Jump to content

Nemu

Members
  • Posts

    1381
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Nemu

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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!
  8. 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.
  9. 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.
  10. Fantastic suggestion. Thanks!
  11. I made an ice/poison controller designed to contribute to the team just by standing around bad guys. It does exactly as advertised. There are other tools in my kit, but if I wanted to be completely passive and still be useful to the team, it can do the job.
  12. 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.
  13. In my quest to pursue fun builds without chasing softcap I've come upon another well-rounded combo - Stone/Rad Like my Elec/Bio this build uses knockdown/ups to augment survival. It differs from the elec/bio in that it goes all-in on proc-bombing the AoEs to achieve fodder wiping level nukes per spawn. Most of the AoEs also have very good radius so it's easier to tag the entire spawn even without optimal positioning. Since dead things don't fight back, the speed at which this build can take out trash mobs also contribute greatly to survival. Stone melee also offers better ST output than electric melee, so not only does this build have better than average AoE output, it also has very respectable ST output. Like the elec/bio this is not one of those immortal builds. If you play this build like you would a melee blaster you will be fine, if you play this build like a tank then prepare to be disappointed (from time to time). Having said that this build has very little issue doing +4/8, I routinely get my defense debuffed into the negatives but the mitigation kit along with the damage the build brings helps me endure through them. Double ring mistress debuff is a real bummer though and I have been sent to the hospital against that type of mob composition, so prioritize your targets accordingly. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Atomic Panda: Level 50 Science Scrapper Primary Power Set: Stone Melee Secondary Power Set: Radiation Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Stone Mallet -- SprScrStr-Rchg/+Crit(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), HO:Nucle(5) Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(39) Level 2: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(13), SprCrtStr-Rchg/+50% Crit(15) Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(40) Level 6: Build Up -- GssSynFr--Build%(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), WntGif-ResSlow(50) Level 10: Fallout Shelter -- GldArm-3defTpProc(A) Level 12: Fault -- FrcFdb-Rechg%(A), PstBls-Dam%(29), SprFrzBls-Acc/Dmg(29), SprFrzBls-Acc/Dmg/EndRdx(31), Bmbdmt-+FireDmg(34), Ann-ResDeb%(37) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Radiation Therapy -- ThfofEss-+End%(A), Arm-Dam%(17), Obl-%Dam(17), Erd-%Dam(19), TchoftheN-%Dam(19), Arm-Acc/Rchg(21) Level 18: Seismic Smash -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Dmg/EndRdx/Rchg(23), Hct-Dam%(23), UnbCns-Dam%(25), GhsWdwEmb-Dam%(25) Level 20: Beta Decay -- CldSns-%Dam(A), TchofLadG-%Dam(45), PrfZng-Dam%(45), SphIns-%ToHit(46), AnlWkn-%ToHit(46), AchHee-ResDeb%(46) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), HO:Ribo(48) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-ResDam/Re TP(27), ShlWal-Def(49) Level 28: Particle Shielding -- Prv-Heal(A), Prv-Heal/EndRdx(40), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(42) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(31), Rct-Def/EndRdx(31), Rct-Def(49) Level 32: Tremor -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg(33), SprAvl-Acc/Dmg/EndRdx(33), Erd-%Dam(33), ScrDrv-Dam%(34), FuroftheG-ResDeb%(34) Level 35: Ground Zero -- Erd-%Dam(A), Obl-%Dam(36), ScrDrv-Dam%(36), TchofLadG-%Dam(36), ShlBrk-%Dam(37), Arm-Acc/Dmg/Rchg(37) Level 38: Moonbeam -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(45) Level 41: Shadow Meld -- LucoftheG-Def/Rchg+(A), HO:Membr(47), RechRdx-I(47) Level 44: Tactics -- HO:Cyto(A) Level 47: Gamma Boost -- PrfShf-End%(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Critical Hit 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), Mrc-Rcvry+(48), NmnCnv-Regen/Rcvry+(48) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1410;714;1428;HEX;| |78DA5594CB4F135114C6EF3C6AA5946729EF475BA02D940EAD891B7C1291441E09B| |189DB66D25E6062E9346D4D34AEDDABD1B8316E8D7B63DCBA55D1857F84F8004CC4| |880B534FE73B576092E63773CEB9E73B8F99AEDE5E08AEAF2F5E165AFB95925DABE| |57385AA5DA9C8AA3F577064B920055DC1F9BABBE514226B76B968FBC930A8A2F2AB| |B224A595ABBB6589FBC87FD7825C97E59AB4AEDB45C7AE3B6E393F5FDD72AB22B8E| |6BA256B45DA15A7BC11F01E7215298B6DDEEDA2B3B1592747878A2ACA6A6DD3A90C| |5CAD380512B24B372977CEBD55CAAFDAB5BAACDEE9A78222F4EB4C0975350CF1D11| |0226B0AFD1DF33D689E27B769885882A8A9E00376FE024F1F82F13F601765D6342F| |BAE1D3EE9B9E31F080F9100C3E623E06DB2538414A8652325829CE4A71564AFC06B| |B49C987BA1AC2F7421722648A5E1AB99F33E8FEB0861AFFD2E38829B24338394932| |2D1C245ACEC018A274AD6CF4B5DED33DE3F06B01BE4481A3AFC0A8EE43C19F71384| |6B26D7C586B6B0E37DB22DA997192EBC0041BBE8E6EC3ABA5F302143A0577B3A77B| |F6EE7EF87BCEC11FA6245DAAACAEB708EEF900F66E335308EEBFC6DC42E309520E6| |95AC03B1CDA81C2CC3682666A603A8824E94FF0A7DF60941AF514E67744841B7409| |834C7DAACDBEE61DC5CF5EC46B629273402D6F80473FB888E483CB6066094C52654| |3AAADA11DDEEC17E65770EA1BF33B7397DF31521A514A23AC34FA13CED17D56DA03| |FB6880634A698CF71A798A3D469E3179FAD1BBD877F4122B5299317538C641E3BCB| |2710E1EE7814E9CC2EA26E6746FEFCDAE26F9B0393983A0698B39CBCCF036B2E061| |5088244F5D4F726FD61C466CA5A018A201A4D40B9C3A0BE7F329212C65B49E205D0| |F4566D412339C6ECC3CFAA01BC3E6D15F41F399D6BC72CC4F1F2432AD99CA4646CD| |8BDB0D1C8F4BA3B6BD13C6248CFBC78CBA88627EB34B6449106FA0AC1F274E7203C| |BD3470D34FE010F13CD3F| |-------------------------------------------------------------------|
  14. A few comments: Emphasize powers that you actually use, I'd rather dump slots into smite than revive. I wouldn't focus/slot for passive regen at all, I'd cut the slotting out of fast healing and integration on a first pass and see if there are better options available. Soul drain needs to hit, and your accuracy against +4 or even +3 mobs assuming incarnate bump is not stellar. I'd recommend tactics to up your to hit and to deal with blinds. Build in more slow resistance, all that recharge means nothing once you get a few slows stacked on you. Regen's survival depends largely on how quickly you can cycle those heals, while recharge is important, slows will cripple you, don't skimp on slow resist. Split up the superior brute's fury into 2 sets of 3. 5% s/l defense for 3 slots is as efficient as you are going to get for stacking S/L defense, which for regen builds is the best defense to stack. Dark/Regen is tough, despite the heals and the to-hit debuff, the lack of AoE is going to hurt you against factions with heavy debuffs. No build is going to struggle at survival against a few hard targets nowadays, the real killer is numbers - the damage/debuffs that trash mobs do to you adds up and will be the death of you if you don't have ways to deal with them. Even with a softcapped build you will need to learn to move, use line of sight, prioritize targets, and use every survival trick in the blaster playbook when things get rough. That said you can still build something that lets you breeze through normal content. 45% S/L will cover a lot of attacks and you have enough tools to keep you on your feet against stuff like lol council without breaking a sweat. 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 Mutation Brute Primary Power Set: Dark Melee Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Smite -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/EndRdx/Rchg(3), KntCmb-Knock%(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Acc/Dmg/EndRdx(11) Level 1: Fast Healing -- Mrc-Rcvry+(A) Level 2: Shadow Maul -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(13), SprBrtFur-Rech/Fury%(13), SprAvl-Acc/Dmg/EndRdx/Rchg(15), SprAvl-Dmg/EndRdx(23) Level 4: Super Speed -- WntGif-ResSlow(A) Level 6: Touch of Fear -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg(7), SprBrtFur-Acc/Dmg/Rchg(7), SprBrtFur-Dmg/EndRdx/Rchg(9), SprBrtFur-Acc/Dmg/EndRdx/Rchg(9) Level 8: Siphon Life -- KntCmb-Acc/Dmg(A), KntCmb-Knock%(34), KntCmb-Dmg/Rchg(37), KntCmb-Dmg/EndRdx/Rchg(40), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Rchg/HoldProc(46) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11), LucoftheG-Def(46) Level 12: Quick Recovery -- SynSck-EndMod(A), SynSck-EndMod/+RunSpeed(17), SynSck-EndMod/Rech(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Integration -- TrmIns-Taunt(A), TrmIns-Taunt/Rchg(47), TrmIns-Stun%(49) Level 18: Reconstruction -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(21), Prv-Absorb%(23) Level 20: Resilience -- StdPrt-ResDam/Def+(A), ResDam-I(43) Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39), KntCmb-Dmg/EndRdx/Rchg(39) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(25), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(34) Level 26: Soul Drain -- Arm-Dmg(A), Arm-Dmg/Rchg(27), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(33) Level 32: Midnight Grasp -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), Hct-Dmg/EndRdx(37), Hct-Dam%(37) Level 35: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(36) Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(40), RechRdx-I(40) Level 41: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43) Level 44: Dull Pain -- Pnc-EndRdx/Rchg(A), Pnc-Heal/Rchg(45), Pnc-Heal/EndRedux/Rchg(45), Pnc-Heal(45), Pnc-Heal/EndRedux(46) Level 47: Instant Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(47), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(48), Pnc-Heal(48) Level 49: Darkest Night -- HO:Enzym(A) Level 1: Brawl -- Empty(A) Level 1: Fury Level 1: Sprint -- Clr-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 4: Speed Phase Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal Level 50: Born In Battle ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1438;678;1356;HEX;| |78DA55945B4F135110C7CF764F854201B18572690B1428A5856DEB8BD707A3D807A| |40917138D2FA481D3D2D8B44D5B12EF1A3F8297F8201ABC7D123F88AF8A408D68A2| |0FA64EF63F87B69B6E7E3BB3FF993933A767D37716DCD96CEA9230BAAF1432D5EAF| |AE5CA764D75A6B76B995ABE5434055D1D740FDAFEF5B42A28652D642AB7F13802F7| |82CAAA625559AB2AA78AAA62878AAEE552A960AD9595DA74DB8F4B2A53CE17733DB| |691CAE7B66A64F5E9579BAA52DDCA977D57CBF90D0B69D74ADB85F574A65A5395BB| |43B48829BAF7C5F1D5708A6542480AC70A730D94D7992FA4104929BA9E81F7BCE43| |7102CC4223DCD487170EC130D69EC9AB6D2FD8EF909ECDD4586C137E0240DC5E420| |618E42744896536772BE85F2C40EF33D449D1F981FC13A4FD86EA8831B9AE006A65| |6C1196E2CFA1CC9E65FF27228D2C50D395C0306BAFD476680445ED80FA8EB6E2DEA| |DE43E4C93A731F0C51A61E16193D3142D2257A998F28439FCED0A71C4278A4B0B26| |02207DE27513F8B9CFD5FD1DDA96FCC3DD0FB9DB90F0E1E808F29D8A3CB7B7C86DD| |40740EE51DB4B6011E9139C0230AF39E877944611E9149621F6792BED3483FF48BF| |91B9CF8C3FC0BFE24F530FE060D397CD6613B47CE31CF83E317981741499546B992| |39CAC3F7A74C7BCDFE4530780D15FA491CD0E2008B83872CAA83E347101F916A4CF| |7301646B9C90873169C8A3263A0872A84F40843AFB129933BE0539AEF348FD031CD| |E567787B3537A87A44978DCC21EDACC58C33136034093EA4CC311D140BA081B9207| |38C390ECEFBC1271464E99362B1D3E2E03807C73938CEC15FDC4224F4994B9C2148| |53F865F37B403FBA444A364F7963A9EDBD0B6B5E96CD232F0C3BE8A0ABF5D3302F7| |036DB9C137CCADB9C11287FB4395FA1CCE768F323D1B8418AA45ED5CD56E356ABB1| |D26AFC070939C65F| |-------------------------------------------------------------------| If it were me I'd drop instant healing and pick up dark oblit and put 5 piece ragnorak in it for some more AoE and KD mitigation. For every scenario where instant healing made a difference I can imagine 20 more scenarios where I'd rather have another AoE with a chance to KD to cycle.
  15. I've run melee blasters with less overall survival, certainly less DDR. Your build most certainly benefits from the additional defense more because you only took 3 attacks with a paucity of aoe options.. Killing stuff fast is also a form of mitigation and getting rid of fodder around you do wonders in reducing the frequency of those defense debuffs landing and wrecking your day. Moving and knowing when and where to move also does a lot for your survival, that helps buy you time, clump up mobs, screw with mob AI, etc... The build I posted included aid other because you wanted the healing badge, you can easily swap that out with Maneuvers for some overhead. If you want that overhead with aid other, then you can sacrifice some recharge bonuses to get it.
  16. You only run 3 attacks (let's be real, I don't count nimble slash as an attack). and when hasten is down you are going to have gaps. This build will also exemp poorly because of the lack of attacks. I don't see you leveling with this build, and even if you AE this build to 50 and then slot/play it I think you will find it quite boring and unfulfilling. Assault doesn't do as much as you think it does. If you want more damage add procs, don't waste a power pick and 2 slots in assault. You are over softcap even without stealth and maneuvers. There are other ways to get invisibility. Super Speed + a stealth in IO in sprint will do. Because of those power picks/slotting decisions you over-invest in recovery. You can probably squeeze out more recharge and have a more balanced build if you took some more attacks and slotted them with purples for more recharge bonuses. More attacks, especially a couple of AoEs can help kill quicker and that's mitigation too. The core attacks in your rotation can be procced out more, and you can take other attacks and mule them for set bonuses. Defense based sets such as SR lend themselves well to proc heavy builds. 1 - Defense shields can slot 4 LOTG to cover acc bonuses that you need for proc attacks. 2 - SR has quickness which helps with global recharge and slow resist, which is also important for proc heavy builds where slows can cripple the attack chain. 3 - SR is relatively easy to softcap, meaning you can invest more slotting to global recharge/global acc etc... to make up for not being able to slot those attributes as much in proc powers 4 - it's much easier to fit 5 lotg 7.5 into a defense based set, you don't need to go out of your way into pool powers to fit all of those in. Compare your build to this one: This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Natural Scrapper Primary Power Set: Dual Blades Secondary Power Set: Super Reflexes Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Medicine Ancillary Pool: Mu Mastery Hero Profile: Level 1: Nimble Slash -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(3), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(5) Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(11), LucoftheG-Def/EndRdx/Rchg(13), LucoftheG-Def(13) Level 2: Ablating Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(7), Dmg-I(7), TchofDth-Dam%(9), Hct-Dam%(9), AchHee-ResDeb%(11) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19) Level 6: Typhoon's Edge -- Arm-Dmg(A), Arm-Dmg/Rchg(15), Arm-Acc/Dmg/Rchg(15), Arm-Acc/Rchg(17), Arm-Dmg/EndRdx(17) Level 8: Blinding Feint -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Rchg/HoldProc(21), CrsImp-Dmg/EndRdx(23), SprCrtStr-Rchg/+50% Crit(23), GssSynFr--Build%(25) Level 10: Practiced Brawler -- EndRdx-I(A) Level 12: Focused Senses -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(29), LucoftheG-Def(29), LucoftheG-Def/Rchg+(31) Level 14: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(27), BlsoftheZ-ResKB(27) Level 16: Agile -- ShlWal-Def/EndRdx(A), ShlWal-Def(31), ShlWal-ResDam/Re TP(33) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 20: Quickness -- Run-I(A) Level 22: Dodge -- DefBuff-I(A) Level 24: Kick -- Empty(A) Level 26: Sweeping Strike -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Rchg/KDProc(37), Mlt-Dmg/EndRdx(37), Arm-Dam%(39), FuroftheG-ResDeb%(39) Level 28: Lucky -- Rct-Def(A), Rct-Def/EndRdx(34), Rct-ResDam%(34) Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-Max HP%(49), UnbGrd-ResDam/EndRdx(49) Level 32: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def(33), LucoftheG-Def/Rchg+(34) Level 35: Evasion -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def(36), LucoftheG-Def/Rchg+(36) Level 38: Vengeful Slice -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(40), Hct-Dmg/EndRdx(40) Level 41: Aid Other -- Prv-Heal(A), Prv-Heal/EndRdx(42), Prv-EndRdx/Rchg(42), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(43), Prv-Absorb%(43) Level 44: Zapp -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dam%(46) Level 47: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(47), Rgn-Acc/Rchg(47), Rgn-Dmg/EndRdx(48), Rgn-Knock%(48), Ann-ResDeb%(48) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(43), NmnCnv-Regen/Rcvry+(46) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46) Level 14: Speed Phase Level 49: Quick Form Level 49: 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;1477;702;1404;HEX;| |78DA6593596F12511480EFC02042E9262D7463B785429942E3BE44A3C8435B2A16E| |39B2123BD54E284224B528D1AFD07DA687C31263EFA338C3E199777F5D1C4B5AD89| |31C607339E9973AE8CF186C9C7D9CF3DF7DEC27ACE53ADE68F33A9EFA4A6B65AE55| |2A5A9361ABCE95C52DB9DA6AA316339E11B139672816B9C2BB98EAA954F68EA0A6F| |85FE9A72BCCAEB2DAE943A86B4CCAB1A5FE72DE629AEAD69CA22571BB5FAAADB144| |A0DCE577ACDBFF9DAEAC53618502AF0955AA556E7FE538D5A4529B555ED9251B353| |2EA8AD366F5E19815E12F05D359A92CCF674993DB733969599ED05F125527E457C8| |D2C5882EC6C583295EE01A4C74B1C425E730A5FA63BA4DBB2A9DCB1410C30933BCB| |C0383065C3644F805E99F920D84E95243B55DAF51BC480CCAE83D1419965C7018CE| |C3B483C841C384C3C82BCE1340E4292CC769C77B18DA13BC47B489F6AB4E5623E8E| |F2C8630C2E42B08B2A3257047B5F02658F98460F4D6182A63041530852EF3170EEA| |50CB6DE379876EC2DF11DF23438F553465B7F1E871E9C4786179051701A14A3194C| |61C323C465307AC9C8BC696CF40C2887857238884A1B28FD624B7E1D16BB05AA517| |162A30F7004BB1F121F112F63A5A9A3D8F3D4316CAB04C1E3A2F7F12D5446B689DF| |9176700A889105FC92799CC13934667E117FD0AD03E790700ED17CC334DF30CD374| |2F33D0BCE51E11C25E71839C7C83946CE37C179525CA0C929DA481C194F10A78949| |6400821254C191F8883D4E7F227E267E4126BF123791EF0129F1DC523398714621C| |E1233C87416F9D3C39862DE58A8A8CCA152D943DC8B9CDD47DC4FFC8015FDD06E46| |9C6F661C951332134B879F71E821B9FBA6F5C57FEC76BAFC72F72133C90CDA74778| |328CFB645656311DAFEBC643EEFF4391CFCD6FF71DF2C2A89DDA7096C200D0FFD69| |B2FB74F48564775BFA33AB50844459B191F35641B50A17AC82B9FE00F60DDFF4| |-------------------------------------------------------------------|
  17. Agility is not global recharge, it doesn't affect domination for example. Incarnate alphas are essentially another multi-enhancement IO that gets slotted into powers. That's why most proc builds avoid agility or spiritual and opt for Musculature.
  18. There's athletes run from P2W and it's variants, and you can buy temp jet packs from P2W, They are slower than pool travel powers but they'll get you around just the same. At the time I made this build, the changes to stone armor hasn't taken place yet, so keep that context for my comments below: I look at synergies. If I wanted a high recharge DB build that can skip the combos I have to have a few things in place: A secondary that offers a recharge boost - that narrows my candidates to electric armor, super reflexes, rad armor and energy aura A secondary that offers some sort of endurance management tool, high recharge builds mean that I will burn through end quicker, and high recharge builds also lend themselves to procs which further compounds the endurance issue - that narrows my choices down to electric armor, rad armor and energy aura A secondary that is easy to build for survival, which gives me the option to slot powers not for survival but for recharge/procs - that narrows my choices down to energy aura, because I would have had to dedicate an inordinate amount of resources to electric or rad armor to shore up survival. Since DB doesn't have any mitigation my survival depends entirely on the armor set, rad might do a little better than electric but it's far easier to just softcap Energy aura and call it a day. So do i like the build? Of course. I saw the synergies, set my expectations accordingly and the build does what I expect it to do. I would have stuck with EA even with the stone armor changes. EA has superior endurance management tools and that matters to me since I don't spend all my time playing at 50 spamming ageless. There's no doubt that stone armor will do more damage though. EA also has a proper taunt aura. People that frown at the fact that the build doesn't have 75% S/L resist will probably not like the build, but like I said, don't be a scrub. man the $#%@ up! 😁
  19. Constructive feedback to @Dracomicon: Getting kick at level 28, putting an FF proc in it when it's very clear you will never use it, not only is that a waste of 2 million inf but it also skews your mids recharge into thinking you have perma hasten, untick the yellow dot in all powers that have a force feedback proc, you are a good 40 seconds shy of perma hasten. Speaking of wasting inf, what's the different between 2 level 50 generic resist IOs vs what you put in ROP? about 2 million inf. An alternative is to 2 slot ROP with unbreakable Guard, a +5 resist and a +5 end/resist piece to get an end discount bonus. All the winter sets seems inefficient for a positional defense set. you can add 5 slots build up for 2.5% defense to all 3 vectors, or you can add 4 slots to ball lightning for 2.5% AoE defense, and add another 4 slots to chain induction for 2.5% melee defense. Slot economy matters and slotting efficiency is the key to optimizing your build. General comments: I think scrappers are tough enough, based on my experiences playing melee heavy blasters. I don't subscribe to the idea that you need softcap + hardcap resists to have a viable build. The type of content where that is beneficial also accords you the benefit of having teammates/incarnates or both. Building for extreme survival carries the cost of offense. And sometimes overwhelming offense is better than fighting a war of attrition. Take Rularuu for example, I have more success surviving with my blaster with softcap defense and very low resists by nuking the spawn, triggering fear AI and picking off runners, than my bane who has softcap defenses and hardcap resists trying to take on the spawn with it's very limited AoE options. The game is not just about defense/resists, for some builds mechanics like knockdowns are game changers but lightning clap is overlooked because "it does no damage and hurts my deeeps" Moral of the story, understanding game mechanics and using the tools in your toolkit will contribute a great deal to your survival. Build suggestions: I would drop jacobs ladder for cross punch. All things considered CP is identical to JL except it can knock down, can fit an ff proc and it gives a little buff when it connects. I know a light bulb just went off in your heads. Going ROP really cuts down on your ability to slot more offensively, you have to dedicate a lot of slots to full sets for those range/aoe defenses. Not having tactics also hurts your chances to hit. Thunder strike, lightning rod and shield charge all scream force feedback proc but going down ROP = womp womp, you need those set bonuses for your precious defenses Since phalanx fighting doesn't benefit from defense enhancements, I'd reserve that as a mule for kismet and the reactive defense/shield wall uniques, and slot the LOTG 7.5s elsewhere. I tend to build my scrappers more offensively. I would have dropped ROP and went with this: This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 49 Technology Scrapper Primary Power Set: Electrical Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: Level 1: Charged Brawl -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(7), SprScrStr-Acc/Dmg/Rchg(13), SprScrStr-Dmg/EndRdx/Rchg(31), SprScrStr-Acc/Dmg/EndRdx/Rchg(31), SprScrStr-Rchg/+Crit(34) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(5) Level 2: Battle Agility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(40) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(46) Level 6: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(7), GssSynFr--ToHit/Rchg(40), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(46), GssSynFr--ToHit/EndRdx(49) Level 8: Thunder Strike -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(9), SprCrtStr-Rchg/+50% Crit(9), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Acc/Dmg/EndRdx(11), Arm-Dmg(13) Level 10: Active Defense -- EndRdx-I(A) Level 12: Kick -- Empty(A) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-Max HP%(31) Level 16: Cross Punch -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg(17), SprAvl-Dmg/EndRdx(17), HO:Nucle(23), Erd-%Dam(25), Obl-%Dam(25) Level 18: Chain Induction -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Dmg/EndRdx(19), Hct-Dam%(21), TchofDth-Dam%(21), Mk'Bit-Dam%(23) Level 20: Phalanx Fighting -- Ksm-ToHit+(A), Rct-ResDam%(47) Level 22: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(43), RedFrt-EndRdx/Rchg(45), RedFrt-Def/EndRdx/Rchg(45), RedFrt-Def(46), RedFrt-EndRdx(47) Level 24: Tactics -- HO:Cyto(A) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 30: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 32: Lightning Rod -- FrcFdb-Rechg%(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(33), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), Erd-%Dam(34) Level 35: Shield Charge -- FrcFdb-Rechg%(A), Arm-Acc/Rchg(36), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Dmg/EndRdx(37), Arm-Dam%(37) Level 38: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(39), StnoftheM-Acc/ActRdx/Rng(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(40), Apc-Dam%(49) Level 41: Ball Lightning -- Ann-ResDeb%(A), Rgn-Dmg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), Rgn-Knock%(43) Level 44: Against All Odds -- EndRdx-I(A) Level 47: True Grit -- StdPrt-ResDam/Def+(A), ResDam-I(48) Level 49: One with the Shield -- GldArm-3defTpProc(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), Prv-Absorb%(5), Mrc-Rcvry+(48) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form 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;1451;697;1394;HEX;| |78DA65934B4F135114C7EF74A6027D17CA1B2C45B0406128447C62341158F04848E| |AD634437BA10D13DAB435910FE0CE85BA71A3C685CFAFE20B8D7E041357A0091021| |86D4D3F99F9B9638E9F4977B9EFF7BEE9D957B73BEF5F5859B420BDCB2AD72399DC| |A94AC6251963CB76526B755B00B1BDBA2F634D11B55CEF48AB4A534E76D99A994F2| |19CB86A1EE9F93EB72AB2CCD542E2FEDAC5A0ADF6AA1609BCBD22AE6B736FCCE622| |1BF91ABD02AA85C59592AE7F2458FB34E15A5CC76CE17F3193355B1ECCD5AEBBBE9| |15AB5C91A5ED2E923444EFA19FFE344765D52DDEEB424C19E2CC07D0F7113CFB89F| |9198CED809E86645DB46B8ED115A9B145B80E7487C621E8A5608D835D1A070F85C0| |7804ECA051E91CA4E91C34D18B764754C18D7E55B7FB9D0B5A5F82F157E0F86B70E| |20D987C0B1EFB6BE7C0C94DF7616CBE81CACDD2C0865E309F83BECB88F353720BCB| |122D31818D9256AF60A3B74A8FD0C9E45703F11FA078E09079C4533C061F0C0B11D| |458519015859EA273E819D8314B6E43175D7BE4EF37449740F25F521456C9E18708| |6E7DCC7C044612281A4953589C8A6D42799092DBD494DB4E8453D9DC47E530EDA15| |DDD88760F8E60CC0B8EFB987E3E9A006806C1364AEE5483EA9C8176838CDD6A2ADD| |7CA83D0B68D7B308F62D818314DCABB4F526847377FA982112DEAFCAF773A513324| |6D528A23CC7010B2318586366C05896C9F30C53F2A0BA16839C7CEE1AF30AF32A38| |34CBBC0EFE20C9C36A54C33B18EEF92FCCAFCC6F60FC3B989C42F21F9F10232A79E| |427763F3A0DE7E805E60C38769179090C90EC84E6E8AE8A045F481F194D353AB376| |0CB4C1C9718CAE959C49755B93D33C7443A8A74ABFDA158E1AF56FBABA7CCAAFA3F| |7AAA102C8A83949BB9E7A12D7F9D560728918FA19BBE0E4A2E65CC8BDFFF37E9F32| |3D41CBA5B1BAF8EA2A454C2985771A1756E362AD71F10F0827D87A| |-------------------------------------------------------------------|
  20. If you wanted to continue using ROP the build doesn't change much, take a lot out for ROP and put the final ATO into nimble slash for a easy 6% resist, change the 3 slots in ROP to 3 unbreakable guard for some end discount and energy resist and max HP from the unique. That's a quick and dirty edit. I went back to tough/weave though, stayed on the semi-glass cannon route by electing not to throw slots to hardcapping S/L resists. Got even more recharge, and this is what I respecced into: This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Captain Scissa: Level 50 Natural Scrapper Primary Power Set: Dual Blades Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Nimble Slash -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(3), SprScrStr-Acc/Dmg/EndRdx/Rchg(5), SprScrStr-Rchg/+Crit(5), SprScrStr-Dmg/Rchg(40) Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7) Level 2: Ablating Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(9), Dmg-I(11), GldStr-%Dam(11), Hct-Dam%(13), AchHee-ResDeb%(13) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(7), Ksm-ToHit+(15) Level 6: Typhoon's Edge -- Arm-Dmg(A), Arm-Dmg/Rchg(9), Arm-Acc/Dmg/Rchg(15), Arm-Acc/Rchg(17), Arm-Dmg/EndRdx(19) Level 8: Blinding Feint -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Rchg/HoldProc(19), SprBlsCol-Dmg/EndRdx(21), HO:Nucle(21), SprCrtStr-Rchg/+50% Crit(23), GssSynFr--Build%(23) Level 10: Entropic Aura -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(27), MckBrt-Taunt/Rchg/Rng(33), MckBrt-Acc/Rchg(34), MckBrt-Taunt/Rng(34), MckBrt-Rchg(40) Level 12: Kick -- Empty(A) Level 14: Power Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25) Level 16: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-Max HP%(17) Level 18: Weave -- Rct-Def(A), Rct-Def/EndRdx(27), Rct-EndRdx/Rchg(29), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(31), Rct-ResDam%(31) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(33), ShlWal-ResDam/Re TP(33) Level 22: Energy Protection -- StdPrt-ResDam/Def+(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 26: Sweeping Strike -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Rchg/KDProc(36), Dmg-I(36), Arm-Dam%(37), FuroftheG-ResDeb%(37) Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), Prv-Absorb%(42) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40) Level 32: Tactics -- HO:Cyto(A) Level 35: Energy Drain -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech(42), SynSck-EndMod/Rech(43), SynSck-Dam/Rech/Acc(43), SynSck-Dam/Acc/End(43) Level 38: Moonbeam -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Dmg(46) Level 41: Shadow Meld -- HO:Membr(A) Level 44: Soul Storm -- UnbCns-Dam%(A), Apc-Dam%(46), GhsWdwEmb-Dam%(46), GldJvl-Dam%(47), Dcm-Build%(47), HO:Nucle(48) Level 47: Vengeful Slice -- Hct-Dmg(A), Hct-Dmg/Rchg(48), Hct-Acc/Dmg/Rchg(48), Hct-Acc/Rchg(49), Hct-Dmg/EndRdx(49) Level 49: Dampening Field -- GldArm-3defTpProc(A) Level 1: Critical Hit 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) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form 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: Void Radial Final Judgement Level 50: Cognitive Core Flawless Interface Level 50: Portal Jockey Level 50: The Atlas Medallion Level 50: Task Force Commander Level 50: Freedom Phalanx Reserve ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1624;779;1558;HEX;| |78DA6594DB4FD36014C0BFAE1D65638C8DC1C66D0C10D8D8A56C5E124588172E090| |28664CF66A9F0C12A6534EB48C4A8D1FF408DC61763F4D13FC357AFFF86CA558D89| |3E9879D6733E195993E6D773BE73EF69976ECFF8D6D6E62E33C93F6DEAB65DC8AF9| |475CBE265F5BA5ED92EEB2683CB3FAD5B15DD280DE4570CDBD65550F508BBC21237| |39D766B675B370D5D457B9DDF7FF6886AFF192CDB5D9122FAFEF14AE40BCE07CA9C| |8CBBC54D1C4836F796BCBD416B96E19A5F556479833D68B1590BC8E94B7385F6D13| |56ABBC6C170DAB7BD63256B47C45373720517E6BDB2C2CE976859777BAA0BA0CDC7| |76A65E25575B37732633985B93E103F22954FC4CFC8F87B92C3E026A1B3C43A2547| |D9D481BCAB8A33882C3D521C65F313A4370AEA9C87791318C9977221DF02430A0B8| |3B34C915DB288DC8BC6FEBFA08E2AEC1E18B92983E23E5F8BA0B2E60B48FF043270| |11D93E89BC0F4E2A935C4E59EA532CA7FD19B2E33171128E55998539CAE137589E0| |A0D7BA82CB7A788CA1E0339700B39B8413491F14DA40B32B750B9ACA50A176B8278| |ADA2CD56A74D957505B0DD2E1AA40C7E6DE427B5FDC21904FED02B80C3A0A828788| |0CA9E4364DF11F13BB2FF07F127D203E943E42C8768CAFD73B2F36A06AE1117D0B8| |198C3BC9987546E029AAB221481F111B104931A78141E24338EC161BD0FD124779E| |A15F135913661780AA7347C09D379215DAF68ACF70B2A87BF2247BF1177897BC8B1| |7D64103247C5C8A234D7B833570F0BC1614C34123B07804A5A20DD10635E6797860| |EB1B6B15D64728FB84F3C40D6AA1A110B38927139E1D31A719C984566D2D8E06F1F| |6309B10689895A7A99D5FA4A8951A5E6D13293236EE29BD1D2D89DF602CCE20A1B7| |7B694B107706BA20C6D149DC6E3C404323B464C22DDD070564C217B1A23C794E30F| |BADAA71CFF1A6A32ECEB62DD397CA018695939FED099E4D8EDC31C256127D5FE336| |07770429940E5E109E52096717442F91CD32C24A1604A534D36D6966D54E51A5567| |1A55671B559E007427722D8620BF10D21D2088094D45EA841BDE3AB39BF5825E2F2| |CD70BFF0092E3FCE9| |-------------------------------------------------------------------| There are people that seemingly can't play a anything without softcap defenses and hardcap resists. Don't be a scrub, man the $#@% up. 😁
  21. I weighed the alternatives - HOB will kill fodder so the -res is irrelevant, against +4s that don't die to the the nuke the -res will be useful, I'm also much more likely to use HOB than other PBAOE options against AVs/GMs, especially on a build that is not designed for melee range survival. Plus there are opportunity costs in putting that proc in other powers that disrupt my ability to slot the necessary sets/other procs. I mean you could find a way to fit dragon's tail in but DAT 8 ft radius...
  22. Hmm I have not heard of that claim about slot position affecting procs. Can you cite the reference? I put them in as 1st or second because that's my thought process translated into the build. I know I want to reserve the -res IOs and the FF procs in those powers and those are the first things I slot.
  23. Ok, let's start with the basics: There are a number of different things that contribute to damage - damage enhancements, damage bonuses, damage procs and finally, recharge. You can enhance a power up to around 95% damage before diminishing returns kick in. You can choose IO sets that offer damage bonuses, The first is a no-brainer. Damage bonuses, however, is not worth building for on a blaster. Blasters build up damage bonuses just by attacking, and the practical outcome of someone investing slots/IO sets into damage bonuses is that they often miss out on other important bonuses that they could be building for. If you really want to increase your damage, then procs are the way to go. If you want to learn more about procs here's some recommended reading: Basically procs fire more reliably in powers that have longer recharge times, and procs in Area attacks have less chance to proc but proc chance is calculated against each target hit. So this means it's not worthwhile to load up pistols which has a base recharge of 4 seconds with damage procs, but it might be worth while to put a bunch of procs into suppressive fire, which out of the box does no damage but has a 20 second recharge, and turn this no damage power into something that does good damage. Why is recharge bonuses important? Because slotting recharge into powers with procs reduces proc chances, but global recharge bonuses are not factored into that calculation, so that means you can use global recharge to make those powers recharge faster but still retain their proc chances. On to survival. There are a number of things that contribute to survival, the least of which is hard numbers on resist/defense. I've written posts in the past on how playstyle and mastery of game fundamentals along with the tools you are given (soft control, hard control, debuffs, etc... from your powersets) contributes to staying alive and you are welcome to dig through my posts for those insights. For now I'll just focus on defense/resists. Building for defense offers more bang for the buck than resists. The softcap is 45% which means most mobs have a 5% chance of hitting you. If you build for the appropriate type of defense that also means corresponding mez attacks have a 5% chance of landing. Building for resists can not achieve this. If you are not laser focused on survival but would like some cushion then 32.5% defense is a good alternative, you only need a small luck inspiration to softcap and that's enough for general game play. The type of defense you choose to build for is important and depends on player skill, again, going back to those elements outside of the build that helps your survival. If you are pure ranged then range defense makes sense, if you are going to mix it up with melee attacks, the path of least resistance is to ADD/not replace with, smashing/lethal defense. S/L defense covers the attacks in melee range, and range defense will still cover you for the stuff outside melee range that's still shooting at you. You could just rely on ranged defense as an alternative, but that requires a higher skill level of play. Next, every slot counts. Slotting efficiency is the second most important thing when it comes to optimizing builds. The first is goal setting - if you don't know what you want to build for you won't have an optimized build. Here are some examples of poor slotting efficiency in your build: That 6th slot in these powers does very little. A combined 12% toxic/psi resist is inconsequential on a blaster. If your focus is the 10% recharge, STOP when you get to 5 slots. If you are dead set on 6 slotting them, throw a damage proc in as the 6th IO, you want to increase damage? There you go. (Not how I would slot these powers, but this is an example of how you can make some easy swaps in order to align with your goals) Setting goals is the first step - so here are some goals you should aim for: 1 - find opportunities to proc some of the longer recharge attacks 2 - stuff a fair bit of recharge bonuses to help you offensively 3 - try to aim for around 32.5% (doesn't need to be exact) range and S/L defense (S/L is very easy if you take scorpion shield) If you need examples of attacks to proc look here: Take a crack at it and we can follow up. If you just want a build I can do that too, but I'd rather teach a man how to fish.
  24. Dragon's tail only has an 8 feet radius, I feel that martial isn't really a good melee blasting set if you are also going to skip eagle's claw because there isn't really any good incentive for you to get into melee. Burst of speed is cute but not a game changer as far as damage is concerned, and storm kick is fairly vanilla, and dragon's tail.... womp womp.... So, working off that angle why not just use the melee stuff you do pick as mules and focus more on ranged options? Here's what I crafted. It stays on theme with what you are looking to do (I think). It's got a good density of force feedback and there are enough ACC bonuses and +to hit to make sure you can hit consistently, it also has all 3 -resist procs. A second proc monster hold + surveillance means you can do some stupid ST damage (more than usual for pure ranged DP builds) as well. And the invisible LRM Rocket is also meme worthy. You can easily swap out munitions for something like flame mastery for more protection, but you know, gunz and stuff... This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! What Rocket? Where? How?: Level 49 Mutation Blaster Primary Power Set: Dual Pistols Secondary Power Set: Martial Combat Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Munitions Mastery Hero Profile: Level 1: Pistols -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Ki Push -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(40), ExpStr-Dam%(43) Level 2: Storm Kick -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(29), Hct-Dam%(31) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(5), WntGif-ResSlow(42), BlsoftheZ-Travel/EndRdx(43), BlsoftheZ-ResKB(43) Level 6: Swap Ammo Level 8: Bullet Rain -- FrcFdb-Rechg%(A), Ann-ResDeb%(9), SprFrzBls-Acc/Dmg(9), SprFrzBls-Acc/Dmg/EndRdx(11), IceMisTrmt-+ColdDmg(31), PstBls-Dam%(31) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 12: Suppressive Fire -- HO:Endo(A), Dcm-Build%(13), Apc-Dam%(13), GldJvl-Dam%(15), NrnSht-Dam%(15), GhsWdwEmb-Dam%(17) Level 14: Reach for the Limit Level 16: Burst of Speed -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(17), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(19), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Rchg/Dmg%(27) Level 18: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(34), SprWntBit-Dmg/EndRdx/Acc/Rchg(36), GldJvl-Dam%(36), IceMisTrmt-+ColdDmg(37), TchofLadG-%Dam(37) Level 20: Reaction Time -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(25) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(42), Rct-Def(45) Level 24: Tactics -- HO:Cyto(A) Level 26: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(27), ExpStr-Dam%(46) Level 28: Tough -- GldArm-3defTpProc(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(42), ShlWal-Def(45), ShlWal-ResDam/Re TP(45) Level 32: Hail of Bullets -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(33), Arm-Dam%(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/Rchg(34), IceMisTrmt-+ColdDmg(34) Level 35: Body Armor -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(36) Level 38: Cryo Freeze Ray -- HO:Endo(A), GldJvl-Dam%(39), NrnSht-Dam%(39), GhsWdwEmb-Dam%(39), UnbCns-Dam%(40), GldNet-Dam%(40) Level 41: Surveillance -- AchHee-ResDeb%(A), HO:Lyso(46) Level 44: Inner Will -- RechRdx-I(A), Prv-Absorb%(49) Level 47: LRM Rocket -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(47), SprFrzBls-Acc/Dmg/Rchg(47), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), PstBls-Dam%(48), Bmbdmt-+FireDmg(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(46) 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 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1443;724;1448;HEX;| |78DA55944D4F13511486EF4CA702A5404BA12D94420BA52D2D0C60A20926A64681A| |0D284C0822599C04027D6B669A7017E807B5D9900EAD6189746D91A8D3B7F816E5C| |B902352E143F524FE73D3796493A4FCEB9E7FBDC697E6FDEBBBDBD784D285D378A4| |6ADB6719DDEB6596DCFD76DC3B6CA25414F78BD60D8B1D5F2E61DD3CEC5D60B66D5| |CCC596CABBB9363A8CB0C7C6AA51DA31B7F4F9BA51DC58B16A76B9584BC8B3B57AA| |552AEDA7ADEA8DA169DE78D9255A91791C1BB522E17F565D3A858A51D8F23AC554C| |73AB47EAB7CC6AAD6055BA1C79D1DA29D864185CA8589B7ABE5EB29A416A14B2996| |93F4C258DD16FC0472FA559BD68B885D08498D584AA30555073811734A61BF4259A| |CE8E774315BBAA10014DA4F6C0CC3EE84F346D60A42949D5F1F4A4C1A10966061CC| |E82411A998BCBD25CFD0ACAF84B62541313119723673EC038F39183502F6E766A44| |4968E3B4EEB67BB068FF0CCFF61768C0F3121CEE7683C7C2E128A5EFE0484A4716C| |A0473982277CAC89D97099A4B788F88294D786791A97B1299BA0DC5A9D977173DF4| |D234BA648D7D24F4C8E1F71CC0C37708F61E311F81E1C7E0E0137084CAF04B67FF5| |334127F068E3D677219096E30F11E4B0952E680740EFC8071DF4FE61918FCC5FC0D| |86FF807E9A4E3F3BABFDBC9C89EFC834790A06C828C44622740953524939202FCC0| |05F9841BE30537C615C6414919E918B08A79132CA4A5754E65CE49CB798B7C1388D| |6644F0864678F7B11C0E635759BED2648788CF3179446FC86C54EE7E3484F58D9DC| |1F92D615CCE6D9C779FE4212779D749DE75EA2632A51670FECD2B449ACB52D2AFB9| |EB390409D146B2326D96AFDACC093CDF1174D990CE0DE99F70A8BFC25AA68F25E13| |CADA2A13E1ADD8CE079CEF0E88634219F8622EEC373EA01DF22EDFF9F4263B945A0| |8F12B95734A923A5D2A0479C785AEDA650C39773CA380A3E3DA74CC3F2EB39E543A| |439F0D317CD691A87ADC251ABE03CFF004E5DCECF| |-------------------------------------------------------------------|
  25. There's room for improvement. Turn the green and yellow dots off in hail of bullets, and turn on maneuvers/weave and hover to see your actual defense numbers. What was your build goal when you started building in mids? How do you want to play this build and what do you expect it to do?
×
×
  • Create New...