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Meknomancer
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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 🙂
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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.
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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.
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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.
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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?
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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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Mids builds don't always reflect the power order of the picks.
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One of my favourite blaster combos, been playing it a lot lately. Aimed for about 40% ranged relying on power boost and a t4 barrier when needed. I didn't go all ranged, shockwave/howl/sirens song are all you need, they recharge fast enough to be cycled. Boost range is great for this allowing all the cones to hit the entire mob. Melee cannot be avoided at all times, its inevitable something is going to get in your face, there's too many maps where you can't pull back/fly high enough to avoid it. Sonic or Rad or Beam work really well with the Energy secondary thanks to power boost and all of them having a stun component in an attack ( 2 attacks in the case of beam) so it makes more sense to stack them with energy punch and bone smasher. Power boosted screech/cosmic burst/lancer shot or overcharge followed by the 2 melee is enough to keep bosses/eb's and some av's perma stunned. If you plan to play all ranged cones and ignore most of energy's secondary you maybe better off with dark blast/energy/soul. You can stack a massive amount of -to hit and controls with the cones as well as a stacked hold from abyssal gaze and soul storm. At least that way if you do end up getting stuck in melee there's less chance of them hitting you. If funds are an issue and your skipping hasten don't worry about it. Energy is very forgiving, its not hard to get perma energize even without high s/l resists and defence your getting every 50'ish seconds to cover getting hit, less than that if you can fit a force feedback into shockwave. First thing i'd do with your build is drop the t1 or t2 blast and move the slots to screech. Thats your heavy hitter. Dump the luck of the gamblers for the cheaper red fortunes and 6 slot them for the extra ranged defense bonuses. Swap the preventetive set for a numina set. After that your hitting around 40% ranged defense and clicking power boost will put you close to 45% til you get your barrier. Aoe sets- just toss in whatever you can afford. 5 posi's and a bombardment proc/6 bombardment if you want the resist bonuses or even use artillery sets to take you into incarnate level ranged defense. As long as your remembering to hit power boost you should be ok, the problem is you have it 1 slotted with no recharge bonuses and no hasten and you really want to get power boost recharge down to as little as possible. Swapping a couple things in your build it'd end up looking like this: I'll throw on what i'm running as comparison but it uses some winter and purples. Chet Higgins - ROCK GOD - Blaster (Sonic Attack - Energy Manipulation) (1).mbd SONIC NRG - Blaster (Sonic Attack - Energy Manipulation).mbd
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Pretty much everything about it. Its got a nice mix of s/l resists with a little toxic thrown in for good measure with a defensive toggle that makes it really easy to get some semi decent defense to e/ne/f/c defense. The absorb is great. The power dna siphon is even greater, toxic damage as well as - regen, it taunts which is massively helpful and bumps hp+end. You can get massive amounts of recharge in the build while also slotting a huge number of procs. Offensive adaptation, big winner, basically works out as an extra procs worth of dmg to each attack. A damage aura, pitiful though it is is still a plus as it reduces incoming damage. You never have to worry about endurance with /bio so you can get away with just tossing in acc/dmg and procs thanks to inexhaustible/dna siphon and parasitic aura. PA is a t9 that is actually useful although i don't often have the power picks for it i do try to take it on most tanks even if i skip it on all my scraps. The set as a whole doesn't do anything badly, its only down side is the immensely ugly animation of ablative and i suspect a lot are put off by its graphical fx. I've been playing it for about 5 years now and have a lot of fond memories running it, i've got away with doing the stupidest things on it that no other set would survive simply because it puts out so much dps that enemies are dying before they have a chance to whittle down my hp. Running through tinpex and soloing pylons was what surprised me the most early on when we got the game back and players were still figuring out/remembering how things worked. The ability to solo pretty much everything when your on the dead servers during euro hours is the reason i ended up running /bio with pretty much every melee set going just to see what i liked the most. Claws and Dual Blades. Brute versions i didn't bother with, HC is basically city of tanks and blasters and corrs but /bio works best on scrappers its just one of the most fun sets to play once you figure out its mechanics and timing.
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DB/Bio scrapper, one of the best combos i've played on HC, i'd put it in my top 5 favourites and my highest dps scrap. So good i ended up with 2 of them on different servers. I did try it with WP and Ninjitsu but they don't come close.
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I'll just chuck mine on, not happy with it but it does ok. Wish i'd made it a fender which i won't say often as i much prefer corrs. Its an end hog and there's some iffy slotting. Just turn on darkest night and you'll see the end drain with all the toggles is really bad. Forget about flamethrower, its got an amazingly long cast time, like a long get you killed cast time. I prefer burst over slug just for the set pieces it takes and it doesnt do kb and is a great filler attack. And it looks cool. Definitely a build in progress it needs work. Skipped fearsome as i tend to play in melee most of the time anyway. Maybe it'll give you some slotting ideas, maybe it'll just make you laugh. AS RIFLE DARK - Corruptor (Assault Rifle - Dark Miasma).mbd
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Made this last year, not sold on the build it still feels squishy. Once you get have energy drain and energize your endurance issues will be solved. I'd normally aim for perma energize but i wanted slow resists and some proc damage, i really like touch of fear, midnight grasp, gloom and dark oblit even though it meant dropping shadow maul. Since its the brute version of shadow maul its not the loss that the tanker version would be. Slotting this way means defenses aren't anywhere near what they could be and neither are resists. You need to decide what you want to be, dps or tanker and it can be difficult to get both in. So i just picked what i wanted and slotted the way i wanted for fun. DM NRG - Brute (Dark Melee - Energy Aura).mbd
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Recently returned - Reviving my Live build - Still relevant?
Meknomancer replied to BILL_C's topic in Brute
If your starting from scratch rather than repurposing the old spines fire and plan on a tank take rad melee with bio or elec or stone primary and just run s/l farms. Dug up my old'ish spines/fire i still use sometimes, its not gonna afk meteor maps anymore but if your running large open maps like the carnival tent ones its more than enough. SPINES FIRE FARMER - Brute (Spines - Fiery Aura).mbd -
Recently returned - Reviving my Live build - Still relevant?
Meknomancer replied to BILL_C's topic in Brute
Welcome back, haven't seen a post from you in ages. There's been some changes, especially to fires burn as well as to fire melee-so fire farms can hurt a lot more. Check this: -
What Sent combo best showcases what Sentinels excel at?
Meknomancer replied to mistagoat's topic in Sentinel
Fire or elec with /bio. Bio for offensive adaptation. Damage buff is noticeable. Fire or elec with /rad. Rad for Particle acceleration. Recharge buff makes it a little easier levelling up prior to getting your set bonuses. Take the epic pools /elec: havoc punch + lightning field, /dark: smite + engulfing darkness, /psy: dominate + psy shockwave on any of those combos and your never disappointed. Playing a storm/bio and storm/rad at the moment. Both a lot of fun but /bio feels way out in front. Storm blast on sents feels like the best version. Easiest levelling and pretty good early on fire/rad, lvl 29'ish once you have ground zero and some chance for damage pieces in it. -
Your going to have to take into account sorcerys rune of protection not working the way it did initially either way. The tiniest change to a power or 1 slot in the wrong/different place can completely alter a build. If i were you i'd just be building it to suit the way you like to play rather than attempting to figure out someone else's slotting. Or post what you have and ask for some help. Create a new topic. A combo like this is so rare i haven't seen a single other player running it in 5 years.
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All those full winter sets aiming for 45% fire defence and 90% fire resists only has 1 purpose. Built for fire farming.
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One of the fun combos. Tried as a corr too but the fender version feels better. Safer at least. Its an old build and needed recovery serums before i got ageless but its got good survivability. Probably needs some work, you can get way more damage out of it by sacrificing ranged defences and the interface isn't great but it was a ton of fun while i played it. STORM ELEC - Defender (Storm Summoning - Electrical Blast).mbd
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Just based on your power picks i can see why you had problems right away. You skipped Rad Infection. And you don't have hasten. Or any immob protection. When your making builds do not just 6 slot sets for the sake of 6 slotting sets. Look at the bonuses the give. Never toss in hammi's for the sake of tossing in hammi's. Slotting them for end red or recharge makes sense. Slotting them for damage in powers that do no damage makes no sense (your enervating field) Also power boost. Slotting it for end mod doesn't help. Most obvious changes i can see are to drop assault for rad infection. Drop vengeance for combat jumping, you need some immob protection ( i bet those freakshow stunners were a problem) Without hasten or some force feedback+recharge slotted you aren't hitting perma AM. Easiest way is to stick hasten in, but M30 nade with one slotted will fire off pretty much every mob getting your recharge up. Rad can be rough going on an mm, getting rad infection+enervating on a mob takes time. Try hitting the mob with infection-lingering rad, this slows them down and they have their to hit debuffed, then apply enervating. It seems back to front, you'd usually want enervating and lingering rad on for slow and damage, followed by the -to hit - defence but you and your pets are squishy. If i were you i'd drop mace mastery for a resist shield. Either way your getting hit a lot but with scorp your just taking way more damage. Market Crash can be very painful now, a lot of the damage is fire typed from the skyraiders and your not dodging any of that. Power boost before applying the debuffs helps bump your defence so your avoiding a little but theres so much incoming damage so fast i don't see it helping a lot. Your debuffs are only useful when the mob is tightly packed and on that tf they never are. Your only mitigation is choking cloud which requires you melee, lingering rad which slows them down, rad infection to lower to hit, M30 nade as soft control to knock stuff down. Your M30 nade is scattering mobs because you have no kb/kd slotted- you need mobs as tight and close as possible for debuffs to be effective. Try and get some slow res in (easiest way is a winters gift io) On a positive note, rad debuffs are top notch when it comes to taking down single hard targets. So in order to fit in infection and combat jumping: Agent Storm - Mastermind (Mercenaries - Radiation Emission).mbd
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Been using this old build on 2 bio/spines for a few years, good for exempting, standing about not doing much while mobs evaporate, not great when you start to hit harder content unless you got some team mates helping out. BIO SPINES - Tanker (Bio Armor - Spines).mbd
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I meant one of those. Ageless it is. Your end drain just from running all those toggles is over 2/3 of your recovery.
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Put the miracle in health, put the preventetive in vengeance. Have to assume your going ageless/cardiac/vigor at 50 and running recovery serums to get you there. A single attack chain and your endurance is gone.
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Very old build. I'd drop fighting pool now for M3O Nade and Trip Mine and change the pet slotting. But this is a pretty safe to play build with roughly 45% to melee/ranged/aoe and 75% s/l resists and 50% slow res. MERCS TRAPS - Mastermind (Mercenaries - Traps).mbd
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Yup. Haven't tried it yet. More of a planned respec if i ever get round to it. Beasts and Thugs are my least favourite sets combined with /marine but its such a good secondary they still work really well with it. BEASTS MARINE - Mastermind (Beast Mastery - Marine Affinity).mbd
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Not a popular combo , so not surprised there's nothing posted. Have you tried: Pretty sure i saw a dark/elec sent in there somewhere.