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BrandX

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Everything posted by BrandX

  1. Also gives 2 EMP Merits, which turns in for 10 Merits each. A nice way to get those expensive 100 Merit IOs when wanted.
  2. I don't know. Ice Mistral set maxes out the Slow aspect and it didn't feel like it did anything. I know I was hoping the slow would stop the need for the taunt aura (plus there's it's immobilize aspect).
  3. There you go 🙂
  4. Newest commission by https://www.deviantart.com/nicetsukichi of my EM/Bio Scrapper! Love it so much, had to share it 🙂
  5. I originally slotted the Ice Mistral set into Mud Pots. I can say I didn't really notice the proc or the slow making a difference. I'm sure the proc probably helped in some very tiny way, but the slow being enhanced, didn't see a difference at all.
  6. Scrappers don't get Darkest Night. Moonbeam you can still throw in there tho.
  7. Energy Melee/Bio or Claws/Stone! Had some real fun with these combos. Enough fun, that I was sad that neither combo fit my namesake 😞
  8. Hmmm...what this thread did do, was make me realize, I could go with the DAMAGE IO (Apocalypse) in Moonbeam, instead of the DAMAGE/RECHARGE IO. Still keeps it gapless on the chain (except for the 4.3 seconds of no Hasten).
  9. I never considered it griefing myself. However, I never considered it griefing or rude if someone jumped in on a one on one match in a open pvp zone. Want to one on one without someone jumping in, use arena 😛
  10. I did mean Moonbeam. As for the slotting and using the */RCH, I needed it to keep me on no gaps.
  11. On my Claws/Stone, I didn't worry about softcapping F/C defense. I just capped it's resists.
  12. Personally, I go... ET (Long or Short if I get the critical on TF for 2 Energy Focuses) > Total Focus (+50% Crit IO here for me) > ET (slotted with Hecatomb +5ed with no DAM/END IO, w/ 6th slot another Damage Proc) > Bone Smasher > Moonbeam > Repeat I know others have disagreed with my slotting in another thread, but I like it, as I don't feel it wastes End Reduction in ET, which costs no End to use. As for AOE, just using Whirling Hands. I feel no need for Power Crash. Edit: I did mean Moonbeam and not Gloom
  13. I agree. But I would hope they brought up the others and not put Gloom/Moonbeam down. What I want in an Epic Pool attack, is putting it my normal rotation. It it takes down my damage, I wouldn't use it, at least not as much. I could see using a range attack as utility, but I want it for more than that personally. Normal rotation use.
  14. Is it to much different than the Gloom/Moonbeam for the melee ATs?
  15. Well, Build Up doesn't allow damage enhancements. Fulcrum Shift doesn't allow damage enhancements. I think the issue is, none of those powers do damage. What they do, is increase damage, which is different.
  16. Except in the Marvel TSR RPG, his healing factor is called Regeneration and he also has Recovery. They didn't call it Healing Factor in the game mechanics.
  17. My first thought is, some regens may not have the metal for Magneto to put a hold on them 😛
  18. I don't grab Moonbeam and Soul Storm just for it's awesome looks and how Moonbeam helps all ST DPS. I love having a hold for Hami Raids and LGTF. So nothing wrong with going with Blaze for Char and Melt Armor which can feel like a nice fire ball.
  19. If you want to just go for the 5 slot set bonus and not get the 6th for 10% +Recharge Bonus, sure, but the endurance reduction is wasted in Energy Transfer.
  20. The best place is Total Focus. That way you can 5 slot Hecatomb in Energy Transfer, skipping the DAM/ENDRED IO of the set, since Energy Transfer doesn't use Endurance. Then if you have room, slot in an another Damage Proc. WP has a taunt aura too. However, secondary can go to lots. Energy Aura has a taunt aura. And how could I forget Shield Defense. That may be what you're really looking for.
  21. Cryo...so bad. I only use it on my Water/Time Corr for concept (Time being my Water Secondary).
  22. Could still just as easily roll that all into what happens on a Critical. Figure out the average and put that as the effect when hitting a critical for Opportunity.
  23. As it was stated. Offensive Opportunity is just -Resist on a target. Defensive Opportunity is just a +Heal when you attack the target. So, now, you would do -Resist to a target and get a +Heal every time you land a critical hit (just not added damage).
  24. A thought. Why not treat Opportunity like Critical Strike? Instead of putting reliance on the first two attacks (always a terrible idea), why not have a percentage chance for Opportunity to happen with every attack and make it both -Resist/Heal, instead of double damage, like Critical Strike? Seems simple and straight forward and it the ATO Proc can just increase the chance for Opportunity to happen.
  25. This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Sandslash: Level 50 Mutation Scrapper Primary Power Set: Claws Secondary Power Set: Stone Armor Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Blaze Mastery Hero Profile: Level 1: Strike -- Empty(A) Level 1: Rock Armor -- Rct-Def(A), Rct-Def/EndRdx(7), LucoftheG-Def/EndRdx(7), LucoftheG-Def/Rchg+(9) Level 2: Slash -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(11), Hct-Dmg/EndRdx(11), Hct-Dam%(13), AchHee-ResDeb%(13) Level 4: Stone Skin -- StdPrt-ResDam/Def+(A), GldArm-ResDam(15), GldArm-3defTpProc(15), LucoftheG-Def/Rchg+(48) Level 6: Spin -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(17), SprScrStr-Acc/Dmg/Rchg(17), SprScrStr-Dmg/EndRdx/Rchg(19), SprScrStr-Acc/Dmg/EndRdx/Rchg(19), SprScrStr-Rchg/+Crit(21) Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(21), SprCrtStr-Acc/Dmg/Rchg(23), SprCrtStr-Dmg/EndRdx/Rchg(23), SprCrtStr-Acc/Dmg/EndRdx/Rchg(25), SprCrtStr-Rchg/+50% Crit(25) Level 10: Earth's Embrace -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(31) Level 12: Mud Pots -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33) Level 14: Fly -- WntGif-ResSlow(A) Level 16: Rooted -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(34), NmnCnv-Heal(34), NmnCnv-Regen/Rcvry+(36) Level 18: Focus -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), Apc-Dam%(37) Level 20: Crystal Armor -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(39), ShlWal-Def(39), ShlWal-ResDam/Re TP(43) Level 22: Kick -- Empty(A) Level 24: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(39), TtnCtn-ResDam(40), TtnCtn-EndRdx(40) Level 26: Eviscerate -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(40), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(42), FuroftheG-ResDeb%(43) Level 28: Minerals -- Rct-Def/EndRdx(A), Rct-ResDam%(43), LucoftheG-Def/Rchg+(50) Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def(45), LucoftheG-Def/Rchg+(45) Level 32: Shockwave -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(45), OvrFrc-Dmg/End/Rech(46), OvrFrc-Acc/Dmg/End/Rech(46), OvrFrc-Dam/KB(46) Level 35: Brimstone Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(48), TtnCtn-ResDam(48), TtnCtn-EndRdx(50) Level 38: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 41: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(50) Level 44: Assault -- EndRdx-I(A) Level 47: Geode -- SynSck-EndMod/+RunSpeed(A) Level 49: Char -- Lck-%Hold(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5) Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3), PwrTrns-EndMod(3), PwrTrns-+Heal(5) Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 14: Afterburner ------------ Here's my build for a Claws/Stone that softcaps S/L/E/N/P Defense and basically caps F/C Resist
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