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Nemu
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Everything posted by Nemu
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You need more recharge, more slow resistance, more god modes The established regen builds today pack rune of protection, moment of glory, and any other god mode you can scrounge up via pools/incarnates, you are on the right track with hibernate. I linked a few regen build threads in the scrapper regen post that Black_Assassin linked. On playstyle, you probably want to forsake the combos with flashy powers with long cast time such as vengeful slice/thousand cuts or even typhoon's edge, if you do pick those up they are served as recharge set bonus mules. I'd lean towards a non-combo based high DPS chain with higher DPA attacks like what Black_Assassin prescribed. Chances are that chain will not be super smooth but you will be clicking enough other powers from regen/pools that it doesn't need to be a seamless chain with no gaps.
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There is no way you are at perma hasten with that level of global recharge and only 1 slot in hasten. The force feedback proc in dragon's tail is skewing your numbers. Turn that yellow dot off. Similarly the guassians build up proc in focused accuracy will also skew your chances to hit, turn that yellow dot off too. Some threads on regen survival and build goals for your reference: You need recharge, but you also want slow resist. Instead of energy mastery consider soul or leviathan for shadow meld or hibernate as another god mode to fill the god mode gaps.
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- build help
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You have a whole bunch of 6 slotted full sets that doesn't do anything meaningful towards your goals. Take a look at this thread for build principles. The key is focus your set bonuses instead of wasting slots on one off set bonuses here and there.
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Reunion is the EU server but most people play on Excelsior and Everlasting. I'd pick one of those two regardless of your time zone. Also, be wary of in game help channel, trust but verify. The community is helpful but there's a good deal of misinformation out there as well. Ask your questions with specific context and be mindful of people that give you narrow answers and don't take the time to ask you for proper context. If you seek detailed responses to your questions, then I recommend the forums. Welcome to the game!
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His autohit aura is tough for melee henchmen. Running on Single Origins/dual Origins I'd turn the difficulty down to -1 to make it easier. Time's juncture has a -damage component to it. You don't need to be right next to him to debuff him, stay on the edges where you aura just touches him, I believe Time's juncture has a greater radius than his autohit aura so you should find a sweet spot where you can debuff him but his aura can't hurt you. You can also feed your henchmen orange inspirations to increase their resistance and supplement that with temporal mending. On enhancements I'd try to get outfitted with single origins as soon as possible, better yet you can invest in similar invention origins for a bit more upfront cost, but with the benefit you don't need to upgrade them every 5 levels. Your build also can use a rework. I don't see any accuracy enhancements in your minions, I'd slot at least one. You also slot very little endurance reduction, I'd put at least on in time's juncture. Also, drop the medicine pool, it's not necessary. Proper positioning will do far more for your survival than spamming heals. There's also no shame in asking for help. Envoy of shadows is another one that has an autohit aura that can be difficult for you.
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Necro away! It stokes my ego!!! No I'm kidding (am I?) but I do believe these tips are universally useful for all ATs. In the age where all your weaknesses can be covered by incarnates/set bonuses, there's still value in understanding game fundamentals/mechanics.
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You always have the option to refrain from posting. No response is still a form of response. Also the ignore button exists. Why continually invest the time and emotional capital for a person you obviously do not agree with?
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I'm with you. People find the dumbest shit to nitpick and continue to double click into said stupid shit even further. This thread could have ended 1 page ago with ZemX's first post. Question's been answered. Slows exist, there are cheap and expensive ways to combat it. End drain exists, there are ways to address that too. Time to stop piling on the guy and do something more productive.
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Don’t have this in mids atm but at a glance this is what i see: - low global recharge - dark regen needs more slots and should be slotted with a focus on recharge, end redux and acc - build also looks to have low acc against +4s, I’m going to guess your proc attacks have less than 75% chance to hit +4s - build can also use more slow resist Proc builds depend on set bonuses to cover recharge, endurance management and Acc. If I’m right in my initial assessment you didn’t cover all those bases with the build. It’s perfectly fine not to use procs fyi. But if you do make sure your build has all those elements to support them.
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Too many 6 piece full sets. This is not the type of game where a full set is always better. This is the type of game where you stack the set bonuses you need to achieve your build goals. The too many full sets metric is my first metric for evaluating builds, usually it gives me a pretty good idea of the skill level of the person that made the build. Now there are builds out there that do require full sets in multiple powers, but those builds are far and few in between. if you see builds posted with a lot of full sets, you may want to give pause to copying the build. Truly cohesive builds will stop at the point where the desired set bonus in the set is achieved and invest the remaining slots to further strengthen the build’s primary goals rather than wasting them on set bonuses that provide the build less value.
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During COH's absence I found home in Marvel Heroes until it too got shut down. Amazingly I just found out that there are some people hard at work at getting private servers up and running. There is now a functioning server emulator provided you have the copy of the game from steam. My joy is beyond words.
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I'd rather have more mechanic based fights for hardmode team content instead of cycling barriers. Something like the abandoned sewer trial mechanic encourages more teamwork than cycling barrier every 2 minutes.
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Nin handles hamidon and other content with regen/recov debuffs very well due to the self heal and the end recovery power ignoring those debuffs. They are worth slotting for my builds. I'd rather slot kyoyo with 5 piece synapse shock for the slow resist + recharge than rip those slots and allocate them to health/stamina for the uniques. I value those set bonuses more than the quality of life improvement in passive endurance management.
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^^^ don't forget stone and electric melee 🙂 There is still value in building for some defense. Any build can still benefit from having some defense against regular content. I've done the softcap builds when I first came back to Homecoming. Over time you might develop a level of comfort with your play style and game mechanics, and you might get to a point where you do not need that cushion. My current position is that it doesn't take a huge amount of investment to hit 30ish% defense on most builds, and that + a luck or two will suffice for most non-starred content. It's a quality of life balance between having to manage your inspirations a lot vs sacrificing a lot of other set bonuses that you can't get from inspirations like recharge, slow resist and max HP in the pursuit of defense.
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Ranged focused Brute: Is it possible, effective, or just crazy?
Nemu replied to taigakirdape's topic in Brute
Everyone skips right over Kinetic Melee. It's ok, not everyone can be as cool as a hover blasting wavy arms panda. But you can. -
It's cool if you don't want to use procs, a lot of these ultra survival focused tank builds in fact use no procs and that's ok. There's always brainstorm if you are semi-curious. That requires very low to no investment at all if you just to try it out.
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You don't need cross punch when you have procced out rad therapy and ground zero. They are available every encounter if you don't build tanks like a brick with no recharge and all defense/resist. If you want to try something completely different than the "must build for 90% resist cap and def softcap when applicable" mentality that floods tanker forums take a look at this thread:
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Sometimes reading the power explains the power, sometimes, not always. This kind of defense loss also applies to stealth from the concealment pool although stealth retains a little bit of it. This is how you can see combat defense in mids Go to Options - Configuration - effects and maths and check the "attacked" box on the right.
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Nuh uh! I took Hasten, you didn't. I also took Flurry, which is the definition of a speedster. You just can't see my fastness cuz I'm too fast!
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Two can play this game! Who needs DDR when you can SPIN? Lol, LMAO, Moar SPINZ - Tanker (Bio Armor - Martial Arts).mbd
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First Attempt at a (sorta) Themed Build- Shield Defense/Battle Axe
Nemu replied to RogueMD007's topic in Tanker
The import doesn't work for me, you can drag and drop the physical mids build file to upload it. That's how it's commonly done today. -
Energy torrent does KD on melee ATs.
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I prefer to gauge performance not through best case scenario with 10 mobs feeding invincibility but by worst case scenario where there is only 1. You over invested in S/L resist. The tanker +resist ATO can easily be double stacked to give you 12% resist to all.
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You know your goals, now you need to learn game mechanics. Cliff notes on survival stats: Resists lessen damage you take, max tanker resists is 90%. This means damage only do 10% of their value Defense avoids damage all together, defense softcap for regular content is 45%. This means you will only get hit 5% of the time Both stats have types. Resists work against specific damage type. Defense works against specific damage types and also positional vectors (range/melee/aoe). Defense doesn't double dip, so the highest defense you have against an attack with the appropriate tags is the one used. For invuln build defense is usually against specific damage types like S/L. It's much much much harder to build invuln for positional defense without gimping the build. Invuln has a mix of both resist and defense, tanky invuln builds will strive for 45% defense to certain damage types AS WELL as 90% resists to S/L and high resists to other damage types. Your current build only has the 90% resist to S/L part. Tankiness is not just about hard stats, your toolkit and active mitigation is also a factor. Stuff like rotating handclap/footstomp knockdowns is another layer of mitigation you can add on top of your hard stats. Take out all the Heal IOs in health and physical perfection and you go from 44HP per second to 33 HP per second. Is 10 more HP per second worth 6 slots? I think it's a terrible commitment of 6 slots. Invuln/SS builds are everywhere, take one from infinitum's build collection and look at the stats he chased Those circles give you an idea of the type of defense/resist stats to chase for a tanky character. Here's a fairly budget friendly build that closes the gap on those defensive/resist marks and caters to your power choices. I avoided using winter sets but those drastically alter the efficacy of slot distribution for invuln builds because they provide very high typed defense bonuses Tanker (Invulnerability - Super Strength).mbd To be frank I find hover cumbersome without evasive maneuvers and even then I dislike it for melee characters. Build wise it's 3 powers you are wasting just to have a decent combat travel power. That tax very often gets in the way of optimized build goals because for tanky characters you are pretty guaranteed to need tough/weave from the fighting pool, a lot of builds also need maneuvers for more defense, and some builds greatly benefit from hasten. What that means is that if you have powers that you want for concept, then you need to make very tough choices on cuts and slotting.