
Nemu
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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:
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Testing a new "melee friendly" Fort build/ Couple IO Questions
Nemu replied to Gammos's topic in Arachnos Soldier & Widow
There are powers that are worth procs and powers that are not worth procs. The starter attacks have low cool down so you are going to get very low proc chances off those. Those are better left for set bonuses and you can fit at least 1 if not two of the ATOs in those early picks that have low cooldowns. There is that conventional wisdom that long cast time = bad. That's only half the story. Look at Psi scream vs Psi Nado. What's the cone size on scream and damage on it? What's the radius on Psi Nado? What's the radius on Spin? The fact that Psi Nado can also slot a force feedback proc makes it an absolute no brainer for me if I had to choose between scream and nado. While we are talking about force feedback procs and the recharge it gives you, your build needs mind link to achieve softcap defense vs all positions. The force feedback proc in Telek Blast gives you a false impression that mind link has an 89 second cool down. Turn the green dot off on Telek blast and you will see that mind link actually recharges in 127 seconds. You need a lot more recharge to get to perma mind link, if that's what you are going for. But all that recharge is completely neutered the moment something applies -recharge debuff on you. Don't skimp on slow resist especially if you are not taking hasten to act as a -rech buffer. You may not encounter slows all the time but when you do you'll have a real bad day without any buffers/slow resist. Finally you need to understand the fundamentals of proc builds. Those builds need a few things to function: 1 - Enough global Recharge to make up for the lack of recharge slotting in powers that you plan to proc 2 - Enough ACC or to hit bonuses to make up for the lack of ACC slotting in powers that you plan to proc 3 - Good enough endurance management to make up for the lack of endurance reduction in powers you plan to proc You NEED set bonuses to hit some of those goals. To slot every power with procs without a way to compensate for the above 3 factors is a bad idea. There's a lot of synergy with a fortunata build that makes fitting in all those easier: More global recharge means Mind link recharges faster. If made perma it gives you both survival and to hit. When you add the to hit bonuses from leadership and followup, and various +acc bonuses that you can pick up through slotting sets (most notably purple sets that offer 15% global acc), you can take care of both items 1 and 2. End management is much tougher, especially if you choose to take the fighting pool and all the toggles and/or the actual leadership pool to double stack maneuvers/assault/tactics. Easy way out is to drop those toggles/power picks. Second tip is to be selective about what you proc and how many procs you fit in those powers. You can also pick up medicine pool for the self heal and field medic. With the latter the self heal will also give you endurance back. This is not a pool that's used by a lot of people but for forts it hits a sweet spot. Understanding what you build needs, having a build plan and then executing with cohesiveness and synergy is important to constructing good builds. Here's my build, take a look at my slotting decisions/methods. I know you might not have the budget to get there now but it's for your reference. P.S. field medic is a dead last pick because this is a level 50 build and aid self doesn't care what level you got field medic, only that you have it. So the last time I checked, it will still give you endurance even if you are exemped. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Fortune Weaver Proc: Level 50 Natural Arachnos Widow Primary Power Set: Fortunata Training Secondary Power Set: Fortunata Teamwork Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Medicine Ancillary Pool: Soul Mastery Villain Profile: Level 1: Poison Dart -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(3), SprSpdBit-Acc/Dmg/Rchg(3) Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(5) Level 2: Strike -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprSpdBit-Dmg/EndRdx/Rchg(7), SprSpdBit-Acc/Dmg/EndRdx/Rchg(7), SprSpdBit-Rchg/Global Toxic(9) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(13), ShlWal-Def(15), ShlWal-ResDam/Re TP(15) Level 8: Follow Up -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/Rchg(17), Hct-Dmg/EndRdx(17), Hct-Dam%(19), GldStr-%Dam(19), GssSynFr--Build%(21) Level 10: Indomitable Will -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(21), UnbGrd-Max HP%(23), UnbGrd-ResDam/EndRdx(23) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Spin -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Acc/Dmg/Rchg(25), SprDmnofA-Dmg/EndRdx/Rchg(25), SprDmnofA-Acc/Dmg/EndRdx/Rchg(27), SprDmnofA-Rchg/DmgFear%(27), FuroftheG-ResDeb%(29) Level 16: Dominate -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(29), SprEnt-Rchg/AbsorbProc(31), UnbCns-Dam%(31), Dmg-I(31), Dmg-I(48) Level 18: Psionic Tornado -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), Bmbdmt-+FireDmg(33), Ann-ResDeb%(34), FrcFdb-Rechg%(34) Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34) Level 22: Foresight -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 24: Mind Link -- RedFrt-Def/Rchg(A), Rct-Def/Rchg(37), AdjTrg-ToHit/Rchg(37) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 28: Aid Other -- Prv-Absorb%(A) Level 30: Aid Self -- IntRdx-I(A), Pnc-Heal/EndRedux(39), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40) Level 32: Psychic Wail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(42) Level 35: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(45), Dcm-Build%(45) Level 38: Aura of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(45), CrcPrs-Acc/Conf/Rchg(46), CrcPrs-Acc/Rchg(46), CrcPrs-Conf/EndRdx(46), CrcPrs-Conf%(47) Level 41: Tactical Training: Leadership -- HO:Cyto(A) Level 44: Dark Obliteration -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(47), Rgn-Acc/Rchg(47), Rgn-Dmg/EndRdx(48), Rgn-Knock%(48) Level 47: Confuse -- HO:Endo(A) Level 49: Field Medic -- RechRdx-I(A) Level 1: Conditioning | Hidden Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-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), Mrc-Rcvry+(9), NmnCnv-Regen/Rcvry+(11) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(11), PwrTrns-+Heal(13) 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 50: Musculature Radial Paragon Level 50: Born In Battle Level 50: Invader Level 50: High Pain Threshold Level 50: Marshal ------------ ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1581;737;1474;HEX;| |78DA6593EB4F527118C77F070E218879C16B808057024530B575D74C96A665D3696| |B159DE1B158C8A10366FD01BD7769695B9B6BF5A6F7D5EBB6D6DFD22B2FADD5D69A| |A3C7F37D4EE260631F9EEF73FD3D3F7E534FAFB8161713C342AA1FCD28F97C72445| |7520FB35A3E399F5ED056ECD795C2B2AE64AC42087742D30BCB593530AF2A4F543D| |30AD6B293BE941233239AB2BE96C3AFB208A30A5A0FC973CB3AAB2B4A2E98F4A7D2| 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Especially those of you. You will also get 100k downvotes added to your rep immediately.
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Bold of you to assume I'm wearing shorts. Or anything at all.
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Looks like my cover's blown. I am the inner circle. No use hiding in the shadows anymore. There's gonna be some changes around here now that I've been unmasked. Drastic changes. I have in my possession the accounts/alt accounts of everyone in the farming community, and they will be promptly moved to a secret server. I also have in my possession the account/alt accounts of everyone in the anti-farming community, and they will be promptly moved to another secret server. In addition both parties will receive a perma-ban on the forums, your opinions bore me and I will have it no more. While I'm at it I will do the same with the KB/anti-KB crowds. I will also do the same for the folks that consistently /jranger any suggestion without coming up with any feedback or alternatives other than /jranger. You do not speak for me. Away with you peons. The day of reckoning is at hand... You can stop this though. If you convince @Yomo Kimyata that I should be the winner of his scrapper contest.
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What potential fighting venue might be interesting to add?
Nemu replied to Techwright's topic in General Discussion
Underwater, kind of like fighting the seeds of hamidon, but underwater, I think the tech necessary to implement the actual fighting is already there, you just have to suspend belief that people use flight poses underwater... The fight could start out in an underwater base and then someone does something stupid and pulls out a gun and you know, now you are fighting in the deep sea, guest appearance by Lusca. -
You can run primaries with cones but they just require more work to hop in, punch/kick stuff, then hop out, position/blast stuff. I've done a Dark/Rad in the past and my goal for that build is to use both Positronic Fist and KO blow. So in addition to the cones, she only had softcapped range defense. It's still doable, but requires more movement. Melee blasting doesn't mean staying in melee. You have to be smart and know when to get out. With the upcoming defense changes it'll be even more important to understand the art of movement and when to get out of melee. Range defense will be more important because S/L defense will no longer be able to act as a "catch all" defense as it does now.
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Forever Scrapper Contest: The Matching of Powers (part 2 of ?4?)
Nemu replied to Yomo Kimyata's topic in Scrapper
Staff/Dark Armor Synergy = +def weapons sets have synergy with resist based armors. In addition Staff also provides end reduction which Dark Armor appreciates even with the theft of essence proc. Staff also has knockdowns which are additional sources of mitigation that can pile on top of Dark Armor's own arsenal. Finally the knockdowns are sources of FF procs which compliment dark regen. Drawback = Don't expect to do top DPS with this combo, This build leans more towards survival than damage but I think most dark armor scrapper builds follow that path. Dual Blades/Energy Aura Synergy = Shooting for comboless chain and be able to squeeze procs in at the upper tiers of performance requires secondaries that can help out with +recharge/endurance management/+ACC or -Def. Energy Aura checks two of those boxes. Defensive sets are easier to build for around the comboless goal and EA is easier to softcap than other defense based secondaries. In addition, EA has a taunt aura, something that no other defense sets that can pair with DB has. Drawback = Energize is a click (that I put on auto) and it'll interrupt your chain every 30 seconds or so. Hasten is another click every 2 minutes. There's also energy drain for those rare times that you might need it. Some might find that annoying enough to look for a secondary that's more passive. Dark Melee/Radiation Armor Synergy = PBAoE proc monster, because procs in rad therapy and ground zero are not enough. You NEED more PBAoEs and MORE procs! Beta decay and Soul Drain ease the need for acc slotting and allows you to slot MORE PROCS! Drawback = You'll need to figure out whether you want to over invest in +def bonuses or go all out and support the proc strategy. Martial arts/Shield Defense Synergy = Capt America, the closest you will get to him anyway with your top 8 candidates. Drawback = not the most powerful pairing Claws/Invuln Synergy = Build up proc in invincibility pairs well with Claws and the damage buff can trigger organically without physical activation of a power. Claws low end usage can also help offset invuln's heavy toggle count. Invuln has a taunt aura to keep stuff within SPIN range. Drawback = Invuln doens't have any other offensive capabilities and invuln builds are pretty boring. Katana/Bio Synergy = +def for Bio is a plus. Quick animations are also a plus for a set whose survival depends on timely clicks. Katana's lethal damage is augmented by offensive adaptation. Drawback = Squish factor is still high despite the +def from kat. Mace/Ninja Synergy = You are a ninja with a warmace! That's only slightly less OP than a ninja with an Axe!. Ninja has endurance management tools to offset warmace. Warmace is warmace. Drawback = Lots of clicks Energy/SR Synergy = You intentionally hurt yourself to raise your resistances, so you can save yourself. Drawback = Other than the "I punch myself so I can save myself" gag, the combo is boring. ____________________ Second string picks ____________________ Savage/Stone Synergy = Endurance discount paired with an endurance hog of a secondary. In my experience Stone Armor is more endurance intensive than any of the other armors in this tier. Def armors means more LOTG which means more recharge for Savage Leap. Drawback = The endurance discount might still not be enough depending on how much you proc stuff like Savage Leap and how quickly you can spam it. Radiation/Ice Synergy = Double auras, and ice has end management tools to keep them on. -def helps land more attacks, slows to keep stuff in aura longer (though you really have to slot chilling embrace a good bit for that to be effective), and you also get a conditional heal over time to supplement Ice Armor. Drawback = Slow animations can really kill the feel of a character. Radiation's contamination gimmick is annoying when you need that radiation siphon heal right now! Stone Melee/Electric Armor Synergy = Endurance management for an endurance heavy primary. Mitigation for a resist based secondary. Drawback = The combo is solid but this also means I have to pair STJ with Fire Aura. STJ/Fire Synergy = Very little, other than going all out on offense. Spinning strike KD + burn is about it. Drawback = No synergy, squish factor is high. If you play like a melee blaster you should be fine though. I'm only doing this for your money, which you should give ME more of. @Nemu -
Nothing changes, S/L/E/R still covers a lot, and if you understand how to make movement an advantage then you are golden. Even more so when you have other forms of mitigation at your disposal. The other school of thought is to cram all those 6 piece winters to buff up F/C def. That works too, but can be expensive, and also at the cost of other bonuses/procs. I also expect to see more pure range builds, That's the easy way out.
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The typical cookie cutter build that gives blasters a good balance of offense and defense will include both the fighting and leadership pools. Defense is the easiest way to augment blaster survival. This link gives you an explanation of why defense is important. https://archive.paragonwiki.com/wiki/Defense_Effectiveness
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issue 27 Focused Feedback: Symphony Control
Nemu replied to The Curator's topic in [Open Beta] Focused Feedback
Maybe Capt Powerhouse is a Pierrot Lunaire fan. -
Second brainstorm, why more people don't just make their home there is beyond me. You don't want to grind to get maximum rewards - done, it even gives you all the accolades, imagine the grind to get all those! You don't want to worry about the economy - done , you are so rich, or nothing holds value, that your net worth would make even yomo jelly. You have a family and can't spend too much time in the game - 10 minutes gets you a fresh 50 IOed to the gills with T4 incarnates and you can even run AE farms for another 20 minutes after that. I have characters that's sitting idle there for over a year and a half now so it's not like the shard is constantly being wiped.
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Since you are interested in learning the whys, you may find this useful in the future:
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First this: Nova only does radial scatter if you are in the middle of a pack of mobs, if you are at the edge they will get knocked back in a single direction. If you use the technique of jousting in the video, you will land at the edge the pack and turn your radial scatter into a directional knockback, because the Nova checks the knockback vector at the time you finish casting your attack. Second power boost If you change anything about the build take power boost. The +special it offers can give you a temporary defense buffer against debuffs, enhance your mezzes, boost your to hit when combined with build up/aim to punch through Paragon protector MoG among other things... It's well worth the pick on any AT. Third general play philosophy: Keeping stuff at range is your friend except when stuff gets in your face. Your build banks on hover. What if you can't fly anymore? What if you got tagged with -fly and then landed in a caltrops patch? Stuff will get to you, "Get away from me" powers can only hold off so much. Mobility is paramount on a blaster, and there are enough factions out there that can ground you and slow you, so you need a backup plan to hover, because when fly fails you it will fail spectacularly if that's your only game plan, and you will feel the pain of being grounded, immobilized and/or slowed with no way out. If anything build a respectable amount of slow resist. The winter travel unique is an easy 20% and you can get another 30-45% just by 2 slotting certain superior winter IOs. You can also ditch Hasten and make room for combat jumping, as it provides complete immob protection so that's one less Mezz you need to worry about. and should you be grounded it is another means for you to move around quickly. To make up for hasten you can also cram your build full of force feedback procs. But wait that means I can't slot 6 pieces artillery!. That's right. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Leaping Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Force Mastery Hero Profile: Level 1: Power Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Power Thrust -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(7), ExpStr-Dam%(9), SprBlsCol-Acc/Dmg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11) Level 2: Energy Torrent -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(13), HO:Centri(13), Artl-Acc/Rech/Rng(15), FrcFdb-Rechg%(15) Level 4: Build Up -- RechRdx-I(A) Level 6: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(17), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(19), SprWntBit-Rchg/SlowProc(19), FrcFdb-Rechg%(21) Level 8: Sniper Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(21), SprBlsWrt-Acc/Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Rchg/Dmg%(25) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27) Level 12: Aim -- RechRdx-I(A), GssSynFr--Build%(27) Level 14: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(29), WntGif-ResSlow(29) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(31), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(33), NmnCnv-Regen/Rcvry+(33) Level 18: Hover -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(33) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(34), Rct-Def/EndRdx(34), Rct-ResDam%(34) Level 22: Kick -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(36), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(36) Level 26: Explosive Blast -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(37), Artl-Acc/Dam(37), Artl-Dam/End(37), Artl-Acc/Dam/Rech(39), FrcFdb-Rechg%(39) Level 28: Stun -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(39), Stp-Acc/EndRdx(40), Stp-Stun/Rng(40), Stp-Acc/Stun/Rchg(40), Stp-KB%(42) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(42), ShlWal-Def(42), ShlWal-ResDam/Re TP(43) Level 32: Nova -- OvrFrc-End/Rech(A), OvrFrc-Acc/Dmg(43), OvrFrc-Dmg/End/Rech(43), OvrFrc-Acc/Dmg/End/Rech(45), OvrFrc-Dam/KB(45), FrcFdb-Rechg%(45) Level 35: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A) Level 38: Power Boost -- RechRdx-I(A), RechRdx-I(50) Level 41: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 44: Temp Invulnerability -- GldArm-End/Res(A), GldArm-RechRes(46), GldArm-RechEnd(46), GldArm-Res/Rech/End(46), GldArm-ResDam(48), GldArm-3defTpProc(48) Level 47: Force of Nature -- UnbGrd-Max HP%(A), RctArm-ResDam/Rchg(48), RctArm-ResDam/EndRdx/Rchg(50), RctArm-ResDam(50) Level 49: Tactics -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), Prv-Absorb%(11) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 14: Afterburner Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: Vanguard Medal Level 50: Musculature Radial Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1485;677;1354;HEX;| |78DA65944B6F125114C7EF3033AD8552A448DF9442DF45296813E3236AB465614B5| |25B75679A099DD2491070A0B15DF9DEBB3031F1B9556B5DA971EDD7B046FD006D4D| |5CB9307866CEFF0AA637C08FFB3FE79E73E61C2ED9F5E9D69595CC39A1F82F148C4| |A65E93C7D564D5BCF1A792B279CD54CEF5EC84B0B46316F2E27678AA69DDF60E741| |695B5C2B974B76551AB346D12AAF158CAA552A8AD6F952A9909C338DB255CCFBDC4| |DA660E557AB01695836EDCAAA55F6B3CD319167FB4CD9CA2533253B67523C27CB46| |17953341EFE34E6D8A5B614D17421322AD098F027A989A0A6ACC269D795DFC5B354| |DDCF4081122E33AF3C006F8909DBD8F9827DC840A1F52DEB3D8FA119C225953455B| |B3EEEEDB1E785C9648569149A809E18A2709BAC29174FD154738F806DC64B6BF05B| |7988710F1943B131C6E7EA2B2F129B3E319F89CD9F5027C099DA6D982AE292D61C5| |157BFED036A289D3041F222B3ED4DAF39AD3FAE8A41F0FE2F17F61B16F1BECE5F03| |7C81A9043095CE2F0FD0BE0227899397005BCCA6CA10C41595B101906902148C610| |8C6A0885C776396D6C0FFCC5F4907358363D5CA32554923AE5F94EE71B3DF0603F7| |1941803E3CC33E4D52D5BDCFD81FB3FF4095479C2431A73A409C47C6CE7BEC8E1F6| |DEE24A476E3347EF8077C17BCCF1FB4C8DCA8CC8322378CCF10C3FD6F845E6C42CF| |32C79456599D1AF306E83DF9887BF833F4094F9992E511C99441C992AB41B46E394| |61FC02D2E0260518935D1DC3892D121372E28934E73832051E0353CCC949F028F31| |D2189886AF2378C511E421A43496328216A4D4A169C8A714D7D5AFD22D3CB99744C| |ABFF31D4E6F6DBE73569264971A51D6FFD08BCF61A2445C4B834EF0E7377BFFFCFF| |FA4C7DCE359EA710AA91A96E8A85FA5DA3C1D4CCB72AF356E8CC64DAE71535F73A1| |06F92F3B8CED5A| |-------------------------------------------------------------------| Tactics does far more for any build than assault. Having an answer against blind is much more useful than taunt or placate resist. And it offers additional to-hit which can be further boosted by power boost and fast snipe benefit from higher to-hit boosts. Speaking of hit chances, turn off the aim and build up buffs and look at your accuracy/to hit chance against +4s, they are not at 95%. 4 Force feedback procs should feed you a steady supply of +recharge, and stun is slotted to knock back foes to provide even more synergy with your game plan. If it were me though I'd rather use total focus, Why just stun when you can stun and take off a huge chunk of life in the process. I suspect it's because of the animation time, not that stun has it any better. Dealing with animation time rooting is only a problem for people that aren't mobile. If you know how to joust (and you should learn it on your melee ATs just for the battle maiden fight in Apex), getting rooted in the middle of a mob due to animation will NEVER be a problem.