Nemu
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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?
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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.
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Ice/Storm Looking for some help from the Troller Community
Nemu replied to MrWallace's topic in Controller
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. -
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.
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Cyclops standing on the sidelines going lol melee. Only reason Cyclops didn't shoot jean is because he's got emotions and stuff.
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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.
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Average players will have more success with team melee. Top end players will have crush team melee with team range, not even a contest.
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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.
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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 ------------ ------------
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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.
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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.
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You are correct sir, my reading sucks.
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I can't put my finger on it but methinks that's the Annihilation proc...
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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.
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My stuff is pretty decent. Pin me! No nudes tho. 👀
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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.
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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!
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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.
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You know what more manly than a missile launcher? Cannon balls. We need a cannon ball launcher in this game like right meow!
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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.
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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 ------------
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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.