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SableShrike

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Posts posted by SableShrike

  1. Hi, pretty sure there’s something wonky with how the new TK is targeting.  It says it has a 20 foot radius for the attract/immob effect.

     

    On Beta it seems to be doing significantly smaller.  It won’t pull a full spawn of minions together, and this is repeatable.

     

    Cyclone Axe on beta seems wonked as well, so maybe it’s the attraction mechanic? 

  2. 13 hours ago, Vince said:

    Agreed. I was messing around with it finally this morning with Levitate and it is immensely underwhelming. Was testing out against lvl 50 mobs in PI, and the splash damage from levitate was so laughable. Combine that with TK’s new longer recharge and timed immob gimmick makes me never want to use it as a damage move or a soft control move. 
     

    For me, it’s more skippable now than the live version. 
     

    If it had the same grouping/repel mechanic on beta with the same stacking hold that it currently has on live (or the TAoE idea you suggested), then it would be worth taking imo…

    In regards to Levitate, it actively makes using Telekinesis WORSE.

     

    For mediocre Levitate AoE, you lose the Containment set up on the spawn.  This makes your AoE damage powers far less effective than on any other Controller set (apart from Illusion).  Difference is, Illusion has masses of pets to deal damage.  Mind only has the caster.

     

    For testing, I dropped Levitate and added in Wall of Force for spammable AoE.  Even this with the Telekinesis changes feels very slow.

  3. Been mucking with the new Telekinesis.

     

    It still feels underwhelming.  It's not reliable Containment on a Controller, and the Recharge is too long to use it comfortably every spawn.  This is with maxed out enhancements for recharge on it.

     

    Considering something like Plant gets Roots they can easily perma (and does damage) Telekinesis needs further work.

     

    Honestly, I'd be happier with it as a Targeted AoE; something that pulls targets to the location and Immobs them there.  Doesn't need damage if it keeps the attraction mechanic; it'd still be unique.

     

    Then you can totally do away with the clunky 30 second timer and overly-long Recharge.

    • Like 2
  4. Version of the above that fits in Taunt at level 10.  It meant pushing the passives a little later, but still exemps well.

     

    Hero Tanker
    Build plan made with Mids' Reborn v3.6.6 rev. 3
    ──────────────────────────────

    • Primary powerset: Super Reflexes
    • Secondary powerset: Kinetic Melee
    • Pool powerset (#1): Flight
    • Pool powerset (#2): Flight
    • Pool powerset (#3): Fighting
    • Pool powerset (#4): Experimentation
    • Epic powerset: Energy Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Focused Fighting

    • A: Reactive Defenses: Defense/Endurance
    • 3: Reactive Defenses: Defense/Endurance/RechargeTime
    • 3: Reactive Defenses: Defense
    • 5: Reactive Defenses: Defense/RechargeTime
    • 5: Reactive Defenses: Endurance/RechargeTime
    • 7: Reactive Defenses: Scaling Resist Damage

    Level 1: Quick Strike

    • A: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
    • 7: Superior Might of the Tanker: Accuracy/Damage/Recharge
    • 13: Superior Might of the Tanker: Accuracy/Damage
    • 13: Superior Might of the Tanker: Damage/Endurance/Recharge
    • 15: Superior Might of the Tanker: Damage/Recharge
    • 15: Superior Might of the Tanker: Recharge/Chance for +Res(All)

    Level 2: Body Blow

    • A: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
    • 17: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
    • 17: Superior Gauntleted Fist: Accuracy/Damage
    • 19: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
    • 19: Superior Gauntleted Fist: Damage/RechargeTime
    • 21: Superior Gauntleted Fist: RechargeTime/+Absorb

    Level 4: Smashing Blow

    • A: Invention: Accuracy
    • 21: Hecatomb: Damage/Endurance
    • 23: Hecatomb: Damage
    • 23: Hecatomb: Chance of Damage(Negative)
    • 39: Touch of Death: Chance of Damage(Negative)
    • 40: Perfect Zinger: Chance for Psi Damage

    Level 6: Practiced Brawler

    • A: Invention: Recharge Reduction

    Level 8: Focused Senses

    • A: Luck of the Gambler: Defense/Endurance
    • 9: Luck of the Gambler: Defense/Endurance/Recharge
    • 9: Luck of the Gambler: Defense
    • 11: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 11: Luck of the Gambler: Endurance/Recharge

    Level 10: Taunt

    • A: Mocking Beratement: Threat/Placate/Recharge/Range

    Level 12: Evasion

    • A: Luck of the Gambler: Defense/Endurance
    • 40: Luck of the Gambler: Defense/Endurance/Recharge
    • 40: Luck of the Gambler: Defense
    • 42: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 43: Luck of the Gambler: Endurance/Recharge

    Level 14: Hover

    • A: Soaring: Endurance/FlySpeed

    Level 16: Repulsing Torrent

    • A: Invention: Accuracy
    • 43: Centriole Exposure
    • 43: Centriole Exposure
    • 45: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
    • 45: Perfect Zinger: Threat/Placate/Range
    • 45: Perfect Zinger: Chance for Psi Damage

    Level 18: Fly

    • A: Winter's Gift: Slow Resistance (20%)

    Level 20: Evasive Maneuvers

    • A: Hypersonic: Flying
    • 48: Hypersonic: Endurance/Flying
    • 50: Hypersonic: Endurance
    • 50: Hypersonic: Flying / Increased Fly Protection

    Level 22: Quickness

    • A: Invention: Flight Speed

    Level 24: Burst

    • A: Invention: Accuracy
    • 25: Armageddon: Damage/Endurance
    • 25: Armageddon: Damage
    • 27: Armageddon: Chance for Fire Damage
    • 39: Eradication: Chance for Energy Damage
    • 39: Perfect Zinger: Chance for Psi Damage

    Level 26: Power Siphon

    • A: Invention: Recharge Reduction
    • 27: Invention: Recharge Reduction

    Level 28: Focused Burst

    • A: Invention: Accuracy
    • 29: Apocalypse: Damage/Endurance
    • 29: Apocalypse: Damage
    • 34: Apocalypse: Chance of Damage(Negative)
    • 37: Explosive Strike: Chance for Smashing Damage
    • 37: Perfect Zinger: Chance for Psi Damage

    Level 30: Dodge

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 31: Luck of the Gambler: Defense
    • 31: Luck of the Gambler: Defense/Endurance
    • 31: Luck of the Gambler: Defense/Recharge
    • 33: Luck of the Gambler: Defense/Endurance/Recharge

    Level 32: Agile

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 33: Luck of the Gambler: Defense
    • 33: Luck of the Gambler: Defense/Endurance
    • 34: Luck of the Gambler: Defense/Recharge
    • 34: Luck of the Gambler: Defense/Endurance/Recharge

    Level 35: Lucky

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 36: Luck of the Gambler: Defense
    • 36: Luck of the Gambler: Defense/Endurance
    • 36: Luck of the Gambler: Defense/Recharge
    • 37: Luck of the Gambler: Defense/Endurance/Recharge

    Level 38: Focused Accuracy

    • A: Rectified Reticle: Increased Perception

    Level 41: Physical Perfection

    • A: Performance Shifter: EndMod
    • 42: Performance Shifter: Chance for +End
    • 42: Invention: Endurance Modification

    Level 44: Boxing

    • (Empty)

    Level 47: Tough

    • A: Steadfast Protection: Resistance/+Def 3%
    • 48: Unbreakable Guard: +Max HP
    • 48: Gladiator's Armor: TP Protection +3% Def (All)

    Level 49: Weave

    • A: Shield Wall: +Res (Teleportation), +5% Res (All)


    ──────────────────────────────

    Inherents:

    Level 1: Brawl

    • A: Invention: Accuracy

    Level 1: Gauntlet


    Level 1: Sprint

    • A: Invention: Run Speed

    Level 2: Rest

    • A: Invention: Healing

    Level 1: Swift

    • A: Invention: Flight Speed

    Level 1: Health

    • A: Panacea: +Hit Points/Endurance
    • 46: Numina's Convalesence: +Regeneration/+Recovery
    • 50: Miracle: +Recovery

    Level 1: Hurdle

    • A: Invention: Jumping

    Level 1: Stamina

    • A: Performance Shifter: EndMod
    • 46: Performance Shifter: Chance for +End
    • 46: Invention: Endurance Modification

    Level 18: Afterburner


     

    • Thanks 1
  5. Forgot to mention; the reason for the Perfect Zinger damage procs is against hard targets that pop T9s.

     

    If you've ever fought a +4 Cyclops in its T9, most things barely scratch it.  Psi will blow right past most of the T9s enemies use.

  6. 22 hours ago, Psyonico said:

    On my phone, so can't really comment too much on the build, but why the increased Perception IO in Focused accuracy? If you're actually running the toggle you get +perception anyway.

     

    Fair question!  I DON'T actually run the toggle, but of FA or Conserve Power I didn't need Conserve.  FA let me slap in the +perception as a mule, so why not?

     

    This should have 95% or better Accuracy without FA running.  Can swap the IO out for an End Redux and use it if you wish, but it's not usually needed.

     

    There ARE a few edge cases where +perception stacking is a good thing; you get it from Focused Senses and Focused Accuracy, plus the unique IO.

     

    Versus Arachnos, multiple Night Widows can stack Smoke Grenades to hose you.  If you're out of yellows, you're then stuck til it wears off.  This prevents that.

    • Thumbs Up 1
  7. Bit of an addendum:  Focused Bolt and Concentrated are pretty much interchangeable here.

     

    I dislike how slow Concentrated is, and Focused being ranged gives me another shot I can snap off while Hovering.

     

    On paper, Concentrated procs better and has better DPA.

     

    ... but it's SO. DAMN. SLOW.

     

    On teams I got sick of Concentrated not even being half-animated and the target's already dead.

  8. Here's the Tank build I'm currently using on Excel.

     

    If you MUST have Taunt for Hami raids, say, it's easy to swap out Spirit Ward (it's just a mule).

     

    This has maxed Fly and Hover speeds and can fight nonstop unless you're getting hosed by Sappers/Super Stunners.

     

    SR/Claws would be another good flying Tank option.  Both /Claws and /KM give you two good ranged attacks.

     

    I'll usually lead a fight with Repulsing Torrent to flop the spawn, then Burst after I'm in the middle of em.  Tanker's inherent buffs that puny Burst radius to a passable size, too.

     

    Smashing, Burst, Repulsing, and Focused I've intentionally kept Recharge off in order to maximize the procs firing.  The damage added is significant if you do this.

     

    Repulsing is also maxed out for Range and has a little Taunt duration on it.  This will hit an entire spawn with a little practice, flop them, and Taunt them for 17 seconds.

     

    Resists are: S/L 47%, F/C 35%, E/N 23%, P/T 23%.  This is without any health lost.  Obviously you'll hit cap at low health, but this makes it so you hit cap at higher health retained.  Psi can still hurt, though.  Fortunata Mistresses are targets of priority, say.

     

    Should note, I've built this so every attack has 95% or better Accuracy against +3s, which will be the most common levels you're fighting at 50.

     

    Sable Shrike - Hero Tanker
    Build plan made with Mids' Reborn v3.6.6 rev. 3
    ──────────────────────────────

    • Primary powerset: Super Reflexes
    • Secondary powerset: Kinetic Melee
    • Pool powerset (#1): Flight
    • Pool powerset (#2): Sorcery
    • Pool powerset (#3): Fighting
    • Pool powerset (#4): Concealment
    • Epic powerset: Energy Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Focused Fighting

    • A: Reactive Defenses: Defense
    • 3: Reactive Defenses: Defense/Endurance
    • 3: Reactive Defenses: Endurance/RechargeTime
    • 5: Reactive Defenses: Defense/RechargeTime
    • 5: Reactive Defenses: Defense/Endurance/RechargeTime
    • 7: Reactive Defenses: Scaling Resist Damage

    Level 1: Quick Strike

    • A: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge
    • 7: Superior Might of the Tanker: Accuracy/Damage/Recharge
    • 9: Superior Might of the Tanker: Accuracy/Damage
    • 9: Superior Might of the Tanker: Damage/Endurance/Recharge
    • 11: Superior Might of the Tanker: Damage/Recharge
    • 11: Superior Might of the Tanker: Recharge/Chance for +Res(All)

    Level 2: Body Blow

    • A: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime
    • 13: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime
    • 13: Superior Gauntleted Fist: Accuracy/Damage
    • 15: Superior Gauntleted Fist: Damage/Endurance/RechargeTime
    • 15: Superior Gauntleted Fist: Damage/RechargeTime
    • 17: Superior Gauntleted Fist: RechargeTime/+Absorb

    Level 4: Smashing Blow

    • A: Invention: Accuracy
    • 17: Hecatomb: Damage/Endurance
    • 19: Hecatomb: Damage
    • 19: Hecatomb: Chance of Damage(Negative)
    • 21: Touch of Death: Chance of Damage(Negative)
    • 21: Perfect Zinger: Chance for Psi Damage

    Level 6: Practiced Brawler

    • A: Invention: Recharge Reduction

    Level 8: Focused Senses

    • A: Luck of the Gambler: Defense/Endurance
    • 23: Luck of the Gambler: Defense/Endurance/Recharge
    • 23: Luck of the Gambler: Defense
    • 25: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 25: Luck of the Gambler: Endurance/Recharge

    Level 10: Hover

    • A: Soaring: Endurance/FlySpeed

    Level 12: Evasion

    • A: Luck of the Gambler: Defense/Endurance
    • 27: Luck of the Gambler: Defense/Endurance/Recharge
    • 27: Luck of the Gambler: Defense
    • 29: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 29: Luck of the Gambler: Endurance/Recharge

    Level 14: Fly

    • A: Winter's Gift: Slow Resistance (20%)

    Level 16: Repulsing Torrent

    • A: Invention: Accuracy
    • 31: Centriole Exposure
    • 31: Centriole Exposure
    • 31: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
    • 33: Perfect Zinger: Threat/Placate/Range
    • 33: Perfect Zinger: Chance for Psi Damage

    Level 18: Evasive Maneuvers

    • A: Hypersonic: Flying
    • 33: Hypersonic: Endurance/Flying
    • 34: Hypersonic: Endurance
    • 34: Hypersonic: Flying / Increased Fly Protection

    Level 20: Power Siphon

    • A: Invention: Recharge Reduction
    • 50: Invention: Recharge Reduction

    Level 22: Quickness

    • A: Invention: Flight Speed

    Level 24: Burst

    • A: Invention: Accuracy
    • 34: Armageddon: Damage/Endurance
    • 36: Armageddon: Damage
    • 36: Armageddon: Chance for Fire Damage
    • 36: Eradication: Chance for Energy Damage
    • 37: Perfect Zinger: Chance for Psi Damage

    Level 26: Dodge

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 37: Luck of the Gambler: Defense
    • 37: Luck of the Gambler: Defense/Endurance
    • 39: Luck of the Gambler: Defense/Recharge
    • 39: Luck of the Gambler: Defense/Endurance/Recharge

    Level 28: Focused Burst

    • A: Invention: Accuracy
    • 39: Apocalypse: Damage/Endurance
    • 40: Apocalypse: Damage
    • 40: Apocalypse: Chance of Damage(Negative)
    • 40: Explosive Strike: Chance for Smashing Damage
    • 43: Perfect Zinger: Chance for Psi Damage

    Level 30: Agile

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 42: Luck of the Gambler: Defense
    • 42: Luck of the Gambler: Defense/Endurance
    • 42: Luck of the Gambler: Defense/Recharge
    • 43: Luck of the Gambler: Defense/Endurance/Recharge

    Level 32: Lucky

    • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
    • 43: Luck of the Gambler: Defense
    • 45: Luck of the Gambler: Defense/Endurance
    • 45: Luck of the Gambler: Defense/Recharge
    • 45: Luck of the Gambler: Defense/Endurance/Recharge

    Level 35: Spirit Ward

    • A: Preventive Medicine: Chance for +Absorb

    Level 38: Focused Accuracy

    • A: Rectified Reticle: Increased Perception

    Level 41: Physical Perfection

    • A: Performance Shifter: EndMod
    • 46: Performance Shifter: Chance for +End
    • 48: Invention: Endurance Modification

    Level 44: Boxing

    • (Empty)

    Level 47: Tough

    • A: Steadfast Protection: Resistance/+Def 3%
    • 50: Gladiator's Armor: TP Protection +3% Def (All)
    • 50: Unbreakable Guard: +Max HP

    Level 49: Weave

    • A: Shield Wall: +Res (Teleportation), +5% Res (All)


    ──────────────────────────────

    Inherents:

    Level 1: Gauntlet


    Level 1: Brawl

    • A: Invention: Accuracy

    Level 1: Sprint

    • A: Invention: Run Speed

    Level 2: Rest

    • A: Invention: Healing

    Level 1: Swift

    • A: Invention: Flight Speed

    Level 1: Hurdle

    • A: Invention: Jumping

    Level 1: Health

    • A: Panacea: +Hit Points/Endurance
    • 48: Numina's Convalesence: +Regeneration/+Recovery
    • 48: Miracle: +Recovery

    Level 1: Stamina

    • A: Performance Shifter: EndMod
    • 46: Performance Shifter: Chance for +End
    • 46: Invention: Endurance Modification

    Level 14: Afterburner

    ──────────────────────────────
    Accolades:

    • Freedom Phalanx Reserve
    • Portal Jockey
    • Task Force Commander
    • The Atlas Medallion


    ──────────────────────────────
    Incarnates:

    Musculature Core ParagonVoid Core Final JudgementSpectral Radial Flawless InterfaceTalons of Vengeance Radial Superior AllyRebirth Radial EpiphanyAssault Core Embodiment

    • Like 1
  9. I main SR/ tanks, it’s my favorite tank set for the sheer freedom it brings.

     

    That seems odd, I know, cuz ya have to take all but Elude in SR to “build correctly”.

     

    Yet it’s super easy to slot Red Fortunes and Luck of the Gamblers to have sizable global recharge.  This is the freedom I was talking about.

     

    A fat global recharge means you can ignore Recharge enhancements on your attacks, pick five you like, and proc the crap out of them.

     

    This takes a lot of “bad” sets and totally elevates them.  My favorite is Kinetic Melee; with procced attacks it does heavy damage.

     

    Other nice thing about SR is it’s self-sufficient.  No mob siphons means no need to be in melee.

     

    if you want a flying Tanker, SR is one of the best options.

    • Like 1
  10. I've been trying to suss this out ingame, but my maths skills leave a bit to be desired.

     

    It SEEMS that I drop stuff faster with an additional damage proc vs. the Achilles in most fights.

     

    Just wondering if anyone's done the math for this already; does the -Res proc outshine a damage proc versus AVs and GMs?

     

    Am I also right in that Achilles' won't stack on teams, so if a teammate is using them I'd be better off with a damage proc?

  11. Was looking around for my old Psionic tanker thread, but it's buried somewhere.  With the power re-ordering we got, I figured it a good time to dust it off again.

     

    Fair bit has changed with the recent server updates, and I wanted to build a fun "tanker's Tanker".  This won't be clearing farm maps at breakneck speed, but it turned out exceedingly tough and has a lot of fun tricks you can pull.

     

    Edit:  Have been running Ouro flashbacks to make sure this works at any level and have wound up moving some things around.

     

    Notably, I wanted all the Smashing damage I could get.  It significantly helps you drop Council Meks.

     

    The below also has a better single-target chain, as well as getting you to all typed Defense softcaps except Toxic when Unleash Potential is on.  I made sure to keep Taunt in at an early enough level for Positron 2 and beyond.

     

    I also dropped one damage proc from Wall of Force for the Overwhelming KB Unique.  Caps your Wall's damage, and more reliably flops a big spawn.

     

    Did wind up dropping Fold Space and the Force Mastery Pool to do this; I love both power pools but between Wall of Force and Fold Space, I opted to keep Wall in for mitigation and AoE.

     

     

    [/img]
    View This Build In MRB

     

     

     

  12. Good points, guys.

     

    I’ve seen what you’re speaking of firsthand in-game.

     

    I’d say about 70% of content you can get by just fine with Torrent over Taunt, but for stuff like 4* Hard Modes or Hami tanking you’ll want the actual Taunt.

     

    I tend to live in the journey portion of the game, and so usually stop grinding on level 50 HMs et cetera.

     

    Fun aside about Teleport with this setup, I had an SR/KM with Teleport as an early version of this.  More of a Sorcerer Supreme vibe.  Fold Space is damn fun on a Tanker.

    • Like 1
  13. It looks very "windy"!

     

    Electric and SR both helps KM a fair bit, as Power Siphon has long Recharge.  @Sir Myshkin has an insane -Damage Shield/KM tanker on the forums here somewhere.  There's a fair few pairings that would be great.

     

    KM/Energy Aura Brutes might be a lot of fun as well!

    • Thumbs Up 1
  14. "That sucka think I'm dead, but he don't know: I'm a human tornado!" - Dolemite

     

    The release of Storm Blast and all the stormy things got me itching to dust off a tanker concept I've had for a while, but not been 100% happy with.

     

    I focused on Resist with this one, capping at 90% Resist to everything but Negative and Toxic with a single Tanker ATO stack.  Toxic has a bit of Resist (26%), and Negative is just shy of cap (83.6%).  You will get hit, so much of the 32-50 levels are spent muling powers to shore up Resistance to damage and status effects.  (I did cheat and take Barrier for my Destiny later on.)

     

    After Resists were where I wanted, my main focus was on working Flight in.  This proved dual-purpose as the Hypersonic set can help up my Negative Resistance.  It's a concept thing, but Hover Tanking is actually very handy in many situations. **coughKnivescough**

     

    The best bit of Kinetic Melee on a tank, and one I see many folks overlook, is Repulsing Torrent.  Slotted as I have it, it'll strike a massive 51 foot cone, do reliable knockdown on the group, solid AoE damage, and here's the important bit:

     

    **Repulsing Torrent Taunts any targets hit for 20 seconds**.

     

    Kinetic Melee does not need to take Taunt, you have Repulsing Torrent.  It's basically Taunt Plus.

     

    EDIT:

     

    Update based on two solid days of TFs and Mothership Raids:

     

    I've re-evaluated Focused Burst in terms of tanking; I found it more useful than I was expecting.  It allows you to hold position and cork a stray Boss to draw aggro.  The knockdown on it fires more often than Quick Strike's, as well.

     

    Theoretically, you should still be able to hit 4 or 5 Siphon stacks (I've done so in a good number of fights): Body > Smashing > Focused > Body > Smashing => buffed Burst.

     

    Other changes are I've moved Flight earlier, as Positron was painful without it.

     

    Lastly, this iteration hits the 100% Slow Resistance cap.  Tanking +4s for a full team the other day saw Arachnos stacking Slows on me and causing problems.  This should greatly alleviate that.

     

    Mids' Export is borked again for the forums, so I've attached some screenshots.

     

    Sable Shrike - Tanker (Electric Armor).mbd - Mids' Reborn v3.5.5  (Homecoming Issue_ 27, Page_ 6 - DBVersion_ 2023.5.519) 08_05_2023 06_46_31.png

    Totals for Self 08_05_2023 06_47_21.png

    • Thumbs Up 1
  15. Yes yes, I know everyone's playing Storm Blast now.

     

    The Page 6 update brings some really fun changes to Psychic Blast, however.

     

    The following build leverages the solid survival in Martial and Mace to softcap your Defense to S/L/E/Ranged.

     

    I did take and slot Storm Kick and Eagle's Claw to hit the S/L cap, but honestly I play purely with my ranged attacks.  This should be fine to level from scratch 1-50, so you'll have use for Storm Kick early on.

     

    Why Psychic Blast?  Cuz it's fast as hell now.  You have five ranged attacks to sling, and the longest activation time is 1.87 seconds.  The other four blasts fire in just about 1 second each (fast Snipe of course).  Martial's Reaction Time gives you the Endurance to blast nonstop.

     

    Mids has not been updated to reflect my current Page 6 build, but the only differences are as follows:

     

    Psionic Dart => Dominate Will, same slotting with a Superior Defiant Barrage set.

     

    Will Domination => Psionic Darts, a full set of Artillery.

     

    Both Dominate Will and Psionic Darts are new Blaster-specific things, and they blend really well into a fast attack chain.  The travel time on Dominate Will is such that it will often land the instant your TK Blast damage hits as well.  That lets you spike a Minion in two shots and then Snipe another.

     

    I really tried to play with Scramble Minds.  It feels slow to activate and on top of travel time just was too long.  The status effects it inflicts are too short a duration to make the time spent worthwhile.  To add insult to injury, the AoE damage it inflicts is actually far less than your tooltip is showing:  secondary targets take only 50% of what the primary target does.  This isn't like Trick Shot from Martial Assault.  It's not bad, it just doesn't do AoE well.  Psi Darts and Psi Tornado are much more useful in that department.  I swapped it out for Psi Darts and haven't looked back.

     

    Full disclosure: I've not hit the pain that is Praetorian Clockwork yet.  That said, Psi rips through a lot of things that most every other set has a hard time with.

     

    Cyclops or Minotaur just popped Unstoppable?  Doesn't matter.  You blow right past it for full damage.  Melting tanky mobs in an ITF was surprisingly easy.  Paragon Protectors on a Manticore are also easy to hose with your Psi damage.

     

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Lovage: Level 50 Science Blaster
    Primary Power Set: Psychic Blast
    Secondary Power Set: Martial Combat
    Power Pool: Concealment
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Psionic Dart -- SprDfnBrr-Acc/Dmg/EndRdx/Rchg(A), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg(5), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7)
    Level 1: Storm Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(11)
    Level 2: Telekinetic Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(9), Thn-Acc/Dmg/EndRdx(13), Thn-Dmg/EndRdx/Rchg(13), Thn-Dmg/Rchg(15), Thn-Acc/Dmg/Rchg(15)
    Level 4: Reach for the Limit 
    Level 6: Psychic Focus -- GssSynFr--Build%(A)
    Level 8: Will Domination -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(17), Thn-Dmg/Rchg(17), Thn-Acc/Dmg/Rchg(19), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(21)
    Level 10: Burst of Speed -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg/EndRdx(25), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Dmg/EndRdx(34), SprAvl-Rchg/KDProc(34)
    Level 12: Psionic Lance -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(39), Thn-Dmg/EndRdx(48), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(50)
    Level 14: Infiltration -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(23), WntGif-RunSpd/Jump/Fly/Rng(23), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(33), LucoftheG-Def/Rchg+(43)
    Level 16: Stealth -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(37), RedFrt-EndRdx/Rchg(39), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(43), RedFrt-EndRdx(50)
    Level 18: Psionic Tornado -- Artl-Acc/Dam(A), Artl-Dam/End(40), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42), Artl-Acc/Rech/Rng(42), Artl-End/Rech/Rng(43)
    Level 20: Reaction Time -- Heal-I(A), Heal-I(21), EndMod-I(40), EndMod-I(40)
    Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 24: Inner Will -- RechRdx-I(A), RechRdx-I(25)
    Level 26: Psychic Wail -- SprBlsWrt-Acc/Dmg/EndRdx/Rchg(A), SprBlsWrt-Acc/Dmg/EndRdx(27), SprBlsWrt-Acc/Dmg/Rchg(27), SprBlsWrt-Acc/Dmg(29), SprBlsWrt-Dmg/Rchg(29), SprBlsWrt-Rchg/Dmg%(33)
    Level 28: Boxing -- Empty(A)
    Level 30: Eagles Claw -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Acc/Dmg/Rchg(31), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Rchg/HoldProc(33)
    Level 32: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(45)
    Level 35: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(36), RedFrt-EndRdx/Rchg(36), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def(37), RedFrt-EndRdx(37)
    Level 38: Weave -- Rct-Def(A), Rct-Def/EndRdx(45), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(46), Rct-Def/EndRdx/Rchg(46), Rct-ResDam%(46)
    Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 44: Tactics -- RctRtc-Pcptn(A), RctRtc-ToHit(50)
    Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 49: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 1: Defiance 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- UnbLea-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Mrc-Rcvry+(A)
    Level 1: Stamina -- EndMod-I(A), EndMod-I(11)
    Level 49: Quick Form 
    Level 50: Musculature Core Paragon 
    Level 50: Cognitive Radial Flawless Interface 
    Level 50: Vorpal Core Final Judgement 
    Level 50: Seers Radial Superior Ally 
    Level 50: Rebirth Radial Epiphany 
    Level 50: Freedom Phalanx Reserve 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 50: Assault Core Embodiment 
    ------------

    • Like 1
  16. 12 hours ago, Spectre7878 said:

    How are people slotting storm cell?

    I did all the Overwhelming Force set except the End/Rech, and then one 50+5 Rech IO.

     

    I was chasing Defense, but the OF proc seems to fire a LOT when you’re spamming Storm attacks.  If you don’t care about set bonuses, just the OF proc is worth it.  I’d max Recharge best you can, and add some End Redux.

  17. 53 Storm/SR/Electric Sentinel with max Damage Incarnates.  Fully IO’d out to 45% Defense and decent +recharge.

     

    Very solid versus even 54 Arachnos, though they can debuff and kill you sometimes.  Mostly it’s the boss Fortunatas as usual.

     

    I swapped out my Elec attacks in a few respecs and only use Lightning Field and Rehabilitating.

     

    Which brings me to my main finding: using non-Storm Blast attacks in your rotation feels like I’m leaving proc effects on the table.

     

    Logically there is a break-point where a non-Storm attack is so good that loss of Storm Cell procs doesn’t matter.  Though I don’t know the math for that.

     

     Still messing about with what my ideal Storm rotation is.

     

    Gust: great for the -Fly and good DPA.

     

    Hail: gotta play more with this to decide, hard to choose this over Gust or Cloudburst.

     

    Jet Stream: wound up dropping it due to it being the only cone and shorter range.  Good while leveling, though, and fun.

     

    Storm Cell:  love it, but took some getting used to.  A great spot for Overwhelming Force.  Lotsa knockdown then.  Wish the Slow was a bit stronger as it would help keep them in Cat 5 more.  Very defensive when proccing, a lot of my survival is due to this.

     

    Intensify: a bit random for an “Aim”, but I like it.  Very fun to drop Cat 5 after this as it greatly ups the proc chance.

     

    Lightning Strike:  hits like a truck and procs Stun well on Lts and Minions.  Fave power.

     

    Chain Lightning:  I really like chains, so no complaints here.  Damage feels just about right.  Procs Ragnarok’s KD IO well.

     

    Cloudburst:  My only gripe is the damage tick speed.  The time to fully deliver its DPS feels too long when combined with its travel time to target.  This is the same issue that hamstrings Gravimetric Snare.  They almost never tick fully.  I would honestly be in favor of a bit lower DPS if it would do it all upfront; the debuffs are a good “linger” effect for the cloud as is.  Full Charlie Brown.

     

    Cat 5:  combos well with Cell to cause sheer pandemonium.  Again, you’re locked into using Storm powers to get the most procs outta this.  Not an insta-gib nuke, but plays more defensive than the others.

     

    In all, Storm feels very controllish to me.  It’s a bit random at times; RNG will let me steamroll one group of 54s, but get stuck slogging through another.

     

    That’s X-Com, baby.

     

    Cell and Cat 5 add a significant level of survival compared to your bog-standard nuke or rain.  I know some folks will want max damage upfront from a set, but it’s nice to have a different style.

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  18. I’m kinda in the other boat to you and Wav, AA.

     

    I find the current state of Incarnate play at 50 to be completely over the top and quickly burn out on it.  Guess I’m one of those “back in my day” old farts.

     

    Anywho!  As you mentioned, the Blaster changes make leveling a new Blast toon much nicer.  If we take Incarnates and procs out of the equation, this is a straight upgrade to the powers changed.

     

    And honestly, the fact Suppressive was outdamaging Exectioner’s is proof of the craziness the game has evolved to: where mez powers outdamage dedicated DPS powers.

     

    Not saying that’s a good or bad thing, but it makes sense they won’t be balancing around edge-case use.  Cuz most folks don’t get toons to 50 and fully purple them, it’s better to assume most play is with SOs.

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  19. Been playing about with the sheer insanity that is SR on a Tanker recently.  Paired with Storm Kick from MA it's ridiculously easy to hit Incarnate softcap Defense to all Positionals.

     

    This lets you do completely stupid stuff like chase obscene levels of +Damage set bonuses and still work in enough +Recharge to leverage it.

     

    I managed to squeak in a damage proc for every attack, but the real draw here is that +45% damage set bonus.  This is akin to having an extra level 50 Damage IO on every attack.  Then we add in Musculature Core and one of the Assault Hybrids for further stupidity.

     

    I fit in Eagle's Claw for this one, as I like the guaranteed Stun to detoggle things like Daemon Lords.  It also helps up your AoE a bit if you immediately follow Claw with Dragon's Tail.  You could easily move stuff around a bit and drop Eagle's for Thunder, Cobra, or Crippling.  Crippling is probably your best DPA, but I wanted to leverage Claw for AoE damage here.

     

    Cross Punch hits up to 5 targets nearly as hard as Crane Kick or Cobra Strike.  This really helps shore up the AoE weakness everyone avoids MA for.  Even used as part of your singletarget chain it'll buff your Recharge and ToHit reliably.  I'm hitting for about 250 damage at level 50 with it.

     

    With your Regen and Recovery powers slotted as I have you've got enough Endurance to fight forever, and you've three passive heal IOs firing so often you out-heal incoming damage.  No need to stop attacking to fire Aid Self.

     

    Edit: Refined things a bit more.  Mainly I've moved up Tough and slotted it to run full-time.  Also dropped Combat Jump in favor of Elude; Elude is sometimes handy if you're suffering cascading Defense failure.  Focused Accuracy I muled for another 2% damage buff, as I found I wasn't using it much.  Focus Chi is enough to make certain you flatten a problem foe.

     

    Grand totals for the updated build are 59% Defense to M/R/AoE, and +45% Damage bonus.

     

    This Hero build was built using Mids Reborn 3.4.7
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Super Reflexes
    Secondary Power Set: Martial Arts
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Focused Fighting

    • (A) Red Fortune - Defense/Endurance
    • (7) Red Fortune - Defense/Endurance/Recharge
    • (9) Red Fortune - Defense
    • (9) Red Fortune - Endurance
    • (11) Red Fortune - Endurance/Recharge
    • (11) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 1: Storm Kick

    • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (45) Mako's Bite - Accuracy/Damage
    • (46) Mako's Bite - Damage/Endurance
    • (46) Mako's Bite - Chance of Damage(Lethal)
    • (46) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
    • (48) Superior Might of the Tanker - Damage/Recharge

    Level 2: Focused Senses

    • (A) Red Fortune - Defense/Endurance
    • (13) Red Fortune - Defense/Endurance/Recharge
    • (13) Red Fortune - Defense
    • (37) Red Fortune - Endurance
    • (43) Red Fortune - Endurance/Recharge
    • (45) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 4: Boxing

    • (A) Empty

    Level 6: Practiced Brawler

    • (A) Endurance Reduction IO

    Level 8: Dodge

    • (A) Shield Wall - Defense/Endurance
    • (19) Shield Wall - Defense/Recharge
    • (19) Shield Wall - Defense/Endurance/Recharge
    • (25) Shield Wall - Defense
    • (37) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 10: Kick

    • (A) Empty

    Level 12: Evasion

    • (A) Red Fortune - Defense/Endurance
    • (48) Red Fortune - Defense/Endurance/Recharge
    • (48) Red Fortune - Defense
    • (50) Red Fortune - Endurance
    • (50) Red Fortune - Endurance/Recharge
    • (50) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 14: Cross Punch

    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (15) Obliteration - Accuracy/Damage/Recharge
    • (15) Obliteration - Damage/Recharge
    • (42) Obliteration - Damage
    • (43) Obliteration - Chance for Smashing Damage
    • (43) Multi-Strike - Accuracy/Endurance

    Level 16: Crane Kick

    • (A) Overwhelming Force - Accuracy/Damage/Endurance
    • (17) Overwhelming Force - Accuracy/Damage
    • (17) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    • (25) Superior Might of the Tanker - Accuracy/Damage
    • (36) Superior Might of the Tanker - Recharge/Chance for +Res(All)
    • (36) Hecatomb - Chance of Damage(Negative)

    Level 18: Agile

    • (A) Shield Wall - Defense
    • (29) Shield Wall - Defense/Endurance
    • (29) Shield Wall - Defense/Recharge
    • (33) Shield Wall - Defense/Endurance/Recharge
    • (34) Shield Wall - Endurance/Recharge

    Level 20: Dragon's Tail

    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (21) Obliteration - Accuracy/Damage/Recharge
    • (21) Obliteration - Damage/Recharge
    • (23) Obliteration - Damage
    • (23) Obliteration - Chance for Smashing Damage
    • (37) Multi-Strike - Accuracy/Endurance

    Level 22: Quickness

    • (A) Run Speed IO

    Level 24: Focus Chi

    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (39) 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
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (42) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 26: Lucky

    • (A) Shield Wall - Defense
    • (27) Shield Wall - Defense/Endurance
    • (27) Shield Wall - Defense/Recharge
    • (34) Shield Wall - Defense/Endurance/Recharge
    • (34) Shield Wall - Endurance/Recharge

    Level 28: Tough

    • (A) Gladiator's Armor - End/Resist
    • (39) Gladiator's Armor - Resistance
    • (39) Gladiator's Armor - TP Protection +3% Def (All)
    • (42) Steadfast Protection - Resistance/+Def 3%
    • (45) Unbreakable Guard - +Max HP

    Level 30: Eagles Claw

    • (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (31) Mako's Bite - Accuracy/Damage
    • (31) Mako's Bite - Damage/Endurance
    • (31) Mako's Bite - Chance of Damage(Lethal)
    • (33) Superior Might of the Tanker - Accuracy/Damage/Recharge
    • (33) Superior Might of the Tanker - Damage/Endurance/Recharge

    Level 32: Warrior's Provocation

    • (A) Mocking Beratement - Threat/Placate/Recharge/Range

    Level 35: Focused Accuracy

    • (A) Adjusted Targeting - To Hit Buff/Endurance
    • (36) Adjusted Targeting - Endurance/Recharge

    Level 38: Elude

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

    Level 41: Physical Perfection

    • (A) Power Transfer - Chance to Heal Self

    Level 44: Maneuvers

    • (A) Reactive Defenses - Scaling Resist Damage

    Level 47: Tactics

    • (A) Rectified Reticle - Increased Perception

    Level 49: Vengeance

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

    Level 1: Brawl

    • (A) Empty

    Level 1: Gauntlet 


    Level 1: Sprint
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