Jump to content
The Beta Account Center is temporarily unavailable ×

BazookaTwo

Members
  • Posts

    391
  • Joined

  • Last visited

Everything posted by BazookaTwo

  1. I noticed I skipped a travel power, and redid this to include super speed. Built it out on test servers and whoo boy does it crank out the far away damage! Now I just need to finish the build on live which will take a while. Time to farm those WWD arcs. Thanks everyone for the input!
  2. Here's a decent looking build I think. Quite a bit of ranged def/+range, cones-a-plenty, and a solid melee chain too. Any callouts welcome. BazookaTooth - Blaster (Assault Rifle).mxd
  3. AR/Energy is what my build was on live, so that's the goal for this character. If my faith in /EM is restored after that, I might roll a beamer
  4. Note, Meko. You have the Javelin proc listed twice in your first build.
  5. Thanks Mekomancer for the builds. That sounds like a fun swap strategy!
  6. I hadn't even thought of this angle! Thanks so much. I think I can shoot for 32.5% ranged def, and alternate Power Boost with Barrier to keep things super duty tough for a fair bit of the time. I'm definitely opening up the cone ranges as much as possible, and adding as much overall range as I can. On live, sniper + boost range was ridiculous. Sad they nerfed that
  7. Yeah cones but mostly lethal dmg. I guess building for ranged and staying at range, with a couple melee shots to mitigate... Can anyone recommend the best blaster epics and incarnates for Power Boost? AR/Energy doesn't really have alot of secondary effects to bump.
  8. On live my original character was an AR/EM. I suffered through 50 levels, was universally hated for my kb and faceplanting expertise. Ive tried since homecoming to build something useful and fun with it and I always end up disappointed. Has anyone else played this combo? Got a good strategy/build/approach that makes use of what these sets have to offer? In retrospect I think AR just doesn't have the juice for /EM to squeeze to make it do anything stellar. I'd love to hear ideas, so I can try respeccing into something interesting and fun to play...
  9. After reading this post, I dusted off my "Mister Hyde/Mister Werewolf" SM/Shield stalker and respecced into BAMF mode. Holy crap this is fun! Performs well in teams at +4/8, gonna try a few Ouro things solo to see where the diff ends up being comfy/challenging. My only complaint in taking TP/CT/Fold is I have a not so great single target chain... but oh well, it's an AOE buffet.
  10. I find many combos to feel tanky but...my favorite is my Archery/ninjutsu/ninjutsu. Massive range boost means I can pull the next mob, or hang in the back and add support fire. Max speed 80mph without a travel power. Loads of great AOEs and cones, rain of arrows > caltrops > explosive arrow clears most things smaller than a boss. In general I can stand in the middle of a mob, fling AOEs, and take alpha to the face without flinching. The ninja sword moves mean I tend to run in for a kill shot pretty often too. Keeping to the gadgets theme, I have all the p2w powers imaginable which makes exemping more fun. I also went with Robot Drones for lore pets. Feels like the best ninja build ever, and I feel like I have my pick of how I want to fight, and where I want to be in the mix.
  11. Would have loved for this discussion to stay on topic, instead of derailing into stuff about zombies. The search continues...
  12. while we are doing Skull Debate 2020... lets keep in mind that in some movies there are Predator/Xenomorph hybrids. Surely room for a skull in there. Go. Hunt. Kill Skuls. I want your skull. I need your skull!!!
  13. My first ever character, and my namesake was an AR/EM blaster. Sh*t's rough.
  14. Are you talking about Speed Phase? Because that power is an add on to super speed, and is intended to allow you to run through mobs and geometry, with the caveat of "can't attack/can be attacked" baked in
  15. Building a Natural character and pointedly skipping any Super travel powers really does add to the immersion
  16. Seems anecdotal to me, as I main an energy/sonic, only put kb-kd in bonfire, and seem to have a good time.
  17. So I have this guy at 50... and he's a lot of fun, in a challenging way. Overall I'm happy with the build, but wondered what people would recommend to improve the build. A few caveats, I prefer the character feel natural, not super, in power picks. I'd prefer not changing any powers out, unless there's a huge advantage to be had. But slotting is definitely up for grabs, maybe alternate attack picks too. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Iron Bow: Level 50 Natural Sentinel Primary Power Set: Archery Secondary Power Set: Ninjitsu Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Ninja Tool Mastery Hero Profile: ------------ Level 1: Snap Shot SprOppStr-Acc/Dmg:50(A), SprOppStr-Rchg/+Opportunity:50(3), Apc-Dmg:50(5), Apc-Dmg/EndRdx:50(5), Apc-Dmg/Rchg:50(7) Level 1: Ninja Reflexes LucoftheG-Def/Rchg+:50(A), Ksm-ToHit+:30(11), LucoftheG-Def/EndRdx:50(13), LucoftheG-Def:50(15) Level 2: Aimed Shot SprOppStr-Acc/Dmg/EndRdx:50(A), SprOppStr-Dmg/Rchg:50(3), Dvs-Acc/Dmg:50(9), Dvs-Dmg/EndRdx:50(11) Level 4: Danger Sense LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(17), LucoftheG-Def:50(17) Level 6: Combat Jumping UnbLea-Stlth:50(A), BlsoftheZ-ResKB:50(7), LucoftheG-Def/Rchg+:50(45) Level 8: Stunning Shot Dcm-Acc/Dmg:40(A), Dcm-Acc/EndRdx/Rchg:40(19), Dcm-Acc/Dmg/Rchg:40(34), Dcm-Dmg/EndRdx:40(34), Dcm-Dmg/Rchg:40(36), Dcm-Build%:40(36) Level 10: Shinobi-Iri Rct-Def/EndRdx:50(A), Rct-Def:50(25), Rct-ResDam%:50(25), Rct-Def/Rchg:50(27), Rct-EndRdx/Rchg:50(31), Rct-Def/EndRdx/Rchg:50(46) Level 12: Explosive Arrow SprOppStr-Acc/Dmg/Rchg:50(A), SprOppStr-Acc/Dmg/EndRdx/Rchg:50(13), Bmbdmt-Dam:50(31), Bmbdmt-Dam/Rech:50(31), Bmbdmt-+FireDmg:50(33), PstBls-Dam%:50(43) Level 14: Aim RechRdx-I:50(A), GssSynFr--Build%:50(15) Level 16: Assault EndRdx-I:50(A) Level 18: Blazing Arrow SprSntWar-Acc/Dmg/Rchg:50(A), Apc-Dam%:50(19), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(21), SprSntWar-Acc/Dmg/EndRdx:50(21), Apc-Acc/Dmg/Rchg:50(33), Apc-Acc/Rchg:50(34) Level 20: Kuji-In Sha Prv-Heal/Rchg:50(A), Prv-Heal/Rchg/EndRdx:50(23), Prv-Absorb%:50(40) Level 22: Maneuvers LucoftheG-Def/Rchg+:50(A), EndRdx-I:50(23) Level 24: Seishinteki Kyoyo PrfShf-Acc/Rchg:50(A), PrfShf-EndMod:50(36), PrfShf-EndMod/Rchg:50(45) Level 26: Perfect Shot SprSntWar-Acc/Dmg:50(A), Dvs-Dmg/Rchg:50(27), SprSntWar-Dmg/Rchg:50(29), SprSntWar-Rchg/+Absorb:50(29), Dvs-Acc/Dmg/Rchg:50(46) Level 28: Bo Ryaku StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(33) Level 30: Kuji-In Rin RechRdx-I:50(A) Level 32: Rain of Arrows Ann-Acc/Dmg:50(A), Ann-Acc/Dmg/EndRdx/Rchg:50(37), Ann-Acc/Dmg/EndRdx:50(37), Ann-ResDeb%:50(37), Bmbdmt-Dam:50(39), Ann-Dmg/Rchg:50(39) Level 35: Blinding Powder CrcPrs-Conf%:50(A), CrcPrs-Conf:50(42), CrcPrs-Conf/EndRdx:50(42), CrcPrs-Acc/Rchg:50(43), CrcPrs-Conf/Rchg:50(43), CrcPrs-Acc/Conf/Rchg:50(49) Level 38: Tashibishi Bmbdmt-+FireDmg:50(A), Bmbdmt-Dam/Rech:50(39), Bmbdmt-Dam:50(40), ImpSwf-Dam%:30(40), ImpSwf-Dmg/Slow:30(42) Level 41: Kuji-In Retsu Rct-Def/Rchg:50(A), PrfShf-End%:50(47), PrfShf-EndMod/Rchg:50(47), Rct-Def:50(48) Level 44: The Lotus Drops Obl-Dmg:50(A), Arm-Dmg/Rchg:50(45), Arm-Dmg:50(48), Arm-Acc/Rchg:50(50) Level 47: Paralyzing Dart Lck-Acc/Hold:50(A), Lck-%Hold:50(50), Lck-Rchg/Hold:50(50) Level 49: Vengeance LucoftheG-Def/Rchg+:50(A) Level 1: Opportunity Level 1: Brawl Empty(A) Level 1: Sprint EndRdx-I:50(A) Level 2: Rest IntRdx-I:50(A) Level 1: Swift Run-I:50(A) Level 1: Hurdle Jump-I:50(A) Level 1: Health NmnCnv-Regen/Rcvry+:50(A) Level 1: Stamina EndMod-I:50(A) Level 50: Musculature Radial Paragon Level 50: Ageless Partial Radial Invocation Level 50: Assault Radial Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Pyronic Core Final Judgement Level 50: Tsoo Core Superior Ally Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve Level 50: Task Force Commander Level 50: Portal Jockey ------------ ------------ Set Bonus Totals: 7% DamageBuff(Smashing) 7% DamageBuff(Lethal) 7% DamageBuff(Fire) 7% DamageBuff(Cold) 7% DamageBuff(Energy) 7% DamageBuff(Negative) 7% DamageBuff(Toxic) 7% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 8.5% Defense(Energy) 8.5% Defense(Negative) 6% Defense(Psionic) 11% Defense(Ranged) 6% Defense(AoE) 3.6% Max End +30% Enhancement(Accuracy) +2.5% Enhancement(Held) +4% Enhancement(Confused) +60% Enhancement(Range) 6.75% Enhancement(Max EnduranceDiscount) +62.5% Enhancement(RechargeTime) 15% SpeedFlying GrantPower Preventive Medicine (when PreventiveMedicine, if Scourge) 180.7 HP (15%) HitPoints 15% JumpHeight 15% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 47.5% MezResist(Held) 47.5% MezResist(Immobilized) 47.5% MezResist(Sleep) 47.5% MezResist(Stunned) 47.5% MezResist(Terrorized) 47.5% MezResist(Teleport) 100% (20% chance) 8% (0.13 End/sec) Recovery 86% (4.32 HP/sec) Regeneration 14.25% Resistance(Smashing) 14.25% Resistance(Lethal) 12% Resistance(Fire) 12% Resistance(Cold) 6.75% Resistance(Energy) 6.75% Resistance(Negative) 7.5% Resistance(Toxic) 7.5% Resistance(Psionic) 15% SpeedRunning ------------ Set Bonuses: Superior Opportunity Strikes (Snap Shot) +10% Enhancement(Range) Apocalypse (Snap Shot) 16% (0.8 HP/sec) Regeneration 36.14 HP (3%) HitPoints Luck of the Gambler (Ninja Reflexes) 10% (0.5 HP/sec) Regeneration 13.55 HP (1.12%) HitPoints +7.5% Enhancement(RechargeTime) Superior Opportunity Strikes (Aimed Shot) +10% Enhancement(Range) Devastation (Aimed Shot) 12% (0.6 HP/sec) Regeneration Luck of the Gambler (Danger Sense) 10% (0.5 HP/sec) Regeneration 13.55 HP (1.12%) HitPoints +7.5% Enhancement(RechargeTime) Blessing of the Zephyr (Combat Jumping) Knockback (Mag -4), Knockup (Mag -4) Luck of the Gambler (Combat Jumping) +7.5% Enhancement(RechargeTime) Decimation (Stunning Shot) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 13.55 HP (1.12%) HitPoints 2.25% Max End +6.25% Enhancement(RechargeTime) 4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% Reactive Defenses (Shinobi-Iri) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 22.59 HP (1.87%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) +8.75% Enhancement(RechargeTime) 3% Resistance(All) Superior Opportunity Strikes (Explosive Arrow) +10% Enhancement(Range) Bombardment (Explosive Arrow) +5% Enhancement(Range) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% Superior Sentinel's Ward (Blazing Arrow) +15% Enhancement(Accuracy) +10% Enhancement(Range) Apocalypse (Blazing Arrow) 16% (0.8 HP/sec) Regeneration 36.14 HP (3%) HitPoints Preventive Medicine (Kuji-In Sha) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 22.59 HP (1.87%) HitPoints GrantPower Preventive Medicine (when PreventiveMedicine, if Scourge), GrantPower Preventive Medicine (when PreventiveMedicine, if Scourge) Luck of the Gambler (Maneuvers) +7.5% Enhancement(RechargeTime) Performance Shifter (Seishinteki Kyoyo) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 22.59 HP (1.87%) HitPoints Superior Sentinel's Ward (Perfect Shot) +15% Enhancement(Accuracy) +10% Enhancement(Range) Devastation (Perfect Shot) 12% (0.6 HP/sec) Regeneration Steadfast Protection (Bo Ryaku) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Gladiator's Armor (Bo Ryaku) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic), MezResist(Teleport) 100% (20% chance) Annihilation (Rain of Arrows) 1.35% Max End 2.25% Resistance(Energy,Negative), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 10% (0.5 HP/sec) Regeneration 3% Enhancement(EnduranceDiscount) Coercive Persuasion (Blinding Powder) 4% (0.07 End/sec) Recovery +4% Enhancement(Confused) 4% DamageBuff(All) +10% Enhancement(RechargeTime) 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative) Bombardment (Tashibishi) +5% Enhancement(Range) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% Impeded Swiftness (Tashibishi) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% Reactive Defenses (Kuji-In Retsu) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% Performance Shifter (Kuji-In Retsu) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning Armageddon (The Lotus Drops) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% Lockdown (Paralyzing Dart) 3% DamageBuff(All) +2.5% Enhancement(Held) Luck of the Gambler (Vengeance) +7.5% Enhancement(RechargeTime)
  18. I S/L farm with my dp/Sr sent. The keys to that being AOE, rebirth, master brawler and the epic caltrops. Plus cryo ammo adds range. I'm a 'stand in a spot and aggro everything in range' farmer. That said, it is slower than a brute, but what isn't?
  19. 50,000 from Inner inspiration drops sounds like a tall tale.
  20. Sadly they moved the run speed boost out of Shinobi Iri. I seem to do ok without a travel power though
  21. I too love DP. My recco's are DP/dark blaster "can't hit me nyah nyah" DP/SR Sentinel - boosted range on cryo ammo, rebirth, master brawler and Epic caltrops make this build hum DP/Time Defender - FF recharge, Power Boost Epic makes this one actually have a lot of uptime.
  22. Are you leaving all that /sonic on the table for def cap? I just happened to roll one of these yesterday, and I always do a build first. Me I went for max damage/recharge and didn't worry about caps. Will post my build later today.
  23. I might diversify pistols a bit, as right now I'm just running a full set of thunderthighs. But really, this character feels godlike compared to pretty much anything I've ever played. I'm having a blast, and now playing ouro arcs for fun and rolling inf into boosters. Last night me and a blaster took on 3 Paladins by ourselves. He died a few times, we killed one paladin, and then he hung it up as "too hard, not enough DPS or debuffs" but the thing is... We had already stood next to 3 angry GMs and killed one, so I felt it was totally doable. I don't need insps to survive at all, but yeah they're handy to have. I might just turn off res/def/breakers. I can't wait to T4 Muscular, Rebirth, Degenerative and Ion. Thanks again, and if you're ever on Reunion look up @hothouse tomato 🙂
  24. So I took your suggestions again, and respecced. I do really like Rebirth Destiny sitting in my tray next to Master Brawler. My ranged and melee positional are now over cap, aoe is at like 38. I think there's a middle ground between my new build, and the previous one... I think my AOEs still would benefit from force feedback recharge, and a decimation build up proc needs to go into pistols, but if I slot those i lose defense. The overcapped resistance honestly felt tougher against AVs and GMs, but I am able to wade into a +3 s/l farm and clear the map without dying. It's a good thing there aren't too many clicky powers needed for survival, though, and the only time I get dropped is when I burn thru my end and my toggles drop. Caltrops really is the secret sauce though, as standing on a pile of them means I'm safely spamming AOEs until only bosses are left, and they're running across the map by the time I'm whittling at them with single target chain. I might look at more ways to stack -recharge into the build. Degenerative with It's - Max HP + -recharge are both things that are rarely resisted. Thanks again for the advice!
  25. First off, thanks for the detailed advice! I wasn't deliberately trying to chase resistance. I do see how reliance on Force Feedback for recharge is a bit unstable. What's equally important to me is HP and regen, because with no heal besides Master Brawler (honestly the only clicks that aren't guns here are MB and Hasten) the extra HP seems to add a survivability factor. I also was building to tweak overall range, because that combined with cryo ammo's sentinal range boost, means I can fire cones from the back of the team and still hit like a freight train... I'm not afraid to dive into the mobs either though and I tend to, using my AOEs in a stack. Caltrops/Ionic, then Hail, Rain, and Empty clips. Most Minions and Lts are gone after that, and the great thing with the recharge is Hail/Rain/Clips are ready to go again, just in time for more caltrops. I can stack at least 3 applications of caltrops, so not much is trying to actually hit me while I'm standing on them... I watch things run away and pick them off with single shots after my AOE chain is done. I will note that the build I posted originally allowed myself and an elec/elec stalker to run an ITF by ourselves, at +2 or +3/8 (I'll ask the stalk what the diff was next time we bump into each other. I didn't *really* see the DPS value in single target chains until I was chopping down AVs with them. So, I made the tweaks suggested, and still under cap for some defenses... but considering my melee and ranged are already at 48% regardless, do the other defenses, really matter in the scheme of things? The tweaks you suggested actually dropped the recharge and damage bonus of the build. Regardless... the resistance hasn't dropped a bit from these tweaks. I really tried to find ways to lessen the resistance for more defense when I was building, but this seems to naturally lean into blowing over the res cap. Things I did so far... I dropped Piercing Rounds, slapped more procs into Suppressive Fire. Pistols has a 6 set of Thunderstrike now. With the six leftover slots, I went 6 slots in Master Brawler, 5 in Tough, and the leftover 2 slots went into recharge in Burnout, because hey, why not? I don't need Vengeance or Tactics after all. All this is just done in mids for now... it will take some time to tweak the build and respec in game.
×
×
  • Create New...