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Build Review: Psi/Nrg/Mu


Underfyre

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So the aim is heavy Tank capabilities with a minor leaning toward damage. Can lean heavier on damage by not 6-slotting epic sets to grab Psi/Toxic resists, but I'm trying to fill that hole. I'm thinking if I wanted full tank capabilities I should have just made a Tanker, so I should just slot for more damage output rather than fret over the Psi hole.

 

Questionable slotting choices:

Psi Blade: 4 slot Blistering Cold to grab the 6% F/C resists. Not really a fan, of that, but whatever.

TK Blow: Not sure if 6-slotting Unrelenting Fury is worth it, so here it is.

Psi Blade Sweep: If this proc works like the Sentinel one, putting this in an AoE ability should be optimal. If it don't, welll...

 

 

Spoiler

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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I always question why people chase random resist bonuses, but don't factor in slotting and wasted enhancements.

 

Spoiler

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!

Level 50 Magic Brute
Primary Power Set: Psionic Melee
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Psi Blade -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), TchofDth-Dam%(5)
Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx/Rchg(7), ShlWal-Def/EndRdx(7), ShlWal-Def/Rchg(9), ShlWal-Def(9)
Level 2: Telekinetic Blow -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(11), SprUnrFur-Acc/Dmg/Rchg(11), SprUnrFur-Dmg/EndRdx/Rchg(13), SprUnrFur-Acc/Dmg/EndRdx/Rchg(13), SprUnrFur-Rchg/+Regen/+End(15)
Level 4: Dampening Field -- ResDam-I(A), ResDam-I(15)
Level 6: Concentration -- GssSynFr--Build%(A)
Level 8: Psi Blade Sweep -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(17), SprBrtFur-Acc/Dmg/Rchg(17), SprBrtFur-Dmg/EndRdx/Rchg(19), SprBrtFur-Acc/Dmg/EndRdx/Rchg(19), SprBrtFur-Rech/Fury%(21)
Level 10: Power Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(21), Rct-Def/EndRdx(23), Rct-Def/EndRdx/Rchg(23), Rct-ResDam%(25)
Level 12: Taunt -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(25), PrfZng-Taunt/Rchg/Rng(27), PrfZng-Acc/Rchg(27)
Level 14: Entropic Aura -- PrfZng-Taunt/Rng(A), PrfZng-Taunt(29), EndRdx-I(29)
Level 16: Energy Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Rchg/ResDam(31)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(33), ShlWal-ResDam/Re TP(33), ShlWal-Def/EndRdx/Rchg(34), ShlWal-Def(34)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34)
Level 24: Super Jump -- Empty(A)
Level 26: Greater Psi Blade -- Hct-Dmg(A), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(36), Hct-Dmg/EndRdx(36), Hct-Dam%(37), Hct-Acc/Rchg(37)
Level 28: Energy Drain -- PrfShf-End%(A)
Level 30: Kick -- Empty(A)
Level 32: Mass Levitate -- Arm-Dmg(A), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(39), Arm-Acc/Rchg(40)
Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(40), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg/EndRdx(42), Prv-Heal/Rchg(42), Prv-Absorb%(42)
Level 38: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(43), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(50)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43)
Level 44: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46)
Level 47: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50), Rgn-Acc/Rchg(50)
Level 49: [Empty] 
Level 1: Fury 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
------------

You have the +Def Steadfast/Gladiator, but are over the soft cap except for energy so only need 1.  You 5 slot a passive which gives miniscule benefits, but moving the slots from Dampening field to Tough gives about 4% more S/L resist which benefits more from the +Resist and just slotting 2 normal resists in Dampening field results in -1.5% energy resist.  You slot a Performance shifter +end proc in Energy drain which should be in Stamina, while forgeting the Energize is a -EndReduction and heal so you are better off with a End/Acc/Rech in Energy drain to get a bit more bang.

 

Reshuffle your slots around, try to maximize what you need but don't shoehorn in large numbers of slots which give almost no benefits.  Factor in the normal benefit of the power itself, then slot the IO set you want; like the Dampening Field to Tough I mentioned.

"Farming is just more fun in my opinion, beating up hordes of angry cosplayers...."  - Coyotedancer

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14 hours ago, Outrider_01 said:

You slot a Performance shifter +end proc in Energy drain which should be in Stamina

 

Shooting for 50% for incarnate content. So realistically Energy is 2.23% short and Negative is 12.5% short. I should have opened with that. My bad.

 

As for slotting an IO in Stamina, some math.

 

Stamina has a 22.1% chance to trigger a 10% stamina boost every 10 seconds. There is no guarantee that it will go off every 10 seconds.

 

22.1% * 10% (we'll assume base 100 End) / 10 = 0.22 End/s average

A +5 IO increases Stamina from 0.46 end/s to 0.7, a 0.24 increase.

 

So that's my reasoning there.

 

As for Tough and Dampening Field, I'll swap that slotting.

Edited by underfyre
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To be fair, the 10% End from Performance Shifter catches up to a +5 IO when you have 110+ endurance. This build doesn't have any +end bonuses, but will eventually have Portal Jockey and Atlas Medallion. At that point it's choosing 12 of one and a dozen of the other. I'm more of a fan of constant numbers over % chances.

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1 hour ago, underfyre said:

As for slotting an IO in Stamina, some math.

Energy Drain and Energize has got you covered.  One pulls in, the other reduces the cost.  Will literally never be empty, Incarnate have a +Recovery power.

"Farming is just more fun in my opinion, beating up hordes of angry cosplayers...."  - Coyotedancer

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