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Camel

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Posts posted by Camel

  1. On 4/10/2024 at 11:28 AM, StrikerFox said:

    I like Trip Mine. It can be slotted with the Force Feedback +recharge proc. It activates frequently and will help get Soul Extraction and Acid Mortar up more quickly. Below is a video of TM with FF. I dropped around 15 mines and FF proc'd 14 times in a row. 

     

     

    Thanks for sharing this! I had no idea Trip Mine reacted with the FF proc this way, figured it would proc on detonation... but I forgot it follows pseudo-pet rules! My Storm Summoning characters are some of my favorites because of the massive uptime of the FF proc via Lightning Storm and Tornado. 

  2. @GM Impervium, sorry for tagging you, it's the first time I've ever done something like this.

    So, I've since taken my Storm/Storm/Dark Corrupter to level 50 and beyond. I earned all 4 passive accolades, (I went the Task Force Commander route) have a fair amount of incarnates (the only T4 I have is Destiny Ageless, which is mandatory on all of my /Storm and Storm/ characters, the rest are T3) and have done everything from standard ITFs, +4 ITFs, MLTFs, +4 MLTFs and more. In certain scenarios, Storm Blast is actually pretty good. But after playtesting an actual character that I have min/maxed, I can honestly say there is a fair amount left to be desired.

     

    One change I can think of is having at the bare minimum, Storm Cell being a PBAoE similar to Hurricane, but with an increased radius. Having two powers that are location-based and absolutely integral to the set is a bit much and is very tiresome to micro-manage. Making Storm Cell a 20'-30' radius PBAoE toggle that costs endurance to have up would be a game changer and something I think the community could agree on. Jet Stream would suffer slightly if left as is, but I believe the community as a whole would appreciate the change. There might be better ways.. Maybe making Storm Cell an auto power and giving all of your powers a chance to proc Storm Cell as-is? All I know is that having to always maintain Storm Cell is incredibly arduous once you get your T9 and try to navigate around all of your other powers.


     Storm Blast actually caters to my playstyle as an exclusive click-only-player... and I can confidently say that having two location-based AoE powers which are essential to the set is too much. Despite my enjoyable experience with Storm Blast, it just feels like it’s lacking in some regards. Forget being /Storm or Storm/ (primary vs. secondary.) C5 and Storm Cell being exclusive location-based AoE powers is so much to micro-manage and even in perfect scenarios, it's a lot. Storm Blast definitely isn't "awful"... but there is a lot that can be improved and I really think keeping the proc mechanics with Storm Cell and C5 the same, but at least changing Storm Cell to a very large radius PBAoE toggle( or something else) that costs endurance would be a great fix. 

    I'm a very good player, (not trying to toot my own horn at all, but I've had a few PUGs with random, great players on some of the most popular TFs and have come within a few minutes or less to the speed record) especially as someone who is a "click" only player (which I feel like caters to non-macro players... macros are sort of redundant when it comes to rain-style powers for good click players, there isn't a single power in this game that activates faster than I can position one of my rain powers)... and even with that advantage of being able to position Storm Cell, Freezing Rain, Tornado (as a Storm Summoning player) and C5... it's just too much.
     

    Storm Blast feels like it could use one more a look at. I really think you could leave the entire set as-is but change Storm Cell to a VERY wide toggle that costs endurance and you'd see a large improvement of community acceptance and performance... even if it didn't make the set "perform" better... the fact that you eliminated one more power that you need to actively click, and position would be huge.

    I've been a huge advocate for Storm Blast and I'm starting to see its shortcomings, it simply has too much setup and will mostly neuter any primary (Defender) and secondary (Blaster/Corrupter) and leave you feeling like you HAVE to use your primary/secondary only. It's akin to having 8 ST attacks and always having 3-4 of them up at all times. While it does mesh well with a fair amount of secondaries/primaries, the fact that you have to prioritize Storm Cell at all times makes the set very clunky. 
     

    Another potential option/options is making the T9 similar to Fiery Embrace and making it guaranteed damage when you use your blasts? I’ve been viewing Storm Cell and C5 as “extra proc damage”, very similar to Fiery Embrace, but in a rain-power type format. Definitely just spit-balling here but I think the community as a whole agrees that juggling Storm Cell and C5 is too much to micro-manage. Maybe also allowing powers outside of the Storm Blast set having a substantially reduced chance to proc Storm Cell and C5 could work too… it’s just so hard to use powers outside of Storm Blast while using Storm Cell and C5.

     

    As it stands, it almost feels like a copy and paste of Ice Blast, where Storm Cell is Ice Storm and C5 is Blizzard. The only difference being that you can skip Ice Storm in a lot of Ice Blast builds, except for maybe outside of Corrupters because of the interaction Ice Storm has with Scourge. The thing with Ice Blast though is that Freeze Ray, Bitter Ice Blast and Bitter Freeze Ray all have better DPA with no gimmick. And that just feels a bit off.

    Anyways, just felt like throwing this out there. 

    Cheers!

    • Thumbs Up 1
  3. 6 hours ago, Black_Assassin said:

    I haven't tested this at all due to lack of time to play, but, does slotting stormcell for accuracy and damage make any difference to the procs that are fired off from other blasts? I have been heavily leaning on storm summoning for damage, so only have it on the base slot with a +rech proc. 

     

    Anyone actually tested chat logs for procs before and after slotting damage into storm cell?

    Storm Cell is perfect for half of the Scourging Blast (iirc) set. I slotted mine with the Acc/Dam, Acc/Dam/Rech and Acc/Dam/Rech/End. This gives you plenty of Acc/Dam/Rech values. 
     

    And yes, slotting for Acc/Dam increase both those attributes when the power procs.

    • Like 1
  4. I think Storm Blast really shines on Corrupters. All the procs from Storm Cell and C5 can Scourge, as well as the DoT damage portion from C5. I’ve seen my DoTs go as high as 15 when C5 gets rolling. I’ve also seen the damage procs go as high as 125 when lighting within C5 procs. Both of which can double in damage on a low health enemy.

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  5.  

    7 minutes ago, Thrax said:

    Yes. By the time you do that stuff and it builds up, mobs are dead unless it’s an av. Im using as right as I can, it just straight sucks. 

    My Storm/Storm Corrupter is level 50 and I've taken it through all of the Task Force Commander TFs, several +4 kill most ITFs and a handful of fire farms ... and I can say that neither Category 5 nor Jet Stream sucks. Are they a bit wonky? Sure. Sometimes I find myself not casting Category 5 because it would essentially be wasted... But oftentimes it floors the mobs my team and I are working on. It definitely shines on fire farms and +4, end game content and is a bit lackluster on +0 content for the reasons you stated. But even then, I did a Manticore TF where I would stealth to the end of the "defeat security chief and his men" missions and I could wipe the floor with them simply by casting Category 5 and popping off a few blasts.

    Category 5 is actually one of the highest damaging nukes in the game, it's just very situational at times. Jet Stream? It's a perfectly fine power and even if only a few of the mobs are outside of your Storm Cell, that's certainly not a bad trade off and with a properly slotted Storm Cell you can reposition it almost every mob anyways. I'm not saying Storm Blast 100% doesn't need any tweaks, the thing about Storm Blast is that it requires a fair amount of positional play and skill to be optimal... but like I said, I've taken my Storm/Storm Corrupter from Posi 1 to Numina and beyond and have decimated mobs every step of the way. 

    Your points aren't invalid. I struggle to find opportunities to use C5 on +0 content with a full team, but I can assure you that it shines in a variety of situations. C5 decimates the towers at the end of the ITF, it decimates mobs in fire farms and it decimates mobs while soloing. It just takes some time to get used to and properly utilize.

    • Thumbs Up 2
  6. I went Storm/Storm/Dark and will probably stick with it. I can't share an actual build from Mid's but I have some screenshots. This was my first attempt at making a Storm/Storm/Dark. so there might be room for improvement. But as it stands, this build has perma everything, 45ish% to Ranged/Energy/Neg, pretty close to Corrupter HP cap, etc. It takes a bit to get all the goodies rolling, but once you do, the passive damage is pretty insane when your primary and secondary storm powers do their thing.

    2023-04-28 (1).png

    2023-04-28 (2).png

    2023-04-28.png

    • Like 1
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  7. Did a quick little play test with a Storm/Storm/Dark Corrupter tonight. I could definitely tell my Storm Cell and Category 5 were proccing extra damage, but it wasn't until I added a new combat window for pet damage only that I started to get a feel for the set. Essentially, Storm Cell and Category 5 (for all intents and purposes) summon a one-time Lightning Storm like the original Storm Summoning set. These can proc off of any Storm Blast attack and can also Scourge on a Corruptor. Sometimes it hits one target, sometimes more. The max I've seen is four but that was while play testing the Vangaurd dummies in RWZ. I attached a picture of the damage it was dishing out on some mobs in PI. Not sure what the "Split" and "Spread" tags mean in regard to the extra damage procced from Storm Cell, I also noticed a "Focused" proc, too. Upon further investigation, it seems that it's a proc tier system? "Spread" typically had the lowest damage/end drain values, "Split" slightly better and "Focused" had the highest values. 5.93 end drain on Vanguard dummies for Spread, 11.87 for Split and 23.75 for Focused. 

    All in all, it seems pretty good for a first attempt. I basically copied and pasted my personal Storm build with a few minor adjustments... perma hasten, soft-capped defense to Energy/Ranged, etc. It performed rather well and the potential for insane damage is definitely there. I had enough recharge to keep Storm Cell and C5 up rather often and under both of those conditions and with very little play time, things melted. I didn't try to micro manage the repel in Jet Stream (I went 2 Acc/Dam Hami-Os, 3 damage procs and a Force Feedback proc) and it wasn't really bothering me. I did the first few Maria Jenkins AV arc missions at +4x8 and was chewing through Devouring Earth at a decent pace for solo. My only gripe is that it is painfully slow to get things rolling if you also choose Storm Summoning as a primary/secondary. A typical mob engagement for me on my Storm/Storm/Dark was Storm Cell. Freezing Rain, Soul Drain, Intensify, C5, either Ball Lightning/Jet Stream, Lightning Storm and then Tornado. It is a LOT to put down and is somewhat maddening. I even forgot to put Burnout into the mix. But once it was all dropped it reminded me of my Thugs/Storm MM.

    My initial thoughts were good. The feedback about Storm Cell is the only change I'm all for. With my build, I was able to get the recharge down to around 25 seconds or so with the amount of recharge I'm able to pump out. Solo, this is more than enough, honestly, it's too much. But for teaming it would be a pain to have to lose out on the gimmick of the set every other mob. That being said, the proc damage wasn't anything to scoff at and would happen quite regularly if you were spamming your Storm Blast attacks. Feels pretty solid for a beta set right now, maybe some tweaks needed for QoL, but it's lookin' good so far!

    2023-04-07.png

    • Like 5
    • Thanks 1
  8. They pretty much hit the nail on the head, so basically just repeating here... Infrigidate on a Corrupter is pretty meh. If you do have the room for it, it's only real niche is the -defense debuff and to put the Achille's -res proc in it since your Corrupter blast attacks are far superior than a procced Infrigidate. I will always skip Snow Storm, I take Frostwork if I can, being able to use it as a mule for any of the Heal/Resist unique IOs is nice. 

    I have a Beam/Storm Corrupter and took Lancer Shot, but they are correct in that it can be awkward within your rotation. I personally would take it if I could. It helps round out your attack chain at lower levels and can be used in rotation effectively if you view Disintegrate as more of a "debuff" than an actual attack. The damage isn't front loaded like your other powers and oftentimes I find the DoT damage being wasted on some mobs. I like to hit hard targets with Disintegrate and then use Lancer Shot in my rotation afterwards, alongside the snipe and Piercing Beam.

  9. 25 minutes ago, Wavicle said:

    Do these proc whenever the Tornado or Lightning Storm attacks, or only on summon?

    They proc on summon regardless of if there are targets or not. 90% chance that it will proc, so if both decide to proc you end up with 10 seconds of +100% recharge, which is almost enough time for Tornado to recharge again.

    • Like 1
  10. 13 hours ago, Nostromo21 said:

    Hmmm...just started a Psy/Storm Corr, now I'm rethinking maybe reroll as a Defender...? I loved the idea of a sniper attack at level *2* which can be maxed out with enhancements by level 7! But, apparently Scourge doesn't work with Psychic on a Corr - don't its powers get crits, or am I missing something else...?

    Scourge works just fine on Psy for Corrupters. Storm/Psy on a Defender would be alright, but I feel like the damage would be pretty lackluster.

    • Like 1
  11. One of my most recent characters I took to T4 Incarnates and fully accoladed is a DP/Nature/Dark Corruptor! I haven't updated my Mids fully so I have to share a screenshot instead.. but this is what I roll with. Between set bonuses, Vigor Alpha, Soul Drain, Tactics and Overgrowth, the accuracy is great. It's sort of akin to having Rage on a Corrupter but without the crash. I'd love to have gotten my defenses a bit higher, but it's practically a non-issue. Even with a measly 36/33% to Energy/Ranged respectively, it still tanks quite well for a Corrupter. Throw Barrier into the mix and... well, you can tank literally everything almost all of the time.

    The build I posted has perma-everything with a handful of Force Feedback procs via Bullet Rain and Empty Clips, the latter of which is a bit underwhelming, but it's extra AoE which is nice. HP is almost capped, it's only 28 HP away from the Corrupter HP cap. I tried to go Spiritual Alpha for max recharge but found that even with perma-Overgrowth, I was spamming my attacks so quickly that my endurance bar would get pretty low. Honestly, even with Vigor Alpha I can still get my endurance bar to go low. 

    The build mostly focuses on being a personal buffer. I wanted to see if I could have Overgrowth and Soul Drain up at all times for max accuracy and a hefty damage boost... And it works pretty well. Even with the primary focus being offensive, it's still quite defensive and is a great addition to any team, especially if the team stays near you for your goodies! I don't throw any caution to the wind when playing ranged archetypes, I am all up in everybody's grill at all times with this build and can only recall a few faceplants. Definitely recommend the combo.

    2023-02-18.png

  12. 2 hours ago, ZaranBlack said:

    So one of the coolest things about City of Heroes is that It is not equipment based.  Or at least it was not until the invention system.  But now we have this incredibly complex system of salvage and recipes and frankly it is incredibly bloated and complex.

     

    What I suggest is pretty simple:  Instead of recipes requiring specific salvage to complete, why not change it so for common recipes just make it require a certain number of common salvage.  For Uncommon recipes, they require uncommon salvage.  And of course for Rare Recipes, they require rare salvage.   But please lets get rid of this need to collect certain salvage!   Its a dinosaur of game design.  

     

    While I would suggest that it be one for one with our current system.  Like  a rare recipe would require 1 rare, 1 uncommon, and 2 common salvage of any kind, this can be tweaked for game balance or simplicity.  Like a rare recipe might need 3 rare salvage.  Or if it's a purple 5 rare salvage.  I dont know the intention of how rare certain recipes are meant to be so I would leave that up to devs who have access to that sort of thing.  It could require a few updates or testing to see how it effects the game economy as a whole.  But I know that for the most part salvage is salvage on /ah and they are pretty much worth the same influence in given categories.

     

    The reasons why I want to change this system are that trying to organize a salvage system in my super group base is a freaking nightmare and how incredibly difficult it is to show new players how to use this system.  It should NOT require youtube videos and googling or constant diving into /ah to be able to use this otherwise fun and rewarding invention system.  

    Another idea that would keep the current system in place but require far less effort... Maybe a "search all" option for specific recipes? You could either search the recipe in Wentworths or drag the recipe into the search bar and it would just pull up all the salvage? I agree with it being a bit outdated. I love making new characters and testing out new builds but slotting them takes... quite a bit of time and mental effort. I don't even want to begin to quantify the amount of time I've spent typing in "Platinum" or "
    Magical Conspiracy" to craft my rare and very rare recipes.

  13. I have a Psi/Storm/Dark Corrupter. While it doesn't have any rain DoT powers to get boosted by Scourge... it DOES have a neat interaction with the delay in damage on Will Domination. Depending on your distance from the target, it takes a bit of time for Will Domination's damage to hit. This means you can get pretty good spike damage with Will Domination and either Telekinetic Blast/Psionic Lance hitting at the same time and Scourging. Chews through Cyclops' and Minotaur's like butter. 

    It is one of my all-time favorite toons to run +4 ITFs with. The damage is not lacking, the nuke is great and specifically with Storm, you get the benefit of non-Psi damage with your secondary and oodles of recharge with Psionic Tornado, Tornado and Lightning Storm proccing Force Feedback.

  14. My Psi/Storm/Dark Corrupter is one of my all-time favorites! Named her Chaos Cat. 

    A few things:

    - I would highly recommend putting Force Feedback procs in Tornado and Lightning Storm if nothing else. They have the max proc rate and you don't have to be doing anything for it to work. Meaning anytime you cast Tornado and Lightning Storm you are likely to get the proc. Not only that, but it stacks as well! You will almost always get 10 seconds of 100% recharge from the procs this way. 

    - Lightning Storm has very negligible KB in my experience. A KB to KD IO seems unnecessary but that is a personal preference. I would also pull the KB to KD IO from TK Blast.. Anything that would be knocked away by it will die relatively quickly to your onslaught of psi attacks. Especially with the combos you can pull off with Will Domination taking a moment before it actually damages your enemy. It's super fun to time Will Domination with TK Blast or Psionic Lance on a Cyclops (or any half health, high HP enemy) and watch both attacks Scourge AND hit simultaneously. This is one of my favorite things about Corrupter Psi Blast and it can deliver HUGE spike damage when timed properly.

    - At max level I hardly notice the gaps in the attack chain. I just logged in to play-test and confirmed. Storm is busy enough that there is almost always something coming off cooldown that would be beneficial to use. 

    - Psionic Tornado is a 4ish second DoT, not 20 seconds. It still is fun to see in tandem with your normal Tornado.

    - I think that's about it! Psi is very straight forward, as is Storm. It's an ITF monster with the psi damage (although it is difficult to run hard mode ITFs with how chaotic Storm is). The amount of recharge this build can pump out is insane. Throw in Burnout and things get a little whacky! It's constant Soul Drain-ing and Storm Summoning, like, a lot of it. I'm actually kind of addicted to Storm Summoning because of how easy it is to stack recharge with the proc in the pseudo-pets and how functional it is with little power picks. So far, though, Psi/Storm is one of my favorites.

    This is my personal build!


    -Almost perma-hasten with no procs.
    - 4 procs in ST rotation attacks.
    -Soft capped to Energy/Neg and Ranged.
    - 40 HP away from Corrupter HP cap.
    - Perma Soul Drain, Lightning Storm, etc with the sheer amount of Force Feedback Uptime.

    I went Musculature, Degenerative, Ageless, Ion, Storm Elementals and Assault for Incarnates.

     

    This Hero build was built using Mids Reborn 3.4.6
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Science Corruptor
    Primary Power Set: Psychic Blast
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Subdue

    • (A) Empty

    Level 1: O2 Boost

    • (A) Preventive Medicine - Chance for +Absorb

    Level 2: Psionic Lance

    • (A) Apocalypse - Damage
    • (7) Apocalypse - Damage/Recharge/Accuracy
    • (13) Apocalypse - Recharge/Accuracy
    • (13) Apocalypse - Damage/Endurance
    • (17) Apocalypse - Chance of Damage(Negative)
    • (17) Decimation - Chance of Build Up

    Level 4: Hasten

    • (A) Recharge Reduction IO
    • (7) Recharge Reduction IO

    Level 6: Super Speed

    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 8: Telekinetic Blast

    • (A) Thunderstrike - Accuracy/Damage
    • (9) Thunderstrike - Damage/Endurance
    • (9) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Gladiator's Javelin - Chance of Damage(Toxic)
    • (11) Explosive Strike - Chance for Smashing Damage

    Level 10: Steamy Mist

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (29) Luck of the Gambler - Defense/Endurance
    • (29) Luck of the Gambler - Defense/Endurance/Recharge
    • (31) Steadfast Protection - Resistance/+Def 3%

    Level 12: Will Domination

    • (A) Superior Malice of the Corruptor - Accuracy/Damage
    • (23) Superior Malice of the Corruptor - Damage/Recharge
    • (25) Superior Malice of the Corruptor - Accuracy/Damage/Recharge
    • (25) Superior Malice of the Corruptor - Damage/Endurance/Recharge
    • (27) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge
    • (27) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage

    Level 14: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (15) Reactive Defenses - Scaling Resist Damage
    • (50) Kismet - Accuracy +6%

    Level 16: Freezing Rain

    • (A) Artillery - Accuracy/Damage
    • (21) Artillery - Damage/Endurance
    • (21) Artillery - Damage/Recharge
    • (37) Artillery - Accuracy/Damage/Recharge
    • (45) Artillery - Accuracy/Recharge/Range
    • (45) Artillery - Endurance/Recharge/Range

    Level 18: Psionic Tornado

    • (A) Superior Scourging Blast - Accuracy/Damage
    • (19) Superior Scourging Blast - Accuracy/Damage/RechargeTime
    • (19) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime
    • (23) Force Feedback - Chance for +Recharge

    Level 20: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (34) Luck of the Gambler - Defense/Endurance
    • (34) Luck of the Gambler - Defense/Endurance/Recharge

    Level 22: Tactics

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

    Level 24: Vengeance

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 26: Boxing

    • (A) Empty

    Level 28: Tough

    • (A) Unbreakable Guard - +Max HP

    Level 30: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (31) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (31) Shield Wall - Defense
    • (46) Shield Wall - Defense/Endurance
    • (46) Shield Wall - Defense/Endurance/Recharge

    Level 32: Psychic Wail

    • (A) Armageddon - Damage/Recharge
    • (33) Armageddon - Damage/Recharge/Accuracy
    • (33) Armageddon - Recharge/Accuracy
    • (33) Armageddon - Damage/Endurance
    • (34) Armageddon - Chance for Fire Damage

    Level 35: Tornado

    • D-Sync Origin:D-Sync Optimization
    • (37) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    • (37) Force Feedback - Chance for +Recharge

    Level 38: Lightning Storm

    • (A) Superior Winter's Bite - Accuracy/Damage
    • (39) Superior Winter's Bite - Damage/RechargeTime
    • (39) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (39) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (40) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge
    • (50) Force Feedback - Chance for +Recharge

    Level 41: Dark Consumption

    • (A) Eradication - Accuracy/Recharge
    • (42) Eradication - Damage/Recharge
    • (42) Eradication - Accuracy/Damage/Recharge
    • (42) Eradication - Accuracy/Damage/Endurance/Recharge

    Level 44: Dark Embrace

    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (46) Reactive Armor - Resistance
    • (15) Reactive Armor - Resistance/Endurance
    • (50) Reactive Armor - Resistance/Endurance/Recharge

    Level 47: Soul Drain

    • (A) Eradication - Accuracy/Recharge
    • (48) Eradication - Damage/Recharge
    • (48) Eradication - Accuracy/Damage/Recharge
    • (48) Eradication - Accuracy/Damage/Endurance/Recharge

    Level 49: Burnout

    • (A) Recharge Reduction IO

    Level 1: Brawl

    • (A) Empty

    Level 1: Scourge 


    Level 1: Sprint

     

  15. Ever since I27 Page 5 has been released I am unable to connect to the Excelsior server where all of my characters are. It typically takes several minutes to be able to even "log in". I am not sure if this is due to the influx of players due to the new update, but it seems that is unlikely. As this happens any hour of the day, regardless of population. 

    Just wondering if anyone else is experiencing this or if there is a work-around I am unaware of. 

    Thanks!

  16. This is something that looks fun too. Archery/Tactical Arrow.

    No heal, but most of my favorite blasters don't heal. I opted to not proc out Ice Arrow, but it could easily procced out at the loss of some defensive stats. I have an Archery/Radiation Corrupter and I don't notice the lack of a 3rd hard hitter in my attack chain. Also had space for Flash Arrow which is a huge tactical tool in many situations.

    What's sort of cool about this build is how built it is by level 20 in terms of primary/secondary powers, with your two nukes being the only two damaging powers left out. My Archery/Radiation Corrupter had hilariously OP AoE in Posi 1 and 2, Synapse, etc. Procced out Explosive Arrow and Fistful of Arrows is a huge AoE nuke at level 20 and is practically spammable every mob. Add in a procced Glue Arrow and now you have 3 AoE proc nukes that have an activation time of 1.17 seconds or lower. These sort of fall off in terms of damage in later levels but are still respectable in their own right.

     

    This Hero build was built using Mids Reborn 3.4.6
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Tactical Arrow
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Snap Shot

    • (A) Superior Winter's Bite - Accuracy/Damage
    • (3) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (3) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (11) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (11) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

    Level 1: Electrified Net Arrow

    • (A) Superior Defiant Barrage - Accuracy/Damage
    • (43) Superior Defiant Barrage - Damage/RechargeTime
    • (43) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
    • (43) Superior Defiant Barrage - Accuracy/Damage/Endurance
    • (45) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
    • (46) Superior Defiant Barrage - RechargeTime/+Status

    Level 2: Glue Arrow

    • (A) Artillery - Damage/Endurance
    • (7) Artillery - Damage/Recharge
    • (36) Artillery - Accuracy/Damage/Recharge
    • (37) Bombardment - Chance for Fire Damage
    • (37) Positron's Blast - Chance of Damage(Energy)
    • (37) Ice Mistral's Torment - Chance for Cold Damage

    Level 4: Fistful of Arrows

    • (A) Artillery - Accuracy/Damage
    • (5) Artillery - Damage/Endurance
    • (5) Artillery - Damage/Recharge
    • (7) Artillery - Accuracy/Damage/Recharge
    • (9) Artillery - Accuracy/Recharge/Range
    • (9) Artillery - Endurance/Recharge/Range

    Level 6: Blazing Arrow

    • (A) Superior Blaster's Wrath - Accuracy/Damage
    • (13) Superior Blaster's Wrath - Damage/Recharge
    • (15) Superior Blaster's Wrath - Accuracy/Damage/Recharge
    • (15) Superior Blaster's Wrath - Accuracy/Damage/Endurance
    • (17) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
    • (17) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

    Level 8: Aim

    • (A) Recharge Reduction IO

    Level 10: Upshot

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (13) Recharge Reduction IO

    Level 12: Explosive Arrow

    • Hamidon Origin:Nucleolus Exposure
    • (19) Bombardment - Chance for Fire Damage
    • (21) Positron's Blast - Chance of Damage(Energy)
    • (21) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    • (23) Force Feedback - Chance for +Recharge

    Level 14: Hasten

    • (A) Recharge Reduction IO
    • (23) Recharge Reduction IO

    Level 16: Flash Arrow

    • Hamidon Origin:Lysosome Exposure

    Level 18: Ranged Shot

    • (A) Apocalypse - Damage
    • (25) Apocalypse - Damage/Recharge/Accuracy
    • (25) Apocalypse - Recharge/Accuracy
    • (27) Apocalypse - Damage/Endurance
    • (27) Apocalypse - Chance of Damage(Negative)
    • (29) Decimation - Chance of Build Up

    Level 20: Eagle Eye

    • (A) Preventive Medicine - Chance for +Absorb
    • (29) Preventive Medicine - Heal
    • (31) Preventive Medicine - Heal/RechargeTime
    • (31) Efficacy Adaptor - EndMod
    • (31) Efficacy Adaptor - EndMod/Recharge

    Level 22: Hover

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (33) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (33) Reactive Defenses - Scaling Resist Damage

    Level 24: Fly

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 26: Evasive Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 28: Gymnastics

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (46) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 30: Boxing

    • (A) Empty

    Level 32: Rain of Arrows

    • (A) Artillery - Accuracy/Damage
    • (34) Artillery - Damage/Recharge
    • (34) Artillery - Accuracy/Damage/Recharge
    • (34) Bombardment - Chance for Fire Damage
    • (36) Positron's Blast - Chance of Damage(Energy)
    • (36) Javelin Volley - Chance of Damage(Lethal)

    Level 35: Tough

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (46) Unbreakable Guard - +Max HP

    Level 38: Oil Slick Arrow

    • (A) Artillery - Accuracy/Damage
    • (39) Artillery - Damage/Endurance
    • (39) Artillery - Damage/Recharge
    • (39) Artillery - Accuracy/Damage/Recharge
    • (40) Artillery - Accuracy/Recharge/Range
    • (40) Artillery - Endurance/Recharge/Range

    Level 41: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense/Endurance/Recharge

    Level 44: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (45) Luck of the Gambler - Defense/Endurance/Recharge

    Level 47: Ice Arrow

    • (A) Basilisk's Gaze - Accuracy/Hold
    • (48) Basilisk's Gaze - Accuracy/Recharge
    • (48) Basilisk's Gaze - Recharge/Hold
    • (48) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold

    Level 49: Dark Embrace

    • Hamidon Origin:Ribosome Exposure

    Level 1: Defiance 


    Level 1: Brawl

    • Thumbs Up 1
  17. Hey Sovera! Been awhile. Took a shot at making a Water/Tactical Arrow build that met the pre-reqs.

    This one has a little less recharge and recharge potential but is still decent. I have never played this combo but I'm positive between managing Force Feedback opportunities and immediate use of Upshot you could achieve perma-hasten quite easily and also still be able to cycle OSA and Geyser. 

    Resistances are a bit lower here, a bit higher there, although, this build has a substantial amount more regen and a moderate amount more HP. Managed to get 45% defense to Ranged and Energy/Negative which is still pretty nice even with Barrier spam these days. I run a lot of 4* ITF/Aeon's and have noticed that it is still a huge advantage vs not building for solid defense and allows for more time in the 100%+ defense range after a death in hard mode TFs. If you didn't want this much defense you could then pull all or most slots out of Aqua Bolt and put some procs in Glue Arrow. 

    Not much else to say. Pretty similar build just with all the goodies in there (would be nice for Flash Arrow). I think the slotting in Water Jet could have some fun interactions with a chance for a double BU proc on the recharge reset. Attack chain rotation would probably be something like Water Jet, Dehydrate, Ice Arrow and then either Electrifying Arrow or Aqua Bolt. Throw in a Water Burst every now and then when there are at least 2-3 enemies.

    Cheers!

     

    This Hero build was built using Mids Reborn 3.4.6
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Water Blast
    Secondary Power Set: Tactical Arrow
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Aqua Bolt

    • (A) Superior Winter's Bite - Accuracy/Damage
    • (3) Superior Winter's Bite - Accuracy/Damage/Endurance
    • (3) Superior Winter's Bite - Accuracy/Damage/Recharge
    • (5) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
    • (5) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

    Level 1: Electrified Net Arrow

    • (A) Superior Defiant Barrage - Accuracy/Damage
    • (7) Superior Defiant Barrage - Damage/RechargeTime
    • (31) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
    • (34) Superior Defiant Barrage - Accuracy/Damage/Endurance
    • (36) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
    • (36) Superior Defiant Barrage - RechargeTime/+Status

    Level 2: Water Burst

    • (A) Superior Frozen Blast - Accuracy/Damage
    • (7) Superior Frozen Blast - Damage/Endurance
    • (9) Superior Frozen Blast - Accuracy/Damage/Endurance
    • (9) Bombardment - Chance for Fire Damage
    • (11) Positron's Blast - Chance of Damage(Energy)
    • (11) Force Feedback - Chance for +Recharge

    Level 4: Glue Arrow

    • D-Sync Origin:D-Sync Optimization

    Level 6: Whirlpool

    • (A) Artillery - Accuracy/Damage
    • (13) Artillery - Damage/Endurance
    • (13) Artillery - Damage/Recharge
    • (31) Artillery - Accuracy/Damage/Recharge
    • (46) Artillery - Accuracy/Recharge/Range
    • (50) Artillery - Endurance/Recharge/Range

    Level 8: Tidal Forces

    • (A) Recharge Reduction IO

    Level 10: Upshot

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (46) Recharge Reduction IO

    Level 12: Dehydrate

    • (A) Superior Blaster's Wrath - Accuracy/Damage
    • (15) Superior Blaster's Wrath - Damage/Recharge
    • (17) Superior Blaster's Wrath - Accuracy/Damage/Recharge
    • (17) Superior Blaster's Wrath - Accuracy/Damage/Endurance
    • (23) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
    • (46) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

    Level 14: Hasten

    • (A) Recharge Reduction IO
    • (15) Recharge Reduction IO

    Level 16: Ice Arrow

    • Hamidon Origin:Nucleolus Exposure
    • (19) Unbreakable Constraint - Chance for Smashing Damage
    • (19) Ghost Widow's Embrace - Chance of Damage(Psionic)
    • (21) Gladiator's Net - Chance of Damage(Lethal)
    • (21) Gladiator's Javelin - Chance of Damage(Toxic)
    • (23) Ice Mistral's Torment - Chance for Cold Damage

    Level 18: Water Jet

    • (A) Apocalypse - Damage
    • (29) Apocalypse - Damage/Recharge/Accuracy
    • (31) Apocalypse - Recharge/Accuracy
    • (48) Apocalypse - Damage/Endurance
    • (50) Apocalypse - Chance of Damage(Negative)
    • (50) Decimation - Chance of Build Up

    Level 20: Eagle Eye

    • (A) Preventive Medicine - Chance for +Absorb
    • (43) Preventive Medicine - Heal
    • (43) Preventive Medicine - Heal/Endurance
    • (43) Efficacy Adaptor - EndMod
    • (45) Efficacy Adaptor - EndMod/Recharge

    Level 22: Hover

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (27) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (48) Reactive Defenses - Scaling Resist Damage

    Level 24: Fly

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 26: Evasive Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 28: Steam Spray

    • (A) Artillery - Accuracy/Damage
    • (37) Artillery - Damage/Endurance
    • (37) Artillery - Damage/Recharge
    • (37) Artillery - Accuracy/Damage/Recharge
    • (40) Artillery - Accuracy/Recharge/Range
    • (42) Artillery - Endurance/Recharge/Range

    Level 30: Gymnastics

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 32: Geyser

    • (A) Artillery - Accuracy/Damage
    • (33) Artillery - Damage/Endurance
    • (33) Artillery - Damage/Recharge
    • (33) Artillery - Accuracy/Damage/Recharge
    • (34) Artillery - Accuracy/Recharge/Range
    • (34) Artillery - Endurance/Recharge/Range

    Level 35: Boxing

    • (A) Empty

    Level 38: Oil Slick Arrow

    • (A) Artillery - Accuracy/Damage
    • (39) Artillery - Damage/Endurance
    • (39) Artillery - Damage/Recharge
    • (39) Artillery - Accuracy/Damage/Recharge
    • (40) Artillery - Accuracy/Recharge/Range
    • (40) Artillery - Endurance/Recharge/Range

    Level 41: Tough

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (36) Unbreakable Guard - +Max HP

    Level 44: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense/Endurance/Recharge

    Level 47: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    • (45) Luck of the Gambler - Defense/Endurance/Recharge

    Level 49: Dark Embrace

    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (27) Titanium Coating - Resistance
    • (29) Titanium Coating - Resistance/Endurance

    Level 1: Defiance 


    Level 1: Brawl

    • Thumbs Up 1
  18. On 3/21/2022 at 1:54 PM, Bionic_Flea said:

    I have a Poison/Ice Defender at 50+3, Toxic Flea, and a Plant/Poison Controller, Biotic Flea -- also 50+3.

     

    I find that Poison pairs particularly well with Ice and Controllers as it has some strong holds that can stack with others.

     

    The biggest problem poison has, IMO, is that [Venomous Gas] is the premier power of the set but it's quickly detoggled if you get mezzed.  That's why I also like using [Rune of Protection], [Indomitable Will], and [Clarion Radial Epiphany] to keep those mezzes from happening.

     

    While I wouldn't mind a buff (can I have Traps version of Poison Trap?  Pleeeeeease?) I think it's a fine set that is underrated.

    I have an Ice/Poison/Earth Controller and I second the synergies mentioned. One niche about Poison is that only 3 of the powers are "essential" in the meta. Oftentimes a Poison build can get away with only choosing 3-4 powers from the secondary and still bringing exactly what a Poison brings to the table.. debuffs. This opens up more power choices from your primary, pool and mastery powers. Still a bit underwhelming but the single target debuffs are quite good in regards to increasing raw damage numbers. Combined with other debuffs from various sources the numbers can increase exponentially. I was on a +4 ITF once with a stellar team, one being a Poison. I hit Romulus at +4 with a Total Focus + Energy Transfer combo for at least 9k damage. 

    A quirky little trick you can do on Poison Defenders specifically is put 2 absorb procs in Poison Trap. They both stack and can be quite chunky if you have good HP bonuses, helps make you a bit tankier, especially in PvP.

  19. 2 hours ago, aaronares said:

    would love to see mids build on fire /elec. i've played fire before. never touched / elec. whats the deal?

     

    Fire/Elec is the first Fire/ Blaster I took to 50 on Homecoming. Had a Fire/Energy and a Fire/Psionic on live, both were great, but I think Fire/Elec takes the cake for the overall. It makes for a great Blapper set and offers a lot more utility than you'd think. Charged Brawl, Havoc Punch and Shocking Grasp are all great DPA and help round out your single target attack chain at all levels. Thunder Strike and Force of Thunder offer tons of damage mitigation and offensive power. Slap a KB->KD IO in Thunder Strike as well as a Force Feedback +recharge IO and you can flop baddies around routinely while also keeping a +100% recharge time bonus up. At lows levels this is borderline overpowered. I have 3 damage procs in Fireball and it has a decent uptime when you nuke mobs with Fireball + Thunder Strike. You also have a damage aura, which pairs nicely with the melee play style.

    I'm sure there are builds that would work just as well, but /Elec just feels right. Tons of melee attacks, great AoE and a lot of ways too really boost your recharge. Power Sink helps a lot too, if you play aggressively you have a tendency to drain your end bar and Power Sink has come in clutch many times. I'd share my build but my gaming laptop is in need of repair right now. Blaze, Blazing Bolt and a 4 proc Shocking Grasp are the main ST attack chain, throw in a Havoc Punch here and there when you have gaps in the attack chain. Fireball, Thunder Strike, Inferno and Electrifying Fences with 4 procs is the AoE attack chain, as well as the damage aura. It's pretty disgusting when on a team with several players that are great at herding. Inferno + Fireball + Electrifying Fences + Thunder Strike all while the damage aura is going off is enough to kill almost any mob. 

    The only downside is that the build has a bit of a higher skill cap being in melee range and having to really focus on position play. I frequently will pop a purple here and there if I am not on a team with buffs, but I also built my Blaster for damage and not defense. But if you play aggressively and can position yourself to maximize your melee AoE/KD powers you will get a lot of mileage out of it and really drop that recharge on Inferno down.

  20. This is my Archery/Radiation/Dark Corruptor. It's been a blast to play. It's a bit clunky with the /Rad toggles but your AoE if pretty quick and you can toggle Enervating Field immediately after you cast Rain of Arrows and the -res debuff still hits in time. 

     

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Archery
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Aimed Shot -- SprScrBls-Acc/Dmg(A), SprScrBls-Acc/Dmg/Rchg(50), SprScrBls-Acc/Dmg/EndRdx/Rchg(50), SprScrBls-Rchg/+End(50)
    Level 1: Radiant Aura -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(3), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(5), NmnCnv-Heal/EndRdx/Rchg(5), NmnCnv-Heal(7)
    Level 2: Fistful of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Acc/Dam/Rech(40), Bmbdmt-+FireDmg(40), PstBls-Dam%(40), JvlVll-Dam%(42)
    Level 4: Radiation Infection -- DS:DSyncEndDefDebuffToHitDebuff(A)
    Level 6: Accelerate Metabolism -- PrfShf-End%(A), PrfShf-EndMod/Rchg(11), PrfShf-EndMod/Acc/Rchg(11), EffAdp-EndMod/Rchg(13), EffAdp-EndMod/Acc/Rchg(13)
    Level 8: Blazing Arrow -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(15), SprMlcoft-Acc/Dmg/Rchg(15), SprMlcoft-Dmg/EndRdx/Rchg(17), SprMlcoft-Acc/Dmg/EndRdx/Rchg(25), SprMlcoft-Rchg/Dmg%(27)
    Level 10: Aim -- GssSynFr--Build%(A), RechRdx-I(31)
    Level 12: Explosive Arrow -- DS:DSyncAccDam(A), DS:DSyncAccDam(43), Bmbdmt-+FireDmg(43), PstBls-Dam%(43), OvrFrc-Dam/KB(46), FrcFdb-Rechg%(46)
    Level 14: Enervating Field -- EndRdx-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Ranged Shot -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(21), Dcm-Build%(23)
    Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(34), RechRdx-I(36)
    Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25)
    Level 24: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(27)
    Level 26: Boxing -- Empty(A)
    Level 28: Choking Cloud -- SprEnt-Acc/Hold(A), SprEnt-End/Rchg(29), SprEnt-Acc/Hold/End(29), SprEnt-Acc/Hold/End/Rchg(31), SprEnt-Rchg/AbsorbProc(31)
    Level 30: Tough -- StdPrt-ResDam/Def+(A), RctArm-ResDam(37), RctArm-ResDam/EndRdx(37), RctArm-ResDam/EndRdx/Rchg(37)
    Level 32: Rain of Arrows -- Artl-Acc/Dam(A), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(33), Bmbdmt-+FireDmg(33), PstBls-Dam%(34), JvlVll-Dam%(34)
    Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36)
    Level 38: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def/EndRdx/Rchg(39)
    Level 41: Dark Consumption -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(42)
    Level 44: Dark Embrace -- GldArm-3defTpProc(A), UnbGrd-Max HP%(45), RctArm-ResDam(45), RctArm-ResDam/EndRdx(45), RctArm-ResDam/EndRdx/Rchg(46)
    Level 47: Soul Drain -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(48), Erd-Acc/Dmg/Rchg(48), Erd-Acc/Dmg/EndRdx/Rchg(48)
    Level 49: Soul Transfer -- Prv-Absorb%(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Scourge 
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Run-I(A)
    Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9), PrfShf-EndMod/Rchg(9)
    Level 49: Quick Form 
    Level 24: Speed Phase 
    Level 50: Freedom Phalanx Reserve 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 50: Intuition Radial Paragon 
    Level 50: Pyronic Core Final Judgement 
    Level 50: Degenerative Core Flawless Interface 
    Level 50: Ageless Core Epiphany 
    Level 50: Assault Radial Embodiment 
    ------------

  21. On 1/24/2022 at 8:49 PM, LoyalHulk said:

     

    Any updated builds for this? 

     

    This sounds amazingly fun!

    Having played both Archery and Storm Summoning separately, I can definitely say that this would shred. Between Explosive Arrow, Tornado and Lightning Storm, you will have the Force Feedback +Recharge proc on over 50% of the time, which means perma Hasten, Soul Drain, Freezing Rain, Tornado, etc. . You don't even need targets for Tornado or Lightning Storm to proc Force Feedback! This means Rain of Arrows around every 16-20 seconds. It would be absolute chaos.

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Corruptor
    Primary Power Set: Archery
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Aimed Shot -- SprScrBls-Acc/Dmg(A), SprScrBls-Acc/Dmg/Rchg(34), SprScrBls-Acc/Dmg/EndRdx/Rchg(37)
    Level 1: Gale -- Empty(A)
    Level 2: Fistful of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(43), Artl-Acc/Dam/Rech(43), Bmbdmt-+FireDmg(43), PstBls-Dam%(45), JvlVll-Dam%(45)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7)
    Level 6: Blazing Arrow -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(7), SprMlcoft-Acc/Dmg/Rchg(9), SprMlcoft-Dmg/EndRdx/Rchg(31), SprMlcoft-Acc/Dmg/EndRdx/Rchg(31), SprMlcoft-Rchg/Dmg%(31)
    Level 8: Aim -- GssSynFr--Build%(A), RechRdx-I(9)
    Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(11), StdPrt-ResDam/Def+(13), HO:Ribo(13)
    Level 12: Explosive Arrow -- HO:Nucle(A), HO:Nucle(17), Bmbdmt-+FireDmg(17), PstBls-Dam%(23), SuddAcc--KB/+KD(25), FrcFdb-Rechg%(25)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(15), Rct-ResDam%(15)
    Level 16: Freezing Rain -- Artl-Dam/Rech(A), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(40)
    Level 18: Ranged Shot -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(19), StnoftheM-Acc/ActRdx/Rng(19), StnoftheM-Dmg/EndRdx/Rchg(21), StnoftheM-Dam%(21), Dcm-Build%(23)
    Level 20: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(42)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- GldArm-3defTpProc(A), RctArm-ResDam(45), RctArm-ResDam/EndRdx(46), RctArm-ResDam/EndRdx/Rchg(46)
    Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def/EndRdx/Rchg(27)
    Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/EndRdx/Rchg(29)
    Level 30: Burnout -- RechRdx-I(A), RechRdx-I(49)
    Level 32: Rain of Arrows -- Artl-Acc/Dam(A), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(33), Bmbdmt-+FireDmg(33), PstBls-Dam%(34), JvlVll-Dam%(34)
    Level 35: Tornado -- SprScrBls-Dmg/Rchg(A), SprScrBls-Dmg/EndRdx/Rchg(36), SprScrBls-Rchg/+End(36), OvrFrc-Dam/KB(36), FrcFdb-Rechg%(37)
    Level 38: Lightning Storm -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40), FrcFdb-Rechg%(40)
    Level 41: Dark Consumption -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(42)
    Level 44: Dark Embrace -- UnbGrd-Max HP%(A), RctArm-ResDam(46), RctArm-ResDam/EndRdx(48), RctArm-ResDam/EndRdx/Rchg(48)
    Level 47: Soul Drain -- Erd-Acc/Rchg(A), Erd-Dmg/Rchg(47), Erd-Acc/Dmg/Rchg(47), Erd-Acc/Dmg/EndRdx/Rchg(48)
    Level 49: Soul Transfer -- Prv-Absorb%(A)
    Level 1: Scourge 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5)
    Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), PrfShf-EndMod/Rchg(3)
    Level 49: Quick Form 
    Level 20: Speed Phase 
    Level 50: Musculature Core Paragon 
    Level 50: Ion Core Final Judgement 
    Level 50: Degenerative Core Flawless Interface 
    Level 50: Ageless Core Epiphany 
    Level 50: Assault Radial Embodiment 
    ------------

  22. I've been mingling around with a Mind/Dark Controller build for awhile now. Just recently made this build and currently would be how I would build a Mind/Dark Controller. 

    Here it is.

    Quick little overview:

    -iTrial soft-cap defense to Smashing, Lethal, Energy and Negative Energy (61% S/L and 59% E/N).

    -Soft-cap defense to Ranged (53%).
    -39% defense to Fire/Cold/Melee/AoE
    -Fade gives a 34.6% defense debuff resistance, Ageless Radial gives a minimum of 22% at all times. Which means you will always have high defenses and debuff resistance to everything.
    -Hasten/Fade/Soul Absorption are all easily perma with Ageless Radial + aggressive play with Force Feedback procs.
    -Outside of your defenses you have decent resists. This can be even further increased by taking the Melee Hybrid that grants +resistance (also grants status protection).
    -Levitate, procced Dominate and Seismic Smash for single target attack chain. Fissure and a procced Terrify for AoE. Confuse is also a form of damage.
    -Various controls for when mobs aren't dying immediately. 

    -Buffs out the wazzoo.

    Controllers don't have much time to control when on a stacked team. Even at +4, things melt too quickly for most Controllers to fully utilize their arsenal of tools. That's not too much of an issue though with this build as you can solo everything, deal damage, control when you need too and buff your team. I think it would make a great Mind/Dark Controller!

     

    This Hero build was built using Mids Reborn 3.0.5.9
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Levitate -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(9), Apc-Dam%(9)
    Level 1: Twilight Grasp -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(25), TchoftheN-Acc/EndRdx/Heal/HP/Regen(25)
    Level 2: Dominate -- HO:Nucle(A), HO:Perox(11), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(11), SprWiloft-Rchg/Dmg%(13), UnbCns-Dam%(15), GldJvl-Dam%(19)
    Level 4: Tar Patch -- RechRdx-I(A)
    Level 6: Confuse -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(37), SprOvrPrs-EndRdx/Rchg(37), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SprOvrPrs-Rchg/Energy Font(40)
    Level 8: Darkest Night -- HO:Enzym(A)
    Level 10: Howling Twilight -- Artl-Dam/Rech(A), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(15)
    Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def/EndRdx/Rchg(17), StdPrt-ResDam/Def+(19)
    Level 18: Total Domination -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(40), SprEnt-End/Rchg(42), SprEnt-Acc/Hold/End(43), SprEnt-Acc/Hold/End/Rchg(43)
    Level 20: Fade -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(21), LucoftheG-Def/EndRdx/Rchg(21), TtnCtn-ResDam(23), TtnCtn-ResDam/Rchg(23)
    Level 22: Super Speed -- BlsoftheZ-ResKB(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Terrify -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Acc/Dam/Rech(27), Bmbdmt-+FireDmg(31), PstBls-Dam%(34), JvlVll-Dam%(36)
    Level 28: Soul Absorption -- Prv-Heal(A), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(29), EffAdp-EndMod(31), EffAdp-EndMod/Rchg(31)
    Level 30: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(43), UnbGrd-ResDam(46)
    Level 32: Mass Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(33), CrcPrs-Acc/Conf/Rchg(33), CrcPrs-Acc/Rchg(33), CrcPrs-Conf/EndRdx(34), CrcPrs-Conf%(34)
    Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/EndRdx/Rchg(36)
    Level 38: Dark Servant -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(39), BslGaz-EndRdx/Rchg/Hold(39), BslGaz-Acc/EndRdx/Rchg/Hold(39)
    Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/EndRdx/Rchg(42)
    Level 44: Fissure -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Acc/Dam/Rech(45), FrcFdb-Rechg%(45)
    Level 47: Seismic Smash -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(48), Hct-Acc/Rchg(48), Hct-Dmg/EndRdx(3), Hct-Dam%(48)
    Level 49: Rock Armor -- ShlWal-ResDam/Re TP(A), ShlWal-Def(50), ShlWal-Def/EndRdx(50), ShlWal-Def/EndRdx/Rchg(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment 
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Empty(A)
    Level 1: Health -- Prv-Absorb%(A), Pnc-Heal/+End(3), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5)
    Level 1: Hurdle -- Empty(A)
    Level 1: Stamina -- PrfShf-End%(A)
    Level 22: Speed Phase 
    Level 50: Freedom Phalanx Reserve 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 50: Intuition Radial Paragon 
    Level 50: Pyronic Core Final Judgement 
    Level 50: Degenerative Core Flawless Interface 
    Level 50: Ageless Radial Epiphany 
    Level 50: Control Core Embodiment 
    ------------

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