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Everything posted by BazookaTwo
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I seriously don't understand all the fuss about cones. I like cones. Cones in a build tell me "add range." and then "psst add some more range, go ahead, be a range junkie" Big wide open cones means not having to worry so much about lining them up, I think. You can cue a lot of cones while kiting, and you jump past the mob, turn around, and the cone seems lined up fine. Kangaroo Cone action also works.... Jump up and cone, and hit more. Jump back and fire a cone, jump back in and fire a cone, all good. So what's the hard part I'm not seeing here? Do most players prefer to stand in one place and be a gun turret, or what?
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Let me tell you a tale of a bugged MC TF... Random PUG, I remember an /Nature controller, myself on a Poison/Dark Defender and some melee, a blaster, and a demons/dark MM. Mish 2 the leader goes "wow this team is exceptional? Can we bump up from +1 to +2?" Everyone concurs. The next mission, a kill all with loads of Paragon Protectors, and the Mish bugs at at least +6 difficulty. Exclamations of +9!!!! Are tossed around. The thing slows into a grind, but dang if we aren't still handling things! We spent about an hour into that mission with the promise of -1 to clear the rest. About 75% in the MM and the blaster bail, and we really don't have the damage to finish it. Sadness. After we quit via wambulance, at least two of us spawned in the Atlas hospital... what? My poison def is looking for a Nature buddy to run Manticore again. Anyone? Green is mean.
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Lvl 23 Ice/Ice Blaster daring to keep it rolling
BazookaTwo replied to Redzone08's topic in Sentinel
Basic SO slotting for Attacks, because level 35 SOs are as good as level 50 SOs. Really.: slot 1 acc, 2 damage, 1 end in most powers If it's a cone, add a range to open it up some If it's got a hefty recharge and you want it more often, add a recharge. If it's end heavy, add an end reduction. If it has a special effect, like slows, kb, stun, debuff, try one of those. Secondary 1 end reduction in any toggle, maybe two? Travel powers Put some end reduction in your travel powers if you leave them on while fighting. A note on reward merits. Get vidiotmaps, so you can find all the explore badges, that nets you 5 reward merits in most zones Get the ouro portal, and look up the "Who Will Die?" Arcs. The first 2 times you run each one you can get double merits - that's 40 merits for 6 fairly easy missions. You can run this weekly for 20 merits after that. Trade your merits for enhancement converters or boosters at a merit rewards station. Specific enhancements... for Accuracy: Kismet +toHit. for End: performance shifter +end proc in stamina, along with an End. in Health, you can grab Recovery procs from Miracle, Numina's, and nearly everyone slots the Panacea +HP/+End proc. Since you're ice, Pacing of the Turtle for the recharge slow proc can go in lots of places. This will have a noticable effect especially in cones and AOEs. Other than that, start looking at set bonuses and planning for more Robust things. The Archetype sets have some handy bonuses, and you can slot the basic versions anytime, and catalyze them later. Look into the procs in particular and put them in a power with a long animation, or one that hits a lot of targets. -
That guide finna be good. Looking forward to it!
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I just respecced my sav/bio/mu stalker to do this! But also, ball lightning and Savage leap basically land at the same time if you fling the lightning first. It's just not fair at all. 👹
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Easiest Low budget primary/secondary combo to solo with?
BazookaTwo replied to Zewks's topic in Sentinel
Don't forget in the merit side of things, that the Who Will Die arcs give double merits the first time you run them, and can be ran twice a week. That's 40 merits in 6 quick missions, starting at lvl 14. A cure for altiitis poverty is running them with alts whether the alt needs the merits or not. Then there's explore badges and zone merits. 5 per zone. I usually get Atlas, Galaxy/Atlas echo and Kings before I hit level 6. That's some seed money. -
Someone commented that Sentinels are good for "cruise control" during a frostfire today. I noticed that honestly, I could skip ahead and nearly solo a mob before the rest of the team got there. I took that as a backhanded compliment, because well, I'm contributing a fair bit of damage, I'm not the least worried about any aggro I catch. I'm able to dive headfirst into a mob with no f's given. Is that really cruise control? I think tankers have a lazier feel than Sents, hands down.
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This is how stack overflow works, 100% 😂
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And that edge is what makes my Savage/Rad scrapper feel fun! Combat Teleport can stack +tohit in a weird mechanic right before Savage Leap into a mob, follow that with Ground Zero and you have a few seconds of safety before things can really hit you very hard. At least, that's my theory. Also I'm talking about solo play almost always when I speak about mechanics like this. I kind of like the "kill it fast because if it gets a chance to hit you" mechanic that blasters get, but on other archetypes. S'fun.
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So does logic follow that +/- toHit and Res matter more in conjunction on a character that is mostly reliant on Resistance? I'm just trying to look at ways to avoid needing Def capping when my build goals are other things.
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Always use them. I always slot the knockdown into whatever is useful for it, and as I open up longer recharge, or AOEs or cones, I stack up three in that. I also always get the LRT asap, and spent the reward merits on 8* amplifiers in all three categories, before I train to level 2, and take XP boost. It all adds up!
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Thanks oldskool! when I hit my 35ish levels I'll reassess some things! So far I'm 19 and having fun
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Here's my wacky build, resistance is floored, but def is definitely low. hasten barely needed, due to the FF procs. Would love feedback. This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Road Flair: Level 50 Mutation Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Fiery Aura Power Pool: Leadership Power Pool: Sorcery Power Pool: Speed Power Pool: Leaping Villain Profile: ------------ Level 1: Dual Wield (A) Superior Opportunity Strikes - Accuracy/Damage: Level 50 (7) Superior Opportunity Strikes - Damage/RechargeTime: Level 50 (7) Ice Mistral's Torment - Chance for Cold Damage: Level 20 (9) Impeded Swiftness - Chance of Damage(Smashing): Level 30 (9) Impeded Swiftness - Damage/Slow: Level 30 (34) Impeded Swiftness - Range/Slow: Level 30 Level 1: Molten Embrace (A) Endurance Reduction IO: Level 50 (5) Endurance Reduction IO: Level 50 Level 2: Fire Shield (A) Unbreakable Guard - Resistance: Level 50 (3) Unbreakable Guard - Resistance/Endurance: Level 50 (3) Unbreakable Guard - +Max HP: Level 50 (11) Unbreakable Guard - Endurance/RechargeTime: Level 50 (13) Steadfast Protection - Resistance/+Def 3%: Level 30 Level 4: Assault (A) Endurance Reduction IO: Level 50 (5) Endurance Reduction IO: Level 50 Level 6: Empty Clips (A) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime: Level 50 (13) Superior Opportunity Strikes - Accuracy/Damage/Endurance: Level 50 (15) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity: Level 50 (15) Superior Opportunity Strikes - Accuracy/Damage/Endurance/RechargeTime: Level 50 (17) Force Feedback - Chance for +Recharge: Level 50 Level 8: Swap Ammo Level 10: Temperature Protection (A) Aegis - Resistance/Endurance: Level 50 (11) Aegis - Psionic/Status Resistance: Level 50 (43) Aegis - Resistance: Level 50 (43) Gladiator's Armor - TP Protection +3% Def (All): Level 50 Level 12: Bullet Rain (A) Superior Sentinel's Ward - Accuracy/Damage: Level 50 (17) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb: Level 50 (19) Superior Sentinel's Ward - Accuracy/Damage/Endurance: Level 50 (19) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime: Level 50 (21) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime: Level 50 (21) Force Feedback - Chance for +Recharge: Level 50 Level 14: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50 (37) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50 (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50 (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50 (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50 (50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50 Level 16: Arcane Bolt (A) Accuracy IO: Level 50 Level 18: Super Speed (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50 (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50 (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50 (39) Winter's Gift - Slow Resistance (20%): Level 50 Level 20: Healing Flames (A) Preventive Medicine - Heal/RechargeTime: Level 50 (29) Preventive Medicine - Chance for +Absorb: Level 50 (39) Preventive Medicine - Heal: Level 50 Level 22: Consume (A) Obliteration - Damage: Level 50 (25) Obliteration - Accuracy/Recharge: Level 50 (27) Performance Shifter - Chance for +End: Level 50 (29) Performance Shifter - EndMod: Level 50 (39) Performance Shifter - EndMod/Recharge: Level 40 Level 24: Spirit Ward (A) Healing IO: Level 50 Level 26: Enflame (A) Bombardment - Damage: Level 50 (23) Bombardment - Chance for Fire Damage: Level 50 Level 28: Hail of Bullets (A) Obliteration - Accuracy/Damage/Recharge: Level 50 (33) Obliteration - Damage/Recharge: Level 50 (34) Obliteration - Accuracy/Recharge: Level 50 (34) Obliteration - Damage: Level 50 (36) Obliteration - Chance for Smashing Damage: Level 50 (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50 Level 30: Burn (A) Obliteration - Damage: Level 50 (31) Obliteration - Accuracy/Recharge: Level 50 (31) Obliteration - Damage/Recharge: Level 50 (31) Obliteration - Chance for Smashing Damage: Level 50 (33) Obliteration - Accuracy/Damage/Recharge: Level 50 (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50 Level 32: Rune of Protection (A) Reactive Armor - Resistance/Endurance: Level 40 (33) Reactive Armor - Resistance: Level 40 (36) Reactive Armor - Endurance: Level 40 (36) Reactive Armor - Resistance/Recharge: Level 40 (42) Reactive Armor - Resistance/Endurance/Recharge: Level 40 Level 35: Executioner's Shot (A) Apocalypse - Damage/Recharge/Accuracy: Level 50 (45) Apocalypse - Damage: Level 50 (45) Apocalypse - Damage/Endurance: Level 50 (46) Apocalypse - Chance of Damage(Negative): Level 50 Level 38: Suppressive Fire (A) Lockdown - Accuracy/Hold: Level 50 (40) Lockdown - Chance for +2 Mag Hold: Level 50 (40) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50 (42) Gladiator's Net - Chance of Damage(Lethal): Level 50 Level 41: Cauterizing Blaze (A) Numina's Convalesence - Heal/Endurance: Level 50 (46) Numina's Convalesence - Endurance/Recharge: Level 50 (48) Numina's Convalesence - Heal/Endurance/Recharge: Level 50 (48) Numina's Convalesence - Heal: Level 50 (48) Numina's Convalesence - +Regeneration/+Recovery: Level 50 (50) Numina's Convalesence - Heal/Recharge: Level 50 Level 44: Plasma Shield (A) Aegis - Resistance/Endurance: Level 50 (43) Aegis - Resistance: Level 50 (45) Aegis - Resistance/Recharge: Level 50 Level 47: Combat Jumping (A) Defense Buff IO: Level 50 (42) Defense Buff IO: Level 50 Level 49: Maneuvers (A) Red Fortune - Endurance: Level 50 (27) Red Fortune - Defense: Level 50 Level 1: Brawl (A) Empty Level 1: Opportunity Level 1: Sprint (A) Celerity - +Stealth: Level 50 Level 2: Rest (A) Interrupt Reduction IO: Level 50 Level 1: Swift (A) Run Speed IO: Level 50 Level 1: Health (A) Panacea - +Hit Points/Endurance: Level 50 Level 1: Hurdle (A) Jumping IO: Level 50 Level 1: Stamina (A) Performance Shifter - Chance for +End: Level 50 Level 8: Chemical Ammunition Level 8: Cryo Ammunition Level 8: Incendiary Ammunition Level 10: Arcane Power Level 38: Speed Phase ------------ ------------ Set Bonus Totals: 19.5% DamageBuff(Smashing) 19.5% DamageBuff(Lethal) 19.5% DamageBuff(Fire) 19.5% DamageBuff(Cold) 19.5% DamageBuff(Energy) 19.5% DamageBuff(Negative) 19.5% DamageBuff(Toxic) 19.5% DamageBuff(Psionic) 16.31% Defense(Smashing) 16.31% Defense(Lethal) 15.06% Defense(Fire) 15.06% Defense(Cold) 11% Defense(Energy) 11% Defense(Negative) 6% Defense(Toxic) 6% Defense(Psionic) 24.75% Defense(Melee) 14.13% Defense(Ranged) 14.75% Defense(AoE) 3.6% Max End +33% Enhancement(Accuracy) +10% Enhancement(RechargeTime) +6% Enhancement(Heal) +35% Enhancement(Range) 2.5% Enhancement(Max EnduranceDiscount) +3% Enhancement(SpeedRunning) +3% Enhancement(SpeedFlying) +3% Enhancement(JumpHeight) +3% Enhancement(SpeedJumping) 30% SpeedFlying GrantPower Preventive Medicine (when PreventiveMedicine) 253 HP (21%) HitPoints 30% JumpHeight 30% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) 32.5% MezResist(Confused) 32.5% MezResist(Held) 32.5% MezResist(Immobilized) 32.5% MezResist(Sleep) 32.5% MezResist(Stunned) 32.5% MezResist(Terrorized) 100% MezResist(Teleport) (20% chance) 2.5% (0.04 End/sec) Recovery 28% (1.41 HP/sec) Regeneration 20% ResEffect(SpeedFlying) 20% ResEffect(RechargeTime) 20% ResEffect(SpeedRunning) 17.25% Resistance(Smashing) 17.25% Resistance(Lethal) 2.25% Resistance(Energy) 2.25% Resistance(Negative) 5% Resistance(Psionic) 30% SpeedRunning ------------ Set Bonuses: Superior Opportunity Strikes (Dual Wield) +10% Enhancement(Range) Impeded Swiftness (Dual Wield) 1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance +3% Enhancement(Slow) Unbreakable Guard (Fire Shield) 2.5% Enhancement(EnduranceDiscount) 2.25% Resistance(Energy,Negative), 3.75% Status Resistance 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing) 90.36 HP (7.5%) HitPoints Steadfast Protection (Fire Shield) 3% Defense(All) Superior Opportunity Strikes (Empty Clips) +10% Enhancement(Range) 3.6% Max End 4% DamageBuff(All) Aegis (Temperature Protection) 7.5% Movement Speed 3.13% Defense(Fire,Cold), 1.56% Defense(AoE) 5% Resistance(Psionic) Gladiator's Armor (Temperature Protection) 3% Defense(All), 100% MezResist(Teleport) (20% chance) Superior Sentinel's Ward (Bullet Rain) +15% Enhancement(Accuracy) +10% Enhancement(Range) 36.14 HP (3%) HitPoints 5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing) Gaussian's Synchronized Fire-Control (Tactics) 7.5% Movement Speed 22.59 HP (1.87%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Blessing of the Zephyr (Super Speed) 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative) 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold) Knockback Protection (Mag 4) Winter's Gift (Super Speed) 20% ResEffect(SpeedRunning), 20% ResEffect(RechargeTime), 20% ResEffect(SpeedFlying) Preventive Medicine (Healing Flames) 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance 22.59 HP (1.87%) HitPoints GrantPower Preventive Medicine (when PreventiveMedicine) Obliteration (Consume) 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance Performance Shifter (Consume) 7.5% Movement Speed 22.59 HP (1.87%) HitPoints Bombardment (Enflame) +5% Enhancement(Range) Obliteration (Hail of Bullets) 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance 3% DamageBuff(All) +9% Enhancement(Accuracy) +5% Enhancement(RechargeTime) 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing) Obliteration (Burn) 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance 3% DamageBuff(All) +9% Enhancement(Accuracy) +5% Enhancement(RechargeTime) 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing) Reactive Armor (Rune of Protection) 1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged) 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee) 1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold) Apocalypse (Executioner's Shot) 16% (0.8 HP/sec) Regeneration 36.14 HP (3%) HitPoints 4% DamageBuff(All) Lockdown (Suppressive Fire) 3% DamageBuff(All) Numina's Convalesence (Cauterizing Blaze) 12% (0.6 HP/sec) Regeneration 22.59 HP (1.87%) HitPoints +6% Enhancement(Heal) 3.75% Resistance(Smashing,Lethal), 6.25% Status Resistance 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) Aegis (Plasma Shield) 7.5% Movement Speed 3.13% Defense(Fire,Cold), 1.56% Defense(AoE) Red Fortune (Maneuvers) 1.5% Resistance(Smashing,Lethal), 2.5% Status Resistance | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | 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We don't like to harass you, you're inexperienced and overly opinionated. And that's being polite about it. You troll and bully people and call their builds trash. You are a bad faith actor, and not acting in the spirit of the community.
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Post MM upgrades...slotting for Necromancy/Nature Affinity?
BazookaTwo replied to BazookaTwo's topic in Mastermind
Exactly what I have slotted in Arcane bolt, matter of fact... the FF proc. And yeah... teleporting into a mob to drop LS and SC, and to hold the group with EA pays dividends. Running all that stuff, I only have a short combat window before the end runs down! I will fix that later. Right now at 32 an engagement looks like: TP > EA/LGS/SC + Soul Extraction, then blasts and WG while I have ALL the things out. By the time SE expires, it'd better be mostly dead, cause so is my end. Flying away works wonders too as an 'oh shit' button.- 7 replies
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Post MM upgrades...slotting for Necromancy/Nature Affinity?
BazookaTwo replied to BazookaTwo's topic in Mastermind
@bellona100, Good advice or not, being a bully sucks. So by default I'll wait for others with more considerate advice. Not even bothering with what's probably a trash build.- 7 replies
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Post MM upgrades...slotting for Necromancy/Nature Affinity?
BazookaTwo replied to BazookaTwo's topic in Mastermind
Lich has Containment, no?- 7 replies
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Looking for advice, I'm playing a Necromancy/Nature Affinity MM, so far she's super fun. I took Sorcery Pool for Mystic Flight/Arcane Bolt/Enflame/Rune of Protection, but wow, the build looks really tight already. I don't see any Necro powers I'd skip besides Dark Blast (why I took Arcane instead... more damage, and mitigation/slotting options). Corrossive, Gloom, Arcane, and Life Drain make pretty good ST chains. Nature seems like I want to take everything except Rebirth, so I feel like slotting is very crucial in this build. At 23, I hit the toggles to start the fight, then send in the dead, while I juggle my ST focus on whatever seems the biggest threat. I have Lich, about to get Soul Extraction. I know Entangling Aura is ridiculous and have my plan to slot there. I am trying to stack holds off of Lich, Entangling, and I also put a hold proc in Gloom for extra mitigation, for now. Resistance seems easier to hit on this than +Def, but I think the secret to Nature is Absorb/HP/Regen, and I'd like to capitalize on that too. I just want slotting advice, because I feel like every slot counts. Who gets the Pet def/res procs ideally? What the heck do I slot into Lich, as he can hold lots of stuff? I see myself using nearly every healing proc, but I know some slotting affects only me, some affect pets, and I want to optimize what goes where with that stuff, too. All the -toHit procs look useful as well. I Looks like loads of Res options in the first pet upgrade, Rune, & Overgrowth. Debating Soul/Mace Epic. I have a Ninja's Time and know what Power Boost could do for all the regen/absorb, but Oppressive Gloom looks interesting too... What have I gotten into?
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I rolled a SS/Inv brute, and so far the synergy is good between him and the MM. Pet's out/equipped, bubbles, follow the brute into battle. Hilarity ensues.
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Running a Sav/rad scrapper and holy bananas is it good. Add combat Teleport to your arsenal and use it to stack +to hit before you alpha. You'll dig it.
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I'm looking for a Brute that's low maintenance defensively, that I can have my MM follow in bodyguard mode. My MM is a melee based Thugs/FF/Fire with very little maintenance needs, thanks to all the Def buffs. I'm thinking StJ, or Mace for theme, but maybe even Axe. But what Secondary is best with FF to lean on?
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So I respecced my thugs/bubbler. I kept the two ally bubbles, the big bubble, dispersion bubble, and the AOE. Weapons wise I took pistol cause I had to. I took fighting, full pool. I took Maneuvers & Assault, from Experimentation...toxic dart, burst of speed, and Adrenal Boost. I took Bonfire and Fireball. I have a leveling build I'm going to work backwards into, storing the stuff from my previous build until I can respec. He's got end probs, but it feels good, and the fighting pool really shines when you take all the attacks, for the built in damage boost. Feels "blappy" My new concept is called Greasers, and all my pets are named after characters from the Outsiders series. I figure if I roll a brute to go with them it will be street justice/something. I have a SJ/WP scrapper I pillaged already but I might rework that idea.
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Ok these are all great ideas! I have a 50 thugs/FF already so I could retool them a bit. I'd want the MM to be as focused as possible on setup/survivability in that case. Now I have to think of a Brute that's least clicky as far as defenses go. It could be fun leveling a Brute with my MM as the "farmer" in missions. Rad sounds good, but I don't want to wait for incarnates to be playable. Tinkering in mids to see what I think. Ditto with Sonic. Sonic vs FF I need to look at. And now I need to look at Brute synergies with either. Though I think Brute as Leader is an icing on the cake thing, it might be I could have a stronger defensive build on the MM that way. Aside, I know Power Boost is ridiculously OP (shhhhh), as I have a Ninjas/Time/Mace that hunts GMs and AVs. So I also have to look at Patron synergies. Without PB, Fire wins for Bonfire/Fireball/Char.
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My Ninja/time has decimation bu, achilles -res in the bow attacks. It adds up if you spread the arrows around liberally
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So I'm thinking of building a new thugs, so I can take crosspunch and maybe some other attacks and fight alongside my team. Which powerset is the most optimal for this? My thoughts are it has to be a secondary that: * Allows me to focus on attacks from pools and epics, leaving me a minimum of slotting and power picks needed from the secondary. * Maybe focuses on a solid 3-4 powers from the secondary that buff up my team and me * Leaves plenty of slots for my attacks so I feel like I'm doing decent damage for a MM. * Lets me softcap melee/aoe if possible. Pretty sure I'll need fighting and leadership pools. Pretty sure I'll skip a "super" travel power, like I do on some other toons. I can see myself "driving" across a map by sending my brute after a mob and just following him. maybe I can respec my thug bubbler into this playstyle? Hmm. But maybe I want an extreme debuffing set like rad or dark? what I hate doing is healer duty. I plan to solo this mostly at first to get a feel for it. gimme year ideas!