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Auroxis

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About Auroxis

  • Birthday 01/01/1004

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  1. This is a very DPS oriented build, but has a softcap to positionals (with protector bot buffs) and resists to support it. Relies on Ageless for endurance management, but you won't need it until you start spamming Thunder Strike anyway. The idea is you Fold Space -> Procced Force Bomb -> Electrifying Fences -> Procced Thunder Strike This applies a lot of damage and -res on the whole pack, while immobilizing it and giving you Force Feedback Recharge twice to get the combo back up sooner. The build also utilizes Weaken Resolve for more -res on bosses so your robots can take them down faster, meaning you have all 3 -res procs well utilized. Mastermind (Robotics - Force Field) v2.mbd
  2. Survivability IS being judged, the +4x8 map includes difficult mobs including an EB and vengeance mobs.
  3. The other day I discovered Adrenal Booster from Experimentation has really good values on Tanker so I decided to give it a go on the test server: Bio/Axe Tanker Pylon - 81s +0x8 w/ Bosses - 211s +4x8 w/ Bosses - 300s Tanker (Bio Armor - Battle Axe).mbd Tanker (Bio Armor - Battle Axe).mbd
  4. Strange that you feel that way, maybe your build isn't quite done yet for endurance and you don't have whitecap procced out? Because casting tide pool+shifting tides+shoal rush is atleast 6.204 seconds before whitecap and other attacks, which means your team is missing out on some -res and damage for a significant part of every fight.
  5. Knowing when to spam brine is important. Two key factors to consider are: 1. The lower the enemy % HP, the less "damage" the -Max HP debuff does. 2. The lower the enemy resists, the higher damage your other attacks will do in comparison.
  6. You don't need to manually cast shifting tides every time, just anchor it on your tank or barrier reef. Whitecap activates rough waters (you don't need shoal rush for it) and brings barrier reef near the pack.
  7. Well you can only skip one of them. And on defenders at least, the heal is nice to have in a pinch and is useful in stacking -damage (it's unresistable which is rare), as well as slotting the preventive medicine set for nice bonuses. On corruptors you can just 1-slot it with the preventive medicine absorb proc and never use it.
  8. Run type: Pylon Division: Division 5 Archetype: Stalker Primary Powerset: Stone Melee Secondary Powerset: Radiation Armor Time in seconds: 104s (1:44) Build is usable for General Purpose: Yes Version: Test server, i28pg1 Beta This was a somewhat lucky run. I ran the build with Incarnates and only got as fast as 70s after several attempts. Stalker (Stone Melee - Radiation Armor).mbd
  9. Updated Division 4 Fire/Marine build, 0:50 (missed recording but had an 0:51 straight after): Corruptor (Fire Blast - Marine Affinity).mbd
  10. The main reason you don't see a lot of DP/Marine is because the combo is arguably better on Defenders. More -res, more -damage, tankier, and since DP uses a lot of procs the damage difference isn't vast. However you can just grab Defender builds and you won't have much to change.
  11. Run Type: Pylon Division: Division 4 Archetype: Corruptor Primary Powerset: Fire Blast Secondary Powerset: Marine Affinity Time in seconds: 59s Burst: No Hybrid: Assault Core Toggled Build is usable for General Purpose: Yes Version: Test server, i28pg1 Beta Corruptor (Fire Blast - Marine Affinity).mbd
  12. My vote goes to Fire/Marine. It doesn't have the damage buff potential of Kinetics, but it does give the following offensive tools: 1. PBAoE tele-attack you can load with procs in Whitecap. 2. Top tier levels of -res as far as support powersets go. 3. Very high levels of +damage (almost as much as Nature at maximum Shifting Tide stacks and Tide Pool+Rough Waters). 4. Shifting Tides is a powerful extra source of damage which triggers constantly on teams resulting in a big DPS increase.
  13. One power that's not explained fully is how Brine's stackable -MaxHP works. If you apply a -500 MaxHP debuff on a target at 10000/10000 HP, the target loses 500 HP and becomes 9500/9500. If you apply a -500 Max HP debuff on a target at 5000/10000 HP, the target loses 250 HP and becomes 4750/9500. If your -500 Max HP debuff expires while the target is at 4750/9500 HP, the target gains 250 HP and becomes 5000/10000. In addition, the debuff is not resistable. But when considering whether to use it again on your target after already applying it once, keep in mind it does not benefit from resistance debuffs or damage buffs like your attacks.
  14. On the bottom of this opening post you'll see a zip file of great WP Scrapper builds, one of which is TW:
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