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Unclemarty

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Posts posted by Unclemarty

  1. On 11/26/2021 at 8:32 AM, Bill Z Bubba said:

    Super Reflexes, level capped at 12 (powers up to lvl 17,) using nothing but SOs.

     

    1% short of defense softcap to all melee and ranged attacks. 13% short of it for AoE.

     

    image.thumb.png.d3d9c128093cc6828b939d1646602557.png

     

    Thanks for the build Bill Z! 

    I might not be interpreting the build on Mids right but it looks like that one goes to 16? 

     

    I used your build as inspiration and sprinkled some unique IOs in. 

    image.thumb.png.4727b1cd4e4ee9d88774a4640d24f781.png

     

    Only 1 attack feels bad, but it seems like in full teams, Taunt may be required. If Taunt were skipped, I would replace it with Titan Sweep and slot both Tanker uniques into it.

    Would it be ok to skimp on AoE def here with the idea that early enemies usually don't have AoE attacks?

     

  2. 6 hours ago, Gulbasaur said:

    Dark is a solid early blooming set. By 12, you've got a good complement of resists, a damage AoE, some defence and a heal -its a very front-ended set. If you take it to 22, you'll have a Fear aura, which eats endurance but also makes you massively tanky against minions. 

     

    Super Reflexes gives you a lot of defence and some resists very early. It focuses on positional defence. Nothing fancy, but also reliable at that level.

     

    Radiation is another solid resist set with very good endurance management. If you get it to 22, you'll have a *massive* boost in survival as there is a strong Absorb shield.

     

    I totally love my radiation tank at 50, but would resist-based tanks work well at low levels? I am worried that the lack of defense might mean I’m eating a bunch of debuffs. I just remember back on live running around atlas park and getting beat by vahzilok with their debuffs lol.
     

    I like your suggestion of dark though. It’s a hybrid set with def and resistance? Maybe I could softcap defense early with a bit of resists by using the parry attacks falcon mentioned too...

  3. 2 hours ago, Sovera said:

    Fire/Ice Melee. By level 20 (ergo exemped to 15) you got a heal, an endurance clicky, Burn and Ice Patch.

     

    Locked at 12... If you'd say 13 I'd say Fire/Claws Spin + Burn would hurt enemies before they hurt you much.

     

    Not sure about the other examples here but if we had a friendly 'lets solo Posi 1 at +0x8' competition I'd stick with Fire/Ice 100%.

    I’m not too familiar with fire but I’ve heard it’s mostly an offensive/ fire farming set that is not as durable as other options. How does it hold up in normal content? Do you think fire could hold up to an alpha strike of +3 x 8 when on a full team at those low levels?

  4. I am thinking of rolling 2 tanks that could take on some difficult low level content. The first I’d like to level lock at 12 and the second I would level lock at 22. I wouldn’t be soloing with these tanks but Ideally I would like to be able to stand up to +3 difficulty without falling flat.

     

    Any advice on which primary and secondary would be good for this situation? Im particularly looking for early blooming sets that would not need later powers to be durable. 
     

    Any recommendations would be appreciated!

     

     

  5. Hi Everyone, 

     

    I have been fiddling around with a Water/Kin corruptor build for a while with a goal of soloing a 54x8 ITF. I've been running into some issues with optimizing between damage and survivability so I'm hoping ya'll experts could offer some advice. 

     

    First off: here is the build I'm currently running with a focus on ranged defense.  (1st post, I apologize if the formatting is weird)

    image.png.b7dc09b068c1f30ebbe3769604568e7f.png

    This Villain build was built using Mids Reborn 3.0.5.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Water Blast
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Sorcery
    Power Pool: Leadership
    Ancillary Pool: Psychic Mastery

    Villain Profile:
    Level 1: Hydro Blast

    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (3) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Endurance
    • (7) Thunderstrike - Damage/Endurance/Recharge

    Level 1: Transfusion

    • (A) Doctored Wounds - Heal
    • (7) Doctored Wounds - Heal/Recharge
    • (9) Doctored Wounds - Heal/Endurance/Recharge

    Level 2: Water Burst

    • (A) Force Feedback - Chance for +Recharge
    • (13) Superior Scourging Blast - RechargeTime/PBAoE +End
    • (19) Superior Scourging Blast - Accuracy/Damage
    • (21) Superior Scourging Blast - Damage/RechargeTime
    • (21) Superior Scourging Blast - Accuracy/Damage/RechargeTime
    • (23) HamiO:Nucleolus Exposure

    Level 4: Super Speed

    • (A) Celerity - +Stealth

    Level 6: Boxing

    • (A) Empty

    Level 8: Tidal Forces

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (9) Recharge Reduction IO

    Level 10: Siphon Speed

    • (A) Recharge Reduction IO

    Level 12: Arcane Bolt

    • (A) Force Feedback - Chance for +Recharge
    • (23) Superior Winter's Bite - Accuracy/Damage
    • (27) Superior Winter's Bite - Damage/RechargeTime
    • (33) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (34) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (34) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime

    Level 14: Tough

    • (A) Unbreakable Guard - +Max HP
    • (15) Unbreakable Guard - Resistance
    • (15) Unbreakable Guard - Resistance/Endurance
    • (17) Unbreakable Guard - RechargeTime/Resistance
    • (17) Gladiator's Armor - TP Protection +3% Def (All)
    • (19) Steadfast Protection - Resistance/+Def 3%

    Level 16: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 18: Hasten

    • (A) Recharge Reduction IO
    • (43) Recharge Reduction IO

    Level 20: Speed Boost

    • (A) Preemptive Optimization - Accuracy/Recharge
    • (46) Preemptive Optimization - EndMod/Endurance
    • (46) Preemptive Optimization - EndMod/Recharge
    • (46) Preemptive Optimization - EndMod/Accuracy/Endurance
    • (48) Preemptive Optimization - EndMod/Accuracy/Recharge
    • (49) Preemptive Optimization - EndMod/Endurance/Recharge

    Level 22: Mystic Flight

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 24: Rune of Protection

    • (A) Unbreakable Guard - Resistance
    • (25) Unbreakable Guard - Resistance/Endurance
    • (25) Unbreakable Guard - Endurance/RechargeTime
    • (27) Unbreakable Guard - Resistance/Endurance/RechargeTime

    Level 26: Steam Spray

    • (A) Artillery - Accuracy/Damage
    • (34) Artillery - Damage/Endurance
    • (36) Artillery - Damage/Recharge
    • (36) Artillery - Accuracy/Damage/Recharge
    • (36) Artillery - Accuracy/Recharge/Range
    • (37) Artillery - Endurance/Recharge/Range

    Level 28: Dehydrate

    • (A) Superior Malice of the Corruptor - Accuracy/Damage
    • (29) Superior Malice of the Corruptor - Damage/Recharge
    • (29) Superior Malice of the Corruptor - Accuracy/Damage/Recharge
    • (31) Superior Malice of the Corruptor - Damage/Endurance/Recharge
    • (31) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
    • (31) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage

    Level 30: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (33) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (33) Kismet - Accuracy +6%

    Level 32: Geyser

    • (A) Artillery - Accuracy/Damage
    • (37) Artillery - Damage/Endurance
    • (37) Artillery - Damage/Recharge
    • (39) Artillery - Accuracy/Damage/Recharge
    • (39) Artillery - Accuracy/Recharge/Range
    • (39) Artillery - Endurance/Recharge/Range

    Level 35: Transference

    • (A) Preemptive Optimization - Accuracy/Recharge
    • (43) Preemptive Optimization - EndMod/Endurance
    • (43) Preemptive Optimization - EndMod/Recharge
    • (48) Preemptive Optimization - EndMod/Accuracy/Endurance
    • (50) Preemptive Optimization - EndMod/Accuracy/Recharge
    • (50) Preemptive Optimization - EndMod/Endurance/Recharge

    Level 38: Mass Hypnosis

    • (A) Call of the Sandman - Chance of Heal Self
    • (45) Fortunata Hypnosis - Chance for Placate
    • (45) Fortunata Hypnosis - Sleep/Endurance
    • (47) Fortunata Hypnosis - Sleep/Recharge
    • (47) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (48) Fortunata Hypnosis - Accuracy/Recharge

    Level 41: Mind Over Body

    • (A) Unbreakable Guard - Resistance
    • (42) Unbreakable Guard - Resistance/Endurance
    • (42) Unbreakable Guard - Endurance/RechargeTime
    • (42) Unbreakable Guard - Resistance/Endurance/RechargeTime

    Level 44: Tactics

    • (A) To Hit Buff IO

    Level 47: Vengeance

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 49: Fulcrum Shift

    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO

    Level 1: Scourge 


    Level 1: Brawl

     

    The gameplan is usually to stealth into the mob and sleep them with mass hypnosis, then fulcrum shift and back out to range before unloading with AOEs. I have found that 1 round of AOE + fulcrum shift deletes minions and some lieutenants, But I am not getting enough damage to chew through bosses well. The single target damage usually isn't good without a saturated FS up either. 

     

    Before testing this build, I had a more procced out version that sacrificed ranged def set bonuses for much better damage, but I didn't get far with that version either. I've considered trying to build for melee def but I have no debuff resistance and the -def of the ITF content has me wary about staying in melee too long.

     

    Do you think a solo 4x8 is possible with this powerset combo? Should I be leaning on temp powers more? Should I adjust the attack strategy or build? 

    Any advice would be appreciated. 

    Thanks!

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