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My DP/Martial Combat Build (with Build Commentary)


Lockpick

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8 minutes ago, Frostweaver said:

disposables that will be replaced as soon as you get sets.

Let's say.. theoretically.. You do not buy sets or named IOs.  Ever.  (OK, I use Proc's but not sets.)
Using your suggested SO slotting, How many and which enhancements would you place in Reaction Time and Inner Will?
Any suggestions?

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Reaction Time only needs Heal and Recovery, and I don't usually see a need for much increase in Recovery. I'd go 2 Heal and 1 Recovery if limiting the slots, and 3/1 or 3/2 if willing to go further. I 6-slotted it, but that was due to the set bonuses (and effectively it's 5-slotted since the 6th slot would otherwise have been used to put Numina's into Health).

 

Inner Will only needs Recharge. The Heal is not large enough to be worth enhancing, IMO, it's about the break-free effect. So 1-2 Recharge and done.

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Okay, assuming that I had some kind of weird impulse to cripple myself, Generic IO's and procs alone are actually very easy
 

Reaction time: Power transfer chance to heal self (you will need the healing) and preventive medicine chance for absorb (The absorption will help you survive stray hits). 2 generic endmod, 2 generic heal, all boosted to +4, or SO's at +3 (much cheaper)

An extra slot in health to hold numina's proc

Inner will: You take away 2 slots from this in order to add one to reaction time and one to health (as mentioned above) You slot 2 IO recharge +4's, and 2 IO heal +4's

SO's- 3 recharge +3, 1 heal SO. You still want it on auto to help with mez as often as possible, but it's not going to help as much with healing.


Or, like coyote says, skip the heal. I wouldn't because most mezzes are attached to a small-medium damage component and I like to stay topped off, but that's just my playstyle... I have been within a few % of faceplant many times though, especially from things like the clock king, and it's been the difference.

If I were running a no-set build, though, I would reconsider suppressive fire, storm kick, and throw sand because they would provide some much-needed mitigation. Or I'd play a sentinel instead, as they are far more survivable in 'old school' builds.

I have an old school DP/Ninja sentinel if you'd like to see it.

Edited by Frostweaver
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1 hour ago, Frostweaver said:

Okay, assuming that I had some kind of weird impulse to cripple myself,

I do, and thank you very much for your help!
(I am still struggling for funds, and have 14-20 alts all in their 30s, so Generic IOs it has to be for a bit... I will "pimp out" one of them some day...)
Thanks again...

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2 hours ago, Frostweaver said:

No worries.

Umm... consider making a fire farmer?

That is my free time breaking point. If I am going to grind away doing something I hate, I will log off and get a second job.
When making money becomes work, I should probably do it in real life instead! 😝

Edited by Vulpoid
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Reaction Time is very powerful tool, you don't need much in Health and Stamina. DP/MA is combo that really want to fight multiple mobs at once. 

Inner Will on autofire is a good point and very useful just at the proc for a absorb shield to it.

 

If you want to look at another build. I run atm this at incarnate DA arcs and s/l farms.

 

Quote

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 Technology Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Martial Combat
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols

  • (A) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (3) Superior Winter's Bite - Accuracy/Damage
  • (3) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (5) Superior Winter's Bite - Damage/RechargeTime
  • (5) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (7) Achilles' Heel - Chance for Res Debuff

Level 1: Ki Push

  • (A) Kinetic Combat - Accuracy/Damage
  • (46) Kinetic Combat - Damage/Endurance
  • (46) Kinetic Combat - Damage/Recharge
  • (50) Kinetic Combat - Damage/Endurance/Recharge

Level 2: Dual Wield

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (7) Superior Defiant Barrage - Damage/RechargeTime
  • (9) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (9) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (11) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (11) Superior Defiant Barrage - RechargeTime/+Status

Level 4: Storm Kick

  • (A) Kinetic Combat - Accuracy/Damage
  • (13) Kinetic Combat - Damage/Endurance
  • (13) Kinetic Combat - Damage/Recharge
  • (15) Kinetic Combat - Damage/Endurance/Recharge
  • (31) Hecatomb - Chance of Damage(Negative)
  • (34) Force Feedback - Chance for +Recharge

Level 6: Reach for the Limit 


Level 8: Swap Ammo 
Level 10: Bullet Rain


------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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  • (A) Superior Blaster's Wrath - Recharge/Chance for Fire Damage
  • (37) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (36) Positron's Blast - Chance of Damage(Energy)
  • (37) Bombardment - Damage
  • (37) Annihilation - Chance for Res Debuff
  • (40) Force Feedback - Chance for +Recharge
Level 12: Burst of Speed
  • (A) Superior Blaster's Wrath - Damage/Recharge
  • (42) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (42) Eradication - Chance for Energy Damage
  • (43) Eradication - Damage
  • (43) Eradication - Damage/Recharge
  • (43) Fury of the Gladiator - Chance for Res Debuff
Level 14: Hasten
  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO
Level 16: Dragon's Tail
  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (17) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (17) Eradication - Chance for Energy Damage
  • (19) Eradication - Damage
  • (19) Eradication - Accuracy/Damage/Endurance/Recharge
  • (21) Force Feedback - Chance for +Recharge
Level 18: Executioner's Shot
  • (A) Apocalypse - Damage
  • (21) Apocalypse - Chance of Damage(Negative)
  • (23) Apocalypse - Damage/Endurance
  • (29) Shield Breaker - Chance for Lethal Damage
  • (31) Touch of Lady Grey - Chance for Negative Damage
  • (31) Gladiator's Javelin - Chance of Damage(Toxic)
Level 20: Boxing
  • (A) Accuracy IO
Level 22: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (23) Gladiator's Armor - TP Protection +3% Def (All)
  • (42) Reactive Armor - Resistance
  • (48) Reactive Armor - Resistance/Endurance
  • (48) Reactive Armor - Resistance/Endurance/Recharge
  • (48) Unbreakable Guard - +Max HP
Level 24: Weave
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (25) Reactive Defenses - Defense
  • (25) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (27) Reactive Defenses - Scaling Resist Damage
Level 26: Combat Jumping
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (27) Kismet - Accuracy +6%
Level 28: Maneuvers
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (29) Red Fortune - Defense
  • (50) Red Fortune - Defense/Endurance
Level 30: Inner Will
  • (A) Preventive Medicine - Chance for +Absorb
Level 32: Hail of Bullets
  • (A) Eradication - Chance for Energy Damage
  • (33) Armageddon - Chance for Fire Damage
  • (33) Armageddon - Damage
  • (33) Armageddon - Damage/Endurance
  • (34) Armageddon - Accuracy/Damage/Recharge
  • (34) Armageddon - Damage/Recharge
Level 35: Scorpion Shield
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (36) Red Fortune - Defense
  • (36) Red Fortune - Defense/Endurance
Level 38: Eagles Claw
  • (A) Superior Blistering Cold - Recharge/Chance for Hold
  • (39) Superior Blistering Cold - Accuracy/Damage
  • (39) Superior Blistering Cold - Damage/Endurance
  • (39) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (40) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (40) Touch of Death - Chance of Damage(Negative)
Level 41: Reaction Time
  • (A) Theft of Essence - Chance for +Endurance
Level 44: Suppressive Fire
  • (A) Lockdown - Chance for +2 Mag Hold
  • (45) Gladiator's Javelin - Chance of Damage(Toxic)
  • (45) Unbreakable Constraint - Chance for Smashing Damage
  • (45) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (46) Neuronic Shutdown - Chance of Damage(Psionic)
  • (50) Gladiator's Net - Chance of Damage(Lethal)
Level 47: Super Jump
  • (A) Winter's Gift - Slow Resistance (20%)
Level 49: Acrobatics
  • (A) Endurance Reduction IO
Level 1: Brawl
  • (A) Empty
Level 1: Defiance 

Level 1: Quick Form 
Level 1: Prestige Power Dash
  • (A) Empty
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Celerity - +Stealth
Level 1: Prestige Power Surge
  • (A) Empty
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run 

Level 2: Swift

 

Last time I changed a few procs and added all suppressive fire back to build. The build has +45 s/l/e def and ~30% s/l/f/c more with the melee core. Overall I like it

to go through the content. Nothing is more fun to go through a chain of Burst of Speed,  Eagles Claw, Ki Push, Storm Kick, Executioner's Shot, Suppressive Fire , well except for aoe Burst of Speed, Dragon's Tail, Hail of Bullets, Bullet Rain for aoe. BTW Mids dosen't show the +tohit nor +dmage from Reach for the Limit.

Edited by tricon
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23 hours ago, xl8 said:

That's a solid build. Good defense, accuracy against +4, and more than enough damage.

Some small tweaks I'd make...

Switch out miracle in health for numina. It's a better enhancement.
I'd take your Hec Proc off Eagle's Claw (won't go off much with the rch you have on it) and put a Res/end hami+2 on tough instead.
I'd also move weave up over suppressive fire and move the scaling res you have on CJ to weave. This way it's available to you for lower exemped TFs. If this were my build, I'd move the entire fighting pool up, so you have tough at 14 and weave at 22. But I play a lot of low TFs.
Still, this is the most solid DP build I've seen on a blaster so far.

 

Thanks for the tips.  I wasn't aware the Hetacomb proc wouldn't proc as much, so I will definitely test that out.  Your other suggestions are good as well and I will make those adjustments.  I was building for recovery, so I tend to use the Miracle proc.  I usually try to get both Numina and Miracle in Health where I can, but just couldn't fit it in on this build.

 

I think I am going to do a second build and remove Hasten and add Inner Will as an Auto.  I'll also try and get BoS back in the build, but I want to maintain my soft-cap Ranged and S/L.

 

I'll try some +4/8 DA mission with my current build to check my baseline performance first and then do the second build and see how it stacks up.

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For those of you taking eagles claw, is that for slotting purposes or are you using it regularly? I find if a mob runs up to me I storm kick/ki push then blast them as they fly away (feelsgoodman). If you folks ARE using it regularly, when are you using it?

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37 minutes ago, Giocondi said:

For those of you taking eagles claw, is that for slotting purposes or are you using it regularly? I find if a mob runs up to me I storm kick/ki push then blast them as they fly away (feelsgoodman). If you folks ARE using it regularly, when are you using it?

For me, it is yes to both.  Eagles Claw is taken to both house a set and it gets used.  I guess regularly has a loose definition in how I use much of the kit though.  

 

Storm Kick is a really strong power.  I tend to forget its bleed component on Blasters which can give it a bit of an edge, but both powers are good for different reasons. EC has a few things going for it.  First off, the high base damage is a key component of why I have it.  Secondly, it can trigger procs rather well, and finally its Defiance component is fairly large.  That last bit is just icing on the cake though.  I'd use it regardless for the animation alone.  

Gameplay with DP/MC for me has a number of variables.  I have a lot of attacks and they were selected for a variety of situations.  I mean, why else would one play a Blaster if it weren't for damage variety?  Anyway, I use Pistols, Dual Wield, and Executioner's Shot if I need to be fully at range.  While I can do this, this is not the ideal place for me.  I want to be kicking things in the face.  Executioner's Shot is my highest priority attack.  Its a fast animating attack, it recharges in just over 3 seconds for me, and it also carries a Force Feedback: Recharge.  It has so many good things going for it, that I want to use it no matter the range.  Pistols and Storm Kick make up the quick animating/recharge options as fillers in close quarters.  These get a lot of use.  However, against tougher targets my Eagles Claw can help punch higher weight classes.  All of the Defiance I have built up before EC also buffs its base damage which isn't anything to sneeze at.  

Generally speaking though, I'd prefer to just AoE everything into oblivion and just clean up what ever is left.  That's probably going to be a target that can handle getting a jump kick to the face. 

Edited by oldskool
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  • 2 weeks later
On 5/6/2020 at 8:37 PM, Lockpick said:

I had it for most of my leveling and just didn't use it much.  I have SS and a Stealth IO, so I am able to get into the middle of a spawn undetected for most baddies and Void, HoB, and then my other AoEs.  I may have also had challenges getting to soft-cap Range with it in my build since PBAoE do not have a Ranged Defense set.  I suppose I could move a Blaster set from EC or BR into it and then use one of the new IO sets in the old power.  Actually, now that I think of it I could replace both Blaster sets with the new IO set and it might open up some options, but my build is pretty sturdy as is.

 

image.png.abd06ce2eba0d92f7450cbab05ad9e5c.png

 

 

 

 

I did experiment with toggling Reaction Time off and on while running missions.  There seems to be a delay and eventually I just got tired of trying to manipulate it.

Unless I am really missing something, that is a much sturdier build than the one you post in the original post

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On 6/12/2020 at 11:45 PM, Chance Jackson said:

Unless I am really missing something, that is a much sturdier build than the one you post in the original post

Yes, I had the PVP / PVE tag toggled to PVP, so the numbers are much different.

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  • 2 weeks later
On 5/27/2020 at 12:47 PM, xl8 said:

Good defense, accuracy against +4, and more than enough damage.

What are you looking at in mids to make that determination? I can never see damage bonus or accuracy anywhere. What are the important thresholds to hit when you are building?

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14 hours ago, Giocondi said:

What are you looking at in mids to make that determination? I can never see damage bonus or accuracy anywhere. What are the important thresholds to hit when you are building?

Damage is under power info and effect tab. You have to know what numbers reflect good damage in terms of what the power's base damage is and what you can achieve fully slotted, with process chance enhancements after the damage potential is achieved. This is different for classes with high damage potential such as blasters, scrappers, and brutes. With these ATs, their potential damage bonus can (not always "will") be greater than the damage from the process enhancements. As a rule of thumb, once my damage is in the green (usually after 3 enhancements boosting damage are slotted), I switch to process enhs.


For accuracy, go to "Options>Configuration>Exemping&Base Values and set the "Base to-hit" to 39. This will give you a good reflection of your actual accuracy against +4s. Once you change it to 39, you can leave it without having to change it again. Simply check the accuracy for each power under the "info tab" and slot until it is around 100%. This can vary from power to power; Blind will hit more times than your typical ranged attack so you can get away with it being in the 80s, but for something like Blaze you want 100 minimum. Usually with set bonuses and tactics switched on my attacks will be at 120%+.

Edited by xl8
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17 hours ago, xl8 said:

Damage is under power info and effect tab. You have to know what numbers reflect good damage in terms of what the power's base damage is and what you can achieve fully slotted, with process chance enhancements after the damage potential is achieved. This is different for classes with high damage potential such as blasters, scrappers, and brutes. With these ATs, their potential damage bonus can (not always "will") be greater than the damage from the process enhancements. As a rule of thumb, once my damage is in the green (usually after 3 enhancements boosting damage are slotted), I switch to process enhs.


For accuracy, go to "Options>Configuration>Exemping&Base Values and set the "Base to-hit" to 39. This will give you a good reflection of your actual accuracy against +4s. Once you change it to 39, you can leave it without having to change it again. Simply check the accuracy for each power under the "info tab" and slot until it is around 100%. This can vary from power to power; Blind will hit more times than your typical ranged attack so you can get away with it being in the 80s, but for something like Blaze you want 100 minimum. Usually with set bonuses and tactics switched on my attacks will be at 120%+.

Thank you so much for taking the time to explain that! It will serve me well in the future no doubt!

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  • 3 months later

I have a DP/Martial Blapper on Indom named KILLSHOT.  He's pretty damn tanky (I generally herd mobs with him too using Reaction time aura) and can clear maps pretty quickly.  Accolades and Incarnates help push him over the top to a point here I can herd a lot of mobs together and stand there eating taking no damage for a while. If on a team he can herd a lot of the map together, and I often try to do that for my team so we can have one fun big battle and utilize all the AOE effects. Easily my favorite build, though idk how things will work after the new update. 😕

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10 hours ago, TheLeprechaun said:

I have a DP/Martial Blapper on Indom named KILLSHOT.  He's pretty damn tanky (I generally herd mobs with him too using Reaction time aura) and can clear maps pretty quickly.  Accolades and Incarnates help push him over the top to a point here I can herd a lot of mobs together and stand there eating taking no damage for a while. If on a team he can herd a lot of the map together, and I often try to do that for my team so we can have one fun big battle and utilize all the AOE effects. Easily my favorite build, though idk how things will work after the new update. 😕

This is the DP/Martial build I was going to work for, soft-capped to S/L.  I have kind of put it on hold as at least with IOs I'm not in love with the build -- I find the shooting animations a bit slow, at least in feel, compared to Fire and even water.  I'm sure I'll pick it up again at some point..

Hero 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!

Level 50 Technology Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Martial Combat
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Acc/Dmg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(3), SprWntBit-Dmg/Rchg(5), SprWntBit-Acc/Dmg/EndRdx(5), AchHee-ResDeb%(7)
Level 1: Ki Push -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(50)
Level 2: Dual Wield -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(11)
Level 4: Storm Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(13), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(15), Hct-Dam%(31), FrcFdb-Rechg%(34)
Level 6: Reach for the Limit 
Level 8: Swap Ammo 
Level 10: Bullet Rain -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), PstBls-Dam%(36), Bmbdmt-Dam(37), Ann-ResDeb%(37), FrcFdb-Rechg%(40)
Level 12: Burst of Speed -- SprBlsWrt-Dmg/Rchg(A), SprBlsWrt-Acc/Dmg/Rchg(42), Erd-%Dam(42), Erd-Dmg(43), Erd-Dmg/Rchg(43), FuroftheG-ResDeb%(43)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Dragon's Tail -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/EndRdx(17), Erd-%Dam(17), Erd-Dmg(19), Erd-Acc/Dmg/EndRdx/Rchg(19), FrcFdb-Rechg%(21)
Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Dam%(21), Apc-Dmg/EndRdx(23), ShlBrk-%Dam(29), TchofLadG-%Dam(31), GldJvl-Dam%(31)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), RctArm-ResDam(42), RctArm-ResDam/EndRdx(48), RctArm-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(48)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27)
Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(29), RedFrt-Def/EndRdx(50)
Level 30: Inner Will -- Prv-Absorb%(A)
Level 32: Hail of Bullets -- Erd-%Dam(A), Arm-Dam%(33), Arm-Dmg(33), Arm-Dmg/EndRdx(33), Arm-Acc/Dmg/Rchg(34), Arm-Dmg/Rchg(34)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def(36), RedFrt-Def/EndRdx(36)
Level 38: Eagles Claw -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(39), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), TchofDth-Dam%(40)
Level 41: Reaction Time -- ThfofEss-+End%(A)
Level 44: Suppressive Fire -- Lck-%Hold(A), GldJvl-Dam%(45), UnbCns-Dam%(45), GhsWdwEmb-Dam%(45), NrnSht-Dam%(46), GldNet-Dam%(50)
Level 47: Super Jump -- WntGif-ResSlow(A)
Level 49: Acrobatics -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
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 -- Clr-Stlth(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A)
Level 8: Chemical Ammunition 
Level 8: Cryo Ammunition 
Level 8: Incendiary Ammunition 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 50: Musculature Core Paragon 
Level 50: Barrier Core Epiphany 
Level 50: Melee Core Embodiment 
Level 50: Degenerative Core Flawless Interface 
Level 50: Mighty Radial Final Judgement 
------------

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My DP/Martial takes a slightly different approach, and he's one of the most fun to play out of all my characters. 

 

He's been an Incarnate for a little while now and Clarion set to autofire has solved his biggest problem nicely. 

 

I don't have a build handy because 1) I'm on my phone, and 2) a Mids build doesn't exist for him (I tend to build on the fly in-game. I know the powers and sets well enough it works better for me) 

 

Some highlights: 

 

S/L/E defense all at least 50% to give him a little cushion to debuffs. 

 

Speed of Sound is on full-time so I can use Jaunt with macros to bounce around a fight at will. 

 

Suppressive Fire and Piercing Rounds are the only DP powers I didn't take. Throw Sand is the only Martial Combat power I skipped. 

 

He doesn't have a set attack chain. That's what makes him fun. I like to see what kind of cool looking combinations I can come up with. He looks like a John Woo movie in action. 

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  • 4 weeks later
On 5/27/2020 at 2:19 PM, Vulpoid said:

I do, and thank you very much for your help!
(I am still struggling for funds, and have 14-20 alts all in their 30s, so Generic IOs it has to be for a bit... I will "pimp out" one of them some day...)
Thanks again...

To find out the "standard" slotting, just open the build in Mids, switch the view to the Enhance window to see what values are on a power. Then you have to do a little mental math to convert to standard IOs.

For instance, this Pistols slotting would be about two Acc, four Dam, two EndRedux, two Recharge.  That's ten IOs which isn't possible with standard IOs/SOs.

 

image.png.36ad19b99af4b8cb840635b2f4352370.png

 

If you have enough play time to join a team and do a task force (30 minutes to about an hour for most TFs), if you can jump into whatever the weekly TF is you'll get a fat XP boost and double merits. Use a Merit Vendor to convert those to Enhancement Boosters, and those sell for over a million inf each. Doing that and crafting drops is how I slot up my toons.

 

I prefer to buy Attuned IOs so I can use them starting around level 17 and keep 'em forever. There's typically an "uncommon" set that's fairly cheap in each pool. If you buy those recipes instead of standard IO recipes you can get more bang for your buck.

 

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  • 4 months later

I highly suggest you work on the toon.  It's the most fun I've ever had on a toon and the animations aren't that slow imo.   Plus between them you can use the melee attacks that are quite fast.  With AOE being the focus the animations doesn't matter as much as you or your team will wipe out a lot of enemies in that time. Plus if you're tanky enough then you can afford to be in animation for longer. 

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  • 4 weeks later
On 5/6/2020 at 3:31 AM, Frostweaver said:

One of the most useful things I have found for this combo is /macro BOS "powerexec_location target Burst Of Speed" or bind. I find a target in the middle, flick this three times, and not only is everything around me badly hurt, but I have a (minor) damage bonus to hail of bullets (Like 7.5%). It also seems to proc every single time you flick it as though they were all on the 1.30 cooldown timer... meaning it procs a TON.

 

Now, if only I could figure out how to get the most out of reaction time. When do you turn it on? When do you turn it off?
I wish someone would write a guide 😛

 

This is a very cool tip! However it doesn´t work with me.

The macros is created in my powertray, but when I select a target and click it nothing happens. Is there something specific I missed to make this work?

Edited by Blue Note
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1) The bind I use for BOS is:  powexec_location target Burst of Speed

 

2) I'm toying with rebuilding to give up Eagle's Claw and slot up Reaction Time a bit more w/o losing too much def.  Something like this would still keeps me at 44%+ S/L and I suppose add something useful in the web power.  I use EC for style points and it was a slot mule (for +5% S/L def).  But it's not part of my regular ST chain.

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Atirador: Level 50 Mutation Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Martial Combat
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Dual Wield -- SprDfnBrr-Dmg/Rchg(A), SprDfnBrr-Acc/Dmg(3), SprDfnBrr-Rchg/+Status Protect(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(7)
Level 1: Ki Push -- KntCmb-Dmg/EndRdx(A), KntCmb-Dmg/EndRdx/Rchg(7), KntCmb-Dmg/Rchg(9), KntCmb-Acc/Dmg(9)
Level 2: Pistols -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), SprWntBit-Dmg/Rchg(13), SprWntBit-Acc/Dmg/EndRdx(13), AchHee-ResDeb%(15)
Level 4: Storm Kick -- KntCmb-Dmg/EndRdx/Rchg(A), KntCmb-Acc/Dmg(15), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(17), Hct-Dam%(19), FrcFdb-Rechg%(19)
Level 6: Reach for the Limit 
Level 8: Bullet Rain -- SprBlsWrt-Acc/Dmg/EndRdx/Rchg(A), SprBlsWrt-Rchg/Dmg%(21), Bmbdmt-Dam(21), PstBls-Dam%(23), FrcFdb-Rechg%(23), Ann-ResDeb%(25)
Level 10: Burst of Speed -- SprBlsWrt-Dmg/Rchg(A), SprBlsWrt-Acc/Dmg/Rchg(25), Erd-%Dam(27), Erd-Dmg(27), Erd-Dmg/Rchg(29), FuroftheG-ResDeb%(29)
Level 12: Swap Ammo 
Level 14: Suppressive Fire -- UnbCns-Acc/Rchg(A), UnbCns-Dam%(31), GldJvl-Dam%(31), NrnSht-Dam%(31), GhsWdwEmb-Dam%(33), GldNet-Dam%(33)
Level 16: Dragon's Tail -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Acc/Dmg/EndRdx(33), Erd-%Dam(34), Erd-Acc/Dmg/EndRdx/Rchg(34), Erd-Dmg(34), FrcFdb-Rechg%(36)
Level 18: Executioner's Shot -- Apc-Dmg/EndRdx(A), Apc-Dmg(36), Apc-Dam%(36), ShlBrk-%Dam(37), GldJvl-Dam%(37), TchofLadG-%Dam(37)
Level 20: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Knock%(50)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39), RctArm-ResDam(39), RctArm-ResDam/Rchg(39), RctArm-ResDam/EndRdx(40), UnbGrd-Max HP%(40)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(40), Rct-Def(42), Rct-ResDam%(42)
Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(42)
Level 28: Inner Will -- Prv-Absorb%(A)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(43), RedFrt-Def/EndRdx(43)
Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(43), Arm-Dmg/Rchg(45), Arm-Dmg/EndRdx(45), Arm-Dam%(45), Erd-%Dam(46)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def(46), RedFrt-Def/EndRdx(46)
Level 38: Reaction Time -- ThfofEss-+End%(A), PwrTrns-+Heal(48), PwrTrns-EndMod(50)
Level 41: Web Envelope -- HO:Endo(A)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 47: Super Speed -- BlsoftheZ-ResKB(A)
Level 49: Super Jump -- WntGif-ResSlow(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- EndMod-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 12: Chemical Ammunition 
Level 12: Cryo Ammunition 
Level 12: Incendiary Ammunition 
------------

 

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