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Nemu
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As a followup this is my draft of a build that zooms in on stuns and uses knockdown as a mitigation as well so you can execute those AoEs in mobs faces. It veers off the beaten path of defense softcap and the stun proc isn't going to be reliable, but the build overall shows an understanding of the game plan (stun/KD and blast), cohesiveness, and direction. The less survival you have, the more meaningful slow resistance is against mobs where that matters. Don't skimp on slow resist. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 49 Technology Blaster Primary Power Set: Electrical Blast Secondary Power Set: Darkness Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Lightning Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(5) Level 1: Penumbral Grasp -- Acc-I(A) Level 2: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(7), Rgn-Knock%(7), Bmbdmt-+FireDmg(9), EnrMnp-Stun%(9), Ann-ResDeb%(11) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 6: Short Circuit -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(11), OvrFrc-Dam/KB(13), Arm-Dam%(13), EnrMnp-Stun%(15), FuroftheG-ResDeb%(15) Level 8: Charge Up -- GssSynFr--Build%(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(17), StnoftheM-Acc/ActRdx/Rng(19), StnoftheM-Dmg/EndRdx/Rchg(19), StnoftheM-Dam%(21) Level 14: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(21) Level 16: Soul Drain -- Arm-Dmg/Rchg(A), Arm-Dmg(23), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(25), Arm-Dmg/EndRdx(25), SprAvl-Rchg/KDProc(27) Level 18: Smite -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(27), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(29), Hct-Dam%(31) Level 20: Touch of the Beyond -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(31), PreOptmz-EndMod/Rech(31), PreOptmz-EndMod/Acc/End(33), PreOptmz-EndMod/Acc/Rech(33), PreOptmz-EndMod/End/Rech(33) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(34), Rct-Def/EndRdx(34), Rct-ResDam%(34) Level 24: Kick -- Empty(A) Level 26: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36) Level 28: Dark Consumption -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(36), EnrMnp-Stun%(37) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(37), ShlWal-Def(37), ShlWal-ResDam/Re TP(39) Level 32: Thunderous Blast -- SynSck-EndMod(A), SynSck-Dam/Rech(39), SynSck-EndMod/Rech(39), SynSck-Dam/Rech/Acc(40), SynSck-Dam/Acc/End(40), Rgn-Dmg/Rchg(40) Level 35: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Max HP%(42), UnbGrd-ResDam(48) Level 38: Midnight Grasp -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(45) Level 41: Oppressive Gloom -- HO:Endo(A), HO:Endo(45) Level 44: Dark Pit -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(45), AbsAmz-Acc/Rchg(46), AbsAmz-EndRdx/Stun(46), AbsAmz-ToHitDeb%(46) Level 47: Voltaic Sentinel -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(47), SprDfnBrr-Acc/Dmg/Rchg(47), SprDfnBrr-Acc/Dmg/EndRdx(47), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(48), SprDfnBrr-Rchg/+Status Protect(48) Level 49: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 14: Speed Phase Level 1: Shocked ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1449;702;1404;HEX;| |78DA5594594F135114C7EF2C15292D88655F2D142C14862DB81B8D020F429588EFC| |DA41DCAC4DAD6D22A7C063F808922E89BEB9BF1D9C40FA0461F7DF1C9446549D428| |6A52CFDCFFB9C14E32FDF59E7B96FFB9A7B7F195A9C0E2E2CC59A105CF67ECE5E5C| |439FA2C3A05FF1527B994CD6572E955E13D55F476F35EE2B29D4D3B296B3AE3248B| |0537696710D5A7F6174AF97CAE50B4A6ECC2D5AC4349E376D6CD973276D1CD65456| |03E97CB58738E9D77B369BF5C2CE41D2755A7EC29A7B0BCE4E683723DE3A6978AE4| |D8319D7793565C16B8E6665389855C2993C07AB585D445E81DF1A46A5270D9140F4| |D21C64CA13F663E01CDA7CC67E0F586BD2021DA84348E7A364D5ACB3EED393CF7BD| |601ED525F7EB3EF016AD43A6F07F32E4BA894ECB50198D464D1AC768E553197D1BC| |8E4BF0F063E2232701A996B3963ED19D8C7E508102CAA1EC1A987CA547319AD3A06| |E1079813841A751435AF79F30D78F02DF31DD8F01EECA58C419531F801651ADAA1A| |144E754276407655FDD716C361D639E005B4E324F816D0FD0608182EB959CFA7EDE| |8C821D03CC41B02B06DEA0A01007F9423F91A9EB1773173CF49BF987F917ACA75E1| |A39D868E42184B7BC5EAA45789BF90DBDE9E4DC2C7862CD657A8441A6568ED75BC7| |E1D7FB9DF903BC490ADB792E7AFB1A2AF7AE83111EA249993A95924E5612998182C| |805B07F16198F78174DF5DCFD1999FABF30BF828737995BCC091CD84BCAD1A32AF5| |34D3B74E530CB0D6815D70847B5825ED7DAA52DF1D76BA0B0EAE31EF31D7C1A10D7| |027204454FD52A29E68D31043CC15CA1C53C38ECD42DBD01C381C675E645E0227C9| |DB52722C81C62C8DA9330D70C464FAC0101DF1A89ADFE824647498423D74B1E550C| |3E6DE5D2FCF55EC1B90316F2A07326A3268D3FFFF1FC430AECA7685318C53D9AA30| |46E1B95361BC8D325EE2F2ECE09E6A3CAFC812549696980C4CC9C53F5BFEDF33| |-------------------------------------------------------------------|
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You can stuff the energy manipulator stun proc in ball lightning and short circuit, maybe dark consumption for some amusement with oppressive gloom. Problem with Electric blast now is that most of the powers are considered attractive, which makes it hard to stuff things from the secondary AND slot those well. It doesn't help that the build also took a bazillion travel powers. For defense focused IOed blasters I'd consider skipping Tesla Cage, although I can definitely see value in it as a hold for problem targets. Voltaic would be a late game pick because 1) mezzes and 2) High endurance consumption that requires you to shore up your endurance reduction/management tools. TBH I still think voltaic is an optional pick for blasters because blasters aren't lacking for damage even if they are electric blast, and especially so if said blaster is taking advantage of the attacks in the secondary. However, if Voltaic remained a toggle that didn't shut down to mezzes, it'd be a real contender. Dark consumption is also a "maybe skip" for blasters since they have superior end recovery via the sustain, and electric blast returns end occasionally, and also DC has a long timer. If anything it can be a proc bomb, and I'd take it if I took Voltaic sentinel, but I voiced my opinions on voltaic above. Dark pit is a skip as well for Defense focused IOed blasters. The mag 2 stun is less meaningful when you can dodge most attacks and kill fodder quickly. The greatest irony for these builds that avoid melee attacks like a plague is the fact that 6 slot Makos Bite provide range def, +hp and +dam, which are all good bonuses for range blaster builds and better alternatives to 6 slot Thunderstrikes in a lot of cases. And so many people are so fixated on this idea of "NO MELEE ON BLASTERS" that they fail to recognize the potential to slot the melee attacks for meaningful bonuses in order to make room for procs and other enhancements that elevate damage on their ranged attacks.
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Sonic Secondary is melee heavy. Sleep protection is pretty relevant in sound barrier. Disruption aura is a bit of a trap power, the -res looks nice but it 1) forces you to stay in melee range, and 2) shuts down to mez and you'll find yourself re-toggling it often. Take it way late in the game as you approach 50 unless you are running with decent support that can keep you protected from mez all the time (good luck finding those players). Do take sound barrier at level 20 when it opens up. It'll alleviate your endurance issues or make them go away completely. If you skip all the melee stuff as most new players do it's still fine. You won't be the first to do so. If you want to embrace melee later on in your career then it only gets better as a secondary.
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I joined a few 801s thinking that I'm going to see some upper tier level play in regards to tactics and game mechanics, nope. Just the same rushing in and trading blows by lol melee players playing their lol melee tanks/brutes. I expected more teamwork, nope, just everyone doing their own thing because they think their build is hot shit. You think a team with 3-6 tanks/brutes would be able to keep aggro off the other squishies? Nope, they are too busy mashing buttons on their own targets to bother with the rest of the team. Masochists? not even, just lol melee players playing the same dumb way, with even more beefed up protection. I'll take a team full of people that can single pull a mob out of a +4/8 pack consistently blindfolded over these circle jerking pack of people that depend on their builds rather than their brains. Is that burn is burn and burn on stalkers can crit. Fire armor has decent resists and a fairly quick recharging heal and when you pair it with a primary that offers defense like katana/staff or a primary that has some sort of area mitigation like ice, it'll do well. Synergy matters, I would not pair rad with fire because it lacks reliable mitigation. My favorite pairing is Staff/Fire, spin and burn. Besides guarded spin that offers defense, there's also knockdown. In addition there's enough AoE to take out fodders to keep you from fighting a war of attrition. All those things contribute to the success of a build, not just raw numbers, and staff helps out fire armor more than it does for defense based builds. Synergy matters.
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Level 22: Boxing (A) Kinetic Combat - Accuracy/Damage (40) Kinetic Combat - Damage/Endurance (40) Kinetic Combat - Damage/Recharge (40) Kinetic Combat - Damage/Endurance/Recharge Level 28: Kick (A) Kinetic Combat - Accuracy/Damage (42) Kinetic Combat - Damage/Endurance (42) Kinetic Combat - Damage/Recharge (42) Kinetic Combat - Damage/Endurance/Recharge Level 35: Jump Kick (A) Kinetic Combat - Accuracy/Damage (36) Kinetic Combat - Damage/Endurance (36) Kinetic Combat - Damage/Recharge (36) Kinetic Combat - Damage/Endurance/Recharge Level 38: Flurry (A) Kinetic Combat - Accuracy/Damage (39) Kinetic Combat - Damage/Endurance (39) Kinetic Combat - Damage/Recharge (39) Kinetic Combat - Damage/Endurance/Recharge And brawl with 5 piece blistering cold I mean, you got the numbers you are chasing, but
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BRF is used as an opener solo. It one shots minions and it has normal range compared to freeze ray. I see it as a replacement for Snipes. One thing I would change with the build is to swap the DAM IO in freeze ray into a level 53 Centriole to normalize the range between my blasts, if you have a billion centrioles in your storage bin this build is also for you! On teams, I am a slave to BFR because I put the build up proc in there, is it optimal? Nope. I just pick beefy targets for it. Do I corpse blast sometimes, yep? Does that make me a sad panda? yep. Do I care? nope. Having 3 holds is nice though, there's something to be said about the mix of hard and soft controls with this combo. On Apex I can keep the Warwalkers held with my 3 hold rotation so they don't hit their reserve heal and that justifies my pick and usage of BFR. The ability to keep 2 bosses held is also handy with a non-softcap build like this. If I cared to go full DPS mode I still have access to bitter ice blast and I can use that in my rotation instead of BFR. All is good!
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^^^Listen not to the pretender Hello my child. Sit for a moment and listen to the Gospel of SPIN SPINNNNNNN!!!! I bet you are asking "how can I spread the Gospel of SPIN?" Follow these two steps: Step 1 - Take WHIRLWIND Step 2 - SPINNNNNNN But wait there's more! You might be wondering "how can I spread the Gospel of SPIN faster!" Follow these two additional steps Step 3 - Take staff fighting Step 4 - Pick an armor set that has endurance recovery tools Once you become a disciple of SPIN, you must spread the Gospel for at least 30 days. Otherwise Princess Spinaroonie will find you, and give you the SPINNING of a lifetime!
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Normally if you want slow resistance you have to invest in expensive winter IOs and that drives up build cost. Ice Mistrals Torment offers a good alternative to those expensive IOs but there's only one problem, it only slots into powers that slow! But that's not a problem with Ice blast, everything it does slows. When you look at the bonuses offered by Ice Mistrals Torment: 2 pieces: +HP 3 pieces: +Acc 4 pieces: Slow resist 5 pieces: +Recharge 6 pieces: AoE Def Every single one of these bonuses is useful. The +Acc is especially appealing since that helps offset lack of ACC slotting in proc heavy builds. So an idea was born, and executed, and met with great success! TA was chosen as the secondary for synergy: Glue arrow and Oil slick arrow are just 2 more patches to add to Ice blast rains, they help slow and keep stuff in the rain and OSA speaks for itself. Eagle Eye has Acc Debuff resist and boosts ACC, Gymnastics provides recharge and slow resist, these are all good to have for proc builds. For the epic why not add Bonfire as yet another patch? That's exactly what I did. It helps light OSA and it's just pretty OP overall. So for the proc portion of the build I zeroes in on the holds Freeze ray, Bitter Freeze Ray, and Char. Yup, I took bitter freeze ray. If you have a billion peroxisomes in your storage bin, this build is for you! For pure range builds I'm gravitating more towards getting some AoE defense, looking at some of the powers I've come to realized that some ranged AoEs do not have a ranged tag, so that 6th slot in Ice Mistrals is relevant. This is not a defense focused build, and endurance can be an issue for long fights but that's what teammates, blue pills and recovery serums are for. So here it is: Patches and Procs This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Torpid Panda: Level 50 Mutation Blaster Primary Power Set: Ice Blast Secondary Power Set: Tactical Arrow Power Pool: Leaping Power Pool: Concealment Power Pool: Leadership Power Pool: Speed Ancillary Pool: Flame Mastery Hero Profile: Level 1: Ice Blast -- 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: Electrified Net Arrow -- IceMisTrmt-Dam/Rech(A), IceMisTrmt-End/Slow(7), IceMisTrmt-Dam/Slow(9), IceMisTrmt-Acc/Dam/End(9), IceMisTrmt-Acc/Dam/End/Rech(11), IceMisTrmt-+ColdDmg(11) Level 2: Glue Arrow -- IceMisTrmt-Dam/Slow(A), PstBls-Dam%(13), Bmbdmt-+FireDmg(13), IceMisTrmt-+ColdDmg(15), Ann-ResDeb%(15) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17), BlsoftheZ-Travel(17), BlsoftheZ-ResKB(19), BlsoftheZ-Travel/EndRdx(19), WntGif-ResSlow(50) Level 6: Stealth -- LucoftheG-Def/Rchg+(A) Level 8: Freeze Ray -- HO:Perox(A), Dmg-I(21), Apc-Dam%(21), UnbCns-Dam%(23), GldJvl-Dam%(23), GhsWdwEmb-Dam%(25) Level 10: Upshot -- GssSynFr--Build%(A) Level 12: Ice Storm -- IceMisTrmt-Dam/Rech(A), IceMisTrmt-Dam/Slow(25), IceMisTrmt-Acc/Dam/End(27), IceMisTrmt-+ColdDmg(27), IceMisTrmt-Acc/Dam/End/Rech(29), IceMisTrmt-End/Slow(29) Level 14: Frost Breath -- IceMisTrmt-End/Slow(A), IceMisTrmt-Dam/Rech(31), IceMisTrmt-Dam/Slow(31), IceMisTrmt-Acc/Dam/End(31), IceMisTrmt-Acc/Dam/End/Rech(33), IceMisTrmt-+ColdDmg(33) Level 16: Flash Arrow -- ToHitDeb-I(A) Level 18: Bitter Ice Blast -- IceMisTrmt-Dam/Rech(A), IceMisTrmt-End/Slow(33), IceMisTrmt-Dam/Slow(34), IceMisTrmt-Acc/Dam/End(34), IceMisTrmt-Acc/Dam/End/Rech(34), IceMisTrmt-+ColdDmg(36) Level 20: Eagle Eye -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(36), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/Acc/End(37), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 24: Tactics -- HO:Cyto(A) Level 26: Bitter Freeze Ray -- HO:Perox(A), Dmg-I(39), Dcm-Build%(39), GldJvl-Dam%(39), NrnSht-Dam%(40), GhsWdwEmb-Dam%(40) Level 28: Gymnastics -- LucoftheG-Def/Rchg+(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 32: Blizzard -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(43) Level 35: Bonfire -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(43) Level 38: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46) Level 41: Fire Shield -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46) Level 44: Char -- HO:Perox(A), Dmg-I(48), NrnSht-Dam%(48), GhsWdwEmb-Dam%(48), GldJvl-Dam%(50), GldNet-Dam%(50) Level 47: Aim -- HO:Membr(A) 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 -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Stamina -- PrfShf-End%(A) Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Intuition Radial Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1457;677;1354;HEX;| |78DA5593DB6E12511486F7304339145A694BA1E550A0076A69A168BC3131F1D4266| |851B4BD35640AD33A09850950B50FE03398686BD59868DFC067516FBCF2CAC39DE7| |8C8B59FF4E6112E6CB5A7BAF7FAFF5EFA1FCE87A606767FDB25082D71A7AA753BD4| |AEFAED1F696F7BB7AD76C35053D81AD56DB32EBA98ADEACEB1E4A44B1AB7A576FEE| |1AF57CA9667061522E6CEE5B56ABDDCD6FE9B5AE59D31BD52BED76EBA108545AAD4| |67EC3D02DB3B91B728252F381D931B7CD86D93D1895CB75A3DDB96F5A7E27DEB40C| |A33EB66699B5FC7A43DF33AA65E78C8328753247BF1BBD1E95DE4BD86E2134218A9| |A7029A08BA9A9A0C61C72330F17FA8BFD6E5EF431BDC36080E90F8223CC232A5650| |AC29D81C7827982E8E47B079E4B3EA70921C54E5896A58719267FE519820BE7739F| |1D847F003B318E3E22015BB512CDC282E53E41150F45C2268AA9848701B13455698| |2C81CBAC14DDE3E2639AC1C70ED8C277C29B6E51342C1587E14A14034EC38D690C1| |6872B71B87693AA82B23888641222498824219242710A622FA89D51148BD1F3BD19| |7CE23621241543504A41390DC53414D3509C85E24B521C977E8FFFE06B9FFD09FE6| |2CEFD06FF807F9921F2352CFD0EC3EF714A4664327281FDAE10A6648F53B884055C| |C2C221314B84F9595D71AE3B8B4B784D3DC6A4620CC764E89804924A22C75664C13| |B841939D5CC53963DFB0C3C048F984BCFC163E61B42863F5C5BC93CE63B5FFAC48B| |AFA8977939C8BCCA262E6BA01B1C62AE78402FF384341665CF8B119E72E51C2BBF2| |5E4A4720E161560510196146049115615D7981BB42D2F3F8CFC457CE464D1AA4CAE| |C2B7B476FA97B6E39A908FDD8B6D5B6C0CA4549EBEA2C91A4A2ACEBE2FFE531D215| |6B8CDAF03C9454E7E1B48A6B9E1EF03C92738869245D9DBBDFE40EF0FB6FB032DD2| |17FC073BD3BF38| |-------------------------------------------------------------------| Play style is as follows: Drop patches, reach out and hold someone... to death.
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Slotting a full set into a power isn't the best way to slot a power 90% of the time. The only power in your build where slotting a full set makes a lot of sense is fusion. You need some basic knowledge of game mechanics. Specifically the value of Softcap defense to defense based builds, which Shield is a member of. The defense softcap for normal content is 45%. That means normal mobs have a 5% chance to hit you. Defense is broken into 3 vectors for shield - melee, range and AoE. if you can get all 3 to 45% defense you will have pretty complete coverage against most attacks. Your build doesn't have 45% defense to all 3 vectors. You also need to pay some attention to powers and the numbers behind them. Use the view totals button to look at how turning powers on/off affect your numbers. Deflection offers a lot of melee defense, you should slot it for a combination of defense and resist. Phalanx fighting gives you a static defense buff that can not be enhanced when you are alone. In other words, it's a one slot wonder. You can have up to 5 of the same set bonuses, for example the Luck of the gambler 7.5 global recharge. Defense based builds should have no problem finding room to fit all 5 in. You need some end reduction in Irradiate Ground, and even if you do throw procs in it you are missing the achilles heel -resist proc. Rule of thumb, figure out the bonuses you want to focus on (defense/recharge/etc..) chase those exclusively and stop slotting more of the set in that power once you get that bonus from the set. Then figure out what to do with the slots you saved. (For example invest some of those into contaminated strike.)
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All the enemy targetted toggle debuffs with a 3 second casting time - rad infection, darkest night, spore cloud can use an animation/cast time review. There is the argument for the speed kill meta but there's also the argument that mez is a real thing and retoggling these after a mez take a significant amount of time and that can be life or death in certain situations. Heck even throw in snow storm in there even though no one uses it. I'd love it if high impact self toggles like venomous gas/arctic air and such got an animation redux too because of the same reason. They can detoggle, and retoggling them quickly and moving on to the next action can be life or death.
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Corr to play with my son's Titan Tank...??? Father Son Duo Time
Nemu replied to ATM Machine's topic in Corruptor
Defenders get less attack options early game, and there is also an urge to take all the "good stuff" since defenders get them earlier, so you are stuck with more a support role. Depending on your own definition of fun it may or may not be your cup of tea. Corruptors get more attack options, and even with electrical affinity as a secondary you get most of your core support powers by level 20, which includes a heal at level 2, an end refill at level 10, a (complete including knockback) status protection/resist bubble at level 16, and a recharge/acc buff at level 20. That's 5 core powers from your secondary by level 20 which leaves you plenty of room to fit in attacks and a few pool powers. Like I said, electrical affinity is going to offer you the smoothest leveling progression and also offer your duo buffs that address some of the biggest challenges that lowbies have to deal with such as poor endurance management, low acc, not fully matured armors, recharge, status protection, etc... While electric affinity isn't the offensive powerhouse like Kin (and kin's overrated if you are on a fast meta where mobs get blown to bits before you can pull off a saturated Fulcrum, or when you are fighting a single target like an AV or a GM), or a debuff juggernaut like poison, it does do one thing exceptionally well and better than any other support set - keep the team alive. Later in the game you will also get a fast recharging team absorb shield and between that, the heal, and Faraday cage you can keep the team topped off unless the team does something monumentally stupid. Regardless of whether you choose defender or corruptor, I stand by my recommendation of electrical affinity, pair it with radiation blast so you both can enjoying hitting stuff more consistently. If your son likes more flashy stuff on the screen then dual pistols is also a good choice (although that might make him want to play dual pistols instead of just smashing with his tank, so nevermind, pick a boring, not flashing primary like rad blast.) Even though you said no IOs I'm going to recommend a few attuned IOs that will improve you and your son's quality of life at a low slot investment, you can purchase attuned enhancements from the auction house or attune crafted enhancements using enhancement catalysts once your hit 50 and you get catalysts as drops. They have a minimum level requirement to be slotted in and it differs per IO, but they remain effective and some scale in effect as you level up or exemp down. Kismet - Accuracy, can be slotted at level 7 in any defense power (unique) (I usually take combat jumping by level 6 so this gets slotted in once I hit level 7) Panacea +hp +end - can be slotted at level 7, put it in health (unique) Performance Shifter +end - can be slotted at level 17, put it in stamina Force feedback chance for recharge - can be slotted in any power that does knockback, this is for titan weapons. Put it in titan sweep, whirling smash, and arc of destruction. slottable at level 17 Luck of the gambler 7.5 - this one everyone knows. slottable in any defense power at level 22 Luxury early game IOs that won't have as big an impact but still nice to haves: Achilles Heel Chance for resistance debuff - can be slotted in any of the rad blast attacks or powers that debuff defense, I recommend just one in proton volley, because extra procs don't stack. Slottable at level 7 Fury of the gladiator chance for resistance debuff - can be slotted in PBAoEs like irradiate. Slottable at level 7 (unique) Annihilation chance for resistance debuff - can be slotted in targetted AoEs like electron haze or neutron bomb, most people skip electron haze. Slottable at level 17 Any of the following damage procs that you can slot prior to level 20 - they can raise your damage (sometimes significantly) at low levels, at the cost of consistency. Procs are not autohit so make sure you have enough accuracy to hit the target though (or enemies have their defense debuffed so they are easier to hit, that's why radiation blast). There are a lot of options, so I'm just going to list the set and minimum slottable level All the starter damage procs available from the P2W vendor for free - these are good until level 21, then they stop working. Eradication - level 7 Touch of lady grey - level 17 explosive strike - level 7 Gladiator's javelin - level 7 Gladiator's strike - level 7 Shield breaker - level 7 Scirroco's dervish - level 17 If you take electron haze for the early game then Positron's blast - level 17 Javelin volley - level 7 Some of these are more expensive than others, but you have a wealth of choices if you want to splurge a little. -
Corr to play with my son's Titan Tank...??? Father Son Duo Time
Nemu replied to ATM Machine's topic in Corruptor
For leveling and non-IO builds, I'd go electrical affinity. It fills so many holes that bring woe to early level progression - early game mez protection/resists, endurance management, accuracy boost, heals, endurance drain resist, etc.... The Kinetics advocates are overlooking the fact that you have to wait 32 levels for the real payoff and that Kin offers little personal protection in a world without IOs. And frankly kinetics is busy, but quite unrewarding to play prior to FS. Electric affinity will be fun for the both of you, it's good out of the box and provides your duo a much easier leveling experience. Tell your son to stay within faraday cage and whack away, and you don't need to worry about him zipping off to infinity with speed boost. Pair with radiation blast for some defense debuff goodness so you guys don't whiff, because whiffing sucks, even for adults. -
Stealth so I can pair it up with the stealth proc in sprint for total invis. I think an 8 yr old might have an easier time navigating paragon/rogue isles with super jump instead of super speed. Those picks are completely interchangeable pending user preference.
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Have you thought about dropping hasten and abusing FF procs for the recharge? That'll allow your son to focus more on mashing attacks than minding to click either active defense or hasten whenever they recharge. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 49 Natural Scrapper Primary Power Set: Battle Axe Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Concealment Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Chop -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(7) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), LucoftheG-Def/EndRdx(9), LucoftheG-Def/EndRdx/Rchg(9), ResDam-I(11), ResDam-I(11) Level 2: Battle Agility -- LucoftheG-Def/Rchg+(A), Rct-Def(13), Rct-Def/EndRdx(15), Rct-ResDam%(15) Level 4: Gash -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(17), Mk'Bit-Dmg/Rchg(17), Mk'Bit-Acc/EndRdx/Rchg(19), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Dam%(21) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 8: Swoop -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(21), Hct-Acc/Rchg(23), Hct-Dam%(23), Hct-Dmg/EndRdx(25), FrcFdb-Rechg%(25) Level 10: Stealth -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(27), RedFrt-Def(46) Level 12: Active Defense -- RechRdx-I(A) Level 14: Super Jump -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(27), WntGif-ResSlow(29) Level 16: Against All Odds -- EndRdx-I(A) Level 18: Whirling Axe -- Obl-Dmg(A), Obl-Acc/Rchg(29), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(31), Obl-%Dam(31), FrcFdb-Rechg%(33) Level 20: Phalanx Fighting -- Ksm-ToHit+(A) Level 22: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--Rchg/EndRdx(34), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(34) Level 24: Kick -- Empty(A) Level 26: Cleave -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(36), SprCrtStr-Acc/Dmg/Rchg(36), SprCrtStr-Dmg/EndRdx/Rchg(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg(37), SprCrtStr-Rchg/+50% Crit(37) Level 28: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Max HP%(39) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(40), ShlWal-Def(40), ShlWal-ResDam/Re TP(40) Level 32: Pendulum -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Dmg/EndRdx(42), Erd-%Dam(42), FuroftheG-ResDeb%(43), FrcFdb-Rechg%(43) Level 35: Shield Charge -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(45), Arm-Dmg/EndRdx(45), Arm-Dam%(45), FrcFdb-Rechg%(46) Level 38: Grant Cover -- EndRdx-I(A) Level 41: Focused Accuracy -- EndRdx-I(A) Level 44: Physical Perfection -- PrfShf-End%(A) Level 47: Energy Torrent -- SprFrzBls-Dmg/EndRdx/Acc/Rchg(A), SprFrzBls-Acc/Dmg/Rchg(47), SprFrzBls-Acc/Dmg/EndRdx(47), Bmbdmt-+FireDmg(47), FrcFdb-Rechg%(48), Ann-ResDeb%(48) Level 49: True Grit -- StdPrt-ResDam/Def+(A), Prv-Heal(49), Prv-Absorb%(49) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A) Level 14: Double Jump Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1476;685;1370;HEX;| |78DA6D93DB6E12511486F73083C8B923054A29526A5B28B453EA9DA7A8B536692DA| |6498D7706A7B029A3134A6034ED03F80CDEA8575AF505D407F0CAE303E8BDDEB435| |51138D8771316B6D81E804F8D87BAFFFDFFF3E4C696B2150AB2D9E6152E89CA9B7D| |BE5B54A4B6F3679CB7351B76EB47493751E0F7C1362A45CE226E7DABC6E59262F9F| |DDE2E9BF230BBCC61B6DAEADD50D6E5645535D6AD4798B372C4DFC09AC6E6E9ADA0| |AD79B466343751A4B8D9B46DB58374CC3DA0E3A3D8BC646DD82713FB6CC4E533DDF| |342ADAFC6675BB5CD2DB166F6D0F41B41C7C4331F8919CB4B69BBD90199B5398EB2| |5F11552794D7C833CF016E90BF68AA3120E0E220F0E102348DF34EBA31FC4128965| |89C4813D740EED133F23C31053C66ADB2DD7D061608358471E3288D79083D791313| |80737CDC4DC34931AEB9C0F397A265DA8C8216353C40272284FBC850C82A3971C5D| |5E721CF6216742C8202CD02FA6F5173A59BC2C0ECA202365F01DDA0DBF478E2469D| |55011969C70360B6770151108AC8AC0EA0F52FC441EFE4DB4890C9D462970181C23| |224BE4172005FB068E51E118BD8F95A30F883BC8CC43E223E263A40B1612A785B0B| |80D0F1B04BF8438A4C455C5A93BA213D78915E47895C89132F82529A1923C8AF1C7| |BF2027BF12BF11BFD38504514ADCA1149D43761107B3CBC40BC828C44B8B78E93B3| |8EDD43DE25DE29ECBD99BFC6914E5690355D8C031211E3B869DF9E3C8E913C493C4| |53C819120F807842ECFE049DE72519DF40A73397C1EBB10395055159B88DF2CB50A| |989B9B56718547B4A7C4274B91DCED29CB31F700101702C8AAB5A8C4BCEEA8A1F71| |B0B88B1C5198786CF8740E33AD74DF6D7BA56FDC8B33AC2AA2003A2547B4EBEB8AC| |867BFA74B62190AB50C3D5985EDFD5BFFA9AF8B76C0FECFF33CDF7D93EC5550CD89| |B4577A1B7A6F63BDB7F107B4BFECDB| |-------------------------------------------------------------------| Go all in on Knockdown because it's fun and feels impactful. The FF procs are placed strategically so that they are available when you exemp down and there is a good density of them to increase trigger chance. This barely hits softcap but softcap is softcap and on teams the slim margins is not really too big an issue. Focused acc is not needed as the build has enough Acc bonuses to hit +4s. You turn it on when you get blinded or to hit debuffed and that's it. Accolades and musculature along with phys perfection help with endurance management and there's always recovery serum/ageless.
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You are way too invested in survival on a traps defender. It's very easy to softcap all positional defenses and obtain 75% S/L resist with traps, but here you are digging deep into 2 pools stocking up on 3 extra panic buttons that combined don't have 100% uptime. Below is a shell and it's not even trying hard to hit those goals, and you have 38 slots to spare. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 49 Mutation Defender Primary Power Set: Traps Secondary Power Set: Water Blast Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Web Grenade -- Empty(A) Level 1: Aqua Bolt -- Empty(A) Level 2: Triage Beacon -- Empty(A) Level 4: Water Burst -- Ann-ResDeb%(A), FrcFdb-Rechg%(5) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7) Level 8: Force Field Generator -- LucoftheG-Def/Rchg+(A), ShlWal-Def(9), ShlWal-Def/Rchg(9), ShlWal-ResDam/Re TP(11) Level 10: Super Speed -- WntGif-ResSlow(A) Level 12: Poison Trap -- Empty(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Acid Mortar -- Empty(A) Level 18: Seeker Drones -- Dcm-Build%(A) Level 20: Dehydrate -- Empty(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def(23) Level 24: Kick -- Empty(A) Level 26: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(29) Level 28: Water Jet -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(31), SprDfnBst-Dmg/EndRdx/Rchg(31), SprDfnBst-Acc/Dmg/EndRdx(31), SprDfnBst-Acc/Dmg/EndRdx/Rchg(33), SprDfnBst-Rchg/Heal%(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(34), Rct-ResDam%(34) Level 32: Whirlpool -- IceMisTrmt-End/Slow(A), IceMisTrmt-Dam/Rech(34), IceMisTrmt-Dam/Slow(36), IceMisTrmt-Acc/Dam/End(36), IceMisTrmt-Acc/Dam/End/Rech(36), IceMisTrmt-+ColdDmg(37) Level 35: Dominate -- Empty(A) Level 38: Geyser -- FrcFdb-Rechg%(A) Level 41: Mind Over Body -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), StdPrt-ResKB(43) Level 44: Tactics -- Empty(A) Level 47: Steam Spray -- AchHee-ResDeb%(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 10: Speed Phase ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1097;543;1086;HEX;| |78DA6552DB6A1351143D939998EB2486C9A5358D6D138B4D0343F50B446B056D24A| |8E06318929964A02443660AF6412CBD88B7775FFC0AAFCFE22788DF507DB01554D0| |071977CEDE5B5372C8B0D8EBACBDF625A7796F2DED38EB978492B9B269F97E7BCD7| |6EC41D71EC59B5B8115B8C381189F187C065FB52F6F398E796764797EF91F77CB1A| |F4ECAE79D70AC602B00A44BA351C6E9A1BB6E5B9835E5206B73DDBEE6699873CBFE| |F7ABA8CD7DD5E3F0061FEAAE776CC96BFDDE9BB9D76138CECD1F60CD4AFC1F75017| |7C42F8C111F76B53D42350294C29927A002A559164A8A887AA101734A11D4424166| |1BC2826844AB4A048F2D41F082B9A78026631BA54637419BF8E0EF16B88C91B8835| |704A905824CA483E058714B79392ED5441A77345BD21A42E43F818F459D667A5FE1| |950396A5FE45E009CD7C42ECC64B0CE90BA1CF816C83752A0668BA709F388111095| |38AF24F354A066294F9BBD887D9FF941F81371EE17E16FC43DA85FA6A468F925926| |75F11BE267C83B8F096F01DED1E2A5678AD15EA74E1082F178F09BF23EE40A579AE| |349F88E26512B196224C13EA88E732881FC1A3CAE356E5B807E0B7C4EB5CA257F00| |974CBBC83E59222FFFD3AEDA04E3BA8D30E5666F0DE80311A6CDE90E6FB606EF21B| |30DF83B9A1893CE85659B74AE3CE69534F77634C71B250B1B39B1364D8D2A61EF7D| |7E46492A48E4F508BD8F4D1B4EEDB09EA39D63B2CFEEF2BFC3C197C990C3EACC063| |E7E02F67EBCEBB| |-------------------------------------------------------------------| Trip mine is very skippable, it's very interruptible unlike the blaster version. You will seldom find it useful on fast moving teams. (But if you do take it put an FF proc in it, it can trigger just by laying the mine) Put a decimation build up proc in seeker drones. Put FF recharge proc in AoEs with >10s recharge as a general rule of thumb. Stealth proc in sprint + SS = total invisibility to most mobs. Dominate can help you round out your ST chain.
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Arachnos is hard enough baseline benchmark for regen. Good job. I haven't see "tactical" play like that in a very long time. If you are just planning to play at 50 with the help of DN and incarnates then there's a lot more give to your build as your exercise shows. And if that's your cup of tea then I have nothing else to contribute.
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Level 50 Ice/Devices Blaster - Enh Set Recommendations?
Nemu replied to Wreckoning's topic in Blaster
I'm only counting 4 slots for LOTG from your build description, I'm assuming that you probably also took evasive maneuvers for that 5th LOTG, and I highly recommend evasive Maneuvers for the combat mobility and immobilization protection. Based on your playstyle and your request I'd invest in recharge, slow resist, and proc out both of your ice blast holds. 5 piece ice mistral's (slow set) in most of your non-hold attacks, 5 piece doctored wounds/full set of preventive medicine in your heals/sustains. You can rack up an impressive amount of recharge bonuses (and slow resist) without even using ATOs or purples this way. For both your holds 4 damage procs and 2 damage IOs. You have more than enough accuracy to hit with the help of tactics and targeting drone, and the Acc bonuses from ice mistrals. One note about starting with IO sets, a full set is not always the best way to slot a power. You want the useful bonuses such as recharge, but stop slotting more IOs from that set once you qualify for that bonus. A lot of sets have recharge bonuses at 5 slots and a lot of people slot a full set and that 6th slot contributes nothing towards their build goals and can be used elsewhere to optimize the build. Don't fall into that trap. -
You make the mistake of confining your benchmark to just the stuff you engage in melee range as a lot of players do the moment they see the word "melee". Consider an average spawn set for 8, how many of those are you realistically interacting with directly via your attacks/debuffs? how many of those are outside of melee range taking potshots at you? Take your dark/regen to one of those late game maria jenkin missions with resistance spread out all over the place or those Dark Astoria mission in caves where the BP/talons are also spread out in their map placement, how are your debuffs going to affect those mobs you can't reach that are totally content staying at that range shooting you? The softcap is not designed to allow you to stand like a statue and trade blows with whatever it is you are trying to kill. You are a Brute, if you have something targeted it's as good as dead. The softcap is designed to cushion those that you can't interact with taking potshots at you. As I mentioned in my original post, the biggest threat to your survival is numbers and not being able to interact with things out of your zone of interaction. I can faceroll against 3 +4 freakshow tank bosses that are in my face, but when the minions and LTs are taking shots at me from the perimeter, draining my end, debuffing my defense/recovery, that's when things start getting dicey. Playing anything regen is like playing a melee blaster, if your mindset is to always plant your feet and duke it out you've lost already. Always be moving, prioritize your targets, use line of sight, use softcontrols, etc... Don't stand still when you hit recon/dull pain/IH/MOG, when you get hit take a hop back and pop the heal mid-air so that whatever return you get from those clicks is not wasted by mobs beating on your during the animation time. I have Whirlwind on my staff/regen brute but I found the end consumption too high to sustain on my elec/regen brute. If you are able to sustain it on your dark/regen I absolutely endorse it. Regen brutes can use all the mitigation they can get. What I can not endorse is dropping quick recovery and recon. Passive regen has it's place but it's the quick cycling heals that you are going to have to depend on more to get your through tougher content, especially those where -regen debuffs run rampant. (as an aside you can be a rock star during the hami mission in LGTF because your click heals are unresistable so they still heal you for the full amount, where are your passive regen gets debuffed to 0) And dropping quick recovery BUT taking whirlwind? That is truly a move that boggles the mind. I can not imagine how you plan to sustain whirlwind without QR, perhaps you are not running stuff at /8 but I can tell you a saturated pack of mobs around you will bottom your blue bar pretty fast, and no matter how much recharge you dump into dark consumption, you are not going to be able to sustain WW indefinitely in that scenario. The builds I make are designed to give you a fighting chance at +4/8. If your aims are lower then I can see your build working out for you.
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Buy Reveal from p2w and use it at start of map so you can figure out your pathing. If I remember there is an elevator in between the two maps. You can just run past the ambushes to elevators/Shen, pop some lucks and burst him down. Mob reaction times are fairly slow and it'll take them a good second or two to realize they've been aggroed and by then you'll already be out of range so they have to chase you. If you stick around and fight the ambush you are digging your own grave. Getting a stealth proc in sprint or total invis via stealth sprint + super speed can help you zip to the objective, though invis is not much help in this mission because the ambushes will follow you. You can also set your rep to -1 to make the ambushes a bit less threatening. TL:DR, don't stand around and fight the ambush, run past them and go straight for Shen.
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Sounds like @Nemu is getting paid another billion inf for winning another Yomo build contest that's yet to be announced. You can replace the hammers with stone fist and hurl, and hurl is awesome no matter what anyone says about animation time. And I'm expecting you not to chase softcap this time @Yomo Kimyata. You disappointed me last time. Take care not to let it happen again or I might stop making builds like these. That's absolutely a threat you should take very seriously uh huh!
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Rad/Elec or stone or super strength proc tanker You can do sentinel nuke level damage but against more targets with Ground Zero and Radiation Therapy so you have the damage, and you'll have those up every spawn. Being a tanker means you get those powers early so a finished build is also much more exemp friendly. Rad therapy provides -regen, ground zero buffs your teammates and debuffs those enemies still alive, you have taunt and a debuff/taunt aura that also helps your own recharge, If you wanted to you can take leadership pool to provide additional buffs to team. The 3 secondaries all have area KB/KD powers for additional crowd control which is very useful for soloing. My Rad/SS/Soul proc tank has maybe 20% defense and 80% resists and still does fine soloing +4/8 due to overwhelming alpha strike damage through the proc AoEs supplemented by knockdowns. I think I remember somewhere you don't use IOs, if that's the case than go the more traditional route as the other posts suggest.
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Throw Tomatoes at my Broad Sword / Super Reflexes Build
Nemu replied to Calamity Cain's topic in Stalker
I was fairly critical of the original build. The biggest thing I wanted to point out is the fact that there were 10 slots thrown into passives that offer only 5% base defense and only 1 slot in evasion that offered 23% defense. The build was not at softcap against Ranged or AoE, and the level and the slotting that went into Hasten screams "I'm just taking it because every build takes it." Understanding what you want to build for is a great start and you stated some goals such as focusing on S/L resist that you followed up on in the actual build itself. Slotting efficiency is the next part, and you can spend a great deal of time perfecting that. There are some very good builds posted here and good dialogue from veteran builders explaining why which is even more important than the builds themselves. I'm going to offer my variation. The lazy part of me doesn't really want to keep PB on auto and click hasten even 2 min so I went with a hasten-less build, just to demonstrate that not all builds NEED hasten. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Stalker Primary Power Set: Broad Sword Secondary Power Set: Super Reflexes Power Pool: Leaping Power Pool: Experimentation Power Pool: Fighting Power Pool: Medicine Ancillary Pool: Mu Mastery Villain Profile: Level 1: Hack -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(7), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A) Level 2: Slice -- Arm-Dmg(A), Arm-Dmg/Rchg(19), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(21), Arm-Dmg/EndRdx(25), SprAvl-Rchg/KDProc(36) Level 4: Combat Jumping -- Ksm-Def/EndRdx(A), Ksm-ToHit+(5) Level 6: Assassin's Slash -- SprStlGl-Rchg/Hide%(A), SprBlsCol-Acc/Dmg(9), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(11), Hct-Dam%(11), TchofDth-Dam%(13) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def(15), LucoftheG-Def/Rchg(15), LucoftheG-Def/EndRdx/Rchg(36) Level 12: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(17), LucoftheG-Def/EndRdx/Rchg(17), LucoftheG-Def(19), LucoftheG-Def/Rchg+(46) Level 14: Speed of Sound -- WntGif-ResSlow(A) Level 16: Practiced Brawler -- EndRdx-I(A) Level 18: Kick -- Empty(A) Level 20: Agile -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(37), LucoftheG-Def/Rchg+(37) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), UnbGrd-Max HP%(23), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(40) Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(25), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(34), Rct-ResDam%(43) Level 26: Disembowel -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(27), SprStlGl-Acc/Dmg/Rchg(27), SprStlGl-Dmg/EndRdx/Rchg(29), SprStlGl-Acc/Dmg/EndRdx/Rchg(29), AchHee-ResDeb%(31) Level 28: Quickness -- Run-I(A) Level 30: Dodge -- LucoftheG-Def/Rchg+(A) Level 32: Head Splitter -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), Arm-Dam%(33), FrcFdb-Rechg%(34), FuroftheG-ResDeb%(34) Level 35: Evasion -- ShlWal-Def/EndRdx(A), ShlWal-ResDam/Re TP(36), ShlWal-Def(46) Level 38: Zapp -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40), StnoftheM-Dam%(40) Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(42), Rgn-Knock%(43), Ann-ResDeb%(43) Level 44: Aid Other -- Prv-Heal(A), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(49), Prv-Absorb%(49) Level 47: Aid Self -- IntRdx-I(A), Pnc-Heal/EndRedux(47), Pnc-EndRdx/Rchg(47), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(48), Pnc-Heal(50) Level 49: Field Medic -- RechRdx-I(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form 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;1455;708;1416;HEX;| |78DA5594594F135114C7EFD0A950682D50A06029A52C822D0C2D715FA251E041688| |2F2A031D13AB6B738B1B6A42DB1B83CFA8EBEF8A2263EFA198C1AF50BB8E0373071| |055C637830F574FEE76A9964FACBF9DFB3DC73EEED24CA13EE4C66EA88D03CC7B26| |6B1989C2B99D94BB2E04C98F356CA21E8A9A7B78BE5644266A5348E16F2663A3977| |255F48F7A895099991B9A234E61617C83A293359599645E19ECDE7B3C68C3417ACD| |C7C9B6D4C96C9C3BA2C7325B364E5731E5B9CB2E62F96C8055642A6AD949593FEC9| |052B65FC2BBE984C98C5922C2C75D29E06E97DE4A51F4DAB6EB3E214655D88B82EE| |A96985741FD1AB8E53AF30678D6550D1676B010ED9A2D3EF6561372466D6F9D2DB6| |EE03DBF6330F809D07C1FE07C8D841B3727046CDB1410852F93FE013CAEC54999D6| |F1D7644C332221B6E818DB79951647627C97D48174FBDD58340B0A87F88C573D480| |8BCBE92E6EC0DD0C6E6D63B680FD3E3049414D2AA8899D9BD9A9999D5A39789493C| |E4684F0081E952780BD9B94C9ABE6E70D0B0C9D46D0A23C5B2AF488F3E4E763BF3A| |1F571CE00A035CC1518F23B0B7D5EED7EC91758CA352C70638F0131CFA05EA14E4E| |720A77F0D62E73AD8F395F90D0C7F07233FC0E734D22E1EA9B3EB25C46DAF98AFC1| |EE37CC154EF68C46EFD3458A7A0AA8DE03A3E8FD0289412506B9B1175426A4CA84E| |EE2787BEF31EF330FE144C3379987512E4D19FBD4E8FAA6AAA24BF44F6371F438F8| |8E30A82ED6E008326C379863CC18381467AE60CFBFDD420CABE0E1712CEED8C9DCC| |5DC0D46F630DFA37290E61F55C1D10F10473E323F81639FC1D817E62A18A260836F| |8AD30808BB37A31B8B4690837B982130DE0B2ED3BF3FA6AE592C8A5E02BA504FA5D| |25D63546DBA88339B24077A99D5D5478044CDF65B6DACFD30F0E1AE6F12C3D8C6DA| |2671189E5F37897750A69AB8321DF9BFEBCA09728BB35BE554AD71BAD638536BFC0| |5C386D6B3| |-------------------------------------------------------------------| First I want to note a few things I'll always try to patch up in any build: Softcap defenses - when that is my goal, and it is for super reflexes Slow resist - at least 65% or above, even more so for builds not running hasten An answer to blind - usually I take tactics, but focused senses has +perception. Enough Acc vs +4s - I exemp down a lot so it's important for me to be able to do that. Fortunately for defense sets this means plenty of powers to cram in 4 LOTG for that 9% global acc. This helps offset the lack of tactics. There are a few different ways I could have taken this build from not taking leadership and hasten. This is one way that gives you some additional sustainability through aid self (and you can play Dr sexy stabby nurse too using aid other with no interrupt thanks to field medic). Another option is invoke panic from the presence pool which is surprisingly effective. Speed of sound is taken for the teleport so you can zip out of a bad situation. Finally A few tips for using mids - Set your status to "attacked" to see your suppressed stealth in-combat defense values. Do this through options -> configuration -> effects & maths -> check the attacked option under the suppression section. - Use the view totals button to see your combat values including defense/resist/debuff resist. - Use the view active sets and watch for anything in red to spot violations of the "rule of 5" - Turn the green and yellow buttons OFF for any build up/aim power or any power that has a build up/to hit proc slotted. Same for powers that have force feedback procs slotted. Those will skew your to-hit and recharge numbers and make you think you created a Super Saiyan. - The "Accuracy" field in your powers info box to the bottom left shows your to hit chance. By default mids is set up to show your to-hit chance against even con. If you want to see your to hit chance against +4s, go to Options -> configuration -> Exemping % Base Values and set your base ToHit to 39.- 16 replies
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Fantastic suggestion. Thanks!
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This build is designed with leveling in mind, there are 24 levels after beta decay where I don't have tactics, and 26 more levels before I can catalyze those ATOs/Winters to squeeze more Acc out of them. Even with tactics my chance to hit on Fault and tremor are lower than I'd like against +4s. A little bit extra tohit helps from time to time. All the procs in beta decay are really just luxury procs, they don't trigger consistently but it's a nice little boost when they do. It's enough when there's fodder around. Just like bio armor, prolonged fights against single targets can drain your end but that's nothing that a P2W serum, incarnates or blue inspiration can't fix.