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Nemu

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Everything posted by Nemu

  1. I like handclap for such a build where defense can get stripped easily. Chain Knockdown is underrated and it's also another FF proc mule. 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! Nadine Superadine: Level 50 Technology Tanker Primary Power Set: Fiery Aura Secondary Power Set: Super Strength Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-Max HP%(9), UnbGrd-ResDam/EndRdx/Rchg(11) Level 1: Jab -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/EndRdx/Rchg(3), KntCmb-Knock%(5) Level 2: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(34), Pnc-Heal/Rchg(34), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(37) Level 4: Haymaker -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(7), HO:Nucle(25) Level 6: Combat Jumping -- BlsoftheZ-ResKB(A), WntGif-ResSlow(11), Ksm-ToHit+(48), LucoftheG-Def/Rchg+(50) Level 8: Kick -- Empty(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(15) Level 14: Consume -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(15), SprGntFis-Acc/Dmg/Rchg(17), SprGntFis-Dmg/EndRdx/Rchg(19), SprGntFis-Acc/Dmg/EndRdx/Rchg(19) Level 16: Hand Clap -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(17), AbsAmz-Acc/Rchg(42), AbsAmz-Acc/Stun/Rchg(42) Level 18: Burn -- Arm-Dmg(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Dmg/EndRdx(40), Arm-Dam%(42) Level 20: Knockout Blow -- FrcFdb-Rechg%(A), SprBlsCol-Acc/Dmg(21), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(25) Level 22: Blazing Aura -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/EndRdx/Rchg(33), SprMghoft-Acc/Dmg/EndRdx/Rchg(33), SprMghoft-Rchg/Res%(34) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Rage -- HO:Membr(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Taunt -- MckBrt-Taunt/Rchg(A), MckBrt-Taunt(43), MckBrt-Taunt/Rng(43), MckBrt-Taunt/Rchg/Rng(43) Level 35: Focused Accuracy -- EndRdx-I(A) Level 38: Foot Stomp -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(39), SprAvl-Acc/Dmg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), FuroftheG-Acc/Dmg/End/Rech(40), FuroftheG-Dam/End/Rech(40) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Energy Torrent -- FrcFdb-Rechg%(A), Ann-ResDeb%(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), Ann-Acc/Dmg/EndRdx/Rchg(46), Ann-Acc/Dmg/Rchg(46) Level 47: Hurl -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), OvrFrc-Dam/KB(50) Level 49: Fiery Embrace -- RechRdx-I(A) Level 1: Gauntlet Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(29), KntCmb-Dmg/Rchg(36), KntCmb-Dmg/EndRdx/Rchg(46) 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+(50) Level 2: Stamina -- PrfShf-End%(A) 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: Cardiac Core Paragon 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;1523;741;1482;HEX;| |78DA6594CB4F534114C6E77207B1A51590376DA194F7A3975E60A1042546C104A9A| |996AD69AE30B6D5A66D6E4B224B139F3B351A372E884B346E75A9C6C77F60E26363| |34BA124CD4A80B530FF73B4293DEA4FDCD9C39E7BB67BEE9347AFE88E7E1D10B334| |2F31CCE58854262D1CA9E53B67B512DA5B2B94C2EB92AE869386E2DA7B32A185FC9| |2BDB19D650B41DB98923EA8CCA1694319756F66AE2D08A6DF97825AA324A194E552| |25EB45536594C094F2C97CB180BCACAA7B349AF33994B2753459AB99D593CAFD472| |DDFFAC65651752E97CE36C3EBD64CC66959D5C4D44AD4291DED5464D0CD3E7A98BB| |EB4AD464BBAF8A10B614AB1FB27F30FE8FE0D8EBA053F941B2384A4A83AC18C8372| |117C46BA1A74A5E6477D7780D909F67481BD41D0207D1DFA52677DC9FABB4E32F93| |D6DD344A98B1672B39AFBAF7E5F857E7DD01BFB4BE1801466B3E6CCAB28B706FAA2| |A6448F08D1D4856ACD3542305DA287F9827650CBCAB5EC8C879DF1FC02F7B033CF2| |9D7EBD85892DE8B126BD7C0FACBE0DE2BCCAB6084765BC76ED65D42E7F51FB13614| |C57C68017C49FA0DEC4CC33EC47AF733A7C08169AE39009AA4DF889AEA46D66FBA0| |EFDA61B60CB4DE62DB0ED36F884DED7CC7B6F7E8D3D06DF30DFF229BE0375F2B095| |3D6CDD1A90E3C171AC495A6B679D763E858E39DDF1B7631EF41F43EE38F5EB8387C| |237B575BAB467AA0F707D80EB3B3790DFB9C9FCCEA74DF55DEC67571AFB1D4E3133| |CCB3E01A9584F89710EA164E6C92EAFBD8AF3EF6AB7F06DAFD77E14BFF1A3870506| |7CFC175AF1083E8530CDE41ED3D5A1A61BD11D61BFDC237E91174461F83E1CF8887| |3F8113D48BC17B31EE23676C9DF900343F20F7159D5584F712E1DFEE90DCBED525B| |FACBCB57EBE553D7CABC27CAB167672E92AA2E79864298A69CEADF9EADEBEDB420B| |C3BD8DF2D820629B3B314DEB46B7E63C0506A4F8569ECF8E0D97BFDD7953A422625| |644262A2293151157FDF63F4B69862E85C9DEC4A80B93E3A7CAC656D9F874D9F81F| |01F9EEF9| |-------------------------------------------------------------------| This is how I built mine. I went all in on the KD and took body for energy torrent. I'd need to do some rework on it to do an +4/8 ITF run, mostly tuning it for the AV fights. I did take it for a spin for a solo +4/8 cim mission, there were dicey moments when I aggrod multiple groups but I lived. Stacking more recharge to get longer 2x rage uptime so I can kill faster will probably serve me well. If I play smart I don't see any issues going through the fodder that makes up the bulk of that TF.
  2. select the datachunk option.
  3. Sure, You can't stack more than 5 of the same set bonuses. Here is an example: Take Mako's Bite which is a melee IO set. At 3 slots it gives 1.5% bonus to max HP. Similarly, Ghost Widows Embrace which is a hold IO set also offers 1.5% bonus to max HP at 3 slots, and Extreme Measures which is a Snipe IO set has the same bonus to HP at 3 slots. The rule of 5 simply means that you can have up to 5 of that 1.5% bonus to max HP from various sources. If you have more sources of that bonus for example you have 5 powers slotted with 3 mako's bite and another hold slotted with 3 ghost widow's embrace, that 6th 1.5% bonus max HP bonus will be ignored. There are some exceptions to this. IOS marked Unique are exactly that, unique. 1 per build. that's it The luck of the gambler 7.5% global recharge IO can stack 5 times with itself. This is considered a different bonus than other 7.5% global recharge bonuses that you get from IO sets like basilisk gaze or panacea. The value is what's important here. There are other HP bonus values besides 1.5% for example. 3 slot gaussian's synchronized fire control gives 1.87% bonus to max HP, you can stack 5 of those bonuses on top of 5 of the 1.5% bonus HP bonuses.
  4. I'm talking about teaming. On that topic of providing universal benefit to the team. I also pointed out there are (far too many) melee averse players, and where you and your teammates position themselves also affect the efficacy/availability of Kinetic buffs. Fast debuff sets like poison or even patch debuffs like tar patch/sleet/ etc ensure that teammates get the full benefit of the debuff on enemies. Let's not pretend that every member of the team benefit equally from kin buffs. I have never seen that happen and if it does happen on very specialized and coordinated teams it's far from the norm. Again this all goes back to best case scenario theory-crafting vs application in reality. If mobs had infinite HP and your anchors don't die and your teammates are always with you and you had time to go through your sequence of Fulcrum, siphon power and all the sonic animations then yeah, sure Kin/Sonic is great, tops even. But that doesn't happen in real game play.
  5. Pretty good first draft. There's focus in the build and I don't see the typical "6 slot purple just because" slotting here, which means you understand the bonuses you are chasing. Somethings you can try to squeeze in: KB-KD on the radial KB powers such as m30 and LRM, directional kb can be useful, but radial KB that knocks mob all over the place is not conducive to all your other AoEs. The +res uniques from the reactive defense and shield wall sets. If you are shooting for softcap range defense you may need to make some concessions in slotting/powerpicks, but other wise this is solid and very workable.
  6. I'm not trying to nitpick, and you are probably not aware of his post in the blaster forums until I brought it up. I'm only asking that you take that post into consideration and factor that into your response. My goal is not to have an argument with you, but to allow him to make informed decisions by highlighting the context of our claims and statements. I believe that explaining something in the context of "if you do it this way, this is what you'll gain, this is what you'll lose, compared to if you do that way, this is what you gain and this is what you lose and this is why" is far more informative and beneficial for people seeking understanding. A lot of times conventional wisdom is the right answer but every once in a while based on specific context it's not. I believe this is one of those cases with his build.
  7. I'm challenging your broad claims based on numbers in a vacuum comparing individual attacks from either AT. Context matters, because the result is that you gave snarky doubt about the damage potential of his specific build based on information taken out of context. Now he can take your word for it and go on believing that his 1st build does more damage than a damage oriented sentinel. But I know at least 2 accomplished builders/players that will say otherwise.
  8. I relegated beam to defenders/corruptors. Whenever people extoll the virtues of beam it's not that it can kill packs fast but rather as an AV/GM killer. I prefer blasters that have the means to deal with packs quickly and have good ST damage. I can fix the latter with procs, I can't fix the former if the powerset doesn't have meaningful AoEs to begin with. There is always that argument that you can just compliment the lack of AoE with blaster secondaries. I can also pair fire, water, DP, electric and any other primaries that have targetted AoEs or PbAoEs that synergize with melee blasting with those melee blasting secondaries and a lot of them don't have to deal with redraw. That said there is nothing wrong with making a beam blaster. But you'll need to adjust your expectations on what that build excels at.
  9. It works in PvE as well. I prefer psychic mastery for procced out dominate and the set bonus you can get from world of confusion. You can get creative with theme, radiation leads to mutations and you developed mental powers which could explain both kin and psy. If you are team oriented I wouldn't put off increase density until so late. Anti-mez powers regardless of what form are always appreciated by those that lack mez protection especially early on in their career. Additionally it is one of very few anti-mez that actually grants knockback protection, mastermind henchmen love it. I'd take ID no later than level 24, when you start to encounter more mobs that mez. You can keep both SB and ID on a whole team by buffing towards the end of each combat during the clean up phase, Kin/rad is a mobile combination, you want to get into melee range to tag mobs with irradiate which make them easier to hit, you need to be close to mobs for transfusion and transference and to get maximum benefit from fulcrum shift. However, you don't want to stay in that range too long, which means you will be zipping in and out of melee range because if you get stuck in melee range with no defenses you are going to be in trouble. Enemy immobilization powers and other mezzes will run rampant as the game progresses, you may not have all the answers to mezzes but you can at least protect yourself from immobilization. I prefer combat jumping for the immobilization protection it offers. If you really want to fly get a P2W jetpack. You also may not need aim so early, that only helps yourself. If you are team oriented Tactic helps the whole team and provides an answer to blind. I don't take assault especially for kins that have the potential to cap damage without that toggle, but for the leveling process some people advocate it. Early game progression can look like this: 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 49 Magic Defender Primary Power Set: Kinetics Secondary Power Set: Radiation Blast Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Hero Profile: Level 1: Transfusion -- Empty(A) Level 1: Neutrino Bolt -- Empty(A) Level 2: Siphon Power -- Empty(A) Level 4: Irradiate -- Empty(A) Level 6: Siphon Speed -- Empty(A) Level 8: [Empty] Level 10: Combat Jumping -- Empty(A) Level 12: Speed Boost -- Empty(A) Level 14: Hasten -- Empty(A) Level 16: Proton Volley -- Empty(A) Level 18: Maneuvers -- Empty(A) Level 20: Tactics -- Empty(A) Level 22: Increase Density -- Empty(A) Level 24: [Empty] Level 26: Transference -- Empty(A) Level 28: Cosmic Burst -- Empty(A) Level 30: [Empty] Level 32: Fulcrum Shift -- Empty(A) Level 35: Neutron Bomb -- Empty(A) Level 38: Atomic Blast -- Empty(A) Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] 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 -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 49: Quick Form ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;670;326;652;HEX;| |78DA65D0ED4AC2501807F0B354C2B7444C490C16825FFA30BA83C0AC3EA831EC02C| |6D88EF3806CCBCDC88FDD50F71211D545F47207EBBFA7470DF76C67ECFCF83F8773| |CEF8615079BA7E3C17DAC1C5DC8E226B20A7D277E5A230B63DE588B4F6315A6BB7F| |ACBE9D4182A5FC6CA89F40D4F6CDF93AE31B15D65C72AF0AD3E968B45C50C82B931| |9276A87CAF4493DB504AB7B676F446331556697EA5BC598CE0E165A81CC38C56CE4| |C39D6180BC9C5EA08DB38C1F0F704578217259E331240343CA968242F901C677224| |779002670A24E92769E1B8450E16892304CB2C65922E3255962AC92B3235961A491| |D993A4B9DA40169B0344816E86AB234B75B5882DBCC6DE2374887A5B30DDE83753E| |824EFC0EE972B04BF201E9B1F4B6AD3B759CDFBDC251466E52D1481233CFBF9B0BF| |E2C41B4FFF29D91AF8CFC6464782AC4D9DFCAC92F78CBE8DF| |-------------------------------------------------------------------| Level 8 is your travel power pick, or if you choose to use the P2W travel powers you can fit another attack there. You have one power pool left, some people go fighting for weave and shoot for softcap defense, others do without. Epics is up to you as well, procced out dominate does a lot of damage and shores up your single target attack rotation which is desirable against harder targets like AVs/GMs. Sure you can spam neutrino bolt all day but wouldn't you rather have an attack that can do the damage of 9-10 neutrino bolts in one shot?
  10. Look at this thread and the first build posted and tell me if you think a well built/procced sentinel can't do more damage than that. My answer to Sentinels - Blaster - Homecoming (homecomingservers.com) Context is important. Snarky has a specific set of build goals and two very accomplished players/builders have already chimed in on how an offense oriented sentinel can suit that purpose better by being more survivable and do more consistent damage.
  11. I mentioned higher +dmg with Siphon Power. The reality is that a lot of builds skip it. There is the theoretical, and then there is reality and that's the crux of my post. I see this combo touted as the best pairing but it's always in the context of the best case scenario. I'm not arguing that. The reality is in today's meta on teams that best case scenario is not often achievable. You can drag some mobs to an AV for a one time FS but your teammates are going to blow those up and then what? keep leaving the fight to drag mobs over to keep FS up? While I applaud the dedication I don't think it's practical. What if you run out of fodder in the vicinity or there is none to begin with, then what? The merits of screech and shout still carry the same weight when paired with a agile debuff set like poison which doesn't require the level of setup that kin does. I also mention the notion of stacking aoe -res debuff + massive +dmg in a single encounter which is extremely impractical due to 1 - animation time and 2 - playstyle range differences. I've played my rad/kin corruptor, my fire/kin troller and my beast/kin mm quite a bit and this is my observation on high level teams. The feel bad moments are very real. Like I said, you have to play very selfishly to get the most out of kin but then what's the point in teaming? Keep in mind the context of my discussion is the combo as it relates to teams, as noted in my opening statement.
  12. It should be easy to test both builds and gauge their effectiveness/sustainability against the odds you describe on test. I think the sentinel will be more consistent both in damage output and survival. Where it may lose out on burst AoE, it has better tools to deal with problem targets or harder targets and sometimes putting those down ASAP can make a big difference in your chances of survival. Single target killing speed matters, and I see that as blaster electric blast's biggest weakness.
  13. Isn't that part of the reason you sacrificed so much to build for defenses? Which do you want? to do damage or survive? It's hard to fit both in especially if you are aiming at the extremes of either spectrum.
  14. Let's not use that. His templates serve a different purpose. This is what I fiddled around with 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 49 Mutation Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Invulnerability Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Charged Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(7), SprWntBit-Rchg/SlowProc(7) Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(40), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(40) Level 2: Lightning Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(9), SprSntWar-Acc/Dmg/Rchg(9), SprSntWar-Acc/Dmg/EndRdx(11), SprSntWar-Acc/Dmg/EndRdx/Rchg(13), SprSntWar-Rchg/+Absorb(13) Level 4: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(5), WntGif-ResSlow(48) Level 6: Ball Lightning -- Ann-ResDeb%(A), Bmbdmt-+FireDmg(34), JvlVll-Dam%(34), PstBls-Dam%(34), SprFrzBls-Acc/Dmg(36), SprFrzBls-Acc/Dmg/EndRdx(37) Level 8: Zapping Bolt -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(25), SprOppStr-Acc/Dmg/Rchg(25), SprOppStr-Acc/Dmg/EndRdx(27), SprOppStr-Acc/Dmg/EndRdx/Rchg(27), SprOppStr-Rchg/+Opportunity(33) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Tesla Cage -- Apc-Dam%(A), UnbCns-Dam%(17), GldJvl-Dam%(21), GhsWdwEmb-Dam%(21), Apc-Dmg(23), NrnSht-Dam%(23) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(15), Rct-Def/EndRdx(15), Rct-ResDam%(17) Level 16: Unyielding -- HO:Ribo(A) Level 18: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(19), GssSynFr--Build%(19) Level 20: Environmental Resistance -- StdPrt-ResDam/Def+(A) Level 22: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(47), HO:Cyto(48) Level 24: Kick -- Empty(A) Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(49) Level 28: Invincible -- LucoftheG-Def/Rchg+(A), RctRtc-ToHit(29), RctRtc-Pcptn(29), HO:Cyto(33), HO:Cyto(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Thunderous Blast -- Rgn-Dmg/Rchg(A), Rgn-Dmg(37), Rgn-Acc/Dmg/Rchg(37), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Mind Probe -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(46), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(47) Level 41: Dominate -- Dcm-Build%(A), GldJvl-Dam%(42), NrnSht-Dam%(42), GhsWdwEmb-Dam%(42), GldNet-Dam%(43), Dmg-I(43) Level 44: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(45), Pnc-Heal/Rchg(45), Pnc-Heal/EndRedux/Rchg(45), Pnc-Heal(46) Level 47: Durability -- PrfShf-End%(A) Level 49: Resist Physical Damage -- GldArm-3defTpProc(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1353;673;1346;HEX;| |78DA65935B4F135110C7CFB65BA1E5D2628182F446B9F4CA52507CF40214824242E| |403342B1C61CDBA907631F2E8A7F0417C176FF1C1183F84D737AF6F2AA8114CD4A8| |0FA6CEEE7F401236DDFE766767FE3373CE9C992BE38DF726AF9E144AF398A957ABE| |53969D98625CDFA99555BB78D654B38571DDDC9DD4FE573BAB52817B49229E7ED8A| |31AF9BE5518AB5FF3B8CCB0BD2AA4A6DCABABC6A5AB2A29F374CC35E130DB3CBCBA| |636611A8B4B76C07D9E5B917221E83E4E4B7D4156AA4BC64A13DC1C2FC35AEC2CAD| |18F3DA9EF66CD528CF50365959EBA0AA12747F4CD39FE2D459F3899BAA1043AAF06| |C306F81EA6DF0D01DE65DF054662FD62B7E785D5BFA27F337F30FB8497914CEA33C| |467CFD13E65330F00C6C7CCE7C01FA6909BD88F578DB14D4F4975E63AA18EC82FE1| |6E9FB04F47D9BB0757B7C608ADF1F09973D0FA0DBFB10FC94C62E39B1752F61EB78| |C57C0D1E79C37C0B26DF81290AF4A336C59F877E80F985741BB8E786218F6B0B4D8| |1AD05D4D47A09FDB4171CBB5FB4EB8ADB570BE936F1DA3671CFCDDB8869DE0143DF| |C1FB592182F015C11304D52B3E53EE16F4E4695927EDB02A0E5F676EA08612ED5F9| |8E3C211E40D53DE365EEB36F6D7387E7004DA1EF289405B446A74092F593AB9DA4E| |9E847E9E84C15F6091276282B276C157EDE2CEA29C297A034C72A65DAAA41F63FD1| |8C7C427A0173FC33C0B6EA731D98E7EE2283AED1D661E03FB4798C7C149AA29C55D| |A758BF27C46C05DFD32AF7B16E5F3FE272697020C3CC825A0EFC4031199EACCC3A2| |1AD8A2CEF7C96773ACB13902BC19E8B617AC62830CFEB948FE25B21C68C3313E040| |121CA5188D7754BB861A4E93ADC8B6E230FCA2AAE0AB463F67072F669DB3EC9CA05| |A6DFAC0D759950F3A5914D7F235B0779ED9B2B3DFD2CD7B71C0EBDB7E0B57F80F32| |9CD75B| |-------------------------------------------------------------------| Your nuke is up every fight, that and a few ball lightnings will take care of the trash, ST is what matters to finish up the harder targets. Tesla and dominate are both well-procced, and I fit all the -res procs that I can fit. Tactics is taken early to offset the lack of ACC slotting in the proc powers. I also don't believe you need to be at the softcap. the build and the playstyle it endorses will make you safe enough even with just 40% defense against most content. Barrier and misc team buffs can top you off. and that allows you to move slots to take care of recovery.
  15. I was looking at invul as an approximate counterpart to what you have as far as your survival goals. The only thing it can't mimic is the +recharge from time lord. However it's focus on typed defense means you can sink a lot of slots to cover the various damage types and thus lose out on proc opportunities. SR might be a better pick, you can effectively not bother with melee and aoe defense and just build range defense if the game plan is to stay at range. Less investment in slots, high DDR, and quickness gives you a bit of recharge.
  16. You might want to consider a rad/nin so you can take ALL the procs 😬 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 Mutation Blaster Primary Power Set: Radiation Blast Secondary Power Set: Ninja Training Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: X-Ray Beam -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(34), SprDfnBrr-Acc/Dmg/Rchg(34), SprDfnBrr-Acc/Dmg/EndRdx(34), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(36), SprDfnBrr-Rchg/+Status Protect(36) Level 1: Immobilizing Dart -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(45) Level 2: Irradiate -- AchHee-ResDeb%(A), FuroftheG-ResDeb%(3), TchofLadG-%Dam(3), Obl-%Dam(5), SprAvl-Acc/Dmg(7), SprAvl-Acc/Dmg/EndRdx(7) Level 4: Super Speed -- WntGif-ResSlow(A), BlsoftheZ-ResKB(40) Level 6: Choking Powder -- Dcm-Build%(A), NrnSht-Dam%(9), GhsWdwEmb-Dam%(11), UnbCns-Dam%(11), GldJvl-Dam%(13), GldNet-Dam%(13) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9) Level 10: Shinobi -- LucoftheG-Def/Rchg+(A), HO:Cyto(49) Level 12: Proton Volley -- StnoftheM-Dam%(A), GldJvl-Dam%(19), Apc-Dam%(19), TchofLadG-%Dam(21), Apc-Dmg(21), ShlBrk-%Dam(23) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(15), Rct-Def/EndRdx(15), Rct-ResDam%(17) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Cosmic Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/EndRdx(25), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(33), SprBlsWrt-Rchg/Dmg%(33) Level 20: Kuji-In Toh -- EndMod-I(A), EndMod-I(45) Level 22: Tactics -- HO:Cyto(A) Level 24: Kick -- Empty(A) Level 26: Neutron Bomb -- Ann-ResDeb%(A), Bmbdmt-+FireDmg(27), ShlBrk-%Dam(27), TchofLadG-%Dam(29), SprFrzBls-Acc/Dmg(29), SprFrzBls-Acc/Dmg/EndRdx(33) Level 28: Tough -- GldArm-3defTpProc(A), HO:Ribo(46) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Atomic Blast -- Arm-Dmg(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37) Level 35: Aim -- GssSynFr--Build%(A) Level 38: Golden Dragonfly -- Obl-%Dam(A), Arm-Dam%(39), Erd-%Dam(39), TchofLadG-%Dam(39), Dmg-I(40), FrcFdb-Rechg%(40) Level 41: Sting of the Wasp -- Hct-Dmg(A), Hct-Dmg/Rchg(42), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(43) Level 44: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-Max HP%(46) Level 47: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(47), CrcPrs-Acc/Conf/Rchg(47), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(48), CrcPrs-Conf%(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Musculature Radial Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1376;680;1360;HEX;| |78DA65934B4F135114C7EF9DB9E5515A4AA9A520B44091B6B4652C2626BE4954300| |235045CA95026B68131D836A524BA74E16730D18A5BDF2BE3DE0FC0CEA57B578209| |627CC4D4D3FB3F541326EDFCE69E73CF39FF73E64EF6DE65CFDB2B0F2685F45E5AB| |737367217E95E2D54DAB29B55BBEA948AA271B5D23FC29EDC825D5C2DE4AD053BEF| |E81D0869BA1737CBE552A56A5D738A77ECDCF58AED149DE2AA70CF974AEBD662B95| |0C87BF4E35CC12E93C377B0C8172A1B6B4ED9ABD7D3CEEA5A95BCA1A9B273DB3A48| |9DDDCC65F5D3FD5E1214A5FF0D2FDD644362DD25841262428961C934982638A2982| |E702FD18C55E2396CC997CC5760FA35F30D7893EA49AE273F1842049430264DED33| |B6691D56A4C2D46CA921A6658BEBD2144D3DCEBA34FB1113FF6468EE931617E775D| |5087125DA6CA9F3B8EF4ABDC77D157B3D69C47AA6C01ECADB8A58D91AC4DEB63F42| |C77EA7BCEDEC6B675FE6242D952996A9970EAED9F151685F37E7EE9E40AD23DBCC7| |483EDA2A705BDF9A9A617B1A697F376EE20B67317ECDA03A3B4D7C71A7C29D4E962| |E648839F35F81F733F4FC0DE1AF32938B4C57C06FEA0DE029C373024B4BE3433403| |583F08920F76B902D84F98B509D2EB142D5FBB87ADF67643D6AB840EE74802730F0| |0E6F71E83D6852B67EAEDE7F02B1E3175049912FCCD309F37422D3D8139961CE823| |66918842A35780AB5464E83C7CE30CF32CF814B5E9CFE4627D117B0FDA6698C722F| |A37C0263E7E18BEDE064C6B8977818538A3FC4FA1BC52658432206DB589C99608E8| |1C92428FC42A450CF48857052C7F7790E3FC15F94D4624DD62DC4594BCC65F0788E| |B9C2B4F9C4D10C33DC63866738A0045F75FA35DEE0B06A7EC3F5B943DE79C54EB24| |86DF9E26E7EBF6CD9FD67917218BAD58CD45FE0CEA1DD5FFFB73C82D2D9645329AE| |B900D959D45F0E8BD4CD| |-------------------------------------------------------------------|
  17. You are being too generous, make them work for it. Make them pass the hollows challenge. Be level 1-2, run through hollows from the AP entry to the skyway entrance, no temp/travel powers, no cheating with using emailed inspirations, just sprint. They must run through the igneous infested gulch. And they have to do all this without dying.
  18. There is only one... single... all round OP brute build. Often imitated, but never duplicated, the one, the only... Staff/Regen with Whirlwind. That last part is half the OP, maybe 75% of it. Preach the Gospel of SPIN!
  19. I think you succeeded in creating a blaster that does less damage than its sentinel counterpart and meanwhile has less survival as well (hello mezzes) More context. Sentinels get a true T3 blast, Tesla Cage does good damage, and they also have access to dominate, which means they will have a more complete ST attack chain than what you have. Their nukes also recharge faster and that offsets the AoE capabilities between the two ATs somewhat. Furthermore sentinels get mez protection and some sets can reach defense softcap with less investment, which means they have the additional luxury of fitting damage procs into tesla cage and/or dominate, further widening the ST damage gap. I'm an advocate of fully utilizing the tools given to you and this build is a good example of what happens when you make every effort to play against the strengths of what's given to you. The ROI on all that you invested into making your character safe is not worth the sacrifice you made in damage output, remember dead things don't fight back, that is the blaster mantra. When the build can't even compete against it's sentinel counterpart in the one area it should excel in, I would call it gimp. But I have no doubt that you can still play through content with a build like that, the game is so easy that you can have fun with even sub-optimal builds. Perhaps this should be a build challenge: "How do I make my blaster do less damage than it's sentinel counterpart?" Feed the sentinel community some positivity and make them feel like the AT doesn't completely underperform.
  20. I'm sure that people have done this before. The board is flooded with softcap builds so let's do something different. The goal is to create a kinetics build and use a lot of procs to push potential damage beyond damage cap. Of all the blast sets Rad is the best mix of proc potential, synergy, and melee-friendliness. So far I have not found myself really wanting/needing softcap on teams. I might not be as hyper aggressive as my softcap builds but this can still keep up on apex/tin and other frantic speed runs. Few observations: Kin's taken a dip in endgame team effectiveness because things die so quickly. There are a lot more "feel bad" moments where kin powers fail due to prematurely dead targets and there are less opportunities to get that saturated FS because there's always someone rushing ahead engaging the next spawn before you and the rest of the team gets there, You almost have to say "f* the rest of the team" and go chase the FS buff just for yourself to get consistent saturated FS buff. Repel's (KD proc) value to kin survival is debatable. It's proc chance is low and end drain is high. I can handle whirlwind on my staff/regen brute due to end discount and higher recovery but on a kin it means you will need to constantly fire transference which cuts in to your ability to do other stuff. Dead things don't fight back and your endurance is better served making sure things die. I'll most likely replace repel with siphon power and throw an extra slot into health for a miracle recovery proc to help with exemp content end recovery. Speaking of recovery, recovery serum is your friend for lower level exemp content. It's cheap, and you will absolutely need it. Get Tactics + kismet proc asap (after you get your core powers appropriate for your level progression). Irradiate is nice, but the additional to-hit offers additional insurance to make sure you hit with irradiate so that all your other powers hit. If you care about exemping down for lower level content this is the power pick progression to ensure that you can be effective throughout your career. If you like living life dangerously, this is the build for you! 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! Nuuka Panda: Level 50 Mutation Corruptor Primary Power Set: Radiation Blast Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Psychic Mastery Villain Profile: Level 1: X-Ray Beam -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/EndRdx/Rchg(9), SprScrBls-Acc/Dmg/EndRdx/Rchg(15), SprWntBit-Acc/Dmg(17), SprWntBit-Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(43) Level 1: Transfusion -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(23), TchoftheN-Acc/EndRdx/Rchg(25), TchoftheN-Heal/HP/Regen/Rchg(25), ThfofEss-Acc/Heal(39) Level 2: Irradiate -- FuroftheG-ResDeb%(A), ScrDrv-Dam%(3), Arm-Dam%(3), Obl-%Dam(5), TchofLadG-%Dam(5), HO:Nucle(7) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(15) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7) Level 8: Proton Volley -- GldJvl-Dam%(A), AchHee-ResDeb%(9), TchofLadG-%Dam(11), StnoftheM-Dam%(11), Apc-Dam%(13), Apc-Dmg(13) Level 10: Siphon Speed -- RechRdx-I(A), Acc-I(40), RechRdx-I(43) Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(29), Rct-Def/EndRdx(33), Rct-ResDam%(42) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 16: Increase Density -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(46) Level 18: Cosmic Burst -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(19), SprMlcoft-Acc/Dmg/Rchg(19), SprMlcoft-Dmg/EndRdx/Rchg(21), SprMlcoft-Acc/Dmg/EndRdx/Rchg(21), SprMlcoft-Rchg/Dmg%(23) Level 20: Speed Boost -- WntGif-ResSlow(A) Level 22: Tactics -- HO:Cyto(A), ToHit-I(49) Level 24: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29) Level 26: Neutron Bomb -- Ann-ResDeb%(A), Bmbdmt-+FireDmg(27), JvlVll-Dam%(27), TchofLadG-%Dam(33), Rgn-Dmg(33), ShlBrk-%Dam(34) Level 28: Tough -- GldArm-3defTpProc(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Atomic Blast -- Obl-%Dam(A), ScrDrv-Dam%(34), TchofLadG-%Dam(34), SprScrBls-Dmg/Rchg(37), SprScrBls-Acc/Dmg/Rchg(39), SprScrBls-Rchg/+End(39) Level 35: Transference -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(36), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/Acc/End(36), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37) Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(40) Level 41: Repel -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(42), EndRdx-I(42) Level 44: Dominate -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(45), NrnSht-Dam%(45), Dcm-Build%(45), GldJvl-Dam%(46), GldNet-Dam%(46) Level 47: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(47), CrcPrs-Acc/Conf/Rchg(47), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(48), CrcPrs-Conf%(48) Level 49: Aim -- GssSynFr--Build%(A) Level 1: Scourge Level 1: Brawl -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/Rchg(43) 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 50: Vigor Core Paragon Level 50: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1434;728;1456;HEX;| |78DA4D934B4F534114C767EEBDA5500A054B296FDA42A1A50F81C48506C58060103| |015171AA3D69BF6023762DBF4914858B970EF63E1C60F2009A27E04F73E033BDCB9| |702598B0507CA41EEEFF507A939BDF9C73E6CCF9CF9999F9FB179C9B171F8C0BE99| |A5CD10B85E464369F2FE58AD97CED7CA9A817CD6C461542D45F2E95EEEABE849E49| |EB76B27D9569C9053DB364A4E30B7ADAB4A62727689DA2F778C2446971313E6B668| |CA2992A0847229B5D895FCD1946DA690DE70C3D6766965C4746DAC81796CD5C8365| |4F9B4BCB458AB64CE5CC543C51584D2D9BA9E43C1530F2AB6D242448FF6945F057B| |6897E4D88114DD40E828D21B0E90538B80E0E6D80EF642557136ED5F2B57AC0362F| |B3051C7011BB357186EA49AE27C71153D6C87413CF2A96AD09F8B5F7B06BC628AEA| |9A28FBAA72257AA5F106BDC015B29669388D93C1279FF8455738CA6D845AB55D31E| |858EDAB78A55D3C1351CDBC2A27304B6330A7EA4A5EAE46193CA4A5DE4704E9D18E| |C0087D86EA6DAF5A8ADD673EDAE5DECC1B70786F7C100CD6D609D0D9CDFC4FC447E| |17C75C5E69E98C1D20EF1C496846CCD6BC01DF8997CC4DB0E515F3359FC51BF033E| |5B9D137E1EE84CF4D3A3C5CCB738A6057C5F02874488A79B9CFDE4738EBAEC7E038| |E968671DEDDFB05687620303BC67EEA96F14F4D7A0E72AADDBC93A3A47F98CC9D7C| |DBDEBE6DEF54C23D67389390B9EA7E57AB9762FDF11FF1ACED8CF35FB83D03930C0| |0C835B9417E07B17F8095FDF2FE601F337D8FF87F917DCA6DCA07458FD0846704F8| |EEEC0078A85B0AE12FA8AF9E187D012F663EE16498DB0EEC80C62D17BD86B54C739| |479F5398DE5D2C8A7DC5A6C07DA71071CE8DDF446EFC16F3367832C9BCC3D4C1C3E| |734CCFD1E5E876F8624E20196CB5D5AE5FD4AF184DFF65370EE38468F0EB909ADF2| |76852CD327BE5353A4644F0CBBDDADF685E0DBABF6F9B1B31FD5BE67A8303B54515| |CF6D0151C61A5571CC7E36B55E3EB55E31B55E3FF5243CD84| |-------------------------------------------------------------------|
  21. Welcome to the cool people club. I rolled up an elec/regen after taking a random roll challenge Slot Machine's Random Challenge - General Discussion - Homecoming (homecomingservers.com) It's not the most synergistic or potent combo but that was the point with the challenge and I had fun with it. Originally my build used Whirlwind but I found that quick recovery alone is not enough to sustain it so I dropped that in favor of darkest night. Here's my build now As I noted in several posts about regen builds. Don't skimp on slow resistance, it'll be the death of you. 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! McPanda: Level 50 Natural Brute Primary Power Set: Electrical Melee Secondary Power Set: Regeneration Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Havoc Punch -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Rech/Fury%(3), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5) Level 1: Fast Healing -- Mrc-Rcvry+(A) Level 2: Jacobs Ladder -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(7), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34), SprUnrFur-Rchg/+Regen/+End(34) Level 4: Quick Recovery -- PrfShf-End%(A) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7), WntGif-ResSlow(50) Level 8: Thunder Strike -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(9), FuroftheG-Acc/Dmg(9), SprBrtFur-Acc/Dmg(19), SprBrtFur-Dmg/EndRdx/Rchg(21), SprBrtFur-Acc/Dmg/EndRdx/Rchg(21) Level 10: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(11), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(19) Level 12: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(13), GssSynFr--Build%(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Integration -- TrmIns-Taunt(A), TrmIns-Taunt/Rchg(17), TrmIns-Stun%(17) Level 18: Chain Induction -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/EndRdx/Rchg(23), KntCmb-Knock%(31), SprBlsCol-Acc/Dmg(33), SprBlsCol-Rchg/HoldProc(33) Level 20: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(37), KntCmb-Dmg/EndRdx/Rchg(39) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(37) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Lightning Clap -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(27), AbsAmz-Acc/Rchg(46), Acc-I(46) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(29), Rct-Def/EndRdx(29), Rct-ResDam%(31) Level 30: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(31) Level 32: Lightning Rod -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40), Arm-Dam%(40), FrcFdb-Rechg%(40) Level 35: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43) Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(46), RechRdx-I(50) Level 41: Dark Obliteration -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(45), Rgn-Knock%(45), Ann-ResDeb%(45) Level 44: Darkest Night -- HO:Enzym(A) Level 47: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(48), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(48), Pnc-Heal(50) Level 49: Resilience -- StdPrt-ResDam/Def+(A) Level 1: Fury 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) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1353;669;1338;HEX;| |78DA4D94CB4F534114C6E7F6DE5A1E05AC0581D207545E0A6DA92F226A481430416| |A2AB8273765284D9AB6694BE2DB68E2DE188D0BC1808F851BFF25172E5C09266AA2| |0BADE7DEEF839484FCE69E398F6FCE9C69E6F69CFFD3B5C7B3CA68BF5AB46BB5D52| |BD5CDBAF6DDB0EB9B55BB682AA57C995CD62EADD93E5987DDDDD58C2E6A9D9C2FEA| |5CBD5AC8D9451842D89CD3EBBA54D3C9659DD7255DB5EB857249F9B3E57231B9A4E| |D4AA1946F733F562A5AAF75B8CB85427EA32E1B5D075E6BBA5ADB28547AE72B855C| |126957CA9B52C7AED575F54E9F4889C9FF3F75F0D7B0D4AE884D5BCAF396FC005AC| |F2DF00578B75BDC0D3746A945598C59CE4A19B0798D2DF81DD90607DF80433BE42E| |1900EF4B3E93F9CC571ED7765C7AE585CDE3ED3190EFAF7C462C951E802EA79E0FD| |ABDBEA7886B99C55ECB0C786C07EC7E47BE07EF49CD569EBB350C5B5B848C829D31| |E618049D33B723C6D3BE25F58296F2BF263FA27E5C047540B7D1312148B7AA4EF2A| |1D4ECE299BA34E28EAE9379D0E94380670A640571E9C54D72058CDE02079FB1BF2F| |41436A07116B06193BCCD8E1657094394CF1ED8116ABE734CE77E227F98BFC0D0EF| |FE11C484C2F62CC5EDE49DF82E99EAD6F110C5DA7AF6CF7534BFF17E80BF18E1219| |8FEB9B08A12F01C93BC0BC03CC1BDE439EF03E18FD0106C537C2FE46D8FBE836E8C| |C4B8C3318BB805AA333E44570EC127999A4A69CA48FB31FF149D84E26C91439059E| |4A834FE43E47380F23D49DE05DA7492D79C7A969FC0CE3CF92E7C0C9F3E434F9156| |7FDEC576A82EF62625A6099EA81D44C726E939CDB14E736C5B94D716ED39CDB4712| |33C53C53CE05CA1B5AB00EDF70236C1DFE06389F8D865AB29A5EB80955598B26B11| |9AED7B7B6C337AF8C8472BDF69A6DE3B0ED37DB86A0E97BB38D6FFE3F0B6CB826| |-------------------------------------------------------------------|
  22. If you scour the forums you will find most posts claiming that Sonic Blast is the most optimal pairing for Kinetics for teams because +dmg and -resist have a lot of synergy. Let's breakdown why some things look good on paper but really isn't that good in practice. 1 - Animation times matter. 2+ seconds for Fulcrum Shift and 2+ seconds on most sonic attacks. On high level teams where everyone is throwing judgements you have barely enough time to cast FS before most things (especially your anchor) die anyway. But wait! theory crafters will say that you fire off FS for the first spawn and then open with howl the next. Ok, when's the last time you saw high level teams actually care about teamwork and coordinate? You think those softcapped whatever ATs will wait up for you or the rest of the team before they decide to go solo the next mob while some folks are still trying to clean up the bosses that their judgement didn't kill? At best you play selfish and get that FS for yourself, teammates be damned because they are the ones most likely to screw up your plan by killing your anchors. And if you choose to play solo like that Sonic is horrible because all the attacks are slow and you need to reposition to take advantage of the low damage cones (more on that later). there's no alacrity in your killing speed even with the -res sonic offers. 2 - AV/GM force multiplier is a lie. People also say that it's great for AV/hard targets. How many AV/GM fights do you have the benefit of fully saturating the team with FS? I'd rather bring a debuffing set that offers more -res/regen for those targets than boosting on average 20-25% damage to select members of the team depending on how you and teammates position themselves, a little more +dmg if you actually bothered to take siphon power. Kin is still good for those fights because it offers a good bit of sustainability for the team, but it's not that much of a force multiplier without fodder to fuel FS. 3 - Range vs melee. This applies to both the kin player and teammates. There will always be people too scared to go into melee who will miss out on all the Kin benefits. On the other hand Kin and Sonic have wildly disparate playstyles. One encourages melee and the other range with all the cones. This ties into the 1st point. Now you have to waste time repositioning to use either your kin powers or your sonic powers, that little bit of time matters. TL;DR Kin/Sonic isn't all that it's cracked up to be.
  23. Nemu

    Hm, boy.

    You posted in general asking for how blasters deal with mobs but I'm going to respond here. You are level 20, what level are the mobs you are fighting? What are your power picks and how are they slotted? Do you stand still and trade blows? kite? use line of sight to buy you time? How often do you move during a fight?
  24. Elec/Energy blaster is better suited for AoE drain. You want to drain quickly and powerboost + Short Circuit ramps that up quite a bit compared to other options, this is less prone to disruption as well because you can activate power boost prior to engaging mobs. Elec/Elec blasters can potentially drain faster with powersink and SC but powersink has a much smaller radius than SC and you'll be lucky to tag 5 mobs near you. Vs Single targets Elec/Elec has an edge since every attack drains and you have access to more attacks that have -recovery. /Elec has other tools for mitigation and those can also be used to buy you time to drain mobs around you. Both are good, I prefer elec/energy as a pure all purpose sapper however. Both can do +4/8, Elec/Energy can get mitigation through sapping alone, and Elec/Elec will use it's bag of tools in addition to sapping for mitigation.
  25. And Assault Rifle/Bear livers are patriotic. ABearica!
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