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Nemu

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Everything posted by Nemu

  1. 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. 😁
  2. 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...
  3. 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.
  4. 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.
  5. 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| |-------------------------------------------------------------------|
  6. 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?
  7. Your build suffers the same issue many beginner builds do - lack of focus. Know yourself, know your game plan, then work the build to revolve around your game plan. You can not just throw a bunch of full sets together and make a good build, this is not that type of game. First define your goal(s). How do you want to play this build and what do you expect this build to do? What is endgame S/L? S/L farm? SL softcap? etc...
  8. The new build has force feedback turned on and that applies a constant 100% recharge boost to mids stats which is not accurate. click the yellow dot next to water burst to turn the FF proc off and you will see your true recharge. That's what we are trying to break. Builds are not prescriptive, you need to look at the numbers and consider synergies. I'm not saying hasten or perma hasten is bad, but you need to understand why you are chasing that goal and if chasing that goal makes sense in the context of your overall build. Let's use hasten as an example. You want geyser to recharge asap. that is ONE single power that you are revolving that entire build focus around. What's the practical impact of how you engage spawns with geyser if hasten had a 4-8 second gap? The truth is something like this: with perma hasten you are using Geyser every other spawn. With less than perma-hasten you are still using geyser every other spawn. That's the typical cadence of fights. Rain of arrows is the only T9 that you can reliably use every spawn, and even if geyser does recharge a little bit faster, enough for it to come back during the second spawn fight, I doubt you'd want to waste it on a group that's 50%-75% dead already. How does building for that much recharge impact your other powers which you will use far more? The shorter the recharge of a power, the less incremental value you will see in their recharge reduction as you start to stack recharge bonuses. At that point you will need to look at their cast times vs recharge and determine whether it's going to impact your attack chain. On synergy - I already discussed range defense and resist as a way to stack layered mitigation. Let's use your first build and expand on the consequences of you avoiding melee. Water blast is rich in AoEs, skimpy on single target attacks, one way you can look to build synergy with high recharge is to proc monster an epic hold with a 16 second recharge like shocking bolt to give you another hard hitting single target ranged attack to use in your single target rotation - synergy. On assault from the leadership pool, read this post: I'd also recommend some slow resistance especially if you are going to be on the ground. Keeping yourself at range is a good plan except when someone throws an ice patch or web grenade at you. It also helps you when your recharge gets debuffed. Imagine all that effort building perma hasten just to have it obliterated by an ice storm. As you can see, there are a lot of things that can be weighed in here that influences how you design the build. Blindly tossing 3 slots to health for the recovery uniques and slotting as many purples as you can for perma hasten because other builds do it is the reason I see so many mediocre builds posted on the forums. Conventional wisdom is not a bad thing, but you need to ask why and how does that apply to what you are trying to do. I can spend another post or 3 discussing slotting efficiency and getting the most value out of each of your slots, because every slot matters in an optimized build. If you are interested read this post Here's the build that I put together based on the decisions you made in your original ranged only build. 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 Mutation Blaster Primary Power Set: Water Blast Secondary Power Set: Earth Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Electrical Mastery Hero Profile: Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Stone Prison -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(47), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(48) Level 2: Water Burst -- FrcFdb-Rechg%(A), SprFrzBls-Acc/Dmg(37), SprFrzBls-Acc/Dmg/EndRdx(37), Ann-ResDeb%(40), SprFrzBls-Dmg/EndRdx(47) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(17) Level 6: Whirlpool -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11) Level 8: Tidal Forces -- GssSynFr--Build%(A) Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(45) Level 12: Dehydrate -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Dmg/Rchg(15) Level 14: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(31), ExpStr-Dam%(42) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(21), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21), SprBlsWrt-Rchg/Dmg%(23) Level 20: Mud Bath -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(23), PreOptmz-EndMod/Rech(27), PreOptmz-EndMod/Acc/End(29), PreOptmz-EndMod/Acc/Rech(29), PreOptmz-EndMod/End/Rech(33) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(45) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Steam Spray -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(34) Level 28: Beryl Crystals -- EndRdx-I(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(42) Level 32: Geyser -- FrcFdb-Rechg%(A), Artl-Acc/Dam/Rech(42), Artl-Dam/Rech(43), Artl-End/Rech/Rng(43), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45) Level 35: Fracture -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(36), AbsAmz-EndRdx/Stun(36), AbsAmz-ToHitDeb%(37), AchHee-ResDeb%(48) Level 38: Shocking Bolt -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(39), Apc-Dam%(39), GldJvl-Dam%(39), UnbCns-Dam%(40), GhsWdwEmb-Dam%(40) Level 41: Tactics -- HO:Cyto(A) Level 44: Charged Armor -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(46), RctArm-ResDam/EndRdx/Rchg(46), RctArm-ResDam(49) Level 47: Build Up -- RechRdx-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(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 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 10: Speed Phase Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1491;710;1420;HEX;| |78DA55935B4F135110C7CF7677A15C2A60B9430B6D81422F4B6BE2BB518B02AD127| |9F0C9901516D8A4B69BB244F8007E06EFFAEAF5CDDBABF12BF860A2EFA80917E383| |A22675BAFF3969BBE9EEAF3367CEFC67CEEC1676CE77AEAFCF9D114AE05CD1DCDA5| |A394B4FD7AAF80BDBAEE9DAE592A85DAD740FF3CACA15B3B461AD1957CD9AE139A3| |726979DB71CA15D7C899157773A560966C67BB88349D4BE572D1C85BA6639736DA3| |D63D9B1ACB580F777CEDED87469A14B46AD5995AD4DDB19C839F6AA912B5AAB6EC5| |5E358B94B326B43B4805C5E9CEC5E8A178355675213421B29AF0294C1FA8A94C0D6| 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|-------------------------------------------------------------------| The achilles proc can go into dehydrate or fracture. The former will have lower proc chance but can provide occasional advantage on boss/av/gm fights. I slotted mud pots with pre-emptive because at the core it's a endurance sustain power, the heal is icing on the cake. I could 6 slot numina for the range defense bonus as well but then I lose out on the recharge bonus, and in my experience I don't find slotting blaster sustains like this for heals worthwhile, but plenty of other people do.
  9. I'm going to be fair but brutal, the below comments are aimed to get you to think about your decisions. Have you ever thought about WHY you NEED perma-hasten? What about your build makes it absolutely not okay if hasten is a few seconds off? Even if hasten is not perma based strictly on set bonuses, have you thought about how force feedback procs can change that outcome? Based on your current powers selection there are 2 powers that can take the proc. If your whole plan is to stay at range since you skipped the melee attacks which arguably is what makes earth manipulation so appealing, can you explain why you took scorpion shield and even bothered to throw some S/L defense in stone prison? Can you explain why you wouldn't want to take a resist shield like charged armor or dark embrace, etc... so that when ranged attacks do get through your range defense, you get hit for less? Can you explain why you found it important to throw the achilles heel set into salt crystals for the AoE defense, and why you didn't stop at 5 slot winter's bite in dehydrate for just range defense, but went the extra mile and added that last slot for the AoE defense? Why is AoE defense important to your build and your game plan? What does AoE defense contribute to your game plan that Range defense doesn't cover already? Understanding the "why" is important. It's the first step to making optimized builds.
  10. I would welcome you posting your builds here and in the other respective AT forums for other people to chime in on. The last time I checked that thread, you missed some key blaster nuances and there was room for improvement. I also see you have gotten feedback on your offer to help in the sentinel and stalker forums from the resident experts there. If you truly want to help, taking in some constructive feedback and incorporating them into your build will go a long way. But more importantly, teach people game mechanics and how to use the tools at their disposal. That can carry across every AT the people play, instead of benefiting the one build your fans ask for. The trend of softcap + max resists across all builds deprives new players of even the most basic understanding of the game outside of those two attributes.
  11. Pretty solid rationale for the most part, I think you have a good understanding of slotting efficiency and not wasting slots on bonuses you don't need. For example, quite a few posters I'm seen in the past would have just slotted 6 Reactive defenses instead of the 1 LOTG + 5 red fortune split because they don't really understand why they do what they do. You can spam both. Blaster T1 and T2 blasts along with the T1 from the blaster secondary are immune to Mez, so to speak. I prefer snap shot because it has higher damage per activation time. I find the lotus drops a skippable power depending on how many AoEs you have. It's got a tiny radius and the damage isn't so spectacular that you absolutely feel compelled to move into the danger zone to use it. But mostly it's the radius that makes it a "womp womp" power. The one thing it is good for is for muling some set bonuses. Since it's archery and you can get rain of arrows down to a reasonable timer, you might not find lotus drops as useful. If you up your budget then you can consider fitting in the -res procs as those are always useful, and if your budget climbs higher you can look into slow resist via winter IOs.
  12. If you are using a Mac I can understand that approach (unless you have the ability/tools to fire up a windows virtual machine), but for PC users there is the Mids Reborn app. There is a whole subforum dedicated to it https://forums.homecomingservers.com/forum/74-forum/ The download site is here: https://midsreborn.com/
  13. What's the difference between a softcapped billion inf scrapper vs softcapped billion inf anything else? Not much. If you truly want something different then play a blaster, and not the pure ranged type, SOs only. That's about as different as you are going to get in terms of how you approach the game. When everything can kill you with a look, you get to learn a lot more about how your powers work and about the game. Soloing AVs and +4/8 mobs will pale in comparison to the learning curve someone who's used to IO set bonuses and softcap/jhardcap xyz easy mode has to adopt to do this. And if you are successful it will be far more rewarding. I also meant doing so from 1-50 without powerleveling, without double xp. Do various story arcs and not radios/papers so you experience more content and understand mob factions instead of cherry picking lol council from 1-50.
  14. And I'm saying you can just take hover, fly above mobs and just make range defense work for you. If you truly want no-skill ez mode it doesn't get any easier than staying in one spot shooting mobs that can't touch you with their really bad touch attacks and avoiding 95% of their range attacks, with a healthy amount of resists to mitigate what little does come through. In addition, if you are going to sap melee range stuff then there's already enough melee range mitigation over time there, so that means you need to worry more about range stuff as the stuff around you gets sapped. As I said in the rest of my post, you can interact with those in melee range with the tools at your disposal (even "gasp" move a few feet away from them), you can't interact with those shooting you from afar. You already possess one of the best heals in the game, and a damage debuff, and end drain, have you thought about putting the knockdown procs into your alpha openers such as ball lightning or short circuit? Even Repel? These are all mitigation tools you have at your disposal. I made a Rad/Kin Proc Corruptor that doesn't hover, doesn't have softcap defense nor any s/l resist and guess what? I don't fall over and die every time I hit an attack with that build. So no, I don't see 45% and 75% as the holy grail, because when you know what you are doing you have the freedom to move away from those crutches. And that's something the forums doesn't teach enough, how to actually play the game.
  15. There is a difference between min/max and optimization. People typically associate min/max with the ideology of only playing the best AT combo and only the best most OP builds. Optimization is just that, you can play a lesser performing AT/combo, but you can still optimize your build so you can get the most out of it. Optimization is not a bad thing. If you want to develop a discerning eye for good, well planned builds, start by understanding some fundamental game mechanics. - What are set bonuses that builds typically chase, and why? - What is the significance of defense, how does it work? - How does your choice of ATs/powersets impact your general approach to builds? - what synergizes with the powersets? - what are potential holes that you might need to plug in? - what are some tools available to you within your powersets that can help you plug in those holes? - Why is range defense important? even for builds that would want you in melee range? If you understand those you can develop build goals that you can focus on, which is the first step to creating good builds. Advanced build topics that you will pick up as you practice building as these gravitate more towards optimization: How procs work Do you NEED to plug in every hole you find? What is the cost of doing that? Slot economy/efficiency - How do you use the least number of slots to achieve your goals. I see newbies doing this a lot: slot 6 pieces of a purple set when all they really want is the recharge bonus at the 5th slot. Bonuses vs real numbers - Is your blind devotion to set bonuses missing the forest for the trees when you could have just slotted another power a normal way and gotten more value out of it? I see this a lot with people chasing S/L resist. They will 5 slot combat jumping with lotg for that resist and ignore slotting tough or epic/patron shields with basic resist enhancements. One final thing. Don't blindly follow the herd on every build. You see things like these echoed over the forums: You NEED softcap defense and hardcap S/L resist Don't take this power, it does no damage Don't take this power, it has horrible animation times You NEED Perma-Hasten They are not always wrong, but they often disregard synergies in your particular build or your own build goals, and your skill as a player. So I'm going to cover some basic mechanics here: - What are set bonuses that builds typically chase, and why? You seem to have a decent grasp of this. In general all ATs can benefit from Recharge, defense and +HP, and slow resist. Slow resist is especially important for powersets whose survival depends on click powers such as fire armor or regen. If those builds gets slowed and their heal recharge is neutered to the ground, they die. - What is the significance of defense, how does it work? Defense gives more bang for the buck than resist for survival, especially for squishies that lack mez protection. Resistance won't help you avoid mezzes, defense can. 45% defense is the softcap which means enemies will have a 5% chance to hit you. But another stopping point for builds is 32.5 defense, at that point a simple luck inspiration will help achieve softcap 1 minute at a time. Defense is divided into 2 major categories - typed and positional. Typed defense will cover any attack that has a matching damage type, even if the attack as a mix of other damage types (an attack with smashing/energy damage can be defended by smashing defense or energy defense) If multiple defenses can defend against such an attack then the defense with the highest value is used. That last sentence is tremendously important. It applies to typed and positional defenses and combinations of the two. Positional defense is broken down into 3 categories - melee, range and aoe. These don't care about damage types only the position tag of an attack, they are a bit more "catch all." Most AoEs are coupled with either a melee or range tag, so in general it's far more efficient to focus on the other two vectors than building exclusively for AoE defense. - How does your choice of ATs/powersets impact your general approach to builds? Melee ATs tend to lend to a more comprehensive survival loadout by softcapping as many defenses as possible and hardcapping resists. This is especially true for tanks/brutes where you see people everyday trying to softcap and get 90% resists. Again, this is not always the rule, you CAN make builds that don't follow that rule and still be successful. Squishier ATs don't have the luxury to do that. There are exceptions. In general it's not wise to try to chase multiple positional defenses, you end up sacrificing a lot. Squishy ATs usually have other tools for survival that you need to consider - heals, debuffs, pure damage(blasters), soft control(knock back/down patches, slows), hard controls (stuns/holds/confuses). A lot of people that go out of their way to build survival via set bonuses don't look at these. Bottom line, the way you build tanks is not the same way you build squishy ATs. With lower overall HP and lower resist cap and the fact that most squishy builds can't cap all resists, going out of your way to build a squishy like a tank is a fools errand. Do you need hasten? Kinetic defenders have siphon speed which can stack at least 2 times for 40% recharge boost. Defender ATOs are also fantastic for recharge bonuses. Of all the powers in kin/elec the only one that can really benefit from ridiculously high recharge is Thunderous Blast. - Why is range defense important? Even for builds that would want you in melee range? Kin/elec has transfusion, short circuit and fulcrum shift, they both need you to be in melee right? How do you define melee? Would you consider being 10 feet away from mobs where they can't swing back at you melee? If they can't swing back at you they will either run towards you or shoot you, if you take away the option for them to run to you is 10 feet still melee? So if they can't run to you, and can't swing at you, they will be shooting at you with either single target or AoE range attacks, melee defense does nothing against those pew pews, and AoE defense does nothing to stop single target range attacks, a lot of which carry debuffs or mez. Short circuit has a 20 ft radius, fulcrum shift also have a large radius, as does transfusion. People who build for melee defense on squishies that play in melee range generally do not understand this subtlety in game mechanics, nor do they understand the simple yet subtle art of moving. The other defense that can be important for squishies that spend a lot of time in melee is S/L defense, as S/L covers most melee and melee pbaoe attacks, range defense covers the rest, including range AoE attacks. With proper mitigation tools S/L defense is not necessarily all that paramount. Range defense is always important because it covers attacks from mobs outside of your zone of interaction. Final food for thought - Have you considered Hover? Consider the synergies: Siphon speed helps you hover faster without the need for evasive maneuvers. You can keep your distance and still reap the benefits of transfusion, Short Circuit and Fulcrum shift. Nothing in your toolkit requires you to be on the ground or close to the ground.
  16. All dominator attacks build the domination bar, even temp powers, even brawl. I just tested this. That's not what I'm talking about, I'm talking about doubling mag and duration for those powers that have a mez component when domination is active. There's a lot of inconsistencies there among secondaries/pools/epics/patrons. There seems to be a bit of "it is what it is" sentiment that I see. If something is not working as intended then it's a bug for better or worse, I am not discounting that possibility that non-primary mez powers are not supposed to be affected by domination. And we the players don't need to worry about how to fix the bug for the developers or assume the code complexity of a fix on behalf of the developers. Leave that up to them, they have their methods and priorities, all we need to do is inform them that a discrepancy/bug exists and provide steps to reproduce. If a fix comes great, if it doesn't they have their reasons and priorities and that's ok too.
  17. It might be a thing on production but doesn't mean that they necessarily need to be "a thing." If these are deemed working as intended or if only primary powers are supposed to work with domination, cool. If they are bugs, then where that falls in the list of priorities to address is up to the dev team. I'm simply bringing it to their attention, and if there are powers that do what you described with scrapper crits and tank gauntlet those should be brought to light as well. If I recall things like this have been fixed before. There was an issue with scrapper snipe crit rate that was addressed a few major patches ago.
  18. Fully aware, but I also love my +perception from tactics because I hate blind with a passion. Stealth also allowed me to softcap Psi defense and the completionist in me favored that to Hasten and SS haha. Looking the build now I could absolutely drop super jump and stealth for SS and hasten, but with 111% global recharge I don't find myself needing hasten as much. Point taken about the bastion proc. A simple substitution with lancer shot will do the trick, add a slot to Lancer and 2 piece bastion with the proc there, then slot a level 50 recharge IO in acid mortar at the 5th slot and that should do it. It's been a while since I played this build, but I was very happy with the survival goals I set out to accomplish when I finalized it and put it into practice.
  19. It wouldn't be the first time proliferated powers have certain tags neglected or have incorrect scalars. How are you so sure that these inconsistencies are absolutely by design? Why is it by design that seismic smash or total focus with their 100% chance to hold/stun dominates but devastating blow with it's 60% chance to stun doesn't, while psychic shockwave with it's 25% chance to stun also dominates? If it was a matter of "% chance for mez powers are not affected by domination," I would have bought that, but psychic shockwave proves otherwise. I question that these inconsistencies are indeed "by design," because what I see does not make sense.
  20. @HexxenBeastYup, I get that and what you have posted is a great first step (better than a lot of other builds I see posted). I may sound harsh but I'm trying to highlight decisions where there is an opportunity to examine why you made those decisions. If I just tell you/hand you a build, those build principals might not stick. If you figure it out and understand the "why" yourself, then you can help yourself in the long run. First to answer your question about Siphon life. It does more damage than smite and only falls behind midnight grasp. It's a bread and butter attack and you are better off prioritizing damage first, then heal. Most people post end game builds but since you are leveling I'm going to go the other way. Once again, look at the bigger picture and imagine how your build impacts your leveling journey. For example you won't get perma PB with just one recharge IO until your mid 20/early 30s. You'll most likely have 2 builds for this project, a leveling build that takes tough for the +3 def uniques early, and an end game build where you can defer that for a more well rounded loadout with attuned IOs for exemp content. It's fairly easy to get to the softcap with those 2 +3 Def uniques on a tanker. Assuming inf is no problem you can start slotting PVP, ATOs and winters as soon as level 10, a rough draft that balances having enough attacks during leveling and having adequate defenses might look something like 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 Tanker Primary Power Set: Super Reflexes Secondary Power Set: Dark Melee Power Pool: Flight Power Pool: Fighting Hero Profile: Level 1: Focused Fighting -- DefBuff(A), DefBuff(5), DefBuff(11) Level 1: Shadow Punch -- BlsCol-Acc/Dmg(A), BlsCol-Dmg/EndRdx/Acc/Rchg(3) Level 2: Smite -- MghoftheT-Acc/Dmg(A), MghoftheT-Acc/Dmg/Rchg(3), MghoftheT-Acc/Dmg/EndRdx/Rchg(9), MghoftheT-Rchg/Res%(13) Level 4: Shadow Maul -- FuroftheG-ResDeb%(A), Avl-Acc/Dmg(5), Avl-Acc/Dmg/EndRdx(7), Erd-%Dam(13), CldSns-%Dam(15) Level 6: Practiced Brawler -- RechRdx(A), RechRdx(7) Level 8: Focused Senses -- DefBuff(A), DefBuff(9), DefBuff(11) Level 10: Hover -- Ksm-ToHit+(A) Level 12: Boxing -- Empty(A) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15) Level 16: Siphon Life -- ThfofEss-+End%(A), BlsCol-Acc/Dmg/Rchg(17), BlsCol-Acc/Dmg/EndRdx(17), CldSns-%Dam(19), Heal(19) Level 18: Agile -- DefBuff(A) Level 20: Dodge -- DefBuff(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) 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) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;791;389;778;HEX;| |78DAA551CB4EC240149D6987474B919711171AE3D24D13DDF85AA811584942943D6| |99A2934D496B435813F30045CAA9FE84674A5C6C4D44BEF3404597A93F6CC9C73E6| |CE9999E6B0A65956E39C50EDD23182A0D336DC3EF7D536377BAEE778DD11995706B| |E6D943A356E7137E0FACDDD0066D7DC72F8900755A136B9C3B95E33FC3E0E49AEE5| |798EDE70EC6E2FCCE3783EB4DDEEF26C3D9ED587D0D4BEE56E6884B6E756EA03DBD| |42F7C33B4CD4ED30842EE8F3621CB0E7C871BF0A371BC48220C80C9840954057E28| |24A9889231B0FB8C480F889F2052D141A6F7328A63C4EC04519B227E81591666269| |F21C91EB153FA19519B4970518CACBD209E40C69458445325CC9416780462263940| |4604CEFE39800257AF0813517E48DC96029913A722B9088AC840E5939DF2558A310| |E30E637642F083F2B94E5582C4E31737182581699CB2AEE7C0CF14AC9CE2511E714| |C84A42560419FDA3B6D8E28148DC89ECB1C5C34657AB7A8B25325034A65ED5C512E| |17A5BA276F12266ABBEF725EA498A7DBF145DC13E| |-------------------------------------------------------------------| By level 20 you've already achieved softcap to melee and range. The theft of essence proc can help a little with getting you back some endurance. At level 22 LOTGs open up and your build opens up as well. You can round out your AoE defense by level 30, slot out some more attacks and keep your endurance in check. 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 Tanker Primary Power Set: Super Reflexes Secondary Power Set: Dark Melee Power Pool: Flight Power Pool: Fighting Hero Profile: Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(5), LucoftheG-Def(11) Level 1: Shadow Punch -- BlsCol-Acc/Dmg(A), BlsCol-Dmg/EndRdx/Acc/Rchg(3) Level 2: Smite -- MghoftheT-Acc/Dmg(A), MghoftheT-Acc/Dmg/Rchg(3), MghoftheT-Acc/Dmg/EndRdx/Rchg(9), MghoftheT-Rchg/Res%(13) Level 4: Shadow Maul -- FuroftheG-ResDeb%(A), Avl-Acc/Dmg(5), Avl-Acc/Dmg/EndRdx(7), Erd-%Dam(13), CldSns-%Dam(15) Level 6: Practiced Brawler -- RechRdx(A), EndRdx(7) Level 8: Focused Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(9), LucoftheG-Def(11) Level 10: Hover -- Ksm-ToHit+(A) Level 12: Boxing -- Empty(A) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15) Level 16: Siphon Life -- ThfofEss-+End%(A), BlsCol-Acc/Dmg/Rchg(17), BlsCol-Acc/Dmg/EndRdx(17), CldSns-%Dam(19), Heal(19) Level 18: Agile -- DefBuff(A) Level 20: Dodge -- LucoftheG-Def/Rchg+(A) Level 22: Touch of Fear -- Empty(A), Empty(23), Empty(23), Empty(27) Level 24: Evasion -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25) Level 26: Quickness -- Empty(A) Level 28: Soul Drain -- RechRdx(A), RechRdx(29), Acc(29) Level 30: Lucky -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(21), NmnCnv-Regen/Rcvry+(27) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A), EndMod(21) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;941;476;952;HEX;| |78DA85524B4FDB40109EB597843849C99384475471425C22C185475FA02639548D8| |428EA35B2A24DB062EC283652F807284A7A6CFB137B69DA5341D0CA1D7676950007| |56F27EBBDF3733FBCD7A9BC35AAAD3691C024BBD77ED20689DDA5E4F0CAC53D13EF| |37CD7EF5EC2FD88E35721A955131DE105A2FAE9A28FBB13D171C5500425A536852B| |44B5660F7AB484E4B1EFBBD586EB74CFC234ADEF978ED77DB82BC85D7D88459D73E| |18576E8F85EBEDE77DAD5A3413B74DAADA61D84627059462F2FF1DB5DC689497B91| |01455C6D73E01942AB40F827017A440C465C92C617C26B1499AA60B22B93C411E1E| |298303521BCC16093A2236EBE23927FA54AB1EF84A9A98117C5E1C50FC203F4B8A0| |4E600B59046E422C4EB887625C3710570D2C3E6A2081C1091504897F20CB322493A| |A2B484638C0442AAD1B4D9718D9D8219BB7E87D49897C29674A313321CF9931614E| |79CE59646F1FED65F5C9594EE42B24F39ACC2BCF7758BEA8CA9B456967796E5E95F| |36BCC2CE96E4B2AB3ACBA2DAB6EDF62D08A2EBF22F3FE62F135FAD191B1A6AE705D| |2310BEC1BC8ACEABA8E2D1F3639DCF9E07C804D8E2B367157D7CAA1F732D23C524F| |5D39AA5A8A85FD6FCE3DCA0DF50F880CC2687D5CF6470FA34EFF71CC5E09B417931| |EAF23F3766CA4E| |-------------------------------------------------------------------| From this point on you can start filling in the gaps and work towards more recharge/procs/whatever. You can do a respec at 50 and transition into your endgame/re-optimized build. I have my opinions about that but I'll save it for another post.
  21. @HexxenBeast you miss the forest for the trees with some of your slotting decisions: Armageddon in shadow maul instead of soul drain - Arm has better recharge values and that should go into soul drain to help it come back quicker. Based on what I see one of the primary reasons you want perma-hasten is to get perma-soul drain (if that's not the reason, and since you took hasten at 49, then I would challenge the notion that you need hasten at all). I get the desire for toxic/psi resist but 6% is largely inconsequential. 2 slot combat jumping for 1.5% S/L resist vs just slotting tough - Adding an unbreakable guard End/Res in tough would give you more S/L resist AND a global end reduction bonus. Investing additional slots into passive def powers instead of putting them into weave - Weave is def against ALL (including psi), If you took 1 slot each out of your passives, and put them into weave, you would get higher overall defense values AND better end reduction. Other observations - The -kb in fly is not needed. you have PB. If you really want more recharge, preventive med is a better and cheaper choice than panacea. People tend to get myopic when they see set bonuses that they don't take the time to look at the numbers and consider slotting efficiency. You have to consider the whole picture.
  22. I prefer web grenade to caltrops. Grounding flyers is the one thing the rest of the toolkit can't do especially if you are built for survival. My build is not proc heavy, it was not the purpose I had for it when I made it. Soul drain offsets that a little bit though. I didn't take hasten because I love my full invis. So I compensated for it with high recharge. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Tactikal Panda: Level 50 Technology Defender Primary Power Set: Traps Secondary Power Set: Beam Rifle Power Pool: Leaping Power Pool: Concealment Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Dark Mastery Hero Profile: Level 1: Web Grenade -- HO:Endo(A) Level 1: Single Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/Rchg(37) Level 2: Triage Beacon -- Prv-Heal(A), Prv-Heal/EndRdx(3), Prv-EndRdx/Rchg(3), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(9), Prv-Absorb%(37) Level 4: Cutting Beam -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(5), Rgn-Acc/Rchg(5), Rgn-Dmg/EndRdx(7), Rgn-Knock%(7) Level 6: Super Jump -- WntGif-ResSlow(A), BlsoftheZ-ResKB(46) Level 8: Acid Mortar -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Dmg/Rchg(19), AchHee-ResDeb%(19), SprDfnBst-Rchg/Heal%(40), SprDfnBst-Acc/Dmg/EndRdx(40) Level 10: Disintegrate -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(11), Apc-Dmg/EndRdx(15), Apc-Dam%(17) Level 12: Force Field Generator -- LucoftheG-Def/Rchg+(A), ShlWal-Def(13), ShlWal-Def/EndRdx(13), ShlWal-ResDam/Re TP(15) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(42) Level 16: Stealth -- LucoftheG-Def/Rchg+(A), HO:Cyto(42) Level 18: Poison Trap -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(23) Level 20: Lancer Shot -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Rchg/SlowProc(25), SprWntBit-Acc/Dmg/EndRdx(25), HO:Nucle(27) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(34), Rct-ResDam%(37) Level 24: Boxing -- Empty(A) Level 26: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(46) Level 28: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(29), StnoftheM-Acc/ActRdx/Rng(29), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dam%(31), FrcFdb-Rechg%(31) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(34) Level 32: Seeker Drones -- SprVglAss-Acc/Dmg(A), Dcm-Build%(40), SprVglAss-Acc/Dmg/EndRdx/Rchg(48), SprVglAss-Dmg/EndRdx/Rchg(48) Level 35: Piercing Beam -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(36), SprFrzBls-Rchg/ImmobProc(36), SprFrzBls-Acc/Dmg/EndRdx(36) Level 38: Overcharge -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg(39), Bmbdmt-+FireDmg(43), Ann-ResDeb%(43) Level 41: Dark Consumption -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Rchg/KDProc(46) Level 44: Dark Embrace -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(45), Ags-ResDam(45), Ags-Psi/Status(45) Level 47: Soul Drain -- FuroftheG-ResDeb%(A), Arm-Acc/Dmg/Rchg(47), Arm-Dmg/Rchg(48), Arm-Acc/Rchg(50), Arm-Dmg/EndRdx(50), Arm-Dam%(50) Level 49: Tactics -- HO:Cyto(A) Level 1: Vigilance Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(42) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 1: Disintegrating Level 6: Double Jump Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Degenerative Core Flawless Interface Level 50: Ageless Radial Epiphany 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;1613;780;1560;HEX;| |78DA65944B4C136110C7BFED6E454A5B5A0B94A73C040A05B62DB41815A3416C220| |FD310AEA659605B36D4B669AB919B9A687CDDF560623CF9BE18143D9A785723460F| |1A8D8FF8044CD4440F669DEECC674BBAC9E697F9CFCC37F37DB3DF4E1C19B1C662E| 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|0DC41C1E68E25143BEF111771839DB7915E9319F911EDA3802EBC55BAD0750993FA| |2E238F81B3878FA2C72D18C3ECF5E3867A83C410F2B898BFBBC6DDD3CDF22E5C5ED| |E8E47E4DB860CEC200E1177225D70847E3E477F08BF84FD12BFEF4CD71BA5E25F82| |31E9F1223F5C5C5C2922710D44C1885BB114FE094CE8C3E1ADAE13BB505C2B1205A| |115F7D03D2A1843FABE2EE33C961BF3161AD7AF780B3DEA0FBD85FF82EE2DEDDE5F| |2A054AA5815229582A953B0A3F2E3D0C1722C08FED02DCBB00F7442C45C68162432| |936A68B8D7F8859FEB5| |-------------------------------------------------------------------|
  23. I don't go out of my way to get 45% defense + 75% S/L resist on most builds like some people do. But it's absurdly easy to do so with traps, and not just softcap S/L/E defense, but all vectors and damage types. Defender FFG is very strong. Traps/X is one of the sturdiest defender builds you can make without sacrificing/gimping the rest of your build.
  24. There are 2 issues with Primal Mastery that seem odd. 1 - Energy Transfer costs both life and endurance. Shouldn't it cost no endurance, or at least drastically reduced endurance, rather than 19? 2 - Explosive blast cost a whopping 28 end. This is the highest end cost targeted AoE across all dominator epics/patrons and it's outrageously high compared to it's counterpart such as dark obliteration which only costs 18 end. This is almost twice the end cost of Energy torrent and the math seems off here.
  25. Hello, I brought this up on the Dominator forums. It seems that not all powers that carry a mez component are affected by domination. For example, Psychic Shockwave has a 25% to stun and does trigger domination, but Devastating Blow or Energy Transfer, which have a 60% chance to stun do not. There seems to be some inconsistency here across dominator secondaries/patron/epics and pool powers. Whether this is working by design or a bug I do not know. If it is a bug then I hope it's addressed in 2022 🙂
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