Jump to content

Apparition

Members
  • Posts

    3033
  • Joined

  • Days Won

    12

Everything posted by Apparition

  1. FWIW, here is my current build, although you probably won't like it as it uses and relies on the Defense Amplifier P2W ability which costs 2.5 million INF per hour at level 50. It raises all defense values up by five percent, all resistance values up by seven and a half percent, and adds four mag mez protection. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Shooting Apparition: Level 50 Mutation Blaster Primary Power Set: Dual Pistols Secondary Power Set: Temporal Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Pistols -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(7), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15), SprDfnBrr-Rchg/+Status Protect(37), AchHee-ResDeb%(45) Level 1: Time Wall -- Acc-I(A) Level 2: Aging Touch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(23) Level 4: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(7) Level 6: Swap Ammo Level 8: Bullet Rain -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Rchg/Dmg%(37), Ann-ResDeb%(46) Level 10: Chronos -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(11), GssSynFr--Build%(13), RechRdx-I(31) Level 12: Super Speed -- BlsoftheZ-ResKB(A) Level 14: Hover -- BlsoftheZ-Travel/EndRdx(A), LucoftheG-Def/Rchg+(15) Level 16: End of Time -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(31), SprAvl-Rchg/KDProc(40) Level 18: Executioner's Shot -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(33), Apc-Dam%(40) Level 20: Temporal Healing -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(46) Level 22: Afterburner -- LucoftheG-Def/Rchg+(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Piercing Rounds -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(27), Rgn-Acc/Rchg(27), Rgn-Dmg/EndRdx(34), Rgn-Knock%(43), Ann-ResDeb%(46) Level 28: Future Pain -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/Rchg(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(43) Level 30: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(31) Level 32: Hail of Bullets -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(36), Arm-Dam%(43), FrcFdb-Rechg%(50) Level 35: Time Shift -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(36), SphIns-Acc/Rchg(36), SphIns-ToHitDeb/EndRdx/Rchg(37), SphIns-Acc/EndRdx/Rchg(45) Level 38: Time Lord -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Max HP%(39) Level 41: Scorpion Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(42), ShlWal-ResDam/Re TP(42), LucoftheG-Def/Rchg+(42), Rct-ResDam%(45) Level 44: Kick -- Empty(A) Level 47: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 49: Weave -- RedFrt-Def/EndRdx(A), LucoftheG-Def/Rchg+(50), Rct-Def/EndRdx(50) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- IntRdx-I(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(5) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(5), EndMod-I(11), EndMod-I(23) Level 1: Prestige Power Slide -- Clr-Stlth(A) Level 50: Musculature Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ion Core Final Judgement Level 50: Clarion Core Epiphany Level 50: Longbow Radial Superior Ally Level 50: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition Level 50: Assault Core Embodiment ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1552;741;1482;HEX;| |78DA6594594F13611486BF59B09D2E2C96164A59BA80A52C5DE216B718108A284D0| |A35D1784326D04093DA4E689BE8A517DE1B97984005BD931BFF83BF43EF5D1113F7| |78319ECE7BA0354ED2794ECF9CEF3BCF99E934737BC6F572EEEE4521B92F15F54A6| |5799ACED5FC863D53ABEAD542B9A408213CB9F572B95A28AD05A70C43DF2834F236| |CA07B87879492FADE557E33335BDB89C2D54AAE56265E4E05AAE6618E58D6AFC5AF| |E16910A327AA960D48AD6EEC2992D978BF174B1B0B65E755871CEC8E7575D56B890| |D70DEAEA464DA384BEF9678DC24AFC60F78CBE92A75323BED34B4A09FAF83BE924D| |147986D42A842A45421CBE011056C57C1E13670E2954C73AA622A26F83085E823A4| |34311DE3ED84A94859425813F222685F027D39D049F74541ADA4BC96D1F30DD84F5| |E6DF0320728B6B1A36D53B1AEDBEBA0EB29D8BB0D0EEF80936FC119F2D1D847DB82| |B7A30EBA76D16B701CEE11F271F23C4EF6D028E76647B7E5A88976AF645D9BA5BD3| |BE0A576D4716F3AB7993BE0E03330FA1C1CA259BA784DD724F63B1A6726C060128C| |A6E090A63E1E9EDFF30E7375BF677E00431FC1E8279E7F0F143E21BC3C9397BDC33| |4530FF6937A78F65E6690FCFCDCCB7F1C1E7D279827C1D02970ECB4FCCFBD9E23CF| |00CF16B88F79FB1F301F82A147E0D863D0472E03EC32D00DBF41F60C91CB10DCDB8| |6CEF0BD39CB3C0746CEB3CB05B8A4EE8197C9258CB56AD806BF889DA9F16FC5014E| |38C1795A33021765E41B72C7BE337F317F837FC86D94671D4D2B96436C9E7915353| |19E63E22BBECB34EB383F8B71930EA15026CE1DE3DC31C11D133F99DC59A5DA246A| |E5A443B23AA5B8436A1F9D43EAE1DB6CF6AB2D6FA7D56DE1BF4C563D7C5B8514C02| |F60CF4139897311E43EB7E64691DB6FE624E90A0551720CC1F54BF39A223DC11351| |7FE0893B8258EF63269BCEC2D450BBE021F01CE99E66ECEF6EC6BB8D1AB89B1E6F3| |36F1D8B8E66E27A4B7CA325BED9126F76D1DF0D6FB6D512D75B62EB78116E2EFA0B| |57F5F963| |-------------------------------------------------------------------| As you can see, I dropped the hold as it was largely useless, and replaced it with Time Shift which does a more valuable AoE stun and -to-hit. I also leaned more into melee by adding Future Pain, which is a strong melee attack.
  2. Crysis' build is based on the original Dual Pistols/Temporal Manipulation Blaster build I used and posted over a year ago, (although not the build I use now). Those defense bonuses for six slotting the Blaster ATOs goes towards ranged defense, energy damage defense, and negative damage defense. Like you said, DP spends a lot of time in melee. So it's not nearly as useful as slotting the -res procs in Pistols and Bullet Rain.
  3. Radiation Emission, Cold Domination, Sonic Resonance, and Trick Arrow are kings of debuffs. If you want to have the most impact on Incarnate Trials, there you go. If you want buffs, Kinetics, Time Manipulation, and Nature are all good. Time Manipulation isn't really needed on iTrials as everyone and their mother is already softcapped to defense, but is useful on smaller teams. As for primaries, Fire Blast, Ice Blast, Water Blast, and Dual Pistols are all good. Fire Blast and Dual Pistols are all-rounders, while Ice Blast does more single target and Water Blast more AoE.
  4. That isn’t good enough. Part of the reason why Piecemeal’s first two mission arcs are/were so difficult was because it was largely being tested by veteran players using min-Max builds loaded to the hilt with IO enhancements. SuperPlyx’s suggestion would make it easier to test content with average Joe builds, using SOs or generic IOs. Copying characters doesn’t solve that problem as none of my characters aren’t loaded to the hilt with IO enhancements.
  5. Generally twelve points of knockback protection is enough. Any more than that is a waste as the things that do more knockback than that generally require way more knockback protection (like 41+), and are few and far between.
  6. Uhh... I've complained about damage procs on Tankers on the forums as well, plenty. I'm not sure if I have in this thread specifically, but I definitely have in others. Damage procs have the same issues on Tankers as they do Defenders for the same reasons. Sentinels as well to some extent, but not as much as Defenders nor Tankers. Nor are Sentinels as prevalent as Tankers nor Defenders. Damage procs weren't considered detrimental prior to sunset because they weren't using PPM back then. PPM was introduced in the Issue 24 beta and was being tweaked even up until the very last day of Paragon Studios and was never finished. It's PPM that allows damage procs to be much more devastating and useful than they were back then. It's hard for Paragon Studios to nerf something that never went live. Please, I extremely dislike the Holy Trinity model. It's one of the main reasons why I don't play WoW nor WoW-clones. But archetypes were designed for specific purposes. When damage procs allow them to encroach on territory of others (Blasters and Brutes), and completely invalidate others (Corruptors), there's a significant issue.
  7. I do. That still does not show how they will perform in a team environment though.
  8. Yep. And there is nothing stopping you from PLing to level 50 and then do lower level TFs/SFs/Trials if you feel that that is necessary to get a proper handle on a character. Even then, as you said that is not necessary for the vast majority of ATs. The only exception really may be Masterminds as they play quite differently from everything else.
  9. Whether or not it is true, there is a wide belief among many power gamers that Brutes are now useless for teaming and are only good for soloing. Even if that is mistaken, the belief is still an issue.
  10. Prior to sunset, and for the first fifteen months of Homecoming, I soloed every character from level one to level 50, with XP disabled the vast majority of the time as I had a list of specific story arcs that I wanted to complete. Prior to sunset, it would take me about three months to get a character to level 50. On Homecoming, three weeks. Back in July of last year, I wanted a new Force Field character. But after soloing several of them from level one to level 50 on live, I just couldn’t bring myself to do it on Homecoming. So I power leveled one from level one to 50. Now I power level every new character from level one to level 50. It lets me try out new characters more quickly, I can always join any TF/SF/Trial, and I can always play through any story arc via Ouroboros Flashback as I never teamed for story arcs anyway. Between that and the faster accumulation of badges and INF at level 50, I no longer see any reason for me not to PL a character to level 50.
  11. Slotting one or two damage procs in attacks isn't what's happening though. There are Defender builds where most attacks are slotted almost entirely with damage procs, and thanks to the higher Defender defense numbers from the primary and pool powers still remain at or above the defense softcap and have very high global recharge so there's no real sacrifice nor compromise made. This allows them to both have higher defenses than a Blaster, and have nearly equivalent damage. There's no real justification for that, IMO.
  12. Lowering the endurance cost of the two toggles by ten percent or so would be nice as well. Between Ageless Core Destiny and Support Radial Hybrid the endurance issue is no longer a concern, but it would be nice to have something slightly resembling endurance prior to level 50. Especially on a Corruptor, Controller, or Mastermind.
  13. Yeah. They were all in the Issue 24 beta prior to sunset. Since it was beta, they were probably just bugs that were not caught yet and would have eventually been fixed at some point, either prior to the actual Issue 24 launch or afterwards.
  14. Radial. If you're playing an AT with a damage modifier below 1.0 (which you are), you want Radial.
  15. There is a problem when it completely invalidates one AT (Corruptor), and encroaches on the territory of the pure damage AT (Blaster), with much higher personal defenses and resistances. And FWIW, Corruptors have the same animation times.
  16. As I pointed out above, when a Defender loaded with damage procs does almost as much damage as a Blaster, there is a very serious problem.
  17. Indeed. It will be nice to see greater Lore pet parity should the “Does not scale with enemy level” flag be stripped from the Banished Pantheon Lore pets’ attacks.
  18. I felt a great disturbance in the Force, as if millions of farmers suddenly cried out in terror and were suddenly silenced.
  19. Hrm. It doesn’t appear to be as fixed as it seemed then. :( Still much better than before at least.
  20. Staff would be the best attack set to test with, IMO. No +dmg anywhere, and it would make good use of the increased AoE on Tankers.
  21. Interesting. I've never had that happen on a TF, even prior to Issue 27, just standard missions. Weird.
  22. Hrm. Was that in RWZ or Kallisti Wharf? From what I've seen over the past month or so, and have heard from others, it's been fixed. If not, like Belle said above me, it's at least greatly improved compared to a few months ago.
  23. Don’t forget Defenders, who now outclass Corruptors at endgame. Coincidentally, Defenders, Blasters, and Tankers were all originally blue side ATs. Things that make you go, “Hmm.”
  24. Uhhh... Brutes are already 90%, just like Tankers.
  25. You don't have to cast them on all seven. If they're near each other, one application will catch them all.
×
×
  • Create New...