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Tubalcain

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  1. So this is a blaster I've been running with and I've had a TON of fun with it. Since all its AOEs, of which it has 4 allowing for almost a non-stop AOE only attack chain, are cones I focused on range for both defense and to expand the number of enemies caught in said cones. I figured Energy would be the best secondary since -accuracy dark blast has is enhanced by Power Boost and the range of the cones is enhanced by Boost Range. I've found Carnival of Shadows to be the only real threat in the late game common enemies since the bosses will intangible long enough that the -acc debuffs wear off and then they leap out of it with holds. VERY annoying. Since it's so defensive I didn't prostrate the build to ranged defense. It's certainly not a solo farm build but on a team with even light support it's a wrecking ball providing heavy AOE damage, solid single target, and team support through the -accuracy debuffs and leaderships. There's a lot of self buffs here. Start ticking them off as you move towards the enemy since none of them root you. If you wait until the fight has started you'll be spending half of it in buff animations. Start out fights with Umbral Torrent. The knockdown will give you enough time to throw out another aoe with -accuracy before they start firing back. Put a -knockback enhancement on that Umbral Torrent before you use it in a team or the knockback is going to make you unpopular. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Blaster Primary Power Set: Dark Blast Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Gloom -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7) Level 1: Power Thrust -- Acc-I(A) Level 2: Umbral Torrent -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(7), PstBls-Dam%(9), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dmg/EndRdx(11), PstBls-Acc/Dmg(11) Level 4: Build Up -- RechRdx-I(A), RechRdx-I(13) Level 6: Aim -- RechRdx-I(A), RechRdx-I(13), GssSynFr--Build%(15) Level 8: Moonbeam -- Dcm-Build%(A), Apc-Dam%(15), Apc-Dmg/EndRdx(34), Apc-Acc/Rchg(36), Apc-Acc/Dmg/Rchg(36), Apc-Dmg/Rchg(37) Level 10: Hover -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(37), BlsoftheZ-ResKB(37) Level 12: Tenebrous Tentacles -- Dtn-Dmg/EndRdx/Rng(A), Dtn-Dmg/Rng(39), Dtn-Dmg/EndRdx(40), Dtn-Acc/Dmg(40), Dtn-Acc/Dmg/EndRdx(40), Ann-ResDeb%(43) Level 14: Fly -- Empty(A) Level 16: Energize -- Prv-Heal/Rchg(A), Prv-Heal(17), DctWnd-Heal/Rchg(17), DctWnd-Heal/EndRdx/Rchg(34) Level 18: Abyssal Gaze -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(19), Thn-Acc/Dmg(19), Thn-Dmg/Rchg(23), UnbCns-Dam%(25), NrnSht-Dam%(25) Level 20: Maneuvers -- RedFrt-Def(A), RedFrt-EndRdx(21), RedFrt-Def/EndRdx(21) Level 22: Assault -- EndRdx-I(A), EndRdx-I(23) Level 24: Boxing -- Empty(A) Level 26: Life Drain -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(27), SprBlsWrt-Acc/Dmg/EndRdx(27), SprBlsWrt-Acc/Dmg/Rchg(29), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg(34) Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(29) Level 30: Tough -- RctArm-ResDam/EndRdx(A), GldArm-3defTpProc(31), RctArm-EndRdx(31), StdPrt-ResDam/Def+(31) Level 32: Blackstar -- Erd-Dmg/Rchg(A), Erd-Dmg(33), Erd-%Dam(33), Mlt-Dmg/Rchg(46) Level 35: Boost Range -- RechRdx-I(A), EndRdx-I(36), RechRdx-I(46) Level 38: Weave -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(46) Level 41: Night Fall -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(42), Rgn-Acc/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Dmg/Rchg(43), CldSns-%Dam(43) Level 44: Dark Embrace -- RctArm-EndRdx(A), RctArm-ResDam(45), RctArm-ResDam/EndRdx(45) Level 47: Soul Tentacles -- Dtn-Dmg/EndRdx/Rng(A), Dtn-Dmg/Rng(48), Dtn-Acc/Dmg(48), Dtn-Acc/Dmg/EndRdx(48), Dtn-Dmg/Rchg(50), Ann-ResDeb%(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(45) Level 50: Barrier Core Epiphany Level 50: Cardiac Core Paragon Level 50: Void Core Final Judgement Level 50: Cognitive Radial Flawless Interface Level 50: Rularuu Core Superior Ally Level 50: Assault Core Embodiment ------------
  2. I wouldn't want replicas of existing enemy groups as pets. They'd have to be significantly nerfed from the real ones. Which would stick out like a sore thumb any time you fought the real ones. I know asking this group to make whole new models for a new pet set is a bit much though. *shrug*
  3. I think it would be a neat mechanic if Sentinels had a Leadership type of aura that activated and it worked like the Peace Bringer's where it changed based on team make up. The support ATs you have the more of a damage/accuracy/recharge buff it gives. The more damage dealers you have the more def/res/regeneration it gives. Sort of like an equalizer for lop sided teams. As suggested, have it be like the Dominator bar that fills up and click activates.
  4. I've noticed a lot in late game that Incarnate abilities make normal missions trivial. I don't know if I've just been getting super lucky with my teams all the time. But everything gets curb stomped even with minimal team support. Now, I know expanded options can be a problem for early and mid level teams. Particularly with new players that don't know what they're doing and pusher leaders who crank the diff to max regardless of team make up. So perhaps lock these options until the leader has their first Incarnate Slot unlocked? Options like +5 or +6 mobs. More bosses. Some bosses spawning as EB. Give us some crazy options to crank the difficulty to.
  5. Thanks for the info! I'll do that. Yeah the end modifies how much endurance recovery that power gives. Mids just doesn't count it for some reason.
  6. So, last time I checked, Tanks were getting a bump their their AOEs. Which is gonna make Frozen Aura and Ice Patch 20 foot aoes and Frost a 180 degree cone. If this still holds true Ice Melee is gonna benefit a lot from the Tank rework. So, in preparation, I started an Rad/Ice tank. http://www.cohplanner.com/mids/download.php?uc=1460&c=701&a=1402&f=HEX&dc=78DA6594CB4F135114C6EF74A6054A81F22C943E68014B4107AA6E7C85A8A04169422CC6653329179C583BA42D89C69589F1151F88BA736D6234AE8C1AE3C6A50B57263E176EDD8826FE01F5F49E8F623293B6BFB967BE73EEF9EEDCDBEC8599C0F3E397A78516385AB42A95FCA2553A27CBDEACB5621744FD6AA26F8CA3F919B92C4B15699EB2966CAB6A3BA5FCE1F279A7DC87C7595994D29C2B48BE136D0B8E53348FD92B67AB766925A046F3D25AA5815F0D72AB522E75B1CA29539EB39C3F63178BA1D955BB601E29AF55653EE7AC15F359AB5295E58BFDD4CB187DDFA6E947AB7757136288903144D82F70D5BCE2BBAE627DDFC0AFCCA12FE06766E213F3668ACA713D5D1BA69B94213C4930C63412CC5BA4D5A1D5A135A0F541EB83F63669BDD07AA16D86B6195A3FB47752F5B5AE8B6B9EA6D39AEACB9F6326169951F2D8C21E454B8D2E7197B25A55EB356FEB078F5205DE11BB891F79DC1E6097ED3F691C3544D0A72B46A85A1B56ACED86A134C1EBCCAE6BE01566CF55E6AEC79ACA8D516E073BF3744CF01B18DFE2139E779D7AEB84FB4E384AC3D1381C4DE2EDC5A95E37F7A275A34E0FA8D116EC85EB5EE55AA74808954358C77EAC6F7F081DEE66D7F7A88B01B81C101C0B6FF24A842FF10C11AC5C242C3817330F515783C81D7CC82B9078C01C5E07EF831BCC9139AE65508F51F4180DB2DB582F73E424F791FACBDCA01EE3701FDF9A1BECA33A49AEA3255167047592D4DF28FA1B3DC0F3EE38081E02F73353FBC0F79C5BD0F92C51AE31F648A8B54B6758B3F319DEF653D0E4F88F8010139CE3997803ED4B30C1FD4AAA6BA2AE891D37F99AEB4CBE62665E80D89949F238058F53F09D012346E35CD3A7FEF6D346E3F4D7C65D4FA75C918C2BB2C715D9EB8ACCBB220B06A6A588A6222D4151DF51AA935FFEC67F089EFEFE3F728277E7A64BF5673BA269380D69709A8E44064EB7AF7FED07EFC6
  7. The 50% Critical proc in this set. Does that apply to the power it is put on giving it a 50% crit rate or does it buff you so your NEXT attack has a 50% critical chance? And if it buffs you is that buff more likely to go off if you put it into an AOE and hit multiple enemies with it?
  8. Yeah I was just about to make a rad/staff tank and then I saw it has no no redraw option. Which I guess would be fine if I went with a primary that has few to no activation powers. But Rad armor is not one of those. 😞
  9. What about running Control Radial Embodiment to increase the magnitude of your mezzes and deal extra damage to those you have mezzed? Looking at running one of these right now and I was thinking it would jive really well with all the mezzes dark/radition has. Spiritual Radial Paragon would give you insane control abilities if I'm reading it all correctly.
  10. So which attack set benefits the most from these range and arc changes?
  11. I don't think giving them more damage is the way to go. We already have Brutes and Scrappers. I think leaning into them as a melee support would be better. Here are some ideas. 1: Have all their attacks do a minor -resistance debuff 2: Share Buffs. Here's my idea for this. When you use a castable buff targeting the tank some of its benefits splash over to allies. Say you cast Forge on the Tank. +50% damage and +25% accuracy some of that buff gets shared with the whole team. Let's say the whole team gets half of it or 1/3. Even shield powers, though an AOE, would benefit from this with the buff affecting the whole team and then a small amount stacked on top of it from the Tank's shared buffs. Heals could work this way to. It would be an amazing mechanic!
  12. Yeah /Cold is amazing. Particularly as an MM secondary. Those +defense buffs go a long way to keep pets alive. Benumb is an amazing debuff for use against AVs. Sleet has a powerful -resistance debuff that can be enhanced with both Annihilation and Achilles' Heel for a -res ranging from -30% to -70% which is a massive boost for both pets and the whole team. Heat Loss piles even MORE -res and resolves any and all endurance issues you, your pets, or your team mates have. No idea why more MMs don't take this.
  13. Give upgrade powers a purpose other than giving pets more attacks. Perhaps the pets all get some big attack they can perform once after getting the upgrade power cast on them. Let upgrade powers take pet enhancement set items so we can put the +resistance and +defense enhancements on the pet powers instead of cramming them on the pets which gives sets like demon and thug an advantage since they have an extra pet you can put this stuff on.
  14. Which procs, specifically, do you put into Creepers and do you bother with accuracy enhancements at all? Or is it all procs?
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