Jump to content

thespiritfox2

Members
  • Posts

    5
  • Joined

  • Last visited

Reputation

2 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Alright a few things. First, the warning against /kin. Speed boost fucks up pet parthing. It has very little defenses to keep you or your pets alive. And many of its buffs (end recovery and recharge) do not do shit for pets. I can guarantee you that if you want to be team support there are better ways to go. Much. Second, if you're really committed to /kin I would pair it with bots over thugs. Bots are more survivable and with the pet defense and resistance ios they'll be closer to softcap than thugs will get plus you get a bot shield too. Third. The only thing /kin is truly wanted for is fulcrum shift. Everyone loves being damage capped. But /kin has one piddly heal, no defenses, and average or below debuffs. No one actually needs +speed, the endurance recovery helps but these days with dfb and dib by the time you need endurance help leveling you're 30 and hopefully slotting some recovery procs. Even moreso at end game, you will shelve this character at 50. If you make it that far, you'll find your toon is anemic as fuck end game. There aren't that many mms in BAFs and Keyes cause your thugs/kin will fold like paper in incarnate trials. And I can't make you a build at any cost that will change that. Mms benefits the least from sets. Because none of those set bonuses apply to what deals our damage you can softcap yourself all day your pets will die constantly and leave you at best a handicapped softcapped corruptor with few to no attacks. At worst just constantly dead. Roll a /kinetics and i promise you you'll wish you rolled a corr or defender by 50. Either of them would have done better You want team support? /traps, /time, /cold, /dark, /nature, and /storm all do a better job than /kin while also providing you with tools to keep yourself and your pets alive and doing damage. Remember, you're team support with a pocket team of your own. People expect an mm to be able to tank a bit, people expect us to do more than resummon constantly and if you're not resummoning you're doing no damage and you should have rolled a defender. We are a pet class. As a main bots/traps let me tell you if your pets are not part of the team you're supporting you'll not play the toon long because it just won't be effective. If you really want to play with a /kin build that does interesting things try a kin/sonic defender. Does way more damage than a defender should because of the synergy of +dam and -res If you want a solid support mm, I highly recommend anything with /time or a bots/thugs dark or a /traps mm with aid pool.
  2. try /traps. like ff its very safe. but also an AV muderer
  3. Burn wasn't a huge problem before we could make fire farms. The real efficiency comes from the AE and being able to design missions around a build that uses burn. If you're farming normal missions on a /fire it's a hell of alot harder to build for. Being able to build exclusively for damage, recharge, and fire defense with sets lets you specialize. I don't really think farming itself needs a nerf, which would be what you'd nerf burn for. The AH has few enough purples as it is. People are gonna farm. AE gave us the creative control to farm really, really smart. Nerfing powersets because of artifical efficiency that doesn't otherwise exist in the game isn't a very wise design choice, and juding by the fire farms made "developer approved" or whatever to let us grind away the infl, I don't think they're planning on nerfing farming any time soon.
  4. Primaries... Rad and TW are my two top tier primaries. Spines is boring but powerful, I haven't tried savage yet (soon lol) but I like both contamination and momentum as mechanics. And they both do ludicrous amounts of damage. Staff, street justice, dm, fire, all good but overall lower performers. Secondaries, /fire is fun enough for me to build a second fully ioed out build for my rad/fire farmer to try to survive incarnate trials. /bio tops out high. You can come pretty close to invuln numbers with defense and resistance, have a toggle to give yourself a massive boost to end efficiency, and has a proc monster power that couldn't be easier to use. /shield is just solid. Going positional and having a ton of debuff resistance, you can build /shield to remain soft capped forever pretty much. Shield charge is good damage. /rad and /elec I haven't tried but are great from what I've read about them, /rad is next on my alt list. /dark gets a special Mention. It is one of the only sets with no psi hole. It can be built to tank literally anything. And it will lock you into ageless because the endurance drain involved. These issues make /dark offically the most late blooming secondary brutes have, without serious endurance investments early, like slotting attuned procs and non purple sets, it'll oom on you mid battle lots. Id go so far as to say the devs should consider tuning the end use down on the sets to bring it in line with /bio and /rad and /sd and /elec in usability.
  5. What did I create... Mids shows different from the game so...game stats. 2052 HP no accolades yet 3.81% recovery in attack stance Resistance in defensive 69% s/l 27% fire/cold 10% en/neg 19% psionic 42% toxic Defense in defensive Melee 39% Ranged 22% AoE 24% 43.4% S/L 48% F/C 40.85% En/Neg 27% psionic Hasten is pretty close to perma, your clickies are not, but you do not really need them to be with this build. Tanked through +4x8 ITF zero problem, has handled every regular mission I've thrown at it without any issue. Massive bursts of en/neg all at once can down you quick if you get really unlucky, happened once in ITF trying to kill a shadow shard without killing it's guards. This is the tankiest I could make TW/Bio. Designed to survive just about anything before you touch incarnates. You might not hold aggro like a tank, but you can take hits just as well as most of them can. I'm fairly close to someone's invulnerability build numbers and this is before /bio's buffs to resistance for enemies close by. Ran a bunch of portal av missions and nothing in any of them could put much of a dent in me with this build. It cost about 600m at current market prices including me having 4 Armageddon recipes that dropped for me and paying 50 million for the one copy of the damn recipe available for the fifth lol. Oh, the one hole this build truly seems to have besides tanking serious energy/neg being risky without heals/buffs, is accuracy. Even with tactics running, when build up is off at times I whiff a bit at +4s. Taking the -def debuff interface to help with that solo. Can run you dry on endurance in attack and defensive if you're slamming away with your weapons for all you're worth. Stopping your attacks for 5 seconds while in efficient mode will half fill your endurance bar. TW is hungry, but /bio provides. You can generally come pretty close to attacking forever in efficient stance. With T3 barrier you're functionally immortal, barrier will more than bridge the recharge time of your clickies in a pinch. Those pinches do not happen often and this build still puts up some very respectable damage numbers. Built for tanking and recharge stacking, but you could totally move a few slots around if you wanted and proc some things out. The taunt/damage aura in bio that I have overwhelming force in is hilarious. If there are 20 enemies near me it starts to look like bonfire. Change that into a 6 slot damage proc mule and I could see this build turning into a true room blender and helping alot with the cone aoes you have to deal with with TW/ And yes, I took defensive sweep. 54% melee defense. I wanted to be able to tank incarnate material. This is the build to get you there. And people do have a hard time tearing avs off of me. Holding group aggro is a pipe dream, but tanking a single big baddie works really well. Note: The entire build is attuned. Exemplars really really well and some of the sets used were sub 50 max levels so a few catalysts and alot of buying attuned on the AH later and the whole build is attuned enhancements save like swift and hurdle and the recharge IOs in things. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Rex Power Colt: Level 50 Mutation Brute Primary Power Set: Titan Weapons Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Hero Profile: Level 1: Defensive Sweep -- Arm-Acc/Rchg(A), Arm-Dmg(3), Arm-Dmg/Rchg(3), Arm-Acc/Dmg/Rchg(5), Arm-Dmg/EndRdx(5) Level 1: Hardened Carapace -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(7), UnbGrd-Max HP%(9) Level 2: Titan Sweep -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(9), Obl-Acc/Rchg(11), Obl-Dmg/Rchg(11), Obl-Acc/Dmg/Rchg(19) Level 4: Inexhaustible -- Pnc-Heal/+End(A), Pnc-Heal(13) Level 6: Environmental Modification -- Rct-ResDam%(A), Rct-Def(13), Rct-Def/EndRdx(15), Rct-EndRdx/Rchg(15), Rct-Def/Rchg(17), Rct-Def/EndRdx/Rchg(19) Level 8: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(17) Level 10: Adaptation Level 12: Build Momentum -- RechRdx-I(A) Level 14: Follow Through -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/EndRdx/Rchg(21), KntCmb-Dmg/Rchg(23) Level 16: Ablative Carapace -- Pnc-Heal(A), Pnc-Heal/EndRedux(25), Pnc-EndRdx/Rchg(27), Pnc-Heal/Rchg(27), Pnc-Heal/EndRedux/Rchg(29) Level 18: Rend Armor -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(33) Level 20: Evolving Armor -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(34), Ags-ResDam(34), Ags-ResDam/EndRdx/Rchg(34), Ags-EndRdx/Rchg(36) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(29), KntCmb-Dmg/EndRdx/Rchg(33) Level 26: Whirling Smash -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(37) Level 28: DNA Siphon -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(40), NmnCnv-EndRdx/Rchg(40), NmnCnv-Heal/Rchg(42), NmnCnv-Heal/EndRdx/Rchg(43), NmnCnv-Heal(43) Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), ImpArm-ResPsi(31) Level 32: Arc of Destruction -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(46), SprBrtFur-Acc/Dmg/Rchg(48), SprBrtFur-Dmg/EndRdx/Rchg(48), SprBrtFur-Acc/Dmg/EndRdx/Rchg(50), SprBrtFur-Rech/Fury(50) Level 35: Genetic Contamination -- FuroftheG-ResDeb%(A) Level 38: Parasitic Aura -- Pnc-Heal(A), Pnc-Heal/EndRedux(39), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(40) Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), LucoftheG-Def/EndRdx(45) Level 47: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(48) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50) Level 1: Brawl -- Empty(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 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Prv-Absorb%(A), Mrc-Rcvry+(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43), PrfShf-EndMod/Acc(45), PrfShf-EndMod/Rchg(46) Level 1: Momentum Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------
×
×
  • Create New...