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Ravenbane

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Everything posted by Ravenbane

  1. The only tanker I've ever gotten to the end game is Tephra, my FA/Stone/Pyre tank who's essentially a walking volcano. It requires a lot of patience in leveling as the end mitigation is an issue with stone melee (thank God for consume) but the end result is fabulous. She tanks extremely well, she hits like a truck, and once she reached the 40s and beyond and picked up melt armor, fireball, and pryonic judgement she is also dishes out large amounts of AoE damage as well. I love her so.
  2. Ravenbane

    Rad/Rad Build

    So I perused the older threads on the subject but I'm hoping for some constructive criticism of my Rad/Rad tank build. I really like making builds for myself and friends but both of these sets are less familiar to me and the slotting options thanks to the secondary effects are a bit overwhelming. I'm also haven't ventured much into proc usage but I tried to do a bit more of it here. I struggle with choosing procs that don't make sense thematically (like damage type), so I avoided them. Made some tweaks after making the original post, newest build is below. I'm pretty pleased with this, though. If Mids' numbers are to be believed, it looks like this. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Chernobelle: Level 50 Science Tanker Primary Power Set: Radiation Armor Secondary Power Set: Radiation Melee Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Gamma Boost -- Heal-I(A), EndMod-I(13), NmnCnv-Regen/Rcvry+(21), Mrc-Rcvry+(21) Level 1: Contaminated Strike -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(5), TchofDth-Dmg/Rchg(5), TchofDth-Acc/Dmg/EndRdx(7), TchofDth-Dmg/EndRdx/Rchg(37) Level 2: Alpha Barrier -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(3), Ags-ResDam(3), Ags-ResDam/EndRdx/Rchg(19), Ags-Psi/Status(34) Level 4: Proton Sweep -- Erd-Dmg(A), Erd-Acc/Rchg(7), Erd-Dmg/Rchg(11), Erd-Acc/Dmg/EndRdx/Rchg(11), Erd-Acc/Dmg/Rchg(13) Level 6: Fallout Shelter -- GldArm-3defTpProc(A) Level 8: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(25) Level 10: Radiation Therapy -- Mrc-Heal/EndRdx(A), Mrc-EndRdx/Rchg(34), Mrc-Heal/Rchg(37), Mrc-Heal/EndRdx/Rchg(40), Mrc-Heal(43) Level 12: Beta Decay -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(42), ShlBrk-DefDeb/EndRdx/Rchg(42), ShlBrk-Acc/EndRdx/Rchg(46), AchHee-ResDeb%(46) Level 14: Super Jump -- BlsoftheZ-Travel(A) Level 16: Radiation Siphon -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(17), SprGntFis-Acc/Dmg/Rchg(17), SprGntFis-Dmg/EndRdx/Rchg(19), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), SprGntFis-Rchg/+Absorb(43) Level 18: Particle Shielding -- Prv-Heal(A), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(33) Level 20: Taunt -- MckBrt-Taunt/Rchg(A), MckBrt-Taunt/Rchg/Rng(48), MckBrt-Acc/Rchg(50), MckBrt-Taunt/Rng(50) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(34) Level 26: Ground Zero -- Erd-Dmg(A), Erd-Acc/Rchg(27), Erd-Dmg/Rchg(27), Erd-Acc/Dmg/EndRdx/Rchg(33), Erd-Acc/Dmg/Rchg(50) Level 28: Irradiated Ground -- OvrFrc-End/Rech(A), OvrFrc-Acc/Dmg/End(29), OvrFrc-Dmg/End/Rech(29), OvrFrc-Acc/Dmg/End/Rech(33), OvrFrc-Dam/KB(42), AchHee-ResDeb%(46) Level 30: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(31), ShlWal-Def/Rchg(31), ShlWal-ResDam/Re TP(31), Rct-ResDam%(48) Level 32: Meltdown -- UnbGrd-Max HP%(A) Level 35: Devastating Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37) Level 38: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(40) Level 41: Focused Accuracy -- HO:Cyto(A) Level 44: Laser Beam Eyes -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(48) Level 47: Physical Perfection -- Heal-I(A) Level 49: Fusion -- RechRdx-I(A) Level 1: Gauntlet Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal(A), Pnc-Heal/+End(15), RgnTss-Regen+(23) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15) ------------ Inf isn't really an object. I have two 50s capable of farming already (a DM/WP scrap and a Fire/Stone tank). If it's relevant, she'll be primarily teamed with my husband's MM. Be gentle.
  3. Many times I change my character's sliders (either face or body) and then need to apply it to their other costumes, but there's no way to do this reliably, as there are no numbers associated with the scales, unless I save the costume and apply it again. Only then I have to rebuild the other costume slot when I load it. I know I can hit the reset/undo button on each costume pieces, but doing this often completely jacks up the colors, which isn't as hard to fix, but still a PITA. Is there a way to decouple the sliders from the costumes and save them separately, like we do with the power customization? Or is there a way to add numbers or something to the scaling system so you can replicate the same sliders consistently across costumes if done after character creation? Thanks!
  4. My main was DM/SR WAY back in the day on Live. And I mean, like, in the days of Perma Elude. I enjoyed that combo. She's DM/WP now (was rerolled as such and WP dropped on live) and I absolutely love the combination. She is an absolute beast, along with her duo partner, who is also DM/WP but a brute. She's not capped on anything but her layered defense/resist/regen makes her extremely tough, inexhaustible, and her damage output feels strong to me even without much in the way of procs. I can take her on +4/x8 S/L farms (though she's a bit slower than my Fire/Stone tank who has more AOE damage output with Burn, Tremor, Fireball, and also Melt Armor) alone and she fares very well. I'm sure there are other sets that are probably better on paper but she is extremely fun to play, so that gets my vote.
  5. Let's add it for Beam Rifle, too. POWER CHORDS.
  6. Just wanted to suggest a music notes aura if possible. Something kind of like the Runes aura where quarter and eighth notes and maybe other music symbols swirl around the character. Would love it for sonic characters, or those that are musicians in general, in a band, etc. Thanks!
  7. I have a level 50 Mind/Psi. In big groups, I mostly use it to take another, nearby mob out of a fight before it sees what's going on and pulls into the current fray. I think that's its most useful application most of the time, especially since it doesn't aggro if I miss. Also very helpful for pausing adds/ambushes. For duoing (my husband and I play together as duos almost all the time whenever we're not on bigger teams, very rarely do I actually solo) I use it much more liberally. I'll often use it before I drop in for Drain Psyche (which doesn't break sleep), then my Judgement or Psychic Shockwave. He plays a scrapper as her duo partner and uses Fold Space to gather things in, so I can sleep them while he positions himself for that without taking many hits (not that it's as much of a concern at 50+). I've slotted mine with Ascendancy of the Dominator mostly for the chance for +damage proc (as well as the rest of the set bonuses), since it recharges quickly and I usually pop it off as I approach the mob so the fighting starts on my terms, and that way I have a chance for +damage with my initial attack or two. That way I'm also at least benefiting myself in teams if I use it mid-flight, even if the mez is interrupted almost immediately I still my get my +Damage.
  8. Or just duo with a scrapper. That works, too. 😉 My husband and I run almost entirely as duoed characters.
  9. Yeah, I don't think I have EVER seen noticed another character with it. On live or here.
  10. Wait... is this a suboptimal power? Damn, add that to my list, too.
  11. I love both ATs, but I find myself struggling with controllers unless I feel really engaged by the concept or the primary/secondary combination. I have an Ill/Rad that I love, and Dark/Time that I really like, too, but she's lower level. Those concepts are both fun for me conceptually and the primaries have a lot of visual appeal to me. One of my main characters is a psionic. I didn't love any of the controller secondaries/defender primaries for her as far as concept. I got her to 50 twice on live, once as Kin/Psy and another time as FF/Psi spinning those two primaries as conceptually fitting, but I didn't love either. I like mind control as a set but it's not very visually engaging and I tried her as a mind controller a few times and couldn't get into it. And by the time they proliferated the ATs across either side of the game on live, my husband and I weren't really playing much anymore. But damn do I love her as a Mind/Psi dominator. She's into her vet levels now. She hits hard (unless it's a robot) and her lockdown capabilities are really strong. The Psy ancillary pool also gives you Link Minds which is nice for teaming, and a mez resist with Indomitable will. And I can't tell you the number of times I've felt like I single-handedly avoided a team wipe by a well-timed domination and firing off every group mez I had in different corners of a crowded room.
  12. Jump kick on my DM/WP scrapper main. I love that animation. Telekinesis on my Mind/Psy dom, too. I don't use it often because the max targets suck but it still is fun and I love it conceptually .
  13. Is this possible? I ask because I have multiple characters that would use slide + SoS + path aura to play off as sliding on an ice ramp like Iceman or surfing a wave under their feet, and the bright purple glow from slide totally ruins the look. If there's another way to have that surfing pose while using a travel power without using someone please let me know!
  14. Hey all. I wanted to make a very natural origin character. I originally rolled her a an Archery/Ninja blaster because I LOVED the idea of having both the bow and arrow AND katana attacks. Plan would be for the Body mastery pool down the line. Then I saw that sentinels have a Ninja Tool mastery APP that also gives 2 of the 3 katana attacks in the blaster ninja secondary and obviously much more survivability with the ninjitsu secondary. And conceptually it makes sense that it would take until upper levels for her to decide she's willing to engage in melee, even if she has the skills for it. Either idea works well for concept to me. So, with this concept is there any strong argument to make in favor of the blaster option? I know the Ninja Tools katana attacks were bugged and not showing the sword but it'll be so long before this particular character is at that level I expect it'll be fixed by then (if it wasn't already and I just missed it). Is there anything skippable from the Sentinel Ninjitsu set? Thanks!
  15. I would go through the character creator with him and let him have a pick, but guide him as you see fit. Then you just pick whatever provides good synergy. But if you want a specific recommendation: brute for your son and you play as a kinetics/something. Whatever strikes your fancy. Kin is fun but also pretty subtle, so you will keep him alive and buff him without him noticing it much. He'll just think he's a god. My 11 year old daughter has a duo with her 8 1/2 year old brother where she is a Rad/Kin corrupter and he is a Fire/Fire brute. I think this is a really good set up for both of them. She knows she's helping keep him alive and she gets to do plenty of damage herself, and he gets to run around and do ridiculous amounts of damage and is quite hard to kill. I hear very little fighting when they're playing together, so I consider that a win.
  16. I figured people like the current animation for that exact reason. I just like the forcefulness of the other one. And like you said, it's not a suggestion to replace it, just add an alternative.
  17. I have a very small request. Telekinetic Thrust in the Dominator Psionic Assault secondary has a very underwhelming animation to me. It just doesn't jibe with the fact that it does such high KB. The character just passively puts their hand up and the target flies backwards. As it stands this power has no alternate cast animation. My suggestion is that an alternate cast animation, specifically the one for TK blast in the Psychic Blast sets be added as a customization option. That animation has a lot more oomph to it. Thanks for all you guys do!
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