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Nemu

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Everything posted by Nemu

  1. It's easy to overlook synergy if you evaluate each power in a vacuum. Consider what you are trying to accomplish which is to be a melee blaster (requiring the ability to survive in melee range). Consider your offensive toolkit, which includes rains that force mobs to run (thus a need to keep them in the rain). Your ability to rotate knockdowns with thunderstrike and force of thunder can help you solve for both of those objectives.
  2. You skipped force of thunder, tell me, in your own words. why.
  3. Good points. My first draft had hasten and tentacles with the stun proc instead of the presence pool and that was truly endurance heavy due to the fact that I was spamming tentacles/torrent. The hasten crash also contributed to quite a few "oops where all my toggles go?" moments. This one is more manageable as a complete build for exemped content but I imagine those leveling the traditional way will lean on recovery serums and blue pills quite a bit until they have their slots filled out. End game I took vigor because all 3 attributes that it boosts helps my build. I took spectral interface for the immob. Destiny is a toss up. I took ageless for the debuff resist and the +rech but I could just as well swap it out for incan/barrier if the situation called for those.
  4. I decided to followup on my comments from this thread about how to build a corruptor with a focus on stun. I chose Defender for my own take. Scouring through the primaries/secondaries I found Dark Pit from Dark blast which doesn't need proc gimmicks to stun. I also weighed the pros/cons of powers that can stun with a reasonable ~60 seconds or less base recharge from support sets and settled on Force Field (even though the chance to stun on Force Bomb is only 10% 😞) The game plan is lean on oppressive gloom, invoke panic and dark pit to stack stuns, but as I said in the other thread this is a gimmick so I need other toys to stay alive. Thus the following synergies: FF allows the build to softcap vs all positions + PSI Dark blast gives me a heal Force Bomb and Torrent both KD, and I love KD for the mitigation and for the FF procs Invoke panic is also a fear which helps break alpha strikes, and it also takes a stun proc. If I wanted more stun shenanigans I could drop torrent and pick up tentacles and stick yet another stun proc in it. However the proc chances aren't great and from a pure utility perspective I valued the KD from torrent more. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Bubble Panda: Level 50 Science Defender Primary Power Set: Force Field Secondary Power Set: Dark Blast Power Pool: Leaping Power Pool: Fighting Power Pool: Presence Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: Deflection Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (3) Luck of the Gambler - Defense Level 1: Gloom (A) Apocalypse - Damage (3) Apocalypse - Damage/Recharge (5) Apocalypse - Damage/Recharge/Accuracy (5) Apocalypse - Recharge/Accuracy (7) Apocalypse - Damage/Endurance (9) Apocalypse - Chance of Damage(Negative) Level 2: Repulsion Bolt (A) Sudden Acceleration - Knockback to Knockdown Level 4: Moonbeam (A) Sting of the Manticore - Accuracy/Damage (9) Sting of the Manticore - Damage/Endurance (11) Sting of the Manticore - Accuracy/Interrupt/Range (11) Sting of the Manticore - Damage/Endurance/Recharge (27) Sting of the Manticore - Chance of Damage(Toxic) Level 6: Insulation Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (7) Luck of the Gambler - Defense Level 8: Combat Jumping (A) Kismet - Accuracy +6% (42) Winter's Gift - Slow Resistance (20%) Level 10: Kick (A) Superior Blistering Cold - Accuracy/Damage (46) Superior Blistering Cold - Damage/Endurance Level 12: Dispersion Bubble (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (13) Shield Wall - Defense/Endurance (13) Shield Wall - Defense/Endurance/Recharge (15) Shield Wall - Defense Level 14: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (15) Aegis - Resistance/Endurance (17) Aegis - Endurance/Recharge (17) Aegis - Resistance/Endurance/Recharge (25) Aegis - Resistance (25) Aegis - Psionic/Status Resistance Level 16: Provoke (A) Empty Level 18: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (19) Shield Wall - Defense/Endurance (19) Shield Wall - Defense (21) Shield Wall - +Res (Teleportation), +5% Res (All) Level 20: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (21) Reactive Defenses - Defense (23) Reactive Defenses - Defense/Endurance (23) Reactive Defenses - Scaling Resist Damage Level 22: Force Bomb (A) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb (27) Superior Vigilant Assault - Damage/Endurance/RechargeTime (34) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime (36) Stupefy - Accuracy/Endurance (36) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (36) Force Feedback - Chance for +Recharge Level 24: Torrent (A) Superior Vigilant Assault - Accuracy/Damage (37) Superior Vigilant Assault - Accuracy/Damage/Endurance (37) Superior Vigilant Assault - Damage/RechargeTime (37) Sudden Acceleration - Knockback to Knockdown (40) Force Feedback - Chance for +Recharge Level 26: Damping Bubble (A) Karma - Knockback Protection Level 28: Life Drain (A) Devastation - Accuracy/Damage (29) Devastation - Damage/Endurance (29) Devastation - Damage/Recharge (31) Devastation - Accuracy/Damage/Recharge (31) Devastation - Accuracy/Damage/Endurance/Recharge (31) Devastation - Chance of Hold Level 30: Blackstar (A) Superior Defender's Bastion - Accuracy/Damage (33) Superior Defender's Bastion - Damage/Recharge (33) Superior Defender's Bastion - Damage/Endurance/Recharge (33) Superior Defender's Bastion - Accuracy/Damage/Endurance (34) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge (34) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal Level 32: Tactics (A) Endurance Reduction IO Level 35: Oppressive Gloom Hamidon Origin:Endoplasm Exposure Level 38: Dark Pit (A) Absolute Amazement - Stun/Recharge (39) Absolute Amazement - Stun (39) Absolute Amazement - Stun/Recharge/Accuracy (39) Absolute Amazement - Recharge/Accuracy (40) Absolute Amazement - Stun/Endurance (40) Razzle Dazzle - Chance of Immobilize Level 41: Intimidate (A) Empty Level 44: Invoke Panic (A) Glimpse of the Abyss - Accuracy/Recharge (45) Nightmare - Accuracy/Recharge (45) Glimpse of the Abyss - Accuracy/Fear/Recharge (45) Unspeakable Terror - Disorient Bonus Level 47: Dark Embrace (A) Steadfast Protection - Resistance/+Def 3% (47) Unbreakable Guard - Resistance (47) Unbreakable Guard - Resistance/Endurance (48) Unbreakable Guard - Resistance/Endurance/RechargeTime (48) Unbreakable Guard - +Max HP Level 49: Soul Drain (A) Superior Avalanche - Accuracy/Damage (49) Superior Avalanche - Damage/Endurance (49) Superior Avalanche - Accuracy/Damage/Endurance (50) Superior Avalanche - Accuracy/Damage/Recharge (50) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (50) Superior Avalanche - Recharge/Chance for Knockdown Level 1: Vigilance Level 1: Brawl | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1628;729;1458;HEX;| |78DA75944B4F135114C7FFED0C56DE963714E4A1C87B6879B836884D849610FD00C| |DD04ECB686D9B0209AE0C26EE15176E7C4601A3AE7C7E098D1A71E5C218D782899A| |E0C2D4C39C3970917893E9FDDD7B1EF79C734F6F7471BCECCDEBC809782A4EA6CDB| |9B9D8B895B432092BEF3B1BB7AD4CDC028DB2B1859999B4D5366D6612A68F361A45| |2B36B6904C1AE16C3E6EC5C2B6954E34ED48CE9899949530C6CDFCF9D818B99E47D| |974369B36229699B333A9726711B653B3F3B4F23BABA899B1730B6973DECE662A45| |997CCDCDDA39FFA99C1D676F517266E52F3650206DF425BDF4E3818C02612D7D211| |D5ED430ACFCA35204F47B5D9501061D86C020C30104190E22C490A2C9A3B821975F| |7547B24A124D91E81ADEC2357EC75082F7021F189AB0CE304BD6456A064592C101C| |9A08ECAEE53557CF843738B8E1E04344E85548A5595625CE5E806708DE11C1D54AA| |A868A5725019C2DB5E8A094E335460824123BFE56AF1CA31C4275620C8D68730243| |0CCD0801181518626725309A5789528D0804EFB7E3526BFC45425315549283598E4| |93FD6454AD1A558B510D3658B70E9B023FD828EDDDEE0CCF6E22B518D5DD9B18626| |8C708C3112C795CF8A2B97085BBE0114DF5BBDD54D0EB1164A3A318160809B80DD2| |25D617686A54CBD0882DBEC8C72409A8750EE03EF747331E08AC301CC6AAC09AC04| |38627E4A64575D382A79C411B9E093C1778A1B979BF1478C5504D156E557BBD9564| |8EE4122974A87DD681E33453CBF708AC510C9D6A0C9D98E4F48F6142202210F5BA2| |59A1258F4381509500CDD6AADBAB9659A69BF4FBDFD3E7CE2DBEAC74781CF02EBEC| |6C89C236D4BFA8817A9618F8C9391BF8C530882D81DF0C9769A266F7EC6414C44DB| |ED9206E09DC6608E18EC05D817B0C53FADE87A8D0ACEF7BBC9659B517D719223AD4| |51A04FE3424DEBAAADF31E39F5F956B2D7A97312ED6FFC677FB3645F10ED9C760F2| |668D1A5E3FB7E951B5E37CE6586C95E2A91124DE12F8C50D144| |-------------------------------------------------------------------| This is a late blooming build and I made some conscious decisions to focus on getting defense prior to level 35 which is the earliest I can pick up oppressive gloom. The rest of the stun kit comes shortly after that pick. From an exemplar perspective this build will still be tanky despite the lack of stuns for earlier levels because of that decision to invest in defense power picks early on. Game play when the build gets all its toys looks like this: Target the boss, hug the boss, alternate invoke panic and dark pit, force bomb and do other stuff while those are on cooldown, steal bamboo from boss while it's dazed, Nom Nom Nom Nom Nom!
  5. You are right that it's REALLY REALLY hard to get Ranged and AoE softcap without making really weird power picks and sacrifices in slotting to boot. The general consensus is that there'll be far more Range attacks that you'll need to cover than AoEs if you go with a pure ranged build so a lot of builds will softcap range and that's it. However powersets that feature a lot of slows may have an easier time with AoE defense. The key is Ice Mistral's Torment. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 49 Natural Blaster Primary Power Set: Beam Rifle Secondary Power Set: Tactical Arrow Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Single Shot (A) Superior Defiant Barrage - Accuracy/Damage (13) Superior Defiant Barrage - Damage/RechargeTime (13) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (15) Superior Defiant Barrage - Accuracy/Damage/Endurance (15) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime (17) Superior Defiant Barrage - RechargeTime/+Status Level 1: Glue Arrow (A) Ice Mistral's Torment - Endurance/Slow (3) Ice Mistral's Torment - Damage/Recharge (3) Ice Mistral's Torment - Damage/Slow (5) Ice Mistral's Torment - Accuracy/Damage/Endurance (5) Ice Mistral's Torment - Accuracy/Damage/Endurance/Recharge (7) Ice Mistral's Torment - Chance for Cold Damage Level 2: Cutting Beam (A) Artillery - Accuracy/Damage (7) Artillery - Damage/Endurance (9) Artillery - Damage/Recharge (9) Artillery - Accuracy/Damage/Recharge (11) Artillery - Accuracy/Recharge/Range (11) Artillery - Endurance/Recharge/Range Level 4: Combat Jumping (A) Kismet - Accuracy +6% Level 6: Disintegrate (A) Superior Blaster's Wrath - Accuracy/Damage (17) Superior Blaster's Wrath - Damage/Recharge (31) Superior Blaster's Wrath - Accuracy/Damage/Recharge (31) Superior Blaster's Wrath - Accuracy/Damage/Endurance (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge (34) Superior Blaster's Wrath - Recharge/Chance for Fire Damage Level 8: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 10: Upshot (A) Empty Level 12: Lancer Shot (A) Superior Winter's Bite - Accuracy/Damage (25) Superior Winter's Bite - Damage/RechargeTime (40) Superior Winter's Bite - Accuracy/Damage/Endurance (40) Superior Winter's Bite - Accuracy/Damage/Recharge (40) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (48) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 14: Fly (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (33) Blessing of the Zephyr - Knockback Reduction (4 points) (49) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance Level 16: Kick (A) Empty Level 18: Penetrating Ray (A) Sting of the Manticore - Accuracy/Damage (19) Sting of the Manticore - Damage/Endurance (19) Sting of the Manticore - Accuracy/Interrupt/Range (27) Sting of the Manticore - Damage/Endurance/Recharge (27) Sting of the Manticore - Chance of Damage(Toxic) Level 20: Eagle Eye (A) Preemptive Optimization - Accuracy/Recharge (21) Preemptive Optimization - EndMod/Endurance (21) Preemptive Optimization - EndMod/Recharge (23) Preemptive Optimization - EndMod/Accuracy/Endurance (23) Preemptive Optimization - EndMod/Accuracy/Recharge (25) Preemptive Optimization - EndMod/Endurance/Recharge Level 22: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (43) Aegis - Resistance/Endurance (45) Aegis - Resistance/Recharge (45) Aegis - Resistance/Endurance/Recharge (48) Aegis - Resistance (48) Aegis - Psionic/Status Resistance Level 24: Gymnastics (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 26: Overcharge (A) Artillery - Accuracy/Damage (34) Artillery - Damage/Endurance (36) Artillery - Damage/Recharge (36) Artillery - Accuracy/Damage/Recharge (36) Artillery - Accuracy/Recharge/Range (37) Artillery - Endurance/Recharge/Range Level 28: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Shield Wall - Defense/Endurance (29) Shield Wall - Defense (31) Shield Wall - +Res (Teleportation), +5% Res (All) Level 30: Oil Slick Arrow (A) Ice Mistral's Torment - Endurance/Slow (37) Ice Mistral's Torment - Damage/Recharge (37) Ice Mistral's Torment - Damage/Slow (39) Ice Mistral's Torment - Accuracy/Damage/Endurance (39) Ice Mistral's Torment - Accuracy/Damage/Endurance/Recharge (39) Ice Mistral's Torment - Chance for Cold Damage Level 32: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (33) Reactive Defenses - Defense/Endurance (33) Reactive Defenses - Scaling Resist Damage Level 35: Bonfire (A) Force Feedback - Chance for +Recharge (45) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 38: Fire Shield (A) Steadfast Protection - Resistance/+Def 3% (46) Aegis - Resistance/Endurance (46) Aegis - Resistance/Recharge (46) Aegis - Endurance/Recharge (47) Aegis - Resistance/Endurance/Recharge (47) Aegis - Resistance Level 41: Electrified Net Arrow (A) Ice Mistral's Torment - Endurance/Slow (42) Ice Mistral's Torment - Damage/Recharge (42) Ice Mistral's Torment - Damage/Slow (42) Ice Mistral's Torment - Accuracy/Damage/Endurance (43) Ice Mistral's Torment - Accuracy/Damage/Endurance/Recharge (43) Ice Mistral's Torment - Chance for Cold Damage Level 44: Evasive Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 47: Aim (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 49: Flash Arrow (A) Siphon Insight - Chance for +ToHit Level 1: Brawl (A) Empty Level 1: Defiance Level 1: Sprint | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1644;701;1402;HEX;| |78DA75945B4F135110C7FFDBDD524A5BB0DC2B72E9850A456A417D57541E040C41D| |F9BB55D4B93429B52A27E003F838982A831C17AF9123E6BD4E893FAE207504C7CC0| |6BD6E9CE4E384DC34976F7B7E7CCCECC7FCE9C5DBA7921F8FAD5E25968A1F325736| |3233B47F79A55F55D366B9B55B384C6F0D1157117B22BE67AC1CAA7E72C732DBB52| |BC5EB24664E5CA66A552AED6D257CD5CAD98334BD973D56AF90682CBE57229BD689| |995E27A21E0BCCC978A85D55A88B981B4D2256679ABBAB15AAC745FAC14736469AE| |59D92527C0AD41CA234657B6976E1A64D85EBA19C08C812034010F4327740183E10| |8BC0CDBC916377EAFB3E241874080813C0A8418DAD0C96052369AEA46832E260643| |3BBC026D0C1DF009B433F4539575C50D74FCA3E7B0816B14C0AB06F0E2AEEE4AB9C| |730822D816D8628EE0BEC30F829804F0DE0439FE6ACEC5021FC5056FCB069204F81| |036AE0009E70E9065167388EA702CF049E339CC40B8600050E296E3C217CF4382B6| |3F8CC90C127060FD976A9A974712A16A512567C1861BC81F34537DE0ABC63388AF7| |021F181E92C01E55480FF639B75EFC14F8C5D08FDF027F44EC5F069D92EB53DDF46| |15677B628850C97F20466044E696E194E0B9C61784CD90CA81B31201B5120951135| |40445A292AAD1497568A4B2BC5A59512D24A06E539A4B8D18724C031CCEB2E5C928| |659607844590DABB187E53424E43424E43424E53424E53424E5348429F6A8BAD9A3| |127B0C7BBA0B3F1876E9113B383AB616C36D8F5BBD2F6C52A7C7B89AD5B8533A2AF| |9B4947C5A4A3E8D5986B4D43E2DB5DF227113AA9B09113729E22645DCA4884B89B8| |94887B9902A6D49D9B127139DAB9F4C1CFC4A6973A4B7940A1338A48EAF5A0BB070| |6D46137AE46AF478DE6FF92BD7888E1B2A1DAD1BCC6F35F3B9A1D88FD5EEB7C9453| |F976C817DF5BE7EFB0ACDD54734E369D1784D48905B2C8A813FF018D35CE55| |-------------------------------------------------------------------|
  6. It could work against you. You are assuming the people that run ahead aren't capable of soloing mobs by themselves. There are a few things I see that compound the issue discussed here: 1 - People join teams and solo, they don't need a team, they just want an audience (I do that sometimes as well). But they can't read team dynamics and adjust accordingly. 2 - Poor to non-existent targeting priority. Most people I see just tab and latch onto whatever that target is. Bosses are 99% of the time the highest threat/hardest to take down and it wouldn't be as much an issue if they were focused down first. Instead you get folks that two shot minions/LT and think that's it and move on to the next group, leaving the things that actually NEED to be DPSed down to teammates less capable of doing so. Honestly #2 irks me more than #1. Like if you are here flexing then actually do something more impressive than 2 shoting minions. That's fucking scrub tier.
  7. I find that teams without lol melee usually are more cohesive. Especially if you know you can carry the team and you invite a lot of lowbies that do not dare stray too far off from the team.
  8. I just want panda roll as a travel power. But I know it'll never be implemented.
  9. The way defense works is that it checks for the highest defense that you have against attacks that have the appropriate tags. For example if your range defense is 48% and your S/L defense is at 43%, A lethal ranged attack will only check against your range defense because that's the highest. When you start building for typed defenses then you also need to cover all the types. Positional defense are more catch all, they don't care about whether a ranged attack is fire/cold/energy, etc... If you are building for pure ranged hover blasting it's much more efficient to build for range defense. There are typically 3 flavors of build direction: All out offense no defense - Geared towards teaming where your weaknesses can be covered by other players/buffs/debuffs. Most people don't go this way, they prefer to be a little more self sufficient. All the mitigation in the world! - The most self sufficient route, turns blasters into tank mage lite at the cost of offense, the cost varies depends on how you build it, some people go overboard and sacrifice a lot more than necessary, some build for enough defense and still retain respectable offense. Middle ground - Usually build enough defense so that one small luck can help reach softcap, frees up room for more offensive slotting/procs. My patches and procs ice/ta build is one such example. Regardless of direction, good blasters players share the following traits: Understanding of game mechanics/mobs and understanding your priorities for each engagement Fully leveraging your toolkit, whether that's your mitigation tools, your defense bonuses from the build, game mechanics such as line of sight or jousting, or even the simple act of moving. Knowing where you should plant yourself and when you should move. Blaster players that build for softcap and think they can stand in one spot and derp it out like a scrapper will have a harder time than those that choreograph their battle plan intelligently.
  10. Let's think this one through. Your game plan is to stay at range which means attacks coming at you will have either a Range tag or an AoE tag. If an attack is ranged it doesn't matter what type it is, S/L/F whatever it doesn't matter as long as you have range defense. Same applies to AoE attacks. If you follow your game plan and stay at range you never have to deal with the melee component, the simplest solution to maintain your range game plan is to hover/move. So WHY is there a need to softcap those various typed defense when you could just focus on Ranged/AoE defense and call it a day? Go to configuration - options - effects and maths and check the "attacked" box on the right to see your true defenses in combat. A few other Mids tips that you may find useful later on: If you put procs in powers there will be green or green + yellow buttons that automatically turn on for the power. Screenshot above has a Guassian's build up proc in upshot. Upshot does not have infinite duration, so turning on the power skews your to hit and makes you think you can hit anything. Another example: Hail of bullets is the T9 for dual pistals and I slotted a force feedback +recharge proc in it because it does knockdown. The proc gives 5 seconds of +100% global recharge. Leaving it on makes people claim their build has perma hasten when they do not. Turn those dials off. Additionally, Hail of Bullets gives you 5 seconds of increased Melee/Range/AoE defense, so again, people will claim they have softcap defenses when they do not. The yellow dial will turn off proc effects such as the force feedback +rech, the green dial will turn the power off completely so in this case you won't see either the inherent +defense nor the proc effect. Most folks that stick to the range hover blasting route build for range softcap with a resist shield. Most favor flame mastery for bonfire because it's another piece of area denial that's very effective and can be made perma. I'd also recommend glue arrow, it carries -jump and -fly, great for keeping stuff away from you. For the more adventurous you can also up your damage potential by leveraging damage procs, this does mean that you sacrifice survival. A good compromise is around 32.5% defense so a small luck can softcap you. This gives you some build freedom to cram in more procs. Here are some examples you can reference:
  11. Not sure what the consensus on where to put the chance to hide proc for energy melee is but I put it in Total Focus. It then triggers hide and you get a free Energy transfer +HP crit out of it. The build has a lot of 6 slotted sets and it seems excessive. Deflection provides S/L resist and most builds slot for that and let set bonuses cover lost enhancement opportunities for melee defense in that power. Here's what I did with mine, I opted for more offense. This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Agent Blu: Level 50 Technology Stalker Primary Power Set: Energy Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Experimentation Ancillary Pool: Mu Mastery Villain Profile: Level 1: Barrage (A) Superior Assassin's Mark - Accuracy/Damage (3) Superior Assassin's Mark - Damage/RechargeTime (5) Superior Assassin's Mark - Accuracy/Damage/RechargeTime (7) Superior Assassin's Mark - Damage/Endurance/RechargeTime (7) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime (21) Superior Assassin's Mark - RechargeTime/Rchg Build Up Level 1: Hide (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 2: Bone Smasher (A) Superior Stalker's Guile - Accuracy/Damage (23) Superior Stalker's Guile - Damage/Recharge (23) Superior Stalker's Guile - Accuracy/Damage/Recharge (27) Superior Stalker's Guile - Damage/Endurance/Recharge (29) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge Level 4: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (5) Kismet - Accuracy +6% (15) Luck of the Gambler - Defense Level 6: Assassin's Strike (A) Superior Blistering Cold - Accuracy/Damage/Endurance (29) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (34) Touch of Death - Damage/Endurance (34) Mako's Bite - Chance of Damage(Lethal) (34) Touch of Death - Chance of Damage(Negative) Level 8: Build Up (A) Gaussian's Synchronized Fire-Control - To Hit Buff (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (11) Gaussian's Synchronized Fire-Control - Recharge/Endurance (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (21) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Kick (A) Empty Level 12: Deflection (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (13) Unbreakable Guard - Resistance (15) Unbreakable Guard - Resistance/Endurance (17) Unbreakable Guard - Resistance/Endurance/RechargeTime (33) Unbreakable Guard - +Max HP Level 14: Battle Agility (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (17) Reactive Defenses - Defense (19) Reactive Defenses - Defense/Endurance (19) Reactive Defenses - Scaling Resist Damage Level 16: Active Defense (A) Recharge Reduction IO Level 18: Power Crash (A) Superior Avalanche - Accuracy/Damage (43) Superior Avalanche - Accuracy/Damage/Endurance (43) Superior Avalanche - Damage/Endurance (45) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (45) Superior Avalanche - Recharge/Chance for Knockdown Level 20: Tough Hamidon Origin:Ribosome Exposure Level 22: Total Focus (A) Hecatomb - Damage/Recharge (39) Hecatomb - Damage/Recharge/Accuracy (40) Hecatomb - Recharge/Accuracy (40) Hecatomb - Damage/Endurance (40) Hecatomb - Chance of Damage(Negative) (47) Superior Stalker's Guile - Recharge/Chance to Hide Level 24: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (25) Shield Wall - Defense/Endurance (25) Shield Wall - Defense (27) Shield Wall - +Res (Teleportation), +5% Res (All) Level 26: Energy Transfer (A) Superior Blistering Cold - Accuracy/Damage (37) Superior Blistering Cold - Damage/Endurance (37) Touch of Death - Accuracy/Damage (39) Mako's Bite - Chance of Damage(Lethal) (39) Touch of Death - Chance of Damage(Negative) Level 28: Shield Charge (A) Armageddon - Damage/Recharge (33) Force Feedback - Chance for +Recharge (45) Armageddon - Damage/Recharge/Accuracy (46) Armageddon - Recharge/Accuracy (46) Armageddon - Damage/Endurance (46) Armageddon - Chance for Fire Damage Level 30: Maneuvers (A) Red Fortune - Defense/Endurance (31) Red Fortune - Defense/Recharge (31) Red Fortune - Endurance/Recharge (33) Red Fortune - Defense/Endurance/Recharge (48) Red Fortune - Defense (48) Red Fortune - Endurance Level 32: Speed of Sound (A) Winter's Gift - Slow Resistance (20%) Level 35: Zapp (A) Sting of the Manticore - Accuracy/Damage (36) Sting of the Manticore - Damage/Endurance (36) Sting of the Manticore - Accuracy/Interrupt/Range (36) Sting of the Manticore - Damage/Endurance/Recharge (37) Sting of the Manticore - Chance of Damage(Toxic) Level 38: Ball Lightning (A) Ragnarok - Damage/Recharge (42) Ragnarok - Damage/Recharge/Accuracy (42) Ragnarok - Recharge/Accuracy (42) Ragnarok - Damage/Endurance (43) Ragnarok - Chance for Knockdown Level 41: Grant Cover (A) Endurance Reduction IO Level 44: Tactics (A) Endurance Reduction IO Level 47: True Grit (A) Steadfast Protection - Resistance/+Def 3% (47) Preventive Medicine - Chance for +Absorb Level 49: Against All Odds (A) Endurance Reduction IO Level 1: Assassination Level 1: Brawl | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1741;779;1558;HEX;| |78DA7594594F535110C7FF77A9B5A5A560419652369542D1827B5CE3023C4049301| |835A0D60AD7B6A1B6A42D097579F4DD9DB8461371F92E1A41F01BF8CA92B83F983A| |DCB9078F25DCE4B6BFF39F33E7CCCC9973FB27BB5C1FDE878F41719F4C46B3D9C86| |02E9A1C3332CED3C6483C954EA663790D80E378CC48E51A4F2427EC34AAB52645FA| |8DA46184BA53462696E741BD307519578C54D6080DC6134672540CE11A48A793A1B| |0111D4FA4626E73D09388C57334F208D3A891C9C613E315E6B87B72DCC824AED2EE| |D15C229DAAEA1E4F8C8456F79F88F447B3392393AFA6B05AE8BDE7A01F05E229D88| |0491DD8A943459E41C735860DB82EE00643056E320C07FE5F86DE4AC5B43CA00D14| |C9A22B98D14CCB66CC0AF8C4508B39863ACC5B262A9F2679AB9A5857C71F12FC3A4| |A51C1CA43DAC90669271BEEEAD672F7199A304C968083600C96125951744C91B7FD| |5F0A059B1DAF5473CA464C0B78CDE0C41B016F55AB10EF18540AD821054183023D8| |850814AE4329488445CF8C6B996E23B43197E3134E237C379F2764BDE9A5B789761| |91A76CC29280AF0C17C8C9A3D0398A503C685F49DA81471461B91C4C399E7281827| |82EE019C376BC10F09241A314BD92B7E2C52EDEB11E4749B06B78421B544A55B055| |22C0F569412B43006D0282AA195500EDAC84F099D7D369A72A39ED2A9176357A340| |B7A45EFF4313CA6BD6BE436A8C16D0E7C2BEE0818E23668116DD022DAE03215CDA7| |486DE0C301D53A8C5BAA5588830C3B7048C061014718CA2972BF7CADFC702A568D4| |A04B8146B613743074A05781806824083DC4D0DF071965FE8AF593EC2667CE454B6| |6046C0AC80395879CF33FC7401DB64EF6DD8CD81B7618F80BD02F6F1F904B19F952| |8D5A855BEECAD748DCC295E4ABB5DB6B40BCB45F209C94D13324FD6BF72DA0B9CD2| |259AD2A9AC5EC1023AD959874F87FC140A75458229D22D0BAFA30FE8F2D7897485F| |505E79ACF96A92FAEA32F15E9548F26CDFA5AF62A660375E00C9FDDF2DAB953AA75| |E39775B3289DF8C10D391D2C4AB08F844E59087B69A2B45AE1ACB34838572C0C150| |BA78A85BFE054EA87| |-------------------------------------------------------------------|
  12. I only took soul transfer because it also carries a stun. I'd use exec shot as the name implies, as a finisher. I'm also setting realistic expectations on the build, it's not going to solo +4/8 where mobs have more HP and exec shot can't get it done. This build is probably more comfortable at even con to maybe +2. Also there's nothing stopping you from doing the ol' "hop and fire at the peak of your jump" to turn KB into ghetto KD. I do that with power thrust all the time on my blaster. It's a "pro" move😀
  13. I got you fam! Thought about that when I made the conscious decision not to pick up swap ammo. Pistols only does -def, no kb Executioner's shot is only single target and have a 70% chance to kb. HOB knocks down. I thought about that one while building and checked the mag - only 0.4. Piercing does -res, which is a benefit to a build not using special ammo. So really only executioner's shot which I find acceptable.
  14. Besides Hail of Bullets being left on, your defenses might be lower still in game because when you are attacked infiltration loses all of its defense bonus. In mids go to options - configuration - effects and maths and check the "attacked" box to the right. Half sounds like a lot but let's put it against actual numbers: Base stun duration of Supp. Fire is a bit over 9 seconds, let's just call it 10. So 1% increased duration = .1 second which means you are losing .3 seconds. Meanwhile a standard level 50 crafted stun IO gives 42.4% increase stun duration. Now if you look at Oppressive gloom, base stun duration is just a little over 7 seconds. So the value you get out of those stun duration bonuses is even less. Also the stun bonuses do not work on procs. As someone that has built gimmick builds that focus on stun I can tell you the key is not stun duration but density and frequency of powers that stun/proc stun and how quickly you can cycle them. And even then from EXPERIENCE I can also tell you that you should temper your expectations about how reliably and how complete your coverage is on stunning stuff around you. The last thing I will tell you is that you should not rely on this gimmick as your only means for survival. At best it's to supplement your survival and at worst it's just for giggles. You should make sure that your build has survival covered by other means as well. Dropping seeker is unexpected as the power STUNS and your concept greatly benefits from multiple AoE powers that can stun or proc stun. Supp. Fire being single target can only do so much. I can tell you something else from experience. When you are invested in such a concept where stun is the primary goal you will be cycling all your powers that can stun/proc stun with little room to fit in actual attacks, which is why it's more conducive to have an attack that also stuns so you can include that in your chain to do some actual damage. I'm going to say something that you don't want to hear but this is more for the general public reading this and trying to get ideas on this topic, but I'll come back to your build in a moment. If I were to build for stun then I'd look for synergies, that means multiple AoE powers that can stun/proc stun in my toolkit, preferably ones that also deal damage. Bonus points for single target stuns that I can squeeze in the build as well, preferably ones that also do damage. As I scour through the combinations a few things stand out: Rad Blast, Dual Pistols, Beam Rifle, Force Field, and Storm Summoning. I'd probably do DP/Force Field. DP has more force feedback opportunities and Force field has a quick recharge AoE Stun/Knockdown in force bomb AND offers survival comparable to traps. Storm is just OP and can quickly warp into focusing on tornado/lightning storm instead of building towards stun. Back to your build: Here's my vision of how to maximize the gimmick. The goal is to stuff it with as many aoe powers that stun/proc stun as I can and make sure I have good recharge to cycle them consistently and have decent defenses. I made this a budget build with no purples or winter IOs, and I shot for 1 luck short of softcap on most positions. I can also tell you right now this is not a build for the unseasoned. Oppressive gloom demands that you stand in the danger zone and you are still a squishy. Looking at the enhanced recharge on seeker and invoke panic they are still not enough to form a seamless stun chain that you can sustain forever and ever. If you are not quick with insp usage and know how to use the tools in your kit, you will have a harder time finding success. This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Maximizing Stun with DP Traps: Level 49 Technology Corruptor Primary Power Set: Dual Pistols Secondary Power Set: Traps Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Presence Ancillary Pool: Dark Mastery Villain Profile: Level 1: Pistols (A) Superior Scourging Blast - Damage/RechargeTime (3) Superior Scourging Blast - Accuracy/Damage/RechargeTime (3) Superior Scourging Blast - Damage/Endurance/RechargeTime Level 1: Caltrops (A) Ice Mistral's Torment - Endurance/Slow (13) Ice Mistral's Torment - Damage/Recharge (15) Ice Mistral's Torment - Damage/Slow (15) Ice Mistral's Torment - Accuracy/Damage/Endurance (19) Ice Mistral's Torment - Accuracy/Damage/Endurance/Recharge (21) Ice Mistral's Torment - Chance for Cold Damage Level 2: Web Grenade (A) Empty Level 4: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (5) Kismet - Accuracy +6% Level 6: Super Speed (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (7) Blessing of the Zephyr - Knockback Reduction (4 points) Level 8: Bullet Rain (A) Force Feedback - Chance for +Recharge (9) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (9) Ice Mistral's Torment - Damage/Slow (11) Ice Mistral's Torment - Accuracy/Damage/Endurance (11) Ice Mistral's Torment - Accuracy/Damage/Endurance/Recharge (13) Ice Mistral's Torment - Chance for Cold Damage Level 10: Acid Mortar (A) Analyze Weakness - Accuracy/Recharge (48) Shield Breaker - Accuracy/Recharge Level 12: Suppressive Fire (A) Rope A Dope - Accuracy/Stun (21) Stupefy - Accuracy/Stun/Recharge (25) Gladiator's Net - Chance of Damage(Lethal) (27) Ghost Widow's Embrace - Chance of Damage(Psionic) (27) Neuronic Shutdown - Chance of Damage(Psionic) (29) Gladiator's Javelin - Chance of Damage(Toxic) Level 14: Hasten (A) Recharge Reduction IO (37) Recharge Reduction IO Level 16: Force Field Generator (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (17) Shield Wall - Defense/Endurance (17) Shield Wall - Defense (19) Shield Wall - +Res (Teleportation), +5% Res (All) Level 18: Executioner's Shot (A) Force Feedback - Chance for +Recharge (40) Superior Scourging Blast - Accuracy/Damage (42) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime (42) Superior Scourging Blast - RechargeTime/PBAoE +End Level 20: Poison Trap (A) Basilisk's Gaze - Accuracy/Hold (37) Basilisk's Gaze - Accuracy/Recharge (39) Basilisk's Gaze - Endurance/Recharge/Hold (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold Level 22: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Reactive Defenses - Defense (23) Reactive Defenses - Defense/Endurance (25) Reactive Defenses - Scaling Resist Damage Level 24: Seeker Drones (A) Stupefy - Accuracy/Recharge (29) Stupefy - Endurance/Stun (31) Stupefy - Accuracy/Endurance (31) Stupefy - Stun/Range (31) Stupefy - Accuracy/Stun/Recharge Level 26: Hail of Bullets (A) Force Feedback - Chance for +Recharge (34) Obliteration - Accuracy/Recharge (36) Obliteration - Damage/Recharge (36) Obliteration - Accuracy/Damage/Recharge (36) Obliteration - Accuracy/Damage/Endurance/Recharge (37) Obliteration - Chance for Smashing Damage Level 28: Provoke (A) Empty Level 30: Intimidate (A) Glimpse of the Abyss - Accuracy/Recharge (40) Glimpse of the Abyss - Accuracy/Endurance (40) Glimpse of the Abyss - Fear/Range (47) Glimpse of the Abyss - Accuracy/Fear/Recharge (47) Glimpse of the Abyss - Chance of Damage(Psionic) (48) Unspeakable Terror - Disorient Bonus Level 32: Invoke Panic (A) Glimpse of the Abyss - Accuracy/Recharge (33) Glimpse of the Abyss - Accuracy/Endurance (33) Glimpse of the Abyss - Endurance/Fear (33) Glimpse of the Abyss - Accuracy/Fear/Recharge (34) Glimpse of the Abyss - Chance of Damage(Psionic) (34) Unspeakable Terror - Disorient Bonus Level 35: Oppressive Gloom (A) Stupefy - Accuracy/Recharge (45) Stupefy - Endurance/Stun (45) Stupefy - Accuracy/Endurance (46) Stupefy - Stun/Range (46) Stupefy - Accuracy/Stun/Recharge Level 38: Dark Embrace (A) Steadfast Protection - Resistance/+Def 3% (39) Gladiator's Armor - TP Protection +3% Def (All) (46) Unbreakable Guard - Resistance (49) Unbreakable Guard - Resistance/Endurance (49) Unbreakable Guard - Resistance/Endurance/RechargeTime (49) Unbreakable Guard - +Max HP Level 41: Piercing Rounds (A) Superior Malice of the Corruptor - Accuracy/Damage (42) Superior Malice of the Corruptor - Damage/Recharge (43) Superior Malice of the Corruptor - Accuracy/Damage/Recharge (43) Superior Malice of the Corruptor - Damage/Endurance/Recharge (43) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge (45) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage Level 44: Tactics (A) Endurance Reduction IO Level 47: Triage Beacon (A) Preventive Medicine - Chance for +Absorb Level 49: Soul Transfer (A) Recharge Reduction IO Level 1: Brawl (A) Empty Level 1: Scourge Level 1: Sprint | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1651;729;1458;HEX;| |78DA75945B4F135110C7677BB622A5B554EE02D272BF948A7E0223C544A54923BC3| |71BBAC0C6D2DDECB6117C10D1F85D7CF0FA197CD5C4078C46F0F6010013351105D6| |E9CE193924F624DBFCCE9C993973FE737A72ABD9E8EB57B397418B4F970CCF2B4CD| |BAE5B752AB61B99371796CB76C95E5A1300D09B3356AD15EB8E555E4ACE55AAE5E4| |6DABB29CCCE693F3AEE1780D358F7FA1859B4679C92C66B255A354C85B5EC52E79A| |DC7AB57AA8B8B99200CA279DB2E65664DC3C1BC916032E7986631CEF6A2E97ACB96| |9308E639A36C39D59251B1EC7262C6B1163259C3BD55C8195EC574D73AB18601FC8| |69AF147031E7E084D3AC0451D4230CC3042F05B3BE91B06680C072B5188109C8126| |8628C1598811B4C219827D4DCD023E4E7C1CD08EBA0825BD26A04D0B227438AC49A| |6C300BA84D56AC3F02114B89C822D866D82313C59C3F1467EB8011ED2CA69F82A24| |C86A235C6D84AB8D72B50798A151ADAA11DE509A0B204450D538EED4A4EAD204773| |579E607049D30435B9E83154D82A105D13D90A6A57E3C5C4CDD29061310AC0C321C| |E2725C71117196A819AE0A09D78514FE06C1049697D08E85100916620406A9B3633| |0CA30467084FE2D4A93440B6C86827A07E12DC130BC63784F90C013B4A9E5B57179| |EDB02B24EC09A9C877021F3D3A9420BD03D629A807EE119C870D86FB0C52D8493C5| |C97DAE52E3E5C0A0E0806E090E188C10F496141B6052BEF56EF6437DDC96EB4F72A| |DA857B614B93DA7D64F8449081CF0C5F34794336658F314D9F7A43FA384D92D3246| |19B41A649719A14A759C762FB55A9FA59AA344B9566A92659AA49966A03A387D422| |8602DD83065E12D2F707C114FC64F8C5B04F9046C547D534A3F058C8CBF384601C9| |E323C63782EA3E105410B4A32A1A4C12B9EA24BFE07AD19A5A538D9A19847318029| |35668AFF183D3AA8C3AF7DB5FE5DD38327ABC8767FB68E635EFFFFA3B41339F9E6B| |1FF5E1DFB6E1DFBB73A76FFE478398E0F9C5286FF175102FC03| |-------------------------------------------------------------------|
  15. Drop pistols and misdirection and invest in intimidate and invoke panic which can both take a disorient proc. The latter is a very good and very underrated alpha breaker in and of itself to boot. Invoke panic also has a base 60 second recharge vs 240 with misdirection which means you can actually use that every fight. Both powers have long enough base recharge that you should fire off the disorient proc reliably every cast. Provoke can also take a disorient proc but it'll have low chance of firing, but it's something. If I were to approach this I'd pick a primary where a blast that has a guaranteed mag 3 stun is baked into a damage dealing power such as those found in Rad blast, sonic blast, beam rifle and to some extent, seismic blast. At least that way you are also dealing damage AND stunning foes with a bread and butter attack. Having said that, you could also stand to dump 2 more damage procs into suppressive fire and leave the last 2 slots with acc/stun to make the duration longer. Losing 3% global stun duration isn't going to be game changing.
  16. You are going to get grounded and mez resist doesn't help you at all against -Fly. Even if you had loads of -Fly resist, it just reduces the time you are grounded for but you will still get grounded. With that context, you 6 slot some powers that don't need to be 6 slotted. 6 slotting purples have no value. You are also 5% over the range defense softcap. You can use some -kb in some powers, especially bonfire. I'd also drop hasten. It's the difference between 18 second RoA vs 15 second RoA in the final incarnate build. You are much better off building for Range + AoE def softcap if safety is your focus. I'd also take glue arrow, if you want to keep stuff at bay then it's good area denial and carries -jump and -fly. Normally you'd be hard pressed to get both Range + AoE softcap without making some significant sacrifices to recharge and other bonuses, but it's very doable with tactical arrow. The secret sauce is powers that slow and Ice Mistral's Torment. Since you are using archery as a primary there's less premium on recharge bonuses.
  17. I put it in ripper. The cast/recharge times are longish so the proc has a better chance to fire in that power. You'll never use spine burst for single target so it's a poor place for the proc, There were some posts way back about using Spine/Ice for cold farms. For regular play the main draw is the double damage+slow auras. While the build does ok AoE, single target is abysmal. Endurance can also be an issue with double auras, even more so if you take leadership. I took medicine for the endurance return with aid self with field medic on my build.
  18. Nemu

    Shield Question

    I don't find any value getting into this discourse with you. I do hope that @Mack008 sees that there is another perspective to consider. And if he finds value in that then he/she and I can continue that path. Have a good day.
  19. Nemu

    Shield Question

    I dislike the "xyz sucks, don't do it and do ABC instead" posts that lack context and adds no value to a discussion as much as the next person. However, that was not the purpose of my post. I offered a perspective, and explained why. Does that not offer a solution to the OP's challenge, which originates from how cumbersome keeping two powers on auto is? If you reduced the number of powers to keep on auto to 1, then doesn't that also address the root of the problem? I'd be happy to share my hastenless /SR , /Nin and /Shield builds to offer additional context and perspective. In fact I have posted a few: Going hastenless was touted as an "elegant" solution to the issue of managing 2 clicks that compete for autopower. And that build still sports 100+% global recharge, which is more than enough for stringing together a decent attack chain. So yes I could have repeated what everyone else has already posted but I feel this might offer a fresh perspective.
  20. Nemu

    Shield Question

    Or you can just not take hasten. Not all builds need hasten. Especially defense armor melee builds, especially if you don't hold pylon tests as your bible in gauging performance. Most melee builds have 5-6 attacks and that's enough to cycle through a full rotation. It may not be the highest DPS but this game is easy enough that you'll still be able to kill stuff. For example, Dual Blade builds do fine with attack vitals instead of comboless high dps chains, the former doesn't require hasten. So think about WHY you need hasten. It's not hard to build upwards of 90-100% global recharge bonuses on defense based melee builds. And then there's also force feedback procs and what that brings to the table.
  21. Nemu

    i27 Fire/Elec Builds

    Let's run through the numbers. Screenshots reflect all 4 accolades With Preemptive you get 26.33 hp/s and 4.68 end/s, and 3.75% more global recharge With Numina you get 35.69 HP/s and 3.87 end/s and 5 more max HP In the end I favored pre-emptive because I don't think the extra 10hp/sec regen will help me on a high defense/low resist build, because those moments when I really need regen are the moments I'm most likely to just pop a green. Whereas the extra recovery and recharge helps me more offensively so I don't have to use powersink as often. However, there's nothing wrong with trying that Numina configuration out. If it works for you great! If you change your mind you can always use those unslotters.
  22. Nemu

    i27 Fire/Elec Builds

    I had a few people ping me for page 5 updates. It's a slight update with power pick shuffles. Getting Inferno at level 26 makes this build even more exemp friendly. I still kept Electric Fence for an immob vs AVs that love to run. so no major changes other than moving some stuff up earlier in the progression. This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Jezebel Delias i27 P5: Level 49 Mutation Blaster Primary Power Set: Fire Blast Secondary Power Set: Electricity Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flares (A) Superior Defiant Barrage - Accuracy/Damage (40) Superior Defiant Barrage - Damage/RechargeTime (42) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (42) Superior Defiant Barrage - Accuracy/Damage/Endurance (42) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime (43) Superior Defiant Barrage - RechargeTime/+Status Level 1: Charged Brawl (A) Superior Blistering Cold - Accuracy/Damage (9) Superior Blistering Cold - Damage/Endurance (9) Superior Blistering Cold - Accuracy/Damage/Endurance (11) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime (11) Superior Blistering Cold - Recharge/Chance for Hold Level 2: Fire Ball (A) Artillery - Accuracy/Damage (3) Artillery - Damage/Endurance (3) Artillery - Damage/Recharge (5) Artillery - Accuracy/Damage/Recharge (7) Artillery - Accuracy/Recharge/Range (7) Artillery - Endurance/Recharge/Range Level 4: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (5) Kismet - Accuracy +6% Level 6: Super Speed (A) Blessing of the Zephyr - Knockback Reduction (4 points) (13) Winter's Gift - Slow Resistance (20%) Level 8: Hasten (A) Recharge Reduction IO (13) Recharge Reduction IO Level 10: Kick (A) Empty Level 12: Aim (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 14: Tough (A) Steadfast Protection - Resistance/+Def 3% (15) Gladiator's Armor - TP Protection +3% Def (All) Level 16: Thunder Strike (A) Superior Avalanche - Accuracy/Damage (17) Superior Avalanche - Damage/Endurance (17) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (48) Armageddon - Chance for Fire Damage (48) Sudden Acceleration - Knockback to Knockdown (49) Force Feedback - Chance for +Recharge Level 18: Blaze (A) Superior Winter's Bite - Accuracy/Damage (19) Superior Winter's Bite - Accuracy/Damage/Endurance (19) Superior Winter's Bite - Accuracy/Damage/Recharge (25) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (27) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 20: Dynamo (A) Preemptive Optimization - Accuracy/Recharge (21) Preemptive Optimization - EndMod/Endurance (21) Preemptive Optimization - EndMod/Recharge (23) Preemptive Optimization - EndMod/Accuracy/Endurance (23) Preemptive Optimization - EndMod/Accuracy/Recharge (25) Preemptive Optimization - EndMod/Endurance/Recharge Level 22: Blazing Bolt (A) Sting of the Manticore - Accuracy/Damage (39) Sting of the Manticore - Damage/Endurance (39) Sting of the Manticore - Accuracy/Interrupt/Range (39) Sting of the Manticore - Damage/Endurance/Recharge (40) Sting of the Manticore - Chance of Damage(Toxic) Level 24: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (27) Shield Wall - Defense/Endurance (47) Shield Wall - Defense (48) Shield Wall - +Res (Teleportation), +5% Res (All) Level 26: Inferno (A) Superior Blaster's Wrath - Accuracy/Damage (31) Superior Blaster's Wrath - Damage/Recharge (34) Superior Blaster's Wrath - Accuracy/Damage/Recharge (37) Superior Blaster's Wrath - Accuracy/Damage/Endurance (37) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge (37) Superior Blaster's Wrath - Recharge/Chance for Fire Damage Level 28: Power Sink (A) Preemptive Optimization - Accuracy/Recharge (29) Preemptive Optimization - EndMod/Endurance (29) Preemptive Optimization - EndMod/Recharge (31) Preemptive Optimization - EndMod/Accuracy/Endurance (34) Preemptive Optimization - EndMod/Accuracy/Recharge (34) Preemptive Optimization - EndMod/Endurance/Recharge Level 30: Maneuvers Hamidon Origin:Cytoskeleton Exposure Level 32: Force of Thunder (A) Absolute Amazement - Stun/Recharge/Accuracy (33) Absolute Amazement - Recharge/Accuracy (33) Sudden Acceleration - Knockback to Knockdown (33) Force Feedback - Chance for +Recharge Level 35: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (36) Reactive Defenses - Defense (36) Reactive Defenses - Defense/Endurance (36) Reactive Defenses - Scaling Resist Damage Level 38: Shocking Grasp (A) Hecatomb - Damage/Recharge/Accuracy (40) Hecatomb - Damage/Endurance (43) Hecatomb - Chance of Damage(Negative) (43) Unbreakable Constraint - Chance for Smashing Damage (46) Ghost Widow's Embrace - Chance of Damage(Psionic) (47) Neuronic Shutdown - Chance of Damage(Psionic) Level 41: Tactics (A) Endurance Reduction IO Level 44: Rain of Fire (A) Artillery - Accuracy/Damage (45) Artillery - Damage/Endurance (45) Artillery - Damage/Recharge (45) Artillery - Accuracy/Damage/Recharge (46) Artillery - Accuracy/Recharge/Range (46) Artillery - Endurance/Recharge/Range Level 47: Electric Fence Hamidon Origin:Endoplasm Exposure Level 49: Build Up (A) Rectified Reticle - To Hit Buff/Recharge (49) Rectified Reticle - To Hit Buff Level 1: Brawl (A) Empty Level 1: Defiance Level 1: Sprint | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1673;753;1506;HEX;| |78DA65945B4F134114C7FFDBDD5A402A60B95F5B10AD2D5D90047D32215CAA429B1| |0F900A4B62BACD6B6694B22BEFBAE466322A03E7AFD14BE6AD4E8A36F3E0B263E78| |41B39EEDD92383DD64777F33E73233FF9933E9EB73CD6F5EA7A6A10567F3994A656| |586BE55ABDC905EAF66AA76B1007A3A16AC1BD6252B1F9EB3F276A612B627CF8497| |A60264E9F1DC572E660AAB56CE4CDA658B5344C5B2BC5E2A15CB55733E6F65AB653| |B6B573756D299825D5ACFF300CD4BC562DE4C5999925D586DAA35964B96950BD630| |69AFAE55C9D0225E39AB5C59B34B3DF3253B6BCA20E94CD6A28FCB1BDD34AF08BDD| |3EED435C8E3F8E96300A70C9C80C670123E015DC06088C1CF60FD97867A6FB1A501| |B705EE3034E1AEC03D861937589D8406DD5FB3F86008F8190C1C623884804003432| |789AD2B69341D1D9A17F4873A060C8C908B5F75F1E393AFE6D28C3EBD06C3E41250| |5D0288C373F1C0472E8DD877A186430FE6A971785F06871A4F297BBB019D22826AD| |220BAB4DA8C8E6092C7BD42FD2DFB2A38FE166CB13CADD81678CC308EB33E0F3E73| |CF046E724F9262DBD49D68C31376398A6702CF19BAF182A1172F192E534848DD891| |0BEB3A51D3F047E3274E297C09EE4FBCD70CEAD0775121D78CBD21DC73B81F7021F| |E01DB88F0C0689D5A544EB5DB28FBD48BA6235C2C402C3381659BEF36EA1A933EFC| |103B60C629321822D8663D8167828F088E12AC5F669FFF6D0F1F78900FD2240BF08| |3028024444808808D0464B1850F77B4096308829EA08E8B0E937A41C167D0829DEC| |230D202DEEE866577F75A8161559A61C93B821D566404BB02DF784D79F21C55A519| |45D4E7491EF379851C17B8C090C0354E6C22C32735446B8A2A6910ADDD20E4324BB| |FB83A405CEA774CEA774CEA774CEA3721F59B90FACD51ACA90E60E2B47B1DE958A3| |DF845270DA04B6689A21F7DC6F32F41B501FC77DDD9A8C18076F262755EFD8C84B5| |E32544FB2689CE24BD3C114F42678E1BBF596086BBE536F8972CCD77ACB7D1EFF55| |8C2E27657C67317670D9CE5FCA47D2DF| |-------------------------------------------------------------------|
  23. Ice/Tactical Arrow with Flame Mastery for bonfire + fire armor will suit players with "old man reflexes." You can always stay at range and you have slows and holds to keep stuff at range. The entire Tactical Arrow kit supports range play, unlike most blaster secondaries that favor melee. Build for range defense and you can hover blast to your heart's desire. This combo will give you a large margin for error. You need more than old man reflexes to step into melee range and be effective. Mobility is key for survival. I wouldn't advise those recommendations that push you towards combinations that lean that direction. Having said that you can absolutely be tanky as a melee blaster. Those blasters have way more style.
  24. Panda Powah!
  25. I prefer a good mix of single target attacks and AoEs for combinations that support it. While AoE is desirable you still need single target. The build is pretty lacking in the ST department. Aside from that, the build suffers from a lack of focus as many other builds do. It's just a collection of different 6 piece sets with no cohesive focus on any specific set bonuses. Having a full set in a power doesn't always mean it's the best slotting and can waste slots which can otherwise be allocated to other powers to achieve meaningful set bonuses/procs. In terms of build philosophy there are a few camps based on the outcome you want: 1 - pure damage, rely on teams for support. 2 - survival first 3 - middle of the road between 1 and 2, with just enough survival so that you don't die when something blinks at you 1 tends to favor recharge/maybe procs. 2 favors defense bonuses such as range defense or typed defenses and shoot for softcap, some would go as far as capping S/L resistance at the cost of neutering their offense even more. 3 shoots for 32.5% ish defense and the rest into recharge/offensive slotting. The idea is one small luck will put you at softcap. This method opens the build up more for more offensive slotting. Most people settle on 2 and 3. 1 is for dedicated team builds/skilled players and I find most players want to be a little more self sufficient than what that build path offers. The original posted build is not a cohesive build, but the game is easy enough that I imagine it's still a playable build. If you want a good build however, first define your goals and expected outcomes.
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