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  1. You are correct, I just checked this, I still think that they're still in relatively the same rankings but possibly Thugs and Robots are now equal now. I don't think the rest changed too much.
  2. Res capped to S/L/E/N/F/C/P only thing not capped is Toxic Caps S/L/M Alpha is your choice The last 3 powers you can choose anything you want, I just went with what I felt "helped." This doesn't do amazing damage by any means but it is extraordinarily tanky. 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 Science Tanker Primary Power Set: Electric Armor Secondary Power Set: Dark Melee Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Power Pool: Leaping Ancillary Pool: Energy Mastery Hero Profile: Level 1: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Rchg/ResDam(9) Level 1: Shadow Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(45) Level 2: Lightning Field -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(3), SprMghoft-Acc/Dmg(3), SprMghoft-Dmg/Rchg(5), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(7) Level 4: Conductive Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27), ImpArm-ResPsi(48) Level 6: Static Shield -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(13), StdPrt-ResDam/Def+(13) Level 8: Grounded -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(43) Level 10: Smite -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(43) Level 12: Shadow Maul -- Arm-Dam%(A), Arm-Dmg/EndRdx(36), Arm-Dmg(37), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(40) Level 14: Energize -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(15), Prv-Heal(15), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(19) Level 16: Siphon Life -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(19), KntCmb-Acc/Dmg(21), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23) Level 18: Lightning Reflexes -- Run-I(A) Level 20: Kick -- FrcFdb-Rechg%(A) Level 22: Tough -- GldArm-3defTpProc(A) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(29), ShlWal-Def(33), ShlWal-Def/EndRdx(34), ShlWal-Def/Rchg(34) Level 26: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31) Level 28: Soul Drain -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/Rchg(45), SprGntFis-Acc/Dmg/EndRdx/Rchg(45) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(31), ShlWal-Def(46), ShlWal-Def/EndRdx(46), ShlWal-Def/Rchg(46), ShlWal-Def/EndRdx/Rchg(48) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33) Level 35: Super Speed -- Run-I(A) Level 38: Midnight Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(40) Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-Def(48), ShlWal-Def/EndRdx(50), ShlWal-Def/Rchg(50), ShlWal-Def/EndRdx/Rchg(50) Level 44: Conserve Power -- Empty(A) Level 47: Physical Perfection -- PrfShf-End%(A) Level 49: Energy Torrent -- FrcFdb-Rechg%(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- EndRdx-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(43) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  3. Dark/ as a primary is indeed viable and does fairly well, cold as well really is desired and the -regen from cold is absolutely enough for you to water it down. Lore will help you with some of the damage on super hard targets, there's lots of proc opportunities, this is a very viable solid combination for what you wish to do. Be warned though, it does not deliver the same kind of killing AOE potential without procs that the plant/storm will.
  4. I'd say this is moreso how it goes: 1. Thugs (there is going to be considerable debate on this one being picked #1 over robots, but I must say there is a reason, the enforcers give more defense overall than the robots, and they defend themselves, the robots do not. The damage they deal is considerably higher given how many procs they accept, they also get to put in buildup in enforcers AND bruiser because of the fact that the enforcers give tactics. They also have by far the best AOE, and damage can be spiked with Gang War, also Gang War allows excellent slotting opportunities. This set is a bit of a bloomer, but once it is IO'd and bloomed, it surpasses the others IMO.) 2. Robots (the robots are still well-loved and rightfully so. The T2 minions give force field buffs for only 1% off the double manneuvers of enforcers from the set above. The set is a definite late-bloomer, the Assault Bot gives excellent AOE burn patches and -regen so excellent AV/GM killer. The issue that this set suffers from is mainly just low base damage.) 3. Demons (this is an excellent choice as well. The demons give -res, which is extremely helpful for teams. The demons are sturdy with the res they're given, and with the right secondary can beat the other top 2 in a handful of their combinations. Demons also can accept excellent procs and shines really well as an easy-going set all around and not necessarily a late bloomer. There is a Gang War type of power this set receives so it makes slotting opportunities really open up.) 4. Beasts (this set is a "life's what you make of it" set. This set can perform really really poorly un-enhanced and can be very easily dismissed. It is a late bloomer, not as much as robots, but definitely so. The pets can actually accept a handful of wonderful procs including gaussian's in the T1 which with their crit strikes and later IO's make this actually a pretty great performer in some cases. Fortify pack can cap defenses pretty regularly, the minions themselves actually aren't bad. If you're willing to deal with a rocky start and make something very unique, this one may be for you!) 5. Necro (Necro isn't bad, just not a particularly "amazing" primary. It doesn't boost the same feats as the other ones, but the Lich does respond exceptionally well to the Clouded Senses proc, there are a couple of Achilles opportunities here as well, there is a 4th minion power type to help with slotting. Built right, this set is fine, it just doesn't "shine" as well as the other 4 already mentioned, although the minions can be kind of... slow!) 6. Ninjas (ninjas are tricky. They can be extremely damaging, they also get sliced through like paper. Their inherent defenses are not good, they're some of the absolute worst, they're also majority melee ranged, they do tend to die quite a bit more often than other sets. That said, you build this properly, and it responds nicely to procs, the minions are very damaging, and it can indeed "shine" it just needs a LOT of planning/building love and care to get there with this, I'd say 9/10 don't pick Ninjas unless you've really got a thought out build for them.) 7. Mercs (these are just dreadful. The medic may have been improved recently from his former "deathwish" to constantly suicide himself, but that was only the tip of the iceberg. Mercs have terrible base stats, they're some of the weakest minions, they die the 2nd easiest, they don't respond that well to procs, there is no 4th minion to help with slotting opportunities, please do not pick this.)
  5. I love my mind/psi dom. I HATE widows/fortunatas/NW's. The time before 38, yes I would prefer a Fort over a Mind/Psi, but beyond that, Mind/Psi all the way. Fortunatas do not get the magnitude benefit in their controls which IMO really hurts them quite critically. Mind gets a sleep that can PERMANENTLY "HOLD" an AV... Mind gets another AOE sleep that can HOLD ALL OF THE FREEDOM PHALANX AT ONCE... Mind also gets a FEAR to prevent enemies from hitting you unless you hit them first PERMANENTLY, with the Dominator ATOs, you can get ranged defense extremely high pretty easily and because of the control, you'll almost never die, actually you die LESS than the fortunata because of the immediate control on bosses. You have a much easier time mezzing AVs vs a Fort, you also have -500% regen as Mind/Psi over Fortunata therefore automatically making you a better AV/GM soloer. Psi Shockwave isn't what it used to be, but it can still be a damned good AOE power, there's 4 AOE procs that you can socket into it to make it deal almost what it used to be. There is always judgement to fill in your AOE damage gaps, there's also a variety of great epic pool selections that help the Mind/Psi quite nicely. The Sniper power in Mind really helps Mind/Psi reach similar DPS numbers vs Forts. There are much more interesting things you can do and fulfill critically needed roles as Mind/Psi over Forts I say +1 Mind/Psi any day.
  6. Precautioinary tale from someone who's made Ice/ blasters and Storm/ corruptors/mms It is slooooooooooooooooooooow to kill a mob and you will lag behind on teams in terms of kills. Why? Your overtimes as good as they are, will only kill enemies in ticks, it will take time for these ticks to sincerely neuter mobs. Versus a primary with say inferno, the damage is done almost instantly minus the DOT. If that is a dealbreaker to you, I wouldn't pursue this, if you're mainly a solo player or someone who just loves to see "you have killed x" on your screen, by all means!
  7. I made a Fire/Bio/Psi Sentinel... This is pretty much the premier damage dealer for a sentinel minus fire/fire, I had intended on this to deal large amounts of AOE and *decent* ST. I was not expect TW/Bio Scrapper numbers obviously but I hoped to solo AVs *decently.* It does accomplish the AV task, some AVs being harder than others, and it does provide a very nice role with the psi for the "invulnerable" enemies. It does *ok* AOE, sort of worse than I expected with Inferno + multi-proc'd psi shockwave. It survives VERY well, I mainly am comparing it to the blaster in my head, but it just faceplants so much less and has to work a lot less. The problem is that this AT is just not *competitive* it's just not doing enough damage to compensate for the survival and the archetype isn't that known for its opportunity strikes, so I feel its rather wasted potential. I feel like for the same effect it gives, you could roll a much sturdier tanker or a much more damaging scrapper, or a defender/corruptor and it would do better. The sentinel "role" on a team feels very... "off" like there's no strict role it fills, no one really expects anything in particular of you other than to not die so often. I'm going to say this much, the inherent is just not the greatest. It's too much of a buildup for very little benefit overall and honestly I feel like it kinda "sucks." Maybe I'm too critical of this AT, I actually won't delete it because I feel as if with a buff to this AT, it would really shine and be a standout character but for now I'm just kind of puzzled about how I feel about it.
  8. Sadly I don't think that this will ever happen 😞 oh well, one can dream! When I started this thread, it was to see if there was interest in it, I'm gathering there is but due to balancing issues it won't come to pass.
  9. I really don't think Ninjas/TA is the "worst" ninjas at least deal damage and with slowly soft controlling through TA it's not *thaaaaaaaaaaaat* bad to me. Mercs/TA though... yikes... You know what this poll needs that I just thought of? PETLESS MM
  10. This is with Bio Armor really boosting its damage and dipping into Patron powers, still though a 2:30 pylon time for a tanker is no joke, great job! But the issue with EM is not essentially its damage, the issue with EM is the lack of ability to add in -res procs, the extremely long animation times, and very little payout effects on its powers. Stone provides knockdowns which are extremely effective in mitigating a team's survival. Its T9 hit also accepts better procs than what EM offers because it is at least a hold.
  11. SR/EM is definitely the default for this topic. SR is for the vast majority of itself a "one trick pony" if you encounter autohit and you aren't built up high for res, well sorry. EM is also extremely slow so it leaves you prone to not have much mitigation at all for damage. /EM in general is just a terrible secondary on all accounts, sorry, even the devs admit this needs a rework. SR/ it is alright if you don't IO it out but it will cap out faster than anything else and before it reaches its high defense caps, this set is extremely lackluster. Runnerup for worst secondary in my eyes is Kinetic Melee, it's just slow, not that damaging, takes too long to get the "good" out of it, and is just utterly annoying to play. Dark/TW unIO'd non-Incarnate'd... massive end hog, prepare to see all the toggles drop, that said, once you IO this properly it becomes one of the strongest tanker combinations available. This is going to be a hot topic and highly debated but I'm going to tell you my honest opinion on what is the worst primary set for a tanker: Stone Armor. Stone Armor is the worst tanking set IMO because of the reliance on Granite, it is just too slow in the state the game is in. Sacrificing movement speeds to such extremes, even "flip flopping" between the armor and the speed is soooooooooo slow and annoying, ESPECIALLY in caves where you can't teleport properly... Yes, it is unkillable, but at the same time, what's the point if you can make another set just as if not more unkillable but doesn't have nearly as bad of a penalty?
  12. Thugs/Thermal would be *alright* but not the best combination... A less combined combination that would be glorious would be Thugs/Cold. Great defense buffs on their high defense bases, extra res to fire and cold doesn't hurt, -regen debuffs, -res debuffs, a rain power, slows, -defense, good res for them as well from the AOE toggle. This combination is rarely seen but extremely effective.
  13. 100% I'd drop all 3 in favor of "utility" powers. Yes, Cross Punch is indeed a viable AOE and it's up fairly often and does *it's not a "nuke" or "arc of destruction" ok?* but it does solid damage.
  14. You said you wanted this more offensively focused so here it goes: -Features proc GALORE... -Dreadful Wail -> multiproc spring attack is a mob insta nuke -Shockwave is made into a proc beast with FF to be spammable with Howl, Howl as additional procs to make it actually deal damage sometimes -Dominate after the normal -res has been applied does SEVERE damage with all the procs -Your hits have lots of procs naturally to deal more damage than usual with the -res, this is going to be exceptional -Has S/L res capped -Has great res to pretty much everything -Provides meaty 31.5% res to S/L/E/N/F/C/T to all teammates regardless if they're in your bubble or not -Provides 55% res to S/L/E/N/F/C/T if they ARE in your bubble -An EXCELLENT pocket-booster char for res. 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 Science Defender Primary Power Set: Sonic Resonance Secondary Power Set: Sonic Attack Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Sonic Siphon -- EndRdx-I(A) Level 1: Shriek -- Apc-Dmg(A), Apc-Dmg/Rchg(9), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dam%(45), Apc-Dmg/EndRdx(45) Level 2: Sonic Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(9) Level 4: Sonic Haven -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-ResDam/EndRdx/Rchg(5), UnbGrd-Rchg/ResDam(7) Level 6: Scream -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Dmg/EndRdx/Rchg(7), GldJvl-Dam%(45), SprVglAss-Dmg/Rchg(46), Dcm-Build%(46) Level 8: Disruption Field -- EndRdx-I(A) Level 10: Howl -- PstBls-Dam%(A), JvlVll-Dam%(11), SprVglAss-Acc/Dmg(11), SprVglAss-Acc/Dmg/EndRdx/Rchg(46), SprVglAss-Acc/Dmg/EndRdx(50) Level 12: Sonic Dispersion -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(13), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(23), UnbGrd-ResDam/EndRdx/Rchg(25) Level 14: Shockwave -- OvrFrc-Dam/KB(A), PstBls-Dam%(15), JvlVll-Dam%(15), ExpStr-Dam%(17), FrcFdb-Rechg%(17) Level 16: Shout -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(25), SprDfnBst-Dmg/EndRdx/Rchg(34), SprDfnBst-Acc/Dmg/EndRdx(37), SprDfnBst-Acc/Dmg/EndRdx/Rchg(40), SprDfnBst-Rchg/Heal%(43) Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(19), ShlWal-Def/EndRdx(19), ShlWal-Def/Rchg(21), ShlWal-Def/EndRdx/Rchg(21), Rct-ResDam%(23) Level 20: Amplify -- GssSynFr--Build%(A) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(27), ShlWal-Def/EndRdx(27), ShlWal-Def/Rchg(29), ShlWal-Def/EndRdx/Rchg(31) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(31), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(33) Level 32: Liquefy -- DarWtcDsp-ToHitDeb/Rchg(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(33), DarWtcDsp-Rchg/EndRdx(34), DarWtcDsp-ToHitDeb(34) Level 35: Dominate -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(36), GldNet-Dam%(36), NrnSht-Dam%(36), GldJvl-Dam%(37), NrnSht-Acc/EndRdx(37) Level 38: Dreadful Wail -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40), FuroftheG-ResDeb%(40) Level 41: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-Max HP%(42) Level 44: Super Jump -- BlsoftheZ-ResKB(A) Level 47: Spring Attack -- Arm-Dam%(A), Obl-%Dam(48), ScrDrv-Dam%(48), Erd-%Dam(48), ExpStr-Dam%(50), Obl-Dmg/Rchg(50) Level 49: Super Speed -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Quick Form 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(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  15. 1. He may prefer the shorter recharges on Focus Chi over the Gaussian's, personally I agree with you though and would rather have Gaussian's. 2. I think this could also be easily swapped for Energy Torrent and would make an interesting cool concept with this ninja build moreso than laser eyes and give a *much* needed AOE with FF proc. 3. I think it is a case of going for set bonuses, but I would personally take the KB->KD although I'd drop CK all together. 4. You are correct, the optimal rotation for MA is SK-CAK-SK-CS-SK-CS-Repeat at 225% recharge! Crane Kick and Eagles Claw are unneeded in this build although he may be trying to squeeze set bonuses. 5. It's its only AOE like you said, you will want to take it for that sole reason. No AOE really sucks especially as a Scrapper, you may as well roll a Stalker if this is the case. 6. Kick is taken solely because to get to Tough and Weave, FF in Kick is slightly better than boxing but honestly you'll never use this unless you're doing Kick -> Cross Punch for AOE which I'd definitely say is worth it to drop one of the two "unnecessary" ST attacks.
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