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Debate: Softcap for non-melee/defensive ATs often not worth it
Nemu replied to Zeraphia's topic in General Discussion
Yes and no. It's not needed for lowbie teams running +0 or Incarnate teams where destinies and judgements are all over the place and where incarnate shift puts you at -1 to level 54 mobs. I've run speed Yin or Citadel with only 28% ish S/L defense on my melee blaster and did fine but I also suspect killing stuff fast and inducing mob fear AI contributes a lot of that blaster's survival. Squishies that kill slower may find that level of defense insufficient in a drawn out war of attrition, the damage/debuff from fodder really add up. If it was just them vs a vanilla boss or two I think 28-30%ish defense is more than sufficient to deal with them. It absolutely makes a difference on those level 25 +4 Talos radio teams and most pre-incarnate teams at +4. PUGs mean you don't always have the benefit of support. It also matters what you are fighting. Warriors and council and the like,,, you can sleep through those. Arachnos, IDF, vanguard, etc,,,? Yeah it makes a noticeable difference, Even if the tarantula mistress debuff hits you'd still have around 25-30% defense and that helps shrug off a few attacks from other fodder, especially the mu attacks that drain your end. I get the theory for building for 1-2 purple insp short of softcap and shore up on resist and take ROP. The benefits presented being that ROP = breakfree+rugged and you can take more hits with resist and it helps you diversify your inspiration use to beyond just breakfrees on squishies, and that you can shift build focus towards more recharge/procs. I tried such a build on my melee blaster against +4 non incarnate arachnos radios with a PUG team in founders, hated it. I had to deal with getting hit more which meant I also had to deal with blind, mez, and end drain. I NEVER get detoggled due to my end getting drained on my def softcapp build, and I was getting detoggled due to that multiple times in the mission with the ROP build, and on top of that ROP is up 50% of the time at best. Whereas with a softcapped build I only needed to worry about breakfrees and a purple or yellow to handle the def debuffs every now and then, now I have to chug yellows, blues, purples, greens, and even breakfrees during ROP downtime. Being true +4 con means I'm also not two shotting everything outside of inferno, and my defenses don't hold up over time in this battle of attrition. That build is an end game build or at the very least, a build more dependent on team buffs/incarnates. I prefer not to rely on incarnates to reach my performance expectations. That is an important consideration for those that like to exemp down. I understand the squish factor of going with a defense epic, but I never had too many problems with that. The key is movement and knowing when to get out of the danger zone. -
You can do Miss liberty TF or Lord Recluse strike forces to earn hamidon origin enhancements. You can also do Hami Raids if your computer can handle 50 man raids. The Ribosomes are fairly cheap on the AH, you should be able to find those in the auction house under enhancements - special enhancements - enhance damage resistance. Make sure you select the level 50 ones. You can get a level 53 if you have the inf but it's not worth it for the build I posted. If you want to learn how to joust attacks I can teach you. In game global @Nemu, I usually hang out on excelsior but I have Jezebel on all the shards except reunion.
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Fire blast has aim, with a gaussians proc it'll replace the need for build up in the secondary for the nuke. Fire/Dev is fine. As for getting melee defense up, unnecessary. Range defense if far more important. Learn to joust Inferno, that'll minimize your exposure to melee attacks. Inferno and trip mine both have a fairly good radius, that means you can also practice positioning when you are using those powers, do you need to be right in the thick of it? nope. A lot of time you can stand around the edge of battle just shy of melee/pbaoe retaliation range and still tag everything with inferno. Trip mine is trickier, you can't joust it, but you'll just have to create opportunities or seize them when you see an opening to use it. I'd get fire breath, it can be used to 2 shot minions with fireball, /dev does lean towards ranged play a bit more than other melee-centric blaster secondaries so FB is a good fit here. I'd also get gun drone because that's free damage and a good mule for some recharge and range def bonuses at worst. I'd drop the fly pool and assault and pick up combat jumping for more maneuverability. If you really want to fly get a jetpack. There are way too many PVP IOs in this build that serves little purpose or can have their bonuses replaced with cheaper IOs. The 6 PVP resist set offers 2.5% range defense, worth it? I think not. You can easily 2 slot any travel power with 2 blessing of zephyrs and match that bonus with only 2 invested slots, 4 if you count the default slot. The defense PVP IO at 4 and 5 slots grant you resistance, but you are not stacking those heavily and those slots can be put to better use elsewhere. 3 Slot the def PVP set for the HP bonus and that's enough. Bonfire doesn't need those extra explosive strike slots. 1 kb-KD, 1 force feedback bare minimum, If you have spare slots recharge. You don't need ACC. treat it as a mitigation tool first and foremost. This is a fairly budget build, given the budget you already sank into your latest build. 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 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Devices Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17) Level 1: Toxic Web Grenade -- Acc-I(A) Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(3), Artl-Dam/Rech(3), Artl-Acc/Dam/Rech(5), Artl-Acc/Rech/Rng(5), Artl-End/Rech/Rng(7) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(43), BlsoftheZ-ResKB(43) Level 6: Caltrops -- Slow-I(A) Level 8: Fire Breath -- Artl-Acc/Rech/Rng(A), Artl-Acc/Dam(9), Dmg-I(9), Artl-End/Rech/Rng(11), Ann-ResDeb%(11), Ann-Acc/Dmg(13) Level 10: Targeting Drone -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(40) Level 12: Aim -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(37), RctRtc-ToHit(46) Level 14: Boxing -- Empty(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Blaze -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(19), Dcm-Acc/EndRdx/Rchg(19), Dcm-Acc/Dmg/Rchg(21), Dcm-Build%(21), Dmg-I(36) Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), PrfShf-End%(43) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(23), Rct-ResDam%(25) Level 24: Tough -- GldArm-3defTpProc(A), HO:Ribo(25) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Dam%(34) Level 28: Trip Mine -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(29), Erd-Dmg(29), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33), FuroftheG-ResDeb%(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Inferno -- Erd-Dmg(A), Erd-Dmg/Rchg(34), Erd-%Dam(36), ClvBlo-Acc/Dmg(37), ClvBlo-Dmg/Rchg(37), ClvBlo-Acc/Rchg(46) Level 35: Bonfire -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(36) Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40) Level 41: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(42), BslGaz-Acc/EndRdx/Rchg/Hold(42) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(46) Level 47: Rain of Fire -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(48), Artl-Dam/Rech(48), Artl-Dam/End(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Empty(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) Level 49: Quick Form ------------ This is how I would go about building a high end fire/dev. I like my slow resist but other people prefer to go crazy with recharge bonuses. 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 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Devices Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Flares -- 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: Toxic Web Grenade -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37) Level 2: Fire Ball -- Artl-Acc/Dam/Rech(A), Artl-Acc/Rech/Rng(9), Artl-End/Rech/Rng(15), Artl-Acc/Dam(17), Artl-Dam/End(17), Artl-Dam/Rech(25) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(9) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Fire Breath -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg(11), Ann-ResDeb%(11), Artl-End/Rech/Rng(13), Artl-Dam/End(13), Artl-Acc/Rech/Rng(15) Level 10: Targeting Drone -- HO:Cyto(A) Level 12: Aim -- GssSynFr--Build%(A) Level 14: Caltrops -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg/Rchg(43) Level 16: Boxing -- Empty(A) Level 18: Blaze -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dmg/Rchg(21) Level 20: Field Operative -- LucoftheG-Def/Rchg+(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(23), Rct-ResDam%(25) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Dam%(36) Level 28: Trip Mine -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(29), FuroftheG-ResDeb%(29), Erd-Dmg(40), Erd-Acc/Dmg/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(42) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34) Level 35: Bonfire -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(36) Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40) Level 41: Char -- HO:Nucle(A), GhsWdwEmb-Dam%(42), Dcm-Build%(43), Apc-Dam%(43), GldJvl-Dam%(45), UnbCns-Dam%(45) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(45), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46) Level 47: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Super Speed -- BlsoftheZ-ResKB(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Clr-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) Level 49: Quick Form ------------
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My Rig, Tru Story Bro!
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Player x joins a team "Hi where to?" That needs a tutorial. Too many people have no clue how to use the team window.
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I'm of the opinion it takes more thought to play an AT without inherent mez protection or defenses. To make that work in melee takes more effort and skill than an AT that has those inherently. As I said before, softcap defenses isn't the end all be all solution to melee blaster survival, there's a lot of skill, awareness and knowledge of the game that goes into making that playstyle successful beyond just defenses. And I've seen plenty of melee blasters with softcap defenses faceplant because they play them like a scrapper and are not aware of mob faction dynamics/debuffs/damage patches/priority targets... When everything can kill you, you become more aware and more knowledgeable of the enemies you face. I know I have an unpopular opinion about this but I really feel that melee blasters should be a per-requisite AT to take to 50 before melee ATs unlock. If you can survive playing a melee blaster you can pretty much play any AT in this game with a great deal of proficiency save MMs and Khelds, but that's more due to the technical demands of having numerous keybinds and whatnot. In addition you gain an understanding of threats, game mechanics and AT weaknesses that allow you to contribute more to a team than just "derrrp I'm going to skip 5 mobs ahead and solo stuff because I want to flex how awesome my copied build is."
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Sure as long as we all agree that people that gravitate towards melee ATs because of lol pylon tests are dumb AF and can't play anything more complex than training wheel ATs. And battle maiden in Apex says hi. Smiley face because I'm joking, not really, but seriously, I'm joking, or am I? Wait I see what you are doing... Yes blasters are weak. Buff Blasters!
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I use ERTF for movement so I have the surrounding keys available for binds and shift+binds. I have target next enemy bound to Y and target closest bound to A. I find that's sufficient. On occasion I'll click problem mobs that need my attention. To make it easier I hop next to mobs I want to kill and hit A, it gets the job done.
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It's not going to save you. If you don't build for defenses that ~60 HP heal (assuming it procs) pales in comparison to the kind of damage you are going to get spiked with. With additional mitigation it might help, but I think damage procs hold more value for the slot because you are fighting a war of attrition. As a blaster and you should end the fight quickly rather than prolong it. If you build for defenses you won't be able to sacrifice that 6th slot, which is needed for a lot of the defense set bonuses. That's just conjecture though. You can certainly try it, but I think you will come out disappointed.
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Ice/Storm Looking for some help from the Troller Community
Nemu replied to MrWallace's topic in Controller
It's definitely an ice/storm. I noticed that sometimes mids will bring up the previous build you had in the app when you click on the links. -
I'd put a kb-kd proc in M30. Cone kb is fine because mobs are knocked in the same direction, radial kb creates a mess and you are only sabotaging yourself spreading mobs out, making it harder to maximize your other AoE coverage.
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I have a staff/fire that I run for normal +4/8 content. It does fine in fire farms too. Not as fast as my rad/fire brute but still can hold it's own. And double build up burn crits always make me giddy. Toss in whirlwind and have mobs fall at your feet as a countermeasure to runners, not 100% effective but +500% style.
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18-27-65 Elec/Regen Brute Challenge accepted. Meet McPanda. He generates static electricity through his leafy feet and then WHAMMO! Panda Punch!
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Are judgements allowed?
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That's exactly the trap that novice melee blasters fall into. Melee blasting isn't being derpy like a broote and standing in one spot in melee range all the time. Even if you are in melee range micro movements in between attacks means at most you have 2-3 enemies that can actually use melee attacks against you, the rest are either shooting you or chasing you. The majority of the threat coming at you is still ranged damage. Jousting pbaoes and melee attacks alike also minimize your exposure to melee retaliation. In addition, being 50 exemped down means I have the luxury of those extra insp slots to patch up any momentary weaknesses during game play. Range defense is just as important for melee blasters as it is for pure rangers. The difference is that melee blasters have additional damage options to kill stuff quicker. I'll raise that flash arrow with charged brawl or thunderstrike that can actually kill something.
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Only for those people that think blapper means building for S/L or melee defense only. You can have 40+% range defense and mid 20% S/L defense on a melee blaster build by level 25-30 without compromising offense. That kind of build carries teams when piloted by someone who understands the dynamics of melee blasting.
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Good for you! I don't care.
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Knock yourself out, I have no doubt they can work. You can even compare your fire/dark against the sonic/ta and I'm sure you'll notice disparities. Take shout, use it, and know true suffering 😆
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Be a man, roll ice/poison. Play the walking simulator you've always wanted out of CoH 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! Vivacious Viv: Level 50 Science Controller Primary Power Set: Ice Control Secondary Power Set: Poison Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Block of Ice -- Lck-Acc/Hold(A), Lck-Acc/Rchg(19), Lck-Rchg/Hold(19), Lck-EndRdx/Rchg/Hold(21), Lck-Acc/EndRdx/Rchg/Hold(21), Lck-%Hold(23) Level 1: Alkaloid -- HO:Golgi(A) Level 2: Envenom -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(3), ShlBrk-Acc/Rchg(3), ShlBrk-DefDeb/EndRdx/Rchg(5), ShlBrk-Acc/EndRdx/Rchg(5), ShlBrk-%Dam(7) Level 4: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(7), CldSns-Acc/Rchg(9), CldSns-ToHitDeb/EndRdx/Rchg(9), CldSns-Acc/EndRdx/Rchg(11), CldSns-%Dam(11) Level 6: Arctic Air -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Conf/EndRdx(15), CrcPrs-Acc/Rchg(17), CrcPrs-Conf%(17) Level 8: Super Speed -- WntGif-ResSlow(A), BlsoftheZ-ResKB(50) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Elixir of Life -- GldArm-3defTpProc(A) Level 18: Boxing -- Empty(A) Level 20: Antidote -- StdPrt-ResDam/Def+(A) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-Max HP%(23), UnbGrd-ResDam/EndRdx(40), UnbGrd-Rchg/ResDam(40) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25) Level 26: Glacier -- Lck-Acc/Hold(A), Lck-Acc/Rchg(27), Lck-Rchg/Hold(27), Lck-EndRdx/Rchg/Hold(31), Lck-Acc/EndRdx/Rchg/Hold(31), Lck-%Hold(31) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(29) Level 30: Frostbite -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SprWiloft-EndRdx/Rchg(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprWiloft-Rchg/Dmg%(34) Level 32: Jack Frost -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(34), BldMnd-Acc/EndRdx(36), BldMnd-Acc/Dmg/EndRdx(36), BldMnd-Acc(36), BldMnd-Dmg(37) Level 35: Poison Trap -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Rchg/KDProc(39) Level 38: Indomitable Will -- LucoftheG-Def/Rchg+(A), RechRdx-I(43), RechRdx-I(43) Level 41: Mind Over Body -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(42), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(42), Ags-Psi/Status(43) Level 44: Psionic Tornado -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg(45), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), FrcFdb-Rechg%(46) Level 47: Venomous Gas -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(48), DarWtcDsp-ToHitDeb/EndRdx(48), DarWtcDsp-ToHitDeb/Rchg(48) Level 49: World of Confusion -- HO:Endo(A) Level 1: Containment Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(50) Level 2: Stamina -- EndMod-I(A), EndMod-I(40), PrfShf-End%(46) 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: Ageless Core Epiphany Level 50: Support Core Embodiment Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
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Of course! Anything Sonic/. Shout ages me by 3 years every time I use it, the nuke is the only redeeming thing about the set as a blaster primary. I'd wish sonic blast onto my worst enemies if I want them to suffer. I have a lot of disdain for the "blasters is for ranged" crowd so I'm gonna go with anything /Dev as well. /TA gets a nod too, OSA saved it a little. Prior to the patch /TA would have been a hard no-go for me (Puts on flameproof suit)😁 Following that line of thought, any build that takes a secondary and skips all the melee damage options. Come to think of it, anything that's not a melee blaster, a panda or Fire/Elec is a no go for me.😆 In all seriousness I'm not going to take that comment from the OP quite so literally. I think a reasonable interpretation is "are any combos so under-performing that I'm going to regret picking them later on as I progress." In that context, any low damage primary paired with a low damage secondary goes against the blaster mantra of "kill or be killed." For that reason I'd rank the likes of sonic/dev and elec/dev bottom of the barrel especially if the player avoids melee range like a plague. /Dev is especially suck-tastic because of the setup time. You can replicate all the quality of life benefits of those utility toggles - stealth, endurance, +to hit, and defense - through IO sets. You can not, however, replicate the likes of bonesmasher or thunderstrike through IO sets and that's where devices really falls short. Of course I anticipate people saying solo with the proper setup you can get insane damage with /dev, but that's a luxury that players don't have most of the time, especially on teams. I have an AR/TA, doesn't mean I'm a fan of /TA. It suffers much of the same negatives as /Dev. Too much utility that can be replicated elsewhere, and not enough instant gratification damage. However the silver lining is that all the baked in utility in /Dev and /TA allows more wiggle room for procs. Following that line of thought, people can intentionally limit themselves taking a non-dev/ta secondary and skipping all the melee stuff. I find that even worse than just going with /Dev and /TA. When they go that route the performance of the choice of primary matters more, and the shortcomings of the under-performing primaries are even more visible. I enjoy my AR/TA for theme though, a Rambo panda with full auto and LRM is a panda you don't wanna mess with.
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There is a difference between being proud of what you play and making the most of it and judging powersets on performance. Yes all combination can work but they are not all equal. I can have fun with my AR/TA and I really enjoy the build, but I have no illusions about it's performance when I stack it against my Fire/Elec. There maybe very niche situations where the AR/TA will perform better, but overall the Fire/Elec will outperform, play more aggressively and kill faster. Let's not pretend that dark blast slotted with pure to-hit debuff enhancements or electric blast slotted purely with end mods is anything more than a cute experiment. Will they work? Sure. Do some people think they are unique doing it that way and enjoy it? Absolutely. Do they stack in performance against other more cookie cutter ways to build such powersets? No, they won't. Let's not get "it can work" and "it's powerful combo" mixed up.
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Ice/poison for the ultimate walking simulator. It's a build for the truly macho.
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Just like in real life you have different circles of friends. I imagine you'd want to hang with these "top shelf" players for speed apex/tin whatever because they are efficient, but leave them out of your social gatherings. Real "top shelf" players can carry the team and pay attention to team chat/dynamics and adjust accordingly. Any idiot with a copied build can speed. Bragging about that shit is like bragging that you brush your teeth.
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Staff/Fire. /Fire doesn't get enough recognition on the stalker forums. As you noted with Staff/Elec, staff will benefit resistance based armors. /Fire has decent resist numbers, a faster recharging heal than /elec, and burn. Burn can crit. With the right pairings or investment, it's not as bad a secondary as people discredit it for. Step off the beaten path and give /fire a try.