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Erratic1

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Everything posted by Erratic1

  1. From experience, END drain is pretty useless and you could probably bottom out a target's endurance with your primary attacks roughly as fast as you would adding in secondary powers. But even with that said I would bet you see more Elec/Elec blasters than you do Elec/<something with useful synergy> because if X/ is your theme then /X is the obvious thematic fit. As for Fire/Fire winning, I have gotten my Fire/Dark up to having Soul Drain and there is a lot to be said for boosting your damage output for 30 seconds. Yeah, you're going to do the big BOOM! but afterwards having that boosted damage means continuing to melt through foes like a hot knife cuts through butter. I just need to find a way to both have high defenses and high global recharge for her to achieve godhood. In the non-Fire/* department, my Sonic/TA blaster is also coming along. He feels more like a super corruptor--better damage than regular corruptors while having some controls. My currently planned build for him directly targets perma-Hasten. There is something to be said for being able to turn out two Mag 3 Immobilizes in under 2 seconds, double-Flash Arrowing targets for 6.56% To-Hit debuff each in under 4 seconds, and having an area, "Why don't all you trash mobs just sleep it off" power. Of course we measure blasters by the damage they bring and yeah, it doesn't spit it out quite like Fire does. Its not horrible but it ain't Fire. Even so, its been a lot of fun and certainly does not qualify as a miserable experience.
  2. (1) There is disagreements over the best placement of the Crit Proc and it matters depending on how much you optimize your attack sequence to squeeze out maximum damage. I am fairly relaxed about such things, and so would probably stick it in Whirling Hands to increase the likelihood of it proc'ing but other might tell you differently. Probably should listen to one of them (if they give you a detailed explanation for why to do otherwise). (2,3,4,6) If Unstoppable is only a mule, at the loss of some Psionic resistance for not taking the power, you could instead take Shadow Meld, seeing as you have access to it. Pop and for 15 seconds your defenses go through the roof. At your current global recharge it is up every 42 seconds for 15 seconds. Were you to achieve perma-Hasten that would become something like up every 24 seconds for 15 seconds. (∞) The order of your powers might be somewhat problematic if you ever decide to play lower level TFs/exemplar. I would swap Super Jump and Build Up and swap Dull Pain and Manuevers. Edit: Bless you for the data chunk. Wish more people included them.
  3. I went Beam/Martial/Mace, but yeah, Beam/Martial is a lot of fun. But if you're posting in the Guide section, shouldn't you be share your build and what makes it work?
  4. It was because I'd heard bad things about it that I made my SR/TW Tanker. I am really going to have to stop reacting to claims about bad combos that way. Not because it didn't work out, just I really do not need the alts that is going to result in.
  5. I'd wondered if the +Recharge from EA would help out Rad Melee's slow recycle times.
  6. Back in the first month of live I created a DM/Inv Scrapper and he was fantastically tough for a scrapper. Considered reusing the sets on a Tanker but I have this aversion to repeating myself, and neither remade the combination nor for that matter used Invulnerability again. I think the lure of sets with more frequent heals and endurance recovery played a part too. So here we are all these years later and I decided to give Invulnerability another whirl. Hoping someone can look at what I have and suggest improvements (while avoiding purple sets): This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Leyden Jar: Level 50 Science Tanker Primary Power Set: Invulnerability Secondary Power Set: Electrical Melee Power Pool: Leaping Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5) Level 1: Charged Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(7) Level 2: Havoc Punch -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(9), SprGntFis-Acc/Dmg/Rchg(9), SprGntFis-Dmg/EndRdx/Rchg(11), SprGntFis-Acc/Dmg/EndRdx/Rchg(11), SprGntFis-Rchg/+Absorb(13) Level 4: Jacobs Ladder -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(15), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Rchg/KDProc(19) Level 6: Super Jump -- Empty(A) Level 8: Unyielding -- StdPrt-ResDam/Def+(A) Level 10: Dull Pain -- NmnCnv-EndRdx/Rchg(A), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(21), NmnCnv-Heal(23), NmnCnv-Regen/Rcvry+(23) Level 12: Resist Elements -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(25), ImpArm-EndRdx/Rchg(25), ImpArm-ResDam/EndRdx/Rchg(27), ImpArm-ResDam(27), ImpArm-ResPsi(29) Level 14: Resist Energies -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(29), Ags-ResDam(31), Ags-Psi/Status(31) Level 16: Thunder Strike -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(31), SprMghoft-Acc/Dmg/Rchg(33), SprMghoft-Acc/Dmg/EndRdx/Rchg(33), SprMghoft-Rchg/Res%(33), FrcFdb-Rechg%(34) Level 18: Invincibility -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(34) Level 20: Resist Physical Damage -- GldArm-3defTpProc(A) Level 22: Taunt -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(34), PrfZng-Taunt/Rchg/Rng(36), PrfZng-Acc/Rchg(36) Level 24: Build Up -- GssSynFr--Build%(A) Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), Rct-ResDam%(37) Level 28: Chain Induction -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(39) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 32: Unstoppable -- UnbGrd-Max HP%(A) Level 35: Lightning Clap -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(40), PrfZng-Acc/Rchg(40), PrfZng-Dam%(42), SuddAcc--KB/+KD(42), FrcFdb-Rechg%(42) Level 38: Lightning Rod -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(45), FrcFdb-Rechg%(45) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Physical Perfection -- Prv-Heal(A), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(48) Level 47: Energy Torrent -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Dmg/Rng(50), PstBls-Acc/Dmg/EndRdx(50), FrcFdb-Rechg%(50) Level 49: Focused Accuracy -- EndRdx-I(A) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Heal-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(13), PrfShf-End%(15) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1353;671;1342;HEX;| |78DA65D3C94F13711407F0DFB4536B4B0B2260416869A1502A58C0E8D98354A396A| |452F4DA8CE5274E1CA7755A0D3D9A88CBCD355E54D09B1EBCB81DFC1BDC5804F1E8| |C50D3551A3C6A53EE6FB82264CD27E3A6F7E6F99DF7406C7067CB7771CDF2A14DF3| |6432B16B3C39A79485AEE4C4E97664E0A3ABC29591E9166789766B9E9348415D901| |79409A4599D8691E3B6A98D2D2F6EB865E2A07F9F2A034A44C240D992B597A4E331| |010BE743E6F2452522BE8E6A8D73EC914A41CA9B77F26C70AD2D20F4BB3A495F4BC| |596507B71BFAE8C1525DB2A0E712496A345ACE0E6AC592B4CA8D344E2B7DA63DF4A| |52CCD5A718A2F4E21FA55E1F8CA7E83EA77F8A846F0416BD34490AEED81AB86D80C| |7C4C6B15D4752927543B7FF5387B127A4FB1A7A1EF0C7C42B94ECE755E41ACFA2A5| |C738D9D806B27D9EB3040FBECC28CC255A1433C8C0BE14635E10E28F6743374D71E| |AC523D438A9D599F6187E1BABDEC3E384B09553C5555947EC454D1D8C176C2F531B| |60BB6C4E11CE5FA7997FD7DA8D7D20F439BD92DF019DD7D0DF7A9798E9D0FCDC1F0| |3CBBC0BE84917187ED3CF5A9B5B7BDA2D4D6A35EA4014ED1B53ADE87BA4DC87B4AB| |D1AF8893698A811C9C3F6027B044ED1DA00E7076E22F6826A3621E668E23EEDBB51| |3BFA194E535E337AB89ACFE22945CFB1E761E705F6227B09B6D1D30CA2BE12EC167| |62CC62E78F00F5E9AA7F5077ACD50AF36EED5C6F713E3FB89F17DC48BEC2BF488F3| |DECD526E07EF7BC74FC436FC627FB37F604F85E5DC096ADFC5B374F17CB7FC42747| |3BDEED798AFE70DDCF8967DC7BE87BD8BF00691E0DCC41DD4EBBDCBDE83FDF7D907| |2CCF3249B97D3C4B5F04D7E2EAF25B5E695197DFE2A5537A43522B226995975344B| |1238BDEE5F799231F56443EFE1F89A2F3A77F31871246CCC7565FC6C47F0136C7E1| |52| |-------------------------------------------------------------------|
  7. Soul Drain slotted with Gaussian. No half measures here. 😁
  8. Speaking from the standpoint of my Fire/Dark blaster, buffing your own damage numbers is so wrong you should probably grow hair on the palm of your hands. But if its wrong, I don't wanna be right. 😁
  9. For my new tank I was trying to portray metallic shades and made his initial costume blue/gray. Without thinking about it, made a different costume for his second slot which actually is gray/gold. Anyway, was going on a Yin TF and switched back to original costume because it appears tankier. We we're in the midst of running it and I notice my costume appears white/gold. "Hmmm...didn't I swap back to first costume?" I wondered. When I got a moment I pulled up costumes to switch and I was on the first costume. First thought was that the lighting conditions were causing the costume to show incorrectly. But I went to train and noticed that while standing there, in brighter light than in a warehouse the costume's colors had seemed to shift. Then I realized, "I've recreated the dress illusion because I'm using the same colors." That costume is the same one shown in the Best Costume Thread here. Its not a game artifact because looking at the above screenshot I can see both color pairs at different times.
  10. Had to hunt around for this. The image quality is low because I compressed the poop out of the video to get it to fit the post size limitation but its from my SM/EA scrapper. Notice the Recharge bonus (fuzzy but you can make it out) as he fights. https://forums.homecomingservers.com/uploads/monthly_2020_12/KRBW.mp4.4128ce8a8cec3870f651144e27216d0c.mp4 No reason you couldn't do this on a Brute.
  11. I have an SS/Bio, and yes, his DoT is quite nice, especially with Rage up.
  12. Savage/(Rad, SR, Elec, or EA) would allow you double dipping on self +Recharge buffs. Not that I am in any way suggesting Savage/Bio is not good. Probably quite wonderful.
  13. Couldn't help but think of this thread on last thing I was doing. Started a new Tanker and was at the point of wanting to run Posi 1. Recruited people but could only find three others, a Defender, Brute, and Stalker. So we decided to try to four man it. Granted we did not turn the level up or anything nor put any impediments on ourselves. But you know how things go with new characters with limited abilities. We had someone go down on first mission where it wasn't clear that we were not engaging every group, just those directly in path to objective. After that it wasn't too bad, but I worried about Oranbega, zombie ambush, and the final mission. Oranbega was no problem. Zombie ambush was no problem. But final mission... ...started off well with us sticking together. Got to the point of heading in and the question was asked if we should clear around door first. I said sure and two of us went to do so. But someone had already opened the door. Life totals got thin but never so bad it look like a wipe. We pulled it off without losing anyone. Inside door wasn't bad but then comes the shadowy duplicates. Duplicates had me, the Tanker, eating inspirations like candy. Shadow brute and stalker hurt, oh how they hurt. But we managed the entire run with only that one loss in 34 minutes. Take from the above what you will. Fear of dying added to fun? Sure. Limited team size added to fun? Sure. Limited abilities added to fun? Sure. Not saying I am on board with mandating anything because sometimes you want/need to wade into a sea of enemies and vanquish them all. But sometimes you need it to be a challenge too.
  14. Thanks so much for the compliment on the costume! The compression I had to use to get the video to fit the size limitation for posts makes it appear fuzzier than in game. A better snapshot of it is viewable here. Dark Blast I've covered, so let's look at what Energy Manipulation brings to you: Power Punch, Power Thrust, Bone Smasher, and Total Focus are melee range attacks. I have tended to in my previous breakdowns skip over the melee attacks but if you do that with Energy the question becomes, "Why are you looking at Energy Manipulation?" and what else it brings to the table had better be fantastic beyond compare. Where other sets say, "I'm going to immobilize, slow, or hold foes to keep them from getting to me," Energy Manipulation says, "Go ahead, get close to me and see what happens!" And what happens with these powers of the set is you knock the target away from you or knock them silly (or dispatch them depending on how much health they have left). They are single target however, so not answers for groups of things and if you miss the guy is by definition all up in your junk ready to stomp you a new...well, you get the idea. How well this approach works is going to be highly subjective. Given you will be getting some survivability out of debuffing To-Hit, it might not be an unworkable tradeoff. But then... ...then there is Stun. Another melee stun against a single target at base. But (and I never knew this until now) it can be combined with Boost Range to stun something at range. It can be combined with Power Boost to make it an AoE, so now you have a way to deal with groups. And you can combine both Boost Range and Power Boost to do an area stun at range. Problem here is you do not get Boost Range until level 28 and Power Boost until level 35. Use with Power Boost shifts its recycle to 90s from 12s too. Still, the stuff you fight in your 30s is more dangerous than at lower levels so you'll have it by the time you're facing the nastier foes the game has to offer. I really shy away from trying to influence anyone to play one way over another, preferring to point out the benefits and tradeoffs things bring to table, so read the following less as saying, "Don't play this" than, "Here is what you would be getting into." You are not getting the healing or recovery regeneration the other sets offer with Energy Manipulation. You can perhaps make this up elsewhere either by power pool, epic pool, or IO choices. But most of that will be doable only in later play.
  15. The other night we exited a radio mission in Founder's Falls and the next mission was not only at the same door but it was the same map. Of course I had to ask, "Were we not just here and did we not clear the place out?" Team member responded, "That's how tight the rental market is. Bad guys move in immediately."
  16. Probably need to factor in the statement about Heals/Absorb was... ...about Radiation Armor primarily ("sets" does open it to other powerset, true) ...in relation to Invulnerability Radiation Armor is going to be debuffing the To-Hit of anything nearby. So it is really resistances, heal/absorption, and screw with your ability to hit me up close. However I may be misreading because I am reading the use of "heal" in the statement to primarily refer to Absorb as the distinction was being drawn between Rad and Inv and in particular there was the comment about having a thousand extra hp. Healing and Absorption are functionally identical in a lot of way--hp to be burned through subject to your resistances/defenses--but the ability to have them in place without taking action is meaningful (though as you note, if they are being chewed threw quickly enough that meaning can drop to nothing).
  17. I feel absolutely no shame at adding Scaling Resist to my SR tanker. No shame whatsoever. 😛
  18. Dark does debuff To-Hit, but asside from its final power the amount is relatively low--5.25% on Dark Blast, Gloom, Umbral Torrent, Moonbeam, Tenebrous Tentacles, Abyssal Gaze, and Life Drain with -35% on Blackstar. The effect does linger for roughly 10 seconds on most of those power (two get up towards 20s), so stacking occurs and you could reasonably have a target or two with a couple of stacks of debuff on them. Because some number of your powers are single target though I probably would not count on facing a group of opponents and having more than two stacks on them (single targets would get more since that is all you're shooting at) but even so a -10.5% to hit is going to reduce your incoming damage somewhat. If you were to build appropriately with IOs you could probably get to a fairly survivable position. However that would unfold over time and require a chunk of influence to toss around. In the mean time you're not going to be in the same neighborhood of survivability. Better off than other Blasters sure, but since you have not player other blasters you may not appreciate that things are indeed better for you than they otherwise would have been because you will be taking damage and suffering status effects, just at a lower rate than with other primaries. As far as pairing with Fire as your secondary, it brings endurance recovery (Consume) and healing (Cauterizing Aura) to the table. Both of those are PBAoE powers, meaning you need to get close to targets and how much endurance or healing you get depends on how many targets you hit. Using Tenebrous Tentacles you can immobilize a group of foes while reducing their chance to hit you slightly and get close, so they can serve to keep you in both endurance and health, which means less downtime and sustained attacking resulting in faster levelling. While you will not get the power until level 38, Hot Feet could also help your survivability by making it harder for melee opponents to get close to you. So to my mind, your friend has not steered you wrong, it should be a reasonable combination. Allow me to also point your attention towards two other secondaries--Dark Manipulation and Tactical Arrow. While I have NEVER paired primary and secondary from the same theme in all my long years of playing CoH, Dark Manipulation really does pair well with Dark Blast because it too is tossing out To-Hit debuffs all over the place. It also has two ways to help you recover endurance (Dark Consumption, which works like Consume and Touch of Touch of the Beyond). While you do not get a heal in the set, Touch of the Beyond gives a very strong health regeneration effect along with boosting endurance Recovery. Dark Manipulation's version of Build Up, Soul Drain, is a PBAoE which buffs your damage based on the number of targets you hit for 30 seconds, not the usual 10 seconds. And eventually you get Dark Pit, which is an area attack that will leave foes stumbling around disoriented. Here is a video snippet of me testing it out prior to using a big boom on my Fire/Dark blaster. The first thing I do when I get there is use Soul Drain (you will see my Damage Bonus go up to +114.80% because of it and I am using Inferno without any damage enhancements slotted) : Kaboom.mp4 As goes Tactical Arrow, it is full of useful tricks. You get an area slow, single target immobilize and holds early too (Glue Arrow, Electrified Net Arrow and Ice Arrow respectively) as your earliest powers. Flash Arrow is another To-Hit debuff and reduces the range at which targets notice anyone. Its not going to allow you to just walk up on a target but you can make it hard for a group to see you and work on another nearby group or sometimes even pull members out of a group (but sometimes that draws notice from other members). Eagle Eye is where things get silly as it is a serious boost to both recovery and regeneration. In fact it gets you more endurance than Stamina does. My Sonic/TA blaster may seriously consider only using one Endurance Modification enhancement in it (as opposed to sticking three in Stamina) its so good. And while the regeneration boost does not turn you into a Regeneration Brute/Scrapper it quickly brings you back to full health between fights. Paired with the -To Hit from Dark Blast and/or slotting Healing enhancements into it, you might become quite survivable. Gymnastics brings you knockback protection, which all by itself is reason to take the power, then ladles on Speed Debuff resistance, and +20% Recharge bonus along with a tiny Defense boost. Normally the defense boost would not be worth mentioning but if you're reducing your target's ability to hit you a defense boost only makes it even harder (though you really would want to get Weave and do an appropriate IO build in the end). So I'd think Dark/Fire, Dark/Dark, and Dark/TA would all work for you.
  19. The game hates me. Someone thought it was a good idea to disallow the Electricity Aura choice for Eyes if you use Think Tank for the head. WHY!!?!!?!!? Edit: OMG!!! I got it!!!!! Behold what could have been now is!!! Its alive!!!!!!
  20. The merit to Touch is for those people who, for whatever reason, do not want to take Dark Consumption. But that seems awfully thin.
  21. I would not disagree with that mirroring the consensus of the rankings of powersets within primary and secondary categories. I think where there is room for argument is what happens when you combine them. Is C-Tier/C-Tier something horrible, bottom of the heap, should be avoided. Fire/Fire is doubtlessly more popular than Elec/Mental, but the question is if Elec/Mental is so bad that it should not be played by beginners. As noted, I have made a Sonic/TA, which is C-Tier/C-Tier. It is not something I would warn people off of (so far).
  22. Rad Armor is Resistance focused. I would say to focus on maximizing Smash/Lethal, let every other resistance mostly ride along to whatever values they will end up at, get as much Defense as you can and remember that Beta Decay debuffs enemy To-Hit. Arguably with Beta Decay debuffing To-Hit of things in melee range, you might focus a bit more on Ranged Defense if you can. I did not put any thought into what follows. Took my DM/Rad build, switch to Fire/Rad, then filled in the gaps. Also not suggesting it is particularly good, but it gives you something to look at. To see comparative differences between the two (mine on left, yours on right): This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Fiery Melee Secondary Power Set: Radiation Armor Power Pool: Flight Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Scorch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5) Level 1: Alpha Barrier -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(5), Ags-ResDam(7), GldArm-3defTpProc(7) Level 2: Fire Sword -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(11) Level 4: Cremate -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(13), KntCmb-Dmg/Rchg(15), KntCmb-Dmg/EndRdx/Rchg(23) Level 6: Proton Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(15), Ags-ResDam/EndRdx/Rchg(17), Ags-ResDam(17) Level 8: Incinerate -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21), SprBlsCol-Rchg/HoldProc(23) Level 10: Fly -- WntGif-ResSlow(A) Level 12: Fallout Shelter -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(25), Ags-Psi/Status(25), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Max HP%(29) Level 14: Gamma Boost -- Prv-Heal(A), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(31) Level 16: Radiation Therapy -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(31), SprBrtFur-Acc/Dmg/Rchg(31), SprBrtFur-Dmg/EndRdx/Rchg(33), SprBrtFur-Acc/Dmg/EndRdx/Rchg(33), SprBrtFur-Rech/Fury%(33) Level 18: Breath of Fire -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34) Level 20: Boxing -- Empty(A) Level 22: Beta Decay -- HO:Enzym(A), HO:Enzym(34), HO:Enzym(36) Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(36), Ags-ResDam(36), StdPrt-ResDam/Def+(37) Level 26: Fire Sword Circle -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(37), Erd-Acc/Dmg/EndRdx/Rchg(37) Level 28: Particle Shielding -- Prv-Heal(A), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), RechRdx-I(39) Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(40), Rct-Def/Rchg(40), Rct-ResDam%(40), ShlWal-ResDam/Re TP(42) Level 32: Greater Fire Sword -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(42), SprUnrFur-Acc/Dmg/Rchg(42), SprUnrFur-Dmg/EndRdx/Rchg(43), SprUnrFur-Acc/Dmg/EndRdx/Rchg(43), SprUnrFur-Rchg/+Regen/+End(43) Level 35: Ground Zero -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(46) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 41: Gloom -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48) Level 44: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(48), DarWtcDsp-ToHitdeb/Rchg/EndRdx(50) Level 47: Soul Tentacles -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50) Level 49: Meltdown -- Empty(A) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(11) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(13) 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 4: Ninja Run ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1435;649;1298;HEX;| |78DA6594596F125114C7EF2C94B216440A2DC51668B1148B606B7C346AC5984A822| |5F195208C38094203D4D847BF816B7CB10A2E8FEEEBB7F1D568178DFAE0139E99F3| |0F36994926BFCBFF9E7BD6B9146EACB85F9EBB795248AE338D4AA7533EDDDEE86AB| |642A5AE5785F1D8E90D9962B9A035342D93D7B5F626AFA3ACAF6857B46647CBAC55| |6A7AA5ABB79AE553ED6BADB670155BAD4626DFD0EB57BB1E5E1B4BBD59779ABF4AE| |B9A56F39BCBF3CDEB7A47BFAC37F4EE66E8ECBA5ECDB0EB526BA3512E543A5D8A19| |A64CE6E81D93049E81228A84B82AE48BE01A532D315F2489126CB3B4C8D15E8E39B| |20C1E534CFA249892AD04BFA3F03B0ABF4EF8F593A1025B05B66ED87A613B0EDB57| |94830D39D890831739F89640E41220D8D9D666BFA59ADA81DBE01DE6C1BBE03DE6F| |87DA68B46E5E09C8423C235BDA6D82EF873217618B1C3C79993BFD976F20F73EA2F| |7335258487CFCA9EAFD8FBCE3CB4CD7C9334E62199FEC77AD8EB834F98334FC167E| |07366908EF9395FD9AFD84C2D3602DA9912D514404D81013DE22D450C7244397882| |A02A22062640854E85D0F110AA4EA0EA043A3D6B1844A97B84096431F14D36B5D96| |D7087F98E6246E02F824E24D189243A914C0BFEBA2876946DD5E82EEF1DDE037F82| |BF98A955A691CA34A634EDE669A63CA097B93006FA403FF33DE516C7D9F843D68E6| |C818FC0C7CCC51ED867C6ED7CA3E8AC3487FC17C12AA5368FBECC6FB176B407F699| |5FDC42A4F185A43FCABCF78999FBCCAC919F0CFC6430E51CA69CC3943F500D594C3| |96B4E39AF0EEFED604A1DDE77E327ED5EB0284575787785642A3B4E52A4FDCAAE45| |D9FBAF48D225FE2E9C319EC98FFD7B335CAFFB01D7B460899FB528398BB26451962| |D8AC337FC5F19FC03190BE7A4| |-------------------------------------------------------------------|
  23. Clearly cared enough to make a response. 😜
  24. Seems at odds with... ...especially when the qualification I gave was: Qualifications: I have only gotten the character to level 22 (too much time farming legendary drops in Outriders I guess). Most things are workable through the 20s and opponents you see later in the game are nastier. I thought I'd had some previous attempts at blasters that achieved serious control but they ain't got nothing on Sonic/TA. Its almost silly what the combo brings to the table. Blaster secondaries come with single target immobilize and some add on a hold or slow. TA gives you immobilize, hold, slow (area), and area perception frobbling. Then Sonic gives you sleep (area). I've glued (slowed) an opponent and its friends then chained Howl and Shockwave so they never get to me and are all getting hit repeatedly. I've slept groups and then dispatched their members one at a time (well, do have to deal with untimely waking there). Posi 1 had me glue the door to city hall and well, that went quickly. Flashed the side group once we entered and no accidental having to deal with two groups. But wait, there's Eagle Eye. I have never played with the archery sets before, either as a primary or secondary and now I wish I'd paid more attention. Eagle Eye is virtual cheating. In one power you get +Accuracy, + Perception, To-Hit debuff resistance, +Regeneration, and +Recovery?!?!? Did I mention the +Recovery is better than Stamina? Stamina is +25% to base recovery, Eagle Eye is +50% to base recovery. Where with other blasters I would have to pause to rest to recover endurance and/or health with Eagle Eye you just keep on fighting. If you don't get killed by the time you make the next spawn you're fully healed and have all your endurance back. Then at higher levels I am going to get Slow and Knockback resistance? What is supposed to be unworkable here?
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