that Energy Aura is one of those brute sets that doesn't have a damage aura, and brutes just get so much mileage out of having a fury boosted damage aura, which is one of the most endurance friendly ways to dispatch critters, especially in lower level content.

  7. 2 hours ago, Erratic1 said:

     

    Unless Energy Aura got powers/values utterly out of line with every other implementation on other ATs you are doing something horribly wrong.

     

    It actually does! 

     

    Stalker Kinetic Shield = 16.5% S/L def, 2.63% En def

    Scrapper Kinetic Shield = 12.75% S/L def, 1.88% En def

    Brute Kinetic Shield = 10.63% S/L def, 1.57% En def

     

    Stalker Power Shield = 16.5% E/F/C def, 12.75% Neg def

    Scrapper Power Shield = 15% E/F/C def, 10.5% Neg def

    Brute Power Shield = 12.5% E/F/C def, 8.75% Neg def

     

    Stalker fully saturated Energy Drain = 3.75% def-all except psi

    Scrapper fully saturated Energy Drain = 3.75% def-all except psi

    Brute fully saturated Energy Drain = 3.15% def-all except psi

     

    Stalker Kinetic Dampening (combines Dampening Field+Energy Protection into single power pick) = 7.5% S/L res, 11.25% En res, 9.38% Neg/Tox res

    Scrapper Dampening Field + Energy Protection (2 power picks) = 9.38% S/L res, 16.88 En res, 9.38% Neg/Tox res

    Brute Dampening Field + Energy Protection (2 power picks) = 7.04% S/L res, 12.67% En res, 7.04% Neg/Tox res

     

    Stalker Hide = 1.88% def-all except psi

    Scrapper Energy Cloak = 3.75% def-all

    Brute Energy Cloak = 3.13% def-all

     

    Stalker Energize = 59.6% endurance discount

    Scrapper Energize = 59.6% endurance discount

    Brute Energize = 47.68% endurance discount

     

    There are other differences as well, including regen value based on archetype base hp, there are differences in defense debuff resistances, overload is also weaker on brutes, and stalker access to disrupt, which is usually skipped but can be useful to a primary that has stuns like MA, EM, KM, RM where disrupt can allow your mag 3 stun attacks to affect bosses while also stunning all the minions.

     

    The differences here are why I am very skeptical about the potential/eventual port of energy aura to tankers, because we do not know what version of energy aura would be ported. The base values on Kinetic Shield and Power Shield are extremely high for Stalkers - 16.5%, which I detailed in the second post of this thread. For comparison to Tankers, Shield's Deflection/Battle Agility are 15%, and Ice Armor's Frozen Armor and Glacial Armor are 17%. Stalkers basically got tanker level treatment in their energy aura base values and it is a large part in how energy aura has found itself being an S tier set for Stalkers. If Energy Aura was ported to tankers what do you think the base values would be?

    • Thanks 1
  8. On 12/28/2021 at 2:55 AM, Chelsea Rorec said:

    I made a EM/EA brute and i have to say EA is utter garbage.

    The claims made that EA is easier to soft cap are untrue and it is more of an end hog than Dark armour.

    Energy drain DOES NOT help in the slightest.

     

    Ninjitsu/SR is less of an end hog than this. Never have i had to eat some many blues just to stay in a fight in my life.

    This is the reason Dread has slotted a Panacea,Miracle,Numina in health and it still dosn't help.

    Don't trust the word of a person who slots boxing past the initial slot.

     

    Straight to the No1 slot of the worst armours i've played.

     

    Haha, oh wow.

    • Like 1
  9. 34 minutes ago, Oneofthe1d4 said:

    If you don't mind me asking why not Weaken? Is it a case of the power not being worth it compared to other choices or not having the slot space to give Weaken the fleshing out it needs to be worth it?

     

    1) Animation Time. 2.244s arcanatime. You have so much to spam as a plant/poison that there isn't really a gap in things to do where this animation time could be considered a 'filler' activity. 

    2) That animation time does not actually deal damage and it can only take one damage proc (cloud senses), though if you do take the power and have the slots 6 pc cloud senses provides excellent set bonuses.

    3) The debuffs from weaken don't actually make things die faster unless you are using it to prevent a creature from healing, like EB warwalker or a fire demon with healing flames, it can be very situational.

    4) If something is held from a strangler cast it isn't going to heal anyways or cast anything that the -special from weaken will affect. This is why it is less valuable on a controller and more valuable on a defender that has less access to hard control.

    5) It is a defensive debuff. Survivability is relative. If you're going to survive without casting weaken, why cast it? If the entire spawn is confused from SoC they're not attacking you or your allies so that mitigates the value of the -tohit and -dmg. It can be nice for AVs/GMs, I wouldn't cast it otherwise as a controller. 

    6) -tohit and -dmg reduce the destructive power of your seeds of confusion. -tohit especially reduces the chance that the confused enemy spawn will actually hit eachother with their attacks. Remember that npc critters do not have a 95% chance to hit themselves like we do with our fancy accuracy enhancements. This can also be a playstyle decision. SoC with significant tohit debuffs acts more like an aoe stun than an aoe confuse. You may get slightly more xp per mob kill by debuffing them to the point that they cannot actually kill eachother while confused, but you are most definitely not getting better xp/time.

    7) In comparison to the situational usage of weaken, envenom is Always! beneficial to apply. 

     

    34 minutes ago, Oneofthe1d4 said:

    Something you might also be able to shed light on for me. Should I be firing Envenom off every time it is on cooldown? I understand that the main target takes a stronger debuff compared to those afflicted for being nearby but what's the actual duration of the debuff, given it's not a toggle where there's a convenient way to tell when it's still going or not? If that's a "how do you not know that?" answer apologies for asking it but yes, I am that dim for these things. Maybe I should have my display adjusted to make it clearer but as default I am unsure when things are debuffed or not a lot of the time.

     

    1) Envenom has a 30s duration. Most things are dead before you need to recast it. For hard targets like AVs/GMs you need to have a bit of an internal clock for Envenom so that you are not over-casting it or under-casting it. You can also look for the purple/orange debuff icon floating on the critter, but this may not be visible due to target size, your distance to the target, or the flurry of power fx fanning from your team members. It is better to just develop a rough 30s internal timer for envenom, but most of the time target is dead already.

    2) If you hit target A with envenom they get the full debuff and anyone within 8 ft radius gets the 50% debuff. If you hit target B with envenom and target A is still within that 8 ft radius and not dead they will have both the full debuff from the first cast applied and the 50% debuff applied. This is especially nice for any AV with a minion near it - cast Envenom on the minion that is close to the AV so the AV gets the 50% debuff first before the minion dies then reapply envenom on the hard target.

     

    Hope this helps.

    • Thanks 1
  10. There is a ton of information out there on poison because in the past it has been an often undervalued powerset, however the threads you have already looked at are all solid guidance. Frosticus has done much to put the 'poison sucks' mentality to bed, and anything he posts about playing a successful poisoneer should be taken as bible.

     

    I can post my poison build but you've probably already seen it and many of the choices made in the build have some influence from @Frosticus slotting. Plant/Poison is excellent, very strong, much synergy, it won't let you down. My build is very endurance heavy, you will want to make use of external recovery buffs such as recovery serum, amplifiers, sg base buffs, etc. Using ageless may feel more comfortable to you playing the character but I pref having incan and so manage my endurance in other ways. 

     

    This build doesn't use weaken, which is a very strong debuff, however I took frosticus's advice on skipping it with this build and haven't looked back. I do use weaken on my poison defenders. Some procs to consider that are not in this build are Superior Entomb absorb, a heavier proc load in Fissure (shift+right click fissure to see alternate slotting), regen tissue +regen, impervious skin +regen, and Power Transfer self heal. I would consider them in the order written, but each has a slot tax that may or may not be worthwhile to you.

     

    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 Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Poison
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Strangler -- Apc-Dam%(A), Apc-Dmg(3), GldJvl-Dam%(3), NrnSht-Dam%(5), GhsWdwEmb-Dam%(5), GldNet-Dam%(7)
    Level 1: Alkaloid -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(50), Prv-Absorb%(50)
    Level 2: Roots -- PstBls-Dam%(A), JvlVll-Dam%(7), TraoftheH-Dam%(13), Bmbdmt-+FireDmg(15), Rgn-Dmg(15), Rgn-Dmg/EndRdx(17)
    Level 4: Envenom -- AchHee-ResDeb%(A), ShlBrk-%Dam(21), TchofLadG-%Dam(23)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 8: Seeds of Confusion -- Ccp-Dam%(A), MlsIll-Dam%(9), SprOvrPrs-Rchg/Energy Font(9), CrcPrs-Conf%(11), Range-I(11), Range-I(13)
    Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(46)
    Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(48)
    Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(17), Rct-Def/EndRdx(19)
    Level 16: Elixir of Life -- GldArm-3defTpProc(A)
    Level 18: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(19)
    Level 20: Boxing -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(34), AbsAmz-Acc/Stun/Rchg(34), AbsAmz-Acc/Rchg(34), AbsAmz-EndRdx/Stun(40)
    Level 22: Tough -- StdPrt-ResDam/Def+(A)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37)
    Level 26: Carrion Creepers -- PstBls-Dam%(A), JvlVll-Dam%(27), ImpSwf-Dam%(27), ExpStr-Dam%(29), TraoftheH-Dam%(29), Rgn-Dmg/Rchg(31)
    Level 28: Paralytic Poison -- UnbCns-Dam%(A), GldNet-Dam%(31), GhsWdwEmb-Dam%(31), NrnSht-Dam%(33)
    Level 30: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48)
    Level 35: Poison Trap -- Arm-Dam%(A), Obl-%Dam(36), Erd-%Dam(36), FuroftheG-ResDeb%(36), GhsWdwEmb-Dam%(37), SprWiloft-Rchg/Dmg%(37)
    Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rng(39), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dam%(40), FrcFdb-Rechg%(40)
    Level 41: Seismic Smash -- Hct-Dam%(A), Hct-Dmg/EndRdx(42), Hct-Dmg/Rchg(42), TchofDth-Dam%(42), GldStr-%Dam(43), GhsWdwEmb-Dam%(43)
    Level 44: Rock Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45), LucoftheG-Def/EndRdx(45)
    Level 47: Venomous Gas -- HO:Enzym(A)
    Level 49: Earth's Embrace -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment 
    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 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(23), Pnc-Heal/+End(25), Mrc-Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(25), PrfShf-EndMod/Acc(46)
    Level 50: Nerve Core Paragon 
    Level 0: Freedom Phalanx Reserve 
    Level 0: Portal Jockey 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    Level 50: Reactive Radial Flawless Interface 
    Level 50: Control Core Embodiment 
    ------------

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    • Thumbs Up 1
  11. IMO all control set single target holds should have their animation time normalized the same way blaster t1/t2 attacks were normalized. There is far too much power discrepancy between what you can do with mind/fire/dark holds in an attack chain compared to what you can do with grav/earth/plant. Even impact being great and all for what it is can be largely consumed by the long animation time of gravity distortion. 

  12. 21 hours ago, Chelsea Rorec said:

    I typically take munitions mastery on my weapon toons and use body armour as a Res/+Def mule for that sweet sweet range def.

    And also because i am one of the few lunatics that likes LRM, more large AOE's whats not to like 🤷‍♀️

    And Cyrofreeze ray and Surveillance is super handy for Devices.

     

     

     Munitions mastery is a strong ancillary because of surveillance and Achilles heel access to any primary/secondary combination that otherwise can't slot it, however it is absolutely contrary to what the OP asked for. Munitions has the weakest built in survivability quotient. You can certainly work around being squishier while playing a munitions blaster, and there are significant payoffs depending on your playstyle for doing so, however the OP is looking for options to make for a tankier blaster and suggesting munitions is quite literally sending the OP in the opposite direction.

    • Thumbs Up 2
    • Thumbs Down 1
  13. This is the fire/em build I use. It is built around power boost. It also makes heavy usage of the high DPA of EP-BS which you skipped in your build for total focus which has lower DPA. Vengeance is also a good choice for /em because you get a free lotg +rchg and you can power boost it. You also didn't put any slots into sprint/swift/hurdle/health/stamina which are all valuable to slot up. Power Boost will buff the unsuppressed movement speed from sprint and swift and energize lowers the endurance cost of sprint so you can really maximize that runspeed. Bonesmasher is an excellent proc mule attack when you can get the accuracy high enough with set bonuses and power boosted tactics. Boxing should generally always be taken over kick because you can mule stupefy for the rare combination of +rchg and +ranged def. Your status resist ATO proc should go in fireball for the uptime consistency. Fire Breath should take positrons blast not ragnarok because it has +range, can fit 5 slots with zero enhanced recharge, and hold 2 damage procs. Hasten and Power boost should be using +5 lvl 50 IOs, not SOs, this will let you trim a slot in both these powers.

     

    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 Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Flares -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/Rchg(46), SprWntBit-Acc/Dmg/EndRdx(48)
    Level 1: Power Thrust -- Empty(A)
    Level 2: Energy Punch -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(19), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21), SprBlsWrt-Rchg/Dmg%(21)
    Level 4: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(7), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(9)
    Level 6: Build Up -- RechRdx-I(A)
    Level 8: Fire Breath -- PstBls-Dam%(A), PstBls-Dmg/Rng(9), PstBls-Dmg/EndRdx(11), PstBls-Acc/Dmg(11), PstBls-Acc/Dmg/EndRdx(13), Bmbdmt-+FireDmg(13)
    Level 10: Bone Smasher -- TchofDth-Dam%(A), Mk'Bit-Dam%(15), GldStr-%Dam(15), Hct-Dmg(17), Hct-Dam%(40)
    Level 12: Aim -- GssSynFr--Build%(A), RechRdx-I(37)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 16: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34)
    Level 18: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(23), Apc-Acc/Dmg/Rchg(25), Apc-Acc/Rchg(31), Apc-Dmg(31), GldJvl-Dam%(33)
    Level 20: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(39)
    Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), Rct-ResDam%(43), ShlWal-ResDam/Re TP(50)
    Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25)
    Level 26: Blazing Bolt -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(27), StnoftheM-Dmg/EndRdx/Rchg(27), StnoftheM-Dmg/EndRdx(29), StnoftheM-Acc/ActRdx/Rng(29), GldJvl-Dam%(31)
    Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(39)
    Level 30: Tactics -- GssSynFr--ToHit(A)
    Level 32: Inferno -- Arm-Dam%(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), FuroftheG-ResDeb%(42)
    Level 35: Body Armor -- GldArm-3defTpProc(A), UnbGrd-Max HP%(45), ImpSki-Status(45)
    Level 38: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 41: Surveillance -- AchHee-ResDeb%(A)
    Level 44: Boxing -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(45), Stp-Acc/EndRdx(46), Stp-Stun/Rng(46), Stp-Acc/Stun/Rchg(48), Stp-KB%(48)
    Level 47: Tough -- StdPrt-ResDam/Def+(A)
    Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance 
    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 -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17), NmnCnv-Regen/Rcvry+(36), NmnCnv-Heal(37), RgnTss-Regen+(40)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(36), PwrTrns-+Heal(36), PwrTrns-EndMod(50)
    Level 0: Freedom Phalanx Reserve 
    Level 0: Portal Jockey 
    Level 0: Task Force Commander 
    Level 0: The Atlas Medallion 
    Level 50: Melee Core Embodiment 
    Level 50: Musculature Core Paragon 
    ------------

    | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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    • Thanks 1
  14. You shouldn't be skipping energy punch. The DPA is extremely high.

     

    I would also take the above advice on powerboost. It is a defense pad by means of buffing combat jumping, maneuvers, stealth, and/or weave. It boosts your stub duration on ep, bs, and tf, and your hold duration on job. It also boosts your unsurpassed movement speed from swift and sprint and would therefore also be valued as a melee blaster as it allows you to better stick to targets. 

  15. 2 hours ago, KaoticKarl said:

    Said it in another thread.. I want to pair Shield with Dual Pistols... hopping blasting kapow-pow wholesome goodness!

     

    Like katana, claws, and dual blades being mutually exclusive with shield defense, you should probably expect dual pistols and shield defense to be invalid as we do not have character models sporting 3 arms.

    • Thumbs Up 3
  16. 8 hours ago, macskull said:

    The rub here comes from the survivability-to-damage relationship. The four melee ATs sort of have this figured out already though there is some muddying of the waters between Scrappers and Stalkers if you aren't factoring in the ATO procs. The powers guy has gone on record as saying Sentinels will not get increased target caps and a damage scale increase to anything more than 1.0 (maybe 1.05 if someone's feeling lucky) is probably off the table as well. They weren't really intended to compete directly with Blasters but that's how it's shaken out. The question then becomes "what is good enough?" and I'm not sure there's a good answer to that question. The mechanics of the game ensure that you'll always be able to bring a Blaster up to Sentinel survivability levels but you'll never be able to bring a Sentinel up to Blaster damage levels.

     

    Clearly, just adding more damage isn't the answer. Sentinels have been intentionally kneecapped in too many different ways to be able to compete on an even footing with other damage-centric ATs, so they need to bring something else to the table. Like you said: they don't need to be a tank, and they don't need to be real support, but if they can offer some support ability they'll at least be more desirable as a "damage dealer/force multiplier" than "damage dealer that deals less damage than the other damage-dealing ATs and doesn't bring anything else."

     

    I'm not a fan of click powers for things like this because it's one more thing the player has to time and juggle with the rest of their powers. Domination is an annoyance as a click power and I'm sure Opportunity would end up the same way.

     

    Thing is if Sentinel damage modifiers and target caps are left alone they absolutely need some form of increased team utility. There are only 3 archetypes in the game that have singular roles on teams - sentinels, stalkers, and blasters, which sentinels are not going to be competing with in the dps department, if they are not competitive with other single role archetypes they need to have some tertiary function which would either be some aggro control capabilities, or stronger/more consistent buff/debuff function likely tied to their inherent.

     

    As others have mentioned their secondary is very lacking in purpose in a team environment because they have little way to leverage their higher survivability compared to other armored archetypes that can leverage their survivability with taunt functions and compared to non-armored ranged archetypes that have powerful support sets. dps/armor without taunt works for stalkers because they're stuck in melee range to dish out their damage and their single target damage is high enough to make that singular team role valid. Sentinel dps is in a good place when you consider the extreme safety provided by being an armored archetype that also has a range advantage, but it is not in a good place when your survivability is no longer creating any or minimal advantage for you or your team members - ie balanced solo, function lacking in teams.

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