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Tiklandian

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Posts posted by Tiklandian

  1. On 6/14/2020 at 6:55 PM, Zeraphia said:

    As someone who is actually doing speed running and has actually broken records with their team (not #1, but top 5 times):

     

    - Dark Miasma (due to Tar Patch bug), Sonic Resonance, Cold Domination, and Kinetics are the top tiers in that order for supports for speed running.

    - Sonic Blast or Fire Blast are the most viable blast sets. Beam Rifle is serviceable, but vastly inferior due to its cast times to use with debuffs/buffs in comparison to Fire Blast that can do everything pretty much at a whim when needed.

     

    Pure support - Sonic Blast. Pick Sonic Blast if you're going Defender.

    DPS - go Fire Blast. If you're going DPS with Fire Blast DO NOT GO DEFENDER. Go Corruptor.

     

     

     
    Some great info. As far as blast sets go, for Defender if I wanted to run Cold or Dark primary to help out teams but also Solo high difficulty when I can't find a team is Sonic still the go to blast? Or would it kill stuff too slow when alone.

     

     

  2. 6 hours ago, Zeraphia said:

    Interesting responses here, I don't even think of Shadow Meld even as an LotG mule sometimes, I think of it for Stalkers as the extremely cheap "battle opener" that basically gives me Elude from SR for Scrappers and combined with a high-resistance secondary... it just takes the cake. If I can Hide, break it when I want to, then "open" with an AS with Shadow Meld on, I'm just flat out unkillable, it won't take long before whatever it is is dead and I'm sitting there with way over the softcap to all damage. Shadow Meld is one of my favorite PPP picks ever, and I use it constantly on my TW/Bio Scrapper as well to open fights. It is a long animation, but that animation still lets you travel while putting it on. Further, Moonbeam is also the least resisted of all the snipers, so it's a pretty easy pick for me as to which I'm going to end up using.

     

    Shadowmeld is indeed very awesome so far. But I feel stalker kinda needs the extra AOE too at times and Mu has that as well as a snipe, what do you use for AOE?

     

  3. 12 hours ago, Sir Myshkin said:

    I think a lot of folks would be staggeringly baffled by the fact that War Mace does about just as well as Titan Weapons, yet no one's protesting that one.

    To be honest TW seems like it better and larger AOE as well. And most of that is included in it's ST rotation. Which is nuts.

  4. Looks like a VERY fun build, as BR on sentinel is one of the most fun kits (IMO). 

     

    Do you think it can solo TFs better than a Fire/Rad though (as seen in the "Sentinel Tricks" thread)?  

  5. On 5/29/2020 at 8:27 PM, Hjarki said:

    The issue you'll run into with a Corruptor version is that it's harder to meet defensive breakpoints while you don't actually reap all that much benefit offensively since so much of your damage (procs, Storm Summoning) is independent of damage scales/Scourge while Freezing Rain is better for the Defender.

     

    This is the latest version of my Storm/Water Defender:

      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!

     

    Level 50 Magic Defender

    Primary Power Set: Storm Summoning

    Secondary Power Set: Water Blast

    Power Pool: Flight

    Power Pool: Leadership

    Power Pool: Fighting

    Power Pool: Speed

    Ancillary Pool: Electricity Mastery

     

    Hero Profile:

    Level 1: Gale

    • (A) Explosive Strike - Damage/Knockback: Level 20
    • (3) Explosive Strike - Accuracy/Knockback: Level 20
    • (3) Explosive Strike - Chance for Smashing Damage: Level 20
       

    Level 1: Aqua Bolt

    • (A) Superior Defender's Bastion - Damage/Recharge: Level 50
    • (5) Superior Defender's Bastion - Accuracy/Damage: Level 50
    • (5) Superior Defender's Bastion - Accuracy/Damage/Endurance/Recharge: Level 50
    • (7) Superior Defender's Bastion - Recharge/Chance for Minor PBAoE Heal: Level 50
    • (7) Superior Defender's Bastion - Damage/Endurance/Recharge: Level 50
    • (9) Superior Defender's Bastion - Accuracy/Damage/Endurance: Level 50
       

    Level 2: Snow Storm

    • (A) Endurance Reduction IO: Level 50
       

    Level 4: Water Burst

    • (A) Force Feedback - Chance for +Recharge: Level 50
    • (13) Ragnarok - Damage/Recharge: Level 50
    • (15) Ragnarok - Accuracy/Recharge: Level 50
    • (15) Ragnarok - Accuracy/Damage/Recharge: Level 50
    • (17) Ragnarok - Damage: Level 50
    • (17) Ragnarok - Damage/Endurance: Level 50
       

    Level 6: Steamy Mist

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    • (19) Luck of the Gambler - Defense: Level 50
    • (19) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50
    • (21) Shield Wall - Defense: Level 50
    • (21) Gladiator's Armor - TP Protection +3% Def (All): Level 50
    • (23) Gladiator's Armor - Resistance: Level 50
       

    Level 8: Freezing Rain

    • (A) Superior Vigilant Assault - Accuracy/Damage: Level 50
    • (23) Superior Vigilant Assault - Damage/Endurance/RechargeTime: Level 50
    • (25) Superior Vigilant Assault - RechargeTime/PBAoE +Absorb: Level 50
       

    Level 10: Hover

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
       

    Level 12: Hurricane

    • (A) Explosive Strike - Damage/Knockback: Level 20
    • (25) Explosive Strike - Accuracy/Knockback: Level 20
    • (27) Explosive Strike - Chance for Smashing Damage: Level 20
       

    Level 14: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    • (27) Luck of the Gambler - Defense: Level 50
       

    Level 16: Tidal Forces

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
       

    Level 18: Kick

    • (A) Empty
       

    Level 20: Dehydrate

    • (A) Apocalypse - Damage: Level 50
    • (29) Apocalypse - Damage/Endurance: Level 50
    • (29) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb: Level 50
    • (31) Touch of the Nictus - Healing/Absorb: Level 50
    • (31) Touch of the Nictus - Accuracy/Healing/Absorb: Level 50
    • (31) Theft of Essence - Chance for +Endurance: Level 30
       

    Level 22: Tough

    • (A) Unbreakable Guard - +Max HP: Level 50
    • (33) Unbreakable Guard - Resistance: Level 50
    • (50) Unbreakable Guard - Resistance/Endurance: Level 50
       

    Level 24: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
    • (33) Luck of the Gambler - Defense: Level 50
    • (33) Reactive Defenses - Scaling Resist Damage: Level 50
    • (34) Reactive Defenses - Defense: Level 50
       

    Level 26: Tornado

    • (A) Soulbound Allegiance - Damage: Level 50
    • (34) Soulbound Allegiance - Damage/Recharge: Level 50
    • (34) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50
    • (36) Force Feedback - Chance for +Recharge: Level 50
    • (36) Soulbound Allegiance - Damage/Endurance: Level 50
       

    Level 28: Water Jet

    • (A) Thunderstrike - Accuracy/Damage: Level 50
    • (36) Thunderstrike - Damage/Endurance: Level 50
    • (37) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (37) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
    • (37) Impeded Swiftness - Chance of Damage(Smashing): Level 30
    • (39) Apocalypse - Chance of Damage(Negative): Level 50
       

    Level 30: Fly

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
    • (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
       

    Level 32: Lightning Storm

    • (A) Superior Vigilant Assault - Damage/RechargeTime: Level 50
    • (39) Superior Vigilant Assault - Accuracy/Damage/Endurance: Level 50
    • (40) Superior Vigilant Assault - Accuracy/Damage/Endurance/RechargeTime: Level 50
    • (40) Force Feedback - Recharge/Endurance: Level 50
    • (40) Performance Shifter - Chance for +End: Level 50
    • (42) Force Feedback - Chance for +Recharge: Level 50
       

    Level 35: Steam Spray

    • (A) Artillery - Endurance/Recharge/Range: Level 50
    • (42) Artillery - Accuracy/Recharge/Range: Level 50
    • (42) Artillery - Accuracy/Damage: Level 50
    • (43) Artillery - Damage/Endurance: Level 50
    • (43) Artillery - Damage/Recharge: Level 50
    • (43) Artillery - Accuracy/Damage/Recharge: Level 50
       

    Level 38: Geyser

    • (A) Bombardment - Damage/Recharge: Level 50
    • (45) Bombardment - Damage: Level 50
    • (45) Bombardment - Accuracy/Damage/Recharge: Level 50
    • (45) Annihilation - Chance for Res Debuff: Level 50
    • (46) Bombardment - Chance for Fire Damage: Level 50
    • (46) Force Feedback - Chance for +Recharge: Level 50
       

    Level 41: Electric Fence

    • (A) Gravitational Anchor - Immobilize/Endurance: Level 50
    • (46) Gravitational Anchor - Immobilize: Level 50
    • (48) Gravitational Anchor - Immobilize/Recharge: Level 50
    • (48) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
    • (48) Gravitational Anchor - Accuracy/Recharge: Level 50
       

    Level 44: Charged Armor

    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (50) Titanium Coating - Resistance: Level 50
    • (50) Titanium Coating - Resistance/Endurance: Level 50
       

    Level 47: Hasten

    • (A) Recharge Reduction IO: Level 50
       

    Level 49: Afterburner

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50
       

    Level 1: Sprint

    • [*] (A)

    Celerity - +Stealth: Level 50

    Level 2: Swift

    • (A) Flight Speed IO: Level 50
       

    Level 2: Health

    • (A) Miracle - +Recovery: Level 40
    • (9) Numina's Convalesence - +Regeneration/+Recovery: Level 50
    • (11) Panacea - +Hit Points/Endurance: Level 50
       

    Level 2: Hurdle

    • (A) Empty
       

    Level 2: Stamina

    • [*] (A)

    Performance Shifter - Chance for +End: Level 50

    [*] (11) Power Transfer - Chance to Heal Self: Level 50

    [*] (13) Power Transfer - EndMod: Level 50

    That looks pretty cool.  Does it perform well in various high end solo content?  Or mostly just great in teams?

  6. 3 hours ago, Dr Causality said:

     

     

    Coyote gave a great answer above covering most of the key why's.  

     

    Demon/EA can be built to other worldly levels of survivability, but has anemic feeling overall DPS potential compared to other top sets.   

     

     

    This is largely true.  Combined with incarnates,  I came up with a few builds that felt almost game breaking in terms of survivability.    In terms of just raw survivability, I think you can strongly argue that Demon/EA is the clear top MM combo.  

     

    But that immortality comes at the cost of keeping you very busy spamming buffs/heals.    And EA doesn't have any significant damaging opportunities from it's own powers.    So the problem is,  EA MM's can't do much with that survivability themselves, beyond survive indefinitely.   So the counter argument [against Demon/EA being the top survivability combo]  will be the "best defense, is a good offense."    Meaning that in terms of overall effectiveness, the defense value of taking out enemies more quickly needs to be heavily considered, since it means needing to survive fewer punches to the face.  Or put differently it's great to be able to take 50 punches to the face, while sipping on your electric buffs and laughing, but at that point other sets like /Storm are already onto the next mob and /EA still has some "arrests" to slowly make. 

     

    If you want max sturdiness and a survivability focused support role,  then Demon/EA is a top combo to consider.   But all of it's opportunities and gimmicks are towards survivability, which makes for slow going on Solo play.   

       

    Ahh thanks. I certainly don't want low dps.

     

    It looks like Demons/Cold might be overall best. But the only thing I wonder is how to heal them then.

  7. 21 minutes ago, Coyote said:

     

    Semi-fact.

    Demons are one of the top two damage primaries (with Thugs), and also solid defensively.

    EA is excellent defensively and the +Resist bubble works great with the Demons Resists, and having it give Knockdown protection is great for Demons since they take longer than other henchmen to get up (at least, the three bigger guys do).

     

    EA does not help much offensively, just a bit of +ToHit and +Damage, and it's a bit busy so it cuts down into the ability to use whip attacks a lot (although it gives +Endurance so it allows you to actually use the whip and not get drained too badly). So it doesn't help that much offensively.

     

    So, overall, Demons/EA should be top contenders on the defense side, while also doing good damage, but are not top contenders on the damage side. But they are still good damage, because Demons are good damage even without help. It might be a "top" contender depending on how far down the chart of "best combinations" you would go and still call something a top build, but even if it's not, it will be close to it.

     

    Also, the whip attacks are fun. And electroshocking your Demons when they misbehave (which is approximately 103% of the time) is also fun. So... it's a top contender for fun 😄

    I wonder how low you can get the hell on earth CD with spamming low as possible cd "energizing circuit" and perma haste. Also I heard the chain bubble and chain heal back to back combined with faraday cage make Demons basically immortal.


    I gotta go test this stuff lol.

  8. 12 hours ago, Dixa said:

    the two top performing for 4/8 for as many groups you can possibly deal with will be thugs/time or demons/thermal

     

    with incarnates the only thing the demons/thermal has to fear is tough bosses that knock back a lot as there is a risk that the prince and the two tier 2's can get stuck in the floor until you tp them out or resummon them. 

     

    with incarnates anything with hefty tohit buffs will wreck /time and there are a couple of storylines and one offs that have such. 

     

    all mm's want to punch a baby after fighting the awakened, so make your life easier and just roll blue side. 

    Hmm very interesting, thanks. Have you tried Demons/Cold? I hear thats pretty good too.

    • Like 1
  9. 5 minutes ago, Apparition said:

    1. Dual Pistols

    2. Dual Pistols

    3. Fire Blast

    4. Ice Blast

    5. Water Blast

    6. Radiation

    7. Everything else

    Oh really I never heard much about DP or seen many use it. Interesting, better than fire? 

     

    As for Ice and water. Ice still does good ST even without having a snipe? Is Water's ST good? How far are all of these apart in actual dps numbers if anyone knows.

  10. Does anyone have a DPS ranking for each blast set for Corrupter or Sentinel? Both for ST/AOE.

     

    I don't want to do Fire since that is what most people use.  I heard Ice is the next best, but I've heard conflicting reports that after the latest snipe changes it's actually relatively poor ST DPS now. So is next place now Rad Blast?

     

    Anyone got some insight on this? Perhaps some DPS tests or charts? Thanks.

  11. 1 hour ago, Force Redux said:

    In case it wasn't clear, Masterminds are my favorite class across all MMOs from 1999 to today. I love the ability to do damage, provide team support, have a pet to help do silly pet things (such as pulling, or pet emotes/dancing), and the RP potential.

     

    But I'm a pet class person. I've also enjoyed Necromancers (EQ, EQ2); Cabalists, Spiritmasters (Dark Age of Camelot), among others. Not everyone likes pet classes. 

    Thanks for all the great info!

     

    I'm deciding between Thugs/Time and Demon/Time (or Demons/Dark, but I hear Dark has slow animations).  

     

    I can make a cool character for both thematically, but want to focus on one as I'm new.  Which of those two are the better performance wise in the most difficult stuff? 

     

    Or even Bots/Anything if its any substantially better than the above.

  12. 15 hours ago, Force Redux said:

    To OP:

    Go Thugs/Time for max dps and survival. Mine is 50+3 fully incarnated and it's easily the most powerful MM I have. I run at +4/x8 on Brigg's S/L farm without breaking a sweat. 

     

    If you want big game hunting (AVs or GMs) go Bots with either Time or Traps because Big Bot's - Regen is worth about 60-75 dps all by itself.

     

    These are all part of the meta. 

     

    You didn't mention demons or dark, but they are also meta.

     

    Just my quick 2 cents. MMs have been my main AT since CoV launched.

     

    Best thing to do is try them for yourself. You can always go to test server 🙂

    Just a quick question because you make it seem like MM is great. I wanted to try MM but I've heard people say it sucks at the highest difficulty due to pet levels not scaling. Those people said say that they aren't good in groups of the same content. Mostly because Pets die in Incarnate TFs.

     

    So are they wrong?

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