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Neiska

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  1. Hello forums, Just wanted to share my Crabby-tank build. Calling it a "tank" is a bit of a misnomer though, as it has no taunt or way to really manage aggro. But its still very durable. So far its been good on 4/8 on any damage type. It can farm, its great for team play, and does just fine on max difficulty with bosses. I didn't take any pet powers (aside from lore) as more often than not it they felt more trouble than they were worth. Here are the highlights - -permahaste -solid defense -soilid resistances -great END management - lots of -res debuffing -I can use one activation of aim to activate Omega Maneuvers, Frenzy, and my Ion incarnate all in one go, dealing massive area damage. -good single target/boss damage as well. I am sure there are some things that can be changed, such as Leaping pool for fly, but i just like having flight as a preference. Also there are no patron pool chosen, but even so this feels like one of the toughest and most universal builds I've played. Anyway here is the build! Critiques/feedback is welcome! Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Sin Spidertank: Level 50 Technology Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Villain Profile: Level 1: Channelgun -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(5), AchHee-ResDeb%(7) Level 1: Crab Spider Armor Upgrade -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(13) Level 2: Longfang -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Dmg/Rchg(13), SprDmnofA-Acc/Dmg/Rchg(15), SprDmnofA-Dmg/EndRdx/Rchg(15), SprDmnofA-Acc/Dmg/EndRdx/Rchg(17), AchHee-ResDeb%(17) Level 4: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19) Level 6: Slice -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(9), TchofDth-Acc/Dmg/EndRdx(19), TchofDth-Dmg/Rchg(21), TchofDth-Dam%(21), TchofDth-Dmg/EndRdx/Rchg(23) Level 8: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(9), ShlWal-ResDam/Re TP(37) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/EndRdx/Rchg(25), LucoftheG-Def/EndRdx(25), LucoftheG-Def/Rchg+(27) Level 12: Suppression -- PstBls-Acc/Dmg/EndRdx(A), PstBls-Acc/Dmg(27), PstBls-Dmg/EndRdx(29), PstBls-Dmg/Rchg(29), PstBls-Dmg/Rng(31), AchHee-ResDeb%(31) Level 14: Fly -- BlsoftheZ-ResKB(A) Level 16: Venom Grenade -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(23), PstBls-Dmg/Rchg(31), PstBls-Dmg/Rng(33), PstBls-Acc/Dmg/EndRdx(33), Ann-ResDeb%(33) Level 18: Frag Grenade -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(34), PstBls-Dmg/Rchg(34), PstBls-Dmg/Rng(34), PstBls-Acc/Dmg/EndRdx(36), OvrFrc-Dam/KB(36) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 22: Aim -- RctRtc-ToHit(A), RctRtc-Pcptn(37) Level 24: Fortification -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(39), Ags-EndRdx/Rchg(39), Ags-ResDam/EndRdx/Rchg(39), Ags-ResDam(40) Level 26: Frenzy -- Obl-Acc/Dmg/Rchg(A), Obl-Dmg/Rchg(40), Obl-Acc/Rchg(40), Obl-Dmg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(42) Level 28: Serum -- Prv-Heal/EndRdx(A), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(43), Prv-Absorb%(43), Prv-Heal/Rchg/EndRdx(43) Level 30: Kick -- FrcFdb-Rechg%(A) Level 32: Omega Maneuver -- Rgn-Dmg(A), Rgn-Dmg/Rchg(46), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48) Level 35: Tough -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam(45), UnbGrd-Max HP%(46), GldArm-3defTpProc(46) Level 38: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(50), LucoftheG-Def(50), LucoftheG-Def/Rchg+(50) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 44: Tactical Training: Leadership -- EndRdx-I(A) Level 47: Tactical Training: Assault -- EndRdx-I(A) Level 49: Mental Training -- Flight-I(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- RechRdx-I(A) Level 1: Conditioning Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(7) Level 2: Stamina -- PrfShf-EndMod/Rchg(A), PrfShf-End%(11), PrfShf-EndMod(11), PrfShf-EndMod/Acc(45) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 50: Degenerative Total Radial Conversion Level 50: Arachnos Total Core Improved Ally Level 50: Agility Core Paragon ------------ ------------
  2. Hello forums, First off sorry if this is in the wrong section. But there isnt a general AT section, so felt to stick it here was best. Why these two powers? Well, my favorte heroes were always the symboite/body weapon sort of characters. (I would cite them by name, but not sure if im allowed to. But he does love tater tots in the movie.) I decided to make a character based around my two favorte powers - Spines and Bio Armor, but I'm not sure which AT would be the best choice for this pairing. With this pairing I believe I would be limited to - Tanker, Brute, Scapper, and perhaps Stalker? I think the first question people would ask is "what are your goals/what do you want to do?" Well, I would like to be able to farm AE's, as well as not be too weak in normal story/TWF/newspaper missions. So, any feedback or suggestions? I am more or less trying to make a character out of my favorte powers, not making a build that is mathmetically superior/best at X task. I'm just taking my favorte powers and seeing how far I can get with them, but yea, I'm not sure which AT would be best overall for Spines and Bio. I am leaning toward brute or scrapper, but not sure what their end damages or defenses would look like, or how tough a /bio Tanker would end up being. Thanks bunches in advance
  3. I am glad my question seemed to have sparked a bit of discussion! And different thoughts and methods are good, as not everyone will like playing the same way. As far as my (Semi)Tankermind, I decided to go with Demons/Time instead of Thermal, for various reasons. More defense, team support, and it just felt overall better, plus the conversation about time. So far she is only level 32, but climbing quite well even with just basic IOs. I havent gotten a final build planned yet, as I am still tweaking final slots/enchancements to get the numbers I want. I didn't take provoke though, as mentioned it really didnt feel needed. Mostly i keep my toggle aura up, my little aoe heal on auto recast, and focus on using hold on the biggest baddie in the pile, and the demons handle the rest. If it gets tough I use Farsight for some extra defense, because I dont have the Cooldown yet to make that perma. This may not be what some consider "tankerminding" per say, but it does let me share my damage quite nicely, and I dont feel squishy in the slightest. I am running +2 or 3/5 currently, with mostly normal maps or newspaper missions. No complaints yet so far, aside from still fine turning/tweaking my final build.
  4. I only have two complaints about the incarnate system, 1. I wish there were more options for "pet" powers, as it is only a few powers seem to affect pets from masterminds, crabbers, controllers, etc. Namely the support hybrid. It would be nice if the other slots had similar powers for pet lovers, just to open some options for builds because if you use a pet focused build on various ATs, you are more or less pigeon holed into certain incarnates. 2. Threads. Really wish these were tradeable. Not to other players necessarially, because that could do gawd knows what to the market, but just among your own account. Just always get a bummed out feeling knowing theres 800 or more threads on a character you have zero desire to play any more, and they are just sitting there. For a new detailed breakdown, just how I view the incarnates myself and what I have experienced, along with suggestions/ideas for possible fixes or updates. - 1. Alpha - this slot is good, because it allows you to plug holes that you otherwise couldn't or allow you to focus/specalize into something. The goods -Agility, Cardiac, Musclature - I would guess that 90% of the builds out there use one of these 3. Either for more damage, more defense, or more END management. The bads - Intuition, Nerve, Resilient, Spiritual, Vigor - I have never seen a build that recommended these, either they arent good enough to consider, or nearly everyone needs +defense, END, or more damage, which is something the 3 above handle. So unless you are specalizing in a role like healing, I cant really see anyone taking these other alphas. If you wanted to open other options, make them have more critical values people cant build for such as recharge, resistance, or accuracy. *fixes* - Mabye have the rarely used ones add a dash of defense, or damage. Not as much as the other 3, but just "enough" to make the bads more attractive choices? ------------------------------- 2. Judgement - gives everyone an AOE damage power. The goods - Ion - everyone I have ever seen use a judgement power, always uses Ion, simply because its the most targets struck, and a good damage source. The bads - Everything else. I don't think I have yet to see any other Judgement power used. I took Void once just for rp flavor, but more than 1 person remarked on how it was a bad choice. Though I have always wondered how much of an effect picking a different damge type on a build with heavy -res debuffs would make, such as Pyronic on a -fire res build, or if the extra 8 targets from Ion would still come out superior. *fixes* - Maybe make all the targets struck more even, or even change them. Some builds dont need more AOE, they need huge single target boss killers. Ive played builds i would have leaped at the chance to change an unneeded AOE for a good anti AV/Boss ability if it hit them hard enough. -------------------------------- 3. Interface - the onhit debuff/dot effect. The goods - Degenerative, Reactive - similar to alpha, I hear everyone takes one of these two powers, mainly degenerative. The bads - Everything else. The effects are so short lived or random they simply arent worth using when you can just increase your overal net damage or take off chunks of their hitpoints. *fixes* - you might consider making some Interfaces proc buffs instead of debuffs? Such as a chance to proc a +recovery, regenerate, or a small heal? Many builds would rather have a chance for a small helpful buff than an unneeded debuff, which might open build variety? -------------------------------- 4. Lore - the pets. The goods/bads - really it seems to come down to personal preferance here. I have never heard of a lore pet choice making or breaking a build. I have had mixed results with them. So aside from flavor or rp choice, the differences doesnt seem to matter or have as much of an impact as others. I do know there are top dps lore pets and so on, but everyone I have spoken too has picked based on flavor more than the actual lore pet stats. *fixes* - perhaps more varied pets? Make the differences in choice stand out more. Make the defensive pets have more of an impact, Make the offensive pets do more "oomph". However as mentioned before I really wish that dedicated "pet" classes had a bonus to lore pets, as it does sort of give everyone a bit of their gimick. Even if it was a reduced cooldown for lore pet activtions, a "head nod" to pet classes would be a welcome sight to see. -------------------------------- 5. Destiny - the OP slot. Overall I think (with alpha) are the two stongest slots, becuase its more or less the ultimate plug for holes in any build or AT. The goods - Lacking heals? Take Rebirth. Need defensive cooldown? Take Barrier. Getting hit with CC effects? Clarion. Endurance issues? Ageless. The Bads - I have never seen or hear of anyone taking Incandescence, which is a shame because it acutally looks interesting. But I cant recall ever having a desperiate need to create a sudden "safe zone" to recover, because any time you would really need such a thing then the stun or knockdown simply wouldnt work such as AVs or Monsters, which makes the power moot. Against normal Bosses/Elite bosses, usually the fight is already well in hand before such a power would be needed. *fixes* - overall aside from Incandescence, all of them are good and worth taking. As far as Incandescence.. No idea. It just looks too situational to be of use to the majority of builds. ------------------------------ 6. Hybrid - the good slot. Overall, I think Hybrid is actually pretty well balanced, depending on which AT you are on. Assualt - This has 2 versions, a version good for both sustained and burst dps. Control - Never played a CC specalist, but this looks like it would be a godsend to such a build? (Cant really comment on this one.) Melee - a great ability for hard to damage but no healing builds, such as Widows, /shield ATs, and so on. Its just a good "patch all" for people who need defense or resistance, and recovery. Support - A godsend to pet lovers everywhere, and just buffer ATs in general. Wish more incarnates overall had the "increased effectiveness for pets" feature. *fixes* personally i think Hybrids are acutally in a good place, with something for everyone be it offensive, defensive, support, sneaker, pet lover, healer, and so on. And i think this might be because there are only 4 powers in total, but they are varied enough to build upon your strengths or plug any gaps and weaknesses.
  5. Wow! So much information, much more than I expected. So thank you everyone for that. After reading all of this, I have decided to go Demons/Time, and probially use Mace Mastery for both Scorpion Shield and the Power Boost/Time combo. Also as mentioned by others before, I don't intend on going tankermind 100% of the time, but would like to be able to if the situation calls for it, while being effective both in solo as well as team play which is my overall goal. I did have some further questions though, specifically about incarnates - Alpha slot - Does Musclature affect pet damage, or would it be better to stick with Agility/Cardiac? Interface slot - Would Reactive stack with Demons -res debuffs making them do more damage, or would it be more overall effective to use Degenerative for the -hp debuff? Destiny slot - I had assumed that Rebirth or Barrier would have been perferred, but @Dr Causality specifically pointed out Clarion's status protection and "Increased secondary effect buffs"? What is the secondary buff effect mean? Toggle powers, or somethign else? Hybrid - Zero idea what to stick here, Assualt, Melee and Support all look good. I assume it would depend if my MM and pet's defenses are capped, or if Assualt even would affect them. Without planning my build (at work right now), my initial incarnate plans are - Alpha - Agility Interface - Degenerative Destiny - Clarion Hybrid - Support (if not capped) Once again thank you everyone for your imput and advice! It is appreciated, and a special thank you to @Dr Causality for taking the time for an indepth descriptions on secondary powers. (We should make or pin a MM secondary powers guide somewhere. Theres lots of sites for what the best pets are, but not a lot about secondaries and their effects or playstyles.)
  6. Happening to me too, if you are on the map long enough you actually accumulate multiple copies of the graphic, or at least i did. It just wont fade unless you move maps or die.
  7. Hi forums, Had a question, specifically about tankerminding. From what I've read its robots/traps or /time that are the best at it, but can other sets do it too? I am hoping to be able to do it with Demons, maybe Demons/Thermal, but not sure if it will all pan out in the end. Thanks in advance!
  8. This acutally inspired me to make a new character. I had her basic roleplay and powers planned, not her build. She is to be a fiend sort of character with fire manipulation. So corruptor fits well! 😄
  9. Hello Forums, Just had an odd question! What pools or options are there for players that would like powers for cosmetic/roleplay reasons? Are there any various pools or ATs that espcially stand out? Epic or Paetron pools? By "roleplay effects" I mean powers you can activate that have a visual effect of some sort. Normally, I would go through the game and test things out one by one, but there are so many ATs and pools so I am wondering if there is a list or if people with experience have insight. I know many pools require a target or enemy to activate, but what about purely social situations? Can you make ambient Fire effects? Weather? Darkness or Gloom? Pools of Slime? Dancing lights? and so on? Which pool powers have effects that dont require enemies or allies to trigger? I have been toying with the idea of making a few characters whose powers were based purely on roleplay/graphics, but I am not sure how to go about it or if its even possible. I do know some pools have a few toggles and area powers that you can use at will, but not sure what else there is, or even how supportive this might turn out to be. So, lets hear some ideas or suggestions! Thanks bunches in advance!
  10. if they removed the money (timesink) you might as well remove the exp (timesink) incarnate (timesink). If there was an "insta anything" vendor, there wouldn't be any reason to play at all besides roleplay and test builds. And people would get tired of the game fairly quickly i imagine, which might lead to players growing bored and moving on. Not sure we want that. Not saying that's 100% what would happen, just what i think logically would happen. Both the farmers/market players would stop, no point, and the exp grinders would stop, again no point. There would be no point to working for anything, and anything you did accomplish wouldn't be that gratifying either.
  11. Personally, I go the "play your way" philosophy. If others want to do X activity, then that's fine! It doesn't affect my enjoyment one way or another. As far as infamy/money goes, I would like to point out the other affects of activities that the Op might have overlooked - 1. Radio/random missions - sure, its low inf. But you get to meet random people, and maybe make a friend. And you are more "involved" with interacting with the world, as in traveling and so on. And some people like that. 2. The market flippers/AH folks - I imagine it comes down to personality here. Some people like the thrill of a deal, or coming out ahead, seeing how various market strategies and investments interact with one another. Not my thing personally, but I can understand why some might like that aspect of the game. For me it would be too tedious, boring. I hate throwing up all my low end salvage when it gets full personally. Its just too little gain for so many clicks. 3. Merit farmers - I have never done this myself, but some people like the story and adventures. As for me I couldn't play the same story arcs or missions over and over. Once you've done something 4, 5, or 6 times it starts to loose its charm. But again, some people like that and testing different builds on different stories, and thats okay too! 4. AE farming - This is my preferred way to get money. Its consistent, its easy, you make friends, help guild mates, and get to meet people. So for me personally, its all around win-win. Some people don't like AE farming, and that's also okay! Anyway, my case here is that each activity I see as a sort of investment in time and enjoyment. Person A, B, and C may enjoy activites 1, 2, and 3. And each different type of activity has its own reward, even if its just social. I mean, I have made a ton of infamy from just roleplaying - 200 million from winning a drinking game, or another 500m for a costume contest, or other roleplay interactions. I go to enough rp events that personally I could consider that also a form of farming money, as one of my 50's I fully equipped only in this manner. She got to 50 with the exp buff, and I never stepped foot inside an AE again with her. Shes fully geared out now, solely from the money shes made from rp interactions. So if money is your primary focus/drive in the game, then you might have to perform an activity that you don't really enjoy, because thems the breaks. For me, once a game becomes a chore, its no longer fun. I usually focus on fun/enjoyment more than money/exp/etc, because the other stuff will come in time, and if I am not enjoying the game then whats the point of playing? TLDR: Maybe people should stop worrying about what/how other people play, and what "they" might be getting for their time, because in my humble laymen opinion, to be blunt, its really not their business. Its not my business what the top AH flipper makes, or how they do it or if the enjoy it. I stay in my own lane and focus on my own friends, fun, and enjoyment. Just my two cents.
  12. alright. might have to give it a try. only two changes id want for my personal preferance is change combat jump and vengance to hover and fly. (cant stand the squat-shooting emotes from crabber! plus travel powers are nice) P.S. - well poo. just checked, and vengance needed to carry a LotG cooldown. Guess its just combat jump to hover then.
  13. @Bionic_Flea- and this works on max difficulty? when solo or with teams? because thats the problem im trying to overcome at the moment. X.X
  14. @Seigmoraig- mhm thats more or less what im looking for too. most of my stuff is around 35 a tic, and im lucky if my channelgun hits for 120. i run both assualts too. Not looking or expecting to be super dps, but i just feel im missing a chunk somewhere. would you mind sharing your build?
  15. @Seigmoraig- i never messed with frag grenade, but i do use channelgun. How is your damage may i ask? with that aoe rotation/single target rotation?
  16. thats an interesting build flea, do like how you keep the caps by juggling barrier and support. i didnt think of that, gives wiggle room in the build for other stuff. No idea how effective shatter armor is, i never used it, but looks to be good vs bosses etc. One question though - how is your END management? suprised you dont have to use ageless to keep it up, but on paper yours looks pretty END efficent.
  17. Hello everyone, I am looking for some help and advice on my Crabber's damage. I love her and the At itself, but she struggles with her damage. ATM she only has her t1 cardiac incarnate, was sort of saving stuff until i figured out what the problem was. But here is her build, and yes I have all the IOs listed here - Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Synthetic Sin: Level 50 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Fighting Power Pool: Flight Power Pool: Speed Power Pool: Leadership Ancillary Pool: Leviathan Mastery Villain Profile: Level 1: Channelgun -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(3), Apc-Dmg/EndRdx(5), Apc-Dam%(5) Level 1: Crab Spider Armor Upgrade -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(7), Ags-ResDam/EndRdx(7), Ags-ResDam/EndRdx/Rchg(9), Ags-ResDam/Rchg(9), Ags-ResDam(11) Level 2: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A) Level 4: Kick -- FrcFdb-Rechg%(A) Level 6: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), Rct-ResDam%(15) Level 8: Suppression -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(15), SprSpdBit-Acc/Dmg/Rchg(17), SprSpdBit-Rchg/Global Toxic(17), AchHee-ResDeb%(19), Ann-ResDeb%(19) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21), LucoftheG-EndRdx/Rchg(21), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(23) Level 12: Venom Grenade -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Acc/Dmg/Rchg(25), SprDmnofA-Dmg/EndRdx/Rchg(25), SprDmnofA-Acc/Dmg/EndRdx/Rchg(27), SprDmnofA-Rchg/DmgFear%(27), Ann-ResDeb%(43) Level 14: Fly -- BlsoftheZ-ResKB(A) Level 16: Tough -- GldArm-3defTpProc(A), UnbGrd-Rchg/ResDam(29), UnbGrd-Max HP%(29), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 20: Tactical Training: Assault -- EndRdx-I(A) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33), LucoftheG-EndRdx/Rchg(34), LucoftheG-Def/EndRdx/Rchg(34) Level 24: Fortification -- Ags-ResDam/EndRdx(A), Ags-EndRdx/Rchg(34), Ags-ResDam/EndRdx/Rchg(36), Ags-ResDam(36), Ags-Psi/Status(36) Level 26: Tactical Training: Leadership -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(37) Level 28: Mental Training -- Run-I(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-EndRdx/Rchg(37), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39) Level 32: Serum -- Prv-Heal/Rchg(A), Prv-Absorb%(46) Level 35: Summon Spiderlings -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(39), CaltoArm-+Def(Pets)(40), CaltoArm-Acc/Dmg/Rchg(40), CaltoArm-Dmg/EndRdx(40) Level 38: Call Reinforcements -- RechRdx-I(A), ExpRnf-+Res(Pets)(42), ExpRnf-EndRdx/Dmg/Rchg(42), ExpRnf-Acc/Dmg/Rchg(42), ExpRnf-Acc/Rchg(43), EdcoftheM-PetDef(43) Level 41: Spirit Shark -- SuddAcc--KB/+KD(A) Level 44: Arctic Breath -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Rchg/ImmobProc(45), AchHee-ResDeb%(46), Ann-ResDeb%(46) Level 47: Bile Spray -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(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: Conditioning Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13) Level 50: Ion Core Final Judgement Level 50: Degenerative Core Interface Level 50: Cardiac Core Paragon Level 50: Support Core Embodiment ------------ ------------ ------------------------ My rotation begins with Venom Grenade - Suppression - Artic Breath - Bile spray. I try to stack up -res debuffs to make her big attack, bile spray, hit as hard as it can. She seems to have decent AOE, but her single target is abysmal. For single target i use the res debuff stacking and use Channelgun. I was in a fire farm with a friend last night, and I had to chase down an elite boss who ran off. It took me longer to kill that single elite boss than it took them (fire farmer) to kill 2 more entire groups. I read people saying that Bile spray was supergood for Crabbers, but either im doing it wrong or Im just not seeing it. Its just a bid depressing to throw everything i have at stuff to see tics of 30 damage while they are doing 300+. So it just feels like im not contributing all that much. (not sure if thats the case or not, just feels that way.) Anyway, some imput or advice on how to get my damage a bit higher would be nice. Like i said, still working on my incarnates, and all she has atm is Teir 1 Cardiac. Everything else is open, and the cardiac is there mostly for the END management. (lotta toggles). Thanks bunches.
  18. This is Synthetic Sin, my cyborg character on Everlasting. She uses crabber pack technology, which can be tricky to make look good. Old look vs New look -
  19. This is the old and new "battle suits" for Synthetic Sin, my Cyborg character. Its kind of tricky to make crabbers look good sometimes.
  20. Been working on my own crab soldier very similar to this, except I went more with the ranged aoe powers, as well as leviathan for the venom grenade/arctic breath/bile spray combo. I think@Hyperstrike's has more defense, but mine has more AoE/Debuffs? Still fine tuning it, but imput is always welcome. I know spirit shark has no slots, its more or less there to grant access to arctic breath/bile spray. The goals for my crabber was to be good for groups, tanky, good aoe, including +4/8 difficulty. Id love to be able to tank AVs and such, but I've never had a character that was to that level, so no idea if this will be able to or not. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Tanky Crab Soldier: Level 50 Technology Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Leviathan Mastery Villain Profile: Level 1: Channelgun -- Apc-Dmg/Rchg(A), Apc-Dmg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dam%(5), Apc-Dmg/EndRdx(7) Level 1: Wolf Spider Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(7), RctArm-ResDam/EndRdx/Rchg(9), RctArm-ResDam(9), StdPrt-ResDam/Def+(11), GldArm-3defTpProc(11) Level 2: Crab Spider Armor Upgrade -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(21), RctArm-ResDam/EndRdx/Rchg(21), RctArm-ResDam(23) Level 4: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), ShlWal-ResDam/Re TP(19), Rct-ResDam%(19) Level 6: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50) Level 8: Suppression -- SprSpdBit-Dmg/Rchg(A), SprSpdBit-Acc/Dmg/Rchg(13), SprSpdBit-Dmg/EndRdx/Rchg(13), SprSpdBit-Acc/Dmg/EndRdx/Rchg(15), SprSpdBit-Rchg/Global Toxic(15), Ann-ResDeb%(17) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def/Rchg+(25) Level 12: Kick -- FrcFdb-Rechg%(A) Level 14: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(27), RctArm-ResDam(27) Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(50) Level 18: Venom Grenade -- SprDmnofA-Rchg/DmgFear%(A), SprDmnofA-Acc/Dmg/EndRdx/Rchg(29), SprDmnofA-Acc/Dmg(31), SprDmnofA-Dmg/Rchg(31), SprDmnofA-Acc/Dmg/Rchg(31), SprDmnofA-Dmg/EndRdx/Rchg(33) Level 20: Tactical Training: Leadership -- GssSynFr--ToHit/EndRdx(A), GssSynFr--Build%(33), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(48) Level 22: Mental Training -- Run-I(A) Level 24: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(33) Level 26: Fortification -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(34), RctArm-ResDam/EndRdx/Rchg(34), RctArm-ResDam(34) Level 28: Serum -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(36), Prv-Heal/Rchg(36), Prv-EndRdx/Rchg(36), Prv-Heal/EndRdx(37), Prv-Heal(37) Level 30: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(37) Level 32: Assault -- EndRdx-I(A), EndRdx-I(39) Level 35: Spirit Shark -- SuddAcc--KB/+KD(A) Level 38: Tactics -- EndRdx-I(A), EndRdx-I(40) Level 41: Arctic Breath -- Rgn-Dmg/EndRdx(A), Rgn-Knock%(42), Rgn-Acc/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Dmg/Rchg(43), Rgn-Dmg(43) Level 44: Bile Spray -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Rchg/ImmobProc(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Dmg/EndRdx(46), SprFrzBls-Acc/Dmg(46) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Combat Training: Offensive -- Acc-I(A), Acc-I(50) Level 1: Brawl -- Empty(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: Conditioning Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(39), Mrc-Rcvry+(39) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(40), EndMod-I(40), EndMod-I(43) Level 50: Support Core Embodiment Level 50: Cardiac Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Interface ------------ ------------ P.S. - only just now noticed i dont have any KB/KD protection.. not sure where I can fit that in at. >.<
  21. @Gulbasaur- mostly i was farming "night at the movies" on +3/8, and they seem resistant to some effects. At least, I noticed things are affected more on say, comic con maps. Usually I do use a big power for an opener, Psi Wail, Aura of Confuse, or the area dominate. If they arent dead or hurting, I use the time to whittle them down. Most of the time, it works. Unless I am on an elite boss that takes a bit longer to take down, and thats when my 6 second gap in Mind Link gets me.
  22. @Gulbasaur- Hi hi! Read your guide, and Ive been using your build with a few minor tweaks in the last two powers. (Still trying things out, nothing set in stone.) but the rest is the same as far as i can tell. Am starting to run into an issue though - Without mind link, i take a lot of damage. Then my hps drops to below 50 and slowly gets chipped away and i die. i simply dont have time for regen to kick in. (this is on a +3/8 map, and ive only unlocked my first t3 alpha power). Now, ive gotten my link mind down to a 96 recharge, and since it lasts 90 seconds theres a 6 second gap in my defenses. So i am wondering what fix you have, because i just get over whelmed so fast if its off. But when the buff is up its fine! Important Notes - it was on a 3/8 map usually. Only first T3 alpha unlocked, currently farming threads. Got all of your IOs except for lunge and psi wail. (saving for those now) but i have everything else. I have given thought to putting in box and tough for my last two power slots, instead of recal friend and provoke, which would get my s/l resist up to mid 40s before anything else kicks in, which might give me a bit more of a buffer? I duno? Anyway, just getting clobbered in that tiny mind link gap and would like some advice. Thanks bunches in advance! And thanks for the fortuna build and guide, its lots of fun!
  23. Thanks to everyone so far for the advice and imput. My own widow just hit 24 last night, and I decided to go for Fort. Only just finished her rebuild, so I hope the difficult part is done. What about incarnates? Any particular ones really stand out for Forta/Widows?
  24. Hello again, Thank you both for your responses and insight. I think I am leaning toward Fortuna based on what I am hearing. And I am guessing you are referring to the Foresight auto power under teamwork? What is the best way to use that exactly, aim for softcap defenses and enjoy higher damage resistances the more damage you take?
  25. Hello forums, Just had a few widow questions. I haven't made one yet, but have definately been chin tapping about it. I've only played the Crab soldier (who is currently my main AT), but sadly felt a bit underwhelming, especially compaired to my scrapper who does twice as good with half the investment. (Crabber was a bit tanky with good aoe, but doesnt hit very hard sadly, and the pets didnt seem that good on max difficulty, even after building for the strongest crabber pets possible. Still lil bummed about that.) But onto questions about widows! 1. Widows, how do they play? Reading the forums, it seems they are sort of all over the place? As i understand them, the night widows are semi stalkers? If so what sets them apart from stalkers? What do they specalize in? 2. Fortunas, what do they bring to the table? Again, going from the forums here, it seems they are quasi tank/brute/stalker/blaster/dominator all in one? I mean, isnt that spreading yourself pretty thin? "Jack of all trades, master of none" as it were? I mean, what are Fortunas exceptionally good at, unless its their varied options that is their specality? And I read on the forums about Fortunas tanking/soloing ATs and so on, but looking at their tools, I'm not sure "how" they do it? Insight would be awesome here! 3. And now for Widows VS Fortunas - whats the difference? They both seem to have similar loadouts. One is stalker like, and the other is more varied? Thanks bunches in advance
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