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zenijos10

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Everything posted by zenijos10

  1. Proc damage does not get modified. But consider that with 1 dam + 1 dam/acc Greater Psi Blade can get to 76% dam enhancment (217 damage), with a full set of Mako it gets to 93.5% (288 damage). Fury affects BOTH of those. At 85 fury, 408 and 479 respectively. You can put 4 procs on top of that 408 to get to average damage of 689. With Musculature core (and 85 Fury), it closes the distance even more boosting the 76% damage enhancement to 119% (ed 122%) and meanwhile 6 slot Mako is at 127% (ed 143%). This put average damage between the two at 746 for 1 dam + 1 dam/acc + 4 procs versus 516 for 6 slot Mako's. With musc + 85 Fury + INSIGHT it is 750 damage for 6 slot and 974 damage for 1 dam + 1 dam/acc + 4 procs. If you add in concentration + Gaussian's Build up it goes to 1020 (6 slot) vs 1244. The tradeoff is real. Give up the set bonuses in exchange for an extra 220 ST damage every 8 seconds or so?
  2. with Fury at 85, I see Greater Psi blade hitting for 706 ( on average) with 4 damage procs and 1 dam/acc and 1 damage. So the damage can scale with fury, however it is average damage, and the RNG can be stingy sometimes. Terenos, I understand your build philosophy, just wanted to show there are always tradeoffs and ways to make useful changes. Maximizing defense means giving up some offense.
  3. Looks pretty sturdy! To throw a wrench in it, or perhaps to just give a alternative view. Many level 50 regen brutes and now tanks swap out some survivability for more offensive power via procs. Killing faster can help survive a lot of things too! For example Greater Psi Blade could go from about 280 average damage to 379 with 4 procs and 2 acc/damage. Also just as a note, in most cases as a brute you will not get a lot of use out of enhancing taunt (many people skip it entirely), so weigh those set bonuses carefully. Additionally, you have a lot of endurance (though not a lot of endurance debuff resistance). You can probrably afford to lose the slot holding miracle in health (one of the quick recovery slots). Finally, the concentration second slot isnt doing much either. So those slots might be better elsewhere, or allow you to lose some set in attacks and gain them in defenses. Also, your accuracy still isn't great against +4 enemies. The kismet +acc enhancement would do a lot of good.
  4. If you switch out the 3 recharge reductions for 2 +5 reductions in MOG, you can get a slot back a slot and only lose 1 second of recharge, you probably don't need the +end slotted into stamina either, you have a lot of it. One option to reuse those slots is to 5 slot numina that will give you 3.75 more s/l resist and 4 slot Aegis for 3 more resist to get 71 total S/L. You're also over the HP cap, so you can afford to drop one of the slots in quick recovery (or any other sets targeting HP+ bonuses and add it elsewhere. You could add it to weave to get some extra accuracy and extra S/L resists,. I suggest also adding a kismet, acc+6% somewhere, that + the LOTG Accuracy set bonus will get your accuracy to 95% on most powers.
  5. Nemesis! (OG, mender version less so)
  6. Thanks for the numbers and Indeed the +dam could go anywhere ( or nowhere!). Honestly, when I first played this game so long ago and read the name of the power, I expected it would be an offensive power, you know, "He went down swinging, but not before a brief moment of glory. " Since the change bringing us the latest version of MOG so long ago I've considered this my favorite power in the game. So while I'm not sure really if it needed the damage bonus, it as least makes some sense to me and doesn't seem to throw anything out of whack.
  7. I don't have any insight into the balancing reasons for adding +Damage to MOG. Thematically, though, adding +damage to Moment of Glory makes sense. How much +damage does it actually add, is it buffable?
  8. Perhaps now in practice MOG will switch from being an oh-s*** button to being what people press right after they get back up with second wind in order to get themselves fully back in the fight.
  9. I ran a GURPS game in my own version of paragon city. It was a lot of fun! Finished the whole story, played it for about a year.
  10. 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."
  11. 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.
  12. 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.
  13. 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!
  14. 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.
  15. 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!?
  16. 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).
  17. 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.
  18. @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)
  19. StrikerFox, Thanks! That's really useful.
  20. Great insight! Thank you.
  21. 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
  22. If I'm playing an expensive, well-researched build and don't reasonably expect defeat:
  23. I play the same game, differently, and often for different reasons.
  24. Overpowered regen: soloing multiple Giant monsters in peregrine island as a claws/regen scrapper. Crowds would gather, tanks joined in and died, but nothing could take down that scrapper. I guess I see why it was nerfed.
  25. I run farms often and allow door sitters. I’m not sure fun is the primary reason for doing it. Of course some fun can be had chatting because door sitters don’t need to pay attention to combat, though that doesn’t always happen. Instead of fun, I would say door sitting creates accomplishment or at least relief. to some, getting to 50 is busy work that’s required to enable what they actually want to do, like filling out the waiver and watching the training video before going paragliding. One could argue that getting to 50 by door sitting is not a real accomplishment, at least not compared to leveling the old fashioned way. However, regardless of the truth of that, the character select screen for door sitters’ level 50s still says level 50. Other people collect 50s, some have 100s of them. For them, fun is probably low priority, high priority is minting another 50 or in some cases fully incarnated and IOd 50. If one’s goal is to collect 50s then doorsitting makes a lot of sense compared to playing content the old fashioned way.
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