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Vengeful Arrow

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  1. I can't really comment on the build as s whole because I haven't played energy at or since live. I do know that energy drain us a staple and should be slotted well. All the numbers it gives are per target. So any endurance and most important defense are going to be improved for every enemy you hit. I always considered it necessary but 8 don't know with IOs and such. Someone else will surely chime in.
  2. You could also try a widow or soldier of arachnos. You could then spec for melee on the soldier or go fortunata for some controls on the widow. This would allow you to both buff his pets and keep aggro a little better. Done right, his pets wouldn't need too much external healing, because wateever cuts through double leadership and buffs would probably killed them through heals too. On anything less than +4, I don't even need half my buffs to help a team. I usually only run spider assault and maneuvers or double assault or double maneuvers depending on what those teams need more.
  3. So I finally made it work. I have no Idea what the 43% damage bonus things are in that section. My damage bonus is 16%. My resists are over 50% to all but toxic and Psi with human shields on, 70 or above in Dwarf except toxic. That's before Eclipse. My alpha is Spiritual Partial Core Revamp, but I am pretty sure you could pick whatever suits your fancy and shuffle slots or whatever. This guy is completely good on blue in Nova, mostly good in Dwarf, and good with Stygian Circle every now and then in Human. I do use tray switching binds which I could try to remember if needed, but I am sure the bind posts floating around here are all relevant. The important thing was I wanted to get the build out, because it had been on my mind. This Hero build was built using Mids Reborn 3.0.5.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Unknown Biker: Level 50 Magic Warshade Primary Power Set: Umbral Blast Secondary Power Set: Umbral Aura Power Pool: Flight Power Pool: Speed Power Pool: Concealment Power Pool: Leaping Hero Profile: Level 1: Ebon Eye -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(9), Thn-Dmg/Rchg(23), Thn-Acc/Dmg/Rchg(23), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(42) Level 1: Absorption -- GldArm-3defTpProc(A) Level 2: Gravity Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx/Rchg(3), Ags-ResDam/EndRdx(3) Level 4: Hover -- LucoftheG-Def/Rchg+(A) Level 6: Dark Nova -- PrfShf-End%(A), RctRtc-Pcptn(43) Level 8: Shadow Blast -- SprEssTrn-Rchg/Global Heal(A), SprEssTrn-Acc/Dmg(31), SprEssTrn-Dmg/Rchg(13), SprEssTrn-Acc/Dmg/Rchg(15), SprEssTrn-Dmg/EndRdx/Rchg(36), SprEssTrn-Acc/Dmg/EndRdx/Rchg(37) Level 10: Penumbral Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(11), Ags-ResDam(49) Level 12: Sunless Mire -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-%Dam(49) Level 14: Shadow Cloak -- ShlWal-ResDam/Re TP(A), Rct-ResDam%(15), LucoftheG-Def/Rchg+(40) Level 16: Twilight Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(17), Ags-Psi/Status(17) Level 18: Gravity Well -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Acc/Dmg/Rchg(21), SprKhlGrc-Dmg/EndRdx/Rchg(29), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(29), SprKhlGrc-Rchg/FormBuff(31), Lck-%Hold(31) Level 20: Black Dwarf -- ResDam-I(A), StdPrt-ResDam/Def+(25), PrfShf-End%(43) Level 22: Stygian Circle -- EndRdx-I(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 26: Gravitic Emanation -- SuddAcc--KB/+KD(A) Level 28: Inky Aspect -- Acc-I(A) Level 30: Nebulous Form -- WntGif-ResSlow(A) Level 32: Dark Extraction -- ExpRnf-Acc/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48) Level 35: Quasar -- Obl-Acc/Dmg/Rchg(A), Obl-Dmg/Rchg(47), Obl-Acc/Rchg(45), Obl-%Dam(46), Obl-Acc/Dmg/EndRdx/Rchg(46), SuddAcc--KB/+KD(46) Level 38: Eclipse -- Ags-EndRdx/Rchg(A), Ags-ResDam/EndRdx/Rchg(39), Acc-I(39), Ags-ResDam/Rchg(40) Level 41: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 44: Infiltration -- LucoftheG-Def/Rchg+(A) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Stygian Return -- Prv-Absorb%(A) Level 1: Dark Sustenance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Stamina -- PrfShf-EndMod(A), PwrTrns-+Heal(7), PrfShf-End%(37) Level 1: Shadow Step -- BlsoftheZ-Travel/EndRdx(A) Level 10: Shadow Recall -- BlsoftheZ-ResKB(A) Level 47: Dark Nova Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx/Rchg(40) Level 47: Dark Nova Bolt -- Apc-Dam%(A) Level 47: Dark Nova Detonation -- Rgn-Dmg(A), Rgn-Dmg/Rchg(27), Rgn-Acc/Dmg/Rchg(27), Rgn-Acc/Rchg(34), Rgn-Dmg/EndRdx(34), SuddAcc--KB/+KD(36) Level 47: Dark Nova Emanation -- Bmbdmt-Acc/Dam/Rech/End(A), Bmbdmt-Dam/Rech(5), Bmbdmt-Acc/Dam/Rech(5), Bmbdmt-Acc/Rech/End(9), Bmbdmt-+FireDmg(19), SuddAcc--KB/+KD(19) Level 22: Black Dwarf Antagonize -- PrfZng-Taunt/Rchg/Rng(A) Level 22: Black Dwarf Drain -- TchoftheN-Acc/EndRdx/Rchg(A), TchoftheN-Heal/HP/Regen/Rchg(42), TchoftheN-Heal(42) Level 22: Black Dwarf Mire -- Obl-Acc/Dmg/EndRdx/Rchg(A), Arm-Dam%(11), Obl-Acc/Rchg(21), Obl-Dmg(33), Obl-Acc/Dmg/Rchg(33), Obl-%Dam(45) Level 22: Black Dwarf Smite -- FrcFdb-Rechg%(A) Level 22: Black Dwarf Step -- EndRdx-I(A) Level 22: Black Dwarf Strike -- Hct-Dam%(A) Level 1: Prestige Power Slide -- Empty(A) Level 50: Spiritual Partial Core Revamp ------------ ------------ ------------ Set Bonus Totals: 43% DamageBuff(Smashing) 43% DamageBuff(Lethal) 43% DamageBuff(Fire) 43% DamageBuff(Cold) 43% DamageBuff(Energy) 43% DamageBuff(Negative) 43% DamageBuff(Toxic) 43% DamageBuff(Psionic) 14.75% Defense(Melee) 10.38% Defense(Smashing) 10.38% Defense(Lethal) 18.5% Defense(Fire) 18.5% Defense(Cold) 16% Defense(Energy) 16% Defense(Negative) 6% Defense(Psionic) 18.5% Defense(Ranged) 12.25% Defense(AoE) 5% Enhancement(Range) 87% Enhancement(Accuracy) 93.75% Enhancement(RechargeTime) 49.5% SpeedFlying GrantPower Preventive Medicine (10% chance when PreventiveMedicine, if Scourge) 266.4 HP (24.87%) HitPoints 49.5% JumpHeight 49.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 37.5% MezResist(Held) 37.5% MezResist(Immobilized) 37.5% MezResist(Sleep) 37.5% MezResist(Stunned) 37.5% MezResist(Terrorized) 37.5% MezResist(Teleport) 100% (20% chance) 20% PerceptionRadius 8% (0.13 End/sec) Recovery 16% (0.71 HP/sec) Regeneration 20% ResEffect(SpeedFlying) 20% ResEffect(RechargeTime) 20% ResEffect(SpeedRunning) 28% Resistance(Smashing) 28% Resistance(Lethal) 19% Resistance(Fire) 19% Resistance(Cold) 14.5% Resistance(Energy) 14.5% Resistance(Negative) 13% Resistance(Toxic) 18% Resistance(Psionic) 49.5% SpeedRunning
  4. So, I usually don't post builds or guides, because I am usually not Min nor Max. I say this because I usually go for more than regular SO's and IO's but usually don't go for the top for performance. I am usually good being at 70-80%. Well, I finally dug my Shade out of his grave and started kitting him out and found that overall, there were no crazy sets that I used and he still performs at well above respectable levels. So below is my FINAL build that I use for 90% of the game. It also held up very well during an ITF and can hold it's own during fire farms with decently timed form switching. He is NOT ok by himself, except +2. I'm sure someone can pick it apart slot by slot, but please try not to clutter the thread up if you are just gonna say "Moar Money" or "add fire defense.... It was hard for me to locate a thread that wasn't cluttered and then most just showed a tone of winter sets, or all purple sets, so I just played my dude some more and kinda adapted to the current game. Things to note: I only built him prioritizing recharge and then accuracy bonuses, for the powers that I had to underslot. Then I made sure to fit in the +3 defense IO's and the resist IO's for good measure. Those slots could probably be used elsewhere if someone wanted. I threw in one purple set, just because, but you can swap that out for bombardment and function the same. I just wanted as much recharge as I could fit, without breaking the bank completely. This is so that when something debuffs your recharge, you are still mostly good to go. It is also not terribly built for defense, but does ok in all forms due to max resists from eclipse. Also, eclipse is a little over slotted, but since it was my foundation, I bit the bullet. This makes sure that it still hits 1 to 3 targets (lol, always) and those couple still put you close to the cap with human shields/Dwarf/your inherent. I also used a purple in a couple powers in Dwarf, just for extra damage attempt every now and then. But my dwarf is literally there for Mire and Taunt when the tank/brute needs a hand. These could be swapped out for just a damage or a cheaper "chance for damage" from another set or Force Feedback: +Recharge, or in the case of Mire, obliteration for 5% more melee defense. Lastly: This build also translates very well to a respec-as-you-go build like the old days, except now respecs are given every 10 levels. What this means for those that don't get it, is you can get Nova and then a couple levels more respec and have fully slotted Nova powers by putting all the slots in Nova. Then when you get Dwarf, you could do the same, maximizing what you want your role to be on a team until you can fill most any role. Again, I prioritized recharge and accuracy by the time I got Eclipse. You can rock Nova for a while and have Dwarf as a fall back and then, slot Dwarf or vise-versa. My human shields initially just had a resist in them, because I seldom used them. And pretty much nothing was slotted with endurance because I was using stygian circle well. Then I also just got the rez so I could put in the +absorb. So when I finally die, I can get up and get the untouchable, Eclipse, Mire and complete the circle or Death...err, I mean life. So with all that said...Fingers crossed that the build spits out halfway readable. Forgive me if it is not, and I will try again.
  5. I know what you mean. I barely even notice them, aside from the giant purple gun. I don't want the previous "full team wipe" versions, but perhaps in this version of City of Incarnate, a kick in the balls would be refreshing almost. I think 50+ team missions should have Incarnate level bosses every now and then. Like a random EB or something capable of spawning in any enemy group maybe with an unblockable, unresistable 50% attack. Just to make teams pause for a second. Then it would feel like incarnates had something to fear in every day missions. That's how Khelds felt.
  6. It has merit for characters that are not running around smashing everything in sight. It's for hat support character that the brute doesn't care about or that the tank forgot about, or the one that got splash damage from the aggro from the blaster that was hanging around for pity heals. There's numerous times on my corruptor that made me a believer. I slot it now all the time regardless of softcappong positions or stacked resists or my controllers who lock everything down. It's about a 200 point buffer to my health (mostly when I needed it) that let's me make a choice. When I see the red letters I pop a heal or purple or hold whatever. It's better than having more regen or more endurance recover. Do I depend on it? No. Is it better than adding .14 health per second, most definitely. And yes that number for health regen was made up, to show how absurdly low that regen value is compared to a boost in hitpoints, even if it's not a permanent boost. It's still a get out of jail free card sometimes.
  7. Some enemies bypass all stealth, no matter the level. Also, confuse is easier on some groups because they specifically have to have confuse protection, just like we do. Just because some boss is resistant to hold doesn't necessarily mean he has sleep, confuse, or fear protection. And that's what mind specializes in. Also most confuse duration is way longer that holds. Again, on a dominator it's twice as long as "way longer" with domination. And Sleeps used to be the way to separate AVs in task forces before they did the triangles. Mind was really underrated until you needed them. But when you needed them, it was very lopsided.
  8. Are you side kicked to a level 50? Or farming in AE? That is how it typically looks when you are a sidekick and the team is doing 50 missions.
  9. I think this is the key. I don't really care about the debuffing, but leave at 0. I worked hard to barely get my corruptor to 45%. At least leave me back where I started...not -30%. Same with resistance debuffs. You get to the cap on MAYBE 2 types and then you end up getting to -20. Don't make debuffs trivial, but also don't debuff deep into negatives from a high starting point.
  10. So, with fire/fire, it's mostly kill or be killed. Aim and buildup or embrace( I forget what /fire gets) and then unleash everything on a spawn. If it's one hard target, same thing but with your snipe and then fireblast and then I would either lay rain of fire on top of them to make them scatter or hit them up with single target swords to try to kill them first. Either way even the worst EB's usually can't stand up too long to fire, even on SOs. Now on DOs it's a slightly worst story but inspirations can help a lot. And with the full power snipe and blasts, they shouldn't have much left to them by the time they close the distance on you. If it's not happening that way, you need to lower the level to what fits your strategy. On my blaster it's gotta be a good hit for me to go down before the target one on one, or I have to be held...and he's electric. I haven't played beam or atomic at all since the game came back so I will have to look at those.
  11. What are your sets? My old school main is an elec/elec blaster. I find that most blasters avoid some of their most useful tools because it "seems useless" if it's not damage or instant hold. This, at least, can be solved relatively cheap even if you don't kit out an entire character. Even at low levels my guy has tesla cage, a single target hold, slotted with " lockdown: chance to hold". This means as long as I have that power, it has at least a chance to hold a boss every now and again with no stacking required. Most regular bosses are only "immune" to the first application of a hold, not stacking or higher magnitude. Telling us your build helps people recommend little tweaks or strategies.
  12. I feel that if you have a gravity and don't see the fun or point in it, it's just lost. My role, especially on a steam roll team, is to feed the machine. As they are killing, I wormhole surrounding groups right on top of the pile. Before they even have a chance to move on, the room is cleared. And that's a level 18ish power. Or you can wormhole a group down a hall while you click an objective. Usually even if something is resistant to stun they still,get teleported. And thats just one power that is extremely useful on a steam rolling team, not to mention my buffs. Mine is gravity time so boosting the defense and recharge of people that have high amounts with no debuff resists ensures they never even notice when they get debuffed. And I even got dimension shift and I survey the scene. If the brute or melee has blinders and aggro gets out of control, I shift the incoming group and ready my other tools. Either the melee runs into the bubble and slaughter stuff or I lock them down or wormhole them when I release the shift. Sometimes not getting a compliment is my biggest reward. It means I'm doing something right and have proven my own self worth without them saying a word. It's like people who get adrenalin boost or fulcrum and never even stop to wonder why they are a beast. In my head I'm just like,"You're welcome". But that's my takeaway. If that's not a decent contribution to a broken system, I don't know what is.
  13. I think it's not so much the Def debuff resistance, it's the fact that the set that is all about regen, doesn't have regen resistance. You can get high regen with willpower or bio and also get more utility along with some debuff resistance of some sort. And it became more noticeable when everything is done at +4 now. So when they floor your regen and hit you twice, you just die if you're not reactive enough. For me, I just don't have the patience fit it as I've gotten older. Just my quick takeaway.
  14. [Deleted due to redundancy from posts I hadn't read 😉 ]
  15. Hey all! Live Wyre here. I also played Vengeful Arrow (Kin/arrow defender) , Koshi Osaki (inv/energy tank), John E. Blaze (fire/kin controller and Chuck Adams (grav/Storm troller). Only names I remember are Hyperstrike and Midas but welcome back all.
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