zenijos10
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My definition of a blapper is a blaster who fights primarily within melee range. This means they have probably focused more on survivability then the average blaster OR have an extreme amount of PBAOE damage (best defense is good offense) or both. For me a blapper doesn't even really have to use melee attacks, at least in theory, though melee attacks certainly help to scrap at melee range. Its an attitude thing: "I'm gonna get right up in your face and destroy you, then before your body hits the ground I'll be off to the next group of foes to do the same."
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I have an WATER/NRG blaster and it is one of my favorite characters. I wasn't saying never use melee attacks or range only. I was saying it can play great from far away, as opposed to Blapper which to me means staying in or near melee range. Water is so good you can stay at long range all day and always have a decent attack ready. I skipped NRG Punch, BoneSmasher, and Stun. I mostly use the other two attacks, power thrust and Total Focus for crowd control, and I don't need them that often.
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People are saying Blapper, but Water/ NRG is also great at range. Water works great from range, and NRG can add a lot of it. Blappers arent for everyone.
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Its so hard to pick a character to fully invest in
zenijos10 replied to Damoklese's topic in General Discussion
I suppose that's true. Which is why so many have suggested electric armor, which is a good choice, but SR is good too for different reasons. To the OP, I say, try 'em both! -
Its so hard to pick a character to fully invest in
zenijos10 replied to Damoklese's topic in General Discussion
I say go for Super Reflexes Tank. They are hard to hit and hard to debuff their ability to not be hit. Sappers can be a problem for any and everyone, but they are less so for my SR Tanker. I love my savage/ SR, but nearly all the Tanker Melee options go well with Super reflexes. A well built tank can solo tons of different AV. They have great mezz protection. They also get layered protection on top of their best-in-class defense. As their HP drops their Damage resistance raises. -
Brand new character today! The family decided on an ironic way to kill Salvador "The Ham" Massimo, a bothersome enforcer for a rival syndicate. Unfortunately for the family the poison they put into his ham sandwich managed to activate a latent mutant healing factor. Salvador's revenge was swift and bloody. After the bodies were counted Sal found himself filling the vacuum, becoming a Don himself. Like a virus he is attacking the family, and anyone else who lives on the wrong side of the law and brutally forcing them to join his organization. No one can stop him, he is unkillable. He leaves them with one choice, join or be butchered and cooked alive only to end as the meet in "ham" sandwich that is destined to be fed to victim's family and friends. Who can stop the Hammy Don!?
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I Earn Man! Born the son of a wealthy government arms contractor CEO and now the CEO himself after he inherited the company from his father. He was tired of all his "lazy workers" who wouldn't stop complaining about not having living wages, decent benefits, or the ability to work from home. They should just work harder and become a CEO themselves! He decided his workers, and all of the lazy, over-entitled poor people of the world needed a super hero to show what it means to earn your living through hard work. He built a special armor suit, from his father's designs, but with a special few adjustments. The suit has the standard powers of flight and durable armor, but it also gives him the power of super volume and radio transmission so everyone can hear his wise words on how he earned his fortune and how everyone just needs to stop being so lazy and entitled. Even people who don't want to want to hear it, they are the ones who need it the most! Finally, his suit grants him the power to knockdown anyone who would dare to argue against him and his perfectly correct world view. (Sonic / Energy Defender).
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Thank you for response and sharing your build. I take fighting pool on most of my characters. I play mostly solo so survival is always one of my top build goals. I chose m30 over cross punch because of the 3.33% damage buff. I've gotten contradicting advice on Serum. Since the changes have you tried serum both with and without slotting for resistance? Also, what's the reasoning for soulbound into soliders over commandos? I don't know much about their attack chains.
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@StrikerFox Just double checking, are you saying that you suggest dropping all 3 pets' accuracy to add achilles to all 3? Some other questions for anyone willing to answer: 1. How end heavy is Forcefield + merc attacks/ serum? I'm currently at a surplus of around 1.2 %/ sec, but it would drop to 1 if swap in Achilles on all 3 pets (not just soldiers). 2. I 6 slotted M30 and 2 slotted force bomb. I wanted them for mitigation, but mostly to deal with boredom. I 6 slotted M30 because I figured I would be more likely to use it to get the focused fire bonus, but with that considered how would you slot these two power with only 6 slots to share between the powers (plus the free 1 slot that comes with each power)
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StrikerFox, Thanks! That's really useful.
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Great insight! Thank you.
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I have not played Mercs or Force fields on homecoming. I played both during commercial release, and was underwhelmed. I haven't started leveling yet, so I really don't know anything about play style or any gotchas with the classes. I figure I might want an attack or two just because forcefields in boring otherwise. Does having 3 direct attacks actually make sense with focused fire? Is slotting serum for resist or recovery worth it? Here is an early draft. Please tell me what you all think: This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Ionic Snake: Level 50 Technology Mastermind Primary Power Set: Mercenaries Secondary Power Set: Force Field Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Villain Profile: Level 1: Soldiers (A) Sovereign Right - Accuracy/Damage/Endurance (3) Sovereign Right - Damage/Endurance (3) Blood Mandate - Accuracy/Damage/Endurance (5) Blood Mandate - Accuracy/Damage (5) Edict of the Master - Defense Bonus (7) Sovereign Right - Resistance Bonus Level 1: Repulsion Bolt (A) Thunderstrike - Accuracy/Damage (9) Thunderstrike - Accuracy/Damage/Endurance Level 2: Deflection Shield (A) Gift of the Ancients - Defense/Endurance (11) Gift of the Ancients - Defense/Increased Run Speed (21) Reactive Defenses - Defense (21) Reactive Defenses - Scaling Resist Damage Level 4: Insulation Shield (A) Gift of the Ancients - Defense/Increased Run Speed (17) Gift of the Ancients - Defense/Endurance (31) Reactive Defenses - Defense/Endurance (31) Reactive Defenses - Defense/Endurance/RechargeTime Level 6: Equip Mercenary (A) Steadfast Protection - Resistance/+Def 3% (7) Gladiator's Armor - TP Protection +3% Def (All) (9) Resist Damage IO Level 8: Super Jump (A) Blessing of the Zephyr - Knockback Reduction (4 points) Level 10: Maneuvers (A) Luck of the Gambler - Endurance/Recharge (42) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Defense/Recharge (43) Luck of the Gambler - Defense Level 12: Spec Ops (A) Call to Arms - Accuracy/Damage (13) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (13) Blood Mandate - Accuracy/Damage/Endurance (15) Blood Mandate - Accuracy/Damage (15) Expedient Reinforcement - Resist Bonus Aura for Pets (17) Call to Arms - Defense Bonus Aura for Pets Level 14: Boxing (A) Empty Level 16: Assault (A) Endurance Reduction IO (34) Endurance Reduction IO Level 18: Serum (A) Gladiator's Armor - Recharge/Resist (19) Gladiator's Armor - Resistance/Rech/End (19) Impervium Armor - Resistance/Endurance (29) Impervium Armor - Resistance/Endurance/Recharge (36) Preemptive Optimization - EndMod/Recharge (43) Preemptive Optimization - EndMod/Endurance/Recharge Level 20: Dispersion Bubble (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense (33) Luck of the Gambler - Defense/Endurance (33) Luck of the Gambler - Defense/Recharge (33) Luck of the Gambler - Defense/Endurance/Recharge Level 22: Commando (A) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura (23) Soulbound Allegiance - Chance for Build Up (23) Blood Mandate - Accuracy/Damage/Endurance (25) Blood Mandate - Accuracy/Damage (25) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (27) Superior Mark of Supremacy - Accuracy/Damage Level 24: Tactics (A) Gaussian's Synchronized Fire-Control - Chance for Build Up (45) Endurance Reduction IO (45) Endurance Reduction IO Level 26: Tactical Upgrade (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (27) Luck of the Gambler - Defense (29) Luck of the Gambler - Defense/Endurance (36) Luck of the Gambler - Defense/Endurance/Recharge (36) Luck of the Gambler - Defense/Recharge Level 28: Repulsion Field (A) Endurance Reduction IO (34) Endurance Reduction IO (40) Sudden Acceleration - Knockback to Knockdown Level 30: Damping Bubble (A) Recharge Reduction IO Level 32: M30 Grenade (A) Force Feedback - Chance for +Recharge (34) Positron's Blast - Chance of Damage(Energy) (39) Bombardment - Chance for Fire Damage (39) Javelin Volley - Chance of Damage(Lethal) (40) Explosive Strike - Chance for Smashing Damage (42) Sudden Acceleration - Knockback to Knockdown Level 35: Force Bomb (A) Sudden Acceleration - Knockback to Knockdown (40) Force Feedback - Chance for +Recharge Level 38: Hasten (A) Recharge Reduction IO (47) Recharge Reduction IO Level 41: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (46) Luck of the Gambler - Defense (46) Luck of the Gambler - Defense/Endurance (46) Luck of the Gambler - Defense/Endurance/Recharge (47) Luck of the Gambler - Endurance/Recharge Level 44: Power Boost (A) Recharge Reduction IO Level 47: Tough (A) Unbreakable Guard - Resistance (48) Unbreakable Guard - Resistance/Endurance (50) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 49: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (49) Luck of the Gambler - Endurance/Recharge (49) Luck of the Gambler - Defense/Endurance/Recharge (50) Luck of the Gambler - Defense (50) Luck of the Gambler - Defense/Endurance Level 1: Supremacy Level 1: Brawl
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I play the same game, differently, and often for different reasons.