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Rumbleweed

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  1. TBH, I'd forgotten that I'd moved the slider to 3 for Invincibility. How do you edit the scale for Invincibility? It runs 1-10 for me, and I didn't see anything in Configuration >> Options to mess with that. Besides that, it looks like I've got a fair number of pivot points to play with once I'm actually 50, kitted out, and incarnated out. Def vs Def/End for the LotG Numina +Reg/+Rec vs +6% Psionic Resist Cardiac vs Agility vs Musculature Pulverizing Fisticuffs in Kick for E/N defense vs more RechRed/Heal in Dull Pain Tough vs Assault For now though, I'm still only L31, and mostly slotted out with L30 IOs. Thanks again to everyone for offering build suggestions!
  2. Just noting something odd. I'm only using Tough as a set mule for E/N defense, as we have capped S/L resists without turning it on. Can just drop Tough altogether assuming we can pick up the E/N defense elsewhere.
  3. Overall, I like what you did with that -- almost all defenses and resists improved, some even to the softcap. I played around with it a bit, traded away a bit of S/L defense over the softcap to get softcap E/N defense and Psionic resist. Traded out most of the LotG Def for LotG Def/End, to help out with end. Traded the Numina in Health for Gaussian in Invincibility. Traded Moonbeam for Zapp. Mid's shows that Zapp does less than half the damage of Moonbeam, but hoping that isn't the case... Here's the tweaked version, what do you think?
  4. MA/Inv scrapper, currently 30, but less confident about the end build. What I was looking for was a normal guy who just kicks stuff. I compromised a teensy bit for Cross Punch, to give me a second aoe, and to beef up Kick damage to something not so laughable. I know the T1 and Kick aren't great, but even at 30 I still find myself using them because my other attacks are still on cooldown. I still have one open slot haven't decided what to do with yet. As far as swapping powers goes, no stealth or super speed, and any attacks need to be weapon-based or kicks. I could maybe swap out Boxing and Cross Punch for Mace Snipe and Mace AOE? Any ideas & suggestions? Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Shoebox: Level 50 Mutation Scrapper Primary Power Set: Martial Arts Secondary Power Set: Invulnerability Power Pool: Fighting Power Pool: Force of Will Power Pool: Speed Hero Profile: Level 1: Thunder Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5) Level 1: Resist Physical Damage -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(5), ImpArm-ResPsi(7), ImpArm-ResDam/EndRdx(7), ImpArm-ResDam(9) Level 2: Storm Kick -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(9), CrsImp-Acc/Dmg/EndRdx(11), TchofDth-Dam%(11), Mk'Bit-Dam%(13), Hct-Dam%(13) Level 4: Kick -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(17), CrsImp-Acc/Dmg/EndRdx(17), TchofDth-Dam%(19), Mk'Bit-Dam%(19), ExpStr-Dam%(21) Level 6: Dull Pain -- Prv-Heal/Rchg/EndRdx(A), NmnCnv-Heal/EndRdx/Rchg(21), DctWnd-Heal/EndRdx/Rchg(23) Level 8: Crane Kick -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(23), SprScrStr-Acc/Dmg/Rchg(25), SprScrStr-Dmg/EndRdx/Rchg(25), SprScrStr-Rchg/+Crit(27), ExpStr-Dam%(27) Level 10: Resist Elements -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(29), ImpArm-ResDam/Rchg(29), ImpArm-ResDam(31) Level 12: Focus Chi -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(31) Level 14: Temp Invulnerability -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(33), ImpArm-ResPsi(33) Level 16: Unyielding -- ImpArm-ResPsi(A), ImpArm-ResDam(33), ImpArm-ResDam/EndRdx(34) Level 18: Crippling Axe Kick -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(34), SprCrtStr-Acc/Dmg/Rchg(34), SprCrtStr-Dmg/EndRdx/Rchg(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg(36), SprCrtStr-Rchg/+50% Crit(36) Level 20: Resist Energies -- Ags-Psi/Status(A), Ags-ResDam(37), Ags-ResDam/EndRdx(37), Ags-ResDam/Rchg(37) Level 22: Mighty Leap -- BlsoftheZ-Travel/EndRdx(A) Level 24: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(39), ImpArm-ResDam/EndRdx/Rchg(39), ImpArm-ResDam(39) Level 26: Dragon's Tail -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(40), ScrDrv-Dam%(40), Obl-%Dam(40), Arm-Dam%(42), Erd-%Dam(42) Level 28: Invincibility -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(42), Rct-Def(43), Rct-ResDam%(43) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 32: Cross Punch -- ScrDrv-Acc/Dmg(A), ScrDrv-Dam%(45), ScrDrv-Dmg/EndRdx(45), ExpStr-Dam%(45), Obl-%Dam(46), Erd-%Dam(46) Level 35: Tough Hide -- ShlWal-ResDam/Re TP(A), ShlWal-Def(46), ShlWal-Def/EndRdx/Rchg(48), ShlWal-Def/EndRdx(48) Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(50), LucoftheG-Def/EndRdx/Rchg(50) Level 41: Boxing -- Empty(A) Level 44: Weaken Resolve -- AchHee-ResDeb%(A), CldSns-Acc/EndRdx/Rchg(50) Level 47: Unleash Potential -- LucoftheG-Def/Rchg+(A) Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form 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: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) ------------
  5. Bah. Ah well 😞
  6. So I was wondering what happens when you put the Recharge/Energy Font enhancement in a control set pet power, like Singularity. Does it have a chance to proc Energy Font once when you cast it, and once each time the pet makes an attack? Does it matter the type of pet attacks? For example, Singularity gets a hold, immobilize, and knock up attack. Do all three have a chance to proc energy font? Or only the ones that have a confuse/hold/immobilize/sleep/stun/fear component? Does the auto repel effect have a chance to proc energy font for each mob that gets repelled?? I assume, whatever the answer, it works the same for dominators and the as it does for controllers...
  7. Thanks for the comments!
  8. Single target I run the same chain you mention, and that works out really well. Aqua Bolt I like to keep in for a few reasons. It gives me access to Offensive Opportunity. If I miss with Water Jet, Dehydrate, Hydro Blast, I can throw in an Aqua Bolt for that 3rd Tidal Power. And finally, when exemped to lower levels, it fills in the attack chain. As far as the Aqua Bolt proc goes, Mids says the average added damage for the proc is only about 16 damage, but it's still more than even replacing it with a regular damage IO. Or are you more suggesting to take out the proc altogether and move the slot somewhere more impactful? Put a Heal in Inexhaustible or Heal/End in Ablative Carapace, perhaps... I'm seriously considering swapping out the hold damage proc from Knockout Blow for Force Feedback. I was initially resisting it because it makes the attack so over the top damaging (Mids says ~580). But even without the proc, it does ~480, which is still higher than all my other attacks. It looks like the proc would go off most of the time, getting rid of the occasional minor stutter waiting for Water Jet to recharge in the single target attack chain. I was figuring Intuition Radial Paragon (Alpha) for Damage, DefDebuff, Slow, Hold, and Range. Barrier Core Epiphany (Destiny) for +Res and +Def. Assault Radial Embodiment (Hybrid) for more aggressive play, and Control Radial Embodiment for more defensive play. I'll keep an eye out for Whirlpool procs. If it looks like they're not performing effectively, I'll look into 6 slotting with Bombardment, Ragnarok, or Frozen Blast. I agree he's running at the squishy end of the sentinel spectrum. Can't help but think I could make a more robust Water/* blaster, because you could probably skip half the secondary, grab boxing/tough/weave/maneuvers/patron armor, and softcap either range or S/L/E and have some decent resists. But I'd lose out on the 3 heals/absorbs and status protection. Oh well.
  9. This is my first sentinel (L39 so far), and man, this build seems so constrained. Earlier build attempts have had problems: Try #1 skipped T1, and had no gapless single target attack chain, even when including darkwand and sands of mu, Try #2 had gapless single target attack chains and decent set bonuses, but did next to no damage Try #3 has good damage due to procs with few set bonuses, gapless single target attack chains, and big aoe damage. But there is no aoe attack chain because they're on such long cooldowns, except for water burst, which you would prefer to use only with full tidal power. And this ignores the fact that I'm not close to capping any def or res. Part of the stickiness is that, because of sentinel mechanics, you pretty much need to take almost everything in primary and secondary. Further, water has the tidal power mechanic which also really rewards you for taking almost everything in primary. And top of that, there is very little in the way of set bonuses that help with defensive weaknesses. So, I'm mostly focusing on global recharge (+55% before hasten), global range (+25%), and procs. The procs are almost all damage, with a few Chance for +Recharge thrown in. I don't have a good feel for if swapping some damage for the various Chance for -Res procs would make a positive difference. Or if I should just give up on my RP powers (Knockout Blow, School of Sharks, and Afterburner) and pick the traditional Boxing/Tough/Weave instead. Anyway, here's the plan... [Note: link uses the unofficial mids that supports the new IOs]
  10. Okay, guess it was a different problem. Thought I might be having related to the Rikti Invasion in the zone I was in (Port Oakes), so I went to my base. Opened up the converter window, and instead of the 10 converters it was showing before, I couldn't bring up the converter window because I had no converters at all. So, not sure if the failure was eating my converters without updating the window, and I happened to go to base when I hit 0, or the window was showing me 10 while I was in Port Oakes when I didn't have any. Very odd...
  11. I have a level 21 Impervium Armor: Resistance/Endurance/Recharge enhancement, not attuned. I put it in the conversion window, Out of Set Conversion, Category: Resist. I have more than the 2 converters needed to perform operation. When I click Convert, it gives me the error "Enhancement Conversion failed". By my calculation, there are 4 other sets it could convert to. Trying the In Set Conversion gets the same results. For what it's worth, I got this by converting from a level 21 Impervious Skin: Status Resistance/Regeneration, Out of Set, Category Resist.
  12. No. I mean I have a path aura. I run around AP and there's my Seismic trail. Go to costume person. Pick the costume with the path aura to change. The path aura is now None, and unlike other glitches where it clears out your costume slot but knows it's been changed, this time path aura is reset and it thinks there has been no change. Fortunately I was under 10 at the time so it didn't cost me anything. But for a while, it would clear out my path aura every time I went to tweak costume.
  13. I have a L8 fire/earth dom. He's got Seismic path aura on his costume. When I visit the trainer to customize his appearance, the path aura slot shows None, and the colors for it have been reset to black/white. I seem to recall I get the same behavior if I visit the facemaker in SG base. Other costume slots are fine. If I set the Path Aura, then save, the path aura is there. But going back to trainer to customize appearance, the path aura is gone again.
  14. L39 Fortunata. Did /buildsave. When I look at builds.txt, it lists "Widow_Training Widow_Training Lunge" as my level 2 power and "Widow_Training Widow_Training Strike" as my level 18 power. In fact, Strike is my L2 power and Lunge is my L18 power. It also lists the Strike enhancements on "Widow_Training Widow_Training Lunge" and the Lunge enhancements on "Widow_Training Widow_Training Strike". So it looks like it's just the names of the powers that are wrong. Also, FWIW, /buildsave is actually working for me now, for the first time in a month or two. I should check to see if rearranging characters on the character select screen is working as well. If it makes a difference, i'm running the Homecoming 64-bit version from the manifest.cohhc.gg/testing.xml.
  15. In the mission "Talk to Diabolique atop the Westerman Building' from Cerulean in First Ward. When you first talk to her, she says "... you take his orders like he is some great mentor and you are his dotting pupil...". Should be 'doting', I assume.
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