Jump to content

FUBARczar

Members
  • Posts

    807
  • Joined

  • Last visited

Posts posted by FUBARczar

  1. 1 hour ago, Voltak said:


    41 mins, right?

    I am not knocking it down, brother. 
    Just saying a hover corr can cast soul drain as well , just takes a little bit more skill or practice to get the distance down right. 
    Flying is more difficult than on the ground running.  
    That is the disadvantage of flying, the mechanics, the controls are not as easy as running. 

    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. 1 hour ago, Voltak said:


    Since this is a build for the very easy content of the game, I will say that it's hard to mess up a build, or I can say that you can make anything work in very easy mode. 

    I can jump in when the OP wants a build for the hardest content of the game. 

    Yeah, Fubar plays a ground game, and I don't as a corruptor. 

    I can do the heals and everything he talks about while hovering.  It's a matter of getting your distance measurement or feel right.  
    It's a matter of skill to be able to be that close but also far enough to still benefit of the range defense number. 

    But, hey, anything FUbar and other Expert Dark Miasma players recommend, I would value greatly. 
    I am not the only Dark Miasma Expert, not by a long a long shot. 

    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

     

  3. 54 minutes ago, electric_emu said:

    Combustion and Consume are indeed skippable.

     

    Burn is weird.  Some people seem to really like it, but I don't find myself using it that much.  Burn wants really to be your first power you use when you jump into melee, that honor should normally go the incredible Fire Sword Circle.  By the time you've used FSC (and whatever AoE your primary has), Hot Feet and Cauterizing Aura have already started to scatter whatever is left standing so the burst of damage on Burn's initial cast is mostly lost.  And Burn's AoE is fairly small... so it just doesn't seem like it does a whole lot while it runs.  Obviously you won't have that problem against a hard target, though.  It can help for what I like to think of as survival through chaos.  Anything short of an AV/EB is not going to stand there to hit you with Hot Feet AND Burn on them.  

     

    It does good damage, but FSC does more.  And it has mitigation value, but Hot Feet does the job better with its huge range and added slow.  I think you can make Burn a decent proc bomb thanks to its higher base recharge, but I haven't tried.

     

    My current main is Ice/Fire.  I have Burn because it's good place for Obit, but I rarely use it.  Sometimes when I miscalculate or the mobs were spread out before I jump in I'll use it for cleanup, but almost never in an "everything else went according to plan" situation.

    That's about what I expected.

  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 
    ------------

     

    • Thumbs Up 2
  5. 7 minutes ago, robopop said:

     

    Would you recommend getting >30% in melee as well, then? And don't work so hard for the ranged softcap?

     

    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. On 9/12/2022 at 8:29 PM, Linea said:

    Typically I pair RadA and other resist armors with defensive weapons.  However, a 4-star itf will strip that defense in a blink, unless it's either protected by stacking multiple ageless, or by stacking additional team buffs.  The same will happen even in lower stars.  This makes you personally bringing the defense a bit less useful than someone that can specialize in it.

     

    SS is primarily recommended for the +tohit.   KB gets stripped in 4-star, but is still useful in lower difficulties, for hardmode in general this will be useful, just not 4-star.

     

    DM is mostly useful for the +to-hit and the heal, but RadA alreadys has healing covered, not so much the -defense.  Any -defense will be cut in half, and at defense softcap magnitudes of 100 to 200 defense, a small debuff in isolation will be effectively meaningless. 

     

    I rather doubt minimal fear will make any difference in durability at the damage saturation levels you'll be seeing in hardmode.

     

    The only changes in any rankings would be that I'm happy that more teams are bringing heavier defense support, making resist armors more viable than straight out of the gate teams were.  This particular meta does shift things in favor of resists armors.  When defense is effectively perma-hardcapped, then the resist armor with it's resist cap and higher HP/S via absorbs, heals, regen, really pushes itself into the foreground.   There was a similar trend with the ASF.  ***IF*** you have the defense support, resist armors can really shine.

     

    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.

  8. 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?

     

  9. 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 😂😂😂

     

     

  10. 3 hours ago, Astralock said:


    It isn’t the only place.  It’s very helpful on both Hamidon and mothership raids as well, to counter all of the fear mezzing from the blue mitos, and all of the various mezzing from the Rikti.  It’s also helpful on hard modes if you don’t have any Electrical Affinity, Force Field, or Traps characters on the team.  Which is frequently, if you PUG.

    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.    

  11. 2 hours ago, MoonSheep said:

     

    i agree - i run incan on both my alts that run hardmode content. being able to quickly regroup the team after a mass death event is valuable 

    maybe you wouldn't have a mass death event if they were protected by Barrier...

    image.png.4d5113458da1413d8124130bf45dad75.png 

     

    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. 

     

  12. 2 hours ago, Doomguide2005 said:

         Can't argue with any of that.  Just offer options like 4 Shield Wall for the E, N resist bonus.  Just kind of depends on how slot starved you are.  5 sets of the Shield Wall, for example, is over 22% resistance which on an unknown team could be very nice to have especially during the second mission of the ITF.  But that is also very slot intensive.  I've seen builds with just a LotG 7.5 in the Shields but seems we agree they should at minimum fully enhance the defense which with LotG sets is 3 slots.   Or 5 or 6 slotted Frostwork for the recharge (either 7.5 in Panacea or 8.75 in Preventative Medicine).  Or what's the difference between 2× +5 boosted Heal/Rchg and 3× unboosted Heal/Rchg.  Enough to justify the slot?

    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

    • Like 1
  13. 1 hour ago, Astralock said:


    Barrier, IMO, is overrated.  I never took it until recently because many hard mode teams demand everyone on the team to have it.  Even then, despite having it I only use it on those hard mode teams that require it.   On the other hand, every single character I have takes tier 4 Clarion Core, Incandescence Radial, and Rebirth Radial Destinies, in addition to a tier 4 Barrier Core Destiny now.  Even melee characters.  Those characters who need Ageless Destiny take that as well, but it’s not a must have on every character because having four tier 4 Destinies on every character already feels a bit much.

     

     I have seen many Minds of Mayhem and Underground Trials outright fail due to a lack of AoE mez protection.  Heck, I have seen a couple of Rikti mothership raid league wipes due to a lack of AoE mez protection.  It’s extremely undervalued, and I find that often I am the only person on the team or league with it.  If I go down, I have seen the league follow due to being mezzed.

    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.  

  14. 6 hours ago, Astralock said:

    Musculature and Agility are the top two Alphas for most Blaster builds, you're fine there. 

     

    Diamagnetic is fine for Interface.

     

    Pyronic and Void are the top two Judgments for Blasters, IMO, so you're fine there again.

     

    Destiny... in addition to Barrier, I would add Clarion Core.  Too many people undervalue AoE mez protection, and don't have Electrical Affinity, Force Field, or Sonic Resonance characters.  Clarion Core can be put to good use on hard modes if you don't have any of those power sets present.

     

    Knives of Vengeance Radial Lore pets are fine.  If, adding Clarion Core Destiny, you have enough Incarnate salvage to spare, you may want to think about adding Longbow Core or Banished Pantheon Core Lore pets, but neither are necessary.

     

    Hybrid, Assault is the top Blaster Hybrid.  Melee is only worth it while soloing or duoing.

    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).    

  15. 3 hours ago, Doomguide2005 said:

        I can't use Mids and it's going to depend somewhat on if you team primarily with the same folks and or PuG all the time with random builds.

    • Infrigidate - varies from 1 up to 6 depending on how proc heavy you go.  I'd say it's not uncommon to see 4 on many when using procs.
    • Ice Shield - 2-3 Slots including LotG +rech, add other slot for Defense uniques as needed
    • Snow Storm - probably skipped, 1 slot wonder otherwise 
    • Glacial Shield - see Ice Shield.  Note both can tack on slots for resistance and defense uniques over stated amounts.  So potentially 6 slotted.
    • Frostwork - 3 slot Heal/Recharge
    • Arctic Fog - 6 slots again want to fully enhance both resists and defense.
    • Benumb - 2 or 3 max recharge, add acc if needed (good global accuracy plus team To Hit buffs hopefully means acc enhancement is unnecessary.
    • Sleet - 2 or 3, get the recharge maxed or 5 Ragnorak depending on what your slotting can afford
    • Heatloss - ensure maxed recharge (2 slots), otherwise up to 6 chasing set bonuses.

         That be where my thinking would start and give and take from there based on overall build needs.

    *fixed

    • Like 1
    • Thumbs Up 1
  16. 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.  

  17. 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.

  18. On 9/9/2022 at 7:20 PM, Cancrusher said:

    A tank as the anchor, a brute for added muscle, a couple of blasters and 3 defenders.  They're a bit short on control, but maybe the defenders are shoring them up in that area?  I wouldn't say it's terribly unbalanced, just a little light on melee and control.  Still, they finished at the 60 minute mark, which is pretty dang good IMO. 🤷‍♂️

    Blaster secondaries are called "X" MANIPULATION for a reason, they add control 😎

  19. 12 hours ago, Astralock said:

    Cold Donination, to be frank, is a little overpowered.  Sleet gives too high of a -res debuff on Corruptors, Controllers, and Masterminds.  Plus, Burnout lets you stack things that really probably shouldn’t be stacked.

    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. 12 hours ago, Voltak said:

    The buffs don't last five seconds with the exception of the buff that works like the Force Feedback recharge + proc, except it works 100% of the time. 

    It's better than the FF proc because it is guaranteed , it affects more than one player, it gives a big endurance boost. 

    FF proc affects only one person and it is a chance only.  

    So, yeah, it's clearly better. 


    That recharge boost last 4-5 seconds and it works every time it is cast. 

    It's a pretty sweet buff.
    After 5-6 seconds it is recharged and ready to be used again. 
    If you want or need endurance boost.  Not super important like the Absorbs
    That's the only one that lasts so short. 

    You don't have to use it every time it is recharged. 

    So out of all the powers Elec Affinity has , you pick one power to say that the buffs last for 5 secs?  Where there is only one that last 5 secs and it is not like it's mandatory to use if it is recharged all the time, bro. 

    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.

    • Like 1
×
×
  • Create New...