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Frostweaver

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Everything posted by Frostweaver

  1. Most heals are based off of your health percentage, so yeah, more hp should mean more heals.
  2. annoyingly lacksluster damage? Are you sure you are talking about DP? You know, those jagged lines with zapping noise, that's electric. and the big dark tentacles is dark. The DP blaster is the guy standing in the middle of a spawn with everything lying down around him while the rest of the team is taking a knee from the LAST spawn, or waiting for their nuke to recharge.
  3. hint. second account, nice spines or rad/fire brute, farming build. Then, when you want someone at 50, just dual box them in comic con fire farms. Farmer will help you pick up starting funds for building the builds.
  4. I just forgot about it. Easy enough to do.
  5. Okay, I kicked this one in myself. I actually had a shield/savage Tanker sitting at 41, so I dual boxed her to 50 and alpha, and I am putting the finishing touches on this build... so far, even incomplete, she's got a 5 minute 41 second s/l 3/8 asteroid farm time, which is solidly in Brute territory, and makes me happy. Savage leap and shield charge make a HUGE difference to your times, weirdly enough. Damage was capped almost too easily using the standard farming macros, and I am looking forwards to seeing if I can keep it in the 300% range (which is capped when you add in enhancements) with a full team and a lot less insp drops. I suspect that when I finally finish slotting the purples and throw in the assault radial, my 4/8 s/l farm times are going to be close to brute times. Obviously, not going to go breaking the records of a rad/fire, but considering that I am still more than tough enough to protect a whole team in 4/8 DA content, satisfaction achieved. plus, she has enough DPS to solo or small-team the achievements neccessary to start stacking up useful accolades. Note: I am still debating adding in mu for more aoe or swapping stuff out to get weaken resolve or hasten, but that kind of nit-picking for beating up AV's is going to take a LOT more time. Another Note: Mid's doesn't calculate extra damage and stuff for savage melee very well. It completely ignores blood frenzy, for example, as well as ignoring blood thirst's damage boosts. This is kind of a major bug, which is why the dps numbers, despite their being quite huge, are considerably lower in mid's than they actually are in-game.
  6. Grant cover may not affect you, but it's still a decent mule for reactive defenses/LOTG/Kismet/Shield wall procs. As is phalanx fighting. Since you have much more important slotting priorities for deflection. But it's nice not to have to dip too heavily into useless pool powers to get 5 LOTG's going... and it's even nicer to be able to slot, say, a full set of reactive defenses or even red fortunes without cutting into your recharge.
  7. As far as I am concerned, temporal and martial are both highly synergistic, and ice makes you nearly unkillable (although it doesn't add to your kill speed like tempoal/martial do) Martial, while possibly the best, takes a LOT of experience (and preferably some knowledge in how to make macros) to really take advantage of it's boosts and synergies. Temporal synergizes with everything. Just everything. There are really not enough secondary effects in DP to really take advantage of energy. Energy melee is stronger with sets like cold and sonic where range games and power boost can multiply your abilities brutally. Fire works fairly well like it does for every PBAOE nuke set, with nothing else to add to DP but maybe the flame/fire bullets theme. Fire is often better for sets that NEED extra damage sources or types. DP does not. TA and devices simply offers more to a longer range set, and doesn't offer much at all to DP IMO, although some people love the whole trip mines and drone thing, I'd rather just be ripping them apart with the awesome gun-fu moves that boost your defense rather than spending five minutes setting up a minefield. atomic is quite synergistic by adding more resist and heal to your decent defense potential. Dark's focus on cones does not quite synergize as well as some. Plants seems to work better at range as the animation on thorn burst just feels too long and it's got a nice cone focus like dark. Great for backing up something like beam rifle or sonic, not so great for DP. Electricity is a powerful secondary on it's own merits but has little synergy. You already know Ninja's problems
  8. man, savage shield... tanker, stalker, or scrapper, savage shield is just amazing, and fun. Brutes don't get as much out of the shield, though 🙂
  9. Huh. from what I can calculate, the highest DPS set for a tanker when surrounded by enemies is shield/savage. Especially if you are jumping from large group to large group. 'pure' pbaoe comes out to 17.7, as opposed to the second place, which is fire armor/savage, at 15.9 Of course, if you are playing a farmer, the fire armor is vastly superior because red keep you so close to the damage cap that shield's damage bonus doesn't help. oi, I forgot about adding in shield charge. That bumps shield/savage up to 19.9. So yeah, outside of a fire farm specifically, shield savage averages 25% higher DPS when surrounded by enemies than it's closest competitor, fire/savage, which averages about 25% higher than ANYTHING else. And when you add in secondary aoe's like dark obliteration or the farmer staples of electrifying fences and ball lightning, it goes even higher. Man, I have got to check this out. The only kicker I can find is the difficulty of getting to 90% resistance, and the lack of any innate healing or health bonuses.
  10. I happen to be fond of shield/fire. Lots of aoe from FSC and combust in a decent radius, plus the damage buff from being surrounded by enemies. Not the best for farming because you are will be WAY over damage cap if you mix and pop reds constantly, like most farmers do, and, of course, fire tankers get burn which is disgusting aoe damage, but shield feels more survivable under a lot of circumstances. Shield/savage might do even more damage, but it's radius is not as big.
  11. Looks like Jander never decided to throw up his 'final build' Destlin, nice build. Not exactly the direction I would go, but well done.
  12. Have you considered, instead of or in addition to Clarion, trying Melee hybrid defense+taunt with the occasional UP? I have been playing with that quite a bit, and capped defenses plus melee-style clustering, and lots of KD from explosive blast and torrent, tends to keep you nice and comfortable even in target-rich environments.
  13. BTW- little hint, once you have stealth and celerity stealth slotted, You can grab a jet pack and go run the caverns of Transcendence. It takes about 4 minutes for 8 merits stealthed. Well worth running a few times for buying purple recipes or even just boosters and stuff. Having a fully stealthed character just leads to mad merits. This was intentional so you can just spend a few hours in ouro rigging out even the most expensive builds without touching farming.
  14. Heh, I just realized the my playstyle and build are about as completely unlike your playstyle as is possible while remaining within the same AT 🙂 I emphasize the point-blank strengths of the sets, either soloing or allowing a teammate to take the alpha, and then cleaning out the spawn emphasizing the heal and absorb and various other mitigations that the sets have. I have also played for a long time, so I don't really even bother with following a build UNTIL level 50, relying on my instincts in slotting up until that point. I do slot to exemplar, but I see absolutely NO reason to ever go above diff -1/0 while exemplared, and any blaster can handle that in their sleep as long as they have 2 slotted stamina. I also have a farmer, so 'cheap' builds are just builds that have less than 2 full sets of winter or 5 full sets of purple enhancements. I also tend to emphasize typed rather than positional defenses because they seem to be slightly more often connected to sets with -recharge, scorpion armor is fully type, and positional attacks are ALWAYS only 1 position... whereas damage is often 2 or more types. Positional is better for powersets that start with huge positional defenses, like sr scrappers, but for the rest of us they are just too challenging to slot. Also, water/temp has an outstanding heal and an absorption, which greatly mitigate damage as well. So, here's my expensive one for normal/praet/incarnate content: I also have one designed specifically for farming which abuses the melee hybrid and unleash potential, if you want to see it. It is VERY different, because one of the two is up at all times giving an extra 15% or so defense which lets me ease off some of the other IO sets that grant defense, for better global recharge as well as more damage. The problem, of course, is that a farming build is a little less capable of soloing AV's... I tend to prefer that build on test, though, because it feels much tougher against 4/8 content, MSR's, zone assaults, TF's, Trials, and can farm nearly as fast as a brute.
  15. Time lord is a one slot wonder, absolutely. but if you need a few extra slots for resistance set junk, it works. Seriously, make your blaster's wraths into superiors. It's REALLY worth the price, and is not very expensive. But I guess you know this. Whirlpool is a Rain, steam spray is a cone. You can skip whirlpool if you REALLY want something more important like a holster for a 5th LOTG rare. Whirlpool is a pretty good aoe and tends to make things act weird in it rather than attacking you (like all rains) but some people HATE placeables for good reason. Mine is set up to occur right at my feet, but some use a macro that lets it hit an enemy instead of trying to find a free spot of floor in a big melee. Dehydrate is a madhouse, and should be frankenslotted for healing and damage, if possible, because at 3 tidal power points it's healing doubles....you can get 30% healed off of it, easy. Also, water burst is an aoe that you will use ALL the time for both damage AND it's awesome knockdown mitigation. It would probably REALLY profit from moving Blaster's wrath someplace else and slotting a 5 set of overwhelming force (without the proc) and a force feedback chance for recharge in there... it will go off ALL the time, and unless you are desperate for slightly faster movement, the FF range bonus should cover some of what you lose from moving wrath to something like aqua bolt, as well as give you a little damage buff. Are you wanting build help? or just questions answered? I love water and temporal, and play blasters with both, but I haven't played them together... Temporal, to me, is a mad short-range or blapper set, while water is much more long range, so I never saw much synergy... but I'd be happy to bang together something using the tricks I have learned about both sets. On the plus side you plucked out exactly the powers you need for temporal, and skipped the crap ones exactly 🙂 You would do well as a blapper if you get the macro to drop whirlpool at your own feet, and you'd only have to take a few steps back to use steam, which is an absolute BEAST of an aoe, primarily because of it's damage type. Then again, I hate hoverblasting, so my advice might not be all that useful to you.
  16. If you put 3 level 50 slots, 1 level 20 slot, and 1 level 3 slot in the tier2 power that you purchased at level 1, If you go and do the DIB and get exmplared to level 15, your power will STILL POSSESS 6 slots. If you assigned ATO's into those 6 slots, you still get the ATO set bonuses for being 6 slotted. Of course, the bonuses from those enhancements themselves would drop a good deal (to 13.6% in many cases) but the slots are still right there. If you go below a certain level, most sets lose their set bonuses. and the actual placement value of the enhancement itself sucks too...but the slots and placements are still there. That is why no one cares about slotting levels. It only matters if you are creating a levelling build specifically as a guide for where to put slots each level.
  17. With Savage's DOT, fast recharge and attack speeds, and aoe potential sometimes your build are actually pretty far from 'average' stalker builds... often they are a lot more like scrappers. if you have some decent IO recharge, hasten becomes a LOT more optional. That lets you do things like auto clickie defenses, heals, or mez protection and you can ditch the speed pool more easily. Taking a moment out of your attack chain to click on something doesn't slow you down as much as other sets, because while you are clicking the mobs are still taking DOT damage. Shield and willpower are less of a huge advantage than with other sets, (You REALLY don't need shield's teleport, or willpower's clicklessness) and secondaries like EA and such become a lot more useful than with some primaries. The reality is that savage has not been explored nearly as much as any other stalker. Feel free to try something weird with it... you might find a new synergy that no one else has noticed yet. Obviously there is the 'power synergy' of savage/bio, but something like savage/nin will let you get that coveted teleport other without lowering your DPS, savage/ice is amazing because unlike some stalkers, you LIVE in crowds that energy absorption can turn into defense, You will get a lot more use out of against all odds damage boost, Rad's radiation therapy, Dark's dark regen, and Bio's DNA siphon will often be much more use to you than more single-target oriented stalkers. Seriously, Savage is the only sttalker I have ever played that can seriously farm if you want to, and my savage/ice has gained nearly 30 vet levels running the same sorts of +4/6 farms that the non-fire farmer brutes run... at the same speed as they do it. Not to mention the sheer fun of ripping your way through a nasty DA or praet crew while your team is still kneeling from the last group. Savage runs more like an aoe scrapper than a stalker much of the time. I dunno how well savage performs against a Pylon, but that's not savage's focus. It probably performs fairly well, since ripping your way through an AV is not particularly hard. But on ITF's or MSR's you are out killing teams on the skin while everyone else is in the pit, and you can easily eliminate that crew that's trying to keep you from ripping oopen the grate and clicking on the bomb.
  18. Whirlpool is a very good dps power, and very useful, but it suffers from a huge flaw... trying to place it in a fight. I use a macro that drops it right at my feet, since I fight in melee range a ton, and it acts sorta like clatrops in that mobs start running around in it instead of attacking as much. and in combination with ice patch it does a decent amount of damage, plus a -res proc. but if you don't want to mess around with placing it and the macro, I guess it's skippable.
  19. You need to download the Mid's patch... I forget where the update is, but 'update this' in mid's is not connected to anything... You have to download the newest volunteer patch manually. Can someone else recall where it is?
  20. one thing to also remember is that other sources of mitigation also have a profound effect on incoming damage when you are close to your cap. frinstance my water/ice blaster has around 45% s/l/f/c/e/d defense, meaning only 20% of 1000 hp damage gets through. that's 200 hp. (outside of another big boost from incarnates to defense which I use to cancel out the buffs of +4 and incarnate enemies, to a total of 61% defense) In addition, I have around 30% s/l (and almost 50% cold, 30% fire, and 28% e/d) resist, which chops that down to 140. I also have -14% damage from enemies inside the radius of frigid protection (Yes, I know that can be affected heavily by debuff protection) dropping that down to 120 damage, plus another -20% speed reduction dropping that total to (without debuff protection) to about 100 points. So even with caps, I am taking about 10% of all incoming damage (without debuff protection),,,, add that to the defenses of things flopping on my ice patch instead of attacking, Plus a huge chunk of absorption that goes off every 6 seconds . on average, a full spawn of +4 enemies will be well within my absorption hitpoints per second whether they are in melee radius or shooting from outside. All these little bonuses add together with that defense bonus to make something that, while not as tough as your average scrapper (because of low hitpoints) in melee, while slightly less tough against their much lower damage ranged attacks, is still capable of walking through about any farm as fast as a brute farmer, with only a little higher risk.(I convert to both reds and oranges instead of just reds). This...stress test in farms gives you a very very good idea of how you will perform in high end content, and I have staggered people with the way I can wade through even the toughest praetorian, Dark astoria, and incarnate content with nary a scratch, laying waste the whole time. Defense is IMPORTANT... and the more damage protection you gain from your secondary, the more important it becomes. After all, who else but a blaster is going to make those brutes feel appropriately humble?
  21. This is not technically a necropost because... Power transfer/Chance to heal. Holy Carp. I think electric blast has just become the new 'go to' set for blappers. Easily getting regen-level healing while dishing out (low) blaster DPS as well as DECENT end drain+damage numbers from sets? Looks to me like the devs listened.
  22. I wonder if from the ame power stacks, or adds more time to it, or simply overwrites? Because that particularly IO could be an absolute beast for something like fire, ice, rad, or EA that has an end-draining aoe. heck, I am considering adding one to EVERY POWER in my time/electric defender.
  23. I am trying to do something similar, I kinda like your build, but I want to avoid hasten (because I prefer to auto active defense) and so I added in shred to fill in the AOE attack chain, and I am really loving the animations in force of will (footstomp is nice mitigation, weaken resolve could help me with some tougher mobs, and I figure project will could help blow up some mission objectives that I don't want to be standing next to when they go off) I was wondering if you'd be willing to feedback a little on this. Villain 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 Brute Primary Power Set: Savage Melee Secondary Power Set: Shield Defense Power Pool: Fighting Power Pool: Force of Will Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Maiming Slash -- KntCmb-Knock%(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Acc/Dmg(5) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), Ags-ResDam/EndRdx(9), Ags-ResDam(9), Ags-ResDam/Rchg(11), Ags-ResDam/EndRdx/Rchg(11) Level 2: Battle Agility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(42) Level 4: Shred -- Arm-Dam%(A), Arm-Dmg/Rchg(17), Arm-Dmg/EndRdx(23), Arm-Acc/Rchg(25), Arm-Acc/Dmg/Rchg(25) Level 6: Blood Thirst -- RctRtc-Pcptn(A), RctRtc-ToHit(7), RctRtc-ToHit/Rchg(48) Level 8: Vicious Slash -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(27), Mk'Bit-Acc/EndRdx/Rchg(29), Mk'Bit-Dmg/Rchg(29), Mk'Bit-Dmg/EndRdx(31), Mk'Bit-Acc/Dmg(31) Level 10: Active Defense -- RechRdx-I(A) Level 12: True Grit -- GldArm-3defTpProc(A), Ags-Psi/Status(13), Ags-ResDam(13), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(15), Ags-EndRdx/Rchg(17) Level 14: Boxing -- Acc-I(A) Level 16: Mighty Leap -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(42) Level 18: Rending Flurry -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(19), SprBrtFur-Dmg/EndRdx/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(21), SprBrtFur-Dmg/Rchg(21), SprBrtFur-Acc/Dmg(23) Level 20: Against All Odds -- EndRdx-I(A) Level 22: Project Will -- Apc-Dam%(A), Apc-Dmg/EndRdx(33), Apc-Acc/Rchg(34), Apc-Acc/Dmg/Rchg(34), Apc-Dmg/Rchg(34) Level 24: Weaken Resolve -- Acc-I(A) Level 26: Unleash Potential -- LucoftheG-Def/Rchg+(A), RechRdx-I(27), RechRdx-I(40) Level 28: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(31), Ags-ResDam/EndRdx/Rchg(33), Ags-ResDam/Rchg(33) Level 30: Hemorrhage -- Hct-Dam%(A), Hct-Dmg/EndRdx(37), Hct-Acc/Rchg(39), Hct-Acc/Dmg/Rchg(40), Hct-Dmg/Rchg(40) Level 32: Savage Leap -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(43), SprUnrFur-Dmg/EndRdx/Rchg(43), SprUnrFur-Acc/Dmg/Rchg(43), SprUnrFur-Dmg/Rchg(46), SprUnrFur-Acc/Dmg(46) Level 35: Shield Charge -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Rchg(37), Obl-Dmg(46) Level 38: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(39), Ksm-ToHit+(39), LucoftheG-Def(42) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45) Level 44: Superior Conditioning -- EndMod-I(A), EndMod-I(45) Level 47: One with the Shield -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(50) Level 49: Phalanx Fighting -- RedFrt-Def(A), RedFrt-Def/EndRdx(50) Level 1: Brawl -- Acc-I(A) 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: Fury Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5), NmnCnv-Regen/Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(48), PwrTrns-EndMod(50) Level 1: Blood Frenzy Level 50: Agility Radial Paragon Level 50: Melee Core Embodiment Level 50: Degenerative Total Radial Conversion Level 50: Mighty Radial Final Judgement Level 50: IDF Radial Superior Ally Level 50: Barrier Radial Epiphany ------------ My defense numbers are a squeak lower than yours, but I figure I have unleash potential up about a quarter of the time to boost me over any rough bits, especially since...get this... I actually got disoriented and KILLED fighting Mariah Jenkins Praetorians at +2/+8. That made me a little paranoid about needing an emergency boost. But, I built it around not only mission/team stuff, but the occasional foray into s/l farms as well... Do you think I missed something that should have been glaringly obvious?
  24. Savage leap is one of the best things to come along for brutes in a long time. ESPECIALLY stone armor brutes. Staff synergizes very well with resist sets, giving them a nice defense boost. It's damage is pretty much middle of the road, but it makes up for it by easing up some of the IO slotting difficulties. It also doesn't require as much -recharge to get a hard-hitting attack chain as some others.
  25. It's mostly just getting lost. It is a smashing set, which makes it less popular than less-resisted energy sets, and since it cannot be paired with shields it is in the same 'groove' as katana. That being said, however, it actually shines quite well with pairings where it's abilties such as melee/lethal defense buffs grant a nice synergistic survival bonus. Staff/Rad and staff/fire shine exceptionally well through all content, but most /fire brutes and many /rads are more concerned with farming.... where you can build for a single, very specific damage type. Once you have built for that damage type, other defensive utility and even offensive specialty other than pure dps versus a specific type of mob are kind of ignored. Staff is not the bulldozer that rad, spines, and TW are, and brutes have enough survivability WITHOUT plunging into their primary that utility sets other than dark (with it's -to-hit and heal) are pretty much ignored. I am working on a staff/fire right now and it's a surprisingly durable beast (for fire armor) that is better at the pocket-to-pocket fighting style of missions and teams than most of the super popular farming sets, and it can easily overcome ITF defense debuffs and deliver sick damage. I imagine rad armor would be similar, albeit quite a bit tougher, and still lay down the damage. My build knowledge is a few months out of date and some changes have come down the pipe recently, or I'd try to make you a build. Sorry.
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