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FUBARczar

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Everything posted by FUBARczar

  1. it can soul drain also perhaps, but not as well as haha My point earlier is that getting close but not too close with little to no melee defense is more risky than what I do and far more less effective, as they are less likely to hit as many targets
  2. This build is for perma Soul Drain on a team with a little +rech boost from a Kin or with some ageless.
  3. lol, it's also the build I duo'd with you and tanked for you our +4/8 ITF (no insp/deaths/temps/p2w) in 46 mins was it? This is what I run for Hardmode as well without dying more than an errant Hostless or super smash from the twins or missed Rom special whammy
  4. Psychic Blast / Dark Miasma / Dark Mastery Positional Melee 45 and Range 42 This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Natural Corruptor Primary Power Set: Psychic Blast Secondary Power Set: Dark Miasma Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Dark Mastery Villain Profile: Level 1: Subdue -- Empty(A) Level 1: Twilight Grasp -- TchoftheN-Acc/Heal(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen(3), TchoftheN-Heal(3) Level 2: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dam%(5), StnoftheM-Dmg/EndRdx(5), StnoftheM-Acc/ActRdx/Rng(7), StnoftheM-Dmg/EndRdx/Rchg(7), Apc-Dam%(9) Level 4: Tar Patch -- RechRdx-I(A) Level 6: Boxing -- Empty(A) Level 8: Telekinetic Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(17), SprWntBit-Acc/Dmg/EndRdx(17), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(19), SuddAcc--KB/+KD(48) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(21), Rct-ResDam%(21), BlsoftheZ-ResKB(23), WntGif-ResSlow(23) Level 12: Will Domination -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(25), SprMlcoft-Rchg/Dmg%(25), SprMlcoft-Acc/Dmg/Rchg(27), SprMlcoft-Dmg/EndRdx/Rchg(27), SprMlcoft-Acc/Dmg/EndRdx/Rchg(29) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Max HP%(31), StdPrt-ResDam/Def+(31), GldArm-3defTpProc(33) Level 16: Shadow Fall -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-EndRdx/Rchg(34), LucoftheG-Def(34), LucoftheG-Def/Rchg+(34) Level 18: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(36), ShlWal-Def/EndRdx/Rchg(36), ShlWal-ResDam/Re TP(36), LucoftheG-Def/Rchg+(37) Level 20: Maneuvers -- ShlWal-Def(A), ShlWal-Def/EndRdx(37), ShlWal-Def/EndRdx/Rchg(37), ShlWal-EndRdx/Rchg(39), LucoftheG-Def/Rchg+(39) Level 22: Tactics -- HO:Cyto(A) Level 24: Darkest Night -- HO:Enzym(A) Level 26: Howling Twilight -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(40), Rgn-Knock%(40) Level 28: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(42) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 32: Psychic Wail -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(45) Level 35: Oppressive Gloom -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(45) Level 38: Dark Consumption -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/Acc/Rech(45) Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-EndRdx/Rchg(46) Level 44: Soul Drain -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(47), SprAvl-Acc/Dmg/Rchg(47), SprAvl-Acc/Dmg/EndRdx/Rchg(47), SprAvl-Rchg/KDProc(48), GssSynFr--Build%(48) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Soul Transfer -- Prv-Absorb%(A) Level 1: Scourge Level 1: Brawl -- Empty(A) Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(9), Pnc-Heal/+End(11) Level 2: Stamina -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(11), PreOptmz-EndMod/Rech(13), PreOptmz-EndMod/Acc/End(13), PreOptmz-EndMod/Acc/Rech(15), PreOptmz-EndMod/End/Rech(15) Level 28: Speed Phase Level 49: Quick Form Level 50: Agility Core Paragon Level 50: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal ------------
  5. I know that to many of the most dedicated buffers/debuffers in the game, ahem @Voltak, I am a little sick in the head for my love of a good ground game. I'll post my Psi/Dark when I get home, but **spoiler alert** I use combat jump and not hover because when I use Soul Drains and my Nuke I want to be right there in the right place. I also want my heal to hit those fighting in the pocket.
  6. If you will be soloing then you want you'll want to be able to take a hit, to heal and not blossom too late offensively. If you want to play a Defense based set like Super Reflexes, Shield Defenses, Invulnerability or Ice the Dark Melee is a solid set that provides a heal and eventually +endurance as well. Dark Melee also goes well with Willpower and Electricity. Having an article set that helps relieve endurance woes greatly improves your quality of life/gameplay. For that, consider Bio, Radiation, Fire, Willpower and Electricity. Radiation also had a heal but it's end heavy so it matches will with these 4 sets just mentioned above. It also process a useful damage aura. Also a helpful possibility is matching one of these Resist/Heal armors with a Weapon that offers +Defense like Katana, or Staff. Personally I would go big or go home so I would want to solo with something like... Bio, Fire or Radiation paired with Energy Melee.
  7. Oh, I would also add to the above that the best DPS offensive sets are the best add well.
  8. Now that I have a number of 4*'s under my belt I will say that, when a min/max team will provide the proper support sets required to match the Defensive sets of its Tank/Brute, then Resist/Heal/Absorb/Regen sets are the best, and damage Tanks/Brutes on top of those. The best defensive sets on a min/max team are Bio, Fire and Rad.
  9. If you are using Soul Drain why do you want to stay at range? And why make Soul Drain riskier to use with a focus on range defense?
  10. What's up with /Fire? Someone asked me just yesterday for a /Fire build, but despite my dozens of blasters, /Fire (& Seismic Blast's) are the only Blaster set(s) that I have never played or even made. So what's skippable? Looking at /Fire, I would skip... * Combustion and its long animation * Consume, it is not needed That leaves burn... Is burn good or not on a blaster? Skippable?
  11. Was excited for a second, as I thought it was Fire/Dark...but no... 😢 Someone asked me just yesterday for a /Fire build, but /Fire (& Seismic Blast's) are the only Blaster sets that I have never played out even made. Maybe I should make a Seismic/Fire... Nope NEVER going to happen 😂😂😂
  12. Remember the title of the thread is "Incarnates for HARDMODE" It's fine to have an option to swap out/in clarion as the need may arise, but currently on HM there is no reason to have more than one per team ever, if even one at all. So it's sad that people go Core when Radial actually offers something juicy.
  13. maybe you wouldn't have a mass death event if they were protected by Barrier... On a speed team for Aeon and HM ITF 1 Incan is necessary, just for it's TP. And anyone can just craft a T1 to do the job.
  14. Roger... I would just say as a rule of thumb, save slots for main offensive/defensive powers, once they are full then you can turn to your wish list
  15. iTrials is the one and only place currently that needs Clarion, but even then only needs say 1 per team, so 2-3 for a league. Clarion is easily the most overplayed Destiny.
  16. I don't have Clarion on a single Blaster (of which I have many, and more than I have any other AT) because there are better ways to address it especially when weighing the benefit to survivability of Barrier. Ageless Radial also has more utility IMO. Ironically Clarion Radial is the more powerful one, with the +special/secondary effects, but most who take Clarion seem to take Core (prolly cause it last the full 2 minutes while Radial is only 90 secs).
  17. Personally I like to Blap because the melee attacks in the Secondaries are some of the best attacks that blasters have. And I enjoy the up close and personal play style. So my suggestion would be go with the blapper one for ideas. But Beam, Ice and Fire are the best blast sets to use if you will only be Hover-blasting. And especially when paired with /Tactical. Although @RAW and I did a +4/8 MoITF without inspirations or P2W on a pair of grounded (no hover/fly) Beam/Tactical blasters in about 3/4 of an hour. Fun times... We made good use of glue arrow.
  18. Honestly in a big team environment where you have to have buffers/debuffers (4*) then the damage dealer should be pumping out damage. The best combo IMO is to go with: Alpha - depends on build, I usually have Agility or Musculature, and then Vigor on my /Earth (same would go for /Fire b/c of Heal over time sustain) blasters. Destiny - Barrier (but usually have Ageless Radial too, as an option) Hybrid - Assault Radial (always have melee as well as an option) I am a blapper 99% of the time and I have noticed that melee hybrid isn't as useful as it was before. Why not? Because a blaster can't solo and take alphas like they can in non-hardmode. Teams don't kill the Nictus instead of ROM like they used to, so I simply don't need the stun protection as much as before. Also with the new aggro rules and increased damage it's not a make it or break it power anymore. You have to have your team or else... That said I usually have Rune in my blaster builds and always have melee hybrid on my blasters as an option. It's good to have options.
  19. Burnout is situational and can't be used as a regular tactic, so it's flashy but not all that to write home about. Especially in situations with an AV the you need to kill multiple times in series.
  20. I wasn't trying to say that all of its buffs only last for 5 seconds, just the one and it sticks out. To keep it up on the team would mean that over 25% of all your castings would be that one and only buff. Add in healing other buffs and debuffs and then we're looking at a much higher percentage. In my mind I'd be asking myself all the time "is it worth it?" The other EAff buffs are 30 or 60 seconds which I would also place on the shorter duration end of the spectrum. 120 - 240 secs is the range of length I would prefer, 60 secs is fine. But under 30... The thing about the FF proc is that it is passive, a nice bonus if you get it, but it's not the purpose. The purpose of the powers that I have it slotted in, is to do damage. I agree with what was said above. EAff would be best leveraged on an MM.
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