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11Troy11

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Posts posted by 11Troy11

  1. A couple of people have advised me to not use Ninja Blade for my stalker because it loses an important power. That made me wonder if there are any primaries that are better than others in terms of being suited to a stalker.

     

    Any ideas?

  2. I'm considering SR  for a new build because u hear defense based sets are better for scrappers and that SR excels in this area. The only thing is I also hear that SR is an End hog. How have those of you who play SR managed to compensate for that? 

  3. Call me cheesy, but I want a ninja. I'm thinking energy aura for the secondary because I'll get an end discount, and I can slot LOTG's for +rech (I know NB isn't a high end user anyway, so some extra +end added with +rech should keep me going at a fast clip.

     

    I'm not so great with builds, so if anyone has a high end build to share, I'd appreciate it.

  4. Call me cheesy, but I want a ninja. I'm thinking energy aura for the secondary because I'll get an end discount, and I can slot LOTG's for +rech (I know NB isn't a high end user anyway, so some extra +end added with +rech should keep me going at a fast clip.

     

    I'm not so great with builds, so if anyone has a high end build to share, I'd appreciate it.

  5. 10 hours ago, BrandX said:

    Only 20 of them at 50 as of March 2020.

     

    I did a DB/Elec, so you should be fine on End.  I was going for straight resist and regen...mistake.  You'll likely want defense.

     

    Which is likely why you don't see many of them.

    Sounds like EA would be a better choice then

     

  6. On 7/15/2020 at 6:56 PM, Omega-202 said:

    Gambler's : 0.882 damage scale, 0.67s animation = 1.32 damage per activation second

     

    Sting : 1.218 damage scale, 1.17s animation = 1.09 damage per activation second

     

    Once you have a full attack chain, it's better to have attacks that do more damage per animation second.  In short, the animation on Sting is too long to be efficient.  

    Where do find that information? I need to look into that for some toons I'm considering making.

  7. Has anyone used this combo or have any thoughts on it? I haven't seen any around, but I'm thinking it could prove interesting. Claws is pretty fast as it is, and with the extra +20% recharge +fully slotted Hasten + whatever I get from set bonuses, it seems like it could more than make up for the commonality of S/L resistance. Add to that that claws is End-friendly and Elec has an end discount, perhaps I can get by with only the initial slot for Stamina?

     

    If I'm missing something,  please let me know.

  8. I'll admit I know almostvnoyhing about playing a tank, but am interested in doing so. I would especially like to make a tank that could serve both as a pve toon and a solid farmer. 

     

    Are there any guides that take the recent changes into account?

  9. I've heard it said that tanks are better than brutes for farming now. The thought appeals to me because it seems a tank might be more forgiving of mistakes. Are tanks better than brutes now? If so, what power sets best take advantage of the changes?

    Thanks

  10. AR seems interesting because I see so many posts about how it's not working and needs to be updated, but I also see a fair amount of posts like this, that leads me to believe it's still playable.

  11. 1 hour ago, Machariel said:

    My vote would be Radiation Armor.  Here's why:

     

    Ninja Blade is a pretty middle-of-the road set for ST damage and below-average AoE (while definitely not the worst the ones below it are things like Dark Melee and Energy Melee - real stinkers).    Its advantages are that you can spike your melee/lethal defense as high as you want on demand and that its attacks can take some good damage procs (-def & knockback = achilles heel -res, touch of lady grey +neg energy, force feedback).

     

    Radiation Armor is a resist based set with some very strong clickies to keep you going.  Usually the resists and heals are sturdy enough on their own but if you get into trouble then you can lean on Divine Avalanche to buy time until the next Radiation Therapy or Particle Shielding.  Rad Therapy and Ground Zero can both do tons of AoE damage if you stuff them with damage procs.  Maybe Force Feedback in Soaring Dragon and Golden Dragonfly.

     

    I think this build idea is favorable to a budget build since you can frankenslot a lot of your attacks and don't need to chase defensive bonus sets as much.

    Thanks for such a detailed answer. The first part of your answer left me with another question: How do the various stalker primaries rank in terms of damage?

  12. On 5/11/2020 at 5:11 AM, josh1622 said:

    Depending on how you're building it can be beneficial to minimize slots in your resistance toggles.  Some armor sets have an easier time capping resistances and don't need as many resistance set bonuses.  On those builds I'll just throw 2 50+5 resistance IOs in toggles if there are better bonuses to slot elsewhere.

    Which power sets might those be?

  13. I've never ran a tank, so I'm looking at doing so. Damage is really not a concern as I really want to  be a true tank with two priorities: survivability and aggro management.

     

    I was thinking War Mace could be good (all the knockdown going toward mitigation), but I'm open to ideas. I really have no good ideas on the primary except to say I really can't deal with the aesthetics of ice or stone.

  14. On 4/17/2020 at 3:32 PM, kenlon said:

    My last build was centered around making a soft-capped tank that wouldn't need the Fighting pool for anything. I managed it. The problem is, the psi hole I ended up with is really, really annoying, so it's time to invest a pile of inf into making him a build that addresses that. And I get AlmostPermaHasten, too, which is nice. 

     

    With one mob in Invincibility, I have defense numbers of:

    45.9% S/L

    46.5% F/C

    44.7% E/N

    22.9% Psi

    28.6% Melee

    24.2% Ranged 

    25.1% AoE

     

    And my resists, with no procs going:

    90.09% S/L

    69.3% F/C

    44.1% E/N

    54.3% Toxic - 48.3 in Mid's

    43% Psi - 37% in Mid's.

    This is because Mid's won't allow me to allocate a sixth slot to Ball Lightning, thus preventing me from actually having the Ragnarock 6-slot bonus in the builder, but there's an unallocated slot. I'm not entirely happy about the weaker E/N resists, but I've not found a slotting that addresses it well without losing out on the Psi survivability that is the point of this build. 

     

    General things:

    Hasten has a 130s cooldown - I haven't done the math, but as long as I smack Ageless on cooldown, it should be up all the time.

    I slapped Hecatomb in Total Focus as opposed to another attack because I want to use the proc to help shore it up into being less terrible, because I want to actually use the power, not skip it. 

     

    Anyone have input? Did I miss anything obvious in my slotting? I've been tweaking and moving slots around, mostly in my defense powers, so I may have missed something and more sets of eyes would be helpful.

     

     

      Reveal hidden contents

     

     


    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Possible Future Ohm: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Energy Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Temp Invulnerability -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), ImpArm-ResPsi(5)
    Level 1: Barrage -- Acc-I(A)
    Level 2: Resist Physical Damage -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(5)
    Level 4: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(15), Prv-Absorb%(15)
    Level 6: Resist Elements -- Ags-Psi/Status(A), Ags-ResDam(17), Ags-ResDam/EndRdx(17)
    Level 8: Unyielding -- UnbGrd-Max HP%(A), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx(19)
    Level 10: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23)
    Level 12: Resist Energies -- ImpArm-ResPsi(A), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx(25)
    Level 14: Taunt -- PrfZng-Dam%(A)
    Level 16: Whirling Hands -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(27), SprGntFis-Acc/Dmg/Rchg(27), SprGntFis-Dmg/EndRdx/Rchg(29), SprGntFis-Acc/Dmg/EndRdx/Rchg(29), SprGntFis-Rchg/+Absorb(31)
    Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), LucoftheG-Def/Rchg(37)
    Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(33), LucoftheG-EndRdx/Rchg(33)
    Level 22: Super Jump -- Jump-I(A)
    Level 24: Kick -- Acc-I(A)
    Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), ShlWal-ResDam/Re TP(34), Rct-ResDam%(34), Rct-Def(36)
    Level 28: Build Up -- HO:Membr(A), HO:Membr(36), GssSynFr--Build%(36)
    Level 30: Tough -- GldArm-3defTpProc(A)
    Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37)
    Level 35: Energy Transfer -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(40)
    Level 38: Total Focus -- Hct-Dmg(A), Hct-Dmg/Rchg(40), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(42), Hct-Dam%(43)
    Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43)
    Level 44: Mu Lightning -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46)
    Level 47: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Gauntlet 
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Heal-I(A), Pnc-Heal/+End(7), NmnCnv-Regen/Rcvry+(7), NmnCnv-Heal(9)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(9), PrfShf-End%(11)
    Level 50: Musculature Core Paragon 
    Level 50: Ion Core Final Judgement 
    Level 50: Ageless Core Epiphany 
    Level 50: Assault Core Embodiment 
    Level 50: Reactive Core Flawless Interface 
    ------------
     

     

     

     

    How big is the pile?

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