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mistagoat

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Everything posted by mistagoat

  1. Looking for input on a Savage/Regen Scrap. Also, where is the best place for the 50% ato proc? Is it worth sacrificing the big recharge bonus to split the proc from the set? I mainly duo with another regen scrapper, we're just looking for a fun ride to 50 and have no specific post 50 expectations for this toon but I'd like it to dish out some nice damage from now until 50+. This is a leveling build with nothing catalyzed and no purps. I'm level 27 so far. *better build a few posts down Scrapper - savage Regen v1.3.mbd
  2. I got really into the Dark secondary for quite a while (can be seen in my sig) and took 6 of them to 50! It's a beast of a secondary and pairs well with everything!
  3. I think you and I build very similarly! I always push for def softcap of some variety and high recharge to get hasten as close to perma as possible and I PL to 32 to skip the low level grind. I think Fire/Dark might be good for your goals though I haven't done any 4* content so I can't speak to that. I'm not at home right now but if I remember correctly my fire/dark had most defenses softcapped and s/l resist hard capped and perma fade and hasten. I believe the attached build is what I used but I'm not 100%, I can't use mids on this comp to check but regardless, it might offer some ideas. Controller fire dark v3 Toot Sweet.mxd
  4. Much appreciated! I'll check it out after work. I finally got the Fire/Storm started and I'm loving it so far! Endurance isn't too bad as long as I only run either hot feet OR hurricane and don't spam lightning bolt. LB uses so much end, it's nuts! I'm mostly only bustin it out on bosses for the moment. But with flashfire, cinders, char, bonfire, freezing rain and tornado nobody gets a chance to attack before they are stunned, held or falling down! Great fun!
  5. I think that's my old build from a couple years back. You give solid advise all around. Some of those choices were driven by the chase for ranged def and end reduction and some were just bad choices, live and learn 🙂 I avoided purples back then too so there are places to slot them to boost recharge as well, probably in Inferno and Fireball. However, for all its flaws, I did take him on a TF a couple weeks ago (still using this build) and he still runs wonderfully! corruptor fire dark dark Shady Burnsalot.mxd
  6. I got mine to 40 a couple nights ago and it's been lots of fun! Of course I've been duo-ing with a tank buddy so that makes things pretty easy too. It's just a damage beast! I think Inferno is the best FEELING nuke in the game but Blizzard is the most efficient due to dots persisting and accepting new targets as old ones die off. The Macros that allow you to drop Blizzard/Ice Storm on your location or on your targets location were a game changer and highly recommended. Just build to crank the recharge to the moon so Blizzard is up as often as possible, currently at lvl 40 I can drop it every other mob. I don't know if it's feasible to have it up for every mob but my final build has 201% recharge so fingers crossed!
  7. Wow sorry for the super delayed response! LOL! Yes it's for general play, I still use the same build and do TFs, incarnate stuff and regular team stuff. Once in a while I'll do some light council farming, it does okay there but it's not made for that so there are much more efficient builds for farming. Edit: looking back at the build, there are things I'd change but it still works very well.
  8. Fire/Nature is a fantastic combo but I already have one. He'll be at Hami tonight!
  9. This is not my build but a modified version of a build I found on here that I tailored to my style. It's more tanky than what you describe but a little defense is never a bad thing. You mention skipping Choking Cloud but I super love that power! You could always swap it for EM if you really want to. It's got perma hasten and AM before incarnates as well. Might not be an ideal build for you but maybe a starting point. Controller - Earth Control - Radiation Emission 7.mbd
  10. Oh interesting, how would you use that? Flash Fire, Cages and then bamf to the center with CC and HF running?
  11. Thanks for the replies and suggestions folks! I'm still going to give it a couple days to decide and hopefully get one up on its feet this weekend. Here are the builds I worked up. Feel free to critique if you like, they're definitely not perfect and I'm still fiddling with them but this is where I'm at right now. Oh and pay no attention to the order of power selection, that'll probably change. Controller Fire rad 2.mbd Controller (Fire Control - Storm Summoning).mbd
  12. Love me some Trollers! These are 2 combos that I never tried pairing up even back on live. I think I'll end up building both eventually but does anyone have thoughts, pleasant experiences, horrible experiences, slotting tips or general advise on Fire/Rad and Fire/Storm that might push me try 1 first? I have builds worked up for both of them with softcapped s/l and high recharge. I would have loved to also softcap Ranged but the sacrifices required seemed too great. I can post them after work. They both look very end heavy but I think they're manageable. So please regale me with stories of your Fire/Rads and Fire/Storms and help me decide who gets the first spot.
  13. The blue caves are probably the worst but honorable mention to the Psych Ward map where you fight Sister Psych and Malaise. They took a lovely, easy to navigate office map and put ONE BILLION things in your way! I get stuck on the dam curtains constantly!
  14. Well, since I got so much positive feedback, I made this in game now. It's pretty fun! No incarnates yet but got all the main accolades and did the Incarnate unlock arc with ease. My 1 and only death was at the hands of Anti-Matter and I think I forgot to hit Dampening Bub and got my def stripped. I did some 3x8 Malta radios to see how those dam Sappers would mess with me. Turns out the dont as long you remember Dampening Bubble. They were as easy as council except for the annoyance of teleporting gunslingers. I wish it did a little more AOE, something like a fireball or rain power would really round it out but I can't really complain. Between Repulsion Field with KD/Force Bomb and Oppressive Gloom/Screech everything is falling down or stunned and easy pickings. It's not perfect, even with the Scrapper level res/def, bosses can take a quarter of your life when they connect since hp is low but they rarely get a second hit to connect. Even though its mostly built for solo play it still brings about 38% def (amongst other things) to a team. It's a niche build made as a lark but it's surprisingly sturdy and fun to play!
  15. It's fun to make a squishy tanky so here is a FF/Sonic I built. Soft capped all the positional defense and hard capped s/l resistance plus lots of knockdown and stun. I took it to test and it did great w/o incarnates against 4x8 w bosses council. Bosses are a little slow but it holds up really well. Council aren't the most challenging enemy but they provide a nice baseline. I took sonic for the -resist but was wondering if anything pairs better with FF. Anyway here is the build, I'd love to see some tweaks to it, thanks! Defender (Force Field - Sonic Attack) tank 3.mbd
  16. Sorry, that name is taken!
  17. Really excited to try this out Bopper ! Thanks for making it available to everyone, hoping to have it set out tonight! I haven't played a Stoney since live but have wonderful memories of 7 stone tanks and a kin absolutely decimating anything foolish enough to look in their direction! Was wondering, If I dropped kick for super speed, how bad of hit would my DPS take? I know it's 15% to Crosspunch but when taken as a whole does it hurt that bad? I don't know if I can live with only TP as my travel power.
  18. I just spent a few hours over the weekend on test with a new Axe/Ice build and I'm really happy with it. If I were going for optimal, shield would be very hard to beat but I have several shield scraps and brutes and I've been on an Ice kick lately. Rad armor is probably great with it too but Rad is great with everything! Ice is better than I ever expected it to be, so many tools in it's toolbox! I took the Soul patron for the def boost power (the name escapes me) to cover the toxic and psi hole and Icy Bastion is fantastic! Even 4x8 Cimarorans couldn't debuff me enough to matter as long as I remembered to use all those fancy tools. Axe hits like a truck and even +4 bosses didn't feel like a slog to get through. Using the scrapper ATO for bonus crits just chunks away lifebars at a very heathy rate (healthy for me, not them). Very decent AoE damage as well, it always did good damage but the recent tweaks make it feel so much smoother.
  19. When doing a MoBAF, is there any safe place to attack Nightstar from? I've been having trouble finding anyplace that won't get me killed. It seems like the field is a death sentence and going between the buildings is only slightly safer if at all. Is it just a matter of a few ppl will die to the towers and I've just been unlucky?
  20. Thank you very much folks! Sounds like Savage can be fun but I may swap to plant/savage to be the master of both plants and animals! I really appreciate the insight!
  21. I've been considering making either a Fire/Savage or an Earth/Savage Dom but I haven't played Savage before so I took to the forums to do some research. In doing so I ran across a few posts stating that Savage was a bit under par and needed a balance pass. Those posts were from 2019 so I was wondering if that was still the case and if so, to what degree. Is it just a little underpowered or is it unplayable? If it's playable do my pairings work well with it or are there better options I should consider? Any tips on the set or suggestions as to what powers are skippable would be appreciated! Thanks!
  22. Fire/Thorns sounds like it could be pretty awesome! I don't have that particular combo but I've played them both separately. Smoke is skipable from fire, it's not trash it's just kind of situational. Skip Ring of Fire too, on a troller is useful as another damaging attack but on a Dom your whole second set just for damage so it's not very valuable. Thorns is harder because its all good, gotta make some tough decisions. On my Plant/Thorns I took all the high damage single target stuff from thorns and rely on Creepers, Roots and Disruptor Blast for AOE damage but I've been thinking about respecing because Thorn Bust would be very useful. You could build in a similar way with Cages, Hot Feet and Bonfire as your main AOE damage.
  23. I have a Earth/Fire that I really love! With earth you only really need Stalagmites, either gasses or earthquake and the AOE immob then you can just burn everything down from range. With fire epic you'd have Firebreath, Combustion and Fireball for major AOE damage and plenty of heavy hitting single target attacks as well.
  24. The build looks good! If I were to tweak it I'd change a couple things but I think it may come down to preference for the special enhancers in a given set. In Crush, swap in Decimation for similar bonuses but better enhancement values. Same with Twilight Grasp swapping in Touch of Nictus or maybe Dark Watcher for the recharge bonus and extra -to hit. Then Cushing Field, I'd swap in Ragnarocks. It doubles the damage output and since the AOE immob can be spammed I don't feel like the extended immob time that you give up is particularly valuable. I like your single target chain and I removed Propel in my own build too. Grav is a little lacking in AOE damage so maybe dropping one of the Sorcery powers and picking up Disruptor Blast could help in that regard. Or swapping to Stone Mastery for Fissure and Rock Armor, Fissure is pretty great, it's basically footstomp for trollers with nice AOE range, damage, knockdown and a 6 second recharge. Lastly, and this is easier said than done, but try to drop a little bit of smashing/lethal def and replace it with ranged def to round out your defense a little better. I'd probably do something like this, the ranged still isn't where I'd want it but after an Agility Alpha its within 1%: This Hero build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Technology Controller Primary Power Set: Gravity Control Secondary Power Set: Darkness Affinity Power Pool: Sorcery Power Pool: Leadership Power Pool: Flight Power Pool: Speed Ancillary Pool: Stone Mastery Hero Profile: Level 1: Crush (A) Decimation - Accuracy/Damage (3) Decimation - Damage/Endurance (3) Decimation - Accuracy/Endurance/Recharge (5) Decimation - Accuracy/Damage/Recharge (5) Decimation - Chance of Build Up Level 1: Twilight Grasp (A) Touch of the Nictus - Accuracy/Healing/Absorb (7) Touch of the Nictus - Accuracy/Endurance/Healing/Absorb (7) Touch of the Nictus - Accuracy/Endurance/Recharge (9) Touch of the Nictus - Chance for Negative Energy Damage Level 2: Gravity Distortion (A) Superior Will of the Controller - Accuracy/Control Duration (9) Superior Will of the Controller - Control Duration/Recharge (11) Superior Will of the Controller - Endurance/Recharge (11) Superior Will of the Controller - Accuracy/Control Duration/Endurance (13) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge (13) Superior Will of the Controller - Recharge/Chance for Psionic Damage Level 4: Lift (A) Apocalypse - Damage/Recharge (15) Apocalypse - Damage/Recharge/Accuracy (15) Apocalypse - Recharge/Accuracy (17) Apocalypse - Damage/Endurance (17) Apocalypse - Chance of Damage(Negative) (19) Force Feedback - Chance for +Recharge Level 6: Tar Patch (A) Recharge Reduction IO Level 8: Crushing Field (A) Ragnarok - Damage/Endurance (19) Ragnarok - Damage (21) Ragnarok - Damage/Recharge (21) Ragnarok - Damage/Recharge/Accuracy (23) Ragnarok - Recharge/Accuracy Level 10: Darkest Night (A) Dampened Spirits - To Hit Debuff/Endurance Level 12: Dimension Shift (A) Superior Overpowering Presence - Endurance/RechargeTime Level 14: Mystic Flight (A) Blessing of the Zephyr - Knockback Reduction (4 points) (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance Level 16: Shadow Fall (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (25) Reactive Defenses - Scaling Resist Damage (25) Gladiator's Armor - TP Protection +3% Def (All) (27) Steadfast Protection - Resistance/+Def 3% (27) Kismet - Accuracy +6% (29) Reactive Defenses - Defense/Endurance Level 18: Gravity Distortion Field (A) Basilisk's Gaze - Accuracy/Recharge (29) Basilisk's Gaze - Accuracy/Hold (31) Basilisk's Gaze - Endurance/Recharge/Hold (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold Level 20: Fade (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (33) Luck of the Gambler - Defense/Recharge (33) Luck of the Gambler - Endurance/Recharge (33) Luck of the Gambler - Defense/Endurance/Recharge Level 22: Wormhole (A) Sudden Acceleration - Knockback to Knockdown (34) Absolute Amazement - Chance for ToHit Debuff (34) Absolute Amazement - Stun/Endurance (34) Absolute Amazement - Recharge/Accuracy (36) Absolute Amazement - Stun/Recharge/Accuracy (36) Absolute Amazement - Stun/Recharge Level 24: Soul Absorption (A) Efficacy Adaptor - EndMod/Recharge (36) Performance Shifter - EndMod/Recharge Level 26: Singularity (A) Sudden Acceleration - Knockback to Knockdown (37) Expedient Reinforcement - Accuracy/Damage (39) Expedient Reinforcement - Damage/Endurance (39) Expedient Reinforcement - Accuracy/Damage/Recharge (39) Expedient Reinforcement - Resist Bonus Aura for Pets Level 28: Howling Twilight (A) Annihilation - Chance for Res Debuff Level 30: Dark Servant (A) Cloud Senses - ToHit Debuff (40) Cloud Senses - Accuracy/ToHitDebuff (40) Cloud Senses - ToHit Debuff/Endurance/Recharge (40) Cloud Senses - Accuracy/Endurance/Recharge Level 32: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Luck of the Gambler - Defense/Endurance Level 35: Spirit Ward (A) Panacea - Endurance/Recharge (42) Panacea - Heal/Recharge (42) Panacea - Heal/Endurance/Recharge (43) Panacea - Heal (43) Panacea - +Hit Points/Endurance Level 38: Fissure (A) Superior Frozen Blast - Accuracy/Damage (43) Superior Frozen Blast - Damage/Endurance (45) Superior Frozen Blast - Accuracy/Damage/Endurance (45) Superior Frozen Blast - Accuracy/Damage/Recharge (45) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (46) Superior Frozen Blast - Recharge/Chance for Immobilize Level 41: Rock Armor (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (46) Luck of the Gambler - Defense/Endurance Level 44: Arcane Bolt (A) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime (46) Superior Winter's Bite - Accuracy/Damage (47) Superior Winter's Bite - Accuracy/Damage/Recharge (49) Superior Winter's Bite - Accuracy/Damage/Endurance (50) Superior Winter's Bite - Damage/RechargeTime (50) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge Level 47: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (47) Shield Wall - +Res (Teleportation), +5% Res (All) Level 49: Hasten (A) Recharge Reduction IO (49) Recharge Reduction IO Level 1: Containment Level 1: Brawl
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