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  1. I didn’t know this about Invader. I’ll definitely utilize that for my red side toons. What I really appreciate about that post is it outlines a sort of normal game experience, almost a completionist run (or completionist “lite” if you will). I stuck to it pretty close on my first toon back to the game here on HC, using no xp boost, to get a sort of classic experience of the leveling process and the content that was designed for those levels. I’m older and wiser now and have an appreciation for the level design and other systems at play. That said, I’m also not able to sink as much time into the game as I once could, and in the later levels I got bored/impatient and resorted to more efficient grindy solutions like +4 PI portal mission groups to finish up. Either way it’s a great road map to level with and get a very full experience of the game’s content for anyone, new or old. I wish someone would make a red side version!
  2. https://forums.homecomingservers.com/topic/3184-blueside-critical-path/
  3. Just wanted to update this for future reference. According to the patch notes from today (Issue 26, Page 4): "Tanker Melee > Psionic Melee > Greater Psi Blade: Should no longer do AoE insight damage."
  4. Just wanted to update this for future reference. According to the patch notes from today (Issue 26, Page 4): "Tanker Melee > Psionic Melee > Greater Psi Blade: Should no longer do AoE insight damage."
  5. I found myself in a similar quandry as OP and I have to second the Sup Crit Strikes slotting. I don’t have facts to back it, but it feels like it procs often, despite dmg auras being theoretically bad proc abilities, and I notice it going off even on ST like you said. It maybe sub optimal, but it does indeed work.
  6. MrAxe posted screenshot evidence of Greater Psi Blade AoE on Tanker here: The leading theory is that it's a bug related to Tanker's Gauntlet passive.
  7. Popularity; the powerset statistics for each Archetype for characters that are level 50. From this post in the GD:
  8. I was one of the unfortunate saps that played MA on release. I loved the animations until I realized other classes were about twice as fast and did more damage, but alas MA/SR fit my theme. Then I found the the power of BS/DA. But Katana/Regen and Spines/Regen were far and away the most popular.
  9. The "blade" attacks are the must haves. Psi Blade, Psi Blade Sweep, and Greater Psi Blade. Doesn't hurt that they are the coolest looking animations either. The T1, Mental Strike is superfluous. Depending on your attack chain, you can potentially also skip Telekinetic Blow, though I am partial to it because it's a very reliable knock up and provides a source of non-psi damage. Mass Levitate you gotta get too obviously because it's T9, and also because it's the only other AoE and provides another source of non-psi damage. The consensus seems to be that Psi Melee is best as a Stalker primary. The insight mechanic is half-baked at best. It provides too little of a benefit for the down time and inconsistent chance to proc it in the first place. The hit and run nature of a Stalker allows you to hunt for a new pack while it's on cooldown, whereas a Scrapper is sitting there in the mix essentially losing DPS without insight up. Allegedly Tankers can use insight on Greater Psi Blade and get an AoE attack out of it, supposedly has something to do with the taunt mechanic in that set, but I haven't played a psi Tanker, maybe others can confirm this (paging @Erratik). I enjoy Psi for thematic reasons, but it has a rather significant draw back of no longer being an "unresisted damage type" in the end game. In general, Psi is less resisted, but the things that resist it are very resistant to it. Many people will recommend picking up Cross Punch for another AoE attack and source of non-psi damage. Psi Blade Sweep feels like a very small cone, would love a QoL buff to it, either range or cone width. If I have to tell you to take Concentration I'm going to hit you with a tack hammer. Take boggle while you're leveling, it has minor utility, and just to experience the full unpolished nature of the primary. Taunt if you want to be able to reliably and quickly peel from squishes that draw aggro (read: never; blasters were meant to face plant). Greater Psi Blade animation is too long, straight up. Mass Levitate is very unique as a scrapper T9. The -recharge secondary effect of the set is imperceptible. I recommend you try trying it. Invest a couple hours in an alt and do a handful of DFB. You get to level 15 and you get a great feel for the primary without too much time wasted if you hate it.
  10. Meph

    Psi Melee/Dark Armor

    Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 49 Magic Scrapper Primary Power Set: Psionic Melee Secondary Power Set: Dark Armor Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Flight Ancillary Pool: Body Mastery Hero Profile: Level 1: Psi Blade (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/Endurance/Recharge (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge Level 1: Dark Embrace (A) Unbreakable Guard - Resistance/Endurance/RechargeTime (7) Unbreakable Guard - Resistance (9) Unbreakable Guard - Resistance/Endurance (9) Unbreakable Guard - RechargeTime/Resistance Level 2: Telekinetic Blow (A) Kinetic Combat - Accuracy/Damage (11) Kinetic Combat - Damage/Endurance (11) Kinetic Combat - Damage/Recharge (13) Kinetic Combat - Damage/Endurance/Recharge (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge (15) Mako's Bite - Accuracy/Endurance/Recharge Level 4: Death Shroud (A) Multi-Strike - Accuracy/Endurance (15) Multi-Strike - Accuracy/Damage/Endurance (17) Multi-Strike - Accuracy/Damage (17) Multi-Strike - Damage/Endurance Level 6: Murky Cloud (A) Steadfast Protection - Resistance/+Def 3% (19) Gladiator's Armor - TP Protection +3% Def (All) (19) Unbreakable Guard - +Max HP (21) Unbreakable Guard - Resistance (21) Unbreakable Guard - Resistance/Endurance/RechargeTime (23) Unbreakable Guard - RechargeTime/Resistance Level 8: Psi Blade Sweep (A) Obliteration - Damage (23) Obliteration - Accuracy/Recharge (25) Obliteration - Damage/Recharge (25) Obliteration - Accuracy/Damage/Recharge (27) Obliteration - Accuracy/Damage/Endurance/Recharge (27) Obliteration - Chance for Smashing Damage Level 10: Obsidian Shield (A) Unbreakable Guard - Resistance/Endurance/RechargeTime (29) Unbreakable Guard - Resistance (29) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - RechargeTime/Resistance Level 12: Concentration (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Boxing (A) Empty Level 16: Dark Regeneration (A) Preventive Medicine - Chance for +Absorb (31) Preventive Medicine - Endurance/RechargeTime (33) Preventive Medicine - Heal/RechargeTime/Endurance (33) Scirocco's Dervish - Accuracy/Recharge (33) Touch of the Nictus - Accuracy/Endurance/Recharge (34) Multi-Strike - Accuracy/Endurance Level 18: Tough (A) Unbreakable Guard - Resistance/Endurance/RechargeTime (37) Unbreakable Guard - Resistance (37) Unbreakable Guard - Resistance/Endurance (37) Unbreakable Guard - RechargeTime/Resistance Level 20: Cloak of Darkness (A) Reactive Defenses - Scaling Resist Damage (34) Reactive Defenses - Defense/Endurance/RechargeTime (34) Reactive Defenses - Defense/RechargeTime (36) Reactive Defenses - Endurance/RechargeTime (36) Reactive Defenses - Defense/Endurance (36) Reactive Defenses - Defense Level 22: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 26: Greater Psi Blade (A) Superior Scrapper's Strike - Accuracy/Damage (39) Superior Scrapper's Strike - Damage/Recharge (39) Superior Scrapper's Strike - Accuracy/Damage/Recharge (39) Superior Scrapper's Strike - Damage/Endurance/Recharge (40) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge (40) Superior Scrapper's Strike - Recharge/Critical Hit Bonus Level 28: Cloak of Fear (A) Siphon Insight - ToHit Debuff (45) Siphon Insight - Accuracy/ToHit Debuff (45) Siphon Insight - Accuracy/Recharge (46) Siphon Insight - ToHit Debuff/Endurance/Recharge (46) Siphon Insight - Accuracy/Endurance/Recharge (46) Siphon Insight - Chance for +ToHit Level 30: Combat Jumping (A) Karma - Knockback Protection (40) Kismet - Accuracy +6% (42) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Shield Wall - +Res (Teleportation), +5% Res (All) Level 32: Mass Levitate (A) Superior Avalanche - Accuracy/Damage (42) Superior Avalanche - Damage/Endurance (43) Superior Avalanche - Accuracy/Damage/Endurance (43) Superior Avalanche - Accuracy/Damage/Recharge (43) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (45) Superior Avalanche - Recharge/Chance for Knockdown Level 35: Conserve Power (A) Recharge Reduction IO Level 38: Oppressive Gloom (A) HamiO:Endoplasm Exposure Level 41: Physical Perfection (A) Panacea - +Hit Points/Endurance Level 44: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 47: Fly (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 49: Soul Transfer (A) HamiO:Endoplasm Exposure Level 1: Brawl (A) Empty Level 1: Critical Hit Level 1: Prestige Power Dash
  11. This being my first 50, some iteration will definitely be necessary. But I think I crafted a solid build to progress into the endgame with. I kept the goals for this build relatively simple: 45% S/L and Melee defense. 5 defense abilities for LotG Global Recharge Speed. Some thoughts: Will look to fit Superior Blistering Cold in one of the single target abilities. I need to research Critical Strikes more, but perhaps that can also fit into a ST ability as well. Going for 5 LotG mules doesn't allow for Hasten, but I have a feeling the global recharge is worth sacrificing Hasten. If you're paying attention you'll notice I only have 4 LotG slotted, Cloak of Darkness needs some work. Endurance reduction/gain is still sort of unsolved. I think after playing this a bit I'll have a better feel for what's necessary. The last 2 abilities are pretty much open. I picked up Fly for some added KB protection, that's always been a weak spot for DA. I think Soul Transfer is nice to have as well. I do have 5 slots to fill after reaching the above mentioned soft caps. I'm wondering if I should slot Boxing/Pick or pick up Mental Strike just to mule. Are additional slots in Weave/Manuevers/Combat jumping for defense worth it? Should I slot [Performance Shifter - Chance for End] in Physical Perfect
  12. I want to first say thanks to everyone who has provided some input here. I have already gotten a much better grasp as to how to draft a level 50 build and I wanted to summarize some of what I've learned. A few things I'm starting to realize: 1a. There really isn't a hard and fast rule/cookie cutter build/standard benchmarks to reach for. Each powerset combo is going to be different because this beautiful game allows for so much variation in playstyle. This is a testament of game design (for better or worse) in my opinion. 2a. This is an iterative process unless you start with unlimited funds. And even then, what you're trying to achieve may change (i.e. I might find I need more AoE, or that more than three single target abilities don't fit into my attack chain smoothly, let alone hunting softcaps). 3a. I didn't realize that slotting normal IOs would be useful at 50 and I've just been vendoring them! And I had no idea 2 lvl 50+5 training IOs was all you really need to cap a single stat on an ability. PS: How do I make something 50+5? 4a. With regards to my sample build posted above, I am in no way married to taking leadership, let alone all 3 team buffs. I mainly did that because I had 3 spaces to fill and was trying to avoid taking travel powers as a way of asking the question "are they really necessary?". I think I will plan to drop leadership for hover (as a defense mule, because DA lacks knockdown resist, and to get to fliers as melee), super jump, and super speed. Or perhaps I'll figure out I need even more endurance reduction/gain and figure out two other powers that help me achieve that. 5a. The Cardiac vs. Agility debate is clearly one to be solved by maths. I'll have to make that decision when I get a mids build drafted with sets in place, so I can calculate my actual end requirement and if I can get away with using Agility>Cardiac. I plan to use Cardiac at first though. 6a. I'm starting to grasp the 5 slots vs 6 slot conundrum. Especially now that I've learned certain sets give 10% global recharge in the 5 slot bonus. This makes sense why I see 5 so often in people's builds. 7a. With regards to Dark Armor specifically I'm going to need to look for, and tailor my build around sets that grant endurance/theft of essence procs if I want to be able to fight for more than 30 seconds. 8a. Gotta have my serum pops!
  13. Thanks, I'm committed to making this work! This character will definitely be my "flagship" character. I've always felt DA, while ugly as hell, was the worth the trade-off of never seeing your costume because it had so many tools in its toolkit, as well as top tier resistances. I realize some of the newer powersets probably eclipse it in terms of over all strength, but I'll just plug my fingers in my ears when people start talking about that. I get why powercreep occurs at the end of games' life cycles. Already got my water/bio sentinel planned.
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