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brasilgringo

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Everything posted by brasilgringo

  1. Are you dead set on /Elec? If I were going to do a ranged build, I'd go for /Plant or maybe the revised /TacticaArrow. I kind of feel /Elec gets more from melee with its damage aura, Thunderstrike, and Force of Thunder.
  2. Love to see what you come up with. Yeh, i'm largely funding this through all my accumulated merits (to buy recipes / IOs) and accumulated cash. Many of my set choices were for +dmg bonus or +RES (to drive up the base S/L/E/N/T/P res of the build). I wasn't chasing def as much, though I put S/L/M def at ~32% so theoretically one small inspi would soft cap (and use Shadow Meld for everything else). The slotting on ET was based on the suggestions above to max damage/procs, so not full set.
  3. Welp, here's an alternate version ... not sure honestly if this would be better or not. 1) Swapped out rest of Critical Strikes set from Bone Smasher, leaving only the proc. 2) Replaced the critical strike 5-IOs with 5 from Mako's Bite incluidng the damage proc, which means losing out on a 10% recharge bonus (and 15% acc bonus, but seemed overkill), but picked up +Res to S/L/T/Psi - pushing base S/L res over 71% (up from 67%). Damage buff stayed about the same. I'm hoping the 10% recharge bonus loss would be offset enough by Beta Decay and Ageless. Not sure. 3) Idea is that now it's easy to swap the Critical Strikes proc between BS and TF to see where it fits better (if it goes in TF, then BS can get the Touch of Death damage proc). 4) Not sure if I should catalyze the Makos 5 IOs (to keep bonuses at lower levels) vs +5ing them to hit ED on damage/acc/etc. Open to further suggestions and tips. Thanks, all! Alternate Build:
  4. What would you do Frosticus? Just keep the critical strikes proc in BS and remove all IOs with recharge? Maybe put the 5-slot rest of the set back in TF?
  5. Here's the most updated try at it. Moved the 50% crit proc (and set) into Bone Smasher per tip in other thread - BS -> TF (to get TF to crit), then ET -- since a crit-TF gives 2 charges of energy focus for 2 fast ETs. Dropped power crash for Whirling Hands. Kept the PVP set for the -RES proc and the +RES it gives (3.75% to fire/cold/psi/toxic) vs proccing out WH. Changed up the Ground Zero slotting for more damage and procs - can't tell if putting an Achilles -RES proc would be better than the Lady Grey negative energy proc. Lost the utility of the KD proc but probably "moar dmg" is better. Changed up to Ageless Radial for the DDR. I'm hoping that otherwise end use is manageable with changed slottings. Probably won't keep Storm Elementals - I thought they might have good AoE but I'll probably go BP with the invuln sub-pet. Any additional feedback? I sort of feel like it's a decent balance between RES, def and damage. I could probalby swing way more to damage and have to yield on RES or Def, or push for way higher melee def at the expense of damage or RES. But with Rad's bag of tricks including absorb and self-heal, and the potential heal from fast ET, maybe this is a good hybrid. BUILD:
  6. This is what I came up with so far. Thanks for the tip on Bone Smasher. | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1608;755;1510;HEX;| |78DA65544B4F135114BED34EAD2D055A4A69A12050A4F44187563431F82046C0083| |421746DEAD08EA5A1B64D5B13892BFF81AF441746131F5137FE07B72AFA13DC9A18| |D0448DECEAE93D1FED24BD99C977EF797DE73177D2B7975CEFAFDC5D144ADFE5925| |EAF6733B99A5EAD1A355B5A2F1473A2B5ECF4068FE4D9B451320C6DB96CD40ABB7C| |9868EB968C1B46B96E689B7ABEA8378A9572F652ED66A5267A372A9592B6522C6C3| |78AE542BF3CAD1B7ADEA8D5B78B55A73C67AA8691771DA9AA6437BC5C2DE6B44C43| |2FED50EC4CE556299BD6EB0DA3B61BA08CE6E97D1A13584D9BF8681522A50ACB27E| |06746750FF885F1D857C6D00CB929D257157FA0FBCB78FC1FF090D11925C319553C| |8BC185F894EB2AEB7446D71630C7D897071A8C2789CFCA7C362BF8DCE073836FA0C| |5473C037E321C53C52078A7680436E6556C41B61D1C411DA4B3735CC51E274839C4| |10709A381DA8D101CE217006C019408D23E07A1315A207F17A1E5B58B7CABAE7547| |F2F74BDEF58372AB9541126AE7ED99DA6ADFF8755F28F7EE7D827EEB0CD8900CE82| |71E2C022EB7C41713D5C9FEA5980EE1CF03CE3E445E022E30CF17915C927BC1F288| |ED72E14EA858FE3085F9396B092C4CF195BFCA71021C5D94DA1E297C43E8CA90EDF| |E7694D3D003EC4F41E01EF01B342FA46288B20FB5A82A8368CEAC3FBF8F22887314| |C616C15362BA8E22A700DF89BF115E5348E9CC66316192F1A06C6B9F3D108DBC676| |B8BB31E414A59C42F8D24217D83676967D6717807B2C9FC52412AD4978C98E7CA7D| |1C1E9338AD4B5CA8A603A9124FB6B73ECAF698C7309608AD14335C7D1F7B84F913E| |8941A09BF1D0258486DE693EE69AF3B02EE9651CA238498E23928833AAB66F3D3DA| |D298FABEDBBDC5CEBFC139AB12ECB64C7528804F72DD56535DF2539DD2559EF926C| |A8EDBF8350A4C4E116ADFECA5CF69DA405B302E69F66D9244FE2C02C8BB0DD2FB30| |C7772C3299965EC6BA6BD6EDA6F99F6DFFC9DBEBC36F568CD4BE1B05FF177F69B74| |9152E8E9DB5047DE594F4C9EFF01A4310E76| |-------------------------------------------------------------------|
  7. Thanks, @nihilii. Those are great tips. What are your thoughts on keeping Power Crash and how it works as a cone vs, something else (whirling hands?) or using the slots somewhere else? The -RES proc can fit in either of them, not sure which better for more consistently applying it. Maybe WH. Also any thoughts on how to work in Combat teleport (i'd probably have to give up CJ or Manuevers, CJ seems like the most likely candidate but would put me <30% def to S/L/M and lose the LoTG recharge IO. here's a slightly tweaked version with some of your tips - i can't figure out how to 6slot Particle shielding, but i put the Preventive proc in it at least. I changed up the Ground Zero slotting -- i don't know if putting an Achilles -RES in it would be better than a damage proc (I put a 4th damage proc in place of the Damage/KD proc, though the mitigation could also be good I guess), but maybe it would be given the large radius and high target cap of GZ (how long does the -RES last)? Bone Smasher slotting - keep the 5-slot set with 6th proc? Or move the proc slot to Meltdown for recharge?
  8. I've been toying with experimenting with the new EM on a Scrapper given the crazy ST dps, and thought it might pair well with /Rad given Rad's bag of tricks that include +recharge (beta decay), +dmg (Meltdown), and 2 PBAOEs that can be proccy good in Rad Therapy and high-target-cap Ground Zero. So that those two PBAOEs (both of which have big radii) could compensate EM's lack of high quality AOE. I know Resistance sets are not best on Scraps - I tried to build this to be at ~32% def for S/L/Melee (so 1 small purple would soft-cap) and then have Shadow Meld to fall back on for greater Def on demand. I also tried to push up the RES numbers, fill the Psi hole, and get it to cap (75%) with Meltdown (and as close I as I could without it). I had to underslot Moonbeam. I kept Power Crash but I really have no idea how good it is as a cone (with Energy Focus) or if it is worth keeping (or Whirling Hands, which I skipped, due to small radius). Having to take Maneuvers and Combat Jumping meant I am locked out of pools for taking either Jaunt (gutter combat teleport) or actual Combat Teleport, both of which I'd like to have. Very open to suggestions and tips on how to get the most out of EM ... Not sure of slottings, left a spare slot in Bone Smasher if it's worth a proc? Presumed +50% crit IO goes into TF (put the whole set there). Went full damage + Proc on ET. Also haven't run Rad on a scrapper so any tips there would be helpful. Thanks! (Presume incarnates would be Musc Total Core, and Assault on the left tree, not sure if Ageless messes too much with proc chances due to the +rchrg? -- what's the go-to mix?) Hero Plan by Mids' Reborn : Hero Designer 3.0.1.9 https://github.com/Reborn-Team/Hero-Designer Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Energy Melee Secondary Power Set: Radiation Armor Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Soul Mastery Hero Profile: Level 1: Energy Punch -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(7) Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), ImpArm-ResPsi(11) Level 2: Bone Smasher -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(11), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), Empty(15) Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(21), StdPrt-ResDam/Def+(23), ImpArm-ResPsi(23) Level 6: Boxing -- Empty(A) Level 8: Power Crash -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(25), FuroftheG-Dam/End/Rech(25), FuroftheG-Acc/End/Rech(27), FuroftheG-ResDeb%(27) Level 10: Fallout Shelter -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(31) Level 12: Gamma Boost -- PrfShf-End%(A), Mrc-Rcvry+(31) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 16: Radiation Therapy -- Prv-Heal/Rchg(A), Prv-Heal(33), ScrDrv-Dam%(33), TchoftheN-%Dam(34), Obl-%Dam(34), Erd-%Dam(34) Level 18: Maneuvers -- ShlWal-ResDam/Re TP(A), ShlWal-Def(36), ShlWal-Def/EndRdx(36), Rct-ResDam%(36), ShlWal-Def/EndRdx/Rchg(37) Level 20: Beta Decay -- AchHee-ResDeb%(A) Level 22: Super Speed -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(37) Level 24: Build Up -- GssSynFr--Build%(A), RechRdx-I(37) Level 26: Total Focus -- SprCrtStr-Dmg/Rchg(A), SprCrtStr-Acc/Dmg(39), SprCrtStr-Acc/Dmg/Rchg(39), SprCrtStr-Dmg/EndRdx/Rchg(39), SprCrtStr-Acc/Dmg/EndRdx/Rchg(40), SprCrtStr-Rchg/+50% Crit(40) Level 28: Particle Shielding -- Prv-Heal(A), Prv-Heal/Rchg(40) Level 30: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(42), ImpArm-ResPsi(42) Level 32: Energy Transfer -- Hct-Dmg/EndRdx(A), Hct-Dmg/Rchg(42), Hct-Acc/Dmg/Rchg(43), Hct-Acc/Rchg(43), Hct-Dam%(43), TchofDth-Dam%(45) Level 35: Ground Zero -- Arm-Dam%(A), Obl-%Dam(45), OvrFrc-Dam/KB(45), Erd-Dmg(46), Erd-Acc/Dmg/Rchg(46), Erd-Dmg/Rchg(46) Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48) Level 41: Meltdown -- Ags-Psi/Status(A) Level 44: Moonbeam -- Apc-Dmg/EndRdx(A), Apc-Dmg(48), Apc-Dam%(50) Level 47: Shadow Meld -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(50), LucoftheG-Def/EndRdx/Rchg(50) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Clr-Stlth(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(17), PrfShf-End%(19) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 1: Momentum Level 1: Energy Focus ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1536;732;1464;HEX;| |78DA65945B6F125110C7CF59162B94165ADA520A6D29BD000BA5AC9717B5698C6D8| |D6D491A497C33B88523DD8840164C6C7CF21BA8D1F862D4448DF1C5EFE0ABD78F60| |7CD3546B136F7DC3D93353206153F2DB9D9973FEFF99B3DBECCD65CFEBF3B79718E| |F3F5736EAF57CAE6019B59AB09C59A36416987DF5C02F7418CF67455988F44A4558| |A51D7C88B472CBE2AAA8D445FAA251348D8659ADE4CF5AD7AB16EBDBAC56CBE955B| 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  9. @Bopper i'm toying with the idea of an EM/Rad scrapper that would use proc'd Rad Therapy and Ground Zero for (moar) AOE ... in that case, would you suggest skipping either Whirling Hands or Power Crash?
  10. Wondering if /Rad amor would be a good idea to pair with EM on Scrappers (even though it's a resist set) to get some AOE in (proc'd) Rad Therapy and Ground Zero, plus the other benefits of Rad in +dmg and +recharge. Figure Shadow Meld epic fills some of the resist set issues? Is Power Crash worth taking as a cone? Do you take or skip Whirling Hands? Which of Barrage or Energy Punch is the one to take?
  11. Rational points for sure. I don't really focus on ST damage when I'm playing my blasters as I'm usually trying to nuke as many mobs as possible, and then the mop-up usually goes pretty fast. So it's possible I haven't really even gotten a ton of use out of GD with FF+ / -RES so far, and I did (as you note) slot Sting for set bonus (Def) instead of another -RES proc. I put a Res proc in either Ball Lightining or (later) Short Circuit I think, to try to get it to apply more broadly (though obviously they're not exclusive). My other knock on Ninja - besides really being let down by the "critical" damage -- is the very small PBAOE (8-foot radius) on Lotus Drops. A lot of the other secondaries, incluidng Atom Smasher (10-foot) and Thunderstrike (12foot), have bigger radius PBAOE melee attacks, which really helps with hitting more mobs. Dragon's Tail ported over to Martial has the same issue (8-ft) but at least does KD and can slot a FF+ recharge, which makes it useful for spamming (with its quick anim).
  12. I don't want to argue with DreadShinobi, but honestly /Elec has 2 FF+ recharge procs (in Thunderstrike and Force of Thunder), and just misses out on the -RES in GD. Smoke Flash is a dubious choice. I don't think it's really fair to bring /Munitions into it as a tertiary/epic. Proc'd out Shocking Grasp > Choking Powder in my use. Here's my build. Happy for people to tell me what's wrong with it, but honestly my Fire/Atomic and Fire/Elec are miles ahead. Rolling /Ninja in my mind was a mistake made for concept (katana->lightsaber). Hero Plan by Mids' Reborn : Hero Designer 3.0.1.9 https://github.com/Reborn-Team/Hero-Designer Click this DataLink to open the build! Sith Warrior: Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Ninja Training Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Lightning Bolt -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Acc/Dmg(3), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7) Level 1: Immobilizing Dart -- TraoftheH-Immob/Acc(A) Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Acc/Dam/Rech(9), Ann-Acc/Dmg/EndRdx(9), Ann-ResDeb%(11) Level 4: Choking Powder -- HO:Nucle(A), GldJvl-Dam%(11), Apc-Dam%(13), UnbCns-Dam%(13), GhsWdwEmb-Dam%(15), NrnSht-Dam%(15) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(17), BlsoftheZ-Travel/EndRdx(17), WntGif-ResSlow(19), Ksm-ToHit+(19) Level 8: Sting of the Wasp -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(33), SprBlsCol-Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(34) Level 10: Shinobi -- LucoftheG-Def/Rchg+(A) Level 12: Zapp -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(23), StnoftheM-Dmg/EndRdx/Rchg(23), StnoftheM-Dmg/EndRdx(25), StnoftheM-Acc/ActRdx/Rng(25), GldJvl-Dam%(27) Level 14: Short Circuit -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/Rchg(29), SprDfnBrr-Acc/Dmg/EndRdx(29), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(31), SprDfnBrr-Rchg/+Status Protect(31) Level 16: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(31) Level 18: Aim -- GssSynFr--Build%(A), RctRtc-ToHit(21), RctRtc-ToHit/Rchg(21) Level 20: Kuji-In Toh -- EndMod-I(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 24: Boxing -- Acc-I(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(37), ShlWal-Def/EndRdx(37), ShlWal-ResDam/Re TP(37) Level 30: Maneuvers -- RedFrt-EndRdx/Rchg(A), RedFrt-Def/EndRdx(36), RedFrt-Def/Rchg(36), RedFrt-Def(36), RedFrt-Def/EndRdx/Rchg(48), RedFrt-EndRdx(50) Level 32: Thunderous Blast -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/EndRdx(39), SprBlsWrt-Acc/Dmg(40), SprBlsWrt-Dmg/Rchg(40) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(40), Rct-Def(42), Rct-ResDam%(42) Level 38: Golden Dragonfly -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(43), Mlt-Acc/Dmg/EndRdx(43), FuroftheG-ResDeb%(43), FrcFdb-Rechg%(45) Level 41: The Lotus Drops -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(45), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48) Level 44: Blinding Powder -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(46), CrcPrs-Conf(46), CrcPrs-Conf/Rchg(46), CrcPrs-Acc/Conf/Rchg(50), CrcPrs-Acc/Rchg(50) Level 47: Tactics -- HO:Cyto(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Prv-Absorb%(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Quick Form Level 50: Musculature Radial Paragon Level 1: Momentum ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1505;714;1428;HEX;| |78DA6594CB6F125114C6EF303345281428A5B4A52F5A6B29500AADBA3269A2B6465| |B4C634DDCA838A1133A06810C98E8D2857B1F3146FB76E7C67F458DEE3471658C89| |6D4DEA2B1A8387F90E48C224F09BFB9D73EE39F7DC7B277DEBB4EBC5993BB342729| |FCA6BE572E624FD5774534D6B39232BE8712D1B95D5E14B9A691A45D34EC210BB64| |2E68859CBE9298CBEBD98A6964B53C8207EBF6E59BA552D1AC24CE1B85EB5AE6A2A| |91905A39013AEA562319F58D4B5128D9CD660B9A4EB2B6EEB75DEC8AD56C8E0A97B| 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  13. That's a pretty awesome idea. It's like a Scourge mechanic.
  14. Well sure, but does it give the AOE pleasure of a BU+Aim+AssaultCore Inferno 😉
  15. The critical damage kind of sucks, honestly. It's less than a proc's worth of damage on many attacks. Apparently it's lessened by AOE factors and other factors. I thought it would be awesome, but it's not. I rolled it for concept (a Sith toon, with Elec (force lightning) and Ninja (lightsaber mod on Katana). I wouldn't roll it again. I find /Atomic and /Electric a lot more powerful for blapping, and /Plant a lot better for ranged. FWIW, I also think Elec/ is pretty weak without a full-on sapping build. The Nuke cast time is horrendous and Short Circuit on its own (no PBU) doesn't sap enough and is a really slow DOT. Concept toon only.
  16. Well, people probably know better than me ... Since you asked specifically about "buffing" (not debuffing), I'd say /Kin is always welcome from early through end-game. My fastest TinPex TF clear times have come with at least 1 Kin on the tream. In a lot of incarnate trials I see people over the soft-cap (incarnate) all the time due to various buffs incluidng stacked Manuevers, so perhaps that means, in general, a +Def set is maybe less useful end-game in a League/Trial setting than a +res set (given a lot of people seem to stack +def). Otherwise, I would have said maybe look at /Cold. Maybe /Sonic fits the bill better here with its shields and bubble and AOE -def (that maybe takes -RES, not sure). More passive buffing / less clicky buffing with /Time and maybe /Nature might not be what you're looking for. Though /Nature seems to bring a lot ot the table with its absorb and heals and +dmg of Overgrowth. If I ever get around to it my next Corr was going to be Fire/Nature. Curious what people think in terms of buffing.
  17. And yet you always have *that person* who argues they should be able to run it on your team without alpha slot .... or who gets pissed when you ask them if they have their alpha. *shrug* If i wanted to carry people, I'd be a fireman.
  18. Check out any of @Nemu builds. My Fire/Elec is based on his, and is very tough due to soft-capped S/L/R def, plus the mitigation that /Elec provides in Force of Thunder (big area stun -> KD) and Thunderstrike (KD), both of which benefit from KB->KD IOs and FF+rchrg IOs. Hard to beat. My Fire/Atomic also has S/L/R def and tried to slot for mitigation in /Atomic but it's not quite as sturdy ( @PainX tweaked it for moar dmg, which I need to get around to respeccing). Can search my username. The alternative is to go for soft-capped Ranged def and stay at range, but that generally puts you into Hover-blaster mode which can be a little harder on some maps. The benefit is you can hit soft-cap Ranged and still take a Res shield in the Epic (and maybe even Bonfire). Soft-cap S/L/R tends to push you into Scorpion Shield, so no Res shield. Water/* has a lot of mitigation in Water (see @Galaxy Brain tests), so if you did Water/* at Range you can kind of get the best of both worlds. My Water/Plant was on a full DA team the other day and the leader bitched me out for staying ahead of the group and basically killing everything lol.
  19. Hey mate. There have been some recent threads that could be good for you to review. Example: If you search my username, I also have some recent threads where I have posed my TA/A defender, my FIre/Atomic and some other blastery comments. What I can suggest as a starting point is this: do you want to be 100% ranged or function in ranged and melee? If 100% ranged, your build should go for 45%+ ranged def and ranged attacks. If a mix, you should look at 45% S/L/R def. My advice for Atomic is generally to go for a mix, as Beta Decay thrives when you are in the middle of mobs (as does Radioactive Cloud, if you keep it, and Atom Smasher). If you care about it, Atomic also has a kind of unique mechanic in Gamma Burst / Gamma Ray, where if you hit the target with a negatively charged and positively charged attack from /Atomic, you give the target a long lasting -20% accuracy debuff. This is really only useful for hard-hitting targets like AVs and EBs, usually before 50. But it's something to think about. For example, both Positronic Cell and Negatron Slam give the negative effect, whereas Positronic Fist gives the positive one (its animation is so long, I really only use it for this or finishers). Anyway, here's my Fire/Atomic thread Quick practical considerations. You can probably get away with 1-slotting Beta Decay with an Achilles -RES. You may want to add FF+ recharge procs where possible, like Exposive Arrow (which can also really benefit from KB->KD procs like Overwhelming Force or Sudden Impact). Stunning Shot is also worth considering turning into a proc-centric (dmg) attack. If you go for a mixed melee/ranged approach, you might sacrifice Fistful of Arrows as cones can be harder to manage vs PBAOEs.
  20. There is a MIDS update, follow the thread that Bopper posted. You have to do a fresh installl
  21. WM/SD or WM/Bio.
  22. Please update the post title to "Kwazy Kwontrollers" - feels better D Amazing stuff!
  23. A ranged /Atomic build without Beta Decay makes me sad .... /Atomic should be about soft-capping S/L/R so you can stand in the middle of mobs while sweet sweet Beta Decay debuffs them and buffs your recharge. Especially since you're wedded to Scorp Shield.
  24. If you're choosing between Water/Dark or Water/Cold, I'd go Water/Cold first ... you can always make a /Dark later. Cold is probably more powerful and won't click-compete as much with Water attacks. That's my view based on what will feel more powerful. For theme reasons, feel free to go dark if you like the anims / coloring better (plus you get a pet!).
  25. I agree with Nemu (who is sort of the blaster guru). If your goal is to play a ranged toon, then go for ranged def soft-cap and don't worry as much about S/L. Picking up a resist shield is a great benefit. The Water/Plant build I've been using (with Nemu's input) accomplished this. I haven't respecced it around post, i27, but it illustrates the concept. Soft-cap ranged def (uses Hover, too), with a nice resist shield.
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