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Posted

Most fun I ever had was on my incredibly sub par slotted WS, who somehow managed to kick more butt and look better doing it than my properly designed PB

  • Like 1

Mayhem

It's my Oeuvre baby!

  • 7 months later
Posted
On 9/20/2019 at 7:19 AM, Omega-202 said:

Here's my current build.  I'm always trying to figure out some way to fiddle with it though.  This set can comfortably and quickly solo +4/8 Council Earth lvl 50 farms solo with literally no risk of dying.  It also works really well at Yin and Manticore runs and has full stealth at a really low level to help with stealthing missions to help newbies when I want to exemplar.  At lvl 50, it's got 50% resist to all but Psi (which is at 13%, but could be patched up by slotting some of the psi resist IOs, if you want to drop something else), capped ranged defense and nearly capped all else defense without Support Hybrid toggled, and over capped defense with it on.  With Support Hybrid activated, even the pets are defense capped, which is amazing.   It's the best of a Blaster, Scrapper and Mastermind rolled into one character, while also providing a total of 20%-28% defense aura and a lot of -Def and -Res debuffs for team support.

 

Villain Plan by Mids' Villain Designer 1.962
http://www.cohplanner.com/

Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
------------
Level 1:    Channelgun    
 (A) Devastation - Accuracy/Damage
 (3) Devastation - Accuracy/Damage/Endurance/Recharge
 (3) Devastation - Damage/Recharge


Level 1:    Crab Spider Armor Upgrade    
 (A) Gladiator's Armor - TP Protection +3% Def (All)


Level 2:    Longfang    
 (A) Achilles' Heel - Chance for Res Debuff
 (5) Gladiator's Javelin - Chance of Damage(Toxic)
 (5) Thunderstrike - Accuracy/Damage
 (7) Damage Increase IO
 (7) Thunderstrike - Accuracy/Damage/Endurance
 (9) Touch of Lady Grey - Chance for Negative Damage


Level 4:    Stealth    
 (A) Luck of the Gambler - Recharge Speed


Level 6:    Maneuvers    
 (A) Luck of the Gambler - Recharge Speed
 (46) Shield Wall - +Res (Teleportation), +5% Res (All)


Level 8:    Suppression    
 (A) Positron's Blast - Accuracy/Damage
 (13) Positron's Blast - Damage/Endurance
 (13) Positron's Blast - Damage/Range
 (15) Positron's Blast - Accuracy/Damage/Endurance
 (15) Positron's Blast - Chance of Damage(Energy)
 (17) Achilles' Heel - Chance for Res Debuff


Level 10:    Tactical Training: Maneuvers    
 (A) Luck of the Gambler - Recharge Speed
 (17) Red Fortune - Endurance
 (19) Red Fortune - Defense/Endurance
 (19) Red Fortune - Defense
 (21) Red Fortune - Defense/Endurance/Recharge
 (21) Red Fortune - Defense/Recharge


Level 12:    Venom Grenade    
 (A) Superior Dominion of Arachnos - Accuracy/Damage
 (23) Superior Dominion of Arachnos - Damage/Recharge
 (23) Superior Dominion of Arachnos - Accuracy/Damage/Recharge
 (25) Superior Dominion of Arachnos - Damage/Endurance/Recharge
 (25) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize
 (27) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge


Level 14:    Hasten    
 (A) Recharge Reduction IO
 (27) Recharge Reduction IO


Level 16:    Kick    
 (A) Accuracy IO


Level 18:    Frag Grenade    
 (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
 (29) Force Feedback - Chance for +Recharge
 (29) Annihilation - Accuracy/Damage
 (31) Annihilation - Accuracy/Damage/Endurance
 (31) Annihilation - Chance for Res Debuff
 (31) Annihilation - Accuracy/Damage/Endurance/RechargeTime


Level 20:    Tactical Training: Leadership    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 22:    Mental Training    
 (A) Run Speed IO


Level 24:    Tough    
 (A) Unbreakable Guard - Resistance/Endurance
 (50) Unbreakable Guard - +Max HP


Level 26:    Fortification    
 (A) Aegis - Resistance/Endurance
 (33) Aegis - Resistance
 (33) Steadfast Protection - Resistance/+Def 3%
 (33) Steadfast Protection - Knockback Protection


Level 28:    Serum    
 (A) Preventive Medicine - Chance for +Absorb
 (34) Preventive Medicine - Heal/Endurance
 (34) Preventive Medicine - Heal/RechargeTime
 (34) Preventive Medicine - Endurance/RechargeTime
 (36) Preventive Medicine - Heal
 (36) Preventive Medicine - Heal/RechargeTime/Endurance


Level 30:    Weave    
 (A) Luck of the Gambler - Recharge Speed
 (36) Luck of the Gambler - Defense/Endurance
 (37) Luck of the Gambler - Defense


Level 32:    Omega Maneuver    
 (A) Superior Spider's Bite - Damage/Endurance/RechargeTime
 (37) Superior Spider's Bite - Accuracy/Damage/RechargeTime
 (37) Superior Spider's Bite - Damage/RechargeTime
 (39) Superior Spider's Bite - Accuracy/Damage
 (39) Superior Spider's Bite - RechargeTime/Global Toxic
 (39) Superior Spider's Bite - Accuracy/Damage/Endurance/RechargeTime


Level 35:    Summon Spiderlings    
 (A) Expedient Reinforcement - Accuracy/Recharge
 (40) Expedient Reinforcement - Accuracy/Damage
 (40) Expedient Reinforcement - Damage/Endurance
 (40) Expedient Reinforcement - Accuracy/Damage/Recharge
 (42) Expedient Reinforcement - Resist Bonus Aura for Pets
 (42) Expedient Reinforcement - Endurance/Damage/Recharge


Level 38:    Call Reinforcements    
 (A) Expedient Reinforcement - Accuracy/Recharge
 (42) Expedient Reinforcement - Accuracy/Damage/Recharge
 (43) Expedient Reinforcement - Endurance/Damage/Recharge
 (43) Expedient Reinforcement - Accuracy/Damage
 (43) Call to Arms - Defense Bonus Aura for Pets
 (45) Soulbound Allegiance - Accuracy/Damage/Recharge


Level 41:    Mu Lightning    
 (A) Apocalypse - Chance of Damage(Negative)
 (45) Apocalypse - Damage/Endurance
 (45) Apocalypse - Damage
 (46) Apocalypse - Accuracy/Damage/Recharge
 (46) Apocalypse - Accuracy/Recharge


Level 44:    Electrifying Fences    
 (A) Accuracy IO


Level 47:    Summon Striker    
 (A) Expedient Reinforcement - Accuracy/Recharge
 (48) Expedient Reinforcement - Endurance/Damage/Recharge
 (48) Expedient Reinforcement - Accuracy/Damage
 (48) Expedient Reinforcement - Accuracy/Damage/Recharge
 (50) Soulbound Allegiance - Damage/Recharge
 (50) Edict of the Master - Defense Bonus


Level 49:    Combat Training: Defensive    
 (A) Luck of the Gambler - Recharge Speed


Level 1:    Brawl    
 (A) Empty


Level 1:    Prestige Power Dash    
 (A) Empty


Level 1:    Prestige Power Slide    
 (A) Empty


Level 1:    Prestige Power Quick    
 (A) Empty


Level 1:    Prestige Power Rush    
 (A) Empty


Level 1:    Prestige Power Surge    
 (A) Empty


Level 1:    Conditioning    
Level 1:    Sprint    
 (A) Celerity - +Stealth


Level 2:    Rest    
 (A) Empty


Level 4:    Ninja Run    
Level 2:    Swift    
 (A) Empty


Level 2:    Health    
 (A) Miracle - +Recovery
 (9) Panacea - +Hit Points/Endurance
 (11) Numina's Convalesence - +Regeneration/+Recovery


Level 2:    Hurdle    
 (A) Empty


Level 2:    Stamina    
 (A) Performance Shifter - Chance for +End
 (11) Performance Shifter - EndMod


Level 50:    Musculature Radial Paragon    
Level 50:    Ion Core Final Judgement    
Level 50:    Support Radial Embodiment    
Level 50:    Reactive Core Flawless Interface    
Level 50:    Warworks Core Superior Ally    
Level 50:    Rebirth Radial Epiphany 

Hi Omega,

 

I am using this build to the letter and so far has been pretty good. Not sure if you have since updated it or not? I have a question about channelgun. Its not really slotted and doesn't play a large role within the attack chain, so for concept purposes would it be a big deal to change it t the melee attacK? And if so what 3 IO's would be the best fit?

 

Thank you for all your crabber input these past months!!!

Posted

Fire/Fire/Fire Stalker, its an aoe monster, the only downside is you kick in the too much damage harassment code and they try to run away.

 

I find it weird I never see another one :s

Posted
1 hour ago, HachiMan2015 said:

Hi Omega,

 

I am using this build to the letter and so far has been pretty good. Not sure if you have since updated it or not? I have a question about channelgun. Its not really slotted and doesn't play a large role within the attack chain, so for concept purposes would it be a big deal to change it t the melee attacK? And if so what 3 IO's would be the best fit?

 

Thank you for all your crabber input these past months!!!

Glad it's worked well for you.  I don't have a new build list handy, but off the top of my head, these are the changes I've made since that last one:

 

- Gravitational Anchor "chance to hold" proc is now slotted in Fences in place of the accuracy slot.  It doesn't hit 95% of the time any more, but it's definitely got more niche utility for the few times I actually use it.

 

- Upgraded Positron's set in Suppression to Ragnarok.  I don't recall which Ragnarok I left out (I think it's the Dam/Recharge), but I kept the Achilles in there.  

 

- Swapped the attuned Annihilation slots from Frag for boosted ones, pulled out one of them (I don't recall which, but I want to say the quad stat one) and added that slot to Mu Lightning to get a Gladiator's Javelin proc in there.  Lose a bit of stats on Frag, but get an even harder hitting Mu.  

 

Regarding Channelgun, feel free to swap it for the melee attack.  It won't matter much at lvl 50, but it will change how you play at lower levels as you'll be lacking a full ranged chain without the filler.  For the set, I'd say anything with useful bonuses at 3 slots.  If money isn't an issue, the 6% Fire/Cold resist in Hecatomb is a good call, and you can boost them to keep solid stats, while retaining the set bonus at lower levels because its a purple.  Otherwise, Mako, CI and Touch are all decent, but you may want to boost instead of attune if you go Touch due to the lower level.  

  • Like 1
  • Thanks 1
Posted (edited)
On 9/11/2019 at 10:29 PM, Oubliette_Red said:

Meet my Water/Poison Corruptor - Hemorrhagic Fever

My favorite AoE character is also a Water/Poison Corruptor -- Fud Man (oh yeah!), with all the super powers of beer! 🍺

 

image.png.841f34c0f58e0ba44025bc0daf068768.png

Edited by Rathulfr

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

Posted (edited)
On 9/9/2019 at 2:47 AM, Beul said:

Blasters are always good for AoE. Archery and water are both very fun to play. I can also recommend a crab. Currently have a crabbermind build myself. It's pure AoE while the pets mop up any remaining mobs you can already hop in to the next mob group and start AoEing. Crabs are also very durable to do this.  Added bonus are the massive leadership buffs for any teammates. You can really steamroll with a well built crab and make the team your on even better.

I second crab.  They have a little bit of everything.  Great party buffs, and great debuffs as well.

Edited by DeepRootz
Oops...I didnt notice the date when I replied.
Posted (edited)

I can say that an very underated Set is Trickarrow, nearly all Stuff is AOE and hell does it Debuff alot.

 

Combine it with lets say Water and you have alot of Fun and mow trough Mobs.

Edited by Braddack
Posted

I can personally vouch for DP Blasters, it is a hilarious amount of AoE and all kinds of fun.  I will also vouch for Plant Control, I played a Plant/Thorn Dominator back on live and enjoyed it, Seeds of Confusion and Carrion Creepers are glorious chaos.

 

For melee sets, I love Savage Melee.  Very strong AoE damage and it's a ton of fun to Savage Leap into groups.  On support sets, I think Poison is highly underrated, the debuffs it offers are amazingly strong and hit in an area, plus it comes with the uncommon -regen debuff, very useful against certain AVs.

Posted

I like Rad/Fire/Fire blaster.  Unless you build for defense you will die... a lot... but it is super fun and has a ton of AoE potential.

What this team needs is more Defenders

Posted
On 9/9/2019 at 5:34 AM, Swiftmage said:

In terms of secondaries I dont really know much about blasters, but I'd guess Elec was a good choice for aoe shenanigans. 

Here's the deal with /elec for Blasters: All of the Blaster secondaries have an endurance recovery mechanic, most of the are toggles that you turn on once and never touch again.

/Elec is not a toggle it's a spell that needs to be cast and it has an annoyingly long animation (shares the same animation with Thunder Strike from Electric Melee) and an annoyingly short recharge so you can't set it on autofire because you will stop moving every 15-30 seconds to ponderously jump in the air and slam back down. I scrapped my /elec Blaster after seeing this abomination in action

Posted
13 minutes ago, Seigmoraig said:

Here's the deal with /elec for Blasters: All of the Blaster secondaries have an endurance recovery mechanic, most of the are toggles that you turn on once and never touch again.

/Elec is not a toggle it's a spell that needs to be cast and it has an annoyingly long animation (shares the same animation with Thunder Strike from Electric Melee) and an annoyingly short recharge so you can't set it on autofire because you will stop moving every 15-30 seconds to ponderously jump in the air and slam back down. I scrapped my /elec Blaster after seeing this abomination in action

Force of thunder uses the same animation as hand clap.  It's not nearly as long as thunder strike.

Posted
28 minutes ago, josh1622 said:

Force of thunder uses the same animation as hand clap.  It's not nearly as long as thunder strike.

ahh right it's been a while, still my point stands that I find it a highly annoying skill when most other sets have it as a toggle

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