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Nemu
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It gets you there faster than non-power boosted short circuit. It's not all that useful against minions because you'd most likely kill them before the drain has any noticeable effect, but try face tanking a few rikti magus + bosses on an MSR, the accelerated end drain matters. That + defense softcap allows you to stand toe to toe with hard targets. As a blaster def softcap isn't enough, you need other forms of mitigation and AoE draining targets is as good a sustainable mitigation tool as cycling AoE KD, it just takes a little longer to get there.
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They can just click on your name in the chatbox, since you sent them tells and have broadcasted in zone, and invite you from the menu that pops up. Searching for your name and then trying to invite you when you already sent tells is like taking off your pants to fart....😆
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There are a few posts on DB. DB/EA>DB/SR. EA has all the tools that allow you to free up slotting options in DB to make room for more procs.
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How well does knockback/down work at higher levels?
Nemu replied to dekova's topic in General Discussion
Not really, most standard mobs don't have KB protection, and they don't gain immunity even if they con higher. Higher cons just turn some KB into KD because they decrease the KB magnitude. Anything with a kb magnitude 1 or more does knockback, anything less does knock down, but even if a power does 0.1 mag kb it will still knock down mobs. AoE KB/KD are typically more consistent and dependable means of crowd control compared to holds/stuns and other hard controls because they tend to recharge faster. Not too many standard mobs have KB/KD immunity. Rularuu brutes are the only ones that come to mind, Flyers and arachnos tarantulas recover from KD quickly or at least seems that way. It doesn't work against a lot of AV/GMs but then again neither does hard controls unless you stack enough mags. Not all powers that KB/KD has 100% chance to do so but if you can cycle powers that do, such as force of thunder and thunderstrike, you can chain KD mobs consistently. -
You have PVP mode turned on.
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Oh I'm not that selfish, it's not MY strongest. It's the people's champion, it is THE strongest.
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Musculature Radial Paragon for the dam and end mod
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Yup, KD is very underrated, just like slow auras. But KD is magnitudes more FUN and build enabling (FF procs), plus knocking everything around you down FEELS super. I will say that /Elec is a different beast without IOs, and for the worse. I ran an SO only no incarnate MLTF/LRSF combo and had to rebuild Jezebel completely for that purpose. Without the KB->KD in Thunder Strike and FOT the build is significantly less impressive. TL;DR The kb->kd IOs in FOT and Thunderstrike are game changers.
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Build doesn't load correctly in the new mids but here are some comments based on what I am able to see No steadfast 3% IO. Sup Vig Assault is better broken into 2 sets of 3 for that 10% global recharge bonus, rather than 3 sets of 2. Leave procs out of pistols at the very least and make that a set bonus mule. I'd do the same for empty clips because cones don't jive with times juncture and empty clips is a crappy cone at that. I also don't see the other defender ATO. Time crawl makes Time Stop Mag 4. You can hold bosses with that combo, and both provides -regen. I wouldn't skip those 2. No slow resist, for a build that depends on Far Sight to keep you softcapped recharge debuffs could potentially ruin your day. I'd try to fit in the gift of winter 20% slow resist unique in there at the very least. I don't like depending on incarnates for survival but if I were to take a stab at an end game exclusive build this is what I'd do 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 Defender Primary Power Set: Time Manipulation Secondary Power Set: Dual Pistols Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: Time Crawl -- TmpRdn-Acc/EndRdx(A) Level 1: Pistols -- SprVglAss-Dmg/Rchg(A), SprVglAss-Rchg/+Absorb(3), SprVglAss-Dmg/EndRdx/Rchg(3) Level 2: Temporal Mending -- Pnc-Heal/EndRedux(A), Pnc-Heal(5), Pnc-Heal/EndRedux/Rchg(5), Pnc-Heal/Rchg(7), Pnc-EndRdx/Rchg(9) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A), WntGif-ResSlow(9) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(43) Level 8: Distortion Field -- NrnSht-Dam%(A), ImpSwf-Dam%(11), Lck-%Hold(11), GldNet-Dam%(13), GhsWdwEmb-Dam%(13), Lck-EndRdx/Rchg/Hold(15) Level 10: Swap Ammo Level 12: Time's Juncture -- HO:Enzym(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Bullet Rain -- FrcFdb-Rechg%(A), SprVglAss-Acc/Dmg(17), SprVglAss-Acc/Dmg/EndRdx(17), Ann-ResDeb%(29), SprVglAss-Acc/Dmg/EndRdx/Rchg(29), Bmbdmt-+FireDmg(31) Level 18: Farsight -- LucoftheG-Def/Rchg+(A), HO:Cyto(19), HO:Membr(19) Level 20: Suppressive Fire -- Apc-Dam%(A), GldJvl-Dam%(21), Dcm-Build%(21), UnbCns-Dam%(25), NrnSht-Dam%(27), GhsWdwEmb-Dam%(27) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(23), ShlWal-Def(23), ShlWal-ResDam/Re TP(25) Level 24: Assault -- EndRdx-I(A) Level 26: Slowed Response -- ShlBrk-%Dam(A), AchHee-ResDeb%(34), TchofLadG-%Dam(34), AnlWkn-Acc/Rchg/EndRdx(48) Level 28: Executioner's Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(31), SprDfnBst-Dmg/EndRdx/Rchg(31), SprDfnBst-Acc/Dmg/EndRdx(33), SprDfnBst-Acc/Dmg/EndRdx/Rchg(33), SprDfnBst-Rchg/Heal%(33) Level 30: Time Stop -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(36), SprEnt-Acc/Hold/End/Rchg(36), NrnSht-Dam%(37), GhsWdwEmb-Dam%(37), GldNet-Dam%(37) Level 32: Chrono Shift -- PreOptmz-EndMod/Rech(A), PreOptmz-EndMod/End/Rech(34), PreOptmz-EndMod/End(36), RechRdx-I(48) Level 35: Dark Consumption -- Arm-Dmg(A), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(45), Arm-Dmg/EndRdx(45) Level 38: Hail of Bullets -- FrcFdb-Rechg%(A), Arm-Dam%(39), Erd-%Dam(39), Obl-%Dam(39), ScrDrv-Dam%(40), Dmg-I(40) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), HO:Ribo(42), UnbGrd-ResDam(42), UnbGrd-Max HP%(43) Level 44: Soul Drain -- FuroftheG-ResDeb%(A), GssSynFr--Build%(45), Erd-%Dam(46), FuroftheG-Dam/End/Rech(46), Mlt-Dmg/EndRdx/Rchg(46), RechRdx-I(48) Level 47: Spirit Ward -- Prv-Absorb%(A) Level 49: Rune of Protection -- Ags-ResDam/Rchg(A), TtnCtn-ResDam/Rchg(50), UnbGrd-Rchg/ResDam(50) Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition Level 50: Clarion Radial Epiphany Level 50: Intuition Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
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If you happen to read my other posts (I post a lot in the blaster forum 😁) you'll find out I'm a huge proponent of melee blasting. This build is designed to hold it's own in melee range by cycling force of thunder and thunderstrike to keep mobs consistently knocked down. Because of the active mitigation I can skim a little bit from S/L defense which is meant to cover most melee range attacks. Range defense covers everything else you can't directly interact with via force of thunder/thunderstrike. It is even more important because those things you can't interact with are more likely to land debuffs/mezzes on you from range. The ones in melee range you can keep knocked down/kill. Melee blasting isn't the same as being a derpy melee AT, standing in one spot and trying to dps a pylon down. We are smarter than that. You have to understand when to be in melee range and when not to be. /Elec can create opportunities for you to stay in melee range longer through all the knockdowns but that doesn't mean you should stand still under those incarnate banished pantheon/Talon damage patches or under longbow sonic debuffs. Movement is key here and that ties into your inferno question (although you have enough defenses to inferno the dumb way which is to run in, look constipated for 4 seconds right smack in the middle of things that notice you and start smacking you). Learn to hop in, hop out with your attack animations queued and animating where you land. This is called Jousting. Master movement, understand when you should and should not be in melee, inspiration use, and finally the build. These are the keys to success.
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Knowing when to stay in melee and when to stay out of melee is 50% of the equation Inspiration use is 25% Knowing how to joust, especially PBAoEs is 20% Softcap defenses is the last 5% If you level up a blaster the hard way you won't have the benefit of those defenses during the journey. You are an opportunist, you need o capitalize on opportunities that allow you to get into melee. You can create those opportunities with some primary/secondaries, with others you might need the team to help. Moving is fundamental, it allows you to quickly capitalize on opportunities and just as quickly retreat when those opportunities fade. Combat jumping is great for this, defense, jump control and complete protection from immob is hard to beat. I see other people use hover and tp, inefficient IMO, dipping into two power pools for mobility. I don't recommend hover for melee blasters, it's slow and there are plenty of -fly powers and indoor maps that nullify it's benefit. Inspiration use/combine should be second nature when you are leveling, you might not need to manage this as much when you get to that softcapped build but you will depend on it a lot as you are getting there. You priorities as you are leveling up should be Defense>Breakfrees>everything else Jousting is just another subset of mastering movement. It takes a little skill, especially timing PBAoEs. Jousting PBAoEs means you can inferno 20 feet away from the spawn that you hopped out of so you are not stuck in that 4 second animation helpless in the middle of 3 freakshow bosses swatting at you. Anyone can copy a softcapped build just like anyone can copy a fire farm build and pretend to be a connoisseur about it. If you really want to learn the melee blaster way it's the first 3 that you need to work on.
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S/L and Ranged. a lot of mezzes/debuffs are ranged and those can shut you down even before the fight starts. S/L takes care of whatever is in your face but Ranged is equally if not more important because it handles those elements you can't directly interact with.
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There is this thread that discusses different approaches to building a fire/fire/x There's the obvious defense route but you may want to consider your teaming tendencies and take a hard look at the build that dreadshinobi and beradical endorsed. It's a different playstyle for sure. FYI I tried that approach for my fire/elec and discussed my findings here, but I still encourage you to vet it out. As I said you'd need to reshuffle some slotting and change IO sets completely if you were going to switch from S/L/F/C/E to S/L/R defense. This is an example of how I would go about that. I don't care for hotfeet but other people swear by it. 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: Fire Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace 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(11) Level 1: Ring of Fire -- Empty(A) Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(15), Artl-Dam/Rech(17), Artl-Acc/Dam/Rech(17), Artl-Acc/Rech/Rng(19), Artl-End/Rech/Rng(19) Level 4: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(40) Level 6: Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Rchg/HoldProc(11) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), LucoftheG-Def(39) Level 10: Fire Sword Circle -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42), FuroftheG-ResDeb%(48) Level 12: Aim -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(13), GssSynFr--Build%(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Boxing -- Empty(A) Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Rchg/SlowProc(39) Level 20: Cauterizing Aura -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(27), PreOptmz-EndMod/End/Rech(29) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(45), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(50) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(29), StnoftheM-Acc/ActRdx/Rng(33), StnoftheM-Dmg/EndRdx/Rchg(33), StnoftheM-Dam%(33) Level 28: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(37) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(45), SprBlsWrt-Acc/Dmg/Rchg(46), SprBlsWrt-Acc/Dmg/EndRdx(46), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(46), SprBlsWrt-Rchg/Dmg%(48) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Burn -- Erd-Dmg(A), Erd-%Dam(42), Erd-Acc/Dmg/EndRdx/Rchg(43), Arm-Dmg(43), Arm-Dam%(43) Level 41: Tactics -- HO:Cyto(A) Level 44: Build Up -- HO:Membr(A) Level 47: Consume -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(50), Erd-Acc/Dmg/EndRdx/Rchg(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form ------------
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Defenses looks good, it's how I built my early blasters because the 5% def from the superior winter sets makes it intuitive to continue building for typed defenses. You are softcapped even without agility so I'd take musculature for more damage. You can drop a sting of the manti slot and replace it with the apocalypse damage proc to further up your snipe damage. you can drop the defense IO in combat jumping and put it into tough for the +7.5HP resist global unique, and swap the slotting of panacea and Numina procs. Panacea works as early as level 7 and health is an inherent. Nowadays I've shifted from softcapping S/L/F/C/E to softcapping S/L/Range which incidentally also softcaps E/N. F/C isn't all that relevant and Range defense catches a little bit more than pure typed defense. Going that way will drastically change your slotting however.
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AT / powersets for literal farmer. Water, Plant, Nature, Storm...
Nemu replied to Bastille Boy's topic in General Discussion
I think nature affinity lends very well to the farmer concept visually. Have you thought about masterminds? Beast Mastery/Nature is a very thematic fit. You grow crops, attract wildlife and bond with them. -
Agility doesn't jive well with proc monster builds. Also, the lack of FF + recharge procs is criminal. Proc monster builds need high global recharge and storm is ripe with FF proc options. Build might be amusing vs even to +1 con content but it'll fall apart if you try to do harder stuff unless you have support.
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+4x8 LRSF - A humbling experience for my poison / fire / dark defender
Nemu replied to EnjoyTheJourney's topic in Defender
Longbow is nasty in droves and the debuffs they stack can quickly catch players off guard, fortunately you can move out of the -res debuff area, the AVs resist your debuffs, you have low defense to start out with, and chances are you didn't position/move yourself when you should have. With defenses like that you are probably getting pin cushioned by range attacks speeding past mobs. On top of that you have no stealth capabilities. There is a reason Super Speed+stealth IO is favored for squishy speed run builds. I bet you were probably also trying to speed by with VG turned on which doesn't help you at all. If you plan to be able to do speed runs with that build here are the following build changes you should consider: Stealth - either SS + Stealth IO or something similar for full invis to help you sneak past mobs, even just a stealth IO in sprint can be a huge difference if you pay attention to mob aggro radius. Softcapped Range Defense - Speed runs are all about ignoring adds and those adds will all shoot at you from range. You debuffs won't help you here. Play style considerations: Know when to move - when under a debuff patch. Know where to position yourself - during AV fights and you are getting hit with PBAoEs, VG is 15 feet, stand behind the AV and keep your distance out of melee reach. -
Staff/bio is cool and all, but you know what's cooler? Staff/Fire. Or is it hotter?
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This is not that kind of game where slotting full sets give you the most benefit toward your build goals. Secondly are you staying still facing incarnate level BP and talons etc? they have location patches that hurt if you stay in them. The solution: move out of the patch. Also what is your difficulty set on? What level mobs are you fighting against relative to you?
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I took your comments into context and I did note that melee is disadvantaged overall in the very quote you quoted me on no? 😃 Oh the L2R comment, that escalated quickly... What's next? using big words like "drivel?"
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Perhaps then if battle maiden had 100 twins that you can group under a dumpster then you would consider using the technique? because 1 is just beneath your notice? To be fair I get what you are saying. Melee is disadvantaged not only in the BM fight but for overall game content because when survival is a non-issue the flexibility to do damage from anywhere makes most ATs with ranged options much more powerful. But LOS is a tool, just as breakfrees is a tool for ATs with no mez protectionl. If you want to lament that you are useless because you are not using the tools you are given then that's on you.
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I've see players that play melee whose whole shtick is herding, not that I agree with that playstyle. It just amuses me to see this comment about not using game mechanic and then fulling exploiting it in other situations.
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You don't need LOS to pull her. I've pulled her out of the blue patch with my scrapper taunt aura without hiding behind LOS before. If you are tanking her and she's latched onto you in melee, there's enough time the game gives you to telegraph when the blue patch is going to spawn and you can take a few steps out of that patch as soon as the visual warning shows up, and BM usually follows. For those that complain that they don't have enough time to move because they get stuck in animation, now is the perfect time to learn to joust. I have more problems with control types spamming immob for DAT CONTAINMENT DAMAGE. I guess melee can't have all the stupid. gotta pass that around. Except for melee blasters. Melee blasters are supa smart uh huh uh huh uh huh!
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Those builds share one thing in common - way too much offense sacrificed for the sake of marginally shoring up resistance to one rare damage type. Shadow meld alone even single slotted accomplishes far more than all those slots sunk into building up psi resist on that scrapper build.
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Animation seems slow, you sure this is not sonic blast?