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Arbegla

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Everything posted by Arbegla

  1. Here's my pretty fine tuned bot/traps build. It focuses on having softcapped defense (even in incarnate content with my incarnate powers active) and very high recharge to double/triple stack the debuffs. This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Arbegla Enflame Final: Level 50 Magic Mastermind Primary Power Set: Robotics Secondary Power Set: Traps Power Pool: Sorcery Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Battle Drones -- SprMarofS-Dmg(A), SlbAll-Acc/Dmg/Rchg(3), SprMarofS-Acc/EndRdx(3), EdcoftheM-PetDef(5), SvrRgh-PetResDam(5), SlbAll-Build%(7) Level 1: Web Grenade -- EnfOpr-EndRdx/Immob(A), EnfOpr-Acc/EndRdx(7), EnfOpr-Acc/Immob/Rchg(9), EnfOpr-Acc/Immob(9), EnfOpr-Acc/Rchg(11) Level 2: Caltrops -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(11), Rgn-Acc/Rchg(13), Rgn-Dmg/EndRdx(13), Rgn-Knock%(15) Level 4: Arcane Bolt -- EntChs-Acc/Dmg(A), EntChs-Dmg/EndRdx(17), EntChs-Dmg/Rchg(19), EntChs-Dmg/EndRdx/Rchg(19), EntChs-Heal%(21), FrcFdb-Rechg%(29) Level 6: Equip Robot -- EndRdx-I(A) Level 8: Triage Beacon -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal/+End(25) Level 10: Acid Mortar -- ShlBrk-Acc/DefDeb(A), Ann-ResDeb%(25), ShlBrk-DefDeb/EndRdx/Rchg(27), ShlBrk-Acc/EndRdx/Rchg(27), AchHee-ResDeb%(29) Level 12: Protector Bots -- SprMarofS-Dmg/EndRdx(A), LucoftheG-Def/Rchg+(31), SprMarofS-Acc/Dmg(31), SprMarofS-Acc/Dmg/EndRdx(31), SprMarofS-EndRdx/+Resist/+Regen(33), ExpRnf-+Res(Pets)(33) Level 14: Super Speed -- BlsoftheZ-ResKB(A) Level 16: Force Field Generator -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-EndRdx/Rchg(34), Rct-Def/Rchg(34), Rct-Def/EndRdx/Rchg(34), Rct-ResDam%(36) Level 18: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 20: Poison Trap -- BslGaz-Acc/Rchg(A), BslGaz-Rchg/Hold(36), BslGaz-EndRdx/Rchg/Hold(36), BslGaz-Acc/EndRdx/Rchg/Hold(37) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), ShlWal-Def/EndRdx(37) Level 24: Hasten -- RechRdx-I(A) Level 26: Assault Bot -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(39), CaltoArm-Acc/Dmg(39), SprCmmoft-Acc/Dmg/EndRdx/Rchg(39), SprCmmoft-Rchg/PetAoEDef(40), CaltoArm-+Def(Pets)(40) Level 28: Seeker Drones -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/Rchg(40), CldSns-ToHitDeb/EndRdx/Rchg(42), CldSns-Acc/EndRdx/Rchg(42) Level 30: Spirit Ward -- Prv-Heal(A), Prv-Heal/EndRdx(42), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(43), Prv-Heal/Rchg/EndRdx(43), Prv-Absorb%(45) Level 32: Upgrade Robot -- EndRdx-I(A) Level 35: Charged Armor -- GldArm-End/Res(A), StdPrt-ResDam/EndRdx(45), GldArm-3defTpProc(45), StdPrt-ResDam/Def+(46) Level 38: Tactics -- HO:Cyto(A) Level 41: Electrifying Fences -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(46), GrvAnc-Acc/Rchg(46), GrvAnc-Immob/EndRdx(48), GrvAnc-Hold%(48) Level 44: Enflame -- PstBls-Dmg/EndRdx(A), PstBls-Acc/Dmg/EndRdx(48) Level 47: Electric Shackles -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(50), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Supremacy Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Heal-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15) Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(17) Level 4: Arcane Power Level 14: Speed Phase Level 50: Rebirth Core Epiphany Level 50: Banished Pantheon Core Superior Ally Level 50: Ion Core Final Judgement Level 50: Support Core Embodiment Level 50: Agility Core Paragon Level 50: Degenerative Radial Flawless Interface Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve Level 50: Vanguard Medal Level 1: Battle Drone Level 26: Assault Bot Level 12: Protector Bot ------------
  2. Re: Medicine power pool vs any other healing/mitigation I personally find that the Sorcery Pool, with Spirit Ward is better at keeping my pets alive then a one off heal. The toggle aspect of Spirit Ward, and the up front absorb helps with incoming damage, and it can turn into a fire and forget power pretty easily. Also the +hp/+end Pangea proc in triage beacon also helps a lot, as it can proc on anything in range
  3. Actually Poison Trap isn't as auto-hit as you think. The initial 'burst' isn't auto-hit, only the pulses are Its explained more here:
  4. just because i'm late to the party, how long is the spring fling event going to run for?
  5. I could be mistaken here, but the only real benefit that I see from AE being 'faster' then other content is the speed aspect. You're still not getting badges (so the accolades are out of the question, and 20% health, 10% end adds up) you're still not getting merits (so while you might have a few million inf, you're not going to get a full build out of a single 1-50 AE run) and you're not getting enhancement drops. Yes you're getting tickets, which you can turn into things, but aside from speed, what really is the benefit of AE farming vs normal content? The rewards are inherently different for a reason.
  6. I didn't want to be too on the nose about it. Yea, you could probably get most of the proposed badges from a MSR, but I'm not sure that is actually a bad thing really. Badges are cool. 🙂
  7. What does quoting a DCUO dev have to do with City of Heroes?
  8. I know that the Rikti got a rework model wise with the change from the Rikti Crash Site to the Rikti War Zone, but I think they could use some more love now that we have very badge loving developers. Mobs that could use a badge: The Drones. Especially with some of the old cinematic and story showing and describing Stateman throwing them around. Something like 'Drone Master' could work as a badge name. Portals. The communication officers already got a nerf when people used to farm the Portals for XP, so now the Portals, and the mobs that come from it give zero rewards. A badge like 'Reinforcement Denied' could work. Headman Gunman. These guys teleport all around the place, and can be a pain to hunt down. Like Sorcerers from the Tsoo, they deserve their own badge for defeating a certain number of them. Something like 'No Escaping' sounds neat. Rikti Bosses. The Rikti Monkeys have a badge, but the bosses don't? One of the main pre-praetorian enemies and we don't get a badge for smacking them around? Pretty please can we get one? You could easily call this one 'Master Soldier' to match the fact you're defeating 'Chief soldiers/mez' mobs. Also, during Steven Sheridan's arc, the Rikti have zero dialogue. There is some dialogue used in some random ambushes for his badge mission, but overall, his entire story arc, which reveals a lot about the 'truth' of the Rikti has zero Rikti dialogue letting you know what they are doing or plotting. I really think it would add a lot to them to have some level of dialogue, but that could just be an opinion of mine.
  9. Is it possible, without using the AH reverse buying trick, to remove Attunement from an enhancement? I was gifted some Attuned IOs, and I wanna boost them instead, how can I go about doing that?
  10. I mean, MMs still have their secondary to fall back on in Incarnate Trials and the first phase of the MSR. Having said that, the MM build I have can actually solo the MSR herself, so who needs a league when you can just do it?
  11. I think the first thing they could do is change the power to a PBAoE power, instead of a targetted AoE, so you can use the upgrade without having to select your pets, and therefore don't need to wait until they spawn completely. Adding anything else to it, might require a rework of the entire AT, as MMs can get very powerful with the right slotting and skillset.
  12. Quick update on this. I'm up to level 39, and these are the 'extra' contacts I've managed to find and complete: All Repeatable contacts in First/Night Ward -> You can talk to both if you're a vigilant/rogue and do enough missions to fill up the contact bar All PvP contacts -> Just did enough to fill the contact bar, but there are badges to get there too. Cape/Aura missions -> I'm a vigilant, so I did the hero side ones 35+ level SO contacts in Founders/Brickstown -> You used to be required to do a mission for them before they would sell to you. So I did the missions anyways. They drop off the contact list after you're done though. Tailor missions to open new slots -> Self explanatory. This is in addition to the normal contacts by origin that blue side has you do, the SSA arcs, and radio missions. Any other contacts that have '1-off' missions that you can do that don't actually stay on the contact list?
  13. Are the bucketed by type, level, 'origin' or any of the above? I recently purchased a level 42 tohit buff/def buff/end SHO for 1 inf, but the history is gone, and now I'm curious if they are purely bucketed with everything else and that is why the history is really wonky for them.
  14. I would actually argue for the BU proc to be put in the battle drones. With the -2 level they get, and the fact the BU proc works for all three of them, it helps bridge the cap on higher level mobs. But with your slotting, I can see that being an issue.
  15. With the change to the Protector bots not needing to bubble everyone all the time, I'll be surprised to see how they perform now. Especially Because the Protector bots have one of the better AoE powers (the Photon Grenade, with its stun)
  16. Now that the devoured creatures correctly summon 'The Swarm' can we get a 'Bug Zapper' badge for killing them? Pretty please?
  17. Call me crazy, but the set was on the public test server for almost a month. And that's after the closed beta, which this game has always had as a "secret testing group" because some things get changed around a lot in closed beta, and exposing that to the public would cause undo stress in an entirely volunteer dev team.
  18. Question regarding Longbow as it relates to the Flashback version of the LRSF. Longbow got some new minion/LT options, due to the Praetorian war (Mobs like the Mender from the Praetorian Clockwork, and IDF units that swapped sides) Will those be reverted back during the flashback options, or is not a possible change?
  19. I honestly thought that Brutes only have a high Damage cap, because of Fury. Once you take Fury out of the equation (and the ability to get close to +200% damage from it) brutes Damage cap is only 500%, which is the same as everyone else. Granted, it used to be higher (wasn't the cap closer to 800% before? Giving brutes an extra 100% above other ATs once you factor out Fury?)
  20. This is why I focus all my numbers attention on 1 character. I'll have 1 super overpowered, never able to die character that I will play when I really want to feel like hero. Other then that 1 character, I'll get a goal in mind, and throw together a build that meets that goal. Sometimes I have room for the 'common' powers like hasten, combat jumping, leadership, etc, and sometimes I don't. I've even started playing with the Origin power pools, because some of them meet my concept more than others. Yes, softcapped defense can change the game completely, but there are plenty of other means to play and enjoy this game too, even if you're intentionally using Rise of the Phoenix in your attack chain, because face planting is part of your playstyle. It's not like death is really an issue here.
  21. I second, third, and fourth this idea. If there was a way to tell the difference between the various mez'es that would be even better, as some mez'es (sleep, and fear specifically) don't require a full Clear Mind to remove, just a heal.
  22. If you really want to go for countering Tsoo, I would go Rad or Dark. Theme wise its almost the exact opposite of what Tsoo represent, so its a good enemy of sorts to use. Tsoo seem to value Spirituality and Life power, especially with their 'tattoos give us power!' angle, so going Rad or Dark with a recoloring could be a good nemesis. And both secondaries pair well with Ninjas.
  23. I realize how it can be taken that way yes. But truth be told, the vocal minority are the ones wanting a higher difficulty, not the silent majority. The argument was really 'Why are we adding a hard mode if only 5% of the player base uses it' which is a valid question if you have limited resources to better the game with.
  24. Right click your pets, and 'view in combat attribute window'. Or something to that effect.
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