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Nemu
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Why do you need perma hasten?
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A few comments based on my own bias, so don't take it as gospel. Hover consumes more endurance than combat jumping, and arc of destruction doesn't work mid air, you have to be low on the ground to use that power The KB enhancement in Arc will cause it to knockback instead of knockdown If endurance is an issue I wouldn't spend those slots for the +dam bonus, looking specifically at those 5 piece shield walls, you can rip 2 slots total out and put it in tough for more S/L resist. Any of the winter sets offer 6% fire/cold resist at 4 slots, Put 4 piece of that in crushing blow to get more ROI with your slots. Here's a rework based on your framework. Crux(1).mbd I prefer focused accuracy. Conserve power has poor uptime and there are inspirations and recovery serum temp powers to help with endurance. To-hit debuff resist is more valuable because I can't get that through other means. Yes you can drop def sweep, however it maybe useful to buffer against heavy -def factions like cims. You can go either way and still be effective.
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I'd swap charged bolts with lightning bolts and havoc punch with dynamo. Lightning bolts does more damage, and you need that because unlike fire blast electric blast does not get a heavy hitting third single target blast like blaze. Dynamo is your endurance sustain with a side benefit of some regen and incidental damage to close enemies. If there ever was a rule of law for blasters it would be "take your endurance sustain." Most of them open up at level 20. I couldn't fit havoc punch in on my fire elec because it did knockback and I didn't have room to pay the tax in my build, so I favored charged brawl instead. With the number of attacks I have I didn't need Havoc punch either. I tweaked your build and shuffled some powers around. my builds always aim to be self sufficient by level 30 (exemped) so that mean I aim to reach range defense softcap or close by then and I'll have my primary mitigation suite available. Short circuit does not need to slotted heavily for end drain because with the knock downs you will have enough mitigation to buy you time to cast it at least twice. By then you will have killed all the fodder and you can then use a combination of holds, knockdown and end drain to keep harder targets under control. Keep in mind builds are only half the equation. You are going to get out of your comfort zone dropping hover. This build is meant to be mobile, darting in and out of melee as opportunities present themselves. The knockdowns allow you more time to stay in melee but you will eventually need to dart out. Learn to joust, that's why I have combat jumping. Watch the videos below for some tips with that kind of playstyle. Dynamo Elec Elec Blaster v3.mbd
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By those metrics I'd imagine that in game help channel should be a wealth of legit info but alas... Discord is point in time - you miss the chat and that knowledge is more or less gone. It's not a good medium for stuff like this: One can argue that misinformation can be memorialized on the forums and that's true, but conversely the forums also enable said knowledgeable players to debunk misinformation and provide details on why. Discord less so, the medium doesn't cater itself well to long, thought out, detailed explanations. It's designed for people with short attention spans. I can see people on discord directing people to the forums as a way to promote knowledge, but using discord alone - I have my doubts anyone can learn anything in depth. The problem I see with enablement is that not too many knowledgeable players are willing to put in the time to write up things like what Projector writes up. That kind of insight usually tends to be tribal knowledge and the folks that are "in the know" tend to hang out with other people "in the know" in private discord/sg/circles so that knowledge isn't really being spread to the masses. At most the masses will parrot generic stuff like "you need miracle/numina in health in every build" and I don't see it as any different on general discord or any other medium. Couple this by the fact that most people that play this game aren't generally interested in learning and you get this scenario where the blind leads the blind.
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Each of those passives are offering 13% resists at your cutoff point so that's 39% resists that you are getting from scaling resists. Any build expert can tell you that there's no way you can get 70%+ resists on SR scrappers through set bonuses alone without other buffs like rune of protection/scaling resists/melee core, etc... With all the scaling resists turned off these are your real numbers: 30%+ resists is respectable but Melee and range defense are not at softcap. You can cover the former with defensive sweep. I'm more concerned about range defense because that's where a lot of debuffs come from. You can always interact/kill with the stuff you engage with in melee range, but it's the stuff shooting at you from range that you CAN'T interact with that often lands those nasty debuffs on you. Since you picked up practiced brawler at level 30 I'm going to assume this is an end game build, otherwise I can't fathom going without mez protection for 30 levels. The kismet bonus in weave is only active when weave is turned on so that also means no +6% to hit until level 38 or level 33 exemped. you can also swap in an LOTG 7.5 in vengeance for a bit more recharge. That IO in kick is wasteful, 10 million inf slotted into a power you will NEVER use. I'd replace numina with miracle in health as that gives you more end recovery. The tried and true formula for supplementing SR with resists is alternating rune of protection/melee core hybrid. This allows you to shift your defense heavy slotting to other things like offense and endurance management. If you are curious about what a build that alternates rune of protection/melee core may look like here is a mock up ROP Melee SR - Scrapper (Titan Weapons - Super Reflexes).mbd
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Misinformation is everywhere. I don't like discord because of the ephemeral nature of content posted there. On the forums it can be a bit more sticky. The few times I went to discord I didn't see any enablement/deeper explanations to questions being asked. most of the time it's just "here's a build!" with no further explanation. To me I see discord as the breeding ground for lazy people who aren't willing to learn/aren't willing to teach. But to be fair, I have very limited interaction with discord so I could be wrong.
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Have you considered adding thunder strike and force of thunder into your rotation? I saw your build in the blaster forums. If you want to be survivable you have to learn to lean into your toolkit, and you skipped a great deal of what makes /elec manipulation strong. We can take the rest of this conversation to your blaster build post. But that quote is how you make a tank mage out of anything /elec manipulation.
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Through this something miraculous happened: The "anti-farmers" and "pro-farmers" banded together against a common thingy. We need more posts like this to perpetuate this unity. Of course that's not going to happen! So let me change the narrative. "I was on a farm with Group Fly and I put repulsion field on the farmer and then I got booted by the farmer because he hated what I was doing, but I did nothing wrong!"
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Reading your initial post I would have thought it was kicking you off the team. 😁
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I wish we'd just make a post called Fire/fire builds and pin it since it's such a popular combo. It seems every week someone is asking for a build. It'll help de-clutter this forum and make way for more interesting builds. such as my storm/elec cyclon panda with whirlwind 😀 I suppose I'll post something useful as well. I looked at both your builds. I have the same types of comments on your build as my comments on this one:
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Your post reeks of entitlement. "I wanna play my way!!!" Fuck yeah you can, alone.... FYI I do turn off GF and team tp at Null the gull but if a team leader asks me not to do anything and it doesn't significantly impact my performance/contribution to the team and ensures that the team as a whole has fun, then I just suck it up and do it. It's called compromise. In this case how crippling is turning off group fly to what you are able to do for the team? If you don't wish to compromise then don't expect other people to cater to only your needs.
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The hardest of Harder content relies on teammates/incarnates for survival so you are going to do a 180 in build philosophy and go all out on damage to get past DPS checks in those encounters. Procs, recharge, and make sure you have good endurance sustain
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I guess we can allow a third person into the cool people's club...
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Congrats @Meknomancer You now own the 2nd ice/poison ever in history. Welcome to the cool people club!
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Seismic/Sonic work JUST FINE for melee oriented blasters. There's only one cone in seismic blast and the shockwave mechanic provides mitigation in melee as a knockback aura. I don't understand where this claim that the set is better suited for range is coming from. I paired Seismic Blast with electric manipulation to double down on knockdowns to mitigate incoming damage in melee. /Sonic has less soft control options but you can proc monster the crap out of all the sonic attacks for more damage.
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You skipped Seismic Smash, a staple of /earth. A lot of earth powers requires you to be on the ground, I've always found hover clunky for that kind of playstyle. You won't have the endurance to sustain whirlwind. Earth assault is already endurance intensive. Even without WW, since you skipped your most damaging single target attack you will take longer to kill stuff and that = more endurance usage because you are cycling more powers to get the job done. Fissure needs both accuracy and damage slotting. Slot it as an attack with attack sets, not knockback sets, the only IOs from a knockback set that goes into attacks that knockback are forcefeedback proc and the kb-kd proc (if you want to mitigate the knockback) My elec/earth/ice build for reference. I skipped tough/weave but took aid self with field medic because the latter gave aid self a tiny endurance recovery component. Clockwork Panda Sleet Procs - Dominator (Electric Control).mxd
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High dps DB scrapper builds skip the combos and rotate Blinding Feint, Ablating strike and Sweeping Strike + snipe. It requires a lot of recharge but Ice armor provides the LOTG mules to make that goal more obtainable. You will take most attacks but a good deal of them are just purple/scrapper ATO mules for the recharge. Defensive armor sets that also offer some +rech really help such builds and Ice doesn't have such a recharge boosting power (but it does have an end recovery power to sustain then endurance requirements of a high recharge buzzsaw build). so this means you'll need to slot more recharge reduction in the 3 staple powers instead of procs. The flashy AOE powers are a bit clunky, once you are able to get your chain down to those 3 core powers + snipe you will feel a difference in playstyle, from posing and pausing to a true buzzsaw of doom. You can use the combos and the flashy powers if you choose to since you need them as recharge bonus mules, but when it's time for serious business you can also forgo those powers go into dps mode.
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I'll see myself out....
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My observation is that people that build blasters the way you do end up not enjoying blasters because they still die too much even though they bought into this fallacy that skipping all your melee attacks and keeping at range by hover blasting is "safe" If survival is your goal I recommend a sentinel. You still get to blast, with the comfort of armor that prevents you from getting mezzed and contributes significantly towards your survival. And from what I hear you get a Psy epic for role play purposes as well. Blaster build threads generally start with learning how to play a blaster first. I see them as an "advanced" AT if this game had tiers of difficulty. To really succeed as a blaster you need a fair bit of knowledge on game mechanics/mob factions and problem targets. If you don't have any of those then you are in for a rough time with a blaster.
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This is not a substitute for skippping on accuracy enhancements or accuracy set bonuses if you plan to proc bomb every single one of your attacks. Your chances to hit +4 mobs without those procs for soul drain sits at less than 60% which is quite low. Your chances to hit for shadow maul which is you most "conventionally slotted" attack Siphon life I get it. Everyone talks about procs but no one gives any insight to what makes proc builds work and what holes you need to address for proc builds to function. So let me break it down for you: Proc builds sacrifice ACC/DAM/END/RECH slotting in attacks and replaces them with procs. So you need to make up for those enhancement values elsewhere, either by set bonuses or powersets that supplements those areas. Rad/Dark has your endurance covered so there's synergy there. But you still need to make up for ACC/Rech from set bonuses. Also, not every power is worth investing in procs, especially the t1-t2 attacks that have low recharge. Those are better served as set bonus mules. Here's some reading material on procs and how they work Your resists are not overkill, you have meltdown toggled on. This is what your resists look like without: You can get by with those numbers but it takes experience with the game (not tanking in general) and leveraging build synergy to make up for hard stats. I can't speak to your experience, but I can tell you the build doesn't have enough synergy to mitigate the loss of hard stats. Here are a few ways from a build perspective to shore up survival: More recharge - clicks come up sooner Using soft controls such as knockdowns - Avalanche KD proc in one of the PBAOEs and other similar kD procs can go a long way More damage (that have enough accuracy to hit stuff) - you got on the proc train, now you need to not whiff.
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Reading the power description gives you hints on what powers do. It may not be super intuitive to look at the real numbers but that functionality was implemented as well, you can click the green "i" and hover over each power at character creation to see what the effects are, when they are available, how long their native recharge/damage/endurance cost/range etc.... are. In this case you can get energize at level 16 and it has a 2 minute recharge, but it discounts your endurance usage by 80% at level (this actually scales up as you level up, at level 16 it goes up to 92%. So if you are using single origin enhancements I would slot energize with 3 recharge reducers to make it as close to perma as you can and put that on as your autopower. You can also access real numbers in game through enhancement management screen - "show detailed info here" at the top
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While not spines/regen. There are fundamental build philosophies for regen that are discussed in that thread that will apply to any regen build. 1 - don't build for passive regen 2 - recharge is key, as your survival depends on your clicks and all of them have relatively long recharge. 3 - so is slow resist, if your recharge is neutered you die. 4 - splash in defense accordingly A side note on copying builds from here or discord or anywhere else: As a rule of thumb you can consistently identify builds that are not highly optimized by the prevalence of too many 6 slotted sets. Those kinds of builds generally lack focus and waste slots on unnecessary bonuses that don't provide a lot of return on investment. Remember - just because someone shares their build for free doesn't mean their build is good or good for you. I gave a power by power, slot by slot breakdown of a street justice/regen build in that link. It might help you,