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Steel

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Posts posted by Steel

  1. I didn't bother getting the City Mod Installer until a few months ago. Maybe us older folks are just more reluctant to change, maybe I expected it to be more of a hassle than it actually turned out to be, I don't know. 

     

    But I'm glad I did. Just download this software, you won't regret it. 

    • Like 1
    • Thumbs Up 3
  2. A Stone/Bio Scrapper with procced out AoEs (including Energy Torrent). So. Much. Fun!

     

    Level 48 so far, and besides the procs he's frankenslotted with mostly yellow IO's, but already feels incredibly powerful. Not a character I'll be taking on another Synapse, I was on a great team last night and felt kinda bad about the knockback from Fault.

     

    Next project will probably be an Electric/Axe Tanker, for exactly the reasons @Mythical Creature and @StriderIV mentioned. Hardcapping most resistances except Toxic and Neg, with lots of procs and 100% slow resistance, should work pretty well. 

     

    • Like 2
  3. Martial Arts. It performs really well in Ston's melee powerset comparison thread and I feel it really complements Bio/ in particular. You can slot a FF proc in an AoE and a ST attack (the latter where you probably want to pay the kb2kd proc tax), and Storm Kick gives you +10% Def(all). Highly recommended. 

    • Like 3
  4. A Shield/Axe Tanker with Mu ancillary would probably be the closest approximation.

     

    ETA: I did consider War Mace, but if you want to throw your weapon like Cap in Endgame then you want Cleave for game mechanical reasons, but aesthetically War Mace is a better fit. 

  5. 12 hours ago, Coyotedancer said:

    That said. I hate... absolutely Can. Not. Stand... Staff Stalking.

     

    I'm the complete opposite, I love my Staff/Inv Stalker but don't care for Staff on other ATs. He used to be a /WP too btw, until in his early twenties I realized Stalkers don't get their endurance tools... so I rerolled him. Never doing any/WP on a Stalker ever again. 

     

    Worst build combo that I tried would be a Rad/Inv/Leviathan Sentinel. I think someone suggested this combo on this forum a long time ago, as a build that could fit in the most Kryptonian-like abilities. The idea was to only take X-Ray Beam and the T9 from the primary, and rely on the full Fighting pool plus KO Blow and Arctic Breath from the epic for damage.  

     

    Thankfully I tested him on Brainstorm first because as expected his DPS was anemic and he never felt Super. It kinda works in theory but it takes the self-gimping-for-concept a bit too far. Not recommended. 

  6. 6 hours ago, DocRadio said:

    Thanks. Guess I'll build that Triple Elec sent I was thinking about. (any second someone will chime in and say elec/bio is better, but I'm already doing water/bio.)

     

     

    You may want to consider Energy Aura if you prefer defense over resistance-based armors.

    It's not that hard to softcap S/L/F/C/E defense and unlike ElA you'll have kb protection while hoverblasting. Power Drain is similar enough to Power Sink too if you want to go the sapper route (PD saps 33% in a 12ft radius, PS saps 40% in a 10ft radius).

  7. 12 hours ago, oedipus_tex said:

    the late game powers that ruled the game were your actual power picks and not incarnate powers. That made the game thrilling in a way that I don't really find it now.

    IMHO, Incarnates broke the game. I would have preferred it if the original devs had limited the use of Incarnate powers to Incarnate content, with just the alpha slot (and level shift) available for regular level 50 content. But it's too late for that now. 

    • Like 3
  8. Always slot an FF proc in Footstomp, it almost always triggers in large spawns and I can't think of a build that doesn't benefit from that.

     

    I'd take it over the FotG -res proc every time because while the FotG might trigger on 2-3 mobs and effectively increases your DPS against those mobs affected by the debuff, the FF proc increases the attack rate of all your attacks. Especially in large spawns it's not unusual to have an almost constant uptime on its recharge buff, which enables you to use something like two extra Footstomps per minute (in addition to any other attacks). 

  9. My new StJ/Inv Stalker is currently my first priority, got a good concept and costume for this character and it looks like Invulnerability should be extremely tough on a Stalker.

     

    I rolled a Demons/EA Mastermind a few week ago in response to a post on this forum. I've been looking for a team-support Tankermind for a while now (haven't rolled an MM and levelled it beyond the teens since Retail Live) and I think this is The One. I'm not sure whether I should PL her to level 22, which I normally do (I hit AE after Hollows and KR), because I really should relearn playing Masterminds.

     

    Got a Claws/Bio Scrapper in the works too. Still looking for a good name, but costume and build are ready and done. I think this will be a fun combo, I've played both powersets seperately but not together. Should be a beast.

     

    My main concern now is finding the time to play..

  10. It's in the patch notes for March 30 2009, so during Issue 13 (and just a few days before Architect hit the servers, so I guess that may have diverted some attention from this update).

  11. 8 hours ago, Sakai said:

    I decided why not try a sentinel out but do not believe I am the mood for another DA right now. 

    Dark/Rad/Psi is the Sentinel you want. Rad Armor's strong resistances synergize well with the ToHit debuffs from the primary. Blackstar with one +5'ed ToHit Debuff SO debuffs by -45% in a 25ft radius for 20 seconds, and will be up every 25-27 seconds on a perma Hasten build. Umbral Torrent is pretty nasty with damage procs and takes the kb2kd and FF proc. Many proc options throughout the build. Single target damage? Check (with Psi epic). AoE damage? Check. Survivable? Absolutely.

    • Thanks 1
  12. Thanks @Koopak, I must admit that I only skimmed the OP too and moved on to the comments too quickly.

     

    On 11/6/2020 at 10:23 PM, iWeasle said:

    Basically, my goal is to make a character who Tanks while focusing on buffing and/or healing his allies. I'm fine with also using CC for Agro Management, but I want to be able to take a serious hit.

     

    I'm trying to figure out how best to accomplish this. Most ATs that have support sets are pretty squishy, and most ATs that can take a hit don't have much in the way of support, so after some research I'm thinking that the answer is a Bodyguard mode Tankermind.

    I only dabbled with Masterminds on Retail (the classic Bots/Traps) and the only MM I've played on Homecoming beyond the early teens has been a Thugs/Kin. I wasn't very happy with her planned build (I wanted to try out the double Fulcrum Shifted Gangwar trick with Burnout) and realized I would have to heavily tailor my playstyle around the shortcomings of Kinetics as an MM secondary, so she got shelved indefinitely. Because what I was really looking for was an MM that could fulfill both the Support and the Tank role, a Tankermind.

    Rereading your post got me thinking. In addition to providing (de)buffs with your secondary, a Tankermind needs to be built for sufficient Defense and/or Resistance, but to make life easier you really want to have mez protection as well. You can get mez protection from Dispersion Bubble in /FF (but besides its defense shields /FF is rather limited), or from FFG in /Traps (but while this powerset has incredible debuffs, it lacks the buffs you want).

    Another option is Faraday Cage in the Electrical Affinity secondary, and this powerset does provide plenty of buffs. I think Demon Summoning probably has the best synergy here because the pets' shield can stack with your own resistances.

     

    On 11/6/2020 at 10:23 PM, iWeasle said:

    For power pools I'm guessing I'll need at least the taunt out of presence, but I'm guessing that's not the end of it. I probably want some powers which reduce the damage I take even further. Would Leadership: Maneuvers be good and would I want anything else from the pool? Would Fighting be worth investing in?

    From my experience with Bots/Traps, Tankerminding practically requires Provoke from the Presence pool, and every MM should take Maneuvers and Tactics from the Leadership pool (and possibly Assault) by default. The Fighting pool could be useful to hit some caps, but comes at the expense of three power picks. Depends on the build I guess.

     

    On 11/6/2020 at 10:23 PM, iWeasle said:

    For Epic pools, all of the Patrons and several of the others have further defensive abilities, not sure which would be the best though.

    I would have to load up Mids' (I'm on my phone) because I'm not familiar with MM numbers anymore, but if you opt for Demons/EA there's a good chance you can hardcap some resistance types, most likely S/L with the Fighting pool. Either Scorpion Shield (Mace Mastery) or Frozen Armor (Chill Mastery) could then softcap S/L defense. Scorpion Shield additionally provides Energy defense as well, and from the same epic pool there's Power Boost which temporarily boosts your powers' secondary effects (like Defense and endurance drain), and Web Envelope should keep drained mobs from running away, so those sound quite useful to me.

  13. Some observations:

     

    The Numina unique is a proc120, it will only work for 2 minutes after you've used Soul Transfer. The PrevMed proc doesn't have that problem, so I would rather put that in there.

     

    Your global recharge is 110% including Hasten. The FF proc doesn't stack ingame, but it does in Mids', so that's how you got 310%.

     

    Dark Regen costs 24.52 endurance and only has a 62.5% chance to hit +3s (without Follow Up and the Gauss or Siphon Insight procs active). That's both expensive as well as too unreliable. Similarly, Cloak of Fear only has a base 41.87% chance to hit +3s (and 59% with two stacks of Follow Up) and quite frankly it's hard to justify the endurance cost of this power if it misses half the time . Your build depends too much on having your +ToHit procs active, but they simply won't trigger that often.

     

    Cloak of Darkness and Combat Jumping are IMHO overslotted just for the set bonuses without much benefit to the powers themselves. Those ReacDefs add less than half a percent extra defense, six LotGs add less than a quarter percent compared to just three LotGs. Again, it's just my opinion, but I think that's a wasteful use of slots especially if you're not hardcapping any resistances with them. You could slot the ReacDef scaling resist proc anywhere of course, but if it's the set bonus you want maybe consider two-slotting a Prestige travel power with Celerity IOs instead, like you did with Sprint.

     

    Having just three ST attacks may be a bit awkward. You would have to use AoEs in your ST rotation to prevent significant gaps in your attack chain, but your blue bar will suffer for it.

     

    I haven't made a Claws/Dark on Homecoming, but this is probably what I would do:

     

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Dark Armor
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(5)
    Level 1: Dark Embrace -- GldArm-End/Res(A), GldArm-Res/Rech/End(7), GldArm-ResDam(7), GldArm-3defTpProc(9), StdPrt-ResDam/Def+(9), StdPrt-ResKB(11)
    Level 2: Slash -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(13), Hct-Dam%(15), AchHee-ResDeb%(15)
    Level 4: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-ResDam/EndRdx/Rchg(23)
    Level 6: Spin -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(25), Arm-Dmg/EndRdx(25), Arm-Dam%(27)
    Level 8: Follow Up -- SprBrtFur-Acc/Dmg/Rchg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(27), SprBrtFur-Rech/Fury(29), TchofDth-Acc/Dmg/EndRdx(29), TchofDth-Dam%(31), GssSynFr--Build%(31)
    Level 10: Obsidian Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33)
    Level 12: Fly -- BlsoftheZ-ResKB(A)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 16: Dark Regeneration -- ThfofEss-+End%(A), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg/EndRdx(34), TchoftheN-Acc/Heal(34), TchoftheN-Acc/EndRdx/Heal/HP/Regen(34), TchoftheN-Acc/EndRdx/Rchg(36)
    Level 18: Focus -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(37), Apc-Dam%(37), FrcFdb-Rechg%(37)
    Level 20: Cloak of Darkness -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(39), ShlWal-Def(39), ShlWal-ResDam/Re TP(39)
    Level 22: Death Shroud -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(40), SprUnrFur-Acc/Dmg/Rchg(40), SprUnrFur-Acc/Dmg/EndRdx/Rchg(40), SprUnrFur-Rchg/+Regen/+End(42), SprUnrFur-Dmg/EndRdx/Rchg(42)
    Level 24: Kick -- Empty(A)
    Level 26: Eviscerate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43)
    Level 28: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(45)
    Level 30: Weave -- Rct-Def(A), Rct-Def/EndRdx(46), Rct-ResDam%(46), LucoftheG-Def/Rchg+(46)
    Level 32: Shockwave -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(48), SprBrtFur-Dmg/EndRdx/Rchg(48), OvrFrc-Dam/KB(48), FrcFdb-Rechg%(50), Ann-ResDeb%(50)
    Level 35: Superior Conditioning -- PrfShf-End%(A)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 41: Physical Perfection -- PrfShf-End%(A)
    Level 44: Hover -- LucoftheG-Def/Rchg+(A)
    Level 47: Taunt -- MckBrt-Taunt/Rchg/Rng(A)
    Level 49: Soul Transfer -- Prv-Absorb%(A)
    Level 1: Brawl -- Empty(A)
    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: Fury
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(17), NmnCnv-Regen/Rcvry+(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19), EndMod-I(19)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------

     

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    • Like 1
    • Thanks 1
  14.  

    1 hour ago, damnimgood said:

    I didn't. I still would like a build though.

     

    Oldskool already replied to your original request:

    19 hours ago, damnimgood said:

    Help with build please? 

    ... and put in quite some effort to give you good advice. Surely you've been working on your build before asking on the forum, so perhaps if you just share what you already have we can help you finetune and minmax the living hell out of it.

  15. I played a Claws/Dark on Retail, never hit 50 on this particular combo though and only got a few IO's in before sunset, but I have a little experience with both powersets on several melee characters.

     

    Dark Armor is a toggle-heavy set, but the endurance cost of each individual toggle is actually slightly lower compared to those of other armor sets. The main culprit of DA's endurance woes is often Dark Regen. Getting the Theft of Essence proc, then frankenslotting for endurance first, accuracy second, and recharge/healing a distant third will make a huge difference. 

     

    I'm on my phone so I can't load up Mids (I'll take a look when I get home), but I've noticed you only have three ST attacks which suggests to me you're using AoE's in your ST rotation. That might be another reason why your blue bar is suffering.

    • Like 2
  16. A bit late to the party, but may I suggest a Dark/Energy Dominator? Haunts and the puppy tinted green might work for you as GL constructs. My own Dark/Sav has more of a horror theme (and uses poison green to make it look like ectoplasm from Ghostbusters) and I'm quite pleased with the result. Perhaps you can make it work for a cosmic theme as well. Not to mention Power Boost is very beneficial to your primary. 

    • Like 1
  17. Frozen Armor for its defense (2-3 LotGs) and slotting the three uniques. 

     

    I suspect you already have five LotG+Rech (in CJ, Maneuvers, Veng, Stealth and Invis), so I would then drop Invis too and get Hoarfrost. You could also get Super Speed instead of SJ, with a stealth proc in Sprint for full invisibility, which allows you to drop Stealth for Hover as a LotG mule, and give you vertical movement.

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