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Two Dollar Bill

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Posts posted by Two Dollar Bill

  1. 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.

     

  2. 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.

     

    • Like 1
  3. 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.

     

  4. 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.

     

    • Like 1
  5. 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
    ------------

     

  6. 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
    ------------

     

     

  7. 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)
    ------------
    ------------

     

     

     

  8. 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.

     

  9. 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.

    • Like 2
  10. 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.

     

    • Like 2
  11. 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.

  12. 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.

  13. On the subject of Force Field being obsolete at high levels... If you're a Force Field Defender and your whole team already has soft-capped defenses, you are not much of an asset. However, the Force Field Mastermind does have an additional set of constituents: your pets. Your robot minions may really benefit from those defense buffs even if your teammates don't.

    • Like 1
  14. When you're doing high-level missions you will encounter an increasing number of teammates who have already soft-capped their defenses and they will gain nothing from your bubbles. But I can also say that a lot of my 50s are quite squishy and would never say no to a defense buff. I wouldn't change secondaries over that, but if you find Force Field too passive and boring, you might consider changing to something more active. You can always roll up an alt and run a few rounds of Death From Below and see how the other power sets play.

     

  15. Support can take a lot of forms. A Soldier of Archnos can give everyone on the team +20% defense and +30% damage just by staying close to them while fighting. It doesn't feel like you're playing a support character, but those buffs make a difference.

     

    I've played a few Corruptors and I have to say that Scourge is kinda trash. If you actively try to seek out near-dead targets, some DPS character will kill them before you can unload, or you overkill them and waste your damage. The only time it really feels useful is against giant monsters, arch-villains and things that can spend a lot of time in that almost-dead health range. I much prefer Defenders.

     

    I do like support characters that can use targeted heals because you really get the feeling that you're making a difference when you see a teammate's health bar refill. Even my mostly-Human Peacebringer has 6-slotted Glowing Touch so he can be the team empath in a pinch. On the other hand, a lot of teams just don't need healing these days, so you definitely need to have other powers that are fun.

     

    My favorite support character is an Illusion/Pain Controller with Sorcery. This setup provides you with a comprehensive toolbox of varied support powers to fine-tune the performance of your team, even if your own DPS is... not so good. You throw out Phantom Army and/or Spectral Terror and let them do their thing, then you look at what the team needs. You can magnify the damage of DPS characters with your buffs, neutralize specific targets with Confuse or Hold, and your multiple heals mean that you can keep multiple damage-prone teammates in the fight. If the situation is especially dire you can play this character with zero aggro by staying invisible, attacking with confuse, and just healing and buffing non-stop. The freedom from aggro allows you to use Share Pain as much as you have to for truly epic feats of healing. This character isn't amazing solo, but you can stealth right to the end of many missions and those damage buffs can make your Phantasm pretty mean.

     

  16. Your pets are your real weapons, but you don't have to just sit and watch them fight. You can increase your damage by micro-managing your pets using macros. Make sure they're attacking the most critical targets. Give them targets in the middle of groups where their AoE will do the most damage. Make sure they don't run off and aggro additional groups. Fine tune how many are on bodyguard duty.

     

    Because beam rifle attacks inflict such puny damage, they're a good candidate for delivering procs. The Annihilation IO set has a Resist Debuff proc which you can slot in Photon Grenade or some pool powers, and it can actually make your robots inflict more damage, if you soften up their target for them.

     

     

  17. As long as you're running lots of Leadership toggles and blasting everything with debuffs, you're doing your part for the team. It's actually a pretty low bar in design terms and you can accomplish it many different ways. I'd just experiment and see what's fun. You may find that Omega Maneuver is quite difficult to use on teams because people will just steamroll right through while you're patiently waiting for it to work.
    The only thing I would suggest you change is...  Crabs can soft-cap all their positional defenses without breaking a sweat, and it's definitely worth doing, even if you have to choose some set bonuses with less recharge.

    My own Crab here is a substantially different take on the team-friendly build.

     

    Spoiler

    Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Borelli 210313: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Fighting

    Villain Profile:
    Level 1: Channelgun -- SprWntBit-Acc/Dmg/Rchg:50(A), SprWntBit-Acc/Dmg/EndRdx:50(3), SprWntBit-Acc/Dmg:50(3), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(5), SprWntBit-Rchg/SlowProc:50(5)
    Level 1: Crab Spider Armor Upgrade -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(7)
    Level 2: Combat Training: Defensive -- ShlWal-ResDam/Re TP:50(A)
    Level 4: Slice -- SprSpdBit-Acc/Dmg:50(A), SprSpdBit-Dmg/Rchg:50(7), SprSpdBit-Acc/Dmg/Rchg:50(9), SprSpdBit-Dmg/EndRdx/Rchg:50(9), SprSpdBit-Acc/Dmg/EndRdx/Rchg:50(11), SprSpdBit-Rchg/Global Toxic:50(11)
    Level 6: Super Jump -- WntGif-RunSpd/Jump/Fly/Rng:50(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(37), WntGif-ResSlow:50(37), BlsoftheZ-Travel/EndRdx:50(39), BlsoftheZ-ResKB:50(50)
    Level 8: Suppression -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(27), SprFrzBls-Acc/Dmg/EndRdx:50(29), SprFrzBls-Acc/Dmg/Rchg:50(29), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(31), Range-I:50(31)
    Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/EndRdx/Rchg:50(31), LucoftheG-Def/Rchg+:50(33)
    Level 12: Venom Grenade -- Rgn-Dmg:50(A), Rgn-Dmg/Rchg:50(13), Rgn-Acc/Dmg/Rchg:50(13), Rgn-Acc/Rchg:50(25), Rgn-Dmg/EndRdx:50(25), Rgn-Knock%:50(50)
    Level 14: Arm Lash -- SprAvl-Dmg/EndRdx:50(A), SprAvl-Acc/Dmg/EndRdx:50(15), SprAvl-Acc/Dmg/Rchg:50(15), SprAvl-Acc/Dmg/EndRdx/Rchg:50(17), SprAvl-Rchg/KDProc:50(17)
    Level 16: Recall Friend -- BlsoftheZ-ResKB:50(A)
    Level 18: Frag Grenade -- SprDmnofA-Acc/Dmg:50(A), SprDmnofA-Acc/Dmg/Rchg:50(19), SprDmnofA-Rchg/DmgFear%:50(19), SprDmnofA-Dmg/EndRdx/Rchg:50(21), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(21), OvrFrc-Dam/KB:50(23)
    Level 20: Tactical Training: Leadership -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/Rchg:50(23), GssSynFr--ToHit/Rchg/EndRdx:50(27), GssSynFr--Rchg/EndRdx:50(33), GssSynFr--ToHit/EndRdx:50(33), GssSynFr--Build%:50(34)
    Level 22: Mental Training -- Run-I:50(A)
    Level 24: Fortification -- UnbGrd-EndRdx/Rchg:50(A), UnbGrd-ResDam/EndRdx:50(39), UnbGrd-ResDam:50(39), UnbGrd-ResDam/EndRdx/Rchg:50(40), UnbGrd-Max HP%:50(40)
    Level 26: Maneuvers -- Rct-Def:50(A), Rct-Def/EndRdx:50(34), Rct-EndRdx/Rchg:50(34), Rct-Def/Rchg:50(36), Rct-Def/EndRdx/Rchg:50(36), Rct-ResDam%:50(36)
    Level 28: Serum -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(43), Prv-EndRdx/Rchg:50(43), Prv-Heal/Rchg:50(45), Prv-Heal/Rchg/EndRdx:50(45), Prv-Absorb%:50(45)
    Level 30: Kick -- Acc-I:50(A)
    Level 32: Tough -- Ags-ResDam/EndRdx:50(A), Ags-ResDam:50(40), Ags-Psi/Status:50(43), Ags-EndRdx/Rchg:50(46), Ags-ResDam/EndRdx/Rchg:50(46)
    Level 35: Weave -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def/EndRdx/Rchg:50(37), LucoftheG-Def/Rchg+:50(46)
    Level 38: Tactical Training: Assault -- EndRdx-I:50(A)
    Level 41: Call Reinforcements -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(42), ExpRnf-Acc/Dmg/Rchg:50(42), ExpRnf-EndRdx/Dmg/Rchg:50(42)
    Level 44: Wolf Spider Armor -- ImpArm-ResPsi:40(A)
    Level 47: Aim -- RechRdx-I:50(A)
    Level 49: Assault -- EndRdx-I:50(A)
    Level 1: Brawl -- Empty(A)
    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 1: Conditioning
    Level 1: Sprint -- Clr-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrc-Rcvry+:40(A), NmnCnv-Regen/Rcvry+:50(48), Pnc-Heal/+End:50(48)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(48), EndMod-I:50(50)
    ------------
    ------------

     

     

     

    • Thanks 1
  18. My favorite VEAT is my Crab Spider. I think the secret to what makes him fun is that he's tough without being boring. Great survivability and status protection without the need to chase down mobs and punch them. A Crab can jump in to melee along-side the Tanker or blast from long range as the situation demands. Although he can't taunt, his crowd control (mostly knockdown) is actually not too bad. A VEAT's Leadership buffs may not be fun, but they definitely contribute to what makes them great.

    • Like 1
  19. Thanks for responding. I seem to like to play unpopular power set combos that nobody wants to discuss!

     

    I guess the Thermal version of Rise of the Phoenix probably is the worst resurrect in the game, since you're always dealing with the long recharge and high endurance cost of the nuke, even if you can't enjoy the benefits of it. I slotted it heavily to deal with those costs, and also to get some set bonuses. Though, it probably would be better to put those slots elsewhere and keep a day job resurrect charged up for rescues when there's no benefit to the nuke, or when I don't have 60% of my endurance bar to burn.

     

    People definitely don't send "zzz" in chat when they get mezzed like they used to, but since "buff dispenser" is in the job description for Thermal, I don't mind using it proactively every 90 seconds on whatever fraction of the party needs it (looking at you, Kheldians). Considering how powerful it can be with zero extra slots, I feel a bit guilty leaving it until 30th.

     

    I am taking the pets late because if I exemplar really low I think buffing and healing are more critical skills. When I was actually leveling up I did take the pets early and the shields later.

     

    I admit my slotting of Melt Armor doesn't really accomplish anything with the IO set. I had a vague notion of giving it some procs and then didn't do it. I could move it later in the build order, though I suspect I may need some help from incarnate powers to help with the endurance cost of all those leadership toggles, which is why I left them all bunched up at the end.

     

    If Melt Armor is lackluster, maybe I should consider losing Crack Whip. It's just about impossible to get a decent AoE with it and it rarely knocks anyone down.

     

  20. I chose this power set combination for thematic reasons and never had any clear plan what his build would look like at 50. Currently 32nd level and in need of a respec, maybe it's time to figure it out.

    This is a team character and definitely an alt. It may take some time to get the ATOs, and I'm never planning to get any purple sets. I don't generally do any complicated pet wrangling; I just leave most of my pets in bodyguard mode and go smack the nearest target with whip attacks until I get some aggro. If I suddenly need to switch to healing mode, I'd rather not have them running around chasing things.

    I didn't really see any Primary or Secondary powers that I thought I could skip, so I got them all! This limited my ability to get things like Tough and Weave.

     

    Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Bernael 210329: Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Thermal Radiation
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Field Mastery

    Villain Profile:
    Level 1: Corruption -- Dcm-Acc/Dmg:40(A), Dcm-Dmg/EndRdx:40(3), Dcm-Dmg/Rchg:40(3), Dcm-Acc/EndRdx/Rchg:40(40), Dcm-Acc/Dmg/Rchg:40(43), Dcm-Build%:40(46)
    Level 1: Warmth -- DctWnd-Heal/EndRdx:50(A), DctWnd-EndRdx/Rchg:50(5), DctWnd-Heal/Rchg:50(5), DctWnd-Heal/EndRdx/Rchg:50(39), DctWnd-Heal:50(39)
    Level 2: Lash -- FrcFdb-Acc/KB:50(A), FrcFdb-Rchg/KB:50(7), FrcFdb-Rchg/EndRdx:50(7), FrcFdb-Dmg/EndRdx/KB:50(48), FrcFdb-Rechg%:50(48)
    Level 4: Cauterize -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(9), Prv-EndRdx/Rchg:50(9), Prv-Heal/Rchg:50(23), Prv-Heal/Rchg/EndRdx:50(23), Prv-Absorb%:50(33)
    Level 6: Teleport -- WntGif-RunSpd/Jump/Fly/Rng:50(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(11), WntGif-ResSlow:50(11), BlsoftheZ-Travel:50(40), BlsoftheZ-Travel/EndRdx:50(43)
    Level 8: Crack Whip -- PstBls-Acc/Dmg:50(A), PstBls-Dmg/EndRdx:50(13), PstBls-Dmg/Rchg:50(13), PstBls-Acc/Dmg/EndRdx:50(43), PstBls-Dam%:50(48)
    Level 10: Plasma Shield -- ResDam-I:50(A), ResDam-I:50(15)
    Level 12: Fire Shield -- ResDam-I:50(A), ResDam-I:50(17)
    Level 14: Recall Friend -- BlsoftheZ-ResKB:50(A)
    Level 16: Power of the Phoenix -- DctWnd-Heal/EndRdx:50(A), DctWnd-EndRdx/Rchg:50(31), DctWnd-Heal/Rchg:50(40), DctWnd-Heal/EndRdx/Rchg:50(46), DctWnd-Rchg:50(50)
    Level 18: Summon Demonlings -- SprCmmoft-Acc/Dmg:50(A), SprCmmoft-Dmg/EndRdx:50(19), SprCmmoft-Acc/Dmg/Rchg:50(19), SprCmmoft-Dmg/EndRdx/Rchg:50(33), SprCmmoft-Acc/Dmg/EndRdx/Rchg:50(33), SprCmmoft-Rchg/PetAoEDef:50(34)
    Level 20: Summon Demons -- SprMarofS-Dmg:50(A), SprMarofS-Dmg/EndRdx:50(21), SprMarofS-Acc/Dmg:50(21), SprMarofS-Acc/EndRdx:50(34), SprMarofS-Acc/Dmg/EndRdx:50(34), SprMarofS-EndRdx/+Resist/+Regen:50(36)
    Level 22: Enchant Demon -- EndRdx-I:50(A)
    Level 24: Hell on Earth -- ExpRnf-Acc/Rchg:50(A), ExpRnf-Acc/Dmg:50(25), ExpRnf-Acc/Dmg/Rchg:50(25), ExpRnf-EndRdx/Dmg/Rchg:50(29), ExpRnf-+Res(Pets):50(31), CaltoArm-+Def(Pets):30(31)
    Level 26: Summon Demon Prince -- SvrRgh-Acc/Dmg:50(A), SvrRgh-Dmg/EndRdx:50(27), SvrRgh-Acc/EndRdx:50(27), SvrRgh-Acc/Dmg/EndRdx:50(37), SvrRgh-Acc:50(37), SvrRgh-PetResDam:50(37)
    Level 28: Forge -- GssSynFr--ToHit/Rchg:50(A), GssSynFr--ToHit/Rchg/EndRdx:50(29)
    Level 30: Thaw -- Range-I:50(A)
    Level 32: Abyssal Empowerment -- EndRdx-I:50(A)
    Level 35: Heat Exhaustion -- Acc-I:50(A), RechRdx-I:50(36), EndRdx-I:50(36)
    Level 38: Melt Armor -- AnlWkn-Acc/Rchg:50(A), AnlWkn-DefDeb/EndRdx/Rchg:50(39), AnlWkn-Acc/Rchg/EndRdx:50(45), AnlWkn-%ToHit:50(46)
    Level 41: Temp Invulnerability -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/EndRdx/Rchg:50(42), Ags-ResDam:50(42), Ags-Psi/Status:50(42)
    Level 44: Maneuvers -- LucoftheG-Def/EndRdx:50(A), LucoftheG-Def:50(45), LucoftheG-Def/Rchg+:50(45)
    Level 47: Assault -- EndRdx-I:50(A)
    Level 49: Tactics -- GssSynFr--ToHit:50(A), GssSynFr--ToHit/EndRdx:50(50), GssSynFr--Build%:50(50)
    Level 1: Brawl -- Empty(A)
    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 1: Sprint -- Clr-Stlth:50(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrc-Rcvry+:40(A), NmnCnv-Regen/Rcvry+:50(17)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- PrfShf-EndMod:50(A), PrfShf-End%:50(15)
    Level 18: Cold Demonling
    Level 18: Fiery Demonling
    Level 18: Hellfire Demonling
    Level 20: Ember Demon
    Level 20: Hellfire Gargoyle
    Level 26: Demon Prince
    ------------

     

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