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Nemu

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Everything posted by Nemu

  1. Kinetic melee is probably the best set to build a ranged scrapper. That alone makes it pretty not bad in my book.
  2. It depends on your budget and you requirements for the build. It sounds like you are just using Single Origin enhancements right now. Long term goals with IO sets can get expensive and some people never get there due to cost/loss of interest/altitis... Typical long term goals with Radiation is to get perma accelerate metabolism (AM), that means a hefty investment in Invention Origin sets with global recharge bonuses. This is not something you can achieve with Single Orgin enhancements. Perma AM builds can cost hundreds of millions of inf. Your build approach shift when you move from SOs to IOs, on SOs most powers follows a prescriptive slotting approach, stuff that needs to hit get a mix of Acc, Recharge, End Redux, and depending on the power, Damage or control SOs. Shorter recharge powers like gravity distortion usually get something like 1 acc, 2 hold, 1 recharge (and if you have slots to spare, 1 end reduction). Longer recharge powers skip the end reduction and invest more slots in recharge, like EM pulse or Wormhole, those would get 1-2 acc, maybe 1-2 control and 2 recharge. The exception to this approach is lingering radiation, the slow is not worth enhancing (in an SO build), as the main draw for this power is not the slow but the -regen debuff, and you can get away with slotting 1-2 acc and 1-2 recharge in the power. Toggles on the other hand get End reduction first and foremost, and since endurance management is harder on an SO build I'd put 2 end reducers in radiation infection and enervating field. Once you move to IO sets, your potential opens up. So what are you in the market for? A realistic SO build or the dream build?
  3. I believe you were looking at seaborndan's build, not the original build posted by DrHappy85. I have not given the former a thorough run through πŸ˜€ I have edited my previous post to clarify who I was addressing.
  4. @DrHappy85 You need more attacks. The toggles you got, even excluding sprint and spirit ward, is on the heavier side and I would not be surprised if you are addicted to blue pills or recovery serums. I think your emphasis on defense is misplaced on dominators, especially with an OP set like Arsenal control where you have the best stealth in the game in cloaking device, can open each fight with your confuse grenade as an alpha without retaliation. You have the toolbox to get the drop on mobs without them fighting back, and if mobs are dominated your defense does nothing for you. Cloaking device means you are not going to alert adjacent packs when you fight, so the only time I see range defense being a factor is ambushes that ignore your stealth and those are very rare. But those comments aside the biggest concern I have for the build is the lack of attacks.
  5. Duckbutler covered the numbers If you have low defense, resist is better, more consistent mitigation. Defense starts showing an edge as you approach high 30s-45% because that's when you really start to notice that you are getting hit less. But you can also layer defense with resists and most notably soft controls/heals and other tools in your toolkit, which a lot of builds don't take advantage of because they favor stat numbers via IO bonuses, to augment survival. Most of these build discussions don't focus too much on synergy and how to use your toolkit and playstyle to compliment your goals. It's generated a lot of focus instead on chasing 45% defense and 90% resists or whatever the resistance cap is, some times at the cost of synergy, damage, slot efficiency and sometimes even theme. But those builds still work because the game is pretty accommodating to all kinds of builds. So while there's nothing wrong with adapting one of those super durable builds. If you want a different perspective play a blaster, once you understand the fundamental tenet of any game like this, which is "dead things don't fight back," and master the nuances with that AT, then I think you'll be ready to step out of your comfort zone and apply some of that philosophy to armored ATs. The result might surprise you.
  6. You are spreading out slots too much, regen needs recharge, and it's OK to focus on a few powers to get them 5 slotted to get to that recharge bonus instead of spreading slots out evenly across all your powers. For example scorch, it's a tier 1 power and it's usefulness in your rotation diminishes as your build matures. As such, at level 43 you don't need to devote 3 more slots to it or pick it at all, and those 3 slots can go to fire sword, creamate, and incinerate for 5 slot crushing impact for 15% global recharge. Alternatively you can allocate those to 5 slot your 3 other healing click powers not named reconstruction with doctored wounds for the same 15% global recharge, and open up room for your attacks for damage proc slotting. Don't be "fair" with how you allocate slots, build with purpose. That requires that you understand the goals of the build. For regen, the very fundamental goals should be Recharge and Slow resistance. The latter is harder to get without sinking tons of influence on winter sets, so as a budget build you should focus on recharge.
  7. Change in playstyle and learning mob AI/mechanics first and foremost. Not every engagement involves you standing right next to the tank, and if you don't adapt some factions will decimate you with Mez/AoEs. Know when to attack and when to hold back, when to use AoE and when to focus on single target. For a game as easy as this, there's still a lot of value in movement and positioning. Then inspiration management, downtime means time to combine inspirations to those that you need the most. You should always have some breakfrees in your inventory as a squishy, then defense inspirations. Prioritize those inspirations that you need and combine the rest into them. Lastly build. Most people jump on this as the first point to remediate and I can tell you that if you master the previous 2 items you'll be less dependent on builds covering for your other shortcomings.
  8. Nemu

    Archery/?

    Whether you take 1, 2 or all 3 of the T1/2 powers that you can use when mezzed depends on the build. The practical approach is to look at the recharge vs cast time on the power on a final build. On any build that has decent recharge, that bonus + the recharge enhancement in those individual powers may mean that you can form a seamless attack chain with just 1 or 2 of those picks. If that's the case, then the powers that you don't use are redundant with them being set mules in the best case scenario.
  9. If you guys are looking for build help, there are also a lot of capable people in the AT forums that provide assistance on how to design good builds that can pick up where JJ left off. Tips for requesting help: "What's the best xyz?" is very subjective and that's not going to get you the answer that you are hoping for. Even if you get responses, you will most likely get builds that are out of your budget range or builds that don't align with your playstyle. State your goals with the build, your budget, your playstyle, must have powers/concept. "I need an primary/secondary build" doesn't give people much to work on, and if you don't know what's good, anything looks good to you. "I am looking for a pure range arch/ta blaster build that costs no more than 100 million inf that I'll use to hover blast" gives people a lot more context and provides a starting point to home in on a build that works for YOU. Hope to see some of you in those forums and get the assistance that you need.
  10. Hello, Some feedback on general build process: Slot attacks as attacks, and not for secondary effect because you want to chase bonuses. If you take nothing else away from this post, this is the only comment that I would ask you to walk away with. Just because every other build does it doesn't mean you need to do it on this build. If touch of the beyond lands you have more end recovery than most builds that instinctively slot the recovery uniques in health. Blasters in general do not need those miracles/numinas if they slot their sustains for endurance recovery. Death shroud is not worth taking, at all. It's an end hog, it basically demands you be in the danger zone and stand there like a brain-dead melee player, and unlike some other non-sustain damage auras that blasters get, it doesn't do anything to help mitigate damage (hotfeet at least slows and screws with mob AI). The defenses that you build is not meant to enable you to stand in melee forever and duke it out. You don't have the sturdiness of melee ATs. Plus, blasters already do enough burst damage that they don't really need the pitiful trickle of damage from damage auras in my opinion. It's the ultimate trap power. Shadow Maul has a 3 second cast time, you can make it work but that cast time might be a turn off for those that are looking for a more fluid playstyle. Keeping the goal of survival via S/L/range defense, lets fix a few of the obvious items I talked about: - remove slots from health and stamina (for now), leave a panacea proc in health and a Pshifter +end in stamina - reslot midnight grasp with mako's bite, keeping the 3.75% range defense - reslot shadow maul with 5 piece avalanche, we'll come back to that Kinetic combat is not a very good set if you have funding. Blistering cold is far better - add a slot to smite, reslot with 5 piece blistering cold Weave gives you the most +def to all and deserves more than unique mule slotting. all your defense toggles only have one slot and you are missing the forest for the trees when you look at what slotting some of these can do for you instead of focusing on stacking set bonuses. Scorpion shield and weave in particular. The former give you 4% more s/l defense if you just add two more slots to it, how many slots would you have to dedicate to get that number via set bonuses? At this point, if I added 2 slots that I salvaged from health/stamina to Scorpion shield (LOTG Def and LOTG def/end), you will be at 43%S/L and 44%Range - reslot Scorpion shield with LOTG 7.5, DEF, and DEF/End As a blaster you have a lot of weaknesses, therefore I'd get combat jumping a lot sooner because I don't want to wait 38 levels to not to have to worry about immobilizes. Since we dropped death shroud we can push CJ up to level 4. I don't like to miss, so my preference is to slot CJ with an LOTG 7.5 and a kismet +to hit. We lost the range bonus from 2 piece blessing of the zephyr. That will put us down at 43% range and 43% S/L defense. - move CJ to level 4, reslot with LOTG 7.5 and Kismet +to hit But we recovered a slot from CJ, and I'm going slot up weave with 1 lotg 7.5 + shield wall Def, Def/end and unique, If you have money boost the def and def/end to +5. That brings your defense up to ~44.5% S/L and ranged unboosted. Weave gives defense to all, it's the best bang for the buck and deserves slotting rather than being a mule. - reslot weave with LOTG 7.5, Shield wall Def, Def/End and +resist unique The next eyesore is the lack of slotting on Rain of Fire, Blazing bolt, soul drain and Inferno, and the extravagant amount of slotting you dedicated to tactics and aim. If you want recharge, 5 slot sting of the manticore gives you 7.5%, yet you went with 5 slot adjusted targeting in tactics for 5%. And you already have 3 piece sting of the manticore in the snipe. 2 additional slots for 7.5% recharge vs 4 additional slots for 5%, there is a clear winner here. - remove all slots from tactics, add 2 more slots to blazing bolt and 5 slot with sting of the manticore. leave tactics at base slot with end reducer. Soul drain is a build up replacement and requires an accuracy check, you also most likely want it available as often as possible. 2 slotting it with rectified reticle in this power doesn't align with how this power wants to be used. The 2 piece RR is better suited for aim. Soul drain deserves more slotting. - remove 3 slots from aim, reslot with 2 piece rectified reticle and a guassian's build up proc Avalanche goes better in soul drain, the KD proc is useful to knock stuff down as you buff yourself, so we will move the avalanche set from shadow maul to soul drain - add 3 slots to soul drain, move avalanche set from shadow maul to soul drain. At this point you have 43% s/l defense and 42% range defense. The next set of decisions is trickier. It's easier to slot a power that grants +defense to all to bring both ranged and S/L defense closer to softcap. Manuevers consumes more endurance than combat jumping so it's a good target to put more slots in. - add 3 slots to Manuevers and slot with LOTG 7.5, reactive defense Def, Def/End and +resist unique This brings you to 44% s/l and ~43% range defense This leaves you with a 3 slotted inferno, a 3 slotted rain of fire and a 5 slotted shadow maul. I'm inclined to drop shadow maul because it's a melee cone that's awkward to aim for some people, and it has a 3 second cast. I can then reinvest those slots in RoF and inferno. 6 slotting RoF with artillery will give you another 3% defense which will put you over the top on range defense, you can take a slot out of superspeed, lose 1.25 range defense from blessing of zephyr and gain 3% instead. At this point you are pretty close to softcap to S/L and Ranged and you can use the remaining slots to get more useful bonuses such as recharge. - drop shadow maul and reclaim 4 slots, remove a slot from super speed and add 3 slots to RoF and 6 slot with artillery - slot remaining 2 slots into inferno and slot with 5 piece armageddon. This also leaves you with 2 open power picks, since you already have combat jumping, picking up super jump for the slow resist unique and the acrobatics for some additional mez protection makes sense, and they require no slotting investment. If you want to edge closer to softcap you can also +5 the defense and defense/end IOs in Scorpion shield, weave and manuevers. I also like to exemp well so power pick progression matters to me. reshuffling some power picks around gives me a build that is self sufficient and can steamroll teams by level 30 The end result is much cleaner, with leveling progression that enables you to be self sufficient by level 30, as you will have access to scorpion shield and achieve almost softcap to S/L range when you exemp to that level. Blaster (Fire Blast - Darkness Manipulation).mbd Nemu edit.mbd
  11. I suppose that you and I can go back and forth but there's no value in that. In the end I disagree with quite a few of your claims, but I'm not going to drag it out here. People that want to learn can learn from our posts and reach out if they need more guidance. Those that don't can copy builds and still have fun. This game is easy enough that most builds are viable. If people decide to reach out to me, then I'll provide them contextual breakdown of build, playstyle, and notable mechanics based on their ask. That's my commitment to helping this community.
  12. Nemu

    Yup...it was me

    This thread has insights on how to build regen. You are right, it's not passive regen that you need to focus on. It should be recharge first and foremost and a lot of slow resistance. I've seen people stack resists but usually that means cutting into recharge bonuses, so there's a balance. Also, that's the brute forum and brutes don't have access to shadow meld. For a scrapper you can address survival by having high recharge and cycle moment of glory and shadow meld to soak up alpha strikes. You can certainly focus on defense, but again, as a scrapper you have access to shadow meld, and claws does not have powers that give you defense such as parry/divine avalanche/guarded spin that alleviates the need to dump a tremendous amount of slotting to get melee defense up high enough.
  13. Nemu

    Yup...it was me

    I'd focus on the IO sets that give you recharge first and foremost. Crushing impacts, doctored wounds, obliteration, etc... You can manage survival with inspirations. Use IOs to patch the things you can't get from inspirations - Recharge and slow resist. The latter is more expensive but at the very least you should put a winter's gift 20% slow resist in a travel power.
  14. Take a look at this thread for some insight into the general approach to how to optimize your slotting
  15. Nemu

    Regen Brute

    Take a look at this thread for some insights into regen
  16. I really don't think you got the gist of what I'm saying. There's no benefit to having S/L defense for a build focused on keeping at range. If you are hover blasting you are intentionally eliminating some of the damage vectors and restricting the attacks against you to either those with a ranged tag or an AoE (some ranged aoe attacks have an aoe tag instead of ranged, but it's a minority and isn't worth overbuilding for). If anything this should be the one takeaway for you from this post: ATTACKS DO NOT CHECK MULTIPLE TIMES AGAINST ALL YOUR DEFENSES. IT JUST CHECKS FOR THE HIGHEST DEFENSE YOU HAVE AGAINST THOSE TAGS. For example: Range gun attack that has the Lethal damage tag and the ranged tag You have 45% ranged defense and 44% S/L defense. That attack will only check against the 45% range defense that you have. If you fail the check it will NOT check again against the 44% S/L defense as a backup. It's also important to note this: Multi-element attacks like an attack that has 60energy damage and 40 smashing damage will only check against energy defense, because energy is the highest damage. All that investment into S/L defense is just cutting into your offense, taking away from other useful bonuses such as recharge. Your defensive investment is better for blasters that venture into melee range, as S/L defense does cover quite a bit of melee and PBAoE attacks that mobs throw around. There are valid reasons for building for S/L defense. Your game plan does not align with why you are pursuing this. As long as you are out of melee range (and it does not have to be 50ft away from mobs, most melee attacks have a range of 10ft at most), you are forcing mobs to either 1) chase you, or 2) shoot you. And range defense defends against the latter far better than S/L defense can. Supplement that with a resist epic shield backed up by soft controls, and you get a durable blaster that you are looking for. Now you may construe this as me telling you what to do, but I'm just trying to enable you to make the most informed decision that you possibly can. And I do not think you are thoroughly informed as to why you should do what you are planning to do. If you want an example of a build that applies range defense and S/L defense with purpose look at this: I also see slotting that doesn't align with your goal of Range + S/L defense in your builds such as the 6th slot of the winter set that does nothing for you. If you want an example on optimizing you set bonuses and slotting look at this:
  17. Range defense covers ALL attacks that have a ranged tag. Doesn't matter if it's S/L/E/N/F/C/Psi/Toxic (if the latter two have ranged tags, some do, some don't, and none of those are covered by s/l defense). And attacks don't check for defense multiple times, it will just check against whatever defense of the appropriate tags that you have the highest of. As long as your range defense is higher than your S/L defense all ranged attacks will just check against your ranged defense. If your game plan is to hover and stay at range there is absolutely ZERO value in scorpion shield other than it being an LOTG 7.5 mule. Most sturdy range builds will instead opt to pick up a resist shield and add another mitigation layer to softcap range defense. Even though it was slightly nerfed, bonfire is still potent with the kd proc and a lot of people opt for fire mastery for that and a resist shield. So now you have 4 layers of mitigation - kill stuff quick, soft controls, defense, resist
  18. If your game plan is to play at ranged let's break down the rationale for having the kind of defense you focused on: S/L defense - covers attacks that primarily have S/L type, this may cover some ranged attacks, but others with pure energy/cold etc... anything that's not primarily S/L type will still get through Range defense - Covers ANY attack with a ranged tag, doesn't matter which damage type. SOOOOO, why S/L defense?
  19. I see the majority of initial discussions here (all 3 posts) on Arsenal Control skipping the T1. I have a different opinion. 1 - It does good damage for a control power, not great, but it's a good attack during early levels where most builds are sorely lacking a good density of attacks. 2 - It slows so it can slot the ice mistral set, and I have a thing for that set 3 - It is an autohit sleep so you get value whether you do damage or not. It's handy at lower levels, but I also noticed that it resets or at least delays AV behavior when you sprinkle it into your attack chain at higher levels. For example Hopkins spent much of his time during the Manticore TF in the stunned animation when I liberally sprinkled Tranquilizer in my attack chain. Conventional wisdom tells people that they should skip one of the T1/T2 available at character creation. I would highly recommend a re-evaluation of this power as you plan out your build. FYI here's my Arsenal/Elec that I took to 50. I find Arsenal to be very OP with layers and layers of area denial and an autohit ST sleep and proc monster hold, not to mention the myriad of potent debuffs that these controls also carry. I saw no synergy with Arsenal assault, however, especially with the lack of immob and ignite (I do think Grav/Arsenal can be a really janky paring though with singularity, enflame and ignite). But having 2 floaty pets even if one is really poo poo, that's my level of jank! Peacekeeper Panda - Villain Dominator Build plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Arsenal Control Secondary powerset: Electricity Assault Pool powerset (#1): Leaping Pool powerset (#2): Speed Pool powerset (#3): Leadership Pool powerset (#4): Flight Ancillary powerset: Mu Mastery ────────────────────────────── Powers taken: Level 1: Tranquilizer A: Ice Mistral's Torment: Damage/Recharge 43: Ice Mistral's Torment: Damage/Slow 46: Ice Mistral's Torment: Accuracy/Damage/Endurance 46: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge 47: Ice Mistral's Torment: Chance for Cold Damage Level 1: Charged Brawl A: Hecatomb: Damage 3: Hecatomb: Damage/Recharge/Accuracy 3: Hecatomb: Recharge/Accuracy 9: Hecatomb: Damage/Endurance 40: Hecatomb: Chance of Damage(Negative) Level 2: Cryo Freeze Ray A: Gladiator's Net: Chance of Damage(Lethal) 42: Ice Mistral's Torment: Chance for Cold Damage 42: Gladiator's Javelin: Chance of Damage(Toxic) 42: Apocalypse: Chance of Damage(Negative) 43: Neuronic Shutdown: Chance of Damage(Psionic) 43: Unbreakable Constraint: Chance for Smashing Damage Level 4: Lightning Bolt A: Superior Winter's Bite: Accuracy/Damage 5: Superior Winter's Bite: Accuracy/Damage/Endurance 5: Superior Winter's Bite: Accuracy/Damage/Recharge 7: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime 9: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge Level 6: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed 7: Kismet: Accuracy +6% Level 8: Cloaking Device A: Luck of the Gambler: Defense/Increased Global Recharge Speed 48: Shield Wall: +Res (Teleportation), +5% Res (All) 49: Reactive Defenses: Scaling Resist Damage Level 10: Sleep Grenade A: Impeded Swiftness: Chance of Damage(Smashing) 11: Ice Mistral's Torment: Chance for Cold Damage 11: Positron's Blast: Chance of Damage(Energy) 17: Bombardment: Chance for Fire Damage 19: Javelin Volley: Chance of Damage(Lethal) 19: Annihilation: Chance for Res Debuff Level 12: Smoke Canister A: Coercive Persuasion : Confused 13: Coercive Persuasion : Confused/Recharge 13: Coercive Persuasion : Confused/Recharge/Accuracy 15: Coercive Persuasion : Recharge/Accuracy 15: Coercive Persuasion : Confused/Endurance 25: Coercive Persuasion : Contagious Confusion Level 14: Super Jump A: Winter's Gift: Slow Resistance (20%) Level 16: Hasten A: Invention: Recharge Reduction 17: Invention: Recharge Reduction Level 18: Flash Bang A: Superior Ascendency of the Dominator: Accuracy/Control Duration 25: Superior Ascendency of the Dominator: Control Duration/Recharge 34: Superior Ascendency of the Dominator: Endurance/Recharge 34: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance 34: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance/Recharge 36: Superior Ascendency of the Dominator: Recharge/Chance for +Damage Level 20: Zapp A: Sting of the Manticore: Accuracy/Damage 21: Sting of the Manticore: Damage/Endurance 21: Sting of the Manticore: Accuracy/Interrupt/Range 23: Sting of the Manticore: Damage/Endurance/Recharge 23: Sting of the Manticore: Chance of Damage(Toxic) Level 22: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 24: Tactics A: Cytoskeleton Exposure Level 26: Tri-Cannon A: Expedient Reinforcement: Accuracy/Recharge 27: Expedient Reinforcement: Accuracy/Damage 27: Expedient Reinforcement: Damage/Endurance 29: Expedient Reinforcement: Accuracy/Damage/Recharge 29: Expedient Reinforcement: Endurance/Damage/Recharge 31: Expedient Reinforcement: Resist Bonus Aura for Pets Level 28: Thunder Strike A: Superior Avalanche: Accuracy/Damage 31: Superior Avalanche: Accuracy/Damage/Endurance 31: Superior Dominating Grasp: RechargeTime/Fiery Orb 33: Fury of the Gladiator: Chance for Res Debuff 33: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown 33: Force Feedback: Chance for +Recharge Level 30: Voltaic Sentinel A: Synapse's Shock: Damage/Rechage 36: Synapse's Shock: EndMod 36: Synapse's Shock: Damage/Recharge/Accuracy 37: Synapse's Shock: Damage/Accuracy/Endurance 37: Synapse's Shock: EndMod/Increased Run Speed Level 32: Build Up A: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 35: Charged Armor A: Gladiator's Armor: End/Resist 37: Gladiator's Armor: Resistance 40: Gladiator's Armor: TP Protection +3% Def (All) Level 38: Ball Lightning A: Ragnarok: Damage/Recharge 39: Ragnarok: Damage/Recharge/Accuracy 39: Ragnarok: Recharge/Accuracy 39: Ragnarok: Damage/Endurance 40: Ragnarok: Chance for Knockdown Level 41: Surge of Power A: Steadfast Protection: Resistance/+Def 3% Level 44: Tear Gas A: Unbreakable Constraint: Hold 45: Unbreakable Constraint: Hold/Recharge 45: Unbreakable Constraint: Hold/Recharge/Accuracy 45: Unbreakable Constraint: Recharge/Accuracy 46: Unbreakable Constraint: Hold/Endurance Level 47: Liquid Nitrogen A: Invention: Recharge Reduction Level 49: Vengeance A: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 1: Domination Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Panacea: +Hit Points/Endurance 48: Miracle: +Recovery Level 1: Stamina A: Performance Shifter: Chance for +End 47: Power Transfer: EndMod 48: Power Transfer: Chance to Heal Self Level 14: Double Jump Level 49: Quick Form 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  20. I slotted storm cell with some damage procs for a hot minute to see what would happen. The procs don't trigger when you place it, but they do trigger when other powers proc storm cell's effects. It was not very reliable and fired off rarely, so I relegated the power to be either a set bonus mule or frankenslot mule. The one proc that does activate consistently is the force feedback +rech proc, I highly recommend slotting at least that in storm cell.
  21. Nemu

    Ice / TA Blaster

    There's no need to take scorpion shield if you are just shooting from range. See this post for rationale and general approach to making builds: In general it's better to slot attacks as attacks and not for their secondary effect (the exception is when an attack does very little damage like tesla cage from Blaster Electric Blast or archery stunning shot). I generally also skip stuff like ESD arrow from blaster secondaries, too long a recharge for too short a duration and no damage. Those generally give terrible ROI for slots invested. Lean into strengths of the AT which is kill stuff before you get killed. As for the combo itself, I wrote up a cheap build for it. It's not softcapped, but a single luck and put you close.
  22. i shared some of my insights on electric manipulation here. I normally don’t endorse same/same builds due to general lack of functional synergy but Elec/elec has a lot of synergy. Besides the chain knockdowns you can also add stacking holds and end drain into your toolkit. Damage wise electric blast is in a better place and you can still supplement ST with high DPA melee attacks from the secondary. the addition of the end drain toolkit is pretty huge in helping you face tank stuff. You can essentially open with force of thunder-short circuit-thunder strike-powersink to drain mobs dry while they are knocked down. This is much safer than my fire/elec just leaning on cycling knockdowns.
  23. It's where they hold the racial draft, and where WuTang went to the Chinese Delegation.
  24. Initial assessment without plugging this into mids: 1 - Too many full sets where the 6th slot doesn't do anything meaningful for your build. For example the purple sets, and additional 6% psi/toxic resist and 5% psi defense isn't going to win you any medals at survival. You might be close on F/C softcap with the 6th slot in all the winter sets but that's a rarer damage type and in my experience not critical for most game content. Range defense is much more useful even if you play in melee. 2 - Reaction time is under slotted in my opinion, you went the conventional way of slotting all the uniques in health just because every other build does it, without looking at base recovery numbers in reaction time. 3 - Not seeing the Gladiator's armor 3% defense unique or the reactive defense +resist unique, those are fairly easy includes. 4 - You might be close to 95% chance to hit vs +4s based on your slotting, if you care about that. At level 50 with incarnates a lot of people settle for 95% chance to hit against +3s due to incarnate level shift. 5 - Mental blast and lance are your only 2 ranged attacks. Maybe your goal is to make heavy use of your melee secondary and forego ranged attacks and that's fine, but I prefer to have a well rounded ranged ST attack chain for those times where standing in melee isn't a good idea. 6 - Personal preference. I hate blind, you don't have an answer to blind. I prefer tactics to assault for that reason.
  25. Playstyle + experience and game knowledge > builds. Good luck.
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