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Nemu
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Kinetic combats are cheap S/L but really bad ROI. Especially if you have to mule powers like boxing/brawl to get there. Rectified Reticle is much better bang for the buck and can be slotted in Aim/Build up which you actually use. Also this: Combat Jumping-LotG, WG unique, Shield Wall unique, Reactive Defenses Unique Look at your slotting of the +resist uniques here and look at what you are slotting weave/scorpion shield 2 red fortunes in weave has the same set bonus as 2 reactive defenses, and a third reactive defense adds an HP bonus. See where I'm getting at? Same applies to shield wall. I typically put 3 shield wall including the unique and an LoTG 7.5 in weave. Weave offers the highest def vs all and so the shield walls go there so I can +5 the Def/End and Def IOs and not lose my set bonuses. Most of my def based melee blasters will shoot for range softcap and high S/L defense, I've explained that rationale in many threads but the short version is you'll kill/mez/soft control the stuff in melee range quickly but it's the stuff from range that soften you up and debuff you, and you can joust/keep moving to have range defense work in your favor most of the time. I also shoot for a good amount of slow resist >50%. A slowed/immobile melee blaster is a dead melee blaster, a blaster with no attack to cycle is also a dead blaster. You seem to know what you are doing so I'm not going to break down your slotting for you. If you go the range defense route + S/L then your slotting will need to change considerably.
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The internet told people fire/fire/x is the way to go for max FAPPAGE and people believe the internet because it's the internet. But now Fire/Elec is starting to gain traction, so I need to move to a new cool kids club build. Introducing - staff/regen broote with whirlwind. That's never going to take off into mainstream, so I'll be cool forever!
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I once ran across a poster that posted some very dense things on the internet and people posted some mean things online in response. Turns out this poster had down syndrome. You don't know who's posting on the other side, there's no need for personal attacks, and also.... You could just ignore these posts. What is posted here, both from the OP and from you, don't matter. They don't matter to the audience in the long run and they certainly don't matter to the world. Whoever you are I'm sure you've said your piece in other posts. Time to let go and pour your energy elsewhere. The world is not going to implode because you didn't stand up to some false claims in a video game. I'm sure there are more important things in game and in life that deserve the type of dedication you invested into this effort, like giving this book a read. Emotional Intelligence 2.0: Bradberry, Travis, Greaves, Jean, Lencioni, Patrick M.: 2015974320625: Amazon.com: Books
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Let's talk about how you deal with mezzes prior to IOs and ATOs and all the other temp buffs that HC gives us. Roll the timeline back to when we only had SOs and ED, that's how you learn how to play a blaster proper. Even a group of 3 +1 mobs can be a challenge under those conditions depending on mob faction. Playing a blaster under those conditions requires awareness, both of your surroundings and of mob faction/problem targets. You need to understand the problem targets from each faction that presents the greatest threat to your character, it's not always the boss. Consider a group of freaks with a Boss Freak Smasher, a chief stunner and a mad freak slammer, which one is the biggest threat to you? It's the chief, because it has tesla cage that can mez you from a distance and allow the hard hitting boss and minion to close in on you. When you engage that group the Stunner should be the first target you incapacitate. Against the crey the common problem targets are the crisis unit and the radiologist, as the former has sleep grenades and the latter has radiation infection that will debuff you, another trick to dealing with the radiologist is to break line of sight once the debuff lands. These are things no build will teach you. Use the tools at your disposal, you can aim-snipe and try to one shot it from stealth, snipes are not guaranteed one hit kills against LTs though. You can use your own mez on it and take out of action. Are you opening with lancer shot which has a guaranteed stun? Or if you are up against bosses are you trying to stack stuns on it with Lancer shot and Taser? Did you take taser? did you skip it because "blasters shouldn't be in melee," even when taser has a 20 feet range? There's also the art of pulling and using Line of sight to minimize how many opponents you engage. That's useful when there are multiple problem targets in a group, use a weak attack and joust the blast so that you are behind cover when the attack animates. Bottom line if you play a blaster like a brute and charge into everything you are going to fail. IOs/set bonuses can certainly cover up the lack of fundamentals a great deal for scrub content, but when you get on harder content like challenge runs with set bonuses disabled, those fundamentals will come in really handy.
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Status protect and resistance. It adds another layer to your personal survival so you can be the batman your paw patrol need.
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Panda/Bear. Tekken has it, why can't CoH? This line of thought is indisputably uncontestable. I need to exercise my rights to bear arms. We all do.
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Now that ASF went live, what do you think of it?
Nemu replied to Albion's topic in General Discussion
Doing a MO run on a PuG with 2-3 scrubs really throws a wrench or 50 into our plans for success. -
I can count on 1 hand the number of competent blasters I've ever run across in my day to day PuG life. They exist, and a lot of them play in silos with their other pro-friends seen in some of the channels I joined, but my innumerable PUG experiences has given me perspective on the general skill level of people that play this game. I don't disagree on some of the things you said, but it's rude to tell people to ignore my recommendations when you've provided little substance other than personal anecdotes and generalizations. If you want to be helpful break down the thought process and the rationale behind why you do what you do, and share techniques like I do in my posts. Just because you can make do with an SO only build on MLTF (which I have done with Jezebel with the aforementioned channels I belong to) because you've learned to use the tools available to you such as the art of movement, mob AI, inspiration use, LOS, soft control, doesn't mean a random poster asking for build help is on your level. And to those that lack the skills, a bit of survival adds a great deal to being able to play the game casually and enjoy the game. Also, I am very critical of people that make tremendous sacrifices to beef up survival, I have commented on the 45/75 mentality in other posts. My builds aren't the type that will go out of the way to get 45/75.
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Getting back to this. Earth blast and earth manip have some close analogs in mids as far as slotting and sets powers take. I chose Archery and electric manipulation as my template. The power pick progression is identical, so just transpose the corresponding earth powers at that level into the build below. Second, based on your description I went the standard defense route with a defense shield for S/L/Range defense. I could have gone bonfire + resist shield + range defense softcap but that requires more advanced play (i.e. moving/jousting) On power picks, this particular template is AoE light, with only one spender in seismic force. I have yet to play around with how consistently seismic charges build up now, but my beta experience had me conclude that it's not, and not worth picking a low impact spender just to waste time waiting for the proc to use it. If it's better, than I can definitely make an argument for including the cone as a spender for more AoE options, which will alter the build quite a bit. This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Natural Blaster Primary Power Set: Archery Secondary Power Set: Electricity Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Cold Mastery Hero Profile: Level 1: Snap Shot -- 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: Electric Fence -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(45) Level 2: Charged Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), SprBlsCol-Rchg/HoldProc(34) Level 4: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(37) Level 6: Blazing Arrow -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(36), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(36), SprBlsWrt-Rchg/Dmg%(43) Level 8: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(9), GssSynFr--Build%(9) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Explosive Arrow -- FrcFdb-Rechg%(A), Ann-ResDeb%(13), SprFrzBls-Acc/Dmg(13), SprFrzBls-Acc/Dmg/EndRdx(15), Dmg-I(37) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Thunder Strike -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(17), SprAvl-Acc/Dmg(17), Dmg-I(31), SprAvl-Acc/Dmg/EndRdx(33) Level 18: Ranged Shot -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(19), StnoftheM-Acc/ActRdx/Rng(19), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dam%(33) Level 20: Dynamo -- 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: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(46) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Power Sink -- EndRdx-I(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(31), Rct-ResDam%(31) Level 32: Rain of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(37), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(39), Artl-End/Rech/Rng(39) Level 35: Snow Storm -- EndRdx-I(A) Level 38: Shocking Grasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(40), Mk'Bit-Dmg/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(40), Mk'Bit-Acc/Dmg/EndRdx/Rchg(42), Mk'Bit-Dam%(43) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42) Level 44: Tactics -- HO:Cyto(A) Level 47: Hoarfrost -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(48), NmnCnv-Heal/Rchg(48), NmnCnv-Heal/EndRdx/Rchg(48), NmnCnv-Heal(50), NmnCnv-Regen/Rcvry+(50) Level 49: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50) 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 4: Speed Phase Level 49: Quick Form ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1374;673;1346;HEX;| |78DA4D934B4F135114C7EF74EE501E2DB496F26C8196A2A5480513D744114C040C5| |0754B26EDD00E34ED649826B274E15E8DC6441E6E7DAF8C5FC00FA046972EDCB9F2| |91B8F09DF1CCFC0FD0C9CCFCE69E7BCEFF9E73E6DEA56BE743CF2F5C9F114A78B6A| |A6F6DAD9DA3B763D8C14BBAD3B0F5AAF0AE203D3D3CB1B6AAD7CA46297FD62E560C| |7B3B7B602E342CAB6E3BF9B9AA51746CB3683ADB6B4B7ACDB41A55DD31EB35D1BE5| |CAF57F305CB304A21FF73D1D02DB3560EFB8379B35C7168D475305532ECAD8A6945| |E72CB3989FAD574BA4E62DB4DD47C9A4E849789929DECBD58490424C4B115098015| |0AA4C09B66860E928568A87B0E51E83279F309F329F818617C231CA4DD6BB05B6DF| |0647EE80A9BBE028754EF55BE82AEA87806FCB0CAA3E87C9AA71FEDA7DD8523BCC5| |D70748FB90FE61E8023FC53283610DC25DD9814AD7BCC4758A7871CDAA0AFB4C515| |E4F98F8649E9F7AF03F1B2E306FC439FA01D7A81DC3B5F8299A4F09926BD30EB852| |760EB646E10BA58AF8BF52233D08BEC4267887546F6314ED330CAFD8CBEC6DCB137| |CCB760E21DC7BC07D70931EE59EC0774BA7F327F813DBF997FC0BEBFBC2728FF387| |254E3CB84B414932BCC55660154C9B7976BED3D8D3AFA3C03F54ED25C3FE6D47EEE| |EBC03C7C062E8289057093BC06FD8DE68AC1146A88527C12F18124C70F9DA1A154C| |5D077C46568388C5CB56155C31E906046038FB73083CC56B04C1269C48A34AFE91D| |E331EEDBD83A6C27CACC0AD304C737C0DC2668925E96F3CD72BEE311663718A39A2| |6E02326B8968F2121F25C437E057EA7569905E66570FA0AF32AE8A534C5E7666A07| |FB7A9AF779420ABE5CBAE9122979789ADDC5A36F3A7AD889CB924D6453FC88CFED4| |D5E93A8F36BB32D85FFF0A5D99685DFB766DB3DACF02A7778CEDD85DC61EEEE7FA4| |59BECF| |-------------------------------------------------------------------|
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You don't need to wait for mids to get updated. Earth Manipulation is similar to Electric Manipulation in the kinds of sets powers can take. Torrent is good for setting up going into melee and jousting some of your melee stuff. If you are comfortable with that you can absolutely go range softcap with a resist shield and hop in and out of combat. If you are less dexterous you can always go the def shield route and go high S/L/Range defense.
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Cardiac also gives you end reduction on all your other powers, not just the toggles, that and the additional resist it gives to your resist shields has synergy that covers some holes in the build and reinforces some strengths. You can absolutely go ageless with a different alpha such as muscalature for a more offensive build out. Liquefy is just a terrible power due to it's long recharge, might as well make it do more than debuff if you are going to use it every 90 seconds, hence the procs. And if you look at the damage numbers with dominate, procs add more overall damage than enhancing the power for damage to the ED softcap, which is around 95%. Since you are skimping on accuracy enhancements you need to make sure you have enough external ACC bonus or to hit bonuses to make sure that such powers hit, hence the kismet IO and Tactics prior to getting both powers. With a bit of thought you can actually PLAN your build to be effective throughout all levels, not just at 50. There are a few procs that I will try to fit into every build if able: every -resist proc if the build has powers with decent base recharge (not terribly short recharge, not terribly long either, anywhere between 10 seconds to 90 seconds base recharge) that allows for them, and force feedback procs in suitable powers. The force feedback in shockwave is really a luxury item, I had debated where to put the last slot and while the proc rate won't be high in shockwave, you'll get a nice little boost when it does proc, so in it went.
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What are your expectations for a better build? What's your playstyle - ranged only or face punching? Do you require anything for concept reasons? What's your budget? You need to put a bit more context into your ask before I can go down the right path to help you. I wouldn't be much help if I gave you a billion inf melee blaster build if you just want to hover blast with a 200 mil inf build.
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Good effort. Echo the comment about enzymes, they are better served in other builds because disruption field doesn't do any to hit or defense debuffs, A generic end redux IO works better in that. I'm on the fence about shout. I can see the need for it to round out your ST chain early game but I hate the power with a passion due to root time and late damage delivery. I like shockwave as a fairly reliable soft control tool and I'd take that over shout, but you have some flexibility there to choose which one you want. I can certainly understand why you'd want to take shout instead though. I also think you can defer disruption field later, it can be rough on your endurance early on and if you solo a lot it has no value. Here's what I came up with. Normally I'm not a fan of wasting 6 slots on 2.5% defense but in this case I made an exception and stuffed 2 such sets in. I fit tactics in before level 30 and pushed weave back. I think for lowbie content, as long as you are not doing +3 or +4s, 37% range defense will still serve you well. Liquefy and Dominate are both loaded with procs, tactics is taken before those picks to ensure that they both have a 95% chance to hit against +4s. It's not as endurance friendly as your build hence cardiac to boost both resistances and end redux. I figured that you can get the p2w serums and use those to help you get by, those are fairly cheap and won't break the bank. This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Science Defender Primary Power Set: Sonic Resonance Secondary Power Set: Sonic Attack Power Pool: Speed Power Pool: Leadership Power Pool: Flight Power Pool: Fighting Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Sonic Siphon -- Acc-I(A) Level 1: Shriek -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), SprWntBit-Rchg/SlowProc(11) Level 2: Sonic Barrier -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(9), RctArm-ResDam/Rchg(13) Level 4: Scream -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(5), SprDfnBst-Dmg/EndRdx/Rchg(5), SprDfnBst-Acc/Dmg/EndRdx(7), SprDfnBst-Acc/Dmg/EndRdx/Rchg(7), SprDfnBst-Rchg/Heal%(9) Level 6: Super Speed -- WntGif-ResSlow(A), BlsoftheZ-Travel/EndRdx(34), BlsoftheZ-ResKB(37) Level 8: Sonic Haven -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(27), RctArm-ResDam/Rchg(29) Level 10: Howl -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Acc/Dam/Rech(23), Ann-ResDeb%(25), SprFrzBls-Acc/Dmg(25), SprFrzBls-Acc/Dmg/EndRdx(27) Level 12: Sonic Dispersion -- GldArm-End/Res(A), GldArm-RechRes(40), GldArm-RechEnd(42), GldArm-Res/Rech/End(43), GldArm-ResDam(43), GldArm-3defTpProc(43) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(15), Rct-Def/EndRdx(15), Rct-ResDam%(17), Ksm-ToHit+(17) Level 16: Shockwave -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(21), SprVglAss-Acc/Dmg/EndRdx(23), OvrFrc-Dam/KB(29), FrcFdb-Rechg%(48) Level 18: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(19), BlsoftheZ-ResKB(19) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Disruption Field -- EndRdx-I(A) Level 24: Amplify -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(48) Level 26: Clarity -- Range-I(A) Level 28: Tactics -- HO:Cyto(A) Level 30: Kick -- Empty(A) Level 32: Liquefy -- Rgn-Acc/Rchg(A), UnbCns-Acc/Rchg(33), TchofLadG-%Dam(33), CldSns-%Dam(33), Bmbdmt-+FireDmg(34), PstBls-Dam%(34) Level 35: Dominate -- HO:Nucle(A), Dcm-Build%(36), Apc-Dam%(36), GldJvl-Dam%(36), UnbCns-Dam%(37), GhsWdwEmb-Dam%(37) Level 38: Dreadful Wail -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/Rchg(39), SprVglAss-Acc/Dmg/EndRdx/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dam%(40), FuroftheG-ResDeb%(40) Level 41: Mind Over Body -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(42), RctArm-ResDam(42), StdPrt-ResDam/Def+(46) Level 44: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(45), CrcPrs-Acc/Conf/Rchg(45), CrcPrs-Acc/Rchg(45), CrcPrs-Conf/EndRdx(46), CrcPrs-Conf%(46) Level 47: Tough -- UnbGrd-Max HP%(A) Level 49: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(50), ShlWal-Def(50), ShlWal-ResDam/Re TP(50) Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 1: Swift -- HO:Micro(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A) Level 6: Speed Phase 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;1408;696;1392;HEX;| |78DA4D94CB4F534114C6E73E4A29B4E5FD6C0BB4A502054A2F8F8D8F1015212A984| |6B6225E2E1768C442684D642746A2FF811B973EF0B95044F6AE5D1937A831BAD18D| |60C2CA85A9E7CE776CEE2437BF9933DF79F4CC4CA76E8CF95F4E6C8C0A25787AD9C| |CE767C7EC053B376FAF79A7ADAC9DB36CE10C2F7DADFF77664F5D5F58484DAFE4B2| |16A9E768112E6D5D34738BF63C6F9E2C144CEBAAA8C8ACAC2CA7A6576D7BBE4A4E2| |76D93B4F9A5EC6AA55C8F2F6717970A01CC9D6936B7587F66356BA532F9756B8922| |4D99F982BDB6DE4C6524E8BBA90A1E45AA8B60E862CFB129D2A68B2D5DDAD4A7CC6| |760C573E60B70436517515495369A75E9A23C06FADBC14FA4D110D7A3BDD2A49FFE| |9AB90D96BD61EE80E56FC138F5CDC3F13D21D8A24E4062E767F0968AF63A1A2FD7D| |0CA3584B90647EA83C6E3D33CD2CFAF838D6560F30FC46FDEC66F6BDD0137C9B792| |EBAF341C8D4F740D43DB33847532CD1C803D3908D6506101EE69A04191B6E03EB4C| |103B0FA10DAEABF248BE8E20BE5AB629FAA346AA81F041B87C0F037F80C6CA2073E| |CA53031FB586F3D4EE61AF96FB14234D1D344A5DAF90B9EB99B749D2803DD11085E| |D2BD99AB8674D0F10A3ED21F311F33138B0C57C02DE21B4F0FD6A49E27ED551FE10| |E7088D10744DA8648BB02E52A421EE92673B676D1F5165251D13CCF788DEF153959| |D8AAA38B9E82E327CA0A6C4F8A462C791217E5FC81B1037E01BEF43E73ACFF22DBA| |866E7DA765827D1323E8F2118339CC3C0A9FAE13CC51C4FA48E886AFD6CD37B027C| |AE49BD8DFA4C89A0FFD42F4F2EFEBBD84387D33CCCBCC59B0FF0AD30435EA568ABB| |95FAC32F886C69CE9DE69337C671B38C73CCF3D08675D7AB97DD9E745B3464B9A09| |7FE078A19BDF4BE85223D7E5594768538861E1FB86D51E4DA77DBBA713EBFDDB67B| |C8F62E597AE1C50CED1B9C79C635375DF339D75C8E7FA854D085| |-------------------------------------------------------------------|
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Seems squishy and no real defensive focus. The unbreakable constraints melee def bonuses don't do much when you look at the big picture. Missing force feedback opportunities, and the fact that seismic smash is slotted the way it does suggests the creator didn't really look at the numbers. SS is a hard hitter and slotting it with all procs actually lowers overall damage. If anything I'd expect a purple +5 damage IO in there instead of the PVP IO, whatever that one might be. In reality I'd probably go with a +5 purple dam/end IO and a Nuc and 4 procs just to make sure that I have enough ACC/DAM/End reduction to keep spamming the power and land it. In fact I'd examine all the proc heavy attacks and look at whether adding a damage enhancement will up the average as opposed to loading them up with all procs. All procs works for defenders with their low base damage, but for blasters it's a step backwards. On the topic of accuracy, I would imagine even with beryl and kismet the power as it's slotted falls short of 95% chance to hit against +4s, but I suppose there are more crippling holes against +4s, such as lack of survival period. 6 slots on weave for 8.75% recharge bonus when you can slot it with 1 LOTG 7.5 and 5 piece red fortune for 12.5% global recharge, as recharge seems to be the focus, is also puzzling. It's not a bad build though, but can use some more efficient slotting and tightening up. Of course if you want to solo +4/8 then it's not the right build for you.
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One of the things you can do is try to leverage the multitudes of knockdowns that Titan weapon has, I would swap out crushing blow with titan sweep. I'd also play around with including whirlwind in the build late game after you onboard energy mastery. Take this build on a spin on test and see what you think. I'm not certain that Vigor will be enough to sustain WW but it should be ok as long as you are not constantly saturated with mobs. You will notice that I favored combat TP instead of the normal leadership pool. As you mentioned there are certain problem mobs that you HAVE to deal with, you can use combat TP to get right next to them (or to make a quick escape), and it gives you a small to hit boost since your inherent chances to hit against +4s without vigor is only around 90%. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Mutation Brute Primary Power Set: Titan Weapons Secondary Power Set: Willpower Power Pool: Leaping Power Pool: Fighting Power Pool: Teleportation Power Pool: Speed Ancillary Pool: Energy Mastery Villain Profile: Level 1: Defensive Sweep -- LucoftheG-Def/Rchg+(A), SprAvl-Acc/Dmg(40), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42) Level 1: High Pain Tolerance -- StdPrt-ResDam/Def+(A), Heal-I(36), ResDam-I(43) Level 2: Titan Sweep -- FrcFdb-Rechg%(A), SprUnrFur-Acc/Dmg(3), SprUnrFur-Acc/Dmg/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(7), SprUnrFur-Acc/Dmg/EndRdx/Rchg(15), SprUnrFur-Rchg/+Regen/+End(15) Level 4: Mind Over Body -- GldArm-3defTpProc(A), Ags-ResDam/EndRdx(5), Ags-ResDam/Rchg(5), Ags-ResDam/EndRdx/Rchg(31), Ags-ResDam(42), Ags-Psi/Status(43) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7), ShlWal-ResDam/Re TP(47), Rct-ResDam%(47) Level 8: Follow Through -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(9), SprBrtFur-Acc/Dmg/Rchg(9), SprBrtFur-Dmg/EndRdx/Rchg(11), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Rech/Fury%(39) Level 10: Indomitable Will -- LucoftheG-Def/Rchg+(A), HO:Cyto(43) Level 12: Build Momentum -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(13) Level 14: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(46) Level 16: Rise to the Challenge -- DscWrd-ToHitDeb(A), DscWrd-ToHitDeb/Rchg(17), DscWrd-ToHitDeb/Rchg/EndRdx(17), TrmIns-Taunt(19), TrmIns-Taunt/Rchg(19), TrmIns-Stun%(21) Level 18: Rend Armor -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), SprBlsCol-Rchg/HoldProc(33), AchHee-ResDeb%(34) Level 20: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(48) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-Max HP%(25) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def(27) Level 26: Whirling Smash -- FrcFdb-Rechg%(A), Erd-Dmg(34), Erd-Acc/Dmg/Rchg(34), Erd-Acc/Dmg/EndRdx/Rchg(36), HO:Nucle(36) Level 28: Heightened Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(29), LucoftheG-Def/EndRdx/Rchg(31) Level 30: Combat Teleport -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(31) Level 32: Arc of Destruction -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(37), Arm-Dam%(37), HO:Nucle(37), Arm-Dmg/EndRdx(39), HO:Nucle(39) Level 35: Superior Conditioning -- EndMod-I(A) Level 38: Fast Healing -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(45) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 47: Super Speed -- WntGif-ResSlow(A) Level 49: Whirlwind -- EndRdx-I(A), SuddAcc--KB/+KD(49), FrcFdb-Rechg%(49), EndRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Fury Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45) Level 1: Momentum Level 50: Vigor Core Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1387;694;1388;HEX;| |78DA4D93494F535114C7EFEBBBA5B4144A296DA98C652843CBB375D8614814302A4| |DAA1059368D5E4A93E6B5691F51962EDC2BD1B8100C382C1CE277F06338B270A5A1| |8A53A20B8387F73FD4BEB4F9BD7BEE19FEE7DC77D3D767BC2FCFDE98165ACB9962A| |E5ACD9EAEAC5AAA39BD6AE5AC42C9D4053D2EFA476C7B36AD8A4A198B052B676697| |54AE5C32AB61ECCCA865655695B1542816CBA56BAAE23F67AEA88A322DE3F0C59B2| |9958AC63C8515CC7CABBD982BE4572C5A75D8AB45CA5E2E5550DA639B16CA4A5D8D| |CC960B578C595355F26BD974AE6AA9CA1A847691B428FD3F87043FFB4E11D484484| |931BA21C14DE603707C8BB90DBE3E08D3EC588708D34BAF1443C3C2DE9B4880BB94| |5F838F53BBE9B06D0E2FE21D6D60930F6C6B67FAC13714A573AC7E4CB76D32098D3| |205F61D07C74F801327C110CDDE8958DDC97D35FD15B646E30272193FC02FA4D1C5| |755C5BB0356F331F829E47CCC760EC09F88EA2DC88D5DCC1430DB494BAA851DE16C| |CD6D1B241BD07A4F06E329FF22C48672B7CF4D60C61508AC98BCC4BCC05F03DC1A7| |796C9DBE67C8D3FE9CF902EC50CC65B0330FEE91163FF7E8BF85F976DE0607D6997| |79877C1E82BC47EA0A800F718B807DD47D7419DF40779CEC19F9849E817F337D8F5| |87CF8E7CC3EC1BE65975B5834702CC4EF01BE98D602E32C2DF4DF493C33EBFE82E3| |854634E61DE3B846ECEDFCDF97B387F0FE7EDE33A31D2D2CB3DF5DE479F7D7C46DF| |A9763FDF897EAE3D3C8D1E864FF19A6BC6A6B08EF1DAEDA7A3425E3138803BF0963| |0C2B546CED3CBA81489CBD0E125FF31F61FE3D90E92B638FBC7E30739DC22C11CA2| |3D03DA84D1CD9AC896E4BE9351F8253FE20C93AC3FC5F61E59BFEFF4A347CCC9FA2| |DDE9F6FDCD5119991BC4D36CD8EA879EA775A6893E8F16BA32DCAF7AAD13606BFBD| |FF364DE37E13FC2DED84EBD5F783F49E6255FF00C003C94E| |-------------------------------------------------------------------|
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Tsk... Tsk... Tsk... You saw 42% and you assumed that was MY build. My build is quite different. I don't disagree on the value of softcap and the benefits of having that backed up by capped resists. But I also believe that it is getting to a point where people just blindly follow those numbers without considering any other tools available to them, and worse, they make great sacrifices or poor slotting choices in their builds to get there. I misread the original post as one that invited feedback and hence I provided feedback. My mistake. I'll see myself out.
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It's not as big of a deal for those that are used to weaving in and out of combat. In your case with dark/dev you can potentially set up trip mine by using torrent mid hop into the spawn and as you land activate trip mine and then hop out and fire off tentacles mid jump. Hover blasters suffer from less maneuverability (without evasive maneuvers) and trip mine also requires the user to be closer to the ground so I can understand why those players skip it. On OPs build besides the points @Hjarki made, I would also sub out static discharge for static bolt and proc monster that power. That allows for a quick 1-2 hold with freeze ray and a proc monster bolt will do decent damage to boot. Bolt is the real reason to go electrical mastery over mu. The defense powers are also overslotted. 6 slots in hover is not worth it. I see the OP is trying to hit resist hardcap. You don't build blasters the same way you build tanks. Over investing in resist bonuses is a bit of a trap. Most of those bonuses comes in at 5 slots on non-attack powers, and that pays off poorly on blasters. Your revision should have you focusing on range defense first since you pretty much ignored everything in your secondary that remotely requires you to get into melee range.
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I don't mean to be. I'm simply stating a truth that applying a tanker mindset to how you engage mobs on a squishy AT is going to get you killed. You might be fine going up against +2/8 lol council sitting there with your 45/75 but arachnos, banished pantheon, IDF, and a whole host of other factions will rip you apart. Obviously some factions are more difficult than others so what I am asking is "what is your benchmark?" I disagree. Not all builds need to follow that guideline.
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For all the anti-healer rhetoric that everyone seems to dogpile and weigh their expert opinion on, when I see a build like this I wonder if I chose the right side.... Lack of clear mind does trigger me. You are the unsung hero, keeping squishies protected from mezzes so that they can do their jobs. Players will not sing you praises for this seemingly mundane action (the more astute players will appreciate you for this though), but the impact of this one single power outweighs everything else that you bring to the table for seasoned players who like you (or what you are attempting here) built their characters for high defense already. Some like me have their squishies defensively mature by level 30, but you know what I don't have access to even with all the defenses in the world at that level? - a reliable anti-mez. And when I see an emp the ONLY thing I want from them is CM, and most of them disappoint. Have you considered that mezzed squishies aren't really contributing? Sure a fort on them helps them dodge some mezzes but when they do get mezzed and they will, far more than you or anyone that espouse the "blast more support less" mindset would care to admit, they can't contribute. For all the talk about defenders being able to contribute to the team with their damage (and buffs/debuffs), I find this thought process and execution rather selfish. You would rather get on with your own pew pews than help the blaster maximize their potential, or the toggle dependent support AT to get shut down and deprive the team of their force multiplying buffs/debuffs? It doesn't take a lot to CM someone, at the end of an engagement during the clean up phase, then those guys are good to go for the next engagement. But it's your build, you choice. You wouldn't be the first to not use CM, and it only perpetuates people's perception of empathy's relevance today, As for the rest of the build: Instead of victory rush have you considered the P2W serum? They are cheap and you can save a power pick for world of confusion. You invested 15 slots into these 2.5% range defense bonuses when 5 additional slots in WOC with coercive can give you 10% recharge AND 5% range defense. In general 6 slots for 2.5% defense is terrible ROI. With those saved slots you can put some LOTG 7.5s in the defensive powers for more recharge, and toss in a kismet +acc in maneuvers as well. If you are going to go proc-heavy you need to make sure you have enough to-hit and ACC to hit, and the to hit helps with snipe damage. Skipping the snipe is also questionable. At worst its a hard hitting attack in your arsenal, at best it's 2.5% range defense AND 7.5% global recharge with 5 piece sting of the manticore. Also what settings do you solo at? Do you just shoot for 45 and 75 because that's how you play your armored ATs? What's a realistic expectation for what this build "should" handle and do you need those numbers with those expectations in mind? I can tell you if you plan to play this as a derpy lol melee AT that stands their ground, you are going to fail, miserably. The lack of combat mobility and immobilization protection already puts you at a disadvantage as a squishy AT light on other forms of mitigation. Standing your ground and relying on 45 and 75 will just put the nail in the coffin.
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Hello, I play a lot of pandas, and some people are starting to jump on the panda hype. As such I propose some support for pandas, such as the option to panda roll as a travel power, seen here I would also propose a panda nap emote, because pandas are really good at napping, mid mission. Like so Please share your panda suggestions here.
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I chose the +crit proc in GD because it has a longer animation time and longer recharge, you can try it in SD and see if that works any better. Neither are great candidates for procs but I rather have these procs in ST attacks that I will use often than area attacks that don't get used all that much for harder targets. The low ACC in both SD and GD is offset by kismet and the +acc bonuses from purples and the 4 slot LOTG. Even without targeting drone I sit at 95% hit chance against +4s with both SD and GD. The lost recharge enhancement in these powers is offset by the recharge bonuses from purples +LOTG/Hasten/FF proc. There is a method to my madness here. While 88% damage enhancement is not at the ED cap, taking the damage proc away and replacing it with a damage enhancement results in even lower numbers especially when you factor musculature in at endgame, and I left musculature turned off intentionally in the export. Just to round out the thought process, there's also the -res proc in exploding shuriken which is also procced to do a bit more damage, and caltrops provides another layer of mitigation to buy you some time when things get really heated. Targeting drone provides additional to hit and debuff resistance. These are the reasons I chose weapons mastery rather than mu. As good as EA is, the heal is really more an endurance sustain that you'd put on autofire and energy drain really doesn't add all that much to your overall mitigation, and katana doesn't have any AoE soft control options available. I could go soul mastery for shadowmeld and a snipe and lose out on more AoE options, I could go mu for a snipe and a decent AoE but at the cost of additional mitigation tools, or I can go weapons master and get a mix of tools that help both damage and survival.
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You should qualify that statement. Why do you think /bio will do more damage in the real world on a build that skipped flashing steel and where you have to spam divine avalanche, ablative carapace, dNA siphon, and parasitic aura to stay alive? Builds that invest heavily into survival means that they invest less in procs. Linea's build is for extreme survival, do you really need that level of survival? Energy aura is very easy to softcap which means you can invest in more damage procs if your mindset is "I don't need to run 801s to prove myself or have fun." In that context, proc light bio that has to spam DA and all sorts of other tools to stay alive vs proc heavy EA that doesn't need DA and has more damage procs in attacks, which one would do more damage? This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Natural Scrapper Primary Power Set: Katana Secondary Power Set: Energy Aura Power Pool: Sorcery Power Pool: Fighting Power Pool: Speed Ancillary Pool: Weapon Mastery Hero Profile: Level 1: Sting of the Wasp -- Hct-Dmg(A), Hct-Dmg/Rchg(5), Hct-Acc/Dmg/Rchg(7), Hct-Acc/Rchg(7), Hct-Dmg/EndRdx(11) Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(3), LucoftheG-Def/EndRdx/Rchg(3), LucoftheG-Def(5), Rct-ResDam%(13), Ksm-ToHit+(49) Level 2: Flashing Steel -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(13), SprScrStr-Acc/Dmg/Rchg(15), SprScrStr-Dmg/EndRdx/Rchg(15), SprScrStr-Acc/Dmg/EndRdx/Rchg(17), SprScrStr-Rchg/+Crit(17) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Build Up -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(19), RctRtc-Pcptn(19) Level 8: Power Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(9), LucoftheG-Def(9), LucoftheG-Def/EndRdx/Rchg(11), ShlWal-ResDam/Re TP(40) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Dampening Field -- GldArm-3defTpProc(A), Ags-ResDam/EndRdx(23), Ags-ResDam(25), Ags-Psi/Status(27) Level 14: Kick -- Empty(A) Level 16: Energy Protection -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(27), RctArm-ResDam/EndRdx/Rchg(34) Level 18: The Lotus Drops -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40), Arm-Dmg/Rchg(40) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21), LucoftheG-Def/EndRdx/Rchg(21), LucoftheG-Def(23) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(36) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Soaring Dragon -- FrcFdb-Rechg%(A), AchHee-ResDeb%(36), Hct-Dam%(37), HO:Nucle(37), Dmg-I(37), TchofLadG-%Dam(39) Level 28: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(29), Pnc-Heal/Rchg(29), Pnc-Heal/EndRedux/Rchg(33), Pnc-Heal(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31) Level 32: Golden Dragonfly -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(33), SprCrtStr-Rchg/+50% Crit(43), HO:Nucle(45), Dmg-I(45), Arm-Dam%(45) Level 35: Caltrops -- PstBls-Dam%(A), JvlVll-Acc/Dmg/End/Rech(46), Bmbdmt-+FireDmg(46), ImpSwf-Dam%(46) Level 38: Energy Drain -- LucoftheG-Def/Rchg+(A), SynSck-EndMod(42), SynSck-Dam/Rech(42), SynSck-EndMod/Rech(42), SynSck-Dam/Rech/Acc(43), SynSck-EndMod/+RunSpeed(43) Level 41: Targeting Drone -- EndRdx-I(A) Level 44: Spirit Ward -- Prv-Absorb%(A) Level 47: Exploding Shuriken -- Ann-ResDeb%(A), Bmbdmt-+FireDmg(47), PstBls-Dam%(47), SprFrzBls-Acc/Dmg(48), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48) Level 49: Rune of Protection -- StdPrt-ResDam/Def+(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(36) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Musculature Radial Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1349;676;1352;HEX;| |78DA6593CB6B135114C6EF2493A649D39769FACCA3491F699B761A45C16AA588AD8| |24DA5D085CB30B4D7361092308960972EDC89A215DDE85670E34AC5AD5BB5FA6708| |6AAD500515249ECCF719850E197E99F3FCCE9D332BD716434F2F5C5F5046C7B9A25| |DADE6D7D61DBB52D18EFF925DBBEAD845D5B8FC7247FE7AF22BBAA8B5B56CD7EC92| |1D6D5A17F5155DAA6A6BA9A49DCDEDFC594956A1D572B968AD959D75ED6CB7BB0FE| |70B9B5BB5426933085745EB8D4EF76F4EDB1BDAA96E152AE1A54A61DDBAACED4AB9| |945FB1AB3549EE170549B96FFA15AFBAA9C63D4A1D359599065B26C8493038457FA| |F841B6E8E4F450CD7E6E922C3A0D903860EBC2EB3BF253C66AA5BD2CF60AEF11ABE| |D01BB0E32DB90B76BD23DF833B634A79A155798760BB2DF57CB0797C4FA0EFC8436| |158F8086C11BD7EF434FDD4DB4ABDADD419A4EEF432EAFA2527801C15681C94D87C| |626B83CDDB760C71BD59E4F51F07074FF01C44573BB5B6D7E552AD92DD896C4F67C| |A704F63302E4C9B2A9904EF4A5637DF46F7494C337E8A3C0DA6E7C939302075C354| |15E6743D9CAE8753F5724AAFD48F3036F20D1324BF933FC0919F604A62FB106BF46| |57002FDE48EF806A0D33770033A465EE1B44733781E9D17778B578DC61A390135BE| |CB2D12BD437C1B4351F48AC6C838389C20874153FAC5A83BC619E39C31CE19E39CF| |19EC426A82D416DC30BA833A54D97D3D4364D6DD36710A7E497629FD44BCC3A3387| |DC198F0F7C8C77D726738CA9A0DB678C9A263FA2FEE427F23338B547EE83BF424A4| |D703B26B85D7764BB33DCB8CC1E7A7A24DCE22CD607D82CEAB0A86FF6196ACE3E27| |5F80F7A55E963DB27DD01C359B5FBBFC1A5B99309BDF723D77C8BB6AD22916C3B5E| |C059BDF2F2DFBFF2C8691E40E5DC43E7F3914FDF57FCB039C7AC351CF85E53F5AD5| |FF00C984C7D1| |-------------------------------------------------------------------|
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I can be harsh in my tone but I also try to be fair. If you perceive my message as unkind then I apologize. That is not my intention. When you go with a resist epic you will simply won't have the luxury to shore up multiple defense vectors for survival. If you want a more casual playing experience with greater margin for error then perhaps scorp shield is the right call. With tough you can still get respectable S/L resist on top of your defenses. I don't think you will have any issues with survival on trials due to the incarnate spam, so if solo is your concern another approach if you stick with the resist shields is to use your toolkit, shockwave and sirens song are both effective ways to mitigate damage. They maybe boring, they may drag out the fight, but they are effective. I still recommend shifting your emphasis away from melee defense to range defense if you had to choose. Just remember that range defense works whether you are 80 ft away or 10 ft away, as long as mobs can't swing at you. By constantly moving just slightly out of mobs melee reach you can still be in melee and make range defense work for you. I would approach this build with psy mastery. 1 - you get a resist shield which aligns with your plan. 2 - procced out dominate gives you a boost to your single target damage. You will never be an AoE all star with sonic blast, but you can do respectable ST damage, especially since the only way you can boost proc damage is through -resist. 3 - World of confusion is a great set mule for 5% range defense and 10% recharge.
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You got most of the power picks that you should be getting per conventional wisdom from both sonic sets. I would make a case for clarity because mezzes suck and you can help fellow teammates without mez protection maximize their potential even if they go outside your bubble. Plus Clarity offers blind, terrorize, sleep, and confuse protection which your bubble does not. I would also make a case for dropping shout and picking up shockwave for a reliable source of active crowd control and another AoE. I think some posters will point out your single slot of sonic haven as not really committing yourself to support. In all honesty if you just plan to solo and only team for incarnate trials you don't even need those resist shield buffs as one can sleep through any incarnate trial by virtue of other people spamming their incarnates. Your buffs don't matter when half the league is spamming barriers. If that is your thought process then I echo what others are saying, play another AT. I'm more interested in pointing out your thought process and lack of synergy when you drew up your game plan around soul drain. First of all, dedicating the entirety of your build just so that you can ensure 3 seconds of safety in melee is horrible return on investment. Learn to joust, that will help you minimize your exposure to melee and change the way you play the game. Secondly, it's not lack of melee defense that will kill you. It's the other mobs taking potshots at you and softening you up at a distance. If you think you can just stand your ground and be heroic and derp it out with mobs that can debuff you and cause cascade failure then you will have a very tough time dealing with actual challenging content. Third - Mobs are dumb, you are not, learn mob AI mechanics, use movement and leverage soft control and range defense, because you have the option to dictate how mobs engage you by moving. Use that to your advantage. Go read my posts in the blaster forums about how to play melee blasters. Survival is not just defense and resistance, it's how you use your toolkit and whether you have the right tools in your kit. Try out shockwave, put a kd proc in it if knockback bothers you. Fourth - does sonic blast really benefit that much even from a saturated soul drain? The blast set is low damage and takes time to ramp up, the AoE cones root you for more time than necessary if you took and used them. And sonic resonance doesn't really do much in the -res debuff department to really help you capitalize on the damage buff. Lastly what if you are fighting a single target like an AV? You just invested the entirety of your build to beef up melee defense just so you can have an 8% damage boost for 30 seconds. You say you want to cap resists but there are other armor epics that lets you cap S/L resists too, what about psy mastery? You can proc out dominate and drop shout for it, it's a vastly superior option that will give you some consistent ST punch. My point is, consider the synergy, best case scenario AND worst case scenario when evaluating powers. Just because you have powers that need you to be in melee doesn't mean you need melee defense. Learn game mechanics and practice the art of movement.
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Do they? Paired with sonic blast? With the power selections that he chose? To elaborate, the game plan seems to revolve around soul drain, hence the emphasis on melee defense and recharge. There is a tremendous amount of slotting dedicated to melee defense, at the cost of these other things you noted, which I see as well. I'm trying to get him to ask himself the question "is it worth it to build around that single power? Is it the right power to base a build around? Have you thought about worst case scenario with soul drain where you miss or hit only 1 target, if all this investment into melee defense worth it then?" You can't help people with builds unless you help them understand the thought process, assuming they want to get better and learn. The OP asked for build help. I'm trying to get him to examine the reasons he made the decisions he made so he can learn something. It's easy to brush off a build and say play xyz instead. It takes much more effort to break the build and thought process down and offer constructive feedback that aligns with what the OP is asking for, which is build help, not "which AT should I play based on how you perceive my intentions." Intentions can be changed with the right coaching.