Sovera Posted Tuesday at 11:49 PM Posted Tuesday at 11:49 PM (edited) Edit: the god devs over Mids are fixing small bugs and tweaking the actual numbers manually which means the early 164 HPS numbers were inflated. Lets quickly debunk the bombastic clickbait: max Consume Psyche (happens near instantly in x8 content but will take close to 40 seconds starting from scratch against a single enemy), Psycho Barrier up (recharges in 18 seconds and lasts 45 seconds so isn't a problem), Memento Mori used prior to combat (with no enemies in range it recharges in 10 seconds and lasts for 30 seconds so good for a small extra boost with zero downsides, and if push comes to shove it can be used again while in combat), Vigor Radial as Alpha. Without faffing with Memento Mori or taking Vigor Radial it is a less bombastic 126 HPs. Which is still amazing on top of resistances. 126 HPs -> With Memento Mori: 133 HPs -> With Vigor Radial: 149 HPs. 126 HPs -> Not bothering to use Memento Mori and simply relying on Vigor Radial: 141 HPs. Yes, I skipped Shockwave, I can't be arsed to bounce around trying to align a cone then jump back in to hit my PbAoE. I picked Claws to have a single strong AoE allowing me to sprinkle the slots I would otherwise use on a second AoE. If wishing to take Shockwave strip the slots dedicated to regen. Yes, there are is a free power, but there was nothing else that interested me. Pick whatever, be it Taunt or Assault (or Shockwave). Assault kinda sucks. That said we ooze endurance (5.6 EPs and that doesn't take in account the Panaceia and both Perfect Shifter procs) and should be able to afford it. Build has capped S/L/E/N/P with two ATO stacks and Barrier's 5%. F/C lags behind at 72% with two stacks and Barrier while Toxic is near non existent at about 26% with two stacks and Barrier. I tried amping defense but there was no real point as I ended with around 33% to melee and 25% to ranged and AoE with no DDR to back it up. So I just took all those slots out and went full bore on regen reaching a majestic 1259% regeneration. (As others pointed out in the thread slotting Power Transfer will give more heal-per-second than slotting pure regen, but this will not be reflected in the tooltip. Follow their advice and remove two Luck of the Gambler Def/End and place Power Transfer in Stamina and Psychical Perfection). Memento Mori has a ten second cooldown if not used with enemies in range and since it gives +HP then using it prior to combat will add another 163 HP which in turn boosts regeneration to 133 HPs. This last bit will only work for the initial 30 seconds of combat. Using it in combat (or in range of enemies) will make the recharge go up to 300 seconds. Granted that depending on the number of enemies this can elevate regeneration to even higher levels but Mids currently does not account for each enemy hit (fairly sure this means the numbers will be off again once fixed). That said it has no downsides to its use unlike nearly all T9 panic buttons and the ten seconds recharge means we can have our cake and eat it too by using prior to combat and if things go sour then using it again during combat (or, y'know, kite the enemies until out of range and then use it again, but uff, that's so try-harding). It's one of the few builds where I will take the T9. I decided to 'cheese' Mids by having max stacks of Consume Psyche since, unlike other stacking powers, we can have 10 stacks all the time even against a single enemy thanks to the way the dynamic recharge works. Mids in its current state is not taking in account the dynamic recharge (but seriously humongous kudos to the devs of Mids to put out the changes the same day the page releases! Gods amongst men they are) so shows 17 seconds per application but against a single enemy that ought to be closer to 4-5 seconds. It would still take around 40 seconds to stack it 10 times against a single enemy so it is definitely cheesing it for big clickbait numbers, but in regular play so much as fighting against two enemies would lower that to 20 seconds, and of course a single application on a group will fill it up in one go. As we can refresh the stacks even with a single enemy, stacks that last 45 seconds, we can take a page from our Brute brethren and try to not linger between spawns and the 10 stacks will always be up. My initial playing with the build had me going in, hit my AoE, mobs wake up, start running to me, I used Consume Psyche and pretty much capped my stacks. In the meanwhile I would take a bit of damage and would use Psycho Barrier which would heal me and add more regen to the mix while refreshing the buff stacks it brings. Speaking of buff stacks Psycho Barrier brings a buff that stacks up to 3 times VS endurance drain, recovery debuffing, regeneration debuffing, and, more to the point, recharge debuffing. Since -recharge is pretty dangerous for a resistance build that relies on its cooldowns to survive I don't rely on stacking the -recharge and prefer starting straight off at 95% at the first use of Psycho Barrier, ergo the slots in Boxing and Brawl. The build only has one AoE so it's not min-maxed for massive clears, but Spin is good, and though my playing I saw that even bosses for confused. This means by dint of leaning hard on the Confuse angle we have a pseudo damage aura. And I'm not talking of the piddly DoT the aura itself does but rather the enemies hitting each other as we wait for Spin to recharge. Confused enemies hitting each other does diminish the XP but I can't say that this bothers me if it makes the clearing faster. I haven't leveled the character yet to see if this is so, just as I don't know if the Cupid proc would actually add anything to it. After playing with the armor I decided not to lean on confuse in particular and ignore the rest so that it would not stop mobs from hitting each other because, for some spaghetti code reason, confused mobs will high tail it. As such my dream of being a mobile Seeds of Confusion dispenser have been toned down and I decided to frankenslot Aura of Insanity. Downside: no mobs hitting each other (as much) due to being constantly stunned, disoriented, slept, or held. Upside: the armor becomes even more of a dumptruck with groups locked down due to the sheer awe of our existence, allowing them to be slowly and gently whittled down by our anemic Tanker damage. The recharge started good at 124 but the more I spread the build thin the worse it got and by now Hasten (the benchmark) is at 131 seconds. It's not super bad though if we consider the FF procs from Focus will help it. As for Incarnates pick what seems interesting. I'm thinking of going for Vigor Radial since as mentioned it will further boost the regeneration and slightly boost Aura of Insanity some more. This will do zilch for single-target damage which is where Tankers are ailing, but Musculature 45% only gives around 15% damage, and since I usually picked the 33% version it was actually less than a 15% boost. Might be worth it, will have to see. There might be a temptation to take Rebirth Radial for more regen but I consider my Destiny incarnates as panic buttons which is something Barrier excels at (it's not just the resistance, which we are nearly capped anyway, but the burst of defense to prevent taking more damage if we are severely debuffed). But yes, I could make an even MORE bombastic title with Rebirth. I hope someone appreciates my restraint. This can serve as a framework for other secondaries than Claws, though then the fluff slots to amp regen will have to be salvaged. Otherwise the resistances are pretty much baked into the build so the choice of the secondary will not affect them. The ST rotation is still Follow-up, Focus, Slash. Strike is just a mule for Gauntled Fist. Tanker (Psionic Armor - Claws).mbd I can cook a leveling build if someone needs it. Leveling build here. Edited yesterday at 03:12 PM by Sovera 1 - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Sovera Posted Wednesday at 12:10 AM Author Posted Wednesday at 12:10 AM (edited) Reserved Edited yesterday at 01:26 PM by Sovera - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Agorazium Posted Wednesday at 01:49 AM Posted Wednesday at 01:49 AM Oooh thank you! I had a Psi/Claws concept I was excited about but wasn't sure where to start with slotting Psi. I'll definitely be playing around with this tonight 🙂 1
Soulsifter Posted Wednesday at 03:05 AM Posted Wednesday at 03:05 AM (edited) Been faffing about with this as well. I don't mind jousting, in fact I get to use my new favoritest (sic) thing. Speed of Sound (with it's lovely teleport bound to mouse button 5) coupled with combat jumping. It's hard to squeeze in two movement sets, but they work so well together on an in your face build. and allow for amazing mobility. Thematically it's a great Psi/Mage ( think Necromonger from the Riddick franchise) Edited Wednesday at 03:06 AM by Soulsifter
Fireburn Posted Wednesday at 01:07 PM Posted Wednesday at 01:07 PM (edited) Where did you get the Mids version with the recent changes? i tried downloading it here https://midsreborn.com/ and it says the latest version is 3.7.11.2. but the new sets aren't there yet p.s. trying to check update with mids itself shows version 3.7.14 but that never works, every time there are major changes i have to unistall and reinstall the new version, wich i cannot find at the moment Edited Wednesday at 01:14 PM by Fireburn
Sovera Posted Wednesday at 02:26 PM Author Posted Wednesday at 02:26 PM 1 hour ago, Fireburn said: Where did you get the Mids version with the recent changes? i tried downloading it here https://midsreborn.com/ and it says the latest version is 3.7.11.2. but the new sets aren't there yet p.s. trying to check update with mids itself shows version 3.7.14 but that never works, every time there are major changes i have to unistall and reinstall the new version, wich i cannot find at the moment Their discord has the Homecoming database. They are working at integrating it and hammer out some bugs, but we can download the database and merge it manually. - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Fireburn Posted Wednesday at 06:03 PM Posted Wednesday at 06:03 PM Found it, thanks. I hate playing a new character without a build planned and worse of all, not knowing where to put my slots and having to RESPEC later! Respec, the one thing that is worse than 10 billion master illusionist at once. 1
Major_Decoy Posted Friday at 03:43 AM Posted Friday at 03:43 AM (edited) Any particular reason to skip Power Transfer: Chance to heal? There is a ten second lock out timer, so you don't get much for having more than two or so slotted, but it's supposed to provide more health/second than regenerative tissue. Though, I wonder if the changes to heal resistance impact these numbers. Edited Friday at 03:46 AM by Major_Decoy
Sovera Posted Friday at 01:48 PM Author Posted Friday at 01:48 PM 10 hours ago, Major_Decoy said: Any particular reason to skip Power Transfer: Chance to heal? There is a ten second lock out timer, so you don't get much for having more than two or so slotted, but it's supposed to provide more health/second than regenerative tissue. Though, I wonder if the changes to heal resistance impact these numbers. Only that it's not reflected in the tooltip and I don't want to math out the results. - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Maelwys Posted Friday at 02:21 PM Posted Friday at 02:21 PM (edited) 10 hours ago, Major_Decoy said: Any particular reason to skip Power Transfer: Chance to heal? There is a ten second lock out timer, so you don't get much for having more than two or so slotted, but it's supposed to provide more health/second than regenerative tissue. AFAIK there's not been a conflict with multiple PT procs locking each other out for many years now and when it did exist it was a "one per server tick" thing, not one every 10s. I've been merrily slotting Power Transfers into multiple toggle/auto powers on my Brutes and Tankers for ages and it's quite common to see 3+ activate simultaneously. Edited Friday at 02:24 PM by Maelwys
Sovera Posted Friday at 10:03 PM Author Posted Friday at 10:03 PM My first impressions on the finished Psi Armor: I was in a ironman mood so started with a SO only run and equipping what I earned. Right at the start Consume Psyche felt immensely OP but this fell off *really* quickly and I was gasping for blue air most of my time. The honeymoon with the ironman fell off quickly as it is quite unfun and slow and I wanted to try Psi Armor and see where it led me so I deleted the character and started over with Psi/Fire Melee on a twinked character. Soloing Posi 1 at 0x6 the first impressions were/are not great. Too much clicking to keep stacks up, too many slots having to be invested in the armor rather than the attacks, and every debuff under the sun crumpled the armor like it was made out of cheap plastic. -def? Dead. -recharge? Dead. Resistance armors continue being second tier compared to master race defense armors. Stone Armor would mostly cruise through since most of those debuffing attacks would simply miss, but, resistance armors have to eat them, and are not even given the tools to deal with them. Psycho Armor stacking is fine and dandy but and in the low levels (and under -recharge, the very thing it is meant to protect) it's difficult to impossible to keep the stacks up. The six shadow bosses at the end creamed me even guzzling resistance insps and sitting at 90% because... Fire Sword debuffs defense. Yeah, as usual resistance armors get shafted about defense debuffs despite having no tools against it, unlike defense armors who get defense debuff resistance. Returning I guzzled defense inspirations instead and they lasted long enough to get a few of the bosses which was enough to tip the balance once they ran out. After many many deaths I eventually crawled to the end of Posi having taken 1h20m rather than the usual 50-55. I decided not to take it against Psi Armor since I had been aching for Hasten (stacks constantly falling off) and didn't have it for the duration since I started Posi 1 at level 10 and took Hasten at 18. Today I went for Posi 2 trying to keep a positive attitude. Had Hasten, it was slotted, IOs had been sprinkled. Noticed Mids' numbers are slightly off and psi resistance is actually higher as I was capping it just via ATO stacks and amplifier. I'll have to see if the slotting needs changing. Just like in Posi 1 a twinked character had nearly no endurance problems despite fighting Clockwork and only had to use one Recovery Serum for both TFs (unlike Stone Armor who would be spamming them). My blue bar wasn't keeping up with Hasten speeding my attacks so I had to place two end mod slots in Consume Psyche to counter it. Posi 2 was... not fun. Again. It took 1h21m where it is usually done in 55-1h. Since I was constantly on the verge of dying I was pouring slots into the armor rather than the attacks and it was slooooow going whittling enemies down. With Stone Armor I'd dedicate four slots and not look back to it until mid thirties. I decided to STILL not take it against the armor though. Early levels slot starvation aren't strictly the armor's fault and an early slump isn't reason to dump on an armor set, and it also didntt have Aura of Insanity which I'm starting to feel it won't live to the hype I'm building for it in my head (as few things could). I'll try Yin tomorrow and see how it behaves and then yes I'll probably give my judgement since there ought to be enough slots for most things by then. But right now I need to slot my attacks, slot my resistance, slot my regen, slot my endurance, slot my 'heal'. Honestly? Not very fun so far. 1 - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Warshades Posted Saturday at 02:36 AM Posted Saturday at 02:36 AM 4 hours ago, Sovera said: -recharge? Dead. Resistance armors continue being second tier compared to master race defense armors. This is pretty much par for the course on resist armors and a massive reason to build for 100% recharge debuff resist, which also unfortunately means waiting until 50 to be able to slot the winter purple sets to get that recharge debuff resist efficiently. The armor is functional once you build for that recharge debuff resist as it relies heavily on it's clickable supporting powers for sustainability, but debuffs will always be a resist armor's kryptonite. I do think some amount of soft control in the secondary would help out a lot which fire melee doesn't have.
buzzdalf Posted yesterday at 01:38 AM Posted yesterday at 01:38 AM On 6/17/2025 at 7:49 PM, Sovera said: I can cook a leveling build if someone needs it. On 6/17/2025 at 7:49 PM, Sovera said: Id love a leveling build if you have one :-)
Fireburn Posted yesterday at 11:27 AM Posted yesterday at 11:27 AM i often slot two power transfers, one in stamina and one in physical perfection. and it's not uncommon to see both of them activate, sometimes in combo with panacea for 94+94+65 hp
Sovera Posted yesterday at 12:50 PM Author Posted yesterday at 12:50 PM (edited) A Psi/Ice variant. Pretty much the same regen at 147 HPS instead of 149. I was mostly looking at Ice Patch to prevent mobs from running when confused which has turned Psi Armor into a downer for me as instead of the expected behavior of mobs fighting each other (they still do, a bit) they tend to run away instead (??). If wishing for more healing but that won't be reflected in the tooltip then remove a couple of Luck of the Gambler to put a Power Transfer in Physical Perfection and in Stamina. Also, removing the Eradication proc from Frozen Aura and slotting a Call of the Sandman proc can give upwards of 200 HP per use on a full group. Tanker (Psionic Armor - Ice Melee).mbd Edited yesterday at 03:11 PM by Sovera - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Sovera Posted yesterday at 12:57 PM Author Posted yesterday at 12:57 PM At this point in time and after testing the armor for a bit I can say that Aura of Insanity (AoI) elevates Psi Armor to something that can probably solo a lot of very silly stuff. Being able to CC as much as bosses means it can deflect a lot of the problems by simply turning them off. Seeing how enemies tend to flee when confused I've decided it's best to frankenslot AoI and it's probably going to be the framework from here on out. My thoughts on the armor so far: a bit too busy when we start, very slot starved. Psycho Barrier is not enough to counter debuffs. What ever drains endurance recovery will do so anyway, anything that does -recharge will do so anyway. Reaching Yin I poured a lot of slots into everything endurance and was still sucked dry by Super Stunners. I mean, it's annoying, but it's not the end of the world as spamming Recovery Serums was enough to brute force past the -recovery debuffs, and, eventually, we get to 95% -recharge resistance with a single application of Psycho Armor. As mentioned AoI becomes a powerhouse with its many different CC options covering when a faction is resistant to one of them in particular. Except Cimemorians, who will just resist any and all CCs. With the new framework the build reaches 95% without touching the attack powers making it even easier to use any other attack set. - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
Sovera Posted yesterday at 02:05 PM Author Posted yesterday at 02:05 PM 11 hours ago, buzzdalf said: Id love a leveling build if you have one 🙂 It's ridiculous how slot starved the build is so though I tried to put the slots at level appropriate places (turn on Slot Levels in Mids) it will depend a lot on what content you are doing. In teams you will have team mates doing a lot of the damage so we can focus on slotting all our defenses instead. Solo we need to arrest the mobs and if we take too long we will be whittled down. So don't necessarily slot according to the build but more of how you're feeling the vibe whether or not you're soloing and not cranking the difficulty too much or pushing the envelope solo, or teaming. The same applies for endurance. Spam Recovery Serums alongside Consume Psyche instead of expecting Consume Psyche to do all the work. Later on we'll ooze endurance but while leveling there are not enough slots to go around. Use SOs until level 22 non exemplared. IOs give a pittance compared to a same level SO and they only catch up at 22 so slotting IOs early is a newb trap (with the exception of things like Panaceia, Reactive Defenses, and Shield Wall). This is roughly how it would look by level 21: Tanker (Psionic Armor - Claws - Early leveling).mbd The empty slots in Spin are for the prestige enhancements from the START vendor. By level 22 it's time to switch to IOs. At this point continue with Prestige Enhancements in Spin up to level 27 and then slot Obliteration in it up to level 50. Just add one slot for accuracy up to 27. If survival feels fine then don't slot Aura of Insanity just yet and keep slotting attacks or slot the uniques in Health and one more slot in Stamina. Tanker (Psionic Armor - Claws - Mid leveling).mbd By level 39 things are pretty much all slotted so it's just a matter of consolidating recovery and regen by throwing the extra slots for it as per the original build (which was slightly changed, download the newest one if you haven't), - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
twozerofoxtrot Posted yesterday at 02:15 PM Posted yesterday at 02:15 PM On 6/18/2025 at 8:49 AM, Sovera said: but seriously humongous kudos to the devs of Mids to put out the changes the same day the page releases! Gods amongst men they are 1 1 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now