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Bio armour guide somewhere?


I-Dirty

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Wanted to look into bio armour/something

 

But I hear it takes skill and since I know nothing about it  I was wondering if there is a guide or something with detailed information?

 

Thanks

Why yes I do know what a search feature is. However with the 1000 returns it is hard to dig through all that. So I ask in posts.

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8 hours ago, I-Dirty said:

Wanted to look into bio armour/something

 

But I hear it takes skill and since I know nothing about it  I was wondering if there is a guide or something with detailed information?

 

Thanks

 

Hello I-Dirty, Bio Armor is my favorite Armorsets, so hopefully I can help you out or give some guidance.

 

They say it "takes skill" because the set is kind of unique in playstyle, in that it doesn't focus DEF or RES like the other sets, it gives a "bit" of both. Not much mind you, but enough to build on. No, where Bio Armor shines is it is kind of a swiss army knife, with many powers doing multiple things, some like DNA siphon has both offensive and defensive uses. It also has stances - an offensive, defensive, and efficient stance, each of which boosts one feature like damage or defense, but at the expense of something else. Later on when you have all the purples, you might find yourself using offensive stance 90% of the time.

 

To put it simply, think of Bio Armor as a set with mediocre defenses, but with multiple ways to heal yourself.

 

But the survivability of Bio comes from 3 key powers - 

1. Ablative Carapace - this is an absorb. Your first reactive/pre-emptive power. This will be your main clickable at lower levels, but it becomes overshadowed later on, and is best used as a pre-pull tool to help absorb the alpha strikes, as well as act as a "bridge" when Parasite Aura or DNA Siphon is down.

 

2. DNA Siphon - a PBOAE that does minor lethal and toxic damage. This power affects BOTH living and defeated enemies. For living targets, it applies a -regen debuff to your targets, but it also gives you a bit of health and end for each living enemy hit. Against defeated enemies, they give less of a heal, but will give you both a regen and recovery buff for a short while. Which means you can use this power in many ways - as an emergency heal, as a -regen debuff, or use it as a stacking regen + recovery buff that stacks per target affected. Personally, I like to slot DNA for Endurance rather than healing so I am not relying on Ageless or Blue Inspirations to play at peak performance, regardless of secondary set.

 

3. Parasite Aura - another PBAOE that affects living, but gives you a stacking healing and recovery buff per enemy hit. This also does additional effects, depending which stance you are in. For example, if you are in defensive stance, it applies more damage absorb to you and a damage debuff to them. This buff can stack 10 times if you hit enough enemies, giving a massive absorb, regen, and recovery buff for each enemy hit. And make no mistake, for that 45 seconds you can heal from zero to full several times in a row quickly. It is more or less super-sayian-wolverine mode for those 45 seconds. And you can get the recharge down to 90 or so seconds, giving you nearly 50% uptime on it. During the "downtime" is when you use Siphon, Carapace, and/or other tools like Rune of Protection. Then its rinse-repeat!

 

So, Bio Armor loves recharge. Ideally, you will want as much uptime on Parasite Aura as possible, with around 50% uptime on it. During the time it is down, you will use Ablative Carapace and DNA Siphon (if you need it.) 

 

The TLDR behind bio is, instead of giving a flat persistent boost to DEF or RES, it instead relies on stacking buffs. Now the numbers might be deceiving in mids. But Bio Armor is definitely in the big boys club with the rest and can outlive most other sets, but not due to its inherent DEF or RES, but by just flat out absorbing and out healing incoming damage.

 

Playing it would go something like this - 

Pre-apply Ablative Carapace before the pull.

Run in.

When absorb from Carapace falls off, pop Parasite Aura, hitting as many targets as possible.

Enjoy 45 seconds of near immortality.

By the time Parasite Aura wears off, Ablative Carapace should be ready to use again.

Use DNA Siphon/other tools as necessary during the time Parasite Aura is waiting to recharge.

Rinse repeat.

Changing stances between offensive-defensive-efficient as needed. But at 50 fully incarnated, I am in offensive nearly all the time, only against big targets do I feel the need to swap to defensive stance for the extra absorbs and damage debuffs.

 

Another upside to Bio is that it sort of has extra layers of defenses that most other sets don't have, multiple ways of healing, absorb, regen, and recovery. Some sets like Radiation Armor has "some" Absorb, but nowhere near the amount that Bio has. So, this is an additional "layer" of survivability. Even without your regen, absorbs and such, you can still build to softcap melee defenses and get resistance capped to smashing and lethal, with respectable amounts in the others. Which in itself is pretty good. And Absorb/Regen/Healing together is effective against nearly every kind of foe you will come across, regardless of attack or damage type. There are some enemies that bypass absorb and such but those are rare.

 

But there are downsides to Bio -

1. You can't really skip any powers. Well, you "can" bbuutt its not recommended. This is because there is a domino effect, and each bio power you have, affects the others.

2. It can be a little rough starting out as Bio, relying on a single +absorb at first, then that and a heal, and finally Parasite aura. And even then its a bit skippy until you have enough recharge to begin your cycle of buffs. But once you hit that point, you are more or less wolverine in just how much damage it takes to put you down.

3. For many players they dislike the visual effects, even with minimal VFX on. This is entirely personal preferance though. Some like it, some do not. Personally I just wish there was something that went with it visually, but there really isnt. You can get close with some looks like Chitin but it still looks off.

4. Lastly, and this the BIG downside - the set more or less relies on buffstacking, which is affected by how many targets you hit with DNA Siphon and Parasite Aura. This means against fewer targets like AVs or GMs, you don't heal as much, and you cant just rely on any 1 of the buffs to keep you alive.

 

As far as what to pair with it, well, pretty much anything you like. Bio loves recharge, so it pairs very well with fast sets like Savage or Claws. But it also has offensive stance, giving a very nice damage buff, so it pairs very well with sets like Energy Melee, Super Strength, Fire Melee, Battleaxe, etc. Honestly, I don't think there is a melee set it "doesn't" pair well with. But to give you an idea of how well it pairs, my Bio Armor/Energy Melee Tanker can perform 600+ Single target damage, which is fantastic for a Tanker. Granted, credit goes to Energy Melee for that, but Bio Armor certainly plays a part.

 

But if I had to say what it pairs with the BEST, Savage, Dark Melee, Claws, Energy Melee, Fire Melee, Battleaxe, Spines, and Radiation Melee are all top choices.

 

One tool I wanted to mention that goes fantastically with Bio Armor is Rune of Protection. It pretty much fits the holes in Bio Armor like a puzzle piece, and I almost always take it. It is yet another big buff you can put onto the pile, boosting your damage resists and CC resistance, and also being another "bridge" between buff cycles if needed.

 

Anyway, know that was a lot to explain but I hope it puts you in the right direction!

Edited by Neiska
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Everything he said is correct.

 

I'd also add that changing your adaptation by situation is required when you're doing hard stuff.  It's not just Offensive all the time, unless you're ok with being dead some.  That group's alpha strike too powerful?  Just go in with Defensive and change after 3 seconds.  All your good heals down and you're hurt?  Go into Efficient until that changes.

 

It's a very clicky power set, which is going to eat into your dps clicks.  That's sort of the reason Offensive has the big damage bonus.  If you're doing stuff where you're just invincible in Offensive though, that's a lot of damage.

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7 minutes ago, DarknessEternal said:

Everything he said is correct.

 

I'd also add that changing your adaptation by situation is required when you're doing hard stuff.  It's not just Offensive all the time, unless you're ok with being dead some.  That group's alpha strike too powerful?  Just go in with Defensive and change after 3 seconds.  All your good heals down and you're hurt?  Go into Efficient until that changes.

 

It's a very clicky power set, which is going to eat into your dps clicks.  That's sort of the reason Offensive has the big damage bonus.  If you're doing stuff where you're just invincible in Offensive though, that's a lot of damage.

 

I'm actually a she! 😋

 

But yes, correct on the stance-dancing. But I guess that really depends on what people consider "hard." I don't really need to stance-dance until doing 2 star or above. But that's really dependent on build, playstyle, incarnates and stuff. If you are popping barrier you don't really need to stance-dance and so on, at least in most content. I typically run +4/8 solo stuff, but do occasionally run hardmodes with friends.

 

But the stance-dancing is most certainly a YMMV (your mileage may vary) thing, depending on level, activity, build, and inf invested. But Juggling Carapace, RoP, Parasite Aura, and Barrier, I really only need to change to defensive stance for 2 stars or GMS. But that is also endgame too. At lower levels and lower inf invested stance-dancing definitely helps.

 

But good catch mentioning the early level stance dancing which is a big help until they get the good stuff!

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I've never solo'd those actually! But I can almost guarantee I would stance-dance when doing it. And DEFINATELY need to not only during the leveling up process, but also when side-kicking down to do Ouro or content with lower levels when you don't have all your big tools. Stance dancing is important for Bio, and I am a bit remiss I didn't elaborate further on it. I just find myself in offensive most of the time. 😆

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Awesome!! TYVM for all the incredible information.

 

Im sold. Now to get a build and figure out how to play 🙂

 

TYVM once again.

 

mmmm Thinking bio/savage I had a energy melee before wasnt enough aoe for me.

 

time to think...although it hurts...gonna try lol

 

 

Thanks really helped!

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Why yes I do know what a search feature is. However with the 1000 returns it is hard to dig through all that. So I ask in posts.

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10 minutes ago, I-Dirty said:

Awesome!! TYVM for all the incredible information.

 

Im sold. Now to get a build and figure out how to play 🙂

 

TYVM once again.

 

mmmm Thinking bio/savage I had a energy melee before wasnt enough aoe for me.

 

time to think...although it hurts...gonna try lol

 

 

Thanks really helped!

 

Savage is a fantastic choice for tankers, one of the top 4 performers actually. It doesn't have any nukes per say, but what it does have is a steady nonstop stream of damage. At first glance these might not look impressive, but they add up, fast. And does pretty well with both ST and AoE damage. The only downside is that its one of the most commonly resisted damage types, but that doesn't stop it from being in the top 4 bracket for Tanker Secondaries. Plus as a bonus it can match very well with Bio Armor too, depending on your theme. 

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If I were to run a Bio/Savage (which, admittedly, I don't have much experience with Savage), I'd probably do this. In OFFENSIVE Stance, you STILL have soft capped Defenses to Fire/Cold/Energy/Neg. Energy. Your S/L Resists are almost capped with 1 stack of the SMotT proc (should easily be able to double stack it, so your S/L resists should be capped).

 For Incarnates, I would go:

- ALPHA  Musculature Radial for the extra Damage and End Mod. 

- JUDGEMENT   Void Radial...good damage, you're always going to be in the middle of things, and it also does -DAMAGE. Stacks nicely.

- DESTINY   Ageless Radial...Defense Debuff Resistance (since you have none)

- HYBRID  Melee Core...add Resistance and Regen while you're fighting. The more mobs, the higher your resistances/regen. You won't die.

- INTERFACE  Diamagnetic Core...the -To Hit Debuff will be a nice bonus given your Defenses. Plus, the -Regen also stacks nicely.

- LORE...I almost always say whatever suits you best. Perhaps one that the pets thros out Debuffs or -Regen?

 

Hope this link works. If not, holler and I can do screenshots for you.

 

 

 

Tanker (Bio Armor - Savage Melee).mbd

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On 8/30/2023 at 6:42 AM, Xandyr said:

 

This build has a number of wasted slots, because you are not paying proper attention to slot-efficiency. And I know from past experience you're the kind of person who's not mentally tough enough to withstand criticism (goes hand in hand with being a forumite guide-maker); I'm posting anyway for the benefit of others who will read this thread.

 

To wit:

 

You choose 3x pounding slugfest (lmao) in maiming slash for 1.25% EN def. That's 0.625% Defense Per Added Slot. If you really want EN def, you should've slotted another set of 3x eradication for 3.13% EN def, or 1.565% DPAS - some 2.5 times as efficient. For example, you could complete the 6x hecatomb in maiming, and slot savage leap as say 3x erad 2x oblits 1x armageddon (chosing pieces with the damage procs and boosting the remaining pieces +5 to compensate for enhancement values). This effectively moves the purple set bonuses to maiming slash and gains 2 nonpurple damage procs in savage leap.

 

Moral of the story: prioritize slotting sets that give the most slot-efficient bonuses, and be creative about making up the set bonuses you need elsewhere.

 

Another example is how you slotted for regen. Your regen comes from a mishmash of 6%, 8% bonuses and an impervious skin unique. Now, you already have a numina's unique in inexhaustible. If you could take just 1 of those slots you invested to add a +5 Numina's: heal here, you would gain a whopping 38.5% regen due to the combination of the numina's 2-piece bonus and the enhancement value increasing the regen. This also increases our maxhp.

 

Moral of the story: consider whether direct investment in enhancement value gives more benefit than a minuscule set bonus. Further, when slotting a unique consider where a quick 1-3 piece slotting might provide a needed set bonus, taking advantage of the fact you need to slot 1 piece of the set anyway.

 

I also note the 5% heal set bonus from touch of the nictus. I can't tell if this is a halfhearted attempt to build for +heal, however it's worth noting that +heal set bonuses do not work on absorbs, nor regens (it's +heal damage, because healing is coded as a damage type in the game). So this helps the heals from DNA siphon but not, say, your abalative carapace. It's why spiritual isn't automatically the #1 alpha for tanker bios (that, and procbombing) because it is also specifically +heal and not absorb.

 

In general, you chose a lot of sets which stop short of their most efficient bonuses and neglect areas where boosting could save a slot. For example, you have 4x lotg in environmental modification. If you could just spend 1 more slot, 5x offers a 3.75% SL res bonus. That's far larger than the 1.5% SL res bonus you are spending 1 slot in impervious skin for. You chose 5x panacea in abalative carapace. However, 6x prevmed would not only add the unique (which you lack) but stronger set bonuses anyway. You slot 3x shieldwall and pass on the EN res for 4x. etc.

 

However, I will say you did at least one thing right, which is the choice of musculature radial over core. When you have a lot of +recovery/end powers, you can sometimes gain more slot-efficiency by taking a very minor hit on +dmg. Endo sets do not have many strong options at 1-3 slots, so being able to skimp or even avoid that slotting entirely is a good use of an alpha. (Blasters, for example, may also find this worthwhile.) Also, I do commend you for not doing any deceptive mids-warrioring shit, like slotting an FF proc in Kick and toggling it on to look better in mids or setting Invincibility to 10 targets and so on. Forumite builders love doing that, and I just don't understand why.

 

Here's a quick and dirty illustration of what I am talking about. Your build:

bio1.png.7822d6bfe9556444074f0ae2ea2a4d04.png

 

My improvements. See the empty slots? Those are set bonuses that we have now regained.

bio2.thumb.png.44eb99e1cefcc840c1ad348f515e0b51.png

 

Would I play this build? No. I usually don't bother with SL def on bio (which is impractical to softcap anyway) but that's a subject for another thread.

 

One final thing:

 

On 8/30/2023 at 6:42 AM, Xandyr said:

- DESTINY   Ageless Radial...Defense Debuff Resistance (since you have none)

 

Ageless radial epiphany gives...

+85.00% debuff res for the first 30s

+42.50% debuff res for the next 30s

+21.25% debuff res for the next 60s

... on a 2 min cycle.

 

What this means is that, 50% of the time, a +0 bright nova in the ITF will blast you for -15.75% def instead of -20% and you are un-softcapped anyway and start to defense cascade. Ageless is strong on sets that already have a moderate amount of debuff resist to stack with it. It's because bio has no DDR that ageless does nothing for its DDR (though it can still be a valid choice for the slow res or the rech, both of which this build has a paucity of).

 

Just heal through whatever hits you and forget about DDR. You're not an SR; you don't need no damn DDR.

Edited by Zect
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3 hours ago, Zect said:

 

This build has a number of wasted slots, because you are not paying proper attention to slot-efficiency. And I know from past experience you're the kind of person who's not mentally tough enough to withstand criticism (goes hand in hand with being a forumite guide-maker); I'm posting anyway for the benefit of others who will read this thread.

 

To wit:

 

You choose 3x pounding slugfest (lmao) in maiming slash for 1.25% EN def. That's 0.625% Defense Per Added Slot. If you really want EN def, you should've slotted another set of 3x eradication for 3.13% EN def, or 1.565% DPAS - some 2.5 times as efficient. For example, you could complete the 6x hecatomb in maiming, and slot savage leap as say 3x erad 2x oblits 1x armageddon (chosing pieces with the damage procs and boosting the remaining pieces +5 to compensate for enhancement values). This effectively moves the purple set bonuses to maiming slash and gains 2 nonpurple damage procs in savage leap.

 

Moral of the story: prioritize slotting sets that give the most slot-efficient bonuses, and be creative about making up the set bonuses you need elsewhere.

 

Another example is how you slotted for regen. Your regen comes from a mishmash of 6%, 8% bonuses and an impervious skin unique. Now, you already have a numina's unique in inexhaustible. If you could take just 1 of those slots you invested to add a +5 Numina's: heal here, you would gain a whopping 38.5% regen due to the combination of the numina's 2-piece bonus and the enhancement value increasing the regen. This also increases our maxhp.

 

Moral of the story: consider whether direct investment in enhancement value gives more benefit than a minuscule set bonus. Further, when slotting a unique consider where a quick 1-3 piece slotting might provide a needed set bonus, taking advantage of the fact you need to slot 1 piece of the set anyway.

 

I also note the 5% heal set bonus from touch of the nictus. I can't tell if this is a halfhearted attempt to build for +heal, however it's worth noting that +heal set bonuses do not work on absorbs, nor regens (it's +heal damage, because healing is coded as a damage type in the game). So this helps the heals from DNA siphon but not, say, your abalative carapace. It's why spiritual isn't automatically the #1 alpha for tanker bios (that, and procbombing) because it is also specifically +heal and not absorb.

 

In general, you chose a lot of sets which stop short of their most efficient bonuses and neglect areas where boosting could save a slot. For example, you have 4x lotg in environmental modification. If you could just spend 1 more slot, 5x offers a 3.75% SL res bonus. That's far larger than the 1.5% SL res bonus you are spending 1 slot in impervious skin for. You chose 5x panacea in abalative carapace. However, 6x prevmed would not only add the unique (which you lack) but stronger set bonuses anyway. You slot 3x shieldwall and pass on the EN res for 4x. etc.

 

However, I will say you did at least one thing right, which is the choice of musculature radial over core. When you have a lot of +recovery/end powers, you can sometimes gain more slot-efficiency by taking a very minor hit on +dmg. Endo sets do not have many strong options at 1-3 slots, so being able to skimp or even avoid that slotting entirely is a good use of an alpha. (Blasters, for example, may also find this worthwhile.) Also, I do commend you for not doing any deceptive mids-warrioring shit, like slotting an FF proc in Kick and toggling it on to look better in mids or setting Invincibility to 10 targets and so on. Forumite builders love doing that, and I just don't understand why.

 

Here's a quick and dirty illustration of what I am talking about. Your build:

bio1.png.7822d6bfe9556444074f0ae2ea2a4d04.png

 

My improvements. See the empty slots? Those are set bonuses that we have now regained.

bio2.thumb.png.44eb99e1cefcc840c1ad348f515e0b51.png

 

Would I play this build? No. I usually don't bother with SL def on bio (which is impractical to softcap anyway) but that's a subject for another thread.

 

One final thing:

 

 

Ageless radial epiphany gives...

+85.00% debuff res for the first 30s

+42.50% debuff res for the next 30s

+21.25% debuff res for the next 60s

... on a 2 min cycle.

 

What this means is that, 50% of the time, a +0 bright nova in the ITF will blast you for -15.75% def instead of -20% and you are un-softcapped anyway and start to defense cascade. Ageless is strong on sets that already have a moderate amount of debuff resist to stack with it. It's because bio has no DDR that ageless does nothing for its DDR (though it can still be a valid choice for the slow res or the rech, both of which this build has a paucity of).

 

Just heal through whatever hits you and forget about DDR. You're not an SR; you don't need no damn DDR.

Damn dude. Chill out. I threw that build together in like 5 minutes.

 

 I'm open to criticism, especially if it is explained why some people slot this vs that. I'm not,however, open to criticism that is insulting or degrading. I DO,however,appreciate your ideas. Especially towards the end of your post when you start to explain the "why" behind how you would slot different powers. Perhaps I need to revisit this build that I threw together and put more thought into it.

 

 There's numerous ways to build a Bio/Savage. You can focus just on heal,max hp, recharge. Or focus on hitting soft cap defenses. Or focus on proc-bombing everything. The beauty of this game, and for the most part "formite guide makers", or professional guide makers as yourself, is that the person actually playing and running the toon has many different options available and can get different inputs/ideas.

 

 Hopefully the OP builds a Bio/Savage and shares his input. I'd be curious to know, since I myself have hardly any experience with Savage.

Edited by Xandyr
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@Zect and I agree WHOLE HEARTEDLY about people maxing out Invincibility(or other similar powers) and doing the FF proc as you said and posting it and saying "OMG LOOK AT THIS! Capped defenses, resists, and my heaviest hitting attack recharges in 2 seconds! And my heal is up every 10 seconds! This is teh uberz!"

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2 hours ago, I-Dirty said:

im so confused on what to do now hahaahah

 

Here is my Bio-Savage Tanker if you want to see what works for me!

 

Here is a Screenie, without any stances or RoP on, just toggles - 

 

 

image.thumb.png.1d4ceebe5bd9b38c9a9b293ba948e3fe.png

 

And here are the values with just RoP on - 

 

image.thumb.png.3c1ac711bfe33674ebff6fa597eb9bf3.png

 

Here are the highlights and tidbits - 

 

1. Build is focused on Melee DEF (45%) and Recharge.

2. Why Arcane Bolt? Well, a few reasons - first, its better than Spirit Ward, second, it's a place to throw FF + Recharge, and lastly it actually isn't terrible ST DPS, you can just throw it into the mix anytime Arcane Power procs and is actually a pretty good non-epic pool tool to help with ST damage which is sort of what challenges Savage Melee the most. And as a bonus, when FF recharges it can super-boost the cooldown on your Parasite Aura and other abilities. Bio "loves" Recharge and FF procs.

3. Respectable levels of accuracy and you can pop Blood Thirst for damage + blood thirst + build up proc, which you can use with Arcane bolt and such to help push your ST damage further.

4. Why Tanker ATO procs in genetic? So its fire and forget, and when procs are in tanker damage auras, the +RES one can double stack without you even doing anything. (Note - the resists are actually 7.5% higher when in combat, due to +RES proc double-stacking, but you can't reflect that in MIDS.)

5. This build is deceptive in MIDS, it is "fantastically" END efficient. (No stances or big tools are active, so these values are 100% baseline minimums! Even the FF proc isn't active in the build)

6. For incarnates -

Agility for the +recharge, END mod, and +DEF buffs.

For Destiny I would suggest either Barrier for teaming, or Clarion if you would rather have more MEZZ protection than just RoP.

For Interface people suggest Reactive or Degenerative, I tend to lean Degenerative simply because you can't get -hp from other sources.

Fore Lore you can use what you like!

For Hybrid I suggest Assault, as this build doesn't particularly need Melee.

For Judgement, I would suggest either Mighty with the massive knockup for a bit of control, or Ion if you just want to lay waste to things.

7. Why RoP? Well, IMO RoP is 100% one of the best tools for Bio Armor, due to how its mechanics work. It is an extra "bridge" during periods when Parasite Aura is recharging, and is fantastic for situations when you are tanking a single, big target like AVs or GMS. Between juggling Parasite Aura, Ablative Carapace, RoP, and Barrier, you never have a "down" period when you aren't supercharged somehow, and you are nearly immortal outside of Hardmodes.

Could this build be better? I would be surprised if it couldn't be. But this is what works fantastically for me as it has several tools for multiple situations and is effective in virtually any situation. And aside from the lack of -DEF resist, there is no glaring holes.

 

Hope this helps!

 

Important note! - The "acheles" heel to this build is -DEF debuffs, as it has zero protection against it. But that's not uncommon in tanker sets either, and at least this build can push through it. 

 

But this build is 100% +4/8 capable! Good for teams, solo, even farms if you wanted to do that as well. I do wish I could fit in Taunt, and you could but you would have to lose something, most likely Blood Thirst or Tactics.

 

Furyosa Bio - Savage Tanker.mbd

Edited by Neiska
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Just now, I-Dirty said:

Well I did that install now I cant get any of it to work. *sigh*

 

Huh, strange. I just updated my own MIDs before sharing my build. Here are some screenies of the total build, but I am unsure what else I can do. What version is your mids now? Mine is v3.6.5

image.thumb.png.5aa336814ddffe9fbba4b5c42600029c.png

 

 

image.thumb.png.ab59b7654bd5b49fa74950a96f6519af.png

 

Sorry you can't open the build, but I hope this helps get a feel for the builds/powers/slots. :classic_sad:

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