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Tamorand

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Posts posted by Tamorand

  1. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Staff Fighting
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Death Shroud -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(3), Mlt-Dmg/Rchg(3), Mlt-Acc/EndRdx(5), Mlt-Acc/Dmg/EndRdx(5), Mlt-Dmg/EndRdx/Rchg(7)
    Level 1: Mercurial Blow -- Hct-Dmg(A), Hct-Dmg/Rchg(7), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(9), Hct-Dmg/EndRdx(11), Hct-Dam%(11)
    Level 2: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(36)
    Level 4: Murky Cloud -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(15), TtnCtn-ResDam/Rchg(17), TtnCtn-ResDam/EndRdx/Rchg(17)
    Level 6: Obsidian Shield -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(19), TtnCtn-ResDam/Rchg(19), TtnCtn-ResDam/EndRdx/Rchg(21)
    Level 8: Dark Regeneration -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(21), TchoftheN-Acc/Heal(23), TchoftheN-Acc/EndRdx/Heal/HP/Regen(23), TchoftheN-Acc/EndRdx/Rchg(25), TchoftheN-%Dam(25)
    Level 10: Guarded Spin -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(27), SprMghoft-Acc/Dmg/Rchg(27), SprMghoft-Dmg/EndRdx/Rchg(29), SprMghoft-Acc/Dmg/EndRdx/Rchg(29), SprMghoft-Rchg/Res%(31)
    Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(33)
    Level 14: Boxing -- Empty(A)
    Level 16: Eye of the Storm -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(37), SprGntFis-Acc/Dmg/Rchg(37), SprGntFis-Dmg/EndRdx/Rchg(37), SprGntFis-Acc/Dmg/EndRdx/Rchg(39), SprGntFis-Rchg/+Absorb(39)
    Level 18: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34)
    Level 20: Staff Mastery 
    Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def/Rchg(34)
    Level 24: Combat Jumping -- Rct-ResDam%(A), ShlWal-ResDam/Re TP(50)
    Level 26: Super Jump -- Jump-I(A)
    Level 28: Acrobatics -- EndRdx-I(A)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(36), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50), LucoftheG-Def/EndRdx/Rchg(50)
    Level 32: Assault -- EndRdx-I(A)
    Level 35: Innocuous Strikes -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40), Arm-Dam%(42)
    Level 38: Sky Splitter -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(43)
    Level 41: Focused Accuracy -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(48)
    Level 44: Physical Perfection -- PrfShf-End%(A)
    Level 47: Soul Transfer -- RechRdx-I(A)
    Level 49: Taunt -- Taunt-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet 
    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 -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(45), PrfShf-EndMod/Acc(45), PrfShf-End%(45)
    Level 1: Combo Level 1 
    Level 1: Combo Level 2 
    Level 1: Combo Level 3 
    Level 20: Form of the Body 
    Level 20: Form of the Mind 
    Level 20: Form of the Soul 
    Level 50: Cardiac Core Paragon 
    Level 50: Paralytic Radial Flawless Interface 
    Level 50: Ageless Core Epiphany 
    Level 50: Melee Radial Embodiment 
    ------------

    • Like 2
  2. I sometimes feel like Thermal was made as a pairing for Demon MM's.  It just works so well with it.

     

    As a counter point, Storm is incredible paired with Dark.  Each set brings something different to the table.  But, it's a very busy build.

  3. Let me say that Plant / Storm kills just as fast as your Grav / Storm
    And Illusion / Storm
    And Fire / Storm

    And... anything / Storm

    @Maxzero made an Ill / Storm build for the pylon thread that pushed past 700 DPS.
    Perhaps you might just need to stick with Storm  (I'm a little biased...  )

     

    Controller - Plant - Storm Rgd_Psy Def Softcapped

     

    Spoiler

    http://www.cohplanner.com/mids/download.php?uc=1562&c=718&a=1436&f=HEX&dc=78DA65944B4F135114C7EFD029501ED2D20794F22805E4512C2DB03526821A14921A8C2BB54CCAD0369669331D8C2CFD142CDC2A0F4D5CA04859FA0DD48D896FE34EE5E15BD9D443FF073AB137697E67FEF7BCEE99DE99BA395EF7E0DCAD5342B28FA5955C2E3696D10C3D934EABBA754A49A4E28256F5B8A25FF74FDC58ACA2077FC9E3D039144D2B9A71F8D4617238BD3037179A3632FA7C6C7A617E3EA3A5B48463424BAABAAA19A143A3369AA12467D3A944D2682CDA97D4B49ACDE88662A4325A4D519ACEAAEA6C43D19C54955955CF255359D7996C2A1E8AE6C82B158F4D293943D5179BA9CB20FDD625C1AB60153F2B8488C8A2E217F33728FF61FE052BF7C19952AC101FE5A2F6903489F349CDD02ABD60750BD307D6B432DB401B8DCE22219FC52D15B55ED2ACC827595FA2AEFF15B8412E555CABEA0AB4BAABCC6BE0B1187306B42B609C626DA865B53591413DD89DA8D9E860720F2E3BD305F650D15A3E77ED80286A168F10F5ACD507A1CD927B0334B9E109D575CAC2338CFA1EF669FE8F9B14E3E03339962D45AD6585B90AB6AE31EF81EDF74195629DDC8393DF47807A75F34CDD5C43A1E726F66BBA8C33E5095EEED59B875FFB32E6D27E1B3EFE93A4CB16E1E73C0ECAED436E8B8F67D5C9B3EABC809E3ABF834EF26DE379B7DDC10CBAEE3297992B60F72A185903B728AE8367D2F109B5BB3F33BF80C7B7993BCC5D3041B1013E57600FF97ABF32BF317F80FD3CB324C5F470BD9ED7E8BFFF0DF32D38F08EF99EF9017C4AE8C339A53E9EC920CFEB19ED057906C121F80F869911F0C4307384390A3E2784B8A7D023F439B4C17CCCDC042379E616E8A2D987F97D87B9A783AB7774775BD0DFC135C4E52D1406CCFB055A225CA644CA94913265B44C99342B364C3E2A1F7D3584E44337363B7D0DA015B66B689FFFC55217F677CDDA79327A65B163D6FAE0B767D69650CFEB22F0495F384BF67AA0645F7497EC7D4FC95E32F9FF0310ABFA78

     

  4. I solo a lot on my Ill/Storm, and contrary to the below advice, I use Reactive.
    I picked up some advice on these very forums from the big brains and, I don't remember the specifics but 

    Degenerative works best on a farmer/solo

    Reactive works best in a group
    I believe it has something to do with Degen not stacking properly in a group setting but also that Reactive gets more benefit from multiple sources of damage.

     

    I've started putting Reactive on every toon that isn't a farmer.

  5. After all said and done.
    Question:  Carrion Creepers should or should NOT be slotted with procs?  And if so, have we explored which ones provide the most benefit?
    I read Unknown Magi 's testing on Carrion Creepers and I was not too sure of his conclusion.  It sounded like he stated that there were a ton of damage points recorded, but he wasn't able to determine if they were procs or just the normal damage ticks?
    Observation: A single casting of carrion creepers was capable of achiever a stagger 90 PPM over the lifetime of the power.  One casting was used against two groups sequentially over the course of 1:38 seconds and generated 146 instances of Pet Bonus Damage in herostats (which is differentiated from my own bonus damage procs). 
    MOAR PROCS?   Or Just fill it with Frozen Blast and be done with it?


    Edit: Addendum - Is it worth adding Force Feedback if it only affects the player on initial cast?  Or does it, in fact, affect it's own recharge rate per proc?
    Thanks for reading 🙂

  6. Some of us, Myself included, try really hard not to have Altitus.
    If you want to perfect your skills with your TW/Bio Scrapper - a TW/Fire Brute farmer might be what you're looking for.
    Once you have the brute filled out so you can comfortably do +4 x 8 fire farms, you can outfit any toon in 1-2 days to it's maximum capabilities.  I'm talking the above expensive build, done in 1-2 days of farming.
    That being said, the rotation is roughly the same on the brute farmer as is the scrapper but you trade     Follow Through with Whirling Smash and Rend Armor with Titan Sweep.  The button pushing ends up the same so no loss of muscle memory as you switch between toons.

     

    This is what I farm with - It is faster than my fully built Spines/FA Brute - it's also more visceral.  More fun - if you can't handle the screen shake when you Smash - turn it off in settings.  Still fun.
    My biggest issue with farming is I used to fall asleep halfway through a session.   Not with this toon.

     

    Spoiler

    Villain Plan by Mids' Reborn : Hero Designer 2.6.0.3
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Titan Weapons
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Defensive Sweep -- LucoftheG-Def/Rchg+(A)
    Level 1: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(3), Ags-ResDam(3), Ags-ResDam/EndRdx/Rchg(5), Ags-EndRdx/Rchg(5)
    Level 2: Titan Sweep -- Arm-Dmg(A), Arm-Dmg/Rchg(7), Arm-Acc/Dmg/Rchg(7), Arm-Acc/Rchg(9), Arm-Dmg/EndRdx(9), FrcFdb-Rechg%(11)
    Level 4: Blazing Aura -- Mlt-Acc/EndRdx(A), Mlt-Dmg/EndRdx(11), Mlt-Dmg/EndRdx/Rchg(13), Mlt-Acc/Dmg/EndRdx(13), Mlt-Acc/Dmg(29), FuroftheG-ResDeb%(29)
    Level 6: Build Momentum -- RechRdx-I(A)
    Level 8: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(33), Prv-Absorb%(33)
    Level 10: Temperature Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(21)
    Level 12: Boxing -- Acc-I(A)
    Level 14: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(15), Ags-ResDam(15), Ags-ResDam/EndRdx/Rchg(17)
    Level 16: Plasma Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(19), Ags-ResDam(19), Ags-ResDam/EndRdx/Rchg(21), Ags-EndRdx/Rchg(33)
    Level 18: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(27), Rct-Def/EndRdx/Rchg(27)
    Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(45), MckBrt-Taunt/Rchg/Rng(45), MckBrt-Acc/Rchg(45), MckBrt-Taunt/Rng(46), MckBrt-Rchg(46)
    Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(23), Rct-Def/EndRdx/Rchg(25), LucoftheG-Def/EndRdx(50)
    Level 24: Assault -- EndRdx-I(A), EndRdx-I(50)
    Level 26: Whirling Smash -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(39), SprBrtFur-Acc/Dmg/Rchg(39), SprBrtFur-Dmg/EndRdx/Rchg(40), SprBrtFur-Acc/Dmg/EndRdx/Rchg(40), SprBrtFur-Rech/Fury(40)
    Level 28: Burn -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(39)
    Level 30: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(43)
    Level 32: Arc of Destruction -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(34), Mlt-Acc/Dmg/EndRdx(34), Mlt-Dmg/EndRdx/Rchg(34), Mlt-Acc/EndRdx(36), OvrFrc-Dam/KB(36)
    Level 35: Fiery Embrace -- RechRdx-I(A)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 41: Superior Conditioning -- PrfShf-End%(A), PrfShf-EndMod(50)
    Level 44: Physical Perfection -- PrfShf-End%(A)
    Level 47: Combat Jumping -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(48), LucoftheG-Def/Rchg+(48)
    Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Acc-I(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 -- IntRdx-I(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrc-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(17), PrfShf-EndMod/Acc(46), PrfShf-EndMod/Rchg(48)
    Level 1: Momentum 
    Level 50: Musculature Total Core Revamp 
    Level 50: Ageless Total Core Invocation 
    Level 50: Ion Total Core Judgement 
    Level 50: Assault Total Radial Graft 
    Level 50: Degenerative Partial Radial Conversion 
    ------------

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  7.  

    This is, for comparison's sake, an expensive build.
    This is what I currently play with with it's S/L/E/N Soft Capped - and the Defensive abilities in Ablative Carapace, DNA Siphon,  and Parasitic Aura let me tank whatever I want, including 54 x 8 S/L Farms in AE with no problem.

    This is Kaeladin's build from the Pylon Challenge thread.
    Winter IO's, ATO's, and Purples, On Homecoming right now, cost between 22-25 Million when there is a small supply of them.   If there's 1 or 2 left, you are looking at 25-30 Million for the last one.
    On average I spent roughly 23 Million per IO and ATO.

    10 Winter IO's @23 Million each = 230 Million

    12 Scrapper SUPERIOR ATO's @23 Million each = 276 Million
    10 Purple IO's @23 Million each = 230 Million

    10 PVP IO's @9 Million each = 90 Million

    5 LotG Recharge IO's @6 Million each = 30 Million

    20 Specialty IO's Like Steadfast Def+3 @roughly 6 Million each = 120  Million

    16 Low cost IO's that cost between 1.5 and 2 Million = 32 Million (2m each)
    7 Normal Invention IO's that cost about 1 Million to build if you don't already have the salvage = 7 Million (not counting the ones in the prestige sprints)

    TOTAL 1,001,500,000   Roughly 1 Billion for this build at current market prices.

    Let me reiterate, ROUGHLY!  I've seen the market go as low as 19-20 on ATO's.  I've also seen the Non-Superior versions of the ATO's going for 8 Million + a Catalyst for 3 Million is a substantial savings.
    But for some reason that's not always the case.

     

    Data Link Only

     

     

    http://www.cohplanner.com/mids/download.php?uc=1549&c=727&a=1454&f=HEX&dc=78DA6D94594F135114C7EFB4539152D60A65E94287AD5028547D718B511113A111AD898FE358C6325ADB665A137DF4C1378D08243CE807103526FA0D7C75FD022AAE89C6B0B8457DAAA7F33FC0247692C9EFCEFFDC73CE7FE6DEB9894BA39E0747AEEC1752DDA18C5628A8C994A9E5F3BAE94A68692325CA5715DDFE755D4DE8195D8F9D348A5A563DA56BF95CB6A06C0447F5B37AB6A0C70E1A39F59899D6B2464A3D605EC899A2763297CBC4C68CF474D1C8A63DD6D304A5D383DB7A48E6757DAA7E5D9FD2CDC2B4916F3B9C3752B16451CB9CA7EAC9DCC58C9AD00A45DDBCDC4AA606E9BEEE137C955C6292A0C8C2719C79029493CC73C4B82CB63C7608E195C5AB2E7A96AC5C596C7722F617DCFA93F90B74FF065F538E841C212D382CED0D694E682EE7779EBF027A56993FC0BA35E63750A2AFEB827FA78BFD37B0FF06F6DFC4FE5B686E15F7AE6A96ACFC25EA5D0DADA450BC0663A9268A776D623A2956CBEF5AEBA3414016DB14621F3108B684995DE03BAA5D0F6F52FD67F86DFD0ACA54AF11F59C8DECA5F52862ED63CC71F03DD5F1F25C2FF7F4734F7F080C72EF46AADBCCEFD8CC756FD01AFB788D7D7DF8E6C108B31FEC1C604699AAB0EACD50621B721D6D8B88856F63FDC3B7C00FE4AF43B82D7F1DDDF85EE197F0DEF594F90C9CA57A01F612989111BB0976CF32E798F3602FEFB739CA0D716E6817BCF4EE66EE01FBF632F731AF821FC9A3C27B4C79022FFDCF992FC0E16587B5AEC32B60FC0B384F7D7BB86FCF6978EAD7C08133CC14730A1CD4C14FD437825C39E2479FC1003308C643CC4EB0BC55A29C13BD833A438BCCBBCC7BE0F07DF01A798C593F6349C478DDFF788418411D31C29A5FDEF8DF8568C75A8536B5D2803D3E84F848052D5E41DB5141DB59419BB06BD5589F49998F92F2B9D08179D50D742EB0AF65B7EDDCE03AAB762DECB4F6EB8A5D8B60DE9AFBFF33E761F9BFE7DA6F6DE347B6F360DC4B5379BCA86C8E176CFAD2E6F959FA07A663DE25 


    Full Export


     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Titan Weapons
    Secondary Power Set: Bio Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Crushing Blow
    Level 12: Hasten
    Level 1: Prestige Power Dash
    Level 2: Swift
    Level 10: Efficient Adaptation 
    Level 10: Offensive Adaptation 
    Level 50: Musculature Core Paragon 
    Level 50: Assault Radial Embodiment 
    Level 50: Ageless Core Epiphany 
    Level 1: Momentum 
    ------------


    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    • (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (7) Achilles' Heel - Chance for Res Debuff
    Level 1: Hardened Carapace
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (7) Unbreakable Guard - +Max HP
    • (9) Unbreakable Guard - Resistance
    • (9) Unbreakable Guard - Resistance/Endurance
    • (11) Unbreakable Guard - RechargeTime/Resistance
    Level 2: Inexhaustible
    • (A) Performance Shifter - Chance for +End
    Level 4: Environmental Modification
    • (A) Reactive Defenses - Defense/Endurance/RechargeTime
    • (11) Reactive Defenses - Defense
    • (13) Reactive Defenses - Defense/Endurance
    • (13) Reactive Defenses - Scaling Resist Damage
    • (15) Reactive Defenses - Endurance/RechargeTime
    • (15) Reactive Defenses - Defense/RechargeTime
    Level 6: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (17) Kinetic Combat - Damage/Endurance
    • (17) Kinetic Combat - Damage/Recharge
    • (19) Kinetic Combat - Damage/Endurance/Recharge
    Level 8: Combat Jumping
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    Level 10: Adaptation 
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 14: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (21) Reactive Armor - Resistance
    • (21) Reactive Armor - Resistance/Endurance
    • (23) Reactive Armor - Resistance/Endurance/Recharge
    • (23) Reactive Armor - Endurance
    Level 16: Ablative Carapace
    • (A) Preventive Medicine - Heal
    • (25) Preventive Medicine - Heal/RechargeTime
    Level 18: Weave
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (25) Shield Wall - Defense
    • (27) Shield Wall - Defense/Endurance
    • (27) Shield Wall - +Res (Teleportation), +5% Res (All)
    Level 20: Evolving Armor
    • (A) Reactive Armor - Resistance
    • (29) Reactive Armor - Resistance/Endurance
    • (29) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    Level 22: Maneuvers
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    Level 24: Follow Through
    • (A) Hecatomb - Damage/Recharge
    • (31) Hecatomb - Accuracy/Damage/Recharge
    • (31) Hecatomb - Accuracy/Recharge
    • (33) Hecatomb - Damage/Endurance
    • (33) Hecatomb - Chance of Damage(Negative)
    • (33) Touch of Death - Chance of Damage(Negative)
    Level 26: Build Momentum
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (34) Rectified Reticle - To Hit Buff/Recharge
    • (34) Rectified Reticle - To Hit Buff
    Level 28: DNA Siphon
    • (A) Healing IO
    • (34) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
    • (36) Superior Scrapper's Strike - Damage/Recharge
    • (36) Superior Scrapper's Strike - Accuracy/Damage/Recharge
    Level 30: Rend Armor
    • (A) Superior Blistering Cold - Accuracy/Damage
    • (36) Superior Blistering Cold - Damage/Endurance
    • (37) Superior Blistering Cold - Accuracy/Damage/Endurance
    • (37) Superior Blistering Cold - Accuracy/Damage/Recharge
    • (37) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
    • (39) Achilles' Heel - Chance for Res Debuff
    Level 32: Whirling Smash
    • (A) Armageddon - Damage/Recharge
    • (39) Armageddon - Accuracy/Damage/Recharge
    • (39) Armageddon - Accuracy/Recharge
    • (40) Armageddon - Damage/Endurance
    • (40) Armageddon - Chance for Fire Damage
    • (40) Force Feedback - Chance for +Recharge
    Level 35: Genetic Contamination
    • (A) Superior Scrapper's Strike - Accuracy/Damage
    • (42) Superior Scrapper's Strike - Damage/Endurance/Recharge
    • (42) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
    • (48) Eradication - Accuracy/Damage/Endurance/Recharge
    • (48) Eradication - Chance for Energy Damage
    • (50) Eradication - Damage
    Level 38: Arc of Destruction
    • (A) Superior Critical Strikes - Accuracy/Damage
    • (42) Superior Critical Strikes - Damage/RechargeTime
    • (43) Superior Critical Strikes - Accuracy/Damage/RechargeTime
    • (43) Superior Critical Strikes - Damage/Endurance/RechargeTime
    • (43) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime
    • (45) Superior Critical Strikes - RechargeTime/+50% Crit Proc
    Level 41: Parasitic Aura
    • (A) Panacea - Heal/Endurance
    • (45) Panacea - Endurance/Recharge
    • (45) Panacea - Hea/Recharge
    • (50) Panacea - Heal/Endurance/Recharge
    • (50) Panacea - Heal
    Level 44: Moonbeam
    • (A) Superior Winter's Bite - Accuracy/Damage
    • (46) Superior Winter's Bite - Damage/RechargeTime
    • (46) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (46) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (48) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    Level 47: Defensive Sweep
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    Level 49: Shadow Meld
    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    Level 1: Brawl
    • (A) Accuracy IO
    Level 1: Critical Hit 
    • (A) Run Speed IO
    Level 1: Prestige Power Slide
    • (A) Run Speed IO
    Level 1: Prestige Power Quick
    • (A) Run Speed IO
    Level 1: Prestige Power Rush
    • (A) Run Speed IO
    Level 1: Prestige Power Surge
    • (A) Run Speed IO
    Level 1: Sprint
    • (A) Celerity - +Stealth
    Level 2: Rest
    • (A) Interrupt Reduction IO
    Level 4: Ninja Run 
    • (A) Run Speed IO
    Level 2: Health
    • (A) Panacea - +Hit Points/Endurance
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    Level 10: Defensive Adaptation 
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  8. Knives of Vengeance Radial Invul mob has the highest damage buff of the Invul pets - 30% I use that on my TW/Fire Brute - I haven't done the math but since I am not able to maintain 100% at cap on my brute (not easy to maintain 675% for very long, especially if you have a door sitter) I would think that might outweigh the AOE a pet can provide.
    But I'd love to be proven wrong if someone could quantify a TW Brute with T4 Double Hit, T4 Musculature, T4 Degenerative.  But for now Damage% is king in my toon's book.

  9. This is from one of my posts that didn't get received so well as it was buried between a bunch of garbage.

    DISCLAIMER:  The first thing that you hard cores are going to do is dismiss Gale and what I did with it.

    Because it is so "against" meta or whatever the heck you want to call it, I feel like I have to Pre-Defend it.


    fd04e198b80a4ec1c36688350f3241ea.png

     

    The abomination you are looking at is

    Annihilation Chance for -res and get the 2 slot +End bonus

    Annihilation: D/E/A/Rch

    x2 Range

    Force Feedback: chance for +Recharge
    Sudden Acceleration KB>KD IO

     

    I had an incredible discussion with a long time, and respected builder, on these and the previous forums.

     

    I will paraphrase our discussion as I don't know if he wants his name attached to said abomination.

     

    Gale

     

    If you have 6 slots to spend on Gale, you're going to want to make 2 of those slots be a Force Feedback proc for +Recharge and the Sudden Acceleration KB>KD IO.  That leaves you 4 slots that can be devoted to other purposes.

     

    Slotting for additional Knockback is relatively pointless if you're using the KB>KD IO from Sudden Acceleration.

    Slotting Gale for Damage is a waste.  You use Gale for CONTROL and to buy yourself time to do other things.

     

    So if you've got 4 slots and don't need to enhance either Damage or Knockback, what would be important to enhance in Gale?

    Accuracy

    Endurance Reduction

    Recharge Reduction

    RANGE

     

    Unfortunately, you're dealing with Target AoE Sets and Knockbacks Sets for slotting Gale with and none of the HOs that you might want to slot have the particular mix of enhancement values we'd be looking for here.

     

    Ideally speaking then, you could (franken)slot:

    1 Level 50 Frozen Blast Acc/Dam/End/Rech IO
    OR

    1 Level 50 Overwhelming Force Acc/Dam/End/Rech IO
    OR
    1 Level 50 Annihilation: Chance for -Res
    And the following
    1 Level 50 Annihilation: D/E/A/Rch

    2 Level 50 Common Range IOs

    1 Level 21 Force Feedback +Recharge IO

    1 Level 21 Sudden Acceleration KB>KD IO

     

    This slotting would give you KnockDOWN practically "on demand" against whatever is in front of you within about 70-75 ft (which is nearly "normal" ranged attack distance) in a WIDE cone in front of you without needing to use HERDICANE to "neutralize" stuff for you.  Note that this strategy may require multiple applications of Gale to bowl over Cimerorans who have a fair amount of KB protection, so don't expect this to be a perfect solution versus everything in the game.  But it will significantly advantage your Mercs by giving you a HUGE zone of denial in front of you that can prevent counterattacks reasonably reliably ... and Gale can knock over up to 16 targets, which would be really useful.  This then lets you use Gale extremely offensively ... pretty much as fast as it cools down (and badguys get back up on their feet).  Use Gale to "juggle" badguys without needing to push them into corners and hold them with HERDICANE in order to prevent them from attacking you (and your Mercs).

     

    Use Gale to open on piles of badguys as your alpha strike.  Pick the one who is FARTHEST away from you in the pile you want to take on, while out of range of him ... cue Gale ... and then charge into range.  You will automagically be rooted into place when you enter Gale range, at which point everything between you and your badguy will be hit by Gale and presumably be KnockDOWNed.  Unleash the Kraken Mercs on the helpless baddies and hold your position where you cast Gale.  When your Targets "get up" ... hit them with Gale again.  You'll learn to know "when" to cast Gale to keep "juggling" them off their feet while your Mercs lay down fire into them.  And every time you cast Gale, you will likely be able to proc the Force Feedback +Recharge IO, meaning you want to keep casting Gale as much as possible.

     

    Season to taste with other Storm attacks as the situation merits and your comedy appreciation permits.

    Think Ice Patch in Ice Melee is awesome?  Try doing that to an entire dogpile of baddies "on demand" over a HUGE (Cone) area as a way to "ghetto hold" the lot of them while your Mercs are free to do what they do best ... shed brass.

     

    -------------------------------------------------------------

     

    All that being said, In practice Gale slotted as above works remarkably well... But the SOUND is annoying after about the 30th Awoooooooosshhh.

    There is a way to disable the sound or simply turn down the SFX, and I want you all to know I did spend about an hour and a half trying to give you a quick tutorial on how to disable it if you so desired.  But I failed, as I found the right sound but couldn't get it to disable.

     

    But if you don't like to use Gale, just don't 😛

    • Like 1
  10. 1 hour ago, HoundsTooth said:

     

    Is it reliable enough? I considered Core on my Fire/Dark, but I didn't think it would be useful. Fire Cages sets up containment without the extra mez. You need the +1 mag for bosses, but the proc is random so you are just as likely to double up on minions and lieutenants. 

    That was my initial thoughts too.   it has a 75% chance to proc so it IS pretty often that it's going off.   It sometimes feels like it's going off all the time.
    The question, is it wasted on a controller?  Who, with 2 applications of any of our AOE Immob's should lock down all but the bosses and half the time it get's the bosses too.  Containment is almost guaranteed baring the obvious exceptions.

    Has anyone out there actually tried Radial?   Obviously on a team that just plows through content, anything that takes multiple applications to get a benefit from will not be ideal.  But what about solo?
    Fire/Dark can provide the Immob/Fear component to guarantee a stun from the use of any of your attacks and for the duration of the immob and fear that stun keeps refreshing (Stacking MAG?)

    From a grouping standpoint, I suspect that any fear/immob from the group counts.  So depending on the group makeup you could, with proper planning, create an environment where it procs pretty much non stop.  A Duo with Immob and fear in their sets would do well with this Hybrid.

    Just some running thoughts.
    At the end of the day, I'd be curious where you get the most bang for your buck from all of the Hybrids.
     

  11. I'm wondering what the controllers are choosing out there regarding the Control Hybrid Incarnate power?
    Personally I've been going the Control Core Embodiment, but on a second toon with similar controls and build that extra +1 Mag seems like it might not be as useful as the control Radial Embodiment.
    It's difficult to quantify the benefit as we also crit control on occasion.

    What do you think?   I haven't seen a lot of discussion about the control hybrid but it seems to be a regular pick for controllers.
     
    Thanks
    Tamorand
    EDIT - I have no idea why this post is a lovely shade of light blue.....
     

     

    Control Core Embodiment
    Toggle: Chance for Psionic Damage (Special), Chance for +1 Magnitude
     
    Toggle: Chance for +1 Mag to Controls, Chance for Psionic damage to Controlled enemies. This ability gives a 75% chance for its effects to occur when their conditions are met. Equipping this Hybrid power grants a passive boost to Status Resistance at all times.
     

     

    Control Radial Embodiment
    Toggle: Chance for Fear, Chance for Immobilize, Chance for Stun (Special)
     
    Toggle: Adds a Chance for Fear and a Chance for Immobilize to most damaging powers. This ability gives a 70% chance for its effects to occur on each hit. If your target is already Immobilized and Feared, you have an additional 100% chance to stun that target. Equipping this Hybrid power grants a passive boost to Status Resistance at all times.
     
  12. Disabling Common recipes is a huge lose in INF - Each common recipe is worth 100k + per recipe to the vendor.
    Keep them until you get close to full - sell them. - Personally I disable uncommons on most of my toons and just leave common(for money) and rare and very rare.
    I find that in end game - when you are building your final IO's the cost of an Uncommon IO and the cost of building it yourself are roughly the same if you include the cost of the components.  Rares and Purples, it's 100% cheaper to build it yourself for 85% of rares and 100% of purples if you have the recipe already.
    Though I do have an SG base whose only purpose is to hold 20 of every common, uncommon, and rare ingredient.   So when I do want to craft I have what I need for every recipe in game.   Any more than 20 of each ends up being overkill and you run out of room fast.  Could probably get away with 10 or 15 really.


    Pro Tip - you can right click on a stack of recipes and "see that highlighted letter in sell stack?"  Usually E I think - hit that letter or click the words Sell Stack so you can quickly clear them out.

    Regarding Teleports: The Pocket D one is given to you automatically for spending 30 min of in game time inside pocket D - so go do a few AE missions or go do some skiing runs around the the slopes while you wait.  Easy to kill time there>
    There is also a pay to win vendor, a regular vendor, a trainer(war witch) and there is also a gladiator arena where you can challenge people to gladiator fights.

    • Like 2
  13. 23 hours ago, kage1822 said:

    confused on your builds... I've been told numerous times by lots of the big build guys that Gaussian's has a bad set bonus, that if taking it, just get the unique, yet you go full on 6-slot and everyone says never 6-slot gaussian's

    Can you be more specific?
    Kinda sounds like you got trolled, or might be trolling?
    Can you go ask your big build guys what they are talking about?

  14. Is there a difference between the cave farm and the outdoor farm regarding XP per minute after the changes to completion bonuses?

     

    Would you be willing to make a farm that takes you down to 49 so we can use the double INF no XP setting?

    Others have tried to do it but there’s always a hidden smashing or lethal element to their attacks.

  15. Speaking just for myself (of course) ... I usually used Ninja Run+Sprint as my "travel" power(s), since that gave me about 60mph worth of speed.  I then took Hover simply to be able to reach "high places" and other locations that would be beyond the (easy) reach of jumping around with Ninja Run.  Only place it became a (slow) problem was in the Shadow Shard, due to the lack of "ground" in those zones ... and the easy solution was to buy a Flight Pack.  Of course, when doing Shadow Shard Task Forces there was almost always someone on the team with Recall Friend, so even that situation wasn't as bad as you might think it ought to be, especially if you were at all familiar with the Geysers out there (most people weren't).

     

    And it was always fun to be "FIRST" to the Mission Door when using nothing more than Ninja Run+Sprint and watching the Superspeeders roll in behind you because you understood how to navigate better than they did ... ;)

     

    ProTip:  Hover +JetPack + Hold Spacebar(or jump button of your choice)

    You will get the speed of JetPack + the Control of Hover - Just point your face to the ground and you will go horizontal at very fast speeds.

     

    Enjoy :)

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