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Menelruin

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Posts posted by Menelruin

  1. 4 hours ago, drbuzzard said:

    He skipped brutes, which I'd say get more benefit from assault radial as their damage scalar is relatively low. Though, I'd probably agree that you're better off with melee on a brute. 

     

    I do have one character with both assault T4s, a psi sentinel and core is clearly better in that instance (damage scalar on sentinels is .95). 

    To be clear, even if you're trying for a DPS role as a brute, should I go with Melee over Assault?  (I'm planning on getting both EVENTUALLY)....

  2. So I know of a couple of different combat sets that people have wanted, but all of them would basically involve smacking someone who is just outside of punching range.  Rather than making several unique sets, do you think it would be easier for the devs to make one set, "reaching melee," then apply several animation options to it, similar to how a sword user selects a weapon?  I'm thinking....

     

    Whip:  Your hero lashes out at a distance to smack an enemy, or does stuff like spinning to hit everyone nearby. 

     

    Stretching arms:  Like Mr. Fantastic, you can punch someone from several feet away.

     

    Speed (and/or teleportation):  Your character dashes out to hit an enemy then back again, or teleports to their position to smack them then pops back.  For AoE they dash/bamf around punching several enemies in succession, then return to where they were.

     

    Thoughts?   It ALMOST should be more of a Sentinel set, due to the range, but I imagine that would annoy a lot of people to have something like this on only ONE archetype....

  3. 9 hours ago, Zepp said:

    What, that is only 24-32 possible stances. Incendiary, offensive, offensive couldn't go off the rails ever...

    My Mega Man inspired DP/Bio sentinel is fascinated by this idea....

  4. So I'm going with more of a concept character....I wanted someone akin to Cannonball from X-Men comics; someone who flies and has a field that lets them hit hard and survive impacts, rather than just being inherently strong or durable.  Sadly, there don't seem to be many Energy Melee builds around, since it's one of the weaker sets right now.  Someone posted a link to like 9 billion builds before though, and I found this one.  Anyone have suggestions/opinions?  Other builds are welcome, of course!  I just hit 47 and have just been going NRG/NRG/NRG, and having fun using Air Superiority as a kind of mini-stun on things, but I figure I'll respec into this when I hit 50:

     

    Spoiler

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.6
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Energy Aura
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Sorcery
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Energy Punch -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(5)
    Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(7), Rct-Def(9), Ksm-ToHit+(9), ShlWal-ResDam/Re TP(11), Rct-ResDam%(11)
    Level 2: Bone Smasher -- SprBrtFur-Acc/Dmg/Rchg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(7), SprBrtFur-Rech/Fury(36), PndSlg-Acc/Dmg(37), PndSlg-Dmg/EndRdx(37), PndSlg-Dmg/Rchg(37)
    Level 4: Power Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(19), Rct-Def/EndRdx(21)
    Level 6: Dampening Field -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(13), Ags-ResDam(13), GldArm-3defTpProc(15), StdPrt-ResDam/Def+(15)
    Level 8: Build Up -- RechRdx-I(A), RechRdx-I(21)
    Level 10: Entropic Aura -- EndRdx-I(A)
    Level 12: Whirling Hands -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(23), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Acc/Dmg/EndRdx/Rchg(25), SprAvl-Rchg/KDProc(25)
    Level 14: Kick -- FrcFdb-Rechg%(A)
    Level 16: Energy Protection -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(29), Ags-ResDam(31)
    Level 18: Total Focus -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(27), SprUnrFur-Acc/Dmg/Rchg(31), SprUnrFur-Dmg/EndRdx/Rchg(31), SprUnrFur-Acc/Dmg/EndRdx/Rchg(33), SprUnrFur-Rchg/+Regen/+End(33)
    Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(34)
    Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(27), Ags-ResDam(29)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(34), Rct-Def/EndRdx(34)
    Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36)
    Level 28: Energy Drain -- RedFrt-Def/Rchg(A), Rct-Def/Rchg(39), LucoftheG-Def/Rchg(39)
    Level 30: Arcane Bolt -- SprWntBit-Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40)
    Level 32: Energy Transfer -- PndSlg-Acc/Dmg(A), PndSlg-Dmg/EndRdx(42), PndSlg-Dmg/Rchg(42), SprBrtFur-Acc/Dmg(42), SprBrtFur-Dmg/Rchg(43), SprBrtFur-Dmg/EndRdx/Rchg(43)
    Level 35: Energize -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg/EndRdx(43), DctWnd-Heal/Rchg(45)
    Level 38: Electrifying Fences -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(45), OvrFrc-Acc/Dmg/End(45), OvrFrc-Dmg/End/Rech(46), OvrFrc-Acc/Dmg/End/Rech(46)
    Level 41: Ball Lightning -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Dmg(48)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 47: Mystic Flight -- BlsoftheZ-ResKB(A)
    Level 49: Rune of Protection -- Ags-ResDam/Rchg(A), Ags-EndRdx/Rchg(50), Ags-ResDam/EndRdx/Rchg(50)
    Level 1: Brawl -- KntCmb-Acc/Dmg(A)
    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: Fury 
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(17), Pnc-Heal/+End(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19)
    Level 50: Agility Core Paragon 
    ------------

     

    EnrgM EnA Mu bhls Brute - Axe Lavender Bravo 0418 - [i24].mxd

  5. While it's not necessarily the most optimal tactically, I would think Super Reflexes would be most thematically appropriate for a speedster character.  Also, I keep wishing they'd add some sort of speed-melee set, with stuff like dashing between enemies, etc.  Kinetic Combat doesn't FEEL fast, sadly.

  6. Hmm, going the opposite way of damage....

     

    You can currently pick blast sets to lower a mob's acc, defense, or damage resist, but there's no toxic blast (yet?) to lower a mob's DAMAGE directly, unless you count DP's toxic ammo.  What if all Sentinel attacks applied a damage debuff as well?  Thus by attacking, they're also defending allies....as well as making themselves better able to stand up in a medium-range brawl (as compared to blasters that need distance as a form of protection).

  7. So a couple other slotting related questions, which I know will vary from case to case, but as a general rule....

     

    1:  If your sets do NOT have sped up regen or recovery, how many total slots do most builds devote to Health and to Stamina?

     

    2:  If your set DOES have them (Regeneration, Willpower, Fire Manipulation, etc.), how many slots do you usually devote to the improved versions from your set, and how many to bog-standard Health and Stamina?

     

    I had been going with 3 in Health and 3 in Stamina for most builds, but that was with generic IOs.  Are sets vastly enough better to just use 2 slots, or even 1?

  8. 7 minutes ago, MunkiLord said:

    Super Reflexes is a good set to practice on. It is relatively easy to softcap which can open up chasing other bonuses. Dark Melee is a good primary because you'll want to build for a lot of recharge to reach your goals, while at the same time not putting too much damage in Soul Drain and getting as much healing and damage as possible in Siphon Life. The fact that it's awesome and fun as hell to play and MunkiLord is a DM/SR Scrapper are just bonuses.

    Thank you! 

    • Like 1
  9. 1 minute ago, Call Me Awesome said:

    Easiest to work with?  I'm not sure there really is one where IO sets are concerned, there's so many different ways to build and so many valid options for set bonuses.  Take a character you enjoy playing and fiddle around in Mids.  Go to the AT forums and ask for advice for your particular powersets.  Most of us don't bite and we'll give you some ideas.  Effort is kind of irrelevant, a more valid comparison would be cost.  As an example in my Invuln tanker guide in the forums I suggested ways to build a soft capped Invuln tanker without spending a ton of inf doing so.  My suggested sets will get you probably 85-90% of the way to as tough as it's possible to make an Invuln tanker.  I also appended in my current build for my Invuln which doesn't bear a whole lot of similarity to my guide and is almost as tough as it's possible to build.  My guide's build should run 20 - 50 million, while my current build probably would cost a BILLION inf.  What am I getting for spending nearly 20 times the cash?  Likely an increase in durability of 10-20% and some utility.  Cost/performance the bang for the buck is certainly my guide build.

    Would that Tanker build also be good for a SS/Inv brute?  Also, has anyone started adjusting builds for the new Force of Will pool set?

  10. Thank you so much, everyone, this helps a lot!  I have 2 more related questions:

     

    1:  I always see a lot of mention of including either the Jumping pool or Super Speed pool for various sets.  Are there any notable IOs/sets for either Flight or Teleportation?

     

    2:  For a trial run, what is probably the single EASIEST AT/set combo to try and boost up in mids?  I'm not talking about what has the best ultimate potential, just which one is the least challenging to bring to whatever it's specific max potential is?  Like if a Spines/Fire brute can become 10/10 with a fortune and lots of work, but if something else can become 7/7 with little effort......?  Just something for me to play around with and cut my teeth on.  Any suggestions?

    • Like 1
  11. So, back when I played before Shutdown, I only had the Invention system unlocked for maybe a week or 2 before the game was gone.  Nowadays I see tons of builds posted which help a ton....after you're 50.  I still have no clue what I'm doing in terms of CREATING a build, and my only 50+ character squeaked by on standard IOs from 1-49. How much is this hurting my teammates by being a dead weight?  Does anyone know where I can find some 20, 30, or 40 budget builds to just help get a bit of an edge while leveling?

     

    Secondly, what is someone's thought process and/or order of operations when creating a build?  I see lots of folks who have mastered Mids and seem to be able to cap defenses on almost anything, but what is step one?  Do you have an established list of sets you always fall back to, and then adjust your power choices accordingly?  I don't suppose someone has a tutorial on planning a new build out from scratch.  Folks have been VERY helpful in making builds for me, but I don't wanna have to always pester the forums for stuff =/

     

    EDIT:  As a side note, I tend to pick my power sets based on concepts first, rather than optimization. 

  12. I agree that it should just have a longer warning period.  Have it work like this:

     

    Imagine you had a PBAoE buff, akin to Healing Aura, but it granted Flight for X amount of seconds.  Now imagine that it was auto-cast with a cooldown of a few seconds.

     

    Okay, that final effect?  Make it so you get it from a toggle.  That's how it should be.

  13. 1 hour ago, macskull said:

    IIRC most of the stuff that hasn't been proliferated yet is due to balance concerns (for example, Powerhouse has said fairly recently that Tankers won't get Energy Aura in its current form because it would be too good). I don't know how much stock I hold in that idea though, since some of the existing proliferation is ridiculous already (hello, Kin and Rad for MMs and Poison for Defenders).

    Did they specify what it was about Eng/ that would be too powerful on a Tanker?

  14. So now that my Sentinel has a decent Tier 4 (or more) for every Incarnate slot, I'm experimenting for more versatility.  I saw a thread a while ago about how for pure offense and/or AoE, the best Lore hands down was Banished Pantheon core.  Does anyone know what Radial (I assume it'd be radial?) lore is best for improving your own survivability?  Hey, it's always good to have options, right?

  15. Another idea I had:  Everyone seems to dislike being similar to other inherents, but Scrapper and Stalker already do that...so why not, with a twist?

     

    Expose Weakness:  Every Primary attack by a Sentinel debuffs an enemy with the status "exposed" for 2 seconds.  Any attack by an ally on an Exposed target has a 3% chance to crit.  Scrappers and Stalkers will have their crit chance increased by 3%.  A Sentinel can not benefit from his own Exposed on an enemy, but another Sentinel can.

     

    Now, while this doesn't help in solo play, there are 2 things to consider.  Firstly, Sentinels are already pretty good for solo, it's in teams they need a role.  Second, a Tanker's inherent is also totally useless in solo, isn't it?

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