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Nemu
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What are your goals with the build? Optimization really depends on context. You can max out a build designed to do damage at the cost of safety, or you can max it out on the other extreme and focus on extreme levels of safety at the cost of (a lot of) damage. Most people settle somewhere in between. Your power selections and pool choices greatly impact how to design and optimize your build. So what do you want to accomplish with the build? What's your playstyle? All ranged/hover blasting or do you mind stepping into melee range to drop a bomb every once in a while? Is this strictly for teaming or would you like to hold your own solo? What are must have power picks for you? What are nice to haves? Anything else that help define the parameters of your build/goals?
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Also ran - Rad/Ice. It's different and has a bunch of synergies with two auras, ice slowing down incoming damage and managing endurance and Rad providing a heal. Group B - Broadsword/Radiation, because it's not fair to pick all defense based builds and BS/Rad is a mix of old and new with room to experiment on procs and non-traditional build making. Group A - Martial/Shield because Cap Murica! Since you mentioned that "The One" can be a new entry completely different from the list. I stand by Axe/Ninjitsu. Forever. And you should too. Also this: Please don't fix that typo 😁
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If you want survival above all else then I recommend defense bonuses as a priority like @Meknomancer suggested. The standard way to augment your defense for a melee-centric blaster is to take scorpion shield for an easy boost to S/L defense and build upon that. Another way that you can approach defense is to use power boost to give you enough defense to handle alpha strikes but that's much more clicky. With power boost you can also cut the +acc build. If you took tactics/build up/aim you should have no problems hitting stuff when those are boosted by power boost. I've often emphasized the need for range defense even on melee centric builds. I believe that's even more relevant with the defense and mob aggro AI changes that came with page 4. Range defense is a bit more of a catch all for all the ranged stuff things mobs throw at you. Think of maps where mobs are spread out and are all too happy to shoot you at a distance, or if you hit a few ambush/adds and mobs start shooting at you from range. Even at maximum melee range saturation you will still have mobs unable to reach you and resort to shooting. Often times you'll get range attacks that don't have an S/L component and some of those carry nasty debuffs. As long as you can move and keep a little bit of distance between you are the mob you are effectively using range defense to your advantage. There's no difference in being 50 feet away or 10 feet away, as long as mobs can't melee you, they are either shooting you are chasing you. And if you leverage jousting mechanics you can maximize the work that high range defense does on such a build. Also treat energize as an autofire power that keeps your endurance usage manageable, not primarily as an on-demand heal. A few issues back I toyed with my build with the goal of hitting high defenses and good resists without using scorpion shield. Mostly because I wanted a build that had both Total focus and Knockout blow. This is what I came up with, I considered hitting those goals a success. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Thunda Panda Tough: Level 50 Technology Blaster Primary Power Set: Electrical Blast Secondary Power Set: Energy Manipulation Power Pool: Leaping Power Pool: Concealment Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Lightning Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(40), SprDfnBrr-Acc/Dmg/Rchg(40), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(43), SprDfnBrr-Acc/Dmg/EndRdx(46), SprDfnBrr-Rchg/+Status Protect(48) Level 1: Power Thrust -- Empty(A) Level 2: Ball Lightning -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(5), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(5), SprBlsWrt-Rchg/Dmg%(7) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7) Level 6: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Rchg/KDProc(11) Level 8: Charge Up -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(13) Level 10: Stealth -- LucoftheG-Def/Rchg+(A) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(15), StnoftheM-Acc/ActRdx/Rng(15), StnoftheM-Dmg/EndRdx/Rchg(17), StnoftheM-Dam%(17) Level 14: Super Jump -- BlsoftheZ-ResKB(A), WntGif-ResSlow(19) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(19), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(21), NmnCnv-Heal(23), NmnCnv-Regen/Rcvry+(23) Level 18: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(25) Level 20: Bone Smasher -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/EndRdx/Rchg(27), KntCmb-Knock%(27), HO:Nucle(29) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(29), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/EndRdx/Rchg(33), KntCmb-Knock%(33) Level 26: Tough -- StdPrt-ResDam/Def+(A) Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(34), ShlWal-Def(34), ShlWal-ResDam/Re TP(34) Level 32: Thunderous Blast -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37) Level 35: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(37) Level 38: Total Focus -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/EndRdx/Rchg(39), KntCmb-Knock%(39), HO:Nucle(40) Level 41: Bile Spray -- Artl-Acc/Dam(A), Artl-Dam/End(42), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(43) Level 44: Knockout Blow -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(46), FrcFdb-Rechg%(46) Level 47: Shark Skin -- GldArm-End/Res(A), GldArm-RechRes(47), GldArm-RechEnd(47), GldArm-Res/Rech/End(47), GldArm-ResDam(48), GldArm-3defTpProc(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Stamina -- PrfShf-End%(A) Level 1: Shocked Level 49: Quick Form Level 14: Double Jump Level 50: Agility Core Paragon Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1528;720;1440;HEX;| |78DA65945B6F125110C7CFB2674B4BC14AE9D5DEA0F7822EB4353EF960D49268DB8| |4B6E89B215BD8C249B6BB2B2C8D7C00DFD5684CEC457DF45DBF81EF6AF4D1AFD0D6| |C4371383C3CE1C4BD30DEC2F3367CECC7F8673587F7237BCB393BDC594C81DCBA8D| |50AB7E1ED99D550DE2C566CC772CA0D064F6FBE52B74B463C67B4DE79A75EAE04C1| |3D41D1854DC32E9B257DC5328B5E55140D0BF34CC9F5ADBAEB3A554F5FB1CD6AB95| |158376CE1D62DC3138ECDC239C7B1F435D370855D8EFAC63D7B4FD4C4B6B084D7E8| |91CB25B35AAB0837E2DB5951AE78109F587145515FF7ABEC0ABB545833F784E1550| 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You are the one advertising and people are just taking you up on your offer. Nothing wrong with that. If you need to know who they switched to, left click their local name in chat and get their global, you can repeat this even if they go offline and you can grab their new local name via that action (on their previous name) once they are back online. I find it strange that some team leaders don't take the time to read all chat. I've been on more than one team where the team leader is advertising in LFG and there's a dude standing right next to them asking "LF X TF" or "Do you still have room?" That's followed by minutes of silence and then they invite a few more people (presumably those that sent tells) to fill the team. That behavior annoys me, like at least have the courtesy to tell the guy standing right next to you that the team is filled or that you got a few people coming. Same thing with group leaders that advertise in LFG then ignore the people asking to join via LFG. To me it's all fair game and I find it unfair to those asking in LFG to get invited ignored in favor of those that send tells. If a player can't be bothered to pay attention to chat, that speaks to me about the kind of player they are. Though it's hardly relevant for EZPZ content I'd be sure to attribute that inability to read chat for more difficult content that requires following instructions or coordination. This also applies to advertisements that specifically ask players to send tells when in zone and players that ignore that specific instruction (I totally get the reasoning for that as well for co-op events, for example).
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Fire/fire is not really a high damage AoE tank. It has a good number of AoEs but the Fire melee AoEs are mediocre at best. Combustion and FSC take up about 6 seconds of cast time, and that's a lot of time for a mediocre amount of damage with standard slotting, and it's a lot of time for PuG teammates to mess with mob positioning. I believe the gripe here is rooted partly in the inability of that combo to kill stuff fast. I think there is a psychological "feel bad" of having mobs knocked about before you can kill a few of them, and I wonder if your perspective would change if you played a high AoE damage tank instead. I'd recommend playing an AoE tank with good alpha strike capabilities and compare that experience against your Fire/Fire tank, like a Rad/SS proc build.
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The thumbs down wasn’t about the claim. It’s more about the effort put into actually helping the reader understand the claim. There are many posts out there that are in the tune of XYZ is bad, do ABC instead but lack the proper context and explanation. Those posts have little value IMO. I am weary of build posts that just offer a build and no explanation. I don’t think those empower the reader to get any better and make their own decisions. That’s all.
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Those are fake Pandas. Real pandas have few words and let their Bonking speak for them. Bonk Bonk!
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I use Pandas. They hide behind the blasters. TFs go faster when you have a Panda on the team, and everyone smiles.
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Sometimes. I occasionally participate in 801s and relentless Aeons but my experiences with the former has really soured me on actively participating in such activities. To me, hardmode represents a fairly rare opportunity in this game to work together as a team. However, more often than not when I join an 801 it's just a bunch of people soloing and leaning heavily on their builds. I think any hardmode content that involves "vanilla" groups of mobs can be overcome with intelligent play and I'd love to see more teammates pull, position tactically, use line of sight, and employ any number of basic game mechanics to overcome difficult odds. Instead I just see people with a speed running mentality zerg such content and overtune their builds to compensate, it's not the experience I want. Like @The_Warpact, my SG is a bunch of casuals that sometime even has trouble running LRSF (yes, those folks exist. Not everyone can speed run MLTF/LRSF in under 30 minutes), and I tend to PuG a lot which is both a blessing and a curse. PuGs are not the best option for difficult content when badges are involved, unfortunately. If I run such hard content I do it to see how my non-overtuned/optimized for hard content build can go on my skills alone. Whether the team succeeds or not, it's rewarding enough for me to know that I can hang.
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I should clarify, I mean the end discount applies to all his attacks too. So if you look at recovery through the lens of a normal build with no end discounts at all it's low, but factor in that all his toggles and attacks/clicks now cost 60% less end, on top of the end redux he's slotting into the powers themselves, that recovery becomes good enough that he shouldn't be running out of end super fast even if he's spamming attacks non-stop. For normal engagements that last all of 10-30 seconds before you move on to the next spawn it's good enough, the time spent traveling to the next spawn should be enough time for you to recover. For prolonged AV/GM fights you will see the blue bar dip but that's nothing that few blue pills/team mate buffs, recovery serums can't fix. Now that I've looked at the build in mids, there are a few areas of optimization: 1) 3 slots hasten - +5 2 of the IOs and save a slot 2) 6 slot tactics - I'd rather have guassians in aim for on-demand build up proc to punch through nemesis vengeance or Paragon Protector Moment of Glory. The proc rate in tactics is poor unless you are on a huge team/league. 3) I'd take power boost, maybe that's what the empty slot is for, maybe it's for vengeance for another LOTG 4) I'd drop assault, the damage bonus is deceptive and not all that impactful for blasters. (now you can fit both power boost and vengeance in!) 5) I'd replace the miracle with a panacea unique, and slot the performance shift +end in stamina, the sudden bursts of endurance do far more than static recovery, and gets around -recovery debuffs. 6) 2 slotting your travel powers with blessing of zephyr is a super efficient way to get both KB protection and range defense. 7) At decent enough recharge you'll almost never use power blast as a part of your regular rotation. If you want to eek out a bit more recovery and get a better heal in the process, put those slots from power blast into energize and 6 slot it with the Numina set. Here's a re-work, keeping it cheapish and shuffled some slots so you can exemp better. Most people don't care what order they take powers but it matters a great deal if you want to do lower level content like those WST positrons and such. The way this build progresses you will have softcapped range + SL defense by the time you exemp for Citadel. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Powerbolt: Level 50 Magic Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Power Blast -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg(3), Thn-Acc/Dmg/EndRdx(3) Level 1: Power Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(5), KntCmb-Knock%(7) Level 2: Energy Torrent -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(11) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 6: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), RechRdx-I(50) Level 8: Power Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/Rchg(15), SprBlsWrt-Acc/Dmg/EndRdx(15), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(17), SprBlsWrt-Rchg/Dmg%(17) Level 10: Bone Smasher -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dam%(19), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Dmg/EndRdx(21), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(23) Level 12: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(23), StnoftheM-Dmg/EndRdx/Rchg(25), StnoftheM-Acc/ActRdx/Rng(25), StnoftheM-Dmg/ActRdx/Rchg(27), Dvs-Acc/Dmg/Rchg(27) Level 14: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(29) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(33) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 20: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(34), GssSynFr--Rchg/EndRdx(34), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(36) Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(37) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37) Level 26: Explosive Blast -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(39), OvrFrc-Dmg/End/Rech(39), OvrFrc-Acc/Dmg/End/Rech(39), OvrFrc-Dam/KB(40), FrcFdb-Rechg%(40) Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(40), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(43) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43) Level 32: Nova -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-Dmg/Rchg(45), Arm-Dmg/Rchg(45), SuddAcc--KB/+KD(46) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46) Level 38: Power Boost -- RechRdx-I(A) Level 41: Tactics -- EndRdx-I(A) Level 44: Energy Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(48), Mk'Bit-Dmg/Rchg(48), Mk'Bit-Acc/EndRdx/Rchg(48), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50), Mk'Bit-Dam%(50) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 49: Double Jump Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 14: Speed Phase ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1554;703;1406;HEX;| |78DA65944B4F135114C7EF3C0A165A01CBD382500A82832D545D881A350A6CA449A| |1E8968C3094D1DA19DB12E503F8194C147C248AFA3974EF6B29F111978ABAD044E3| |623C9DF3BFD4A693747E73FFE7DE73FE73EF99A66F4E85565666CE0A257C3E6F964| |A8BE7E85EB68A81B499B397045DC18C73C32A5E76F2E5461A45115F9C370B396B39| |395DB08AB9755E1597B1EC9AEB3AC5B20CA6CD82EDAEE5CDB2ED144428E338F9E4A| 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|E1349F24356126CE35B8D38CAE2F71A3146364674F1A346BCCD652E1855C3DE8BFF| |07FE65D4BB9DA89752F5D2D17AE958BD14A4F3D46A0A3E37AADFAEF70F7BCEEF62| |-------------------------------------------------------------------|
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Remember energize gives an end discount on all active powers too. I have never needed more than base slot in both health and stamina with energize perma. The posted build isn’t high rech either. Looking at it from my phone I’d be surprised if it breaks 70% global. I also don’t see force feedback procs. Energize on auto alone should do the trick.
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Put Energize on auto instead of hasten. Also turn off travel powers like super jump while fighting.
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Well, a minor inconvenience, I didn't try zoning but that also makes sense. I'd say it's still a very clean way to address what the OP needs for loading bind files for multiple characters from one place. Just gotta zone or log afterwards 😀
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Followup! Loading binds from pop menu DOES WORK! However after loading them from the pop menu, you need to log your character out then back in to see the updated bindings. Why it works this way and not real time is a mystery beyond the supa detective prowess of detective panda.... sadly.
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Using pop menus. This is what my pop menu .mnu file looks like //Load Default Settings // Menu "Start" { Title "Default Templates" Menu "Binds" { Title "Set Binds" Option "Set Default Binds" "bindloadfile d:/binds/default.txt" Option "Set MM Binds" "bindloadfile d:/binds/mm.txt" Option "Set WS Binds" "bindloadfile d:/binds/wshuman.txt" Option "Set PB Binds" "bindloadfile d:/binds/pbhuman.txt" } Menu "Window" { Title "Set Window" Option "Set Window" "wdwloadfile d:/binds/window.txt" } Menu "Cleartray" { Title "Cleartray" Option "Cleartray" "Cleartray" } } Second part, I bound a key to call up this menu, that's mapped in my default bind file: \ "popmenu start" So technically I don't need to include the Option "Set Default Binds" "bindloadfile d:/binds/default.txt" option in my pop menu because I need to load that file first before I can call it up with the key that I bound to it. I just never bothered to remove that entry. Pop menus are neat. give it a try! Edit... re-read what you are ACTUALLY saying and decided to try the scenario out and..... It looks like you are correct!, this is what I see in the chat window when I execute the menu for loading binds: But none of my keybinds in those files are executing. let me investigate! Time for detective panda! Solution found! see below!
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If you just need it for powers, the alternative below is much easier: Bind powertray locations rather than powernames. and have a consistent set up of your powers on the power tray across all your characters, you don't even need bind files for this for the most part, you can assign those hotkeys directly in game. For example, high impact PBAoEs are always assigned to powertray 3 location 8 - this could be a blaster/def/corr/sent nuke, or it could be something like a Ground Zero Another example, build up is always assigned to powertray 2 location 1 - across all AT, makes it consistent I do that first, then save that bind file so I have my core assignments, then edit the bind file with custom binds for powers that I don't assign to power trays like sprint and a few other prestige powers. If you need these binds for other things like emotes and battlecries and stuff like that try using a pop menu. I have my default bind file a key bound to opening up a pop menu for stuff like loading my base macro, clearing trays, loading mastermind specific binds, etc... You can absolutely use this to load your character specific binds as well. Edit - pop menus are neat but they appear to not be able to execute bind loads. Investigating alternatives... Edit edit - solution found! you need to log out and back in after loading them through the pop menu.
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The build lacks focus. There are a lot of full sets but I don't think you have any specific goals that you are chasing with those sets, and you are slotting full sets for the sake of slotting full sets. Instead of giving you a build without breaking down why I slot things the way I do I'll refer you to this thread. If you have the time give it a read. It should help you understand the importance of defining goals, planning with focus, and optimizing your slots. If you are mindful of just the first two items, you should be able to construct a more streamlined second draft and then we can fine tune from there.
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As someone that has made good use out of that power and other similar powers on a variety of different ATs/Builds I disagree. It also depends on context. I've seen enough of your posts to have an understanding of the lens you see things, but not everyone gauges powers strictly by a) Whether it does damage b) Activation time c) Damage per activation if it does do damage Not everyone builds for survival with the sole focus on a) Defense b) Resists Not everyone treats the pylon/trapdoor test as the bible or baseline for their build performance And finally not everyone runs at the kind of extreme difficulty/content and you and Voltak are known to runs at, where prolonged exposure to melee on a squishy even with high defense and high resists is extremely deadly. For those scenarios, cast time absolutely matters, as well as needing to squeeze every bit of survival into those hard def/res stats. I admit that I do take into consideration those factors I listed above, for example I have a seething hatred for shout. I do look at other things when I plan a build however. Synergy is important, spammable KD is fun, and for the majority of content more effective than low mag hard controls on a long timer that you find in most blaster secondaries. TS + FOT gives you are fairly unique blaster toolkit that allows you to play a little melee tank mage even at regular +4/8 without incarnates. I stand by my position.
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I was tasked with making a Bane Spider
Nemu replied to Spaghetti Betty's topic in Arachnos Soldier & Widow
You could just drop combat training offensive from my build and fit a travel power in. There is a reason I use 4 piece lotg rather than 1 lotg 7.5 and 3-4 shield walls in some of the defense toggles. If you want to lean more into survival and keep your current slotting, then you can drop a proc from arctic breath and slot an Acc or Acc multi-mod IO in. -
I was tasked with making a Bane Spider
Nemu replied to Spaghetti Betty's topic in Arachnos Soldier & Widow
Arctic breath is so underrated. Most look at just the cast time and the cone and dismiss it. But it is a proc monster that does -def and -res and causes knockdown. It is yet another power in a Bane's arsenal to stack -resist and the AoE proc damage output fills a much needed hole in a Bane's offensive kit. My bane when specced for the typical ST heavy focus (with venom and frag of course) fold against stuff like rularuu, my blasters have a fighting chance because I can alpha strike a spawn with my nuke and trigger fear AI. That's what banes lack, Procced arctic breath does a good impression of a decent alpha strike rotation when combined with venom grenade (with a ragnorak KD IO) and frag grenade. -
I was tasked with making a Bane Spider
Nemu replied to Spaghetti Betty's topic in Arachnos Soldier & Widow
I prefer a balance between the following: Ranged ST attacks (because runners and sometimes you NEED to stay at range) Melee ST/AoE attacks Ranged AoE attacks This is the way. 👍Invest more in your AoEs, they still matter especially for hardmode. You don't win via a war of attrition plinking away with ST attacks when facing overwhelming odds, you need AoEs. I would slot up frag grenade more, and replace the kb-kd with overwhelming force, and put a FF proc in it. Poisonous ray is slow compared to what you can crank out with single shot + burst and both do -def for double the value of poisonous ray. Both gun powers recharge quickly and you can use just those as your ST ranged rotation. For ITF the -def might be relevant. Having build up recharge quicker is also relevant, I'd rather toss slots into buildup than tactics. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Crabby Baney Panda: Level 50 Natural Arachnos Soldier Primary Power Set: Bane Spider Soldier Secondary Power Set: Bane Spider Training Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Leviathan Mastery Villain Profile: Level 1: Single Shot -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Rchg/Global Toxic(3), SprSpdBit-Acc/Dmg/EndRdx/Rchg(3) Level 1: Bane Spider Armor Upgrade -- UnbGrd-Max HP%(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam(5), ImpArm-ResDam/Rchg(7) Level 2: Burst -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Dam%(15), Apc-Dmg/Rchg(17) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17), WntGif-ResSlow(19) Level 6: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(19), GssSynFr--ToHit/Rchg/EndRdx(21), GssSynFr--Rchg/EndRdx(21), GssSynFr--ToHit/EndRdx(23), GssSynFr--Build%(23) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(27), ShlWal-ResDam/Re TP(27) Level 12: Venom Grenade -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(29), Rgn-Acc/Rchg(29), Rgn-Dmg/EndRdx(31), Rgn-Knock%(31), Ann-ResDeb%(31) Level 14: Pulverize -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Acc/Dmg/Rchg(33), SprDmnofA-Dmg/EndRdx/Rchg(33), SprDmnofA-Acc/Dmg/EndRdx/Rchg(33), SprDmnofA-Rchg/DmgFear%(34) Level 16: Kick -- Empty(A) Level 18: Frag Grenade -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/EndRdx(34), Bmbdmt-+FireDmg(36), OvrFrc-Dam/KB(36), FrcFdb-Rechg%(36) Level 20: Tactical Training: Leadership -- HO:Cyto(A) Level 22: Mental Training -- Run-I(A) Level 24: Cloaking Device -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37), LucoftheG-Def/EndRdx/Rchg(48) Level 26: Shatter -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dam%(39), FrcFdb-Rechg%(40) Level 28: Tough -- HO:Ribo(A), StdPrt-ResDam/Def+(40), StdPrt-ResKB(40) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(42), Rct-Def/EndRdx(42), Rct-ResDam%(42) Level 32: Crowd Control -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), Arm-Dam%(43), FuroftheG-ResDeb%(45), FrcFdb-Rechg%(45) Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def(46) Level 38: Spirit Shark -- Empty(A) Level 41: Arctic Breath -- ShlBrk-%Dam(A), PstBls-Dam%(46), Bmbdmt-+FireDmg(47), ImpSwf-Dam%(47), IceMisTrmt-+ColdDmg(47), TchofLadG-%Dam(48) Level 44: Surveillance -- AnlWkn-Acc/Rchg/EndRdx(A), AchHee-ResDeb%(48) Level 47: Combat Training: Offensive -- Acc-I(A) Level 49: Wolf Spider Armor -- GldArm-3defTpProc(A) Level 1: Conditioning | Hidden Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7), Prv-Absorb%(9), NmnCnv-Regen/Rcvry+(9) Level 1: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(11), PwrTrns-+Heal(11) Level 50: Musculature Radial Paragon Level 50: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal ------------ ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1488;731;1462;HEX;| |78DA65944B4F135114C7EF7466280C1428E5512808949616DA4E0B115DF94004132| |8A60682C64D73A1039DA469EBB41AFB01FC06463451578ABA51164A30BAF103B0F1| |1BB872C52331317161EAE99C736DD159F4D773EEB9F7FCCFB98FE5FB57DB3637172| |E33A9772EC74BA5F4ACC537B2F94229BD52C8654CC3725EE7E5BB16CFC98CB1AE39| |8BAFAF5746AEF0BC511949F17C863BC11DFC774E49AF45A4578A66C6B08433B86A7| |1336FE6B7D2D77866CB289F0E1283AC2D5528E4F4A4C18B6069B6B152348C8CCBFE| |BB606E65CB30D021A2606E296B167DF34573435F9B9F5D4D278D7B262F67793EBDC| |C4B65C3AA78416280D127D9BF5507CB298C4D29CC71875844BE6DAD07C9EC976C3B| |95007842C030B2298874FC8D6555558A3AECE0369D1847B6278853C8CE18B2175A2| |70B39728F8483BFC11C5258970F33D7D4A898A3AAAA2F7066D74B64F70EF115ADF8| |9AF806E9870C4ECA20392380A916E6257E84A55B44A12D94DEBB20DB83038BC4259| |4D10451AD14ACB64EE3F283678933C833E788E789DF71723BCC72495883E27A88CE| |9147C46DE263E4E813A403B477506B5947153E563B6A6ED10BF77BDCAFD10FC43DE| |49843457EC375C61EA0984F50AE872A609E198022B3CFE0EC11CE9E18B323DF81B3| |4F34A68F1A13E8247623E31E644D623FD5A6F68F63AE4018393E419C24469021D22| |443453E71027C175153A8961B4E40C88B54206848C81922391347B83F13C7C41F58| |AD1BA286859CE1A7D892C967C4E7C40B983E7A092745498E1B32F945263F658A52E| |1312A38460DA8250E8AFD09DAFBB3EB622C2C0E49B849B6E5C7F6B1AB3AED8BBE83| |65E9ED68C70F30F92E743D42CAA5C85774C6BF003D0ADB87415DEC933E802BEE813| |3219C8969AC6549A95FDFEAA0226E3D44305B63F2944BC63429A57E8D9964C71D6A| |F57568EAD1FFAE63ADF1B118A5BBB2888F43F321DACD6BD8B113ADF1F9D9C6D4DA0| |9EE89F61399F40084FE1B5A8371B3D1B8D568DC6E34FE0011B0E481| |-------------------------------------------------------------------| I placed less emphasis on resists because I think there's going to be a healthy spamming of barriers for this type of content. I did softcap defense so you can faceroll other normal content. Offense is something you really can't gain via destiny so I lean more towards offensive builds. -
Taking short circuit and power sink, both of which encourage getting into melee range, and skipping force of thunder is a mind boggling decision. This probably stems from the perception that blaster are squishy and you want to avoid melee, but when you take cornerstone powers of a set that wants you to be in melee, you don't look for synergies to support that strategy and instead immediately fall back to defense. Consider this - with invis through stealth IO + stealth or SS you can get in the middle of a pack, OPEN with force of thunder and then SC+PS without retaliation. FoT is LEAGUES better than most other blaster secondary AoE controls because it's much more spammable and KB/KD doesn't care about critter rank. Electric Manipulation adds further support for this KB/KD strategy with Thunder Strike, and if you took both and timed their use, you can keep stuff around you knocked down repeatedly. Both powers also have a chance to stun - even more mitigation. Slot both with a kb-kd IO and a force feedback proc. You WANT to keep mobs around you so you can chain KD them, knocking them back in this instance runs counter to your strategy. Defense is not the end all be all when it comes to survival, least of which S/L defense for blasters, whether they favor ranged or melee playstyle. This is going to be even more painfully evident when the next update introduces typed defense changes. Range defense has always been superior to S/L defense even for melee heavy builds. Why you ask? Because when you have the means to kill/control mobs in your face, then what you really need to worry about are the stuff shooting at you with nasty debuffs and such from range. Also, you can always use movement to take advantage of range defense, mobility is the most important, the most underrated and the most underappreciated tool in your arsenal. Some people can't tear themselves away from hover/flight but I feel that if you really want to succeed as a melee blaster you need to be mobile. I see a lot of hover blasters die because they don't value movement and the ability to be mobile and shrug off immobilize/-fly/slows which causes them to get stuck in the middle of mobs/patch debuff(especially -fly and slow) and they can't move out quickly. At the very least take combat jumping so you are immune to immobs and have a way to get around faster when you get hit with -fly. I would ditch that entire pool and take combat jumping, and if you really want to fly in combat for certain situations that call for it, get a P2W jetpack. If you want to play with end drain then lean into melee and take advantage of the synergies that electric manipulation gives you to play in melee, otherwise you can do what many people do and shy away from any and all melee powers and just build for pure range blasting. I would say that you are not getting the most of electric manipulation if you take that path, but that hasn't stopped other people from building that way.
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Totally not shameless self plug
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This is a good read Do take grant cover, Defense Debuff Resistance is Precious. The builds are still relevant for the most part.
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You might have to play around with your search parameters. Do a search like this: And you should get a result like this: Beam Rifle is sometimes abbreviated "BR" so look for those in the title/body preview as well. If you scroll down on that result there's one that stands out that can get you started: