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robopop

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Everything posted by robopop

  1. Potshot - a dryad Nature/AR defender who started crimefighting by defending her forest against an incursion of marijuana growers..
  2. Sounds awesome! That's exactly the kind of battle plan that sounds f-u-n to me! Can you share your build? A no-purple build would be especially helpful as I am leveling.
  3. Thanks for the build, @Xandyr! It's nice to know it's possible to soft-cap so many damage types! Your build provides an enlightening contrast with brasilgringo's, which trades off defense in order to proc out several powers. It's helpful to have such diverse examples. Your build has Ki Push... I wonder if you would take Storm Kick instead, now that we can skip the T1 secondary power? Also, like brasilgringo, you did not take sustain powers like Hoarfrost or Hibernate, or slot up Inner Will for the heal. Do you find you don't miss the sustain solo? Thanks again!
  4. I'll have to fit Suppressive Fire in now, too! On my DP/Dark corruptor, I did proc out SF, with good results. I used it mainly for control purposes, because slotted with a Lockdown +2 mag hold proc, it can pretty reliably hold bosses. I didn't think to slot a build-up proc... that's a great idea. Maybe I'll find room by swapping out some of these sustain powers, like Hoarfrost and Hibernate. Looks like in your build you didn't feel the need for such extra sustain? I was thinking that solo I might need the healz, but maybe not?
  5. Thanks for the feedback, @Shocktacular! I am mostly a melee guy, too, so hopefully DP/Martial works its magic for me, too. (And so far, so good). I appreciate the advice, especially on the Martial powers, which I'm less familiar with. That's interesting how you stack stuns between the proc and Oppressive Gloom... I may try it. I may even give Ki Push a whirl! Thanks for the build, @brasilgringo! I was intrigued by how you procced out powers like Executioner's Shot and Bullet Rain... I wouldn't have thought to do that, but you don't seem to lose for it, and gain a lot of damage. And on the question of Reaction Time, looks like your answer is a solid, "Slot endurance!" Ok! I'll keep BoS in my build! 🙂 Thanks @InvaderStych for the advice and the macros; those will be handy! Thanks, @Xandyr! Sounds like I need to make room for Ki Push. It would be awesome if you could share your build. Thanks again, everyone!
  6. Hi, I'm new to blasters and seeking some help. The goal is a fun, solo, budget/leveling build with max AoE and as many defenses as possible at 32.5% or higher (so that a single luck inspiration gets to soft cap). I put together a DP/MC build that meets the defense goal and has lots of AoE, but I'm not clear how "good" it is. Some specific questions I had when building: Is DP/MC a good combo? It seems fun so far, but what are the challenges down the road? Is Burst of Speed good? As a lowbie, I appreciate another AoE, but beyond level 30, is it even necessary? What is the most impactful way to slot Reaction Time? Slow? Heal? End mod? There are so many choices! Is Reach for the Limit dependable enough to be good? Or do people skip it because you can't control the timing? I started proccing out Flash Freeze, but I honestly wasn't sure how to approach that power, if it was worth slotting at all? Any other advice for a blaster newbie on building or playing one? One note on the build... I intend to skip Ki Push and take Storm Kick instead. I also didn't add incarnates, because I was intending this to be a roadmap until level 50. Maybe I'll purple it out if I love the character when she hits 50. Thanks for any input you have!: https://www.midsreborn.com/builds/download.php?uc=1651&c=709&a=1418&f=HEX&dc=78DA7594EB4E135110C7672FA5055B6881D29652A0A55C04DA824F6004352A4D1A9BF8C15BB3C2068ED96C1BBA25F224265CD5A7F021F41DFC6EBC246AA2115DA76776E0086193EEFECE99D9FFFC7776A7D517ABD1F7EFD6AE83165B71AC76BB7103CF9EBD1DAEAF0BDB5DB7018FC8ED8E3BB92A76AC302EB24142E3BEE56EDA1BE5D58EE5346AA2ED359D769163F54EABD5DCF6CA556BDB1318AF5AAE68751CCB134D1762B566D329DF129B5B9E7037137275C7DD116DF14C38C2DB8DCA9D35DB6A61B84F2EEA2DDBDE48DC6C89F5F24AD3D940BD6E99DD34FA99C2DF681C4F9A06C1E187000EF1BA6C820E470CC70426BC62784DD0036F08E2C50B320FF13ADB4D79445084C70C4F0866E029C13C3408B271550565343042B2401F980C218228F4308409FA214230886E0C3893F1756C7F48B1072169AF60420E2B86D58A61AED8CF15E35C31CE1507B9E220571CC68ABDAA4C2FFCD6017218811386AE278411F8ABCB9B46C02758863F0463E8E68A22E31B683CA6EAC620A54995345C33E43D69F841300ABF8C40EE3BC34F8224DA1B505FCF80B4276F3A094A9F7A607BE36C6F5C3A4798407B095526017B4690B24F3009070C870C470479382618413743CA43E943508120A5C830197C6AD880A49A9B944B8C4C419C61982086B929353775967B8F4A17E15BE00173334A2E6438378516B2AA4A16AA1499813AC3475229A04A4EC9D572B040BE6719F2D8B309507A3601383F94A231E80457C160301942045B58B0A07CD27A015F9D8CCCC35B069D3EC60C3EC1B4FA9AA679181779181779181779184B3C8C251E468125E7D446CC718B4ADCFA0AB77E001BB1A0D8C34590FB210A50568D97B99D156E6785DBF91C2F4BAACA127771CC04F5F0E570F83EE4BBFBEAC0AC5D925833D53CDCD768FF53DFFF029CFFE5DC3E4EC25D4DB625020FC87604F264FBF3251A5F2FEEBFA489EA86FDBD040EBBFA2FB57F7EE3E0FCC63F51A1D157
  7. @Yomo Kimyata, please don't leave us hanging. Inquiring minds want to know. What is (mostly) going on with rare salvage?
  8. robopop

    The maths...

    I feel your pain, Ukase! I've settled on just paying the new, exorbitant prices, but it sure is tempting to just farm the salvage, even if the maths don't work out. I'm curious if others think this rare salvage price spike is due to a mercenary marketeer. It certainly feels that way. Yet in less conspiratorial moments, I wonder if the natural supply of rare salvage has taken a hit in some way... perhaps from less fire farming, which got significantly harder with page 4? What do people think?
  9. There is a thread full of tanker builds by Infinitum on this forum. There are two Bio Armor builds in the OP, one for Savage Melee and one for Energy Melee. Maybe one of them would be a place to start in Mid's? There are also a number of Street Justice builds (just none with Bio specifically). You could also try posting in that thread... Infinitum seems to monitor it and responds regularly to requests for builds.
  10. Deadshooter made 50, so I can now say this build worked out well. I took Soul Transfer instead of Combat Teleport, but otherwise, the final build was the same. The real stars were the two Lockdown +2 mag hold procs that went in Suppressive Fire and Petrifying Gaze. I used these powers mainly on bosses, and the procs frequently fired and held the boss in one shot (rather than needing to layer on both powers). That meant I had more time to shoot the boss while he was held, and I could more easily chain-CC him. The battle plan outlined above worked very well. The build is extremely durable with a luck inspiration soft-capping the melee and ranged defenses. I had to tread more carefully without that +12.5% defense, because I was more easily damaged and more easily mezzed. If you use this build, definitely keep the lucks and the break-frees at the ready. Oh, and try to stand close to Fluffy... the free heals he fires off are nice.
  11. I would probably take Rad Armor, just because it has a lot of spell-like powers, colored to taste (I'd just imagine that it was magic power, not radiation). For secondary, maybe Energy Melee for the glowies, or Kinetic Melee for the hand-waving spell gestures.
  12. Hi, I'm hoping folks can critique the below solo Inv/BS build. Durability seems good... I even got 80% res to psionic. But is there enough damage to solo TFs? (I'm not too proud to use temp powers, though I'm curious if folks think they'll be needed). Could anything be done to increase damage? Any suggestions? Thanks!
  13. I think you had it right when you said Tar Patch first. It's got the better slow to keep them bunched, but ALSO it adds -res, meaning more damage. I generally try to corner-pull foes into my Tar Patch, then unload all my damage on them while they're in it.
  14. Looking good! I'm surprised you dropped Dark Servant. I just hit 50 with my DP/Dark, so I've been playing a lot of Dark recently, and I have to say I notice a big difference when Fluffy is at my back and when he's not. He picks up aggro, debuffs targets, and fires off frequent heals. You might try swapping one of your teleport powers or Soul Transfer for Fluffy... I've found he's worth it. Probably even not slotted he'll do work (but better slotted). Also I'd consider adding Fearsome Stare back in, maybe slotted with one accuracy (again, maybe for one of the teleports or the Soul Transfer). Solo, FS is such a great damage mitigator, PLUS it debuffs foes' to-hit (to the point where your melee def will be soft-capped). Maybe Fluffy and Stare, even minimally slotted, will give you more mileage than some other powers. The mezzes are real. I combine my inspirations into lucks and break-frees in about a 3:2 ratio. Since, between the lucks and Fearsome Stare, my ranged and melee defenses stay effectively soft-capped, that keeps the mezzes down enough that I generally have a break-free when I need one. GLHF!
  15. robopop

    Eng/Rad Build

    I didn't have a build lying around, and I'm no expert on Rad, but I whipped up a partial build (2 power picks and 12 slots left) that might be an okay place to start. It leans into the +recharge, getting perma-hasten and perma-AM. S/L defense is high thanks to Scorpion Shield, but defense overall is nothing to write home about. I'm used to getting ranged defense by six-slotting my attacks with sets that give ranged def on slot 6, but that's not possible in this build (because of needing to slot the KB-to-KD). Still, it's a place to start, and maybe someone who plays Rad will chime in what what powers you should REALLY take. Enjoy! This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 49 Technology Corruptor Primary Power Set: Energy Blast Secondary Power Set: Radiation Emission Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mace Mastery Villain Profile: Level 1: Power Blast -- SprScrBls-Acc/Dmg(A), SprScrBls-Acc/Dmg/Rchg(3), SprScrBls-Acc/Dmg/EndRdx/Rchg(3), SuddAcc--KB/+KD(5) Level 1: Radiant Aura -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(7), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(9), Prv-Absorb%(9) Level 2: Energy Torrent -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(13), PstBls-Dmg/Rng(13), PstBls-Acc/Dmg/EndRdx(15), SuddAcc--KB/+KD(15) Level 4: Radiation Infection -- EndRdx-I(A), EndRdx-I(17) Level 6: Power Burst -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(17), Dcm-Dmg/Rchg(19), Dcm-Acc/EndRdx/Rchg(19), Dcm-Acc/Dmg/Rchg(21), SuddAcc--KB/+KD(21) Level 8: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(23) Level 10: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(23), StnoftheM-Acc/ActRdx/Rng(25), StnoftheM-Dmg/ActRdx/Rchg(25), StnoftheM-Dmg/EndRdx/Rchg(27), SuddAcc--KB/+KD(27) Level 12: Aim -- RechRdx-I(A), RechRdx-I(29) Level 14: Enervating Field -- EndRdx-I(A), EndRdx-I(29) Level 16: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31) Level 18: Fly -- BlsoftheZ-ResKB(A) Level 20: Lingering Radiation -- IceMisTrmt-End/Slow(A), IceMisTrmt-Dam/Rech(42), IceMisTrmt-Dam/Slow(42), IceMisTrmt-Acc/Dam/End(42), IceMisTrmt-Acc/Dam/End/Rech(43), IceMisTrmt-+ColdDmg(43) Level 22: Kick -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), GldArm-End/Res(33), GldArm-ResDam(43) Level 26: Explosive Blast -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rchg(33), PstBls-Dmg/Rng(34), PstBls-Acc/Dmg/EndRdx(34), SuddAcc--KB/+KD(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 32: Nova -- SprScrBls-Dmg/Rchg(A), SprScrBls-Dmg/EndRdx/Rchg(37), SprScrBls-Rchg/+End(37), Obl-Acc/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(39), SuddAcc--KB/+KD(39) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(40) Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(40) Level 41: Tactics -- Empty(A) Level 44: Vengeance -- LucoftheG-Def/Rchg+(A) Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Scourge Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- Empty(A) Level 49: Quick Form Level 18: Afterburner ------------
  16. Would you recommend getting >30% in melee as well, then? And don't work so hard for the ranged softcap?
  17. You can hit ranged softcap, but you have to give up some global recharge to do it. That's maybe an acceptable trade-off in this build, where you're not trying to perma- anything. I took your build and just changed a couple of things, and this gets you to softcap (with 61% S/L resist): As you point out, though, Dark has other tools to make enemies not hit. Fearsome Stare and Darkest Night are two of those, plus Fluffy's debuffs help out. If you get a -15% to-hit debuff on the mobs, then you only need 30% defense to essentially be at softcap. I try to build for 32.5%, because that means a single luck inspiration will get me to softcap. In the build I posted the other day, I went for 32.5% in both melee and ranged. It does make the build more manageable (and allow for more +recharge) if you aim for the lower numbers. But soft-capped range is possible. Cheers!
  18. Hi, nice work, Hellclaw! I think this is a strong build. I do have a few suggestions below for tweaking it, but I also recently posted a DP/Dark build in this forum. You could look at the /Dark portion of that build to see what I did, and I'd love if you shared your thoughts on it. The few things I noticed: Luck of the Gambler +7.5% global recharge is not a unique IO. You can put one in every defense power you have, and you should. Right now you have only slotted one in weave; you should put one in Maneuvers and one in Shadow Fall, too. That's 15% global recharge right there. Lots of builds try to get 5 defense powers and slot 5 LotGs... they're that good (but 5 is the max). Instead of Kismet for your defense powers, I'd go with LotG. Having a max level of 30 constrains the amount of +def you're getting. I usually slot LotG global recharge, defense, and defense/end in my defense powers, and I find those three slots get me by. If you could slim down to that, you'd have a lot more slots for other powers. Now, you'd lose the 6+% s/l resist from the Kismet, but... ... you could make up for it by slotting up Tough and Dark Embrace. Right now those powers are underslotted for Resistance. The Impervious Skin set in Dark Embrace could be better, I think. Again, it's a set with a max level of 30, and that hurts your bonuses. Many people use Unbreakable Guard... I like that set for its melee defense bonus. But, anything to boost the numbers a bit on these powers. Teleport is a fun movement power, but the pool doesn't allow you much in the way of slotting bonuses. Flight and Leaping have defense powers that can take an LotG global recharge. (You'll notice in my build that I took teleport, too, but I noted that it has compromises). Right now, Fluffy (Dark Servant) is slotted for Hold (for the defense bonus). Thing is, Fluffy only has one hold power. I've noticed people slotting -to-hit for Fluffy, which enhances all his powers (which all have a -to-hit component). You can also add procs, which I believe have a chance to fire every time he casts a spell. Gives him a little extra damage. I honestly am experimenting with Fluffy slotting and I'd be curious what other people have to say about it. Howling Twilight is slotted for accuracy right now, and I believe it's auto-hit. It doesn't take accuracy enhancements, at any rate. Maybe just slot with +rech. Soul drain vs. Dark Consumption. In my build, I took Dark for my epic, rather than Soul, though I strongly considered both. Mainly I decided on Dark because I don't have any other End recovery options. There are long battles - especially solo - where you'll run short on end, and I wanted to be able to get some extra gas for those fights. I'd be curious what others think about this, but you might be overslotted on your Twilight Grasp. I know this is a hallmark Dark power, but when you're running solo, you're not going to have lots of time to fire it off. Here and there to top you off (and debuff a boss' regen), but frequent use wrecks your DPS. It just takes so long to animate, I put four slots in mine. I might be biased by being mostly a solo player - it's probably more of a workhorse on a team. Again, curious what others say. I've never used Summon Mistress. I'm curious how good it is... let me know. Last thing... right now most of your attacks aren't six-slotted. If you end up saving some slots off your defense powers, maybe drop them on your attacks. Get another level of IO bonus, or a bit more recharge or end reduction. When you're solo, you gotta be your own DPS, and I find that I don't want to scrimp on attacks. I guess that turned out to be a lot of comments, If you ignore them all, you'll still have a strong build. But I hope something I wrote inspires you to squeeze out a little more juice from Mids! Good luck!
  19. Back in the retail days, I had this concept for a character: a revenant gunfighter returned to dispense Old West justice in modern Paragon City. I rolled up Deadshooter as a Dark/DP defender, and he was my first Fifty. Now on Homecoming, he's a corruptor, and looking to push past fifty for the second time in his conceptual life. So I'm tweaking his final build. My build back in the day featured soft-capped ranged defense, but I've recently found that one can make do (in normal content) with 32.5% defense, since even a small purple inspiration gets you to soft-cap, and I can get 32.5% in both ranged and melee. Furthermore, Dark can debuff to-hit like there's no tomorrow, so a mob only needs be affected by either his Fearsome Stare or Darkest Night, and that's effectively soft-cap as well. So I reworked the build to try proccing out his Hold powers, his Fearsome Stare, and his Fluffy. I've never tried a proc-focused build... I've always just pursued defense and recharge set bonuses. I'm curious whether people think this rework is effective, especially in terms of the proc-slotting. My latest build is below, and I share for other people to use and to critique. It's a solo build... could probably work as a team build, but take Howling Twilight earlier in that case. I didn't use purple or winter sets because I didn't feel they added too much for the expense (I'm not poor, but I've got altitis as bad as most). I didn't bother with Incarnate powers, because other than fire farmers, I've never gotten far down the Incarnate path. Also, I took teleport for thematic reasons, but if you use the build, you'll probably be better served by the leadership or flying pools. The build is tuned for +2 level enemies (56% base chance to hit)... you'd need a bit more accuracy in the holds and Fearsome Stare if you wanted to play +4 difficulty. All that said, I'm curious to hear what people think of the build. I should briefly lay out the battle plan, which is very controller-y in nature. Lay down a tar patch on a corner, pop a Luck, and pull the spawn around the corner (usually I use Bullet Rain to piss off a bunch of them). They'll bunch up at the corner because of the slow, then you pop around and hit them with Fearsome Stare (primarily for the to-hit debuff, but the fear is nice, too). Next, lay down Darkest Night on the most durable enemy, then run into the middle of the whole cowardly pack and cut loose with a Hail of Bullets, then a Bullet Rain, then pull back and Empty Clips. Most of the minions are dead or close at this point. Clean it up. If there are bosses, you can double-stack holds on them with Suppressive Fire and Petrifying Gaze (or the +2 mag hold might proc and snag them in one shot). Use Twilight Grasp to top up your hit points (and Fluffy's) as needed. Howling Twilight on the bosses to floor their regen. Pop a break-free if you get stunned (sorry that's nearly the only status protection). As inspirations pour in from the boodles of mobs you're dropping, combine them into purples and break-frees in about a 3:2 ratio. I find playing at x5 difficulty gives me enough inspirations for one luck per spawn and break-frees as needed. Anyway, without further pontification and explication and reminiscence, the build. I hope you enjoy and offer whatever critique you think would be helpful. Thanks and have a heroic day!
  20. Did you try this? It's what I used, and I can import the builds:
  21. Copy the data block (all the lines starting and ending with a pipe character, "|"). Then, in Mid's, go to "Import and Export/Import from forum post". A dialog will pop up saying to copy all the data (which you just did in the first sentence). Click okay. When I follow that procedure, the build loads for me. Good luck!
  22. Against +4 mobs, our base chance to hit is only 39%, a lot lower than the 75% to-hit chance for even-level mobs. You can see this in Mid's if you go to "Options/Configuration" and choose the "Exemping and Base Values" tab. Then change the "base to-hit" number from 75 to 39. Now in the main display, all your attack powers will show their to-hit values for +4 enemies. You want all those numbers to be 95% or greater, if you can. If you find they're lower, you can slot more accuracy, use Kismet +6% accuracy (actually to-hit) defense enhancement, and/or targeting powers like Tactics or Targeting Drone. Be sure than no "build up" temporary to-hit boosts are toggled on, since that will distort the numbers. Good luck.
  23. So many things to try! I solo'd several AVs in the Freedom Phalanx task forces with a Mace/Elec scrapper who was less than 40th level. I got stuck on Citadel's AV, but now that my scrapper is 50, I'll give it another go. Soon. I got my Ill/Radd experiment to nurture, too. 🙂
  24. Here's the build I'm starting with. There are a fair number of differences from the previous one I posted, but ideas in this thread and reading Local Man's guide to Ill/Rad controllers made me want to try a few things out, like Ice Mastery. I know I'll end up respec'ing soon enough; still, I figure there are some decisions I can't make without trying things out in the field. I did take Green Dreamer out for a spin with her new build at a mild +1/x4, Turns out I need a little practice. But I killed all the monsters, I didn't die, and I ran out of endurance only once.🙂 I'll report back with the results of this experiment and new questions on what I might try next.
  25. Thank you for the response and the build, Hjarki! I love how active your build it... your controller is getting in there and mixing it up with the cross punch and the mace powers! I also find it clever how you use both Tactics and Focused Accuracy, so that you can skip accuracy slotting and have more room for procs. It's a really interesting build. I might have to try out two builds and compare. I'm curious what you think might be the best monster killer, if not currently /Rad. I was looking at /Time, but /Rad has much more -regen built in.
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