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CaptainIcyHot

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Everything posted by CaptainIcyHot

  1. AR Before the kibitzing, AR needed some serious love so the focus is appreciated. Full Auto changes 90 degrees is not really what I want in a FA buff, especially without expanding the target cap to 16. The 20 degree looooong cone was interesting and unique. It also allowed for much easier aggro management than 90 degrees. You are just not going to miss aggroing the next group (or 2) very often. On average, FA is up about twice as much as a nuke. How about we don’t have the animation be twice as much as well? AR Full Auto was balanced around the loooong recharge blaster nukes with end crashes. Currently, Blaster nukes can happen every 35-45ish seconds with none of the historic downsides. A change to 90 degrees just doesn’t cut it. My Full Auto change suggestions in order of importance: 16 targets (This alone would make it stand out.) 2 second animation time and corresponding Dot timing 20 or 45 degree arc (45 puts it in line with all the other cones in the powerset) Ignite I’ll reiterate what most have said, Ignite was extremely situational at best. Incinerator is kind of boring and frankly, where do I get the slots for another single target ranged attack? It also doesn’t give the AR blaster another interesting category TO slot. That being said, it felt like the Dot ticks started very quickly (at least before the animation was done) and I didn’t feel locked into the animation like I used to with Flamethrower/Ignite. Beanbag to Aim I love! Beanbag was terrible and you are replacing it with a power I can utilize with gusto but also not be required to 5-6 slot the power to actually be of use. Flamethrower, Sniper Rifle and Buckshot activation time reduction feels amazing! The time between clicking these powers and them executing used to feel almost like lag. Much more satisfying.
  2. Hi all! As it turns out, it is very, very difficult to find a good Rad/FA build that is NOT for farming. If you have a good PvE build that you care to share, I'd appreciate it! Here's my own first draft. Melee, Smash and Lethal at Def Cap. Fire, Smash and Lethal at Resist Cap. Enough single target attacks to make a chain. Thanks! https://www.midsreborn.com/builds/download.php?uc=1833&c=775&a=1550&f=HEX&dc=78DA7D946B4F13411486DF6DB796424B29E52A2050AE7229A05FBC47144814480A45BF920A2B6CD2B4841622FFC1A880C62F5EC04BA29F8D777F82FE0F6FA8891A355EEAD93D7B92A188936CF79979CFBC3367CE6C47CF0DF85FBD1C390AADE8783291C94C1E9B5FC81ADEF89469A4A60C37808A897436916CE84FA5CC593399C89AE954776C71D04B528D1D3C396A240D233A9E98366D95FB55AC0D18678D54C6880E99C6FCD264FFC27C02FE583A9D8C8E188939333513B03B43E6CC6C967A85762F3E6718D3211B4FA416CD8C79C64C9AD9A5EAC139732A3A9832E6679626471399ACE568AF52457BE9A1E77C2BFD689096F3007E1DE8D3D18A00431B8A058202250C7D08313CC4661B3A852F6E5B71E1ABC03786527C677864CD51D7D6B0C64A01D6190A714BE036831F7704EE323CA6B96ED5C68D31CD56748C0BC419766042E094E62C759AE1029D8447B18107F75DB6729114AFBA80179738EDDD581658115865E8C065861E5C617842737D8A8DE6C31ECEA01895345EE743055D912225C4558472CDA9C6678A6DB3EC86799246B101F5C80388D13B62D9C5191A31C6D0847186A7F40AAA938252A752A95393D4A9193F78C965CA3FA4E61FC23E9793E47E81030C5D38287048E030C3339A1BD6E858C5268CD7BC5219DE08BC65A8C03B81F70C55D8607053DEE56A0AE59242B3A4D02C29B4CA557B4E91956A0A95F8E9727C7F31ECC46F813F0CB5540007C0363AAD5DADD8E8D5529F6E940994088434E70284195E58DFBF7AC36AD049EF3E1F56E884EBD49CEAB8963EECE2CA591017186358A549F55072AAC735BE690DB82E7053E0064323D605D61822945344BD9611D95593802F04B4A81B6FC1553E193F29EDAAD22E4A806C3B55A5538EAA9894A8AA44450992D2AB64441D47A9D5A1B69CF550C390BEF97F27379217485A81CBF9AFF232C474750A7969ECB551B8D98B9E6ED81FC0C73C857C1AF94294E0A4668794E088F509EBF8B0D5A51D76ECA7AD8A7356BDF99BCEC1279B7676BF37FF0072BCE9BE6DC63BB6191F0E939D329E7B903FF0FF762F62877BFE11DE5546925A8BBFD91F12AB
  3. I've done a lot of forum searching and everyone says how great Steam Spray is. I know it says High Damage but Mid's thinks it is trash for DPA. I tried it fully pimped out on the test server and was not that impressed. I just couldn't find a moment where using it was the best choice. Water/Martial is so Blapping + PBAoE focused as a playstyle that cones just feel awkward to incorporate. I guess I need to do more +4/+8 to see how it adds to the experience. For single target, I found I really enjoy Ki Push + cycling through the ranged attacks while the target is floating away. It hasn't gotten unfunny yet! When Geyser is on cooldown, I really enjoy using BoS before every other AoE power. Very exciting playstyle!
  4. Thanks for the ideas! Anyone have a good attack chain? I love the look and feel of the combo for the most part but I am having a hard time Incorporating the Martial Attacks smoothly into the chain. So far it ends up being Whirlpool > Burst of Speed > Water Burst > Dragon Tail and then random single targets. I rarely remember to use Storm Kick, save Eagle’s Claw for big bad’s and Ki Push for LOLZ. Single target tends to be Hydroblast > Dehydrate > Hydroblast > Water Jet x2. I’m thinking about dropping Hydro for Aqua Bolt just for the speed of Tidal building. When do you use Steam Spray? I’m having a hard time finding a good time/use for it and I’m getting hungry for those slots. Thoughts?
  5. Anyone have a good Water/Martial build they would be willing to share? In lieu of a build, what powers in this combo can get dumped. I am not great at Blaster builds because of the 20,000 attack powers that all scream to be fully slotted. I have only the slightest preference for Leviathan Mastery due to a Japanese Water Dragon theme but generally I think the Defensive shields (Scorpion Shield or Frozen Armor) have more win. Thanks!
  6. Not specifically farms only but I want to understand the mechanics of AE so I don't unnecessarily gimp the XP/INF. Knowledge is power 🌈 It does seem like excluding critter levels affects the amount of XP you get. I'll have to take a look at a B/EB only farm and see what is going on there for XP/INF. It may just be that those give so much XP at low levels (the only time people use those farms) that we haven't noticed a penalty. I will also test the Gold Star vs. not Gold Star as well. I do believe I remember hearing that in the olden days. Thanks!
  7. Hi! I have just started to play around with the Mission Architect and am confused about the following: Do you have to have Bosses in a mission in order for there to not be some kind of penalty? For example, if I make an all Lieutenant mission, would the LTs be at full INF and EXP value? If not, why? Are boss spawns needed to get the maximum number of critters on a map? Are there any other penalties for excluding one category of critter? Thanks!
  8. Love to see that Master of Cones is still part of the lingo. 🙂 I wrote the I6 AR/NRG Master of Cones guide back in the olden days. /NRG and Boost Range is just the way to go for cones but I am intrigued with what could be done with the primaries and revamped powers we have now. Keep up the good work!
  9. Hasten is worthwhile because more recharge equals more drain/damage and those attacks help keep the Static number up as well. The team buffs definitely don't need it. I haven't had any issues with endurance even before the Alpha. I don't tend to play at Blaster speed. Energizing Circuit gives you back significantly more END than it took to cast it if slotted for End Mod BTW. The only thing I am playing around with is dropping Force of Nature. I find that I really don't need it and the rare situation when I do, I am almost already dead. I am playing with Amp Up at the moment and trying to figure out what the heck it does and who it makes the most sense to put it on. The tooltips that say it gives Defense are wrong. It gives Defense Debuffs. So much bad/misleading info in the game for that power. I am going to play around with it some more but may just replace it with Assault. Taunt from mobs is such a pain and Assault is one of the only ways to counter that.
  10. Hi All! Please take a look at the build and let me know if there are any ways I can improve it. Goals: 1. Thunderous Blast+Short Circuit+Power Build Up as often as possible and end modification maxed for drain. 2. Near cap positional defenses with ranged being highest priority 3. Team support I took an Elec/Elec to 50 and I have to say it is a great set. Very enjoyable to play solo or on a team. There is so much positive in this pairing it is ridiculous. I have leaned heavily into the end drain and team support aspects but nearly everything still works well solo. Gem of the set is Faraday Cage. The +resistance to everything but toxic is great but the real topper is the high resistance to nearly all the status effects including end drain. We need to get the word out to the squishies to stay in the Cage. The Cage is life! I was worried that end drain wouldn't really work well on EBs and AVs but Thunderous Blast+Short Circuit+Power Build Up does a very good job of draining most of them. I just did the Manticore TF at +1 with an 8 person team and floored Hopkins (twice) and Countess Crey AVs with no problems. Obviously, if the difficulty is cranked up to +4/+8 full on End Drain on an AV is pretty rough. Chimera and Silver Mantis are the ones that stuck out as being more resistant than the rest in my memory. This playstyle is what has worked for me so far: Solo Stealth to a group Cast Faraday Cage (doesn't provoke aggro) Cast Galvanic Sentinel in a group (doesn't provoke aggro on you but mobs will focus the GS) Target GS with Insulating Circuit and Empowering Circuit (also buffs yourself) Hit Short Circuit and Lightning Bolt (start with Thunderous Blast if up.) Add Charge Up and Power Build Up when they are up. Finish with single target attacks and AoE as needed Team Stealth in behind melee teammate initiator Cast Faraday Cage (doesn't provoke aggro) Target teammate with Insulating Circuit and Empowering Circuit Hit Short Circuit and Lightning Bolt (start with Thunderous Blast if up.) Add Charge Up and Power Build Up when they are up. Reapply Insulating Circuit and heal with Rejuvenating Circuit as needed Finish with single target attacks and AoE as needed Try to target teammate with Empowering Circuit before they run off to the next group This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Natural Defender Primary Power Set: Electrical Affinity Secondary Power Set: Electrical Blast Power Pool: Speed Power Pool: Leadership Power Pool: Concealment Ancillary Pool: Power Mastery Hero Profile: Level 1: Rejuvenating Circuit -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(5), NmnCnv-Heal/Rchg(5), NmnCnv-Heal/EndRdx/Rchg(15), NmnCnv-Heal(17), NmnCnv-Regen/Rcvry+(17) Level 1: Charged Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(33), SprWntBit-Acc/Dmg/EndRdx(34), SprWntBit-Acc/Dmg/Rchg(34), SprWntBit-Dmg/EndRdx/Acc/Rchg(34), SprWntBit-Rchg/SlowProc(37) Level 2: Galvanic Sentinel -- EnrMnp-Stun%(A) Level 4: Lightning Bolt -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg(7), SprVglAss-Acc/Dmg/EndRdx/Rchg(36), SprVglAss-Dmg/EndRdx/Rchg(36), SprVglAss-Dmg/Rchg(36), SprVglAss-Acc/Dmg/EndRdx(37) Level 6: Energizing Circuit -- EndMod-I(A), EndMod-I(7) Level 8: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(42) Level 10: Short Circuit -- SynSck-EndMod(A), SynSck-EndMod/Rech(11), SynSck-EndMod/+RunSpeed(11), SynSck-Dam/Rech/Acc(13), SynSck-Dam/Rech(13), EndMod-I(15) Level 12: Empowering Circuit -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(25), GssSynFr--ToHit/Rchg/EndRdx(25), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(50) Level 14: Ball Lightning -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(19), PwrTrns-Dam/EndMod(21), PwrTrns-Dam/Acc/End(21), PwrTrns-Dam/Acc/Rech/End(23), PwrTrns-+Heal(23) Level 16: Charge Up -- RechRdx-I(A) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 20: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(31), StnoftheM-Acc/ActRdx/Rng(31), StnoftheM-Dmg/ActRdx/Rchg(33), StnoftheM-Dmg/EndRdx/Rchg(33) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 24: Tactics -- ToHit-I(A) Level 26: Insulating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(31) Level 28: Tesla Cage -- Lck-Acc/Hold(A), Lck-Acc/Rchg(45), Lck-Rchg/Hold(46), Lck-EndRdx/Rchg/Hold(46), Lck-Acc/EndRdx/Rchg/Hold(46), Lck-%Hold(50) Level 30: Vengeance -- LucoftheG-Def/Rchg+(A) Level 32: Stealth -- LucoftheG-Def/Rchg+(A) Level 35: Voltaic Sentinel -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(40), SprDfnBst-Dmg/EndRdx/Rchg(42), SprDfnBst-Acc/Dmg/EndRdx(42), SprDfnBst-Acc/Dmg/EndRdx/Rchg(43), SprDfnBst-Rchg/Heal%(43) Level 38: Thunderous Blast -- SynSck-EndMod(A), SynSck-Dam/Rech(39), SynSck-EndMod/Rech(39), SynSck-Dam/Rech/Acc(39), SynSck-Dam/Acc/End(40), PreOptmz-EndMod/Rech(40) Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(50) Level 44: Temp Invulnerability -- GldArm-End/Res(A), GldArm-RechRes(45), GldArm-3defTpProc(45), GldArm-RechEnd(48), GldArm-Res/Rech/End(48), GldArm-ResDam(48) Level 47: Shock -- Acc-I(A) Level 49: Force of Nature -- StdPrt-ResDam/Def+(A) Level 1: Vigilance Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- IntRdx-I(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 1: Shocked Level 49: Quick Form Level 50: Agility Core Paragon Level 50: Support Core Embodiment Level 50: Preemptive Total Core Conversion Level 50: Carnival Radial Superior Ally Level 50: Ion Total Radial Judgement Level 50: Rebirth Core Epiphany ------------
  11. As an AR Blaster in the old days I found Air Superiority to work well with its high Mag Knockup. I would think you'd have to work pretty hard as a Defender to not have a hold or immobilize for Ignite.
  12. I had a guide in the old days for AR/NRG called the Master of Cones. Let me tell you, Boost Range + Cones is A-freaking-mazing.
  13. Hi all, In the before times olden days, I had a Dark/Electric defender in a Sith SG that was a blast to play. I really enjoyed the uniqueness of the end drain "control" vs all the other holds. I am very interested in playing and leveling an Electric Affinity/Electrical Blast defender but I want to know how viable the end drain is on AV's especially endgame Portal AV missions and Incarnate Trials. Anyone have experiences they would like to share? Any suggestions on slotting for maximum support/drain? Thanks!
  14. My 2 cents... Drop the ability to stack. Drop the debuffs except the damage debuff. 10 secs of doing nothing is penalty enough. I like the up front endurance cost rather than a toggle dropping crash.
  15. If you like AR/Device for cones you would LOVE AR/NRG. Boost Range makes it even more fun. You can add Static Discharge from the Electric APP or the new one from the Force of Will pool for more fun.
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