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BigPapa43

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Posts posted by BigPapa43

  1. On 3/26/2024 at 10:59 AM, tricon said:

    So finish the build and I liked it a lot, a lot has changed over the levels. 

     

    The early lvls Sleep Grenade was proc heavy, which was not so ideal because it does not have such a high proc chance due to its status of a pseudopet. Later one the procs did move to Flash Bang and the Superior Will set moved to Sleep. I rarely use it now. The Glue Arrow is Liquid Nitrogen (Mids has not added the slow IOs to Liquid)

     

    AOE->Flash Arrow(hit debuff)-Smoke Canister (hit debuf)-Liquid Nitrogen(slow/starts doing dmg)->Disruption Arrow(res)-Acid Arrow(res/dmg)

    Oil Slick Arrow/Pyro or Flash Bang followed with a Fireball.   You can do Oil before Acid, 

    Single Target chain is :  Entangling Arror (if Boss+) ->Ice Arrow->Cyro Freeze Ray->Tranquilizer->Arcane Bolt (filler outside arcane power)

     

    No Fighting pool , it is just not needed with all the -to hit and controll ypu have. Build is a respec for +3 with lvl shift in mind. You can switch out Rise of Phoenix for Tactics again to help in the early levels and swith out one PT Heal back to a PS Endmod. Enough endurance with Ageless Radial Ephiphany in mind. to refill it after cd. Don't need extra cc proction with debuffs, I used the Rune of Protecion as a cc break, have some break freas and in some maps you can stay a bit in the emp field.

     

     

     

    Some notes. 

     

    Slow procs fire more often then the dmg procs in Sleep Grenade. The dmg area from Acid Arrow is set to 8ft in the 15ft power. Have tested Mu/Leviathan and now Fire. I like the resist shield with the -to hit. You have a few good options. The enhanced slow with knockdown from Liquid is enough to keep the mobs inside the patch/kill zone. There is not much that that can run away after you hit them with all thedmg procs. First batch of regular procs (outside P2W vendor) start at lvl 10+, then 20+ and so on. The pvp procs cost a bit more.

    If you run in the lower lvls low on endurance, pick up recovery power from the vendor

     

     

    Some macros I used

     

     

    Run it through normal/incarnate stuff. If you go **** you would need to change a bit . Tear Gas and Tactics are IMO needed then and I would not use Assault hybrid there

     

    The set MVPs are Smoke Canister/Liquid/ Cloaking Device. Sleep Control is a bit let down. Good early on but later quite redundant, status like if only when sleep then -no fly is not helping either.  So unitl the nerv the procs, you can go really fast in clearing maps.

     

    Hero Controller
    Build plan made with Mids' Reborn v3.6.6 rev. 3
    ──────────────────────────────

    • Primary powerset: Arsenal Control
    • Secondary powerset: Trick Arrow
    • Pool powerset (#1): Speed
    • Pool powerset (#2): Sorcery
    • Pool powerset (#3): Leadership
    • Pool powerset (#4): Experimentation
    • Epic powerset: Fire Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Tranquilizer

    • A: Ice Mistral's Torment: Accuracy/Damage/Endurance
    • 7: Ice Mistral's Torment: Chance for Cold Damage
    • 25: Gladiator's Javelin: Chance of Damage(Toxic)
    • 43: Impeded Swiftness: Chance of Damage(Smashing)

    Level 1: Flash Arrow

    • A: Siphon Insight: Accuracy/ToHit Debuff
    • 43: Siphon Insight: ToHit Debuff
    • 46: Siphon Insight: Chance for +ToHit

    Level 2: Cryo Freeze Ray

    • A: Gladiator's Javelin: Chance of Damage(Toxic)
    • 3: Ghost Widow's Embrace: Chance of Damage(Psionic)
    • 3: Ice Mistral's Torment: Chance for Cold Damage
    • 13: Unbreakable Constraint: Chance for Smashing Damage
    • 42: Impeded Swiftness: Chance of Damage(Smashing)
    • 43: Neuronic Shutdown: Chance of Damage(Psionic)

    Level 4: Sleep Grenade

    • A: Superior Will of the Controller: Recharge/Chance for Psionic Damage
    • 5: Superior Will of the Controller: Accuracy/Control Duration/Endurance/Recharge
    • 5: Superior Will of the Controller: Accuracy/Control Duration
    • 9: Superior Will of the Controller: Control Duration/Recharge
    • 40: Superior Will of the Controller: Endurance/Recharge
    • 42: Superior Will of the Controller: Accuracy/Control Duration/Endurance

    Level 6: Hasten

    • A: Invention: Recharge Reduction
    • 33: Invention: Recharge Reduction

    Level 8: Entangling Arrow

    • A: Invention: Accuracy

    Level 10: Ice Arrow

    • A: Ice Mistral's Torment: Accuracy/Damage/Endurance
    • 11: Ice Mistral's Torment: Chance for Cold Damage
    • 11: Impeded Swiftness: Chance of Damage(Smashing)
    • 39: Gladiator's Net: Chance of Damage(Lethal)
    • 40: Ghost Widow's Embrace: Chance of Damage(Psionic)
    • 40: Neuronic Shutdown: Chance of Damage(Psionic)

    Level 12: Cloaking Device

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 13: Kismet: Accuracy +6%

    Level 14: Smoke Canister

    • A: Coercive Persuasion : Confused
    • 15: Coercive Persuasion : Confused/Recharge
    • 15: Coercive Persuasion : Confused/Recharge/Accuracy
    • 17: Coercive Persuasion : Recharge/Accuracy
    • 17: Coercive Persuasion : Confused/Endurance
    • 25: Coercive Persuasion : Contagious Confusion

    Level 16: Poison Gas Arrow

    • A: Call of the Sandman: Chance of Heal Self

    Level 18: Flash Bang

    • A: Superior Frozen Blast: Accuracy/Damage
    • 19: Superior Frozen Blast: Accuracy/Damage/Recharge
    • 19: Bombardment: Chance for Fire Damage
    • 23: Javelin Volley: Chance of Damage(Lethal)
    • 23: Positron's Blast: Chance of Damage(Energy)
    • 36: Cloud Senses: Chance for Negative Energy Damage

    Level 20: Acid Arrow

    • A: Positron's Blast: Accuracy/Damage/Endurance
    • 21: Positron's Blast: Chance of Damage(Energy)
    • 21: Shield Breaker: Chance for Lethal Damage
    • 34: Achilles' Heel: Chance for Res Debuff
    • 34: Annihilation: Chance for Res Debuff
    • 36: Touch of Lady Grey: Chance for Negative Damage

    Level 22: Arcane Bolt

    • A: Apocalypse: Chance of Damage(Negative)
    • 42: Gladiator's Javelin: Chance of Damage(Toxic)
    • 46: Gladiator's Javelin: Accuracy/Damage
    • 46: Explosive Strike: Chance for Smashing Damage
    • 48: Force Feedback: Chance for +Recharge

    Level 24: Disruption Arrow

    • A: Power Transfer: Chance to Heal Self

    Level 26: Tri-Cannon

    • A: Expedient Reinforcement: Accuracy/Damage
    • 27: Expedient Reinforcement: Accuracy/Damage/Recharge
    • 27: Expedient Reinforcement: Damage/Endurance
    • 34: Expedient Reinforcement: Resist Bonus Aura for Pets

    Level 28: Oil Slick Arrow

    • A: Ragnarok: Damage
    • 29: Ragnarok: Damage/Recharge
    • 29: Ragnarok: Damage/Recharge/Accuracy
    • 33: Ragnarok: Chance for Knockdown
    • 33: Ragnarok: Damage/Endurance

    Level 30: EMP Arrow

    • A: Unbreakable Constraint: Hold/Endurance
    • 31: Unbreakable Constraint: Hold
    • 31: Unbreakable Constraint: Hold/Recharge
    • 31: Unbreakable Constraint: Hold/Recharge/Accuracy
    • 37: Unbreakable Constraint: Recharge/Accuracy

    Level 32: Mystic Flight

    • A: Winter's Gift: Slow Resistance (20%)

    Level 35: Maneuvers

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 36: Reactive Defenses: Scaling Resist Damage
    • 37: Shield Wall: +Res (Teleportation), +5% Res (All)

    Level 38: Fire Ball

    • A: Superior Frozen Blast: Accuracy/Damage/Endurance
    • 39: Superior Frozen Blast: Damage/Endurance
    • 39: Bombardment: Chance for Fire Damage
    • 45: Positron's Blast: Chance of Damage(Energy)
    • 48: Javelin Volley: Chance of Damage(Lethal)

    Level 41: Fire Shield

    • A: Gladiator's Armor: TP Protection +3% Def (All)
    • 45: Gladiator's Armor: Resistance
    • 45: Gladiator's Armor: End/Resist

    Level 44: Rise of the Phoenix

    • A: Preventive Medicine: Chance for +Absorb

    Level 47: Glue Arrow

    • A: Ice Mistral's Torment: Chance for Cold Damage
    • 48: Ice Mistral's Torment: Damage/Recharge
    • 50: Ice Mistral's Torment: Accuracy/Damage/Endurance
    • 50: Ice Mistral's Torment: Damage/Slow
    • 50: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge

    Level 49: Rune of Protection

    • A: Steadfast Protection: Resistance/+Def 3%


    ──────────────────────────────

    Inherents:

    Level 1: Containment


    Level 1: Brawl

    • (Empty)

    Level 1: Sprint

    • A: Invention: Run Speed

    Level 2: Rest

    • (Empty)

    Level 1: Swift

    • A: Invention: Run Speed

    Level 1: Hurdle

    • A: Invention: Jumping

    Level 1: Health

    • A: Panacea: +Hit Points/Endurance
    • 7: Numina's Convalesence: +Regeneration/+Recovery
    • 9: Miracle: +Recovery

    Level 1: Stamina

    • A: Performance Shifter: Chance for +End
    • 37: Power Transfer: Chance to Heal Self

    Level 47: Arcane Power


    Level 32: Translocation


    Level 4: Athletic Run


     

     

     

    Do you have the mids you could post for this build?

  2. On 3/1/2024 at 6:59 PM, Crysis said:

    Hit 50.  
     

    I’m pleasantly surprised.  This combo plays extremely well.  END is manageable with the tips I offered above.  For lvl 50 I chose Victory over Veng and slotted a D-Sync in there and that likely will let me choose Agility or Intuition over Cardiac for my Alpha and hang on until Ageless.  My +RCHGE is so damn high that Victory is up quite a bit already.  Victory is decent if used against a fallen Boss, but I don’t see any difference when using it on either a fallen minion or a Lt.

     

    A few tips…

     

    1) If you didn’t know, Spirit Ward works on TriCannon.  That lets you drop the +Res Aura piece for pets and slot in a Soulbound +Chance for Buildup.  It procs nicely and the cannon is quite sturdy even without the +Res but with the extra +Absorb.  It's +235 pts Absorb.  And when it procs, which is often, the Soulbound is 80% +DMG and 40% +TOHIT.  Not too shabby for our little flying bucket buddy.  Duration of the buildup effect is good for next three volleys.

     

    2) I tried two builds….one with Arcane Bolt and one with Enflame, both fully procc’d out.  Enflame wins big time.  Great damage under Containment bonuses and as a bonus you can actually drop it onto TriCannon.  Since it’s got a great taunt it’s easy to use this for additional splash damage.  But I generally drop it on a Boss and it’s amazing how much it spreads, and with a chance to re-proc on each target it hits.  I played with a few diff procs but the -Res proc or the Ragnorak Chance for Knockdown seems to be the best “bonus” non-damage procs to throw in there.  Oh and for new Council….throw it on a Wolf or Galaxy.

     

    3) At first the Sleep grenade seemed worthless to me but it seems to proc the special Overpowering Presence: Recharge/Chance for Energy Font almost constantly.  That little bigger is a great distraction for spawns and between it and the TriCannon I almost never draw any aggro.

     

    4) Yes, no Immob.  But with so many knockdowns and slows, plus Freezing Rain and Snow Storm, you pretty much have the same thing.  Not much escapes you, and with Enflame if they do, they are already on their way to dead.

     

    Overall I put this up against my Ill/Storm easily.  With so much -RES and controls I was soloing +4/x8 easily by lvl 47.  Damage is on par with an equal leveled well slotted MM and that’s fine by me.  I actually solo’d 45-49 today and it was a breeze, took almost zero damage.

     

    Arsenal/Storm gets a five out of five from me!

     

     

    Is there any way you could please share the build you used with us?

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