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Sir Myshkin

Myshkin’s “Mad King Special” (Energy Blast)

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7 hours ago, Sir Myshkin said:

There's nothing in Force Fields that benefits from the idea of accelerated amounts of global recharge, so... it'd work, but it wouldn't ultimately be providing anything beneficial. You could still use the tools to focus on getting something like Force of Nature cycled at cap, but honestly a FF Defender can already get themselves to some pretty high positional defense values, so there's not a ton of need packed in there.

 

Force Fields and Sonic Dispersion don't really have a "horse in this race" as the saying goes.

I would say that FF may be a decent pairing in this concept because it requires almost no slotting, gives you mule slots for LotG+Rech, and a couple of attacks that can slot the +Rech proc.  

 

Though if you go that route, don't bother slotting the +Rech proc in Repulsion Field.  It never seemed to fire on my Fire/FF, and that dude lives in melee.

 

ETA: come to think of it, Repulsion Bomb may be a must-have in that concept... a 15' sphere on a 30s timer that can hit up to 16 targets.  

Edited by roleki

Indom 50s: Burner Account (Fire/FF Ctrl) | Dr. Unconventional (Ill/Dark Ctrl) | Lawn Boy (Plant/Nat Ctrl) | Magma Lad (Fire/Kin Ctrl) | Metcalf (Grav/Kin Ctrl) | IcyBM (Ice/Trap Ctrl) | Jim With The Weather (Ice/Storm Ctrl) | Dr. Jonas (Mind/Poison Ctrl) | Coldwire (Elec/Cold Ctrl) | Pyrotoxin (Fire/Poison Ctrl) | Barry Mantle-o (Earth/Poison Ctrl) | Voltswagen (Dark/EA Ctrl) | Time Vampire (Grav/Time Ctrl) | Tootboy (Fire/FF Ctrl) | Polarrhoid (Ice/TA Ctrl) | LoLEnEn (En/En Blast) | Draw (Rad/Rad Def) | Destroyo (Bots/Trap MM) | Con Carne (Rad/Bio Brute) | Senor Smoke (Rad/Fire Brute) | Something Else (TW/Bio Scrap) | Thermador (Rad/Fire Brute) | Electrovox (EA/Son Def) Danzigawatt (Demons/EA MM) | Ohm Skillet (Fire/EA Ctrl) | Obscured Face Guy (Dark/Storm Ctrl) | Negative Feedback (EA/Dark Def) | Overspray (Fire/Storm Ctrl) Spacegrass (Fire/Nat Ctrl) Embarrassing Wetness (Water/EA Corr) Weather Permitting (Ill/Storm Ctrl) Herr Fryer (Fire/Traps Ctrl) Rainiac (Grav/Storm Ctrl) more on the way...

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15 hours ago, roleki said:

I would say that FF may be a decent pairing in this concept because it requires almost no slotting, gives you mule slots for LotG+Rech, and a couple of attacks that can slot the +Rech proc.  

 

Though if you go that route, don't bother slotting the +Rech proc in Repulsion Field.  It never seemed to fire on my Fire/FF, and that dude lives in melee.

 

ETA: come to think of it, Repulsion Bomb may be a must-have in that concept... a 15' sphere on a 30s timer that can hit up to 16 targets.  

Yes, you have a ton of easy-to-slot choices for things like the LotG 7.5%, but, again, there's nothing really inherently in the 'Force Field' set that benefits from 200-300% global recharge unlike Cold, Thermal, Time, Empathy, Nature, Traps, Storm (above all else). This concept is really about making dramatic use of that potential up time, and you wont get that from Repulsion Bomb and Force Blast. Bomb just wont cycle enough (once every 10-15/s) and Blast would have to be seriously spammed to get enough chance-triggers to have it go off. You definitely could put FF+Rech procs into those powers and use them for the chance to get those boosts in recharge, for sure, but it doesn't latch on to the idea of having a cycle of main-line abilities constantly grinding out that effect so you virtually live under their benefit.

 

Since it can't really be maintained with just FF alone, I don't see that is really being a "Mad King." Supplementally nice add-ins, but not something you can try and get into a permanent cycle.

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9 hours ago, Sir Myshkin said:

Yes, you have a ton of easy-to-slot choices for things like the LotG 7.5%, but, again, there's nothing really inherently in the 'Force Field' set that benefits from 200-300% global recharge unlike Cold, Thermal, Time, Empathy, Nature, Traps, Storm (above all else). This concept is really about making dramatic use of that potential up time, and you wont get that from Repulsion Bomb and Force Blast. Bomb just wont cycle enough (once every 10-15/s) and Blast would have to be seriously spammed to get enough chance-triggers to have it go off. You definitely could put FF+Rech procs into those powers and use them for the chance to get those boosts in recharge, for sure, but it doesn't latch on to the idea of having a cycle of main-line abilities constantly grinding out that effect so you virtually live under their benefit.

 

Since it can't really be maintained with just FF alone, I don't see that is really being a "Mad King." Supplementally nice add-ins, but not something you can try and get into a permanent cycle.

All true; you can gin up a ton of global recharge in the build without really trying, and even when not wedging one in every available nook & cranny, I was still able to throw 7 FF+Rech into the build on mids.  

 

And the best I could think to do with all that was... make perma-Mass Hypnosis. Which, boo.

 


Indom 50s: Burner Account (Fire/FF Ctrl) | Dr. Unconventional (Ill/Dark Ctrl) | Lawn Boy (Plant/Nat Ctrl) | Magma Lad (Fire/Kin Ctrl) | Metcalf (Grav/Kin Ctrl) | IcyBM (Ice/Trap Ctrl) | Jim With The Weather (Ice/Storm Ctrl) | Dr. Jonas (Mind/Poison Ctrl) | Coldwire (Elec/Cold Ctrl) | Pyrotoxin (Fire/Poison Ctrl) | Barry Mantle-o (Earth/Poison Ctrl) | Voltswagen (Dark/EA Ctrl) | Time Vampire (Grav/Time Ctrl) | Tootboy (Fire/FF Ctrl) | Polarrhoid (Ice/TA Ctrl) | LoLEnEn (En/En Blast) | Draw (Rad/Rad Def) | Destroyo (Bots/Trap MM) | Con Carne (Rad/Bio Brute) | Senor Smoke (Rad/Fire Brute) | Something Else (TW/Bio Scrap) | Thermador (Rad/Fire Brute) | Electrovox (EA/Son Def) Danzigawatt (Demons/EA MM) | Ohm Skillet (Fire/EA Ctrl) | Obscured Face Guy (Dark/Storm Ctrl) | Negative Feedback (EA/Dark Def) | Overspray (Fire/Storm Ctrl) Spacegrass (Fire/Nat Ctrl) Embarrassing Wetness (Water/EA Corr) Weather Permitting (Ill/Storm Ctrl) Herr Fryer (Fire/Traps Ctrl) Rainiac (Grav/Storm Ctrl) more on the way...

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This concept works well for Gravity Control too, I have a Grav/Storm/Psi which presents these options:

  • Lift
  • Propel
  • Wormhole
  • Tornado
  • Lightning Storm
  • Psionic Tornado

...which basically comprises every power I will cast, except for Freezing Rain which can't be slotted for KB.

 

Endurance is beastly until the incarnate levels, but then it gets under control.

 

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On 12/11/2019 at 11:43 AM, oedipus_tex said:

This concept works well for Gravity Control too, I have a Grav/Storm/Psi which presents these options:

  • Lift
  • Propel
  • Wormhole
  • Tornado
  • Lightning Storm
  • Psionic Tornado

...which basically comprises every power I will cast, except for Freezing Rain which can't be slotted for KB.

 

Endurance is beastly until the incarnate levels, but then it gets under control.

 

Now I'm wondering how this would work on an Energy/Storm corruptor.....

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On 12/12/2019 at 12:59 PM, Menelruin said:

Now I'm wondering how this would work on an Energy/Storm corruptor.....

The Defender variant is on the main post at the bottom, last build just waiting for you to roll it 😁

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So many different build potentials, so little time to explore them all. Having tested some of this on Pineapple, I resorted to making one of these on Everlasting and decided to go with Storm/Nrg Defender. I had rolled an Ice/Storm Corr a couple months back that I'd considered trying to retro-fit that into this role, but Ice just doesn't have the pizazz and wonderfully irritating KB to deal with. I've gotten up to 42-ish so far on an "enhancement-less" build. Endurance management has been a rightful terror, as any Storm user can attest to, but it's magnificently multiplied by the fact that the only thing I'd put into the build has been FF+Rech procs and KB>KD converters.

 

Summon LS? Get +100%

Fire Explosive Blast? Get +100%

Attack with anything? 20% chance to get +100%

 

I'm sitting under +100% so often that I can keep Tornado up perma, LS replaced about every 40-45/s, Unleash Potential down to ~4mins which has become my fall-back "endurance replenishment" tool in these dire times. It's a radically different leveling experience being able to tap into so much recharge without a ton of investment or effort involved.

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I must say I have been leveling a slightly modified (I adjusted the order of powers to my own taste) version of your V3.0 and it is about the easiest leveling toon I have had up to L26...with Tornado now, crank up the mob size a little and keep the spawns rolling.

 

Thank you Myshkin, great build and makes Energy Blast downright useful

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23 hours ago, PyroBeetle said:

I must say I have been leveling a slightly modified (I adjusted the order of powers to my own taste) version of your V3.0 and it is about the easiest leveling toon I have had up to L26...with Tornado now, crank up the mob size a little and keep the spawns rolling.

 

Thank you Myshkin, great build and makes Energy Blast downright useful

Glad you're having fun with it! 😀

 

I will admit I didn't actually take the powers in the order they're listed there when I did my final respec. Power Burst and Sniper Blast I flipped with Tough and Weave, shifted Mighty Leap ahead, and brought Tactics down a bit as well. I realized that the 10-15 range was in struggle mode for attacks as I was re-selecting, but didn't actually change their order in the mid's file. Not sure if that's what you too might've done differently, but it was one thing I know out right was a bit weird that I changed in expectations of exemplar.

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Posted (edited)

Mad King Special Update!

 

Not necessarily a functional update so much as a "I've been back to toying around with mechanic-breaking builds" update! The new-ish Experimentation Origin Pool brings us another fun and unique, twisty little ability in Adrenal Booster. It gives us a pack of +ToHit, +Dam, +Rech, and +Special, which is new here for these effects and has some interesting implications as most builds that might go after the other aspects of this ability would more commonly be AT's that wouldn't look for +Special boosts. But it got me thinking, and returning to one of my favored Proc Monster blast sets. A key mechanic of all these Mad King's are their utility with that FF+Rech proc, and one thing I've nailed down at this point is that it truly only takes one as long as the player is willing to keep utilizing that attached ability frequently.

 

In this particular context I'm looking at Dark Blast which comes with Umbral Torrent, and also returning to Sentinels again for where Adrenal Booster is going to matter. When it comes to the base line performance between Blasters and Sentinels, it takes about a 30% damage boost to normalize that starting point, and this trick does that. Built as a Dark Blast/Radiation Armor and judiciously using Umbral Torrent at every opportunity, and the +Rech Adrenal itself packs, there's enough functional space to have a near-perma cycle of Adrenal > Meltdown. Yeah, Meltdown! Both abilities are going to grant ~30% +Damage (27.5% and 33% Adrenal/Meltdown). There's already a ton of endurance management tools flying around here too, which is nice to skip through worrying about the "crash" of Meltdown. Even in a single-target scenario where Umbral won't work there's still three straight minutes of buff happening, and if Ageless is taken, it'll be a small window (~15/s).

 

An added plus here exists in the +Special, which includes ToHit debuffing. The build doesn't sport a tremendous amount of defense, but it doesn't need to! Dark Blast carries -ToHit across many of its abilities, and Darkest Night added in will get another 18%+, which is going to have our effective baseline for "defense" sitting around 35-38% before Adrenal Booster. Consuming a basic T1 purple or two is going to have a lot of leverage.

 

Dark Blast/Radiation Armor/Dark Mastery Sentinel:

Spoiler

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 Natural Sentinel
Primary Power Set: Dark Blast
Secondary Power Set: Radiation Armor
Power Pool: Fighting
Power Pool: Leadership
Power Pool: zn_Experimentation
Power Pool: Speed
Ancillary Pool: Dark Mastery

Hero Profile:
Level 1: Gloom -- SprOppStr-Acc/Dmg(A), SprOppStr-Acc/Dmg/EndRdx(5), SprOppStr-Acc/Dmg/EndRdx/Rchg(17), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Rchg/+Opportunity(19), SprOppStr-Dmg/Rchg(21)
Level 1: Alpha Barrier -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(11)
Level 2: Umbral Torrent -- SprSntWar-Acc/Dmg(A), SprSntWar-Acc/Dmg/EndRdx(3), Bmbdmt-+FireDmg(31), PstBls-Dam%(33), OvrFrc-Dam/KB(33), FrcFdb-Rechg%(33)
Level 4: Gamma Boost -- Mrc-Rcvry+(A), PwrTrns-+Heal(21)
Level 6: Abyssal Gaze -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(34), CldSns-%Dam(34), GhsWdwEmb-Dam%(34), UnbCns-Dam%(36), GldNet-Dam%(36)
Level 8: Proton Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam(11), Ags-ResDam/EndRdx/Rchg(13), Ags-Psi/Status(13), ImpArm-ResPsi(15)
Level 10: Fallout Shelter -- EndRdx-I(A)
Level 12: Dark Obliteration -- SprSntWar-Acc/Dmg/EndRdx/Rchg(A), SprSntWar-Acc/Dmg/Rchg(15), Rgn-Dmg/EndRdx(36), Bmbdmt-+FireDmg(37), PstBls-Dam%(37), CldSns-%Dam(37)
Level 14: Kick -- Acc-I(A)
Level 16: Proton Therapy -- Prv-Heal(A), Prv-Heal/Rchg(17), PwrTrns-+Heal(40)
Level 18: Antumbral Beam -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(42), Apc-Dam%(42), GldJvl-Dam%(42)
Level 20: Particle Acceleration -- Run-I(A)
Level 22: Tough -- GldArm-ResDam(A), GldArm-End/Res(23), GldArm-3defTpProc(23), StdPrt-ResDam/Def+(29)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(25), ShlWal-Def/EndRdx(25), ShlWal-Def/EndRdx/Rchg(27), ShlWal-ResDam/Re TP(27), Rct-ResDam%(29)
Level 26: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(31)
Level 28: Particle Shielding -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(46), RgnTss-Regen+(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Toxic Dart -- HO:Nucle(A)
Level 35: Tactics -- AdjTrg-ToHit/EndRdx(A)
Level 38: Meltdown -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-EndRdx/Rchg(39), UnbGrd-Rchg/ResDam(39), RechRdx-I(39)
Level 41: Netherworld Tentacles -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(43), Bmbdmt-+FireDmg(43), PstBls-Dam%(45), CldSns-%Dam(48)
Level 44: Engulfing Darkness -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/EndRdx(45), Arm-Acc/Rchg(45), Arm-Dmg/Rchg(46), Arm-Dam%(48)
Level 47: Adrenal Booster -- RechRdx-I(A), RechRdx-I(48)
Level 49: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(50), DarWtcDsp-Rchg/EndRdx(50), DarWtcDsp-ToHitDeb/EndRdx(50)
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 -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(5)
Level 50: Musculature Radial Paragon
Level 50: Ageless Core Epiphany
------------

 


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After putting that together, a thought occurred to me about another direction that could take that same dual-combo of Adrenal/Meltdown and add it to an already absurd build concept. Essentially, how much damage could I stack?

 

Super Strength. Broke this with a Mad King style a while back at the start of the idea, but tally these numbers up: 160% Double Rage, 80% Gaussian's Proc, 10%+75% Hybrid Assault Core, 27.5% Adrenal Booster, 33% Meltdown, (and I decided to knock this out on a Brute of all things, cause of the higher ceiling) 160% from 80% Fury totals out at 535.5%. Granted the Gaussian's is only for 5/s, but that drops down to 480% for a full minute, or ~450% if I split Adrenal/Meltdown over the two minute duration of Assault Core, and then during the cooldown I've still got 375%.

 

Get 100% Fury and that's another 40% boost...

 

A single T3 Red and the damage cap is tasting awful delicious being that close so easily.

 

Ageless for Endurance correction and the 20% average Global Recharge, the build will live at 235-255.5% Global Recharge (FF+Rech!!!) at the whimsy of Beta Decay (22.5% scaling swing)

 

This is definitely the most violent Mad King I've built thus far.

 

Super Strength/Radiation Armor/Soul Mastery Mad King Brute

Spoiler

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 Brute
Primary Power Set: Super Strength
Secondary Power Set: Radiation Armor
Power Pool: Fighting
Power Pool: zn_Experimentation
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Punch -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(5), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Rech/Fury(7)
Level 1: Alpha Barrier -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(43), TtnCtn-ResDam/EndRdx/Rchg(46), TtnCtn-ResDam/Rchg(48)
Level 2: Gamma Boost -- Mrc-Rcvry+(A), PwrTrns-+Heal(34)
Level 4: Proton Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-EndRdx/Rchg(13), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(34)
Level 6: Boxing -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(7), Hct-Dmg/EndRdx(9), Hct-Acc/Rchg(9), Hct-Dam%(11), Mk'Bit-Dam%(11)
Level 8: Kick -- Empty(A)
Level 10: Fallout Shelter -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(42)
Level 12: Toxic Dart -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/Rchg(48)
Level 14: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(15), Ags-Psi/Status(27)
Level 16: Radiation Therapy -- Prv-Heal(A), Prv-Heal/EndRdx(17), Obl-%Dam(17), Erd-%Dam(23), ScrDrv-Dam%(25), TchoftheN-%Dam(25)
Level 18: Cross Punch -- ScrDrv-Acc/Dmg/EndRdx(A), ScrDrv-Dmg/EndRdx(19), ScrDrv-Dam%(19), Obl-%Dam(21), FrcFdb-Rechg%(21), FuroftheG-ResDeb%(23)
Level 20: Beta Decay -- EndRdx-I(A)
Level 22: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(42)
Level 24: Adrenal Booster -- RechRdx-I(A), RechRdx-I(40)
Level 26: Rage -- RechRdx-I(A), RechRdx-I(27), GssSynFr--Build%(33)
Level 28: Particle Shielding -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(43), RgnTss-Regen+(43)
Level 30: Knockout Blow -- SprUnrFur-Acc/Dmg/EndRdx/Rchg(A), SprUnrFur-Dmg/EndRdx/Rchg(31), UnbCns-Dam%(31), GldNet-Dam%(31), GhsWdwEmb-Dam%(33), FrcFdb-Rechg%(34)
Level 32: Foot Stomp -- Arm-Dmg/EndRdx(A), Arm-Dam%(33), Arm-Acc/Dmg/Rchg(39), Obl-%Dam(39), Erd-%Dam(42), FrcFdb-Rechg%(48)
Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), Apc-Dmg/EndRdx(36), Apc-Dam%(36), GldJvl-Dam%(37), CldSns-%Dam(37)
Level 38: Meltdown -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-EndRdx/Rchg(40), UnbGrd-Rchg/ResDam(40)
Level 41: Darkest Night -- EndRdx-I(A)
Level 44: Dark Obliteration -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Dam/Rech(45), Bmbdmt-Acc/Dam/Rech(45), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-+FireDmg(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50), Rct-ResDam%(50)
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: Fury
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+(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(39)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
Level 50: Ageless Core Epiphany
Level 50: Ion Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Assault Core Embodiment
------------

 


| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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		|C2|
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Edited by Sir Myshkin
  • Like 1
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On 5/3/2020 at 1:55 AM, Sir Myshkin said:

This is definitely the most violent Mad King I've built thus far.

And we thank you for it!

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On 12/11/2019 at 12:18 AM, Sir Myshkin said:

Yes, you have a ton of easy-to-slot choices for things like the LotG 7.5%, but, again, there's nothing really inherently in the 'Force Field' set that benefits from 200-300% global recharge unlike Cold, Thermal, Time, Empathy, Nature, Traps, Storm (above all else).

I'm thinking of trying this on a Defender as Empathy/Energy or Cold/Energy. I plan to play with a friend running a fire/storm controller and want to give support (especially endurance--although maybe recharge also if I go Empathy). So I can't wait to try this out. Thanks for sharing this interesting concept. If you have a build for either of these lying around, would you mind sharing? If not, I'll start with your Storm/Energy and go from there.

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On 5/3/2020 at 12:55 AM, Sir Myshkin said:

 

Super Strength/Radiation Armor/Soul Mastery Mad King Brute

First off, thank you for all of your work on these threads!

 

Second, is there a math-based reason why Boxing is preferred to be a slotted up attack instead of Kick, or is it preference? 

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On 5/20/2020 at 11:07 AM, War_L0ck said:

If you have a build for either of these lying around, would you mind sharing?

Don't have Empathy or Cold specifically, but things translate pretty easily since its only one piece of the puzzle that swaps in and out. I might suggest doing Nature over Empathy though, a lot of the same benefits will apply, but you'll be able to provide them to an entire team instead of just focusing on one character.

 

For that, I do have a build:

Spoiler

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!

Mad King Special: Level 50 Magic Defender
Primary Power Set: Nature Affinity
Secondary Power Set: Energy Blast
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Force of Will
Ancillary Pool: Psychic Mastery

Hero Profile:
Level 1: Corrosive Enzymes -- Acc-I(A)
Level 1: Power Bolt -- SprVglAss-Acc/Dmg/EndRdx/Rchg(A), SprVglAss-Dmg/Rchg(17), SprVglAss-Dmg/EndRdx/Rchg(19)
Level 2: Power Blast -- SprVglAss-Acc/Dmg(A), GldJvl-Dam%(3), ExpStr-Dam%(3), SprVglAss-Acc/Dmg/EndRdx(5), SprVglAss-Rchg/+Absorb(5), FrcFdb-Rechg%(7)
Level 4: Hasten -- RechRdx-I(A)
Level 6: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(7), DarWtcDsp-Rchg/EndRdx(13), DarWtcDsp-ToHitDeb(17)
Level 8: Wild Growth -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(9), UnbGrd-EndRdx/Rchg(11), UnbGrd-Rchg/ResDam(11), UnbGrd-Max HP%(13)
Level 10: Kick -- Empty(A)
Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(15), HO:Cyto(15)
Level 14: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(50), ImpArm-ResPsi(50)
Level 16: Weave -- Rct-Def(A), Rct-Def/EndRdx(19), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(43), Rct-Def/EndRdx/Rchg(45), Rct-ResDam%(46)
Level 18: Weaken Resolve -- AchHee-ResDeb%(A)
Level 20: Power Burst -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Acc/Dmg/EndRdx(21), ExpStr-Dam%(21), GldJvl-Dam%(34), OvrFrc-Dam/KB(37), FrcFdb-Rechg%(40)
Level 22: Sniper Blast -- Apc-Dmg/EndRdx(A), Apc-Dmg(23), Apc-Acc/Dmg/Rchg(23), Apc-Dmg/Rchg(25), Apc-Dam%(31), FrcFdb-Rechg%(31)
Level 24: Regrowth -- HO:Golgi(A), HO:Golgi(25)
Level 26: Wild Bastion -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(34)
Level 28: Assault -- EndRdx-I(A)
Level 30: Mighty Leap -- Empty(A)
Level 32: Overgrowth -- AdjTrg-Rchg(A), AdjTrg-ToHit/EndRdx(33), AdjTrg-ToHit/Rchg(33), AdjTrg-ToHit/EndRdx/Rchg(33), AdjTrg-EndRdx/Rchg(34)
Level 35: Explosive Blast -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(36), PstBls-Dam%(36), ExpStr-Dam%(36), SuddAcc--KB/+KD(37), FrcFdb-Rechg%(37)
Level 38: Nova -- Arm-Dmg(A), Arm-Dmg/EndRdx(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dam%(40)
Level 41: Dominate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(42), GldJvl-Dam%(42), GhsWdwEmb-Dam%(42), UnbCns-Dam%(43), GldNet-Dam%(43)
Level 44: Mind Over Body -- GldArm-ResDam(A), GldArm-End/Res(45), GldArm-Res/Rech/End(45), GldArm-3defTpProc(48)
Level 47: Unleash Potential -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(48), RechRdx-I(48)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50)
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 1: Vigilance
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+(46), Mrc-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(31)
Level 50: Musculature Core Paragon
Level 50: Melee Core Embodiment
Level 50: Degenerative Radial Flawless Interface
Level 50: Pyronic Core Final Judgement
Level 1: Quick Form
Level 50: Clarion Core Epiphany
------------



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18 hours ago, BZRKR said:

Second, is there a math-based reason why Boxing is preferred to be a slotted up attack instead of Kick, or is it preference?

In that particular instance it's because Boxing is the faster animating ability over Kick, and the gap that needs to be filled isn't much. From a damage stand point, Boxing is also a bit stronger DPA, so there's that too.

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On 5/3/2020 at 1:55 AM, Sir Myshkin said:

When it comes to the base line performance between Blasters and Sentinels, it takes about a 30% damage boost to normalize that starting point, and this trick does that.

Blasters are a 1.125 damage scale while Sentinels are a 0.9 damage scale. While the sets aren't exactly analogous (Torrent on a Blaster isn't actually all that great an attack), Blasters deal ~25% more damage on average.

 

However, that does not mean that adding +30% damage bridges this difference.

 

First of all, your Blaster is going to get that +30% damage from Defiance anyway while Opportunity isn't nearly as useful in most cases.

 

Second of all, you're not going to be running at base damage and you're not multiplying the attack by the +30% from those long recharge abilities but simply adding a bit more +damage.

 

For all your effort, you're just going to end up at the same place - 1.125 scale vs. 0.9 scale.

 

Now, you can't play Radiation Armor as a Blaster. But does it really matter? If we're speculating about some extraordinary Recharge build, our Blaster will be able to Build Up/Aim almost constantly anyway. Heck, you could play a */Dark Blaster and perma-Soul Drain for +100% continuous damage (assuming you had enough enemies and didn't die horribly Soul Drain'ing them).

 

From my perspective, the problem with your approach isn't that Force Feedback isn't a good proc - it's good enough that it dramatically changes the value of power sets and is almost universally slotted into any power that can take it - but that what you're using it for is... unimpressive. A continuous +30% damage is nice, I suppose. But it's really not all that impressive for all the work you're putting in.

 

There's also the reality that the recharge itself is more powerful than those long recharge powers are. You're probably getting +15% more Torrent dps - 15% of the entire dps, including +damage and procs - just from the Force Feedback proc.

 

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Posted (edited)
6 hours ago, Hjarki said:

Blasters are a 1.125 damage scale while Sentinels are a 0.9 damage scale. While the sets aren't exactly analogous (Torrent on a Blaster isn't actually all that great an attack), Blasters deal ~25% more damage on average.

You're being both too generous and a bit misleading at the same time.  The Sentinel scalar is slightly better than this and the individual damage difference per power trends around 18% (plus or minus, there are some outliers).  So if the same attack sequence were considered against an individual enemy the real damage difference isn't that big on paper.  That's not the true story though.  

Obviously Blasters have a clear advantage on AoE, and I don't want to beat that horse.  On single-target things get really fuzz depending on builds.  Blasters with fast snipes can have a potentially better overall DPS metric than a Sentinel.  However, the build is what determines this not just the powers themselves.  Sentinels can absolutely build towards narrowing the gap through things like damage procs.  The advantage on Sentinels is that their secondary allows them to pick up those damage pennies where their Blaster cousins are looking for more defense.  

Still, I've seen more than my fair share of Sentinel builds that are far away from being optimized for damage.  My inbox gets these kinds of things frequently.  Due to general preferences and the common forum knowledge on defense fear-mongering, I'd wager that Blasters are likely doing far greater than 50% more damage on average in either single or AoE target engagements.  That's not really a great reflection of the ATs or their balance, but is dependent highly on individual build preference.  General build preference is to push defense regardless of AT and Sentinels can actually suffer greatly for this.  Some folks just also feel that things like procs are a complete anathema to how the game should work, and so the core differences get highlighted in those builds.   

So on average I'd say the Blasters are likely doing far better than the suggestion from either of you posters.  That's coming from someone that plays a crap load of Sentinels and spends waaaay too much time trying to help folks narrow the short comings of the AT. 

Edited by oldskool

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On 5/22/2020 at 3:40 AM, Hjarki said:

From my perspective...

You quoted the line, but I think you might have still really missed what it was very clearly stating.

 

Long explanation:

Spoiler

I was acknowledging that Blasters have a better value, and pointing out the fact that it takes an immediate 30% damage buff just to deliver the same base value damage as a Blaster. I was purely equalizing the starting line so that if a Blaster walked in and just fired off [Gloom], and the Sentinel came in (as buffed) would do the same damage amount (in this case ~218). In the actuality with the global amount accrued in the build it actually ends up being about 45% total buff to get there.

 

I know from previous work that it's possible to get what would average to be a ~100% damage buff through looping BU+Aim back to back on ~20/s cool downs alongside defiance, so carrying a big value difference is possible but it takes a lot more attentive work. Soul Drain is a bit more of a stable option but I'm not 100% familiar with its triggers in-game and Mid's only shows it providing a max 50% buff at 10 targets (which still makes it more powerful than BU by technicality when perma, but Mid's also shows that it impacts Defiance which doesn't reflect correctly). If I pull off Adrenal in that build as well than I can average an additional 14% to hit 64% constant buff which is only a 70 point difference. To match a 70 point difference on a Sentinel I'd have to give it a 108% buff which is much harder to accomplish.

 

The builds that can manipulate BU/Aim cycles are very fickle and give up pretty much any hope of a defensive base to achieve making them highly fragile and massively dependent on Force of Will or Unleash Potential for survival, meaning they have considerable low points (not long low points, but low points). A Soul Drain focused build would be much easier to manipulate but puts folks into a secondary that's less forgiving on extra tricks (in my opinion at least) and is also forcing the player to engage in Melee where the Sentinel build does not have to be, ever.

 

A Blaster is going to walk around with a 20-30% buff from Defiance after it attacks a few times, sure, but a 30 point difference is not nearly as extreme as a ~70 point variance if the Sentinel didn't have that constant buff.

 

You said this twice: "For all your effort, you're just going to end up at the same place - 1.125 scale vs. 0.9 scale." Which we're aware there's a small scale difference but the scale just means they're getting a different accrued value from the buffs received, but the amount and duration are what matters here. You can't think of it from a burst damage perspective but long-duration perspective. Yeah one solid BU+Fireball from a Blaster is going to hit hard, but that damage is short term and has to be refreshed multiple times. If Aim is in the pile under atypical 10/20 up/down, what could a Sentinel do with an extra five seconds per minute? At least another 500 AoE based damage, or 1,100 damage ST, makes the gap in performance that much smaller.

 

 

tl;dr I see very few folks running around with a Blaster build that's bent on extreme amounts of performance to pull out 60-100% constant damage buffs, usually most are just playing a defensive build that has BU, sometimes Aim too, and are using it as burst buff. In short essentially "basic play."

 

The Sentinel build I posted is simple and functions just by playing it, it is tremendously user-friendly which makes this comment confusing:

 

On 5/22/2020 at 3:40 AM, Hjarki said:

But it's really not all that impressive for all the work you're putting in.

The build attacks and plays simply as any other build, and clicks one power every 60/s rotating between two different abilities. There's nothing dramatic about how it functions, and nothing major the player needs to be focused on. So long as the character is engaged in combat and actively attacking and getting those FF+Rech procs, it'll work just fine and spend at least 90% (if not a full 100%) of its time buffed by one of those two powers, one of which is also res-capping many of its categories.

 

On 5/22/2020 at 10:23 AM, oldskool said:

The Sentinel scalar is slightly better than this and the individual damage difference per power trends around 18%

This only works in a vacuum of same-for-same though at their starting points, and does not translate into the buff percentages. The larger the buff, the wider the variance. It takes a 100% buff for a Sentinel to do what a Blaster can with 65%, and that's where the struggle comes from.

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Have you ever considered taking this whole mad king thing and applying it to a Peacebringer? They benefit strongly from super-high amounts of recharge, and I'm curious to see what kind of havoc can be made with one. 

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Posted (edited)

Decided to go all-in on the nrg/atomic variant here as I level (so taking powers a bit more randomly than what you mapped, but slotting the FF+Rec as I go). I team a lot so I went ahead and slotted a KB-KD in Torrent along with the proc. Just had to come on here after running Yin to say that this build is a monster.

 

By the time the two scrappers had their initial targets down the only things left standing were the tanks. The addition of AM plus the performance shifter I happened to get from posi2 meant I never had a single end problem as we ran from one spawn to the next. Total TF time was 34 minutes.

 

I felt like a deity as I slammed Aim or BU and hit the entire mob with torrent before melting faces with my ST. By the time I'd fired off my rotation I could hit the other buff power and slide through the rotation again. Non-stop power and so much fun!

 

Thank you for sharing this build. Definitely the most fun I've had since being back. I can't wait to see what happens when I get Explosive Blast and Nova.

Edited by longdayinrehab
Fixed auto-correct nonsense

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On 12/11/2019 at 11:43 AM, oedipus_tex said:

This concept works well for Gravity Control too, I have a Grav/Storm/Psi which presents these options:

  • Lift
  • Propel
  • Wormhole
  • Tornado
  • Lightning Storm
  • Psionic Tornado

...which basically comprises every power I will cast, except for Freezing Rain which can't be slotted for KB.

 

Endurance is beastly until the incarnate levels, but then it gets under control.

 

Do you, or anyone else, have a build for this?  I have a Grav/Storm controller collecting dust that I just dont know what to do with and this sounds like it would be great fun.

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On 5/27/2020 at 12:30 AM, Mercurias said:

Have you ever considered taking this whole mad king thing and applying it to a Peacebringer?

Short answer: Yes. I had actually started prepping builds to do a Proc Monster thread just for the the Epic/Villain AT's but decided against it. The thing about Peacebringer builds are that it's not very difficult to get Light Form perma, and there's not really a whole lot else in their toolboxes that scream "speed me up!" It also doesn't help that PB's are very much a "Paladin" character, strong defense, couple of hard hitting attacks, the ability to toss a heal out, but they are not a master of any of these tactics which puts them in a weird place. Procing them out definitely helps (a little), but they already suffer from a poor arrangement of attacks to begin with that they won't every hit that "wow" factor.

 

That is a bit opinionated, of course, but there's a fair significant amount of people who share it; look how few people play a Kheldians.

 

This was a Single-Form build that applies the recharge bending:

Spoiler

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 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Gleaming Bolt -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Dmg/Rchg(3), SprEssTrn-Acc/Dmg/Rchg(3), SprEssTrn-Dmg/EndRdx/Rchg(5), SprEssTrn-Acc/Dmg/EndRdx/Rchg(7), SprEssTrn-Rchg/Global Heal(7)
Level 1: Incandescence -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(19), GldArm-3defTpProc(43), ImpArm-ResPsi(48)
Level 2: Gleaming Blast -- SprKhlGrc-Acc/Dmg(A), Apc-Dmg/EndRdx(9), Apc-Dam%(9), TchofLadG-%Dam(11), ExpStr-Dam%(11), FrcFdb-Rechg%(13)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
Level 6: Radiant Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(13), Hct-Dam%(15), TchofLadG-%Dam(15), AchHee-ResDeb%(17), FrcFdb-Rechg%(17)
Level 8: Essence Boost -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40)
Level 10: Shining Shield -- ImpArm-ResPsi(A)
Level 12: Inner Light -- RechRdx-I(A), GssSynFr--Build%(48)
Level 14: Luminous Detonation -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), OvrFrc-Dam/KB(34), TchofLadG-%Dam(34), PstBls-Dam%(34), FrcFdb-Rechg%(37)
Level 16: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(42), ShlWal-ResDam/Re TP(45), LucoftheG-Def(50)
Level 18: Incandescent Strike -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Dmg/EndRdx(19), TchofLadG-%Dam(21), GhsWdwEmb-Dam%(21), UnbCns-Dam%(23), GldNet-Dam%(23)
Level 20: Thermal Shield -- ImpArm-ResPsi(A)
Level 22: Reform Essence -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(27), Pnc-Heal(27)
Level 24: Quantum Acceleration -- LucoftheG-Def/Rchg+(A)
Level 26: Solar Flare -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SuddAcc--KB/+KD(33)
Level 28: Super Speed -- Clr-Stlth(A), Clr-EndRdx(46)
Level 30: Glowing Touch -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(46), NmnCnv-Heal/EndRdx/Rchg(46)
Level 32: Dawn Strike -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(36), Arm-Dam%(37), Arm-Dmg/Rchg(42)
Level 35: Conserve Energy -- RechRdx-I(A), RechRdx-I(50)
Level 38: Light Form -- UnbGrd-ResDam(A), UnbGrd-Rchg/ResDam(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Max HP%(39), ImpArm-ResPsi(48), EndMod-I(50)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(42), HO:Cyto(43)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Burnout -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- BlsoftheZ-Travel/EndRdx(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 10: Combat Flight -- LucoftheG-Def/Rchg+(A), HO:Cyto(29), HO:Cyto(29)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(43), Mrc-Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(45)
------------
------------

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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Realistically utilizing the FF+Rech more benfits a Tri-Form build since it alleviates the stress of chasing a few extra global recharge bonuses to achieve perma Light Form, and is pretty flexible. I had posted this one in one of the discussion threads about Tri-Form quite a few months ago (around January I think). And while I say "Tri-Form" it really feels more like a dual-form build because of the investment made into Nova/Dwarf and the fact that Human only exists to pop Light Form, Hasten, Essence, Dawn Strike, and Inner Light. The shifted forms are just all-around stronger from a damage perspective so there's little incentive to stay Human. Heck, with a few lingering bonuses White Dwarf can go without Light Form altogether.

 

Spoiler

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 Natural Peacebringer
Primary Power Set: Luminous Blast
Secondary Power Set: Luminous Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Gleaming Bolt -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(34), Apc-Dam%(36), GldJvl-Dam%(45)
Level 1: Incandescence -- Ags-Psi/Status(A)
Level 2: Glinting Eye -- SprEssTrn-Acc/Dmg(A), SprEssTrn-Acc/Dmg/EndRdx/Rchg(33), SprEssTrn-Rchg/Global Heal(34), GldJvl-Dam%(34)
Level 4: Essence Boost -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(45)
Level 6: Bright Nova -- ToHit-I(A)
Level 8: Radiant Strike -- SprEssTrn-Dmg/EndRdx/Rchg(A), SprEssTrn-Acc/Dmg/Rchg(46), SprEssTrn-Dmg/Rchg(48), GldStr-%Dam(48), TchofDth-Dam%(48), FrcFdb-Rechg%(50)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 12: Inner Light -- RechRdx-I(A), GssSynFr--Build%(42)
Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 16: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), Rct-ResDam%(46), Ksm-ToHit+(46)
Level 18: Tactics -- HO:Cyto(A)
Level 20: White Dwarf -- GldArm-ResDam(A), GldArm-End/Res(36), GldArm-RechRes(36), GldArm-3defTpProc(37), ImpArm-ResPsi(43)
Level 22: Reform Essence -- HO:Golgi(A)
Level 24: Conserve Energy -- RechRdx-I(A)
Level 26: Quantum Acceleration -- LucoftheG-Def/Rchg+(A)
Level 28: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 30: Victory Rush -- EndMod-I(A)
Level 32: Dawn Strike -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(37), Obl-%Dam(42), ScrDrv-Dam%(50), Erd-%Dam(50)
Level 35: Photon Seekers -- HO:Nucle(A)
Level 38: Light Form -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(39), UnbGrd-Max HP%(39), ImpArm-ResPsi(39)
Level 41: Super Speed -- Clr-Stlth(A)
Level 44: Glowing Touch -- HO:Golgi(A)
Level 47: Restore Essence -- RechRdx-I(A)
Level 49: Quantum Flight -- EndRdx-I(A)
Level 6: Bright Nova Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(27), GldJvl-Dam%(29), ShlBrk-%Dam(29), TchofLadG-%Dam(31), FrcFdb-Rechg%(31)
Level 6: Bright Nova Bolt -- SprKhlGrc-Acc/Dmg(A), SprKhlGrc-Dmg/EndRdx/Rchg(37), SprKhlGrc-Rchg/FormBuff(40), ShlBrk-%Dam(40), TchofLadG-%Dam(40), AchHee-ResDeb%(42)
Level 6: Bright Nova Detonation -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(17), JvlVll-Dam%(19), PstBls-Dam%(19), OvrFrc-Dam/KB(21), FrcFdb-Rechg%(21)
Level 6: Bright Nova Scatter -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(23), PstBls-Dam%(23), JvlVll-Dam%(25), TchofLadG-%Dam(25), Ann-ResDeb%(27)
Level 1: Brawl -- Empty(A)
Level 1: Cosmic Balance
Level 1: Energy Flight -- BlsoftheZ-Travel/EndRdx(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 10: Combat Flight -- LucoftheG-Def/Rchg+(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(31), Mrc-Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(33)
Level 20: White Dwarf Antagonize -- Taunt-I(A)
Level 20: White Dwarf Flare -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(13), Arm-Dam%(13), Obl-%Dam(15), ScrDrv-Dam%(15), FrcFdb-Rechg%(17)
Level 20: White Dwarf Smite -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), AchHee-ResDeb%(9), Mk'Bit-Dam%(9), Hct-Dam%(11), FrcFdb-Rechg%(11)
Level 20: White Dwarf Step -- BlsoftheZ-Travel/EndRdx(A)
Level 20: White Dwarf Strike -- SprKhlGrc-Acc/Dmg/Rchg(A), SprKhlGrc-Acc/Dmg/EndRdx/Rchg(3), SprKhlGrc-Dmg/Rchg(3), TchofLadG-%Dam(5), GldStr-%Dam(5), FrcFdb-Rechg%(7)
Level 20: White Dwarf Sublimation -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal(43)
------------
------------

 

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		|-------------------------------------------------------------------|

 

On 5/29/2020 at 10:01 PM, Damoklese said:

Do you, or anyone else, have a build for this?  I have a Grav/Storm controller collecting dust that I just dont know what to do with and this sounds like it would be great fun.

You should be able to take the Storm/Energy off the first post and convert it over by just swapping Energy Blast for Gravity Control. The overall survival stats will be a bit lower from variance in buff mods, but it'll work out similarly.

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Posted (edited)

New back to the game, and very interested in your v3.0 Storm/Energy Defender. Always had a distaste for defenders, but you convinced me to take another look.

 

Similar to your advice for the Storm/Grav conversion, I'd assume Storm/Elec would be a similar dance.

 

Admittedly, it's been YEARS since I number crunched this game, but Energy and Elec appear to be a one-to-one swap from what I can see.

 

Unless I'm (probably) missing something.

 

Any advice would be great!

 

Edited by Xaktsaroth

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10 hours ago, Xaktsaroth said:

Similar to your advice for the Storm/Grav conversion, I'd assume Storm/Elec would be a similar dance.

 

Unless I'm (probably) missing something.

 

Part of what makes the build work for Storm/Energy are the KB options in the blast set where we can put those additional FF+Rech procs. They won’t all go off every time in those attacks, but the goal is to maximize the opportunity to do so. Electric Blast isn’t going to provide this additive option—you could still play it at a lowered efficiency—so I’d suggest Dual Pistols or Water Blast if you wanted something flavorful you different but still keeps a reasonable amount of chances for FF+Rech to live.

 

Between the few Storm powers carrying the proc and the blasts that build runs with 240% Global Recharge. It only drops when you stop swinging. Since the procs stack durations each time one triggers you can build up a good running tally, and that’s how it works so well. 

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