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Meknomancer

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Everything posted by Meknomancer

  1. I still run the build below and haven't found a good reason to change it other than dumping infrigidate for a travel power after page 5 and chucking some dsyncs in benumb. Havent found anything it cant solo at 50 but i dont find them good team toons, especially on fast running teams, much better off with a /cold corr. Phantasm is annoying to yourself as well as team mates so he's just a mule for rech+ranged defence set and doesnt get used. PA won't keep up with a team so unless your prepared to run ahead and hit every mob first your basically just a buffer every 4 min for shields/debuffer with sleet every 15 seconds/buff+debuffer with heatloss every 90 seconds til PA catches up and tags whatever sliver of hp is left on the last boss standing. With a corr your offense and defense/buffs+debuffs. On an ill troll your not, at least when teaming. Its still a top 5 combo in the game, capable of anything, don't let me dissuade you from the teaming aspect of it - every team wants /cold buffs+debuffs regardless of what else they do, you'll just find it one of those odd combos thats way more fun soloing (and when you stumble on gm's you've usually dropped them before you even have time to shout out on lfg and form a team) :
  2. You'll have serious end problems if you don't aim for perma drain psyche and that usually requires hasten in the build. I don't have one of these combos and i hate taking agility but its looking like the only way to get there. WoC makes for a good mule and slots nice sets but the radius is so tiny and the damage non-existent and i ran out of slots. Never played a /mental with scare so i have no idea if thats worth taking. Probably worth dropping assault for burnout. Possible build:
  3. Some out of date builds:
  4. How close to they need to be? , i know it says ranged and mm's get different sets to slot but mids doesn't show anything to indicate how close. been running traps mm's for as long as they've been out and i have 5 on HC but i never even looked at stuff like that, always just ran into the mobs centre, hit poison trap-acid mortar.
  5. Fair enough, just seemed odd leaving it out, its the first traps build i've ever seen that skipped it, i always considered PT and AM to be the top 2 picks in traps. But you have to melee for mortar don't you? If your in the mob, poison trap buys you the time to drop the mortars.
  6. @Lineamakes stuff for extreme hardmode content. Pretty sure there's an /nrg scrap in there. Good place to start:
  7. @StrikerFoxwhy did you skip the poison trap, its the main source of -regen for av/gm/pylon killing, i don't think there's anything else comes close to it in any other powerset and its great mob control?
  8. My old build, pre page 5 i think so it may not open:
  9. Stone got a big bump a couple issues back its awesome now and you can get away with non-granite builds and still be very tanky. Not sure how you'd be doing that and getting enough recharge for a good soul drain build, especially if you plan to run in granite, you could check out the build @Bopperposted for a stone/ice granite build to see the numbers and how to hit them, swap in dark melee and shuffle stuff til your happy. Its a starting point at least but if you want to exempt down you really want all the toggles now, most can be slotted in interesting ways:
  10. Relatively cheap ranged def builds take about 2 minutes to put in mids if you plan to just hover out of melee range and your sole aim is the 45%: or possibly something like this for melee'ing:
  11. When we got /sonic first toon i made with it was a rad blaster, posted the build somewhere back there if you can be bothered to trawl through the pages.
  12. Without know what travel/power pools/which attacks you like its just tossing in random stuff: Bog standard mace with 45% s/l/e def: A squishy fold spacing fun build: For when your sole goal is to keep your self alive (screw the team) , never want to go into melee (hail of bullets is just a mule, melee is scary) , don't care about buffing anyone but yourself, don't care about recharge cos you have enough ranged defence and s/l resists to survive, hover/fly out of range of everything so nothing can get close enough to punch you and don't really want to spend any inf on the toon. And probably won't run all your toggles as it drains the blue bar and you don't want to use recovery serums/blue insps or have to take an alpha to help out (already wishing you'd gone fender over corr):
  13. Made one pre-page 5 changes, didn't like it much so i never really went back and took a good look at the build to fix stuff. Got a bit bored of fire blast, i much prefer elec, sonic secondary isn't one of my favourites i always prefer the non-absorb recovery powers in the blaster secondaries. Make of it what you will:
  14. Freezing touch is your best st attack, frozen aura is your best aoe, both should be slotted for damage. If it were me i'd just go for 40'ish f/c/e/ne defence and as much s/l resists as i could and rely on a t4 barrier to make up the rest. For recharge, hasten and crosspunch slotted with an ff+rech. DNA Siphon to keep the blue bar topped up. Bio gives a huge amount of s/l res but everything else has to be built in (psi/toxic/f/c/e/ne resistance) and if you do that your sacrificing all your recharge and damage sets and won't even get close to having enough to make a difference.
  15. I never quite got mine to work, its an ancient thread but there's some good advice from other players:
  16. Due to the way the forums work its getting hard to find stuff by searching, so many good builds get pushed down to page 20+ as everyone logs on and asks for necro/x build etc. i end up copying builds and saving them in mids then forget who posted the so i can't give credit where its due (theres are not mine) Its possible it was @Arbegla and @Bionic_Flea, i do remember Flea posted one of the first i saw but that was probably over 3 years ago so it won't be updated for page 5 but either way they are both good starting points and have great def/resists
  17. Siphon Insight, Superior Entomb.
  18. Its not that your not supposed to bump s/l defence it just takes slots/set bonuses from other def/res that you benefit more from (at least for me)
  19. Are you set on psi epic? i saw you skipped dominate which is the main reason to take it. Do not take agility, you want musc for dmg+def debuff - works much better with beams attacks and sents lesser damage. Don't chase perma hasten, you can slot an ff+rech in single shot. Bio gets a massive amount of s/l resist so i wouldn't bother with chasing s/l/melee def, i tried this originally on bio toons - your better off with e/ne def and some f/c def. I don't bother with parasitic and i usually skip piercing due to its animation. So i took your build and swapped out psi for dark, same melee and pbaoe but you'll get some - to hit from them, if the plan is to go psi find a way to get dominate in and proc it out heavily, probably by dropping piercing beam. Anyway its a different route and something to look at:
  20. MA doesn't have great aoe on brutes/scraps compared to the larger radius of dragons tail on tankers but /rad makes up for that with red therapy and ground zero-GZ wants slots. Beta decay doesn't need the DW set, a single achilles proc should be enough, toss in an enzyme if you want the - def/-to hit. 5 SW in weave, may as well toss the 6th in there for the extra psi bonus, although i'm not sure its worth chasing. Power transfer chance to heal in stamina and gamma boost doesn't hurt. Fallout shelter doesn't need that many slots you could toss in some random pieces and get away with it. I'd dump the stealth pool for manouvres/tactics/veng, you only lose a single luck of the gambler. Swap the OF in dragons tail for an ff+rech. Find slots for tough that'll bump the s/l res.
  21. 12 clicks down:
  22. My votes for scrapper, 2 of them now (torch and excel) i don't feel the need to do anything more than scrape in def+res numbers then go all out recharge and damage. With a tank i'd feel like i would be sacrificing the best parts of dm, the perma soul drain, in order to chase res+def for survival. And i wouldn't get shadow meld.
  23. Mines not very tanky, more for messing about and fun, just scrapes in enough def+res and fold space:
  24. @professoronblowi should of said right away, if you find your original build fun thats the most important thing. If it does everything you want it too, melts mobs and has enough damage and recharge then do not respec it. I keep saying it, recharge is king in this game and you have so much you can probably get close to triple gun drones, i ran a fire/devices very early on and once bonfire dropped it almost got me 3 at once. I don't have a sonic/devices so it was just an opinion as i have no idea what works best with that combo. Fun is always no.1. Instead of a full on respec or going for a second build right away, you could just use some unslotters, take a stupefy set out for something like thunderstrike and see if its still playing as well for you. If not you can just use the unslotters to put the stupefy set back in for the extra recharge. If you wanted to bump the s/l defence you usually have to drop in a blistering cold set in something like boxing, an avalanche/oblit set in trip mine and a couple of rectified reticles in targeting drone/tactics/aim/bu. That'll get you near 10% extra s/l defence but do you really want to drop the 20+ % recharge bonuses to chase that defence. Sometimes you can find a toon a joy to play and think 'i could make this just a little bit better' but after respeccing you realise its just worse/less fun. If you love playing it as it is don't change a thing 🙂
  25. Power sink doesn't need accuracy, a single 53 d-sync conduit should be enough. More recharge for energize. Always useful.
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