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  1. I've played No Travel Power builds since i13, back when it was dragging a boulder up hill both ways. Now days it's easy with all the temp travel powers. She has the small longbow pack built right into her costume, so I use that specific temp. When it turns on, it just lights up the existing costume part.
  2. Linea

    Tin-Mage Duo

    So ... someone said you can't solo Tin-Mage .... so of course Angel Hornet had to say "Hold my Mead ..." However, being a little more sensible than she is, I grabbed her by the back of the vest and said "You know the rules. If there's any doubt, take a Battle Buddy." First attempt we tried to take out Neuron first. But at about 20% health on Neuron, Bobcat one-shot us both. It's possible I let my resist slip and she got lucky, but she HAD been ramping up the damage, so I'm gonna say she most likely really does hit that hard. "Super Bobcat really is a thing." Second attempt Apoc swapped to a tank, and we took out Bobcat first, done in a bit less than an hour. At this point I'm more confident than not that Hornet could solo it Bobcat first, Warwalkers separated from the AVs, Back to Bobcat first/third, then Neuron. I'm just going to assume an hour per AV to compensate for all the finger fumbles and other failures, and a rough estimate of 5 hours or less. But I'll also admit, "Super Bobcat really is a thing", so definitely NO WAY on the solo Neuron first.
  3. The higher defense applies, this one is designed for SLENFC. Incarnates powers and leveling builds I usually just do by feel. Sometimes I'll include them, more often not. You need 33.8-ish SL defense to seal SL with Kinetic Dampener. Dampener is approx ~ +11.2 SL Def +21 E Res. I don't mind running dampeners, but don't want to run more expensive powers. I'm more willing to let ENFC slide. That leaves Atom Smasher vs +5s ... that's close enough, ... but I really do like the kismet for malfactoring and perma-snipe damage and It's a sniper concept build I'm dubious on the loss of endurance. I'll have to do some testing. That rarely works out, but I have not tested it, and the most common exceptions are Blasters.
  4. I have previously never subjectively liked* Stone. But NOW I'm currently running an non-granite Stone tank. ... and ... I LIKE IT. Darn it! So Now ... Someone needs to give me a good /Stone scrapper build I can steal and test. Maybe [EnM, Kat, RadM, Dual Pistols]/Stone ... I'm going to have to think about it more. *Objectively stone has always been fine, this was a subjective dislike.
  5. Angel Hornet was happily crunching some 58's last night. They are quiet tastey with a little Kentucky Bourbon and Honey Barbecue sauce. later, I took a peak at my mm, testing, poking, prodding, pulling numbers. At least at 50 it felt fine offensively, and was considerably more durable. Of course it was never an offensive powerhouse, I hunt almost exclusively +4, and I'm almost always more focused on the armor and durability.
  6. Soloed an Aeon Last night to get [Sheer Willpower], +0x0 with the LRM build. It took just shy of 3 hours. It was probably about 2.5 hours, but I had a 30m or so phone call in the middle. Being relatively lightly armored, I'm not sure which was harder: The first big room with the Research EB and a billion bot storm. The low armor really showed here. Ripplesurge. Having done this before with other builds, I didn't take any chances and just dropped every thing on him, including all the pets. He dropped like a rock, only getting off one shimmer spawn. Now I'm second guessing that I might not have needed any help? Better safe than sorry. The Dome. I personally think this was probably the hardest part, at least on this run. I didn't use any pets, but I did use 4 or 5 inspirations in a row till I got it thinned down to just the two AVs. Then I discover the hard way I need to take out Zoe first. Never noticed that before when using stronger characters.
  7. Here's a really old one of mine. DB Bio Scrapper - Alpha 2 ITF - [i25].mxd probably needs upgrading and translating for i28.
  8. I'll second the "Defense Armors". Really, any of the defense armors will do. The toughest, at least for now: Angel Hornet EnM/EnA The stalker version is fun too: Street Justice/Ena If you want fun and durable enough, I'd say /Bio: Kate Wolf Katana/Bio EnM Ena ShadowMeld Scrapper - Angel Hornet 801 - Recharge-T9 ver 2J Psi+ - [i25].mbd Kat Bio Scrapper - Alpha 3 ITF - [i28].mbd
  9. I'm considering trying Stone again. I've always had a hard time getting into it. I've had something similar on Test. I think this one might stick. Any suggestions or thoughts would be welcome. Stone Dark Tank - HyperLinea HM 801 M - [i28].mbd
  10. One of these days you need to drag me along on one of these. I think you might have mixed an 801.2 (Tier 1, Team-size 8, Long), with an 801.3 (Tier 2, Team-size 4, short). 801.6 only has one size, it was the last design wedged in to bridge the gap from 5 to 7. I think 6 used a medium design, but don't recall. If you want to balance by number of spawns on a map 801.1, 801.4, 801.6. If you want to try to balance time on map, then I'd look at 801.2 ((Most spawns with Softest targets), 801.4 (Medium spawns with Medium targets), 801.6(Less spawns Hard targets). If you want fastest (and easiest), that would be 801.0, 801.3, 801.6; the shortest fastest for each tier. I would avoid 801.7 and higher for anything that is trying to evaluate game balance, even 6 with it's boss mechanics will be a little problematic with controllers and doms, but it doesn't break anything else, and that was the intent behind wedging it in after all the others (maintain as much game balance as possible while pushing difficulty up to the edge of 7, where 7 is when balance starts breaking). "That's just wrong" "What the !@#$ was that!" "Pretty !@#$%^& nasty" 🤣
  11. I'll split the difference with you. PvPs in Dispersion is a tiny gain, but at a cost. I still want the resist unique earlier in the build.
  12. Suggestions and Improvement are welcome. There's always room to improve and be better. This is a concept build, so it may be a bit strange in ways. It is also simultaneously a standard high armor Linea build. Overall it's pretty durable despite the apparent lack of armor compared to some of my builds. I've been soloing and teaming KW missions +4x8. Not fast, but fairly durable. The purpose of the build was a build that was cheap and easy to build at first, even with just SOs, then advance and improve over time. Primarily focusing on Ranged Fire Support and ease of use. Cheap options and Easy to build options, even on SOs. (although I'd probably look back toward the first builds, and alt that build for SOs) Armor and Durability, both for the player and the pets. Minimal Status Protection. Ranged Fire Support Emphasis. Incarnate Defenses. +20 defense from the Bot Bubbles for 60 FCA defense min on myself. DDR: (Ageless +DDR, Dampening +DDR) with (PBU * Bubbles for 70's defenses on the bots.) Clarion*PBU*Bubbles option. Rune as Breakfree and optional on-demand Armor. Demonic combined with Rune for on-demand Armor. This however is considerably less on-demand armor than I normally load. -Regen Blasts, Envenomed, Degenerative -Regen over -Resist. This was a hard choice, but until I have more firepower, at least T4 Incarnate, the -regen wins and gives me personal firepower. Teamed and/or T4 it may be beneficial to swap into the -res in Repulsion Bolt. This latter would also be more in the style of "Fire n' Forget" Degen to stack with -Regen Envenomed to stack with -Regen ... This should all really stack up nicely. Stun Grenades to use with Bomb and Photon. Typically Bomb, Stun, Photon ... or Stun, Bomb, Photon. But I'm pretty durable so Bomb, Stun, Photon is probably the most effective. Alpha - I'm currently doing Vigor, also Tried Nerve I think it was. Judgement - Ranged. Probably Fire for "Air Strike". Interface - Degen to stack with -regen Lore - I don't know. Bots Maybe. They are ranged and well behaved. I'd like something maintaining theme while also optimizing damage. Likely on the core damage branch. I'm not really expecting to need or be likely to benefit greatly from the support branch. But I could change my mind. Destiny - Ageless +DDR and Clarion +Special Hybrid - I haven't chosen. This is the kind of build where I might get more than one. Armor - As ranged fire support I don't expect I'll really need this. Support Core +Pet - This is most likely. Damage - Sure this might be a nice burst damage for say 90 seconds, but that's it, and then you have to re-summon and start all over. Ick. Control - huh? Bots FF - Fire-n-Forget 6 - [i28].mbd
  13. I've been asked several times in the last few weeks, so I decided it was a good time to retest a few builds and repost a summary Patches and Updates Assuming Tanks, most armors balance well up to about 801.6, and official game content is never going above this difficulty level as far as the mechanics that 801 uses. Difficulties above that will be team oriented tasks like you see in the official 4-star TFs. This means really ANY Tank armor can work well in any official content in the game. Depending on the content some will be easier than others, and some will be easier to drive for some players. That's all variable from task to task and player to player. With changes to the game in the last 3+ years, I'd subtract either 1 point or 1 tier from most armor's ratings to compensate. Tanks > Brutes > Scrappers > Sents and Stalkers. Above 6 DDR pulls ahead. It's game mechanics. DDR defense armors get RDR for free while Resist armors do not get DDR. Brutes will be harder to build than tanks, but at max should be almost as durable, only a point or so lower. Scrappers, Stalkers, and Sents will favor defense based armors. The lower 75% resist cap mean they take 2.5x damage when relying on resistances vs Brutes and Tanks regardless of armor type when things turn pear shaped. Will score lower than brutes at peak due to resist cap differences. If you are a resist armor, you need to resist cap and push recharge for heals and shields If you are defense armor, you need to push DDR, Recharge, and Resists. You can't ignore any of these. If you are a heal-tank, push recharge, heals, defense, resist, everything. cheat. I do not have any recommendations or ratings for heal-tanks. Ratings Defense Armors 7 to 10 SR/ is the best, but also the hardest to drive. For me SR fails 95% of the time because *I* am not skilled enough to drive it. That one time it suceeds it's specatular. SD/ is my personal choice. I'm a decent driver, and it's decently durable. Stone/ also varies a great deal. I have a couple of builds that I haven't rated but that I tested in hard mode on test, and like SR it really worked well when I could tolerate it. You can push a pretty good semi-perm 80s? DDR. I may yet build them officially. I just dislike the -damage and -movement. Inv/ I'm too rusty to get this above 7, but It previously tested 9 or 10. The transitions/valleys are really hard. On the other hand, at lower difficulties it's one of the easiest to drive, it practically drives itself. Give me some team buffs and it will drive itself even in 801s. Brute Defense Armors, Typically around 7. Brutes are much harder to build and drive optimally than a tank. I failed 4 or 5 runs in a row till I got the hang of it again, then it did well in a 7. Tanks are much easier to drive. up to 6 Tank/Brute Resist Armors up to 6. Again, the brutes are harder to build and drive vs tanks. I personally like RadA/. Scrapper, Stalker, Sent, Defense Armors... I personally like /EnA. Hornet is a EnM/EnA Scrapper. up to 5 Scrapper, Stalker, Sent Resist Armor up to 3 Defense based with Resist and minimal ageless radial +ddr Squishies. I've pushed some rare squishy builds up to 5 but I think that will be harder to do now. Up to 2 If you're an armored class you should really be capable of this. This is the original test, designed to help me build my armors better by poking every possible armor hole, except psionics.
  14. That depends. If you want full offense none of my builds are those builds. I build with an emphasis on armor and solo play with usually just barely enough offense to solo a +4x8 ITF once fully Tier 4 Incarnated. These particular builds are concept builds. Still heavily armored, but concept none the less. Which means I might at times do something completely silly with them, just because. The Crab was meant to herd teams. Grab some stun grenades to use with the Immob for a psuedo hold. Lock down wide areas, debuff and blast them, while herding and buffing the ducklings behind you. Offense is neither good nor bad, but the versatility and durability are pretty good, and it has moderate defense buffs, and double tactics for good to-hit buffs for team-mates running SOs vs deep purple. The Fort is armored and meant to hunt psionics. Also, the Fort builds were better before various proc adjustments. Once upon a time, the procs were effectively 95% guaranteed to lockdown entire spawns. You'd rotate through them for a huge amount of control. Still good, but I'd have to test them extensively and rebuild them for i28.
  15. I have so many builds for each ... I'm currently running two MOMA huntsman builds to herd little ducklings. Crab - MOMAS 1f+ - Incarnate - [i28].mbd - Mostly just run this one, mostly running KW missions. Crab - MOMAS 1b - Leadership - [i28].mbd - Sometimes alt to this one for malfactoring Crab - MOMAS 1d - Medic -[i28].mbd - Not currently running this one. And two Mind Hunter builds for Forts Fortunata - Mind Hunter 1c+ - [i28].mbd - Ranged Control (Needs rebuilding for i28) Fortunata - Mind Hunter Melee 2a+ - [i28].mbd - Melee, more damage, minimal Control (Needs rebuilding for i28) And I have dozens more ... VEATS are so versatile.
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