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PainX

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Posts posted by PainX

  1. On 2/20/2021 at 1:28 PM, Haijinx said:

    Hmm.

     

    The stacking is why I like it in an AOE 

     

    I wonder if there is a better strategy for it. 

    been mulling the idea of using it in the nuke 16 target high radius and long recharge my way of thinking is i often nuke then a boss or 2 survives and im left mezzed by it not long and not causing death just an annoyance and there is something to be said for QoL in this game im also talking using inferno so most will be dead with out the need for proc dmg

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  2. well this fire/atomic is quite good but yeah i dont entirely disagree that energy is detrimental to the function of atomic i love beta decay and live in melee range on this blaster  does go wrong at times but that is to be expected blaster not a tanker i think in particular i love the rate it recharges nukes between all the built in recharge and the single proc it feels like im allways nuking i think with energy you would lose out on defenses more then damage slotting KB->KD having to fore go 6 slot bonuses the ATO's dont really offer much options for that

     

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  3. 15 minutes ago, Purrfekshawn said:

    Which is why u skip it u.u

    and i will but im not even 38 so havent respecced yet and well it was an easy KB prot slot for the IO which i need later anyway spec has multiple leveling powers this was one not high enough as i level with out xp boost alot of the time when the toon feels enjoyable usualy 22-28 and up passing what i find frustrating in CoX basicly

  4. 11 hours ago, SwitchFade said:

    Uh, any/any is the answer. Confused facing the answer doesn't change it, and anyone thinking that "fire/elec" outperforms water/bio or ice/atomic or elec/temp or ANYTHING... Is just limited by... Drumroll.... Operator Error 🤪

     

    If you really play a blaster, all the sets are good, and all of them can be combined.

     

    There's maybe a 5% spread, really, anything can be top tier. It's all about how you use it... No offense, but this is a thread now seeking an answer to a question that already has an answer.

     

    Unless the desire is "which set combo requires least amount of effort, tactical use and/or has "win" button?" In which case, the answer is "none/none"

    so anything can be just as high damage as a top tier fire blaster uhmm okay 

  5. On 2/18/2021 at 12:46 AM, Haijinx said:

    Can think of a few ideas 

     

    Global unique IO 

    Null The Gull choice 

    A Targeted AOE purple set with purple set like bonuses that includes a KB to KD 

    all good options really well dont like the idea with the IO unless it is universal so you could just say dump it in rest or what ever to me every IO solution is undesirable since it just becomes the -1 slot AT or gets shoe horned into a specific build to counter it

     

    also the status protection IO you mean the blaster set? that thing is quite garbage frankly mag is far to low to make any difference no you want that set for bonuses as for energy i tried to build it i really did i decided it was no good on blaster energy is for doms i want much more def on blasters dom is good with just S&L holds have alot of mitigation

  6. well i dont think your wrong BS is simply a purely worse set then mace even if you wanted BS i feel like katana outright replaced it along with axe it does not really have anything unique about it and is just out classed by other sets now imo

  7. i run this highly enjoyable scrapper

     

    This Hero build was built using Mids Reborn 3.0.2.19
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Street Justice
    Secondary Power Set: Bio Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Heavy Blow -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(5), FrcFdb-Rechg%(45)
    Level 1: Hardened Carapace -- UnbGrd-ResDam(A), GldArm-3defTpProc(9), StdPrt-ResDam/Def+(11), UnbGrd-ResDam/EndRdx(37), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Max HP%(37)
    Level 2: Inexhaustible -- PrfShf-End%(A)
    Level 4: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(46)
    Level 6: Environmental Modification -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(7), ShlWal-ResDam/Re TP(39), Rct-Def(40)
    Level 8: Rib Cracker -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(13), TchofDth-Dam%(15), SprCrtStr-Rchg/+50% Crit(15)
    Level 10: Adaptation
    Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 14: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(31), RctArm-ResDam/EndRdx/Rchg(34), RctArm-ResDam/Rchg(36)
    Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(25)
    Level 18: Spinning Strike -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Acc/Dmg(19), PstBls-Dam%(19), Bmbdmt-+FireDmg(21), ExpStr-Dam%(21), FrcFdb-Rechg%(42)
    Level 20: Evolving Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(25), RctArm-ResDam/Rchg(27), RctArm-ResDam/EndRdx/Rchg(27)
    Level 22: Cross Punch -- Arm-Dmg(A), Arm-Dmg/EndRdx(40), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dam%(43), FrcFdb-Rechg%(45)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(43)
    Level 26: Combat Readiness -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(39), RctRtc-Pcptn(39)
    Level 28: DNA Siphon -- SprScrStr-Dmg/Rchg(A), SprScrStr-Rchg/+Crit(29), SprScrStr-Acc/Dmg/Rchg(29), ThfofEss-Heal(31), ThfofEss-+End%(31)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43)
    Level 32: Crushing Uppercut -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(33), Hct-Dmg/EndRdx(33), Hct-Dam%(34), UnbCns-Dam%(34)
    Level 35: Genetic Contamination -- SprScrStr-Acc/Dmg/EndRdx/Rchg(A), SprScrStr-Dmg/EndRdx/Rchg(36), SprScrStr-Acc/Dmg(36)
    Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 41: Tactics -- HO:Cyto(A)
    Level 44: Zapp -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(46), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(50), Apc-Dam%(50)
    Level 47: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(50)
    Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Quick Form
    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 -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(9)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 10: Defensive Adaptation
    Level 10: Efficient Adaptation
    Level 10: Offensive Adaptation
    Level 50: Musculature Core Paragon
    ------------

     

     

     

     

  8. 10 hours ago, AkuTenshiiZero said:

    Seeds of Confusion.  Yes, it reduces EXP/INF rewards, but I get to sit back and cackle with villainous glee as my enemies beat each other senseless.

    seeds is not a sub-optimal power and no it increases EXP/INF gain over time EXP/INF per enemy is lowered killspeed is drasticly increased frankly this power and creepers make plant tick the rest is fodder

  9. 4 hours ago, SuperPlyx said:

    It was posted in the bugs forum for some time now, hopefully they patch it soon

    well thats annoying no real 3.75 def substitute guess i can allways make another fire blaster just saw a DP/time that looked real good but since this was in there i suppose it worked at some point then got broken in some patch

  10. any particular reason i cannot slot ranged damage sets in timewall i mean i looked through the blaster changes

     

    • timemanipulation_timewall.png.bf58413a9853e4b6d22a837efc41af3d.png Time Wall
      • Now inflicts scale 1 energy damage to bring it in line with other single target immobilize powers
      • Now accepts Damage enhancements and sets
      • Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers

    Unavngivet.jpg

  11. so i have been toying with making some silly debuff blaster and came up with this so far as for my own feelings about it sorta feels like 1 attack to many in here then again i cant find anything else i want so i suppose it could be considered a set dongle

     

    This Hero build was built using Mids Reborn 3.0.2.19
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Mutation Blaster
    Primary Power Set: Beam Rifle
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Single Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(13)
    Level 1: Subdual -- Empty(A)
    Level 2: Cutting Beam -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(15), Artl-Acc/Dam/Rech(15), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(46)
    Level 4: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(5), CrcPrs-Acc/Conf/Rchg(5), CrcPrs-Acc/Rchg(7), CrcPrs-Conf/EndRdx(7), CrcPrs-Conf%(9)
    Level 6: Disintegrate -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(17), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(19), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21), SprBlsWrt-Rchg/Dmg%(21)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(33), LucoftheG-Def(50)
    Level 12: Lancer Shot -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(23), Apc-Acc/Rchg(25), Apc-Dmg/EndRdx(25), Apc-Dam%(27)
    Level 14: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(40), KntCmb-Dmg/EndRdx/Rchg(43)
    Level 16: Super Speed -- BlsoftheZ-ResKB(A)
    Level 18: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dam%(29), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/EndRdx/Rchg(37)
    Level 20: Drain Psyche -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(34), NmnCnv-Heal(34), NmnCnv-Regen/Rcvry+(34)
    Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(23), StdPrt-ResDam/Def+(31)
    Level 24: Aim -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(29), RctRtc-ToHit(31)
    Level 26: Piercing Beam -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Dam/Rech(40), Artl-Acc/Dam/Rech(43), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(48)
    Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31)
    Level 30: Concentration -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(37)
    Level 32: Overcharge -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(46), Artl-Acc/Rech/Rng(48), Artl-End/Rech/Rng(48)
    Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36)
    Level 38: Psychic Shockwave -- Arm-Dam%(A), Arm-Dmg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/Rchg(39), Arm-Dmg/EndRdx(40)
    Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(42), Rct-Def/EndRdx(42), Rct-ResDam%(42)
    Level 44: Telekinetic Thrust -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50)
    Level 47: Tactics -- HO:Cyto(A)
    Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 1: Disintegrating
    Level 1: Quick Form
    Level 50: Freedom Phalanx Reserve
    Level 50: Portal Jockey
    Level 50: Task Force Commander
    Level 50: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------

     

    //edited for build changes

     

  12. 30 minutes ago, SuperPlyx said:

    eh, we need a new incarnate  that gives across the board KB to KD

    would prefer another solution lots of below lvl 50 content maybe just a toggle to make every KB effect 0,67 or what ever finaly putting the player in control simple on off switch would be nice though retain the IO's people may have weird builds which there is no need to mess with might want to mix KB and KD best to retain what is there and instead add on to it if possible imo

  13. 1 hour ago, Wavicle said:

    Again, if such an enhancement were added to the game, “removes the repel from hurricane”, that enhancement would also cut the minus range and minus to hit debuffs in like half at least.

    well time's juncture is very strong -24% tohit slotted aint nothing wrong with that on top of a -25% dmg debuff and a 37% slow oh allmost forgot less end use ofc

  14. 1 hour ago, Doomguide2005 said:

    The only issue here is kb/kd won't allow the repositioning that makes Hurricane what it is.

     

    Edit:  the kd is also only a 5% chance (per foe per pulse) afaik.  Without repel you couldn't push a mob into a corner or back into a patch like FR or back under LS etc.

    no i know this i would be hitting them with around 55% -tohit however oh and -60% range not sure how i'd use that probably find a use for it could help the tanker taunt -range stacking abit

  15. what if instead of changing powers a new IO was made a KB->KD with -repel giving you a choice between the two imo that has to be better to have options optimaly you could choose wether a power has KB or Repel but in lack of such a huge change that likely is an IO seems like it could be easier to do

  16. 9 hours ago, brasilgringo said:

    I need to go evaluate your build above when I have some more time, it looks a little better than mine for damage.  I will say that keeping Radioactive Cloud is nice active mitigation.  One thing I notice about my Fire/Elec vs my FIre/Atomic is the /Elec has a bit more built in mitigation without seeming to sacrifice dmg.  /Atomic is a little more "on the edge" for that rush.

    holds well right so where to begin i dont like them because of the animation time and the fact that they cannot 1 shot hold a boss the aoe had some merit was however no room for it unless you accept lower ranged defense which i felt was a bad idea or lower my damage which is just out of the question

     

    also i did look at /elec but the recharge to me is key did baf the other day all out attack cycle with no flares is nice imo so is the fast nukes it also feels rather safe to me with the KD proc in atom smasher and all this defense as for the rest well dead people dont hit you mez is an issue ofc but blasters get to be held/stunned for 75% of the game or pay 2.5mil/h so what evs

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