
Nemu
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If being the last man standing is your true goal play a tank. Shield tanks are much easier to build towards certain thresholds such as softcap defense which means you can dedicate more resources to shore up resists and +HP. Tanker ATOs are also vastly superior to Brute ATOs. Finally, with the tanker AoE and Damage changes they are not too far behind brutes in terms of damage output in normal scenarios either. If you lament the lack of a self heal then try Shield/Dark melee tanks. That's a lot closer to what you want based on what you've written. Most shield builds don't rely on Agility or having teammates and leaning into phalanx fighting to get to softcap. In terms of regular game play achieving positional softcap should be priority number 1 for shield builds. If you exemp regularly, power pick progression matters. Optimized IO builds should have their survival fairly matured by level 40 and it's not uncommon to see some builds getting close to softcap by level 30. That means you don't want to wait until level 49 to get that last 2.5% defense from combat jumping, If you plan to exemp, take it way earlier. Same rationale goes for the panacea proc, that goes in health which you get at level 2, not physical perfection which you get at level 47. Laser beam eyes has a recharge of 6 seconds. procs will rarely fire in it. Don't waste the heal proc in it if you have extra slots. In short proc chances are affected by recharge time, the shorter the recharge the less the chance. Proc chances are also lower for AoE powers but the proc will check against each target (but fires only once). Typically powers with a recharge of 12 seconds or more are better candidates for procs, and those powers typically are not enhanced for recharge either, because enhancing them for recharge would negatively impact proc chance.
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There are a lot of MM players that just summoned the henchmen and let them do whatever without ever issuing them commands when MMs were first introduced. I still see those players today. The other day I met one that summoned the henchmen and immediately put on Personal Force Field and then ran those henchmen around aggroing stuff. Works ok for lower levels but he's going to be in a for a rude awakening when he gets to higher levels and more dangerous mobs.
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Yep, Sandolphin's binds are overly complicated imo, it's a technical showcase of what you can do with binds but in no way practical. Of those 6 binds you listed, I don't even use petcomall aggressive and petcomall passive (If I really need them passive then most likely I'm stealthing and I'd dismiss them instead). I find focusing fire to be the most efficient so instead of petcomall aggressive I just string petcomall attack target to one of my MM personal attacks. I also string petcomall defensive follow to sprint.
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Two very random questions (KB/KD and Regen vs. Res)
Nemu replied to Story Archer's topic in General Discussion
Footstomp does KD unless facing lower level mobs or mobs weak against KB like clockwork. You typically do not need to pay the kb tax in footstomp unless you constantly fight mobs lower level than you. Hand clap on the other hand does require that you pay the tax if you decide to take the power which a lot of people don't because iT dOeSn'T dO dAmAgE. resist vs regen really depends how how many slots you are sinking into those bonuses and the opportunity cost of slotting powers that way and how that synergizes with the rest of your build. In a vacuum both you can take either and it won't make a significant difference. -
YEAH!
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Have you considered playing a blaster combination that caters much better to your pure range approach? Ice/TA, Beam/TA, AR/TA, Archery/TA are all combinations where you never have to get close. Also on melee opponents - How much risk they present depends on your play style. If you joust your attacks melee retaliation is the least threatening thing you need to worry about. It'll always be the ranged reaction/retaliation, especially the ones that mez/debuff, that will get you. If you stand still and expect to trade blows with said opponent like a melee AT then stock up on awakens. Below is a demonstration that debunks the "melee fallacy" that I see in some blaster builds that aims to build up melee defense because they want to use melee attacks in their arsenal. When you master movement melee retaliation is the LEAST of your concerns.
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Holy necro! This build is no longer super cool because of the BA rework. If you want to be super duper cool you should really make a staff/regen brute with whirlwind. A few comments: Kismet in retsu means you won't get the benefit until you have the power at 49. Put it in a toggle that you can get early game. Full Gaussian set goes into build up not tactics. The build up proc fires much more reliably in build up and the set also benefits build up recharge. Tactics is a one slot wonder and you can splurge a cyto in it at best. Kyoyo, despite being a click, can solve your end problems. This means you don't need to go the conventional way of slotting health/stamina with uniques. It comes down to personal comfort of relying on a click for endurance every 20-30 seconds vs the standard miracle/numina/passive slotting, but I prefer to squeeze a few more set bonuses into a fully slotted kyoyo. Edge case where kyoyo is superior to passive endurance gain - Hamidon. The endurance gain by kyoyo is not suppressed by mito blasts (nor the heal from kuji sha). No slow resist. Ninjitsu is almost like fire armor or regen. The clicks are integral to your survival. If you have the budget I highly recommend getting more slow resist via winter IOs. That also opens up opportunity to re-tune the build and add more procs. Speaking of procs, this build doesn't really need hasten unless you are trying to get maximum uptime on Retsu and alternate that and other godmodes/incarnates for a specialized end game build. A good density of FF procs can be an alternative to just cramming hasten into every single build and it's one less click to manage since you'll most likely be putting Kuji rin on auto. If you really want to be goofy you can make any battle axe build a hover blaster build like I did with kinetic melee here . I know @Yomo Kimyata has a soft spot for BA blasting. An updated build for i27 p5 doesn't look all that different from the original post. A few powers get shuffled around but their properties and how they can be slotted remains the same. Ninja Firefighter VI i27 p5 - Hero Scrapper Build plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Battle AxeSecondary powerset: NinjitsuPool powerset (#1): LeapingPool powerset (#2): FightingPool powerset (#3): TeleportationPool powerset (#4): FlightEpic powerset: Body Mastery ────────────────────────────── Powers taken: Level 1: Beheader A: Superior Scrapper's Strike: Accuracy/Damage7: Superior Scrapper's Strike: Damage/Recharge9: Superior Scrapper's Strike: Accuracy/Damage/Recharge9: Superior Scrapper's Strike: Damage/Endurance/Recharge11: Superior Scrapper's Strike: Accuracy/Damage/Endurance/Recharge11: Superior Scrapper's Strike: Recharge/Critical Hit Bonus Level 1: Ninja Reflexes A: Luck of the Gambler: Defense/Increased Global Recharge Speed3: Reactive Defenses: Defense3: Reactive Defenses: Defense/Endurance47: Reactive Defenses: Scaling Resist Damage Level 2: Chop A: Superior Blistering Cold: Accuracy/Damage/Endurance23: Superior Blistering Cold: Damage/Endurance33: Touch of Death: Accuracy/Damage34: Gladiator's Strike: Chance for Smashing Damage34: Touch of Death: Chance of Damage(Negative)34: Achilles' Heel: Chance for Res Debuff Level 4: Danger Sense A: Luck of the Gambler: Defense/Increased Global Recharge Speed5: Luck of the Gambler: Defense/Endurance5: Luck of the Gambler: Defense/Endurance/Recharge7: Luck of the Gambler: Defense Level 6: Shinobi-Iri A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 8: Pendulum A: Force Feedback: Chance for +Recharge13: Superior Critical Strikes: Accuracy/Damage15: Superior Critical Strikes: Damage/Endurance/RechargeTime15: Superior Critical Strikes: Accuracy/Damage/Endurance/RechargeTime17: Superior Critical Strikes: Accuracy/Damage/RechargeTime17: Fury of the Gladiator: Chance for Res Debuff Level 10: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed13: Kismet: Accuracy +6% Level 12: Kuji-In Rin A: Gladiator's Armor: TP Protection +3% Def (All) Level 14: Kick (Empty) Level 16: Seishinteki Kyoyo A: Synapse's Shock: EndMod36: Synapse's Shock: Damage/Rechage36: Synapse's Shock: EndMod/Recharge36: Synapse's Shock: Damage/Recharge/Accuracy37: Synapse's Shock: EndMod/Increased Run Speed Level 18: Swoop A: Force Feedback: Chance for +Recharge19: Superior Blistering Cold: Accuracy/Damage19: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime21: Touch of Death: Chance of Damage(Negative)21: Hecatomb: Chance of Damage(Negative)23: Superior Critical Strikes: RechargeTime/+50% Crit Proc Level 20: Kuji-In Sha A: Panacea: Heal/Endurance43: Panacea: Endurance/Recharge43: Panacea: Heal/Recharge43: Panacea: Heal/Endurance/Recharge45: Panacea: Heal Level 22: Axe Cyclone A: Force Feedback: Chance for +Recharge40: Armageddon: Damage40: Armageddon: Damage/Recharge/Accuracy42: Armageddon: Recharge/Accuracy42: Armageddon: Damage/Endurance42: Armageddon: Chance for Fire Damage Level 24: Build Up A: Gaussian's Synchronized Fire-Control: To Hit Buff25: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge25: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance27: Gaussian's Synchronized Fire-Control: Recharge/Endurance27: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance33: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 26: Cleave A: Force Feedback: Chance for +Recharge37: Superior Avalanche: Accuracy/Damage37: Superior Avalanche: Accuracy/Damage/Endurance39: Explosive Strike: Chance for Smashing Damage39: Obliteration: Chance for Smashing Damage40: Eradication: Chance for Energy Damage Level 28: Tough A: Unbreakable Guard: Resistance29: Unbreakable Guard: Resistance/Endurance29: Unbreakable Guard: Resistance/Endurance/RechargeTime33: Unbreakable Guard: +Max HP Level 30: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Shield Wall: Defense/Endurance31: Shield Wall: Defense31: Shield Wall: +Res (Teleportation), +5% Res (All) Level 32: Bo Ryaku A: Steadfast Protection: Resistance/+Def 3%39: Steadfast Protection: Knockback Protection Level 35: Focused Accuracy A: Invention: Endurance Reduction Level 38: Laser Beam Eyes A: Nucleolus Exposure Level 41: Blinding Powder A: Coercive Persuasion : Confused45: Coercive Persuasion : Confused/Recharge45: Coercive Persuasion : Confused/Recharge/Accuracy46: Coercive Persuasion : Recharge/Accuracy46: Coercive Persuasion : Confused/Endurance46: Coercive Persuasion : Contagious Confusion Level 44: Physical Perfection A: Power Transfer: Chance to Heal Self Level 47: Energy Torrent A: Superior Frozen Blast: Accuracy/DamageA: Superior Frozen Blast: Accuracy/Damage/Endurance48: Positron's Blast: Chance of Damage(Energy)49: Bombardment: Chance for Fire Damage49: Annihilation: Chance for Res Debuff50: Force Feedback: Chance for +Recharge Level 49: Combat Teleport A: Winter's Gift: Slow Resistance (20%) ────────────────────────────── Inherents: Level 1: Critical Hit Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Panacea: +Hit Points/Endurance Level 1: Stamina A: Performance Shifter: Chance for +End Ninja Firefighter VI i27 p5 - Scrapper (Battle Axe).mxd
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Use inspirations and lead with your alpha strike/nuke. You don't need fancy IOs (though they help in other areas like recharge). Combining inspirations into useful ones during downtime should be second nature. Area mitigation also helps you "lead." My fire/elec has been diving headfirst into mobs since the teens when it picked up thunderstrike. You don't need build recommendations, you need to embrace the blaster playstyle.
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Unfortunately it's not very reliable but I stuck with theme. I have never just let rain of fire kill stuff by itself so I could have re-allocated the procs to other powers. I would have preferred fire breath because it's much more spammable and a bit more proc friendly, but that introduces play style adjustments if one wants to really take advantage of the cone in their otherwise PBAoE attack rotation. yeah I tend to stick the blaster defiance set in the T1/T2 so I can use them when mezzed and hope for a proc.
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I'd rather slot this into aim or build up for more consistent BU proc and better recharge on said powers. The BU proc won't trigger consistently in tactics although your chances do go up if you are on a team. Still, I'd like to have control over when the thing procs so I can take full advantage of it. Tactics gets an end reducer or best case scenario a cyto-hami O. 30% ranged/AoE defense works as a good baseline for pure range blasters. But it can also be a good baseline for blasters that don't completely ignore their secondary and go into melee from time to time when the opportunity presents itself. However I find the investment in AoE defense for most combos really takes away from the ability to make a build with respectable offensive output by taking away the opportunity to build for recharge/other offensive bonuses or slotting. Which is why powers that slow are really good for building up AoE defense because ice mistral's set is amazing and slept on. My Ice/TA takes full advantage of that set and the build has real synergy across the board with how each of the set bonuses in that set work together towards my game plan (recharge, slow resist, procs, and enough acc bonuses to skimp on acc slotting in powers so I can fit those procs in.)
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Kinda defeats the purpose of leaning in on jousting when you can sleep the whole group and pick stuff off. Dark/Earth The most difficult things to jump joust are PBAoEs that require you to be on the ground. If you can jump joust tremors you can joust anything. Dark blast with its cones force you to be mobile and force you out of your comfort zone. But on the other hand abyssal gaze + seismic can help hold bosses.
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I hope with all that acc and to hit buff you are proc monstering some powers in your arsenal. With half the to-hit and about 1/3 of the ACC bonuses of your build, I still have more than enough accuracy to hit +4 enemies while still being able to proc out a lot of my attacks.
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Without hasten I've often wished that envenom and weaken recharged faster because the play pattern is that when you engage a large spawn, you expectorate repeatedly on multiple targets to provide more coverage for the debuffs. Hasten is useful over all for the attack chain and getting poison trap and HoB up more often. It's not NEEDed but certainly made my life easier.
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Harmless Panda.mxd The thought is that once I have VG the -to hit should cover my melee/aoe defense in range, augmented by weaken and envenom. range defense is the only thing I really need to worry about. Since the power availability revamp you can get VG way early so it works out very well for exemping too. This opens up more room to proc out poison trap/dominate and bring a little more damage to the table. This build was designed to stack -dmg so chemical rounds is always used.
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The YT build focuses on recharge and only recharge and the reason it's ripping through +4 mobs is because there are no bosses, the user is overdosing on red pills, and the mobs don't really have anything really dangerous such as mez or debuffs in their arsenal. That type of build philosophy is good for vanilla mobs such as those cherry picked for farms, but you will start to see all the blaster holes rearing their ugly heads against anything that brings debuffs/mez to the table. The lack of single target is really going to sting against bosses as well, especially if you follow the slotting on dehydrate which for that build is nothing more than a recharge set bonus mule.
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It's not immob resistance, it's immob protection. Resistance shortens immob duration, protection lets you shrug it off completely. As a blaster you have some many mez holes, and eliminating one of the more common ones so you don't need to burn a breakfree every time that happens makes CJ a no brainer in my book. Whether you blast an enemy from 15 ft away or 100ft away, as long as they can't melee you it's still range blasting. Mobility is very important on a blaster if you wish to be successful, combat jumping at base level offers superior unsurpassed movement compared to hover. Hover can get there but you are incentivized to take evasive maneuvers which means sinking 2 additional power picks in your build. For those situations where you really need to fly up you can always buy charges of the temp jetpack from the P2W vendor. I don't really see any reason to take the fly pool from a practical non-thematic/concept perspective when those jetpacks exist. Fly provides the illusion of safety until you get grounded and immobilized or slowed in an anti-fly patch. A lot of blasters hover blast, and they tend to stay in one place. When shit hits the fan they die because they don't appreciate how much being mobile contributes to their survival. You don't need fly to minimize contact with mobs, learn to joust. Learn all the tricks of the book - builds, movement, tools, mob AI, etc and you can be successful even on SOs.
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There's defensive powers and there's active mitigation. You can get by with very little of both if your plan is to team and have survival covered for you by teammates. The less survival you have the more opportunistic you have to be though, and you'll have to make decisions on when to hold back and when to go all out depending on team dynamic and the state of the battle. I think it's great that you want to take the team approach though. Playing a blaster in that setting opens your eyes to the importance of GOOD support and teamwork, and the numerous issues that endanger a glass cannon build that need to be covered for you to go all out. In doing so it may enlighten you on how you can play support yourself to empower your teammates. Staying true to the all damage/glass canon mantra, this is what I worked up. The goals are: High recharge Procs galore Slow resistance Hero Blaster Build plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Fire BlastSecondary powerset: Fire ManipulationPool powerset (#1): SpeedPool powerset (#2): LeapingPool powerset (#3): LeadershipPool powerset (#4): ConcealmentEpic powerset: Flame Mastery ────────────────────────────── Powers taken: Level 1: Fire Blast A: Superior Defiant Barrage: Accuracy/Damage3: Superior Defiant Barrage: Accuracy/Damage/RechargeTime3: Superior Defiant Barrage: Accuracy/Damage/Endurance5: Superior Defiant Barrage: Accuracy/Damage/Endurance/RechargeTime5: Superior Defiant Barrage: RechargeTime/+Status Level 1: Fire Sword A: Hecatomb: Damage17: Hecatomb: Chance of Damage(Negative)40: Hecatomb: Damage/Recharge/Accuracy40: Hecatomb: Recharge/Accuracy42: Hecatomb: Damage/Endurance42: Touch of Death: Chance of Damage(Negative) Level 2: Fire Ball A: Superior Frozen Blast: Accuracy/Damage7: Superior Frozen Blast: Accuracy/Damage/Endurance7: Javelin Volley: Chance of Damage(Lethal)9: Positron's Blast: Chance of Damage(Energy)9: Bombardment: Chance for Fire Damage11: Annihilation: Chance for Res Debuff Level 4: Super Speed A: Blessing of the Zephyr: Knockback Reduction (4 points)13: Winter's Gift: Slow Resistance (20%) Level 6: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed34: Kismet: Accuracy +6% Level 8: Rain of Fire A: Superior Frozen Blast: Accuracy/Damage/Recharge11: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime13: Javelin Volley: Chance of Damage(Lethal)15: Positron's Blast: Chance of Damage(Energy)15: Bombardment: Chance for Fire Damage33: Superior Blaster's Wrath: Recharge/Chance for Fire Damage Level 10: Fire Sword Circle A: Superior Avalanche: Accuracy/Damage37: Superior Avalanche: Accuracy/Damage/Endurance37: Scirocco's Dervish: Chance of Damage(Lethal)37: Obliteration: Chance for Smashing Damage39: Eradication: Chance for Energy Damage39: Fury of the Gladiator: Chance for Res Debuff Level 12: Aim A: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 14: Hasten A: Invention: Recharge Reduction17: Invention: Recharge Reduction Level 16: Build Up A: Invention: Recharge Reduction Level 18: Blaze A: Apocalypse: Damage19: Apocalypse: Damage/Recharge/Accuracy19: Apocalypse: Recharge/Accuracy29: Apocalypse: Damage/Endurance31: Apocalypse: Chance of Damage(Negative)43: Gladiator's Javelin: Chance of Damage(Toxic) Level 20: Cauterizing Aura A: Synapse's Shock: EndMod21: Synapse's Shock: EndMod/Recharge21: Synapse's Shock: Damage/Recharge/Accuracy27: Synapse's Shock: Damage/Accuracy/Endurance27: Synapse's Shock: EndMod/Increased Run Speed29: Preventive Medicine: Chance for +Absorb Level 22: Blazing Bolt A: Sting of the Manticore: Accuracy/Damage23: Sting of the Manticore: Damage/Endurance23: Sting of the Manticore: Accuracy/Interrupt/Range25: Sting of the Manticore: Damage/Endurance/Recharge25: Sting of the Manticore: Chance of Damage(Toxic)42: Gladiator's Javelin: Chance of Damage(Toxic) Level 24: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed48: Shield Wall: +Res (Teleportation), +5% Res (All)48: Reactive Defenses: Defense/Endurance49: Reactive Defenses: Scaling Resist Damage Level 26: Inferno A: Superior Blaster's Wrath: Accuracy/Damage/Endurance31: Superior Blaster's Wrath: Damage/Recharge31: Superior Blaster's Wrath: Accuracy/Damage/Recharge33: Superior Blaster's Wrath: Accuracy/Damage/Endurance/Recharge33: Superior Blaster's Wrath: Accuracy/Damage Level 28: Burn A: Armageddon: Damage34: Armageddon: Damage/Recharge/Accuracy34: Armageddon: Recharge/Accuracy36: Armageddon: Damage/Endurance36: Armageddon: Chance for Fire Damage40: Eradication: Chance for Energy Damage Level 30: Hot Feet A: Ice Mistral's Torment: Endurance/Slow46: Ice Mistral's Torment: Damage/Recharge46: Ice Mistral's Torment: Damage/Slow46: Ice Mistral's Torment: Accuracy/Damage/Endurance47: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge Level 32: Tactics A: Invention: Endurance Reduction Level 35: Bonfire A: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown36: Force Feedback: Chance for +Recharge Level 38: Fire Shield A: Steadfast Protection: Resistance/+Def 3%39: Gladiator's Armor: TP Protection +3% Def (All)47: Unbreakable Guard: +Max HP48: Unbreakable Guard: Resistance/Endurance Level 41: Char A: Nucleolus Exposure43: Gladiator's Net: Chance of Damage(Lethal)43: Gladiator's Javelin: Chance of Damage(Toxic)45: Ghost Widow's Embrace: Chance of Damage(Psionic)45: Neuronic Shutdown: Chance of Damage(Psionic)45: Unbreakable Constraint: Chance for Smashing Damage Level 44: Stealth A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 47: Grant Invisibility A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 49: Vengeance A: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 1: Brawl (Empty) Level 1: Defiance Level 1: Sprint A: Unbounded Leap: +Stealth Level 2: Rest (Empty) Level 1: Swift A: Invention: Run Speed Level 1: Health A: Panacea: +Hit Points/Endurance Level 1: Hurdle A: Invention: Jumping Level 1: Stamina A: Performance Shifter: Chance for +End Level 4: Speed Phase Level 49: Quick Form 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 Bonfire with a kd proc is pretty OP and it'll give you quite a bit of breathing room to get in melee range for your pbAoEs. I'm not a fan of hotfeet but it does slow mobs down in your rain of fire. My outlook is that glass cannon builds need to move around the battlefield and not plant themselves in one place. Hotfeet basically invites you to do exactly the opposite of being mobile and has a heavy end cost at that. Slows also causes mobs to scatter because they want to run out of the slow field, and that's not exactly conducive to many team strategies either. Finally some players are enamored with hotfeet's ability to do damage but you are a blaster, and a fire/fire/fire at that. What you can do in terms of aoe burst damage makes hotfeet a laughable source of damage. I actually prefer fire breath in place of rain of fire with the exact same proc slotting because it's more spammable and does more damage when spammed over the course of a Rain of Fire cycle, but it does present a playstyle challenge of you having to position yourself every time you need to use it. Good luck, glass cannon builds like these can be very rewarding but it does take a modicum of skill to get the most out of it.
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If you are still looking for a build it helps to fine tune your requirements/needs. Here are some questions that can better define what is best for you: How do you envision your playstyle for a blaster? Is it: Blast from range, making sure not to get too close to mobs or Mix it up and go into melee and punch stuff as well as blast stuff from range. How comfortable are you with managing survival? Is it: I need a build to cover that for me or I know how to use inspirations/move around/use my toolkit/teammates/game mechanics What do you want to do with the build? Is it: I want to solo +4/8 and other end game content without too much assistance or I want a team build that maximizes my damage potential, let my teammates cover my survival Are there any power picks that you absolutely need because that's going to make your blaster experience more fun? Similarly are there any powers that you don't want? This has not been said before but playstyle and familiarity with the game/mechanics is a significant factor in your success as a blaster. I'd say only 25% of success comes from builds. What most posters don't include with their builds is how they play them and you will find even less posts that cover fundamentals of the game and how to play the game in spite of godly builds. Master the latter and naturally your builds will improve because you will know what to build for.
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The person who posted that build has consistently shown tendencies towards survival first. It's excessive in my opinion and completely relegates killing stuff fast, which is also a very effective form of mitigation, to the backseat. Whether you feel the latter comment is true or not it doesn't take away from the fact that the build doesn't jive with your goals of max damage, if that's how you measure "the absolute best." The builds in this thread might be more aligned with your goals, if doing max damage is truly your goal. I recommend @Onlyasandwich's build. Just be aware that Max Damage builds sacrifice safety for damage. Look at the progression that the OP took in that thread, from: "I want the highest DPS possible!" to "I'll just turtle up and hover blast." So, is Max Damage what you REALLY want and is what you are going to give up for it something you are comfortable with?
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Depends on your definition of viable. i27 Page 5 allowed us to take powers sooner so the build can be revised to reflect taking key powers earlier, but as for slotting nothing changes. However, I built what I posted with the OP's goals in mind. He wanted a team build with perma-hasten and I built a blaster with perma hasten with a few powers that took advantage of high recharge. The build has very little defense, the premise is that survival is covered by teammates. Let's define what your goals are, is it: 1 - I want to be able to play aggressively and solo mobs meant for a big team without too much help. or 2 - I want a team build and I understand that I'll need teammates to buff/heal/cover me, but when they do I can go all out and maximize my damage potential. Your playstyle and knowledge of the game may also influence what you consider viable: 1 - I know all the tricks to playing blasters from movement, line of sight, using hard/soft controls from my toolkit, target priority and inspirational use and I'm ok with a build that focuses more on damage than survival. or 2 - I see mobs and I snipe them while standing/hovering out in the open, but I keep dying because everything gangs up on me after my snipe. I'm tired of dying. Most people I see opt for survival over damage. You can even see the OP gravitating towards range defense in his revisions. If you have the same mindset then this build will leave a lot to be desired.
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Pretty sure power boost boosts the heal in life drain. Surprised that all the people that go bonkers over heals and slot attacks as a heal just because it has a healing component aren't jumping all over this.
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Once you joust your first inferno, you will never go back. And if you joust your inferno you also solve solarverse' problem. You're not really in melee all that long, and by the time he hits taunt the team would have moved on to the next mob.
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You may find some stuff here helpful
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@Frosticus people seem to listen to you. Do Whirlwind next. It's time to bring SPIN awareness to the masses.
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So first of all my comment about blappers is not a personal attack on you. I'm just trying to highlight the common philosophy around this AT and how it doesn't align with how every other AT is played. I want to do my part to stop perpetuating this fallacy, and my goal is to help you be successful. As for this comment about interesting builds for teaming, you can always try this jank. You won't have the luxury of softcap defenses with this build but it gives you enough tools to do stuff in melee range. Knowing how to play blasters is key, movement is key. As for your comment about using combat teleport - you can't joust with combat teleport. Your mind is in the right place: get in, get out. But where you are most vulnerable is getting locked in animation while you are in melee range trying to fire off that 2-3 second attack. What good is combat tp when you die to retaliation or get mezzed then die during animation before you can use it to get out? Learn how to joust, it is more useful in those combat situations than combat tp. Secondly, combat tp consumes a pool slot. Typical builds will include hasten sometimes just because. Most go tough/weave, some take leadership for more defense/to-hit/Blind protection, teleport could be the last pool consumed. I'd recommend patching up as many holes as possible if you want to dip your toes in melee. Blasters are weak against mez, some like holds/sleep/disorient you are going to suck it up and burn a breakfree on. Immobilize is yet another mez, it's not as serious as the others because you can still attack, but an immobile blaster is a DEAD blaster. Combat jumping is an easy fix, it give you immob protection. In addition, that jump control gives you better mobility for jousting. An immobile blaster is a DEAD blaster, I also recommend a healthy dose of slow resist. Ever get stuck in a caltrops patch or get slowed by psi attacks that neuter your recharge? Blasters depend on mobility and doing damage, if you can't do either you are going to die. Don't skimp on slow resist.