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Saikochoro

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Posts posted by Saikochoro

  1. Thank you for providing the actual reasoning behind the rune of protection nerf. I appreciate the answer even though I wholly disagree with the answer.

     

    I also want to echo the question: why even include this nerf in a testing/feedback phase? Based on your answers, it very much seems you had no intention on going back on the decision as you are of the opinion that rune was overpowered. It is completely fine to nerf something and have no intention of going back on the decision based on feedback. It’s your game.

     

    However, it would have just been better to include it separately and state clearly that it was being adjusted because the dev team felt it was overpowered and that the decision is final. You still would have gotten backlash, but at least it would reflect the apparent decision making behind it.

     

    Now that we know the answer, it might be best to indicate in the feedback threads (if you haven’t already) that the rune change is closed to feedback/discussion. 

    • Like 10
  2. I’ve never watched people play video games. Never really had any interest in doing so.  
     

    I did however discover Critical Role a couple months ago and have been watching that. Despite being into fantasy and sci-fi my whole life I never explored Dungeons & Dragons. This show however is amazing and makes me really interested in the age old RPG. Best way I can describe it like watching an audio book. 

  3. The first season of SG-1 is pretty rough, but it became one of my all time favorite shows. I’m not really sure I can pinpoint when it exactly it went from meh to mildly interesting to good to great to “it’s 1am and I have work in the morning, but one more episode shouldn’t hurt”.  The show grew on me as did the characters. 
     

    I think both Atlantis and Universe had better starts. I think a big part of that is that they had already found their groove and had established characters/plot elements to give them strength. 

  4. 12 minutes ago, EnjoyTheJourney said:

    One more hand raised for "Was surprised to hear there are people who believe RoP is a significant barrier to taking armor T9 powers." That's not been my experience. Rather, the generally low value added by taking T9 powers has been the biggest barrier to taking T9 powers. 

    You could go further than just low value added and say negative value picks as there are a few that are just delayed suicide buttons. 

    • Like 2
  5. 1 hour ago, ForeverLaxx said:

    It really shouldn't be surprising that one of the only "high tier" Pool Powers that people can justify sinking multiple power picks into has people who don't want it to become another dead power in a sea of dead powers. It being "better" (not universally true anyway, depending on AT) than some random armor set's T9 while still being a rare, niche pick says more about the sad state of that armor's T9 than it does about the strength of the pool power. Armor T9s have been mostly a waste for most sets for a long time in general anyway.

    Couldn’t have said it better myself. Just quoted for emphasis.

    • Like 1
    • Thanks 1
  6. I would suggest using savage melee or war mace as the primary and either bio armor or energy aura as the secondary. 
     

    Savage melee has good single target and great AoE damage (proc out savage leap). It is fast and provides some nice recharge bonus/end discount as you maintain stacks of blood lust. War mace is just a very strong performer all round. 
     

    Bio armor is not the toughest set, but it has nice layered mitigation that when built to its strengths works really well. Just don’t try to softcap all types as that will neuter your damage potential. Speaking of damage potential, bio provides a nice boost to damage. 
     

    Energy aura is easy to softcap typed defenses, has some decent resist potential, resolves any endurance’s woes as soon as you get energize, and provides + recharge to boot.

     

    Overall I think you should go savage/bio and build to bios strengths. Then just laugh as you leap nuke spawns and finish of bosses with a very fast single target rotation. It’s very satisfying.
     

    My second suggestion is war mace/energy aura. Strong and pretty is not just a meme, it is actually a monster of a combo. 

    • Like 1
  7. EM performs better than before. It is a fact. Not liking the combo mechanic is understandable though. Not everyone will like every change.

     

    Tankers are not even close to being irrelevant.  They received some fairly significant offensive buffs that have really closed the gap between them and brutes in AoE damage. Brutes still have the edge in single target, but tankers can be built tougher much easier allowing them to focus on things like recharge and procs.
     

    Honestly, tankers have never been better in my opinion than they are now. Same with energy melee. 

    • Like 2
  8. What I would like most is a horde survival mode. Have an instanced horde survival mode with various special maps. Start of with low number of low power enemies. Increase difficulty of the attacking horde with each wave. Conceivably end with lots of AVs throwing out high damage and large debuffs.

     

    Given that that is unlikely to happen I’d be happy with more task forces and trials. 

    • Like 2
  9. 2 minutes ago, StriderIV said:

    These are amazing, thanks Sai! I’ll tell you what, those are some impressive resists you are able to get out of that second shield/dm build. Crazy! I also think you’re right about that Inv/DM... unkillable. Especially when you start factoring in the -tohit. 

    No problem. It’s fun seeing the crazy numbers you can get on tankers. I actually had never played them on live and have always had a damage oriented focus even on the tankers I have made this far. But I then I starting thinking about pushing the survivability on my tankers to really make them earn their name. 
     

    Plus, I liked my concept for the inv/dark melee tanker being the personification of dark insatiable magic incased in the hard steel of a blade. After I finished the costume in the character creator I knew I was going to like the inv/dm.

    • Like 1
  10. I know this thread is a little old, but figured I'd reply to throw my vote in for Dark Blast/Invulnerability.  I recently made a sentinel with this combo and I am really enjoying it.

     

    Heres my build:

    -Softcapped defenses

    -Capped s/l resists, decent f/c, moderate e/n/t.  Does have a psi hole, but I'm not too worried about it.

    -Darks -to-hit pairs nicely with invuln and I take life drain to cover some healing.

    -Not nearly as damaging as my fire/bio sent, but not horrible either.  Much tankier though.

    Spoiler

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Mutation Sentinel
    Primary Power Set: Dark Blast
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Gloom -- Acc-I(A)
    Level 1: Temp Invulnerability -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5)
    Level 2: Resist Physical Damage -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(7), RctArm-ResDam/Rchg(7), RctArm-ResDam/EndRdx/Rchg(9)
    Level 4: Durability -- PrfShf-End%(A)
    Level 6: Abyssal Gaze -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(40), SprOppStr-Acc/Dmg/Rchg(40), SprOppStr-Acc/Dmg/EndRdx(43), SprOppStr-Acc/Dmg/EndRdx/Rchg(45), SprOppStr-Rchg/+Opportunity(45)
    Level 8: Aim -- GssSynFr--Build%(A)
    Level 10: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(21), Prv-Absorb%(21)
    Level 12: Boxing -- Empty(A)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), ShlWal-ResDam/Re TP(19), Rct-ResDam%(50)
    Level 16: Unyielding -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(17), RctArm-ResDam/Rchg(17), RctArm-ResDam/EndRdx/Rchg(19)
    Level 18: Antumbral Beam -- Apc-Dmg(A), Apc-Dmg/EndRdx(37), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(37), Apc-Dam%(39), CldSns-%Dam(39)
    Level 20: Tough -- GldArm-3defTpProc(A), RctArm-EndRdx(49), RctArm-ResDam/EndRdx(49), RctArm-ResDam/EndRdx/Rchg(50), RctArm-EndRdx/Rchg(50)
    Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23)
    Level 24: Environmental Resistance -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-Max HP%(34), UnbGrd-ResDam/EndRdx/Rchg(36)
    Level 26: Life Drain -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(27), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Dmg/EndRdx/Acc/Rchg(29), Prv-Heal(31)
    Level 28: Invincible -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(40)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31)
    Level 32: Blackstar -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34), Obl-%Dam(34)
    Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), RedFrt-Def(36), RedFrt-Def/EndRdx(36)
    Level 38: Mind Probe -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg(46), SprBlsCol-Acc/Dmg/EndRdx(47), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(48)
    Level 41: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(43)
    Level 44: Unstoppable -- StdPrt-ResDam/Def+(A)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(47)
    Level 49: Super Jump -- Empty(A)
    Level 1: Opportunity 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(45), NmnCnv-Regen/Rcvry+(46)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46)
    Level 50: Musculature Core Paragon 
    Level 50: Assault Radial Embodiment 
    Level 50: Degenerative Radial Flawless Interface 
    Level 50: Ageless Core Epiphany 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 50: Freedom Phalanx Reserve 
    ------------

     

    Snapshot of totals:

    image.png.08cd6d0aafc9484fc27ab90c761f1020.png

    • Like 1
  11. 1 hour ago, StriderIV said:

    Haha well this does sound amazing 😂 Dark does seem to really cover Invulns weaknesses. If you ever find that build, I’d like to see it =P

     

    I also just looked up Critical Role, and it seems awesome!

    I will share 3 builds with you.  One is my Craven Edge Inv/DM build.  The other two are actually Shield/DM builds.  I know you weren't asking about shield, but your question about inv/dm being the tankiest thing besides granite made me think what I could do if I shifted the focus of my dm/shield build.  The reason I am sharing those is because I wanted to see the toughness of shield compared to Inv.

     

    Craven Edge:  Inv/DM:

    -Over soft-cap typed defense when Invicibility if fully saturated (being a tanker I expect to be saturated most of the time).

    -Great resists including respectable toxic/psi resists.

    -Capped HP.

    -Not the highest damage tanker around due to lower recharge, but pretty much unkillable

    Spoiler

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Dark Melee
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx/Rchg(17), ImpArm-ResPsi(48)
    Level 1: Shadow Punch -- Empty(A)
    Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(48)
    Level 4: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(13)
    Level 6: Smite -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(13), SprMghoft-Acc/Dmg/Rchg(15), SprMghoft-Dmg/EndRdx/Rchg(15), SprMghoft-Rchg/Res%(17)
    Level 8: Shadow Maul -- Arm-Dmg(A), Arm-Dmg/Rchg(19), Arm-Acc/Dmg/Rchg(19), Arm-Acc/Rchg(21), Arm-Dam%(21)
    Level 10: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29), ImpArm-ResPsi(48)
    Level 12: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(40), UnbGrd-ResDam/EndRdx/Rchg(47), UnbGrd-Max HP%(49)
    Level 14: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(33)
    Level 16: Siphon Life -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(33), SprGntFis-Acc/Dmg/Rchg(33), SprGntFis-Dmg/EndRdx/Rchg(34), SprGntFis-Rchg/+Absorb(34), Prv-Heal(34)
    Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), RedFrt-Def(36), RedFrt-Def/EndRdx(36)
    Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(36), ShlWal-Def/EndRdx/Rchg(37), ShlWal-EndRdx/Rchg(43), ShlWal-ResDam/Re TP(43)
    Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(25)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(46), ImpArm-ResPsi(49)
    Level 28: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(37), RedFrt-Def/EndRdx(37)
    Level 30: Tough Hide -- LucoftheG-Def/Rchg+(A), RedFrt-Def(39), RedFrt-Def/EndRdx(39)
    Level 32: Soul Drain -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(42)
    Level 35: Dark Consumption -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Rchg(42), ScrDrv-Dmg/Rchg(42)
    Level 38: Midnight Grasp -- Hct-Dmg(A), Hct-Dmg/Rchg(45), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(45), Hct-Dam%(46), TchofDth-Dam%(46)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Unstoppable -- ImpArm-ResPsi(A)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(47)
    Level 49: Super Jump -- WntGif-ResSlow(A)
    Level 1: Gauntlet 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(23)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 50: Musculature Core Paragon 
    Level 50: Ageless Core Epiphany 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 50: Freedom Phalanx Reserve 
    ------------

     

    Snapshot of totals (note invincibility is saturated for these totals).  Also includes 1 stack of ATO.

    image.png.377ed0d74ac0d950294969ae5ad45b32.png

     

    Shield/DM damage focus (the build I actually use):

    -Softcapped positional defense (covers psi as long as it is not non-vectored).

    -Good resists that are supplemented with rune of protection 50% uptime leading to almost capped resists across the board with 2 ATO stacks.

    -Decent offensive focus with extra procs in main attacks and respectable recharge.

    -I still rate this as nigh unkillable.

    Spoiler

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Sorcery
    Power Pool: Speed

    Hero Profile:
    Level 1: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def(5), RedFrt-Def/EndRdx(5), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48)
    Level 1: Shadow Punch -- Empty(A)
    Level 2: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx/Rchg(17), RedFrt-Def(23), RedFrt-Def/EndRdx(25), RedFrt-Def/Rchg(25), RedFrt-EndRdx(47)
    Level 4: Shadow Maul -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(11), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(13), Arm-Dam%(15), Obl-%Dam(15)
    Level 6: Smite -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(7), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(11)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), DctWnd-Heal(37), DctWnd-Heal/EndRdx(37), DctWnd-Heal/Rchg(40)
    Level 12: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(17)
    Level 16: Active Defense -- RechRdx-I(A)
    Level 18: Siphon Life -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(19), CrsImp-Acc/Dmg/Rchg(19), CrsImp-Acc/Dmg/EndRdx(21), CrsImp-Dmg/EndRdx/Rchg(21), Prv-Heal(23)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(45), GldArm-3defTpProc(45), StdPrt-ResDam/Def+(46)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(46), RedFrt-Def(46)
    Level 26: Shield Charge -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(27), SprGntFis-Acc/Dmg/Rchg(27), SprGntFis-Dmg/EndRdx/Rchg(29), SprGntFis-Acc/Dmg/EndRdx/Rchg(29), SprGntFis-Rchg/+Absorb(31)
    Level 28: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(31), Obl-Dmg/Rchg(31), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), GssSynFr--ToHit(33)
    Level 30: Spirit Ward -- Prv-Absorb%(A)
    Level 32: Arcane Bolt -- Empty(A)
    Level 35: Rune of Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-EndRdx/Rchg(36), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Max HP%(48)
    Level 38: Dark Consumption -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(39), PwrTrns-Dam/EndMod(39), PwrTrns-Dam/Acc/End(39), PwrTrns-Dam/Acc/Rech/End(40), PwrTrns-+Heal(40)
    Level 41: Midnight Grasp -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(42), Hct-Dam%(43), TchofDth-Dam%(43)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 47: Grant Cover -- ShlWal-ResDam/Re TP(A)
    Level 49: Super Jump -- Empty(A)
    Level 1: Gauntlet 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
    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 4: Ninja Run 
    Level 50: Musculature Core Paragon 
    Level 50: Assault Radial Embodiment 
    Level 50: Reactive Core Flawless Interface 
    ------------

     

    Snapshot of totals not including rune (just add 30% to resists to see where they end up with rune active).  Includes 1 stack of ATO.

    image.png.6e3ca4ff6eb8238984e258ddbf456110.png

     

    Shield/DM:  Defensive focus (theory build to compare to inv).

    -Over softcapped positional defenses.

    -Great resists.  Did not grab rune to supplement, but rather increased baseline resists.

    -Lower damage due to less procs and quite a bit less recharge.  Still between soul drain & AAO this still should do good damage.

    -Really was just a test to see how it compares baseline to Inv with grabbing rune.

    Spoiler

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Dark Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LucoftheG-Def/Rchg+(A), RedFrt-Def(5), RedFrt-Def/EndRdx(5), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48)
    Level 1: Shadow Punch -- Empty(A)
    Level 2: Battle Agility -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(23), ShlWal-Def/EndRdx/Rchg(25), ShlWal-EndRdx/Rchg(25), ShlWal-Def/Rchg(45)
    Level 4: Shadow Maul -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(11), Arm-Acc/Rchg(13), Arm-Dmg/EndRdx(13), Arm-Dmg/Rchg(15), Arm-Dam%(15)
    Level 6: Smite -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(7), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(9), SprMghoft-Rchg/Res%(11)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: True Grit -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), DctWnd-Heal(37), DctWnd-Heal/EndRdx(37), DctWnd-Heal/Rchg(40)
    Level 12: Phalanx Fighting -- LucoftheG-Def/Rchg+(A)
    Level 14: Combat Jumping -- Rct-ResDam%(A), RedFrt-Def/EndRdx(39), RedFrt-Def(39), RedFrt-Def/Rchg(39)
    Level 16: Active Defense -- RechRdx-I(A)
    Level 18: Siphon Life -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21), Prv-Heal(23)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(45), GldArm-3defTpProc(45), StdPrt-ResDam/Def+(46)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(33), ShlWal-Def/EndRdx/Rchg(40), ShlWal-Def(46), ShlWal-EndRdx/Rchg(46)
    Level 26: Shield Charge -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(27), SprGntFis-Acc/Dmg/Rchg(27), SprGntFis-Dmg/EndRdx/Rchg(29), SprGntFis-Acc/Dmg/EndRdx/Rchg(29), SprGntFis-Rchg/+Absorb(31)
    Level 28: Soul Drain -- Obl-Acc/Dmg/Rchg(A), Obl-Dmg/Rchg(31), ScrDrv-Dmg/Rchg(31), ScrDrv-Acc/Rchg(33), ScrDrv-Acc/Dmg/EndRdx(33)
    Level 30: Maneuvers -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(36), ShlWal-Def/Rchg(36), ShlWal-Def(36)
    Level 32: Touch of Fear -- Empty(A)
    Level 35: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(37)
    Level 38: Dark Consumption -- Obl-Acc/Rchg(A), Obl-Dmg/Rchg(40), FuroftheG-Dam/Rech(47), FuroftheG-Dam/End/Rech(47), FuroftheG-Acc/End/Rech(48)
    Level 41: Midnight Grasp -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(42), Hct-Dmg/Rchg(43), Hct-Dam%(43)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 47: Grant Cover -- LucoftheG-Def/Rchg+(A)
    Level 49: Super Jump -- Empty(A)
    Level 1: Gauntlet 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(3), Pnc-Heal/+End(17)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PwrTrns-EndMod(17)
    Level 50: Musculature Core Paragon 
    Level 50: Assault Radial Embodiment 
    Level 50: Reactive Core Flawless Interface 
    Level 50: Ageless Core Epiphany 
    ------------

     

    Snapshot of totals with 1 stack of ATO.

    image.png.75919f9dd13b74c402814e2767f33a24.png

    • Like 1
    • Thanks 1
  12. 8 hours ago, StriderIV said:

    True. I have a Dark Melee/Shield Scrapper that I adore. I could see DM working with either Rad or Invuln. Just theory crafting, it seems like Invuln/DM could be the tankiest thing in the game outside of Granite haha.

    I'm sure Rad/DM would as well. Idk if the multiple heals would be overkill though.

    I recently made a DM/INV tanker. It was inspired by the show Critical Role, which I recently discovered. I created this tanker to be what I imagine to be the manifestation of the greatsword Craven Edge.

     

    It is pretty beastly.  I decided to go full tanker on this one and therefore didn’t put two procs in attacks or chase extreme recharge for example. I don’t have my build in front of me, but I was able to get my psi resist to a respectable level.  It has no other weaknesses. 
     

    Dark melee fills in the healing gap and provide some extra endurance tools as well. The to-hit debuffs stack nicely with invulnerabilities defense. Soul drain also covers the lack of offensive bonuses in invulnerability.  A fully saturated soul drain powered shadow maul on a mob is very satisfying. It almost funny that the enemy mobs think they have a chance against my tanker. 

    • Like 2
  13. My vote would be dual blades/energy scrapper. This is probably my favorite combo after dark melee/shield defense. 
     

    Energy aura has all the bases covered as far as survivability goes and has endurance management and offensive bonus (+rech) to boot. Pairs very nicely with dual blades. 
     

    Dual blades is a fantastic set in my opinion. Blinding feint + attack vitals is your bread and butter. Throw in typhoons edge for extra AoE and you are golden. 
     

    Highly recommended. 

    • Like 1
    • Thanks 1
  14. 58 minutes ago, SwitchFade said:

    So, really this boils down to the belief that squishies are too adversely effected by status.

     

    If we remove all the peripherial noise...

     

    What does RoP do, in the majority? Status protection. That's mainly it. While the arguments against the change are presented in many ways that discuss the how's and why's it shouldn't be changed, it boils down to status protection.

     

    Squishies, and I use this term liberally, were not intended to be able to wholly negate status effects, as part of the core game design. RoP went too far in how much status effect it could negate all on its own. Stacked with incarnates? Even further. It was far too simple and cheap to do.

     

    The fact that other power pools are undesirable is relatively immaterial to the core issue, squishies should not be able to negate 75-100% of status with one to two powers. Yes, other pool sets should be buffed.

     

    Make no mistake though, RoP should not have ever had such a massive uptime on nearly complete avoidance of status.

     

    We're dancing around the fact that the real point of not wanting the change is "I don't like mez," which is fine and I get that, but it's part of the game. Squishies should never have been omgfacerolly mez avoidance roflecopters 😄😋 and really, blasters, controllers, and so forth we're always designed to be most powerful on teams. While they absolutely can solo, should they be able to avoid mez like a tank, scrap, brute? That's the crux, RoP was overmuch.

    Rune of protection is used for both status protection and as a resistance boost (or both) depending on the build. So, I disagree it boils down only to status protection. Each use of RoP is equally valid. 

    I also disagree that the relative value of other pool powers or power picks is immaterial in the context of the arguments. I’d say that that is one of the most material aspects to the argument. Power picks are all about opportunity cost. I pick up one pool at the expense of another because I feel the relative value is worth the opportunity cost. When the value of a power pick is reduced it is natural to then look at the other powers competing for a chance to be picked. That is what planning a build is all about. The fact that the devs are shooting for parity in duration shows that they are also comparing pool powers. 
     

    In my testing of the various builds that use RoP, I have found that they are negatively impacted. This is to be expected with a nerf. Even though the duration is now the same as the other t5s I still wouldn’t pick them for the same reason I didn’t pick them to begin with: I don’t think they have a long enough duration to go that deep into the pool at the expense of other power picks. Instead I will respec back into the tried and true leadership pool on several characters. 
     

    I understand wanting to have parity between origin t5 durations. The reasoning behind wanting to achieve parity is likely either due to the devs thinking RoP is overpowered or thinking that they want to see other origin pools picked more. Given that they chose to nerf RoP instead of buffing the duration of the others it would appear that they agree with your stance that it is overpowered. 

    I suppose it’s also possible that they purely just wanted the powers to have the same duration with no other deeper thought. Thus people have asked why not increase the duration of the other t5s to match, which would be the same solution as to encourage the picking of the other t5s. 
     

    That is where the negative feedback comes into play. They asked us to test the changes and provide feedback. Those of us that have tested and disagree with that stance that RoP is overpowered are sharing our feedback as requested.
     

    It shouldn’t be disregarded because some players don’t think RoP should or even is really used for a reason other than mez. It also should not be disregarded just because some people believe an archetype should or should not be able to do something. Archetypes have evolved over the course of the game and the addition of IOs and incarnates have changed a lot of the “should” and “shouldn’t” aspects of the game. People are free to have their opinions on what each archetype should and shouldn’t be able to do, but they are just opinions. None more valid than the other. The devs are free to do with the feedback (positive and negative) as they please. The players will adapt as always. 

    • Like 8
    • Thanks 1
  15. 2 hours ago, siolfir said:

    So it's either that the devs felt that it's easier to adjust one power than two others to equalize durations, or they secretly don't like the uptime and want to reduce it, but didn't want to flat out state that.

    Snipped for brevity:


    Honestly, wanting to adjust just one instead of two power to create equity is a valid point.  The goal may be nothing more or less than making durations the same and it was just more time effective to change RoP. It may be nothing more than that. Considering they are a volunteer with other real life responsibilities I can honestly understand that. 
     

    I think the devs have generally been pretty open about changes they want to make and their reasoning. Even if we don’t necessarily like their reasoning or the change itself.  I do agree however that the change is likely to go through. They have walked back some changes in the past though. So there is hope. If not though I understand. 

  16. 11 minutes ago, Replacement said:

    Thank you for the hands-on, @Saikochoro.  I have a question - is there something your ice/kin is doing during downtime on RoP? Or is the resist bonus something to keep up sustain over the long-haul?

     

    Basically, I'm curious to know how this character is built and what it's doing between Runes.

     

    Your DP/Nin: I want to emphasize if you're at all using RoP reactively for mez protection specifically, this character will actually see a lot of benefit to this change over time -- since getting Held, etc. is often the jumping-off point for taking a lot of damage, not having to choose between the break free effect and the resist effect is a pretty big deal.

     

    Though again, not so much if you're rotating with something else.

    I do not use defense amplifiers. So it’s either break frees or more careful playing. 
     

    When rune is not up adjust my play style mainly by pulling so I don’t get overwhelmed. If I am able to get repel to keep them on their butts and have time to get fulcrum shift off I am generally okay. Like I said, it’s still playable. Just have to be more careful more often. I’ll stick up more on break frees. 
     

    Also, I use RoP proactively almost always. The only time I don’t is if I am mezzed, about to die, don’t have a break free and rune comes off cooldown. I understand that there was a buff added, but in my opinion it’s not worth the loss of uptime. 
     

    Edit: I think it’s also worth noting something about my general build philosophy as it may shed light on how I view this change. I always try to have my build self contained without using incarnates to plug important holes.  I definitely do not plan builds around using base buffs and temp powers.  So, I never expect to have perma mez protection on squishies for example.  Every important aspect of my build comes thru power picks and slotting. There are two exception to this rule: I build bio armor with barrier in mind and I rely on ageless for my farmers recovery. 

    • Like 4
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  17. I play solo most of the time so do not rely on teammates to fill gaps. My testing of the RoP change included the following:

     

    Testing see if nerf is noticeable and by how much. I play different when rune is up than when it isn’t. This is especially so on squishies. 
     

    Ice/kinetics corrupter:  Performance with RoP is noticeably better than without. The uptime nerf is also noticeable. Still playable? Yes, everything is playable. Worse than before? Absolutely. 
     

    MA/Regen Brute: I rotate RoP with instant healing. The uptime nerf is very noticeable. Still playable? Yes. Worse than before? Absolutely. 
     

    DP/Ninja Blaster:  RoP is very helpful to protect from mez and also to boost mitigation. Uptime nerf is very noticeable.  Mez still get through even with s/l/e softcap.  Still playable? Yes. Worse than before? Absolutely. 
     

    BR/EnA Sentinel: I use RoP mainly to boost resist during stress encounters or among mobs with psi damage. Uptime nerf not as noticeable as on others, but have found myself wanting it up more on psi heavy mobs. RoP is a big part of plugging that hole. Still playable? Yes. Worse than before? Yes. 
     

    Dark/Shield Scrapper: Use RoP much the same as for the sentinel. Again, uptime nerf not as noticeable as on the squishies, but did notice it on ranged heavy mobs because of how I fit in RoP. Still playable? Yes. Worse than before? Yes. 


    Now for level of annoyance with how the nerf disrupts my playing:

    -Ice/kin corruptor: Very High. Get mezzed and it’s basically over if I don’t have a break free. Damage can spike very fast when mez and repel drops. 

    -MA/Regen: Very high. The difference between having rune up and not is very noticeable and I hate the gap between rune and instant healing. Kind of takes the wind out of my sails for my regen characters to be honest. 

     

    DP/Ninja Blaster: high. Not as annoying as on my regen brute or my kinetics corruptor. Mainly because I damage enough to kill enough mobs to survive well the aftermath without needing to ramp it up with fulcrum shift. Still a mez at the wrong time can = death. 

     

    Dark/Shield Scrapper: Moderate. I still survive just fine without it. My main annoyance is that I made very specific build choices to pick up rune for the added resistance. It had enough uptime to make the sacrifices worth it. Now that uptime is likely to be nerfed. 
     

    -BR/EnA Sentinel: low. Doesn’t impact me enough to raise a stink about it unless I solely fight psi mobs, which isn’t the case. 

     

    How I will adapt if the changes go thru:

    - Corruptor: probably just won’t play it as much.
    - Blaster:  will probably respec into leadership pool and out of rune. 
    -Sentinel: will suck it up and do nothing. 
    -Scrapper: will probably respec into leadership and out of rune. 
    -Brute: this change really takes the wind out of my sails for regen. I specifically wanted to go high resistance instead of high defense for my regen brute. Will probably shelve for now along with my other regen characters. Just until I get over the change. 

    Now for some points of discussion:

    I understand the the devs wanting to standardize the duration between the origin pool capstone powers. What I don’t like is standardizing then to 60s instead of 90s. 
     

    This change will not make me consider taking the other origin pools instead of sorcery. It will definitely not make me consider taking the crappy armor t9 powers. At best, it’s just annoying and I keep rune. Otherwise, I just respec into leadership like so many other of my characters.  Or I shelve the character until the newness of the nerf wears off. 
     

    In my opinion, this change does not promote build diversity. It restricts it. If build diversity was not a consideration of this change, then I would ask that it be considered. If it was, then I don’t think this change promotes it. 
     

    As I said in my first piece of feedback, I am bound to not like some changes the devs do. This is one of them. I still appreciate the work the devs do. If the change goes through I will adapt.

    • Like 6
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  18. On 3/19/2021 at 8:46 AM, PirateCrew said:

    Not seeing strong logic behind the Rune of Protection 33% duration reduction.  Increasing the other similar powers' duration or effectiveness is equally valid given what the patch notes state...and has the benefit of making more pools interesting (they are not, for me, right now).  If RoP is "too good" according to those with the power to initiate this change and the ability to peer into the stats, just say it - the need for a change would be much easier to understand if "50% of builds have this power now, it's Hasten 2nd edition" or "Look at all the melee players dropping their T9s in favor of RoP" (though maybe that points to a different issue & solution).

     

    In my experience, RoP is a reasonably good power as-is, and for some characters it's worth the investment into the prerequisite powers and some slotting.  Its duration reduction doesn't really seem to accomplish anything beneficial for the game, unlike most everything else adjusted in this bundle of changes.

     

    If we assume that RoP effectiveness *must* be reduced in value, I would prefer to see some alternatives considered first (buffs to other pools, higher end cost, giving up that new when-mezzed effect buff, etc).  I'd say that -33% also feels on the extreme end... these top-tier pool powers are supposed to be somewhat desirable, right?

    Agreed overall. However, if the reason is because melee are taking RoP over armor t9s, this has a lot less to do with RoP being decent and more to do with a lot of armor t9s being terrible power picks. Nerfing RoP won’t change that. 
     

    I think making other pool powers better to increase the opportunity cost of going into sorcery to get rune is a much better solution. Gives more incentive for more build variety rather than restricting it even further. 

    • Like 8
  19. I usually ask what difficulty level the leader plans to run and if it is a speed, kill all, or somewhere in between before joining if their advertisement doesn’t answer those questions. 
     

    If any of those answers change after I join the team or are different than what was advertised I ask the leader why the change and to change it back. If they don’t, I leave the team. No hard feelings.
     

    I’m just not going to waste my time on something that isn’t running as advertised. If I join a kill most, I expect it to take longer and actually kill most. If I join a speed run I expect it to be speeding to objectives. If I join a +4 I expect it to be +4. If I join a +0 I expect it to be a +0.  I don’t think there is anything wrong leaving a team if they change agreed upon settings. 

    • Like 5
  20. Alright here is the build I used on test that worked out well.

     

    Highlights:

    - S/L resists at 86% in offensive.  If you have 6 enemies around you evolving armor will cap out your S/L resists.

    - E/N defense at 41%.  I take barrier destiny to cover the last 5%.

    -I honestly don't worry quite as much about f/c/t/p.  They each have some defense (not toxic) and resists.

    -Ablative and dna siphon both recharge in less than 30s so their buffs can be perma.  I personally use ablative before going into a mob and dna siphon once they are dead for the regen/recovery buffs.  Parasitic aura has greater than 50% uptime.

    -Hasten is 5 seconds short of perma.

    -TF and ET both hit extremely hard.  TF has the purple set & proc due to having higher base recharge and better proc rates.  Bonesmasher and energy punch are also good.  You have gloom for any ranged needs.

    -I pulled in power crash for your AoE, but this can be switch with whirling hands if you prefer as it would take the same exact slots/IOs.

    -Note I have fury set to 85%.

     

    The Build:

    Spoiler

    This Villain build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Energy Melee
    Secondary Power Set: Bio Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Energy Punch -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(43), SprUnrFur-Acc/Dmg/Rchg(45), SprUnrFur-Dmg/EndRdx/Rchg(45), SprUnrFur-Acc/Dmg/EndRdx/Rchg(45), SprUnrFur-Rchg/+Regen/+End(46)
    Level 1: Hardened Carapace -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam/EndRdx/Rchg(5), GldArm-3defTpProc(5), StdPrt-ResDam/Def+(7)
    Level 2: Bone Smasher -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(11), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(15), Mk'Bit-Acc/Dmg/EndRdx/Rchg(15), Mk'Bit-Dam%(43)
    Level 4: Inexhaustible -- PrfShf-End%(A)
    Level 6: Environmental Modification -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(7), LucoftheG-Def/EndRdx(9), LucoftheG-Def/Rchg(9), LucoftheG-EndRdx/Rchg(49)
    Level 8: Build Up -- GssSynFr--Build%(A)
    Level 10: Adaptation 
    Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), Rct-ResDam%(13)
    Level 14: Boxing -- Empty(A)
    Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(43)
    Level 18: Total Focus -- Hct-Dmg(A), Hct-Dmg/EndRdx(19), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(40), Hct-Dam%(40), TchofDth-Dam%(42)
    Level 20: Evolving Armor -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(21), RctArm-ResDam/Rchg(21), RctArm-ResDam/EndRdx/Rchg(37)
    Level 22: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(23), RctArm-ResDam/Rchg(23), RctArm-ResDam/EndRdx/Rchg(37)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(25), RedFrt-Def/EndRdx(25)
    Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-Def/EndRdx(27), LucoftheG-Def/Rchg(46), LucoftheG-EndRdx/Rchg(47)
    Level 28: DNA Siphon -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(29), DctWnd-Rchg(29), DctWnd-Heal/Rchg(36), DctWnd-Heal/EndRdx/Rchg(36)
    Level 30: Power Crash -- Arm-Dmg(A), Arm-Dmg/EndRdx(31), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), Arm-Dam%(34), FuroftheG-ResDeb%(36)
    Level 32: Energy Transfer -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(33), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(33), SprBrtFur-Acc/Dmg/EndRdx/Rchg(34), SprBrtFur-Rech/Fury%(34)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(40)
    Level 41: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 44: Gloom -- Apc-Dmg(A), Apc-Dmg/EndRdx(48), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(48), Apc-Dam%(49)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(47)
    Level 49: Super Jump -- WntGif-ResSlow(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury 
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 1: Energy Focus 
    Level 10: Defensive Adaptation 
    Level 10: Efficient Adaptation 
    Level 10: Offensive Adaptation 
    Level 50: Musculature Core Paragon 
    Level 50: Barrier Core Epiphany 
    ------------

     

  21. 22 minutes ago, SmokenBongs said:

    The minimal effects setting makes Bio's look fine for me. My character concept is one where I was exposed to some radiation from a star and gained powers. Some biological coupled with some energy is very believable concept wise.

     

    I wish I was better at making builds and new what it took to put an Energy / Bio build together.

    I can try posting a EM/bio brute build later tonight hopefully. 
     

    My bio build philosophy:

    -Build to be in offensive 100% of the time. 
    -Build for high recharge (keeps the offensive focus of the set and helps get your defensive clicks back faster)

    -Focus on resists for s/l. Cap s/l resists if you can. Don’t try to softcap s/l defense even though it’s possible. You have to give up a lot to do that. 

    -Focus on on defense for e/n/f/c. Softcap e/n if possible, but get to 40% at least. Can always take barrier destiny to cover the last 5% since you won’t need recovery or recharge from ageless. 
    -Use ablative before the fight, dna siphon after the fight on the dead bodies, and parasitic whenever it’s up.

    -You can use dna siphon as an attack instead if you’d like, but I generally don’t slot it that way.

     

    Then I just slot the attack set how I normally would regardless of secondary. 

    • Thanks 1
  22. 24 minutes ago, SmokenBongs said:

    Hello Brute Community!

    I'm wondering if anyone has tried out the new Energy Melee paired with Bio? From what I hear it would be a very good and damaging (single target at least) combo.

     

    I have very limited experience / knowledge on both, so I'm wondering if anyone would be willing to share there experience.

     

    What are the limitations of the combo?

    Any thoughts on why most ppl seem to be opting for Energy Armor or Willpower with it?

    Any build advice or build shares that could be provided? (I'd like to be a wrecking ball that is still tough, but when it comes down to it will prioritize dmg first)

    I have only tried the combo on test so far back when I was testing the changes. It is indeed very strong in the single target damage department. 
     

    If possible I like to pair energy melee with a secondary that can heal. Using energy transfer a lot can bring your health down fairly quickly if you have no ways to heal yourself. Willpower, energy aura, and bio armor all have ways to mitigate this easily (so do some other armor sets).  That said, I pair energy melee with shield defense on tankers for maximum BAMF status even though shield doesn’t have a heal (panacea, power transfer help here). 
     

    I don’t think you’ll be disappointed with EM/Bio on brute. 

    • Like 1
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