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Meknomancer

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Everything posted by Meknomancer

  1. Most will say ss. I hate it so i'll say stone. Took a lot of mine from one of @Spaghetti Bettyolder builds:
  2. P2W recovery serum. Problem solved.
  3. The difference between To hit and Accuracy is best explained by anyone but me. This kind of simplifies things: Attack Mechanics - Unofficial Homecoming Wiki
  4. Fold space build. Will it work for 4* runs. Who knows.
  5. First sent i made was beam/bio. Bio benefits from massive amounts of recharge to get ablative/parasitic (this is a skippable power)/rebuild dna (also skippable if you have sufficient end/regen/def/res built in). Instant skip for me has always been athletic regulation, it does say it provides def debuff resistance but i always run in offensive mode so it becomes irrelevant. Beam suffers from a lack of aoe til disintegrate kicks in so playing the toon til you figure out that mechanic should be a priority and for that to work you need tightly bunched mobs which you can get 3 different ways. Fold space/hover above them til they gather under you/team with a herding tank. What you take from the primary is up to you all you really need is aim+overcharge+disintegrate+lancer shot. I think i respecced it since the last page but still couldnt find a way to fit in epics so it kind of took a back seat to /rad sents and the always unstoppable fire/bio:
  6. I have problems with stone melee-its one of my fav/most fun sets to play but it has a terrible single target chain unless you built in ridiculous amounts of recharge to get seismic smash into it. I find Fault the joint least accurate power in the game and the most useless aoe as i watch it fire off repeatedly and only hit whatever i target for damage while the stun component occasionally hits the mob. Panacea in geode only has a chance to fire off when you use that power. Unless your running a t4 barrier you want your s/l/e/ne defense over 45%, possibly your f/c too although thats less of an issue. You seem to be chasing toxic resist (i think) No other reason to be 6 slotting luck of the gambler/aegis/armageddon full sets. Ageless tends to be a force pick on /stonys they are just incredibly end heavy if you want to make them survivable. Don't know if this will help, just an alternative:
  7. Page 5 changes to bots mean kb is no longer an issue, i removed every sudden acc kb/kd from the build and dont notice. If i were to slot the overwhelming again i'd use it in the t1 pets for some extra damage and soft control. 3 pets 3 times the chance to proc. Page 5 does seem to have caused some end issues in prolonged fights if the secondary doesnt provide extra endurance. The extra dmg/end piece is often a soulbound boosted dmg/end, i carry unslotters and swap pieces around to see what works.
  8. Caltrops on nin stalkers is a must have pick for me, even if you don't need it to get aggro off you its just a source of amusement and slotted for slow it'll buy enough time for whatever i want to do without being worried any enemy will turn around and pummel me. Perfect levelling power. Good at 50/incarnate. If anything has to go its Blinding powder, a power used for nothing else but muling sets or a 1 slot wonder and skipped 90% of the time. Which will only cause arguments from those players that take it and toss it at the mob before opening up with attacks.
  9. Pretty simple on /time mm's. All the damage will come immediately after you apply slowed responses to a mob/ time crawl-slowed response-time stop to hard targets. Tap the single target with bots for a little extra on single target/photon nade on mobs. Spamming anything with 0 acc/end red and just procs will eat your blue bar in seconds assuming you hit, chrono shift provides next to 0 to help there even if you had it slotted with an end mod set so i'd be looking at that right away-your endurance. MM's are much heavier on the end now that more builds are running personal attacks. Example build, had to dump fighting to fit in mm attacks:
  10. Only a luck insp away from softcap range which is good but you have 3 powers requiring you to melee so i'm unsure how thats going to work out for you. Your a blaster so i'd slot for dps first, the pre-emptive set in SC feels like a waste of dps. If you removed that and threw in 3 eradication pieces and whatever you'd still be near the same ranged def. I don't see any kb protection. If you'd skipped combat jump i'd be dead set against infiltration as travel. As it is its well overslotted i dont think i've ever done more than a lotg+rech and a lotg +def and i only did that if i was desperately trying to hit the softcap, i find its much better used just as mule for a kismet+acc (you have no tactics so i'd want that in) and the defence uniques. I always take superspeed+cj/hover-fly-evasive but i'm a proper travel junky and stealth isn't a proper travel pool although i know plenty of players happy to just use infiltration/sprint/athletic run. Cj/hover+evasive for the immob protection, nothing worse than getting pinned down when your a squishy. You can very very easily hit 75% s/l resist +45% ranged def if thats what you want. Just give up all your recharge and damage procs. Once you boost the end red in beryl crystals i'd take the 2nd slot from there and use it elsewhere. You seem to have slotted your res toggles with the end/rech/res pieces instead of the end/res. There's other stuff but i just opened the build and started shuffling trying to keep your powers in place, i don't like slotting in mud bath i much prefer just slotting it for end red but with no leadership toggles you can probably get away with it. Still looks squishy to me but i see so many players running with 0 defence that i no longer feel confident saying 'don't do that - do this' And i'd want to find a way to put an extra chance for damage in ball lightning.
  11. That explains it. I did have the combat tab open and i was trying to work out what was going on with the numbers and totally forgot the 15 second power boost on defence toggles was vanishing. I must have been half asleep. Thanks to @Uunand @Zectfor the replies.
  12. entangling aura? its in there. I am curious why you put the glad unique in build and put it in wild growth. It gives you 3% defence. So does the steadfast but if that was in wild growth you'd have both the 3% def and the res buff for pets while the glad unique only affects you. Seems a bit strange if your not chasing any def.
  13. Another option if you play aggressively/stupidly (as i do) and just want to be first into the mob so the pets dont take the hits. Old build but it still works, i usually run call hawk on auto to build stacks for fortify pack and to proc the ff+rech for hasten and overgrowth. Power boost before i jump in. 11 points kb is just scraping the barrel but seems to be enough. Looking at it now it could use some work but its been 2 years since i played it:
  14. Yes the ff+rech will proc in tremor for a perma hasten build. I made one of these when /earth came in but i went the standard s/l/e mace defence build and skipped tremor and fracture. I do love tremor but with no resists i find i was taking too much damage while it animated. Something to look at although it does need work, i hate slotting kinetic combat sets almost as much as i hate thunderstrike and artillery.
  15. I look back at the first blasters i ran and one of the easiest to level solo was a sonic/time and this was way before sonic got updated into a good blast set. All you need is 2 enhances, an overwhelming force which you can slot at lvl 1and an ff+rech which you can toss in at 17. Throw those in shockwave and your good to go. You can keep everything knocked down, blast debuff and hop in and out of melee at will. With the new QoL changes from page 5 getting you time lord at 30 you can have a perma hasten build right away, theres very few things at low level that resist the knockdowns and you can get it recharging fast enough to be near spammable. Time crawl followed by time stop is a quick 1-2 shot hold on bosses which very few other secondaries can match. With the -res from sonic and the -regen from time crawl/stop even the hardest targets melt.
  16. Tried it on a few, mained an icex3 tank on live til corrs got /cold then it was ice/cold all the way. Rerolled the tank, made a brute, sentinel, stalker, blaster, 2 ice/cold corrs, domi. Yet to try an icex2 scrapper or an ice/cold troller but i do like the updated primary on trolls and domi's, my ice/dark troller is one of my favourites. i still like the ice/ice tank the best, something about chilling embrace and icicles, the corrs i moved away from ice primary and prefer them with elec blast now. Icex2 stalker/sentinel/blaster/domi/brute never get played. Page 5 has me reworking so many alts it may be a year or 2 before i get around to those.
  17. I only take temp selection on my mm's, slots and power picks are too tight for the fenders/corrs. Although looking at my ice/time corr i see that i did take it but its a build i've never been happy with.
  18. I don't have one but i messed about in mids a bit. First turn on offensive adaptation which is what most of us tend to run and you'll see your resists drop a lot. i like procs so i threw some in this combo to see how it would look:
  19. @Itashu, you skipped soul absorb. Dark secondary on trollers is the best but only black hole is a skip.
  20. Just dragged the dusty old ill/time out. Opened combat attributes-defense. Power boost-farsight, def jumped to 77%. PB wears off 15 seconds later, def drops to 63%. Makes no sense because it says its still giving me the full 26+ %
  21. Page 5 changed some stuff to fire melee so if your running older/ not yet updated farms you'll find your defence getting hammered to the point where you faceplant in seconds. 2 options. Go back to page 1 on this thread and start reading til you get to a page 5 farm friendly build and a page 5 fire farm ID and respec your toon and pick up the accolades needed if you haven't . Or find an updated farm map, if you ask in help/general someone will have a list.
  22. Fire/time has it easier with farsights better defences, slightly better -regen if you take time crawl/time stop and its a little less clicky on teams and herds mobs with times juncture so it doesnt need fold space in the build. Kin has more slots available, doesnt require the whole team to gather in 1 spot for buffs, has better end management and heal and is generally a much better toon on teams. I'm uncertain on the power boosted farsight i've had mixed results depending on what AT and if its maces power boost or primal forces version (i forgot i had an ill/time/primal as it never gets played, just feels like a lesser combo in the same way ill/kin does compared to a /dark /cold ) watching defence numbers drop when power boost wears off so i only get the 15 second duration of farsight boosted before it drops to its standard numbers.
  23. Fire/time/dark corr was one of my fav cmbos for a long time and i ended up with 2 of them on torch and excel. Monster damage with perma soul drain/fireball/rain of fire for mobs and fire blast/blaze/snipe for the st stuff. Pretty unkillable but i did skip at least 3-4 powers in the set. Din't really need the - regen with all the damage and dint have slots for distortion field/temp selection. Enjoyed them so much i ended up running time corrs with dark (not impressed) ice, rad, dp and fenders with dp, fire and rad. 2 trollers elec and fire, not a big fan of it on them as /dark and /cold just feel superior in every respect. MM's. Bots/Necro/Mercsx2 (everlasting and torch) and Thugs. Time crawl/Time stop/Distortion Field/Temp Selection make it into the builds instead of the fighting pool. Most holds need 2 applications or a 2nd hold to stack with to pin down bosses. Hit a boss with time crawl before applying time stop and its a 1 shot hold. And - regen. With just those 2 powers and slowed response you can solo pretty much anything in the game. Page 5 bumps to some of the pets made a massive difference, they can mow down gm's and av's in a couple of minutes or less very easily. Fav combo right now and most played toon is mercs/time. Its a fantastic set, Times Juncture rocks it lets you keep up on fast teams without needing to apply stuff to anchors unlike /rad or /dark and its a perfect herding tool.
  24. Gale's so good i went overboard on the slotting and kept it in instead of m30 nade. Hated dropping fighting pool but the only way to fit in group flight. Forced into ageless destiny but what stormy isn't. And totally reliant on recovery serums when exempting down.
  25. Page 27 of pylon damage thread in scrapper forums has one of the few thugs/storm builds i've seen posted, have a look at @Zeraphiabuild for ideas although bear in mind everything posted in there is mini/maxed for dps (its somewhere near the bottom of that page) : Bots/storm i find quite entertaining:
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