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Nemu
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Not helpful, if you want to change the way people approach builds take the time to educate and enable them. Being bitter about the meta benefits no one. @Sweetcake I looked at the build. A few questions to understand your thought process: 1 - Is this a solo build or are you looking to take it to teams? 2 - Are you looking to be effective only when you get melee radial hybrid? Do you understand that only last 2 minutes with a longer cooldown so without it what are you going to do? 3 - Let's say your melee defense allows you stay in melee for the 3 seconds you need to pop off soul drain, then what? What devastating attacks will you be unleashing on your poor victims to really take advantage of soul drain and what are you going to do in the next 27 seconds against a bunch of angry mobs shooting at you? How is your melee defense going to help you there? 4 - Why did you choose soul drain in the first place? Bonus question: 5 - Do you REALLY need hasten? What's the thought process behind including that in your build?
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Welcome to the forums. I'm going to be brutal but fair. The end goal is so that you start to look at why you slot the way you do, and once you start to understand the why you can start to optimize. First of all turn off power boost and all the incarnates, they provide an inaccurate view of your overall performance, especially if you exemp down. With all the incarnates turned on you have pretty respectable numbers. With range defense at softcap and power boost perma with hasten, which is also perma. However your numbers dip much lower without those incarnate powers. Even with powerboost you manage to muster about 35% range defense and hasten is not perma. As for set bonuses you seem to understand the concept of stacking set bonuses and you mostly avoided the newbie mistake of slotting full purple sets and replaced the 6 slot with a proc, except for Armageddon in inferno, whether that's intentional or an oversight I don't know, but you can certainly shave a slot or replace the 6th with a proc and keep the recharge bonus at 5 slots. You are missing the gladiator's armor 3% def unique and the 2 +resist uniques from reactive defense and shield wall. There are opportunities to fit at least the Annihilation -res proc into one of your targeted AoEs. You can certainly put a damage proc in fireball, but a -res proc makes all your other attacks do more damage and helps the team as well. It's probably more bang for the buck. There are some other questionable slotting decisions but before we get into that let's discuss your game plan. Are you planning to hover over enemies and shoot them, reserving bonesmasher and total focus to punish those who manage to get up close, or are you actively looking for opportunities to punch face? Most newbie blasters learn towards ranged blasting, and they take bonfire to compliment that strategy. Bonfire is available at 35. Do you exemp a lot? Do you want to be effective throughout your career or just after you get bonfire? First a few comments on questionable slotting: Stamina. 6 slots gets you 7.5% recharge, I see that you are shooting for recharge but slotting stamina when Energize eliminates your end problems is something you do only if you have no better options to dump slots in, If you 6 slot that with preventive medicine which you already have 3 pieces of, you get 8.75% recharge AND and emergency absorb shield that kicks in the lower your life is. 3 Slotting vengeance - you get a paltry amount of +HP on a power that you may rarely use. Vengeance is typically a one slot wonder for luck of the gambler. Those 2 additional slots can be invested elsewhere for more meaningful returns. 5 slotting fire shield with Aegis. What's the rationale here? You don't have any fire/cold/aoe defense bonuses anywhere else in the build. More importantly, why do you think you need fire/cold/aoe defense? What's your game plan and how does having f/c/aoe defense factor into it? Miracle in Health, You may find it unnecessary because energize will take care of all your endurance problems. That's potentially another slot saved that you can invest elsewhere. Next some holes in your build: Mez protection - blasters get mezzed easily and learning how to insp combine/pop breakfrees should be second nature, otherwise you are going to have a tough time enjoying the AT. You got kb protection covered but you can also eliminate having to worry about immobilization if you took combat jumping. If you wanted to fly during combat you can always grab a P2W jetpack temp. If you are adamant about having fly then it might be worthwhile digging deeper into the pool for hover and evasive maneuvers, as the latter will provide -fly resistance and also immobilization resistance or protection. The last thing you want as a blaster is to be an immobile blaster, and I think you only need to be web grenaded once to be reminded how important it is to stay mobile. Slow resist - -recharge debuffs and movement speed slows will wreck you. If you have the budget and it look like you do with all the purple sets, consider investing in some slow resistance, A easy 20% comes from the winter travel unique, The other options are Winter IOs which are considerably more expensive. Before you start tinkering with the build and we move to refining it, answer this question first: What is your game plan and your goal with this build?
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Fire farms weren't really a thing on live, winter IOs were harder to get. People got smarter and realized that they can make fire farms and take an AT with the best survivability/damage ratio to that content. People also got dumber as a result because now most people don't even know how to play anything has any semblance of complexity.
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FIre Armor/staff is more satisfying on Stalkers. Burn can crit, and staff gets a heavy hitter in assassin's strike. Double build up burn crit will make you giggity giggity goo. Not saying that it won't work fine as a tank, Staff compliments Fire Armor well by offering it defense, some soft control and force feedback slotting, but I find the stalker version more fun to play.
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AR/Tac Arrow Blaster or AR/Trick Arrow Corruptor?
Nemu replied to JnEricsonx's topic in General Discussion
You can get LRM on a blaster and be the RAMBO you are meant to be. i27 Rambo Build - Blaster - Homecoming (homecomingservers.com) -
I think power gamers will only use the empowered buff for seismic force with a gaussian's proc. I tried the other empowered powers and found the timing unreliable since building stacks of seismic force and getting the actual buff to proc is not as cadenced and thus predictable as building charges in water blast. With the latter is 1,2,3 go, with the former it's 1,2,3,4?,5?,6?,7? ok now I get the proc go. I tried the other spenders, the lack of consistency in anticipating when I can use them in a chain starts to annoy me once I got past the novelty of a new set. Aim though, that's always a nice low investment buff to have and I see the whole mechanic as a free stalkers ATO build up recharge proc which I'm actually cool with.
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You are going to get all sorts of KB lovers coming out of hiding to tell you to F* off. This topic is even more contentious than your auto-level to 50 suggestion. You don't know what you've gotten yourself into. The only way to top this is to make a dedicated emp healer thread.
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It's a very subjective term. It's not the best at damage, even with procs it's still limited by cast time, and procs are not guaranteed damage because nothing has a 100% chance to proc. For that reason it won't be the best when you compare it to high DPA sets like fire blast or ice blast. If you want to do a lot of damage very quickly, rad blast is middle of the pack. I prefer to define success and fun as "Does it do the thing that I want it to do?" Goal setting and synergy is important to me. Synergy on blasters could be playstyle (melee vs range), it could be Stacking similar effects (stacking ice holds with a secondary with a hold for example, or for one of my builds a rad/dev blaster that stacks -def with high +to hit to make sure I can hit ANYTHING) Synergy on support ATs could be playstyle, it could be mixing debuff types or stacking them (I have a Poison/DP defender that focuses on -dmg, and this build here that uses -def to make room for procs and shave off kin slotting to maximize damage) What does best mean for you?
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I propose a skill check. Start a level 1 character, no insps no temps(that includes beast run/athletic run/jetpack and such) no stealth. Run from atlas to hollows, go through hollows through the gulch and make it all the way up the mountains then back down to the skyway entrance, without dying. That's part 1. This will test your understanding of aggro radius. Part 2 - blaster wtih basic SO slotting, level 15. Clear 3 groups of pumicites +0/8 in a trap room with mobs around both corners and a third one directly in front. Insps/temps allowed, no deaths. This will test your awareness, insp prioritization, kiting, and pulling. Part 3 - repeat that exercise with a mastermind to see if you actually understand how to control your pets. If you fail, you need to work harder.
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Well, if you are talking 100% chance then no, Earsplitter has a 75% chance for a mag 3 hold and that's still pretty high. I don't think it's game breaking to have 2 100% holds in one set especially if you consider the leveling progression and how far these powers are apart from each other. An ice/electric/dark/dual pistols blaster can already use their hold + the mag2 hold from certain blaster secondaries early game as mitigation, having a 100% hold at level 38 doesn't change that. Having said that I'd rather not have a mag 2 hold. I'd like Earth Mastery to have a bit more smashy AoE goodness, Can Tremor also have an alternate animation, like the one atom smasher has? Build up seems generic, can we do something like "strength of stone" where you get a reduced damage buff but add additional smashing or lethal damage to all attacks, kinda like toxins or envenomed blades from dominator Martial Assault? I like the idea of free rocks with all attacks. Who's with me?
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That depends entirely on how you approach this game. Do you play for fun or do you play "the best?" This post is about synergy, not about squeezing maximum performance out of an AT.
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Sonic Manipulation says hello! I'm intrigued by salt crystals. Now that sleeps are autohit it might be useful as a tool to detoggle annoying mob powers like darkest night or hurricane. It's the perfect place for the fortunata hypnosis placate proc, the fact that it takes -def sets is just gravy on top. It won't make it into a mainstream meta build but it could be a fun off-meta power to play with. I wouldn't say no if it got replaced by fault though, fault is fun, more fun than salt crystals. Blasters need more KU.
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Focused Feedback: Dr. Aeon Strike Force
Nemu replied to Booper's topic in [Open Beta] Focused Feedback
Cobalt Arachne I understand that higher difficulties award more salvage but merits and salvage are accessible through other content as well. People are lazy, they will take the path of least resistance. If they can get meirts/salvage through leeching on BAF or farming burden of the past I think they will take that path rather then spend 2+ hours with multiple deaths with the risk of not completing this Strike Force. The one reward they absolutely can not shortcut are the new enhancements. And since there are a lot of new permutations to these enhancements I can see supply being very low and inaccessible to a lot of players. Given the length of this Strike Force and the commitment it requires of players I think it might be worthwhile to examine the payoff. -
Focused Feedback: Electrical Blast Revamp
Nemu replied to Player-1's topic in [Open Beta] Focused Feedback
The changes to short circuit provides the biggest QoL and game play benefit for drain builds. I took my Elec/Energy for a spin against +4/8 Unai BP map and it was instrumental in me being able to quickly sap a group and reduce the risk of a mez stopping my game plan during the short circuit animation. The chain mechanic is a nice bonus when it's applicable. In my run there were too many runners to make good use of the chain mechanic. It's not something I will open a fight with either, because you NEED to SC first and follow with BL to maximize the "drain alpha strike" The shock mechanic is nice, I won't say no to added damage. I took VS and used it on the map, I did get mezzed a few times but not enough to sour my opinion on it. I felt it moved a bit slow, and it's not something I depended on to help me kill the stuff I'm trying to kill. It did tag some runners and I won't say no to free damage. For regular game play it's not necessary, but for AV/GM hard target fights it can come in handy. -
Focused Feedback: Dr. Aeon Strike Force
Nemu replied to Booper's topic in [Open Beta] Focused Feedback
Just finished my first run. Very cool. It's on the long side and I have mixed feelings about that. This is not the kind of SF that I'd run every day after work and 40 Merits feels low for a default difficulty run, what if the run awarded 2 random D-Sync enhancements with 1 more bonus awarded for the highest difficulty?? That might entice people to run it beyond the first time for badges and generate surplus for all the new enhancements. Also the crafting workbenches work on the Vanguard base map so you can take a mini break and get your craft on! Lastly the vacuum effect is cool and puts a spin on the kind of controlled choreography of the fights on live. However dying to something that you can't do anything about is not a good game mechanic. I haven't learned the nuances of this mechanic since it's my first run through so I may be completely off base. But if the effect is indeed uncounterable, then can we look into player buffs adding resistance to the effect so that squishier ATs have a fighting chance to get out of a kill zone they are being sucked into? -
You are talking about defiance 2.0. Clearly this is defiance 3.0!
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Defiance buff. When toggled on it appears to ramp up damage over 5 seconds, up to a max of 26.80% Not sure if that's working as intended. The other earth mastery powers lack the defiance number in their power info. But they definitely do generate defiance +dmg buffs
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The problem is that the dogpile is too concentrated. You put that many people with nothing else to do in one thread and boom! Dogpile. I suggest more HEALERZ/TAUNTLESS TANKZ/BLASTERS ARE PURE RANGED AND MELEE POWERS SUX/LOL SENTINELS threads to spread the dogpile out. These people will then have to decide where to spend their toxic capital and boom now you have a poodle pile. In addition we all need to make alt accounts and divert such potential for concentrated dogpile by presenting more avenues for these people to spend their toxic capital. What's better than 1 HEALERZ post? 50 HEALERZ posts. Divide and dissipate, that's how we win! I'm very smart uh huh.
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I almost always find room to slot the kismet unique, it's free global +to hit for all your powers at the cost of 1 slot. You don't need to worry about RTTC, it's autohit. The benefit of going over 95% is that there is buffer if you do get hit with to-hit debuffs. But that's something inspirations can counter as well.
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Come now, just because it's the best toolkit for that specific challenge doesn't mean other options are off the table. This is also not a post about what's best. We all know that's a Fire/Electric blaster and most certainly not any ATs with their precious mez protection, soft cap defenses AND hardcapped resists. Someone is overcompensating. 😝 This is however, a thread about what is potentially a fun, off meta combo and the thought process behind the design and build.
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But I already turned in my badge and gun per your instructions @Yomo Kimyata The leech is not dependable. I'd ignore it altogether. During my leveling journey I've been known to take a swig or 50 of recovery serum. My advice is to get the LOTG mules like weave and manuevers but don't actually run them as soon as you pick them up if you plan to be in offensive all the time. Once you get both TS and lightning clap they offer a surprising amount of mitigation (not to me, I've been doing this on my fire/elec for ages, but maybe for you). This is a build that also benefits from mob density, so rather than running +4/1 do +1/8, DNA siphon especially benefits a great deal from this setting and that will make your end issues go away. You can't AFK with a build like this but with some inspiration management you will find +1/8 or even +2/8 doable during leveling. Once you hit 50 you can also do a respec and take adaptation at level 49. This is a minor QoL improvement as it will allow you to push evolving armor up to a pre-level 32 pick, which helps you exemp a teeny bit better.
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Y'all having a philosophical discussion here that absolutely no one cares about. Let me answer the question straight up Assault Rifle CUZ GUNZ. You can be NURSE GUN BABE or something like that. Not that you will use any attacks though. Cuz you wanna be the best Healer you can be. 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! NURSE GUN BABE: Level 50 Natural Defender Primary Power Set: Empathy Secondary Power Set: Assault Rifle Power Pool: Flight Power Pool: Leadership Power Pool: Concealment Power Pool: Medicine Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Healing Aura -- Heal-I(A), Heal-I(3), Heal-I(3), Heal-I(5), Heal-I(5), Heal-I(7) Level 1: Burst -- Empty(A) Level 2: Heal Other -- Heal-I(A), Heal-I(13), Heal-I(13), Heal-I(15), Heal-I(15), Heal-I(17) Level 4: Fly -- Empty(A) Level 6: Resurrect -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9), RechRdx-I(9), RechRdx-I(11), RechRdx-I(11) Level 8: Hover -- LucoftheG-Def/Rchg+(A) Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), EndRdx-I(34), EndRdx-I(34), EndRdx-I(36), EndRdx-I(36), EndRdx-I(36) Level 12: Stealth -- LucoftheG-Def/Rchg+(A) Level 14: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 16: Aid Other -- Heal-I(A), Heal-I(17), Heal-I(19), Heal-I(19), Heal-I(21), Heal-I(21) Level 18: Recovery Aura -- RechRdx-I(A) Level 20: Aid Self -- Heal-I(A), Heal-I(23), Heal-I(23), Heal-I(25), Heal-I(25), Heal-I(27) Level 22: Field Medic -- RechRdx-I(A), RechRdx-I(45) Level 24: Resuscitate -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29), RechRdx-I(29), RechRdx-I(31), RechRdx-I(31) Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(45) Level 28: Group Fly -- Empty(A) Level 30: Phase Shift -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33), RechRdx-I(33), RechRdx-I(33), RechRdx-I(34) Level 32: Adrenalin Boost -- RechRdx-I(A) Level 35: Shark Skin -- ResDam-I(A) Level 38: Afterburner -- LucoftheG-Def/Rchg+(A) Level 41: Hibernate -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(42), RechRdx-I(43), RechRdx-I(43) Level 44: Summon Coralax -- RechRdx-I(A) Level 47: Assault -- EndRdx-I(A), EndRdx-I(47), EndRdx-I(47), EndRdx-I(48), EndRdx-I(48), EndRdx-I(48) Level 49: Tactics -- EndRdx-I(A), EndRdx-I(49), EndRdx-I(49), EndRdx-I(50), EndRdx-I(50), EndRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Heal-I(A), Heal-I(39), Heal-I(40), Mrc-Rcvry+(40), NmnCnv-Regen/Rcvry+(40), Pnc-Heal/+End(43) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(37), EndMod-I(37), EndMod-I(39), EndMod-I(39) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1362;525;1050;HEX;| |78DA7593ED4EDA5018C74F791922144486EF8CE2449D984EAF601165660B1083719| |FB634158A9CA416D216333EEE0AB62BD93DED02F67207ECB1FDCBDC637A02F9C1BF| |E7F93D3DED39EDCF67D9EFE75FDE0825776A9B9E679C5903CBE95B6EAA63FA13D7B| |4058D5CE7AA7BD9D4CEAF3A5AE3A4D14C51547A986734268381DEBC1D9BFE705A9E| |A75DD3B9B1FAFA89E79913DB37BA72605B2273311AD9FA5B5BDE0CFD7CF0BB65993| |4DB1BCA7121F8FFCEB9939EBC96B6F4A76A90B4ADBEEC49C7D29A63D9D34F47AE3B| |19FB23D7685977925A9A8ED1363DDF72A76B745715FA7E8C098C5952EC108E1322C| |698607C067E55E7B5F4A1213E914D814DC1AC2C638E7109CCD0838AC3160F6C06D9| |92B025EBE80D2E302E32A6C996822D555282AC40411ABE34B26A55FCC7971154A93| |6035F06B539CA54642AB2326579F4C8B3152E333E67BCA6F516E02B601D15F215E1| |2B62DE0AE31AE306F8AD463B2FAC554AF01D821A7957E15D45B6016E31BE60ECD17| |DAEC3BBCEBC59F26E620D9BC15B5CA2A48C4E6566D2225805FBB17097DEDB2AC86C| |DA24DBC8B60FC34CAC08514356C39BF89115621F7DF751FB2A82078C0EF5A8C3574| |7B64CEBD0E1D3B12B385F47B048B547A83D42C6791CC1AD043F65AD2749E73E090E| |DE6C7691989F41A104577F2E52A23C4E7EFF4BE6E77417DC7BE07B9AB047FC103EC| |F836A3CE0AF27B63F8F6D5A58BD13C15DC6BF3B6EBD88| |-------------------------------------------------------------------| Steps to success Step 1 - Log in Step 2 - Pick this dude Step 3 - Hold down control key and click healing aura (MOST IMPORTANT STEP!!!) Step 4 - Toggle on Fly, Hover, Evasive maneuvers, Stealth, Maneuvers, Assault, Tactics. Step 5 - Find tank Step 6 - Right click on tank and select "follow" (SECOND MOST IMPORTANT STEP!!!) Step 7 - That's it, you can't be bet at this point.
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Mids does the math for you. Some tips: Your chances to hit will decrease the higher level mobs are relative to your level. Most seasoned builders will shoot to have chances to hit at 95% bare minimum against +3 mobs, as end game +3 mobs is the highest differential assuming you have alpha incarnate level shift. Some also try to shoot for at least 95% chance to hit against +4 mobs for non-incarnate content. First simulate higher level mobs by going to options - configuration and click on the Exemping and Base Values tab. Set the Base ToHit to 39 to simulate fighting +4s, set it to 48 to simulate fighting against +3s. Hit ok. Now highlight a power and look at the "Accuracy" in the expanded info window. That will tell you your chances to hit and it will factor in the to-hit and acc buffs from your slotting and power picks. No Math required. As long as it's 95% or higher you have the maximum chance to hit against mobs assuming no to-hit debuffs from enemies. Other numbers you should pay attention to: You should slot attacks as attacks and make sure most of all that the damage portion is well enhanced, around 95% is the soft ceiling for enhancing damage, but advanced builders will let that number dip a little if they incorporate damage procs into the slotting. Long recharge powers will benefit from more recharge enhancement, the soft ceiling for enhancing recharge is also around 95% When you are slotting sets they always have a mix of endurance discount and recharge enhancement along with whatever other primary stat they enhance (damage, healing, debuffs, etc) Most of them are "good enough" Stacking set bonuses help you acquire global "always on" benefits such as increased defenses or recharge. That's really the trick to building in mids once you understand the basics of enhancements. Most newbies post builds that lack cohesiveness and a lot of that comes from lack of FOCUS, and a lack of understanding of the overall game plan. I have done several posts where I deconstruct a poster's build and help them define their game plan and build with specific focus. Street Justice/Regen Build Help - Brute - Homecoming (homecomingservers.com) Help me fix this mess (Beam/Temp) - Blaster - Homecoming (homecomingservers.com)
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I use whirlwind.