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Culach

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Everything posted by Culach

  1. I tend to play Scrappers, and have a terrible case of Scrapperlock, even when I am playing as other ATs, such as defenders and controllers, so I get what you are saying. I tend to jump in and sometimes get in over my head and faceplant. That's all on me, and I accept that. However, there are far too many players that refuse to take responsibility for their own actions, and will blame everyone, other than themselves, for their failures. Heck, I even tell people that I am a Feral Scrapper (yes, that is me posting on page 7) when I ask to join a group, because I want absolutely no misconceptions about my playstyle going in. I have even told the defenders, and other supports, that if I somehow get separated from the group to focus on the others, what happens to me is on me. That said, when I am playing as a support, I do try to keep the team buffed and the enemies debuffed, throwing out heals on occasion (if my powerset has it). If the team splits into two groups, I ALWAYS stick with the group that is actually trying to play as a team, and not the rushers/run offs. They made the choice to run away from the group and they can pay the price for that. If they try to blame me, I toss it back at them saying they should know better than to separate from the group, and the consequences are on them, not me. If they persist, the 1-star note, and possibly an ignore, are good for my personal enjoyment of the game.
  2. When you go into Mids, go to Options > Configuration > Maths & Effects > Suppression and then check "Attacked". That will show your actual in combat values.
  3. I know what you mean, jumping back in on my main (and namesake) was pure joy. Thanks for the info about the -kb IOs, I was unaware. I made a couple of adjustments and would now like your opinion on this. I will pick the brains of anyone who will engage in order to learn more. Blaster - Rogue Phantasm (Energy Blast - Energy Manipulation) Test 2.mbd
  4. Thanks again. I did take your advice and read your linked post. I read this one and compared a quickly knocked out version I made after reading the linked one and noted that I was, apparently, on the right track with my fast build. It may not be as slot efficient as yours, but is otherwise very similar with almost all of the same sets being accounted for. As for my background, I am a returning player, coming back after over a decade, but I was using Mids then. I had forgotten about the little yellow buttons, and that was causing some of my errors. Thanks for correcting that. The below build is what I came up with. Blaster - Rogue Phantasm (Energy Blast - Energy Manipulation) Test.mbd
  5. I took a second look after adding in suppression, & you really do want Nerve Core & Support Core, however, with suppression, Destiny: Barrier Core Epiphany jumps up to clamor for attention. Just something to keep in mind.
  6. Take one slot each from Boost Range & Hasten and put them into Stealth as Defense and Defense/Endurance. You will still have those permanently up, the recharges being 15.29s/30s for Boost Range & 114.7s/120s for Hasten, & you will cap Energy/Negative/Range. Another advantage is that when you Exemplar down, you will still have that defense, such as from Ouroboros crystal missions, even with the loss of the two powers those slots came from. I recommend putting the slots in Stealth over Hover as the defensive benefit is greater. A mild design philosophy I have is if I can put slots in either of 2 powers and get nearly the same effects, always put them in the lower numbered power for use in situations like exemplar. You may not plan to do it, but life happens. If you start looking at the Incarnate Abilities, I recommend the Alpha: Nerve Core Paragon & Hybrid: Support Core Embodiment. The 2 of them increase your Accuracy & push your defense past the cap on everything except Toxic. Combined with the high resists you already have, Your survivability goes way up even without any other Incarnate abilities. That said I would also recommend Interface: Paralytic Flawless Core Interface for the -Def/-DMG it inflicts on enemies, allowing you to do more damage, as well as limiting incoming damage even further. Lastly, I would recommend Destiny: Clarion Radial Epiphany for the Status resists, covering the biggest hole in your defenses, and, as a bonus, extending that coverage to your league team members, as long as they are within range when it fires. I have no recommendations for Judgement or Lore, as those tend to be more a matter of taste imho. I'll attach a build showing the recommendations I gave so you can compare between the two. Outside of that, I actually like your build better than the one I am running and will likely respec to closer to what you have here. Blaster - Rogue Phantasm (Energy Blast - Energy Manipulation).mbd
  7. No problem, I think you'll find the build I posted a bit easier to level with than your original.
  8. I'm the guy that recommended posting here from Reddit. As far as the build, I actually like it, but I haven't played the set enough to know how this will feel in game. Your defenses are capped, so that is a plus, and your Regen and Recovery also look pretty good. You are near Perma Hasten, and I have a suggestion for 50+ that can actually put you over, more on that later. I like the To Hit and Accuracy, always good to hit what you are targeting, and your damage output is high enough to really make it look good. Your Status Protections and Resistances look ok. If you are looking to hit that Perma Hasten, I would recommend that you take the Agility Core Paragon in your Alpha Incarnate slot, as it will stack more End Red on your abilities, Reduce Recharge for the Perma Hasten, and adds more to your Defenses for when you get hit with defense debuffs. For your Interface, the Cognitive line, Core or Radial, has a Psionic DOT Proc, but I think you could also look into the Paralytic for the -DMG & -Def. For your Hybrid I would recommend either the Assault or Melee Genomes, with the Melee Core being my recommendation for the Resistance when a hit gets through your defenses. The +Regen and +Status Protection make it better for you. In the Destiny slot, if you really don't want to take damage, and you want to spread that around, the Barrier Invocation (either Cor or Radial) will get you there. The Radial adds 2 Ally Rez in, so that might sweeten the pot for you. If you interested in more Recharge or End management, the Ageless Core Epiphany line is for you, or Radial if you want some debuff resistance. For Judgment and Lore, take whatever you feels fits best for you. Edit: If this is an end game build, you might be okay. However, if this is your plan for how you will build as you play I noticed a problem: you are going to have only Psi-Blade, and Assassin's Psi-Blade to carry you until you get Greater Psi Blade at 22, but that's a slog without a couple of other attacks, and you don't have brawl slotted. Additionally, something to consider is that confuse powers cause the enemy to attack their allies, but that takes XP away from you and your allies. If teaming, I would avoid using the power except as a back-up plan. If soloing and you aren't worried about XP, then go for it. That said, I would have likely moved things around like I did in the attached build. The build I made is almost identical, just changed where the powers were. I think this makes it a bit better for leveling, or when exemplaring down, such as for Ouroboros missions. At the bottom, under the Inherents, you can see the Incarnate abilities I selected and turn them on to see how they affect the build. Trolliumlike - Stalker (Psionic Melee - Bio Armor).mbd
  9. Okay, we'll be Sith. Prepare to die, Jedi scum!
  10. I might suggest Claws with the Energy Claws option, or Psi Melee for your primary. As a secondary, I might recommend a recolored Radiation Armor.
  11. Gotta ask, was the Core Stats portion of the image screenshotted when you had Power Boost off? I only ask because when I was building this out myself, and making some adjustments, I came to very similar numbers without Power Boost being on. When Power Boost is on, the Defenses, except for Toxic, jump way past the soft cap. I came up with a build that keeps the powers you selected, but takes Uun's advice, and a couple of ideas of my own. Of note: -I swapped up hover to have Knockback Reduction and Slow Resistance. The Defense proc wasn't adding much here, and having both of those is helpful in my experience. -I moved the Accuracy proc to Maneuvers. As pointed out, an extra defense wasn't adding much, and an Acc proc here felt thematic. YMMV -Fly now has End/Fly since I moved the KR to hover -Slowed Response got the slots culled from Maneuvers and Evasive Maneuvers. If I were to change a power, I might change Power Boost to Tactics to get the boost to To Hit and Perception, but only if I felt I needed it. It could be slotted with a Proc (Chance for Build Up for example), an EndRed, or EndRed/ToHit according to your needs. Edit: Punctuation Edit 2: After reading another thread you posted this in, I traded out Evasive Maneuvers for Time Juncture. The overall defense values would appear, on paper, to go down, but it is offset by the fact that enemies attack slower. I slotted it with 1 Pacing of the Turtle proc, and 3 Dark Watchers, including the set proc. I just thought the idea of flooring the enemy ability to attack was funny. Controller (Gravity Control - Time Manipulation) v1.mbd
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