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micros

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Posts posted by micros

  1. Makes total sense to me here is what I've been playing with though.  The thought is trade off of ST damage to have more AOE taunt/damage.  I haven't looked at fire epic for melt armor which does seem interesting.   I know the overall RES and defense numbers are a bit lower so I'm def going to crib (steal) from your build.  I get that this seems like an off the wall idea but so far it's been pretty fun.  Thanks for the feedback!

     

    build:

     

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Hyperstrike Actual - 080521: Level 50 Technology Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- ImpArm-ResPsi(A)
    Level 1: Jab -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(3), SprMghoft-Acc/Dmg/Rchg(3), SprMghoft-Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/EndRdx/Rchg(5)
    Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(9)
    Level 4: Haymaker -- Hct-Dmg/EndRdx(A), Hct-Dam%(13), Hct-Acc/Rchg(13), Hct-Acc/Dmg/Rchg(15), Hct-Dmg/Rchg(15), Hct-Dmg(17)
    Level 6: Dull Pain -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(17), DctWnd-Heal/Rchg(19), DctWnd-Heal/EndRdx/Rchg(19), DctWnd-Heal(21), DctWnd-Rchg(21)
    Level 8: Super Speed -- Clr-Stlth(A)
    Level 10: Hasten -- RechRdx-I(A)
    Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-EndRdx/Rchg(25)
    Level 14: Whirlwind -- ExpStr-Dam%(A), SuddAcc--KB/+KD(27)
    Level 16: Taunt -- PrfZng-Dam%(A)
    Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(29), ShlWal-ResDam/Re TP(29), PrfZng-Dam%(31), GssSynFr--Build%(31)
    Level 20: Knockout Blow -- UnbCns-Hold(A), UnbCns-Hold/Rchg(31), UnbCns-Acc/Hold/Rchg(33), UnbCns-Acc/Rchg(33), UnbCns-EndRdx/Hold(33), UnbCns-Dam%(34)
    Level 22: Kick -- FrcFdb-Rechg%(A)
    Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-EndRdx/Rchg(48)
    Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-Def/Rchg(37), LucoftheG-EndRdx/Rchg(37)
    Level 28: Rage -- RechRdx-I(A)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(39), LucoftheG-EndRdx/Rchg(39), LucoftheG-Def(39), LucoftheG-Def/EndRdx(40), LucoftheG-Def/EndRdx/Rchg(40)
    Level 32: Resist Elements -- GldArm-End/Res(A), GldArm-ResDam(40), GldArm-RechRes(42), GldArm-3defTpProc(42)
    Level 35: Focused Accuracy -- AdjTrg-ToHit(A), AdjTrg-ToHit/EndRdx(42)
    Level 38: Foot Stomp -- Arm-Dmg(A), Arm-Dmg/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(45), Arm-Dam%(45)
    Level 41: Laser Beam Eyes -- Apc-Dmg(A), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(46), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(46), Apc-Dam%(48)
    Level 44: Resist Energies -- GldArm-End/Res(A), GldArm-ResDam(50), GldArm-Res/Rech/End(50), GldArm-RechRes(50)
    Level 47: Combat Jumping -- Rct-ResDam%(A), LucoftheG-Def/Rchg+(48)
    Level 49: Physical Perfection -- PrfShf-End%(A)
    Level 1: Gauntlet 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
    Level 50: Agility Core Paragon 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 50: Reactive Partial Core Conversion 
    ------------

     

     

    edit: formatting 

  2. So I've been playing around with the classic inv/ss build and honestly it's awesome. Once IO'd you are unkillable. Even exempting down for tf's BUT...

     

    I do find it hard to hold argo without taunt auras. I am relatively new to tanks and I know most PUGs don't wait for herding but I consider myself almost like an emp def back in the day only proactive.  All damage must hit me allowing the rest of the team to provide the damage, control, debuff ECT.

     

    To this end I was playing with dropping the fly pool and using super speed as travel and whirlwind as early as possible. It's and end hog but I can proc it for damage and slot a knockback to knockdown IO and just use it as an agro aura with a bit of soft control...

     

    Any thoughts on this madness? I appreciate any thoughts from the guru tanks on this board.

  3. Ok so I just got my elec/time to 50 and I'm pretty happy with it.  Two st holds, aoe and st immob. The animations are pretty fast and of you go stone epic you get even more control. 

    Plus the extra powers on both sets are really nice to buff teams (pbaoe) so you don't have to cycle through every team member each time.  Also you get some monkeys and auras with debuffs/buffs.  Fun stuff 

     

    Just another option if you wanted to try out some "newer" power sets.

    • Thumbs Up 1
  4. Illusion has the two of the best pets in the game imo.

     

    Phantom army is great opener as it sucks up the alpha strike and acts like your own pocket tank. These cannot be buffed which is why you will see /rad or /ta which debuffs the mobs.

     

    Spooky (spectral terror) is also great because it's a aoe hold pet that also debuffs to-hit.  You can also do all sort of fun IO slotting.

     

    Phantasm is pretty crappy, a bit better with the knock back to knock down IO and he will clone himself to create more decoys. Overall he is kinda meh.

     

    I think that other final pets are better but illusion has more variety overall.  

    • Like 1
  5. On 11/19/2020 at 7:44 PM, Darkir said:

    Remember that you only need to get to 45% fire defense for a farmer. Anything after that is wasted. You can do things a bit differently in order to get more recharge.  Here is my fire farming build for reference:

     

     

      Hide contents

     

    Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Level 50 Mutation Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Kinetics
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Flame Mastery

    Villain Profile:
    Level 1: Flares -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(13), SprWntBit-Acc/Dmg/EndRdx(13), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(17), SprWntBit-Rchg/SlowProc(31)
    Level 1: Transfusion -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40)
    Level 2: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(3), Rgn-Acc/Rchg(3), Rgn-Dmg/EndRdx(11), Rgn-Knock%(39), Ann-ResDeb%(50)
    Level 4: Repel -- EndRdx-I(A), ExpStr-Dam%(5), FrcFdb-Rechg%(9), SuddAcc--KB/+KD(50)
    Level 6: Rain of Fire -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/Rchg(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(21), SprFrzBls-Rchg/ImmobProc(23)
    Level 8: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(9), ShlWal-ResDam/Re TP(11), Ksm-ToHit+(42)
    Level 10: Siphon Speed -- RechRdx-I(A)
    Level 12: Boxing -- AbsAmz-Stun/Rchg(A), AbsAmz-Stun(15), AbsAmz-Acc/Stun/Rchg(48), AbsAmz-Acc/Rchg(48), AbsAmz-EndRdx/Stun(50)
    Level 14: Tactics -- HO:Cyto(A), HO:Cyto(15)
    Level 16: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 18: Blaze -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(19), SprScrBls-Acc/Dmg/Rchg(19), SprScrBls-Dmg/EndRdx/Rchg(25), SprScrBls-Acc/Dmg/EndRdx/Rchg(27), SprScrBls-Rchg/+End(29)
    Level 20: Speed Boost -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(46)
    Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(36), Ags-ResDam(36), Ags-ResDam/EndRdx/Rchg(37), Ags-Psi/Status(37), GldArm-3defTpProc(43)
    Level 24: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25)
    Level 26: Blazing Bolt -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(29), Apc-Acc/Rchg(31), Apc-Dmg/EndRdx(34), Apc-Dam%(36)
    Level 28: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(37), Rct-Def/EndRdx/Rchg(42), Rct-ResDam%(43), Rct-Def/Rchg(43)
    Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 32: Inferno -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FuroftheG-ResDeb%(34)
    Level 35: Transference -- EndMod-I(A)
    Level 38: Fulcrum Shift -- RechRdx-I(A)
    Level 41: Consume -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(42)
    Level 44: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(45), Ags-EndRdx/Rchg(45), Ags-ResDam/EndRdx/Rchg(45), Ags-ResDam(46), StdPrt-ResDam/Def+(46)
    Level 47: Hasten -- RechRdx-I(A)
    Level 49: Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Scourge 
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Empty(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(5), Mrc-Rcvry+(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), PrfShf-End%(23), PrfShf-EndMod(39)
    Level 50: Agility Core Paragon 
    Level 50: Void Core Final Judgement 
    Level 50: Reactive Radial Flawless Interface 
    Level 50: Banished Pantheon Radial Superior Ally 
    Level 50: Ageless Core Epiphany 
    Level 50: Assault Radial Embodiment 
    Level 0: Invader 
    Level 0: High Pain Threshold 
    Level 0: Born In Battle 
    Level 0: Marshal 
    Level 1: Quick Form 
    ------------

     

    
    
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    Just a question any updates to you farm build after the new patch?

  6. A lot of great stuff in here thank you all so much. I've been checking out Shenanigunner's site and it's helped loads. I cant quite get what I want to work so i figured I'd asked the experts here if it was possible. 

     

    On my fire/kin corruptor, what I ultimately would like is a macro that targets the nearest enemy, follows and cast fulcrum shift.  Would this be correct?

     

    macro_image "KinectBoost_Fulcrumshift" FC "target_enemy_near$$follow$$powexec_namefulcrumshift"

     

     

    I feel like I'm messing up the spacing or quotation marks or something... Any help would be appreciated.

     

     

  7. I know this thread is old but I was linked here from the other kin/sonic thread. 

     

    Couple of questions. Why mu over power mastery? I kinda like the idea of an oh $h1t power with force of nature. I used to have phase shift for this case but I don't really need invs or grant invs.

     

     

    Do you really run repel all the time? I just hit 50 and have some work to get all the enchantment sets I need/want but I've found that with leadership, concealment, fighting and patron power is a real end hog.

     

    My preferred play style is group of 8 follow tank in fc jump back howl, look around to see if anyone needs sb or I'd howl again and move on..

     

    If av then it's just stacking my single target attacks with transfusion if needed.

     

    Am I missing something?

  8. 9 hours ago, Doomguide2005 said:

    To the first question yes if you want to really crank the damage up you want to both hit the damage cap and floor the targets resistance.  Damage cap varies by AT while resistance debuff caps out at -300%.  A Kin/Sonic can cap the teams damage and readily manage 80% resistance debuff on a single target (such as an AV, GM or EB) prior to any resistance to the debuff being applied.

     

    No personal experience with the Experimentation pool but at least on a Kin/Sonic defender in the end game it seems not terribly useful. Level 50 characters are generally built by then to hit things reliably making the defense debuff unnecessary.  Slotting procs for damage might be a consideration solo but on a team oriented build your number one consideration after damage capping everyone should be on a steady output of your blasts to maintain as high a level of resistance debuff as possible.  Procs will up your damage, that resistance debuff will up everyones damage.

     

    The argument for chasing defense is fairly straightforward ... dead or mezzed defenders don't buff/debuff or damage anything.  That said on teams, especially large teams it's doable if you avoid being the first into the scrum and let others get aggro first.  That of course makes it harder to get good saturation of your Fulcrum Shift.  It takes practice, inspires and cooperative  patient teammates and it is possible to build defense without the Fighting pool and can be very helpful to get enough stealth to be unseen prior to attacking.

     

     

    This makes a ton of sense.  Ok so fighting pool it is, leadership with maneuvers and tactics, super speed (hasten only) and then perhaps stealth?  I like the idea of repel being knockdown instead of knockback which would like soft control... thanks for the feedback I'll work on a build to post later.

  9. I've been playing with this alot recently as i'm new back to the game (played a ton years ago).  I absolutely love Kin there is something about the fulcrum shift that speaks to my soul. I really like the idea of damage cap with fc and then -res howl to bring it up to full mayhem. 

    couple of questions

    full damage cap + -res = more damage right?

     

    Does anyone like experimentation pool?  I'm eyeing corrosive vial but no one seems to use in builds does it suck?

     

    for that reason i don't really like taking fighting pool for the tough and weave as I want to be a team def no solo.  anyone have other recommendations?

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