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HelenCarnate

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Everything posted by HelenCarnate

  1. Ok then figure this way. After lvl 20 you have a base 75% chance to hit most stuff your level. You would need about 27% accuracy bonus to get to 95%. A single lvl 20 IO gives 25.6% which gets you nearly there. At level 22 you can slot a lvl 25 which gets you 32% which is all you need for even level content. Now sometimes the game will throw in +1 mobs even if you run at 0 so it is still good to keep at least 1 accuracy SO slotted and at your current level. If you start doing higher difficulties then it is a good idea to dedicate 2 slots to accuracy and take one away from damage. The increase in how often you hit will make up for the slight decrease in damage.
  2. Exactly correct. Against lvl 54 mobs (once you get your lvl shift) your base to hit would only be 48%. Your accuracy multiplies by that number. So say you have a total of 50% accuracy bonus meaning your accuracy is 150% or 1.5. So .48 x 1.5= 72% certainly better but the cap is 95% and that is the goal. Add Kismet to your build and that base jumps up to 54% then x 1.5 and you are at 81%. Add tactics and unslotted that is another 10% so .64 x 1.5 = 96%. So if you want to be able to always hit lvl 54s and if you don't have the endurance to run Tactics, you would need to get more set bonuses to increase your total accuracy to 198% but with that little 6% kismet you only need 176%. Another angle. If you are running full IO sets you would have 60+% already with lvl 50 IOs. So you really only need an extra global 10-16% with Kismet, or 32-38% without any to hit bonuses. However, with both Kismet and Tactics you would not need any additional global accuracy. (assuming 6 slots of any random set) Side notes ATOs and Winter sets generally have very high accuracy. Purple sets have low accuracy, just under 60%, but most of them come with a global 15% bonus (not Confuse, Pets or Ranged). A trick I use in Mids is go into Options and click on Cofiguration. Then click on the Exempting and base value tab. Change that To Hit of 75 down to 48. That way when I build a character I can see how it would look against +3 mobs at end game and makes it easier to see exactly how much more accuracy I need to get to that 95% mark.
  3. No it is OP for Brutes and Tanks because the defense bonus is massive to everything except PSI damage. This means that a tank can have 0 defense to start, take CJ, Weave, Maneuvers and slot the 2 defense IOs and get to 31% defense to everything except non positional Psy damage simply by making sure they throw out the one attack they are going to be using the most. This is before any set bonuses or defense added from their primary. Tanks could literally take 1 power from their primary and cap their defense with IO set bonuses combined with those powers and Storm Kick. Brutes get a smaller bonus and lower modifiers to begin with but 7.5% defense all the time added on to the highest DPA attack in the set is still quite substantial. I would suggest 0 changes to the Scrapper and Stalker sets and taking away the defense and giving Storm Kick a slightly higher base damage on Tanks and Brutes. The other powers are the same across the board and only offer defense to melee and either Smashing or Lethal not both so I have no issues with those.
  4. No, the OP does not need to worry about the +def buff in this specific case because his choice of secondary can cover it. Honestly if I were to argue for any change in the +defense it would be to remove it from Brutes and Tankers as it is stupidly OP.
  5. The OP wants a MA/Ninjitsu and the complaint was there was no defense bonus in MA like there is for Brutes and Tankers. This simply proves with the proper build the defense bonus is not needed for what the OP is trying to do.
  6. Recipes follow the same rules. A level 25 recipe can be sold as 50 although normally people buy the lower levels. The reason the supply of crafted IOs is higher is because converters exist and basic economics.
  7. If you are really wanting to stack the -Regen with Beam you have 3 options and Temp is the worst of the 3. Mental has the best debuff (-250%) with the down side being a to hit roll needed every 30 seconds and requires you to get into melee range and also requires a ton of global recharge in addition to having recharge slotted. Not a terrible down side but if that is your only -regen, you can really tell against GMs and AVs when that misses. Also unless you have defense to melee or typed for whatever the AV/GM is tossing at you, getting hit with a melee attack from them can hurt a lot. Next is Plant with half that debuff (112.5%) tied to a toggle. As long as you have endurance you can keep that debuff on. The down side is that it is a bit of an end hog at 0.52 per second as a base. I normally run either Hover or Combat Jumping, Tough, Weave, Maneuvers, Tactics (for snipe sets), and Epic/Patron Shield. Now add another toggle that is mainly used in long fights and that could end up draining some builds. The least effective is Temporal. 2 separate attacks have only -50% regen each and take away from time that you can be using other attacks. The other thread listed the numbers but basically if you are solo against GM/AV targets, you are better off not using those debuffs as the cast time for those attacks lowers your DPS more than you gain from the -regen. In a group with everyone else doing damage then it can be decent, but not solo. This is not to imply that Temporal is bad. You get a free slot to throw Gladiators Armor +3% defense unique on top of 20% recharge with Time Lord for one. Also if you make it sturdy enough to hang in melee range, Aging Touch is a great fast animating high DPA attack that can be included in your attack chain. It is just not the best to use for -regen. My personal favorite would be Beam/Plant. Mainly because getting Drain Psyche perma is a pain without cutting out defenses or damage and the endurance drain from an extra toggle is fairly easy to manage.
  8. HelenCarnate

    FUSION

    Just rad attacks. Irradiated ground does not count as an attack. Atom Smasher works great to get everything around contaminated if used after Fusion.
  9. Defense as siolfir mentioned is what you would need to work on. Winter sets are expensive but a great way to get Fire/Cold defense. This is one of the top end builds but is horribly endurance hungry so I would make sure to get at least tier 3 if not tier 4 Ageless. Before then you would have to rely on inspirations and Consume to not run out of endurance. Running with stealth on will get you to the defense cap but you should be ok without it. You should only really need to run with Weave and Plasma Shield and Combat Jumping for toggles. Attack chain is Burn, Elec Fences, Ball Lightning, Atom Smasher, repeat. Villain 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 Magic Brute Primary Power Set: Radiation Melee Secondary Power Set: Fiery Aura Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Concealment Ancillary Pool: Mu Mastery Villain Profile: Level 1: Radioactive Smash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(7) Level 1: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam/EndRdx(9) Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/Rchg(11), SprAvl-Acc/Dmg/EndRdx/Rchg(13), SprAvl-Rchg/KDProc(13) Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(15), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(19) Level 6: Fusion -- RechRdx-I(A), GssSynFr--Build%(21) Level 8: Boxing -- Hct-Dam%(A), Hct-Dmg/Rchg(21), Hct-Acc/Dmg/Rchg(23), Hct-Acc/Rchg(23), Hct-Dmg/EndRdx(25) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(25), MckBrt-Taunt/Rchg/Rng(27), MckBrt-Acc/Rchg(27), MckBrt-Taunt/Rng(29), MckBrt-Rchg(29) Level 14: Tough -- GldArm-3defTpProc(A) Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(31), Ags-ResDam/EndRdx/Rchg(31) Level 18: Irradiated Ground -- AchHee-ResDeb%(A), Obl-Acc/Rchg(31), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(34) Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(34), MckBrt-Taunt/Rchg/Rng(34), MckBrt-Acc/Rchg(36), MckBrt-Taunt/Rng(36), MckBrt-Rchg(36) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 26: Stealth -- LucoftheG-Def/Rchg+(A) Level 28: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), FuroftheG-ResDeb%(39) Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 32: Atom Smasher -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Acc/Dmg/Rchg(40), SprBrtFur-Dmg/EndRdx/Rchg(40), SprBrtFur-Acc/Dmg/EndRdx/Rchg(40), SprBrtFur-Rech/Fury(42), AchHee-ResDeb%(42) Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42) Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Rchg/ImmobProc(45) Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(46), Rgn-Dmg/EndRdx(46), Ann-ResDeb%(48) Level 44: Temperature Protection -- StdPrt-ResDam/Def+(A) Level 47: Mu Lightning -- Apc-Dam%(A), Apc-Dmg/EndRdx(48), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(50), Apc-Acc/Rchg(50) Level 49: Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) 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: Fury Level 1: Sprint -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Ageless Core Epiphany Level 50: Degenerative Core Flawless Interface Level 50: Musculature Core Paragon ------------
  10. Farming or general content? Because the 2 will be very very different.
  11. It takes 0 effort to make /Fire brutes 90% resistant to fire damage and can be done with 3 SOs in their damage toggles and 2 in Temp Protection and without using pool powers. With some effort that number can be reached while only using 1 resist toggle. No set can reach 90% S/L resist using just SOs on Brutes. /Fire also has Burn and FE and a damage aura all of which speed up farming. Most people have figured out it is more profitable to have 1 optimal fire farmer funding their alts than it is to have a S/L farmer that is made for general content doing the same.
  12. Odd. Have had 0 issues with stuff flying that is even level.
  13. KB of less than 1 is the same as knock down (FS is 0.67). Mobs much lower level or that are minions or most clockwork may go flying but even level mobs you should have no issue. What is your secondary? If you have a damage aura with Avalanche slotted the KB from that sometime procs at the same time as you footstomp and that can magnify the effect to be higher than 1. Burn does it as well on its own if slotted that way.
  14. It makes a decent set mule for Obliteration. But as others have said it mainly gets unused because its so ugly and slow even though it can be more effective. Against an AV I may switch to the FU/Evis/Focus chain but for most everything else I throw in Shockwave (kb to kd) and and Strike out there instead.
  15. I am curious as well which recipes the OP is having trouble with. Without that info we can't give more than general advice.
  16. For speed and ease I would say stalker. Can easily stealth those missions that allow it and enough damage and durability to handle the few missions to take out EBs.
  17. 4 to 5 min is decent for brutes currently.
  18. As I reread it, that is what it sounds like. That would be stupidly unbalanced. Run to spawn 1 BU/Aim Nuke, shoot a couple bosses a couple times. Run to spawn 2 repeat. On a high recharge build you would be able to nuke 4x in the duration of a red inspiration.
  19. I went a different way. A little more recharge out of the box but no FF procs. I focused more on overall damage and thinking of how I would play that set so YMMV if you are not one to hang out in melee range. I keep the knockback in Energy Torrent as that would not be part of my normal attack chain and would be used for control and perhaps the occasional panic button to buy a couple seconds. The single target attacks also keep the knockback. Just be sure to use proper KB etiquette and keep shooting until the target is dead. Against large groups (when Nova is not up), run in with Explosive Blast, get in the middle of the pack (which will boost your recharge) and hit Atom Smasher. Fire off a single target attack, then Explosive Blast is ready again then mop up the rest. Against AVs. 3 ranged single target attacks but you will want to still be in melee range for the most damage as Positronic Fist is your heavy hitter. I have the Kismet unique and Tactics so your fast snipe should hit quite hard as well, although not quite to 22% for max damage. The only time I would stay out of melee range is if the AV has Negative or Psi attacks and the team you are on does not have the powers to cover those holes. Against anything but Negative or Psi you should be fine in melee range. Your Beta Decay will help your recharge and give some extra -To Hit to everything around you. I do just fine on my Fire/Atomic with basically the same defense and resist numbers and no other mitigation. Against Smash/Lethal you will have to be careful as many of those also come with -Defense which can cause cascading failure if you get hit with one. On the ITF for example, I can do the speed and run off on my own and be fine.....and then suddenly dead because of the defense debuffs. The build I have also does require Agility Core to get the soft cap numbers and get to perm a Hasten (before Beta Decay is factored). This means less damage than if you went Musc instead but more recharge and more durable instead. I could not however fit in Super Speed without dropping Assault so those things are up to you if you wish to make those trade offs. 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 Natural Blaster Primary Power Set: Energy Blast Secondary Power Set: Atomic Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Power Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7) Level 1: Electron Shackles -- Acc-I(A) Level 2: Energy Torrent -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/Rchg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(11), SprFrzBls-Rchg/ImmobProc(11) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(15), Rct-ResDam%(15), Ksm-ToHit+(17) Level 6: Power Burst -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx(19), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Rchg/+Status Protect(21) Level 8: Super Jump -- BlsoftheZ-ResKB(A) Level 10: Ionize -- RechRdx-I(A) Level 12: Sniper Blast -- Apc-Dam%(A), Apc-Dmg/EndRdx(23), Apc-Dmg/Rchg(23), Apc-Acc/Dmg/Rchg(25), Apc-Acc/Rchg(25), StnoftheM-Dam%(27) Level 14: Aim -- RechRdx-I(A) Level 16: Beta Decay -- HO:Enzym(A) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 20: Metabolic Acceleration -- PrfShf-End%(A), PrfShf-EndMod(29), PrfShf-EndMod/Acc(29) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-Max HP%(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33) Level 26: Explosive Blast -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(33), PstBls-Dmg/Rng(34), PstBls-Acc/Dmg/EndRdx(34), PstBls-Dam%(34), SuddAcc--KB/+KD(36) Level 28: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx/Rchg(36), Rct-Def/EndRdx(37) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(37), Rct-Def(37), Rct-Def/EndRdx(39) Level 32: Nova -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SuddAcc--KB/+KD(40) Level 35: Radioactive Cloud -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(42), SprEnt-End/Rchg(42), SprEnt-Acc/Hold/End(42), SprEnt-Acc/Hold/End/Rchg(43), SprEnt-Rchg/AbsorbProc(43) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(43), Rct-Def/EndRdx/Rchg(45), Rct-Def/EndRdx(45) Level 41: Positronic Fist -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Rchg/HoldProc(45), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/Rchg(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48) Level 44: Tactics -- HO:Cyto(A) Level 47: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(50), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50) Level 49: Assault -- EndRdx-I(A) 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Agility Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  20. Or you get a new mission and use the mission TP and it takes you to the other mission you had instead of the one you just got. Yes this would be handy if it is something that could be done.
  21. Making nukes ranged I could live with but don't mess with the secondary sets. I use most of the powers that you think are skipped.
  22. Also the Tank ATOs. Are quite handy.
  23. The irony being that everyone could have 1000 hp, only be able to use brawl that does 100 hp and has 80 foot range and no resists or procs, and people would still lose and complain that PvP is unfair and needs fixing.
  24. The game code was salvaged. The old character info is likely gone forever. Edit for clarity. Access to the old character info is likely never going to happen. It may be out there but odds of getting acess to it is somewhere between slim to none and is way closer to none.
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