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Everything posted by brasilgringo
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I sort of agree that the whole point of doing WM on Tankers (vs scrapper/brute) is to get the bigger target caps (and maybe cones) for Shatter and Crowd Control ... Jawbreaker is also a must-have as is Clobber. The jury is out on Whirling Mace and frankly I'm not sure how it compares to trying to fit in Dark Obliteration from the Epic (which I think has a bigger radius? and also gives you at least 1 ranged attack, though you probably also have to fit in Gloom to get it) - it's damage is just so weak. If the build is so tight that you can't take Gloom/DarkOblit, then yes you have to keep Whirling Mace. I was testing out the build I referenced above at 50 recently on some +4 Council and also +4 Carnies, and frankly the Carnies were really hard to deal with - in part because the damage felt pretty weak (pre-Incarnate just a straight 50), and in part because with no heals their attacks getting through (and end-drain getting through) were bringing me dangerously low at points. It was also slow going on killing the Council. My SS/Rad tank seems to chew thru things faster.
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Hey mate. I was just thinking about this today. I was going to try to build something along the lines of my Scrapper build (for psi/rad) which procs out Ground Zero (which, if MIDS is right, has a 30 target cap on Sents - maybe to make up for loss of Radiaton Therapy). Also that includes Psychic Shockwave for more PBAOE goodness. I haven't had time yet. See if the build below inspires you at all on the /Rad side. Idea was something like alpha strikes with PBAOEs -- GZ, Fireball, Psychic Shockwave, Inferno. Fireball and PS and GZ (per MIDS anyway) have 15-foot radius each. Inferno is 20. Fireball has a 10-target max as does Inferno, but MIDS says PS has 16 targets and GZ has 30. Rain has 16 targets, says MIDS. Lack of taunt / dmg aura could be a problem with runners, but PS does a disorient which could help. I'll probably try to figure out how to put a KD proc into Fireball or GZ at least.
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[concept] Elec/Ninja "Sith Warrior" i27 build ideas
brasilgringo replied to brasilgringo's topic in Blaster
I've been testing out this build after leveling it up, and I have to say I'm pretty underwhelmed the Shinobi criticals (among a few other things). Also end is an issue as is hp regen - maybe issues with having 1-slotted Kuhi-in Toh (though I did +5 the End Mod IO). Here are some examples of crits. Does anyone know the formula? The crits in hardest-hitting ST powers are maybe ~50-60 pts of dmg. This is all lvl 54 Council (when I'm level-shifted 51). It hardly seems to make up for the on-demand burst of Build Up. And in AOE powers they seem to trigger for much less. In the first example below, the crit was 15.8% of the primary attack damage (w/o considering the procs or Degen dmg). Why it's a higher-damage crit on Choking Powder vs. Zapp, I have no idea. On Lightning Bolt, a lower damage power, the crit was 26.7% of the primary attack damage. You hit Equinox Parasite with your Zapp for 307.88 points of Energy damage [SNIPER SHOT]. You hit Equinox Parasite with your Zapp for 7.19 points of their endurance. You hit Equinox Parasite with your Gladiator's Javelin: Chance for Toxic Damage for 34.43 points of Toxic damage. You hit Equinox Parasite with your Sting of the Manticore: Chance for Toxic Damage for 34.43 points of Toxic damage. You hit Equinox Parasite with your Degenerative Interface for 5.13 points of Toxic damage over time. You hit Equinox Parasite with your Shinobi Skills for 48.68 points of Lethal damage [CRITICAL]. You hit Galaxy with your Choking Powder for 14.33 points of Toxic damage over time. You hit Galaxy with your Unbreakable Constraint: Chance for Smashing Damage for 51.39 points of Smashing damage. You hit Galaxy with your Apocalypse: Chance for Negative Energy Damage for 51.39 points of Negative Energy damage. You hit Galaxy with your Ghost Widow's Embrace: Chance for Psionic Damage for 34.43 points of Psionic damage. You hit Galaxy with your Neuronic Shutdown: Chance for Psionic Damage for 34.43 points of Psionic damage. You hit Galaxy with your Gladiator's Javelin: Chance for Toxic Damage for 34.43 points of Toxic damage. You hit Galaxy with your Shinobi Skills for 62.34 points of Lethal damage [CRITICAL]. You hit Vortex Cor Leonis Adjutant with your Lightning Bolt for 130.86 points of Energy damage. You hit Vortex Cor Leonis Adjutant with your Lightning Bolt for 6.7 points of their endurance. You hit Vortex Cor Leonis Adjutant with your Degenerative Interface for 5.13 points of Toxic damage over time. You hit Vortex Cor Leonis Adjutant with your Shinobi Skills for 35.01 points of Lethal damage [CRITICAL]. And in AOEs, much less -- see below. The crit is <4% of the smash & energy damage from Thunderous Blast, and lower than the crit damage was in any single-target power. You hit Darkwolf with your Thunderous Blast for 65.22 points of Smashing damage. You hit Darkwolf with your Thunderous Blast for 225.77 points of Energy damage. You hit Darkwolf with your Thunderous Blast for 26.39 points of their endurance. You hit Darkwolf with your Superior Blaster's Wrath: Recharge/Chance for Fire Damage for 40.86 points of Fire damage. You hit Darkwolf with your Shinobi Skills for 11.02 points of Lethal damage [CRITICAL]. You hit Vortex Cor Leonis Fire with your Thunderous Blast for 94.66 points of Smashing damage. You hit Vortex Cor Leonis Fire with your Thunderous Blast for 283.99 points of Energy damage. You hit Vortex Cor Leonis Fire with your Thunderous Blast for 26.39 points of their endurance. You hit Vortex Cor Leonis Fire with your Thunderous Blast for 11.99 points of their endurance. You hit Vortex Cor Leonis Fire with your Thunderous Blast for 11.99 points of their endurance. You hit Vortex Cor Leonis Fire with your Superior Blaster's Wrath: Recharge/Chance for Fire Damage for 51.39 points of Fire damage. You hit Vortex Cor Leonis Fire with your Shinobi Skills for 15.99 points of Lethal damage [CRITICAL]. You hit Galaxy with your Ball Lightning for 68.82 points of Energy damage. You hit Galaxy with your Ball Lightning for 3.43 points of Energy damage over time. You hit Galaxy with your Ball Lightning for 3.35 points of their endurance. You hit Galaxy with your Shinobi Skills for 19.18 points of Lethal damage [CRITICAL]. The one good thing as you can see is proc'd-out Choking Powder is doing a lot of damage, here's another example: You Hold Vortex Cor Leonis Grenade with your Choking Powder. You hit Vortex Cor Leonis Grenade with your Choking Powder for 14.73 points of Toxic damage over time. You hit Vortex Cor Leonis Grenade with your Unbreakable Constraint: Chance for Smashing Damage for 51.39 points of Smashing damage. You hit Vortex Cor Leonis Grenade with your Apocalypse: Chance for Negative Energy Damage for 51.39 points of Negative Energy damage. You hit Vortex Cor Leonis Grenade with your Ghost Widow's Embrace: Chance for Psionic Damage for 34.43 points of Psionic damage. You hit Vortex Cor Leonis Grenade with your Neuronic Shutdown: Chance for Psionic Damage for 34.43 points of Psionic damage. You hit Vortex Cor Leonis Grenade with your Gladiator's Javelin: Chance for Toxic Damage for 34.43 points of Toxic damage. If anyone has any insight into the Shinobi crit mechanics, it would be great to better understand what's going on. I'm going to call for @Bopper since he seemed to have a good understanding of it in the beta test threads -- there were some posts about how it is like up to 80% of *base* damage but affected by whether the power has <20 seconds recharge and small area factor ( This makes it a lot less interesting than I hoped for. Heck even on the Single-Target attacks it's nothing like Scrapper crits. It's like maybe having an extra damage proc. Doesn't really seem to compensate the loss of Build-Up. Other initial reactions from the toon: 1) Lacks the mitigation of /Electric secondary which has 2 reliable KDs (Force of Thunder, Thunderstrike) -- making it more dangerous to PBAOE, esp with the longer animations of Short Circuit and T-Blast. 2) Golden Dragonfly doesn't seem to hit as hard as I thought it would. Especially on lethal-resistant mobs (like Warwolves/Nightwolves, from what I can tell): You hit Vortex Cor Leonis Grenade with your Golden Dragonfly for 258.28 points of Lethal damage. You reduce your targets damage resistance temporarily You hit Eclipse Nightwolf Champion with your Golden Dragonfly for 156.04 points of Lethal damage. You reduce your targets damage resistance temporarily 3) Is it true if you have the -RES procs in the right-most slot of the power they affect the damage from that power? Doesn't seem to be the case. 4) Agree with Nemu that the small radius on Lotus Drops is not great, especially as it has a KD proc and you want to use it for mitigation. 5) I can't tell what's up with Short Circuit ...the way I have it slotted for damage, it's not sapping mobs to zero, and the damage is not great. 6) Blinding Powder seems like a pretty decent confuse in a cone / arc, and I need to remember to use it more upfront for mitigation before starting to (PB)AOE. 7) Lack of a damage aura like /Elec means a lot of mobs run with a sliver of health. Not great. -
Here's the Elec/Ninja build we've been toying with recently: For Water, we had a pretty good discussion here but it was in the context of staying at range:
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I think i figured out the difference i was seeing -- you're talking about non-fast Snipe (normal snipe with longer animation), right? Doing that I was able to get 900+ on my Fire snipe with BU+Aim. It's great for eliminating troublesome mobs in a group before you engage (Master Illusionists, Dark Ring Mistresses, etc.). I guess for beam it's nice since you can follow up from range with your Nuke. For FIre, having stealth is helpful for being closer .
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Thanks for the feedback. I didn't know RT worked differently on Scrappers, thanks for that. Below is a Scrapper build-in-progress I picked off the boards (can't remember whose it was) and started trying to tweak. Sounds like maybe RT could have another proc swapped in (give up a 2-set regen bonus). I couldn't vigure out a viable slotting for Moonbeam (only was able to give it 3 slots), and given the Scrapper can't get Dark Oblit I kept the Cone (Psi Sweep) 5-slotted (this time going for +RES). GZ has fewer procs and more straight damage due to potentially being able to crit on Scrapp; also for control reasons I put the KD proc into it. Overall, RES is only ~65-70% across most types (still a Cold hole) before Meltdown, which 75%+ caps it to almost all. Def is weaker with melee highest at 34%, but Shadow Meld does soft-cap everything for 15 secs every 30 secs. So alternating that with Meltdown could work, I suppose. Still will have some down time (>2 mins). I just can't figure out if it's survivable *enough* with ~66-70% res most of the time and no soft-caps to def.
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I was messing around with I think @Dark Dove build to try to work in a better-slotted Gloom without giving up that much (working on the assumption that Gloom is still a better DPA single-target attack than perhaps all but Greater Psi Blade and TK Blow). My thought was basically you can PBAOE (including using Dark Oblit at point-blank range) with the Rad Armor proc-nukes and the Psi Melee PBAOE to "make up" for a lot of the ST focus of Psi. Not sure though. I was going to skip the cone but I figured I'd keep it just in case. This maintained ~44.5% melee def (but no DDR) and pretty good resists before you use Meltdown (which caps quite a few, though Psi an Cold are still low). Anyway, throwing it up here for review / comment. I like the idea of Psi Melee, but I'm torn because the high burst points to Scrapper to get crits from Greater Psi Blade ... but rad armor looks stronger on a brute. But the idea of procs in the 2 Rad Armor powers (RT and GZ) plus a procc'd out Dark Oblit seem to point towards brute, since I don't believe procs crit. So I'm torn. The build seems to pull towards diff ATs. Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Psionic Melee Secondary Power Set: Radiation Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Psi Blade -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(5), SprUnrFur-Acc/Dmg/EndRdx/Rchg(5), SprUnrFur-Rchg/+Regen/+End(7) Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-Max HP%(9), StdPrt-ResDam/Def+(11), Ags-Psi/Status(11) Level 2: Gamma Boost -- NmnCnv-Regen/Rcvry+(A) Level 4: Telekinetic Blow -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(13), SprBrtFur-Acc/Dmg/Rchg(13), SprBrtFur-Dmg/EndRdx/Rchg(15), SprBrtFur-Acc/Dmg/EndRdx/Rchg(15), SprBrtFur-Rech/Fury(17) Level 6: Concentration -- RechRdx-I(A), GssSynFr--Build%(17) Level 8: Psi Blade Sweep -- Arm-Acc/Dmg/Rchg(A), Arm-Acc/Rchg(19), Arm-Dmg(19) Level 10: Fallout Shelter -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(23) Level 12: Proton Armor -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27), ShlWal-ResDam/Re TP(27), Rct-ResDam%(29) Level 16: Radiation Therapy -- ThfofEss-+End%(A), TchoftheN-%Dam(29), PrfZng-Dam%(31), Obl-%Dam(31), ScrDrv-Dam%(31), Erd-%Dam(33) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 20: Beta Decay -- AchHee-ResDeb%(A) Level 22: Kick -- FrcFdb-Rechg%(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34) Level 26: Greater Psi Blade -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36), Hct-Dam%(37) Level 28: Particle Shielding -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), Prv-Absorb%(39) Level 30: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(40), RedFrt-Def/EndRdx(40) Level 32: Mass Levitate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(42), FrcFdb-Rechg%(43) Level 35: Ground Zero -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Acc/Dmg(43), ScrDrv-Dam%(43), TchofLadG-%Dam(45), Erd-%Dam(45), Arm-Dam%(45) Level 38: Gloom -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg/Rchg(46), Apc-Dmg/Rchg(46), Apc-Acc/Dmg/Rchg(46), Apc-Dam%(48) Level 41: Dark Obliteration -- CldSns-%Dam(A), PstBls-Dam%(48), Bmbdmt-+FireDmg(48), Bmbdmt-Dam(50), Bmbdmt-Dam/Rech(50), Ann-ResDeb%(50) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 47: Super Speed -- WntGif-ResSlow(A) Level 49: Meltdown -- GldArm-3defTpProc(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: Fury 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) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) ------------
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I know Beam gets talked about as one of the best sets, but from my old experiences on Live I don't recall it feeling that powerful. How are you finding it for St and AOE? I hear a lot about the cone power being not so great / thin cone? I have Water/Plant hover blaster with softcapped Range that I enjoy, but his ST doesn't pack a lot of punch (tho his AOE and the safety it brings are pretty great). Plant is a good secondary for being at range if you don't take the melee attacks. and slot the holds for set bonuses. Plus you get a nice AV toggle. I'm incarnating out a Fire/Elec (he's +3 now) but I can't recall sniping anything for 900. maybe 700 with BU/Aim (set to +4s). I have an Elec/Ninj in the works.
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I've been messing around with Nemu's build last few days and it's very fun, definitely a PBAOE build with ranged ST. The nice thing about Fire (or probably all blasters) if you can just tab-target and blast, and your toon revolves and shoots - like a turret. No more chasing runners, esp with Snipes and their range. After getting level shifted, soloing +4/+8 Council is just relaxing ... COT is also pretty easy ... I managed to do +4/+8 carnies by long-distance build-up/aim sniping the Master Illusionists and Dark Mistresses to wipe them out at start and then picking off some of the other mobs at range ... what helped most with Carnies was the Pbaoe-Stun from Force of Thunder once I got swarmed. Arachnos is the hardest group so far, have to be really careful picking targets/groups or I get planted pretty quick. What I like: Stealth (IO) supresses damage from Dynamo, so SS + stealth-in-sprint lets me sneak into middle of mobs. BU-Aim + Inferno = fun times ... not sure how much of a difference it makes to fire off 1-2 fast attacks first to try to get extra dmg bonus (does Force of Thunder give dmg bonus since it oes no damage)? Non Inferno PBAOE chain is: Fireball-ForceOfThunder(knocks shit down)-RainOfFire(macro to target)--Thunderstrike(knocks shit down again as they're getting up and trying to run out of rain) ... repeat. The KDs keep them in the Rain, which is nice. I wasn't exepcting the KD to be so good/useful. Shocking Grasp is a gutter hold for bosses due to the ATO proc. Fun when it goes off. Fast anim, too. Dynamo does a surprising amount of constant low damage, and when the ATO proc triggers and KD's mobs in range, I laugh each time. I sort of miss maybe slotting it for healing but again we're chasing S/L/R soft-caps. What I don't like: Resists are pretty low in the build, like maybe 25% S/L and toxic. When I get hit, it hurts. HP seem low too. Couldn't figure out how to work in the +HP IO and don't have the accolades yet. Pretty reliant on Power Sink to refill end, but it's a fast cast and recharge so not too bad. Fireball and the melee attacks (Thunderstrike, Punch) do less damage than I hoped. Shocking Grasp is a slow DOT -- I'd proc it out for more up front damage, but I need the set bonuses to reach the S/L/R def caps. It would take up to 6 damage proces and become a pretty heavy hitter, perhaps. That said, a pretty decent ST chain seems to be BlazingBolt-Blaze-ShockingGrasp-ChargedBrawl -- I'll let math guru tell me if that's more dps than a chain with Flares. The S/L/R def doesn't do much on fire farms or frankly that much on S/L farms (where again even 1-2 hits can really hurt if they ge thru). Since it's a PBAOE blaster without hover, you're basically in melee on the farms and can't hover out. Could swap out CJ and SS for Hover and Fly I suppose, but it would be slower to get into PBAOE range for Inferno and Force of Thunder and Thunderstrike. I basically rebuilt @Nemu's build in my MIDS, cause I couldn't get his file to load: (I went Musc Core T4, and currently am up to T3 in Clarion (120 second version), Longbow (invuln warden side, since I have no heals and the big pet should be good for hard targets -Regen), and Degen T3 higher -HP chance). I guess I thought overall a pure blaster PBAOE version would just do *insane* damage, but one thing I see is that damage is capping out at say 270-300 + proc on Blazing Bolt (w/o Aim_BU) and maybe up to 670+proc on Inferno with Aim-BU up ... from what I recall, I was getting bigger numbers with my TW/Bio scrap (i27) on some hits due to criticals. I guess it's more consistent on the blaster, I just though the non-Aim-BU buffed damage would be even higher. The higher radius and bigger target caps are obviously nice.
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So what does everyone do for status resistance?
brasilgringo replied to Underfyre's topic in Corruptor
One of the nice things about /Time as a secondary for Corrs is you can largely soft-cap positionals without having to burn all your slots on boxing/tough/weave/Maneuvers, meaning you can fit in Sorcery for flight and Rune of Protection while you level up. Clarion helps later (also boosts Farsight) but Rune is good to keep around for on-demand resists or the occasional hold that breaks thru Clarion. -
I have a DP/MC that I enjoy for style points, and the AOE feels good and fluid. But it's the single-target attacks and delays in them that get my goat -- I even use the stun procc'd as an attack (high dmg along with Execut Shot) as it's faster animating than Piercing Rounds, but the delay in Exec Shot and even some of the other attacks just feels wonky to me. The melee attacks flow better on the /MC side and animated faster. I ran a Dr Kahn with this toon the other day and it just felt weaker being at range of Reichsman due to the DP flow (I think the best ST chain is like Pistols-DW-Pistols-Exec and I was running that with the proc'd stun swapped in). Anyway, glad you're having fun with your pirate!
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Great builds, @Onlyasandwich I was toying with a version that subs Combat Jumping and Speed of Sound (for the gutter combat teleport in Jaunt, which is pretty good when keybound), and it would let you also take Super Speed (which if you slot the stealth IO in a sprint, gives you pretty great stealth to do glowy mishes and ATTs). I figure you can get fly from a jetpack/temp.
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[concept] Elec/Ninja "Sith Warrior" i27 build ideas
brasilgringo replied to brasilgringo's topic in Blaster
I didn't realize I had Agility selected /facepalm ... back to the editing board. -
[concept] Elec/Ninja "Sith Warrior" i27 build ideas
brasilgringo replied to brasilgringo's topic in Blaster
Thanks @Nemu I did a rebuild inspired by yours, see below. Couple more questions: 1) Why did you go for Short Circuit? The animation seems long (e.g., get you killed long) and the damage is low ... is it a viable sapping tool for keeping mobs out of the fight? Or do you just like the radius? If you actually plan to use it, is it your first jump-into-the-mobs power? 2) I see a lot of hate for Tesla Cage but the anim really doesn't seem that bad and it seems like a good place to mule 4-slot Basilik's Gaze for the tasty bonuses, not to mention have a 2nd hold to stack with Choking Powder on bosses. I kept it in the build below, even though I managed to squeeze in Short Circuit (presuming you tell me it is worth using given the concerns above). 3) I take your concerns about radius for Lotus Drops - I had seen that and I was like, awwww only 8 ... Still I figure it must have some uses for tightly packed groups. 4) Sting of the Wasp also ends up looking like a low-damage set mule, sadly. I wonder about swapping it with Aim so it would be around at level 8 for low-level TFs like Posi 1 whereas I'm not sure if at 18 it will count. 5) Zapp: what do you think about Decimation build-up in Zapp? Even without it, by 2-procing Zapp and including the Armageddon Damage IO (not proc) my Zapp is showing like 470 dmg (quick form) in MIDS vs Golden Dragonfly at ~355. I'm toying with maybe putting the Overwhelming Force dmg/KD proc in place of the Armagadden - lose a little dmg for for a KD chance? Seems like Zapp should be a big part of any rotation? Only proc'd (Force) Choking Powder seems close for ST damage and it's got a dot component. Thanks again! I still wonder if the crits will make up for missing build-up. -
[concept] Elec/Ninja "Sith Warrior" i27 build ideas
brasilgringo replied to brasilgringo's topic in Blaster
@Nemu? Anyone? Would have figured more ppl testing Ninja post i27. -
This is terrific, @Player2. Can you share the costume file or at least the parts used (esp the helmet). Love the ghost aura.
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[concept] Elec/Ninja "Sith Warrior" i27 build ideas
brasilgringo replied to brasilgringo's topic in Blaster
OK in the fresh light of day, here's an alternative update inspired by the work @IronJuke did in his thread about DP/Elec. He worked in the new teleport pool, which I can't tell would be worth it or not (vs. Superspeeding into mobs). I still am unsure about all of the slottings and where I could squeeze out more damage while keeping S/L/R all 45%+. This build is actually soft-capped to S/L/R/E/N with other defs as 24%. Resistance is weakish at 30% S/L and ~20%ish on some others. I was able to work in some better purple slotting and proc slotting. Key questions: 1) What's the verdict on Short Circut? The 3 second long cast time put me off, plus I'm not sure if Blasters (with their AT mods) can use it to sap effectively (when you might be better off doing more damage in that time). 2) I kept Blinding Powder really as another tool kit for large mobs / defense and a purple mule for the set bonuses. Enhancing its to-hit-debuff doesn't seem to do much. 3) Still not sure how to slot Kuji In-Toh - are the 3 end-slots enough? Should it be at all slotted for heal/regen? 4) I threw in Tactics for the +Perception and +resist to Confuse more than the To-Hit, but the To-Hit is probably helpful. 5) Vengeance with the LotG was able to get Hasten down to nearly perma-hasten. 6) Damage proc in Golden Dragonfly vs FF recharge proc -- which is better? 7) End recovery - only 1 slot in stamina, would it be better with the Perf Shifter proc? Mids seems to suggest the end recovery is good as is, plus I think Elec attacks give you back some end? 8 ) Snipe (Zapp) - I worked in the build-up proc and tried not to slot the power for recharge. Will it have decent proc chances? 9) Switch the slotting between Lotus Drops and Ball Lightning? So ball has the -RES and Armageddons? I kept the +status proc in Ball this version as I thought it might be easier to trigger given Ball also has range if needed. 10) Tesla Cage kept for set bonuses and if need to stack holds (with (Force) Choking Powder) on bosses. Anyone have updates on how Ninja is playing in i27 with the changes and crit chance? I imagine if Thunderous Blast crits for an additional 80% I'll wet my pants. Curious for board-guru feedback on Ninja these days and being a blapper. And on the build overall. Thanks folks. ------------ Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-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: Speed Power Pool: Leaping 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 -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Dmg/Rchg(11), SprDfnBrr-Acc/Dmg(11) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 6: Choking Powder -- HO:Nucle(A), GldJvl-Dam/End/Rech(13), Apc-Dam%(15), UnbCns-Dam%(15), GhsWdwEmb-Dam%(17), NrnSht-Dam%(17) Level 8: Sting of the Wasp -- Mk'Bit-Dam%(A), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Acc/Dmg(19), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(21), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23) Level 10: Shinobi -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def(25) Level 12: Zapp -- Dcm-Build%(A), GldJvl-Dam%(25), StnoftheM-Dam%(27), StnoftheM-Acc/Dmg(27), StnoftheM-Dmg/EndRdx(29), Apc-Dmg(29) Level 14: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(31) Level 16: The Lotus Drops -- Arm-Dam%(A), Arm-Dmg/EndRdx(36), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), FuroftheG-ResDeb%(37) Level 18: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31) Level 20: Kuji-In Toh -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(33), SynSck-EndMod/Rech(33) Level 22: Boxing -- Acc-I(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33), RctArm-ResDam/EndRdx(34), RctArm-ResDam(34), RctArm-ResDam/EndRdx/Rchg(34), RctArm-ResDam/Rchg(36) Level 26: Aim -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(40) Level 28: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(39), BslGaz-Acc/EndRdx/Rchg/Hold(39), BslGaz-Acc/Rchg(39) Level 30: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(40), LucoftheG-Def(40) Level 32: Thunderous Blast -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg(43), SprBlsWrt-Dmg/Rchg(43) Level 35: Blinding Powder -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(43), CrcPrs-Conf(45), CrcPrs-Conf/Rchg(45), CrcPrs-Acc/Conf/Rchg(45), CrcPrs-Acc/Rchg(46) Level 38: Golden Dragonfly -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Rchg/KDProc(46), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg(48), SprAvl-Acc/Dmg/Rchg(48), Erd-%Dam(48) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(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 -- EndMod-I(A) Level 1: Quick Form Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1508;707;1414;HEX;| |78DA65945B6F124114C7672F88B460A940EF500A5690B65B68AB895AD3445B8D693| |18D35F145C50DACB015816C31D1473F86DAAB890FBEF855F4A11A13FD04C6B626F5| |96F6010FFB3F542293B0BF9DFFB9CC39333BA49FCCBADF5E7B362324CF95A2BEB29| |2B94CCFAA6139D27ADECC0A1AEE25B35A08DFD62DCB2C5B4E1206D92573532FE58D| |9C365734B255CBCCEA4504871AF6A5C7954AD9AA6A37CCD2B29EB965E966C92CE54| |5DB62B95CD4962A869173DBAF0B865E2183C79E5C35F3852ACD3A1AA69C61AD14CC| |4AEF5CC5CC6A8DD4693D6BD0A3FEFEB4876A4AD06F5C3446CD215E1152AA90B7986| |BA0BAC15C078F6D82FBF1A358219E4BA4B944926612E7931C2AFC55F0B8C294C136| |8929C0086D946207D72465046BB8993F692D07E7754C135445B835C5B69D48C9E07| |5D0FB4802756250153F28D6C9B1CE87F57C4E7132CF7C00FA0B4C13EC5A067F51AC| |0B35C9AE007AECF2823D7EC9F699246B3BE76F5F25C454D1338ADAFAB6517FDF3B6| |1C70CBC678ECA36A3549807B192E70BEA0F7D067FD3DA1D9CB7E3926CAF159D669E| |074F5D605E64CE28A89FF27672DD9D5C77681E3585F6C13F94DFC73EBEAF3883F01| |EF31B28519E009F71A00FBD28A47523CED15D7F09BA447802EB0E85681E23469843| |6074109CA0A85EEEB7F70DFA8CBD06A748ED874DE9DF96EDB33BFD91F989F90154A| |98620D71EE4F388719F313F78AE7EEF78FF0637D0F39975E62A730D4CBC60BE040F| |686F221C1BD1B1B789FBE0E81DE65DE63D702C031E52EC30C70E6F621FC7B6986BE| |0F82A7383B98BBE0EBD42C4B9AF7800DF71CACFF4829DD4FB08DF9311EE1936A7F0| |914D834D6867094E45F8494BF2192603F01B509BEE6E8D8618521B57B7564BB4589| |32D4AAA45996C51A65A948566C585735F548FFE3384647BB968171428B59D36B272| |47D218BEC0BD666D0727B6DBACC5E1F7BD590B439B4FFCEBF3BF71D0451E6CFA0B0| |13AF379| |-------------------------------------------------------------------| Elec Ninja Blaster v6 in progress.mxd Here's an alternate build that swaps in Speed of Sound to get jaunt for fast "combat" teleports. Taking that pool also gives a way to slot another heal proc I think (can move absorb proc there and put Panacea in health). Have to mess around with other slotting to keep ~45% ranged and lose a little damage on Zapp. Could swap the last pick for Corrosive Vial which seems to slot -RES from Achilles' Heel and potential gives an aoe -RES (given the lack of recharge, probably would proc alot?) - never used this power, not sure if worth it for one-slot vs. slotting the increased perception IO (since I lost Tactics). -
Diversifying my roster with 10 alts, pt. 1
brasilgringo replied to Fingernailgun's topic in General Discussion
I really want to like this, I've looked at a bunch of builds lately. The turn-offs for me are dot of Irradiate (vs. being up-front damage) and the slow anims of the attacks, especially the melee ones (which seems to kill their DPS / DPA so there's a lot of "corpse blasting"). Open to be convinced of what I'm missing. I just can't bring myself to make another FIre*/** toon. Also Elec looks maybe like a better secondary than Atomic, at least for blapping, due to fast recharging pbaoe stun? -
I've been trying to come up with a blapper I might like, and as I already have a Fire/Time corr, I was looking at sets other than fire. It occurred to me that Elec / Ninja could give a Sith vibe with the lightning and using the lightsaber-style katana model with Solaverse's Lightsaber sound mod. Also I heard Ninja got buffs in i27 -- but admittedly I don't know much about the set, I don't have the manual mids update, so it's a bit of a shot in the dark for me. [I think my biggest win was proccing (Force) Choking Powder to do more damage than Zapp :)] First I tried building for soft-cap positionals but that didn't work, so I went back to pushing for soft-cap S/L and Ranged. I figured S/L/R at 45% or better would be a win for blapping (and avoiding some mez) better than just S/L soft-cap. I got there, but unfortunately I feel I gave up a decent amount on recharge, procs (dmg / -res / FF +rech). I think I radically underslotted/mis-slotted the sustain power (Kuji-In Toh), for example. And I had to slot complete sets in a lot of powers, including Artillery in 2 which seems like a waste. Anyway, here it is if the board-gurus can take a whack at making it better. Also, what are the impressions of Ninja in i27 so far? I heard it gives 20% crit chance (for 80% crits) now with Shinobi, not sure what else changed. Does that make up for the lack of build-up? I may have to go back to a different blapper for more satisfying punch but this seemed like a cool concept. Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Sith Acolyte: Level 50 Mutation Blaster Primary Power Set: Electrical Blast Secondary Power Set: Ninja Training Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Lightning Bolt -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(3), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), GldJvl-Dam/End/Rech(7) Level 1: Immobilizing Dart -- GrvAnc-Acc/Immob/Rchg(A) Level 2: Ball Lightning -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(7), Artl-Dam/End(9), Artl-Acc/Dam(9), Artl-Acc/Dam/Rech(11), Artl-Dam/Rech(11) Level 4: Sting of the Wasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25) Level 6: Choking Powder -- HO:Nucle(A), NrnSht-Dam%(15), GhsWdwEmb-Dam%(15), UnbCns-Dam%(37), Apc-Dam%(37), GldJvl-Dam/End/Rech(39) Level 8: Aim -- GssSynFr--Build%(A) Level 10: Shinobi -- LucoftheG-Def/Rchg+(A) Level 12: Zapp -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(17), StnoftheM-Dmg/EndRdx(17), Thn-Acc/Dmg/Rchg(19), Thn-Acc/Dmg/EndRdx(19), Thn-Acc/Dmg(21) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 16: The Lotus Drops -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/Rchg(25), SprAvl-Acc/Dmg(27), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(29), FuroftheG-ResDeb%(29) Level 18: Tesla Cage -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(31), Lck-Acc/Hold(31), Lck-Rchg/Hold(31), Lck-Acc/Rchg(33), Lck-EndRdx/Rchg/Hold(33) Level 20: Kuji-In Toh -- GldArm-3defTpProc(A), Prv-Absorb%(33), EndMod-I(34) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), RctArm-EndRdx(34), RctArm-ResDam/EndRdx(34), RctArm-ResDam(36), RctArm-ResDam/EndRdx/Rchg(36) Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), Rct-ResDam%(37) Level 28: Short Circuit -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(39), PreOptmz-EndMod/End(39), PreOptmz-Acc/Rech(40), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(40) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(42), Rct-Def/EndRdx(42) Level 32: Thunderous Blast -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(42), Artl-Acc/Dam(43), Artl-Dam/End(43), Artl-Dam/Rech(43), Artl-Acc/Dam/Rech(45) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(45), Rct-Def/EndRdx(45) Level 38: Golden Dragonfly -- Obl-%Dam(A), Obl-Dmg(46), Obl-Acc/Rchg(46), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(48) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(48), Rct-Def/EndRdx(50) Level 44: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(50) Level 47: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(50) Level 49: Blinding Powder -- HO:Lyso(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(13) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------
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Thanks for the post. This dueling-versions-of-MIDS thing is really becoming a pain for reviewing builds.
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sure wish i knew how to read the table 😉 looks impressive though. idk, i never really felt like hemo was making/breaking my Savage/Invuln stalker ... the AOE was good, I used Hemo when I had 5 stacks, that's about it. I suppose hemo is weaker now but it wasn't ever my defining power.
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If you had a free day to start the ULTIMATE sentinel
brasilgringo replied to honoroit's topic in Sentinel
My elec/bio basically takes the alpha hits on teams, survivability is very high and damage is (as discussed above) middlin. But he's really not ever in a lot of risk (esp as he hovers). My TW/bio scrap had issues on a +4 ITF but this elec/bio sent just hovers above the mobs.- 40 replies
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Granite Agent is me, or I am he haha. Just a new @global (well, a couple new @globals) to go with coming back to Homecoming. PM me and I'll shoot em over. My only stalker this time is a Savage/Inv because I wanted to try new stuff, and it's amazing - but I am liking playing with other ATs and not focused on ST pylon damage these days. I did used to have an StJ/Ice stalker that was the bomb, on live.
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Here's my old DB/EA stalker back on live (2012) when it was one of the best Pylon-test sets. PS I think I'm using Recap daggers 😉
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I slotted it with Absolute Amazment Ac/Rcrg (boosted I think), Fury of Glad -Res, and 4 damage procs. On my Dark/Savage dom, I added a 5th damage proc in place of the -RES from Fury of Glad. My Dark/Savage dom just rips face compared to the Dark/Dark build i used: