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Linea

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Everything posted by Linea

  1. Put the acc proc in weave, it's sooner. You might not even need the acc proc, given you slot tactics sooner in the build. With that in mind, replace the acc proc with better slotting in tough, or with a resist unique in weave or ... Also move the resist unique in maneuvers to Weave so it's available sooner.
  2. Harlequin Device is a translation of my (almost) GM Compliant build. Burke and Strauss are more traditional Empaths with more healing capability, and then varying armor vs attacks, and should be close enough to be easily modified to be GM compliant. None are Proc-Builds. /Energy is ripe for a Proc-Build. Incarnates are mostly place holders. There's so much in each build that would vary by taste. Note: these may or may not use the MRBU update. MRB: https://tinyurl.com/y6akcwre MRBU: https://tinyurl.com/vnhnjlo Mids Archives: https://tinyurl.com/wsn5v4j Emp Energy - Burke 6 - [i26].mxd Emp Energy - Harlequin Device 2 - [i26].mxd Emp Energy - Strauss 5 - [i26].mxd
  3. I've had a few fish poop try this with me. It's annoying, but more likely to get the fish poop warned or banned than you. One-Star them so you can recognize them in the future, and/or add them to your ignore list.
  4. Interchangeable builds without the need to respec. Emp Rad - Burke IO - [i26].mxd Emp Rad - Burke 6 - [i26].mxd
  5. If you set Mids->options->config->exemp_math->base_to_hit=48, that will take care of 50+1 vs 54s automatically for most powers and builds. Of course always double check, mids does have it's issues.
  6. An older Fourcade Variant, NOT proc based, .... and it wouldn't be unreasonable to pull some defense and start working procs into the build on the offense side especially. (almost all my builds were designed before the proc and ppm changes were finalized and really started working their way into builds) Nature DP - Fourcade 2 - [i25].mxd
  7. Fourcade is nearly-perma self-damage cap, resist cap based build, but you can cap SL defense via P2W:Kinetic Dampeners and maybe Amps. Hard to check the exact numbers without getting in-game. Laoraine is a more traditional def/res sniper build, but without the self-damage cap. Nature Fire - Fourcade 2td - [i25].mxd Nature Fire - Laoraine 2c - [i25].mxd
  8. Alpha first pass brainstorming build. Lots of painful choices required. Earth EAfn Controller - Alpha 1 - [i26].mxd
  9. Feel free to comment and add more builds. None of these are finished builds, just brainstorming. Most are standard alpha format with Rune/Hybrid/Rune. I have lots of comments on the set, but it pretty much boils down to: "Don't get all your pets and teammates dead. You need them to bounce buffs off." EAfn Water Defender - Alpha 1 - [i26].mxd EAfn Fire Defender - Fourcade 1 - [i26].mxd EAfn Fire Defender - Alpha 1 - [i26].mxd EAfn Ice Defender - Alpha 1 - [i26].mxd EAfn DP Defender - Alpha 1 - [i26].mxd
  10. I say it's just right. It's easy enough for novices that want to play the simpler easier game, and at the same time there's plenty of room for optional self-imposed challenge. Not everyone is playing the same game. Or, we don't all play this game the same way. Perspective and play-style matter. If you made the game difficult for me, you'd make it unplayable for 95% of the player-base. I'd love to see more difficulty settings: +8x16 ... I have artificially played +9x8, and find it a nice challenge. +11 however, is too hard, with minions being almost like AVs. Increased difficulty should also have increased reward. Then perhaps, more people would play optional increased difficulty content. If you want a challenge, go to AE and search '801', then solo (or team) any of those arcs +4x8. What is 801: A) it's where I test all my builds solo +4x8. B) It's "What's Next?" for Tier 4 Incarnates. C) It's intended as a mission for a team of 4-5 Incarnates. Something that someday I may make a series of "Incarnate Radio Missions" out of. I will be making more of these, applying the same mechanics and designs to other combat groups like: Council, Longbow, Malta, Carnies, etc ... How is 801 Designed This was designed after talking to a couple of the devs for an hour or so about difficulty and power design ... Incarnate To-hit, on average, but with some Snipers. This varies up and down due to AE mechanic limitations. If you grab a Defensive Amp you'll be above "Incarnate Average". Without the amp you'll be below average. There are snipers with greater increased to-hit, but also anything with an Aim mechanic will be standard to-hit most of the time. All of the Rage Mechanic mobs are roughly Incarnate to-hit for 2 minutes on then several minutes of lower to-hit. If you move fast you're facing full incarnates, if you move slow you're facing more normal non-incarnate to-hit levels. Be aware, debuffs with incarnate to-hit levels are no joke. High density mobs, with at least one +perception sniper in each group. This means adds are always a potential issue. It also means combat can be almost non-stop, and very intense. A dangerous Buff/Debuff/Damage EB at the heart of about half the groups. 1 in 4 bosses and Lts are: Buff/Debuff, Damage/Debuff, AoE Damage, or Standard Damage. This means that an average x8 spawn will have one 'dangerous' Boss and one 'dangerous' Lt. The rest are more random. There's a small chance of special Status Protected Snipers or T9 Armored Snipers in each group. There are not many of these, but you'll definitely have to deal with a few of each sooner or later. There are lesser LT and Minion Snipers in most x8 groups. Every x8 sized group has at least 1 minion sniper with +perception. Increased damage and armor on the softer targets. I'd increase this further, but it is currently limited by AE mechanics.
  11. Beam, 100%.
  12. I recommend leadership for almost any build and AT, not just defenders. However, I never pick powers nor slot powers. I create builds as a whole. It is my opinion that picking THIS power and slotting it THIS way would cause issues with many builds when the build is looked at as a whole. That's not to say you can't start with the default slotting, but also don't be afraid to change default slotting either. Even for powers that I almost always slot one particular way, there are always exceptions to the rule sooner or later. Be aware there were some issues (maybe bugs) found with the bu proc and tactics. I don't recall the issue so I don't know if it was reflected above.
  13. Nice to see you again Werner. I've got to go back and read this whole thread now. In the meantime, Here's one of my Kat/Dark builds. Kat / Dark Brute - Black Cat m3d:
  14. Traps Beam Sniper - Quarterback 1 - [i25].mxd Traps Beam Sniper - Soldier 2 - [i25].mxd Traps Beam Soldier - Soldier 1 - [i25].mxd
  15. Slows do not count. Rune/Hybrid (Core T4)/Rune/Demonic/Kitchen Sink add significantly to your survivability. Overkill if you're not soloing +4x8 or main-tanking, so it's going to vary significantly by player. If you aren't going melee, I'd recommend Assault Radial.
  16. Re Procs: I build builds as a whole, and that proc in that power costs the build as a whole something, does what it gain offset what it costs? Sometimes yes, sometimes no. Just brainstorming, off the top of my head, I think I'd love to see a fully procced DP/Storm, but that still retained armor. That should be a tricky and interesting build, with nice ST damage and I'd be curious to see where the AOE damage clocked in. Re Benumb: I mourn the loss of Benumb. Benumb does more than just that -regen, the -damage -special can completely gut an AV. But Vengeance can indeed turn the tide of a battle. I'm very torn on which I'd pick, but I think I'd lean just the slighted bit toward Benumb. But my Cold/ spedialized in killing AVs, so the emphasis is a bit different, and that perspective and purpose influences everything.
  17. Zip Format - Part 2 Mids Archives - Part 2.zip
  18. Zip format - Part 1 Mids Archives - Part 1.zip
  19. Clarion*PBU*Farsight is the order I use due to duration 12 on Clarion and Duration 10 on PBU, I should have been more clear, it didn't occur to me. Clarion Radial should not be modifying PBU, this is probably a bug.
  20. In general you'd want a /Kin to take advantage of the higher damage cap. However, depending on build, I can see exceptions to that rule.
  21. You can take one of the PBU builds and work that with Clarion Radial for more support. PBU*Clarion Radial T4*farsight is plain silly. 4b is a beam translation and pretty close to what I ran on live (live wasn't beam). (Note: if you use PBU or Clarion Radial you can NOT recast farsight when they are down, or you will overwrite a 35-45 defense bubble with a 20 defense bubble.) As for procs, that wasn't a thing at that time, and I've not looked at those builds since. The offensive build would be my choice ... Time Beam Sniper - Quarterback 1 - [i25].mxd Time Beam - Sorcery 4b - [i25].mxd
  22. Standard Linea Rune/Hybrid/Rune/Kitchen Sink builds. Kate Wolf Kat/Bio Scrapper (also Amhra) Allmhara DB/BioScrapper Kat Bio Scrapper - Alpha 3 ITF - [i25].mxd DB Bio Scrapper - Alpha 2 ITF - [i25].mxd
  23. Standard Linea Rune/Hybrid/Rune/Kitchen Sink build. Lucy Medrano - Shield Defense/Rad Melee SD RadM Tank - Alpha 5 - [i25].mxd
  24. Bio/Anything is good. For stupid silly There's BioCat, Bio/Katana with Dampeners, Amps, Base Buffs, More or less Caps everything and massive regen healing too. Absolutely no reason to ever build this build, it's just something I've threatened to do repeatedly. ... and yes, I know your defense can be stripped, but considering what I do with a Kat/Bio Scrapper, I really wouldn't be that worried here. Of course considering what I do with a Kat/Bio Scrapper, I'll almost certainly never build this either. Note: This is WITH Amplifiers, Dampeners, and Base Buffs turned on. Bio/Katana Silliness Bio Kat Tank - Beta 1e - [i25].mxd
  25. I've not done any regular arcs here. Cathan - Is probably the best bet for a regular team. 801.1 - Is designed for a team of four to six Level 50+3 Tier 4 Incarnates. It Is my Standard Incarnate Test. This is where I take an armor (solo) to break it, learn it's limits, and make it better. About a third of my builds can solo it +4x8, Most of the rest +1x8. I've been taking various size teams through it as a challenge and change of pace. I'd be happy to duo it with you if our schedules allow. And you're welcome to run it with any teams you want, just be clear about what to expect. STANDARD WARNING: If someone doesn't die every 30 seconds we're doing it wrong. You can expect multiple simultaneous EB Ambushes, Pulling 12+ spawns into a pile while already fighting 6 others, … INCARNATE WARNING: This is Incarnate Content, intended for a team of 4 to 5 level 50+3 Tier 4 Incarnates with Defense Buffs, Resist Buffs, Debuffs, Controls, and Armor. 801.4 and 801.5 - This is where I go to break the best of the best. Both are designed similar to my Cimmie Test. Aggro an intersection and survive 10 minutes without using any offensive powers. It's a bit luck of the draw on damage types, so you might have to run more than once. Cimmie Test - My Basic Melee Durability Test. Survive 10 minutes with 6 Bosses and all the rest of 3 spawns of +4x8 Cimmies aggroed while using no offensive powers. You have to make sure to keep the bosses aggroed, the riff raff just fill in the rest of the gaps. This shows you can survive -defense debuffs (the 6 bosses), and that you can handle any crash or transition in clicky armors.
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