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Outrider_01

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Everything posted by Outrider_01

  1. 3 rethink your end goals, that's 3 travel powers which do little beyond waste endurance. SS/SJ or Fly/Telenor at least from ye old days. You need like 100% recharge for perma boost range, so build is cheap. Below 30, that's another thing.
  2. I am rolling around in my head a Wolf with the Crab spider pets plus the epic pet, nothing else with the Crab spider options. Pretty much a pseudo AR/Traps (debuff grenades) + Pet concept (Summon Spiderling, Call Reinforcement, epic Summon Blaster) but there is a lot of powers and not enough options, as well as trying to get the pets as near perma as possible. Trying to bump up defense which looks like its possible to go positional, but AoE is lagging. 15 slots left, room for set bonuses but lacking powers. Burst, heavy burst , and Single shot prefered in keeping.
  3. You may want to rethink your end goal and what you are attempting to achieve. You have a lot of 6 slotted defense or resist toggles, mostly for resists bonus. Your defense for any type is 35ish but lacking for ENG/NEG defense, focus on S/L or one of the positional like melee. Note, if you focus on S/L defense you can farm with the toon on an Energy resist map. Enemy needs to be Energy blast and energy melee, nothing Electrical melee or damage. Energy damage will check vs the smash defense, but energy resist will cut down the damage. And slot for KB protection. PROFIT!
  4. Needs more spit and polish. Actually more spitting, sort of the most original animation. Mace, axe, fire, ice share similar animation likenthe PBAoE melee attack.
  5. Dark Miasma and dark Affinity
  6. Because its a support set? Like, who needs 30% when they can just buff your team and weaken the enemy, then you sit back and rake in the influence while having a Cuppajo 😏
  7. Secondary for blasters, not lot of animal animations. Over all, the Savage Melee attacks would work well for a /Manipulation set with a different Blood Frenzy mechanic. Using the animations currently in game (HC devs can't really do much making new ones) Call Swarm - Immobilize or hold (swatting flies πŸ˜†) Unkindness - Cone; debuff ? Call Hawk - Ranged control, maybe a stun ? Melee attacks - Any 3 Maiming Slash - Energy Punch level Vicious Slash - Bonesmasher level or Power Punch at T1; knock back if Call of Swarm isn't used. Feral - Ranged melee punch, Total Focus tbut 80% of the damage Hemorrhage - Heavy front damage, minor dot Rending Flurry - Fire Sword Circle Buffs - 3 Get 9 powers out of that, Melee being the ones to pick from. As for a thorns blast, I can't see it. There are very few animations for Spines or Thorns, like 3/4 of them are melee. They could borrow some from claws, like Shockwave and Focus body animtion with the arms, but use Spines with spikes flying out of the body from Throw spines or Thorny Assault with Fling Thorns. Is it evenpossible to tear 2 attack animations apart and use half of each to form a new one? Oh, and Thorn Barrage as the T9. Full Auto type attack, stand there for 10 seconds shooting stuff out of your fists πŸ˜† Hmm, it looks like when you change the graphic of thorn assault the actual thorns leaving the body look different. Metal look thin as they travel, crystal and slate look thicker; it travels too fast to get a good look though.
  8. Turn off the blob of hex format that looks like Matrix code. It should have a link at the top, easier for everyone to critique your build with a simple download instead of a copy paste.
  9. Any toon type, load into Atlas from character creation, have the 3 powers in tray, log off, log back in another day and nothing there. basically log off on a new toon and back in, like it didn't save a UI layout copy.
  10. Shieldwall +5 resist all and Reactive Defense: Scaling Resist (3% passive, caps at 10% the lower your health). Basically 8% to 15% with low health. Slot them, shift others around. On my savage/shield scrapper, use One with the Shield to cap out resists Smash/Lethal 54.79 - 75% Fire/cold 43.12 - 58.48% Energy/Neg 29.62 - 48.48% Psi 9.5 - 0 Toxic 26.62 - 41.98 One with the Shield is by far one of the most mild of penalties with it crashes, just 75% endurance reduction but a End Rec IO its almost always full before it crashes so its barely noticeable.
  11. Both have a knock down proc and they slip, just tried it. Or singularities mag 1 is so tiny you can't see it with the KB causing them to slip. Going off Ki Push from /Martial on blasters, it too has the KB-KD but they fly pack. It would seem there has to be an order of KB with repel to working together, like an acceleration modifier. Ki Push is noticeable but as the flight distance is so much shorter with that proc.
  12. Challenge yourself and make your toon with a build that is weaker in the sense of a side kick
  13. Overwhelming force is a proc for chance, The KB set one actually zeroes it out in the power. Haven't run my kin buffer for farms in awhile, but the repel toggle with the KB-KD IO forces them to trip vs fly. Otherwise farmers would be yelling at me.
  14. Use the costume creator to fill in the gaps of your concept. Few auras vsn look like green fire
  15. I don't see it happening, but the one thing that puts me off from ice melee is Ice Patch, makes you stationary and tied to that spot. Think it would be better as a toggle like Irradiate and spawns a pet Patch with a .67 mag just enough to make them slip. Remove the sleep sleep effect from, seems redundant and probably mag 1 for minions. Could be wrong on the sleep, reference Paragonwiki and it could be out of date, computer is down for a week. 2 toggles in melee side, would be more unique. Dark armor players would love it lol. Alternatively have Frozen Aura and ice Patch as a toggle do some kind of combo effect.
  16. It's still too short of a duration, can eat a couple reds and it lasts longer. I personally do not care for the status increase to duration but thats me, you can slot for that and enough recharge requires just another application.
  17. Psionic Dart to Decimation +6.25 recharge, 1 extra slot Fearsome Stare to cloudy sense, same 6.25 recharge, +1 proc, +1 extra slot can move else where. Recharge is low enough you can just cast it again to fear and -tohit stacks with +defense. Longer fear duration is redundant Umbra Beast, take that 1 slot from Fearsome Stare and change to Recharge intensive pet set. +6.25 recharge Haunt, change to a recharge intensive pet set with that one extra slot from Psi Dart. +6.25 recharge Optional is Dark Grasp, 4 Basilisk hold for 7.5% recharge Drain Psyche, change to Pancrea set. Thats 8.25 down to 7.5, but with the above mentioned you now have a lot more recharge. Find a slot for Psionic Tornado, +6.25 recharge That Reactive slot in hover, move to mind over body and +5 recharge with Impervium set Alternatively move the hover and 2 of the above spares if you don't slot as I suggested above; thats 3. Slot all 3 into Link mind, its six slotted with 1 7.5 luck of the gambler and 5 from Reactive; using the IO with recharge reduction you will shave off a few more seconds. Depending on how you slot, I think you could get 20-25% more recharge with very little loss of damage or ACC. Might lose a little of the range defense I think you were building for on the Psi Dart set.
  18. Ara-Ara-Khan?πŸ€”
  19. Its a pet less blaptroller, +4/8 seem to chew threw them with AoE or a couple hard hits. Its not really going to solo much, Psi Dart being wimpy but Subdue has a -Imm which works with Domination and Psi Shockwave has a stun as well, Psi Scream works nice; with flight you position over the group, hit Drain, Shock Wave, fly back and hit Scream. There is room for tweaking, I forgot I designed it for soft cap defense with flight/hover on or hover off and sprint off; it sits at 49% with all toggles running; If I tweak it more could probally just soft cap at 45% with flight and have a couple of slots left for procs . Perma hasten, perma domination using dominator rolling bind, +HP from Hoarfrost bound to the D key so all 3 pop off when ever a key is hit. Almost perma Drain Psyche, capped out its 130 hp regen and 13.5 endurance per tick, you don't need to slot any thing in Stamina. And you have Hibernate as a back up, so 2 powers for endurance recovery. KB to KD proc in the melee, that can go. Not sure what I was thinking, thats a freebie right there. You don't really need to slot for control sets on a dominator, with enough recharge you can just cast again before it wears off; this allows you to use a bit more damage procs.
  20. This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Lugnut Defense: Level 49 Technology Brute Primary Power Set: Radiation Melee Secondary Power Set: Electric Armor Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Radioactive Smash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5) Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-EndRdx/Rchg(7), UnbGrd-ResDam/EndRdx/Rchg(9) Level 2: Lightning Field -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(13), SprBrtFur-Acc/Dmg/Rchg(13), SprBrtFur-Dmg/EndRdx/Rchg(15), SprBrtFur-Acc/Dmg/EndRdx/Rchg(15), SprBrtFur-Rech/Fury%(17) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 6: Conductive Shield -- GldArm-End/Res(A), GldArm-RechEnd(19), GldArm-ResDam(19) Level 8: Radiation Siphon -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(23) Level 10: Static Shield -- GldArm-End/Res(A), GldArm-RechEnd(25), GldArm-ResDam(25) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(27) Level 14: Super Jump -- Jump-I(A) Level 16: Grounded -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(27), StdPrt-ResKB(29) Level 18: Irradiated Ground -- Erd-%Dam(A), TchofLadG-%Dam(29), Obl-%Dam(31), AchHee-ResDeb%(31), FuroftheG-ResDeb%(31), ScrDrv-Dam%(33) Level 20: Lightning Reflexes -- Run-I(A) Level 22: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(33) Level 24: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(34) Level 26: Devastating Blow -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(34), Hct-Acc/Rchg(36), Hct-Dmg/EndRdx(36), Hct-Dam%(36) Level 28: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(37), Pnc-Heal(39) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(39), UnbGrd-ResDam/EndRdx/Rchg(40) Level 32: Atom Smasher -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(42), Arm-Dam%(42), AchHee-ResDeb%(42) Level 35: Power Sink -- PrfZng-Dam%(A), PrfZng-Taunt/Rng(43), PrfZng-Acc/Rchg(43), PrfZng-Taunt/Rchg/Rng(43), PrfZng-Taunt/Rchg(45), PrfZng-Taunt(45) Level 38: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(45) Level 41: Proton Sweep -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Acc/Dmg/Rchg(46), SprUnrFur-Dmg/EndRdx/Rchg(46), SprUnrFur-Acc/Dmg/EndRdx/Rchg(46), SprUnrFur-Rchg/+Regen/+End(47) Level 44: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(47) Level 47: Char -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(48), Apc-Dmg/EndRdx(48), Apc-Dam%(49) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Fury Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(11) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Prestige Power Dash -- Jump-I(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 14: Double Jump ------------ Not a heavy hitting tankin brute unless you got some +resist buffs and could be swapped around a bit. Soft cap lethal/smash, perma hasten, KIB protection on top of Groundedaerrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrmd a lot of procs especially the -resist; heard that procs go off in order slotted so a -resist goes into the default followed by every other damage procd
  21. Don't expect to be tanking in a group with this build, it will work and the feedback I got from the guy who used it said it was pretty good. Incarnate to your flavor, will work ok for most content but +4/8 may give you some trouble; burn is also useless in a group as stuff dies before the animation is even finished.
  22. Spirit of Wolf? πŸ€”
  23. Ok, might seem like I am rambling, 6 hours of sleep in 2 days....ready to face plant 😁 Its not a set perfect build, been there done that got the Spandex and Cape. Last 6 built toons are what I would call sidekicks and justice league of jokers, different concepts that I come up with like a Ice/poison corrupter with 100 range everything from blasts and debuffs, fitting procs in when I could. A grav/Psi dominator, more a blaster throwing sinks at bad guys with Propel and still managing to have perma dominate. Cheap builds usually, trying for like 350m builds, get 3 toons for the cost of one toon with a 1.2b build; the more expensive ones would be like a Savage/Shield scrapper with Savage Leap, Shield Charge, and Spring Attack for 3 teleport attacks for shiggles; cheap Savage/Bio stocker with that knockdown proc and touch of death damage proc in melee sets which fire pretty often (bio is crunchy like a grill cheese sandwich😞 ) This is built around the Electric bonus damage gimmick. Its a AoE melt toon, fly in behind a tank in a group and less of a solo toon (probably a PI or DA paper mission runner when I want to play casual). Pop Soul, AoE, Port ahead, AoE second group. Animations are pretty fast, so should be able to use Dark Consumption, Ball Lighting, and Short Circuit inside an Aim power cycle, SD being almost perma. With the buff to flight, I love the travel power compared to 2005 when I last used it and if I wanted to melee I would just use a scrapper or brute with SJ for ground travel. Stealth vs Infiltration, again a different concept. flights kind of a pain in the ass in caves, so infiltration makes a decent travel power on the ground and stealth IO makes it full invise. Teleport slotting, the 7.5% range increase and with Flight + Teleport can get across zones quick; also want to do the target. Stacked with the Blaster buff 10% bonus and an DMG/Range IO, 60->100 range Thunder blast πŸ‘. Fold space, couldn't think of anything but its down to 30 second recharge; just something to experiment with. Teleport + flight across zones or Combat Teleport to get that slight ACC bonus; macro to teleport to target which would be the tank. The blaster set bonus is Range defense, harder to build for. Works great if I fly out of melee attacks like Freakshow hammer hands or sickle fingers, but its useless vs AoE attacks or range lethal/smash such as rifles. Lethal/Smash (Scorpion or Ice Armor) def works well against a lot of split damage types like Ice melee or blast, Fire Ball (only one in blast), Fire Melee with smasthing/lethal component, Energy Melee/Blast, Dark Melee. So makes a good all round poor mans def. I have only +5 one toon, my farmer. I always +5 to see where my stats are and how close I am to perma hasten. Those last 6 toons build have all been Attended just because no reason but why not. I will have to look at it but the text in Mids doesn't say that about Telsa Cage; Bopper is slacking of at updating it. I have used so many damage procs (Hold sets) in my all my dominators to turn the single target range attack, the fad kind of wore off. As for Voltaic, sounds kind of like an AoE damage aura; if it had the mental capacty of a Fire Imp (which isn't much, hits one thing twice then scampers off to the another). Kind of a double damage aura with Death Shroud; sort off. Cold mastery with slow toggle, can use from behind a corner unless that changed. Cast, they slowly start to scatter from the dumb flee mechanic, port in and go to town. Something different for a fun toon. Definitely, aside from the animations I used to just hate seeing it and the endurance drain wasn't a big attraction to it. Now with the damage endurance modification sets and the electric shock mechanic; triple awesome. And pure energy isn't resisted often compared to energy blast (energy/smash, smash gets resisted to comparable levels). Dark Consumption, true...its more for the endurance drain aspect and the electric shock mechanic. Its why I build it that way and the damage is comparable to Short Circuit. Other endurance drains have no damage at all, but with the IO Damage set you get 3 effects; full endurance, a bit of damage, and the Electric shock gimmick. Dark Pit...ehh, something different. Animation looks cool, but yeah its less than useful but vs a group while it does cut down minion retaliation. Animation is 1.07 seconds and the recharge is down to 25 seconds; not much different than Aim. An alternative is Midnight Grasp and a lot of spare slots still for other things I get what your saying about no melee, just didn't want it. Getting older and more lazy for range attacks, either a brute or scrapper if I want to slap things around; maybe a dominator since they won't fight back and can be stunned than immobilized. I will look at your build, but its has Fighting and Leadership which I am trying to avoid. Just tired of that crutch in my builds you guys gave me some ideas, thank you.
  24. Was dinking around, decided to try something different and thought of Electric/Dark to get ultilize Eletrics special damage function with endurance when I was thinking about that old Electric/Fire combo. Its probably not as strong, but with Soul Drain + Damage and slotted for damage, Dark Consumtion/Ball Lighting/ Short Circut with slotted for damage with END reduction sets, it seemed like a fun build when you pair in TP/Stealth to use that bonus damage feature of endurance built into Electric blast. Not entirely sold on Cold Mastery, could not get a decent amount of defense. Mostly for Hoarfrost to add a hitpoint buffer cause with the AoE attacks it will be hit. Have an extra 3 slots I don't know what to do with so tossed in Brawl for now. At best, its just one of those fun builds for no reason but to have fun and see if it works...even if its not good at it πŸ˜†
  25. Nerf Regen There, its now buffed. Everytime you nerf or buff regen, everything else falls in line for balance.
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