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Force Redux

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Everything posted by Force Redux

  1. @Teirusu coincidentally, my heroine Chronicity, also a Time/Rad/Soul, invoked the same thoughts as well. Character is tanky, and an AoE beast, solos well, but brings a lot to a team, too. I have most of my attacks slotted with two procs... Helps up the damage. πŸ˜€
  2. No amount of resists available from secondaries will save Ninjas, as they have no real base resists to start with and like all minions, have low health caps. Better to cap Defenses (or debuffs -ToHit) and keep them from being hit as often as possible, resummoning on occasion. Just my 2 Inf.
  3. I'm always happy to support Red Side. Feel free to ask for company if I'm on, though warning I play off hours for EU time zones. My global in my signature πŸ™‚πŸ‡ͺπŸ‡Ί
  4. Welcome home, hero!
  5. To note, Times Juncture -toHit can cover the gap in Defense to the Soft Cap, as long a mobs are in range.
  6. Yesss! Necro/Dark... I'm glad there's another adherent for this awesome combo! πŸ˜€
  7. Oh no... Quite the contrary, it's amazing. I just leveled one to incarnate, and it's now one of my favorite alts!
  8. Seconding TA/Dark as very capable soloing. Right up there with the tried and true Dark/Dark.
  9. Grab me next time you're on! πŸ˜€ We'll fight crime!
  10. Yeah...not a bad list, but subjective of course. Based on this forum I'm surprised to not see Ice/Ice in there, right?
  11. @Elia87 This is not my current build, but its an earlier one with less expensive IO sets. Also ignore the power ordering, Lancer Shot should be taken earlier, but here in the editor I had it replacing Gun Drone, so hence it was a later pick that I swapped out but didn't reorder. Could probably be build better, but it suits my purposes - DEF capped to Range/Energy, where all the nasty debuffs will generally come from, and also about 35% defense to S/L so if anything does get close (and is not walking across caltrops or into your Trip MIne). PLENTY of endurance, like about 3 extra endurance per second after drain. My original build had Force Mastery instead of Mace, with the two +DEF IOs, but it was purely to have PFF available, which is its own fun. The build works well either way. I'm sure others can give you pointers on tweaking this, and of course, have fun and enjoy! Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Android Assassin: Level 50 Science Blaster Primary Power Set: Beam Rifle Secondary Power Set: Devices Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Rchg/+Status Protect(9) Level 1: Toxic Web Grenade -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(11), TraoftheH-Acc/EndRdx(11), TraoftheH-Immob/Acc(13), TraoftheH-Acc/Immob/Rchg(13), TraoftheH-Dam%(15) Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(15), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(19) Level 4: Caltrops -- TmpRdn-EndRdx/Rchg/Slow(A) Level 6: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(29), PstBls-Dmg/Rng(34), PstBls-Acc/Dmg/EndRdx(36), PstBls-Dam%(36), AchHee-ResDeb%(37) Level 8: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40) Level 10: Aim -- GssSynFr--Build%(A), RechRdx-I(23) Level 12: Targeting Drone -- RctRtc-ToHit(A), RctRtc-Pcptn(29) Level 14: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(21), Frb-Stlth(21), BlsoftheZ-ResKB(23) Level 16: Fly -- WntGif-ResSlow(A) Level 18: Kick -- Empty(A) Level 20: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(46), GldArm-3defTpProc(46), StdPrt-ResDam/Def+(46) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45) Level 24: Field Operative -- Heal-I(A), Heal-I(25), PrfShf-End%(25), PrfShf-EndMod(27), EndMod-I(27) Level 26: Penetrating Ray -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(45), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(50) Level 28: Afterburner -- LucoftheG-Def/Rchg+(A) Level 30: Trip Mine -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(31), Obl-Acc/Rchg(31), Obl-Dmg/Rchg(31), Obl-Acc/Dmg/Rchg(34), OvrFrc-Dam/KB(42) Level 32: Overcharge -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(42) Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 38: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(42), Thn-Dmg/EndRdx/Rchg(43) Level 41: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(43), RedFrt-EndRdx/Rchg(43), RedFrt-Def/EndRdx/Rchg(45), RedFrt-Def(50), RedFrt-EndRdx(50) Level 44: Assault -- EndRdx-I(A) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance 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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(3) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1469;684;1368;HEX;| |78DA65944B6F125114C7EF3033A54029D0D252EC93428142CB43DD9BD647136D93A| |6246E7164AE7412040298E8CA47F40BB8B06A535F3B63E246A36EFD1E6EFC006A57| |6EB48E87397F68132630BF3BFF73CF93B96CDDBE30F27EE3FE39A1F8CFD78C76BBB| |C4EF78E6CB94B154BD62B52D0155CAB9BAD86652EACB5DBB4C5AABB498C626379C7| |A857A5995B97C6CDF28E75A326233D4BE956B3D96875721B8659959DB6F06D371AB| |5DCA59A55DDEDF879DD5D5AF5AAD7792A35A53403CE72531AA66CB577AD66F462D3| |AAE47A21B78C8AA45B777D678AAA48D2B71C16B86C5D1C108A9AD05E30875E82AF9| |8C3AAC6D49977C509DF278AA379F7C0A7CC9167E073E6E83EF31AE555E0AB20EF28| |F206913788BC63AFC137CC7B04957D85FA8EE319144F473CFD03EF9BF9C88C7D62C| |63F835F9889AF2E21C635719D7CDDF075A396046A4920670A35A550530A3555C8D7| |E334622B9EB7142FAC89C92CDB1E107CB0F9F639D7CC01D34309FD6C53FD13DC43F| |8881E67BBE4E7C96F2E873EDA1B40BF8169D5D15CA485A0856CBA844ACA38228EA7| |6991D2C46A023CCD5EAB11C5C9A0D1DE09543681EC2B41E64352236CD32209EE64A| |AC73DAEE8D4637081754953886282514C700513CC6372794C2E8FC91531593129C4| |343A99462D8FBA8340BC599B73CD09EE61EE2F9E8F98B17FCCE5EF6CAF522DF3F09| |D5775475BD0401D1C62C6DCCCE561E622CD65917D9545FC8A71D0A4B84B88BB841E| |93E831891E93E871193D66D0E39FA010699EA99EF6728F191F3882F9FB99C55130C| |01CA39AB2984F36C6F142A4E5389EC8F5DE1ED20AD8578036A3F54F287DBA6F49AC| |ABB0A77D25D3B7DA99819D8501A538A09C1950CE0E289B03CAB6D63FFB4271144FB| |07FA2ED1F5EB2A23725CEFDFE3AD65C4A0C27E02AF7A85DE677FCE749BF34FB1D1E| |6B8A72C8FF5AAEDFCCFF8A4AE5EF| |-------------------------------------------------------------------|
  12. Having both an incarnated Beam/ Devices blaster and Illusion/Traps controller, I can only second this request. The difference in Trip Mine between the two power sets is night and day, between highly useful in a blaster and nearly useless on a controller while mid combat. Even with aggro generating PA, -Threat from SI, and capped Defense it's extraordinarily difficult to lay down a trip mine and do some toe bombing and get the aoe damage boost that my blaster can get, due to interrupts. Please give it the same treatment for QoL. Thank you.
  13. When purchased Group Fly should spawn two child powers: Team Flight, which is the existing power, and Minion Flight, which only affects MM pets. Both are exclusive in use. Use the one that fits the situation at hand.
  14. @plainguy most excellent. Yes, the +2 point rule is one I follow for endurance as well!
  15. I'd be happy to, give me a couple days πŸ˜€
  16. My ice/ice/cold is so perfect.... Damage and control! ☺️☺️
  17. Not at all, I can farm a comic con map with my bots FF no issues! πŸ‘πŸ»πŸ˜Œ
  18. Welcome back! Are you on Everlasting? I think I teamed with you in PI...
  19. Hello. The like the inherent stealth, also a good LotG holder Targeting Drone replaces need for Tactics. Frees up a pool. I often forget to fire Build Up, so things like Devices and Martial are useful to me. Caltrops is so useful for both damage and area denial. Trip Mine in Devices is not interruptable, and is better in every way then the version on Traps. Can easily toe bomb. Even at range, things draw close enough for Mines and Caltrops. IIRC only TA if purely ranged secondary. But Beam had so many good powers it doesn't matter if you drop Taser. I never found myself wishing I had the stun... I don't like Gun Drone, but it's perfectly viable to keep it. I think it's a nice combo, but so seems /Plant too (which is ranged only also gives up some melee too). I can post my build, later this week, of course.
  20. I know folks like this combo.... But the concept for one eludes me. Trifid Tac Ops? Space Elf? Warhammer 40k Treant??
  21. Just going to add that I'm leveling an Ice/Ice/Cold and it's such a great combo as previously described. Control, damage, survivability, all in one chilly little package. Appreciate the info in this thread.
  22. Beam/Devices can play entirely at range and is one of my favorite characters.
  23. I personally keep Fly, as it is faster by a smidge and has some ther benefits, after the travel patch, but I could see dropping it if needed. I have yet to have anyone ignorant enough about the power or too lazy to use Null the Gull yell or threaten to kick me when using Group Fly since the improvement, but it has happened in the past, sadly, so it's a backup power also in the event I'm on an MSR or TF and I get flak for using it. Dropping Fly means losing Afterburner, but flight is so fast these days I don't really notice it when used.
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