
Nemu
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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.
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If you are anticipating endurance issues, the hasten crash can add extra stress to your endurance management. I looked at your 3.0 build, you can get more mileage out of splitting the ATOs into 2 sets of 3s for more Max End and more Max HP. Here's my edit. Goals for the build: +Recharge, no hasten +Max Endurance +Recovery +Max HP (at Corrupter HP Cap with accolades) +Slow resist, however much I can fit in with what's left Grey Divide Nemu Edit - Corruptor (Dark Blast - Dark Miasma).mbd Opening with fearsome stare should softcap your defenses. You have 2 self heals, so you really don't need the power transfer heal proc. The numina recov/regen is in twilight grasp so use that once every 120 seconds to get the benefit. Your accuracy is going to be an issue vs +4s without the purple sets and tactics or team buffs, but it is enough to tackle even con to +2 during the leveling journey.
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If you take the medicine pool you can get aid other and work on your heal badge. Also field medic adds a tiny endurance recovery buff to aid self.
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If you don't want anything flashy, consider weapon mastery for some natural origin powers. Caltrops is an underrated crowd control tool for when you get into trouble and I find -to hit debuffs to be the death of weaker armor sets that lack additional sources of mitigation. Those armor sets have to fall back to the tried and true "kill or be killed" mentality and to hit debuffs are a huge roadblock. Here's a mock up of what that can look like, I chose to chase +max HP and recharge, and enough defense against most damage types that a single luck can softcap them all. The build has some added AoE knockdown. Those are not super reliable, but every bit helps. For alpha you can choose vigor core for more regen and some quality of life enhancements to accuracy and endurance reduction, or go Musculature radial for damage, defense debuff and more endurance recovery, or even Intuition radial for damage, defense debuff and slow. Natrual BSWP - Scrapper (Broad Sword - Willpower).mbd
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There's plenty of choices. The fact that you see invuln tankers running around 80+ resists to most damage types is a testament to the choices available to the player. The fact that I can make a Rad/SS with very little +resist bonuses but a hecking lot of recharge and procs is a testament to the choices available to the player. The fact that I can run an Ice/TA blaster with loads of procs and can still hit 30% ish range and aoe defenses while maintaining the neccessary attributes need for a proc build (+acc, +rech and end management) is a testament to the choices available to the player. The point is that some people take a very myopic approach to making builds that focus exclusively on hard survival stats, and they miss the forest for the trees when it comes to leveraging their toolkit and exploiting synergies that can make their overall build more effective.
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Building for defense is fine for the casual meta comprised of the leveling content from 1-50. There are plenty of people that PUG and exemp, where they don't always get on teams with optimal support and fighting mobs above their means. A few softcap builds can carry those types of teams, whether you achieve softcap through inspirations, team support or set bonuses. But as most people are casual players there is a lot of appeal in reducing the complexity of the playstyle required to maintain softcap. Plus the idea that they can hold their own without assistance is the feeling of "super" most people would want to chase in a superhero game no? Building for defense is not suited for Hardmode meta where 1) survival comes from teammate support and rotating barriers and 2) mobs are DPS checks that favor proc builds aided by team damage boosts 3) specific team compositions are preferred to plug the holes in survival and amplify damage Hardmode meta is super narrow considering the player base and the content available that cater to that scene. Plus casual players can always use a second build for that content. What I can't endorse are the builds that drank the tanker cool-aid and over build for survival. Past a certain point building for survival has diminishing returns when balanced against building for offense. This is more egregious in those builds that chase tiny increments of resistance like 5 slotting mule powers for just 3.75% resistance to S/L. Besides ignoring offense, such builds also blatantly overlook any synergies that exist in the primary/secondary/pools for survival and opt to blindly chase only def +resist.
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The behavior with Guassian is what drove the thought process, I will know in 3 more levels (even though I can do this on brainstorm right meow, I don't wanna) 😁 I do want to make sure that the build can exemp at all levels and I have no doubt that my end woes are going to be drastically lessened when I get power of depths and even more so once I get power boost and Alpha incarnate. My experience at lower levels, especially with a few procced attacks with no end red, tells me that I might still need the pshifter or some sort of endurance boost for lowbie content. Time will tell once I complete my build and take it for a few lowbie content runs. Thanks for the feedback again!
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Thanks for the feedback @Onlyasandwich! I will have to go through a few build iterations with him. It's my first time with Marine so there are some powers I'm feeling out. I am a bit enamored with the ice mistral set and that created a bias that resulted in some inefficient slotting. This is going to be v2 of the build. It's a tight build, and now I have 3 extra sets of ice mistrals for my next slow-mageddon project, whenever I find a good concept and fit for it. Mer-Panda FU Ice mistral - Corruptor (Ice Blast - Marine Affinity).mbd
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Yup, I am leveling mine up right now and I don't get the clamor around marine solving your end problems with Torrential (maybe I read wrong). At level 29 and I'm only running 2 leadership toggles and Torrential is barely keeping my end above 0 and I haven't even picked up shifting tides yet. I'm hoping the max end provided by power of depth is going to provide a bit more cushion to run that toggle. I started putting Torrential on auto but it's tedious to have whatever you are doing interrupted every 17 seconds. I went soul mastery for powerboost, there's synergy there with torrential, reef and power of depths, and that means I don't have to invest as much into those powers. I went with a triple hold build, power boost also helps with hold duration since I fully procced all the holds Mer-Panda - Corruptor (Ice Blast - Marine Affinity).mbd
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Reactive defense is 5 additional slots you toss in a mule power that provides your build no benefit. It might be a reflex for other builds where defense makes a meaningful contribution to your build. Rad/SS needs recharge, and you fully slotting a power for 8.75% recharge when you could have it fully slotted for 12.5% recharge instead makes little sense. Do you even toggle on weave or is it just a set bonus mule? If the latter you can also put a LOTG 7.5 in it and rip those slots along with some others that do very little for your build, like the Aeigis unique, and slot up other powers for recharge, for example boxing with 5 piece hecatomb for 10% more recharge and 15% more global ACC, which you also need to push certain powers to 95% chance to hit with a single rage buff. This might shock the tanker community trained to build every AT with resist cap or defense softcap or both but my Rad/SS tank didn't even take the fighting pool and has around 50% S/L res. Once you achieve success playing melee blasters, you come to appreciate the power of offense and active mitigation (handclap/footstomp/psi nado/GZ with knockdown proc chaining knockdowns), and you'll come around to see see how grossly overcompensated some of these builds that tries to hit those survival milestones are when this combo has such killing power backed up by more mitigation tools that are available to my sturdiest blasters.
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See this post where I break down the cornerstone elements of what makes a proc build work, and why it's particularly well suited for super strength.
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Storm Blast: Mental Manipulation or Ninja Training as a Secondary?
Nemu replied to CrusaderPenguin's topic in Blaster
I am a seasoned melee range blaster so my favorite is probably not something you want to subscribe to. For beginning blasters looking for a pure ranged playstyle Tactical Arrow is the best secondary to support it. Most other secondaries have at least 1 power that requires close range and quite a few are quite melee heavy. You could theoretically take any secondary and skip all the melee stuff though. Plenty of melee averse players have done that. Nothing wrong with that but it's not something I endorse. If you want to go that route a sustain toggle that doesn't aggro mobs are the most beginner friendly. The secondaries that have those types of toggles include Temporal Manipulation, Sonic Manipulation, Atomic Manipulation, Devices, and Plant manipulation. -
Congrats on your first level 50! It's a wonderful feeling. Parry compliments willpower well but at a cost of lost damage potential because you will have to constantly spam this low damage power to keep up your melee defense. If you are using it quite a bit then it is worth slotting, I'd lean towards 5 piece damage set that gives recharge and an LOTG 7.5 but that's really going to depend on how you slot the rest of your build. Typical scrapper builds will take at least tough/weave. If you can build up your melee defense to where a single parry can softcap it then it should be enough. Strength of will is a skippable power, most players skip T9s for most armor sets. You should not have endurance issues if you took and slotted quick recovery. But I can see how one would want to stack passive regen with physical perfection. There are other options if you want to augment survival from power pools though. As for the build, post yours and tell us your build requirements such as thematic powers you want to keep or goals you want to hit, and we can fine tune.
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Storm Blast: Mental Manipulation or Ninja Training as a Secondary?
Nemu replied to CrusaderPenguin's topic in Blaster
Depends on your budget. One of the best things about blasters since their revamp (besides no end crash nukes) is their endurance/regen/absorb sustain which most blasters get at level 20. You'll need a significant amount of recharge to get drain psyche close to perma, but the other blaster sustains are either toggles or clicks that are perma more or less out of the box. Drain psyche also requires you to hit a few mobs in melee range in order to work, so if you are not used to the blaster playstyle it may be more dangerous for you to use this power. If those are your only two choices for secondary I would recommend ninja, it has a stealth component and the sustain does not require you getting into the danger zone and connecting with enemies. If you are open to other secondaries I'd recommend one with a toggle sustain so you don't have to constantly manage one more click power. How you play blasters will also factor into which secondary is more beneficial. Most beginning blasters want to keep at range and hover blast. There are a few secondaries better suited for that play style than the more advanced blasters that can deal damage at any range and have the survival tools to handle themselves in close combat. Tactical Arrow is hands down the best secondary to compliment a pure range play style. -
That's not what I'm getting at. Poster has a tendency to ask "what's best" instead of sharing insight into "what do I really want and what are MY requirements and success criteria?" I'm just trying to help him/her narrow down suggestions to something that aligns with that. I mean i can tell him the Elec/Dark is da bomb but he may find the play style a bit frantic, I can also tell him Emp/Dark has a lot of support synergy but he may find the lack of debuffs boring. All the suggestions I've seen are personal recommendations that are not grounded in any real requirements from the poster. When you don't know what the poster really wants how the hell can you help? Do more discovery people!
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So many options, what do you think is necessary for your needs for such a team? examples like: I need to have a rez in my toolkit I need to be able to break people out of being mezzed I need to hang back and provide support or I need to be in the thick of it etc...
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All these perfect builds are noticeably lacking in two things: No 1 - Panda No 2 - SPIN Therefore I declare them not quite so perfect. Having said that let me demonstrate what a REAL perfect build looks like:
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I don't pvp but back on live if you wanted an emp for PVP you went illusion/emp for pure support , and empaths were valuable as support for team pvp with clear mind as a main buff to provide +perception. They used phase shift to protect themselves from getting spiked, nowadays there's also speed of sound with the built in TP to get you out of trouble. Other PvP experts can chime in but that kind (actually any) of pvp is mostly dead on homecoming from what I gather. Viable can be interpreted a number of different ways. If you are enabling people on your team that deserve to be enabled, like helping the dom that is locking down everything achieve perma dom easier via adrenaline boost, or enabling the fearless blaster to nuke and obliterate everything without the hassle of getting mezzed, then you are making a difference. It may not be noticeable and people will probably not shower you with dumb comments like "nice heals!" But you know you are making a difference. If you want to make a noticeable difference then under-powered teams tacking content slightly above their capabilities is a good place to hang out. There your heals and buffs and other contributions matter. Maybe +1 or +2 /8 content. Above that threshold emps start to falter on these under-powered teams because they won't be able to keep up with incoming damage. That's where mass aoe buffing/debuffing sets like forcefield/cold dom/storm etc... start to show their value much more noticeably.
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If you care about losing damage you wouldn't put it in footstomp, it recharges in 20 seconds base compared to 60 seconds base for rad therapy. I consider 3 damage procs worth of damage loss from footstomp for one cycle of rad therapy much more substantial than one damage proc worth of damage loss from that same cycle of rad therapy. Putting it in punch won't have it proc as reliably and are you really going to put punch into your attack rotation if you care about damage? If I recall different sources of absorb stack. So that's not an issue. But I haven't come up with many scenarios in actual play where that absorb proved critically relevant. I don't put it in ground zero because GZ is my opener and I put an avalanche knockdown proc to create some mitigation to go through the rest of my AoE cycle.
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SGF proc goes in rad therapy to help with recharge. It's not an essential proc like the might of the tanker proc since rad armor already provides a good amount of absorb, but if you are going to use it, use it more for its recharge enhancement component for longer recharging powers, and treat the proc as incidental.