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Everything posted by Infinitum
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We all started somewhere, i am just paying it forward. 🙂
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Try this :-) This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Omega Shinobi: Level 50 Science Scrapper Primary Power Set: Dual Blades Secondary Power Set: Ninjitsu Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Nimble Slash -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Dmg/Rchg(9), SprCrtStr-Acc/Dmg(9), SprCrtStr-Acc/Dmg/Rchg(11) Level 1: Ninja Reflexes -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(3), RedFrt-EndRdx/Rchg(3), RedFrt-Def/EndRdx/Rchg(15), RedFrt-EndRdx(31), RedFrt-Def(37) Level 2: Danger Sense -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(5), RedFrt-EndRdx/Rchg(5), RedFrt-Def(13), RedFrt-Def/EndRdx/Rchg(17), RedFrt-EndRdx(40) Level 4: Ablating Strike -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(7), TchofDth-Dmg/Rchg(7), TchofDth-Acc/Dmg/EndRdx(11), TchofDth-Dmg/EndRdx/Rchg(29), TchofDth-Dam%(31) Level 6: Shinobi-Iri -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(13), RedFrt-EndRdx/Rchg(15), RedFrt-Def/EndRdx/Rchg(37), RedFrt-Def(42), RedFrt-EndRdx(42) Level 8: Combat Jumping -- Rct-ResDam%(A) Level 10: Kuji-In Rin -- RechRdx-I(A), BlsoftheZ-Travel(50), BlsoftheZ-Travel/EndRdx(50), BlsoftheZ-ResKB(50) Level 12: Blinding Feint -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(39) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 16: Seishinteki Kyoyo -- PrfShf-End%(A) Level 18: Typhoon's Edge -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(19), SprAvl-Acc/Dmg/Rchg(21), SprAvl-Acc/Dmg/EndRdx/Rchg(21), SprAvl-Rchg/KDProc(23) Level 20: Vengeful Slice -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(23), SprScrStr-Acc/Dmg/Rchg(25), SprScrStr-Dmg/EndRdx/Rchg(27), SprScrStr-Acc/Dmg/EndRdx/Rchg(27), SprScrStr-Rchg/+Crit(29) Level 22: Kuji-In Sha -- Prv-Heal(A), Prv-Absorb%(25), Prv-Heal/Rchg(43), Prv-EndRdx/Rchg(48), Prv-Heal/Rchg/EndRdx(48) Level 24: Kick -- FrcFdb-Rechg%(A) Level 26: Sweeping Strike -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(33), ScrDrv-Dmg/Rchg(33), ScrDrv-Acc/Rchg(33), ScrDrv-Dam%(34) Level 28: Bo Ryaku -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Rchg/ResDam(42), UnbGrd-EndRdx/Rchg(45), UnbGrd-Max HP%(46) Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31) Level 32: Power Slice -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg(34), Mk'Bit-Dmg/EndRdx(40), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Dmg/Rchg(48) Level 35: Weave -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(43), ShlWal-Def/Rchg(43), ShlWal-Def/EndRdx/Rchg(46), ShlWal-Def(46) Level 38: Focused Accuracy -- GssSynFr--ToHit/EndRdx(A) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Kuji-In Retsu -- RechRdx-I(A) Level 47: Jump Kick -- TchofDth-Dam%(A) Level 49: Spring Attack -- Erd-%Dam(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(17), Mrc-Rcvry+(36) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Core Paragon Level 50: Mighty Radial Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Longbow Core Superior Ally Level 50: Ageless Radial Epiphany Level 50: Melee Core Embodiment Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander ------------
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You have pretty much covered your bases well with this build - and it will be even stronger to toxic and psi if the Beta changes as is stick - which will be even better against the typed attack/defense changes once they hit as well. I think you are in good shape with this one.
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I need to take a look at that one - i built that on vacation and thought i had it backed up but for some reason it had the earlier incomplete version. I will take a look at it tomorrow for sure. I had forgot about it. Thanks for bringing this up. 🙂
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That build still looks strong - full transparency here - I have never given staff a shot - so I am theory crafting that build to the max. But all the mitigation numbers are solid - the rest should fall into place even if you swap a few attacks around.
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That is my alter ego that likes to play with fire btw - forgot I was logged into that account - was testing the AE changes.
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You arent kidding. Haha
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The 30 year old me would have remembered that. The 43 year old me... Not so much 🤣
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Consume will go a long way towards fixing end issues - you can also get physical perfection and put performance shifter +end in each power, panacea, miracle, and numina in health. That in combination with consume will fix your end issues - lastly pick an alpha that has an end component like cardiac, agility, or musculature radial.
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I will be updating a lot of builds as soon as mids receives the new update for what is in beta at the moment - it will likely change a few things on my invul and EA builds the most. Exciting stuff!!
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If you could post it up and i will take a look at it later.
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You would almost have to go either SR or Willpower here. I would also recommend katana over tw because IMO it fits better and is a more forgiving powerset than TW - also arguably better all around since the tw nerf. Another note if you are willing to humor rolling a scrapper instead take a look at my jedi build - Endri Lightstar. Katana Ninjitsu - very tanky, very fluid, really good damage.
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Here is how i break down Tanker/Brute dynamic. Both can handle all the content this game can throw at it fairly easily. What a tanker can do more efficiently than a brute: * Take out hoards of henchmen with ease and shrug off the damage without much issue. What a brute can do more efficiently than a tanker: * Take out hardened targets like AVs without delay or drudgery - with a little more risk if overcome with aggro. Now, can both cross over - certainly if you build for it. Tankers are set up to take more damage and obliterate the trash. Brutes are set up to put the hurt on solid targets faster and more efficiently - but both can do either job well enough that unless you are running a glaringly obvious test that will not be found in any of the 99% common gameplay that tankers will survive better than the brute. It just doesn't come into play. The only gripe is the brutes advantage is literally negated by every thing nowadays because even petless masterminds do damage - and not a much emphasis is placed on defensive buffs as damage buffs and enemy debuffs. That is not a tanker issue - that isa decades old game issue that you either live with and wait for more content - or you let the insignificance of it gripe you to death. Personally i have had no issues teaming, soloing or any general mayhem creating on any of my Brutes. Both are the strong centerpiece in different ways and that's how i leave it.
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I think i have one at home that I created for someone - when i get home from work i will upload it for ya. I went with the tanker option so it isn't in my normal stable of builds.
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With shield/ss or ss/shield you could honestly go either way. I would lean more towards the tanker from personal preference. As far as street justice goes it feels more like the old school double dragon video game street fighting style rather than epic super hero smash - which is SS all the way. Both are fun though - i would highly recommend both at some point.
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I know it has been mentioned, but it would be nice to be able to breakdown incarnate powers that no longer fit the need or theme. Proposal - Allow for breakdown with retaining at least half of the required salvage needed to build a different power - especially on the Rare and Ultra Rare salvage - perhaps even throw an inf sink to it for retaining full salvage upon breakdown.
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Try this one out - let me know what you think.Stalker (Radiation Melee - Shield Defense).mxd
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I can build one for ya. 🙂 it may be after the end of june though because it is end of quarter at work and i am not near my gaming computer enough to build these. If there was a way i could justify mids on my work computer we would be good to go... Hmmm statistical analysis maybe? Haha
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Cool - i am pretty close to a final build on it. I will post it once i give it a good shakedown - like Enterprise B in Generations style shakedown. haha
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Yeah agreed everything goes out the window with hami. You cant heal if he hits you.
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No - but you are also missing my point that the set bonuses also add up - and the extra regen factor with capped HP also contribute to a finely tuned balanced build. If you are all set in every other aspect. Why not? that is my point. My build has softcapped typed, softcapped melee and over 80 res on everything including psi and toxic with 3 stacks of MotT - with 1 stack its over 70. S/l is of course 90. Why wouldnt you add the other to the list at that point because the bases are covered.
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That is a contradiction - because you can get great set bonuses from 6 slotting dull pain plus you get the regen factor
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They don't take into account all the psi or toxic that exists end game though. Which is minimal to achieve.
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Not when you have all that already. Yeah. Really. Plus 6 slotting dull pain will get you a little more psi resists to cover the psi hole. It all adds up.