
Nemu
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There is a little bit of truth to your observation: AR has a slight ACC bonus to attacks If you are using short circuit a lot that has a bonus to acc Other than that you are just experiencing the joy of low level progression, this is normal. Storm blast isn't inherently less accurate than other blasts. I recommend running content at -1/0 solo at low levels. It's not the mob xp that levels you up quickly, it's the mission completion bonus and story arc completion bonuses that speed up your leveling. If you want to accelerate testing out blaster combinations, you can do this on brainstorm and instant level to try out all the combinations.
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Sets for set bonuses if your toolkit has other mitigation available (e.x. hand clap, fault, etc...) Acc/Mez HOs if you are light on your mitigation toolkit. Procs are for when you have slots to spare. MM gets a heal set for the recharge bonus. The +MaxHP is the most useful aspect of the power, I treat it the same way as dull pain.
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I consider my Psi/SS well built and it doesn't die much. However, I will have a really had time justifying skipping Momento Mori. It's a well designed power that is very flexible in application. The heal and Max HP is significant, and it can revive you even if you hit this Oh Sh* button too late. I really enjoy the very real dilemma of choice that the design team is presenting us with new set designs and existing set revamps. No longer are there absolute duds that are auto-skips in power sets and it makes for more interesting builds, not to mention power sets that offer a toolbox that encourage building outside of softcap def +hardcap resists.
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Thanks for the context. I agree with you after reading through that. You made a build that aligns with your goals and budget and that's all there is to it. I have no doubt that if those goals and budget change you can adjust your build again to meet those. Remember that you can also get additional slow resist through the time lord day job and also from base craft buff. That should bring your slow resist to respectable levels. If you are looking for a bit more recharge, consider 4 piece basalisk gaze + 2 dam IOs in greater psi blade If you are looking for more late game mitigation, consider soul mastery for darkest night. Gloom is also a good ST attack that diversifies your damage type
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Not the same build as an regen/elec tank but, the thought process behind using the toolkit available to you instead of shoehorning defense + S/L resist on every build applies. Unlike Betty, I would take thunder strike and rotate KDs with lightning clap with it. Betty likes cross punch because it is a great pool attack for damage focused builds, I prefer TS for its KD and Stun synergy with lightning clap.
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Recharge slotting in powers cuts down proc chances. Your are focusing set bonuses on the wrong things on a regen build. If you think passive regen and a smattering of S/L resist is going to carry you through tougher content, then you are in for a rude awakening. Regen's survival depends on clicks. The focus for a regen build should be recharge, and the bane of regen has and still is -recharge debuffs. This is not a new revelation, this has been discussed long ago. If you don't believe me, look at the posts from Betty who's the current champion of all things regen. Obviously Betty and I have evolved our outlook on softcap defenses on a regen since 2022, but the fundamental core of -recharge debuff resist and +recharge for a regen build persist today even after the most recent regen revamp. If you were to pivot and build with an emphasis on +recharge you can offset your 10 second GPB recharge with those global recharge bonuses + hasten, and do more damage with it as well, while still keeping a streamlined attack chain.
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I firmly believe that the regen playstyle and build philosophy hasn't really changed even with more dependable/consistent passive regen and some debuff resistance. More recharge, more slow resist, more recharge, more slow resist - when things go bad it's your clicks that's going to save you, not passive regen. -recharge debuffs were and still will be the bane to your survival. Looking at your new build you have 40% recharge debuff resistance and 50% recharge global bonus, no haste. This might work for easy content but I guarantee you will start to feel the pain as you ramp up difficulty. Look to supplement your toolkit with additional sources of +resist such as rune of protection or melee hybrid. That's the typical and established regen build strategy. But again: More recharge, more slow resist. Get hasten, and then more recharge, and more slow resist.
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Again, how are you picking and slotting your powers as you are leveling your tank? You mentioned that you slotted your attacks for acc and end but did not mention damage. Doesn't that correlate to what I said about kill speed making things easier? You said the scrapper is more survivable and that you don't slot scrapper attacks for endurance reduction. Scrappers do more damage than tanks out of the gate, this further bolsters my comment about killing things faster = things seem easier. You kill things in two hits, mobs has less time to hit back, you use less overall endurance - Scrapper You kill things in 5 hits, mobs has more time to hit back, you use more overall endurance, fights drag out longer and you have to spend more time recovering HP and End - Tanks that choose to invest heavily in defense early game instead of go all in on offense, I've experienced this myself as a newbie with 1-2 attack tanks that focused all in on armor into their late teens.
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I have not tested it. I had contemplated that while planning the build but I didn't have slots to spare. I need recharge, so my options were 5 piece coercive with the proc, 5 piece absolute amazement with the proc, or 5 piece Fortunata hypnosis. I was leaning towards the stun or sleep set due to the acc bonus since I completely procced my attacks with no acc slotting, but I ultimately settled on the stun set because of the proc. If I had a 6th slot to spare I'd have tried the coercive proc for sure.
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I'd focus on this statement instead: IH is better auto insurance when you do get into an accident. Or put it another way: RR covers standard wear and tear, and I firmly believe any well built regen can cover that regardless of RR IH covers when your bumper falls off and when your engine explodes, and even well built regen need help with that.
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This is the main context that I'm evaluating IH vs RR. I feel that RR provides little to no value if things are going ok, especially if you supplement the build with heals/ROP/etc... Regen playstyle doesn't really change because of RR, you are still leaning heavily on secondary mitigation and heals to survive. But when you need that big burst of survival, IH delivers.
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Probably too squishy for the way you play and build Ultimo, but if you are willing to invest in IOs, you can make a pretty offensive oriented Psi/SS tank that can survive tough situations and deal excellent damage.
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You are learning an important lesson here. When things die faster content feels easier. When things are locked down you can take your time and cruise to victory. Early game tank experience sucks. You have too few attacks and the natural instinct when building a defensive AT is to take all armor picks and slot up your defenses. But even if you slot up your defenses early on you have nowhere near a complete toolkit to help you actually tank, which exacerbates the leveling situation where you don't have enough defenses nor do you have adequate offense to level at a good pace. Nowadays I don't even bother adding slots to my armors before 5-6 slotting 3 attacks (for acc and damage, and then endurance reduction/recharge) on tanks (as a general rule, but there are exceptions, especially endurance granting powers). The base slot on armor toggles is just an endurance reduction. I start slotting my defenses more during my 20s and certainly go all in once I reach my 30s and have slots to spare. During the early leveling process your increased bag of HP is your primary defense and the mantra during those levels is to kill the enemy before they kill you. Also if you are solo I run at -1/0, you get more xp via mission completion and story arc completion bonuses than killing higher con/tougher foes and wasting more time doing so.
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How I built mine. I treat psy armor as no different than rad/fire/regen armor which depend heavily on clicks for survival. Recharge focus, proc out SS attacks, get enough slow resist. Aura gets stun set to couple with handclap, the 5 pieces contribute a bonus to acc and recharge because those are build goals and the stun proc also debuff to hit which is an added bonus. Secondary goal +max HP where I can fit it in. Guassian proc goes in impose presence, it works just like invincibility in invuln. Asylum Panda - Tanker (Psionic Armor - Super Strength).mbd
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I see 2 paths. One that ignores passive regen other than instant healing and one that leans into it and takes reactive regen instead of instant healing. The former saves you a power pick (I wouldn't bother with fast healing), the latter will take everything in regen, and most likely supplement the passive regen by adding physical perfection (I'm going to guess that you can probably get around 100+hp/sec passive regen with this setup if you build for max HP and cram a few of those regen uniques/bonuses in). The optimal builds will still supplement either path with hasten and Rune of Protection + soft controls from attacks/pools/epics, but you need to make some sacrifices in power picks if you want to fit all those in now. I'd ignore passive regen, aside from the debuff resistance auto, which reduces some taxes on IOs that I need to invest in slow resistance, and 1 less skippable power in revive, nothing else has really changed. +rech/+slow resist/mitigation, those are still the build priorities
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It's easier for your fingers to reach down to hit the bottom row of keys than it is for them to extend up to hit the number row. I also need to curl my hands up more so my thumb can hit the space key with the RDFG config. I don't even bother using keys for turning, that's what mouselook is for.
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Also, use ERTF as your movement keys. it gives you more keyboard estate for your pinky and ring finger. I just bind keys directly to trays nowadays and I keep it consistent across all characters in how powers are assigned to trays. For example, build up type powers are always at the same tray location for each char, same for nukes, pets, etc... The only powers I click with my mouse are toggles, as those are set and forget and I don't mind the "extra work" using my mouse on those. I also put my toggles on a separate tray so they are all together. With the additional 2 columns of keys on your pinky side, you should be able to map all your click powers via direct key presses and shift+key presses without also needing to dip into alt and ctrl + key presses.
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Have you tried chaining thunder strike and force of thunder? The latter with a KD IO? I recommend you read through the entire thread. The build went through some updates but more importantly I discuss some of the reasons for why I did what I did.
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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.