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Follow up to the AR/TA posts, these are the backports all the way from an Arch/TA. Starting with the R1 since it actually hit some of the performance points I was looking for outright, namely softcap to Ranged Defense on the first shot. Admittedly requiring Agility Incarnate. 

 

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!

Agent Iona: Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Experimentation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Burst -- SprDfnBrr-Acc/Dmg/EndRdx/Rchg(A), SprDfnBrr-Rchg/+Status Protect(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg(7)
Level 1: Toxic Web Grenade -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(27), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Acc/Dmg/EndRdx(31)
Level 2: Caltrops -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(7), Artl-Acc/Dam/Rech(9), Artl-Dam/Rech(9), Artl-Dam/End(11), Artl-Acc/Dam(11)
Level 4: Combat Jumping -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(13)
Level 6: M30 Grenade -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(13), OvrFrc-Dmg/End/Rech(15), OvrFrc-Acc/Dmg/End(15), OvrFrc-End/Rech(17), OvrFrc-Acc/Dmg(17)
Level 8: Speed of Sound -- BlsoftheZ-Travel/EndRdx(A)
Level 10: Targeting Drone -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(21)
Level 12: Kick -- FrcFdb-Rechg%(A)
Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), ImpSki-Status(21)
Level 16: Smoke Grenade -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A)
Level 18: Sniper Rifle -- Apc-Dam%(A), Apc-Dmg/EndRdx(31), Apc-Acc/Rchg(33), Apc-Acc/Dmg/Rchg(33), Apc-Dmg/Rchg(33)
Level 20: Field Operative -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(34), Prv-Heal/Rchg(34), Prv-EndRdx/Rchg(36), Prv-Heal/EndRdx(36), Prv-Heal(36)
Level 22: Flamethrower -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(23), Artl-Acc/Dam/Rech(23), Artl-Dam/Rech(25), Artl-Dam/End(25), Artl-Acc/Dam(27)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), Rct-ResDam%(29), LucoftheG-Def/EndRdx/Rchg(39)
Level 26: Taser -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/Rchg(34), Thn-Dmg/Rchg(37)
Level 28: Ignite -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(40), Rgn-Acc/Dmg/Rchg(40), Rgn-Dmg/Rchg(40), Rgn-Dmg(42)
Level 30: Trip Mine -- FuroftheG-ResDeb%(A), FuroftheG-Acc/End/Rech(37), FuroftheG-Dam/End/Rech(42)
Level 32: Full Auto -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Dmg/Rchg(43)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(45)
Level 38: Gun Drone -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-Dmg/EndRdx(46), ExpRnf-Acc/Dmg(46), ExpRnf-Acc/Rchg(46)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48)
Level 44: Time Bomb -- Erd-%Dam(A), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-Acc/Dmg/Rchg(48), Erd-Dmg/Rchg(50), Erd-Acc/Rchg(50), Erd-Dmg(50)
Level 47: Experimental Injection -- PwrTrns-+Heal(A)
Level 49: Corrosive Vial -- AnlWkn-Acc/Rchg/EndRdx(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 -- 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 -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 50: Agility Radial Paragon 
------------

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  • Like 1
Posted

The R2 build was optimized both on player feedback and the changes made to the AR/TA-R2 build. So ranged Soft-cap is available as soon as [Weave] is taken and assuming scaling enhancements are used on the IO's with Defense Debuffs. So you could shift around [Taser] or [Trip Mine] to have that Ranged Soft-Cap as early as Citadel. Below Citadel you'd start running into the TO/DO/SO value scaling, so even if you had Weave and Maneuvers on a Yin, I don't think you'd actually be into soft-cap. 

 

To fit the player concept this build went down the Experimentation pool, so a number of single slot powers that could be changed around if desired. 

 

This build doesn't reach any other defensive soft-caps. [Smoke Grenade] doesn't offer any compelling enhancement sets, and since this is on a blaster, the debuff value is junk to begin with. Sure, you could stack in (assuming it stacked), but really... by that time everything should already be a pile of melted slag. 

 

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 Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Experimentation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Burst -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg(7)
Level 1: Toxic Web Grenade -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(27), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Acc/Dmg/EndRdx(31)
Level 2: Caltrops -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(7), Artl-Acc/Dam/Rech(9), Artl-Dam/Rech(9), Artl-Dam/End(11), Artl-Acc/Dam(11)
Level 4: Combat Jumping -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(13)
Level 6: M30 Grenade -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(13), OvrFrc-Dmg/End/Rech(15), OvrFrc-Acc/Dmg/End(15), OvrFrc-End/Rech(17), OvrFrc-Acc/Dmg(17)
Level 8: Speed of Sound -- BlsoftheZ-Travel/EndRdx(A)
Level 10: Targeting Drone -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(21)
Level 12: Kick -- FrcFdb-Rechg%(A)
Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), ImpSki-Status(21)
Level 16: Smoke Grenade -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A)
Level 18: Sniper Rifle -- Apc-Dam%(A), Apc-Dmg/EndRdx(31), Apc-Acc/Rchg(33), Apc-Acc/Dmg/Rchg(33), Apc-Dmg/Rchg(33)
Level 20: Field Operative -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(34), NmnCnv-Heal/EndRdx/Rchg(34), NmnCnv-Heal/Rchg(36), NmnCnv-EndRdx/Rchg(36), NmnCnv-Heal/EndRdx(36)
Level 22: Flamethrower -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(23), Artl-Acc/Dam/Rech(23), Artl-Dam/Rech(25), Artl-Dam/End(25), Artl-Acc/Dam(27)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), Rct-ResDam%(29), LucoftheG-Def/EndRdx/Rchg(39)
Level 26: Taser -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/Rchg(34), Thn-Dmg/Rchg(37)
Level 28: Ignite -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(40), Rgn-Acc/Dmg/Rchg(40), Rgn-Dmg/Rchg(40), Rgn-Dmg(42)
Level 30: Trip Mine -- FuroftheG-ResDeb%(A), FuroftheG-Acc/End/Rech(37), FuroftheG-Dam/End/Rech(42)
Level 32: Full Auto -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Dmg/Rchg(43)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(45)
Level 38: Gun Drone -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-Dmg/EndRdx(46), ExpRnf-Acc/Dmg(46), ExpRnf-Acc/Rchg(46)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48)
Level 44: Time Bomb -- Erd-%Dam(A), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-Acc/Dmg/Rchg(48), Erd-Dmg/Rchg(50), Erd-Acc/Rchg(50), Erd-Dmg(50)
Level 47: Experimental Injection -- PwrTrns-+Heal(A)
Level 49: Corrosive Vial -- AnlWkn-Acc/Rchg/EndRdx(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 -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Prv-Absorb%(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 50: Agility Radial Paragon 
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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  • Like 1
Posted

For giggles I did run up a version with Preemptive Optimization in [Field Operative], but this build had a better recovery/toggle ratio out of the gate than AR/TA. So this was more just a What would it look like? concept.

 

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 Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Experimentation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Burst -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg(7)
Level 1: Toxic Web Grenade -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(27), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Acc/Dmg/EndRdx(31)
Level 2: Caltrops -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(7), Artl-Acc/Dam/Rech(9), Artl-Dam/Rech(9), Artl-Dam/End(11), Artl-Acc/Dam(11)
Level 4: Combat Jumping -- ShlWal-ResDam/Re TP(A), Ksm-ToHit+(13)
Level 6: M30 Grenade -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(13), OvrFrc-Dmg/End/Rech(15), OvrFrc-Acc/Dmg/End(15), OvrFrc-End/Rech(17), OvrFrc-Acc/Dmg(17)
Level 8: Speed of Sound -- BlsoftheZ-Travel/EndRdx(A)
Level 10: Targeting Drone -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(21)
Level 12: Kick -- FrcFdb-Rechg%(A)
Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19), ImpSki-Status(21)
Level 16: Smoke Grenade -- DarWtcDsp-ToHitdeb/Rchg/EndRdx(A)
Level 18: Sniper Rifle -- Apc-Dam%(A), Apc-Dmg/EndRdx(31), Apc-Acc/Rchg(33), Apc-Acc/Dmg/Rchg(33), Apc-Dmg/Rchg(33)
Level 20: Field Operative -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(34), PreOptmz-EndMod/Acc/End(34), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/End(36), PreOptmz-Acc/Rech(36)
Level 22: Flamethrower -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(23), Artl-Acc/Dam/Rech(23), Artl-Dam/Rech(25), Artl-Dam/End(25), Artl-Acc/Dam(27)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), Rct-ResDam%(29), LucoftheG-Def/EndRdx/Rchg(39)
Level 26: Taser -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/Rchg(34), Thn-Dmg/Rchg(37)
Level 28: Ignite -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(40), Rgn-Acc/Dmg/Rchg(40), Rgn-Dmg/Rchg(40), Rgn-Dmg(42)
Level 30: Trip Mine -- FuroftheG-ResDeb%(A), FuroftheG-Acc/End/Rech(37), FuroftheG-Dam/End/Rech(42)
Level 32: Full Auto -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Dmg/Rchg(43)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def/EndRdx/Rchg(45)
Level 38: Gun Drone -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-Dmg/EndRdx(46), ExpRnf-Acc/Dmg(46), ExpRnf-Acc/Rchg(46)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def/EndRdx/Rchg(48)
Level 44: Time Bomb -- Erd-%Dam(A), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-Acc/Dmg/Rchg(48), Erd-Dmg/Rchg(50), Erd-Acc/Rchg(50), Erd-Dmg(50)
Level 47: Experimental Injection -- PwrTrns-+Heal(A)
Level 49: Corrosive Vial -- AnlWkn-Acc/Rchg/EndRdx(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 -- 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 -- Prv-Absorb%(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 50: Agility Radial Paragon 
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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  • Like 1
Posted

😲

 

I'll just leave this here.

 

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 Mutation Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(7), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Rchg/+Status Protect(46)
Level 1: Toxic Web Grenade -- HO:Endo(A)
Level 2: Slug -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(17)
Level 4: Caltrops -- ImpSwf-Dam%(A)
Level 6: Taser -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx/Rchg(23), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(42)
Level 8: Fly -- HO:Micro(A)
Level 10: Targeting Drone -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-ToHit/EndRdx(46)
Level 12: Sniper Rifle -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(13), ExcCnt-Dmg/ActRdx(13), ExcCnt-Dmg/Rng(15), ExcCnt-Dmg/Rchg(15), ExcCnt-Stun%(17)
Level 14: Beanbag -- Stp-Acc/Stun/Rchg(A), Stp-Acc/EndRdx(25), Stp-Acc/Rchg(50)
Level 16: Smoke Grenade -- HO:Lyso(A)
Level 18: Flamethrower -- Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(19), Artl-Acc/Dam/Rech(21), Artl-Acc/Rech/Rng(21), Artl-End/Rech/Rng(23)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), NmnCnv-Regen/Rcvry+(42), PwrTrns-EndMod(43), PwrTrns-+Heal(43), Pnc-Heal/+End(43), Prv-Absorb%(46)
Level 22: Combat Jumping -- Krm-ResKB(A)
Level 24: Assault -- EndRdx-I(A)
Level 26: Ignite -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(36)
Level 28: Trip Mine -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(29), SprBlsWrt-Acc/Dmg/Rchg(29), SprBlsWrt-Acc/Dmg/EndRdx(31), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(31), SprBlsWrt-Rchg/Dmg%(34)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Full Auto -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(34)
Level 35: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(37), GssSynFr--Build%(37)
Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40)
Level 41: Body Armor -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42)
Level 44: Cryo Freeze Ray -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-Acc/EndRdx/Rchg/Hold(45), BslGaz-EndRdx/Rchg/Hold(45)
Level 47: LRM Rocket -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 49: Surveillance -- Acc-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 -- 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 -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(11), PrfShf-End%(11)
Level 50: Musculature Partial Radial Revamp
Level 50: Assault Partial Core Graft
Level 50: Ion Partial Radial Judgement
Level 50: Diamagnetic Partial Core Conversion
Level 50: Longbow Partial Core Improved Ally
Level 50: Barrier Core Epiphany
------------

 

I can tell at a glance i'm doing way more damage than you.

  • Like 1
Posted

Don't make challenges you can't keep. 

 

First shot is just raw damages. Second shot is all of your incarnate powers out for Apples to Apples.

 

Yeah.

 

No. You're not. You really are not. 

 

 

Challenge-1.png

Challenge-2.png

Posted (edited)

Followup. 

 

Since I think a lot of poster's here just don't understand the sheer gap between the builds I do, and why I normally don't bother responding... here's a quick screen of the DPS with my Incarnate choices active, and Chelsea Rorec's choices active. Actually this is slightly more favorable to Chelsea's as I bumped the Hybrid to Reactive Radial for double-hit and bumped the Alpha to T4. Best possibly scenario. 

 

On paper, yes, Chelsea's build technically is capable of delivering more DPS... or is it? There's this thing that I call Animation Saturation.  It's when you have a reliable attack chain that lets you cycle between powers as they recharge. 

 

Using my build as example, [Burst] has an animation/cast of 1s, and a recharge of 1.33s. Sniper Rifle has an animation/cast of 3.67s and a recharge of 4.02. [Ignite] which doesn't show on the charts likely due to a bug has an animation/cast of 4s with a recharge of 6.7. [Flamethrower] has a cast of 2.33 with a recharge of 6.79s.

 

Ergo, by alternating between [Burst][Ignite][Burst][Flamethrower][Burst][Sniper Rifle] I can develop a sustained attach chain where by the time I cycle to the next power in the chain, it has a chance to recharge. Thus powers like [Slug], [Toxic Web Grenade], [M30 Grenade]  and the ancillary powers become almost irrelevant beyond utility factors. 

 

Do I need to put a mob on it's rump for a second? [M30 Grenade] is a good opening attack. Did I just get stuck into melee range with a pesky mez-happy Lieutenant? Good thing I have something in [Tazer]. Do I have time to drop some [Trip Mines]?  Well they're just plain evil with the Resist Debuff Proc from the PvP Set. 

 

So simply packing more power into a build using Musculature is simply a bad idea. For the most part, it's not actually going to do jack to actually help your build. Why? Because most IO sets do one thing really well. Damage sets, outside of the sniper sets, generally boost damage into ED cap. This is why Cardiac Alpha was so devastatingly powerful when first released. Very few IO sets offered any kind of endurance reduction, so Cardiac by default had the most visible impact by boosting an aspect of builds that was nowhere near ED cap. In the same way Agility and Spiritual offer disproportionate capability to IO builds since so few IO sets really ramp up the Recharge, Endurance Modification, Healing, or other aspects. 

 

Thus, when activating Spiritual Core on my Build, and Musculature Radial T4 on Chelsea's build...

 

My [Full Auto] clocks in 21.34dps... Cheslea's only reaches 19.47dps. 

 

My [Sniper Rifle] rocks in 98.34dps. Cheslea? 90.08dps. And yes, the Sniper Rifle bar is broken. 

 

Okay, in fairness Chelsea's [Burst] and [Flamethrower] do clock in better than mine, 79.45dps/68.33dps and 35.45dps/30.42dps. 

 

As mentioned [ignite] is broken on the charts, but that's another win for Cheslea. 792.2 average damage on a 6.68 recharge versus 671 average dps on a 6.7s recharge. 

 

I've got [M30 Grenade], Cheslea skipped that. So I've got a little bit more AOE damage to pump out between animation and recharge cycles. 

 

Cheslea has more damaged pumped into [Trip Mine] and a slightly better recharge. 9.77s versus 11.25s. But... which is actually more effective? A Trip mine that delivers a resist debuff and makes my other powers more formidable if they aren't splatted outright, or a power that... well... is probably overkill against minions to begin with and not always viable to be used? 

 

Okay, if I really wanted to be a prat about it, I could just swap the [Trip Mine] and [Time Bomb] slotting. Still keep the rest of the bonus, but now no longer have a gap between damages. I didn't go that way for, well, testing reasons. 

 

Okay, and Cheslea has [LRM Rocket]. Now, I'm going to spare this forum the rant that Powerhouse got elsewhere, but the Live Devs mucked it up by skipping animating [LRM Rocket] for Insta-Snipe. That being said Powerhouse has indicated in the past that should that animation work be performed, [LRM Rocket] would certainly be added to the Insta-Snipe Category. Quite frankly that is the kind of change Tertiary Powers need to make non-Defense oriented sets viable against Defense Oriented powers. Until that change is made though, [LRM Rocket] is basically a huge timing hog that... well... unless you are running solo? You're probably never actually going to be able to use it in a team. So, sure, you can claim you can double nuke... but if you only can do it once and then the rest of the team tells you to quit defending the rear position and catch up... what... exactly... did you gain?

 

Here's a hint. Nothing.


You gained nothing. 

 

So, big long post, It really comes down to a screenshot. My build is on the left. Chelsea's is on the right. What, exactly, did Chelsea give up in order to get a build that... in real-play does a lot less damage even in contrived scenarios?

 

Answer? Pretty much everything. It's not even close. 

 

Challenge-4.thumb.png.db88ec4ebb729d7d201beceb45efdda0.png

Edited by AurianArchive
better picture.
Posted (edited)
Quote

On paper, yes, Chelsea's build technically is capable of delivering more DPS... or is it? There's this thing that I call Animation Saturation.  It's when you have a reliable attack chain that lets you cycle between powers as they recharge.

compair.jpg.091fb7077c25206a0a305c21905efa01.jpg

 

Yours on the left mine on the right.

It's plain to see more recharge,Acc,To hit and damage

 

My attack chain is burst,slug,snipe,flamethrower,ignite on AV/EB.s

They die.

 

It also has more capacity to remove mobs with LRM and full auto recharge faster and a fully slotted trip mine for toe bombing.

And you can pass on ignite all you want but it is the AV/EB killer that you need.

And both mine are up faster.

 

Buckshot and M30 are just meh

Taser does more damage than both of those.

 

What did i pass on ?

Nothing really. It has more defence,recharge,dmg,to hit,acc,endurance and has Health injection with the HP procs.

I have a nice travel power which yours lacks and isn't choking the endurance with tough/weave for LESS def than my build.

I mean tough/weave and scorpian shield don't even mesh well as you are stacking ranged def and scorpian shield is S/L def.

And only 34% S/L at that.

Seriously the def numbers are all over the place.

 

This toon i have made on 2 servers and both are 50 and i love it.

It erases mobs with LRM/Full auto and trip mine if needed.

AV/EB's die in ignite/flamethrower.

 

In my opinion it's just a better all round build.

And cheaper.

 

1 quick side note i can stay out of melee range with fly on and the endurance is sustainable.

Edited by Chelsea Rorec
Posted (edited)

His burst 61.24dps

My Burst 77.32dps

 

His flamethrower 26.23 dps

My Flamethrower 34.28 dps

 

his snipe 89.88dps

My snipe 87.76dps

 

his ignite 55.86dps

My ignite 66.4 dps

 

his full auto 18.7dps

My full auto 18.94dps

 

His trip mine 17.97dps

my trip mine 45.17 dps

 

His def 47%

My def 49%

 

My recharge 111%

his recharge 68%

 

My dmg 41%

his dmg 24%

 

My Gun drone 2.55 dps

His Gun drone 1.84dps

 

Those numbers don't lie.

Edited by Chelsea Rorec
Posted

You really should just take all these builds that you spam into the forums and make a single topic archive for yourself in the General Archetype forum... This build spam is not cool. 

Posted
On 7/15/2020 at 6:56 AM, kiramon said:

You really should just take all these builds that you spam into the forums and make a single topic archive for yourself in the General Archetype forum... This build spam is not cool. 

Personally I don't mind the build threads.. 

Wish we could keep sticky some build thread though. 

There is a older AR device thread that many from the start where tossing their builds in.. That was nice because you wanted AR Device of a certain flavor you could just look there and take your mix and match. 

 

Posted
18 minutes ago, plainguy said:

Personally I don't mind the build threads.. 

Wish we could keep sticky some build thread though. 

There is a older AR device thread that many from the start where tossing their builds in.. That was nice because you wanted AR Device of a certain flavor you could just look there and take your mix and match. 

 

 

There's one with like version 1 thru 7 in different threads. 

Posted

This is my build 

Pre changes to Trip mine. 

I was big on Trip mine an toe bombing but the interrupt was a pain in the backside, so I wanted just a straight shooter.  Range cap hover blaster..

Went with as much recharge that  I could. So got Full auto down to 17 seconds and Gun Drone down to 50 seconds.. So I get 2 Gun Drones out.

My next concern was removing KB which I did. 

I used to be fire but just didn't feel thematic. AR Device and FIRE ?.. If they had the option to use Full Auto animation to make Bon Fire that might be cool.. a bit more immersive as it looks you are spraying fuel on the ground and lighting it up maybe.. 
But having a forced feedback IO in Bon Fire was noticeable when it kicked off because the seconds would jump on the recharge timer on Full Auto..  I think I was getting it down to 13 seconds at times. 

 

I decided to go Scorpion shield to get the Mechanical Spiders and get another global recharge and also use Web Envelope to keep mobs within the Ignite patch. 

The sad thing now with Gun Drone is you have to be Hovering away from mobs because they draw just too much aggro.  I have a melee device blaster and Gun Drones are useless because they die so fast.. 
The other oddity is Full Auto Cone from hovering sucks if you don't line it up right.. There are times you could just hit 1 target with this from hovering too high up..

Hasten and Caltrops can loose a slot. 

 

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 Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Burst -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(7), Thn-Dmg/EndRdx(9), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29)
Level 1: Toxic Web Grenade -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(50)
Level 2: Slug -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31)
Level 4: Buckshot -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(9), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dmg/EndRdx(31)
Level 6: Kick -- Acc-I(A)
Level 8: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21)
Level 10: Targeting Drone -- GssSynFr--ToHit/Rchg/EndRdx(A), GssSynFr--ToHit(13), GssSynFr--ToHit/Rchg(13), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(17)
Level 12: M30 Grenade -- OvrFrc-Dam/KB(A), SprDfnBrr-Acc/Dmg(17), SprDfnBrr-Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Acc/Dmg/EndRdx(33)
Level 14: Caltrops -- Rgn-Knock%(A), PstBls-Dam%(33)
Level 16: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(50)
Level 18: Flamethrower -- Rgn-Dmg(A), Rgn-Dmg/Rchg(25), Rgn-Acc/Dmg/Rchg(25), Rgn-Acc/Rchg(27), Rgn-Dmg/EndRdx(43)
Level 20: Hover -- LucoftheG-Def/Rchg+(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Field Operative -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(36), NmnCnv-Regen/Rcvry+(39)
Level 26: Ignite -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(50), PstBls-Dmg/Rchg(36), PstBls-Dmg/Rng(36), PstBls-Dam%(46)
Level 28: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(43)
Level 30: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A)
Level 32: Full Auto -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(48)
Level 35: Weave -- LucoftheG-Def/Rchg+(A)
Level 38: Gun Drone -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A)
Level 44: Summon Spiderlings -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46), ExpRnf-+Res(Pets)(46)
Level 47: Web Envelope -- GrvAnc-Hold%(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance 
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Mrc-Heal(23)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 4: Ninja Run 
Level 50: Agility Radial Paragon 
Level 50: Ageless Core Epiphany 
Level 1: Quick Form 
------------

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Posted (edited)

I have recently been revisiting my AR/Dev Blaster to finish the incarnates.  I still have 2 incarnates at T3, but hope to have them T4 by the end of the week.  One change I made was to use the Experimentation pool.  Since Field Operative gives stealth, I did not need the stealth I would usually want from SS.  This allows me to select Adrenal Booster, which is nice, since these sets do not have Build Up.

 

I followed my general build guidelines for Blasters:

  • Soft-cap Range
  • Soft-cap S/L
  • Slot for damage, recharge, accuracy

 

This build soft-caps S/L/E/R and is about 42% on Negative, so is pretty sturdy.  I have been running Ephram Shah missions in DA at +4/8 with some success.  I have been defeated a couple of times, but in general can clear these missions if I play smart.  Only thing I don't like about this build is the lack of slots.  I ended up taking the leadership pool because I had so few slots.  I may end up dropping it and taking combat jumping, since I haven't used Vengeance or Victory Rush yet.

 

Mid's Recommended Chain:

Burst -->  Toxic Web Grenade -->  Burst -->  Slug -->  Burst -->  Toxic Web Grenade -->  Burst -->  Slug -->  Burst -->  Toxic Web Grenade -->  Burst -->  Slug -->  Burst -->  Toxic Web Grenade

 

Estimated DPS:132.9484

Estimated EPS: 2.868746

 

I don't know how good that chain is TBH.  On single targets I usually just do Burst -->  Slug --> Snipe --> repeat.  If I remember I try to start off with Smoke Grenade.

In a crowd I will Trip Mine and then Full Auto and then maybe M30 and Flamethrower.

 

Here is the power stat chart for my build.  Never even knew this was in Mids, so thanks for showing it.  Seems like Flamethrower is better than I thought and I should use it more.

 

image.png.8053e0877337091ff29115ceaa820959.png

 

 

My 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!

Burke: Level 50 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: zn_Experimentation
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Burst -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(25)
Level 1: Toxic Web Grenade -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(42)
Level 2: Slug -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(17), Thn-Dmg/EndRdx/Rchg(25)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 6: M30 Grenade -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(7), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(27)
Level 8: Speed of Sound -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(43)
Level 10: Targeting Drone -- RctRtc-ToHit(A), RctRtc-Pcptn(43)
Level 12: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Dmg/ActRdx/Rchg(13), StnoftheM-Dmg/EndRdx/Rchg(15), StnoftheM-Dam%(15), Apc-Dam%(27)
Level 14: Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50)
Level 16: Smoke Grenade -- HO:Lyso(A)
Level 18: Flamethrower -- Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(19), Artl-Acc/Dam/Rech(21), Artl-Acc/Rech/Rng(21), Artl-End/Rech/Rng(29)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), PwrTrns-+Heal(34), DctWnd-Heal(36), NmnCnv-Heal(37), PrfShf-EndMod(45), PwrTrns-EndMod(46)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(45)
Level 26: Experimental Injection -- Prv-Absorb%(A)
Level 28: Trip Mine -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(31)
Level 30: Adrenal Booster -- RechRdx-I(A), RechRdx-I(42)
Level 32: Full Auto -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(46)
Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(42)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(45)
Level 44: Assault -- EndRdx-I(A)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Victory Rush -- SynSck-EndMod/+RunSpeed(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(50), KntCmb-Dmg/EndRdx/Rchg(50)
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 -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
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: Pyronic Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Tsoo Radial Superior Ally
Level 50: Clarion Core Epiphany
Level 50: Assault Radial Embodiment
------------

 


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Edited by Lockpick
Minor edits

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