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Electrical Affinity - Discussion


Neiska

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Just now, Crysis said:

Are both showing same data?  And did I Bork my Reborn install by “overwriting” data via the MRBU zip extract as instructed?

No..  Unless you don't see it anymore.. 

As the author of MRBU stated they both made unique changes to the application so there will be a few days of who done it as there might be some conflicts with the numbers in the application. 

 

Regardless you know, just delete and reinstall mids reborn..

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Well, I went down the rabbit hole of Electric Affinity + Mastermind Pets, gave a hard look at doing something with Ninjas but couldn't nail a theme down and the look of the pets really disuaded me from actually pulling the trigger and starting the build. Ended up going Demon/ElecAff instead, the Primary attacks carrying -Res, and some wider variations on better Resistance values had me shift off Ninja. Dunno, we'll see if I don't shift back and try rolling it anyway. Since I put the build together, figured I'd share it.

 

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 Mastermind
Primary Power Set: Ninjas
Secondary Power Set: zn_Electrical Affinity
Power Pool: zn_Experimentation
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Field Mastery

Hero Profile:
Level 1: Call Genin -- SvrRgh-Acc/Dmg(A), SvrRgh-Acc/Dmg/EndRdx(3), SvrRgh-PetResDam(3), SprMarofS-EndRdx/+Resist/+Regen(5), SprMarofS-Acc/Dmg(5), SlbAll-Build%(7)
Level 1: Shock -- Acc-I(A)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11)
Level 4: Discharge -- SynSck-EndMod(A), SynSck-Dam/Rech(25), SynSck-EndMod/Rech(25), SynSck-Dam/Rech/Acc(33), SynSck-Dam/Acc/End(33), SynSck-EndMod/+RunSpeed(33)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(34)
Level 10: Energizing Circuit -- RechRdx-I(A)
Level 12: Call Jounin -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg(13), SlbAll-Dmg/EndRdx(13), SlbAll-Acc/Dmg/Rchg(15), TchofLadG-%Dam(15), AchHee-ResDeb%(17)
Level 14: Assault -- EndRdx-I(A)
Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Max HP%(21)
Level 18: Toxic Dart -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), Dcm-Dmg/EndRdx(43), Dcm-Acc/Dmg(46)
Level 20: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx(34)
Level 22: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(36)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(37), ShlWal-Def/EndRdx(37), ShlWal-Def(37), ShlWal-Def/EndRdx/Rchg(40), ShlWal-ResDam/Re TP(40)
Level 26: Oni -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(27), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Acc/Dmg/EndRdx/Rchg(29), SprCmmoft-Acc/Dmg(29), SprCmmoft-Rchg/PetAoEDef(31)
Level 28: Defibrillate -- RechRdx-I(A), CaloftheS-Heal%(31), PwrTrns-+Heal(31)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Kuji In Zen -- EndRdx-I(A)
Level 35: Insulating Circuit -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx/Rchg(36)
Level 38: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), ImpArm-ResPsi(39), Ags-Psi/Status(50)
Level 41: Energy Torrent -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/EndRdx(42), Ann-ResDeb%(42), Bmbdmt-+FireDmg(42), FrcFdb-Rechg%(43), SuddAcc--KB/+KD(43)
Level 44: Explosive Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Rchg/ImmobProc(45), Bmbdmt-+FireDmg(45), FrcFdb-Rechg%(46), OvrFrc-Dam/KB(46)
Level 47: Power Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(48), Dcm-Dmg/EndRdx(48), Dcm-Acc/Dmg(48), Apc-Dam%(50), SuddAcc--KB/+KD(50)
Level 49: Adrenal Booster -- RechRdx-I(A)
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: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23)
Level 1: Genin
Level 12: Jounin
Level 26: Oni
------------

 

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Designed around building up as much personal Resistance as possible to suffuse with bodyguard, and then utilized Torrent and Explosive Blast as soft control measures. Still took Difibrillate because I'm hoping the MM version of Discharge won't be too slow, but I know Galvanic Sentinel casting it every five seconds is pretty potent on locking down a spawn after Defib hits. It's not just about the -Rec, but also the -End that occurs when it saps, that's the key to keeping a mob from rebuilding sufficient End to attack at all.

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5 hours ago, Sir Myshkin said:

Designed around building up as much personal Resistance as possible to suffuse with bodyguard, and then utilized Torrent and Explosive Blast as soft control measures. Still took Difibrillate because I'm hoping the MM version of Discharge won't be too slow, but I know Galvanic Sentinel casting it every five seconds is pretty potent on locking down a spawn after Defib hits. It's not just about the -Rec, but also the -End that occurs when it saps, that's the key to keeping a mob from rebuilding sufficient End to attack at all.

 

Another thing about Defibrillate, especially if you spam Torrent/EB with Force Feedback to get it up faster, is that with the Stun proc in it, it will have a 90% chance to Stun minions for about 5-6 seconds. That gives you some time before they act (and maybe longer if they're  getting knocked down), to either kill them or sap them.

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6 hours ago, Coyote said:

 

Another thing about Defibrillate, especially if you spam Torrent/EB with Force Feedback to get it up faster, is that with the Stun proc in it, it will have a 90% chance to Stun minions for about 5-6 seconds. That gives you some time before they act (and maybe longer if they're  getting knocked down), to either kill them or sap them.

I get the utility there, from an AoE stand point, and a proc stand point (its pretty cool/fun to multiple mez effects there), but when I tested it at 50 with just bare minimum slotting, I could grab 6-8 stacks of Static and Defibrillate+Galvanic and within 10/s (two Discharge hits) the spawn would be taken care of indefinitely, regardless of mez effect. Galvanic lasts for two minutes, and even in the event of a miss on Discharge, the amount of bounce-back recovery any one mob managed was only enough for them to fire off one attack (which consequently cost them that chunk), and then the next swing of Discharge usually locked them back down again.

 

I didn't test this against +4 so I don't know if some additional stacks would be needed to really lock that in, but I didn't even need Defibrillate to do this. I was able to walk up to any level 50 even con (no Incarnate shift) enemy and drop Galvanic Sentinel, and drain out the spawn. About 90-100/s to include Lieuts/Bosses, and ~30/s if I Amp'd Galvanic after I dropped it.

 

There have been an epic TON of folks talking about sap builds and whether they're "effective" but I already know they can, and a Short Circuit fueled Galvanic or Conductive Aura fueled Galvanic is going to be pretty potent, just not at a speed that people feel is "fast enough." But honestly, as an effective strategy, it does work right now. Masterminds are the only one right now I feel just aren't quite there with their self-cast Discharge because it doesn't cycle fast enough. The -End is the important part of Discharge because that's what's keeping the mob drained, the -Recovery isn't enough on its own because it doesn't stack high enough to stop recovery if a discharge cycle misses. So far, just playing without enhancements, on a Mastermind I've been somewhat disappointed with Discharge. I might change that feeling once I can try it cycling at 8/s instead of 20-25.

 

Sorry, I really massively went on a tangent of thinking out loud there. /em soapbox

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On 4/1/2020 at 8:41 PM, plainguy said:

Looked in Mids.. 

 

I'm a bit all over the place with it.

 

Energizing circuit is useless for pets. 

As was mentioned demons benefits best from this set. 

I can see range cap hover baster concept..

Provoke and have the high resist numbers mitigate the AOE damage from bodyguard mode onto pets. 

I would be setting up all heals and buffs to target my last pet first. 

 

Insulating circuits with six slot Numia looks interesting.. 440% absorb 20% regen.  Again helps with provoke. 

Faraday six slotted with Unbreakable is giving you just about 23% to resistance.

 

I am not big on the endurance drain.  Was a bit bummed out seeing 3 powers only accepted endurance IOs sets and a 4th (defib) accepted endurance and sleep.

 

There was some good talk about electric attacks and endurance drain in the game. NPC powers cost 1 endurance point to use.

Draining them does not have much affect as killing them. 

If their ( the NPC ) powers cost more based on what the attack was then it might matter a bit more. But when all NPC attacks equal 1 endurance there is no way from stopping them from hitting you with that big AOE attack.

With 10 endurance points they ( the NPC ) are golden.  You could only fire off 1 attack from a primary with 10 endurance. 

 

I would have to see what robot buff numbers with proc IOs would give the robot pets along with resistance numbers. 

 

I have to play around with builds and do some math to see what numbers pets are getting.

 

 

 

 

 

 

 

 

 

 

 

  

 

Can you link me to the current build of mids that has this power included?

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12 hours ago, Sir Myshkin said:

Well, I went down the rabbit hole of Electric Affinity + Mastermind Pets, gave a hard look at doing something with Ninjas but couldn't nail a theme down and the look of the pets really disuaded me from actually pulling the trigger and starting the build. Ended up going Demon/ElecAff instead, the Primary attacks carrying -Res, and some wider variations on better Resistance values had me shift off Ninja. Dunno, we'll see if I don't shift back and try rolling it anyway. Since I put the build together, figured I'd share it.

 

  Reveal hidden contents

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 Mastermind
Primary Power Set: Ninjas
Secondary Power Set: zn_Electrical Affinity
Power Pool: zn_Experimentation
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Field Mastery

Hero Profile:
Level 1: Call Genin -- SvrRgh-Acc/Dmg(A), SvrRgh-Acc/Dmg/EndRdx(3), SvrRgh-PetResDam(3), SprMarofS-EndRdx/+Resist/+Regen(5), SprMarofS-Acc/Dmg(5), SlbAll-Build%(7)
Level 1: Shock -- Acc-I(A)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11)
Level 4: Discharge -- SynSck-EndMod(A), SynSck-Dam/Rech(25), SynSck-EndMod/Rech(25), SynSck-Dam/Rech/Acc(33), SynSck-Dam/Acc/End(33), SynSck-EndMod/+RunSpeed(33)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(34)
Level 10: Energizing Circuit -- RechRdx-I(A)
Level 12: Call Jounin -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg(13), SlbAll-Dmg/EndRdx(13), SlbAll-Acc/Dmg/Rchg(15), TchofLadG-%Dam(15), AchHee-ResDeb%(17)
Level 14: Assault -- EndRdx-I(A)
Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Max HP%(21)
Level 18: Toxic Dart -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), Dcm-Dmg/EndRdx(43), Dcm-Acc/Dmg(46)
Level 20: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx(34)
Level 22: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(36)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(37), ShlWal-Def/EndRdx(37), ShlWal-Def(37), ShlWal-Def/EndRdx/Rchg(40), ShlWal-ResDam/Re TP(40)
Level 26: Oni -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(27), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Acc/Dmg/EndRdx/Rchg(29), SprCmmoft-Acc/Dmg(29), SprCmmoft-Rchg/PetAoEDef(31)
Level 28: Defibrillate -- RechRdx-I(A), CaloftheS-Heal%(31), PwrTrns-+Heal(31)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Kuji In Zen -- EndRdx-I(A)
Level 35: Insulating Circuit -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx/Rchg(36)
Level 38: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), ImpArm-ResPsi(39), Ags-Psi/Status(50)
Level 41: Energy Torrent -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/EndRdx(42), Ann-ResDeb%(42), Bmbdmt-+FireDmg(42), FrcFdb-Rechg%(43), SuddAcc--KB/+KD(43)
Level 44: Explosive Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Rchg/ImmobProc(45), Bmbdmt-+FireDmg(45), FrcFdb-Rechg%(46), OvrFrc-Dam/KB(46)
Level 47: Power Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(48), Dcm-Dmg/EndRdx(48), Dcm-Acc/Dmg(48), Apc-Dam%(50), SuddAcc--KB/+KD(50)
Level 49: Adrenal Booster -- RechRdx-I(A)
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: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23)
Level 1: Genin
Level 12: Jounin
Level 26: Oni
------------

 

 



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Designed around building up as much personal Resistance as possible to suffuse with bodyguard, and then utilized Torrent and Explosive Blast as soft control measures. Still took Difibrillate because I'm hoping the MM version of Discharge won't be too slow, but I know Galvanic Sentinel casting it every five seconds is pretty potent on locking down a spawn after Defib hits. It's not just about the -Rec, but also the -End that occurs when it saps, that's the key to keeping a mob from rebuilding sufficient End to attack at all.

 

I see what you did. 

Sadly I have no clue on a all resist build. Mental block.. Just seems unsafe.. 

 

But I like what you did with the Epic pool. 

 

Is there a test server to test builds out ?

 

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Just now, mbre2006 said:

Can you link me to the current build of mids that has this power included?

Just update mids Reborn in the settings.. 

midreborn.PNG.9e31fada05f1c11ef6e7d38df4e54f76.PNG

 

Or download the MRBU player update from the forums link.. 

 

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4 minutes ago, plainguy said:

Is there a test server to test builds out ?

 

  • Like 1

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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4 minutes ago, plainguy said:

 

I see what you did. 

Sadly I have no clue on a all resist build. Mental block.. Just seems unsafe.. 

 

But I like what you did with the Epic pool. 

 

Is there a test server to test builds out ?

 

Yes there is!

 

 

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1 hour ago, plainguy said:

I see what you did. 

Sadly I have no clue on a all resist build. Mental block.. Just seems unsafe.. 

 

But I like what you did with the Epic pool. 

The idea is stealing heavily from my time with "Mad King" builds at this point. I fairly certain between the resist values, bodyguard, the insanely spread +Absorb, and the soft control out of the Epic (and a little -Dam from Discharge) that it should work out. The question is coming down to these two things though:

  1. Is it going to need Provoke to manage damage point of direction
  2. Will the combination of all those effects be sufficient to run +4 content

I'm not really too concerned with how it'll play at 0 to +2 as I think that'll be fine, I feel like it'll end up needing to stick with Barrier Core+Melee Core on cycle. It really is a 45+ "End Game" build for sure. It's a lot more than just a resist build, it's ridiculously layered like Bio Armor (er, sans the Def part).

 

I didn't end up rolling Ninja (did Demons for the -Res and that I can manipulate the Whip abilities to act the same), but I keep feeling drawn back to it, we'll see. I don't really want to get stuck with a 50-only character, but I am super curious to how it plays on teams and in iTrials and that's not really something I can bump over to Test and try. If only I could change their dumb costumes >_<

 

"Mad King" builds are maaaassssively busy builds to maintain their survivability, so that's the only other real linchpin in the build. Can't fall asleep at the helm, as it were.

 

If you do take it over to the Test Server, please let me know what your experience was with it. Still toying around with how this will work out for a MM and haven't locked anything in stone on whether I need to really shift into full MKS and grab Unleashed Potential and drive it more like I did Storm/Energy on a Defender.

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1 hour ago, LaAbeja said:

has anyone rolled Ninja/Elec? curious if it helps with surviviability at all

I haven't, but since I've been thinking about Ninja/Time/Mace this week and made a brief foray into Beast/Electric for funzies, I'd like to think I have an answer for you.

 

Ninja/Electric would be one of the weirdest combos possible, and would require a LOT of Click attention from the Player.  That's because Ninjas are prone to getting ... spastic ... and running off at high speed if you don't keep them leashed well.  It's also a combination that would work out well anytime you have the initiative and the time/opportunity to set up to engage, but when things get chaotic or spiral out of (your) control those Ninjas would be pre-creased origami rice paper (ready to fold!).  I say that because in order to keep your Ninjas alive, you'd need to be a full time sapper bot for them, flooring endurance and recovery on whatever you're fighting so they can't fight back, thereby allowing your Ninjas to dismantle the opposition with relatively little response.  That then turns into a sort of Plant The Flag styled operation that may not work out so well with the hyper/spastic run speeds of Ninjas.

 

I'd ironically say that if you're interested in doing a Ninja/Electric build you may want to simply not bother with Hasten (so as to reclaim a power pick).

IifneyR.gif

Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

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18 hours ago, Sir Myshkin said:

Well, I went down the rabbit hole of Electric Affinity + Mastermind Pets,

 

  Reveal hidden contents

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 Mastermind
Primary Power Set: Ninjas
Secondary Power Set: zn_Electrical Affinity
Power Pool: zn_Experimentation
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Field Mastery

Hero Profile:
Level 1: Call Genin -- SvrRgh-Acc/Dmg(A), SvrRgh-Acc/Dmg/EndRdx(3), SvrRgh-PetResDam(3), SprMarofS-EndRdx/+Resist/+Regen(5), SprMarofS-Acc/Dmg(5), SlbAll-Build%(7)
Level 1: Shock -- Acc-I(A)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11)
Level 4: Discharge -- SynSck-EndMod(A), SynSck-Dam/Rech(25), SynSck-EndMod/Rech(25), SynSck-Dam/Rech/Acc(33), SynSck-Dam/Acc/End(33), SynSck-EndMod/+RunSpeed(33)
Level 6: Train Ninjas -- EndRdx-I(A)
Level 8: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(34)
Level 10: Energizing Circuit -- RechRdx-I(A)
Level 12: Call Jounin -- SprMarofS-Acc/EndRdx(A), SprMarofS-Dmg(13), SlbAll-Dmg/EndRdx(13), SlbAll-Acc/Dmg/Rchg(15), TchofLadG-%Dam(15), AchHee-ResDeb%(17)
Level 14: Assault -- EndRdx-I(A)
Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-EndRdx/Rchg(19), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-Max HP%(21)
Level 18: Toxic Dart -- SprWntBit-Acc/Dmg/Rchg(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), Dcm-Dmg/EndRdx(43), Dcm-Acc/Dmg(46)
Level 20: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx(34)
Level 22: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(36), AdjTrg-ToHit/EndRdx(36)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(37), ShlWal-Def/EndRdx(37), ShlWal-Def(37), ShlWal-Def/EndRdx/Rchg(40), ShlWal-ResDam/Re TP(40)
Level 26: Oni -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(27), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Acc/Dmg/EndRdx/Rchg(29), SprCmmoft-Acc/Dmg(29), SprCmmoft-Rchg/PetAoEDef(31)
Level 28: Defibrillate -- RechRdx-I(A), CaloftheS-Heal%(31), PwrTrns-+Heal(31)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Kuji In Zen -- EndRdx-I(A)
Level 35: Insulating Circuit -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx/Rchg(36)
Level 38: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), ImpArm-ResPsi(39), Ags-Psi/Status(50)
Level 41: Energy Torrent -- Ann-Acc/Dmg(A), Ann-Acc/Dmg/EndRdx(42), Ann-ResDeb%(42), Bmbdmt-+FireDmg(42), FrcFdb-Rechg%(43), SuddAcc--KB/+KD(43)
Level 44: Explosive Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Rchg/ImmobProc(45), Bmbdmt-+FireDmg(45), FrcFdb-Rechg%(46), OvrFrc-Dam/KB(46)
Level 47: Power Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(48), Dcm-Dmg/EndRdx(48), Dcm-Acc/Dmg(48), Apc-Dam%(50), SuddAcc--KB/+KD(50)
Level 49: Adrenal Booster -- RechRdx-I(A)
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: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(23)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(23)
Level 1: Genin
Level 12: Jounin
Level 26: Oni
------------

 

 



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

 

 

 

So you would not recommend this particular build for exemping down?

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1 hour ago, HachiMan2015 said:

So you would not recommend this particular build for exemping down?

Normally when I think about exemping down it's with the benefit of knowing I'll be carrying a lot of good bonuses to a certain level, and my abilities I picked up early on will be doing tenfold better than when I picked them up leveling since they'll now be appropriately slotted and enhanced. With that particular build all of its "saving grace" is in the 40+ realm when it picks up its three core attacks that are chosen specifically to assist the Ninja's by controlling scatter and aggro via KD effects. Realistically this is more about solo capacity more than it is team play. How self-contained can the build be without relying on additional support like a Tanker or Controller/Dominator to hold enemy spawns in one position so that the Ninja's don't vanish on you. From that, to me the minimum this build really travels down to is 40 (keeps all abilities up to 45), and once it starts dipping below that it becomes more focused on Electrical Affinity than a DPS machine, which I fear is what the majority of its level-up experience will feel like.

 

Right now with Demons/EA I'm feeling a bit more like a support toon with some meat shields than I am anything else. I did finally wrap up a build for that too, so while I'm here I'll drop it in the thread as well. I feel like it speaks to a lot more of my concerns I mentioned upwards and actually has more resistances baked in. I'm not sure that it'd translate well for Ninja's though as they don't have the same internal support system that Demons do out of their T2, it uses a hard Immobilize with some soft-control procs to try and balance the scales whereas Explosive Blast and Torrent are a sure-fire KD system, and that helps mitigate incoming damage by preventing the opportunities for it.

 

Basically, yeah you could exemp down with it, and still get somewhat of a decent bonus carriage downward until probably... 20 or so, but it'll be really focused on supporting a team and (hopefully) keeping the Ninjas alive and well without you as backup to assist them. I just don't know how well it'll play out beyond +0/8 content because my current experience with an unslotted Demons at 27 (so far) is I can barely hold them up against even-con, and that's having taken every single EA ability up to that point.

 

For the general use of the thread, here is where I'm sitting with Demons/Electric Affinity/Mu:

 

Spoiler

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 Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: zn_Electrical Affinity
Power Pool: zn_Experimentation
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Presence
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Summon Demonlings -- SvrRgh-PetResDam(A), ExpRnf-+Res(Pets)(5), SlbAll-Acc/Dmg/Rchg(5), SprMarofS-Acc/EndRdx(7), SprMarofS-Dmg(7), SlbAll-Build%(9)
Level 1: Shock -- PreOptmz-EndMod/Acc/End(A), PreOptmz-EndMod/Acc/Rech(48)
Level 2: Rejuvenating Circuit -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(17), Prv-Heal/Rchg/EndRdx(19), Prv-Absorb%(19)
Level 4: Discharge -- SynSck-EndMod(A), SynSck-Dam/Rech(21), SynSck-EndMod/Rech(21), SynSck-Dam/Rech/Acc(23), SynSck-Dam/Acc/End(23), SynSck-EndMod/+RunSpeed(25)
Level 6: Enchant Demon -- EndRdx-I(A)
Level 8: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(9)
Level 10: Energizing Circuit -- RechRdx-I(A)
Level 12: Summon Demons -- EdcoftheM-Acc/Dmg(A), EdcoftheM-Dmg/EndRdx(13), EdcoftheM-Acc/EndRdx(13), EdcoftheM-Acc/Dmg/EndRdx(15), EdcoftheM-Dmg(15), EdcoftheM-PetDef(17)
Level 14: Assault -- EndRdx-I(A)
Level 16: Faraday Cage -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(36)
Level 18: Hell on Earth -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Dmg/EndRdx(46)
Level 20: Empowering Circuit -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(25), AdjTrg-ToHit/EndRdx(33)
Level 22: Tactics -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(33), AdjTrg-ToHit/EndRdx(33)
Level 24: Corruption -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), WntBit-Dmg/EndRdx/Acc/Rchg(37), WntBit-Acc/Dmg/Rchg(37), Apc-Dam%(37), GldJvl-Dam%(40)
Level 26: Summon Demon Prince -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Acc/Dmg/Rchg(27), SprCmmoft-Dmg/EndRdx/Rchg(29), SprCmmoft-Acc/Dmg/EndRdx/Rchg(29), SprCmmoft-Rchg/PetAoEDef(31)
Level 28: Defibrillate -- RechRdx-I(A), CaloftheS-Heal%(31), PwrTrns-+Heal(31)
Level 30: Crack Whip -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Rchg/ImmobProc(42), Ann-ResDeb%(42), OvrFrc-Dam/KB(43), FrcFdb-Rechg%(43)
Level 32: Abyssal Empowerment -- EndRdx-I(A)
Level 35: Insulating Circuit -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx/Rchg(40)
Level 38: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), ImpArm-ResPsi(39), Ags-Psi/Status(40)
Level 41: Electrifying Fences -- Rgn-Acc/Dmg/Rchg(A), Rgn-Dmg/EndRdx(43), Rgn-Knock%(45), GrvAnc-Acc/Immob/Rchg(45), GrvAnc-Acc/Rchg(45), GrvAnc-Hold%(46)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), Rct-ResDam%(48), Ksm-ToHit+(50)
Level 47: Provoke -- PrfZng-Acc/Rchg(A), PrfZng-Taunt/Rchg/Rng(48), PrfZng-Taunt/Rng(50), PrfZng-Taunt(50)
Level 49: Amp Up -- RechRdx-I(A)
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: Supremacy
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 -- PrfShf-EndMod(A), PrfShf-End%(3)
Level 1: Cold Demonling
Level 1: Fiery Demonling
Level 1: Hellfire Demonling
Level 12: Ember Demon
Level 12: Hellfire Gargoyle
Level 26: Demon Prince
Level 50: Musculature Radial Paragon
------------

 

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4 hours ago, LaAbeja said:

has anyone rolled Ninja/Elec? curious if it helps with surviviability at all

There's already discussion in this thread specifically about that combo, and a build for it here. So far no one has documented a significant amount of play time with it however.

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28 minutes ago, Sir Myshkin said:

A whole lot of useful and in depth stuff..

Thank you good sir...I just hit 30 with the ninjas and I have a concept I like for them so will plug along. I have plunked in your IO's thus far (minus the purples of course, i replaced them with their "lesser" equivalents), so may as well take it to 50 and see.

 

Thank you for your contributions......

 

however, if I may, would necro be a good fit? I have a concept for that as well. Aren't they resist based? 

 

a good fit with electric i mean

Edited by HachiMan2015
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17 hours ago, Sir Myshkin said:

The idea is stealing heavily from my time with "Mad King" builds at this point. I fairly certain between the resist values, bodyguard, the insanely spread +Absorb, and the soft control out of the Epic (and a little -Dam from Discharge) that it should work out. The question is coming down to these two things though:

  1. Is it going to need Provoke to manage damage point of direction
  2. Will the combination of all those effects be sufficient to run +4 content

I'm not really too concerned with how it'll play at 0 to +2 as I think that'll be fine, I feel like it'll end up needing to stick with Barrier Core+Melee Core on cycle. It really is a 45+ "End Game" build for sure. It's a lot more than just a resist build, it's ridiculously layered like Bio Armor (er, sans the Def part).

 

I didn't end up rolling Ninja (did Demons for the -Res and that I can manipulate the Whip abilities to act the same), but I keep feeling drawn back to it, we'll see. I don't really want to get stuck with a 50-only character, but I am super curious to how it plays on teams and in iTrials and that's not really something I can bump over to Test and try. If only I could change their dumb costumes >_<

 

"Mad King" builds are maaaassssively busy builds to maintain their survivability, so that's the only other real linchpin in the build. Can't fall asleep at the helm, as it were.

 

If you do take it over to the Test Server, please let me know what your experience was with it. Still toying around with how this will work out for a MM and haven't locked anything in stone on whether I need to really shift into full MKS and grab Unleashed Potential and drive it more like I did Storm/Energy on a Defender.

Slightly off topic but I used your Epic power set on another build ( Semi Petless Robot Traps ) and it helped out tons with survivability . Much much better. 

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Can't get Mids to update. I tried updating in Mids, and I even downloaded the Weekly Release in MRBU. It works fine, except when I try to build an Electric Affinity MM. Here's a screenshot.

 

How are you all getting Mids Reborn to allow you to build an Electric Affinity MM? I can build an EA Defender, Corruptor, etc...but not an MM.

 

Capture.JPG

 

Nevermind. Finally got it work.

Edited by Xandyr
Finally got it to work.
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Just re rolled  a EA def into a Thug/EA and wow does it keep thugs alive but what I learned playing with the defender is the  +125 recharge in energize circuit is the key to EA. Been getting gang war up and alive  faster than a Kin.  Also with gang war shields they live longer! Loving the feel of Thug/EA.

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EA seems VERY good at keeping the henchmen alive. I'm running Robots/ EA and boy are they tough. Robots are low damage, though, while EA doesn't bring much damage boosting, so I think EA would work best with a high-damage primary like Thugs or Demons. With those, it seems very strong at keeping them alive, allowing for Konstant Karnage (tm)

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Its a fun set to play but it's going to fall off in higher level content. It's a much better defender/corruptor/controller set than mastermind set, it was clearly not built with us in mind and just was tweaked for MMs. The chaining mechanic means that if all your pets need a heal better hope there are no other people nearby for it to chain to, other than the first leap you have no control over what it does. It does not bring real controls to the table, nor does it bring strong defenses, and the thing about faraday cage is it's small. Keeping pets other than robots inside of it is going to be difficult to impossible even with the awesome new goto changes, but faraday cage was clearly designed around a group of heroes clustering up for defensive buffing and healing. 

 

In lower level content this set is fine. When you start wanting to take on groups at x8 yourself which is kinda something MMs are used to, this set is going to fall off sharply as it is in no way going to keep your pets alive the way you need. Energizing circuit is great in groups especially at low level but utterly useless for pets. This goes with /kin as a solid set for non MMs and a weaker set for MMs. I'd very much roll a controller or corruptor with this set before I'd roll an MM with it. If you have to do an MM, do demons or zombies, defense based pets are going to leave you reeling. Bots do not have a mule for pet uniques and with this set you need ALL of them. 

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The chain mechanics are smart chains. If you start the chain on a pet then it prioritizes pets then people and vice versa. It is really easy to keep an absorb on all of my pets at once as thugs/elec at level 50 while doing 4x8 content. Also I am not sure where this misinformation came from but PETS USE ENDURANCE. Watching right now as my thugs end bar is being used up as they fight and cast. 1 energizing chain and they can all spam again. 

Edited by Destlin
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