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Meknomancer

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Everything posted by Meknomancer

  1. Chuck the gaussian proc into aim or build up. Ball lightning was slotted the way it was with the overwhelming force to get a bit of knockdown/control but with bonfire thats not necessary (i'm planning to respec into soul soon as i run patron but if your going to keep fire then you could easily run the artillery) . The defiant barrage + status i'd normally put the whole set in a single target attack you can use while mezzed if you want the full set of bonuses, i have it in cauterizing because it will fire off repeatedly on its own. If you leave it where it is your relying on using the nuke as your opener to get the benefit of it. You gave up the reactive scaling proc by taking it out of manouvres so you may want to find a slot somewhere and toss it in combat jump. If i were you i'd just try out whatever takes your fancy and see if it works for you. If it doesnt you have what feels like a near infinite number of respecs (all the free ones from levelling/running tv/treespecs/buy them off /ah/wait for them to drop as recipes) It'll all depend on what content you run at what rep/who you team with/soloing/if you want to run **** content etc. With toons i really enjoy playing i'll use: /macro BLD1 selectbuild 1 /macro BLD2 selectbuild 2 /macro BLD3 selectbuild 3 and run 3 different builds depending on content and teams. Don't feel like your limited to anything. You can try them all.
  2. Slightly modified build, made haven't unlocked patron yet. Already got half my debt badges, exactly what i was aiming for-lots of fun. ELEC FIRE FUN - Blaster (Electrical Blast - Fire Manipulation).mbd
  3. Ok i can see the build there, not sure where to start to be honest. When your building your toons in mids you need to have some sort of aim in mind like mini/max dps or ranged defence or just for fun and then build towards that. If you look over @kelika2you'll see they have a ton of thunderstrike and eradication pieces slotted, so a cheap build with the aim of ranged and aoe defence. You have a load of winter pieces 6 slotted giving fire/cold def, 3 pieces eradication for e/ne def, pieces of rectified slotted for s/l def, and some resist and def slotted in toggles giving different bonuses. None of them are stacking up towards anything specific other than the 6th pieces of the winter sets. And those bonuses are the least useful unless your going fire farming in which case you'd want more. And more fire resistance. You have lightning bolt and hotfeet unslotted and they both would want at least 5 slots in them. You skipped short circuit. Cauterizing aura would want 5 slots minimum, 6 is better. I would change the slotting on every power you picked with the exception of (possibly) the snipe/nuke/voltaic/hasten. And even with the snipe manticore set is usually my goto for the def bonus and recharge. And i would drop combustion for short circuit and dump voltaic and tesla cage-i could see a use for tesla cage if you had a 2nd hold to stack it with like char. We used to see a lot of blasters heavily slotted with 6 pieces of winter sets but there was always an aim, 45% s/l, f/c, e and they often ran agility to hit those numbers giving up a lot of damage (by not proccing stuff out) and trying to make them as tanky as possible. Not recommended. But you can see roughly from the image how tossing bits in gets you those numbers. Then you get a lot of blasters that build towards 32.5% ranged def and then use the rest of the slots for damage procs/slow resistance/kb protection or whatever they want. Mini/maxxed builds you can see for yourself on the pylon damage threads or similar threads like trapdoor runs. Or you could ignore all that and just build for fun, take whatever powers you like the look of, aim for lots of recharge and damage and forget about def+res+slow res+kb protection and be totally reliant on your team mates for tanking/buffing (or dying if your running vengeance) I'll toss on what i would find fun. I don't recommend running another players build, everyone plays differently and has their own style, find yours and build towards that. If your aim is melee'ing build for 45% melee defence using obliterations/unbreakable guards/rectified reticles/5 blistering cold/5 avalanche. But thats dangerous. Ranged defence is generally best, if your running hotfeet most mobs will try to melee then try to run away so anything hitting you will be ranged/aoe. If you run end drain tactics (short circuit is best for this) mobs will again run away and then recover, turn around and toss a ranged attack at you. You don't need melee defence to melee with a blaster. Its probably not much help, you'll have to sacrifice or seriously underslot good powers to fit in everything you want because both the primary and secondary are top notch and have so many good picks and your trying to fit in fire epic stuff on top of that. Not sure my posted build will be a lot of help its just what i would run with (soul) but you can see what i was aiming for. Nothing but fun. And some recharge. ELEC FIRE FUN - Blaster (Electrical Blast - Fire Manipulation).mbd
  4. Inspired by @Frosticuswho has been posting a lot of +3 or +4/8 solo runs vs some really tough content, i was running ill/arse (and loving it) i wasn't enjoying my arse/dark /martial so much and saw their post and thought i'd give /psi a go. I can't run with 0 defence all proc builds, i team and speed too much and need a little something to survive and i wanted fold space. So there's a lot less personal damage in mine and more defence. But the idea of teleporting in tri-cannon with spirit ward on came from Frosticus, have a look through the domi forums you may will find a few posts with builds. Here's what i ran to about vet lvl 50 before altitis hit. ARSE PSI 2 - Dominator (Arsenal Control - Psionic Assault).mbd
  5. Frankenslot? Is that what your asking? It means to use different pieces from different sets. Like slotting acid mortar with a shield breaker acc/end/rech, an analyse weakness acc/end/rech, an achilles chance for res and 3 pieces of ranged aoe chance for damage pieces to get some accuracy/endurance/recharge into the power with a few procs. You don't get any set bonuses but you get a very effective power.
  6. Copy and paste of data chunks isn't working for me, you can drag the file from documents directly into the box at the bottom. I've been running my blasters lately with minimal defence and resistance, like 24% ranged, 20% melee, 55'ish % s/l resistance and they work just fine and are a lot of fun, nothing wrong with going for fire epic if your having fun with it.
  7. What @TheSpiritFoxsaid, poison trap is the no. 1 - regen in the game and turns av/gm's into wet paper blankets/punching bags/free merits and badges. Except the part about slotting it with grav anchor. Eh? Maybe they meant Unbreakable set for the recharge. I like to frankenslot with bits and bobs and procs. Mostly procs, you build in so much recharge into bots/traps you may as well take advantage of it.
  8. Both. Elec/fire is an aoe monster. Fire/elec is a classic for a reason. If your style is pure blappery, fire/elec is the way to go. If you like just standing in a mob and crossing your fingers hoping the mob dies before you do while clicking stuff elec/fire is the toon for you. You gave us a choice of fire or elec epics, does mu count? If i was forced to pick between the first 2, fire every time for bonfire/char/self rez, elec epic is bottom of my list of the 10 choices although i havent tried the new dark epic yet (that may win as the worst choice)
  9. Hasten gets you multiple acid mortars, that alone is a reason to keep it. I skip triage beacon now that we have maintenance drone. More slots in poison trap, its one of the best debuffs in the game. I do like web envelope, i hate fliers if i'm running a toon with flight/group fly. You left kick on, have you ever in your entire play history used it? If so, when? i want to see pictures.
  10. I agree completely with what @benaisaid, you cannot slot thugs that way and expect any decent damage from them. Since thugs didn't get the upgrades that some of the other pets sets got you can search through forum posts all the way back and find the slotting for them there is still good for today. I recommend reading this one a thugs/dark explaining why you should slot them differently. Slotting them heavily with procs will boost your damage into a different class. As for the empathy side of things, there's a ton of posts with ideas on slotting in the fender forums if you can't find stuff here. For example:
  11. I treat and think of brine in the same way that i think of a power like frostwork. The more green io's i toss in frostwork the more hp i'll be adding to a team mate. The more green io's i toss in brine the more i will lower a targets hp. I originally started slotting it with 4 nictus to max out the heal, i think at lvl 50 your hitting a target with it and lowering its hp by 300 points+ each time and you can stack it (the -hp part at least, i'm not sure the -res part also stacks) . I looked over other posted builds and saw the chloroplast slotting and the theft proc and just decided to give it a go. I prefer the 4 nictus where i can, the bonuses are more helpful, when your only source of healing is a puny cone even the tiniest heal bonus helps, but having a theft proc in can sort out minor end issues so its a bit of a toss up. And completely dependent on the number of slots your willing to allocate to the power. Its most useful vs hard targets when your solo, i have alts that skipped it altogether that i pretty much only team with and i haven't missed it.....much. When you find yourself alone and the teams run off and there's a purple eb in front of you-you'll be glad you have it, that goes double when soloing av/gm's. Accuracy and healing in brine go a long way at that point.
  12. Put toroidal bubble on auto, that'll fix almost any end issues you have when all the toggles are running (you have it off here) and hit power of the depths whenever it recharges for the extra endurance. I've started running toroidal with some resist pieces and a single boosted end mod and its been just about enough even on corrs i run with fighting/leadership/leaping/patron powers. You can also toss a theft proc in brine. I don't have any experience running /marine with ice blast yet so i can't help a lot there but i really like running them with mu mastery, the new energize and power sink if you need it are more than i ever have to run but i take them in case of sappers/freaks and other end drainers. You get a double absorb from barrier reef and power of the depths so i find myself leaning towards higher resist builds over defensive ones. Maybe something like this. Some random positioning of slots and sets in ice blast/ice storm/shoal rush, just tossing in the AT set for recharge bonuses. I like having some kb prot and slow res. ICE MARINE - Corruptor (Ice Blast - Marine Affinity).mbd
  13. Mind got a bit of an upgrade recently to telekinesis which used to be a skip for me but is now a priority pick with levitate and dominate. Hit TK and then levitate and the mob will clump up before taking damage it will act like an aoe. Fun combo. With gloom thrown in you have a ranged attack chain and a small aoe by lvl 12. Can't help with the slotting i haven't levelled a toon up old skool since live. Fighting pool will bump defence, tough for the resist uniques and weave for the defence uniques. Combat jumping/hover. Manouvres/Stealth. If you take psi as an epic link minds is +defence. You can run any patron pool, whoever you defeat will unlock all the patrons, most players will run Black Scorp for ease and speed and beat up Dr Q for the unlocks.
  14. Still a top combo. I have 3 on HC. Spent yesterday soloing event gm's on Indom with one. Easiest way to bump pet damage is to toss an explosive strike proc in each pet. You'll have to give up something for them though..... And leaderships assault, small though the bonus is it all adds up in prolonged fights.
  15. Typed archery into blaster forums hit search and there was ....... loads. Thats just off page 1+2 and i skipped a few.
  16. Evasive/Weave/Combat jump, all of them give immob protection with combat jump giving the best numbers by far.
  17. There's a reason so many mm's take group fly. Mercs/Bots can stay at range with it when fighting av/gm They can run around all they like but very few of them are flyers. And even if they are you can take maces web envelope/cocoon or levi's spirit shark jaws. There's enough - fly powers you can spam to keep them from getting in range. Its the reason i feel mercs+bots are the top 2 pet sets, with group fly running they never have to worry about melee attacks except at lower levels vs stuff like skyraiders or a few flying freakshow.
  18. I've only tried it with the annihilation - res proc so far, i always slot it for max damage. Usually a boosted rag dmg and a dmg/end piece with musculature does enough. If your solo vs av/gm and there's no mobs nearby i like shoal rush having the ability to start a frenzy. For max dmg tics.
  19. It could very well have been you, i won't swear to it but i'm pretty sure i saw some slotted troller builds in that section of the forums, fire/marines running them in brine with the dam/end d-sync/hammi pieces in shifting tides.
  20. Tinpex bug really needs to be sorted out. You can watch the rest of the team down Neuron/Bobcat in the time it takes to summon and equip and prepare your mercs/marine. By the time your ready theres a warwalker with 1/2 hp left.
  21. Will they solo av's - yes. Will they solo gm's - yes. Have i tried solo +4/8 itf - no. But i havent tried it on any other AT either. There's a lot of +4/8 solo itf runs that are impressive but i'm much more impressed by solo +4/8 lrsf/miss lib or tinpex. Would i try it on an mm? Possibly someday but i have severe altitis and like to try different combos. I did a lot of running around solo in the labyrinth with the mercs/marine and it was fine once a few fogs popped. With marine i've had to do less summoning of pets than with any other secondary and i cant remember the last time i had to resummon mercs when fighting av's. Melee pets definitely, especially with some of the larger pbaoe that some av's and gm's put out stomping the t1+t2 pets instantly. Players will rate mm pets differently depending on who you ask. Mercs no. 1 Bots no. 2 Necro no. 3 (they would be no. 2 but they melee) Demons no. 4 Thugs no. 5 Ninjas no. 6 Beasts aren't worth a mention in comparison to the rest.
  22. Marine is so good you can build it any way you want and it'll still be great. Either of them will work, so will any of the other posted builds by other players. Just take the powers you want/have fun with and slot pretty much as you feel is good and have fun. Its really hard to go wrong with this set its just that good.
  23. Couple of changes to the posted build when i was messing about in mids but its something roughly like this: NECRO MARINE - Villain Mastermind Build plan made with Mids' Reborn v3.7.5 rev. 21 ────────────────────────────── Primary powerset: NecromancySecondary powerset: Marine AffinityPool powerset (#1): LeapingPool powerset (#2): SpeedPool powerset (#3): LeadershipPool powerset (#4): TeleportationAncillary powerset: Soul Mastery ────────────────────────────── Powers taken: Level 1: Zombie Horde A: Expedient Reinforcement: Accuracy/Damage3: Expedient Reinforcement: Resist Bonus Aura for Pets5: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen5: Superior Mark of Supremacy: Accuracy/Damage7: Edict of the Master: Defense Bonus7: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown Level 1: Soothing Wave A: Preventive Medicine: Heal/Endurance9: Preventive Medicine: Heal/RechargeTime/Endurance34: Preventive Medicine: Heal Level 2: Gloom A: Superior Winter's Bite: Accuracy/Damage9: Superior Winter's Bite: Accuracy/Damage/Endurance11: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime11: Apocalypse: Chance of Damage(Negative)13: Gladiator's Javelin: Chance of Damage(Toxic)17: Cloud Senses: Chance for Negative Energy Damage Level 4: Toroidal Bubble A: Gladiator's Armor: End/Resist13: Gladiator's Armor: Resistance15: Gladiator's Armor: Recharge/Resist17: Invention: Endurance Modification Level 6: Enchant Undead A: Unbreakable Guard: Resistance21: Unbreakable Guard: Resistance/Endurance40: Unbreakable Guard: +Max HP45: Impervious Skin: Status Resistance/Regeneration45: Steadfast Protection: Resistance/+Def 3% Level 8: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed40: Kismet: Accuracy +6% Level 10: Whitecap A: Armageddon: Chance for Fire Damage34: Eradication: Chance for Energy Damage36: Obliteration: Chance for Smashing Damage46: Superior Avalanche: Accuracy/Damage46: Superior Avalanche: Accuracy/Damage/Endurance47: Fury of the Gladiator: Chance for Res Debuff Level 12: Grave Knight A: Superior Mark of Supremacy: Accuracy/Endurance42: Superior Mark of Supremacy: Damage/Endurance43: Nucleolus Exposure43: Soulbound Allegiance: Chance for Build Up43: Touch of Lady Grey: Chance for Negative Damage45: Shield Breaker: Chance for Lethal Damage Level 14: Hasten A: Invention: Recharge Reduction15: Invention: Recharge Reduction Level 16: Tide Pool A: Invention: Slow Level 18: Soul Extraction A: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura19: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge19: Superior Command of the Mastermind: Damage/Endurance/Recharge21: Superior Command of the Mastermind: Accuracy/Damage/Recharge37: Cloud Senses: Chance for Negative Energy Damage37: Unbreakable Constraint: Chance for Smashing Damage Level 20: Brine A: Chloroplast Exposure42: Theft of Essence: Chance for +Endurance Level 22: Lich A: Superior Mark of Supremacy: Damage23: Superior Mark of Supremacy: Accuracy/Damage/Endurance23: Endoplasm Exposure36: Cloud Senses: Chance for Negative Energy Damage36: Sovereign Right: Resistance Bonus37: Call to Arms: Defense Bonus Aura for Pets Level 24: Shifting Tides A: Ragnarok: Damage/Endurance25: Ragnarok: Damage25: Ragnarok: Damage/Recharge42: Ragnarok: Recharge/Accuracy46: Ragnarok: Damage/Recharge/Accuracy Level 26: Dark Empowerment A: Regenerative Tissue: +Regeneration27: Panacea: +Hit Points/Endurance27: Panacea: Heal34: Numina's Convalesence: +Regeneration/+Recovery Level 28: Barrier Reef A: Reactive Defenses: Defense/RechargeTime29: Reactive Defenses: Endurance/RechargeTime29: Reactive Defenses: Defense/Endurance33: Reactive Defenses: Defense47: Reactive Defenses: Defense/Endurance/RechargeTime48: Reactive Defenses: Scaling Resist Damage Level 30: Power of the Depths A: Preventive Medicine: Heal/RechargeTime31: Preventive Medicine: Heal/RechargeTime/Endurance31: Preventive Medicine: Endurance/RechargeTime31: Preventive Medicine: Heal/Endurance33: Preventive Medicine: Heal33: Preventive Medicine: Chance for +Absorb Level 32: Super Speed A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range39: Blessing of the Zephyr: Knockback Reduction (4 points) Level 35: Dark Embrace A: Gladiator's Armor: TP Protection +3% Def (All)39: Gladiator's Armor: Resistance39: Gladiator's Armor: End/Resist Level 38: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed40: Shield Wall: +Res (Teleportation), +5% Res (All)48: Shield Wall: Defense48: Shield Wall: Defense/Endurance Level 41: Teleport A: Blessing of the Zephyr: Knockback Reduction (4 points) Level 44: Tactics A: Cytoskeleton Exposure Level 47: Teleport Target A: Winter's Gift: Slow Resistance (20%) Level 49: Fold Space A: Ectosome Exposure50: Ectosome Exposure ────────────────────────────── 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: EndMod3: Performance Shifter: Chance for +End Level 32: Speed Phase
  24. First one: The pvp fast snipe enhance is the most useless enhance in the game, take it out of snipe. Manouvres, may as well be 2 reactive pieces if your chasing some s/l resists which it looks like you are judging from caltrops and field op slotting. Regen bonuses on any blaster running anything but /mental secondary are useless. And they are useless on /mental. Slotting combat jump for defence is a wasted slot, the luck of the gambler defence can be removed freeing up a slot. You didn't slot a shield wall proc which would be better than chasing 1.5% s/l resist bonuses. People who tell you 4 points kb protection is enough are just wrong. Find a way to get some more in. Smoke Nade has a lvl 20 to hit debuff in. Not sure what thats all about. If your worried about endurance use a boosted end red. If you want - to hit use a boosted lvl 50 - to hit enhance. I still think you'll have end issues as long as you skip the miracle+recovery in health and an end mod in stamina. Some of the blaster secondaries just aren't as good as the others when it comes to recovery, trading regen/absorb or in this case stealth for it. Some of the blaster lvl 20 secondary powers just aren't as good as the others full stop. See /Fire for top spot. Build 2: Looks better, as long as you never ever ever get hit. Then your dead. For most stuff refer to above. Loads of old builds with good ideas depending on your playstyle: Also your original post: Which links you to this: And everything in between.
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