Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Nemu

Members
  • Posts

    1395
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Nemu

  1. This discussion is mostly centered around IO builds. Things change up a lot when we take that out and talk about SO builds. I was asked to join a MLTF and LRSF the other day, the requirement is that I use an SO build and no incarnates, as with the rest of the team. I had to make some pretty drastic changes to my approach to building Jezebel with only SOs. Thunder Strike and Force of thunder, which are staples of /elec survival in an IO build were skipped entirely because without the -kb IO, radial knockbacks are way less desirable especially on teams, and thus relegated to skip status. I dropped scorpion shield as well because I wasn't going to have decent defenses anyway. I had to pick up acrobatics for the kb protection, something I haven't done in ages. And I took electric mastery for another cone, the resist shield and another hold to stack with shocking grasp, the latter is something that I have never bothered with on softcap builds. So in the world of SOs would I rank fire/elec as highly as I do with my IOed build? Nope, not even close. /ice and /martial will rise to the top. Slows which mess with Mob AI are underrated but highly effective. I didn't include /fire because it's a one trick pony and hot feet comes in way too late at too high an end cost.
  2. The 1 slotting of Maneuvers kills me especially on /storm which is already an end hog. At the very least throw an end redux in it. The most valuable leadership toggles are Maneuvers for the defense in today's meta, and tactics for the +perception, the +to hit is also useful for teams doing content over their heads like +4 talos radios when most of the team is sidekicked down so they are essentially fighting +5s... Assault is meh, the mez resistance it provides is super rare, you are not going to turn yourself into a damage god with it, and there are other debuffs that help the team kill faster without yet another end sucking toggle on a storm. None of these builds have any slow resist. Storm's toolkit depends on recharge with most of its core powers on 30+ second timers, and if your recharge gets neutered how long will it take for those powers to come back up? Ice's toolkit is pretty similar with ice slick and glacier on long recharge timers. If money's no object and you are chasing that high end build my advice is don't skimp on slow resist. Mu is pretty optimal for power sink as the build will need it, I'd also take a look at sorcery since it fits the theme and has RoP for mez protection. Going that route will relieve some of your toggle burden because you'll be forced to ditch a pool to fit in sorcery. With enough recharge you can get close to 1/2 uptime on RoP. This is how I would build 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 Controller Primary Power Set: Ice Control Secondary Power Set: Storm Summoning Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Gale -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(5) Level 2: O2 Boost -- HO:Golgi(A) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A), WntGif-ResSlow(17) Level 6: Arctic Air -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(7), CrcPrs-Acc/Conf/Rchg(7), CrcPrs-Acc/Rchg(9), CrcPrs-Conf/EndRdx(9), CrcPrs-Conf%(11) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(11), Rct-Def/EndRdx(13), Rct-ResDam%(13), ResDam-I(15), HO:Ribo(17) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Freezing Rain -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx(27), Ann-ResDeb%(29), AchHee-ResDeb%(29) Level 18: Frostbite -- Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(19), Artl-Acc/Dam/Rech(21), Artl-Acc/Rech/Rng(21), Artl-End/Rech/Rng(25) Level 20: Hurricane -- HO:Enzym(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(23), ShlWal-Def(23), ShlWal-ResDam/Re TP(25) Level 24: Tactics -- HO:Cyto(A) Level 26: Glacier -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprWiloft-EndRdx/Rchg(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprWiloft-Rchg/Dmg%(37) Level 28: Spirit Ward -- Prv-Absorb%(A) Level 30: Rune of Protection -- GldArm-3defTpProc(A), Ags-ResDam/Rchg(40), TtnCtn-ResDam/Rchg(43), UnbGrd-Rchg/ResDam(46) Level 32: Jack Frost -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-+Res(Pets)(34) Level 35: Tornado -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(36), ExpRnf-Acc/Rchg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-EndRdx/Dmg/Rchg(37) Level 38: Lightning Storm -- FrcFdb-Rechg%(A), SprWntBit-Acc/Dmg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Rchg/SlowProc(46) Level 41: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(42), PreOptmz-EndMod/Rech(42), PreOptmz-EndMod/Acc/End(42), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/End/Rech(43) Level 44: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(46) Level 47: Ball Lightning -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/Rchg(48), Artl-Acc/Dam(48), Artl-Dam/End(48), Artl-Acc/Dam/Rech(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(40), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Agility Core Paragon ------------ I chose Agility because the extra recharge and defense outweighs the benefits cardiac provides. With a fully slotted power sink on a 30ish second timer you will be alright in the endurance department.
  3. There are certainly underperforming/less synergistic combinations. Some of that also hinge on playstyle. /Dev and /TA are great for pure rangers but poor choices for melee blasters. You have to deal with redraw on most weapon sets when paired up with other non-weapon secondaries, and that might be too annoying for some people. I find Sonic blast to be the most unsatisfying blast set to play. The animation rooting is bad, the damage is subpar and it takes too long to ramp that damage up and goes against the blaster tenet of "kill or be killed." Pair that with devices, a set favored by ranged only blasters for it's utility and not additional damage, and you'll have a pretty underwhelming character damage wise. It's gimp in my eyes but I'm sure people have made it work. As a melee blaster /Dev and TA are bottom of the barrel for me, they add very little to my ability to kill stuff quick or hit stuff hard. I also don't like the pure theme combos like fire/fire, ice/ice, etc. I like diversifying my damage type and most of these thematic pairings have little synergy with each other, or rather, have better options for synergy. Take for example Sonic/Sonic - one has a arsenal of cones and favors ranged play and the other one is melee heavy with a pbaoe -res Aura that screams "plant me in melee where mobs are!" Speaking of cones, I generally do not like primaries with a lot of cones, they make life difficult for melee blasters with the constant repositioning.
  4. Cyclops standing on the sidelines going lol melee. Only reason Cyclops didn't shoot jean is because he's got emotions and stuff.
  5. I do believe most average players have not achieved the zen of playing melee blasters and those might gravitate towards melee ATs which are "safer." Hence my statement about average players finding their comfort zone and success in melee ATs.
  6. Average players will have more success with team melee. Top end players will have crush team melee with team range, not even a contest.
  7. 2 slots blessing of zephyr will do more than 2 defense slots in hover for a hover blasting build, and when I see people take hover I always assume they are going the hover blasting route. I'd only throw defense slots aside from LoTG 7.5 into hover as a very last resort and usually only when I'm trying to softcap multiple vectors/damage types. For hover blasting builds there are plenty of better investments to get to that ranged softcap if that's the goal.
  8. The build depends on Mind Link for that softcap but you have very little slow resistance. Hasten is also not perma which means you will have gaps in Mind Link uptime, not a huge deal but perfectionists will probably look at that weird. If you get slowed at all though bye bye softcap. Doesn't the malaise proc cause aggro? I get the def bonus but could cause issues with situations that call for stealth. You missed an opportunity for the FF proc in psi nado, I consider that proc a better investment than a damage proc. This is the build I'm running around with, you can switch lunge and confuse with spirit ward and ROP for more early game offense. I dropped aim and experimented with having the build up procs in my natural attack chain and I like it so far. 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! Fortune Weaver Proc: Level 50 Natural Arachnos Widow Primary Power Set: Fortunata Training Secondary Power Set: Fortunata Teamwork Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Poison Dart -- SprSpdBit-Acc/Dmg(A), SprSpdBit-Dmg/Rchg(3), SprSpdBit-Acc/Dmg/Rchg(3), SprSpdBit-Dmg/EndRdx/Rchg(5), SprSpdBit-Acc/Dmg/EndRdx/Rchg(5), SprSpdBit-Rchg/Global Toxic(7) Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7) Level 2: Strike -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), CrsImp-Dmg/EndRdx(9), CrsImp-Acc/Dmg/EndRdx(11), CrsImp-Dmg/EndRdx/Rchg(11) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(13), ShlWal-Def(13), ShlWal-ResDam/Re TP(31) Level 8: Follow Up -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(31), Hct-Dmg/EndRdx(31), Hct-Dam%(33), GldStr-%Dam(33), GssSynFr--Build%(33) Level 10: Indomitable Will -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34), UnbGrd-Max HP%(34) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Spin -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Acc/Dmg/Rchg(15), SprDmnofA-Dmg/EndRdx/Rchg(15), SprDmnofA-Acc/Dmg/EndRdx/Rchg(17), SprDmnofA-Rchg/DmgFear%(29), FuroftheG-ResDeb%(29) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Psionic Tornado -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/EndRdx(19), Bmbdmt-+FireDmg(21), Ann-ResDeb%(21), FrcFdb-Rechg%(27) Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A) Level 22: Foresight -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(23), Rct-ResDam%(27) Level 24: Mind Link -- RedFrt-Def/Rchg(A), Rct-Def/Rchg(25), AdjTrg-ToHit/Rchg(25) Level 26: Tactical Training: Leadership -- HO:Cyto(A) Level 28: Spirit Ward -- Prv-Absorb%(A) Level 30: Rune of Protection -- TtnCtn-ResDam/Rchg(A), Ags-ResDam/Rchg(46), UnbGrd-Rchg/ResDam(46) Level 32: Psychic Wail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(34), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(40), Arm-Dam%(43) Level 35: Dominate -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(36), SprEnt-Rchg/AbsorbProc(36), UnbCns-Dam%(36), Dmg-I(37), Dmg-I(37) Level 38: Aura of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(39), CrcPrs-Acc/Conf/Rchg(39), CrcPrs-Acc/Rchg(39), CrcPrs-Conf/EndRdx(40), CrcPrs-Conf%(40) Level 41: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43), Dcm-Build%(43) Level 44: Dark Obliteration -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46) Level 47: Lunge -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Rchg/HoldProc(48), Mk'Bit-Acc/Dmg(48), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Dmg/EndRdx(50), Mk'Bit-Dam%(50) Level 49: Confuse -- HO:Endo(A) Level 1: Conditioning | Hidden 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), 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: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal ------------ ------------
  9. I'd slot it 2 blessing of zyphyr for the flight speed and range defense, and an LoTG 7.5. Kismet +acc and winter 20% slow resist proc if your build calls for it.
  10. It's not that powerful if you skip all the melee stuff as I see many posters do. In general if you work against the build's strengths and pigeonhole blasters into the "pure ranged" playstyle you will fall short of the performance that @nihiliiand other posters benchmark for fire/elec and other combos. If you are the type of blaster who subscribes to the "I'm gonna wait for tank to get aggro and shoot stuff from range because I am so squishy, and I'm going to skip most of the powers from my secondary and play with half a build" mentality you will NEVER reach the performance of the benchmarks referenced here. Copying builds is easy, learning how to play takes a little bit of effort. It requires some players to step outside their comfort zone but as with all things - if you don't put in the effort you don't reap the rewards.
  11. You are correct sir, my reading sucks.
  12. I can't put my finger on it but methinks that's the Annihilation proc...
  13. Right from the in-game power description: You fire your pistols with deadly precision in a very narrow cone, piercing up to three enemies. Piercing Rounds deals Superior lethal damage and reduces targets' Damage Resistance for a short time. NOTE: Changing your ammo type with the 'Swap Ammo' power will change your secondary damage from lethal to cold, fire or toxic. Additionally, changing your ammunition type will also change the secondary effect of this attack from a resistance debuff to a minor attack speed and movement speed debuff if 'Cryo Ammo' is loaded, a minor damage over time effect if 'Incendiary Ammo' is loaded, or a -damage effect if 'Chemical Ammo' is loaded. Damage: High, Recharge: Slow WAI as far as I'm concerned. Bullet Rain got the kb removed with special ammo, this makes sense if we use that train of thought.
  14. My stuff is pretty decent. Pin me! No nudes tho. 👀
  15. Well if I made it then I approve. If you are more team oriented then swap empowering circuit with aim. Otherwise the defense numbers look good if you are going for a melee range oriented playstyle. If you plan to play mostly at range then you can skip the S/L defense and get a resist shield, build for range defense, maybe even proc an epic hold for more damage. If you want to stay on theme shocking bolt from elec epic is a good proc monster hold that will add quite a bit to your single target damage.
  16. You won't get the 2-5 or the hardest hitting procs (all the purple damage procs plus superior blasters wrath) until you are 50, and you still need to invest quite a bit in acc/recharge and possible endurance management/recovery if you crazy with procs on every power which is not recommended unless you have a secondary that can make up for those factors in the powers you decide to proc monster, or you will be looking at incarnates to patch those holes. If you get bored of a build before 50 you are surely not going to keep interest if the build requires IOs that you can't slot until 50 and incarnate slotted to really shine. Procs are pretty unorthodox on blasters but I don't think these builds mature any faster than going for defense. You can have a fairly mature defensive build by the time you get scorpion shield/bonfire and unlike proc builds that sacrifice defense and other set bonuses, be fairly self sufficient to boot. None of that really matters though. You really do feel like a ninja doing a golden dragonfly from stealth and using smoke bomb. It doesn't have the tankmage potential of /elec but it's still a solid and fun secondary. Don't worry about numbers too much, blasters do plenty of damage and if you start lamenting that you should have picked x or y instead just remember lol melee don't have nukes and those chumps hide behind their mez protection and pretend they are worthy, and lol sentinels. Embrace the set for what it does, be a ninja!
  17. Try a controller if you don't want to do damage. Ice/Kin or earth/kin if you are set on /kin Ice/Poison for the ultimate passive playing experience.
  18. Nemu

    i27 Rambo Build

    You know what more manly than a missile launcher? Cannon balls. We need a cannon ball launcher in this game like right meow!
  19. You only have range softcap with Hail of Bullets on, and that buff is very fleeting. Also the F/C defense bonuses at 6 slotting the winter sets isn't doing anything for your end goal. I also think you risk turning HoB into a knockback power with the avalanche KD proc. It's far more efficient to swap the end of time and hail of bullets slotting. The Purple set gives more recharge and you want that in HoB anyway. Besides Mezzes which blasters just need to learn to deal with, the other status I hate dealing with are slows and blind. Luckily time has a lot of slow resistance. Blinds on the other hand is a status that a lot of ATs don't have answers to by default which is why I take tactics on most builds. The additional to hit is also nice, I hate missing too. That becomes very relevant when you are on teams over their head running +4/8 and the mobs are +5 to most of your teammates. I also think you are sacrificing quite a bit of single target damage for your goals. DW/Pistols/Executioners will leave you wanting. You make up for it with more controls but killing things dead quick is also mitigation, something to keep in mind. Striking that balance between damage and survival is the hard part.
  20. I'd rather build for S/L and Ranged defense. S/L alone might work for you but I find it's the ranged stuff outside of your zone of direct interaction that will start that cascade failure that lead to your defeat. A lot of ranged mezzes/debuffs don't have a S/L component. And you can always kite/mez mobs in melee range to control the incoming damage from that vector. I've run melee blasters without softcap S/L defense but I'll never make a blaster and for that matter any squishy without softcap range defense if survival is one of my goals. This is my take on the combo. Don't bother with piercing rounds if you care about efficiency, it doesn't do the -res with any of the special ammos and it's got a longish animation. Suppressive fire is super procced and has the best chance to trigger the decimation build up proc. You can also sacrifice 2% S/L/R defense to fit in the -res procs in bullet rain and hail of bullets. I imagine you should be fine with 43% defense to S/L/R but if you are a purist then this version softcaps S/L/R. 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: Dual Pistols Secondary Power Set: Temporal Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Dual Wield -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Time Wall -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(5), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(33) Level 2: Aging Touch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Dam%(42) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(17) Level 6: Swap Ammo Level 8: Bullet Rain -- FrcFdb-Rechg%(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), Artl-Acc/Dam(40), Artl-Dam/End(42), Artl-Acc/Dam/Rech(42) Level 10: Chronos -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(13), GssSynFr--Build%(15) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13) Level 14: Suppressive Fire -- Dcm-Build%(A), Apc-Dam%(15), UnbCns-Dam%(31), GldJvl-Dam%(40), GhsWdwEmb-Dam%(46), HO:Endo(46) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Executioner's Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(34), SprWntBit-Acc/Dmg/Rchg(34), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37) Level 20: Temporal Healing -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(25) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Future Pain -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), SprBlsCol-Rchg/HoldProc(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(31) Level 32: Hail of Bullets -- FrcFdb-Rechg%(A), Erd-Acc/Dmg/EndRdx/Rchg(39), Erd-Dmg/Rchg(39), Erd-Acc/Dmg/Rchg(39), Arm-Dmg/Rchg(40) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Time Lord -- StdPrt-ResDam/Def+(A) Level 41: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(43) Level 44: End of Time -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(45), SprBlsWrt-Acc/Dmg/Rchg(45), SprBlsWrt-Acc/Dmg/EndRdx(45), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(46), SprBlsWrt-Rchg/Dmg%(50) Level 47: Time Shift -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(48), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(50), CldSns-%Dam(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(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 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition ------------
  21. I find the things that feel crunchy typically knock things up/down/back. Everything Axe, skipping other weapon sets because Axe doesn't get enough love/recognition. All the hand claps. Even though no damage those still feel crunchy.
  22. Nemu

    Blapper Defenses?

    I can't stress this one enough. Don't lol melee, learn how to move.
  23. Sonic/Sonic is thematic but not synergistic. The cones from the primary and the melee heavy secondary doesn't pair well with each other but you can make do. It helps to understand what you want to get out of the secondary before we nail down a focus for how you build for survival. Are you planning to use those melee attacks or do you prefer to stay at range? I hope it's the former because you'd have a pretty poo character if you went all ranged with that pairing. Sonic blast is pretty much bottom tier and it needs more damage options from the secondary/epic pools to make it feel less poo. My typical melee blaster template takes scorpion shield and tries to softcap Smashing/Lethal/Range defenses. Smashing/Lethal will cover most attacks in melee range including most Melee AoE attacks that AVs/GMs throw out, and range defense will cover anything else shooting at you from afar. Range defense just as, if not more important on a melee blaster compared to S/L defense. You will have additional options to mitigate damage from the things that are in your face, but it's the stuff shooting from range that you can't directly interact with that can end a fight before it starts. Blaster survival is not about staying in one place, infinitely more so when you are melee blasting and I can't stress this enough. Builds aside the one thing that you can learn that will significantly improve your survival is how to move, when to move, and where to move. For example, when fighting AVs stand behind them outside of their PbAoE range so you don't get caught by their cone attacks aimed at the tank, or when you notice area debuffs move out of them instead of standing your ground holding a sign that says "EZ Kill Here." Learn the art of movement and you'll be better off than most people that play this game with internet builds they copied somewhere. Stealth is important, and there is no reason not to have a little stealth on every single character you make. Stick an unbound leap or celerity stealth proc in sprint and it will reduce mob aggro radius and make it a little easier to alpha strike the mobs, pair that with super speed or stealth and you have pretty much total invisibility to most mobs. This is a very cheap investment with a great payoff, you should do it on every character you make. One last thing, don't ever pick up and use shout. It's terrible. The rooting, the delayed damage, everything about that power stinks. Drop it and use echo chamber with procs instead. One last last thing, I try to build some slow resistance in all my builds. It sucks to have debuffs that neuter your recharge applied on you and there is enough content in this game that makes that a legitimate annoyance. So I shoot for 65% or above on most builds. This is what I would do if I were to build a sonic/sonic. not quite softcap on S/L/E but enough to make you a lot tougher than you currently are I'm sure. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Natural Blaster Primary Power Set: Sonic Attack Secondary Power Set: Sonic Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Shriek -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(5) Level 1: Sonic Thrust -- Empty(A) Level 2: Scream -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(40), SprDfnBrr-Acc/Dmg/Rchg(40), SprDfnBrr-Acc/Dmg/EndRdx(42), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(42), SprDfnBrr-Rchg/+Status Protect(42) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(40), WntGif-ResSlow(43) Level 6: Howl -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(7), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), BlsoftheZ-Travel/EndRdx(48), BlsoftheZ-ResKB(50) Level 10: Shockwave -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(15), Ann-ResDeb%(15), Artl-Acc/Dam(17), Artl-Dam/End(19), Artl-Acc/Dam/Rech(50) Level 12: Amplify -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(13), GssSynFr--Build%(13) Level 14: Echo Chamber -- Dcm-Build%(A), Apc-Dam%(34), GldJvl-Dam%(34), GhsWdwEmb-Dam%(34), UnbCns-Dam%(36), HO:Nucle(37) Level 16: Sound Booster -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(17) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 20: Sound Barrier -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(27), PreOptmz-EndMod/Acc/Rech(33), PreOptmz-EndMod/End/Rech(33) Level 22: Strident Echo -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(25) Level 24: Boxing -- Empty(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(27) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(33) Level 32: Dreadful Wail -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(39), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(39), SprBlsWrt-Rchg/Dmg%(39) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Earsplitter -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(43), Mk'Bit-Dmg/Rchg(43), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(48) Level 41: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(48) Level 44: Deafening Wave -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(45), Erd-Dmg(45), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-%Dam(46), FuroftheG-ResDeb%(50) Level 47: Disruption Aura -- EndRdx-I(A) 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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) ------------ If you want something safer solo Siren's Song is a great power to include in your arsenal. However on teams that power is useless. I also skipped Sound Cannon. You can already recycle shockwave->howl->shockwave and juggle mobs and the recharge is too long on Sound Cannon to be worth investing a power pick and additional slots into.
  24. Nemu

    i27 Rambo Build

    I saw this comment and endorse 100% FYI I did take Vorpal. No self respecting manly Rambo build would have any other judgement power, if you do you are a phony!
  25. You can play this game without mids, without sets and there are people with a certain mindset that can still find the game fun even without understanding the deeper mechanics with builds/gameplay etc, which isn't really that deep when you compare it to some of the other games out there. The fact that you are asking about mids and numbers means you want more than that. I find that anyone that asks about how to uses mids has a desire to min/max. It's just a matter of degree. So it helps to understand your mindset. Do you want to use it to come up with servicable budget builds or ultra high end builds. Build philosophy is the same no matter what your priorities are. The biggest mistake I see people commit is lack of focus. They spread their set bonuses too thin and slot in ways that don't contribute to their overall goal, if they made one in the first place. The typical priorities are broken into two categories: Offense: - Recharge - Procs Defense: - Softcap different types of defenses (what type(s) of defense to focus on depends on your powerset and your intended playstyle) - Recharge (for certain power sets such as fire armor or regeneration, survival really depends on high recharge ) - Resists (much more niche, you have to have decent resists from your powersets to build on top of, otherwise not worth heavy investment) A simple example of what not to do when planning a build is something like this: You set up a goal to focus on global recharge: You then proceed to 6 slot Armageddon into your pbaoe. Armageddon provides a 10% global recharge at 5 slots so what's that 6th slot doing for your primary goal of focusing on recharge? Absolutely nothing. That's one slot you wasted and it might not be a big thing, but then you also proceed to 6 slot Ragnorak, Apocalypse, Hecatomb and Unbreakable Constraint in other powers. All of these purple sets offer the same recharge bonus as Armageddon with the 10% global recharge at 5 slots. So now you wasted 5 slots which could be put into another power for even more recharge bonuses. This is not the kind of game where having a full set provides the maximum benefit. But I see this mind set very often in a lot of the builds posted in the AT forums.
×
×
  • Create New...