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Psi/Nrg operator error...?


The_Warpact

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@Infinitum

 

Here's the build granted it was cranked up on the ASF,but, it was taking awhile to take down the baddies. Obviously, I was watching out for all the stuff that cuts through the builds. Take a gander, let me know what ya think.

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Lord Menace: Level 50 Technology Brute
Primary Power Set: Psionic Melee
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership

Villain Profile:
Level 1: Psi Blade -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(15), SprUnrFur-Acc/Dmg/Rchg(17), SprUnrFur-Dmg/EndRdx/Rchg(17), SprUnrFur-Acc/Dmg/EndRdx/Rchg(19), SprUnrFur-Rchg/+Regen/+End(19)
Level 1: Kinetic Shield -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-Def/Rchg(3), Rct-Def/EndRdx/Rchg(5)
Level 2: Dampening Field -- Ags-Psi/Status(A), GldArm-3defTpProc(5), StdPrt-ResDam/Def+(7), ImpArm-ResPsi(27)
Level 4: Telekinetic Blow -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Rech/Fury%(11), SprBrtFur-Dmg/Rchg(33), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(34), SprBrtFur-Acc/Dmg/EndRdx/Rchg(34)
Level 6: Power Shield -- Rct-Def(A), Rct-Def/EndRdx(7), Rct-Def/Rchg(9), Rct-Def/EndRdx/Rchg(9), Rct-ResDam%(50)
Level 8: Psi Blade Sweep -- SprAvl-Acc/Dmg/EndRdx(A), Arm-Acc/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43), Arm-Dmg/Rchg(45), Arm-Acc/Dmg/Rchg(45)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Hasten -- RechRdx-I(A)
Level 14: Super Speed -- WntGif-ResSlow(A)
Level 16: Kick -- FrcFdb-Rechg%(A)
Level 18: Boggle -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(37), CrcPrs-Acc/Conf/Rchg(37), CrcPrs-Acc/Rchg(37), CrcPrs-Conf/EndRdx(39), CrcPrs-Conf%(39)
Level 20: Energy Cloak -- Rct-Def(A), Rct-Def/EndRdx(21), Rct-Def/Rchg(21), Rct-Def/EndRdx/Rchg(23)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(25), ImpArm-ResPsi(27), UnbGrd-EndRdx/Rchg(50)
Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(33)
Level 26: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(29), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(31)
Level 28: Assault -- EndRdx-I(A)
Level 30: Greater Psi Blade -- SprBlsCol-Acc/Dmg(A), Hct-Dam%(34), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), UnbCns-Dam%(45)
Level 32: Mass Levitate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(40), Arm-Dam%(40), Arm-Dmg/EndRdx(40), Arm-Dmg(42)
Level 35: Energy Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(48), UnbGrd-Max HP%(50)
Level 38: Energy Drain -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(46), PreOptmz-EndMod/Acc/End(46), PreOptmz-EndMod/End(48)
Level 41: Energize -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(46), Prv-Heal/EndRdx(48)
Level 44: Taunt -- PrfZng-Dam%(A)
Level 47: Concentration -- GssSynFr--Build%(A)
Level 49: Overload -- ShlWal-ResDam/Re TP(A)
Level 1: Fury
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15)
Level 1: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(11)
Level 14: Speed Phase
Level 50: Ageless Radial Epiphany
Level 50: Melee Radial Embodiment
Level 50: Diamagnetic Core Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Ion Radial Final Judgement
Level 50: Agility Core Paragon
------------

 

 

 

 

https://www.twitch.tv/boomie373

The Revenants twitch channel, come watch us face plant, talk smack, and attempt to be world class villains.

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23 minutes ago, The_Warpact said:

@Infinitum

 

Here's the build granted it was cranked up on the ASF,but, it was taking awhile to take down the baddies. Obviously, I was watching out for all the stuff that cuts through the builds. Take a gander, let me know what ya think.

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Lord Menace: Level 50 Technology Brute
Primary Power Set: Psionic Melee
Secondary Power Set: Energy Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership

Villain Profile:
Level 1: Psi Blade -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(15), SprUnrFur-Acc/Dmg/Rchg(17), SprUnrFur-Dmg/EndRdx/Rchg(17), SprUnrFur-Acc/Dmg/EndRdx/Rchg(19), SprUnrFur-Rchg/+Regen/+End(19)
Level 1: Kinetic Shield -- Rct-Def(A), Rct-Def/EndRdx(3), Rct-Def/Rchg(3), Rct-Def/EndRdx/Rchg(5)
Level 2: Dampening Field -- Ags-Psi/Status(A), GldArm-3defTpProc(5), StdPrt-ResDam/Def+(7), ImpArm-ResPsi(27)
Level 4: Telekinetic Blow -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Rech/Fury%(11), SprBrtFur-Dmg/Rchg(33), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(34), SprBrtFur-Acc/Dmg/EndRdx/Rchg(34)
Level 6: Power Shield -- Rct-Def(A), Rct-Def/EndRdx(7), Rct-Def/Rchg(9), Rct-Def/EndRdx/Rchg(9), Rct-ResDam%(50)
Level 8: Psi Blade Sweep -- SprAvl-Acc/Dmg/EndRdx(A), Arm-Acc/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43), Arm-Dmg/Rchg(45), Arm-Acc/Dmg/Rchg(45)
Level 10: Entropic Aura -- EndRdx-I(A)
Level 12: Hasten -- RechRdx-I(A)
Level 14: Super Speed -- WntGif-ResSlow(A)
Level 16: Kick -- FrcFdb-Rechg%(A)
Level 18: Boggle -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(37), CrcPrs-Acc/Conf/Rchg(37), CrcPrs-Acc/Rchg(37), CrcPrs-Conf/EndRdx(39), CrcPrs-Conf%(39)
Level 20: Energy Cloak -- Rct-Def(A), Rct-Def/EndRdx(21), Rct-Def/Rchg(21), Rct-Def/EndRdx/Rchg(23)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(23), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(25), ImpArm-ResPsi(27), UnbGrd-EndRdx/Rchg(50)
Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-Def/Rchg(31), Rct-Def/EndRdx/Rchg(33)
Level 26: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(29), Rct-Def/Rchg(29), Rct-Def/EndRdx/Rchg(31)
Level 28: Assault -- EndRdx-I(A)
Level 30: Greater Psi Blade -- SprBlsCol-Acc/Dmg(A), Hct-Dam%(34), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), UnbCns-Dam%(45)
Level 32: Mass Levitate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(40), Arm-Dam%(40), Arm-Dmg/EndRdx(40), Arm-Dmg(42)
Level 35: Energy Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36), ImpArm-ResPsi(48), UnbGrd-Max HP%(50)
Level 38: Energy Drain -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(46), PreOptmz-EndMod/Acc/End(46), PreOptmz-EndMod/End(48)
Level 41: Energize -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(46), Prv-Heal/EndRdx(48)
Level 44: Taunt -- PrfZng-Dam%(A)
Level 47: Concentration -- GssSynFr--Build%(A)
Level 49: Overload -- ShlWal-ResDam/Re TP(A)
Level 1: Fury
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(15)
Level 1: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(11)
Level 14: Speed Phase
Level 50: Ageless Radial Epiphany
Level 50: Melee Radial Embodiment
Level 50: Diamagnetic Core Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Ion Radial Final Judgement
Level 50: Agility Core Paragon
------------

 

 

 

 

One question before I dig in. are you firing enerny drain at the beginning of mobs and then spamming it as it is avail?

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At a glance, just speaking from my Psi Melee (scrapper) experience:

 

Drop Psi Blade in favor of the T1 Fist.  PB only gets better DPA than MS if it has 2 ticks of Insight damage added, which are both unpredictable and cancel on miss.  Unless one is going for an all blades build (I did this, despite it being objectively less damage output) then MS is a better choice than PB.  Doubly so on a Brute, imo due to it being a speedier attack.

 

Ditch Diamagnetic for either Degenerative -HP side (das beste against hard targets) or something with a 75% chance for damage side (Reactive for being basic, others for variety in damage type).  I would also ditch Agility in favor of Musculature Radial.  Agility is tanking the firing rate on the procs you have slotted in GPB and any others you might add.  If you don't need the added EndMod and MoveSpeed from MuscRadial, then just go Core for maxing damage.

 

Find a way to get FotG %(-res) into ML.  Because this power does damage on delay it is affected by its own -Res proc. It works ok in PBS, but it is better in ML.

 

You could drop Taunt.  You'll have no problem keeping mob's attention, and if you want a hard target to focus on you just punch it in the face.  PZ %Dmg is sort of a trap in Taunt.  The rate of return isn't really as great as it seems on paper.  Char might be a better choice here as it would stack with the hold in GPB.  Gloom would be another option as well for the utility of a ranged attack on a melee toon.  If you can find a way to get SBC %Hold into one of your attacks that also helps to leverage GPB's colossal hold.

 

Move that Force Feedback into TKB and if possible get another into ML.  Drop the one out of Kick.  This is another trap with very little practical return.

 

I'd offer to post a build, but as a scrapper with /SD it is building on positional defense, so the slotting is completely different. 🤷‍♂️

 

Other thoughts:

 

Energy Manip %Stun works great in Drain for some extra soft mitigation.

 

Splitting the SBF set into 3pcs in 2 powers doubles up on the S/L defense bonus and might ease up your slotting options elsewhere, but also might not help your build either as the resistance bonus for 6 slotting is also useful.

 

I don't think the 6th slot in Boggle is really all that helpful either, you could drop to 5 if you are keeping it for the recharge bonus.  It is no secret that I am not a fan of Boggle, but YMMV and if it works for you a a power you are using, then by all means continue. If it is just a set mule, you can probably get more mileage from something else.

 

Edit: I also prefer the +Res side of Melee Hybrid on a toon that has a defense based secondary, and I carry that and Assault in order to swap them as the situation warrants.

 

 

Edited by InvaderStych
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You see a mousetrap? I see free cheese and a f$%^ing challenge.

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Just now, The_Warpact said:

No

try that, but also take a look at this.  Here is a build I put together - I had energy melee instead of Psionic Melee but just swapped the two. - You lose a little damage on Greater psi blade and mass levitate but gain a lot of mitigation on this.  The increase in Melee Defense, Fire/Cold and then the Res in Toxic and Psionic should be huge - plus the regen factor is a good bit higher.  Hope this helps - but my build is pretty rock solid on just about everything I have thrown at it.  Keep in mind that is pinging off 1 target with Energy Drain - if you hit multiples those numbers should also go up.

 

a Comparision screenshot:

1100870873_EnergyDrainwith1Hit.jpg.14dfe3282f3e94bdebc999b0a6952391.jpg

 

Brute (Psionic Melee - Energy Aura).mxd

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21 minutes ago, Infinitum said:

I just reread and grasped this.  Was your main complaint the kill time and not survivability?

Dmg definitely but some survivability issues also. That's why I was saying I was watching out for the stuff cutting through the builds.

 

Thanks @InvaderStych

https://www.twitch.tv/boomie373

The Revenants twitch channel, come watch us face plant, talk smack, and attempt to be world class villains.

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Very welcome, hope some of that helps.

 

In general the build looks overbuilt for durability, imo.  Ageless and Agility is overkill on recharge, for example.

 

4 minutes ago, Infinitum said:

Were you fighting anything that resist psionic dmg heavily like bots of any kind?

 

Wouldn't be an issue in the ASF.  Brickers don't resist Psi (at least not in any amount that matters) and the only bots I can recall are in the first mission.  Also, Brickernauts are vulnerable to Psi during their Golden Countdown of Doom; trying to take them out during that countdown is a risky tactic that I only recommend if there is time to bail out if the swing misses.

Edited by InvaderStych

You see a mousetrap? I see free cheese and a f$%^ing challenge.

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2 minutes ago, InvaderStych said:

In general the build looks overbuilt for durability

Hah - no such thing if the bar hasn't turned red yet. That is just my preference though.

 

Ageless also provide valuable debuff resistances.  Agility is strictly for the defense - recharge is an added bonus for both. 

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3 minutes ago, Infinitum said:

Ageless also provide valuable debuff resistances.  Agility is strictly for the defense - recharge is an added bonus for both. 

 

Agreed on Ageless.  Of the two that's the keeper.  Going Agility looses out on a lot of +dmg from Musculature and ruins the firing rate of procs as it counts as an enhancement.

You see a mousetrap? I see free cheese and a f$%^ing challenge.

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10 minutes ago, InvaderStych said:

 

Agreed on Ageless.  Of the two that's the keeper.  Going Agility looses out on a lot of +dmg from Musculature and ruins the firing rate of procs as it counts as an enhancement.

See - procs aren't a selling point to me - i build for survivability first and losing out on the points of defense agility yields is a no go for me.  That's just my point of view - not saying your playstyle is wrong.

 

Psi melee has enough burst damage that heavy recharge favors it - the faster you can run through attacks the faster enemies drop without worrying about proc rate - and also the future of procs perhaps being drastically different one day in the near future.

 

Utilizing buildup in sequence with insight is pretty devastating.

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15 minutes ago, Infinitum said:

 

Utilizing buildup in sequence with insight is pretty devastating.

 

Yup. When GPB (Insight Up + Concentration) Crits it is downright beautiful, so I can imagine it is quite similar with a full fury bar. 🍻

 

Still though, missing out on the "bypasses ED" dmg enhancement is my non-starter for an Alpha slot on a damage focused toon.  Fury is a global damage bonus, above and beyond enhanced damage in the power.  I suspect this is where some of the issues the OP was having might reside.  I did some test builds with Ageless on my scrapper, and on top of set bonuses and hasten it was more than enough to have GPB and ML up as often as needed.  I still didn't pull her away from using Rebirth (+regen side) as it is far too useful and I am often on a team with someone dropping ageless anyway. 😉

 

15 minutes ago, Infinitum said:

and also the future of procs perhaps being drastically different one day in the near future.

 

They're seasoning, imo.  I lightly pepper them in where they are a clear advantage, like doubling up on the purple versions in GPB, or using %Hold pieces to leverage against the inherent hold also in GPB in this case.

 

When the math inevitably changes I'll make changes. No biggie.  Until that day comes I'll drop them in here and there, but only if I can keep the firing rate above 70% or so. Otherwise there are better uses for the slot most of the time.

Edited by InvaderStych

You see a mousetrap? I see free cheese and a f$%^ing challenge.

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27 minutes ago, InvaderStych said:

Still though, missing out on the "bypasses ED" dmg enhancement is my non-starter for an Alpha slot on a damage focused toon. 

You miss out on more if you get dropped or cant stay in a fight for its duration.  Without agility's bonus it puts you either below or right at the softcap - which isn't the playstyle i follow for a brute whose function is also survivability - which is why they have a 90% res cap and taunt IMO.

 

I play most things with a tanker mindset thougb - so i may have less damage, but if anything drops me they have earned it 

 

Without observing the issue Warpact has its hard to say, but i have played Psi melee to where it seems hard to dish out dmg against a few enemy groups that resist it heavily.

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1 hour ago, Infinitum said:

I play most things with a tanker mindset thougb - so i may have less damage, but if anything drops me they have earned it 

 

This truly is one of my favorite things about this game.  So many viable routes.  I tend towards the opposite approach: they can't hurt me if they're defeated. 😄 Probably why I play more scrappers and blasters than brutes or tanks. 🍻

 

1 hour ago, Infinitum said:

Without observing the issue Warpact has its hard to say, but i have played Psi melee to where it seems hard to dish out dmg against a few enemy groups that resist it heavily.

 

The only time resistance has really been an issue for the Psi/SD scrappy is trying to solo Siege and Nightstar, who both resist Psi at 70%.  Council bots get their 50%, but who cares about Council bots, lol.  I guess Malta bots as well, but the Overwhelming Orange Numbers tend to make those a non-issue most of the time as well.  Everything else that does resist it tends to be in the 30% range. Easily mitigated with FotG and/or Achilles - assuming one takes an EPP power that can slot the latter. Praetorian Seers and Awakened tend to be the most difficult (shudders at memories of Subjugators stealing my lunch money), BP Zombies are mostly minions and the occasional Lt, and those fall fast enough to not be a problem.

 

Friendly reminder also that All versions of Praetorian Clockwork (AM's, Neuron's, IDF bots, etc) do not have any Psi resistance, even though they are "Bots."

 

I could see this being a bigger issue on a Tank with the lower base damage though.

 

Also important to remember the trade off: Being able to cut through Unstoppable and similar abilities on EBs/AVs is worth dealing with resistance in other places, imo.

You see a mousetrap? I see free cheese and a f$%^ing challenge.

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1 hour ago, InvaderStych said:

This truly is one of my favorite things about this game.  So many viable routes.  I tend towards the opposite approach: they can't hurt me if they're defeated. 😄 Probably why I play more scrappers and blasters than brutes or tanks.

 

That makes sense - When I am rolling a scrapper or stalker I will get dual incarnates in hybrid and alpha depending on what the situation will dictate.  When I am on a tanker or brute I almost always opt for the defensive route - cause you never know when you will need to bail a blaster out when they get in over their head.  :classic_biggrin:

 

But as I said earlier - on the build I posted - it hasn't had any trouble surviving or taking enemies out on the energy version of that - and psi actually has the capability to run in line with energy if you play the insight game correctly.  Leverage insight for damage - leverage energy drain for survivability and you shouldn't have any issues.

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10 hours ago, Infinitum said:

Were you fighting anything that resist psionic dmg heavily like bots of any kind?

No it was the ASF, the mission with the gladiators i was in the pool and would get spikes of dmg. I was in there forever trying to kill the Brickers.

I created this build specifically for the ASF, the psi dmg for the Brickers and EA for the NRG res from their attacks.

I had the diff cranked up which yeah that does effect the outcome, but, I was expecting more from the build.

 

AND obviously with how much y'all have been talking there's alot of stuff i have to go through. Migraine wiped me out yesterday so I had to bow out. I'll read this later and make tweaks on the mids build so I can see specifically what yall are talking about. I'm a visual kind of person.

 

Thanks!

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2 hours ago, The_Warpact said:

No it was the ASF, the mission with the gladiators i was in the pool and would get spikes of dmg. I was in there forever trying to kill the Brickers.

I created this build specifically for the ASF, the psi dmg for the Brickers and EA for the NRG res from their attacks.

I had the diff cranked up which yeah that does effect the outcome, but, I was expecting more from the build.

 

Is my assumption that you were running Malicious or above correct?

 

If so - Don't sleep on the Turrets that pop up during the gladiator fight.  I haven't confirmed this, but I suspect they are pure fire dmg with maybe a ranged position.  Couldn't ignore them on my solo run in beta, and on teams I'll ask someone to take them out while I focus on the "champions."

 

Also: Smelters, Smelters, Smelters.  They're stacking Melt Armor with reckless abandon. Between those and the Blue Ring Grenades one can find themselves in negative damage resistance territory very quickly.  Depending on diff settings the "adds" in the Pit Champions fight can become rather dangerous.

 

Smelters First, AU-Rifters Second, Brickernauts Third.  Everyone else after that. Presence of an AV changes that priority a bit, but I'll still take down the Smelters first.

 

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11 minutes ago, InvaderStych said:

 

Is my assumption that you were running Malicious or above correct?

 

If so - Don't sleep on the Turrets that pop up during the gladiator fight.  I haven't confirmed this, but I suspect they are pure fire dmg with maybe a ranged position.  Couldn't ignore them on my solo run in beta, and on teams I'll ask someone to take them out while I focus on the "champions."

 

Also: Smelters, Smelters, Smelters.  They're stacking Melt Armor with reckless abandon. Between those and the Blue Ring Grenades one can find themselves in negative damage resistance territory very quickly.  Depending on diff settings the "adds" in the Pit Champions fight can become rather dangerous.

 

Smelters First, AU-Rifters Second, Brickernauts Third.  Everyone else after that. Presence of an AV changes that priority a bit, but I'll still take down the Smelters first.

 

Yeah it was cranked up on the diff, solo and arrogance on my part to be sure. 

https://www.twitch.tv/boomie373

The Revenants twitch channel, come watch us face plant, talk smack, and attempt to be world class villains.

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