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Psilencer

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Posts posted by Psilencer

  1. I have a character concept that I'm playing around with (an alternative version of my Mind/Psy dominator).  I know I want the Psy primary for thematic reasons but I am undecided about a secondary.   I was thinking of WP (never played it) or Inv (I have a SS/Inv already) simply because they seem to be set it and forget it.  Although, Energy Armor does also seem interesting (and I can just RP that the auras are psyonic shields).

     

    I'm going to avoid any set with graphics like Bio or Ice that I would have a harder time roleplaying away.

     

    Is there something that goes well with Psy in particular?  If I did go the WP route, are there certain powers to skip? 

     

    Ty!

  2. I have a few blasters that need to be able to take a hit or two more than they do now.  I have a Fire/Fire and a Fire/Temp.  If the Fire/Fire can't kill fast enough and the Fire/Temp's controls don't lock enough mobs down, they need to be able to take a hit or two.  What powers (I assume tough and weave) and IO sets have the best bang for the buck?

     

    Ty!

  3. 22 hours ago, SwitchFade said:

    1. Don't play mind control like other sets. If you do, you'll disappoint yourself. Like trying to tow a trailer with a sports car. Play mind, like mind, and it's superb.

     

    2. Mind is not all about mass confusion, MC is nice, but it's only a small part of the toolkit.

     

    3. Mind, like storm, is unique and one must learn to use it in order to unleash it's true potential.

     

    4. Mind is tactical and proactive, you must not wait for the team, and you must use positioning, until you have the right mix of IOs

     

    5. With the right mix of IOs, mind is incredibly potent.

     

    6. Mind can do things to bosses and AVs that most sets cannot.

     

    7. Mind needs a small refresh, but not nearly what people think, it's mostly user error that makes people think sits not as strong as other sets.

     

    What is the magic mix of IOs that I should be looking at?  I have like zero knowledge of enhancements.

  4. 11 minutes ago, oedipus_tex said:

     

     

    Yes.

     

    I don't want to completely undersell Mind Control. It's a fun set and if your concept demands it you should go for it. I don't build every character for min/max performance, sometimes the fun is in making something that's suboptimal work.

     

    On the other hand some of the requests in the original post asked for something that exemplars well and steamrolls content. To me Dark Control does this much better than Mind Control does. I do think that although Mind Control is interesting, there's work to be done on it. 240 second recharge on Mass Confusion is too long for example, and it not unlocking until level 32 versus Seeds at level 8 for Plant is frustrating. 

     

    It wouldn't take a whole lot of work to bring Mind Control up to standard. I have feeling, given the history of this development team, that it will happen eventually. In the meantime I personally don't play it much since Dark Control is so similar and yet so much stronger in most ways. The only other thing I'll say about it is at least Mind Control is better on Dominators than on Controllers... there it is truly a very low performer in desperate need of updates.

     

     

    All super great points.  There is definitely more to the game than min/maxing (especially for me with my mind/psy as I have been playing him for over 20+ years starting back with GURPS Supers pencil and paper).

     

    That being said, I'd still love to see Mind get some love from the development team.

     

    Maybe until then its time for me to think of a dark concept.  haha

  5. On 4/5/2021 at 9:12 AM, oedipus_tex said:

     

     

    I think you might be reading more into the conversation than is there.

     

    You asked for a build that exemplars well, has good defense, along with a number of other high end qualifications. Dark Control is better than Mind Control at all of this.

     

    Mind Control specifically is good if you want to play with Mass Confusion, which isn't nothing. It can be useful versus some specific groups of enemies like Arachnos where direct confrontation is too dangerous. But it's on a 240 second recharge and unlocks at level 32. Even the fear cone doesn't unlock until 26. 

     

    Dark Control is cheaper to build, has better proc options, has two pets where Mind gets none, has a secondary effect where Mind Control gets none, and has power unlocks in reasonable order. Mind Control has huge control holes, forcing it to rely on Total Domination, but Shadow Field is a direct copy of Total Domination except in every category better. I wouldn't make the comparison if the two sets weren't so similar, but they are. I rerolled my Mind Control characters as Dark long ago.

     

    If you are fine with all of that and really do want to play with Mass Confusion and Mass Hypnosis go for it. I expanded my concept and embraced Dark. Hopefully Mind Control gets a buff.

     

    Interesting read.  Dark/ doesn't really go with my current concept, but it might be worth a shot on a new toon.  If anything, shouldn't this suggest that Mind desperately needs to be buffed?

  6. 6 minutes ago, Marshal_General said:

    I probably need to redo it and try to get ranged def up some more..

     

    I saw the following build in another thread.  It has pretty decent defense numbers, but the damage isn't as high as your by the looks of things. 

     

    What incarnates would you think of taking?

  7. 37 minutes ago, Marshal_General said:

    I have not leveled this build and I am sure it probably needs tweaking, but this is what I am looking at doing. You can use it as a starting point.

     

      Hide contents

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Model Citizen 2: Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Mesmerize -- LthRps-Acc/Sleep(A)
    Level 1: Psionic Dart -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Acc/Dmg/EndRdx(3), EntChs-Heal%(5), Apc-Dam%(5), GldJvl-Dam%(7)
    Level 2: Levitate -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Rchg/SlowProc(11), FrcFdb-Rechg%(11)
    Level 4: Dominate -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SprAscoft-EndRdx/Rchg(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(17), SprAscoft-Rchg/+Dmg%(17)
    Level 6: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), Krm-ResKB(19)
    Level 8: Confuse -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(21), CrcPrs-Acc/Conf/Rchg(21), CrcPrs-Acc/Rchg(23), CrcPrs-Conf/EndRdx(23), CrcPrs-Conf%(25)
    Level 10: Mental Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(25), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(27), Apc-Dmg/EndRdx(29), GldJvl-Dam%(29)
    Level 12: Mass Hypnosis -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(31), FrtHyp-Acc/Sleep/Rchg(31), FrtHyp-Acc/Rchg(31), FrtHyp-Sleep/EndRdx(33)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33)
    Level 16: Psychic Scream -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(34), Rgn-Dmg/EndRdx(34), Rgn-Knock%(34)
    Level 18: Total Domination -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(36), BslGaz-Acc/EndRdx/Rchg/Hold(36), BslGaz-EndRdx/Rchg/Hold(36)
    Level 20: Drain Psyche -- PreOptmz-EndMod/Rech(A), NmnCnv-Heal/Rchg(37), ThfofEss-Heal/Rchg(37), ThfofEss-+End%(37)
    Level 22: Assault -- EndRdx-I(A), EndRdx-I(39)
    Level 24: Tactics -- GssSynFr--Build%(A)
    Level 26: Terrify -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(39), GlmoftheA-Acc/EndRdx(39), GlmoftheA-Fear/Rng(40), GlmoftheA-Dam%(40)
    Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
    Level 30: Kick -- Empty(A)
    Level 32: Mass Confusion -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(40), MlsIll-Acc/EndRdx(42), MlsIll-Conf/Rng(42), MlsIll-Acc/Conf/Rchg(42), MlsIll-Dam%(43)
    Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(43), StnoftheM-Acc/ActRdx/Rng(43), StnoftheM-Dmg/ActRdx/Rchg(45), StnoftheM-Dam%(45), GldJvl-Dam%(45)
    Level 38: Psychic Shockwave -- Obl-Dmg(A), Obl-Acc/Rchg(46), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(46), Obl-%Dam(48)
    Level 41: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48)
    Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
    Level 47: Link Minds -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
    Level 49: Indomitable Will -- LucoftheG-Def/Rchg+(A)
    Level 1: Domination
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(50)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
    Level 49: Quick Form
    Level 50: Intuition Radial Paragon
    ------------

     

     

    
    
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    Thanks!

     

  8. Hey all,

     

    I have a Mind/Psy/Psy that I based on a 20-something year old character I rolled up for the pencil and paper game, GURPS Supers.  He's level 50 and now that I have some Influence to spend, I'd like to trick him out with some IO sets.

     

    I'm looking for good recharge to have perma-dom, good damage, and good control.

     

    I'm also looking to fill in what I think my biggest gap is - surviving when controls just aren't enough.  I really need some guidance on how to increase my resistances while still keeping a good level of recharge, damage and control.

     

    Thematically, I want to have flight, and levitate if possible. 

     

    With the history I have with this character, I really want to do him right.

     

    Any builds and/or suggestions would be much apprecaited!  Thanks in advance!

     

     

  9. 1 hour ago, lemming said:

    Figure, might be better to put my build here than in messages.   This is still in progress and I expect to respec next release.  I think this can be heavily improved as is, but works well in most content.  I haven't taken her solo against +4/x8

     

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Ms. Blazer: Level 50 Mutation Sentinel
    Primary Power Set: Fire Blast
    Secondary Power Set: Radiation Armor
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership

    Hero Profile:
    Level 1: Flares -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), Empty(7)
    Level 1: Alpha Barrier -- EndRdx-I(A), ResDam-I(7), ResDam-I(9), ResDam-I(9)
    Level 2: Gamma Boost -- EndMod-I(A), EndMod-I(11), Heal-I(11), Heal-I(13)
    Level 4: Grant Invisibility -- Empty(A)
    Level 6: Proton Armor -- EndRdx-I(A), ResDam-I(17), ResDam-I(19), ResDam-I(19)
    Level 8: Fire Ball -- Acc-I(A), Acc-I(21), Dmg-I(21), Dmg-I(23), Dmg-I(23), Empty(25)
    Level 10: Fallout Shelter -- EndRdx-I(A), ResDam-I(25), ResDam-I(27), ResDam-I(27)
    Level 12: Blaze -- Acc-I(A), Acc-I(29), Dmg-I(29), Dmg-I(31), Dmg-I(31), Empty(31)
    Level 14: Invisibility -- EndRdx-I(A), DefBuff-I(33)
    Level 16: Proton Therapy -- RechRdx-I(A), RechRdx-I(33), Heal-I(33), Heal-I(34)
    Level 18: Blazing Blast -- SprSntWar-Acc/Dmg/EndRdx(A), SprSntWar-Acc/Dmg/Rchg(34), SprSntWar-Acc/Dmg(34), SprSntWar-Rchg/+Absorb(36), SprSntWar-Dmg/Rchg(36), SprSntWar-Acc/Dmg/EndRdx/Rchg(36)
    Level 20: Particle Acceleration -- Flight-I(A)
    Level 22: Fire Blast -- Acc-I(A), Acc-I(37), Dmg-I(37), Dmg-I(37), Dmg-I(39), Empty(39)
    Level 24: Aim -- RechRdx-I(A), ToHit-I(39)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 28: Particle Shielding -- RechRdx-I(A), RechRdx-I(40), EndMod-I(40), EndMod-I(42), Heal-I(42), Heal-I(42)
    Level 30: Hover -- ShlWal-ResDam/Re TP(A), ShlWal-Def(43)
    Level 32: Inferno -- Acc-I(A), Acc-I(43), Dmg-I(43), Dmg-I(45), Dmg-I(45), Empty(45)
    Level 35: Ground Zero -- Acc-I(A), Acc-I(46), Dmg-I(46), Dmg-I(46), DefDeb-I(48), DefDeb-I(48)
    Level 38: Meltdown -- RechRdx-I(A)
    Level 41: Fly -- Flight-I(A)
    Level 44: Maneuvers -- EndRdx-I(A), DefBuff-I(48)
    Level 47: Tactics -- EndRdx-I(A), EndRdx-I(50), ToHit-I(50), ToHit-I(50)
    Level 49: Assault -- EndRdx-I(A)
    Level 1: Opportunity
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A), Heal-I(13), Heal-I(15)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(17)
    ------------

     

     

    Awesome!   Ty!  I have a few sets that I can pull off of some of my other toons for set bonuses here and there. But this is a fantastic place to start!  Much appreciated!

  10. 15 minutes ago, oldskool said:

     

    The easy advice on Radiation Armor is this; don't set unrealistic expectations.  What I mean there is don't go expecting to soft-cap your defenses working from zero on a budget.  Even with a really expensive heavy Winter Set invested build you may not pull that off while also getting everything else one can imagine.  

    Radiation Armor is actually really straight forward.  It is resistance-based and allows for you to raise Smashing, Lethal, Energy, and Toxic to moderate levels *without Meltdown*.  When Meltdown is active you'll likely cap your resistance on those 4 categories unless you're going out of your way to avoid it.  There are multiple healing powers in the kit to help keep you running strong.  

    So, keep it simple.  Focus on the resistances first.  If you can build up some defenses to about 15%-20%, then great because every bit can help.  Rad's intimidating because it is new, but it isn't that complicated in actual practice.  

     

    Great!  Thank you!  I will have to play around with things because I have no idea how I will fit all the powers in and slot them appropriately along with the fire powers that I am interested in taking. 

     

    Thanks again for your help!

  11. 1 hour ago, oldskool said:

     

    Energy Aura by itself will not get you soft-cap defenses, but you can achieve that with additional powers.  

    The specific slotting of Energy Aura is going to vary wildly depending on more factors than any single build share could provide.  Instead, I'm going to give you the powers that you can use to easily soft-cap with using anything more expensive than the two 3% defense globals.  

    Let's just assume you take everything except for Overload.  Energize and Power Drain aren't contributing to defenses in this example though they could with certain sets.  

    OK.  So Weave, Maneuvers, Hover or Combat Jumping, and Link Minds.  Those pool powers, Link Minds comes from Psychic Mastery, will all stack with Kinetic Shield, Power Shield, and Repelling Force.  

    Slotting... 

     

    At least 3 slots with a Defense, Defense/Endurance, and Defense/Endurance/Recharge (Or Defense/Recharge) in all of the mentioned defense powers except for Hover/Combat Jumping (a common IO is fine).  That will soft-cap you on all damage types except for Negative and Psionic.   Negative will softcap the moment you use a full Sentinel ATO or some Thunderstrikes in your attacks.  You could easily go into 50% Smashing/Lethal defense with the other Sentinel ATO.  

    Psionic isn't worth stressing over.  

    Your resistance to S/L can be 45% or higher but who is to say exactly where this lands without specifically building for that (you shouldn't need to).  

    OK, so there you go.  Slotting of Energy Aura made simple.  If you skip Link Minds, then your Fire/Cold/Negative defenses will be areas that set bonuses catch you up (S/L/En is easy).  You can easily cap those with Aegis in resistance powers or various offensive sets for AoE/Ranged.  Your S/L defense may dip a bit below 45% but it isn't a big deal.  

    My personal Fire/EA uses expensive sets so it wouldn't be as useful for someone looking for a cheaper alternative. 

     

    Thank you for the clarity of your reply!  Totally makes sense to me.

     

    I hate to be a bother, but I am also going back and giving /Rad strong consideration.  I think that maybe I can live with the graphics as it brings a lot to the table such as an AOE, a build-up power and the 20% recharge bonus.

     

    Do you have any experience with that secondary?  If so, could I trouble you for advice on it?

  12. Hello,

     

    First time Sentinel player here.  I have a character concept and I think Fire/Energy would be a good fit (although I could go with Energy as primary as well, I'm just not that experienced with KB).  I'm not totally married to /Energy, but I do like that it offers the 20% recharge bonus and I like the graphics.  I tried /Rad armor, but the graphics might not go with my concept.  However, I do kind of like that it has a 20% recharge, an AOE and a bit of a "build up" power...

     

    I guess I'm looking to put up some decent damage but be much less squishy than a blaster.  I really like that Inferno has a shorter CD than I'm used to with blasters so I would like it up as often as possible, so +recharge is pretty important. 

     

    I just have no idea how to slot the defensive secondary sets.

     

    Does anyone have a build that they could share?  I can't afford the super expensive purple IO sets yet. 

     

    Thanks in advance!

  13. On 4/8/2021 at 7:28 PM, Tyrannical said:

    I don't think Malaise has the same pattern on his boots and gloves unfortunately, so it might not be as simple as taking it from the NPC model.

     

    If they can figure out a way to take the existing pattern and wrap it onto the gloves and boots in a way that looks decent, then I'm all for it.

     

    Ah that makes sense.  Ty for the reply!

  14. 1 hour ago, Flat Line said:

    I went with Force Mastery.

    I like Personal Force field as an ‘oh shit’ power. It makes hospital visits a very rare thing. It can also be used to ‘stealth’ missions without actually stealthing. You’re just about untouchable with it, and can still click on glowies. It’s also a luck of the gambler slot. Lots to like.

    Worth noting that Afterburner can also do all of the above on a high defence build in a pinch. But Personal Force field is very reliable.

     

    The shield in the set is also costume friendly.

     

    I do really like the versatility of Fire Mastery though. My third build slot is a PvP build I never use... Might just put a Fire Mastery build in there : )

     

    I am going to try Force Mastery with PFF, Temp Invuln and Repulsion Bomb. 

    • Like 1
  15. 34 minutes ago, Flat Line said:

    I went with Force Mastery.

    I like Personal Force field as an ‘oh shit’ power. It makes hospital visits a very rare thing. It can also be used to ‘stealth’ missions without actually stealthing. You’re just about untouchable with it, and can still click on glowies. It’s also a luck of the gambler slot. Lots to like.

    Worth noting that Afterburner can also do all of the above on a high defence build in a pinch. But Personal Force field is very reliable.

     

    The shield in the set is also costume friendly.

     

    I do really like the versatility of Fire Mastery though. My third build slot is a PvP build I never use... Might just put a Fire Mastery build in there : )

     

    Hm.  Yeah, that does sound cool.  I will definitely look into it!

     

    I'm really having a tough time fitting in all the powers that I want and slotting them appropriately.  Yikes. 

     

    Maybe bonfire is overkill for KD. 

  16. 7 minutes ago, Flat Line said:


    I had the same idea to boost AoE damage. And using Bonfire, Torrent, Explosive Blast, Nova. All with KB to KD.

     

    I ended up respecing out of fire mastery. Not because Bonfire isn’t good. It worked great! I just really didn’t like the look of fire shield. Bonfire does definitely add more control and damage though. Char is also a nice power too... Maybe I’ll add it back for a third build...

     

    I also removed the KB to KD from Energy Torrent. The Knockback is just a great control on it. I took it early and it adds a lot of survivability during your first 25 levels before your defence really kicks in.

    The shorter range on Energy Torrent can also be a good thing because when it knocks guys back, they are still in range of your other attacks.

     

     

    All great points. The look of fire shield actually works with my toon so I think I'm going that route.  What mastery set did you end up going with?

  17. 8 hours ago, Sir Myshkin said:

    KD favors AoE damage management far better than KB, and what I mean by that is exploding your groups apart means it’ll take even longer to whittle them down versus spamming AoE/Cones on one location. This tends to just translate into a poor gaming experience when you have to constantly chase enemies down, especially solo.

     

    Having said that there are only a few powers you really need to focus on KB>KD conversion and that’s Power Burst, Snipe, Explosive Blast and Energy Torrent. The remaining single target blasts have relatively low KB chances, and Nova should realistically be a wipe-out level event when you use it making its KB irrelevant.

     

    if you are considering an alternative blast set, as others have suggested Ice/Atomic is a pretty awesome pairing; I have one myself. Ice has several very strong ST blasts, and two location based AoEs that open up positioning options, and Atomic has a decent AoE as well. Don’t disregard what you can do with Energy Blast though, it’s still a good set.

     

    I did roll up an Ice/Atomic as well and the Ice is super beasty, I'm not sure if it is the right set for the theme of my build.  I tried to change up the color of the powers but it still just didn't look right on this character.  Unless there is a way to turn off the "snowflakes" I think I will stick with Energy and use Ice on a different toon when I think of a concept.

     

    Thanks for the feedback!

  18. 2 hours ago, Flat Line said:

    The hate on Energy is overblown.

    Personally, I only use KB to KD on Explosive Blast and Nova. 
    Everything else is easy to control either with hover blasting and knocking them into the ground or using walls as backstops.

    There are also a lot if situations where I want to knock back. Energy Torrent or Power Push are great for that.

     

    I find it’s a fun power set that looks great. And it keeps you thinking on how to use your knock back instead or to pushing buttons (which gets pretty boring IMHO).

     

     

    I was thinking of slotting KB to KD in Energy Torrent/Explosive Blast to KD from range.  Then enter into melee range to hit them with Atom Smasher/EB/Nova.

     

    I was thinking of taking Bonfire for evn more KD hilarity.  Not sure about the extra control from Radioactive Cloud but going into melee range so much it certainly might help.

     

    Thanks for the feedback!

  19. Great point about Ice slowing things down to maximize Beta Decay.  I have a theme already (going with a White Lantern homage) so maybe the Ice can look like hard-light constructs?

  20. 11 minutes ago, venetiasilver said:

    If picking Energy / Atomic's Recharge just means you get to knock things more often, but you won't get extra "Blappery recharge" from Beta Decay since your pushing things away from you negating that recharge bonus.

     

    That's a great point.  Thanks!  Could the KB->KD help with this?  Blap more safely?


     

     

  21. Hi there. I am pretty new to blasters and was wondering how Energy/Atomic pair?  Do they have good synergy?

     

    I solo 99% of the time and thought the KB would add to survivability.  Although, if I do get tired of KB, could I switch to KD?  Would that mean I have to forego 6-slot bonuses from sets?

     

    Energy/Atomic is pretty thematic and I'm not totally committed to Energy/ as I think Fire/ might be good as well, but I have Fire/ already (Fire/Fire, Fire/Time).

     

    Any build suggestions or thoughts would be very much appreciated.

     

    Thanks in advance.

     

     

  22. Hi there,

     

    I have a concept character that I'd like to play, but I've never tried a Mastermind before.  Nor have I ever played FF before. 

     

    I was hoping for good defense coupled with my character using KB or KD to cause havoc while my bots mop up the mobs.  I was thinking of taking the Field Mastery Powers Energy Torrent and Explosive Blast to help with this along with Repulsion Bomb.  I was thinking of Temp Invuln from that pool as well.

     

    I have heard not to take repair or any medicine pool powers, but I like to play on the safe side, so maybe I should dive into one of them?

     

    Thematically I am looking at FLY for my travel power.

     

    I think leadership powers would be handy, but not too sure about fighting powers like tough and weave.

     

    I am not too great at enhancements so if you could help with suggestions for those as well, it would be a great help.  TY!

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