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Everything posted by Camel
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Issue 28: Page 1 Farming Microguide (Maps + Builds)
Camel replied to America's Angel's topic in Guides
How exacting are these builds? I have a Bio/Radiation Tank build in Mids and it has 44.9% S/L defense/84.2% S/L resistance (with zero ATO +res procs)/42.3 HP regen. My rationale is that having the ATO +res proc in Genetic Contamination will have me at 90% res at all times. Will the 44.9% S/L defense be an issue here? -
A few things: -This is more of a personal preference, but slotting the Guassians Build Up proc in Charge Up would give you better control over the timing. This would help you get a Spirit Drain off, hit Charge Up and then use your nuke to decimate mobs. I would highly recommend. It's okay in Tactics, but I believe it's better in powers like Aim/Build Up (Charge Up). I would recommend the build up proc and one level 50+5 Recharge IO, the Hami-O in there is really not worth it. Especially if you are only slotting one of them. -The slotting in Spirit Drain would benefit from the chance to knockdown IO, the flat Damage IO is wasted and does nothing for the power here. Also consider putting in the Annihilation -res proc in there if you can, it's pretty decent in Spirit Drain! -Enhancing the defense values in Hover is pretty meaningless, at best you will get less than 1.5% extra defense. Hover is typically used to mule slot things like LoTG 7.5% recharge IOs or the Shield Wall/Reactive Defense IOs. Definitely move them into there instead of your higher defense value powers. -The Leadership pool is great! Assault, however, is pretty average. I would recommend abandoning it for something like Evasive Maneuvers from the flight pool. You also are missing an opportunity to slot an LoTG 7.5% recharge speed in Vengeance. -You should most definitely swap the slotting for Ball Lightning and Thunderous Blast, your recharge values are very low for your nuke, the full ATO Corrupter set is best placed here given the build that you showed me. -Voltaic Sentinel is not affected by the resist bonus in Expedited Reinforcement, I would 4 slot this at most, take one of those slots and add it to Fearsome Stare, this gives you that 3.75% ranged defense still and the slotting is technically more useful that way, you could add the other slot wherever you wanted. -Your defense and resist values for Shadow Fall are not very great, the Aegis Psionic/Status resistance IO is pretty bad on a Corrupter. I would botch that completely and instead focus on only increasing the Defense, Resist and Endurance Reduction values. -You didn't put the Chance for Negative Energy damage proc from Apocalypse in your snipe, always, always put the damage procs in. Drop the Damage/Recharge IO and put the proc in. It will do more damage, a lot more... and you won't notice the difference in recharge values at all. -Speaking on damage procs and purple sets, I would switch the slotting on Short Circuit to five pieces of the Armageddon set. You'd save a slot and it would just be better in general. Use the same slotting advice I mentioned above in regards to the damage proc and not using the Damage/Recharge IO. -Incarnates are all personal preference, but consider using the Intuition Alpha! The Agility Alpha isn't bad, it's quite good, actually. But I believe you would get more bang-for-your-buck using the Intuition Alpha that enhances damage, -to-hit debuff, range, slows, etc. You'll be fine with either Alpha though, but you will do significantly more damage with the Intuition Alpha because it wouldn't affect your damage proc rates like Agility does. -The debuff resistance from the Ageless you chose is situational, I would highly recommend choosing the Ageless Destiny that increases your endurance recovery, /Dark Miasma is incredibly end heavy and having near unlimited endurance is amazing! -The Assault Hybrid that gives you a 'chance for double-hit' is much better than the one that boosts damage. At least most of the time. They are relatively even, but if you ever team with a Kinetics user and are already at damage cap, then the one that gives +damage is completely wasted. But the one that does chance for double-hit is buffed exponentially the more damage you are doing in the first place. That about covers it! I attached a build that pretty much has all those modifications anyways if you want to check it out! Cheers! Corruptor (Electrical Blast - Dark Miasma).mbd
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Can somebody tell me what this effect is on this character?
Camel replied to RikOz's topic in General Discussion
Innuendos abound! -
Marine Affinity, Electrical Affinity and Time Manipulation. In no particular order. Healthiest primaries are easily Demons or Robots. Other than that, as people have mentioned, get the pet +defense/+resist IOs and work on getting some macros for moving your pets around in defensive mode.
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I feel like I didn't talk enough about Fire/EM. The trade-off in AoE, as others have stated, is massive single target damage. There is just something so special about being a Tanker and being able to almost, quite literally, two-shot a level 54 boss with only your own buffs. This becomes even more impressive when you get a Kin, Cold, Sonic Blast, etc user on the team to further that. I have seen numbers upwards of 3k damage on my EM Tank with the right team.. and that's insane. I've seen that on my EM Scrappers too.. but we're talking Tanks here. It's really satisfying to see a 5%+ chuck of health just get deleted from a level 54 AV after using only one of your heavy hitters. Seeing as you already have an EM/Rad Scrapper (I do too.. and he has 4 AoE attacks which is way more than enough to be doing massive amounts of AoE damage), I would still recommend making a /EM Tank of some kind. Fire/, Rad/, Bio/ and Shield/ are all great pairings and help shore up that lack of AoE. You already have a /Rad Scrapper though and making that same pairing on a Tank would be redundant. But definitely make one at some point. The durability of a Tanker and those huge damage numbers of /EM on Tanks is really something special.. and whatever pairing you potentially end up making will be fun. Just talking about it's got me wanting to make another Energy Melee toon. I've really been holding off on EM/Fire on a Scrapper... the damage numbers would be so insane and will definitely be in my future at some point. Cheers! Again! 😄
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Love the name, Gobbledygook! I feel like I've teamed with you in-game if you have a character named that. My apologies for the late response, I've been active in-game but haven't been active on the forums until recently. So, speaking on Fire/ and specifically Fire/EM.. I still love it. I've recently experimented with respecs on my Fire/EM Tank and I'm trying to figure out what I'm currently wanting to run. My current in-game spec is dabbling in the new Psi Master with a procced out Dominate and Psionic Tornado. The addition of Psionic Tornado is HUGE in AoE situations, the damage is upfront, the procs have a 90% chance to roll... and it also can slot the Force Feedback +recharge IO, which helps out significantly when running an AoE chain of Burn, Whirling Hands and Psionic Tornado. It can also help the single target EM attacks too if you use them in dense mob situations while also rotating in AoE attacks. Fire/Fire/Fire would be a classic and I don't think you'd be disappointed at all. I will inevitably make one but still have some insights. Fire Melee, as you know, received buffs across the board. It's not game changing, but it is definitely noticeable and has pushed Fire Melee into top tier territory. I really wish Tanks had gotten the reworked Cremate though.. the ability to slot a Force Feedback +recharge proc in there would have been a game changer for the single target aspect. Still.. the addition of pure fire damage and allowing Defense Debuff sets to be slotted in three of the powers is great! You can go so many routes with this addition, proc bomb Greater Fire Sword, Fire Sword, Fire Sword Circle, etc. You will not be disappointed with the newish Fire Melee. Now... this might throw you for a loop.. But I've recently rolled a Battle Axe/Fire Scrapper.. and oh my word. It's so fun! The tech with Axe Cyclone is incredible. Even on a Scrapper which doesn't benefit from the increased target cap or taunt, being able to tightly stack mobs on top of your Burn patch and keep them there is so satisfying. My BA/Fire Scrapper has a complete AoE chain with only the primary and secondary powers and it actually does some really nutty damage for being almost entirely lethal damage between the primary and secondary. The big game changer here is being able to slot those Force Feedback +recharge procs I keep mentioning. They are HUGE.. and specifically in Battle Axe? Practically guaranteed to be up 75% of the time or more. My Scrapper only has two of them slotted and will frequently get the two of them stacked (which gives you +100% recharge for 10 whole seconds), which is more than enough time to frequently get a third, even a FOURTH stacked before that 10 second duration ends. The Tank build I'm sharing has four of them, so I can only imagine that this would mean it would be almost guaranteed to be buffing your recharge by 100% for the majority of the time you play the game at max level. Battle Axe is definitely not to be slept on. It offers a very good and complete single target chain that can easily slot both the -res procs from Achilles and Fury of the Gladiator respectively... It also offers a complete AoE package to the point that adding an Epic AoE like Fireball or Dark Obliteration might actually hamper your AoE rotation (it wouldn't... not really... but when every single one of your AoEs can proc +100 recharge.. why would you use anything else?) Cheers! I'll share both my proposed Fire/BA Tank and my actual in-game BA/Fire Scrapper below. **edit; The emply slots you see are for the Force Feedback +recharge procs, I typically keep them out of my build so it doesn't skew my recharge or proc rates in Mids. Tanker (Fiery Aura - Battle Axe).mbd Scrapper (Battle Axe - Fiery Aura).mbd
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The two +endurance accolades, team buffs and the occasional Recovery Serum and/or survival amplifier from the P2W vendor help alleviate all the end drain. I also rarely solo, so there are frequently +recovery buffs flying around from the team. Most of my builds have high end usage and I've never noticed an issue. I run all my travel powers simultaneously, Super Speed, Athletic Run, Sprint, etc and very rarely find the need to turn them off. Ageless is a staple in most of my builds too. Having more recharge and almost unlimited endurance is a love affair I can't quit! 😄 I have never built a character around endurance management and the only time I've felt that being an issue was with my Fire Controllers. I also don't mind using the blue inspirations that will inevitably drop while naturally playing the game. I'm not a 'purist' though and leaning on certain aspects of the game to keep my endurance up while playing very aggressively is not an issue for me and doesn't detract from my build "feeling good" to me. The proc can go off a decent amount, the reason I put that in Tactics is because A; Enhancing the +to-hit/endurance reduction only brings marginal returns with one slot and B; The proc has an increased chance to go off the more your teammates are running Tactics. If Dark Blast had an "Aim" type power, I would put it in there instead. But the benefit of it occasionally going off is worth it to me, especially for having to invest zero slots in the power. The +absorb proc is just sort of a staple for me. Unless my build already has the means to put an absorb shield on me, I always slot it somewhere. I don't frequently faceplant, but I can definitely recall many a time that the Preventative Medicine absorb proc has come in clutch. Using Blackstar while being the first to engage a mob comes to mind. The nuke takes 3 seconds to activate, and I've definitely survived alpha strikes because of that absorb proc. I take Dark Servant for that reason! As well as just being able to mule a ton of sets that offer great bonuses. I typically do high end content and play a lot with the speed running communities on Discord. Having Dark Servant means one extra body to draw aggro to us. His PBAoE -to-hit buff and his general powers are semi-decent too. Definitely not a staple though and I could and have forgone choosing him on some of my Dark builds. But he mostly stays. Torrent does do KB, but I slotted the KB-KD IO in that power to mitigate that. So unless I shared the wrong build, it should have the Overwhelming Force IO in there to make sure that they get knocked down! The real boon is that it's a means to get +recharge with the Force Feedback IO. This means more nukes, quicker heals, Howling Twilight and Spirit Drain coming back online quicker, etc. It's especially useful for your AoE chain, because the 5 seconds of +100% recharge can mean the difference between spamming your AoEs or not. Personal preference there, I'm a sucker for powers that can effectively use the Force Feedback proc. Cheers!
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Just how effective are multiple Chance for Build-Up procs?
Camel replied to Story Archer's topic in Scrapper
Follow-Up is going to be your friend. The +50% crit chance is INCREDIBLE slotted in this power. It's rare for me that it doesn't go off. I'm not a numbers guy, but it feels like two thirds of the time it goes off for me. The BU proc from Guass... Now that doesn't go off as much but it's still pretty solid in Follow-Up. I also have a Claws/Bio and I just recently respecced. I put two damage procs in Focus as well as the +recharge proc. I used to have Decimation and I do not miss it. The +recharge proc goes off pretty frequently, thus increasing Follow-Ups recharge without messing up the proc rates... Which in turn gives me more crit proc and Guass proc chances. The empty slots in Focus and Shockwave are for the Force Feedback procs. Below is my build if you want to check it out 😄 -Splice (Claws - Bio Armor).mbd -
I'm not a flyer, so your mileage may vary with this build. But something I really try to do with any Dark Blast Corrupter is always try to fit in Spirit Drain. Not having an Aim in Dark Blast is felt immensely and being able to simultaneously boost your damage and +to-hit with Soul Drain will be noticeable. Layer in Tactics as well and you largely have your accuracy needs covered. I also am not opposed to using Recovery Serum and a Survival Amplifier to help stop any endurance woes at low level, so any build I make, covering my endurance issues is never a priority, and at high level play, I almost always take Ageless on practically every single build except for my Kinetics. That being said, a proper build as well as the two endurance boosting accolades will do wonders in regard to endurance issues. The AoE in Dark Blast is not my favorite, I really don't like cones because I often play in melee with my ranged toons anyways and having a targeted 'PBAoE' style attack like.. Neutron Bomb or Fireball is my preferred playstyle. But touching back on Dark Blasts' AoE, I personally think Torrent is better than Night Fall. This is obviously a playstyle preference, but my reasoning is that with proper slotting (Force Feedback +recharge IO), you can almost seamlessly spam Tenebrous Tentacles and Torrent. Torrent also mitigates damage pretty well by not only debuffing the enemies to-hit, but it also knocks them on their bums. At the expense of losing out on some damage, of course. I would also try to slot Armageddon in Blackstar and put the Corrupter ATO with the damage proc in something like Gloom or your sniper attack. IO sets like Apocalypse and Armageddon are great... and any chance you have to slot them in a build alongside your Corrupter ATOs you should. This maximizes your proc potential while still getting all those goodies like the 10% recharge bonuses! Anyways, here's my in-game build and I've been enjoying it for the most part. If anything, definitely get Spirit Drain in your build somehow, it's a game changer. Corruptor (Dark Blast - Dark Miasma).mbd
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I might note that farming EBs can 'sort-of' be worth it. I dual box with my Fire/Rad and Rad/Fire Tank and Brute respectively and they can down EBs really quick. Albeit, I typically have a Kinetics user with me and I actively use both of my farmers powers. I recently learned the art of "windows farming"? I'm not sure what to call it, but I have my power trays set up exactly the same on both farmers, so I can tab to each respective instance, hit my BUs (or not) and then use Ball Lightning -> Atom Smasher -> Burn. If you get the red ring around Burn while activating Atom Smasher, you can tab to your other instance before those animation times end and repeat this process. It's insane how efficient this is. With just my two farmers and one Kin I can clear the carnie map in about 20-23 minutes if the Kinetics is aggroing as well. It's mentally draining, but the clear times I've been getting using this method (without scripts, too) is pretty good!
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I would suggest investing in some farmers, with a bit of farming you could fund an entire build in 1-2 days.
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Yeah, it's slotted in Ripper. It actually does the bulk of my "damage" because of mob saturation and an almost guaranteed Force Feedback proc activation, Fireball -> Ripper -> Burn -> Ripper -> Thrown Spines is my typical starting AoE Chain, or at least some semblance of it. I change my AoE attack chain when I have the BU proc activated, trying to squeeze in as many attacks as possible. After that, Burn is close to recharged and Ripper always is, so depending what's not on recharge, I'll throw in Burn, Fireball or Throw Spines. Spine Burst is thrown into rotation every few cycles, but something is almost always recharged so it doesn't get much use. I'm not sure how quick it is, but when I'm driving solo, no Lore, I can clear the asteroid map on average in about 3:50. I can get a bit lower if the Illusion spawner is in a prime location and if I get lucky with all my procs and inspiration drops. I don't use the macros to combine and pop red inspirations, I do it all manually, so oftentimes I'm not anywhere near the damage cap. Those are some pretty nice builds! It's inspired me to maybe shuffle some things around or spend 500 mill + on an alternate build. Mine only live in AE at the moment. I named them Generic Farmer, Less Generic Farmer and -Less Generic Farmer lol. They all have the basic "Insectoid" base costume and are ugly as all get out. Maybe one day they will leave the confines of AE, but I made them specifically for this purpose and are the only characters I have that will probably never get accolades. But they have funded 30+ fully IOd, fully accoladed and mostly T4 Incarnates characters over the years. It wasn't until recently that I got the farming bug, made a third farmer and started trolling the Forums about farming. Little did I know AFK builds were so precise, my workaround was putting Healing Flames on auto and dual/triple boxing. Which works surprisingly well! I don't mind not clearing as fast as someone with a PBAoE attack on auto. The very nature of AFK farming (for me) is that you sort of... "don't care". Oftentimes I'll get caught up in real life and that '10 minute' asteroid farm really turns into a '20 minute' asteroid farm. But at the end of the day, I'm making millions of influence that I otherwise would not have by hardly playing the game. That being said, assuming an Elec/Rad Tank is still the best AFK farmer, I might have to check that out. But who knows!
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I'm not the biggest fan of using multi-builds so I typically go for a hybrid build. Even my Tank farmer struggles to AFK farm against +4s without Healing Flames set to auto. It also doesn't have accolades and I typically don't spend inf on the Survival Amplifier. Can it do it? Yes.. but even then, it can't clear the 10 minute asteroid farm in less than 10 minutes solo.. Which irks me lol. So, my compromise was to make a hybrid build that can survive with at least one other AFK farmer and get pretty respectable clear times while driving them. So I typically have an AFK duo and an active farmer going but then I get lonely and inevitably open my farms up or join someone else's. It's pretty fun for me to be triple boxing and grabbing aggro in someone else's farm. I was on a team the other night and we cleared the carnie map in 11 minutes with only two other farmers and their door sitters. Chaos for sure. Anyways, here's one of my hybrid farm builds. It's not the best at anything but it can drive pretty well. I'm never lacking for AoE and the FF +recharge is practically permanent. The AoE chain is interesting, I'll pick and choose when to use Spine Burst or Throw Spines, typically opting to use Throw Spines when I can be lazy with lining up my cone attacks. Ripper, Burn and Fireball take priority though. Generic Farmer (Spines - Fiery Aura).mbd
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I love my Fire/Earth Dom! I made this build two-ish years ago, but have used it to tremendous success! It's not as proccy... and I took some interesting power picks (Hurl Boulder is actually quite good on Earth Assault, it has a 1.5 second animation time.. pretty dang good if you ask me! Especially if you procced it out). Anyways, I went the Soul Mastery route for Soul Drain, it has a surprisingly good uptime with the natural global recharge stacked on top of FF +recharge procs and Ageless. It's pretty funny to use Power Up before Soul Drain to get godly amounts of +to-hit. I can even bust through Paragon Protectors in Moment of Glory quite handily. The build also has nearly 38% Melee defense before Power Up, 44% with it. It's surprisingly sturdy without having to rely on controls, Power Up + Unleashed Potential gimmicks, etc. Another fun thing is using Power Up with the Leadership pool, it makes your team buffs that much better... Let's not even talk about Power Up boosted Vengeance XD. It's a pretty fun take on Fire/Earth Doms in my opinion. Dominator - Fire Control - Earth Assault.mxd
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Everything Maelwys said. However, one thing I might add is that you can make a hybrid build that can cover both active and AFK farming builds if you are using 2-3 farmers. I have 3 that I currently AFK farm with, a Spines/Fire Brute, Rad/Fire Brute and a Fire/Rad Tanker. I focused on a mix of procs, recharge and fire defense. They all run Maneuvers and Tactics, which completely shores up my accuracy and defense needs. When all 3 are in an AFK farm, nothing can kill them, and when in an active farm, nothing can kill them. I do the 10 minute AFK farm and the map is clear in 7 minutes. I only stand in the middle of the map with Healing Flames set to auto and two farmers set to follow on my “lead farmer”. I’ve done over 100 runs and none of them have died.
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Claws practically beats out Spines in every category. Spines is literally built to be an AoE machine, yet Claws can outperform it or is marginally worse than Spines. Follow-Up -> Shockwave -> Spin is an endless chain with a proper build. The +50% crit chance proc is also just BEGGING to be put in Follow-Up… it practically activates 90% of the time in that power. Meaning, every single time you enter “AoE” chain mode, your Shockwave and Spin both have a 50% increase to critical hit. And it’s ENDLESS. With proper positioning, it is sickeningly good.
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[Fire Manipulation] How should I slot Cauterizing Aura?
Camel replied to Stormwalker's topic in Blaster
Cauterizing Aura doesn’t accept Accurate Heal sets, I also haven’t noticed much need for Acc but you can get upwards of 80% enhancement value on everything with this slotting. I go 1 +3 Acc/Dmg Hami-O, 1 + 5 Armaggedon Dmg IO (or regular Dmg IO), 1 +5 Efficacy Adaptor End Mod IO, 1 +5 Efficacy Adaptor End Mod/Acc IO, 1 +5 Preventive Medicine Heal IO and 1 +5 Preventive Medicine Heal/Rech IO. edit*** Cauterizing Aura DOES accept Accurate Healing sets, I was confusing it with Dynamo which doesn't accept those sets. The above slotting would pretty much be the same, but I would go Touch of Nictus and the second IO would be a +5 Acc/Healing. -
Fire/Radiation, Fire/Bio, Fire/Fire, Fire/Shield are all optimal pairings and fair very well. All of the aforementioned pairings do pretty well in plugging up the lack of AoE Fire Melee has. /Radiation is incredible with procced Radiation Therapy and Ground Zero. If you can squeeze in Fireball from the Fire Epic and Melt Armor, you can do really respectable AoE -resistance debuffs, too.
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So what do you think goes best with Marine now that it's been out awhile?
Camel replied to tjknight's topic in Mastermind
I've been having a blast with my Demons/Marine/Fire. It's very interactive as well, despite the MM attacks not spawning any pets or having a revamp, they hit like a truck and offer even further -res. Crack Whip + Whitecap in dense mobs almost guarentees 10 seconds of +100% recharge and they both are AoE -res powers. Bonfire, Fireball and Char also compliment the playstyle well. I don't even need an epic resistance shield, between the buffs from Marine, Ember Shield from the Demons, set bonuses and unique IOs.. You have resistance cap to common damage types and solid resistance to all. It's the most fun I've ever had on an MM (even better than my Thugs/Storm) and it's really weird to be able to do close to 50% damage to a +4 boss with Brine, Lash and Char. I haven't optimized pylon testing, nor did I build it for that, but I can average a 42 second pylon time with no Lore and no T4 incarnates yet. FYI, the empty slots in Crack Whip and Whitecap are for the Force Feedback +recharge IO. Mastermind (Demon Summoning - Marine Affinity).mbd -
If you were to decide not to go the Martial Arts route, I would recommend either Titan Weapons, Staff Fighting, Katana or Broadsword. All of those primaries offer increased Melee and/or Smash/Lethal defense in Parry, Divina Avalanche, etc. Staff Fighting even offers extra resistance to boot. But if you do decide to stick with MA I would whole heartedly recommend Soul Mastery for Shadow Meld. 32% defense on demand with a 9 second cooldown is much more beneficial than Rune of Protection and Unleash Potential. You could try to get one of those as well but then you'd be gimping the rest of your build for little benefit. One thing I noticed with your slotting, the purple set would be better in Eagles Claw and the ATO +crit chance would be best suited in Crippling Axe Kick. Powers like Storm Kick aren't bad, but CaK has a higher base recharge which would mean more crit chance proc activations on average. I always try to slot that ATO into a power with a 6+ second recharge, preferably 8+ for the added proc chance. Also, Moment of Glory is your "oh s#$t!!" god mode. Use it when things get hairy. Shadow Meld is more of a "start the fight" type of god mode. If you hit cascading defense failure and try to pop Shadow Meld to survive, it likely won't matter. But if you start the fight with soft-cap defense from the get-go you can survive the alpha strike better and then proactively heal. Instant Healing is sort of in between both of those powers but will often help you survive more if you use it preemptively. Using it at 10% health will likely result in a faceplant, 50% is the threshold I'd say, or before the tough fight even starts.
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I would do something like this. Hasten is perma outside of any buffs (this includes the Force Feedback procs), resistance is higher across the board and Shadow Meld only has a 9 second downtime. The empty slots in Crane Kick and Dragon's Tail are for the Force Feedback +Recharge IOs. |MBD;25022;1684;2248;BASE64;| |G71hERWcJgCtDnhq1Jk7MXpwUA1sWPmv605HpejZEbkt9ctjTNGWxJTet99UeXTXlO8| |l+aNHyggcRnYmS1df67CAdPUGmzcosqlVRbnvyxyl98eIsWu60dBgAd79/adp7eTJMx| |Jla8YtFomxk+SHWtrfkht6jlrcFQfdtyY92u0fNW/oge6wqCsO73bd2lMZzlzEAr5SO| |JepoVgUfqkQLxZYq+Ey88dGGHJ+C+c3NI6bbHbDPRSR5jTMEtsCv409MAyLD+luernm| |a4hoWnu6w3dPa84/kmIEr4VoaU0ppDOKR0tHi/rZkgtWr7kVwlvC3nqalZgjviLyGgf| |8RWXzPO2LyKFAd44SVtIQa9O6B3Uqss0I253Wesa5rl37KpksacHLuLSLdMj4jGli7d| |liS0YPT7IPgsK3UstLe76203IW4fXR7DN3aj1Mr6bGlWTQSs2yZY/yuOirvBhpxduvl| |SiuP7TEWA3qrejDx9UUVCdQcYtC6wuaWal2ImD1Nywu/Z+Yq0vFvrGc87kbp80ZzKj5| |VCNfjVr+il3rgJhlNvQsDyZUbcOkKxNjvzApKuQBQiMH8x9DBXB9S/X9inMvKn2JLwu| |/EosZ0amj3Vt+klTWwuQURnwzP5nCvaeC3wkUgXsLvytQDO4FbieMacEj0RTRff22J8| |6iAlaxIyLdT4LvhUltNq6QJ5DCcevGnKGqcajEbMTXfAYIdxWsXr9SomyNLXAJ5RSRx| |pJPwQPk84aSUOmAAKXcHVj412CblDKqmzKBqtywBa4RsLnsYSxVGPpbEJRikwLrG6R4| |NV6JpDh9PJJ287RxU6pefvA5EojdQHLKdOBLDEtj5smrcXKCz6b3zLwzhS3tnN6Gc8k| |bJlUmI5mVHP99gjOdNkLsZhk/0pUEG8QruIWqrqZK1qLnsYPEdWb6PheLPIygtYNl3c| |z54UmUAiW6Ue3WsPwhqipaOWV0YWRV5tRCKaewG5rSw6ok1zVaNx2pZzHBBPDMTvTMe| |hw2HmDh1XmiuMIAataMmEQcXyTBMBLwNDPCi5tu0gtnIeADEwDM2EkUeCR0ZTt9lPkZ| |S5e5+wMbATt+C5spSe115AqJKIO3t8FtGvjwHuck/uWH/5bIWjrccUm8oIgduLPMO0t| |aoqERTo4+P7wx/E7I2X1+xMjzChiDc4JlDotHpCwuVEndOV6QCjyzEzyzRigrT+HySE| |JcXpJQ6J0HFXjeOYs0NSufoJN4wzVJscm+SJxL7CjVMz/yDETczfrgwy1pYtGwCEwEz| |BoIcfGBOd00BbMzXU8KYBTKTlYEcd4UyoLKnqEixKa3Ny6jX3c6uqxVyi4HaVm2D4Wc| |lJCXElTZMrmOUTZtUQwvys/Ah4BvTsGoGoVzm58vhqwXBTAKRW8msyGOsDSBQHGNqT2| |6+HXjoiayS+QFgBv+A27YLHptRa87/U9Q5uumGoRBo852CnTSwqp8p42ovEi5SutIs+| |LOHYQe4aKsrg77BWuytnmr8dOZx59gqVKsceZIhgJZawpfMkWEl933ezl53C2Kw36uj| |gHT9v93BkbJdx8/m/5yloc9ZMIxDl2XqlJMX3wgNzjupp95q0XmF3JVUDBzPBskrLAe| |/IO7u9sNfPlq4CLg1kBYPlhfV0KnOruh60mBHxXCUvTMSFlG1jp9hBD3cKYDOXSuvmA| |jac9ZI5nLXTNL/c3GRIfJ93FOga12GrSnztaWUkinB6K8OWa4y3xZ+xXwK6HWTAa3ER| |fwE4AD3yaRU14owoNFenEE9WiNe2XgRxYv2lpjNnfcbwK9w6hMIVdigon9wkitzt+5S| |LVMlJZxBwY/K1XJufdsIZNLa+w+qFghVrMLR+QcmHCVoH+2878wnuVeDYOZX/cxlR1T| |MY47VmcvpNf6kZMVO8E/7Zf23JcYJ4nbEysSNsC7+3YJHorWEdJHR1OKLdEuO/mtLxl| |NzseA4kUnZ+wnUFE1LeWo0cobw2Stc8CPke/sP5ZueVx2jOHKE/lV94Z2vV7ZXqiXis| |wcAFsPyNQ67uhjb5MePh54JR/2k2AsdRtgIvXWwJ77fiwnCKWc5JisKm7Th1QbHMaF/| |ovUDPCdY8+pHRb/3xWgnoOPSdSnhUdesOr9a7jJQNRjhol0B1sZYuSvaTNR1bY2fwKN| |PGVzcFJ+VmTSXW1lnEe1HuhkkzwzeuvqhJujsMqgfyrV1+0cRXYleS4O2H1kgDtnS9b| |Jxp2Iyt1sX15vIbN3KTbxQ70Au24+JRhMaQ==|
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My Fire/Marine/Fire Corr can solo entire +4 mobs in the ITF before the rest of my team catches up to me. 😘
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I'm obviously biased because I was touting Energy Melee long before the buffs came. That being said. I've learned to embrace the slower animating Energy Transfer. Fun little fact, it actually has a better proc rate when you aren't in Energy Focus mode. ET is always my opener, followed by TF then followed by the quick ET. After that I'll either use Dominate or throw down a Burn.. Or both! At that point my ET, TF, ET combo is back and by the time I finish that again, Burn and Dominate are ready to go once more. I've actually opted to not even have Energy Punch on my attack bar at all other than the occasional lower-level TFs.
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Everything Teklord said. I'm going to further reitierate that you should never slot Brawl or Kick to get set bonuses. Try to exclusively slot powers you actually use. Everything in your build should have its place and be useful. If you look at the build I shared, the only power that has zero use is Brawl and I slotted it accordingly. Something like this would get you a lot of mileage. You could slot the D-Sync Acc/Rech... but I mean... 3 of them will run you 600-750 MILLION lol. You could fund almost an entirely new build with that. I never use them unless I naturally get one. Anyways. This build uses the Fire Epic for max DPS. It feels really good with the Psi damage and you'll be grateful to have 2 attacks that don't do almost exclusively Psi damage. Greater Fire Sword is AWESOME. It's your hardest hitting attack before procs and does that much more with them. Corruptor (Psychic Blast - Kinetics).mbd
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I know it has the best debuff in the set in regard to -to-hit, but it also takes 2 seconds to activate, doesn't do damage, etc. This is why I mentioned that outside of soloing its usefulness starts to wane. It might offer good debuff and hit many enemies in the process... but what good is it doing if every teammate is soft-cap before your debuffs? The 2 seconds activation time is killer. Tar Patch and Darkest Night alone take almost 6.5 seconds, Fearsome takes 2, Spirit Drain takes 2.3 and Blackstar takes 3. That's almost 12 seconds of set-up time before you even decide to do any damage. In today's meta that is an eternity and its mitigation will very frequently go completely unnoticed or have zero impact on the battlefield. Sometimes you don't even need to bother using Darkest Night, if your team is already invincible, it's not mitigating anything and just wasting time. That's just how I've always played though, so Fearsome Stare for my playstyle isn't very useful. A procced Torrent with Force Feedback and the -res proc seems miles away more useful to me. You might be missing out on 10% debuff but you're gaining -12.5% resistance and 5 seconds of +100% recharge. I would be singing a different tune if solo was what was in mind here because the mitigation would be HUGE.