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Nemu
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Nemu last won the day on March 1
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When you can get comfortable using your melee attacks, that's when you know you made it as a bona-fide blaster badass.
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I would recommend you learn to embrace melee as a blaster. That's when you become damage incarnate. You can both do long range blasting AND at the very least, make sure that those get in your face regret their decision to do so.
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The build has a lot of full sets. I see a mix of range defense, AoE defense, recharge, and a smattering of resistance bonuses. What's your goal/game plan? How are you going to deal with mez of any type?
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Deciding between Fire or Force ancillary, for my Siesmic/Fire blaster
Nemu replied to normalperson's topic in Blaster
You can post builds by dragging the Mids file onto the post. Both pools are fine but people generally favor bonfire over personal force field for protection because the former lets you attack while providing area mitigation. On survival, consider adjusting your playstyle as well. Inspirations, especially lucks and breakfrees are crucial to blaster survival. Proactive inspiration management is the key to blaster success - pop 3 lucks and a breakfree before you dive into spawns, combine other inspirations into lucks and breakfrees during downtime. You can also seek mitigation through your toolkit, you mentioned knockdowns/ups through attacks and that is the way. Bonfire and fire shield will add another layer to what you are doing already. You can also use invention sets to augment your defense so you get hit less, and there are tanky blaster builds that use those sets to achieve softcap (~45% defense) against one or more damage vectors. That route takes more financial investment but can be well worth it in the end. Take a look at the videos below. Read my first post on defense and the reasoning behind why range defense is paramount on even those blasters that wade into melee range. -
Here is an example of how to apply some emotional intelligence to a response to the original post: Yeah recharge debuffs can suck, especially if you don’t have a lot of powers to cycle through. (Not invalidating the fact that recharge debuffs exist and they can be debilitating) The -recharge cap is 4x the base recharge value of the power, for example a power that recharges in 6 seconds would take 24 seconds if you are at the -recharge cap all the time. If you are experiencing more than 4x then it maybe a bug. (Based on the poster’s history he cares more about theme and has never expressed a penchant for deep math and data centric deep dives of powers. This keeps the explanation at a high level to get the message across. You are meeting him where he is) There are a few ways to combat this debuff: Through IOs, the winter universal travel unique is fairly cheap. It provides 20% -recharge resistance and can be slotted early. There are other sets but those can be much more costly. Base buff - you can craft another 15% there Accolade - Time lord offers another 20% but it may take a bit of time to get that accolade. Avoid getting hit - use your lucks. (offer some solutions, give him tools deal with the problem. Whether he leans into those is up to him) This one response could have ended the thread instead of 2 pages of toxic replies mocking/gaslighting the poster before this “valiant” effort to determine whether the experience is a bug.
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So you are going to call out this one specific detail about a person not naming powers correctly when the bigger picture can be "yeah it happened, here's how you can solve for it" Look I get it, details matter, but past a certain point there's no value arguing semantics when you can do something more productive like help the person overcome the core problem once it's already identified. I mean raise of hands, who prefers to hear a solution to the problem rather than someone belittling you for getting a detail wrong in your ask when they full well understand the problem exists, just not in the magnitude you may have painted it. And that last quote calling out the other user yall love to pile on to just shows the malevolence @Camel pointed out. I bet the lot of you just light up seeing that person post so you can swarm all over that post.
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Someone long time ago did the math and blaster nukes accounted for over 60% of a blasters lifetime damage contribution. The blaster mantra is "kill them before they kill you." And the nukes are the epitome of that mantra. Use it on big spawns whenever it charges up, euphoria ensues.
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The only good thing to come out of this thread is that now you have a list of the rude and emotionally deaf forum regulars that should go on your ignore list.
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Marvel Heroes has a functioning private server setup with steam
Nemu replied to Nemu's topic in Video Games
Been a while since I visited this forum. Yes but it has to be the latest version. Here's the link on setup instructions for the server emulator: https://github.com/Crypto137/MHServerEmu/blob/master/docs/Setup/InitialSetup.md Get a copy of version 1.52.0.1700 of the game client. This is the final released version of Marvel Heroes, so if you still have the game in your Steam library, you can download it from there. If you do not have the game in your Steam library, you may be able to find an archived copy of it on websites like Archive.org. If you just want to play and not fuss around with setting up you own sandbox there is the project tahiti subreddit. They host a private server and things are mostly functional https://www.reddit.com/r/ProjectTahiti/ -
Key powers - bonfire with kd proc, hotfeet Playstyle - drop bonfire first, hot feet to slow mobs and keep them flopping, hope incoming damage < kill speed Very little defenses by the way the build is taking damage, and taking fire sword circle and/or some of the other attacks in the secondary can greatly increase kill speed. There's untapped potential left on the table.
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That's what Kyoyo is for. It's one of the cornerstones of what makes /Nin on scrapper better than /Nin on stalkers. At 5 slots with no set bonuses (2 end mod SOs, 3 recharge SOs) you can get back 50% endurance every 30 seconds, which ignores recovery debuffs. There's absolutely no need for the additional slots you dumped into health and stamina in a final build, especially if you are also taking body mastery with physical perfection. Why did you get cross punch so early? Is it for theme? If not you could have saved 3 power picks and fit in your mez protection at level 10, kyoyo at 16. If you need another early level attack you can always take crane kick and use it as a finisher or put a kb-kd proc in it, and respec out of it for your final build. If you hate waiting for your attacks to recharge at early levels you can always swap out storm kick for thunder kick, and respec out of it for the final build once you get enough global recharge bonuses. If you do take tough early I'd just use it as a mule for the 3% defense IOs and never toggle it on. I'd slot your heal as an actual heal rather than mule that for the defense uniques. I consider getting 40% of your hp back every 30 seconds with just SOs (2 heal 3 recharge) a lot more useful than 17% resist to S/L only and additional endurance drain. Here's how I would progress my power picks on a natural martial/nin leveling build. Assuming you have the +def uniques, a luck can near-softcap you before you even get weave.
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Enemies below your level will cause normal KD attacks to turn into knockback. Even level enemies, unless they are clockwork robots, will be knocked down/up by axe attacks, and against those or lower level mobs, jump up and attack at the peak of your jump. Inex is not worth 6 slots. You are better off investing that slotting into ablative carapace, which is a cornerstone of bio survival. You also have DNA siphon at 2 slots. DNA siphon is another cornerstone of bio survival and endurance sustain, and you would want that to be available more with more slots enhancing recharge at the very least. Survival for bio comes from layering all these clicks, DNA siphon, Ablative, Parasitic aura. These click powers with decent slot investment will do far more for your build than 6 slotting a passive power. In general there are very few passive powers that warrant 6 slots. Set mule or not, consider slotting efficiency and how your investment contributes to overall build effectiveness/synergy. That last part requires some knowledge of how a build should operate and which powers are cornerstones of the build. Here is a post where I broke down what makes a bio build work
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Sure certain combinations can keep henchmen alive better than others but play style will go a long way towards you being a better mastermind in spite of the support that may or may not be available from your toolkit. I find the following playstyle changes help keep my henchmen alive: 1 - take the alpha strike yourself (this means building for some level of self mitigation). get the drop on your enemies and land some debuffs and soak the retaliation so your henchmen can get to work. 2 - focus fire with all henchmen so they don't aggro everything, the quicker something dies, the less incoming damage that pets will suffer. Pets that do their own thing means they are all going to attack different targets which means those targets all live longer which means they all have more time to kill your henchmen. The poorest MMs are the ones that don't take the time to control their pets, but I also find those fancy MM binds needlessly convoluted. Petcomall attack/stay/follow defensive/goto are the only ones I ever use. No need to segment them based on tier/name and have some sit back in BG mode. In this day and age when it's relatively easy to make sturdy builds, the value of separating your henchmen for BG mode is greatly diminished. And like I wrote above, I find absolutely no value in separating your henchmen offensively.
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Empathy power set in the modern City of Heroes
Nemu replied to Techwright's topic in General Discussion
If I recall, only the resistance buff hits entire groups, and ID doesn't protect against some of the more exotic CC effects, although it does provide KB protection which is pretty unique. In this modern meta, it would be nice if all such single target mez protection powers (empathy, pain, poison, sonic, thermal and kinetics) got the AoE treatment and a duration buff. -
Most capable builders can make a proc build that caters to the current damage focused meta, you need to make sure that those types of builds aligns with what you want out of YOUR build. Proc powers impose additional tax on build requirements. You need to make up for loss of Acc/Dam/End/Rech slotting in proc powers elsewhere. A heavily procced build will most always take hasten and as I mentioned, the hasten crash can be another tax on your endurance to deal with, in addition to you burning more end due to powers recharging faster. The lack of endurance reduction slotting in those procced attacks further exacerbates the endurance challenge. Since you recognize how endurance intensive the build can be, if you care about the leveling experience and exempt down often, let that be a factor for how you set your goals for the build. Goals are important. They help you triage priorities and tolerance for factors that don't align with your goals. For the record, you don't NEED procs to be successful with any build. If you had to choose between fearsome stare vs dark servant I'd lean towards fearsome stare. Most Dark builds will include both but I can respect your decision not to take dark servant. I also typically don't summon pets on teams due to the reasons you cited.