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Meknomancer

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Posts posted by Meknomancer

  1. 21 hours ago, Zhen Chan said:

    tl;dr - I made a build and I think it might be bad. Need halp plz.

     

    This is my first MM, and I've tried my hand at putting together a Ninja/Nature MM. Usually I just piggyback off of the shoulders of giants with my builds, but in this case, I couldn't find any posted builds for this combo. That probably should've been a warning sign, but I waved as I passed it by.

     

    I know it isn't the best of combinations (Ninjas seem to do better with defense from what I've gathered), but I'm a slave to theme and this character concept is one I really liked. Another concession I'm making is that I have no MM attacks; I know for Ninjas the personal attacks boost crit chance ever so slightly, but my character is a forest monk and it didn't make sense for him to be shooting arrows at dudes. Also I don't really understand the incarnate system, so I ignored that entirely. 

     

    I'm not very good at making builds, especially so for my first MM. I know you should approach building with a goal, and mine was to have the 3 clicky nature powers on near perma (the theory being while I'm sacrificing defense/res for recharge, surely the nature clickies will make up for that, right?). Also it seemed like having a very frequent smoke flash would be cool for the guaranteed crits.

     

    I went onto the test server and slotted my dude up, and solo ran some level 50 +4/x8 missions to see how it felt. Some general observations follow. Some may be due to my slotting/powers, some may be due to user error. 

     

    The good:

    - Entangling aura is the real mvp, and gave the illusion that my ninjas were pretty durable because everybody was wrapped up in leaves most of the time.

    - Having near perma Overgrowth, Wild Bastion, and Wild Growth is pretty neat. Because of all the recharge, I'm able to hit smoke flash every 24 seconds or so. I can also shoot off Regrowth and Corrosive Enzymes every few seconds, so I'm usually pretty busy. I'm not sure I'd even have time to blast off the primary MM attacks if I had them.

    - Except for the 3 seconds of downtime where I have to hold my breath, having the 3 clickies + entangling + everything else seems to do a good job of keeping my ninjas alive through the fight. 

     

    The bad:

    - I realized I don't know how power boost works. Does it aid the +res from Wild Growth? Boost the +def from Train Ninjas (in a meaningful way, at least)? This may have been a wasted power depending on those answers. 

    - Spore Cloud seems like it helps keep my ninjas alive....when the anchor doesn't immediately start sprinting to the next group, which seems to always happen. It does a great job of pissing people off. I try to be more conscious about dropping Spore Cloud and popping it back on someone who is nearby and entangled.

    - I am very easily held/slept/stunned/everything. This can be catastrophic if it's time for the clickies. It's also annoying because it shuts off Lifegiving Spores so I'm left writhing in misery. Being chain-stunned usually results in death (for ninjas or me) as I can't spam Regrowth. 

    - I think I expected too much self-protection from the nature buffs. I seem to be about as fragile as the ninjas. Warriors thought it was hilarious to hit me for more than half of my hp in an instant. I picked a +def patron pool for the extra LotG, but that may have been too greedy.

    - As long as I'm careful, I can slowly complete missions group by group. If I pull a second group, I have to valiantly sacrifice my ninjas to run away.

    - I don't think I've enhanced correctly, as I'm not sure if my ninjas are doing good damage. Granted this is +4/x8, and I've never run that on anything else so I'm not totally sure how long it should take. But it does seem to take its sweet time to clear a group.

     

    Thank you for any advice you can give me. 

     

    Without further ado, the build:

     

    Forest Monk - Villain Mastermind
    Build plan made with Mids Reborn v3.7.14 rev. 3
    ──────────────────────────────

    • Primary powerset: Ninjas
    • Secondary powerset: Nature Affinity
    • Pool powerset (#1): Speed
    • Pool powerset (#2): Leadership
    • Pool powerset (#3): Fighting
    • Pool powerset (#4): Flight
    • Ancillary powerset: Mace Mastery

     

    ──────────────────────────────

    Powers taken:

    Level 1: Call Genin

    • A: Superior Mark of Supremacy: Damage/Endurance
    • 3: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen
    • 3: Edict of the Master: Defense Bonus
    • 5: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura
    • 5: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
    • 7: Soulbound Allegiance: Chance for Build Up

     

    Level 1: Corrosive Enzymes

    • A: Invention: Accuracy

     

    Level 2: Regrowth

    • A: Preventive Medicine: Chance for +Absorb
    • 7: Preventive Medicine: Heal/RechargeTime/Endurance
    • 9: Preventive Medicine: Heal/RechargeTime
    • 9: Preventive Medicine: Endurance/RechargeTime
    • 11: Preventive Medicine: Heal/Endurance
    • 34: Preventive Medicine: Heal

     

    Level 4: Wild Growth

    • A: Gladiator's Armor: TP Protection +3% Def (All)
    • 11: Unbreakable Guard: +Max HP
    • 17: Unbreakable Guard: Resistance/Endurance/RechargeTime
    • 19: Unbreakable Guard: RechargeTime/Resistance
    • 19: Unbreakable Guard: Resistance/Endurance
    • 21: Unbreakable Guard: Resistance

     

    Level 6: Train Ninjas

    • A: Reactive Defenses: Defense
    • 39: Reactive Defenses: Defense/Endurance
    • 39: Reactive Defenses: Endurance/RechargeTime
    • 39: Reactive Defenses: Defense/RechargeTime
    • 40: Reactive Defenses: Defense/Endurance/RechargeTime
    • 40: Reactive Defenses: Scaling Resist Damage

     

    Level 8: Hasten

    • A: Invention: Recharge Reduction
    • 29: Invention: Recharge Reduction

     

    Level 10: Spore Cloud

    • A: Dark Watcher's Despair: To Hit Debuff
    • 21: Dark Watcher's Despair: To Hit Debuff/Recharge
    • 27: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance
    • 29: Dark Watcher's Despair: To Hit Debuff/Endurance

     

    Level 12: Call Jounin

    • A: Superior Mark of Supremacy: Accuracy/Damage
    • 13: Superior Mark of Supremacy: Accuracy/Damage/Endurance
    • 13: Sovereign Right: Resistance Bonus
    • 15: Expedient Reinforcement: Resist Bonus Aura for Pets
    • 15: Call to Arms: Defense Bonus Aura for Pets
    • 17: Expedient Reinforcement: Accuracy/Damage

     

    Level 14: Maneuvers

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 33: Red Fortune: Defense/Endurance
    • 45: Red Fortune: Defense/Recharge
    • 46: Red Fortune: Defense
    • 46: Red Fortune: Endurance/Recharge
    • 46: Red Fortune: Defense/Endurance/Recharge

     

    Level 16: Lifegiving Spores

    • A: Panacea: Endurance/Recharge
    • 31: Panacea: Heal/Endurance
    • 31: Panacea: Heal/Recharge
    • 33: Panacea: Heal/Endurance/Recharge
    • 33: Panacea: Heal

     

    Level 18: Smoke Flash

    • A: Invention: Recharge Reduction
    • 31: Invention: Recharge Reduction

     

    Level 20: Wild Bastion

    • A: Panacea: Heal/Endurance
    • 34: Panacea: Endurance/Recharge
    • 34: Panacea: Heal/Recharge
    • 43: Panacea: Heal/Endurance/Recharge
    • 45: Panacea: Heal
    • 45: Numina's Convalesence: +Regeneration/+Recovery

     

    Level 22: Oni

    • A: Superior Mark of Supremacy: Damage
    • 23: Superior Mark of Supremacy: Accuracy/Endurance
    • 23: Superior Command of the Mastermind: Damage/Endurance/Recharge
    • 25: Superior Command of the Mastermind: Accuracy/Damage
    • 25: Superior Command of the Mastermind: Damage/Endurance
    • 27: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge

     

    Level 24: Tactics

    • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

     

    Level 26: Kuji In Zen

    • A: Panacea: +Hit Points/Endurance
    • 37: Panacea: Heal/Endurance
    • 40: Panacea: Endurance/Recharge
    • 48: Panacea: Heal/Recharge
    • 49: Panacea: Heal

     

    Level 28: Entangling Aura

    • A: Unbreakable Constraint: Hold
    • 42: Unbreakable Constraint: Hold/Recharge
    • 42: Unbreakable Constraint: Hold/Endurance
    • 43: Unbreakable Constraint: Hold/Recharge/Accuracy
    • 43: Unbreakable Constraint: Chance for Smashing Damage

     

    Level 30: Overgrowth

    • A: Invention: Recharge Reduction
    • 36: Invention: Recharge Reduction
    • 36: Adjusted Targeting: Recharge
    • 36: Adjusted Targeting: To Hit Buff
    • 37: Adjusted Targeting: To Hit Buff/Recharge

     

    Level 32: Kick

    • (Empty)

     

    Level 35: Tough

    • A: Steadfast Protection: Knockback Protection
    • 37: Steadfast Protection: Resistance/+Def 3%

     

    Level 38: Weave

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

     

    Level 41: Assault

    • A: Invention: Endurance Reduction

     

    Level 44: Hover

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

     

    Level 47: Scorpion Shield

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 48: Luck of the Gambler: Defense/Endurance
    • 48: Luck of the Gambler: Defense

     

    Level 49: Power Boost

    • A: Invention: Recharge Reduction

     


    ──────────────────────────────

    Inherents:

    Level 1: Supremacy


    Level 1: Brawl

    • (Empty)

     

    Level 1: Sprint

    • (Empty)

     

    Level 2: Rest

    • (Empty)

     

    Level 1: Swift

    • (Empty)

     

    Level 1: Hurdle

    • (Empty)

     

    Level 1: Health

    • A: Miracle: +Recovery

     

    Level 1: Stamina

    • A: Performance Shifter: Chance for +End
    • 42: Performance Shifter: EndMod

     

     

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    Power boost will bump your heal and increase the defence from hover/weave/maouvres/scorp shield. But thats it. However if you run clarion as your destiny to prevent mez you can hit power boost before hitting clarion for some goodness. But this won't help your squishy ninjas, much better off with barrier and using break frees or drop a pool for sorcery and get rune of protection for limited mez protection.

     

    HC have done some good work on the game so attacks aren't all smashing/lethal now which makes things much more fun and interesting so simply slotting for a ton of s/l defence isn't going to carry you anymore. Since your power boost has a 20 second downtime i'm not sure its worth having but if you dump mace for resistance epics your losing out on recharge, its a tough choice.

     

    If you slot 5 adjusted targeting in overgrowth and boost them you get an extra 5% recharge and it'll still recharge in the same amount of time. Drop power boost for vengeance, more recharge. Remove the gaussian proc from tactics, you have no attacks so it is doing 0 for you. And endurance can be an issue.

     

    A single target hold makes a world of difference. Hold a target that has spore cloud on it, with a single target hold and entangling aura you can get high mag holds on tough targets.

     

    T1+2 upgrades look well overslotted, i'd usually only slot like that on necro because they benefit far more from uniques in t2 upgrade. If you took an immob that would help.

     

    You'll have to decide if you want defence or not. High ranged defence so you don't get hit as often means you don't get mezzed as often. But getting there requires so many sacrifices i don't think its worth it. MM pets were designed to be expendable, throw them into the mob so they draw alpha before you hop in and apply spore cloud and drop lifegiving.....i'd be using combat jump for this, you have 0 travel speed with hover alone but you can make room for evasive and flight easily enough, just dump the fighting pool.

     

    On mine i went for mu, thunderstrike can slot a force feedback proc which solves getting buffs perma. Crosspunch from the fighting pool would do the same. For extra mez protection you could find room for the aegis and impervious skin uniques. I'd want some slow resistance in too, you have none now. Updated my mids but i threw out all my builds so all i will do is toss this on:

     

    Screenshot(40).thumb.png.a982c46a2169951ef33b729717a8aedb.png  

  2. On 6/24/2025 at 12:29 AM, Slashend said:

    Currently hit 50 with my DM/Ice scrap and i love playing the toon. However this is my first time hitting end game so im completely lost on which enhance sets to slot. I understand the ATO1and2 enhance placements but everything outside of that makes my head spin!

     

    Does anyone already have an active build or open to dropping some tips? (i do have mids)

     

    Cheers!

     

    Curious to see how /ice has changed now you have rime as an option over hoarfrost, are players taking the absorb over the extra hp and click. You might have to wait to see some up to date builds.

  3. 2 hours ago, Blue_Daisy_Cat said:

    Hello- still working on tweaking that build hehe 🙂  I'm seeing some conflicting answers in the guides I've looked up and I'm hoping someone can clarify a few points for me please:

     

    1- Does slotting damage resist in Equip Robot give your 'bots damage resist or is that a waste?

     

    2- Does slotting heal/absorb in Upgrade Robot give the protectors more oomph in their healing or is that a waste?

     

    3- Does slotting endurance reduction in Equip and/or Upgrade Robot reduce the 'bot's endurance consumption or does it just lower the cost of using the power?

     

    Thanks fellow Masterminds!  I really appreciate the help 🙂 

     

    1-Its not a waste, use equip robot to slot some resistance uniques like the steadfast res/def, the gladiators armour+defence, unbreakable guard +hp and then toss in a resist piece from glad armour/unbreakable for a bonus and boost it.

     

    2-Maintenance Drone will carry you healing wise, upgrade is the power that gives the protectors the heal (you would have to slot heal in them to bump their heal-don't its a wasted slot) Just slot upgrade robot with a boosted heal or a preventetive+absorb piece.

     

    3-It lowers the cost of the power, the cost of the power is so low its not worth using endurance reduction. It won't affect robots endurance, you'd have to slot them with end red for that. And the protectors and assbot really need that end red.

     

    Something like this if you have the slots to go all in on maintenance drone. Or pic 2 if your broke just spend your inf on boosters and boost those lvl 50 enhances  for max heal and resistance. Upgrade robot could just be slotted with an endurance reduction at this point as the heal won't be helping as far as i know.

    Screenshot (34).png

     

    Screenshot (35).png

    • Thanks 1
  4. Just now, Dumluk Derptroll said:


    I would have thought his def and resist would have been higher.

     

    I didn't look at the builds, if all your after is a tank mm take fighting and leadership and presence pool, slot full pet sets in each pet. Use winter sets in personal attacks. You won't be doing any damage but you won't be taking any either.

  5. On 6/20/2025 at 3:32 AM, Johnny Dynamo said:

    This was my very first attempt at using Mids. I'm going to respect and try this out, but not sure if it's any good. I'm sure I'm overlooking some obvious things. I do enjoy ranged in lieu of melee, and I like to deal damage without being so squishy that I die every with every mob.

     

    I kind of wanted Voltaic Sentinel, but Mu Guardian may work as well. Either way, I'm not married to that or Surge of Power. Perhaps Leadership could replace something there...?

     

    I don't know how to copy and paste this to make it user friendly visually for the post...sorry. 

     

    Thoughts?

    Dominator (Electric Control - Electricity Assault).mbd 41.51 kB · 11 downloads

     

    Finally got mids updated but lost all my old builds, no matter they all needed an update anyway. I'm not sure how much help this will be my domi's are all now super squishy 0 defence builds with a tiny bit of resistance as i toss out the fighting pool to get teleportation in. Attached build. You can easily drop tp pool for fighting and shuffle a few slots to hit 33% ranged and bump s/l resistance. tossed a pic on. If you open up on mobs with static field you shouldn't have an issue, its so good now i dropped the chain confuse. @icesphereposted a build on discord somewhere but i have a feeling thats a 0 defence build too. Hit your launcher-discord-scroll down to domi posts and then have a look through there.

     

    At this point i'm not certain jolting chain still needs the sudden acc bit slotted to prevent kb when timing is bad with gremlin attacks i've been playing an elec/kin troller a lot more than this lately on hard content and the pets haven't survived long enough for me to notice. I left it in just in case, if its not needed i'll just toss in a proc piece as replacement.

    Screenshot (31).png

    ELEC ELEC MU - Dominator (Electric Control - Electricity Assault).mbd

     

     

    Screenshot (32).png

     

    Edit: I think thats @icespherediscord post made prior to last issues updated sets.

     

    Dominator (Electric Control - Electricity Assault) (1).mbd

  6. 3 hours ago, Snokle said:

    This run I swapped Spectral Terror with Phantasm. I am not sure on it yet, but it is more of a test. I found I was using terror less and less as I went on. Compared to early levels.

     

    Unless you have a massive surplus of shield walls stored away and just want to toss them in the build you'd be better off with 3 luck of the gamblers in superior invis and weave for a tiny hp bump. Or toss the scaling reactive in with 2 more pieces for s/l res and hp which are probably more useful than any regen bonuses.

     

    Endurance on this combo is awful, ill/dark is one of my favourites and i played it a lot when we first got domi illusion, either find slots for stamina, simplest way is just to drop them from superior invis or swap to an alpha like vigor. Since your attacks are mostly procs i'm not sure how much dps you'd lose out on if you swap musculature out. And getting perma PA on these is rough without taking ageless or limiting the build to sets giving nothing but recharge bonuses and dropping all the proc damage so i don't think musculature loss would be awful.

  7. Bots/dark

    Mercs/time

    Demons/marine

    Necro/ff

    Thugs/traps

    Ninjas/storm

     

    Random picks i think i have every primary with every secondary except empathy and pain. I just remember having fun with those and bots/dark is still my goto as it was on live. It'd be easier to list the worst. Beasts with anything except /marine. They are almost playable with /marine.

  8. I have a couple but they are my least used /bio scraps. @Stonposted a lot of stuff on mini maxing them if you can find it in these forums somewhere. Its late here and i'm off to bed so i'll just toss on what i think they look like as i've lost my original builds (pretty sure i run with moonbeam for shadowmeld) but may get around to trying mu or fire sometime.

    SAV BIO - Stalker (Savage Melee - Bio Armor).mbd SAV BIO FIRE - Scrapper (Savage Melee - Bio Armor).mbd

  9. 2 hours ago, Rerun said:

    Thanks Meknomancer for the awesome info! I will spend some time and look over these builds. You're right, I was concerned about some of those mez protects that you only get at the end of a set. But, if you think it's better to not "min max" on power slotting so much, I'll bear that in mind. You make some  good points and I'm gonna consider all of them.

     

    From what I am learning, for a sapper you need a Controller anyway. But stuns... hmmm. I suppose, yeah, if they are stunned, that's less attacking they can do, right?

     

    And, yeah... the Storm part is pretty crazy. It's fun. And Tornado is just sick. I been running around all day today dropping it on Family, Council, Freakshows, Banished Pantheons etc. Just need to find a shade to color Snow Storm so it doesn't, y'know, fill up my screen so much with effects inside those tiny little cave missions fighting the Lost lol. There might be a No Effects setting in the tailor...

     

    Anyways, thanks again!

     

    EDIT: I like that BOTS STORM build. I tweaked it just a couple places... I switched the order of Hasten and Super Speed, and then SS was in the final spot. But then I switched that for Pulse Rifle Burst, so at least I would have that -Regen if I ever needed it, I mean, it's right there in one of those attacks. And the other thing is, I thought, why not go ahead and throw the Karma KB protect IO into Weave? So I put that in, then saved it as "Deimora 2" lol. It's that good of a build, man. That's an epic build you came up with. I think it would just wreck house.

     

    Glad you liked it although it is pretty random, you will want to do a quick search through the mm forums and find better mini max slotting for higher level content.

     

    If your looking for sapping an elec controller or domi with conductive aura is usually a good bet.

     

    I like a kind of golden sandy colour for storm, fits the theme for mummies/egyptian/earth magic toons and its fairly easy on the eyes.

    • Like 1
  10. 22 hours ago, Rerun said:

    I'm just a casual player, and this is just a "pie in the sky" build, not in a big hurry to get there in just a week or anything lol. Just a "Influ is no object: type build lol  🙂

    So please be kind hehe, I know it looks ridiculous with no travel powers (hey, I LIKE the Longbow Jetpack!) annnnnd, yeah, I didn't take any of the robotics personal attacks either, BUT, it's my ridiculous stupid toon. I imagined her being able to control electricity as if it's a living thing, and that's how she controls robots, AND storms, and then later Electricity Mastery, so the has the best of a few worlds, really. 

    With Robots, she has great pets, With Storm Summoning she has some powers to make her almost like a controller, and even more pets, as well as a defense ability and debuffs (snow storm and hurricane), meanwhile the protector bots are bubbling and THEN she can leap right in there and sap them with Static Discharge and ESD.

    I dunno, just messing around with an idea really. Just thought I'd see what you all think. And yeah, a few days back I was *thinking* about making a Necro / Traps, but then changed my mind after people here in the forums, rightly, warned me off it. So I made this toon instead and I think she's pretty fun actually. I steamrolled to 27 in one night! I gotta slow down so I don't miss out on too much stuff!

     

    https://api.midsreborn.com/legacy/download?uc=1621&c=687&a=1374&f=HEX&dc=78DA7594C95213511486FF4E778C8429210C32C48430059100EADAB204C2989212445D51119AA4AB92744C82C25E5F00A7377140CB61AF2FE1CE051026B778E893535C4DD955DDFDDDFAEFF9CFD05D37B13951F7E3FBFC2D68BEF14CB2585C49248B25B390B5726BDE2573359DB333766A4B07E09930ADAC5D487A883BCE77AD2C6E64B3762E76D77E6497ACD56248916E6FACAFC7164B76215BD965E552685CB0ED4C6CDE4CAE998562DACAD73BEBB8954A9748F63AABC5BC69AED5B29039530293796B35369E4E165266A5C4AD762A2444F78E9B1E1AE43AA5E5BE0B1833E04259E080C1C0A1C011C3051C33E48DBF6DE87ECECA63523455D1B04B13193050204557151D0D6E27E613BDDCAAE246371CC54F03F4A8E57AB0A73BCA45EC0B9419BC38103864A8C311439152D7A83635E8D59CA2EAD0C7D0807E8101061FA202830C9FA9CE5AD5A6163ECD49D004BF401343330202CD0CAD68A9ECA1A6EAD576EBA5DD12D5D9A82A8D1861E50BA5F6ABA9FD98E4A25A1167B884298169860ECC08CC326C5082806A13C05BFE6EDD7827F09EA1171F1806B0C370051F19BE52352DAA4D0B960C47E9C23D816586CBB82FF040E021C3137AB5A9EDB6E1198FE81B2568579576DCA465D0C0538AE95414BD13E352DD092AF00B4EB7C3F8E97282362928A8DA0511E6BD2EFA162155096189DE11033A2911B5C70846F86FEAC1A8C075811B7A65666302D7180CB2E9536DFA1067A51F5302D302337A65E2B302730C11B289AA6D4731C41D0CFE1FE23E6048CD3D84324FFE2A0E048E048E19867122F09B619A6C62506C62D8E6918FE085C04B81570C63782DF08661966C46CF8F86536D1409D9728721F1CFB172DA557DCE04B9B77903EA75A6E86CB260A821CE09D4C931BBDE2AB71E56F6AA95282BFBD5CA32FFA3656FD551BA2DC764652C61194B58C61296B174CB58FE001586BECF

     

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    Without changing any power picks you will not want to slot what you posted. Slotting 6 luck of the gamblers in protector bots was just the starting point but there's so much in there i didn't know what to say. So just shuffled your sets. You could consider mu mastery instead of elec (redside version of elec but better) and stack your thunderclap with thunderstrike and the protector bots seeker drones to max out stuns (i'd still take photon nade if this is what your after), pick up a resist toggle and a travel power. I'll toss something random in to look at.

     

    When your making your builds in mids the best tip i can give is never ever ever 6 slot a power with the same set unless:

    a) your chasing a specific bonus like ranged defense

    b) your playing a tank

     

    There are some sets like reactive or preventetive medicine where you want the full 6 slots for a recharge bonus in which case i'd refer you to point a. In 99% of the bonuses your slotting 6 pieces for something useless like psi/mez/toxic resistance and when you add them all up you have 12.5% extra resistance to those in total (i made up a random number here) that is useless and will benefit you in no way helpful. Either way when you total them up the effect is the same, you get hit by a toxic/psi/mez attack and it hurts just the same as if you hadn't slotted them (the difference is negligible) So look at the bonuses in the sets and specifically look at the 6th set bonus and ask yourself, is that bonus stacking with any other bonuses that will help me?

     

    Slot for recharge. Slot for damage. Your an mm so damage bonuses are irrelevant too. In the case of the 2nd build you'd be knocking down the mobs with gale (without knocking them back) dropping freezing rains debuff, pin them in place with electrifying fences, stack the thunderclap+thunderstrike stuns and throw static discharge at them. 

     

    You mentioned sapping them with static and ESD. Not happening, you'll drain a small portion or a large portion (50% with ESD) of their end but not enough to prevent attacks coming in. And you'd have to waste the power by slotting end mod sets in it, if you look at the bonuses they give you'll realise after 5 seconds of play your better off with damage sets.

     

    You'll still be a themed bots/storm/elec type character, you may have a ton of fun with it too but i bet that fun is 90% related to the secondary of storm 9% the bots and 1% the elec powers. Its a great combo tons of fun and as long as your having fun thats all that matters. But when you really start enjoying it and get to higher levels you'll want some sort of aim in mind when building it in mids.

    Deimora - Mastermind (Robotics - Storm Summoning).mbd BOTS STORM - Mastermind (Robotics - Storm Summoning).mbd

    • Like 1
  11. On 3/19/2025 at 5:13 AM, JimmyWhispers said:

    I have no idea how to build one cause this is my first time as a dom. im trying to find a build for mind/psi that has no prob soloing but mostly going to be playing in parties on other content.

     

    11 hours ago, Shocktacular said:

    I'd like to bump this since I, too, am looking for a mind/psi build for similar play.  I've heard that they can be really good... IF you know how to play them.  I've wanted something with mind/ so I think I might be giving this a try soon.

     

    Messing about with this now, seems to be ok, i did post one years back and it used to be very popular but i haven't seen any posted since they updated tk and levi as a combo.

    MIND PSI - Dominator (Mind Control - Psionic Assault).mbd

  12. Great guide. Its the first time i had the patience to run through all the ourob badges.

     

    I thought Prismatics just had the 2% chance to drop upon mish completion though, i didn't see any drop as mish rewards during my run through. 

  13. On 4/26/2025 at 10:23 PM, Arkayse said:

    Any Earth/Dark build gurus around?

     

    Best one i've seen was @Sir Myshkinin his proc post. If you can find it, i forget which AT forum its in, may have started as fender/tanker but its there somewhere and looks something like this:

     

    Best thing about it was it skipped the graphically awful rock armour so it still looks cool and manages to keep decent defenses and resists as well as being a bit of a beast. I doubt this is an exact copy i may have fiddled with it a bit but it should be close if not identical. You'd be better off finding the post itself for whatever incarnates it runs. 

    EARTH DARK - Controller (Earth Control - Darkness Affinity).mbd

    • Like 1
  14. On 4/19/2025 at 6:15 AM, anabow08 said:

    hey, returning player, havnt played CoH at all for years and years. made a dark/kin and reached level 50 but im not really sure what an ideal build for me might even begin to look like. any advice or help or planners would be greatly appreciated ❤️image.png.0370eaa547bfdba17894dcda50d54726.png

     

    There's a good reason you don't see any of these running about and there's so few posts the only 1 i could find was a theoretical build from 2021. I won't pop a mids on as its not a combo i ever played but i'll toss the link on. All i can say is good luck and i hope you like repositioning yourself a lot as its probably a very busy/awkward toon to play 🙂

     

     

  15.  

    I might consider dropping rise of the phoenix and arcane bolt. Phoenix will hardly see any use and arcane is unslotted so i'm assuming will be completely unused. Take spirit ward as your first sorcery pick and toss the preventetive in to get and extra slot and a power pick (like vengeance for an extra luck of the gambler)

     

    I've played a fair few /dark trollers and they work much better on maxxed out recharge so i try to aim for perma fade/soul absorb without being too reliant on the ff+rech firing off in bonfire. It does help alot if your hitting at least 45% ranged as you don't always have time (or in my case i just forget) to apply darkest night to cover that defence gap you have.

     

    Slotting shadowfall and fade with a mix of defence and resistance will really help you out surviving when you do take hits, even with fades defense debuff protection its nice to have slightly higher resists than you have.

     

    If your taking sorcery for flight i get it, if your taking it for rune i get it, if your taking sorcery just to get rune for an anti mez clicky you could always swap in psi mastery and get a perma indomitable will clicky, you'd still have what i consider a better aoe in psi nado. But if fire is necessary for theme i'd consider @Camelbuild and get your defence and recharge up. And just take clarion.

     

    The reason its not looking well rounded is because you have no single target damage outside of a procced hold which puts you totally reliant on dot damage from hotfeet and bonfire and the imps tickling stuff. Try tossing slots into arcane bolt or taking ring of fire or fire blast so you have something to throw at bosses. Its much more fun than standing there clicking the hold over and over vs hard targets if you can get some sort of single target attack chain. I'll admit this is hard, slots and power picks are tight when your chasing recharge and defence and resistance all at once on a controller.

     

    Aim for something. Its always better to build that way. 

  16. 1 minute ago, Naturallymorbid said:

    Like most folks that try out blaster, i like big boom and big numbers, right now im playing a Fire/Atomic blaster which has great damage but the lack of defensive options is a sticking point for me, so maybe im missing something or a certain way of thinking.

     

    Aside from dominators and blasters, every AT has defensive powers, but dominators make up for that lack of defense with their CC, so nothing actually manges to attack them.

     

    Sentinels might be a bit iffy, since the lack of damage compared to blasters makes some prolong fight a bit of an issue but iv'e been spoiled since i use a Storm/Bio sentinel - Storm is amazing on sentinels and the knockdown provides me with that CC i need to solo (in groups it is slow but if a group clears a mob that quickly than your damage doesnt really matter IMO)

     

    With blasters i feel like the approach is "blow everything up before it can hurt you", which is fine for group play and some solo play, but i dont think that works with harder content like 8/+3 or +4.

     

     

     

    Yes they can, there's lots of different approaches though. Minimaxxed dps with amplifiers, insps, base buffs, incarnate barriers. Cone blasters sitting at max range with softcapped defence cycling control cones. The best ones are usually playing in melee/kiting where they can take full advantage of the secondary and they will annihilate +4/8 content. A blasters nuke will take out pretty much everything but a couple +4 bosses and a few single target attacks will finish them off.

     

    My first +4/8 blaster was a fire/devices, all it needed was caltrops and bonfire and rain of fire and gun drone when the nuke was on cooldown. Its hard for mobs to fight back when they are trying to run away. 

  17. 12 minutes ago, tidge said:

     

    I've bolded something I think is key about builds. In the olden days of live (circa Issue 1, when 4 more power picks became available) it was common to take Fitness, plus Hasten, plus Fighting... and then the last pool would often be Leaping (for Combat Jumping and possibly Acrobatics). Once Fitness became inherent, it freed up one pool choice, but it was still common to see recommendations for Hasten/Fighting/Leaping... and these remain common today!

     

    On HC, because it is so very straightforward to get global +Recharge bonuses via enhancement sets, I also don't see much need to take Hasten, except for:

    • Characters with critical, very long recharge time powers
    • Characters that opt to have very few attacks (with longish recharge times) and want a steady attack chain

    I can see a case for a player not wanting to invest in enhancements that offer global +Recharge and going for Hasten instead... but when I see folks pick Hasten at level 4 (or really: below level 18, when it shouldn't be needed, except maybe for Dominators) and then also try to build for perma-Hasten, I tend to think that is like the tail wagging the dog.

     

    I went on a BR kick about 18 months ago, trying it on all ATs except Corruptors (no judgement, but I had just played several). I went with BR/MA, here is a snapshot. I went with Martial on this one because I wanted to focus on the BR and I felt like Martial offered the most without forcing me to lean too hard into the melee. (I enjoy Blapping, but this was for concept)

     

    BeamMA.thumb.gif.be06d6064b41de2209a960134336776e.gif

     

    I haven't tried it since a day 1 fire farmer but isn't the entire concealment pool 3 power picks for 3 luck of the gamblers still a worse pick than hasten on its own? If your chasing recharge. Never mind i'm guessing its for the attack chain when exemped.

     

    Piercing beam is a heavy hitter, throw a few procs in and it does almost a full 1/3 extra damage.

  18. 7 hours ago, Jacke said:

     

    Trip Mine is a must-take Power on /Devices, as is Gun Drone.  Both are Pets and for the vast majority of Pets (including these 2) they don't benefit from the Caster's Global Buffs (Mids Reborn is wrong about this, but it's so big a bug it's not fixable).  To reliably hit +4 Targets (ie. get close to 95% final ToHit, and without Global Buffs, like Level Shifts, it is really is +4 to the Pets), have to follow my 2 Pet Rules (so as not to have to calculate every case):

    • Slot the Pet Summons Power with ED-capped Accuracy.
    • If important Pet Powers have less than 1.2 Base Accuracy, needs either Tactics (even just the Base Slot) or -Def on the target.

    Fortunately for both Trip Mine (which ignores external boosts like Tactics) and Gun Drone, their attacks do have 1.2 Base Accuracy.  /Devices Trip Mine is the best Trip Mine, having no Interrupt time.  Gun Drone is a mini-Tanker for the Blaster, especially with the Expedient Reinforcement Special slotted, as that gives it 90% Resist to all.

     

    Here's my current AR/Devices/Arsenal Mastery build.  (I've got a //Force Mastery and //Mu Mastery builds too, only Toon I have with multiple builds as they are a pain, but it's my main.  😺)

     

    Blaster AR-Dev.1.20250414.ArsenalM TT MF Assault Weave Maneu [i28p1] @Jacke - Jacke Dark.mbd 49.73 kB · 3 downloads

     

     

     

    Hasten is not needed in a build unless it has a critical or several important Very Long Recharge Powers, like Illusion Control's Phantom Army or the Powers in Nature Affinity.  Better to get Global Recharge from enhancement set bonuses, especially those from Purple, PvP, ATOs, and WOs, as they don't go away when Exemplared.  Combat Jumping is nice to have but not essential.  A build can only have 4 Power Pools; this is one of the tightest constraints on a build.  I see no reason to automatically take either Hasten or Combat Jumping in a build, because they both need a Pool Pick to add one Power.

     

    Beam Rifle I take all but the T2 from.  Its ST chain doesn't use either T1 or T2, but all of the ST remaining (usually T4 - T8 - T7 - T6), so I take the faster recharge Power from T1 and T2 and with an interesting effect, the T1.

     

    Don't have a Beam/EnerM Blaster build, but here's the current builds for my Beam/Devices and SonicA/EnerM Blasters.

     

    Blaster BR-Dev.20250401.ArsenalM CJ TT Aim Assault Weave Maneu [i28p1] - Jacke Beam.mbd 44.83 kB · 2 downloads Blaster SonicA-EnergyM.20240720.MaceM CJ Stealth Cross-Punch Maneu GI [i27p7] @Jacke - Jacke Erg.mbd 43.27 kB · 2 downloads

     

     

     

    So since it was /energy secondary i recommended hasten. Why? Power boost and energize. And to get the nuke up faster. Combat jumping because it provides the best mobility and some immob resistance allowing you to kite melee attacks or melee ranged nukes. Mobility is pretty useful on squishies. And because not all players take the fighting pool and if you skip weave you want some immob protection.

     

    You lost me in the 2nd sentence when you mention global recharge from WO. They have no global recharge.

     

    As to the builds we clearly chase different goals to suit different playstyles. I hate 6 slotting full sets, i still dislike my own sonic/nrg simply because i chucked a couple mako sets it to get some ranged defense. I'd rather have recharge bonuses and proc damage. I'll never understand 6 slotting things like the entire shield wall set on anything but tanks , will that toxic/psi bonus make a difference, does that end/rech help out your blue bar? No in both cases. I look at my builds and try to figure out why i slotted each power the way i did. I look at other players builds and don't understand them, are you 6 slotting powers for a particular reason, chasing specific set bonuses? Which ones? 

  19. On 4/18/2025 at 8:12 PM, Speed Freak said:

    I just finished a project and am looking for something new, so I decided on a blaster (and my tank screaming at my controller to get the H*ll out of the melee helped with the decision 🙂 ). I have PTSD so the math to do a "frame up" build is very difficult for me. I've listed the powers I'd like to use (order is not important), basically everything of use in Beam/ and the buffs in /Energy. I want a looong ranged Blaster. I know I'm supposed to list the way I'll use the character so:

     

    1. Grouped 90% of the time. I do enjoy soloing though.

    2. A significant amount of Exemping.

    3. the 2 extra stealth powers and pretty much all of the Epic Pool are there for hanging enhancements on, if you can improve the build by making changes go for it

    4. I honestly do appreciate any help you can give and thanks in advance.

     

    Edit: cuz I R gud speeler

     

    Hero Blaster
    Build plan made with Mids' Reborn v3.7.5 rev. 21
    ──────────────────────────────

    • Primary powerset: Beam Rifle
    • Secondary powerset: Energy Manipulation
    • Pool powerset (#1): Experimentation
    • Pool powerset (#2): Concealment
    • Pool powerset (#3): Fighting
    • Pool powerset (#4): Flight
    • Epic powerset: Arsenal Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Single Shot

    • (Empty)

    Level 1: Power Thrust

    • (Empty)

    Level 2: Charged Shot

    • (Empty)

    Level 4: Build Up

    • (Empty)

    Level 6: Speed of Sound

    • (Empty)

    Level 8: Cutting Beam

    • (Empty)

    Level 10: Infiltration

    • (Empty)

    Level 12: Disintegrate

    • (Empty)

    Level 14: Aim

    • (Empty)

    Level 16: Kick

    • (Empty)

    Level 18: Energize

    • (Empty)

    Level 20: Lancer Shot

    • (Empty)

    Level 22: Tough

    • (Empty)

    Level 24: Power Boost

    • (Empty)

    Level 26: Penetrating Ray

    • (Empty)

    Level 28: Boost Range

    • (Empty)

    Level 30: Piercing Beam

    • (Empty)

    Level 32: Stealth

    • (Empty)

    Level 35: Body Armor

    • (Empty)

    Level 38: Overcharge

    • (Empty)

    Level 41: Surveillance

    • (Empty)

    Level 44: Weave

    • (Empty)

    Level 47: Grant Invisibility

    • (Empty)

    Level 49: LRM Rocket

    • (Empty)


    ──────────────────────────────

    Inherents:

    Level 1: Brawl

    • (Empty)

    Level 1: Defiance


    Level 1: Sprint

    • (Empty)

    Level 2: Rest

    • (Empty)

    Level 1: Swift

    • (Empty)

    Level 1: Health

    • (Empty)

    Level 1: Hurdle

    • (Empty)

    Level 1: Stamina

    • (Empty)

    Level 1: Disintegrating


    Level 49: Quick Form


    Level 6: Jaunt


     

     

     

    Beamer Blaster - Blaster (Beam Rifle - Energy Manipulation).mbd 14.44 kB · 5 downloads

     

    Those are some odd picks, way too many attacks from beam but if you toss in some random stuff it maybe playable. 40% ranged, about 45% with power boost but its got downtime. Pretty late and i'm tossing stuff in at random. All i can ask is....why no combat jump or hasten and why do you need every power from beam? They animate slowly and you can get away with 5 for an attack chain, kind of makes sense if your exempting but still seems a bit much.

    BEAM NRG WUT - Blaster (Beam Rifle - Energy Manipulation).mbd

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