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Nemu
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Nemu last won the day on March 1
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Long gone are the days where experienced build makers chase recharge bonuses just for perma-hasten. Diminishing returns means that level of recharge only benefits 1-2 very long recharge powers like atomic blast and is wasted on everything else. Extreme recharge focus benefit ATs like dominators or controllers more because their toolkit consists of a lot more powers on long recharge timers. Nowadays you need a better reason than "I need perma hasten" to make extreme levels of recharge a focus for most builds. A better reason would be to supplement some of your attacks with procs to augment their damage potential. Proc builds don't slot recharge reduction in powers that need to be procced, and a high density of procs in those powers means you have less room to slot ACC and end reduction in them as well. Those types of builds need to be supported by recharge set bonuses, acc set bonuses, and end management tools, the first 2 can be acquired via building for recharge, as quite a few purple sets and the blaster ATOS offer ACC bonuses along the way. Compare this build to yours Recharge helps proc builds.mbd Still perma hasten, I gave up 3 seconds of recharge on atomic blast to improve the damage potential of 4 other powers. Added Aim so you now have two sources of burst damage and improved the recharge time on chronos itself, because that buff also improves your recharge for 10 seconds and it makes sense to have it up asap I take it that your intent with this build is damage and not survival so I'm not going to go into survival. You sound like you got it figured out, but if you don't, then you can come back here and we can talk about that too. I forgot my comment about power sequence to make it smoother for exemped content. You are not going to use end of time by itself before you get atomic blast and other tools so I wouldn't take it at level 16. Based on your described playstyle, you are going to be staying at range until level 30+. I swapped in cosmic burst, neutron bomb and your sustain to be taken as soon as they are available. I also subbed in aim to give you two sources of burst damage at early levels. I prefer the gaussian's proc in aim because that can help you cut through paragon protector mog. Leveling Sequenced Recharge helps proc builds.mbd
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When you hit the view active sets button you see the pop up window to the left. It tells you there are bonuses over the cap of 5 of the same type. That's the rule of 5, additional set bonuses of the same type after 5 do nothing. I posted my comments before you made your last iteration. That one doesn't violate the rule of 5 anymore. The more interesting questions to me are: 1 - why do you NEED perma hasten? 2 - Time shift only stuns minions, end of time has a tiny 7 foot radius meaning you have to hug enemies to hit as many as possible, Atomic blast locks you in animation for about 3 seconds during which, assuming minions are stunned, anything that's not a minion is still attacking you. Factoring the cast times of the 3 powers you mentioned, you are looking at 7 seconds in which your enemies can get hits on you. How do you expect survive the crack back during that time? 3 - mob range will equal yours except in very rare instances. Also, what if you can't fly high? What if they toss a web grenade that grounds and immobilizes you? 4 - if you are planning to farm, do you know what makes a build suitable for farming? Are you aware of this thread? You can make a second account and make a dedicated farming alt if you want a farmer. This also allows you to powerlevel your alts on the main accounts should you wish to. Farming builds are very different than builds for regular content. While you can farm with your blaster in your current state, you are jumping through a lot more hoops than you need to in order to be successful at that activity.
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What are your expectations for success for this build? Are there thematic elements you'd like to stick to/pet powers that you want keep? Looking at the technical elements of the build, you are over the cap on 10% recharge set bonuses. I also think aim deserves a power pick. I think some powers can be sequenced to give you a better experience for exemplaring down to do lower level content. The current build goes all in on recharge bonuses, why? What's your plan for survival?
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Details like that go a long way towards a build more suited for you. I'm going to walk you through the build I put together. Besides the requirements you listed, I added a few more: 1 - Build should be exemp friendly and have most its core complete by level 30. This means power selection sequence matters. 2 - Build should have at least 95% chance to hit against +4 mobs. 3 - Build should have at least 50% slow resist. If you want to be mobile on the ground during combat, getting stuck in a caltrops patch or other slow patches will spell death, especially if you don't have high defenses. You could use burst of speed or mysic flight teleport to get out of the patch, but the other benefit of slow resist is that it also combats recharge debuffs. Since you want to stay at range, I made sure you have a decent number of single target and AoE range attacks. You can "spam" empty clips as part of your AoE rotation, and act as a single target filler, and you have a late game Proc Monster char with a build up proc that can proc about 50% of the time to round out your single target ranged attack rotation. Survival wise you will need to stay on your toes. Get used to inspcombining lucks and breakfrees during your down time and use those inspirations accordingly. This build has about 30% Range and AoE defense by level 30, Hail of bullets bumps this up to 40%, 30% defense is ok, but you will start to really notice enemies missing you more when you eclipse the 40% range. I didn't place as much emphasis on melee defense. Below is why If you plan to open with burst of speed, I added an avalanche KD proc so that it can give you some breathing room to chain into hail of bullets. I also put a Ragnarok KD proc in Bullet Rain for some incidental soft control. It's not super reliable, but nice when it happens. The Burst of speed->Hail of bullets sequence should be enough to wipe out enough fodder and then you can softlock your melee opponent with storm kick->dragon's tail->storm kick to keep them knocked down. Range defense and AoE defense are more important because you have the tools to deal with stuff in melee range via soft controls and just killing them, but you don't have direct means to deal with threats attacking from those two other vectors. If you minimize your exposure to melee by jousting then you can get by with lower melee defense. Know when to move and where to move, that's the number 1 rule of being a successful blaster. This build can solo the default difficulty with little issue. If you are diligent about inspiration usage you can probably go up to +2/8 once you get Bonfire. That power is a huge upgrade to your survival against multiple foes. The build also has 2 breakfree clicks in Inner Will and rune of protection. The latter is why I took mystic flight instead of fly as your travel power. I've seen people put inner will on auto as a auto breakfree every 30 or so seconds. Speaking of auto powers... Noticeably the build does not have hasten. You can fit it in by dropping a pool like leadership if you so wish, but I compensated for the lack of hasten with liberal use of the force feedback proc. Lastly, you don't need miracle/numinas in health like most builds that auto cram those IOs in. Reaction time is your sustain and it does one thing really well - end recovery. Some people go half heal and half end mod in that power but I opted for a full set of pre-emptive for the range defense bonus. Just a few details on what you want can get you a build like this. And I would like to think that this is a much better use of your time for a small up front investment of telling people your definition of success. Now you don't have to comb through a bunch of builds trying to figure out which works for you. I'd hate to see you blindly copy and invest billions of inf on black assassin's build, perhaps without ever realizing that his is a build tailored for hardmode content and requires a very mature understanding of the game and command of blaster fundamentals to be successful for regular content. If you want to deep dive into how to create builds like this, how to optimize your builds, or even how to be successful playing blasters, I can help you too. All you need to do is provide me some details. DPMartial Zoom Zoom Boom.mbd
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It's not my intention to attack you, but I want you to think about it this way: A lot of people have posted builds that work for them, but does that mean those builds work for you? How do you know if the builds people posted are even good? I see that you've been to JJ's thread. Do you harbor the notion that just because someone is willing to post a build then their build is automatically "good?" If you go shopping for a car you wouldn't just take the salesperson's recommendations for whatever car that fancies them would you? Surely you have a specific budget and requirements for your dream car. Good salespeople will do discovery, find out what you really need and tailor their recommendations to those baselines, then try to upsell. That's what I'm trying to do, trying to find your baseline. I can make any build from softcapped - super survivable blaster to balls to the walls proctastic blaster and anything in between, I can make billion inf end game builds or SO only leveling builds with specific power and slot pick progressions to ensure a smooth leveling journey. But I prefer not to throw shit on the wall and see what sticks until I hear from YOU what you actually want. At the end this is about YOU, if you give more details on what you are trying to accomplish, then I can help you get there. So let's start with these questions: What is your budget? What is your benchmark for a successful blaster build? - do you want to do the most damage, survival is for your teammates to cover - do you want to turtle up and be as sturdy as possible? - do you prefer to solo or team, or do both? - do you prefer to fly or stay low to the ground and bounce around the battlefield? - do you want to stay at range and not go into melee range ever? - do you feel adventurous and wouldn't mind punching baddies in the face with some melee powers? - do you intend to level this blaster up the old fashioned way, doing missions and such? - do you intend to fast track the blaster to 50 and then make the build at that point?
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Then you are either very smart and can figure things out all on your own or you are trying not to offend the other posters that offered help. I'm going to give you some time to stew on that answer. No disrespect to the other people that offered their builds here. The option is always on the table to go into more specific details on what you want to accomplish, so people like me can craft a build tailored to your preferences and budget.
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Now that you have a bunch of people throw builds at you without asking what you are actually looking to accomplish with the build based on your playstyle preferences an budget, do you find it helpful?
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I wouldn't use any of the finished builds from build makers as a template for your leveling build. Those assume a few things: 1 - You have money to kit out your build 2 - You are level 50 and have gotten all your powers You will fall into the trap of trying to slot and enhance your survival tools early on as a Tanker because that's what they should be good at. But the reality is that early game they are just as fragile as any other AT. It took me a long time to figure out that dead things don't fight back and that is the mantra that ALL ATs will have to adopt during the low levels. At those levels damage and killing stuff faster than they can kill you is the ONLY thing that matters, not how much you can heal/resist damage/debuff. Those other things will manifest later as your build matures. A few tips on making your early leveling smoother: 1 - go all in on attacks and damage until your mid-late teens, you can defer some survival tools until later (do take your mez protection0, and you can respec at an appropriate milestone to fit those powers into a cohesive finished build. 2 - run content at -1/0 notoriety. At lower levels its not killing stuff that gets you the most XP, its finishing mission and story arcs. You can change notoriety (mission difficulty) by clicking on the speech bubble icon next to the chat input box and selecting the notoriety option from the Menu. There is a setting that adjusts the level of foes you fight relative to your level, set that to -1. There is another option sets the density of mobs you encounter solo relative to team size. You don't have to mess with that one for now but once your build matures you can tune both options as you see fit. 3 - run story arcs, those will have a blue title highlight when you select your missions from your contact, the story arc completion xp bonus is sizable and you get reward merits when you finish the arc. Think of reward merits as in game currency that you can trade/convert for most things you need in game and make influence with. 4 - you don't have to kill everything along the way. A lot of missions require you only reach the final objective, at -1/0 you can skip past mobs in your way, even if you run past them they will only give chase for a very short distance before giving up. Again, most of the xp comes from mission completion and story arc completion. A template savage bio early leveling build running at -1/0 difficulty would look something like this Focus on getting at least 3 attacks by level 10 and prioritize on 3 damage enhancements and 1 acc enhancement in all your attacks. I wouldn't bother with evolving armor and genetic contamination early on. Those drain a lot of endurance, and serve only as a distraction for where you should allocate your slots. They are also taunt auras, but right now you just want to kill stuff to level up, and you have nowhere near the survival that's needed to actually make use of those taunt auras for large groups. Once you get past the lower level content and your build starts to mature with more attacks that you get at later levels, you can do a respec and swap out some powers.
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Hello, My name is Nemu. You may recognize me from my world famous builds such as Princess Spinaroonie or Cyclone Panda. Over the years I've become wildly successful in my mastery of fucking around and today I'm going to share with you my secret! Behold, the secret to success! Hanky Panky Panda - Tanker (Regeneration - Staff Fighting).mbd This is the end of my guide. I wish you become as wildly successful as I have become.
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I stand by what I said, and I said what I said in the context of a beginner with no funds. The leveling woes in the early teens to mid 20s are mostly attributed to endurance and the penchant to divide slots between armor toggles and other survival tools and attacks. Regen provides an answer to endurance at level 4, no other set offers a "hands off" solution like this that early. Most of the other examples you pointed out come online later in a build's life cycle or requires additional investment via IOs to really be consistent. So looking at my statement as a grizzled veteran of this game that only considers final builds, your statement certainly has merit, but that's not my context. Given that most casual players abandon builds before level 30 I'd say that what I said is quite on the mark with respect to low-no funding early level quality of life considerations.
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I did the comparison before in Mids and saw similar numbers. My conclusion is that: 40-50 total or 8-20 additional hp/s isn't doing much for blasters when things get bad. Never in my blaster career have I ever thought in retrospect "man that last encounter, if only I had 8-20 more Hp/sec passive regen I would still be alive!" I consider the endurance management aspect of blaster sustains a more substantial benefit to blaster builds. Other ATs would kill to have that kind of consistent end management proliferated across the board to each of their respective power sets. Given the popular build meta of heavily armored softcap hover blasters that take a lot of pool toggles, or softcap melee blasters that also take a lot of pool toggles, or the balls to the walls blaster with heavily procced attacks with no end reduction + high recharge, or a hybrid of the 3, It makes more sense to me to focus on endurance management to make sure I can sustain all the toggles and my no-end redux attack chain than squeezing 8-20 more HP/sec out of my overall performance. I can see a pure hover blaster doing this though, they skip so much of their secondary that they most likely have slots to spare. I would also bet that if the average pure hover blaster build invested in healing in the sustain, they are also dumping extra slots into health for miracle/numina out of habit, and maybe some in stamina too to help with endurance management.
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Not all fun is measured by DPS. Especially for a game as easy as this, and especially on a damage AT like a scrapper. You to need a basic measure of survival though, survival also comes from killing stuff before they kill you. If you want to chase the sweatiest content this game has to offer, know 2 things: Builds for that type of content deviate from builds more suitable for regular content SOOOO much that you will make a second build tailored for that type of content, which is the only type of content that measures success by DPS There is a defined meta for that type of content such that build discrimination becomes a real thing for optimal runs Regen is perfectly fine for the standard difficulty of even to +1 mob level with 3 minions in a spawn. As long as you don't ignore your attacks and slot them adequately, you should be able to kill spawns like that before they kill you. Most players will struggle with endurance during leveling and regens solves for that with quick recovery. There's always teams if you wish to tackle harder content or battle a higher density of spawns, and regen is the best at soaking up all the buffs teams has to offer. Leveling slows down in your 30s, at that point you can either join teams to increase your xp multiplier or turn up difficulty solo, the latter is where you will start to encounter issues with regen. Regen does fine against a few opponents, but a higher density of mobs means more chip damage and that will overwhelm regen. For beginners, endurance management is usually the number 1 quality of life impediment to an enjoyable experience on any build. Regen gives you a leg up on that starting at level 4 Taunt auras are only impactful when you face higher density of mobs. Against a standard difficulty of spawn you should not need to chase running mobs too much. Protip - at lower levels set your difficulty to -1/0 (mobs generally 1 level below you, standard spawn meant for solo) and run story arcs. You get most of your xp from mission completion and story arc completion, not killing mobs. Regen should excel at this due to early endurance management, and carry you through those early levels with little difficulty.
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5 piece synapse shock for the recharge + slow resist or 6 piece pre-emptive optimization for range defense, recharge. I don't bother slotting for regen on any sustains. The return you get on it is negligible, you will sooner pop a respite than wait for any passive regen on a blaster. Therefore I just focus on endurance recovery.
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Protip when you discover you are knocking things back with powers that should knock down: Jump up and attack at the top of your jump.
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I agree but 4* content isn't the holy grail for everything. The majority of players aren't interested in that and 4* content presents a wholly different meta where fire/fire can go all out and enjoy the benefits of damage buffs/resist debuffs that actually stick around for more than a second, and are fed a steady density of mobs to get ROI out of those AoEs. That kind of thing doesn't happen a lot for regular content because inferno usually kills everything. All the stories I hear about how much damage fire/fire does from your average casual player starts with build up + inferno. But really anything after that is irrelevant. This fire/fire =uber damage rhetoric has been parroted by casual players, much like the generic conventional wisdom "always slot miracle/numina uniques in health." It's devoid of any additional context. FWIW /fire is the LAST secondary I'd take on a fire blaster for casual content, every other secondary offer more interesting tools for damage, survival and utility. If people truly believed that /fire does sooo much damage I'd imagine we see a heck of a lot more xxx/fire pairings in the wild but we don't. Casual players play fire/fire/fire for theme, much like they do ice/ice/cold or energy/energy/force, but they mistake the damage output of fire/ for the efficacy of the combo as a whole.