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Nemu

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Everything posted by Nemu

  1. Oh yeah? Git GUD!11!!!11!! !!!11!! How about now? You don't need to build blasters for procs because their damage is pretty high already. Most of this applies to damage procs, but the one outlier that is useful for every build is the force feedback +rech proc because it helps with overall global recharge. Having said that if you do want to proc then you need some synergies within your AT combo or via IO set bonuses. What you will need: +Recharge - proc rates are not affected by global recharge bonuses, they ARE affected by recharge enhancements that you slot into that power and Alpha incarnate. For that reason most proc builds avoid agility and spiritual alphas. And since you want to avoid slotting powers with recharge, you need to get that from set bonuses/hasten. +ACC - proc builds sacrifice enhancement values to make room for slotting procs, You need to make sure you have enough ACC to hit with the power Endurance management - proc builds sacrifice enhancement values to make room for slotting procs, Heavily proceed powers have very little endurance reduction and you will be burning through endurance a lot faster. This is what you need for proc builds as a baseline and that doesn't even cover the need for defenses/mitigation In reality very few builds are able to go all out on procs without making major sacrifices. What you will see more often for blasters is there maybe one or two choice powers, usually holds, that are proc monsters, because ranged attacks that double as holds accept the most damage procs. As for where to put procs, base recharge AND cast time matters. Each proc has a PPM (proc per minute), most damage procs sit at 3.5 which means the probability of them firing is once every 17 seconds. Don't bother focusing procs on a power that recharges in 8 seconds or less because it's just not good ROI unless you completed your other build goals and have a lot of extra slots to spare. 10+ seconds base recharge is where it becomes more enticing for single target powers, especially if the cast time is long as well. For AoEs the only rule I apply 90% of the time is that if it does knockback/down, I put a force feedback proc in it. Procs have a lower chance overall to fire in AoEs but they check per target. This is a nice way to help get perma-hasten without actually building for as much required recharge via bonuses. Many new players overlook this. The more procs you use, the more you sacrifice in other areas. Generally there are 2 philosophies to building blasters: 1 - survival focus, generally via softcap defense 2 - hybrid, enough survival in the form of 32.5% defense so that a single luck softcaps defense, which makes more room for fitting in procs and other build goals such as recharge. You can reference the builds/threads I posted in your other thread. The fire/elec build follows the 1st philosophy, the cyclone and patches and procs build follow the second. All the academia on builds is good and all but if you want to really level up your game, learn the fundamental game mechanics - movement, mob AI, inspiration usage and combine, line of sight, target priority, positioning. Builds are 10-25% of what makes a blaster successful. Also shoutout to @Sir Myshkin for documenting his journey on procs and ushering player adoption. I wasn't a believer at first but I have since adjusted my approach and adopted procs into my builds (in moderation). You can find some good reading here
  2. Make a blaster, you'll be a better player after you go through that journey. Hopefully you will have picked up fundamentals in movement, line of sight, mob targeting priority, inspiration management, how to influence mob AI, etc... as you go through that journey. Most of which you probably took for granted and didn't pay attention to while playing a sentinel and other melee ATs. If you can't fathom the notion of not having mez protection then you can also try a ranged scrapper. Kinetic melee and claw both have 2 ranged attacks and you can supplement those with more ranged attacks from the epic pools.
  3. Take a look at this for some insights into the build process. When you mature in your blaster journey and decide that you want to dip your toes into using melee attacks read this: And watch this for tips on using movement to your advantage: Playing blasters is 75-90% play style/understanding fundamentals and the remaining % build. When you are proficient at the former and want to be more adventurous with how you approach a build and not focus so much on defense softcap, then you can take a look at these for some ideas: Good luck! If you have any questions feel free to post here.
  4. I stopped spinning after 6 days to post a response to you. That goes to show you the powah of SPIN. First of all, the spin build is kind of a silly build that ended up working pretty ok. If you are into min/max it's probably not the way to go, but if you are all about having fun with unconventional build ideas then it's a very functional build. Following up with what SeraphimKensai said, the key pieces critical to regen survival are slow resistance and recharge, defense is nice but you definitely want to balance stacking defense/resists with getting enough recharge and high slow resists to make sure your clicks are available as often as possible. The idea behind spin is to have another layer of mitigation behind defense, healing, knockdowns from staff. Whirlwind is a pretty bad power by conventional wisdom, but I see it as another knockdown aura for the build that can also trigger force feedback procs. It drains end very fast so you need good recovery and there's synergy between quick recovery and Form of the soul proc with skysplitter. I chose not to pursue stacking resists because that cuts into my goal of stacking more recharge. My approach is not everyone's cup of tea obviously, some people will swear by stacking defense and resists. I just think you give up too much offensively chasing both those goals. You don't earn xp by just surviving, you get xp from killing stuff, and dead things don't fight back, so there is a balance. I would not recommend getting whirlwind until you get forms and sky splitter if you do a lot of teaming that puts you in the thick of 10+ mobs, because whirlwind will drain end per mob hit and that can quickly tank your endurance if you don't have to recovery tools to deal with it. Treat this build as a blaster with more HP and mez protection, standing still all the time is not the best idea and you'll need to move around a bit to change Mob AI to buy you time. There is this concept called jousting, I provided some instructions here: But you don't have to be as dramatic as jumping 10 feet away with melee ATs. You can do it at a micro-level by moving right as you hit your attack, your momentum will carry you a few feet from the mob while you animate and a lot of time that means your target will switch AI to chase and get close to you to execute their melee attack. This buys you time to react to stuff. Over time you'll get a feel of proactive vs reactive mitigation, that applies especially to moment of glory and instant healing and to a slightly lesser degree dull pain, if you wait until you health is real low then you can die before those clicks finish animating, General advice for any AT - While you are leveling up and still using regular SOs and such, luck inspirations are god mode. Monitor your defenses by going to powers - combat attributes, I recommend melee, range and aoe. If you anticipate trouble pop lucks until you hit 45% defense to give you 60 or more seconds of god mode. Convert inspirations you don't need into lucks during downtime. Good luck, if you have any other questions you can email me in game @Nemu
  5. When I do my solo goldside level 1-20 runs I usually run them at -1/1 on damage oriented ATs like blasters, stalkers, MMs. I don't solo with lower damage ATs, it's not a good use of my time. On the damage oriented ATs I never found gold side missions overly difficult. There are a few missions with never ending ambushes that see through stealth that get a little tricky, especially the one in the level 15-20 range where you have to zip to the end of a multi-story map and defeat a Shen? while the ambushes pile on, that one requires burst damage to take the objective out. Speaking of stealth, highly recommend a stealth IO and some other form of stealth so you can stack them and full invis and zip through missions. The way goldside contacts mission are paced is perfectly suited for speeding objectives and leveling via mission completion and story arc completion bonuses even at -1/1, and you have enough cushion to get most of the defeat badges like PPD, ghouls, resistance, etc through that journey. I've never hit a gap going through those contacts where I need to run repeatable missions to get to the next tier.
  6. Food for thought from a different perspective. There was a thread last year that played around the idea of stacking stuns. I ended up making the Dark/Elec tank that focused on stuns from that post, and what started out as a meme build has turned out to work very well. It's not going to solo any AVs any time soon, but it accomplished my expectation of what it set out to do (stun stuff in the face!) To be fair, the stun procs have a pretty low chance to fire and if you want something more performance driven you can swap those out. For me, theme won over function. As for the build itself, it's not very starter friendly because most attacks are picked up at later levels. So depending on where you are on your current journey you may want to pick up a few other attacks while you are leveling. Stunning Supermodel - Tanker (Dark Armor).mxd
  7. Broadsword and titan both suffer the same issue of high endurance, high recharge starting powers and I wouldn't recommend pairing them with DA unless you have a lot of funds to address endurance and recharge. MA provides defense to all which is the primary draw of the set for tankers. If you want to pair something with a resist based primary and defense is your goal, this is the premier set to get you there. The other weapons sets only provide melee defense (and either lethal or smashing but not both), that's not going to get you as far as you think. While melee defense might help you out against the 3-6 mobs that are in your face, it does nothing against mobs outside of melee range shooting at you. There are plenty of maps where mobs are scattered and if your playstyle is just to charge in and beat the first thing your tab buttons lands you on, you are going to learn a hard lesson - (Think late game resistance). You can herd them around a corner, that'll increase your chances of survival and clump them up for AoEs. The other way to approach survival is to take a look at the tools available to you out of the box. Dark Armor has oppressive gloom and you can leverage that and stack stuns from other sources as a way to mitigate damage. The more successful builds have layers of mitigation, whether it's a combination of hard/soft control/more damage(kill them before they kill you)/resist/defense/healing. Point is, if you don't care about theme but do care about function, don't put all your eggs in the Softcap Defense/Hardcap resists basket. Look at synergies, there are other ways to make a build successful instead of piling on those 2 hard stats.
  8. I see a lot of the vet posters forsake the core toolkit/principals that contributes to the survival of any particular combo in favor of stacking hard def/resist bonuses at the expense of everything else. With the influx of new players to the game it's time to call that out and take a more analytical approach to making builds. Here are the build elements you should focus on for anything fire armor in terms of survival, and why: 1 - slow resist, because fire armor is pretty dependent on healing flames and the ability to kill quickly for survival. Dead things don't fight back, and you'll want healing flames to be available as much as possible because you WILL be taking hits regardless of how much defense you stack. This means if your recharge is neutered, you can't heal, and you can't attack, and that means you will die. 2 - recharge, for the reasons stated above. You need recharge to kill stuff quickly and cycle healing flames. 3 - resist, because defenses will fail and your core damage mitigation will fall back to resists 4 - defense, it's a cushion to soak alpha strikes Now let's look at what is available in staff fighting to help with those elements: 1 - Knock down powers like eye of the storm and sky splitter are good candidates that can fit a force feedback +recharge proc. It's not consistent but a few of these in the build will boost your recharge over time. Knock down powers also contributes to your survival. It's not consistent, but it's synergy nonetheless. 2 - Guarded spin provides some melee defense which is good, but also can fit a luck of the gambler 7.5% IO, and that helps with recharge. 3 - Of the forms, form of the body provides both a damage boost when building stacks, and a resist boost when you consume stacks of perfection with sky splitter. This should be the form you want to be in by default. So here are some priorities when I look at how I want to build fire/staff: 1 - recharge, as much recharge as I can fit in while being mindful of some of the secondary objectives I want to achieve, such as 2 - slow resist, don't need to cap it at 100%, but enough so that a base buff or time lord buff will top off, I'm aiming for 80% slow resist with temperature protection 3 - At the very least, decent Smashing/Lethal/Energy resists (which are the more common damage types throughout the game) so that form of the body Skysplitter proc and tank ATO proc will top me off at 90% 4 - enough defense so I can hit 45% melee defense softcap with one guarded spin However, you also want to exemp, and this is something a lot of people overlook. Power picks matter when you plan your build to do lower level content. This means I also need to plan the build in a way that you get the core of your build by level 30 (it's my metric for exemp friendliness, yours may vary), which includes travel, core mitigation features and a decent attack chain. You'll see a lot of build that take stuff like combat jumping at level 47 as an afterthought, that's not how we roll for your build. Hero Tanker Build plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Fiery AuraSecondary powerset: Staff FightingPool powerset (#1): LeapingPool powerset (#2): SpeedPool powerset (#3): ConcealmentPool powerset (#4): FightingEpic powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Blazing Aura A: Superior Avalanche: Accuracy/Damage3: Superior Avalanche: Damage/Endurance3: Superior Avalanche: Accuracy/Damage/Endurance5: Superior Avalanche: Accuracy/Damage/Endurance/Recharge5: Superior Avalanche: Recharge/Chance for Knockdown Level 1: Mercurial Blow A: Superior Gauntleted Fist: Damage/RechargeTime19: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime21: Superior Gauntleted Fist: Damage/Endurance/RechargeTime43: Superior Blistering Cold: Accuracy/Damage45: Superior Blistering Cold: Recharge/Chance for Hold Level 2: Healing Flames A: Preventive Medicine: Heal19: Preventive Medicine: Heal/Endurance21: Preventive Medicine: Heal/RechargeTime23: Preventive Medicine: Endurance/RechargeTime23: Preventive Medicine: Heal/RechargeTime/Endurance27: Preventive Medicine: Chance for +Absorb Level 4: Guarded Spin A: Luck of the Gambler: Defense/Increased Global Recharge Speed11: Superior Gauntleted Fist: Accuracy/Damage15: Superior Gauntleted Fist: RechargeTime/+Absorb17: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime17: Nucleolus Exposure29: Superior Might of the Tanker: Recharge/Chance for +Res(All) Level 6: Fire Shield A: Unbreakable Guard: Resistance7: Unbreakable Guard: Resistance/Endurance7: Unbreakable Guard: RechargeTime/Resistance9: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 8: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed9: Kismet: Accuracy +6%31: Reactive Defenses: Scaling Resist Damage33: Blessing of the Zephyr: Knockback Reduction (4 points) Level 10: Hasten A: Invention: Recharge Reduction11: Invention: Recharge Reduction Level 12: Plasma Shield A: Unbreakable Guard: Resistance13: Unbreakable Guard: Resistance/Endurance13: Unbreakable Guard: RechargeTime/Resistance15: Unbreakable Guard: Resistance/Endurance/RechargeTime Level 14: Infiltration A: Luck of the Gambler: Defense/Increased Global Recharge Speed45: Winter's Gift: Slow Resistance (20%) Level 16: Eye of the Storm A: Superior Might of the Tanker: Accuracy/Damage39: Superior Might of the Tanker: Damage/Recharge39: Superior Might of the Tanker: Accuracy/Damage/Recharge40: Superior Might of the Tanker: Damage/Endurance/Recharge40: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge40: Force Feedback: Chance for +Recharge Level 18: Burn A: Armageddon: Damage/Recharge36: Armageddon: Chance for Fire Damage37: Armageddon: Damage/Recharge/Accuracy37: Armageddon: Recharge/Accuracy37: Armageddon: Damage Level 20: Staff Mastery Level 22: Consume A: Synapse's Shock: EndMod27: Synapse's Shock: Damage/Rechage33: Synapse's Shock: EndMod/Recharge39: Synapse's Shock: Damage/Recharge/Accuracy45: Synapse's Shock: Damage/Accuracy/Endurance Level 24: Boxing A: Absolute Amazement: Stun25: Absolute Amazement: Stun/Recharge25: Absolute Amazement: Stun/Recharge/Accuracy31: Absolute Amazement: Recharge/Accuracy49: Absolute Amazement: Stun/Endurance Level 26: Tough A: Gladiator's Armor: End/Resist29: Gladiator's Armor: Resistance/Rech/End31: Gladiator's Armor: TP Protection +3% Def (All) Level 28: Innocuous Strikes A: Nucleolus Exposure34: Armageddon: Damage/Endurance34: Eradication: Chance for Energy Damage34: Perfect Zinger: Chance for Psi Damage36: Ice Mistral's Torment: Chance for Cold Damage36: Fury of the Gladiator: Chance for Res Debuff Level 30: Sky Splitter A: Hecatomb: Damage42: Hecatomb: Damage/Recharge/Accuracy42: Hecatomb: Recharge/Accuracy42: Hecatomb: Damage/Endurance43: Hecatomb: Chance of Damage(Negative)43: Force Feedback: Chance for +Recharge Level 32: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed46: Shield Wall: Defense/Endurance46: Shield Wall: Defense46: Shield Wall: +Res (Teleportation), +5% Res (All) Level 35: Focused Accuracy A: Invention: Endurance Reduction Level 38: Taunt A: Invention: Range Level 41: Temperature Protection A: Steadfast Protection: Resistance/+Def 3%48: Steadfast Protection: Knockback Protection Level 44: Fiery Embrace A: Invention: Recharge Reduction Level 47: Serpent's Reach A: Apocalypse: DamageA: Apocalypse: Damage/Recharge/AccuracyA: Apocalypse: Recharge/Accuracy48: Apocalypse: Damage/Endurance48: Apocalypse: Chance of Damage(Negative) Level 49: Stealth A: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 1: Brawl (Empty) Level 1: Gauntlet Level 1: Sprint A: Unbounded Leap: +Stealth Level 2: Rest (Empty) Level 1: Swift A: Invention: Run Speed Level 1: Health A: Panacea: +Hit Points/Endurance33: Miracle: +Recovery Level 1: Hurdle A: Invention: Jumping Level 1: Stamina A: Performance Shifter: Chance for +End Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 20: Form of the Body Level 20: Form of the Mind Level 20: Form of the Soul Highlights: +102.5% global recharge bonus 80% slow resist (including temperature protection, without it's 60%), enough to be topped off to a very respectable level through base buffs/time lord day job. This is with the Tanker ATO and Sky Splitter - form of the body proc (which lasts 15 seconds) 11pts of knockback protection, enough for most content and you can also get a KB protect base buff to further bolster that. This is not including the force feedback procs that I sprinkled into the build and one procced up attack that helps you do a bit more damage. Is this a perfect build? Nothing is perfect. Does this build have more hard defense/res stats than other builds? Absolutely not. Does this build play to the combo's strengths more while maintaining a balance between chasing those hard stats and using/strengthening existing synergies? Yeah, I absolutely think so. Tanker (Fiery Aura - Staff Fighting).mbd
  9. Others will disagree with the justification "but you have cLaRiOn" and "you have breakfrees" For squishies, CM is 5/5. It's the only buff I care about on my squishies for regular, non-hardmode content. I can build for softcap, I can use other tools at my disposal to mitigate damage, my biggest weakness is mez. Mez = I can't nuke after I just hit build up, mez = my enemy anchored toggles drop and the team suffers for it, mez = I can't hit that clutch heal for a dying teammate, etc... Fortitude, the auras, and Adrenaline Boost are good buffs, not arguing that. All things considered, these buffs have a marginal to nominal effect on my contribution to the team, but I can't contribute ANYTHING regardless of uber buffs if I'm mezzed. CM is a game changer for squishies, and I will always advocate that if you want to be a good emp you know to keep Fortitude and the other buffs up. But if you want to be GREAT, CM those who need it and keep it on them.
  10. I hope this gives you some appreciation of anti-mez powers like enforce morale or clear mind. How wonderful would if be if a teammate that had access to those applied that on you all the time? Do on to others and yada yada. While my comment doesn't help you directly, if you want to be better than 90% of the support players out there, take enforce morale and apply it onto other squishies regularly (I suggest during the wind down, clean up phase of each engagement or as you are moving to the next group), most of them are in the same boat as you.
  11. Pretty goofy if that’s what you are going for. Some of KM’s animations are extravagantly twirly, and then you trow ninja stars. Go for it!
  12. Stone armor has an unconditional damage boost via the brimstone proc which is why I chose that combo for my scraptinel (TM) If you don’t want to do SA then ninjutsu for scrappers is excellent choice albeit clicky, with a stealth strike mechanic and better endurance management. I prefer kinetic melee for this concept for the unconditional build up, but claws will be more of a buzzsaw if you mix it up.
  13. Those ranged hover builds are missing out. melee is dangerous, but you also have better/easier access to good builds, all you need is a little finesse. if you want to play a fire/fire to its intended potential, ignore those range only builds and embrace the proper use of your melee toolkit as well as your ranged toolkit.
  14. The only protection you need, you will find in the Church of SPIN. SPIN, and be rewarded my child. SPIN, and you will be invincible SPIN, and be blessed by everlasting glory I will add some context later after I finish SPINNING.
  15. Your enhancements did not go bad because you exemped down from level 20 not do they not count because you acquired the slots after level 16. You don’t have to be level appropriate to solo TFs optimally. Optimal TF soloing tends to come from completed high level builds with attuned set bonuses/ATOs/purple sets. A lot of TF solo runs also rely on constant feeding of inspirations through email and/or envenomed dagger p2w temp power. The latter provides enough -regen to slow AV regen for you to whittle them down.
  16. You skipped my post and the link didn’t you? I should add some context: kinetic melee has two ranged attacks, an aoe knockback attack (repulsing torrent) that you can get very early, and a single target knockback attack (focused burst) that you can get soon after. The knockback can be converted to knockdown but the beauty of knockback/down is that it’s a very spammable form of mitigation, which aligns with what you want based on your scenario/use case. You can also take additional ranged attacks from epic pools to make a wacky yet very functional ranged scrapper. You can do the same with claws but Kinetic melee has an unconditional build up type damage boost power, whereas claws require followup, which is a melee attack, for damage boosts.
  17. Sure, I’ve written a few in the blaster forum but the build and the focus for you will depend on your goals. The link below walks you through the general approach and methodology towards the poster’s specific goals.
  18. Scrolled through way too many posts to highlight particle shielding. This should be THE number 1 advice. Put this on auto and you can proc out your entire arsenal and not run out of end when supplemented with radiation therapy.
  19. Why stop at 1 ranged power? Make a whole ranged scrapper and hide behind blasters!
  20. People that come from other MMOs often harbor the “pure” mentality when it comes to support and Tank roles. That doesn’t work here. There is no better way to spot an inexperienced player than someone that takes the first attack of their set, ignore all other attacks, take all the heals/res and dip into the medicine pool, or the one attack + taunt “pure” tank. Get that notion out of your system ASAP. if you think being a healer is an automatic invite on teams then you are in for a rude awakening. You are going to see this progression as you level: early game to early 20s - people need heals, these are the levels where you will feel valued if all you do is heal. Level 20s on - twinked builds need heals less and you will see emergence of builds capable of carrying teams especially if they are level 50s with attuned sets participating in lower level content. You will not be the center of attention and those twinked builds will carry the team with or without your dedicated healing. Good emps will support the team with buffs and enable teammates that lack mez protection to fight on via clear mind and heal when necessary. All the while mixing in attacks or controls. Not so good emps sit around with healing aura on autocast, never attack, only buff the tank and insist that EVERYONE “gather for RA” every 2 minutes.
  21. Nothing has changed, except most people are pretenders and phonies when it comes to storm blast. They don't embrace da cyclone!
  22. Burn the heretic! I'd go fire for theme. You could also do Beam/Ninja for space marine with a chainsword(ish).
  23. Sure that's your story about why you like the set, but you have to recognize that other people might not have the same measuring stick for what's fun/easy for them right? Helping newbies is not about you, it's about the newbies. We can all be a little more prescriptive and exercise some empathy in how we endorse what we endorse and take an objective lens to highlight pros/cons/tips for success. It's cool to list the good, but you gotta be fair and list the bad and how to over come the negatives also. The goal here is to help newbies make an informed decision, not to tout what you personally love, keep that in mind.
  24. The pandas are migrating to Torch-BEAR-er It should be the official panda server. I'll see myself out.
  25. Everyone tends to ask "what's the best" when they start. But make sure you learn to crawl and walk before you run. People that post builds and suggestions typically do not look at their suggestions from your perspective as a new player, most just espouse their favorite build tweaked to optimal performance with expensive builds and incarnates. You don't have those resources when you start the game, keep that in mind. It pays to ask some smarter than average questions like: What can I expect leveling this up/when does it get fun? What are some elements I should prioritize/be mindful of? What kind of investment do I need to take this build to the level of performance as it is posted? Otherwise you might very well start that character and abandon it 10-20 levels later because no one told you what it's like to level that build. For example Invuln/Super Strength. Footstomp, the only AOE of the set, is available at level 30, so that means you have to wait 30 levels to a point where the build actually becomes fun, meanwhile you'll be riddled with poor damage and endurance issues. As a new player with no funds I struggle to see how you would stick with it that long before you jump ship into something else that is more fun from the get go.
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