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aaronares

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Posts posted by aaronares

  1. 5 hours ago, Erratic1 said:

    I had an SS/EA back on live and have an SS/Bio now. I knew more about building a character (and had the resources to do so) on the SS/Bio but I think either would be really good (well, know SS/Bio is since I play it now).

    would love to see what u did with the build on the SS bio thats what i settled on, 😄

  2. excellent feedback everyone, i decided to go with BIO as im more familiar how to slot one. i also really wanted a damage aura.  also two abilities in bio offer proc bombs. so i can play aorund with it i can build as full glass cannon or go more towards defensive. either way bio has me covered in both directions.  thanks for the feedback. ill return to this post at somepoint with a build. i havent built it yet. ill be sure to get some feeedback. 

  3. I want a Super strength Broot. debating on the secondary.  

     

    Shield-- all the Force feedback uptime should really help shield charge

    Bio-- dmg aura also a few proc bombs 

    Rad--- proc bombs and inherent +rech.   Rad concerns me i prefer def for survive. id like to run solo itfs. afraid without def. u get shredded.

     

     

  4. Looking to make a blaster disguised as a controller 😄  teaming is fun, however i really want to be able to solo x8 +3 and possibly +4

     

    wanting to get some feedback on a few possible combos

     

     

    illusion/ storm

    illusion/ Ta 

    Gravity / Storm. 

    fire / dark. 

    looking forward to everyones feedback and experience with these combos.

     

  5. 18 minutes ago, Onlyasandwich said:

     

    It's worth noting that melee aoe procs will still trigger on the aoe splash for Thunder Strike, giving you a stronger aoe damage. The power itself is useful as a combination pseudo aoe and control power that still does respectable ST damage while serving those other purposes.

     

    The real appeal here is the amazing melee attacks. Charged Brawl and Shocking Grasp are at the top of the heap for blaster DPA. Fire (or Rad in your case) already brings plenty of aoe heat to the table, so you don't really need to make up for it in your secondary. 

     

    mind looking over this build?

    Blaster - Radiation Blast - Electricity Manipulation.mxd

  6. On 4/23/2022 at 5:19 PM, Camel said:

    Fire/Elec is the first Fire/ Blaster I took to 50 on Homecoming. Had a Fire/Energy and a Fire/Psionic on live, both were great, but I think Fire/Elec takes the cake for the overall. It makes for a great Blapper set and offers a lot more utility than you'd think. Charged Brawl, Havoc Punch and Shocking Grasp are all great DPA and help round out your single target attack chain at all levels. Thunder Strike and Force of Thunder offer tons of damage mitigation and offensive power. Slap a KB->KD IO in Thunder Strike as well as a Force Feedback +recharge IO and you can flop baddies around routinely while also keeping a +100% recharge time bonus up. At lows levels this is borderline overpowered. I have 3 damage procs in Fireball and it has a decent uptime when you nuke mobs with Fireball + Thunder Strike. You also have a damage aura, which pairs nicely with the melee play style.

    I'm sure there are builds that would work just as well, but /Elec just feels right. Tons of melee attacks, great AoE and a lot of ways too really boost your recharge. Power Sink helps a lot too, if you play aggressively you have a tendency to drain your end bar and Power Sink has come in clutch many times. I'd share my build but my gaming laptop is in need of repair right now. Blaze, Blazing Bolt and a 4 proc Shocking Grasp are the main ST attack chain, throw in a Havoc Punch here and there when you have gaps in the attack chain. Fireball, Thunder Strike, Inferno and Electrifying Fences with 4 procs is the AoE attack chain, as well as the damage aura. It's pretty disgusting when on a team with several players that are great at herding. Inferno + Fireball + Electrifying Fences + Thunder Strike all while the damage aura is going off is enough to kill almost any mob. 

    The only downside is that the build has a bit of a higher skill cap being in melee range and having to really focus on position play. I frequently will pop a purple here and there if I am not on a team with buffs, but I also built my Blaster for damage and not defense. But if you play aggressively and can position yourself to maximize your melee AoE/KD powers you will get a lot of mileage out of it and really drop that recharge on Inferno down.

    very cool. i make a rad/elec blaster inspired by this post. only thing i noticed the big aoe in elec. thunderstrike. only does good dmg to the actual target. the splash damage is WEAK AF! i suppose it would be more utility with procs. getting +rech. KD, n a dmg proc or two.

     

    still trying to find a char i love that uses rad blast. currently leveling rad elec blaster. have made a rad time corr. considering poison rad fender. not sure which way to take rad blast

  7. On 4/22/2022 at 1:04 AM, brasilgringo said:

    Arguably the best is Fire/Electric when built right, for the mitigation and +rchrg that /Elec provides.  I have Fire/Atomic as well and it is more offensive, potentially, but loses in mitigation.  Same for Fire/Fire from what i've read.  Fire/Elec feels to me like the best trade-offs for mitigation w/o losing power.  Using the constant KDs (to keep things in Rain of Fire, etc.) is so much fun.

    would love to see mids build on fire /elec. i've played fire before. never touched / elec. whats the deal?

     

  8. On 12/22/2019 at 8:57 PM, Sovera said:

     

     

     

    Cannot download the build linked by the author. so i been working on my own. would like some feedback. i really like the ease of targeted aoes like ball lightning for easse of use. scrapper ato crit proc. >into ball lightning> into spin for aoe burst with no cone to adjust for.  im always ok running p2w vendor buffs which is why i aimed for 40% def. im also ok with sprint+ninja run as a travel power. not sure if enough rech. n Acc

    Claw--Bio--Mu.mxd

  9. 50 minutes ago, Doomguide2005 said:

         Some thoughts. 

         Solo or teamed? 

         While solo defenses are far more important but I still want solid recharge.  Pacing when solo is dependent on the player which means you can if needed slow down or wait a few seconds for powers or end recovery but not getting creamed when taking the alpha is obviously of importantance. 

         Teamed I want recharge, lots of recharge then what defense I can get without significant loss of cool downs on important powers.  While this should be fairly obvious those overall goals need to be kept in mind while putting together a build.  Too often in the past I see first time or inexperienced builders lose track of their overall goals.  Of course being unable to use Mids makes it much harder currently for me to see the effects of various choices.   Recharge is very important for Benumb, Heat Loss and Sleet, Ice Storm and Blizzard, especially Benumb and Heat Loss.  Ideally Benumb and the +recovery portion of Heat Loss are no more than a few  seconds off perma on a team focused build and HL is even more important in a proc build as both global accuracy and +recovery/+end are more important in proc builds.

        I'd want both Kismet and Tactics in the build.  I'd want Kismet early while leveling or for exemplar work.  Kismet only functions if the power it is in is active (and 120 sec after the power becomes inactive). Generating To Hit buffs will help greatly with how much global  accuracy is needed to make proc loaded attacks hit reliably particularly vs +4 and up targets.  Keep in mind those defense debuffs are less effective vs +4 foes (Purple Patch) and waaaay less effective vs +4 AVs, GMs etc., but it's also another reason for recharge => to be able to use Sleet on every mob.  Ideally I'd want to max the damage aspect prior to procs but especially on the early blasts 6 procs if they reliably trigger yield more damage.  Find the happy spot (and yes that probably involves a Kinetics teammate 😜).  

         I like LotG and Adjusted Targeting sets as they give me two things I need in a build, especially a proc-centric build namely Accuracy and Recharge.  Ditto for most Purple sets.

         Ice Shield and Glacial Shield -- keep in mind they also accept Resist Damage sets.  So a LotG def/+rchg is just the tip if the iceberg of special IOs that could be placed here freeing up slots elsewhere to solidly enhance aspects of those other powers.  Mids is a great place to experiment moving stuff around.  Edit: just be mindful of how the specials work in clicks, take it to the test server if needed (which momentarily slipped my mind, oops)

     

         

    Thanks for the response Doom.  i want this toon to be able to solo. thats why i was pushing for 40% ranged def with teh additional 5% from p2w makin me soft capped for range.  however i def see this toon just becoming a team toon. my Katana Bio scrapper is a lot more fun for just solo. so ill prob be teaming a lot with the corr. really the goal of this build was to be a Dps toon with  some nice -res powers for tough targets.  i love how ice ST chain works on fully proc'd out. just fast n big dmg on ST.  the only reason i didnt make this as a blaster is i already have ice blaster.  i want to see blizzard scourge 😄

  10. 18 hours ago, Two Dollar Bill said:

    What factors made you design this character as a Corruptor as opposed to a Blaster?


    You have a lot of powers that are way over-enhanced for diminishing returns... that's how you can have 6-slotted Hover, 6-slotted Arctic Fog, 6-slotted Weave and still not have soft-capped defenses. You could juggle those slots a bit to gain another copy of Artillery and soft-cap without P2W.
    Also, your Stamina is not going to be sufficient to have all this stuff running, even with Heat Loss. All those attacks that are nothing but piles of procs are going to cost a lot of endurance.
    This slightly revised version of your build goes some way towards combating these issues, though if it were me I would have a lot fewer procs and more set bonuses.

     

     

     

    Thanks for the response two dollar bill. i went corr for blizzard scourge. i also plan on running ageless so between heatloss and ageless im not worried about endurance issues.  mostly plan on using this toon as a high end content player. both solo. but most likely will be a team toon. for stuff like ITF's and incarnate trials. ill prob run low lvl tfs once for accolade n then never exemp again lol.  i like the build you put together has a few different slotting options to consider. however i have no issues paying for the p2w buffs. 5% global def allows me to focus io bonus less on def and more on rech.  thanks again. ill work on it some more and post an updated build 

     

  11. a few things to clarify. i plan to run p2w buffs. so that will grant me 5% def. making my ranged def  45%  

     

    not sure if i over did the acc, between sleet n infrig should be a lot of -def 

    frost breath is mule and a meh aoe for low lvls. not really a part of the high end chain.

     

    considered Ice Time as well. really the goal is to just make an ice "blaster" with debuffs.  so pew pew is the goal of the build .

     

    Corruptor - Ice Blast - Cold Domination v1.mxd

  12. On 3/2/2022 at 2:28 PM, Onlyasandwich said:

    I'll take a look later when I'm not on mobile!

     

    I would only bother with one tohit proc, though yes I believe they can stack. You can always run with one and see if the uptime feels good enough, and modify later if needed.

     

    The -defense values on beta decay are not super strong, and they will be strongly reduced by purple patch against +3s and +4s.

     

    Edit: Looking really nice! Accuracy is great now across the board.

     

    One little idea that could push you closer to softcap and free up a few slots:

    • Swap the slotting in your resists armors for a +3 ribosome and +5 resist IO. This keeps the enhancement totals and frees up 6 slots.
    • Use 3 to mule brawl for Kinetic Melee, bringing your S/L up. You lose melee defense, but get higher S/L.
    • Now you have 3 slots to have fun with.

     

    Another consideration is that damage procs are sort of dicey in Beta Decay. It's fine free bonus damage, but a bit unreliable, and you might be better served by a 5 slot siphon insight. You still have room for a proc of your choice here if you like, and will be even closer to softcap, with some enhanced -tohit as well.

     

    The Siphon proc is more reliable than damage procs, as it buffs you directly, rather than going off at random on mobs unevenly.

     

    I actually messed with this concept further, while keeping the bones of your build the same, and put together one in which you have S/L softcap. You do sacrifice one purple set, but gain softcap here, along with a modest boost to S/L resist as well. Acc is still solid even without Siphon proc going off, and perfect with the proc firing.

     

    Build:

      Reveal hidden contents

    This Hero build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Radiation Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Fire Sword -- SprScrStr-Acc/Dmg/Rchg(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(3), SprScrStr-Acc/Dmg(3)
    Level 1: Alpha Barrier -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(5), RctArm-ResDam/EndRdx/Rchg(5), RctArm-ResDam/Rchg(7)
    Level 2: Cremate -- SprScrStr-Rchg/+Crit(A), SprScrStr-Dmg/EndRdx/Rchg(7), SprScrStr-Dmg/Rchg(9), SprCrtStr-Acc/Dmg/EndRdx/Rchg(9), SprCrtStr-Acc/Dmg(11), SprCrtStr-Acc/Dmg/Rchg(11)
    Level 4: Gamma Boost -- Mrc-Rcvry+(A)
    Level 6: Proton Armor -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(13), RctArm-ResDam(15), RctArm-ResDam/EndRdx/Rchg(33)
    Level 8: Build Up -- GssSynFr--Build%(A), RechRdx-I(50)
    Level 10: Fallout Shelter -- HO:Ribo(A), ResDam-I(17)
    Level 12: Super Speed -- WntGif-ResSlow(A)
    Level 14: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(21), KntCmb-Dmg/EndRdx/Rchg(21)
    Level 16: Radiation Therapy -- Obl-%Dam(A), Erd-%Dam(23), ScrDrv-Dam%(23), TchoftheN-%Dam(25), TchoftheN-Heal(25), ThfofEss-+End%(27)
    Level 18: Fire Sword Circle -- Arm-Dam%(A), Arm-Dmg/EndRdx(19), Arm-Acc/Rchg(27), Arm-Dmg(29), Arm-Acc/Dmg/Rchg(29)
    Level 20: Beta Decay -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb/EndRdx/Rchg(31), SphIns-Acc/ToHitDeb(31), SphIns-ToHitDeb(31), SphIns-%ToHit(33)
    Level 22: Tough -- StdPrt-ResDam/Def+(A)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(34), Rct-ResDam%(34), ShlWal-ResDam/Re TP(34)
    Level 26: Incinerate -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Rchg/HoldProc(36), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg(36), SprBlsCol-Acc/Dmg/Rchg(37)
    Level 28: Particle Shielding -- Prv-Absorb%(A), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), Prv-Heal(39)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 32: Greater Fire Sword -- GldStr-%Dam(A), Mk'Bit-Dam%(40), TchofDth-Dam%(40), HO:Nucle(42), Hct-Dam%(42), SprCrtStr-Rchg/+50% Crit(42)
    Level 35: Ground Zero -- Obl-%Dam(A), Erd-%Dam(43), AchHee-ResDeb%(43), TchofLadG-%Dam(43), FuroftheG-ResDeb%(45), Arm-Dmg/Rchg(45)
    Level 38: Meltdown -- GldArm-3defTpProc(A)
    Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 44: Zapp -- Apc-Dam%(A), Dcm-Build%(45), Apc-Dmg(46), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(46), Apc-Acc/Dmg/Rchg(48)
    Level 47: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(50), Rgn-Dmg/EndRdx(50)
    Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 1: Critical Hit 
    Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(13), KntCmb-Dmg/Rchg(15), KntCmb-Dmg/EndRdx/Rchg(19)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Pnc-Heal/+End(A)
    Level 1: Stamina -- PrfShf-End%(A)
    Level 12: Speed Phase 
    Level 49: Quick Form 
    ------------


     

     

     

     

     

     

     

    sorry didnt notice u replied. i like what u did here def made the build more tanky. but i was looking it over. and i decided id rather have a lil more rech and dmg procs in beta decay. i know they dont go off super consistent but im ok with that. im willing to give up some def for more offensive build. i can always take melee hybrid. barrier and purple inspies for more tankieness  that being said i impleted a ton of your tweaks and came up with this version

     

    Fire Rad proc build.mxd

    • Thumbs Up 1
  13. 20 hours ago, Onlyasandwich said:

    The bones here are not bad at all.

     

    Broadly speaking, you are a bit short on effective accuracy if measuring against +4's, especially in Greater Fire Sword, which has below 70% chance. Go to Options > Configuration > Exemping & base values and set base tohit to 39 to see these effective acc against +4's in power mouseover.

     

    Consider finding a way to squeeze in some more local or global acc to a few powers that are running short. Kismet would be a big help as well for very little investment.

     

    Another neat trick is to put the Siphon Insight +tohit proc in Beta Decay, as it will go off with very high uptime, given that it is checking for every mob in range every 10 seconds.

     

    Your aoe is of course solid here between FSC, Ball Lightning, and Ground Zero.

     

    Single target is a bit lacking, as you have a weakish Fire sword for filler. It's not too bad once you factor Zapp in the equation, but finding some room for giving Fire Sword a little love would make a good difference when on hard targets. In aoe situations you'll be kept busy enough rotating other powers that it won't matter as much.

     

    A few more small notes:

    • You are lacking the reactive scaling resist IO, which is especially helpful on a resist based set like Rad. A good spot would be weave, swapping 2 of the lotg's for reactives as well for a nicer set bonus.
    • No reason not to move shield wall unique to weave for earlier access. You can then match the two non +rech lotgs to Shield wall instead and get a better +HP bonus.
    • Consider swapping the strict +Damage IO in Ball Lightning for the KD proc, which is actually really nice mitigation, at the expense of very little damage given ED caps.
    • You can save a slot by muling the Gladiator +def IO in Meltdown.

     

    /Rad already has it's fair share of built-in end support between Gamma, Rad therapy, and Particle Shielding. You can easily toss numina and at least the two extra slots in stamina and use them elsewhere. Remember that Rad Therapy returns end per enemy upon cast.

     

    appreciate the advice, this is version 2 . how is the acc now? is it over kill for the tohit procs now? can the two stack or alternate? is it worth have two tohit procs ? also beta decay is pbaoe -def which is functionally +acc to me.  

    Fire--Rad-- Proc build V2.mxd

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