
Two Dollar Bill
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New to Defenders - Attempt at Thermal/Sonic(/Flame) Build
Two Dollar Bill replied to Hellclaw's topic in Defender
I don't know that there's any trick to using Sonic Attack effectively. As long as you have enough of the low-level attacks to make a chain, the debuffs should take care of themselves. In the old days I had a Kinetic/Sonic Defender and I respecced out of one of the low-level attacks because I disliked the PEW! noise it made.... My theory on characters that use hover and ranged defense to stay alive is... make sure all incoming attacks have to get past that soft-capped defense, and don't expose yourself to AoE or melee attacks. Stay at range and avoid things like Greater Fire Sword, Consume and even Dreadful Wail. Ideally you should also avoid being anywhere near a teammate who might get hit with AoE attacks, and do the vast majority of your healing with Cauterize. That positional defense cost you dearly, so get your money's worth out of it. Cauterize is THE power in Thermal Radiation that I feel makes it a serious "healing set" like Empathy and Pain. You can keep a teammate standing with powerful heals without needing to stand beside them, or make to-hit rolls, or rely on a sluggish heal-over-time, etc. I always six-slot it, no exceptions. Shockwave is more of a knockback-as-crowd-control power than a serious attack, but I like it for the hover blaster character because you can use it to avoid being in melee even if you're in a hallway or cave where hovering is no defense. Technically, it really only needs a few slots, mostly accuracy. But, if you really need ranged defense, I wouldn't dismiss it as a conditionally-useful mule power to get the 4% ranged defense from Artillery. At the very least, it seems more useful to me than Consume. -
New to Defenders - Attempt at Thermal/Sonic(/Flame) Build
Two Dollar Bill replied to Hellclaw's topic in Defender
If you're going to be a "hover blaster" then I think ranged defense soft cap is worth chasing. I do think there are some easy ways you could improve ranged defense. Right now Maneuvers is giving you 4% defense and it's an endurance hog. If you 6-slotted Maneuvers with Red Fortune you could get 8% ranged defense from the combination of the power and the set bonus. I'd strip Power of the Phoenix or Consume of their extra slots to pay for this upgrade. Howl 5-slotted with Overwhelming Force is giving you 1.25% ranged defense. If you 6-slotted it with Artillery you'd get 4%. You could scrounge the spare slot from either Thermal Shield or Plasma Shield, where Reactive Armor is only gaining you 0.63% ranged defense. You could also use one of those 0.63% defense slots to complete Superior Defender's Bastion and get the 10% recharge bonus. If you're just taking powers for their set bonuses, I'd trade in Greater Fire Sword for Shockwave and slot it with Artillery. It's more thematic, and Artillery does have more ranged defense than Mako's Bite. Also, you're a Defender, why is your self-heal better slotted than your ally heal? You've got to keep those meatshields alive! -
Any secondary should be fine, but I would avoid any primary that has critical buffs centered on you. Sonic Resonance, Force Field, Nature, Dark Miasma, etc. really work best if you are following the melee characters closely. Primaries like Empathy, Pain Domination and Thermal, where you can buff and heal from long range, are ideal for flying around out of melee range. My most fun hover Defender is probably Pain/Energy.
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Looking for a heavy support based Plants/Nature build!
Two Dollar Bill replied to WyntirVale's topic in Controller
Plant/Nature was my first character on Homecoming. I wanted a support build that was cheap to assemble, because I was broke. Today it's probably my worst-optimized build for a 50, but it's still fun so I've never been in a hurry to coat this character in purple sets. If you slot Regrowth for range you can stay back and cover a vast area with the healing cone, only venturing forward when things calm down a bit to spam your AoE buffs... because people just don't like to pause for the group hug these days. Rebirth is my second favorite resurrect (still not as cool as Howling Twilight) because you can use it as a heal to avoid the whole faceplant thing in the first place. It's worth slotting just so the healing aspect of it is available more often. This Hero build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Green Revolutionary 201121: Level 50 Mutation Controller Primary Power Set: Plant Control Secondary Power Set: Nature Affinity Power Pool: Leaping Power Pool: Teleportation Power Pool: Speed Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Entangle -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-EndRdx/Rchg(3), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(25), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), SprWiloft-Rchg/Dmg%(33) Level 1: Corrosive Enzymes -- Acc-I(A) Level 2: Regrowth -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(3), DctWnd-Heal/Rchg(5), DctWnd-Heal/EndRdx/Rchg(5), DctWnd-Rchg(34), Range-I(34) Level 4: Strangler -- GhsWdwEmb-Acc/Rchg(A), GhsWdwEmb-EndRdx/Hold(7), GhsWdwEmb-Acc/EndRdx(7), GhsWdwEmb-Acc/Hold/Rchg(36), GhsWdwEmb-Dam%(37) Level 6: Roots -- SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprOvrPrs-EndRdx/Rchg(9), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SprOvrPrs-Rchg/Energy Font(39) Level 8: Seeds of Confusion -- MlsIll-Acc/Rchg(A), MlsIll-Conf/Rng(11), MlsIll-Acc/Conf/Rchg(11) Level 10: Super Jump -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(13), WntGif-ResSlow(13), EndRdx-I(43) Level 12: Wild Growth -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-ResDam(15), ImpArm-ResPsi(37), UnbGrd-Max HP%(43), Ags-Psi/Status(45) Level 14: Teleport Target -- BlsoftheZ-ResKB(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Vines -- GhsWdwEmb-Acc/Rchg(A), GhsWdwEmb-EndRdx/Hold(19), GhsWdwEmb-Acc/EndRdx(19), GhsWdwEmb-Acc/Hold/Rchg(40), GhsWdwEmb-Dam%(40) Level 20: Wild Bastion -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(34), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(50) Level 22: Spore Cloud -- EndRdx-I(A) Level 24: Boxing -- Acc-I(A) Level 26: Carrion Creepers -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rchg(27), PstBls-Acc/Dmg/EndRdx(43), PstBls-Dam%(46), Bmbdmt-+FireDmg(50) Level 28: Rebirth -- DctWnd-Heal/EndRdx(A), DctWnd-EndRdx/Rchg(29), DctWnd-Heal/Rchg(29), DctWnd-Heal/EndRdx/Rchg(45), DctWnd-Rchg(45) Level 30: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam(31), ImpArm-ResPsi(42) Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(46) Level 35: Entangling Aura -- GhsWdwEmb-Acc/Rchg(A), GhsWdwEmb-EndRdx/Hold(36), GhsWdwEmb-Acc/EndRdx(36), GhsWdwEmb-Acc/Hold/Rchg(46), EndRdx-I(50) Level 38: Overgrowth -- AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(39), AdjTrg-ToHit/EndRdx(48), AdjTrg-Rchg(48) Level 41: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(42), LucoftheG-Def/EndRdx/Rchg(42), ShlWal-ResDam/Re TP(48) Level 44: Indomitable Will -- LucoftheG-Def/Rchg+(A) Level 47: Mind Over Body -- EndRdx-I(A) Level 49: Teleport -- BlsoftheZ-ResKB(A) Level 1: Containment Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(17), Pnc-Heal/+End(23) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23), EndMod-I(25) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 10: Double Jump ------------- 1 reply
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If you're soloing, then all of the advice above is good, and you will just get mezzed sometimes. I think for the long term, using IOs to improve your ranged defense is the simplest way to avoid most crowd control. Thunderstrike and Artillery are not that expensive. On teams though, I think the curious nature of Beam Rifle makes it especially low-aggro, at least if you're trying to use the disintegration mechanic. Since you're going to be focusing single-target attacks against just one target to cause disintegration spread, you should only really aggro that one target. By the time you're ready to switch to AoE for the payoff, all the other mobs should have had ample opportunity to get aggro from other sources.
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Maybe I'm getting to this party a little late, but my main character for the first few years of the game, back when it was difficult, was Illusion/Empathy. That was definitely the finest support character I'd ever played in any MMO. With an unrivaled toolbox of varied abilities, there was nothing I couldn't deal with. There's a tendency to think of Illusion Controllers as Phantom Army dispensers, but if you've got a Tanker who knows how to round 'em up and some Blaster-types to finish 'em off, maybe spamming Phantom Army isn't the correct solution. Maybe you can help the team more by giving the pets the day off and pumping that Tanker full of so many buffs and heals that he just cannot die. With Superior Invisibility, and staying out of AoEs, you can you use Absorb Pain with abandon, in ways that an Empathy Defender can't. If you stick to buffs, heals and Deceive you can fight with zero aggro and just focus on keeping everyone alive and fighting at peak efficiency. I use to love that character, but as the game got easier and every task force became a speed-run steamroller, it lost its charm. Still, I do have an Illusion/Pain version currently and I'm hoping that if we get more really difficult end-game content maybe support characters will have their day in the sun again.
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VEATS and the new difficulties.
Two Dollar Bill replied to The_Warpact's topic in Arachnos Soldier & Widow
I'm certainly no expert on the finer points of the strike force, but I have noted that any time I show up with my Crab Spider, people are happy to have me, especially for the defense buffs. On Wednesday I was on a team with two Crabs, each with 100+ vet levels so hopefully we knew what we were doing, and the team still had 36 defeats. I started to wish we had a Fortunata with TT:Vengeance.... My Crab has Tough and usually does a fair amount of melee, but I've found myself staying at long range a lot more on this strike force, and choosing my position for good visibility to insure that I can see any Goldbrickers that might be about to explode. -
My own Peacebringer is usually in Human form and exemplars a lot. Since I can't rely on Light Form for protection, I have all those damage resist toggles that most people skip. If a fight gets out of hand and I have to switch to Dwarf, it only takes a few seconds after the fight to restart those toggles and return to Human mode. In terms of making Peacebringers simple, I find Nova the least useful of the forms and so mine is poorly slotted and little-used, which means I have more enhancement slots available to make Human and Dwarf fun and effective. Modern teams usually blow through fights with massive DPS and really don't need a Nova to add more, but I do encounter a lot of teams that need more aggro control or even a healer.
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My Crab builds tend to have an unhealthy obsession with managing endurance costs, so this thread might be informative. My current Crab build doesn't have so many discounts but still barely budges from full endurance. Part of my secret is... no Hasten. My ranged attack chain will pause for a moment as I run out of attacks unless I close in and use Slice and Arm Lash.
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My Crabby minus the butter...critique
Two Dollar Bill replied to The_Warpact's topic in Arachnos Soldier & Widow
If your normally duo with the same Controller all the time then a lot of my advice will depend on them. Does every fight start with an AoE immobilize before you can get into melee range? If so, then you should drop Frenzy and Omega Maneuver and invest in your pets, team buffs and ranged attacks. Does your teammate enjoy patiently watching Omega Maneuver tick down and/or let you jump in and gather up the mobs for Frenzy before turning them all into statues? In that case, embrace those melee attacks and grenades, and slot Frenzy so it doesn't tank your endurance (using Frenzy non-stop with the Obliteration set is a big endurance drain). The main reason I don't like Crabberminds is that their pets can't survive the really challenging fights (the fun ones). Though, in your case, having lots of crowd control does mean that your rather squishy pets (looking at you, Spiderlings) could have long and productive lives, so it might be worth looking at some Crabbermind builds that go all-in on pets. Tactical Training: Assault and Tactical Training: Leadership are just plain superior to their Leadership pool counterparts, and I think of them both as auto-includes in any Crab build. Maybe you and your teammates don't strictly require +To Hit, but your pets do, and everyone can use +15% damage. TT: Assault is especially good because it doesn't require any IO slots to be effective. You could easily replace Combat Training: Offensive with TT: Assault in your current build. My own Crab lacks Hasten, but if you really want to rely on pets and Omega Maneuver, you should take advantage of all the easy +Recharge you can get. I'd probably replace Wolf Spider Armor Upgrade with Hasten. A lot of Crab builds have both Channelgun and Longfang as ranged filler attacks. I think Channelgun alone works fine. I'd happily accept a small pause in my ranged attack chain in exchange for Tactical Training: Leadership with Gaussian's Synchronized Fire-Control. Or, you could just use those enhancement slots to plug holes in other powers, like converting Frag Grenade to Knockdown. If you need somewhere to park Superior Spider's Bite, it will work in Frenzy. -
VEAT suggestions from VEAT community
Two Dollar Bill replied to KaizenSoze's topic in Arachnos Soldier & Widow
Concerning Omega Maneuver, it's not really a problem with damage or recharge, it's the delay while the bomb gathers aggro. Modern teams can kill things so fast that you can literally set the bomb in a group of mobs, watch your team defeat them all in seconds flat, and then see the bomb explode in an empty room. We are well past the point in the metagame where a team would pause and wait for crowd control before each pull, and it's regrettable that the Crab Spider's "ultimate" power is basically useless on a team. Unfortunately the thing that makes it useless is integral to its design and I think it will require a full redesign to make it something worthy of the level 32 slot. Costume-wise, I do have one request that should be simple to fix. Give us the option to remove the Arachnos logo from the Crab Spider backpack. -
My Crabby minus the butter...critique
Two Dollar Bill replied to The_Warpact's topic in Arachnos Soldier & Widow
Is this Crab intended to solo, or play on teams? I ask because you've got some powers that really work best when solo, like Frenzy and Omega Maneuver, and you're missing some of the things that make Soldiers of Arachnos such and asset to a team, like Tactical Training: Assault. In general, I think the build is just unfocused and tries to do too many things, so none of them are fully effective. If I knew how you intend to play it, I could offer some constructive criticism. -
The 'Share your awesome bios' Thread!
Two Dollar Bill replied to GamerKate's topic in Art & Multimedia
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The 'Share your awesome bios' Thread!
Two Dollar Bill replied to GamerKate's topic in Art & Multimedia
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Thanks for you analysis. - Penetrating Ray - If it's the best attack in the set, even at close range, I'll work it in. Part of the problem with this character at the moment is that he doesn't have a lot of the +Recharge that the final build is supposed to have, so I don't have a very good feel for how his final attack chain will work. - Cutting Beam - The main problem with the cone attack is just how fast combat is these days. When the team rolls up on a new group of foes, I usually have a second or two to find a boss to target in order to get good mileage from the Disintegrate attack chain, and that boss may not be in a good location to line up cone attacks. And those minions I want to sweep with Cutting Beam are often vaporized in the first second or two of the fight, with or without my help. It does depend on the team and the foes, but Cutting Beam is often useless, but focusing down a boss is always useful. - Medicine Pool - In theory, it doesn't seem like a Force Field character focused on long range combat should have much need for a self-heal. Well, I was on a team this weekend where I was using it non-stop while running around madly to avoid getting punched in the face. This was partially due to the nature of the team, and it was the version 1 build that couldn't hover, and my IOs were not finished so I wasn't soft-capped. How much will I actually need it in the finished build? Not sure. It may end up being quite situational if I can make the rest of the build work. - Repulsion Bomb - I will give it a try. - Master Plan - The reason this character exists is because I went on a Beam Rifle kick recently, but found that most power sets I could pair with it were too "busy" and interfered with the zen of my Beam Rifle combos. - Budget - I make alts faster than I make influence/merits, so a character like this that needs five LoTG and 12 superior ATOs can bankrupt me. I'd rather have a workable budget build I can play now than to farm/grind for a perfect build. If it turns out that I play this character all the time I will increase his budget.
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After running around with Version 1 for a couple days I already have a Version 2. - I decided that a wanna-be Blaster needs hover and it's too critical to rely on temp powers, so I got rid of the Fighting pool in favor of Flight and changed set bonuses around to maintain soft-capped AoE and Ranged defenses without Weave. I could have done it more elegantly with winter IO sets, but this version is cheaper. - Further testing showed that Cutting Beam is really hard to use, at least in a way that combos with Disintegration, so I replaced it with Charged Shot. - Though I'd originally included Thunder Strike as an emergency melee-avoidance tactic, I decided it was fun to body-slam things, so I gave it more slots. - The way I previously had Aid Self slotted, it just got interrupted a lot. This version can heal teammates and will use Personal Force Field as a panic button power. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Beam Force Field 210531: Level 50 Technology Defender Primary Power Set: Force Field Secondary Power Set: Beam Rifle Power Pool: Flight Power Pool: Medicine Power Pool: Leadership Power Pool: Teleportation Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Personal Force Field -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(3) Level 1: Single Shot -- Rui-Acc/Dmg(A), Rui-Dmg/EndRdx(3), Rui-Dmg/Rchg(5), Rui-Acc/EndRdx/Rchg(25), Rui-Acc/Dmg/Rchg(34) Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(25), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(43) Level 4: Hover -- Srn-Fly(A), Srn-EndRdx(7), Srn-EndRdx/Fly(9), LucoftheG-Def/Rchg+(21) Level 6: Deflection Shield -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(9) Level 8: Insulation Shield -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(23) Level 10: Disintegrate -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(11), SprVglAss-Dmg/EndRdx/Rchg(11), SprVglAss-Acc/Dmg/EndRdx(13), SprVglAss-Acc/Dmg/EndRdx/Rchg(13), SprVglAss-Rchg/+Absorb(15) Level 12: Dispersion Bubble -- Rct-Def(A), Rct-Def/EndRdx(15), Rct-EndRdx/Rchg(17), Rct-Def/Rchg(17), Rct-Def/EndRdx/Rchg(19), Rct-ResDam%(19) Level 14: Aid Other -- Prv-Heal(A), Prv-Heal/EndRdx(48), Prv-EndRdx/Rchg(48), Prv-Heal/Rchg(50), Prv-Heal/Rchg/EndRdx(50), Prv-Absorb%(50) Level 16: Aid Self -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(37), IntRdx-I(37) Level 18: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(21), LucoftheG-Def/Rchg+(23) Level 20: Lancer Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(33), SprDfnBst-Dmg/EndRdx/Rchg(34), SprDfnBst-Acc/Dmg/EndRdx(34), SprDfnBst-Acc/Dmg/EndRdx/Rchg(37), SprDfnBst-Rchg/Heal%(40) Level 22: Teleport Target -- BlsoftheZ-ResKB(A) Level 24: Field Medic -- RechRdx-I(A) Level 26: Aim -- RctRtc-Pcptn(A) Level 28: Resuscitate -- RechRdx-I(A) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(31), GssSynFr--Rchg/EndRdx(31), GssSynFr--ToHit/EndRdx(33), GssSynFr--Build%(33) Level 32: Force Bubble -- EndRdx-I(A) Level 35: Thunder Strike -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(36), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Rchg(46), ScrDrv-Acc/Dmg/EndRdx(48) Level 38: Piercing Beam -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(39), Ann-Acc/Dmg/Rchg(39), Ann-Acc/Dmg/EndRdx(39), Ann-Acc/Dmg/EndRdx/Rchg(40), Ann-ResDeb%(40) Level 41: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-ResDam(42), ImpArm-ResPsi(42), StdPrt-ResDam/Def+(43), GldArm-3defTpProc(43) Level 44: Overcharge -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46) Level 47: Assault -- EndRdx-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- RechRdx-I(A) Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(27), Pnc-Heal/+End(29) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(27), EndMod-I(29) Level 1: Disintegrating ------------
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The 'Share your awesome bios' Thread!
Two Dollar Bill replied to GamerKate's topic in Art & Multimedia
Thanks for the welcome. I had a Warshade back in the before times but I have not recreated him here. -
Beam Rifle is a "busy" power set... you want to scan each group for a boss (or bigger) and hit it with Disintegrate, then chain other attacks that combo off of the disintegrating effect. You don't want to have to change targets to deliver heals or (de)buffs in the middle of your attack chain. I think this makes it perfect to pair with Force Field. You can just hide in the back with the squishy, ranged characters, shoot your beam rifle and listen to the funny noises it makes. This build is a bit experimental since I only have two of the four disintegrate combo attacks: Single Shot and Lancer Shot. I left off Charged Shot because it's the slow filler attack, and I want more of the bigger, better ones. I left off Penetrating Ray because you can't enjoy the long range of a sniper attack and still get the combo from Disintegrate. I took Cutting Beam even though I consider it problematic... it's an AoE that is stronger if you place it 3 or 4 attacks back in your attack chain, by which time there may not be any minions left alive to shoot. This character does exist but doesn't have all these IOs so I can't say if I will need to change this up. If anyone has thoughts on the ideal Beam Rifle attack chain, I'm all ears. It's not what I would consider an expensive build. It does have some expensive uniques and two whole sets of ATOs, but no purple sets, PVP or winter sets. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Beam Force Field 210527: Level 50 Technology Defender Primary Power Set: Force Field Secondary Power Set: Beam Rifle Power Pool: Teleportation Power Pool: Medicine Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Personal Force Field -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(3) Level 1: Single Shot -- Dcm-Acc/Dmg(A), Dcm-Acc/Dmg/Rchg(3), Dcm-Dmg/EndRdx(5), Dcm-Dmg/Rchg(5), Dcm-Acc/EndRdx/Rchg(7) Level 2: Deflection Shield -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(7) Level 4: Cutting Beam -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(43), Artl-Acc/Rech/Rng(48), Artl-End/Rech/Rng(48) Level 6: Insulation Shield -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(11) Level 8: Teleport -- Jnt-Rng(A), Jnt-EndRdx(13), Jnt-EndRdx/Rng(13) Level 10: Disintegrate -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/Rchg(11), SprVglAss-Dmg/EndRdx/Rchg(15), SprVglAss-Acc/Dmg/EndRdx(15), SprVglAss-Acc/Dmg/EndRdx/Rchg(33), SprVglAss-Rchg/+Absorb(34) Level 12: Dispersion Bubble -- Rct-Def(A), Rct-Def/EndRdx(17), Rct-EndRdx/Rchg(17), Rct-Def/Rchg(34), Rct-Def/EndRdx/Rchg(34), Rct-ResDam%(36) Level 14: Aid Other -- Heal-I(A) Level 16: Aid Self -- Prv-Heal(A), Prv-Heal/EndRdx(19), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(23), Prv-Absorb%(48) Level 18: Teleport Target -- BlsoftheZ-ResKB(A) Level 20: Lancer Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(21), SprDfnBst-Dmg/EndRdx/Rchg(23), SprDfnBst-Acc/Dmg/EndRdx(43), SprDfnBst-Acc/Dmg/EndRdx/Rchg(45), SprDfnBst-Rchg/Heal%(46) Level 22: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(27), LucoftheG-Def/Rchg+(27) Level 24: Kick -- Acc-I(A) Level 26: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam(29), ImpArm-ResPsi(36), GldArm-3defTpProc(39), StdPrt-ResDam/Def+(40) Level 28: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(31), LucoftheG-Def/Rchg+(31) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(31), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--Rchg/EndRdx(37), GssSynFr--ToHit/EndRdx(37), GssSynFr--Build%(37) Level 32: Force Bubble -- EndRdx-I(A), EndRdx-I(33) Level 35: Thunder Strike -- FrcFdb-Acc/KB(A), FrcFdb-Dmg/EndRdx/KB(40) Level 38: Piercing Beam -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(39), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(40), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-+FireDmg(46) Level 41: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(42), Ags-Psi/Status(42), Ags-EndRdx/Rchg(43) Level 44: Overcharge -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Dam/Rech(45), Bmbdmt-Acc/Dam/Rech(50), Bmbdmt-Acc/Dam/Rech/End(50), Bmbdmt-+FireDmg(50) Level 47: Assault -- EndRdx-I(A) Level 49: Aim -- RechRdx-I(A) Level 1: Vigilance Level 1: Brawl -- Acc-I(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- RechRdx-I(A) Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(25) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(25), EndMod-I(36) Level 1: Disintegrating ------------
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Please Help me to improve this Crabbermind build
Two Dollar Bill replied to You's topic in Arachnos Soldier & Widow
To me, perma pets versus almost-perma pets is all the same. A few seconds of downtime isn't a big deal. But there is a very big difference between soft-capped defenses and almost-soft-capped defenses. Because a Crab Spider can have 45% positional defenses so easily, I see no reason to give that up. If it were me, I would sacrifice even more +recharge in order to have better attacks and a movement power, but this build leaves your setup mostly intact and still soft-caps all the positional defenses. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Channelgun -- SprSpdBit-Acc/Dmg/Rchg(A), SprSpdBit-Rchg/Global Toxic(3), SprSpdBit-Dmg/EndRdx/Rchg(43), SprSpdBit-Acc/Dmg/EndRdx/Rchg(45) Level 1: Crab Spider Armor Upgrade -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43) Level 2: Combat Training: Defensive -- ShlWal-ResDam/Re TP(A), LucoftheG-Def/Rchg+(5) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5) Level 6: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(7), Rct-EndRdx/Rchg(7), Rct-Def/Rchg(9), Rct-Def/EndRdx/Rchg(9), Rct-ResDam%(11) Level 8: Suppression -- SprDmnofA-Dmg/Rchg(A), SprDmnofA-Acc/Dmg/Rchg(15), SprDmnofA-Dmg/EndRdx/Rchg(17), SprDmnofA-Acc/Dmg/EndRdx/Rchg(17), SprDmnofA-Rchg/DmgFear%(40) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(11), LucoftheG-Def/Rchg+(13) Level 12: Venom Grenade -- Rgn-Dmg/Rchg(A), Rgn-Knock%(25), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(42) Level 14: Assault -- EndRdx-I(A) Level 16: Tactical Training: Assault -- EndRdx-I(A) Level 18: Frag Grenade -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/EndRdx(19), SprFrzBls-Acc/Dmg/Rchg(19), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34), SuddAcc--KB/+KD(37) Level 20: Tactical Training: Leadership -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--ToHit/Rchg/EndRdx(21), GssSynFr--Rchg/EndRdx(23), GssSynFr--ToHit/EndRdx(23), GssSynFr--Build%(34) Level 22: Mental Training -- Run-I(A) Level 24: Fortification -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(25), Ags-ResDam/EndRdx/Rchg(27), Ags-ResDam(27), Ags-Psi/Status(31) Level 26: Boxing -- Acc-I(A) Level 28: Serum -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(29), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(33) Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(50) Level 32: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(33), LucoftheG-Def/Rchg+(33) Level 35: Summon Spiderlings -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-+Res(Pets)(36), EdcoftheM-PetDef(37), CaltoArm-+Def(Pets)(37) Level 38: Call Reinforcements -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(39), SlbAll-Dmg/Rchg(40), SlbAll-Acc/Rchg(40) Level 41: Web Envelope -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(45), GrvAnc-Acc/Rchg(46), GrvAnc-Immob/EndRdx(46), GrvAnc-Hold%(46) Level 44: Shatter Armor -- Acc-I(A) Level 47: Summon Blaster -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(48), SvrRgh-PetResDam(50), SlbAll-Acc/Dmg/Rchg(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Conditioning | Hidden Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(13) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3), EndMod-I(15) ------------ ------------ -
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Two Dollar Bill replied to GamerKate's topic in Art & Multimedia
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Please Help me to improve this Crabbermind build
Two Dollar Bill replied to You's topic in Arachnos Soldier & Widow
If you want to keep both yourself and your pets alive, slot Tactical Training: Maneuvers! It has a much larger defense bonus than vanilla Maneuvers and you're just using it as a LoTG mule. There are definitely places where you could get more defense bonuses out of your IO sets. For instance, if you are slotting Annihilation for its 3.75% AoE defense bonus, I recommend Superior Frozen Blast instead, which will give you 7.5% AoE defense for the same 6 slots. Concerning Frag Grenade, if you don't want to be "that guy" who annoys your melee teammates, and sends your pets chasing after flying enemies, you may want to convert that knockback to knockdown. I think that giving Spiderlings purple set IOs is a waste, since they die about 2 seconds after they rush into melee. I'd slot them for IO set bonuses. If Summon Spiderlings had all 6 slots of Blood Mandate you'd gain 7.5% in positional defense bonuses and lose one of your smaller recharge bonuses. Or keep the 6.25% recharge and move the #5 and #6 enhancement slots to Manuevers and 6-slot that with Reactive Defenses, which has a bigger recharge bonus than LoTG. As far as where to slot the ATOs, I have Spider's Bite in Channelgun and Dominion of Arachnos in Suppression. They ended up there mostly because there were other, better, IO sets available for other attacks. -
While I agree that Empathy is a great power set with great buffs and heals... it is dead for me. Characters that I would have previously created with Empathy all have Pain Domination now. They're very similar sets, but I find that teams today need the more offensive (de)buffs of Pain more. In a few cases I've gone with Thermal Radiation, but I currently have no Empathy characters.
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Is Forecefield Worth Taking as a Primary Anymore?
Two Dollar Bill replied to 00Troy00's topic in Defender
I think Force Field is great, especially if you have a very active secondary that demands a lot of your attention. My current project is a Force Field / Beam Rifle Defender. I think Force Field is fine for the great majority of the game, especially if you have other useful abilities like the Sorcery or Leadership pools. Though, I admit that if I were doing something challenging, like maybe starting a +4 Doctor Quarterfield TF, and I noticed that I was the only Defender... I might switch to a character with a more comprehensive set of (de)buffs and heals. -
I don't bother with enhancements at all until about level 20, and then I start buying attuned versions of my final build set IOs, and filling in the gaps with regular IOs. I like attuned IO sets for exemplaring purposes, but it is handy that you can start buying and using your level-50 IOs early. I've never done the math on SOs versus IOs, I just hated having all my enhancements shut off if I leveled too fast, so when IOs came along I adopted them and never looked back.
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I have a Demon/Thermal Mastermind. Very thematic and armed with a great assortment of tools for solo and team play. The whip attacks don't inflict epic damage, but it's something to do, and a lot more damage than not having attacks. I did try Zombies/Dark for a while. Also a good option, though I found I was somewhat too squishy to jump into melee with the tankers and use the AoE heal. I prefer Thermal's ability to buff and heal from a discrete distance.