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Sarkany

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  1. Man, ignite doesn't really fit into the shoot and scoot playstyle. This build is meant for high tempo play: Move-Gun Down Mobs-Move-Gun-Move The surviving bad guys aren't going to sit nicely in one spot for you unless you have a tank/brute/scrapper with you. This build can probably solo entire TFs... although I stress again that I have some concerns about the AVs. I'd probably need to drop the difficult to 8/+2 to manage the AVs in a reasonable amount of time I will say that waaaaaay back in the day, on the original game, I did build an AR/Ice blaster to combine ignite with ice patch. It was amusing.
  2. Hello, friends! I've been a Paragon City citizen since the original beta, if you can believe it. Throughout my 20+ years (!) of playing this thing, the one powerset I always return to is Assault Rifle. Man, it just feels good to blast foes onto their backs with a giant swiss army knife gun. Over those years, I've experimented with every secondary option for AR blasters. I have long believed that Energy is the best possible secondary for AR (sorry, Devices fans) and with Homecomings new archetype specific enhancer sets and some upgrades to powers, I just respec'd my blaster build, fully slotted him out and ran some testing with the results. In short: this blaster can clear S/L farms at 8/+4 with low risk in 17 minutes. As good as a fire tank in a fire farm? No. But the fact that the build can achieve this so handily while not being specialized in farming and being a blaster, is interesting. The build brings soft capped defenses (ALL) 75% of the time (using power boost... doesn't rely on incarnates for this), soft capped ranged defense 100% of the time, 74% s/l resist, a static 220% damage bonus from sets, a personal force field allowing him to escape/avoid sticky situations, extended cone attacks (boost range), and a ton of mobility with some juiced up hover and fly speed. The SL farm performance is particularly interesting because it showcases the fun "scoot and shoot" playstyle this build relies on. With a tad of slotting, hover let's you: -Boost Range, Build Up, Power Boost -Flame throw at a much safer distance -Buckshot -Move back -M30 Grenade Launcher -Full Auto The only survivors are +4 Bosses and Elite bosses which you can now easily finish off with Slug, Total Focus and Sniper Rifle while moving around to avoid much of their melee attacks It's an incredibly fun play style that is highly interactive and requires you to judge distance and constantly move around the battlefield to set up cone attacks and avoid getting mobbed. I find this so much more engaging than jumping my scrapper into the middle of a pack and just hitting things from one spot and, because of the aforementioned defenses (both all around defense and resistances) which rival less wealthy SR scrappers, the build is highly forgivable, especially when one includes the Rebirth destiny incarnate healing and regen power. The one drawback is the one AR has always faced: most damage is lethal, aside from flamethrower and the energy component of total focus. I need to test how soloing an AV would work, but I imagine it will be a tad slow. This build makes up for all of the faceplanting I've done as an overzealous blaster over the years. Wait for the tank? Ha! Not any more! Build: This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! HK-99: Level 50 Technology Blaster Primary Power Set: Assault Rifle Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Force Mastery Hero Profile: Level 1: Slug -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(5) Level 1: Power Thrust -- Empty(A) Level 2: Buckshot -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(7), Bmbdmt-Dam/Rech(9), Bmbdmt-Acc/Dam/Rech(9), Bmbdmt-Acc/Dam/Rech/End(11), Bmbdmt-+FireDmg(11) Level 4: Hover -- ShlWal-ResDam/Re TP(A), BlsoftheZ-Travel(13), BlsoftheZ-Travel/EndRdx(13), LucoftheG-Def/Rchg+(15), LucoftheG-Def(50), ShlWal-Def/EndRdx(50) Level 6: Build Up -- RechRdx-I(A) Level 8: M30 Grenade -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(15), SprDfnBrr-Acc/Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/EndRdx(17), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(19), SprDfnBrr-Rchg/+Status Protect(48) Level 10: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(19), LucoftheG-Def/Rchg(21), LucoftheG-Def/EndRdx/Rchg(21), LucoftheG-Def/Rchg+(23) Level 12: Sniper Rifle -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(23), OvrFrc-Acc/Dmg/End(25), OvrFrc-Dmg/End/Rech(25), OvrFrc-Acc/Dmg/End/Rech(27), OvrFrc-Dam/KB(27) Level 14: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(46) Level 16: Energize -- RechRdx-I(A) Level 18: Flamethrower -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(29), SprBlsWrt-Acc/Dmg/Rchg(29), SprBlsWrt-Acc/Dmg/EndRdx(31), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(31), SprBlsWrt-Rchg/Dmg%(31) Level 20: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--Rchg/EndRdx(33), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(34) Level 22: Kick -- Empty(A) Level 24: Tough -- Ags-Psi/Status(A), Ags-ResDam(34), Ags-ResDam/EndRdx(36), Ags-ResDam/EndRdx/Rchg(36), StdPrt-ResDam/Def+(36) Level 26: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def/Rchg(37), LucoftheG-Def/Rchg+(39), Rct-ResDam%(50) Level 28: Evasive Maneuvers -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(43) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 32: Full Auto -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(40), Rgn-Knock%(40) Level 35: Boost Range -- RechRdx-I(A) Level 38: Total Focus -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(42), TchofDth-Dmg/Rchg(42), TchofDth-Acc/Dmg/EndRdx(42), TchofDth-Dmg/EndRdx/Rchg(43), TchofDth-Dam%(43) Level 41: Personal Force Field -- EndRdx-I(A) Level 44: Temp Invulnerability -- GldArm-End/Res(A), GldArm-RechRes(45), GldArm-RechEnd(45), GldArm-Res/Rech/End(45), GldArm-ResDam(46), GldArm-3defTpProc(46) Level 47: Power Boost -- RechRdx-I(A) Level 49: Force of Nature -- RechRdx-I(A) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(7), Mrc-Rcvry+(48) Level 1: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 14: Afterburner ------------ https://www.midsreborn.com/builds/download.php?uc=1409&c=657&a=1314&f=HEX&dc=78DA6593596F125114C7EFC04C91AD1428B4B5608552402803B454D337B712236DD2B4EA831B2130C024E30C3290C82731717D718DD10FE1C770F703B8243E2B9E9973AEC57402F39B39E7DCB3FCEFDC9D3BE77DED76F53413FCE7B48669D6CFC27DA0F43D979466573734A333627049176A85CD4D173CC528A0BED7D03B4A4B3E639A8DA136A8EFA96D4D59E6CEFD61AF67F407F296AEF43BA3FA4E43577B43AD31500D9D79770D4393AB9ADAE90E02F6F3B6D268297DB3ABF6FCE8B35CAADEF1D86FFB3D456985B67A6A53AE1AFDA602D9AC1AA379E82601FFB4D5A060DDD85864AB0EC6CA2273148832522C124BC85BECDF35861F5C2C63A511EC446349F82DDA71537F9047C64426D9F4084407D20DDA38A909C95973DA46DF3B2CE67B8F9C8E0836CBB3C42AC61996C2BC1929CF6C6316E0E2EDB818969F1690330EA2131912914509198476DC5C13F70C960B51D9D920318C8C525B3988F6F28ADE0FD85BF42372FE13F133F2E817E257A4172AFAA9A2E0A7C10B34F86DB006C8C90234A085202F17BC876962F7890F90C71E121F111F23C3502ECCF50E3FC132C79F129F119F23132F882FE9A380C511AE77C4DE7C2798E6B860731B2848A2825C2E11D78956641C3E2658B4C09B58209553A4728AD44D91DA69BEF9BF7082B720F722176C9104CB916049C81CE7CE3809562416004B5CB8A5355C915E275690990DE249E229E4005625F9EC49CA3804ACF08C2B570119919DB846BC4EBC81CCDD24D691AF609E2CCF984D60C6D760CC7369F2651C79B5425C2796908522710D69C22A996794A9C737E02B7163898C09F1E0EC8F63E2A133BD3DE187138112EC8ADC0646C18EFBE6998CB34DDF0F9B7E4C981CEC0AEEE7D46564F1A260CBF1F3BF7577B1642D77D0FC9845E1A8F097BFF7E0C9A2
  3. Ok! Pulled out my old AR/NRGY character and executed the planned out update (it’s been a few years!) He can run AE s/l farms at 8/+3 no problem. Heck, it’s easy. will try maxed out difficulty settings tonight power boost does appear to improve defenses (soft cap def all around for duration of power boost) pumping out that DAKKA without a care in the world! so much so, that I stopped bothering clicking on the barrier incarnate. I’m going to ditch it for something else anyway, thank you for the input
  4. Ah ok. So Mids is not exactly aligned with the game with respect to power build up?
  5. Could I offer one of the best secondaries for AR? Energy. Build Up plus Range Boost on all of those cone attacks is rad I love AR. It’s my favorite power set. I’ve tried every secondary with it starting from literally Issue 1 of the original game Energy, friend.
  6. My friends! I'm finishing the design of my end game DP/Kin build and added Power Mastery Epic. When I activate Power Build Up in Mids Reborn, it's driving up all defenses by about 7%. I assume this is from the +3% Steadfast and Gladiator IOs? I somehow have never noticed this before. Really helps with tools for hitting soft cap defenses. Between Build Up, Hail of Bullets and force of nature, this build can run at soft cap defenses almost 50% of the time with Force of Nature available as a backup. Add in the barrier incarnate, and you're pretty much at softcap always 2 questions for you fine people: 1) Is my understanding of Power Build Up's effect on defenses correct? 2) Is the max damage bonus I can stack 500% as per the wiki? When I fulcrum shift 10 foes (the max) for a 400% group damage buff, can I still stack a 68% power build up on top? It looks like without FS and build up, various sets are providing a 183% damage bonus passively. Does that mean I can stack a whopping 651% damage bonus? Or is this all capped at 500%? I assume the latter is true. If so, then I max damage boost with a Fulcrum Shift on 8 foes? 3) If the logic in (2) is accurate, I still love build up for the 12 sec defense buff and as a filler in between FS for some extra damage. Is this train of thinking right?
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