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Posted

It feels like I need to take all of Bio, and most of rad. Am I missing something here? Also, anyone that has a build worked up for this combo, posting it with maybe some brief explanations of the choices would be greatly appreciated. I have this combo at 50, just got to his incarnate shift, and I'm ready to invest a bit in him (nothing crazy, probably can't afford purples, but that gives me something to work towards later I suppose.)

  • 2 weeks later
Posted

Problem is if you take all of bio and most of rad, you can not fit in much else. In my (just level 30) build i wanted to have tough/weave and haste and a travel power. I didn't want to skip any bio power, so what i ended up doing is skipping quite a lot of rad powers. I didn't take the t2, t3 and t6 powers. I will still have enough single target powers for an attack chain (since i have the fast recharging box attack as well). Proton sweep is not much of an AE and pretty slow so it went out. With the 2 toggles (contamination and irradiated ground) i already have decent AE options, even before getting atom smasher. And since i have tough/weave my SL-resists are almost capped in combat since i also slotted evolving armor for resists. I don't have any special IOs yet. Still, i can run solo missions with +1/+8 already, build feels pretty tanky.

 

Posted

I've just finished making a build for one. It's meant for brute, but with the incoming changes I'm considering tanker. But because it's brute it favors quick animations (Contaminated Fists, Radioactive Smash, Gloom) instead of big attacks, though it's a mater of simply changing power picks and placing the same slotting on them. It only has two AoEs in Atom Smasher and Dark Obliteration, but plays with the br00t's strength in pumping the two damage toggles.

 

On the br00t it has native 40% defenses and then relying on Barrier for the last 5%. With both DNA Siphon and parasitic aura it has 4.68 recovery (not accounting for Panaceia&Performance procs) with just one target, as well as 569% regen with Ablative Shield.

 

The numbers turn completely idiotic the moment we ignore that single target scenario and go into normal play of jumping into a spawn. Then hitting 10 mobs with the generous 20y radius of DNA Siphon turns into a 30 second buff that pushes regen to 800% and recovery to 7 per second. And it can be made perma. But wait, since we have Parasitic Aura this shoots up to 1700% regen (or 152 HP per second) and 9 .20 EPS even though this does not last as mobs start dying. Good luck killing the guy through the softcap.

 

The build feels a bit basic still. No fancy footwork or lots of procs slotted. It might be smarter to replace one of the damage procs, maybe in Radioactive Smash, for an Achiles Heel -res. I just don't play melers to really be more aware of the nuances.

 

 

Edit: Since I was considering making it a tank build I made the tanker version. Almost the same deal. Endurance with one enemy in range is lowered to 4 EPS not counting procs. If this isn't good enough take the Kismet and throw it somewhere for the Miracle unique, or a +5 end mod on Stamina. But for regular play hitting a spawn with the 20y (larger radius even depending on what changes come through for tankers) DNA Siphon makes for 800% regen and 7 EPS. With Parasitic Aura and the same ten mobs in range it goes up to 1693% regen and 8.63 EPS (more, if the 20 endurance bonus in the new tank changes come through, but moot once we reach these numbers).

 

Said increase in radius will affect Proton Sweep which makes it a lot more interesting for tankers and thus it was picked.

 

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Bio Armor
Secondary Power Set: Radiation Melee
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Hardened Carapace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Max HP%(5)
Level 1: Contaminated Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), TchofLadG-%Dam(9)
Level 2: Inexhaustible -- PrfShf-End%(A)
Level 4: Proton Sweep -- SprMghoft-Acc/Dmg/Rchg(A), SprMghoft-Dmg/EndRdx/Rchg(11), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(13), AchHee-ResDeb%(13)
Level 6: Fly -- Empty(A)
Level 8: Adaptation
Level 10: Ablative Carapace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(15), Pnc-Heal/Rchg(15), Pnc-Heal/EndRedux/Rchg(17), Pnc-Heal(17)
Level 12: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), Rct-ResDam%(19), Ksm-ToHit+(21)
Level 14: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 16: Environmental Modification -- LucoftheG-Def/Rchg+(A), Rct-Def(21), Rct-Def/EndRdx(23)
Level 18: DNA Siphon -- EffAdp-EndMod/Acc/Rchg(A), PrfShf-EndMod/Acc/Rchg(23), TchoftheN-Acc/Heal(25)
Level 20: Evolving Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(27), UnbGrd-EndRdx/Rchg(27), UnbGrd-Rchg/ResDam(29)
Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(29), KntCmb-Dmg/Rchg(31), KntCmb-Dmg/EndRdx/Rchg(31)
Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(33)
Level 26: Genetic Contamination -- Obl-Dmg(A), Obl-Acc/Rchg(34), Obl-Dmg/Rchg(34), Obl-Acc/Dmg/Rchg(34), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-%Dam(36)
Level 28: Irradiated Ground -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(39), Rct-Def/EndRdx(39)
Level 32: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40), EndMod-I(42)
Level 35: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(42), Rct-Def/EndRdx(42)
Level 38: Atom Smasher -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(43), SprGntFis-Acc/Dmg/Rchg(43), SprGntFis-Dmg/EndRdx/Rchg(43), SprGntFis-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Gloom -- Apc-Dam%(A), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(46), CldSns-%Dam(46)
Level 44: Dark Obliteration -- Rgn-Knock%(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Ann-ResDeb%(50)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 49: Taunt -- Acc-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 8: Defensive Adaptation
Level 8: Efficient Adaptation
Level 8: Offensive Adaptation
------------

 

 

 

  • Like 1
Posted

I tried making that build on Justin since I'm not used to making melee. Turns out I had some ass-umptions going. Parasitic Aura is not a toggle for example 😅 Yep, I'm a noob. Hero Designer just treats Bio as it having all adaptations running at the same time. 

 

So, to achieve the numbers it requires: be in Efficient, use DNA on ten corpses, run to the next pack, use Parasitic on ten living bodies. My best ended up being 124 HP per second when I tried this.  It went to 159 HPS with Ablative, Efficient Adaptation, and Parasitic Aura. Doing that with Offensive Adaption gave 100 HPS and 9 EPS.

 

But since Parasitic Aura isn't always available, and we will most likely be in Offensive all the time and, say, we are not bothering with stance dancing, then in Offensive, using DNA Siphon on a *dead* pack while we have Ablative running it, we reach 75 HPS. remember the caveat of being used on corpses. So, yeah, don't expect to run around all the time with 100 HP per second but for regular play you can use it on a dead pack and bounce to the next pack and have 15-20 seconds of regenerating while mad.

 

This is with me running with base 21 HPS, 40 HPS with Ablative running.

 

Ultimately I did not find all of this necessary or having an impact in the gameplay.

 

 

Things I learned (as a br00t newbie):

 

- DNA Siphon grants Regen and Recovery if it eats *corpses*, not if it hits live bodies. Hitting live bodies it heals and grants endurance, hitting corpses it grants regen and recovery. It also grants more HP&Endurance if using defensive, and more Regen&Recovery from eating corpses while in Efficient. Stance dancing before DNA Siphon has its worth, but in the end not really mattering.

- I don't like to rely on defensive T9s so I dismantled Parasitic aura and added the slots to DNA Siphon and Inexhaustible .

- Started a +4x8 ITF to test the build and it handled the romans just fine after a few false starts. Barrier giving a ton of defense serves as an absorb shield to the romans and kheldian's debuffing defense.

- I was simply unable to cope with the ambush after saving the oracle. I had to restart the TF and then skip killing the first spawn at the ramp that triggers the ambush when we reach the oracle.

- On the other hand destroying the cysts went fine. Using Barrier before each pack of kheldians ensured I was not debuffed to death.

- Despite poopooing about defensive T9s I found it worthy to keep Parasitic Aura even with just a single +5 recharge slotted for the kheldians pack where Barrier had not yet recharged

- A few endurance problems in long fights with only one enemy.

- No point in using Barrier for the last 5% with regular non debuffing mobs since they couldn't get past the regen. Ablative Armor, Barrier, Parasitic Aura, and DNA Siphon ended up being used only when needed or as panic buttons and not used on CD.

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