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Spaghetti Betty

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Everything posted by Spaghetti Betty

  1. Didn't get a whole lot of pics from the Synapse, but that TF is pretty easily summed up, Yup, there's clockwork. Curb stomping the Clockwork King
  2. I gotta say, I was pretty confused DON'T STARE when a new currency called "Forbidden Knowledge" was added to the patch. I've collected IT STARES BACK a ton, but I have no idea what to use IT DOESN'T BLINK it on or how much I should have in the first place. When I asked MUST CONSUME a dev about it, their only response was "it told me to". What does that even mean? IT KNOWS Doesn't seem like a great use of dev time to me. Does anyone else have an odd craving for organ meat?
  3. Per request from @StriderIV, my old dusty Bio/Kat (A) Empty (A) Empty (A) Empty (A) Empty (A) Empty (A) Panacea - +Hit Points/Endurance (21) Numina's Convalesence - +Regeneration/+Recovery (A) Performance Shifter - Chance for +End (19) Performance Shifter - EndMod Level 6: Defensive Adaptation Level 6: Efficient Adaptation Level 6: Offensive Adaptation Level 30: Double Jump ------------ Yikes, what happened to my Mids?
  4. As with most Doms I've tried, it's been a slog solo. For this one, keeping groups locked down hasn't been an issue. It's getting them down before my end is gone. I think what's surprising for me is that I'm this close to perma-Dom with only hasten and FF-proc Dragons Tail spam, so I'm pretty sure things will change for the better at 30.
  5. Furious Raj, Electric Melee/Super Reflexes Scrapper Inspired by this guy from Monster Hunter
  6. 10 day check-in My Ice/Martial Dom isn't doing so hot. It's climbing the levels very slowly (currently level 21, soloing). The good news is, I can definitely see where this combo has potential. At my low lvl it already feels like I have giant wall of CC around me, but holy moly does my blue bar suffer. Might have to submit myself to pugging until I can get some IOs sorted out. The Fire/Bio Sent however is going great! That's the one I'm leading a team full of roulette toons through redside on, and that's been a blast. After 3 sessions, we're already level 30. I have a good feeling that I'll be holding onto this toon even if the hype around the team peters out.
  7. It fluctuates wildly if we're considering all the variables. Against a lone generic 4* mob, you'll need around 61 DEF to softcap. That number raises sharply when you consider most mobs in 4* also have Tactics, which can stack. 4* Nictus Rom will still hit you pretty cleanly through 150 DEF. I made some of those numbers up but they feel about right. I'm not a numbers guru. The easy answer is you ideally want Barrier amounts of DEF.
  8. Here's a couple of observations just based on my own experiences. Please take these with a grain of salt. Nice job capping your psi resistance! That can be pretty tough to do. Personally, pure Psi damage isn't common enough for me to consider building for it. A lot of places that you did build for it would, in my eyes, be better served dropping a helpful proc and/or moving the slot entirely. Likewise with the psi resistance, I feel like those 6-slot winter sets aren't doing too much to aid your survival. You are gaining 10% Fire/Cold DEF from them, which is a drop in the bucket considering you don't have any to naturally build on. Even more so when Elec Armor doesn't have DDR. Especially more so when Rage is reducing your DEF by 20% every 120/60(doublestack) seconds. More spots that you could drop a helpful proc or move the slot entirely (might I suggest Force Feedback procs?). Power Sink is criminally underslotted. You will need to use it. Constantly. Slotting it with a real End Mod is still a net gain over a Performance Shifter proc even with only 1 target hit. It's a very strong drain. I see you like to Fly. That is A-ok! Just keep in mind that Grounded will only offer you KB protection if you fly really close to the ground. Capped slow resistance or bust! With a combo like Elec/SS, you definitely should be leaning into maximum offense. Both sets thrive on pumping as much recharge as you possibly can, to keep yourself healthy, mobs drained, and your punches punching. I would throw DEF to the wind. 1 Cimeroran slash means it gone. A couple of machine guns means it's gone too. Don't even get me started on Banished Pantheon or Carnies. Here's how I run my Elec/SS Tank. Max rage, max offense, max zappy: This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Bracers of Zeus: Level 50 Magic Tanker Primary Power Set: Electric Armor Secondary Power Set: Super Strength Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Charged Armor (A) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - RechargeTime/Resistance (5) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 1: Punch (A) Superior Gauntleted Fist - Accuracy/Damage (9) Superior Gauntleted Fist - Damage/RechargeTime (9) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (11) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (11) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (13) Superior Gauntleted Fist - RechargeTime/+Absorb Level 2: Conductive Shield (A) Unbreakable Guard - Resistance (5) Unbreakable Guard - Resistance/Endurance (7) Unbreakable Guard - RechargeTime/Resistance (7) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 4: Haymaker (A) Superior Might of the Tanker - Accuracy/Damage (13) Superior Might of the Tanker - Accuracy/Damage/Recharge (15) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (15) Superior Might of the Tanker - Damage/Endurance/Recharge (25) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 6: Static Shield (A) Unbreakable Guard - +Max HP (17) Unbreakable Guard - Resistance (19) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - RechargeTime/Resistance Level 8: Lightning Field (A) Fury of the Gladiator - Chance for Res Debuff Level 10: Taunt (A) Empty Level 12: Grounded (A) Gladiator's Armor - TP Protection +3% Def (All) (31) Steadfast Protection - Resistance/+Def 3% Level 14: Energize (A) Preventive Medicine - Chance for +Absorb (19) Preventive Medicine - Heal/RechargeTime/Endurance (21) Preventive Medicine - Heal/RechargeTime (21) Preventive Medicine - Endurance/RechargeTime (23) Preventive Medicine - Heal/Endurance (23) Preventive Medicine - Heal Level 16: Hasten (A) Recharge Reduction IO (17) Recharge Reduction IO Level 18: Super Speed (A) Winter's Gift - Slow Resistance (20%) Level 20: Knockout Blow (A) Hecatomb - Chance of Damage(Negative) (34) Hecatomb - Damage/Recharge (34) Hecatomb - Damage/Recharge/Accuracy (37) Unbreakable Constraint - Chance for Smashing Damage (37) Ghost Widow's Embrace - Chance of Damage(Psionic) (37) Force Feedback - Chance for +Recharge Level 22: Lightning Reflexes (A) Run Speed IO Level 24: Power Sink (A) Synapse's Shock - EndMod (25) Synapse's Shock - EndMod/Increased Run Speed (33) Synapse's Shock - Damage/Rechage (33) Synapse's Shock - EndMod/Recharge (33) Synapse's Shock - Damage/Recharge/Accuracy (34) Synapse's Shock - Damage/Accuracy/Endurance Level 26: Rage (A) Rectified Reticle - Increased Perception (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (29) Gaussian's Synchronized Fire-Control - Chance for Build Up (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance Level 28: Boxing (A) Empty Level 30: Foot Stomp (A) Armageddon - Chance for Fire Damage (39) Armageddon - Damage/Recharge (39) Armageddon - Damage/Endurance (39) Eradication - Chance for Energy Damage (40) Obliteration - Chance for Smashing Damage (40) Force Feedback - Chance for +Recharge Level 32: Kick (A) Empty Level 35: Tough (A) Unbreakable Guard - Resistance (36) Unbreakable Guard - Resistance/Endurance (36) Unbreakable Guard - RechargeTime/Resistance (36) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 38: Cross Punch (A) Superior Avalanche - Accuracy/Damage (40) Superior Avalanche - Accuracy/Damage/Endurance (42) Superior Avalanche - Accuracy/Damage/Recharge (42) Obliteration - Chance for Smashing Damage (42) Eradication - Chance for Energy Damage (43) Force Feedback - Chance for +Recharge Level 41: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (43) Kismet - Accuracy +6% (43) Shield Wall - +Res (Teleportation), +5% Res (All) (46) Reactive Defenses - Scaling Resist Damage Level 44: Mu Lightning (A) Superior Winter's Bite - Accuracy/Damage (45) Superior Winter's Bite - Accuracy/Damage/Endurance (45) Superior Winter's Bite - Accuracy/Damage/Recharge (45) Apocalypse - Chance of Damage(Negative) (46) Gladiator's Javelin - Chance of Damage(Toxic) (46) Decimation - Chance of Build Up Level 47: Ball Lightning (A) Ragnarok - Chance for Knockdown (48) Ragnarok - Damage/Recharge (48) Ragnarok - Damage/Endurance (48) Positron's Blast - Chance of Damage(Energy) (50) Bombardment - Chance for Fire Damage (50) Javelin Volley - Chance of Damage(Lethal) Level 49: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Gauntlet Level 1: Brawl Data chunk:
  9. The same way I progress all of my proc happy melee toons. Grab Amps, slot armors, only slot attacks enough to put in ATOs and the procs (at the lowest lvl they're available. Proc dmg scales by your lvl, not the IO lvl) I want and go from there. Accuracy isn't necessarily an issue unless you start bumping to +3 or +4 and you'll get damage modifier from Rage to boot. For Shield/SS you'll definitely want Recovery Serum and some blues handy.
  10. There's a lot more fun surprises in Part 2! You know you wanna
  11. I have this as a scrapper and it's a lot of fun
  12. My SR/DM is one of my favorite tanks to play. The 2 pair so well together that by mid-30s you're trivializing most content in the game. Despite the misconception about SR not having a taunt aura (it's not just you, it's everyone), you are correct that the biggest tool you have is your agility in combat. This Tank is one of my fastest runners, and I have capped slow RES on it to boot. This is how I run mine. Just .31 sec shy of perma Soul Drain. And it's 4* certified! This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Smoker: Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Dark Melee Power Pool: Leaping Power Pool: Fighting Power Pool: Presence Power Pool: Speed Hero Profile: Level 1: Focused Fighting (A) Shield Wall - +Res (Teleportation), +5% Res (All) (7) Shield Wall - Defense (9) Shield Wall - Defense/Endurance (9) Shield Wall - Defense/Recharge Level 1: Smite (A) Superior Might of the Tanker - Recharge/Chance for +Res(All) (17) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (17) Superior Might of the Tanker - Damage/Endurance/Recharge (19) Superior Might of the Tanker - Accuracy/Damage/Recharge (19) Superior Might of the Tanker - Damage/Recharge (21) Superior Might of the Tanker - Accuracy/Damage Level 2: Focused Senses (A) Shield Wall - Defense (11) Shield Wall - Defense/Endurance (11) Shield Wall - Defense/Recharge (13) Shield Wall - Defense/Endurance/Recharge Level 4: Shadow Maul (A) Armageddon - Chance for Fire Damage (37) Armageddon - Damage/Endurance (40) Armageddon - Recharge/Accuracy (40) Armageddon - Damage/Recharge/Accuracy (40) Armageddon - Damage/Recharge (42) Superior Avalanche - Recharge/Chance for Knockdown Level 6: Practiced Brawler (A) Recharge Reduction IO Level 8: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (21) Kismet - Accuracy +6% (46) Reactive Defenses - Scaling Resist Damage Level 10: Taunt (A) Empty Level 12: Evasion (A) Shield Wall - Defense (13) Shield Wall - Defense/Endurance (15) Shield Wall - Defense/Recharge (15) Shield Wall - Defense/Endurance/Recharge Level 14: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 16: Siphon Life (A) Superior Gauntleted Fist - RechargeTime/+Absorb (23) Superior Gauntleted Fist - Damage/RechargeTime (23) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (25) Superior Blistering Cold - Accuracy/Damage (25) Superior Blistering Cold - Accuracy/Damage/Endurance (29) Theft of Essence - Chance for +Endurance Level 18: Agile (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (43) Red Fortune - Defense (45) Red Fortune - Defense/Endurance Level 20: Dodge (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 22: Quickness (A) Run Speed IO Level 24: Boxing (A) Empty Level 26: Soul Drain (A) Superior Avalanche - Accuracy/Damage (27) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (27) Superior Avalanche - Accuracy/Damage/Recharge (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge (42) Adjusted Targeting - To Hit Buff/Recharge (43) Adjusted Targeting - Recharge Level 28: Dark Consumption (A) Superior Gauntleted Fist - Accuracy/Damage (29) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (31) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (31) Synapse's Shock - EndMod/Increased Run Speed (31) Synapse's Shock - EndMod (33) Synapse's Shock - Damage/Recharge/Accuracy Level 30: Midnight Grasp (A) Hecatomb - Chance of Damage(Negative) (33) Hecatomb - Damage/Endurance (33) Hecatomb - Recharge/Accuracy (34) Hecatomb - Damage/Recharge/Accuracy (34) Hecatomb - Damage/Recharge (34) Perfect Zinger - Chance for Psi Damage Level 32: Lucky (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (45) Red Fortune - Defense (46) Red Fortune - Defense/Endurance Level 35: Tough (A) Unbreakable Guard - +Max HP (36) Unbreakable Guard - Resistance (36) Unbreakable Guard - Resistance/Endurance (36) Unbreakable Guard - RechargeTime/Resistance (37) Gladiator's Armor - TP Protection +3% Def (All) (37) Steadfast Protection - Resistance/+Def 3% Level 38: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (39) Red Fortune - Defense (39) Red Fortune - Defense/Endurance (39) Red Fortune - Defense/Recharge (43) Red Fortune - Endurance/Recharge (45) Red Fortune - Endurance Level 41: Pacify (A) Empty Level 44: Intimidate (A) Accuracy IO Level 47: Unrelenting (A) Preventive Medicine - Chance for +Absorb (48) Preventive Medicine - Heal/RechargeTime/Endurance (48) Preventive Medicine - Heal/RechargeTime (48) Preventive Medicine - Endurance/RechargeTime (50) Preventive Medicine - Heal/Endurance (50) Preventive Medicine - Heal Level 49: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 1: Gauntlet Level 1: Brawl
  13. Seems pretty solid for your intended goals. I would probably move the stealth proc to sprint and drop a winter's gift slow res in super speed. That would put you at 80% slow res and you could still have access to the added stealth. One big takeaway for me is the choice of not slotting either Focus or Shockwave for KB -> KD. I'm making assumptions here but I have a feeling the KB from both powers is putting in a lot of work for you solo. KB is the 2nd best crowd control in the game (Taunt is 1st). Things can't hit you as long as they're flying through the air, landing, and attempting to get back up. That's a lot of time for Regen to do what it does.
  14. What a great night of technical mishaps! I got to herd some Tanks while WB was distracted.
  15. You should try Part 2!
  16. I took inspiration from a lot of things. Some of it is original ideas. Glad you enjoyed it!
  17. 44683 😎
  18. In the meta sense? No. For the tippy top of difficulty, teams should be coordinating at least 6 Barriers and/or have massive +DEF coming from support ATs to ensure a smooth run. In theory, you shouldn't notice a huge difference from the -DEF.
  19. You have the right idea with procs. Advanced SS play is proccing KO Blow, Foot Stomp, Cross Punch, and your preferred Epic Blast (or Char. Char is good) so you can A) do big dummy damage in Rage and B) still do something while crashing. Rage crash is -10000% DMG, so AAO won't be doing much for you while crashing. Good thing it's only 10 seconds!
  20. I would consider Battle Axe to be the top performer out of these 3 picks. Stone Melee isn't as volatile End-wise but doesn't dish out as much damage as Axe can. SS IMO falls somewhere in the middle of the two. One important thing to note is that if you're going to be running starred ITFs a lot is that Cimerorans are highly protected against most forms of mez (I think they aren't as resistant to confuse but I need someone to fact check that) - the main exception being that Surgeons can be trapped by low mag KD/KB - so Stone ends up losing some of its CC in that scenario. Having a strong hold to stack on AVs is a big plus, so it's ultimately up to the user to decide where they want to give and take. I'm biased towards SS. I run a Rad/SS Tank and a SS/Regen Brute for 4* runs. Just remember that if you're pairing any of these with Shield, you'll need something helping your End (preferably a support teammate). If you opt for Shield/MA, there's nothing wrong with having a strong amount of safety for your teammates to build on, just don't sacrifice damage in order to get it. A dead foe can't hit you!
  21. From my experience with Hard Mode content, you'll want to choose a melee that has emphasis on ST damage while allowing you as many slotting opportunities as possible. If you're rolling Tanker, you should let the higher damage ATs handle clearing the mobs you gather up. Yes, I know that sounds backwards since Tankers are (currently) the AoE kings out of the melee ATs, but where teams tend to get stopped are the DPS checks in the AV fights. To that respect, I'd recommend: Martial Arts (nice consistent ST DPS and Dragons Tail is just good, excellent safety) Battle Axe (hits extremely hard ST, FF procs everywhere, just watch your end) Stone Melee (same as above) Super Strength (the "balls to the wall" choice) Energy Melee (ST damage king, but lax slotting opportunities) EDIT: My Dark Horse pick would actually be Dark Melee. It has a history of suffering DPS-wise on big targets since it's BnB is jackknifing it's damage via Soul Drain. However, if a good number of your teammates happen to have a Mobile Dummy Combatant, then you can ping Soul Drain off of those during AVs to keep your damage healthy!
  22. Slow RES also resists -recharge!
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