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Nightmarer 2

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  1. Plant/Savage is fun, so is Dark/Savage
  2. Stone/Fire, nuff said
  3. Maybe something like this might help you get ideas 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! Level 50 Magic Tanker Primary Power Set: Invulnerability Secondary Power Set: Dark Melee Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/Rchg(46) Level 1: Shadow Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Acc/Dmg(50), SprBlsCol-Dmg/EndRdx(50), SprBlsCol-Acc/Dmg/EndRdx(50) Level 2: Dull Pain -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(5), Prv-Heal(5), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(7), Prv-Heal/Rchg(9) Level 4: Shadow Maul -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(9), SprAvl-Acc/Dmg(13), SprAvl-Dmg/EndRdx(15), SprAvl-Acc/Dmg/EndRdx(15) Level 6: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(17), ShlWal-ResDam/Re TP(21) Level 8: Unyielding -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(23), UnbGrd-ResDam(23), UnbGrd-Rchg/ResDam(34) Level 10: Temp Invulnerability -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(13) Level 12: Taunt -- MckBrt-Rchg(A), MckBrt-Taunt/Rng(21), MckBrt-Taunt/Rchg/Rng(48), MckBrt-Taunt/Rchg(48) Level 14: Super Jump -- Jump-I(A) Level 16: Siphon Life -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(43), SprMghoft-Acc/Dmg(45), SprMghoft-Dmg/Rchg(45), SprMghoft-Acc/Dmg/Rchg(45), SprMghoft-Dmg/EndRdx/Rchg(46) Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(19), Rct-Def(19), Rct-Def/EndRdx(27) Level 20: Resist Energies -- StdPrt-ResDam/Def+(A) Level 22: Resist Elements -- GldArm-3defTpProc(A) Level 24: Touch of Fear -- Obl-Dmg(A), Obl-Acc/Rchg(25), Obl-Dmg/Rchg(25), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34) Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), DefBuff-I(48) Level 28: Soul Drain -- Arm-Dam%(A), Arm-Dmg/EndRdx(29), Arm-Dmg(29), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(33), FuroftheG-ResDeb%(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 35: Gloom -- GldJvl-Dam%(A), Apc-Dam%(36), Apc-Dmg/EndRdx(36), Apc-Dmg(36), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(37) Level 38: Midnight Grasp -- Hct-Dam%(A), Hct-Dmg/EndRdx(39), Hct-Dmg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(40), TchofDth-Dam%(40) Level 41: Dark Obliteration -- Bmbdmt-+FireDmg(A), PstBls-Dam%(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Acc/Dmg(42), PstBls-Dmg/EndRdx(43), PstBls-Dmg/Rchg(43) Level 44: Darkest Night -- EndRdx-I(A) Level 47: Tactics -- HO:Cyto(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), NmnCnv-Heal(37), NmnCnv-Heal/EndRdx(40) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) ------------
  4. Hmm, a couple are pretty much a must skip for me Second "Defeat all Longbow in base" from Mako's patron arc. First one is very short and easily doable but second one is a pain. Defeat Honoree and Captain something from Mender Ramiel story arc Sometimes I also skip last mish on Maria Jenkin's arc just because I'm fed up of repeating said arc for accolades in different chars but that one depends on mood
  5. Mmmkay, just logged a couple chars to get rid of Anti-Matter since I have the mish saved and then joined a kill most ITF on one of them. Realized that, despite being vet lvl 12, I only have the last 20 emp merits I obtained during the ITF run so I am missing the emp merits granted on vet lvl 3, 6 and 9, it is 52 Empyrean Merits (used 8 crafting a rare incarnate salvage). Logged the other char I used today after the patch, vet lvl 7and he's only got 2 emp merits instead of 32 (also used 8 on a rare component). Is this happening to anyone else? I don't dare logging any more chars and no clue what to do now.
  6. I don't think I've seen proper tanking in a while but not necessarily because there are no good tanks out there, I think there are far more bad CC players than bad tankers. There's no point in trying to herd when required or simply pack a mob if ppl just spam their AoE immobs anytime everytime. All in all, hats off to Arcadian Avenger for not giving up on tanking.
  7. Basically, you want the Theft of Essence proc in Dark Regeneration and I am afraid you will have to micro-manage your toggles until you have all your sets and Alpha slot. For what is worth, this is my build, I've found out I don't really need fighting pool because of the combined dmg mitigation in both DA and Mace but yeah, DA is a tough on to lvl up and hard to play until you get Cardiac Alpha: 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! Level 50 Magic Scrapper Primary Power Set: War Mace Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Leadership Power Pool: Teleportation Ancillary Pool: Body Mastery Hero Profile: Level 1: Bash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/Rchg(34), KntCmb-Dmg/EndRdx/Rchg(36) Level 1: Dark Embrace -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(39) Level 2: Pulverize -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(37), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), TchofDth-Dam%(50), Mk'Bit-Dam%(50) Level 4: Jawbreaker -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Acc/Dmg(5), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(46), TchofDth-Dam%(46) Level 6: Murky Cloud -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(7), GldArm-3defTpProc(15), UnbGrd-Max HP%(43), UnbGrd-ResDam/EndRdx(43) Level 8: Clobber -- Hct-Dam%(A), Hct-Dmg/EndRdx(9), Hct-Dmg(9), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(39), TchofDth-Dam%(42) Level 10: Obsidian Shield -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(11), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(17) Level 12: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(13), ShlWal-ResDam/Re TP(13), Rct-ResDam%(15) Level 14: Super Jump -- BlsoftheZ-ResKB(A) Level 16: Dark Regeneration -- Mlt-Acc/EndRdx(A), TchoftheN-Acc/EndRdx/Rchg(45), Prv-Absorb%(45), Prv-EndRdx/Rchg(45), DctWnd-EndRdx/Rchg(48) Level 18: Whirling Mace -- Obl-Dmg(A), Obl-Acc/Rchg(19), Obl-Dmg/Rchg(19), Obl-Acc/Dmg/Rchg(25), Obl-Acc/Dmg/EndRdx/Rchg(25), Obl-%Dam(27) Level 20: Death Shroud -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(21), SprAvl-Acc/Dmg(21), SprAvl-Dmg/EndRdx(23), SprAvl-Acc/Dmg/EndRdx(23) Level 22: Build Up -- GssSynFr--Build%(A), RechRdx-I(42) Level 24: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(37) Level 26: Shatter -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(39), SprScrStr-Acc/Dmg/Rchg(40), SprScrStr-Dmg/EndRdx/Rchg(40), SprScrStr-Acc/Dmg/EndRdx/Rchg(40), SprScrStr-Rchg/+Crit(42) Level 28: Cloak of Fear -- SphIns-Acc/ToHitDeb(A), SphIns-Acc/EndRdx/Rchg(29), SphIns-ToHitDeb(29), SphIns-Acc/Rchg(36), SphIns-ToHitDeb/EndRdx/Rchg(36) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Crowd Control -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Dmg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), SprCrtStr-Rchg/+50% Crit(34) Level 35: Oppressive Gloom -- HO:Endo(A) Level 38: Tactics -- HO:Cyto(A) Level 41: Conserve Power -- Empty(A) Level 44: Physical Perfection -- Mrc-Rcvry+(A) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Combat Teleport -- Range-I(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), NmnCnv-Heal(3), NmnCnv-Heal/EndRdx(43) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 50: Cardiac Core Paragon ------------
  8. OK, I guess most of the vocal forumites are happy with things as they are so, well, at least I tried. I've been accused of wanting free Hasten and free Combat Jumping, of making pointless statements, of wanting def softcap from lvl one and of wanting to do unplayable builds with 1 power of each pool, none of them are the case but hey, this is the internet and things are what they are. At least I hope devs noticed some ppl would like to see a few changes in pool powers and some others are happy as things are. Will keep trying until finally a common ground is found so maybe devs might get a good idea of where allocate time when possible. Some excellent (always in my opinion) points were made, such as allowing a fifth pool when 4 other pool powers have been used or maybe channel it through a new Incarnate slot which are really interesting. Thanks everybody who participated in the discussion in a meaningful way.
  9. Yep, I guess you're right, it's just I can't stand ppl who have nothing at all to bring to a discussion but can't stay out of it, but yep, as you and @Archy say, nothing good comes from calling names, ty.
  10. Ok, for what I am reading, I guess most of us agree one way or another that opening choices to more than 4 pools would work (yet to determine if 5 or more) and also seems to be agreement in, if not making all pool power choices straight away free, maybe some sort of rework to, either avoid being forced to choose crap powers or maybe rework crap powers and make them into something useful (which would be the ideal scenario). Most useless powers I see in Power Pools are: Jump Kick: Very heroic animation but way too long for shitty dmg Boxing / Kick: By themselves are rubbish dmg. Flurry: Yet another Sands of Mu. Afterburner: Just another LotG mule I guess Presence Pool: Well, despite a couple people using it in game, I think we all can agree that it's by far weakest power pool. I can understand that powers such as Group Fly, as someone mentioned, or Aid Other are useful for certain AT's such as Masterminds so not including them in the list Can we agree that improving the above powers and in the case of Boxing / Kick maybe not having them as a mandatory pre-requisite for Tough / Weave (or maybe make that just choosing one of them fully buffs Cross Punch, dunno, all suggestions are welcome or make all pools to follow same structure as travel Pools, having 3 powers as first choice) would be good for the game? Thing is, I think they've done a great job with Teleportation Pool and I'd honestly love seeing more progress in that sense because it seems a not difficult and not very time consuming avenue to imporve the game (being "seems" the operative word here since I am not a programmer / dev so I don't honestly know). Of course, I'd love a full revamp of Pool Powers, but I can't forget devs here are people who volunteer part of their free time to improve this game so I am trying to suggest solutions that seem easier and more straightforward than what me and probably lots of us would really like to see (in my case, a full and thorough revamp of Power Pools, a full revamp of the Claws set, a full review of Martial Assault for Dominators, Implementation of Wind and Water Control, Melee Defenders... ah well).
  11. Prolly something like this. I also always take Body Mastery in chars that use weapons for concept also: 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! Level 50 Magic Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Teleportation Ancillary Pool: Body Mastery Hero Profile: Level 1: Crushing Blow -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Acc/Dmg(42), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(43) Level 1: Dark Embrace -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(5) Level 2: Titan Sweep -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(5), SprScrStr-Acc/Dmg/Rchg(39), SprScrStr-Dmg/EndRdx/Rchg(40), SprScrStr-Acc/Dmg/EndRdx/Rchg(40), SprScrStr-Rchg/+Crit(40) Level 4: Murky Cloud -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43), UnbGrd-Max HP%(43), HO:Ribo(45) Level 6: Follow Through -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(15), TchofDth-Dam%(17), FrcFdb-Rechg%(17) Level 8: Combat Jumping -- Krm-ResKB(A), Ksm-ToHit+(9), LucoftheG-Def/Rchg+(9), ShlWal-ResDam/Re TP(15), Rct-ResDam%(46) Level 10: Obsidian Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(13) Level 12: Build Momentum -- GssSynFr--Build%(A), RechRdx-I(13) Level 14: Super Jump -- BlsoftheZ-ResKB(A) Level 16: Dark Regeneration -- TchoftheN-Acc/EndRdx/Rchg(A), Mlt-Acc/EndRdx(45), DctWnd-EndRdx/Rchg(48), Prv-Absorb%(48), Prv-EndRdx/Rchg(48), ThfofEss-+End%(50) Level 18: Rend Armor -- Hct-Dam%(A), Hct-Dmg/EndRdx(19), Hct-Dmg(19), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(39), AchHee-ResDeb%(39) Level 20: Death Shroud -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(21), SprAvl-Acc/Dmg(21), SprAvl-Dmg/EndRdx(25), SprAvl-Acc/Dmg/EndRdx(25) Level 22: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23) Level 24: Boxing -- Empty(A) Level 26: Whirling Smash -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-%Dam(27), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(37), FuroftheG-ResDeb%(37) Level 28: Cloak of Fear -- SphIns-%ToHit(A), SphIns-Acc/EndRdx/Rchg(29), SphIns-ToHitDeb(29), SphIns-Acc/ToHitDeb(34), SphIns-ToHitDeb/EndRdx/Rchg(36), Ngh-Acc/EndRdx(36) Level 30: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31) Level 32: Arc of Destruction -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Dmg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), SprCrtStr-Rchg/+50% Crit(34) Level 35: Oppressive Gloom -- HO:Endo(A) Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(50) Level 41: Conserve Power -- Empty(A) Level 44: Physical Perfection -- PrfShf-End%(A) Level 47: Combat Teleport -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50) Level 49: Defensive Sweep -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45) Level 1: Momentum Level 50: Cardiac Core Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
  12. Hmmm, a few interesting replies. Keep it coming guys, in any case, I think whatever comes out (especially if it's just leaving things as they are) shouldn't be too difficult / time consuming to implement and should improve the game.
  13. Really sorry, I was in a rush so I thought the easiest way would be just to post the build. Basically, what I did want to change from your build was the defense approach, instead of having all defenses high but none of them even close to soft cap, I've always found DA to be really effective when softcapped to S/L which incidentaly also gets softca (or very close) to melee. Also, I love the way DA grants survivability, which is a sum of different layers that are not really impressive one by one but all together make a wonderful set, hence why I went for Oppressive Gloom. I understand this would be a lvl 50 build so I did not really got to re-arrange power choice levels. Also, I personally never take Hasten on a Dark Armor char because of concept reasons but since you took it I didn't want to remove it since it's always a useful power although I'd love to see Combat Teleport on that build instead. Since, as I mentioned, DA has many portective layers and TW has also dmg mitigation in the form of Knockdown, maybe worth trying in the test server an alternative build without fighting pool and see how it goes, it would offer you chocies for 3 new powers and an extra choice of Power Pool.
  14. It's been a while since I've seen Pool powers discussed on the weekly discussions and I think it would be a nice place to input a few things to make the game more interesting: Presence Pool: Does anybody at all take it? Is it worth trying to revamp it again or better just get rid of it? I don't think it's in a good place as it is Pool power pre-requisites: Incarnated characters are overpowered, would it be such a difference if we had extra power choices by removing pre-requisites? I personally would love not having to take Boxing to get to Tough / Weave or being able to take Acrobatics straight away. Same for Patron / Ancillary, is wasting one or two power choices necessary? Pool limit: Is it really important being limited to 4 power pools? Why? Is it really game breaking if we can choose any power from any pool? "Must have" Powers: Any chance that certain powers being treated as Fitness Pool? I think we all know a couple Pool Powers most of us get for most if not all our chars, Hasten and Combat Jumping spring to mind. Also, travel Powers, why not detach them from Power Pools and unlock them at a certain lvl? I don't think any of the above would be more game breaking than any fully incarnated and with a set IO build char is nowadays, in fact, they could bring variety and flavor to all characters and the implementation seems to be easier than other tasks such as designing new powersets and new content. Also, somewhat related is the subject of Scrapper / Stalker Patron snipes. Is it really a good idea having the best or second best attack of a melee char to be a snipe? I know there's always someone who will say "don't like it then don't take it" which is fair enough but still, it's piss poor design, let's call things by their name. One thing is having a ranged attack which I am the first one to admit it's helpful but come on, in some cases the snipe is the ST attack taht deals higher dmg and it's even a better opener than Assassin Strike in some cases so, is this really the way it should work? Why not having in this particular case maybe a choice between two excluding powers, one being the snipe and the other being some sort of power that, dunno, buffs a T2 or T3 melee attack to deal same amount of dmg as the snipe which would be more in tune with melee char? or maybe another AoE? I don't know, I like having attacks taht deal dmg but the way snipes work for scrappers and stalkers is bad design, period. Anyway, just wanted to share a few things that I think (I might be wrong) are not terribly hard and time consuming to implement and would offer lots of new and interesting choices.
  15. Fixed for you 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! rory jbp: Level 50 Magic Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Dark Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Crushing Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), TchofDth-Dam%(5), AchHee-ResDeb%(7) Level 1: Dark Embrace -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(29) Level 2: Death Shroud -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(9), SprAvl-Acc/Dmg(11), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx(13) Level 4: Titan Sweep -- Obl-Dmg(A), Obl-Acc/Rchg(15), Obl-Dmg/Rchg(15), Obl-Acc/Dmg/Rchg(17), Obl-Acc/Dmg/EndRdx/Rchg(17), Obl-%Dam(19) Level 6: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(19), ShlWal-ResDam/Re TP(21), Rct-ResDam%(21) Level 8: Follow Through -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Acc/Dmg(23), SprBlsCol-Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/EndRdx(25), TchofDth-Dam%(27) Level 10: Obsidian Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(33) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 14: Build Momentum -- GssSynFr--Build%(A), RechRdx-I(33) Level 16: Dark Regeneration -- TchoftheN-Acc/EndRdx/Rchg(A), Mlt-Acc/EndRdx(31), DctWnd-EndRdx/Rchg(31), Prv-EndRdx/Rchg(31), Prv-Absorb%(33) Level 18: Boxing -- Empty(A) Level 20: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36) Level 22: Rend Armor -- Hct-Dam%(A), Hct-Dmg/EndRdx(36), Hct-Dmg(37), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37), TchofDth-Dam%(39) Level 24: Cloak of Darkness -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39), LucoftheG-Def/EndRdx/Rchg(50) Level 26: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def(40), LucoftheG-Def/Rchg+(40) Level 28: Whirling Smash -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(40), SprScrStr-Acc/Dmg/Rchg(42), SprScrStr-Dmg/EndRdx/Rchg(42), SprScrStr-Acc/Dmg/EndRdx/Rchg(42), SprScrStr-Rchg/+Crit(43) Level 30: Murky Cloud -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(34), GldArm-3defTpProc(43), UnbGrd-Max HP%(43), HO:Ribo(45) Level 32: Arc of Destruction -- Arm-Dam%(A), Arm-Dmg/EndRdx(45), Arm-Dmg(45), Arm-Acc/Dmg/Rchg(46), Arm-Acc/Rchg(46), SprCrtStr-Rchg/+50% Crit(46) Level 35: Oppressive Gloom -- HO:Endo(A) Level 38: Cloak of Fear -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb(48), SphIns-Acc/ToHitDeb(48), SphIns-%ToHit(50), SphIns-ToHitDeb/EndRdx/Rchg(50) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Physical Perfection -- PrfShf-End%(A) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Super Speed -- BlsoftheZ-ResKB(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(48) Level 2: Stamina -- PrfShf-End%(A) Level 1: Momentum Level 50: Cardiac Core Paragon ------------
  16. The way I see it, removing BU on stalkers and replace it for a power on the lines of Soul Drain, FU etc... would make Stalkers dangerously close to become stealthed scrappers and I don't like that. Following that path would make keeping them as separate AT's pretty much redundant. I think stalkers are at a sweet spot right now except maybe Claws Stalkers which seem weak but then again I think the whole Claws set needs a review although that's another story for another thread.
  17. I'm personally partial to dark armor, it's a set that has many defensive layers and it really shines with the help of a primary with active dmg mitigation. Another serious contender would be rad since rad pairs well with pretty much everything. Shield looks good too. All in all Dark Armor would be my top choice
  18. By aiming, I meant that you were after defense softcap but left out Dark Armor's def toggle, see, Cloak of Darkess will give you better def than Maneuvers for less end consumption. And yes, Cloak of Fear acts the way you describe plus debuffs foes To Hit, OG is another layer to add to that, let's call it "soft control dmg mitigation" unique to DA.
  19. I don't understand why not taking Cloak of Darkness and then taking Maneuvers / Weave and aiming for def softcap. Also, I am fond of DA because of its many layers for survival and OG is one of them. It's a good power that works with just a cheap HO (Endoplasm) in base slot. I honestly thin k you would get more mileage from OG than from Assault. Death Shroud and Mass Levitate are underslotted for my taste (Mass Levitate I'd say grossly underslotted) while Stamina is overslotted. Also, can't understand why taking Grant Invisibility over Combat Jumping. I doubt Psi Blade + Greater Psi Blade + Moonbeam grant you a fluid ST attack chain. Never used Cross Punch so won't say anything although I am partial to Epic / Patron Pools for AoE and in any case, I seriously doubt Cross Punch makes a better AoE than Mass Levitate. If memory serves, Psi Blade is considered one of the worst cones in game, I think you'd be better taking Telekinetic Thrust to fill a proper ST chain.
  20. Guess this one would be decent, bit low on recharge but I think it's decent: 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! Level 50 Magic Brute Primary Power Set: Stone Melee Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Stone Mallet -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Rech/Fury%(9), SprBrtFur-Acc/Dmg/EndRdx/Rchg(9), SprBrtFur-Acc/Dmg/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(11) Level 1: Hardened Carapace -- StdPrt-ResDam/Def+(A), Ags-EndRdx/Rchg(5), Ags-ResDam/Rchg(7), Ags-ResDam(7), Ags-ResDam/EndRdx(13), Ags-ResDam/EndRdx/Rchg(48) Level 2: Heavy Mallet -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(15), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Dam%(17) Level 4: Environmental Modification -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(21), LucoftheG-Def/EndRdx/Rchg(37) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 8: Fault -- RopADop-Acc/Rchg(A), RopADop-Acc/EndRdx(25), FrcFdb-Rechg%(25) Level 10: Adaptation Level 12: Inexhaustible -- NmnCnv-Regen/Rcvry+(A) Level 14: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(21), ShlWal-ResDam/Re TP(23), Rct-ResDam%(23) Level 16: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(40), Prv-Heal(42), Prv-Heal/EndRdx(42), Prv-EndRdx/Rchg(42), Prv-Heal/Rchg(43) Level 18: Seismic Smash -- NrnSht-Dam%(A), GhsWdwEmb-Dam%(29), GhsWdwEmb-Acc/EndRdx(31), UnbCns-Dam%(34), TchofDth-Dam%(36), Hct-Dam%(36) Level 20: Evolving Armor -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(37), RctArm-ResDam/EndRdx/Rchg(37), GldArm-3defTpProc(46), UnbGrd-Max HP%(46) Level 22: Super Jump -- Jump-I(A) Level 24: Boxing -- Empty(A) Level 26: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(27), Ags-ResDam/Rchg(27), Ags-EndRdx/Rchg(29), Ags-ResDam/EndRdx/Rchg(45) Level 28: DNA Siphon -- Erd-Dmg(A), Erd-Dmg/Rchg(39), Erd-%Dam(39), Obl-%Dam(39), ThfofEss-+End%(40), TchoftheN-%Dam(40) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Tremor -- Erd-%Dam(A), Erd-Dmg(33), Erd-Acc/Dmg/Rchg(33), Arm-Dam%(33), Arm-Acc/Dmg/Rchg(34), FrcFdb-Rechg%(34) Level 35: Build Up -- GssSynFr--Build%(A), RechRdx-I(36) Level 38: Genetic Contamination -- Mlt-Acc/Dmg(A), Mlt-Acc/Dmg/EndRdx(43), ScrDrv-Acc/Dmg/EndRdx(43), ScrDrv-Dmg/EndRdx(46) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45) Level 44: Soul Tentacles -- Empty(A) Level 47: Dark Obliteration -- Bmbdmt-+FireDmg(A), PstBls-Dam%(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Acc/Dmg(50), PstBls-Dmg/EndRdx(50), PstBls-Dmg/Rchg(50) Level 49: Parasitic Aura -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(5) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation ------------
  21. Inspirations, active mitigation through primary, set bonuses and unique IO's, a good build... self heals are overrated
  22. You probably want something along the lines of this (not exactly this build but I am in a rush right now, sorry). In any case, this is a post lvl 38 build, when you get Granite you get rid of all your previous armors except Minerals (and the ones useful for set bonuses). The Psi gap is usually sorted by dropping out of Granite and going with Minerals + Weave + Rock Armor + Tough and either Brimstone or Crystal Armor if there is another type of dmg besides S/L/Psi There should be a way to adjust the Nrg / Neg res, the excess of S/L def and get a bit more recharge but as mentioned, can't work it out right now sorry 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! Level 50 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Stone Armor Power Pool: Speed Power Pool: Fighting Power Pool: Teleportation Ancillary Pool: Energy Mastery Hero Profile: Level 1: Radioactive Smash -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(5), SprUnrFur-Acc/Dmg/Rchg(5), SprUnrFur-Dmg/EndRdx/Rchg(7), SprUnrFur-Acc/Dmg/EndRdx/Rchg(7), SprUnrFur-Rchg/+Regen/+End(36) Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), Rct-ResDam%(37) Level 2: Proton Sweep -- Erd-Dmg(A), Erd-Acc/Rchg(37), Erd-Dmg/Rchg(40), Erd-Acc/Dmg/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(42), Erd-%Dam(42) Level 4: Stone Skin -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43) Level 6: Earth's Embrace -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(43), Prv-Heal(43), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(45) Level 8: Radiation Siphon -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(34) Level 10: Mud Pots -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Acc/Dmg(11), SprAvl-Dmg/EndRdx(13), SprAvl-Acc/Dmg/EndRdx(15), SprAvl-Acc/Dmg/Rchg(50) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13) Level 14: Fusion -- AdjTrg-Rchg(A), AdjTrg-ToHit/EndRdx(15), AdjTrg-ToHit/EndRdx/Rchg(46), AdjTrg-ToHit/Rchg(46), AdjTrg-EndRdx/Rchg(46) Level 16: Rooted -- HO:Golgi(A), HO:Golgi(27) Level 18: Irradiated Ground -- Erd-%Dam(A), Obl-%Dam(19), ShlBrk-%Dam(19), AchHee-ResDeb%(21), TchofLadG-%Dam(21), ScrDrv-Dam%(31) Level 20: Boxing -- Empty(A) Level 22: Tough -- UnbGrd-Max HP%(A), RctArm-ResDam(23), RctArm-ResDam/EndRdx(23), RctArm-ResDam/EndRdx/Rchg(50) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(25), RedFrt-Def(25), RedFrt-Def/EndRdx(31), RedFrt-Def/Rchg(48), RedFrt-Def/EndRdx/Rchg(50) Level 26: Devastating Blow -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Acc/Dmg/Rchg(27), SprBrtFur-Dmg/EndRdx/Rchg(29), SprBrtFur-Acc/Dmg/EndRdx/Rchg(29), SprBrtFur-Rech/Fury%(31) Level 28: Crystal Armor -- LucoftheG-Def/Rchg+(A) Level 30: Combat Teleport -- GssSynFr--Build%(A) Level 32: Atom Smasher -- Erd-Dmg(A), Erd-%Dam(33), Erd-Acc/Dmg/Rchg(33), Arm-Dam%(33), Obl-%Dam(34), FuroftheG-ResDeb%(34) Level 35: Minerals -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36) Level 38: Granite Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), HO:Cyto(39), RctArm-ResDam(39), RctArm-ResDam/EndRdx(40), RctArm-ResDam/EndRdx/Rchg(40) Level 41: Teleport -- EndRdx-I(A) Level 44: Brimstone Armor -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(48), RctArm-ResDam/EndRdx/Rchg(48) Level 47: Superior Conditioning -- PrfShf-End%(A) Level 49: Physical Perfection -- NmnCnv-Regen/Rcvry+(A) Level 1: Brawl -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(3) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 50: Cardiac Core Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
  23. Hello, I just noticed on a char that, whenever I select an alternate build, ALL my temp powers, Team Teleport, Mission Transporter, Assemble the Team, SG Portal, Long Range Teleport.... all of them automatically count as if I had activated them and some of them have a LONG recharge. Can this be avoided anyhow? Some chars have an alternate build to exemplar down but it is a pain having to wait 30 min for the mission transporter to recharge (and being lvl 14 and having to cross Perez Park sometimes is not that easy). If it has an easy fix, then it would be appreciated if you guys can apply it, if not an easy one to fix, well, then I guess there are more important things to spend time on, in any case, thanks for reading.
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