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Nemu
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Everything posted by Nemu
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Havoc punch is still knockback, the threshold on even con mobs is mag .64 for knockdowns and havoc is at .75. What you have is perfectly fine, power selection wise it's definitely a toss up between more AoE or a procced ST hold. Breath and fireball is a potent 1-2 punch and I had iterations of my blaster with those powers. I also never relied on Shocking grasp for the hold. It's the -recovery that I valued more in addition to the prospect of procsplosion when multiple procs trigger. Some mobs are immune to knockdown and cycling these -recovery powers is another way to keep them pacified.
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Reason you are getting no replies is probably because the data chunk errors in mids during import. You can drag and attach the mids saved build file.
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What a crock of shit Everyone knows a staff/regen brute with whirlwind is best at everything. In fact anything with whirlwind trumps the bestness of any of those shitty combos you listed, but staff/regain with whirlwind is the absolute BEST! SPINNING IS WINNING!
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2 additional slots in health is not going to save them from dying a lot. 39hp/sec regen at HP cap with 3 slots in health - 2 level 50 heal IOs and Numina unique No slots in health, I REALLY, REALLY REALLY REALLY don't think an additional 4 hp/sec is the ultimate key to keeping blasters alive.
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Cookie cutter you say? I don't think you or your friend is ready for this
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Doh I was on my phone and looking at the screenshot for mids and missed that the top row of powers got cut off in your screenshot. That makes sense. I will continue to espouse invoke panic where it makes sense in a build though!
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Have you tried invoke panic? Highly recommend it.
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Radiation Emission / Radiation Blast - Proton inspired - Alternate Self.
Nemu replied to Soulsifter's topic in Defender
You only have 2 picks from your primary until level 32. And along that journey picked up and invested fully into 2 pools. I’m all for people having fun with their builds. But if you come seeking advice, this build is not very balanced. You are essentially playing a weak wannabe sentinel for 31 levels, no matter how effective you think your build is. Any build can be made “tough,” but that is not the measure of the value that all builds bring to the team. -
A lot of those youtube vids on mids reborn that I watched simply cover how to use the tool but don't go into the nuances of making actual builds and theorycrafting. Here's a thread that highlights principles on making a cohesive build: But builds are about 25-50% of your success. I see plenty of people copy builds (and don't question how those builds fit their preferences/playstyle) but don't play them to their full potential. Any scrub can copy a tried and true fire farm build and brag about how tough they are in fire farms. If you really want to be badass, the other component of success comes from understanding game mechanics and playstyle - like you can turn knockback into a pseudo knockdown by jumping up, line of sight, mob fear ai, etc... Also, if you want to learn all the nuances of the game, play a blaster. You'll learn real quick that you have to deal with mez/debuffs/squishieness and basically all the things that you take for granted on other ATs. If you can be successful as a blaster that isn't afraid to dance in melee, you can pretty much play anything else except masterminds and kheldians.
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Don't make it weird. Hey don't you still owe me like 10 billion inf for all my super awesome build ideas?
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Perfect! You can Erotic Role Play your build choices and make your teammates super uncomfortable, or super excited, since everlasting is the Role Play server... "putting ice shields on you would make it harder for me to disrobe you, and I want me some of that pixel meat. mmmm...." Am I doing this right?
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Powersink requires you to be in melee range, you probably don't want that given your stated playstyle. You don't need to pick up the shields if you don't plan to do hardmode content and even if you did want to do hardmode you'll probably want a different spec of the build altogether. Like I said, if you play on Excelsior a great majority of your team experience will be those where you contributions don't really matter all that much aside from damage. A densely populated server like that will always have 1-2 uber IOed players on a team carrying the rest. I suppose with concept build like that where you consciously make build choices like that you might as well play into the player population "meta" and set up shop on a server that has the greatest chance of not giving you any flak for your choices.
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It's bad. It turns out old people are even more entitled than young people, fuck them! Fuck them all! That's why I hang out with Pandas.
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Build for theme and what's fun for you, recognize limitations of the game engine and be somewhat flexible in your goals, then find synergies to support those goals. I frown on always looking at conventional forum metrics to evaluate powers. Sentiments like "power that do no damage are not useful (i.e handclap) or this thing has a long cast time so it sucks (i.e Thunderstrike) and every build needs to have numina/miracles in health" have become so ingrained in peoples minds that they don't take the time to evaluate synergy those powers bring to the build. The game is forgiving enough to allow builds to go in other directions. Not everything needs to be evaluated around clear speed/pylon times/dpa/nerdy fucking math shit, in a vacuum, without any consideration for how powers interact with other powers in your toolkit. Having said that one of the biggest problems I see with player builds on the newbie "I don't know what I'm doing" spectrum is lack of focus, most often as a result of not clearly defined build goals. Once you define your goals, you can identify synergies THEN use nerdy fucking math shit to help you optimize your build to reach those goals.
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No my misguided friend, you do not NEED either leadership or fighting for survival. IO set bonuses do wonders for your build. I looked over your build and share many sentiments that @Projector wrote out. Whether you take the shields or not though is not the biggest area of my concern. I would imagine you are not going to run this build for hard mode content nor would people interested in that content accept you on their teams once they scan your power picks, so that point is moot. For normal content most people won't care because chances are you are going to either be carried by some IOed out player or you will be doing the carrying (you will not be doing the latter). What I'm concerned about the most is how anemic your damage output would be. I can even accept this notion that you are squishy and you don't want to use inferno because that puts you in melee range. If you fit in fire breath like you stated, you can still put out respectable AoE damage. But skipping out on blaze and blazing bolt? Those are the hardest hitting 2 Ranged attacks in your toolkit. I can see a world where you drop the shields from your current build, pick up infrigidate, and fire breath, drop either leadership or fighting and pick up blaze and blazing bolt, if you wanted to you can even pick up shocking bolt. And if you dropped both leadership and fighting you can even pick up hover. Maybe you don't believe me, but seeing is believing. Here's your build reworked to have softcap range defense WITHOUT fighting or leadership. I even left you a free powerpick at 49. You Don't Need Fighting Or Leadership For Survival - Corruptor (Fire Blast - Cold Domination).mbd If you want to learn how to make builds, I can teach you. I'm all for building for theme and fun, but you can still optimize while following your themes.
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Is this part of your concept or is this just you following generic forum advice that every build needs leadership and fighting?
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Don't worry about it buddy friend pal guy, you didn't come across that way and I didn't take it that way. I've played this game long enough to be comfortable following my own build paths. I'm also not trying to force you to onboard my suggestions either, simply pointing at a path lesser traveled as an option 😃 For what it's worth this is my current build. Writhe in horror as you slowly or fastly realize I didn't even take the fighting pool or ROP... Fortune Weaver i27 p6 - Arachnos Widow (Fortunata Training - Fortunata Teamwork).mbd
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A lot of times I appreciate the math work pioneered by people like you that elevate my understanding of the game. Other times I find it disheartening to see players strictly look at numbers when determining efficacy and more importantly, synergy that powers offer a build. Arctic Breath is an opener when I approach mobs, procced it has higher raw damage than the other options available to me, Build up is not available every spawn even at ridiculous recharge levels, but AB is. I can use it consistently to open every engagement, stick the native and proc -res and in some cases the KD and follow through with my other AoEs. The high initial damage means I can equalize the numbers game faster and be less susceptible to rapid cascading failures. Depending on mob con AB alone can one shot some fodder and if there's one thing I learned from playing blasters, it's that mob fear ai is a wonderful survival tool when you are at a disadvantage. Are these the same type of "conventional forum wisdom" evaluation criteria (Animation time, damage, blah blah) you took to handclap when you omitted it from your original RAD/SS build? And what happened when you actually tried out the power after I recommended it? To be clear I'm not saying you should take AB, but I just really want to challenge these conventional forum wisdom that's so deeply seeded in many players' minds. Regarding the comment about cones and how it can't hit more than 1-2 foes. Here's me standing within opening range of mobs about 47ft away from the iron strongman And here's me hitting more than 2 foes with it You can use math and numbers to tell me that AB is inferior, but there's something to be said about the gut feel of something and fun factor. AB is fun first and foremost to me, and my gut feel is that it's the best power suited to what I want to do and the holes I seek to address.
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The most glaring problem that I've experienced on non-Fort VEATs is lack of AoE alpha strike power. The first iteration of my bane followed forum recommendations on patrons and it folded against stuff like Rularuu despite impressive survival numbers because it just didn't have enough burst AoE to take down fodder to equalize the odds and stabilize from all the debuffs. Meanwhile my Blaster can just joust inferno and trigger fear AI and have a better fighting chance against them. I'm a very simple person. Sometimes MFs just need to die in 2 hits instead of 4. And when I spit mad procs it tickles my special crabby place. I just happen to like that type of killing power on any AT that can get arctic breath, so I take it on my VEATs and I'm probably the only person that also takes it on my RAD/SS tanks and brutes. But this is also coming from a person that has a Staff/Regen Brute with whirlwind and a Storm/Elec blaster with whirlwind. I'm crazy man! I do craaaazy things man!
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Does anyone else besides me take leviathan mastery for arctic proc breath on their widow/fort/hybrids? Seems like most of the posts here advocate gloom/dark oblit. Fuck that! I trow sharkz and spit mad procs and you should too!
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I talked to Bazzoka in game, the reason for Oppressive Gloom is because he wanted melee protection for inferno and anguishing cry. At this time I would like to address two common fallacies I see across a lot of these posts concerning builds for non-melee ATs: 1 - Keeping at range almost always amounts to "I want to be as far away from mobs at possible" This is usually also paired with the build priority for hover blasting and building for range defense softcap 2 - just because a power has a melee or PBAOE tag, that means the build needs to build for melee protection as if the build needs to be designed to be a statue and stay in melee all the time. I'll address point 2 first, the reason I tossed in the first point will be clear later on in this post. Most click powers that have melee/pbaoe tags do not require you to STAY in melee. Jousting is a game mechanic that allows you to minimize your exposure to melee retaliation even if a power has a 3 second cast time like inferno. If you are willing to adopt that playstyle, then there is little need to overcompensate your build for melee protection. When you are able to minimize melee exposure via jousting melee attacks/pbaoes, range defense and to a lesser extent AoE defense become much more important because they act as "catch all" vs all other attacks. By forcing enemies to switch AI to range mode, you can focus your IO bonuses and power selection to favor/synergize with range defense. Which brings me to point 1 Range defense works whether you are 200 ft away from mobs or 8 feet away from mobs. As long as you keep moving between attacks enemies are always playing catch up. These movements do not have to be dramatic like teleporting max distance back or hovering 40-50 feet up in the air, they can be as subtle as moving a few steps away from a mob while/after you execute a power. If you don't mind a bit of jousting when the situation calls for it then I would recommend you build for range defense softcap and then supplement it with a resist shield backed epic/patron. Sets like thunderstrike and artillery makes it pretty easy to softcap range defense if you are going for a budget option.
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There are very few builds that can go all out on procs in every power. There's no value over proccing starting low recharge powers, those are better reserved for global set bonuses. Most proc builds are selective in which powers gets procced and depend on set bonuses to cover recharge/acc/endurance management of those powers. Higher end builds also build for slow resistance and 2 piece winter IOs are fantastic at offering enough base enhancement for attributes for acc/end and 15% slow resist. Your typical build that leverage procs will have maybe 3 powers that are heavily procced (at least 3 or more procs).
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Handclap is mitigation and force feedback proc fuel. You can use it as an opener to buy you time to cycle through your nukes, you can use it during rage crash and alternate knockdown with footstomp. It also stuns minions which reduce incoming chip damage while you nuke them. It also takes 2 damage procs. You don’t need cross punch. I am really tired of this “it does no damage therefore it’s not useful” mentality when it comes to evaluating powers. Some of the old guards and “elite” players that run the damage only meta for hard mode keep perpetuating this. Rather look at overall synergy with a build it seems that a vast majority of posters I see are only looking at a specific power in a vacuum. It’s time for that message to change. SYNERGY makes a build better. That’s my grump rant for the day. Thanks for coming to my TED talk.
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Have you considered synergy instead of nerdy math with numbers? Knockdown is pretty good mitigation and the last two big hitters as well as energy torrent all do that. It can buy you time, reduce incoming spikes of damage and allow your regen to work. Pair that up with strength of will and/or rune of protection and you can create pockets of HP buffers for fights and let inspirations cover the downtime.
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Anyone get a request to release a name you just got?
Nemu replied to Jawbreaker's topic in General Discussion
I got my namesake back on Excelsior. That made me happy. If someone tries to request that name back I’ll cut them.