
Papaschtroumpf
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Everything posted by Papaschtroumpf
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thanks for the feedback. I'm still trying to get a feel for EA (Bots too but it feels relatively straightforward). but I was hoping it didn't require too many slots so I have more options for sets, etc... The one disadvantage of Prestige powers is that they are endurance heavy and not enhanceable. Great under 10, but gets heavy later, although so far this character is one of the easiest on endurance I've had in a long time. Maybe it gets worse after 20. I do like the idea of trying Experimentation since it's new to me too. as far as pulling, I have been using Shock from EA, it applies a rather large damage debuff that helps mitigating the hitback. I'll likely keep the stun grenade (with a purple Stun set it also has a -toHit proc), and I just might keep the harder hitting pulse rifle power that does knockback if I can find room for it (likely as an opportunity to slot a set too)
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I'm new to MS and made a Bots/EA MM. Lots of good powers in EA so I'm trying to decide what powers if any are skippable. I'm waffling about the pulse rifle powers, EA can be a busy set so between micromanaging the bots and applying EA, I may not need all rifle powers, although I like the AoE Stun as extra mitigation. I'm trying to understand if Repair is a skippable power. I just hit 20, so I don't have much experience with it, but I find myself relying more on the EA heal that jumps between bots and heals all of them of most times jumps back to me hand heals me too. I've seen several builds slotting it with endurance reduction, like a full set of Efficacy Adaptor, is it as a mule, or do bots run out of endurance later in the game? I've not noticed them running out. But I do have a speed-boost-like power in EA too (not as good though), so many I don;t need it with EA? Maybe a good comparison would be would a Bot/Kin MM take Repair?
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Thanks for the feedback. The reasons you give were my reasons to drop fissure in the end. I did get to play with bonfire today and you're right the proc seems to do 100% knockdown. Game changer! I remember my old fire/kin dropping bonfire back in the day. I think I agree with you about the fire orb but have not paid enough attention to make a final decision.
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I'm designing a bots/EA character build it have no idea where to go with the costume or even the name/concept. Maybe something along the lines of the chronosoldier above, or maybe something alien (I couldn't come up with a good floaty wisp alien like the ruularu ones). I may try and use some ideas from the radiation costume above. I couldn't make a to it that thematically for the MM pet look. All the robot pieces are too "retro". Speaking of retro, I haven't made a retro sci-fi costume yet and have not really explored that either. It could work. So what am I asking for exactly? Any idea someone wants to offer, or a suggestion for a very alien look or a retro sci-fi. 1/2 my characters are male and 1/2 female, so that doesn't matter.
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I haven't made a MM since Live. Well, I lie, I have a Zombie/Dark villain I'm having a hard time getting off the ground, but that's due to being red side and refusing to become a goodie-two-shoes hero Having played neither set I don;t quite know what to expect. I wan an MM that is "OP" with proper slotting (can solo at +4x8 in the 40s and later) but I also don;t want to get bored watching my pets do all the work. Even though I mention soloing, I do team a lot. Robots/EA seems thematically sound, so would Demons/Thermal, Zombie/Dark above. I know Bots/FF was hugely popular on Live. animals/Nature sounds like a good fit but doesn;t seem so great, or I have teamed with the wrong ones. If not Robots/EA, what good?
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In defense of the original build, I have been playing something almost identical to it (going with the same philosophy that the Damage AoE are what makes this build special, although I wanted the imps) I slot attuned IOs, so i can slot them as soon as they are accepted (as early as 7 or 10 for ATOs if I remember right). Hotfeet makes it really hard to manage endurance until you have the +end IOs in Stamina and Health. so you could take it later, although if you exemplar later, those IOs will still be available, so it's really an issue only during initial leveling. I made a few IO changes to the initial build to help a little more with Endurance, and obviously deal with not being to slot purples and superiors until 50. I've played both teamed and solo (+0x8 at this level) and you do have to watch and manage your endurance, but I rarely use blues. Domination refills your blue bar and helps dealing with it. don;t fight with superspeed on, don't spam Fire Cages, it does very little damage and immobs for a long time, but recharges quickly so it's tempting to spam it but it does very little damage and has a high endurance cost. You can hit it twice in a row to stack on bosses though. I added the fiery orb to it just to see if it's any good since I have never used it (first Dominator since Homecoming, I tend to like controllers) I grew up in the days on no inherent stamina and no IOs, so maybe my relationship with Endurance is different than many. I do have some toons whose endurance bar barely moves, and that's nice too, but I find this build is highly playable so far. My biggest issue is that I forgot I'm not a brute, so once in a while I get destroyed in 1/2s because I got away with it for the previous 9 groups, but once at of 10, something goes horribly wrong, such as getting mezzed or getting hit hard This is my modified version of the initial build so far. I'm not really going in the exact order for slot allocation, I'm playing it by ear based on leveling up and what I feel I need. I do try to complete sets early if possible, and the fact that in the mid-20s 'm going after recharge bonuses shows that End is not a big concern. 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 Mutation Dominator Primary Power Set: Fire Control Secondary Power Set: Earth Assault Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ice Mastery Villain Profile: Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5) Level 1: Stone Spears -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(9) Level 2: Stone Mallet -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(13) Level 4: Tremor -- Avl-Acc/Dmg/EndRdx/Rchg(A), ScrDrv-Acc/Dmg/EndRdx(15), FrcFdb-Rechg%(17), FuroftheG-ResDeb%(17), ExpStr-Dam%(19), ScrDrv-Dam%(19) Level 6: Fire Cages -- DmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), DmnGrs-Rchg/Fiery Orb(39) Level 8: Hot Feet -- PcnoftheT-Acc/EndRdx(A), ScrDrv-Acc/Dmg/EndRdx(21), Mlt-Acc/Dmg/EndRdx(21), ScrDrv-Dmg/EndRdx(23), OvrFrc-Acc/Dmg/End(23) Level 10: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(25) Level 12: Flashfire -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), SprAscoft-EndRdx/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprAscoft-Rchg/+Dmg%(29) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 16: Power Up -- RechRdx-I(A) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(33) Level 20: Heavy Mallet -- BlsCol-Acc/Dmg(A), BlsCol-Dmg/EndRdx(33), BlsCol-Acc/Dmg/EndRdx(33), BlsCol-Dmg/EndRdx/Acc/Rchg(34), BlsCol-Rchg/HoldProc(34), ExpStr-Dam%(34) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36) Level 24: Boxing -- Empty(A) Level 26: Bonfire -- OvrFrc-Dam/KB(A) Level 28: Seismic Smash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(36), CrsImp-Dmg/EndRdx/Rchg(36), CrsImp-Acc/Dmg/Rchg(37), CrsImp-Acc/Dmg/EndRdx(37), GldNet-Dam%(37) Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39) Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(40) Level 35: Sleet -- Empty(A), Empty(40), Empty(40), Empty(42), Empty(42), Empty(42) Level 38: Fire Imps -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(43), ExpRnf-Dmg/EndRdx(43), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-+Res(Pets)(45) Level 41: Mud Pots -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-Dmg/Rchg(46) Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46) Level 47: Ice Storm -- Empty(A), Empty(48), Empty(48), Empty(48), Empty(50), Empty(50) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- UnbLea-Stlth(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 -- Run-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+(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) Level 1: Quick Form ------------ I'm sure there are better/different builds, but he OP is viable in my opinion and experience. You feel the lack of AoE defense, and this build has very little resistance (Tough is slotted as a mule), so you are still squishy but that's what controls and mitigations like knockdown are for. One question: the Overwhelming Force in BonFire isa "Chance for KB->KD". Does this mean it only does it if it procs and I will get some knockback? If so then I'd rather lose a littel bit of the damage and slot a Sudden Acceleration IO that eliminates 100% of the KB
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Yup, got sidetracked by a dominator at the moment, but I'll get back to him.
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which AoE power would you drop for Imps? I'm thinking maybe fissure? How useful is the Resist Bonus Aura for pets? Expedient Reinforcements drop the def yet a little more and add extra recharge (nothing earth shattering), but if aura truly makes the pets more solid it might be good (although the idea is to control things so that pets can destroy them) I usually find that Superspeed without extra run speed is sufficient for my taste, so I could move the extra slot to Combat Jump and add a defense IO which would bring ranged defense back to softcapped (45.2 I think). I also put a stealth IO in one of the prestige sprints, which combined with SS makes you fully invisible. another reason not to push SS speed too far or I can't navigate caves when SS is on. EDIT: nevermind the 2 enhancements in SS provide a ranged defense bonus, so not advantageous
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Lol, no answers, you talked me into it, that way I'll figure it out myself!
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That looks pretty good given the constraints you work under
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Never played Savage Melee, but already have several WP, EA, Bio characters (not all brutes) I haven't played Stone Armor since Live where I remember it being good, but I happened to be one the people that liked the TP travel power (it was all pre-IOs). Back them Soene armor toons would kill ot get a kin on their team. I think it's not longer as true? To be honest at this point the main reason I picked the combo is because I thought Savage Leap would complement/mitigate Granite's movement penalty. There are probably sets than can be used to help with movement speed So anyway, anyone running it? Anyone thinking it's a poor combo? If it's not a good idea, I may go Savage/Dark Armor as I don;t have a DA toon on Homecoming yet (but I was thinking about a D3 scrapper)
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Discussion: Disabling XP No Longer Increases Influence
Papaschtroumpf replied to Jimmy's topic in General Discussion
if only devs would also fix the market so to reduce the income gap between those who play it and those who don;t (or is trading a more respected profession than farming?) -
I figured it was a side effect of the changes they made
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lol forgot we wer talking about a stalker. no need for SS+IO when you have Hide!
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In fact one of the global 3% recharge slot could be taken out of Kinetic dampening and you;d still be over the 45% softcap expect for Negative (by a hair) and Psi (which was never close) Not sure where to put it though, maybe another Ragnarok to regain a bit of Psi resist and get it back in line with your numbers?
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I made some changes to your build to suit my taste. Mostly the changes above, including the important snipe one, and made Hasten Perma. I took the Mu pool because it gets me an AoE and I think Shadow Meld is overkill on top of the existing defense. I think the build could still have some work done to trade more defense for extra resistance My character is using flight for a better thematic fit, but otherwise your travel powers are a better fit. CJ is much easier on endurance, and superspeed+sprint with a stealth IO is full invisibility. you should be able to swap CJ for Hover without changing enhancements. This was really about improving the attacks and damage rather than changing totals, as you can see they are very similar YOURS: MINE: 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! Angel of Tech: Level 50 Natural Stalker Primary Power Set: Psionic Melee Secondary Power Set: Energy Aura Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Psi Blade -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(33), SprBlsCol-Rchg/HoldProc(33) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Rct-Def(3), Rct-Def/EndRdx(3), Rct-Def/EndRdx/Rchg(5), Rct-ResDam%(5) Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(7), RedFrt-Def/EndRdx/Rchg(7) Level 4: Power Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(9), RedFrt-Def/EndRdx/Rchg(11) Level 6: Assassin's Psi Blade -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(33), SprStlGl-Acc/Dmg/Rchg(34), SprStlGl-Dmg/EndRdx/Rchg(34), SprStlGl-Acc/Dmg/EndRdx/Rchg(34), SprStlGl-Rchg/Hide%(37) Level 8: Concentration -- AdjTrg-ToHit/Rchg(A), GssSynFr--Build%(23), AdjTrg-ToHit(25), AdjTrg-ToHit/EndRdx/Rchg(39) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(13), HO:Micro(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 16: Kinetic Dampening -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(17), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(19), UnbGrd-Max HP%(19), GldArm-3defTpProc(21) Level 18: Boxing -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(31), Mk'Bit-Acc/EndRdx/Rchg(31), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Dam%(40) Level 20: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam(23) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(29) Level 24: Fly -- EndRdx-I(A) Level 26: Greater Psi Blade -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(39), SprAssMar-Acc/Dmg/Rchg(40), SprAssMar-Dmg/EndRdx/Rchg(40), SprAssMar-Acc/Dmg/EndRdx/Rchg(43), SprAssMar-Rchg/Rchg Build Up(43) Level 28: Energy Drain -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(29), EffAdp-EndMod/Acc(31) Level 30: Placate -- RechRdx-I(A) Level 32: Mass Levitate -- Arm-Dmg(A), Arm-Dmg/Rchg(45), Arm-Acc/Dmg/Rchg(46), Arm-Dmg/EndRdx(46), Arm-Dam%(46), FrcFdb-Rechg%(48) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 38: Zapp -- Apc-Dmg(A), Apc-Dmg/Rchg(48), Apc-Acc/Dmg/Rchg(48), Apc-Dmg/EndRdx(50), Apc-Dam%(50), ExpMarks-Dmg/Int/Rng/Rech(50) Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43) Level 44: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/EndRdx/Rchg(45), RedFrt-Def(45) Level 47: Afterburner -- Flight-I(A) Level 49: Assault -- EndRdx-I(A) Level 1: Assassination 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: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(27) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) Level 38: Quick Form ------------
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I've never used Placate. How good is it? At least it looks it's Mag 4 so it should work on bosses? For a Stalker, since it provides Hide equivalent, I assume it's not about getting away but setting up a crit?
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Mid's Reborn: Hero Designer
Papaschtroumpf replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
I guess I'll rebuild the character from scratch, that's the "hard" way. And yes, I want to go from Soul (Moonbeam) to Mu (Zapp) -
Mid's Reborn: Hero Designer
Papaschtroumpf replied to Metalios's topic in Mids' Reborn Hero Designer's Forum
For some reason today Mid's is not letting me change the Ancillary power pool after I open a build, even if I de-select all the powres from that pool. What am I missing? I'm pretty sure it ussd to work -
Nice build. I have questions/comments: What's your attack chain? I think I would miss TK Blow but my Psi stalker is not advanced enough to really make that call yet. In fact I'm finding this thread because I'm getting ready to actually plan a build for him. It looks like you don't have toHit to get fast snipe activation (for moonbeam)? It might be worth slotting it with an Experienced Marksman eve though you lose some psi and toxic resistance. Put 5 apocalypse in the snipe and you get extra global rchg too. All defense types except Psi are softcapped without Shadow Meld. I'm nit sure how much you get from it in the build. it's a huge defense boost that helps coping with defense debuf, but only last 15s (at least it's up a little more than 1/2 the time). I wonder if taking Zapp+Ball Lighnting could be a better choice for the AoE attack? The latest updated introduced new endurance mod sets for endurance draining powers, not sure it any of them would be a better choice in Endurance drain, I haven't studied them yet and looks like Mid's doesn't support them yet
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yup /rad is pretty intrusive
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so what would be a better seconday for Psi Melee? I want a secondary that doesn't affect the costume (e.g. not ice), because I'm vain that way. It's bad enough that Hide makes me invisible 🙂 I picked Nin because I never played it. I can't remember which on the list I have not played. I haven't made an invuln character on Homecoming yet EDIT: ok I grabbed the list of Stalker secondaries: Secondaries I have not yet played (well, not since Live at least) Ninjutsu Invuln Super reflexes Regen Radiaton Armor Dark Armor Regen doesn't feel like a great secondary for stalkers, I think I'd go Will power instead but I already have one or two Willpower characters on Homecoming Dark Armor hides the costume, I think Radiation also? maybe I'll get on the character creator and see if there is a noFX option
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Another variation, changed boots and hair and the "belt" The color looks a lot bluer in game than in the costume generator