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Spaghetti Betty

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Everything posted by Spaghetti Betty

  1. Following up with a slightly modified version of this for your perusal. This Hero build was built using Mids Reborn 3.4.6 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Holy Thrax Betty: Level 50 Magic Tanker Primary Power Set: Radiation Armor Secondary Power Set: Super Strength Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Pyre Mastery Hero Profile: Level 1: Alpha Barrier (A) Unbreakable Guard - Resistance (3) Unbreakable Guard - Resistance/Endurance (3) Unbreakable Guard - RechargeTime/Resistance (5) Unbreakable Guard - +Max HP Level 1: Jab (A) Superior Might of the Tanker - Accuracy/Damage (5) Superior Might of the Tanker - Damage/Recharge (7) Superior Might of the Tanker - Accuracy/Damage/Recharge (7) Superior Might of the Tanker - Damage/Endurance/Recharge (9) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (9) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 2: Gamma Boost (A) Power Transfer - Chance to Heal Self (15) Performance Shifter - Chance for +End Level 4: Proton Armor (A) Unbreakable Guard - Resistance (15) Unbreakable Guard - Resistance/Endurance (17) Unbreakable Guard - RechargeTime/Resistance (17) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 6: Fly (A) Winter's Gift - Slow Resistance (20%) Level 8: Fallout Shelter Hamidon Origin:Ribosome Exposure Level 10: Radiation Therapy (A) Touch of the Nictus - Healing/Absorb (19) Theft of Essence - Chance for +Endurance (19) Touch of the Nictus - Chance for Negative Energy Damage (21) Perfect Zinger - Chance for Psi Damage (21) Eradication - Chance for Energy Damage (23) Obliteration - Chance for Smashing Damage Level 12: Beta Decay (A) Achilles' Heel - Chance for Res Debuff Level 14: Haymaker (A) Superior Gauntleted Fist - Accuracy/Damage (27) Superior Gauntleted Fist - Damage/RechargeTime (27) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (29) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (29) Superior Gauntleted Fist - RechargeTime/+Absorb (31) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime Level 16: Taunt (A) Recharge Reduction IO Level 18: Particle Shielding (A) Preventive Medicine - Heal (31) Preventive Medicine - Heal/Endurance (31) Preventive Medicine - Endurance/RechargeTime (33) Preventive Medicine - Heal/RechargeTime (33) Preventive Medicine - Heal/RechargeTime/Endurance (33) Preventive Medicine - Chance for +Absorb Level 20: Knockout Blow (A) Unbreakable Constraint - Chance for Smashing Damage (34) Force Feedback - Chance for +Recharge (34) Ghost Widow's Embrace - Chance of Damage(Psionic) (34) Perfect Zinger - Chance for Psi Damage (36) Hecatomb - Chance of Damage(Negative) (36) Hecatomb - Damage Level 22: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Kick (A) Empty Level 26: Ground Zero (A) Eradication - Chance for Energy Damage (36) Obliteration - Chance for Smashing Damage (37) Perfect Zinger - Chance for Psi Damage (37) Scirocco's Dervish - Chance of Damage(Lethal) (37) Touch of Lady Grey - Chance for Negative Damage (39) Obliteration - Accuracy/Damage/Recharge Level 28: Rage (A) Adjusted Targeting - To Hit Buff (39) Adjusted Targeting - To Hit Buff/Recharge (39) Adjusted Targeting - To Hit Buff/Endurance/Recharge (40) Adjusted Targeting - Recharge (50) Adjusted Targeting - Endurance/Recharge Level 30: Tough (A) Steadfast Protection - Resistance/+Def 3% (40) Gladiator's Armor - TP Protection +3% Def (All) (42) Unbreakable Guard - Resistance/Endurance (42) Unbreakable Guard - Resistance Level 32: Meltdown (A) Unbreakable Guard - Endurance/RechargeTime (42) Unbreakable Guard - RechargeTime/Resistance (43) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 35: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (40) Kismet - Accuracy +6% (43) Shield Wall - +Res (Teleportation), +5% Res (All) (43) Reactive Defenses - Scaling Resist Damage Level 38: Foot Stomp (A) Armageddon - Chance for Fire Damage (46) Armageddon - Damage/Recharge (46) Armageddon - Damage/Endurance (46) Armageddon - Damage/Recharge/Accuracy (47) Armageddon - Recharge/Accuracy (47) Force Feedback - Chance for +Recharge Level 41: Char (A) Lockdown - Chance for +2 Mag Hold Level 44: Fire Blast (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) (50) Gladiator's Javelin - Chance of Damage(Toxic) Level 47: Fire Ball (A) Ragnarok - Chance for Knockdown (48) Ragnarok - Damage/Recharge/Accuracy (48) Javelin Volley - Chance of Damage(Lethal) (48) Bombardment - Chance for Fire Damage (50) Positron's Blast - Chance of Damage(Energy) Level 49: Hasten (A) Recharge Reduction IO (49) Recharge Reduction IO Level 1: Gauntlet Level 1: Brawl
  2. I took a glance at what you have. Here are some of my own observations: In regards to Weave. When I was building mine up, I did consider taking Weave for the simple addition of another LoTG. I ultimately decided against it for 2 reasons. 1, another 7.5% global recharge wasn't worth it in my eyes in the grand scheme of things since the build runs mostly on FF procs anyway, kind of like trying to slam a Ferrari engine into a dump truck, and 2, building Defense literally doesn't matter because Rage slaps you in the face with a nice -20% DEF(All) when it crashes. If you're double-stacking Rage, then you get to deal with this twice as frequently! Woo! Also, I run a lot of ITFs with mine. I think everyone knows what happens when you stand in a pile of angry Cims. I took Taunt instead! Which leads me to my next point, Beta Decay. I don't wanna say your slots in it are wasted, since Dark Watcher's Despair does have some nice set bonuses attached to it, but -tohit isn't really gonna do you any favors. This is why I opted to just drop an Achilles' Heel proc in mine (so the -res can help with dmg) and use the slots somewhere else. I love Focused Accuracy. But I feel like you're leaving metric tons of damage on the table by opting into it. You are correct that double-stacked Rage provides more than enough +tohit to solve most of your problems (Sorry buddy, you are just not gonna have perfect accuracy against a mob of 20 +4 Cims). When it comes to Death Mages, Carnies, and the like, I use Ball Lighting with a KB proc as an opener. This gives me enough time to layeth the smackdown so that I no longer have to worry about them debuffing my accuracy. You are correct in that Musculature is the way to go for something of this nature. I prefer Radial as it gives a slew of other bonuses for the cost of a modest decrease in added damage. It's all about necessary sacrifices. On the other hand, you could go Vigor Core if you're aiming to be more tanky. And lastly, I love Slow Resistance. It is a hill I will die on.
  3. I'm interested to see what you come up with after culminating all of your experiences!
  4. The Dragonkin Reaver, Battle Axe/Bio Armor Scrapper There are so many clipping issues with this toon.
  5. Man, what a really whacky and silly change. I'm really digging the identity Battle Axe is given with all the changes. Cyclone Axe is such a unique idea. I threw together an Axe/Bio Scrap with max offense in mind and it was stronk. A very "maximum aggression" play style. My secret hope is Broadsword gets the same love later on down the line.
  6. I use Hand Clap for CC and to force FF Proc if I notice it hasn't activated in awhile. I use Cross Punch for both AoE and ST. It's actually pretty reliable in an ST attack chain (if you take both Boxing and Kick), which for me looks something like Haymaker -> KO Blow* -> Cross Punch -> Mu Lightning. Some other notes: -Gloom and Dark Obliteration outperform Mu Lightning and Ball Lightning by a large margin. I just picked those for concept. -My accuracy outside of Rage is poop. -Since I slotted Radiation Therapy for damage over healing, I can't expect it to save me if things go south. It only heals about 75% with max targets, and drops to an abysmal ~15% if it hits one target. This is usually not an issue, as Particle Shielding and capped RES keeps me more than safe enough 95% of the time.
  7. Ice/EnA is admittedly a bit more of a late bloomer. You will probably start to feel it coming together in the high 20s-mid 30s. Freezing Touch is a very, very strong power. Frost is also a great opener out of Hide when faced with a large mob. It will obliterate mobs after investing a few slots into it. Once you get Energy Absorption at 28, the ball will really get rolling. Also, if you aren't using your stalker ATOs, then you should. They are very good!
  8. Apologies. This is the first time I've been at my desk in a day or so. Here's the build I run. I use this Tank for damn near everything, including 4* ITFs (though buffs are flying everywhere for that). 1 Haymaker hard caps S/L/E/F/C RES, and a 2nd one caps Neg. It's already hard enough for mobs to get past that with a layer of 1K absorb on top of it. Rage + Ground Zero + Foot Stomp flattens everything that isn't a +4 boss. Radiation Therapy is also a mini nuke in its own right. Anything that isn't dead will be spending their time trying to get off the floor with the slew of KD procs present. For anything that can get through those layers of mitigation (+4 Carnie/Arachnos overpull, whoops I forgot to kill the Sapper, etc.), I keep Barrier and Melee handy, though I only ever press those situationally. I have Assault Radial for when extra damage is warranted. Hope this helps!
  9. Absolutely yes. Go for it. Proc it out. Proc everything. Proc the heal, Ground Zero, KO Blow, Foot Stomp, all of it. Get Cross Punch. Proc that out too. Once this is done, congratulations, you have a Tanker with almost Scrapper levels of damage. (Only a slight exaggeration)
  10. I like this idea. Maybe the effect the candy gives could be "secret" until you learn their effects. For example, one could read: Cinnamon Gum Tasty Candy And upon popping the insp, it gives you a bit of HP and a modest DMG buff. So, as long as you're keen on memorizing the names of the candy and what they do (or ask Help), you can rely on the benefits while still maintaining some element of surprise that isn't complete RNG like Presents.
  11. Hm, I guess it's a mix of both concept and gameplay knowledge. Not because I make any toons that are cutting edge. I have a library of meta builds that's collecting dust because I haven't bothered attaching a name and a face to them. That being said, a lot of my fun toons turn out as a concept first. A recent example; I was researching Japanese mythos and landed on a concept for a Savage/EnA Scrapper that is now known as the Shirikodama Stealer (have fun googling that). I'm pretty happy with it. The build looks amazing. And playing it is funny.
  12. I dread taking my Fire Armor toons through Croatoa since they have to soak up all the debuffs. It can go south quickly.
  13. Make an Ice/ tank. There are 2 major problems I personally have with Croatoa: Ghosts and Witches. The Ghosts will pelt you with -tohit and laugh at you while you're popping a tray of yellows just to land a hit. Witches will also do that, and then laugh at you more while they drain your End. By the time your Ice/ Tank gets to this lvl range, you will have all the tools you need to laugh right back at them. Pair with your favorite melee that doesn't deal primarily smashing/lethal damage.
  14. I mean, technically, there is badge incentive for visiting Jack Wolfe. Visiting that room is one of the required 3 spots for the Tried and True badge. And yes, the City Rep still gives out the cape and aura missions.
  15. Ice Melee/Energy Aura!
  16. Wasn't quite sure how to answer your question with words, so I did it with builds instead! Got 2 versions with minor adjustments for you to peruse. So, my main goal for both of these was to include Cross Punch and Combat Teleport since you stated you like those powers. Then I just went ahead and touched on a couple of spots I personally like to cover for. Personally, I hate being slowed, so I will always try my hardest to build up as much Slow Resistance as possible. Thankfully, SR makes that pretty easy. Everything else should be pretty straightforward. The 2nd version of the build swaps out Combat Teleport and Focused Accuracy for Maneuvers and Tactics. This gives you (and your team) a little bit more defense and +tohit, but you lose out on resistance to -tohit debuffs that Focused Accuracy would give you. I also didn't choose an alpha to give you the freedom to choose what fits your playstyle best. My recommendations are Agility Radial (Boosts End Recovery, Recharge, Run Speed, and Defense), or Musculature Radial (Boosts Damage, End Recovery, Run Speed, and Defense Debuffs (which will help Shin Breaker)). And how do these ideas help your team, you may ask? They will help your team because you won't die.
  17. Cool test. I'm currently on mobile so apologies in advance for the horribly scaled pics. This test pretty much hit the nail on the head. I'm not a stickler for immersion through storytelling as much as I am through gameplay. I don't care about being told I live in your world. I want to feel it through how I interact with it. And I really like getting super strong. Reflects in some of my favorite games, too; Dark Souls (and its ilk), Fable, Phantasy Star Online, Monster Hunter, City of Heroes... Funnily enough, the #1 game recommendation for me is Phantasy Star Online 2, the first PS game I have yet to touch thanks to Sega's gross mishandling of it. Thanks for sharing the quiz!
  18. A main? Oh Lordy. My "main" just happens to be who I enjoy playing the most at the moment. I guess if I had to talk about which toon of mine probably has the most cumulative playtime, it would probably be my Fire/MA Tank, Spicy Red Pepper. She is just a masterpiece of a concept (unbiased opinion, btw), and is fun taking on any content. Some she excels at, some takes a bit of strategizing. The toon I've been playing the most lately is Commander Crumpets, a Rad/SS Tank. Not a super complicated concept. I just wanted to make a tiny girl in badass power armor. Truly a pillar of destruction. There isn't anything I haven't seen her melt in quick order. Lots of fun.
  19. Hey again. Glad to see you adopting some new ideas to the build! I'm happy to hear that it can run 2* smoothly. I haven't personally taken my SR Tank into Hard Mode because I find my Rad/ Tank more fun to play. As far as possibly squeezing some more resistance into what you got going, I'd surmise that you'd have to sacrifice some global recharge to eek a bit more out. Namely, replace your VR sets with it's lesser cousins that provide resistance bonuses. That being said, my ultimate advice for 3* and 4* is to not sweat too much about your build and instead find some buddies to cover your weaknesses. No one person makes a 3*/4* run successful. It takes everyone. With your current defense, a single Cold Dom can put you at the softcap for that content and also buff your Max HP to a considerable level. Utilizing Melee Core as you have here will help with spiky damage and AVs, but won't completely save you without support. Your team should have your back as much as you have theirs.
  20. Here's a take for you. I'll elaborate on my thought process below. @Yomo Kimyata is right that this can get pretty funky with procs, but I also wanted to make sure you would be as safe as possible while still pumping out huge damage. To this extent, I did not build up enough DEF to make you invincible as I did build up just enough that by clicking Shadow Meld, you will essentially be able to soak up alphas with no problem. IMO, this is something Elec Armor struggles with, as Energize is on a loooong cooldown for what it gives you. Endurance not a problem? Great, now you can take Dark Consumption anyway and proc it the hell out to shore up your mediocre AoE damage. Hit Soul Drain before this, proc Critical Strikes, and you're looking at a pretty hefty pseudo-nuke that also gives you End back as a bonus! Some other tidbits in my build: -Getting slowed is for chumps! -Tactics is our secret maneuver! The proc rate for Gaussian's increases for each target getting buffed by Tactics. This includes MM pets! Have teammates wondering how your spike damage is so high! -Alpha slot is very flexible. For safety, I recommend Spiritual Core, as it will make Energize heal better, and make all of your key powers come back way quicker. Or, you can always go Musculature Radial if you want bigger orange numbers. Radial, because it also makes you run fast, and that's funny. Hope this helps!
  21. Considering it not used to be an AoE at all until very recently, I think it's fine. It's certainly not meant push Dark Melee's AoE to the moon. We have Shadow Maul and positioning for that. Also, try it on a Tanker. The radius is ginormous.
  22. There should be potential for the leader to get a badge too. Took Out the Trash - Kick a player from the team after they are defeated
  23. I just don't deem this as necessary. If you're playing at that high of a level, everyone should understand when it's appropriate to hosp. I say that having done multiple 4*'s. If teammates are dying, hosping immediately, and jumping back in to die again, it's just dispersing the team and limiting progress. And especially if you're speedrunning, a poorly-timed hosp can cost loads of time. If anything, having to run back after hosping is the punishment, because it means you are not able to actively help your team. EDIT: Also, I can see some people being anal about trying to run this setting on PuGs and completely ruining the experience for others.
  24. Does this count logged off time as well? If so, it can take me months to get there. A monumental task, for sure.
  25. Here's something for your consideration A couple of points: -This is not a leveling build! -While having some damage resistance is definitely important, keep in mind your passives have massive scaling resistance as you lose HP. -Unrelenting is great! Since Super Reflexes doesn't have an inherent way to heal itself, this will act as a "mother of god save me" button! -My attack chain looks something like Rib Cracker, Heavy Blow, Shin Breaker, (Crushing Uppercut/Spinning Strike), Rib Cracker, Heavy Blow, Shin Breaker, (whichever of the 2 you didn't use first). -Max slow resistance! Don't let some ice or goop on the ground stop you from having a good time! -If When you make it 50, here's a couple of my recommendations for your Alpha slot: Cardiac Core - Surprise! This build is pretty bad on end. It's more focused on getting things deader faster. Cardiac Core is the most effective way of handling that. Or you could carry some blues/have a buddy buffing your end. Agility Radial - Do you like your good moves recharging faster? So do I. I also like running fast. This does both! And it makes your Defense defense-ier! And I guess it makes your endurance come back a little quicker. Musculature Radial - Similar to Agility Radial, but instead buffs your Damage, Run Speed, and Endurance Modification. Who doesn't like more damage? Hope this helps!
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