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Found 7 results

  1. Notes from the Author Edits made to the build: 2021 Feb 19: Removed the recharge from Build-Up thanks to Oldskool's very useful information. I used that extra slot to add a Kismet to Hide. I figure this will help with hitting +4s and when exemplaring, and I figured it will buff Zapp. Also thanks to Oldskool's info about the Global Proc only working after using it on a map at least once, I swapped the enhancements between Energy Transfer and Energy Punch. I figure if I exemplar below level 27, I will still want to have access to that Build Up proc. 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). 176.25% global recharge (196.25% with base empowerment) Also built in 100% resistance to Slows, so no fear of debuffs to my movement or recharge Survivability: Defenses - S/L: 55+%, F/C: 52.5+%, E: 56+%, N: 46+% (Energy Drain can increase this more) Regeneration - 379.5% (26.7 HP/sec), also Energize is able to heal 600 HP every 33s) Endurance - Energize is nearly perma'd and Energy Drain is on a 18s cooldown, never any endurance issues Resists - S/L: 46.7%, F/C: 44.8%, E: 27.3%, N: 24.5%, T: 22.2% (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 as filler for sustained chunky damage AoE Can burst PC (hide) > Ball Lightning > Cross Punch for ~185 AoE DPS, and sprinkle in fast AS for bosses Range Have Zapp and Ball Lightning. Zapp is on a ~6s cooldown while BL is on ~9s cooldown. Zapp is also useful for ST attack chains How does it play?: So far so good. I've been shuffling enhancements around quite a bit lately, trying to fine tune things as I learn. I switch up my alpha ST attack chains and still am not 100% as to which I prefer. Sometimes I'll use AS out of hide, and hope to proc Hide for TF so I can get the Double Energy Focus. But ultimately, I usually settle on starting all my attacks with TF (hide) and use 2 ET(fast) and an AS(fast) before TF is up again. I don't miss Bone Smasher as Zapp and Energy Punch both do similar DPA, so removing it for Cross Punch feels like the right move. It does similar damage but in an AoE, just slightly slower to animate. I find it funny that I am playing a stalker while using a powerset known only for its single-target DPS, and yet I feel good about its AoE capabilities. Sure...I'm not gonna farm with it. But if I come up on a mob and they're grouped pretty well, Power Crash out of hide is like a small diameter bomb going off. It hits for 1.9519 scale damage and if it crits that is 3.9038 scale damage. That's basically a blaster nuke going off on 5 targets. Throw in max synergy Cross Punch for similar base damage (1.651 damage scale) while having the FF proc and the 10% recharge/to-hit buff per target hit to assist with getting Power Crash to cooldown in about 3s. It's nice. To put it in some perspective of how strong PC is, it's the same AoE and Damage as Slow Arc of Destruction...but a Stalker has it. And it animates in under 2s. Double nice. I do run into trouble at times with survivability (when soloing x8 content), but luckily most attacks are fast animating so when I do see trouble I can click Energize/Energy Drain and hopefully recover that trouble before they get a 2nd or 3rd lucky punch in. I try to save those powers for when I need them, but occasionally if my endurance is suffering I'll use one up while still saving the other for a rainy day. Energy Drain is more of my endurance fixer since it recharges so quickly, while I save the Heal in Energize for moments of desperation. I'll update this more when I play more. For now, I just want to share the build and get comments/feedback. The Build: Mids build link: Images for the build:
  2. Remember the glory days? You know..... Pre-aggro cap burn, no diminishing returns, original Energy Transfer (RIP... D:) What if I told you they never left? What if I told you that you can RE-LIVE those glorious times RIGHT NOW! All you have to do is believe a madman like me. Now, lets dive into why you should stop EVERYTHING you are doing, read this super informative and fact based thread, and then make a Fire/Energy Tank. Energy Melee & You® Why? - BECAUSE IT'S F*%[email protected] Energy Melee! That's why! What about that cRuNcH you all KNOW you love? What about being able to file your taxes, meditate AND make your coffee in between attacks? Energy Melee offers all that and more! All silliness aside, let's dive into why Fire/Energy might be the most fun you've ever had as a Tank and why this classic deserves to be taken out for a ride. Let's go over the powers quick. Barrage - Standard T1 here except this T1 deals respectable damage and has a slower recharge for better proc rates if you're into that kinky stuff. Has the one-two punch and cRuNcH animation that feels great and overall a better pick than Energy Punch. Energy Punch - Nope. Don't take this power. You don't need it even for low level TFs and that is the only reason you would want it. Save the power pick for something more beneficial. Bone Smasher - What's not to like about smashing bones? More of that cRuNcH we all NEED and added job security for all the real heroes out there (shout out to all the medical personnel out there saving lives in RL!) You will frequently use this power at all levels and stages of your build, sort of a Swiss Army Knife power, take it and slot it. Proc it out? Just make sure you're smashing bones. Taunt - Even someone as delusional and mad as me laughs at any 'tAnKeR' who doesn't take Taunt! People tend to overlook this, but this power is useful for pulling villains off an ally who find themselves in over their head. The power description says to use this power cautiously but f*%# that. TAUNT THEM, TAUNT THEM ALL. Whirling Hands - Okay, can we all agree that the name of this power is the only thing that really needs to be looked at in Energy Melee? I'm going to say two things and it's going to confuse you. This power sucks and is a must have. Low level this power is incredible. I was running Posi 1 all the way to Numina's during a TF Commander Marathon and had a lot of success with this power. Build Up + Gauss BU Proc + Fiery Embrace make Burn + Whirling Hands (or any PBAoE lets be honest lol) do tremendous damage. Just take it. Stop asking questions. NEXT POWER. Stun - I'm not here to argue semantics, okay? Leave me alone. Don't take this power. NEXT. Build Up - This power is great and I'll explain in great detail why. Do more damage. Energy Transfer - The Holy Grail of Tanker attacks. Laugh maniacally as bullets and Infernos glance off you and enemies scream in terror as they see you charging up your attack. Demoralize them as they fail to damage you only to realize that YOUR attacks do more damage to YOU than they do. Maximum cRuNcH and insane damage when fully buffed by Build Up and Fiery Embrace. Total Focus - Total. Focus. TOTAL. I actually finished this thread about halfway through it's animation! That's the really great thing about Energy Melee, it gives you time to really do what YOU want to do. This things hits like a truck and you look hella fly while doing it! This rounds out your cRuNcH attack chain. Some of you may have noticed I haven't talked about the stunning aspect of Energy Melee. So let's talk about that. Energy Melee stuns. The end. It's all about the cRuNcH. Fiery Aura& You® Why? - Channel your inner pyromaniac, BURN ALL THE BABIES, ANARCHY! You are cloaked in FIRE. The visuals are stunning, the damage is amazing and the knock back infuriating. You want to be a part of this club, you WILL be a part of this club. Let's look at the powers. Blazing Aura - Name a better way to social distance. I'll wait. You literally radiate flames and burn everything around you, constantly. Free damage and a great place to put the +res proc from the Tanker ATO set. Also a great place to put the Winter ATO set too for added melee defense and a chance to knock down your enemies. Fire Shield - They say the best offense is a great defense. That's why you want to be on FIRE. Fire Shield grants you decent resistance to Smash/Lethal/Fire and slight resistance to Cold damage, as well as protection from disorient effects. Healing Flames - You can concentrate for a few moments to heal yourself, and since you are Totally Focused all the time this power will heal even more. Temperature Protection - Some people skip this and I think they are silly. Great place to put Psi resist IOs, +def IOs, KB IOs and grants you slow resistance. I normally take this at level 49. Consume - If you can find the slots to give this power love, do it. Consume really helps with endurance while leveling and even in some instances where you get drained. Plasma Shield - Not really much to say here, Plasma Shield gives you some solid resistance to Energy/Negative Energy and protection from Holds and Sleep. Take it and marvel in the beauty that is You. Burn - The moment we have all been waiting for.... We are nearing the end of this abomination of a guide. This power is amazing and absolutely essential in BURNING ALL THE BABIES. Take it and unleash your inner pyromaniac. Fiery Embrace - Fiery Embrace... old buddy old pal. I love this power, especially on Energy Melee. Total Focus and Energy Transfer have such huge base damage, and since the bonus fire damage is directly related to your base damage... Oh yeah. Wrap your fists in Energy and embrace them in Fire and watch your foes melt away before you! Rise of the Phoenix - Not a bad power, if dying as a Tank is your thing (and it shouldn't be... this is the ONE kink we should not allow) Whew... I'm not sure if that was more painful for you... or for me. Halfway through this I regretted what I had begun. All jokes aside, this is currently some of the most fun I've had in the game. I've heard Energy Melee is getting a look next issue, so I wanted to share my Fire/Energy Tank build. I was under the impression that Fiery Aura wasn't too great outside of farming and this build changed my mind entirely. So... If anyone wants to try it out, or use this as a very simple Energy Melee or Fiery Aura guide I'll be posting some of my other Fiery Aura or Energy Melee Tank builds. Here's the build! Quick stats at a glance: 2,586 HP 113.6 Endurance 258% Regen (27.8 HP/s) 197% Recovery (3.73 End/s) 0.93/s End Drain (including Super Speed + Sprint) +337 HP (18%) +57.5% Recharge +39% Accuracy +12 KB Protection No stacks/buffs (+Res ATO, Barrier) 46.8% Melee Defense 33.3% Smash/Lethal Defense 19.9% Defense to everything else 90% Smash/Lethal/Fire Resistance 73.8% Energy/Negative Resistance 56.5% Cold Resistance 49% Psionic Resistance 20% Toxic Resistance With stacks/buffs 51.8%+ Melee Defense 38.3% Smash/Lethal Defense 24.9% Defense to everything else 90% Smash/Lethal/Fire/Energy/Negative/Toxic Resistance 74.9% Cold Resistance 67.4% Psionic Resistance Toxic can be easily capped by preemptively using Healing Flames for the +Toxic resist. Melee Core has been overkill in terms of survivability for me, so Assault is something to consider here if you had to choose between one. Hero 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 Tanker Primary Power Set: Fiery Aura Secondary Power Set: Energy Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: zc_Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), ImpArm-ResPsi(43) Level 1: Barrage -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(5), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Rchg/+Absorb(9) Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Rchg/KDProc(13), SprMghoft-Rchg/Res%(13) Level 4: Bone Smasher -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(15), TchofDth-Dmg/Rchg(21), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dmg/EndRdx/Rchg(23), TchofDth-Dam%(25) Level 6: Healing Flames -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(40) Level 8: Consume -- PrfShf-EndMod/Acc/Rchg(A) Level 10: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37), ImpArm-ResPsi(43) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Whirling Hands -- Obl-Dmg(A), Obl-Acc/Rchg(17), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/Rchg(19), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-%Dam(21) Level 18: Burn -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(29), Arm-Dmg/EndRdx(29), Arm-Dam%(31), FuroftheG-ResDeb%(33) Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Krm-ResKB(43) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(34), ImpArm-ResPsi(46) Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36) Level 28: Build Up -- GssSynFr--Build%(A), RechRdx-I(36) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Temperature Protection -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(33), GldArm-3defTpProc(33), Ags-Psi/Status(45), ImpArm-ResPsi(45) Level 35: Energy Transfer -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(45), SprMghoft-Acc/Dmg/Rchg(48), SprMghoft-Dmg/EndRdx/Rchg(48), SprMghoft-Acc/Dmg/EndRdx/Rchg(48) Level 38: Total Focus -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(46) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def/EndRdx/Rchg(50) Level 44: Conserve Power -- RechRdx-I(A) Level 47: Physical Perfection -- PrfShf-End%(A) Level 49: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Qck-EndRdx/RunSpd(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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(42), Mrc-Rcvry+(42), Prv-Absorb%(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(40), PrfShf-End%(42) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Cardiac Core Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Radial Embodiment ------------
  3. Hi Homecoming servers! I was just wondering if there was a new updated version of the hero designer for the new changes that have been implemented recently in issue 27 'second chances'. If anyone know where I can find this new version of the hero designer can you please point me to where it can be found. If not and you are capable of making an updated version please, please, please can you make one I'd really appreciate it. I'd like to be able to see how I should build my EM scrapper and rebuild my TW scrapper. Would appreciate answers. Peace!
  4. In the public server you can see 4 numbers of damage when using barrage, in fact it hits 2 times and each time it does smash and energy damage, therefore for each hit you see 2 numbers (like all the rest of energy melee powers) with a total of 4 damage numbers for Barrage's usage. In the test server Barrage is doing less damage then Energy Punch (it shouldn't) and in fact it's doing only 1 hit, half of what it should do, and you can see only 2 numbers (1 smash and 1 energy) like all the other single attacks, while being instead a two-punches attack. I just tested on both servers and the difference is evident 4 numbers vs 2 numbers, and in the public server Barrage does more damage compared to Energy Punch while being lesser damage in the test server (I know Energy Punch got improved, but it should still do less damage then Barrage in total, plus the 2 hits problem remains also for impact effects and sounds, all should be double). Just in case: I was using Electric Armor and a tanker with Energy Melee in both servers (public and test) with different customization colors. Please let me know if you cannot reproduce the bug and need help or a proof, but I highly doubt it since it should be easy to spot that's doing just 1 hit instead of 2 (2 damage numbers instead of 4).
  5. Energy Melee - Does not need more multi-target attacks (Aura, Cones, AoE, etc). Energy Melee - Does not need a combo system or mechanic. Energy Melee - Does not need to be re-envisioned. A single target AT on SOs that can put out the same amount of damage as a proc'd out incarnate, also not needed. I am getting a little nervous about the 'update' turning into changes or more. My ask has always been singular: Revert the Energy Transfer nerf. Simple and quick.
  6. So... If you didn't already know. I friggin' LOVE Energy Melee. I have made incredibly OP builds with Energy Melee and every primary. Except Super Reflexes. Well, tonight I decided to take upon this task and... What the HECK did I just do? This isn't click bait. With only the Agility Alpha, you have over 70% defense to all positions ALL the time. Without the Agility Alpha, you sit at 65% to all positions. Easy enough, right? I must have gimped every other aspect to get these numbers, right? Oh no. Resists? No problem. Perma-hasten? Check. Regen? Pffft. I wish I could give you a more personal and detailed run down on the insanity that is this build.. But I have not built or played it like I have my Fire/Energy Tank, which I have a "guide" on the Tanker forums below this post. But I can confidently say that this build is insane. Just bonkers. I couldn't help but laugh once I finished this build and then looked at the numbers it achieved. Permanent 70% defense to all at level 50+ AND some pretty solid resists on top of nearly 100% DDR? Yeah... I don't even need to tell you how sturdy that is. So, I wanted to share it. In the hopes that maybe someone can get some inspiration to make other Super Reflexes builds this stupid. Or maybe, just to get some street cred. I wouldn't mind being dubbed an unofficial Energy Melee Guru (let's be real, it's ALWAYS about the street cred.) 😁 Anyways, here's the build! Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Natural Tanker Primary Power Set: Super Reflexes Secondary Power Set: Energy Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Fighting -- ShlWal-Def(A), ShlWal-Def/EndRdx(3), ShlWal-Def/EndRdx/Rchg(3), ShlWal-ResDam/Re TP(5), ShlWal-Def/Rchg(46), ShlWal-EndRdx/Rchg(48) Level 1: Barrage -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(13), SprMghoft-Acc/Dmg/Rchg(17), SprMghoft-Dmg/EndRdx/Rchg(17), SprMghoft-Acc/Dmg/EndRdx/Rchg(19), SprMghoft-Rchg/Res%(19) Level 2: Focused Senses -- ShlWal-Def(A), ShlWal-Def/EndRdx(5), ShlWal-Def/EndRdx/Rchg(7), ShlWal-Def/Rchg(7) Level 4: Bone Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(21), SprGntFis-Acc/Dmg/Rchg(23), SprGntFis-Dmg/EndRdx/Rchg(23), SprGntFis-Acc/Dmg/EndRdx/Rchg(25), SprGntFis-Rchg/+Absorb(25) Level 6: Agile -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(43) Level 8: Practiced Brawler -- RechRdx-I(A) Level 10: Dodge -- LucoftheG-Def/Rchg+(A) Level 12: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 14: Evasion -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15), LucoftheG-Def/Rchg(45), LucoftheG-EndRdx/Rchg(46), LucoftheG-Def/EndRdx/Rchg(46) Level 16: Whirling Hands -- Arm-Dmg(A), Arm-Dmg/Rchg(27), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(36), Arm-Dam%(37) Level 18: Lucky -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(43) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 24: Boxing -- Empty(A) Level 26: Quickness -- Run-I(A) Level 28: Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(29), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(34), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(36) Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-ResDam(31), UnbGrd-Max HP%(31), Ags-Psi/Status(33), ImpArm-ResPsi(34) Level 32: Weave -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-Def/EndRdx/Rchg(33) Level 35: Energy Transfer -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(42) Level 38: Total Focus -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(40) Level 41: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(42), BlsoftheZ-ResKB(50) Level 44: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(45), Rct-ResDam%(45) Level 47: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(48), AdjTrg-EndRdx/Rchg(48) Level 49: Physical Perfection -- PrfShf-End%(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(11), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(13), RgnTss-Regen+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(9), PrfShf-End%(9), PwrTrns-+Heal(50) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Rebirth Radial Epiphany Level 50: Melee Core Embodiment ------------
  7. 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 ------------
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