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JayboH

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Everything posted by JayboH

  1. As nice as this would be, wouldn't Kinetic Melee benefit more? Isn't KM the worst melee set overall right now?
  2. Other differences is endurance cost/recovery and recharge. I kind of like this one, I might go superior conditioning instead of focused acc and then slot energy transfer with a set instead of a proc bomb. Hmm...
  3. How do the builds compare
  4. Someone was kind enough to build me this so I thought I would pay it forward: This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! DS2: Level 50 Magic Brute Primary Power Set: Energy Melee Secondary Power Set: Stone Armor Power Pool: Leaping Power Pool: Experimentation Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Energy Punch -- SprBrtFur-Rech/Fury%(A), SprBrtFur-Dmg/EndRdx/Rchg(3), SprBrtFur-Acc/Dmg/EndRdx/Rchg(3) Level 1: Rock Armor -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(5), ShlWal-Def/EndRdx/Rchg(5), Ksm-ToHit+(7) Level 2: Stone Skin -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(9), Ags-ResDam(9), ImpSki-Status(11), LucoftheG-Def/Rchg+(11), LucoftheG-Def(23) Level 4: Earth's Embrace -- Pnc-Heal(A), Pnc-Heal/EndRedux/Rchg(13), Pnc-Heal/Rchg(13), Pnc-EndRdx/Rchg(15), Pnc-Heal/EndRedux(15) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Mud Pots -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(17), SprUnrFur-Dmg/EndRdx/Rchg(17), SprUnrFur-Acc/Dmg(19) Level 12: Whirling Hands -- Arm-Dam%(A), Arm-Dmg/EndRdx(19), Arm-Acc/Rchg(21), Arm-Acc/Dmg/Rchg(21), Arm-Dmg/Rchg(23) Level 14: Speed of Sound -- BlsoftheZ-Travel/EndRdx(A) Level 16: Rooted -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(25), NmnCnv-Heal/EndRdx/Rchg(25), NmnCnv-Heal/Rchg(27), NmnCnv-EndRdx/Rchg(27), NmnCnv-Heal/EndRdx(50) Level 18: Total Focus -- Hct-Dam%(A), Hct-Dmg/EndRdx(29), Hct-Acc/Rchg(29), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/Rchg(31) Level 20: Crystal Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(33) Level 22: Kick -- FrcFdb-Rechg%(A) Level 24: Tough -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(33), Ags-ResDam/EndRdx/Rchg(34), StdPrt-ResDam/Def+(34) Level 26: Power Crash -- ScrDrv-Dam%(A), ScrDrv-Acc/Dmg/EndRdx(31), ScrDrv-Acc/Rchg(34), ScrDrv-Dmg/Rchg(36), ScrDrv-Dmg/EndRdx(36), ScrDrv-Acc/Dmg(36) Level 28: Minerals -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(37) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(39) Level 32: Energy Transfer -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg(40) Level 35: Brimstone Armor -- Ags-ResDam(A), Ags-ResDam/EndRdx(42), Ags-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(42) Level 38: Granite Armor -- Rct-Def/EndRdx(A), Rct-Def(43), Rct-ResDam%(43), GldArm-ResDam(43), GldArm-3defTpProc(45) Level 41: Gloom -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Dmg/Rchg(46), SprWntBit-Acc/Dmg(46) Level 44: Dark Obliteration -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), SprFrzBls-Dmg/EndRdx(50), SprFrzBls-Acc/Dmg(50) Level 47: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A) Level 49: Taunt -- PrfZng-Dam%(A) Level 1: Fury Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Mrc-Rcvry+(A) Level 1: Stamina -- SynSck-EndMod/+RunSpeed(A), SynSck-EndMod(7) Level 1: Energy Focus Level 50: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal ------------
  5. Instasnipes no longer work the way he described
  6. Poison and Force Fields could use some attention regardless of a couple people saying Poison is underrated.
  7. How would you go about building yours?
  8. I can't imagine the percentage being any different from any other power being buffed by fury. Do they do that? Do they calculate every ability individually for the possibility of fury buffs? I figure it was fixed for the whole character all these years, well, outside of incarnate abilities I mean.
  9. Both sets were revamped and I'm curious if anyone has tackled these and was willing to share builds, if you have a moment? The pink pom-poms of death humming while enjoying a damage aura plus the new Brimstone dots sound fun.
  10. Curious, how does it compare DPS wise, instead of DPA? Is there less corpse-blasting (wasting attacks) due to the faster ticks of fire for example?
  11. Prob could unpin this
  12. Bummer, I guess Touch of Fear's new damage is still being ignored in builds.
  13. Does anyone have a Invul/Dark build laying around that takes advantage of Dark's changes, incorporating Touch of Fear's new AOE damage and such? Anyone want to take a stab at it? Sounds like a fun project but I've had no luck finding anything yet. Appreciated!
  14. Wasn't there an emote way back in the day that some devs didn't want to enable that let you basically do the puking animation? Was that ever unlocked?
  15. Empowered Stalagmite's icon really threw me at first, I thought it was my nuke in the tray for a second.
  16. I doubt that will ever change as annoying as that is, and maybe it is for the best, so they don't out-aggro the other two classes.
  17. Hell yes! Scrappers get completely screwed when it comes to damage auras when compared to the other two melee classes that tend to get them. Brutes get fury damage, tanks get 50% larger AOEs. Scrappers? Scrappers get nothing, no crits at all, making them get the worst melee damage auras possible, which does not seem right since they have lower survivability.
  18. I think it is 70 ft, if that helps.
  19. People have been asking for it as far back as I remember.
  20. 1. Yes, that's player's choice. Why would you choose to be within AOE range of the target intentionally eating damage and mez attempts? Positioning is player choice. 2. Yes. Yes. Status protection is not a prerequisite to playing the game. Never having a toggle drop is also not a prerequisite to playing the game. Player choice here too. 3. Let's go with the lowest common denominator: Break frees don't exist anymore as drops or from vendors. Weird. Maybe verify your client files. 4. Yes, nothing indicated I didn't. You claim it isn't player's choice and yet it is. This is all to prevent a player from clicking a power more than once, to retoggle, as you would have to click the ability multiple times if it wasn't a toggle anyway. It's useless, you claim. You are obviously being hyperbolic but I don't understand why. Long recharge? Yes, sticking to that easily - for the dps it provided prior to the changes, compared to the blasts of a player, a one minute recharge is long. Zero flaws.
  21. Correct, I agree, which is why no one does that including Force Field players themselves. Why would anyone skip Dispersion Bubble? That seems nuts. Defenders cannot softcap with the two powers you mentioned anyway. Poison is as fine as Force Fields and Sonic Resonance - all 3 could use work. If you stack Rage, you are going to have problems.
  22. Did you see my post earlier: If you never play with others that can hold aggro to prevent your VS detoggle, it's useless. If you never play with others that can grant status protection to prevent your VS detoggle, it's useless. If you never take powers that grant your character status protection to prevent your VS detoggle, it's useless. If you only fight enemies that can hit you with a status effect that detoggles VS, it's useless. ...you see my point? It's a player's choice. I prefer the toggle, especially since the original had such a long cooldown and a very large up front end cost.
  23. In all seriousness I wonder if any of the other game servers out there figured out how to allow that to be a possibility.
  24. Was it always normal to take VS? Weird.
  25. That was kind of the goal - to not make players respec out of everything just to be in granite all the time. Scrappers don't even get Granite as an option.
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