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Meknomancer

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Posts posted by Meknomancer

  1. 21 hours ago, Silmarilla said:

    Edited due to not needing the extra  post 

     

    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

  2. 17 hours ago, biostem said:

    I've tried bio armor a few times, but it just hasn't "clicked" for me;  Could you expand upon what you really like or find most effective about the set?

     

    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.  

    • Thanks 1
  3. 17 hours ago, fxds said:

    Recently back after about five years away, and still learning and trying to wrap my head around the various changes in that time. So what do folks consider the most fun (as opposed to "best") AT for Dual Blades these days? I generally don't power level, so I'm hoping for a fun time through the levels rather than just at end game. I tend to run solo most of the time and I'm often a slower, more methodical player (though I'll freely admit that scrapperlock is indeed a real thing). Oh, and while this is not a build request, I should mention that expensive builds don't intimidate me, so if an expensive build is a big factor in making DB fun on a particular AT, that's fine.

     

    Now that the basic question's out of the way, here's a bit more info about where my head is at, in case it's useful in making a suggestion. One of my favorite characters on Live was a DB/WP scrapper. I really enjoyed the DB combo system at the time, but that was largely because of then-recent experience in another game rather than any virtues of the actual combo system here. In other words, I know now that DB works better if you mostly ignore the combo system, and I'm fine with that. My original conception of the character would have fit best with a stalker, but I wanted the character blue side and that was long before such voodoo was possible, thus the scrapper. Freed of that restriction now I think stalker might be fun, but I'm already leveling another stalker right now, so I'm also thinking another AT might be more fun just for variety's sake. In other words, I'm waffling and confusing myself by overthinking, which is part of the reason I'm posting this...

     

    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. 

  4. On 4/5/2025 at 2:36 PM, Sinfinite said:

    I have a concept character that I'm leveling during the Map Server event (Assault Rifle/Dark Corr).

     

    I did a bunch of googling but couldn't find any existing builds to reference and am terrible with slotting. 

     

    • These are the powers I'd like to take (the order can change)
    • I'm not set on the Epic power pool, so that can change
    • Would like to hover/fly

     

    Outside of that, appreciate any help you can provide!

     

    image.thumb.png.4fdbfd8242070ba54a384dc6ad596d56.png

     

     

     

     

     

     

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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

  5. On 2/18/2024 at 10:35 PM, Runetide said:

    I've been really enjoying playing a dark melee brute with the energy aura defense. The combination of to hit debuffs and defenses/resistances seem to make me very survivable which is nice. I have hit level 23, but I'm not sure what I should be picking for this character build to make them effective. I have noticed that I'm running into endurance issues if I get into extended fights but my damage output has been surprisingly good. I'm only doing +1 level/1 player content as of right now.

     

    I could use some build suggestions, and IO set recommendations for when I get to 50. Currently I only have Boxing/Tough/Weave from ancillary pools.

     

    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

  6. 2 minutes ago, BILL_C said:

     

    I don't care, initially 🙂 Of course speed will become more of a focal point ( maybe multi box - although I generally don't like to, especially on a max pop server. I could, move the farmer to a new server to off set that I suppose since it will only ever be a farm. Something to think about I suppose.

     

     

    Tanks and HPs go together like peas and carrots 🙂 

     

     

    THIS is interesting! Now I am having a seriously hard think about the main tank roll. So, would the proposed Brute build make for a good Hitter in a two box situation?

     

     

    Magmartigan - Tanker (Fiery Aura - Spines).mbd 43.76 kB · 0 downloads

     

    The Tanker version is consuming 1.9 endo before attacks and only bringing in 3.1 before procs and Ageless. Compare that to the Brute and you begin to see there is a potential issue.

     

     

    Good advice, I did make sure the version was the most recent. I made sure the correct toggles were on, extraneous powers were off. I'll put the 2nd one back in because frankly I hate it with one regardless! It just looks (and FEELS) wrong. 🙂

     

    Thanks much for the feedback and reaching out in general. It's much appreciated.

     

    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

    • Like 1
  7. 1 hour ago, BILL_C said:

    I wonder if Mids is broken then? In the version I used it provided no increase putting the 2nd rechrdx( It started that way actually as that's how we always did it ) I wasn't sure if there was now a nerf on tanks with haste ( essentially haste capped )

     

    I initially created this as a tanker but got to 19ish and knew it would suffer endo problems throughout. Remade it to a Brute and here we are.

     

    The slotting is more subtle than chasing fire def cap. It is adding %dam and recharge wherever it can as well. HPs are also being desired ( as ever ). I know it's expensive, but getting attuned enh in along the way will eventually allow me to farm, albeit at a reduced rate, but as farmers always go, it eventually leads to riding shotgun down an avalanche 🙂

     

    I spent the better part of 5 hours getting all the expo badges ( started redside got all them and goldside too except the underground and water ways, then talked to Null. Got all the blueside except the sewers. I was level two 🙂 I just asked a level 50 who was mostly crafting and chatting if they would team with me so I could safely explore. They kindly agreed. 

     

    After getting them all, as well as an Ada visit, I bought all the START vendor goodies (Skiff first so I could explore faster, obviously), not the 10mil bits though. I had 22mil and some change, 330+ badges. All for 5 hours of solo work. 

     

    It was fun learning (remembering) the zones, so, for me, time well spent. 

     

    Edit: Per the Winter sets - yeah averaging 22 mil per atm. 5 in the first set, one to go 😄

    Mad1.JPG

     

    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:

     

     

    • Thanks 1
  8. 1 hour ago, mistagoat said:

    Greetings Sentinel masters!

     

    So many folks really seem to love their Sentinels but unfortunately that wasn't my experience. I only have 1 Sent, Electric/Regen and I wasn't all that impressed with its performance. The lower target caps and lower damage but faster recharging nukes felt awful to me and the inherent debuff was pretty meh too. I took Regen because I hear Sents got the best version of Regen but after playing a Regen Sent and a Regen Scrap to 50 what I learned is that I simply don't enjoy playing regen. Now that may very well have tainted my outlook of Sents overall so I want to give them another chance.

     

    To that end, if I wanted to make a Sent that was guaranteed fun and effective as it's played up, what would you suggest? It doesn't need to be the best damage or the tankiest but rather the combo that is most likely to make it click for me, the most likely to make me say "oh okay this is where Sents shine, I get it!"

     

    I typically duo with a buddy 1-50 on story arcs and TFs so I'm looking for combos where you don't have to wait to 50 for them to blossom. It's certainly possible that Sents just aren't my jam but I gotta try at least one more before I give up on them. What do you think?

     

    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.

    • Like 3
    • Thanks 1
  9. On 1/12/2025 at 5:10 AM, GenericHero719 said:

    So I'm rebuilding my Rad/Dev, swapping out RB, GD and maybe NB for a little more defense. I found this build and the build Carnifax posted 2 years later.
    They are both very helpful, and pretty similar, but I can't decipher you're slotting, and how many of which sets you have. I've been trying to compare them, and figure out which parts of which build will work for me so I can plan slots/sets

    I tried reverse engineering sets and slots from the bonuses listed in the 1st pic you have up, but with the failure of the way CoH lists bonuses I'm mostly just spending way too much time on it and getting annoyed.

    Do you have a screenshot of your slotting for this? Or any info on the slotting/sets?
    Thank you in advance

     

    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.

    • Like 3
  10. 4 hours ago, N08LE said:

    I'm working on a defender who is Storm/Lightning but feel like I need help with the build plan. I don't like the extreme vulnerability to Psi/Tox and the negative endurance with all toggles on (not an extreme issue as some of the toggles would only be for debuffing tough fights or other situational times). Primarily hoping for a potent character that can hold its own solo, but still makes a good contribution to a team. I'm trying to build with priorities of Survivability/DPS/Support/Power Efficiency/Maneuverability. Below is what I have so far

    image.thumb.png.f0c9452978a8413b4b45956cdb4e3185.png

    image.png.a038b871ebfb395209a174379f079399.png

    Umbral Maelstrom - Defender (Storm Summoning - Water Blast).mbd 43.37 kB · 4 downloads

     

    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

  11. 1 hour ago, Radeon said:

    Hello fellow heroes, 

     

    itse me again, Mario..eh..now Radeon 🙂

     

    After my annoying Market Crash right now i am fed up with my Merc MM without sets and decided to put some effort into it and create a build that will make more fun as with IO's 🙂  Would you have a look at it and check for weak or wrong points or areas of improvement? 

     

     

     

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    FLetIHZKiUKAwhF1.png

     

     

    I hope it working now with the sharing 🙂

     

    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

  12. 2 minutes ago, KaizenSoze said:

    Ageless is all I need at 50, running Muscular not Cardiac. Not running out of endurance at sub 50 either.

     

    I don't use serums on this toon either. That is with dozens of hours of playtime at least.

     

    Endurance is not an issue.

     

    I meant one of those. Ageless it is. Your end drain just from running all those toggles is over 2/3 of your recovery.

  13. On 2/2/2025 at 3:00 PM, KaizenSoze said:

    As usual take my comments with a grain of salt.

    • You resists are solid. You'll be pretty un-killable at range. I would like more AOE defense, but I am obsessive.
    • You have crazy amount of recharge already before the FF procs. And the proc rate MBB and MBV is poor. You could use those slots elsewhere.
    • MMB and MBV are pretty weak damage even with procs. I would pick up a Epic pool AOE instead of MBV. At least MMB does 100% KB, where MMV is only 30% and a narrow short cone. The rotation of WAWG, Venom, and Frag will take up all your casting time as it is.
    • Speaking on Epic pools. If you're set on Soul, then Gloom is very single target damage if you slot. I would shift slots to that.

    Here is my take on an all ranged, support oriented, Bane.

     

    Ranged Support Bane - Arachnos Bane Spider Soldier.mbd 43.55 kB · 12 downloads

     

    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.

  14. 7 hours ago, Derek Icelord said:

    Looking for advice on a Mercenaries/Traps Mastermind. I haven't played Mercs since live, and feel a bit lost. Attached is a build I threw together.

    Mastermind (Mercenaries - Traps).mbd 41.82 kB · 3 downloads

     

    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

  15. On 1/13/2025 at 7:17 PM, Trebor said:

    I've looked all over the Sentinel page and can't find one to use as a guide. Can anyone help me by posting their Dark/Elec Armor build? 

     

    Much appreciated. 

     

    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. 

  16. 6 hours ago, Dr Nemo said:

    Scratch that, after a default trial and undo changes everything turned to normal.
    Must be one of the setting turned sky high maybe?

    image.thumb.png.c45195a9795d4ca1ccea898bb2368947.png

     

    Gotta remember how old this game is. With newer comps you'll need to fiddle with graphics settings. Menu - Options - Graphics and Audio. You want to scale the Gamma til you get the light/dark ratio  you want iirc. Its been a while but when i got a new comp i had issues with the game being so dark and that was the easiest fix. 

  17. 1 hour ago, Zakkon1 said:

    Unfortunately just finished building a Marine corrupter so not looking to make a new one right off the bat, but I'll give time a try, thanks for your input!

     

    Of the options you listed at the top:

     

    Necro/Cold

    Mercs/Elec

    Ninjas/Time

     

    Played them all and they are all excellent combos. Ninjas are pretty squishy, they make up for it by killing everything so fast they usually don't have time to die. When some of the mm's got a bump a couple issues back ninjas were amongst them and they pop crits often enough to make /ninja blasters and stalkers jealous. 

  18. 18 hours ago, Story Archer said:

     

    4 1/2 years old - would it be considered current?

     

    In the last 4-5 years i can only think of the minor change made to bonfire a few issues ago, not something even worth bothering about it makes almost 0 difference and i'm still running my 4 year old build. Dark hasn't had any changes on HC and fire control is still fire control. Any of the builds posted can be considered up to date relatively speaking.

  19. On 12/31/2024 at 10:26 AM, BurgerSlave said:

    Trying my hand at crafting a blaster build. I decided to go off the beaten path and run with AR/Mental. I managed to get some decent defenses, although Melee is a bit light. Got okay resistances. And I think my damage and accuracy should be fine. But I'm hardly the expert here. But does this look okay?

     

    General Graham Juno - Blaster (Assault Rifle - Mental Manipulation).mbd 43.39 kB · 3 downloads

     

    I'm not gonna go into detail a lot , there's too much. Drain Psyche needs to be perma- so you need hasten and it wants some heal in it, it'll heal you through damage taken

    You need a ton of recharge bonuses but have 4 slotted powers like manticore in snipe that would help you get there.

    Psy Shockwave is a heavy hitter. It wants 6 slots. M30 nade is superior to flamethrower in terms of what you can slot, when you get it, soft control.

    Skip repulsion bomb and repulsion field you won't have the slots. Juts take personal force field and throw in a luck of the gambler 7.5%. Good panic button.

     

    Without changing massive amounts of stuff (like swapping flamethrower for M30 nade) something a little closer to this. You have drain psyche so def/res/healing/endurance isn't an issue like it is on a lot of other secondaries so long as you can hit enough enemies with it.

     

    Its late so i probably missed obvious stuff but i'm falling asleep.

     

    Like your incarnates. I swapped a few of them. 

     

    If i were to play one now i'd skip all def and res and rely on m30nade for drain psyche go for 50% slow res and as much kb protection as i could get. It would be very squishy.

     

    And the last one, old skool agility build, toss in winter sets til defence sticks.

     

    General Graham Juno - Blaster (Assault Rifle - Mental Manipulation).mbd

    AS MENTAL - Blaster (Assault Rifle - Mental Manipulation).mbd

    OLD SKOOL AGILITY - Blaster (Assault Rifle - Mental Manipulation).mbd

  20. 3 hours ago, Hero Star said:

    Do you have any tips on dealing with Psi damage? I had my first encounter with Arachnos and the Psi bosses tore me apart lol. I'll have to see how high I can get Psi Resists from set bonuses, but I'm thinking my best bet would be taking Shadowmeld and hopefully killing fast enough.

     

    Targeting the forts and tarantula mistress and queens with freezing touch right away and hoping it'll recharge fast enough for a 2nd application before they murder you. Or slotting energy absorption for end drain and getting it off twice sometimes can be enough to get them running away. Or...turn off icicles and frozen aura-sleep. But that rarely works on bosses.

     

    With tough/permafrost and icy bastion theres room for 3 imperviums and an aegis which could help but where would you pull the slots from?

    6 slot ice sword with hecatomb. 6 slot frozen aura with armageddon. 6 slot frost with ragnarok/posi set. You can easily hit mid 50s on psi resist but i don't see the point its one of the rarer things to worry about unless your going +4/8 vs arach/carnies. I'd much prefer high recharge. With shadowmeld you'll be hitting 42'ish psi defence with a single luck of the gambler 7.5%.

    I took frozen spear because i wanted icex3 and hate moonbeam animation but i can see why you'd want it.

  21. On 12/31/2024 at 7:55 PM, Hero Star said:

    I just made one and I'm at lvl 34 now. I'm sure you have more experience with ice melee than me. I'm currently built for survival while solo leveling, so I put -recharge proc in Chilling Embrace, and a -recharge and chance for heal procs in Frozen Aura. I also took Ice Patch which has been great. Is Ice Patch not as beneficial at high level content? I can also see taking Cross Punch since Ice Melee can be damage lacking when not critting. I also planned on taking Frozen Spear as well.

     

    This has been one of my favorite characters to play in a while.

     

    It is a ton of fun. Its still an end hog and i wish i had more slots and recharge for energy absorption. I was originally running with frigid wind, straight swap out for cross punch. Ran out of slots i would like to have a fury of the glad/sandman heal in frozen aura. Levelling up ice patch is great when your solo and have time to herd stuff up with chilling embrace, in teams especially later on by the time you drop it someones nuked the mob. Frozen Spear hits like a truck but so do all the snipes procced out.

     

    Havent tried the - recharge proc in chilling i'm not sure how often it'd fire off and i do like stacked slows, its also an end heavy toggle.

     

    Pretty sure its gonna get yet another respec, i can't run all those toggles, leadership has to go. I couldn't keep them up on a Market Crash vs +4 Freak rezzers who were dropping drain patches and energy absorb wasn't recharging fast enough for me to fill up the blue bar.

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