Jump to content

ninja surprise

Members
  • Posts

    877
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by ninja surprise

  1. This should get you started. It'll have you soft-capped to S/L/E/N when you pop Energy Absorbtion when you enter a spawn. Slotting on Super Jump and Combat Jumping is flexible depending on how many uniques you want to throw in there. You can add Hasten, swap Hemorrage for Boxing if you want Tough/Weave; add Soul Mastery for Shadow Meld, etc. This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Mutation Scrapper Primary Power Set: Savage Melee Secondary Power Set: Ice Armor Power Pool: Leaping Power Pool: Fighting Hero Profile: Level 1: Maiming Slash -- SprScrStr-Rchg/+Crit(A), SprScrStr-Dmg/EndRdx/Rchg(3), SprScrStr-Acc/Dmg/EndRdx/Rchg(3), CrsImp-Dmg/EndRdx/Rchg(5), CrsImp-Acc/Dmg/EndRdx(5), CrsImp-Acc/Dmg/Rchg(7) Level 1: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), LucoftheG-Def/Rchg(9), LucoftheG-EndRdx/Rchg(9), LucoftheG-Def/EndRdx/Rchg(11), LucoftheG-Def(11) Level 2: Hoarfrost -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(13), NmnCnv-Heal/Rchg(13), NmnCnv-Heal/EndRdx/Rchg(15), NmnCnv-Heal(15), NmnCnv-Regen/Rcvry+(19) Level 4: Chilling Embrace -- EndRdx-I(A) Level 6: Savage Strike -- KntCmb-Dmg/EndRdx/Rchg(A), KntCmb-Acc/Dmg(23), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/Rchg(25), CrsImp-Dmg/EndRdx/Rchg(25), CrsImp-Acc/Dmg/Rchg(27) Level 8: Shred -- Erd-Dmg(A), Erd-Acc/Rchg(27), Erd-Dmg/Rchg(29), ClvBlo-Acc/Dmg(31), ClvBlo-Dmg/EndRdx(31), ClvBlo-Dmg/Rchg(31) Level 10: Wet Ice -- RechRdx-I(A) Level 12: Vicious Slash -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), CrsImp-Acc/Dmg/Rchg(33), CrsImp-Dmg/EndRdx/Rchg(34), CrsImp-Acc/Dmg/EndRdx(34) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(34), Rct-ResDam%(46) Level 16: Glacial Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17), LucoftheG-Def/Rchg(19), LucoftheG-EndRdx/Rchg(36), LucoftheG-Def/EndRdx/Rchg(36) Level 18: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(36), WntGif-ResSlow(37) Level 20: Energy Absorption -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21), LucoftheG-Def/Rchg(21), LucoftheG-EndRdx/Rchg(45), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def(46) Level 22: Rending Flurry -- Erd-Dmg/Rchg(A), Erd-Acc/Dmg/Rchg(37), Erd-Acc/Dmg/EndRdx/Rchg(37), ClvBlo-Acc/Dmg(39), ClvBlo-Dmg/EndRdx(39), ClvBlo-Dmg/Rchg(39) Level 24: Blood Thirst -- RechRdx-I(A), RechRdx-I(40) Level 26: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(48) Level 28: Permafrost -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29) Level 30: Tough -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(50), RctArm-ResDam/Rchg(50), RctArm-EndRdx/Rchg(50) Level 32: Savage Leap -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(43), SprCrtStr-Acc/Dmg/Rchg(43), SprCrtStr-Dmg/EndRdx/Rchg(43), SprCrtStr-Acc/Dmg/EndRdx/Rchg(45), SprCrtStr-Rchg/+50% Crit(45) Level 35: Icicles -- Erd-Acc/Dmg/EndRdx/Rchg(A), Erd-Dmg(40), Erd-Acc/Rchg(40), ClvBlo-Acc/Dmg(42), ClvBlo-Dmg/EndRdx(42), ClvBlo-Dmg/Rchg(42) Level 38: Icy Bastion -- Empty(A) Level 41: Weave -- LucoftheG-Def/Rchg+(A) Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Empty(A) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- Empty(A) Level 1: Blood Frenzy Level 18: Double Jump ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1327;609;1218;HEX;| |78DA65935B6F124114C767D9C55E80966B69B92F6D59A80552BF8051ABA6B124B4A| |8AFB8A5534AB25DC882467DF3C398F8E48B1A8DCF3E797DD74FE0A56AE207580F7B| |FEC51826D9FC76CE9973E69CFFCC34EE6F079F5E7F7451280B572C73386CB73A8E3| |9184867B67177648E7A7D5B8CC70C7DE93357BB212D296B2DF39ED9953C494D7CDB| |F248DA4359DBE9C8F625E7A4EF4476EC63E9487B543BFB0936FB7DABB62BCD41CFE| |E86BCC9B55EF77834350BF0CC1A4FA35707BD4EEDB2653EA42DCDE1483A0F96A928| |9DBE676581E1FAC52755882D4DF83E801F999A14CC43E6B90EF37185A82036A1B02| |FCC9C8D8051E67C0C8C335306852256D9635B701F6C31176E82B798D1DBCC34C5AA| |1C2B549D6B794E7DF8D187BF45286A62A909EE3197F741F493421F2FCA7C48E3D89| |9AF3E21B2E4FBC6CC7C67E62C5E9B3B016D66866A99432D73E7D9F6847409205FE0| |2D6B587807BE07B1B78E5A7468BB448584389F2F044DF51B1C53FDC3CCD29E8BD06| |E116BC2D0350CFDA3D07F15FAAF42FF24E58F706DBEC8671FFBBE30D7D29C3F47F9| |6342F3F2C7903F8EBC71E4DD44DE2AF256B1FF4BD23281DE13D06EED0778CA2C41C| |B12B42C41CB57149BE45825092D0D50A1BA57D8A7AEE05CEB38D73ACEB58E73CF53| |FD69D647495FE09E3249C5DB5BA53C59F6A9D922FD189AD8CA8179B0C07C4DF5E4A| |173FE8EE6E5D930C103B0C3DC3C0425B3403514A143117D1BB85B06EE56053A54A0| |43053AE814BBCEB162DDA52134AABA8C5B56C689B8FF8F8C3679C8C2F389BC36799| |EEEEE94B7A9C14916C5B39CCE4FD663CDAF29CBCF29CBEF298B34FEEDFB666372DD| |DCBF0FD1DDF5| |-------------------------------------------------------------------|
  2. Savage/SR is super easy and fairly cheap to soft-cap. Best defense debuff and slow resists, +recharge and +speed, and maximum flexibility with the Costume Creator. Savage / Shield gets two teleport-charge attacks, which is a blast. Shield gives you a mule to slot the two +Def unique IOs, which is nice, but takes a little more work and inf to soft-cap. But it buffs your Savage damage when you're in a crowd, which is nice, but it doesn't kick in until after you've TP'd into the crowd. So you have to choose between having the damage buff, or having the distance buff to Savage Leap. Savage / Bio is a hoot if you have a concept that supports being covered in muck. You can run in Offensive mode all day and cover your endurance and healing needs with the two clickies. BUT it's the most expensive to make durable. You need a lot of uniques and Winter sets to get the defenses and resists maxed. But then you can run around with Ablating Carapace on auto and just about not worry about anything, until you meet some tough debuffers. Sometimes switching to Defensive mode will save you; other times you'll still get clobbered. My Savage/Bio scrapper is a lot of fun though. I solo'd the Eden trial with it, with Efficient mode getting me through the two giant wall AVs. Had enough damage to defeat the Crystal Titan. Bio's damage aura adds to Savage's DoTs so everything around you wilts away while you're slashing the boss. I take the Cone, PBAoE, and Leap attacks for AoE, plus all the ST attacks except Hemorrhage. If Hemo's been fixed, that's great and I'll respec.
  3. Seems like the NPC versions of the blinding powers are way more powerful than the Player versions, unless the NPCs all have +perception or immediately pop Yellows as soon as they are attacked. When mobs use 'em I cannot see at all without +perception. But when I use the same powers on mobs, as soon as I attack entire spawn (seemingly) can see and return fire. I've started taking Focused Accuracy or Tactics with the +perception IO, but that only helps in the Epic Pool levels.
  4. I teamed up with an Elec/Elec Scrapper recently and he was doing amazing things.
  5. Yep, looks like WP is paper-tough at endgame without Incarnates. Maybe with them too, I'll find out soon. It was just fine on a Moonfire though.
  6. I made a Titan Weapons/Willpower, hoping all the sources of endurance and healing would let me WHAM things non-stop. But I'm finally 50, attuned my winters and ATOs, went to Cim to get veng on the nakie-boys, and can't clear a +0x8 spawn without dying. Even worse when I accidentally got the Arachnos mission, those Mu dudes tore me up. I can get Melee/Smashing def capped, just over 40% E/N/F/C, but all my resists are below 50% and Regen doesn't go very high. Can Willpower be tough or should I re-roll Invuln and carry lots of blues?
  7. Similarly, I wanted to recreate a toon I had on live: Staff/SR Scrapper, but go a little tougher, so I made it as an Invulnerable/Staff Tank. I PL'd into the 20's, got through a Yin, then went to do missions in Talos. It took so friggin long to defeat anything that I gave up, deleted it, and re-rolled as a Brute. Somehow, even though it isn't capped on resists or defense (except S/L resist) it still manages to survive most everything and looks great doing it. On Live my favorite Brute was SS/Electric. Mainly for concept, but it was lots of fun; tough and lots of damage. I'd given up on Brutes because if I wanted damage I'd go Scrapper, toughness and AoE in the Tank. But playing my Staff/Invuln again, I'm thinking I should give Brutes another go. And definitely re-roll my Savage/Fire Tank as Brute. Except the Tanker ATOs are so good!
  8. I think Fault is excellent: ranged AoE stun instead of the PBAoE Hand Claps on Super Strength and Electric Melee. Getting free bonus damage is nice. It isn't hard to use at all, you just pick your target and click the attack. I 5-slot the purple stun set plus a KB-KD IO. My pipe dream wish list change for it would be to change the knockback to knock-up so I don't have to blow a KB-KD IO on it every time. On one hand, I'd prefer the Scrapper and Stalker versions did more damage and less soft control than the Tank and Brute versions. (i.e. full crit damage on Seismic Smash instead of double-hold magnitude) On the other, I'm OK with each set having a specialty with give-and-take, instead of every set doing same damage with different graphics. I really like Hurl Boulder's 80' range and it's tremendously satisfying to see a runner and take your time pulling a boulder out of the earth, hurling it, and watching it follow the critter across the map until it inevitably hits and defeats them. Plus it knocks pesky flyers out of the air.
  9. @Bopper Is it feasable to swap out Hurl Boulder with a faster-animating attack from the new Stone Blast set? Maybe Meteor? 😮
  10. I'm pretty sure you'll wind up with Titan/Stone for a total change of pace from the speed of Claws, and use the humongous stone blade thing for theme.
  11. I confirmed on Live that Fault and Hurl Boulder don't work if you're Hovering, so no change there. I made a Stone/Bio Scrapper and love it so much I might stay on Test until it hits Live. So much fun! I'd prefer Seismic Smash did straight double damage on Crit instead of the increased Hold. I'd rather just defeat something than hold it and hit it again. But I'm still a happy camper. I went through all my half-built Stoners on live and stripped 'em bare so I'm ready for the issue to make my newest alt.
  12. I still always say "It's OK guys I got 'm" if I get the kill shot. Also I recall recently some GM hunt, the organizer posted in LFG who got the kill shot as a way of announcing the GM was down.
  13. Another point for OP on the Resist vs Defense: Resistance builds are more expensive than Defense. Defense is cheap to softcap, with SR not even needing set bonuses to soft-cap. Resist: you're going to be shelling out hundreds of millions to get all the Winters, Tanker sets, uniques, and other hot sets to get 'em capped.
  14. These are some sweet builds! I'm going to try out the Bonfire build, just because I get really bored if I don't have more to do than just the two Bird attacks.
  15. This is roughly what I run with. It's a load of fun. You can swap out Leadership for the Fighting Pool if preferred. Move Gaussians into Build Up, etc. This Hero build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Shield Defense Secondary Power Set: Stone Melee Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Ground Combat Level 1: Deflection -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-EndRdx/Rchg(3), Rct-Def/Rchg(5), Rct-Def/EndRdx/Rchg(5), Rct-ResDam%(7) Level 1: Stone Fist -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(13), Mk'Bit-Dam%(13) Level 2: Stone Mallet -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(15), TchofDth-Dmg/Rchg(15), TchofDth-Acc/Dmg/EndRdx(17), TchofDth-Dmg/EndRdx/Rchg(17), TchofDth-Dam%(19) Level 4: Heavy Mallet -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(19), SprGntFis-Acc/Dmg/Rchg(25), SprGntFis-Dmg/EndRdx/Rchg(34), SprGntFis-Acc/Dmg/EndRdx/Rchg(34), SprGntFis-Rchg/+Absorb(34) Level 6: Battle Agility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(40), LucoftheG-Def/Rchg(42), LucoftheG-EndRdx/Rchg(42), ShlWal-ResDam/Re TP(42) Level 8: True Grit -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(9) Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11) Level 12: Against All Odds -- Taunt-I(A) Level 14: Phalanx Fighting -- LucoftheG-Def/Rchg+(A) Level 16: Taunt -- PrfZng-Dam%(A), PrfZng-Taunt/Rchg/Rng(48) Level 18: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 20: Fault -- AbsAmz-ToHitDeb%(A), AbsAmz-EndRdx/Stun(21), AbsAmz-Stun/Rchg(21), AbsAmz-Acc/Stun/Rchg(23), AbsAmz-Acc/Rchg(23), FrcFdb-Rechg%(25) Level 22: Build Up -- RechRdx-I(A) Level 24: Mystic Flight -- WntGif-ResSlow(A) Level 26: Shield Charge -- Arm-Dmg(A), Arm-Dmg/Rchg(27), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(29), Arm-Dmg/EndRdx(29), Arm-Dam%(31) Level 28: Tremor -- Erd-Dmg(A), Erd-Acc/Rchg(31), Erd-Dmg/Rchg(31), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33), Erd-%Dam(33) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 35: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37) Level 38: Seismic Smash -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(39), SprMghoft-Acc/Dmg/Rchg(39), SprMghoft-Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(40) Level 41: Focused Accuracy -- EndRdx-I(A) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(45), RedFrt-Def/Rchg(45), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46) Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50) Level 49: Physical Perfection -- PrfShf-End%(A), PrfShf-EndMod(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), Prv-Absorb%(43) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43) ------------
  16. Excellent write-up! Should x-post over on Guides.
  17. Yep, exactly. I think the combos are easier or more flexible on DB though. Some people just do a high-recharge Attack Vitals chain but I like using all the attacks for more variety. I set up my trays so I can line up the attack buttons for each of the three-attack-combos. It's flashy and dynamic.
  18. I'd put Titan Weapons above Staff. Titan has 3 cones and 1 PBAoE. I love Staff on a scrapper but hate it on a tank. I'd rather do Dual Blades for the same amount of AoE, or Spines or Rad Melee for another damage aura. Rad Melee can do lots of AoE with a proc'd up Irradiated Ground.
  19. I made the same suggestion almost a year ago, and server population has increased and the problem worsened since then.
  20. Is it just me or does this sound like a new poo control powerset with control over constipation and diarrhea...
×
×
  • Create New...