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McGarnackle

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Posts posted by McGarnackle

  1. Clarion isn't needed.

     

    OP: If you are still levelling your Sonic/Sonic, how set on those power sets are you? Maybe you might be willing to switch to a different set of power sets? Sonic is at the bottom of the pack in many ways. I'd certainly be willing to power level you back up to your current level if you wanted to switch power sets.

     

    You can build for fairly high smash/lethal defense but  I've found capped ranged defense is superior and also easier to achieve. To capitalise on capped ranged defense you'd wanted to take power sets that have at least one or two good targeted AOEs (not cones.)

     

    If you want to be a blapper then smash/lethal (or melee defense) would be better. Sonic/Sonic wouldn't be too bad as a blapper. I can think of a decent Smash/Lethal defense build to capitalise on Siren's Song and strong single target attacks.

     

    Ice, Fire, Water, Archery, Electric, Energy, and Radiation primaries are all great options for capped ranged defense builds with enough non-cone ranged AOE damage to be effective.  The best ones would be Ice, Archery, and Water as their nukes are targeted AOEs (not cones.) 

     

    As far as secondaries go: Devices, Energy, Tactical Arrow, Radiation, and Temporal are great.

     

  2. 6 hours ago, Mashugana said:

    How can i make my blasters a little tougher for solo content at 50? I have over a billion inf so I can slot pretty much anything. I am sure it varies from blaster to blaster but what is your general advice? Tough with a specific attuned IO set? Some +Def powers?

     

    I am not sure how to build the layers to make my blasters a little sturdier - thanks for any advice 🙂

    What are your primary and secondary power sets?

  3. This one is working pretty good for me. 

    Recharge is 97.5

     

    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!

    Level 50 Technology Blaster
    Primary Power Set: Archery
    Secondary Power Set: Tactical Arrow
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Aimed Shot

    • (A) Superior Defiant Barrage - Accuracy/Damage
    • (3) Superior Defiant Barrage - Damage/RechargeTime
    • (3) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
    • (5) Superior Defiant Barrage - Accuracy/Damage/Endurance
    • (5) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
    • (7) Superior Defiant Barrage - RechargeTime/+Status

    Level 1: Electrified Net Arrow

    • (A) Trap of the Hunter - Accuracy/Recharge
    • (7) Trap of the Hunter - Endurance/Immobilize
    • (9) Trap of the Hunter - Accuracy/Endurance
    • (9) Trap of the Hunter - Immobilize/Accuracy
    • (11) Trap of the Hunter - Accuracy/Immobilize/Recharge
    • (11) Trap of the Hunter - Chance of Damage(Lethal)

    Level 2: Glue Arrow

    • (A) Artillery - Accuracy/Damage
    • (13) Artillery - Damage/Endurance
    • (13) Artillery - Damage/Recharge
    • (15) Artillery - Accuracy/Damage/Recharge
    • (15) Artillery - Accuracy/Recharge/Range
    • (17) Artillery - Endurance/Recharge/Range

    Level 4: Hasten

    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO

    Level 6: Blazing Arrow

    • (A) Superior Blaster's Wrath - Accuracy/Damage
    • (19) Superior Blaster's Wrath - Damage/Recharge
    • (19) Superior Blaster's Wrath - Accuracy/Damage/Recharge
    • (21) Superior Blaster's Wrath - Accuracy/Damage/Endurance
    • (21) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
    • (23) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

    Level 8: Aim

    • (A) Recharge Reduction IO

    Level 10: Upshot

    • (A) Recharge Reduction IO

    Level 12: Explosive Arrow

    • (A) Ragnarok - Damage/Recharge
    • (23) Ragnarok - Accuracy/Damage/Recharge
    • (25) Ragnarok - Accuracy/Recharge
    • (25) Ragnarok - Chance for Knockdown
    • (27) Ragnarok - Damage/Endurance
    • (27) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

    Level 14: Fly

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

    Level 16: Hover

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (31) Reactive Defenses - Defense
    • (31) Reactive Defenses - Defense/Endurance
    • (31) Reactive Defenses - Scaling Resist Damage

    Level 18: Ranged Shot

    • (A) Apocalypse - Damage/Recharge
    • (33) Apocalypse - Accuracy/Damage/Recharge
    • (33) Apocalypse - Accuracy/Recharge
    • (33) Apocalypse - Damage/Endurance
    • (34) Apocalypse - Chance of Damage(Negative)

    Level 20: Boxing

    • (A) Empty

    Level 22: Tough

    • (A) Reactive Armor - Resistance
    • (34) Reactive Armor - Resistance/Endurance
    • (36) Reactive Armor - Resistance/Endurance/Recharge
    • (36) Gladiator's Armor - TP Protection +3% Def (All)

    Level 24: Weave

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (36) Luck of the Gambler - Defense/Endurance/Recharge
    • (37) Luck of the Gambler - Defense/Endurance

    Level 26: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (37) Luck of the Gambler - Defense/Endurance/Recharge
    • (37) Luck of the Gambler - Defense/Endurance

    Level 28: Gymnastics

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (34) Luck of the Gambler - Defense/Endurance/Recharge
    • (39) Luck of the Gambler - Defense/Endurance
    • (39) Kismet - Accuracy +6%
    • (39) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 30: Tactics

    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 32: Rain of Arrows

    • (A) Artillery - Accuracy/Damage
    • (42) Artillery - Damage/Endurance
    • (43) Artillery - Damage/Recharge
    • (43) Artillery - Accuracy/Damage/Recharge
    • (43) Artillery - Accuracy/Recharge/Range
    • (45) Artillery - Endurance/Recharge/Range

    Level 35: Eagle Eye

    • (A) Preventive Medicine - Heal
    • (45) Preventive Medicine - Heal/Endurance
    • (45) Preventive Medicine - Chance for +Absorb

    Level 38: Dark Embrace

    • (A) Unbreakable Guard - Resistance
    • (46) Unbreakable Guard - Resistance/Endurance
    • (46) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (46) Steadfast Protection - Resistance/+Def 3%

    Level 41: Vengeance

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 44: Super Speed

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (48) Blessing of the Zephyr - Knockback Reduction (4 points)

    Level 47: Afterburner

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (48) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 49: Assault

    • (A) Endurance Reduction IO

    Level 1: Defiance 


    Level 1: Brawl

    image.png

     

     

    image.png

    • Thanks 1
  4. Hi there!

     

    I keep getting NullReferenceException.jpg.b84f2d19e58b644e3cec4884c7d9ef9f.jpg whenever I try to run MidsReborn. I've uninstalled it a number of times. Tried installing it in a different directory but this error message keeps popping up. I'd post this in the MidsReborn forum but looks like I don't have permissions to post there. I've seen a post regarding this error before but no responses on how to properly fix it. 

     

    Any ideas?

     

    Thanks in advance! 

  5. On 4/23/2020 at 1:17 PM, Frostweaver said:

    Because that explanation does not include a methodology for getting 2:30-3:00 clear times on an asteroid patrol map at +4/8 difficulty. I have farmed with many fire blasters, and unless you pop barrier every time, trying to keep up that level of DPS via builds leads to a defensively weak build that will faceplant again and again.

    and that is considerably less than the barrier cooldown.

    I assume that with something like the striga ring it may be (temporarily) possible, and by using buffs from super packs and P2W for both damage output and defense/resistance, but those would make serious inroads into your inf earnings as wll as neccessitating LARGE downtimes in between maps to run back to the P2W vendor. But having that as an expectation for standard 4/8 farming sounds too good to be true, and in my experience when something sounds too good to be true, it is. But 4/8 bosses have some serious HP to overcome, and when you are getting hit by an average of 2-3 spawns full of bosses at a time, blasters have a 16 person cap on their nukes and fireballs, and there are what... 280 mobs per map?

    Assuming best recharge, you can get your nuke off 4 times in 3 minutes. or 3 times in 2:30.  that's 40-64 dead mobs. Plus a judgement for approximately 30 dead mobs, if you are very lucky. That means fireballs and secondary damage for the rest, assuming that he doesn't waste time trying to get useful dps out of fire breath.

    If he can do it, great. I simply want to see how.

    Barrier? Why on earth are you taking barrier? It's absolutely not needed to farm. I farm with fire/fire/fire, water/rad/fire, rad/mental/fire and none of them need barrier. I don't know about 2-3 min clear times on a blaster but I've never tried ice/fire/fire so can't comment on it. The ones I use (and I am sure any well built other combos) would never need barrier. 

  6. 10 hours ago, Rathulfr said:

    Why are you farming with a blaster in the first place?  That seems to me to be far less efficient than a brutes/tankers, which have built-in taunt to keep the mobs from running (as much).  And I'm not even mentioning the 75% max resistance (oh crap, I just did, didn't I? oh well).  Is it really "farming" if you can't hold aggro and cap resistance?  Not criticism, just questions.  You do you: it just seems unappealing to me.

     

    There are scrapper farm builds that work great as well. Also, if you're good at positioning, a dark/em/soul does really well as you don't need to worry about taunting anything when it's all immobilised in place. And the 75% resistance cap is not an issue paired with many of the blaster secondary +regen powers combined with sofcapped defense

  7. 5 hours ago, Coyote said:

    Once the changes go to Live, you do not need to do anything, in any build, for a snipe to be "instant-cast". If you are "in combat" (you were attacked, or made an attack, within the last 8 seconds), then the snipe will activate as a fast-cast version instead of the slow aimed-cast version, automatically.

     

    The fast-cast version will do less damage than the aimed-cast version, and Accuracy bonuses will increase the damage, up to +22%. At 22% or greater, the damage of the fast-cast will be equal to the damage of the aimed-cast version. So, if you build for +22% or greater, your fast-cast snipe will do as much damage as the slow aimed-cast version... but even if you do not, it will still have a fast animation, and do high damage.

    Some of this information is incorrect... 

     

    Here are the patch notes for Blaster Snipes on the Test server:

     

    Blaster/Defender/Corruptor Snipes

    • 12 second recharge and 14.352 end cost.
    • Base 2.28 scale damage in their "quick" form, down from 2.76 scale.
    • Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.76 scale damage with +22% ToHit buff.
    • Slow form will do 4.5 scale damage.

    And...

     

    General Snipe Changes

    • ToHit is no longer required to achieve fast-snipe. Now, combat status determines if snipes are fast or slow, and ToHit buffs increase how much damage fast-snipe inflicts.
    • The snipe will be fast if you have attacked or been attacked in the last 8 seconds; this is the same time as Stalker's Hide.
    • Note that PvP scale is based only around the PvP damage formula. ToHit buffs and debuffs do not change quick snipe damage in PvP.
    • The following fast snipe animations have been synced with their FX, no cast time changes: Moonbeam, Zapp, Sniper Blast, Proton Volley (they all remain at their original 1.33 second duration.)
    • Added a new PVP IO Snipe set "Experienced Marksman"; includes proc that will always turn your Snipes into the fast version.

    So having +22% ToHit (not accuracy) will bring the new fast cast snipe up to the current damage of what's on live now.

    The slow damage snipe will do quite a bit more damage (than the fast cast) but you're only going to get that if you've been out of combat for at least 8 seconds. 

  8. I've got five fully kitted-out blasters. Three of them (fire/fire/fire, rad/mm/fire, and water/rad/fire) are farmers (+4/8) and are plenty of fun and efficient at doing so. My other two are built for more regular PVE stuff. One is a rad/time/fire (with S/L def around 30) and an elec/em/fire (with capped ranged def) long range sniper. Both of those solo easily.

     

    You'll note */*/fire mastery is a common theme as Bonfire with a KB to KD proc is awesome and increases survivability dramatically. That being said, it's not needed to build a blaster who can solo.

     

    I am working on an alternate build for the rad/mm to take down GMs and I am sure it will be very doable. Anyone who says blasters can't solo does not know how to build. End of story.

  9. 1 hour ago, Tigress said:

    They very much are! I'm pretty sure the buffs don't persist when the creeper moves to a diffeent location, but the individual tentacles definitely are. I have seen a Plant/kin use that to spectacular effect.

    Great! Good to know! Thanks!

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