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Omega Force

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Everything posted by Omega Force

  1. Sonic has targeted buffs, which would go against the OP's goals. A /Dark or Storm corruptor would work, though. Little synergy with Elec/, but powerful in their own right.
  2. Blaster it is! This is a basic armored blaster: hard capped S/L resist, softcapped Ranged defense. If they try to melee, you can sap them with 2 PBAOE and your damage aura. Lead with the snipe on the biggest yutz and follow up with ball lightning, then burn the rest of the mob down one at a time. Or you can hover away and slam double holds on a problem child, whatever. This build is tweaked a little from when I used it on Live.
  3. Here's a basic armored blaster. Hard cap S/L resist, softcapped Ranged defense. Doesn't need Melee defense because when they're that close she can just sap away their blue bar with two PBAOE or hover-blast; and has two quick holds to help Green team on Hamidon raids, three if the proc fires.
  4. Juggled a few slots, got SL resistance to 45. Maneuvers was intended for the team, same as Warmth, it'd be overkill solo. I took CB and LB on my Elec3 back on Live, but I don't think her recharge was as high as this, so I needed them both for her attack chain. Would you explain you reasoning to not take LB?
  5. It looks really good, actually. I'd probably take Lighting Bolt over Charged Bolts, Maneuvers over Hasten, buff up your resistance, and find a way to squeeze in Warmth. The ability for a damage AT to throw in group heals is pretty rare, and a trick worth keeping in your back pocket. What do you find lacking in the build?
  6. They stack, so ideally all 8 characters will have all three buffs. (6 if they're VEATs.)
  7. My Energize is 7 seconds slower, FC defense is 4% lower, confusion is half as long, and regeneration is 24% lower. In exchange SLEP defense is a little higher, and SLTP resistance is 10-20% higher. Lower end drain and higher recovery. While it is a marginal improvement, I'd feel better if you gave it a whirl on the test server first. You might not find the sacrifices worthwhile.
  8. We've been discussing build-level solutions, but there's also inspirations. They drop like candy, so don't be shy about using them.
  9. Can't open it. Please post the data chunk.
  10. Dark, Elec, WP have psi resistance; Shield and SR have positional defenses. Aegis and 5xImpervium Armor IOs can get your psi resist to 35. Additionally, everyone gets ripped up by Arachnos, that's their thing. If you post your build, we can give more specific advice.
  11. Here's a pet-positive Crab build to start from. Pretty good leadership, defense, and resistance; five pets w/o lore. Could trade the toughness for another pet and/or taunt.
  12. Threw together a basic defensive build. Softcapped to ranged, hardcapped to S/L. Lousy AoE damage, not thrilled about the compromises to achieve it and lukewarm about the psi power choices. Defender would be easier to armor; I'd also like to squeeze in the Force of Will pool and dump Fighting since they are proclaimed to have No Melee Attacks, but this is *one* example of how tough it could be.
  13. Take Power Sink from Electricity or Mu Mastery epic pools. Color it for consistency with your other powers and keep going.
  14. Psy/Dark corruptor, full stop. Take tier 1, 2, and 6 from Psy; tier 1, 3, 6 from Dark. Gives you every one of their powers from Paragon Wiki except Mask of Vitiation and Psychic Visage.
  15. Those count linearly. Resistance and defense count multiplicatively. It's the same reason buffs>heals. I have no doubt Bio is good or fun, but it is not the toughest.
  16. Bio is like, the opposite of toughest and most survivable. Rad or Invuln are the toughest by combining resistance with heals or defense, respectively. Bio and Fire are more offensive than defensive, but they're good at it.
  17. Electric Armor/War Mace or Electric Melee tanker. Relevant, with major spoilers for Thor 3: Thor Ragnarok but instead of ‘Immigrant Song’ it’s ‘I Need A Hero’ - YouTube
  18. It's redundant to softcap SL, ranged, and melee unless you're a defense armor. In general, I try to softcap ranged defense and hardcap SL resistance on my squishies. For armored toons, I first hardcap their resistance or softcap their defenses, depending on if it's a resist or defense armor. Then I try to reach the other limit (defense on a resist set or resist on a defense set.) Lastly I try to maximize their recovery, regen, and recharge.
  19. I had a Fortunata, a Mind/Time controller, a Psi/Bio scrapper, and a Beam/Mental blaster. The fort was great to help on Minds of Mayhem by buffing team psi resistance. Had some useful control between confuse, knocks, and holds. Damage wasn't too shabby. The controller seemed smoother to level, and could heal as well as buff. Damage wasn't amazing, but he could float through the levels wrecking havoc and it felt great. The scrapper was an attempt at a Marvel Comics symbiote, with the blades colored to match the bio armor in an attempt to represent tendrils. Still had the knocks and confuse that I associate with psykers, so I made her a psychic that got eaten by a Devouring Earth shoggoth to explain the blend of abilities. Could have tweaked the secondary and ripped off Psylocke. The blaster was just basic Cable. Big gun backed by psionics.
  20. I didn't change the powers, just slotting. Added the second Scrapper IO for the crit proc to your second heaviest hitter, moved Touch of Death to your T9, replacing the stun IOs. Pulled slots from Entropic Aura, Vengeance, and Energy Drain, among others. Tried to minimize wasted enhancements, like recharge in auto powers or range in melee auras.
  21. Sweet! That's one less bug for you to track down.
  22. Thanks! That fixed the resolution and epic power selections. I found a different problem: Incarnate lore doesn't offer demon pets, it just jumps from Clockwork to IDF.
  23. Yup! You can even change the Gladiator's Armor to Rech/End instead of Res/End and you'll still be hard capped to SL. I hope it accomplishes everything you wanted.
  24. I understand completely, concepts are critical. With that in mind, I recommend you make three changes to the slotting of Tough, Temporary Invulnerability and Stamina: Move the Steadfast Protection and it's slot to TI, and change out the Aegis in TI for Unbreakable Guard Res/End, End/Rech, triple, and +HP. That will reduce the SL overcap from 2 to .97 while buffing the EN resistance. Or you could change it out for the same Impervium Armor pieces, plus psionic resistance to drop the overcap to .25 while boosting the psi resistance. Lastly, change Performance Shifter and IO Ends to Power Transfer End and PT chance to heal proc. That will give you a second stream of healing in addition to the Panacea for stray shots that get past your defenses, in exchange for a minor speed buff. Notice that this slotting also frees up your incarnate choices (I'm also dissecting it in my head to find 1.04% more AOE defense to bring it to softcap, but that's my cross to bear.... no, I got it: three slot TI with Titanium Coating Res/End, triple, and Steadfast +3, move a slot to Teleport and finish Blessing of the Zephyr, leaving you one slot for your victory lap! Another Red Fortune in Maneuvers can get you to 26 FC resistance and drop end use to 1.47, for example.)
  25. This is resist-heavy to build on the brute's strengths. Soft capped to SL with one enemy.
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