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TheAdjustor

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Everything posted by TheAdjustor

  1. The targets can leave the glue field.
  2. Well there is Psychic, nice set of combos good nuke that pairs well with mentals PBOE Fire nice set of stacking pbaoes, good set of powers lots of AoE and solid synergy all around (shame TK thrust got moved) Archery/Mental is a classic one of the first blaster farmers still does great work
  3. On Brainstorm Fortunata Team Work is not benefiting from the recharge component of Membrane Hami-Os. The ability still benefits from the recharge component in +To Hit and Def IOs. Is this working as intended or a bug?
  4. Bots Dark is insanely synergistic the only problem with it, is it's so good it can be dull to play
  5. Here you go here's my Archery/Tactical arrow build Softcap to Smash/Lethal/Energy/Ranged/Negative 172% haste And other goodies. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Archery Secondary Power Set: Tactical Arrow Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Snap Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Electrified Net Arrow -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 2: Aimed Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(15), Thn-Acc/Dmg/Rchg(17) Level 4: Ice Arrow -- Lck-%Hold(A), Lck-Acc/Hold(45) Level 6: Blazing Arrow -- Apc-Dmg(A), Apc-Dmg/Rchg(19), Apc-Acc/Dmg/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(21), GldJvl-Dam%(23) Level 8: Aim -- RechRdx-I(A), GssSynFr--Build%(23) Level 10: Upshot -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(25) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 14: Fistful of Arrows -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(27), SprBlsWrt-Acc/Dmg/Rchg(29), SprBlsWrt-Acc/Dmg/EndRdx(29), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(31), SprBlsWrt-Rchg/Dmg%(31) Level 16: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(17) Level 18: Ranged Shot -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(31), StnoftheM-Dmg/EndRdx/Rchg(33), StnoftheM-Acc/ActRdx/Rng(33), StnoftheM-Dam%(33), GldJvl-Dam%(27) Level 20: Eagle Eye -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(39), NmnCnv-Heal/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal(40), NmnCnv-Regen/Rcvry+(34) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), Ksm-ToHit+(50) Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(37), KntCmb-Knock%(37) Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36), UnbGrd-Max HP%(36) Level 28: Agility -- Run-I(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34) Level 32: Rain of Arrows -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(42), SprDfnBrr-Acc/Dmg/Rchg(42), SprDfnBrr-Acc/Dmg/EndRdx(42), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(43), SprDfnBrr-Rchg/+Status Protect(50) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43) Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45) Level 41: ESD Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(46), BslGaz-EndRdx/Rchg/Hold(46), BslGaz-Acc/Rchg(46), Lck-%Hold(48) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45) Level 47: Assault -- EndRdx-I(A) Level 49: Tactics -- EndRdx-I(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Knock%(50) Level 1: Defiance 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(40) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(40) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon Level 1: Quick Form ------------
  6. You have the corner on strawmen here not only the bulk of them but you actually strawman yourself. What's more you have been at it all along. You complain about passive aggressive behavior when your whole form of discussion is endless passive aggressive attacks. Oh well I am done.
  7. I am sorry that's ridiculous, even if you are using Fire you are going to wind up doing crap damage without the secondary.
  8. Dude you can have lots of ranged damage but have it be BAD or simply not good enough to make a fully ranged style viable.
  9. vs And yeah I'm done with this I really don't want to have start reporting your posts because you have some weird chip on your shoulder.
  10. Here you go Softcapped Range Smashing Lethal Energy Negative 172% global recharge +28% damage With accolades 41 Hp/sec regen and 4.33 end/sec Depending on taste you can swap out ice arrow for glue arrow Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Archery Secondary Power Set: Tactical Arrow Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Snap Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Electrified Net Arrow -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 2: Aimed Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(15), Thn-Acc/Dmg/Rchg(17) Level 4: Ice Arrow -- Lck-%Hold(A), Lck-Acc/Hold(45) Level 6: Blazing Arrow -- Apc-Dmg(A), Apc-Dmg/Rchg(19), Apc-Acc/Dmg/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(21), GldJvl-Dam%(23) Level 8: Aim -- RechRdx-I(A), GssSynFr--Build%(23) Level 10: Upshot -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(25) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 14: Fistful of Arrows -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(27), SprBlsWrt-Acc/Dmg/Rchg(29), SprBlsWrt-Acc/Dmg/EndRdx(29), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(31), SprBlsWrt-Rchg/Dmg%(31) Level 16: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(17) Level 18: Ranged Shot -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(31), StnoftheM-Dmg/EndRdx/Rchg(33), StnoftheM-Acc/ActRdx/Rng(33), StnoftheM-Dam%(33), GldJvl-Dam%(27) Level 20: Eagle Eye -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(39), NmnCnv-Heal/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal(40), NmnCnv-Regen/Rcvry+(34) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), Ksm-ToHit+(50) Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(37), KntCmb-Knock%(37) Level 26: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36), UnbGrd-Max HP%(36) Level 28: Agility -- Run-I(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34) Level 32: Rain of Arrows -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(42), SprDfnBrr-Acc/Dmg/Rchg(42), SprDfnBrr-Acc/Dmg/EndRdx(42), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(43), SprDfnBrr-Rchg/+Status Protect(50) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43) Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45) Level 41: ESD Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(46), BslGaz-EndRdx/Rchg/Hold(46), BslGaz-Acc/Rchg(46), Lck-%Hold(48) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45) Level 47: Assault -- EndRdx-I(A) Level 49: Tactics -- EndRdx-I(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Knock%(50) Level 1: Defiance 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(40) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(40) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon ------------
  11. Sigh, I am trying not to make this personal but really ? You aren't even groking how obvious you are.
  12. I think we're done here. If/when you actually want to discuss this I am always up for it.
  13. I see I was right, I'll act accordingly. No I consider 5/9 enough to make it utility and 2/9 enough to give it a ranged focus. Is 3 out of 9 enough to make an entire set "melee" for you ?
  14. I have a sense you are being argumentative to be argumentative at this point. Subdual is good damage, and if you are trying to put together a ranged damage chain odds are you are going to need to use it. Psychic Scream is a 60 foot cone with good damage. I have to ask , have you ever built an arch/ment or a fire/ment or even energy/ ment
  15. Well lets see looking at /mental you have out of 9 powers have 4 utility / control powers 3 Melee /PBAOE (TK Thrust/ Mind Probe / Psychic Shockwave) 2 Ranged/ TAOE (Subdual / Psychic Scream) It's almost there. If the sustain didn't force you into melee range it would be near perfect.
  16. I take it by not the best you mean damn well awful.
  17. I am kind of curious where that's coming from. Just looking secondary sets there's plenty of ranged damage but there's really nothing for people that want to damage at range. As I said /mental manipulation comes close but it's trying for too much of an even split. Actually no blasters don't necessarily have a melee damage set, as things stand I wouldn't call any of the sets melee damage as they all have a degree of survival, buff/debuff and control. Yeah but the damage is not there. If had an equivalent to psionic scream and superior single target damage attack it would be there.
  18. I'd argue that, but what would be nice is to see a blaster secondary that is designed for doing damage at range. /Mental comes close but it's not really there
  19. Bit of a meta comment here: This thread is following the usual trajectory of nerf thread. 1. Nerf(s) are proposed 2. The original proposal isn't sufficiently fleshed out to properly discuss (Not faulting posters it's a lot of work to do it right) 3. There's the counter reaction which by necessity is backed by more information. { 4. Those that favor the nerf(s) dig in. 5. Those that dislike the nerf(s) up their game }* 6. Obfuscation and distortion set in . 7. If things get heated enough it starts to get personal This thread in particular is problematic because it's demanding that players be forced to play the game for a "community benefit" that they likely wouldn't enjoy or intrinsically want. *=Repeating.
  20. Semantics are important, it's also important to define the universe of discourse. What you consider gimmes many people would not. Powerset proliferation as a Gimme ? IOset diversification as a Gimme ?* *Not going to bother going through everything
  21. Err no. Different and or better are not Anti Nerfs, which is the way gimme is being used here. It's also far into the woods, of this Which is nerfs that affect everyone vs changes that only affect the people that want to use them. I got the field crafter table the old way by memorizing the recipes on my main. I knew I could get it by just buying it but that's the way I did it. There's absolutely no reason everyone should be forced into doing it that way, and it takes nothing away from my fun or accomplishment.
  22. Positron's Blast ? It always seemed to have a pretty good set of enhancement values. The problem isn't the enhancement level it's the crappy cones. There's just not much that will help a 30 -40 ft cone. Drain psyche was nice but I always thought the real gem of /mental manipulation was psychic scream. 60 foot cone good damage it really avoided the perpetual gimping of range. /mental still was designed like a platypus but at least you can make something with the pieces.
  23. Well this is why I like the Idea of having recharge in abilities in the power pools. As I said earlier because recharge has inherent diminishing returns unlike say defense, or resistance it's the logical place to look at. Speaking of inherent diminishing returns +Damage would be interesting for the meh sets. Between damage enhancement in sets, leadership and other global buffs and the fact it's an additive buff it's something that can be put in without worrying much about power creep.
  24. Well recharge is its own nerf. After you hit 100% recharge every additional gain is half as effective and when you hit 200% it's down to a 1/3rd. Most builds strive to hit the recharge numbers they need to function. Gapless attack chain, perma dom, perma drain psyche what have you past those points recharge buys you very little extra.
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