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  1. I hadn't gone through and done one from the ground up, but I have been copying others and taking notes. S/L resist I would like to have be higher, but compared to my Stalker some of the other resists are higher here, so I'm not too offended. The end game version is about as good as I'm going to get though. I also use the Resist Scaling IO so the resist numbers can go up. Attack Chain ST attack chain can skip Strike by at least 30. I won't die on the hill that is taking it over Swipe though. Neither are used in the end. AoE attack chain is FU + Spin and Shockwave by at least 32+. There's zero need for Eviscerate. Initial Testing No accolades. No Incarnates. I did some leveling content, but I have done Claws to 50 twice and EA to 50 once, so I mostly farmed it to 50. End usage is absolutely there and more so with FA, but EA makes it manageable. I did a +2/x8 mission with nothing but Paragon Protectors without Inspirs and it was manageable. Annoying but manageable. I even took on two mobs at once. Fun times. Energy Drain worked through MoG. I need to look at how much Acc slotting that needs, as it takes Acc slotting but feels auto hit. Maybe add more end drain if possible for smaller packs or single targets. I use Energize for the end discount versus the actual heal aspect. It is a low bar, but I did the 801.0 map at -1/x1 deathless without accolades, Inspires, or Incarnates. Ranged attacks to keep away from debuffs(-recharge) are nice. I did a +2/x5 BP mission with no Inspirs. I'm not sure my health went below 80%. The same mission with a higher mobs size with my Claws/wp Brute inspired the creation of this character despite the Brute also being 50+1. +2 Citadel without Inspirs on a team where I think there was a single support. I had no issues even with troublesome rooms going in solo. Posi was forgettable. Yin was unslotted as I didn't have the build done yet. I fully expect any TFC badge related TF to be boring at this point, so there's honestly no real issues with it during lower level content once built. Currently doing +2/x8. Not sure I want to go +3 yet, or not. There are always missions which make me lower it for a character, so this feels good to drop in a map on the casual side. I see no reason to not do +3 casual in the end. Working on Flashback challenge badges although too early to really comment. You can easily pick and choose which ones to do so you can do multiple challenges in a single mission. I should have 1-14 level range done soon enough with each of the challenge badges. Incarnates Alpha: Musculature Core. Maybe Cardiac if you want to avoid using ED, but I would just rather have things dead. Destiny: Ageless Radial. For two reasons. Def debuffs are absolutely a thing which can screw over this build. I did a mission at +2/x8 and sometimes I wondered if I had any Def debuff resistance. Once Ageless was added in, things got more sane. The added end makes using ED less often. ED has a longer animation so that also means less time killing. Barrier and Rebirth are talking points, but Ageless seems to cover more for what I want. I still really like EA, but the lack of Def debuff resistance is telling. Just try low level soloing x8 mobs. I did that in a level 14 Flashback. Never again. Hybrid: Melee Core. Regen, added Resistance which is a bigger benefit than 1.5% Def, and resistance to annoying status effects which prop up in end game plays. Assault was absolutely in play, but the more I looked into things, I switched. Interface: Degenerative, I know there are others, and it can be deemed pointless on a team if someone else has it as well. Due to Claws being resisted and more about DPS vs. DPA, dropping HP seems more important than adding -Res. Judgement: Ionic or Void. For sheer damage or the added debuff. Lore: Whatever. I tend to use what looks correct for that character versus min/max reasons. I would look for +dmg, heal, -resist, -regen and go from there. I prefer Radial to keep the support around. Cost 500ish mill. All depends on what you have on hand, and such. I'm sure realistically it could be done for cheaper. I absolutely was not low balling prices nor going the way of crafting my own IOs. It's straight attuned with common IOs getting +5ed at some point. There was a single purple in the build, but I removed it after some playing around with it. It went into Strike. It was only really used for low level content so I felt like it was a waste of a slot and better used in Health which what was also getting added in the end game build so now there's just a moving of three slots from Strike to Dampening Field. The current build uses the purple. I'm too lazy to do a respec for a single slot for a build I will move away from. Here's the Exempt build. v3.4 This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Without Pause: Level 49 Mutation Scrapper Primary Power Set: Claws Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Strike -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(3), TchofDth-Acc/Dmg/EndRdx(5), TchofDth-Dmg/EndRdx/Rchg(5) Level 1: Kinetic Shield -- ShlWal-Def(A), ShlWal-Def/EndRdx(7), ShlWal-Def/Rchg(9), ShlWal-Def/EndRdx/Rchg(9), ShlWal-ResDam/Re TP(49) Level 2: Slash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(11), TchofDth-Dmg/Rchg(11), TchofDth-Acc/Dmg/EndRdx(13), TchofDth-Dmg/EndRdx/Rchg(13), AchHee-ResDeb%(15) Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(15), ShlWal-Def/EndRdx/Rchg(17), ShlWal-Def(17) Level 6: Spin -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Rchg/+Crit(23) Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(23), SprCrtStr-Acc/Dmg/Rchg(25), SprCrtStr-Dmg/EndRdx/Rchg(25), SprCrtStr-Acc/Dmg/EndRdx/Rchg(27), SprCrtStr-Rchg/+50% Crit(27) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Dampening Field -- GldArm-3defTpProc(A), ImpArm-ResPsi(45) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Energy Protection -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(45) Level 18: Focus -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(29), Dcm-Dmg/Rchg(29), Dcm-Acc/EndRdx/Rchg(31), Dcm-Acc/Dmg/Rchg(31), Dcm-Build%(31) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(42), Rct-Def/EndRdx(43) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(43), UnbGrd-EndRdx/Rchg(43) Level 26: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(34), ShlWal-Def/EndRdx/Rchg(34), ShlWal-Def(34), LucoftheG-Def/Rchg+(42) Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 32: Shockwave -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(39), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-Acc/Dam/Rech/End(40), SuddAcc--KB/+KD(40) Level 35: Energy Drain -- LucoftheG-Def/Rchg+(A), PreOptmz-EndMod/Rech(48), PreOptmz-EndMod/End/Rech(48) Level 38: Focused Accuracy -- GssSynFr--Build%(A), AdjTrg-ToHit(42), AdjTrg-ToHit/EndRdx(47), AdjTrg-ToHit/EndRdx/Rchg(47) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Assault -- EndRdx-I(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-RunSpd(A), Clr-Stlth(48) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(7) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 14: Double Jump ------------ Here's the End Game build v3,3 This Hero build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Without Pause: Level 50 Mutation Scrapper Primary Power Set: Claws Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Strike -- TchofDth-Acc/Dmg(A) Level 1: Kinetic Shield -- ShlWal-Def(A), ShlWal-ResDam/Re TP(3), ShlWal-Def/EndRdx(7), ShlWal-Def/Rchg(9), ShlWal-Def/EndRdx/Rchg(9) Level 2: Slash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(11), TchofDth-Dmg/Rchg(11), TchofDth-Acc/Dmg/EndRdx(13), TchofDth-Dmg/EndRdx/Rchg(13), AchHee-ResDeb%(15) Level 4: Power Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(15), ShlWal-Def/EndRdx/Rchg(17), ShlWal-Def(17) Level 6: Spin -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(21), SprScrStr-Rchg/+Crit(23) Level 8: Follow Up -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(23), SprCrtStr-Acc/Dmg/Rchg(25), SprCrtStr-Dmg/EndRdx/Rchg(25), SprCrtStr-Acc/Dmg/EndRdx/Rchg(27), SprCrtStr-Rchg/+50% Crit(27) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Dampening Field -- GldArm-3defTpProc(A), ImpArm-ResPsi(45), TtnCtn-ResDam/EndRdx(47), TtnCtn-ResDam/Rchg(47), TtnCtn-ResDam(49), TtnCtn-ResDam/EndRdx/Rchg(49) Level 14: Super Jump -- WntGif-ResSlow(A) Level 16: Energy Protection -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(45) Level 18: Focus -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(29), Dcm-Dmg/Rchg(29), Dcm-Acc/EndRdx/Rchg(31), Dcm-Acc/Dmg/Rchg(31), Dcm-Build%(31) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(42), Rct-Def/EndRdx(43) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(33), UnbGrd-Rchg/ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(43), UnbGrd-EndRdx/Rchg(43) Level 26: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(34), ShlWal-Def/EndRdx/Rchg(34), ShlWal-Def(34), LucoftheG-Def/Rchg+(42) Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 32: Shockwave -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(39), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-Acc/Dam/Rech/End(40), SuddAcc--KB/+KD(40) Level 35: Energy Drain -- LucoftheG-Def/Rchg+(A), PreOptmz-EndMod/Rech(48), PreOptmz-EndMod/End/Rech(48) Level 38: Focused Accuracy -- GssSynFr--Build%(A), AdjTrg-ToHit(42), AdjTrg-ToHit/EndRdx(50), AdjTrg-ToHit/EndRdx/Rchg(50) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-EndRdx/Rchg(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Assault -- EndRdx-I(A) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-RunSpd(A), Clr-Stlth(48) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3) Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 14: Double Jump ------------
  2. Edit: Minor Tweaks to slotting. Hello Scrappers! I haven't touched a scrapper build in a while, and would love to plug into the wisdom of the community regarding this combo. A few questions I have asked myself in making this build: What is ideal slotting for the crit ATO proc? Siphon seems the best compromise here, as Smite would be too low a proc rate, and midnight grasp is ideally the power I want to benefit from the proc. How to best enhance siphon life? I have given it some heal in the mix, but am not sure if this element will matter all that much in practice. Perhaps I should pump it with more procs and/or a bit more ED. Will this be a proper balance for end consumption? I'm okay with leaning a bit on Energy Drain at higher levels, but obviously that could pose an issue when exemplaring. My logic is that at lower levels Energize should keep me running lean enough for the most part. I sacrificed numina's and extra endmod in stamina in pursuit of other goals. Overload is sort of a whatever pick/mule at 49. I could swap it for Shadow Meld, but don't see this as a "use often" power. My logic here is that on the rare occasion when I need the extra defensive beef, the HP pad and extra DDR from overload will hold me in there better. Beyond that, my goals with this build were to softcap vs everything but Psi, pump S/L resist, and shore up other resists where possible. I also really like slow resist myself, and have built in near total protection. Recharge is more of a secondary goal. Smite seems to give a little flexibility here, being an excellent attack that fills out gaps between other heavy hitters pretty reliably without doubling down on tons of recharge bonuses. I pick up the low hanging fruit here in lotgs and a couple purple/ATO sets. A little more recharge certainly wouldn't hurt, though. The build: In case you don't have the latest Mids build (official release not out yet - this is the latest manual update available through Discord), here are the totals:
  3. One thing I'd really like to work on, if possible, is to create a group repository of information on Sentinels as a whole, explaining what makes a strong pairing from each primary to each secondary and all of the pool powers, as well as what distinguishes Sentinels from Scrappers and Blasters. I understand that this is a big undertaking, but I think it could be extremely helpful to new players. I have some thoughts on these subjects, but the fact of the matter is, I didn't play CoX live at a very high level of proficiency and there are limits to how much I've experienced in Sentinel as-is. I will say that i would like to avoid contributions from people who are of the position that there is no such thing as a weak choice of powerset in CoX, or of the position that any powerset is so bad it should not be taken by anyone with an interest in m making the most of their characters. I believe it is possible and responsible to speak in general terms about average player performance and also support a diversity of interests. There is no wrong way to play, but I want players to be reasonably well-informed going into their choices -- at least, if they want to be. Some enjoy the discovery! I think the best way to create such a project would be for people to submit "sets" of opinions, where they analyze multiple different powersets in compare and contrast, so that we can get a feel for each reviewer's independently, then have a "czar" for that powerset synthesize all the submissions into something that succinctly reflects the consensus and any important divergences thereof. However, that assumes a large interest in this project. I don't know if anyone else would be interested in contribution. Also, accepting general feedback at this stage. Post inspired in part by @oldskool and their excellent comments in various threads. Set Reviews List of posters reviewing what powersets; click the [X] next to the name to see a completed review. Set Name Review 1 Review 2 Review 3 Review 4 Primaries Archery @drbuzzard @oldskool [X] Assault Rifle @oldskool [X] @Sunsette Beam Rifle @Sunsette [X] @drbuzzard [X] Dark Blast @drbuzzard @oldskool [X] Dual Pistols @oldskool [X] Energy Blast @Sunsette [X] Electric Blast @Save-vs-DM [X] Fire Blast @drbuzzard [X] @underfyre [X] Ice Blast @underfyre [X] Psychic Blast @drbuzzard [X] @oldskool [X] Radiation Blast @underfyre [X] Sonic Attack @drbuzzard [X] Water Blast @drbuzzard [X] Secondaries Bio Armor @drbuzzard Dark Armor @oldskool [X] Electric Armor @Hopeling[X] @drbuzzard [X] Energy Aura @Sunsette [X] @drbuzzard [X] Fiery Aura @drbuzzard [X] Ice Armor @357trall [X] Invulnerability @Sunsette [X] Ninjutsu @drbuzzard @oldskool [X] Radiation Armor @Destlin [X] Regeneration Super Reflexes @Sunsette [X] @drbuzzard [X] Willpower @drbuzzard @oldskool [X] Epic Pools Dark Mastery Electricity Mastery @Sunsette Fire Mastery @Sunsette Ice Mastery @Sunsette Ninja Tool Mastery Psionic Mastery @Sunsette Leviathan Mastery Mace Mastery Mu Mastery Soul Mastery Utility Pools Concealment @Sunsette Fighting @Sunsette Flight @Sunsette Leadership @Sunsette Leaping @Sunsette Medicine @Sunsette Presence @Sunsette Sorcery @Sunsette Speed @Sunsette Teleportation @Sunsette We can have more reviewers than four, but I chose not to assume everyone in the world ever would want to participate in this. I'll increase the number of slots if necessary. I intend to do the synthesizing of reviews into a coherent whole and will also be doing primary reviews on a number of sets; please feel free to keep me honest and call me on my shit if you think I've done a poor job somewhere. I'm initially going to be conservative on picking sets and stick to ones I feel I have a very, very strong grasp on; I'll branch out to ones I feel I have an OK grasp on if we have a lot of holes. If you're interested in submitting a review, this is the current format. Submissions are not yet open, but will be soon barring major disagreements. Set Review Format (Tentative) Powerset Name Basic Qualities:0 If damage primary: High/Med/Low Single-Target Damage1, High/Med/Low AoE Damage2 (# Cones/# Spheres/# PBAoEs)3, High/Med/Low Control4 If survival secondary: High/Med/Low HP/Healing5, High/Med/Low Defense6, High/Med/Low Resistance7, High/Med/Low "Clicky-ness"8. If pool: The main purpose of this pool. Special Qualities: For primaries, list secondary effects here: knockback, knockdown, stun, -regen, -res, -def, etc. Do not include the benefits of Passive or Active Opportunity. For secondaries, list things that aren't defense, resistance, healing, absorbs, or max HP here. So +recharge, defense debuff resistance, any notable mez protection the set lacks or is weak in, etc. If pool: Can skip Other: Anything else that you think should be noted about this powerset. Significant changes in this powerset from their implementation on other archetypes should go here. Beginner's Notes: Any powers or strategies that are especially beneficial to low level or new players to this set. This is a good place to put down slotting ideas for before level 50 (keep it to under 10 million inf. costs please) as well as early level rotations. Skippables/Must-Haves: For primaries or secondaries, list the powers that typically are considered optional or bad. For pools, list powers that are the strongest in the set. Whenever possible, please explain your reasoning. Advanced Slotting: L50 builds. (sky's the limit for budget). Whenever possible, please explain your reasoning. This will probably be a pretty long section that needs subdivisions, I'll work on this some more. Base Rotation: The standard attack rotation leveling up or at early 50s, for people to refine. Note any cooldown benchmarks that may be necessary for a specific rotation if it requires over 70% or so enhancement or global recharge. Complementary Choices: Suggest any primary, secondary, or pool (save ones that are mutually exclusive with this one) that synergizes with this one, and explain why. Ex: Energy Blast synergizes well with pools that contain an AoE immobilize with knockback protection and a strong melee attack to make the most of position with Nova; Dark Blast synergizes well with Dark Mastery to completely floor the opponents' accuracy. Whenever possible, please explain your reasoning. Incarnates: Would skip this for pool powers generally speaking, but incarnate powers that pair notably well with this powerset. Whenever possible, please explain your reasoning. 0 All measures assuming fully geared and incarnated at 50; this is just so we have an empirical baseline. 1 High: ST damage of approximately ≥230+ DPS. // Medium: ST damage of approximately 190 DPS. // Low: ST damage of approximately ≤160 DPS. If damage type is mostly Smashing or Lethal, consider it one tier lower. 2 High: Has 3+ AoEs. // Medium: Has 2 AoEs. // Low: Has 1 AoE. If damage type is mostly Smashing or Lethal, consider it as having one fewer AoE. 3 The breakdown of the number and type of each AoE type. 4 High: Reliably reduces incoming damage from the average pack of enemies by 50% or more. // Medium: Reliably reduces incoming damage from the average pack of enemies by about a third or a quarter. // Low: Controls can be beneficial sometimes but not to be relied upon. 5 High: Unaided, can heal or absorb a third of base Max HP (400) every 10 seconds or less. // Medium: Unaided, can heal or absorb a third of base Max HP (400) every 20 seconds or so. // Low: Unaided, can heal or absorb a third of base Max HP (400) every 40 seconds or more. Does not include the benefits of Defensive Opportunity. 6 Use values derived from Reistorm's chart located here. High: Gets S/L/E or all Positional to ≥32.5%. // Medium: Gets some of S/L/E or Positional to ≥32.5%, or gets all of S/L/E to 20%+. // Low: Any other result. 7 Use values derived from Reistorm's chart located here. High: Gets S/L to ≥45% or S/L/E to ≥30%. // Medium: Gets S/L or E o to ≥45%, or gets all to 20+%. // Low: Any other result. 8 High: Has 2+ abilities with an enhanced cooldown of a minute or less used frequently. // Medium: Has an ability virtually used on 'autocast' or an ability with an enhanced cooldown of a minute or less that otherwise needs to be frequently used for a non-healing purpose. // Low: Active abilities with enhanced cooldowns of a minute or less are rarely used for any purpose but an emergency heal. Outline (Tentative) Why Play a Sentinel? Seize the Opportunity: Sentinel Basics The Never-Ending Battle: Attack and Defense Mechanics Zoom and Enhance: Enhancement Mechanics Four-Color Fantasy: Leveling Red, Blue, Gold, and Black Primary Colors: Blast Powerset Reviews Secondary Strategies: Defensive Powerset Reviews Fly Like an Eagle: Utility Pool Reviews EPIC!: Epic Pool Reviews The Alpha and the Omega: Incarnate Mechanics A Few Provisos: Badges, Macros, and other Miscellany At the moment these are all things I intend to write myself, but I will gladly take volunteers for any sections.
  4. Happy Tuesday, Paragon! Let me start by saying that I've yet to fully play and keep any type of Scrapper for very long. I'm a big fan of the Energy Aura set and this was the final AT that I needed to test them all (Kin/EnA Stalker, NRG/EnA Sentinel, Savage/EnA Brute so far), so I'm fairly decent and comfortable slotting/using it. I usually take the entire set except for Overload, but I do appreciate it for being another LotG mule and a hefty "Oh Crap!" button. I'm mostly looking for ideas with Psi Melee. I've searched through the forums and the general consensus is to try Boggle while leveling and drop it once finalizing. I've also seen to focus on the 3 "Blade" attacks. I'm using TK Blow as a filler attack until a proper chain can be formed. Looking to keep the Pool Powers minimal with Jumping and Fighting. Leaning towards Mu Mastery because I love Ball Lightning, but that is not set in stone. If anyone has a spare build or two lying around, they would be mighty appreciated. Preferably a fresh-50 (Uncommon/Rare IOs) and a fully-kitted out end-game would be even better so I know what to aim for eventually. Thank you for reading this far and I wish you all the best today and every day ❤️
  5. Notes from the Author Edits made to the build: 2021 Feb 28: 2021 Feb 19: Design Goals: High Recharge: I want to have near perma-Hasten while also having my best attacks up more often Be surviable: Softcapped Defenses (45+% to S/L/E/N/F/C), Decent Regeneration (400+%, 25+ HP/sec), No Endurance Issues, Decent Resists (40+% S/L, 30+% in F/C/E/N) DPS for anything: Single Target (wreck Bosses+) AoE (mow through Minion/LT packs) Range (I don't always want to chase, so hurt them from afar) How did those goals work out?: High Recharge: Hasten coolsdown in 120.9s (114.8s when Base Empowerment: Increased Attack Speed is active). 188.75% global recharge (208.75% with base empowerment) Also built in 70% resistance to Slows (90% with Base Empowerment), so no fear of debuffs to my movement or recharge Survivability: Defenses - S/L: 54%, F/C: 53%, E: 53%, N: 43% (Energy Drain can increase this more) Regeneration - 389.5% (26 HP/sec), also Energize is able to heal 600 HP every 33s) Endurance - Energize is nearly perma'd and Energy Drain is on a 21s cooldown, rarely any endurance issues Resists - S/L: 47%, F/C: 44%, E: 28%, N: 25%, T: 22% (a little short on my E/N goals, but acceptable) DPS for anything: Single Target Can burst TF (hide) > ET (fast) > AS (fast) for 2100 damage in 5.15s (~410 DPS) Can chain TF > ET (fast) > AS (fast) while using EP Zapp as filler for sustained chunky damage For big fights: PC > AS > TF > ET (fast) > AS > Zapp > ET. The 71% chance to debuff will create on average 14% more damage for the chain, pushing numbers to approximately 385 to 443 DPS. Without factoring in BU or Hide proc. AoE Can burst PC (hide) > Ball Lightning > Cross Punch for ~185 AoE DPS, and sprinkle in fast AS for bosses PC (hide) > Ball Lightning > Assassins Strike. The AoE does on average ~850 damage in a little over 3s of animation time. With enough targets clustered there's a high probability of getting BU to proc and use it before AS. Range Have Zapp (7s cooldown), Mu Bolts (2s) and Ball Lightning (11s). Zapp is utilized in my ST melee attack chains while Ball Lightning is used in my AoE chains. Mu Bolts is mostly there as filler for when I am truly stuck at range. How does it play?: Updated: I've been playing this character a lot more lately and have definitely played around with some of the ideas mentioned in the comments and most importantly tried various forms of game play to get a feel for what works and what doesn't. Sadly, Cross Punch just didn't work for me. Enemies scatter too often and rarely do they aggro tight enough for me to take advantage of the AoE. So it's gone. The good news, I think my AoE potential is far improved now that I created a build that is able to emphasize more procs and recharge. Power Crash is now strong enough to where I could use it in my ST attack chain and not miss a beat. I might revisit Cross Punch, but I would have to test it with Fold Space and see if I can make good use of it. I have playtested this toon in Fire and S/L farms, and the survivability is very good. It also allowed me to test out Power Crash and Ball Lightning together and wow, the BU proc fires at a fantastic rate. If/when I can hit 16 targets with Ball Lightning, BU will recharge 56% of the time. With Power Crash, 5 targets will recharge BU 23% of the time, and with 10 targets it becomes 40% of the time. I'm not saying this toon is intended to be a farmer, just saying in highly saturated scenarios, the AoE of this build can blossom into something very capable. I often use TF and AS as filler while I wait for PC to come off cooldown. I'm also not sold on Ragnarok as the set for Ball Lightning. I'm very tempted to go with Positron's Blast and get one more proc into the attack. The recharge would go from 8.4s to 11.1s, but the average damage would go up from 169 to 245. Right now I have it in the build as alternative slotting scratch that, I'm going with Positron over Ragnorak. In regular content, I mostly adapt to the situation. I'll usually start with Power Crash on mobs to hopefully one shot Minions and possibly LTs (if I crit and get some procs), then roll into my ST chains. Bosses are dead before a chain ends, Elite Bosses might last up to two chains...might. One of the things I changed from the first build, I went back to using Miracle's recovery in my build. I just didn't like needing to use Energy Drain and/or Energize to fix my endurance issues...I wanted to keep punching. So I threw it back in and feel pretty good about the results so far. Mu Bolts...it's there as a mule. BUT, there are times where I don't mind having the extra range attack. Running a BAF and picking off Prisoners from a far, it's useful. It's nothing more than that, situational utility. Right now, I'm still trying to decide what I want to do to polish off the build. I'd love to find two or three more enhancement slots to patch a few more things. But, I like where it's at. It's tanky, it hits really hard, and it is fun. It solos well and it shines in team content (where others debuffs helps highlight the characters raw damage potential). For exemplaring, I'd probably do some things differently, but given that I usually don't exemplar below level 30, this build fits me well. Original: I'll update this more when I play more. For now, I just want to share the build and get comments/feedback. The Build: Below this line is the original build. Mids build link: Images for the build:
  6. My spines/energy scrapper just hit 47 and it's time to go SRS BZNS on the build. I currently have the Critical Strike set in Throw Spines, because it is usually what I open with. Is there a better place for it? I likewise have Scrapper's Strike in Ripper. Does it too belong somewhere else?
  7. Looking for tips from y'all about this build, because I always feel like I'm missing something. This is a concept build, so I'm only looking to min/max within those parameters. Note the teleport powers: they're placeholders for the new equivalents (Combat Teleport, Fold Space, etc.). I just want a fairly survivable build that packs as much punch as possible. Given that I hate running out of endurance and don't like relying on Ageless, I went for Cardiac Core, but if there's IO choices that can net me some better recovery I'll take it! Let me know any and all thoughts! Villain 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! Dibbuk: Level 50 Technology Stalker Primary Power Set: Dark Melee Secondary Power Set: Energy Aura Power Pool: Teleportation Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Soul Mastery Villain Profile: Level 1: Smite -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(3), SprAssMar-Acc/Dmg/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(5), SprAssMar-Acc/Dmg/EndRdx/Rchg(5), SprAssMar-Rchg/Rchg Build Up(7) Level 1: Hide -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(17) Level 2: Kinetic Shield -- Rct-ResDam%(A), Rct-Def(19) Level 4: Shadow Maul -- Obl-Dmg(A), Obl-Acc/Rchg(7), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/Rchg(9), Obl-Acc/Dmg/EndRdx/Rchg(11), Obl-%Dam(11) Level 6: Power Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(21), RedFrt-Def(21), RedFrt-Def/EndRdx/Rchg(23) Level 8: Assassin's Eclipse -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(13), SprStlGl-Acc/Dmg/Rchg(13), SprStlGl-Dmg/EndRdx/Rchg(15), SprStlGl-Acc/Dmg/EndRdx/Rchg(15), SprStlGl-Rchg/Hide%(17) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit(19), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(43), GssSynFr--ToHit/EndRdx(43) Level 14: Teleport -- Tim&SpcMn-Rng(A) Level 16: Fly -- Flight-I(A) Level 18: Hover -- LucoftheG-Def/Rchg+(A) Level 20: Kinetic Dampening -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-Max HP%(31), UnbGrd-ResDam/EndRdx/Rchg(33), StdPrt-ResDam/Def+(43) Level 22: Siphon Life -- ThfofEss-Heal(A), ThfofEss-Heal/Rchg(25), ThfofEss-Acc/Heal(25), ThfofEss-Acc/EndRdx/Heal(27), ThfofEss-Acc/EndRdx/Rchg(27), ThfofEss-+End%(29) Level 24: Kick -- Empty(A) Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(34), GldArm-3defTpProc(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/Rchg(40), LucoftheG-EndRdx/Rchg(45), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(45) Level 30: Energy Drain -- PwrTrns-+Heal(A) Level 32: Midnight Grasp -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40) Level 35: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), StnoftheM-Dam%(37) Level 38: Energize -- Prv-Absorb%(A), Prv-Heal(42), Prv-Heal/EndRdx(42), Prv-Heal/Rchg/EndRdx(42) Level 41: Combat Jumping -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(46), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def(48), LucoftheG-Def/Rchg+(48) Level 44: Afterburner -- LucoftheG-Def/Rchg+(A) Level 47: Teleport Foe -- Range-I(A) Level 49: Team Teleport -- Tim&SpcMn-Rng(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(50), Pnc-Heal/+End(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(48), PwrTrns-+Heal(50) Level 50: Cryonic Radial Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Assault Core Embodiment Level 50: Ageless Core Epiphany Level 50: Cardiac Core Paragon ------------
  8. Let me be clear, this is not a damage god. She is surprising durable as a melee controller. I built her out on the beta server and ran her against 3-4x4 Arachnos/Carnies and won w/o incarnates. Fights can go on for awhile, but you have all the tools to keep fighting. Pros: Good position def, except psi Decent resists, psi is 37% Stacking stuns from three sources, Smashing Blow, Disrupt, and Water Spout. Pretty of end and hp recovery to survive Mu and Carnie end drains. Attach chain blooms early. Most key powers, except energize, are there by 28. Cons: It's still Kinetic levels of damage. Though robots do go down pretty fast. Expensive, but can be leveled into over time. Negative def could be higher. I was hoping the forum hive mind can help.
  9. Hi folks, I've made a few other stalkers, but this is my first soirée with either Street Justice or Energy Armor. These forums have been a good resource to point me in the right direction. I again put my faith in you. Below is the build I've put together. I've found a few other StJ/EA builds on here that I used as a framework. However, the builds that I found had defenses that seemed excessively high, like in the 60+ region. If there was a reason for that, please let me know why Energy should build for def way above the cap. If there isn't a reason other than a cascade buffer, I figured I'd try to reallocate resources to boost damage where I could. I'm only in the mid 30s on the toon currently, but marching to 50. I'm not married to anything in the build. One point I'm unsure of is which epic pool to choose for StJ. I feel like it might need an aoe to supplement it. I wondered if Fireball was worth investing in. Or perhaps another like Ball Lightning or Water Spout. Currently just have Body because it felt like a safe pick. Thanks in advance for your help! *Note* Energy drain is empty because I planned to slot it with Power Transfer. Is this a good spot for the PT proc? Should it go somewhere else like Physical Perfection?
  10. So yeah, I know Energy Melee is in desperate need of tweaking (which may be coming soon, fingers crossed!), but I'm a slave to the thematic first, stats second. Funnily (or perhaps predictably) enough, that mega-build post someone was kind enough to put up had only ONE build for an Energy/Energy Brute! Thankfully it was at least a flier, which also went well for my concept. The build I've got now is pretty durable against anything other than Psi or Toxic, but doesn't have Taunt. As a result, the lack of any way of getting the attention of crowds reliably (no Punchvoke, only Pokevoke on one thing at a time) means that his only real usefulness is holding an AV's attention. It'd be NICE to deal some more damage, but I'd even settle for just being a decent quasi-tank with Taunt. That said, I'm wondering if I'm just going to end up needing an updated build if and when they finally tweak Energy Melee. Current build posted for reference. EDIT: Maybe it meant for Ball Lightning to be part of the attack chain, and not just a set mule? 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: Energy Melee Secondary Power Set: Energy Aura Power Pool: Fighting Power Pool: Leadership Power Pool: Sorcery Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Energy Punch -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(5) Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(7), Rct-Def(9), Ksm-ToHit+(9), ShlWal-ResDam/Re TP(11), Rct-ResDam%(11) Level 2: Bone Smasher -- SprBrtFur-Acc/Dmg/Rchg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(7), SprBrtFur-Rech/Fury(36), PndSlg-Acc/Dmg(37), PndSlg-Dmg/EndRdx(37), PndSlg-Dmg/Rchg(37) Level 4: Power Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(19), Rct-Def/EndRdx(21) Level 6: Dampening Field -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(13), Ags-ResDam(13), GldArm-3defTpProc(15), StdPrt-ResDam/Def+(15) Level 8: Build Up -- RechRdx-I(A), RechRdx-I(21) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Whirling Hands -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(23), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Acc/Dmg/EndRdx/Rchg(25), SprAvl-Rchg/KDProc(25) Level 14: Kick -- FrcFdb-Rechg%(A) Level 16: Energy Protection -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(29), Ags-ResDam(31) Level 18: Total Focus -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(27), SprUnrFur-Acc/Dmg/Rchg(31), SprUnrFur-Dmg/EndRdx/Rchg(31), SprUnrFur-Acc/Dmg/EndRdx/Rchg(33), SprUnrFur-Rchg/+Regen/+End(33) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(34) Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(27), Ags-ResDam(29) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(34), Rct-Def/EndRdx(34) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36) Level 28: Energy Drain -- RedFrt-Def/Rchg(A), Rct-Def/Rchg(39), LucoftheG-Def/Rchg(39) Level 30: Arcane Bolt -- SprWntBit-Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40) Level 32: Energy Transfer -- PndSlg-Acc/Dmg(A), PndSlg-Dmg/EndRdx(42), PndSlg-Dmg/Rchg(42), SprBrtFur-Acc/Dmg(42), SprBrtFur-Dmg/Rchg(43), SprBrtFur-Dmg/EndRdx/Rchg(43) Level 35: Energize -- Prv-EndRdx/Rchg(A), Prv-Heal/Rchg/EndRdx(43), DctWnd-Heal/Rchg(45) Level 38: Electrifying Fences -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(45), OvrFrc-Acc/Dmg/End(45), OvrFrc-Dmg/End/Rech(46), OvrFrc-Acc/Dmg/End/Rech(46) Level 41: Ball Lightning -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Dmg(48) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 47: Mystic Flight -- BlsoftheZ-ResKB(A) Level 49: Rune of Protection -- Ags-ResDam/Rchg(A), Ags-EndRdx/Rchg(50), Ags-ResDam/EndRdx/Rchg(50) Level 1: Brawl -- KntCmb-Acc/Dmg(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 -- RechRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(17), Pnc-Heal/+End(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19) Level 50: Agility Core Paragon ------------
  11. I never managed to get into the playstyle of Stalkers back on Live, so I wanted to give it a solid chance this time around. After trying out various combinations, this was the one I settled on. My build, currently, is a hodgepodge of SOs and IOs, but with the "Chance to Hide" ATO in AS. If anyone would have any cheap/Yellow builds lying around, it would be mighty helpful to learn where I need to go. Below is my current build. It worked fine for leveling, but I'd love to learn different takes on the combo. Thank you all in advance | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1403;582;1164;HEX;| |78DA7553D96EDA40141D07BB84AD09A429618DC356C2E242DBF72A09A44B8214297| |D472E4C88156410385279EC53FFA67FD6E50FE865E6189C38B5E4399E73EFB9F778| |96DEB74EF4E787EFEF99123B1B9BF379FFDA31C7777CB6DDBB774CC79AD86CF504E| |9CD22D2EFF131E7C6856573C71AF44F1CC71CDC65DC6087DF707BCE8DAECD67A345| |FFE47E66B2E8D56432362EB939B5EC51584CAEA79C0F13E2F30B959B4E66B25B445| |0E7636B74EBA4BA536B609C4E868B7ECF9C3B7CB670CD1D909D0ABD669CE1596A2C| |4D5050D9D691C4704EE201F0D5921ED616E369883845E818CBCBF8D73828AAA5FCA| |7D6CB276A0D4817802E009D0A9DFAA4EEB51887A4D3A4074D83EE998BD047730FB1| |F9833AB555C6E3724B48AB06EB32B6EDE21B892F5C14DDBAF4C721FC7108D5CF888| |B482E1001F71CABB1EB22F80EE5C6901B7B949B00D644A773CADC9199EA4E037B00| |CC8B8C8A674CD26FC84D5CB27855661589DB03B7D7C40A12B70FFFFBE87743C224F| |292F8FB5BE252D88D1456330DBF69AC621E78241CC8F123B9CE288AD065502B8B3E| |591D3AF0A5D5BC412894657296838B1C3A59E4E2102E0EE142474C47151D2E4A9E3| |3F1895C14A42E50104CB1247B151FCC54AA5F96ABA194E1A6020C52AC8A9DAA823B| |86EEF8D17C44B975F8AC8B0E0DDFD8F48C1AE51B325F313CBE3F93EF16F896E76E6| |4D4F5FD5C6637DFAB29456B3EA6E563DA3EE6AD8F79E7632E7DCC95BABEDD4C114C| |68777D6F97BFC214C5E95270E2FE6CB82DA5E43DE172FCEDD5E0E4FEF56A706A12B| |AF7B45DD4362BF20FA9BB3070| |-------------------------------------------------------------------|
  12. I've been searching through the forums for a SJ/EA Scrapper build and can't find one anywhere. I find it mentioned, but with no attached build. Is this because it's not a common combo or a weak combo? I have to say. it's been fun to play so far, but having just hit 50 it's time for a Respec. One thing is for sure, I want to keep Spring Attack in the build simply because it's fun as hell and actually does a lot of damage. Thanks for your help, guys!
  13. So I've been playing a claws/energy aura brute for awhile now and I've come to feel that the set could benefit from a change to one power in particular (not talking about the t9 here as most armor t9's are pretty bad across the board, but if people have ideas to fix that by all means), that power being Energy Cloak. The reason I suggest looking into it is that the power doesn't really seem to mesh well with the power set overall, and the same can be achieved if someone takes stealth if they choose. What I would suggest in its place, is a click based PBAoE power that functions similarly to Against All Odds from the Shield Defense set. I imagine the duration and recharge being identical to Energy Drain, but allowing us to sap the incoming damage of our enemies and then redirect it back at them would at least in my opinion fit more thematically as we have powers out there like Kinetic Shield, and an entire Kinetic Melee set to pair it with perfectly. Any thoughts? And thanks as usual.
  14. So after lurking around the stalker forums for a while, I made 3 and ran them through DFB and the Kin/En is what really grabbed me of them (the other two are the much-touted BS/Shield and a Psi/Dark, which I may still level up later). So, a few runs through DFB got me up to 16ish where I logged for the night (as this was at the end of my play session anyway). Today, of course, I've turned to Mids and build planning before ever logging in. I've done some poking around on the forums and used some things I learned here on the Stalkers board and then a few more things I learned in the Brute and Tank boards and I landed here. It seems okay, but I figured I should run it by some other people before actually investing influence in it. I'll note I'm already considering swapping Body Blow for Quick Strike to have another place to throw a FF+Rch proc to tap when something I really want is on CD, though I imagine the math says a proc on it would be infrequent (I haven't actually calculated it myself). Some highlights: 51% S/L def and comparable def to F/C/E/N (though N lags behind somewhat to 43.2%), mid-20% positionals. 50% S/L Resist with 30ish E/N and even 20% Psi (though F/C are only 17%). Just short of permahasten without a FF+Rch proc (of which there is only one in the build currently). Two meaty ranged attacks, despite being a melee AT. A PBAoE dmg+kd power, roughly 50% uptime on Shadow Meld to really slam those defenses to the hilt. Nearly perma Energize. Perma Energy Drain that can add up to 5.4% more defense with 10 targets (or, multiple activations on fewer targets - I'd guess it'd be fairly easy to keep up about 5 or 6 buffs constantly which is closer to a 3% def buff - plus buckets of endurance). Between Assassin's Mark procs and Concentrated Strike crits, Build-Up should be recharging frequently. Anyway, here's the build. Again - tell me how I can improved it 😄 Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Surprise: Level 50 Mutation Stalker Primary Power Set: Kinetic Melee Secondary Power Set: Energy Aura Power Pool: Flight Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Body Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dam%(50) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(3), ShlWal-ResDam/Re TP(3), Rct-ResDam%(5) Level 2: Smashing Blow -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(42), CrsImp-Acc/Dmg/EndRdx(42), CrsImp-Dmg/EndRdx/Rchg(43), CrsImp-Acc/Dmg/Rchg(43), Mk'Bit-Dam%(43) Level 4: Kinetic Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(5), RedFrt-EndRdx/Rchg(7), RedFrt-Def/EndRdx/Rchg(7), RedFrt-Def(34), RedFrt-EndRdx(36) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(13), SprStlGl-Acc/Dmg/Rchg(15), SprStlGl-Dmg/EndRdx/Rchg(15), SprStlGl-Acc/Dmg/EndRdx/Rchg(17), SprStlGl-Rchg/Hide%(17) Level 8: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(9), GssSynFr--ToHit/Rchg/EndRdx(9), GssSynFr--Rchg/EndRdx(11), GssSynFr--ToHit/EndRdx(11), GssSynFr--Build%(13) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Placate -- RechRdx-I(A) Level 14: Fly -- EndRdx-I(A) Level 16: Power Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def/EndRdx/Rchg(31), LucoftheG-Def(31) Level 18: Burst -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-Dmg(37), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Rchg(40), FuroftheG-ResDeb%(42) Level 20: Kinetic Dampening -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(21), UnbGrd-Rchg/ResDam(21), UnbGrd-Max HP%(23), GldArm-3defTpProc(36), StdPrt-ResDam/Def+(37) Level 22: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23) Level 24: Afterburner -- LucoftheG-Def/Rchg+(A) Level 26: Focused Burst -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(27), Dcm-Dmg/Rchg(27), Dcm-Acc/EndRdx/Rchg(29), Dcm-Acc/Dmg/Rchg(29), FrcFdb-Rechg%(31) Level 28: Energy Drain -- EffAdp-EndMod/EndRdx(A), RedFrt-Def/EndRdx(48), RedFrt-Def/Rchg(48), RedFrt-Def/EndRdx/Rchg(50) Level 30: Boxing -- Empty(A) Level 32: Concentrated Strike -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(33), SprAssMar-Acc/Dmg/Rchg(33), SprAssMar-Dmg/EndRdx/Rchg(33), SprAssMar-Acc/Dmg/EndRdx/Rchg(34), SprAssMar-Rchg/Rchg Build Up(34) Level 35: Energize -- RechRdx-I(A), RechRdx-I(36) Level 38: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(46) Level 41: Shadow Meld -- RechRdx-I(A) Level 44: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45), ImpArm-ResPsi(46), Ags-Psi/Status(46) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Assassination Level 1: Brawl -- Empty(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: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(19), Mrc-Rcvry+(19) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(25) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1500;690;1380;HEX;| |78DA9594594F135114C7EFA553A11B500A142C8B6511CA32A52ECF045914B109491| |35FEB502E65D2494BDAA9A12E0F3EF801F40597571770FB2CAEDFC11797448D1897| |7A98F3074CE6C9499ADFBDFF7BEF39FF39E74ED39B73C117676F4C0B199AB58C4A2| |59BB10DABA0CA4DE9AA6DD866A9E811423465AAE58DB259518D34E9C18E6C5A594A| |E94B6651D9662E3B63DB46AE10DB5F9C536BAA5851FA7C5195F3B5EC4CB56C88C07| |2A964E90B96995FB7433CDE1B9AC5BCDF996536945A0D3BC3C5E265B362AE989669| |D7BAE737CC9CBE1F3853AA5AD9B451B155B9D6457674FAAD84059EBA146B84114DA| |40ACC333EA274D63CA28306294D34FCA6692F71C9E3CCB52FCC5C185B45DD2B2F09| |474B18E02A734C8139B0C09CA53C1ECEE3F5F8398F16601E09822166BC9939D8C25| |CA5BC5E9CF5BE642FC157CCE6D7E01B66EB5BF01D53D1D946786E7CD0E0684D0FC1| |474CFF63709B19DC61CE93671FE715BE38BFC71AC50B703C1118672D400942D042D| |83747675B50D716D4B5AB95D91701DB99798A1986C7B060DF4375F630F49339F207| |FCC54C4CF3BE05CA13416D225F596BFF067E6776FE600E9E40ECA874FAEB23DF1D7| |C5676C063273C8A4E21A278A728D6D6C964377C766FF1FD397A07BCCBECB907DE67| |F6DD64BFE7C8674C7A9D7AC46EB196C43D48E21EA4D07F49BE7A91BBB74E8F30297| |33F32F76F6ACEAE6335F00A789519BF065E672E52E601DCFE01746C107C4F051946| |DCE16DDE7F7C077C023E658E3C634E3E67EE06851885CB51C4F390F37174631CDD9| |84037267641746532219D0A4D9EC6D7406775744347C593E8C600AD4D616D0AB952| |604C3BF8BAEB3D87E3BD29556ECCA54CB994944B39E9524EB9940B2E65593BF87F1| |0D2517CAD62EF3E3BDE3EF86955FEBBFAE950699071AE4ADB457EE3B6F35C9D8FAE| |539F0F1529B7F82675DD66D6FFE7F90BF0A61A1D| |-------------------------------------------------------------------|
  15. Here is a Dark/Energy build Im in the process of leveling (along with my other 32+ alts!) No Incarnates yet. STATS Defense S/L = 47% F/C = 47.8% En = 54.3% Neg = 44.9% (close enough :)) Psi = 18.2% M/R/A = 25.8%/18.9%/20.8% Resistance S/L = 53.5% F/C = 41.7% En = 28.5% Neg = 26% Toxic = 23.8% Psi = 8% Health & Endurance* Regen = 224% HP = 153.6% EndRec = 3.2/s EndUse = 1.01/s MaxEnd = 105% * No Accolades The Build Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Sentinel Primary Power Set: Dark Blast Secondary Power Set: Energy Aura Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Teleportation Ancillary Pool: Ninja Tool Mastery Hero Profile: Level 1: Dark Blast -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(3), Dvs-Acc/Dmg/Rchg(5), Dvs-Acc/Dmg/EndRdx/Rchg(31), Dvs-Hold%(48) Level 1: Kinetic Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(15), LucoftheG-Def/Rchg+(17), LucoftheG-EndRdx/Rchg(43) Level 2: Gloom -- Dvs-Acc/Dmg/EndRdx/Rchg(A), Dvs-Acc/Dmg(3), Dvs-Dmg/EndRdx(5), Dvs-Acc/Dmg/Rchg(31), Dvs-Hold%(48) Level 4: Power Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(9), LucoftheG-Def(15), LucoftheG-Def/Rchg+(17), LucoftheG-EndRdx/Rchg(43) Level 6: Abyssal Gaze -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(7), SprOppStr-Acc/Dmg/Rchg(7), SprOppStr-Acc/Dmg/EndRdx(21), SprOppStr-Acc/Dmg/EndRdx/Rchg(37), SprOppStr-Rchg/+Opportunity(40) Level 8: Aim -- GssSynFr--ToHit/Rchg(A), GssSynFr--Build%(46) Level 10: Umbral Torrent -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/EndRdx/Rchg(11), Ann-Acc/Dmg/Rchg(11), Ann-Acc/Dmg/EndRdx(31), Ann-ResDeb%(46), SuddAcc--KB/+KD(50) Level 12: Kinetic Dampening -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(34), UnbGrd-Max HP%(37) Level 14: Hover -- Ksm-ToHit+(A), ShlWal-ResDam/Re TP(34) Level 16: Entropy Shield -- EndRdx-I(A) Level 18: Antumbral Beam -- SprSntWar-Acc/Dmg/EndRdx/Rchg(A), SprSntWar-Acc/Dmg/Rchg(19), SprSntWar-Acc/Dmg/EndRdx(19), SprSntWar-Acc/Dmg(21), SprSntWar-Rchg/+Absorb(34), SprSntWar-Dmg/Rchg(37) Level 20: Power Armor -- GldArm-3defTpProc(A) Level 22: Dark Obliteration -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(23), SprFrzBls-Acc/Dmg/Rchg(23), SprFrzBls-Dmg/EndRdx/Acc/Rchg(29), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Rchg/ImmobProc(43) Level 24: Energize -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(40), Prv-Heal(42), Prv-EndRdx/Rchg(50) Level 26: Life Drain -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(27), SprWntBit-Acc/Dmg/EndRdx(27), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Dmg/EndRdx/Acc/Rchg(40) Level 28: Repelling Force -- Rct-Def(A), Rct-ResDam%(48), Rct-Def/Rchg(50) Level 30: Kick -- Empty(A) Level 32: Blackstar -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Rchg/KDProc(33), SprAvl-Dmg/EndRdx(42) Level 35: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(36), RctArm-EndRdx(36) Level 38: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39), LucoftheG-Def/Rchg+(39), LucoftheG-EndRdx/Rchg(46) Level 41: Tashibishi -- Ann-ResDeb%(A) Level 44: Sting of the Wasp -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(45), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(45) Level 47: Super Jump -- UnbLea-Stlth(A) Level 49: Recall Friend -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity 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 -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(13), Pnc-Heal/+End(25) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(13), EffAdp-EndMod(25) ------------ Thoughts
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