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bellona100

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  1. I took what you posted above and finished it with the emphasis on being a support empath. With a budget build, the Alpha slot becomes more important. Since ya didn't choose one, I went with: Spiritual Core Paragon For all powers: Increases Recharge rate by 45%, Stun duration and Healing by 33%. Two thirds of these bonuses ignore the effects of enhancement diminishing returns. I strongly recommend slotting the 2 Pet Resistance Uniques somewhere in the henchmen. The Ninjas are quite fragile. smnolimits41 (Ninj - Emp).mbd
  2. Power 'Commanding Presence: Taunt/Placate Resist' (Boosts.Attuned_Commanding_Presence_E.Attuned_Commanding_Presence_E) This enhancement seems to act like Edict of the Master: Defense Bonus & Sovereign Right: Resistance Bonus. In other words, Commanding Presence has the same game mechanics. As long as your henchmen/pets are rather close to the actual MM, they receive the resist of 10%. Keep in mind that the power Assault provides a Taunt & Placate resist of 45.41% to all that are within range. Back to your questions on why players are buying it. I have no idea. I can speculate, but that does no one any good. Furthermore, I can tell you that no one Min/Max'ing their build would ever slot this thing - but you already know that.
  3. That looks like a solid build. I ran the damage procs in the PPM calculator and they look real good. My personal preference would be to drop Hasten from the build. You have 92.5% recharge from set bonuses. You have plenty of +recharge, and by dropping Hasten you can place Kuji-In Rin on auto and not worry about the mezzes. I would also move Placate up in the slotting order. No doubt there.
  4. Yes, that is what Frosticus is saying. I just read something interesting on Reddit about Street Justice. To give context, they are talking about placing Stalker's Guile in AS. Mu0nNeutrino •6y ago Rebirth Dev You want that set in assassin's strike, every time. As you noted being put into a hide state isn't actually that useful for using assassin's strike. AS from hide is a fight opener, not a mid-combat attack. Not only can it be interrupted, but the long animation makes it worse overall DPS than you'd think. The other reason it's not very good to try to use the hide proc to attack with AS is that AS is the one attack in the set that already has a way to set up guaranteed crits outside of hide with assassin's focus stacks. Trying to go into hide with the proc and then attack with AS from hide is just wasting the real potential of AS; the guaranteed assassin's focus quick-crits are more powerful in mid-combat than a slow, interruptable AS from hide. The other reason to put the set into AS is that it's a relatively long recharging attack at base, which means that the PPM mechanics give it a higher chance to proc in AS than if you put it in most other attacks. Especially once you upgrade it to superior, it's got a very good chance to go off. Your ideal attack chain then ends up being two normal attacks, AS, and then your strongest other ST attack, with the hope that you get three assassin's focus stacks by the time you get back to AS. This lets you deal an absolutely brutal one-two punch of a guaranteed fast-crit AS followed up by a guaranteed hide-crit with your other strongest attack. (This is especially ridiculous on some sets with combo mechanics, like street justice. Heavy Blow -> Shin Breaker -> Assassin's Blow -> Crushing Uppercut with the hide proc in AS means combo three autocrit Crushing Uppercuts every time the proc goes off.)
  5. Hi Soul-Fire If you go into Mids' and hover your mouse over an enhanced slot, then right-click. While in the detail box - goto the slot you chose initially. Hover your mouse over this enhancement, and at the same time, press your "+" key five times. You will see the enhancement show "50+5" in the enhancement's detail box. Click once more to lock in the change. This process will mimic what is possible in-game and increase the enhancement's value. I had some time on my hands so made a few changes to your build that I would do. These are changes that max the damage output of certain powers. Precise Strike doesn't do the total damage output that your other attacks do, so I would make this a set-bonus mule. I know this is going to sound counter-intuitive but seriously consider dropping Assassin's Staff. Unless you're going to use it as a set-bonus mule. The Force Feedback proc in Eye of the Storm. Test this out on a group of grey-lettered baddies to see if it's worth slotting. This is something you have to test to see if ya like the rate at which it triggers. Lastly, the changes I made are not the only changes I would make to your 'First Try' build. Soul-Fire (1).mbd
  6. Thanks for replying. I'm new to slotting Force Feedback: Chance for +Rech. I know the damage procs trigger very little when slotted in an AoE attack. How often would you say the FFs activate? Also, in the power Jolting Chain, you have quite a bit of +Rech enhanced into the power. Would this affect the rate that FF triggers?
  7. Hi Auroxis Have you actually played this build or is it a 'Theory' build?
  8. Hi Wolfboy1, I'm curious as to what your strategy is here with the TP. I'm guessing you plan on Combat Teleport into the middle of a mob with Aura of Madness running. Then hitting Mass Levitate, Placate, and finishing off the Boss, etc. If I'm in the ballpark on this strategy, please respond back.
  9. How did Icesphere's build work out for ya? The build's +Recharge is insane! The set bonuses provide +102.5% Recharge. Add another +70% Recharge from Hasten. Can the build's +Recovery keep up with that amount of recharge? I like how Icesphere used his set bonuses to enhance his attack's accuracy, endurance discount, and recharge so that he could slot damage procs. Of course all that +Recharge keeps his Soul Extraction active more often, which in turn, pumps up his damage output. It's nice to see a good build posted on these forums, God knows there is plenty of shitty ones.
  10. Hi CraterLabs. I see your post is getting quite a few views, but no one is responding to your questions. I think the knowledge on PvP in the game is a fraction of what it used to be. I actually took on a Shield Defense/SS Tank tonight in RV. He didn't have Taunt and I was on my Blaster. The Tank wisely lured me into the train station and the real fight began. I was doing pretty good dodging and rolling around the station till he popped his One with the Shield power and I could not damage him. At this time he also came at me with all he had because he only had 2 minutes till he crashed. He won the battle. He did a couple things right and I did a couple things wrong. But sometimes when ya want a fight, you have to battle under the other guy's rules. Almost all the Melee characters that come into RV these days are set up(built) for that Fight Club shit. That would explain his not having Taunt on the toon. The reason I keep bringing up Taunt is due to the power's ability to debuff range on your opponent by 70%(?). It is a must have power in zone so that the Tank doesn't get kited by range ATs. Back to your questions. The rule of thumb for PvP Defense is this: A little or moderate Def on a build does nothing to protect you. You have to have a very large amount and then you get the protection from player attacks. This has to do with +ToHit being so plentiful on characters. You have to decide if you want your Tank built for Fight Club or general zone PvP. Either way, I would place an emphasis on your Elude, One with the Shield, or other such power that only lasts a few minutes and then leaves your guy drained of all End. But this is my personal opinion. Lasty, as far I know, SS is the best secondary for tank to have - whether you're talking PvE or PvP. Good luck with your build.
  11. I'm with ya on most of this, but perma Hasten and/or AM is not a priority. Don't get me wrong, +Recharge from set bonuses is something that should be strived for, but perma is overkill. I would not even get Hasten on this build. Let the set bonuses coupled with the AM give the +Recharge to the build. Place AM on auto power and focus on debuffing.
  12. Hi perrond. Your primary job as a /Rad is to debuff. Anything you read above or below is secondary, third, etc. You are playing a Demon/ MM, so your henchmen and pets will perform their best when in Melee. You are correct about the Demon/ MM attacks. They are not at all effective on this combo - especially at the higher levels. Generally speaking. When you are putting together a build on Mids', it's alright to 6-slot the same IOs to get that 6th set bonus on a few powers. Anything more than that you are most likely gimping the build. You see this a lot with the +Defensive builds on these forums. Attached to this post is an old zone PvP build for you to get ideas from. Keep in mind that the attached build is centered around zone PvP, so there is a bunch of +range, +Hit Points, and +ACC you won't be needing. For what you're doing I would not 6-slot Lingering Radiation. I would however keep +range enhancements in the debuffs and Bile Spray. demIIII - Demon.Rad3.mbd
  13. So... it's 4 years later and Issue 28 was released in June. Is this secondary still in Tier D or have you changed your view on Stalker /Regen? Regeneration Fast Healing Now grants 20% fixed regen resistance at all levels, for all ATs. (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance. Resilience Power icon updated to represent its effects. Quick Recovery Now grants 20% recovery debuff resistance. Dull Pain > Second Wind Converted to Second Wind. Grants a 20% Max HP buff, this buff is retained even if the caster is defeated. Provides a 40% heal. This heal ignores resistances. Recharge increased from 300s to 360s, matching Dull Pain's recharge. Cast time lowered from 1.5s to 0.73s (same as live Dull Pain). While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting. Reactive Regeneration [New power for scrappers/brutes/stalkers] Mutually exclusive power from Instant Healing. This power is a toggle, pulses every 2 seconds. Grants a 200% enhanceable regeneration buff. Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Sentinel's Reactive Regeneration power will follow this implementation of the power. Revive > Ailment Resistance Converted this power to Ailment Resistance. This power is now an auto power. Grants a 24% MaxHP buff, half enhanceable. Grants -15% resistance to heals (making all heals on you 15% stronger). Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit. Power no longer accepts endurance or recharge enhancements. Moment of Glory Cast time reduced from 2.57s to 1.5s. Now grants a small damage buff that decays over time. Now grants a small amount of Psionic and Toxic defense. Power order changed to: Stalker: Hide Reconstruction Fast Healing Ailment Resistance Integration Resilience Instant Healing/Reactive Regeneration Second Wind Moment of Glory
  14. I wanted to give a big hat tip to the dev that came up with the wandering mob in Flagtown Memorial Park. This park is located in the SW corner of Kallisti Wharf. I took a small team of IO'ed enhanced MMs into that mob and had a challenging fight. I think this is the kind of stuff we should see in Level 50 zones.
  15. 1) Mastermind is the most powerful AT, followed by Blaster. 2) Controller is the least powerful AT. Reason is the AT has no burst damage output. And yes, I once made a zone PvP controller. Insert sad face here -------->☹️ Controller - Ill.TA.mbd
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