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Are you looking for the build/combo that can pull your team out of ridiculous situations but detract from your requirements or something that aligns with your requirements? Debuff heavy CC Clear positioning and easy to define playstyle Not too busy Because the elec/elec defender path you are inquiring about fits none of those requirements. Electric affinity is a very busy but top tier set for buff/healing/survival, not debuffing. There's hardly any mass control in that combo aside from drain but that takes time to ramp up and mobs are most likely dead before you can achieve full drain. Poison and TA are both debuff centric sets. Poison favors more melee play while TA leans more towards range play (although there is nothing stopping you from playing TA in melee either). Earth and Dark control both have a healthy amount of CCs, Earth control can be played both at range or in melee, Dark favors range. Alternatively for an even more passive but effective experience there's Ice/Poison controllers. Arctic Air and Venomous Gas allow you to do your job just by standing around mobs, toss in world of confusion from psionic mastery to stack confusion on mobs that get really close to you. Psi mastery also synergizes with the build because indomitable will makes sure your toggles don't drop. The drawbacks to the build are: 1 - end consumption, those toggles are expensive. 2 - late boomer, you really need to hit 38 for all the debuff pieces to fall into place. I didn't list time, because the debuffs in time largely don't matter for improving kill speed. People pick time for powerboost + farsight which is potent, but in terms of strict debuff potential Poison and TA offer far more meaningful and more spammable debuffs. If you care more about personal survival then time is a good pick. Traps is too slow, area debuffs on a long recharge also means you'll have a bit more work cut out for you dealing with sudden adds that aren't affected by your area debuffs. At least with a melee centric poison build you can still spam the first two debuffs, which are ranged, at ambushes/adds. You can't do that with traps. However because of Force Field Generator you can make a very sturdy Traps build. TL:DR If you want to stick to your requirements, try /Poison or /TA controllers, my vote is Ice/Poison. Just watch your end bar, grab recovery serums and cardiac alpha if needed.
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I find that the invis you get from field op and a stealth IO + some defense are enough to allow you to toe bomb. Since Irradiate has a large radius I went the hover blaster approach with my rad/dev, and I took the fire epic for bonfire which is more consistent area denial. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Toy Panda: Level 50 Technology Blaster Primary Power Set: Radiation Blast Secondary Power Set: Devices Power Pool: Flight Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: X-Ray Beam -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Toxic Web Grenade -- HO:Endo(A) Level 2: Irradiate -- FuroftheG-ResDeb%(A), SprAvl-Acc/Dmg/EndRdx(5), Arm-Dam%(9), Obl-%Dam(11), TchofLadG-%Dam(11), SprAvl-Acc/Dmg(17) Level 4: Fly -- WntGif-ResSlow(A) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(42), Rct-ResDam%(49) Level 8: Electron Haze -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(9), SprFrzBls-Dmg/EndRdx(17), Ann-ResDeb%(27), SprFrzBls-Acc/Dmg/EndRdx(43), Bmbdmt-+FireDmg(46) Level 10: Targeting Drone -- HO:Cyto(A) Level 12: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/ActRdx/Rng(13), StnoftheM-Dmg/EndRdx/Rchg(15), StnoftheM-Dam%(15), AchHee-ResDeb%(46) Level 14: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(36), BlsoftheZ-ResKB(37) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 18: Cosmic Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(29), SprWntBit-Rchg/SlowProc(29) Level 20: Field Operative -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(27) Level 22: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(25), ExpStr-Dam%(31) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Neutron Bomb -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(37), TchofLadG-%Dam(42), Bmbdmt-+FireDmg(43), PstBls-Dam%(43) Level 28: Trip Mine -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(34), ExpStr-Dam%(36), HO:Nucle(37), Obl-%Dam(40), Erd-%Dam(42) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(46), ShlWal-ResDam/Re TP(49) Level 32: Atomic Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34) Level 35: Bonfire -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(36) Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40) Level 41: Aim -- GssSynFr--Build%(A) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(45) Level 47: Taser -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(47), Thn-Dmg/Rchg(47), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(48) Level 49: Evasive Maneuvers -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50), LucoftheG-Def/Rchg+(50) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Musculature Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 4: Afterburner ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1473;732;1464;HEX;| |78DA5594CB4F137110C77FFB02DA5279540A08144A7916A9C5444F1A8D0F4C04920| |638A95857BA9426B56DA0467A321A897F8289F2502F8A8F9B1AAE72376AF4A45E8C| |074F028A89E223EBEC7E67A56CD2FD74BEBFD999F9CD6F7687668E954F4CF41F169| |2F7685A9F9E8E1FA17BDE98728F1AE393996C3A9B2C08BA5CA3D9424B4CCF24F452| |B202EC141FD63349231119D613293D9FCA66F074ADB33C723197CB4EE52327F444D| |2C84F0B4F2C9B4D47FAD3A9E464BEDCFE3F68E8B95426E9B68D919C6124BCF0B15C| |68A1FA782E354E4FE8178CF8901DB450470574D0EF94976E92559C3035215421FA5| 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|9CC411F694EA131779131566CE8C5C6F96243F8B73E35E63F508CD937| |-------------------------------------------------------------------| I skipped proc monster char in favor of Taser to stack stuns with cosmic burst, and Electron Haze is yet another KD/FF trigger. If you change nothing else in your build, put a FF proc in trip mine. Even with no targets it can trigger when you plant a mine.
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If you are leveling the old fashioned way, yellow/orange recipe drops in the level 10-20 range can be quite lucrative when you craft/convert/sell them. Kismet +acc, any gaze of the basilisk with an Acc modifier, eradication procs, steadfast protection KB and def/res all sell well. Run TFs, get reward merits, convert them into enhancement converters and sell some at $70k each for some starting capital, keep some for yourself for crafting/converting/selling. Do some research in AH to sell what tend to sell well. In general this game features a lot of resist armor powersets so Resist sets like unbreakable guard tends to always sell in the 4 million inf range. Blessing of the zephyr kb protection is a high demand IO and thus also a good seller. You'll need to understand different sets within a category so you can spot opportunities to convert within the category. For example if you have a titanuim coating IO which belongs to a resist set, you can spend 2 merits and cross convert it into a potential unbreakable guard IO which can sell for more inf. Similar example, if you have a level 40 serendipity IO which belongs to a defense set, you can cross convert it with 2 merits into a potential Luck of the gambler (LOTG) or Reactive defenses. IO levels matter, there are cutoff ranges for IO sets so pay attention to those levels when you try to cross convert. Using the above example, if you have a level 23 serendipity defense IO you will NEVER be able to cross convert that into an LOTG because LOTGs start at level 25. It's a lot to absorb, and practice makes perfect. The more you do it then less daunting it will be. Level 50s inherently earn more inf per kill, so a combination of just running content as a level 50, speed TFs for merits, craft/convert/sell, and farming will keep your alts well fed.
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If you can fly 15 feet above mobs and use short circuit to tag them you can use taser just the same. I skip VS for the same reason I skip Death Shroud on blasters. Long activation time + mez detoggle + giant endurance sink makes it a easy skip. I would have preferred the old VS with a longer duration compared to the trap power it is today. At least the previous incarnation still work when I get mezzed. Electric blast got a little boost with the shock mechanic and the Tesla Cage AoE splash is cute but not too impactful, but the VS change I see as a strict downgrade. If you get rid of VS your endurance woes go away. You can also proc Tesla cage to squeeze a bit more ST damage in. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Devices Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Lightning Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Toxic Web Grenade -- Empty(A) Level 2: Ball Lightning -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(7), Artl-Dam/End(9), Artl-Acc/Dam(9), Artl-Acc/Dam/Rech(11), Ann-ResDeb%(11) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13) Level 6: Short Circuit -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Rchg/KDProc(13), Erd-Dmg(15), Erd-Acc/Dmg/Rchg(15), Erd-%Dam(17), FuroftheG-ResDeb%(17) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 10: Targeting Drone -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(19) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(21), StnoftheM-Acc/ActRdx/Rng(21), StnoftheM-Dmg/EndRdx/Rchg(23), StnoftheM-Dam%(23) Level 14: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(25), WntGif-ResSlow(25) Level 16: Charge Up -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(27), GssSynFr--Build%(27) Level 18: Taser -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(29), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Dmg/EndRdx/Acc/Rchg(31), SprWntBit-Rchg/SlowProc(31) Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), SynSck-EndMod(31), SynSck-EndMod/Rech(33), SynSck-EndMod/+RunSpeed(33) Level 22: Kick -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(36) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(36), ShlWal-Def(36), ShlWal-ResDam/Re TP(37) Level 28: Trip Mine -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(37), Erd-Acc/Dmg/EndRdx/Rchg(37), Arm-Dam%(39), OvrFrc-Dam/KB(39), FrcFdb-Rechg%(39) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(40), Rct-Def/EndRdx(40), Rct-ResDam%(40) Level 32: Thunderous Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(43) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(45) Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg/Rchg(46), ExpRnf-EndRdx/Dmg/Rchg(46), ExpRnf-+Res(Pets)(46) Level 41: Caltrops -- Slow-I(A) Level 44: Tesla Cage -- HO:Nucle(A), GhsWdwEmb-Dam%(48), NrnSht-Dam%(48), GldJvl-Dam%(48), UnbCns-Dam%(50), Apc-Dam%(50) Level 47: Tactics -- HO:Cyto(A) Level 49: Super Jump -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A) Level 1: Shocked Level 49: Quick Form Level 14: Speed Phase Level 49: Double Jump Level 50: Musculature Radial Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1444;686;1372;HEX;| |78DA65944B4F135114C7EFCCDC018196578182BCDFD8424BF1B1D268546A1448887| |C00326987D2A442D3D644573E22F1239808F8D8F9DC1AF7BA57A33BDDB8221AA028| |98688CA967EEFF5C9170D3CE6FE6BCE79C7B67EACA59DFDC5CFC9430FC67324E3E3| |F7B9AAE0537674F39A9744278AB9CFE9D2C9EBDE82CA4DC64643CE3260AB974C2C9| |C021A8F53397B3D9C55C2172CE49A6DC425EF8A61717339149D7C9A6175295EA612| |6EBBA49BFBA8DA753F30552D468ABA49BCBCFA7B32DE3D97422A2634E3909972EDE| |FDD5662AA69FFE51AF3243D557B2859042C4A4300DA6094A8B29C1321BBC26FEAD1| |2FD6889512F9C8E67BC60FB97E0016983165859C65CB3840848D1442DB2D8D9B01A| |0DA5F4FDA1C7762962045B47B61F20A2EF2158FDC55446D5EB60ED26F32422F750E| |4721DB93C2C94533DF326A1422B2B964DE551BF021E2669152B65D51B7834BC65BE| |039BDE333F80BD94CECF8D31FD1F4D256CFEC46CB514C7485B83DE97CC1A4E77709| |5F918C637485BA7D3D73DC2DBB63D613E053B9E319F83B7C83AC04E5680FBD8F115| |CAAE756691874CB536EA2136AA215A240AEA5607BD3B6A65D718CAEEDE61FE60FE0| |47B7F81929C5B74F2164EDE1B67A30B60DF04B84456ADDC03BB9587D8C743ECDB00| |074EA017039FE134B084E73ACAD4AE33B573A6C14D180D1699DBE031EFF4E977EAB| |C0BE1A165E60A73150CDD63DE077FD70AD1C3CE660F670AD582C30DE06DEF48E90C| |FD45D438BCC5FC068E7C676E3377C0EBE4358483531243516CA32384308FC60E1F2| |7484B442F611E5187396CE17C9C47A4580C0C5077225C8E881C85739084A37AAB8F| |F2C68CF1C66C93FB8E73B7DCFD3C9426F7EBA7A55693C850A28DCA5D172146F026C| |53DC26E7475738F7008965B7B8477F8C8849530A9CA980809F59911A881D6ABD0EE| |712BBDFE5F3D19207F5DFF5F776EDF6E| |-------------------------------------------------------------------| Get the P2W jetpack if you really want to fly. I'd only use fly for certain situations where it makes sense, for all other encounters I prefer more precision movement through CJ.
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It's hard to get both S/L and Range softcap with the KB tax. One way you can work around it is to use power boost to buff your defenses before engaging to soak the alpha. That approach places a higher emphasis on recharge (and slow resist) which is not a problem with all the force feedback opportunities with this build, and you can get away with having 40ish defense to both S/L and Ranged defense that way. You could add hasten to help cycle powerboost a little faster, we are talking about a 6 second downtime vs 8 or 9 without hasten. And you have to deal with yet another click buff if you do take hasten (I put energize on auto on my /energy blasters). I've run hasten-less /energy blasters and they do fine even if their attacks cycle a little slower. 40% def is high enough for most content, and not chasing that last 5% gives your build some breathing room to chase other bonuses (like slow resist). Combat mobility is key for a melee blaster, if you are going to stick with fly, I would recommend taking evasive maneuvers for more flight speed and more immob resist. Assault, stun and the mace blast are the powers I'd drop. Assault gives poor returns on investment and blasters get a damage buff just by attacking. Stun is a much less damaging version of Total focus and I'd rather use TF instead. You are only taking the mace blast for the set bonuses, and if you don't need to hit 45% you don't need to waste a power and 6 slots to mule it. You also don't need all the extra recovery in health/stamina. Energize will give you a huge end discount and you will rarely need additional recovery, and if you do, buy some recovery serums.
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No blaster should skip their sustain - in your case Frigid protection. Having bottomless endurance and an absorb shield plus a deterrent to mobs getting close makes is one of the better sustains among blaster secondaries. Ice blast and ice manipulation are a perfect fit for the Ice Mistral's torment set. See this post Shooting for around 30% Range and AoE defense and getting a decent amount of recharge and slow resist should not be a problem if you follow some of the things I did in that Ice/TA build. You can pick up frozen armor just as a mule for an Lotg 7.5, the + max HP unique, and the 2 +def uniques and never use it, or you can slot the last 3 into hoarfrost. If your goal is recharge, you are better off slotting hoarfrost with a set that provides recharge and taking frozen armor, again, you don't have to use it. (I also believe frozen armor now has a minimum FX option)
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I've extolled the virtues of thunder clap/handclap and other PBAOE KB powers when they are slotted with a KD proc for a while now. It's powers like these that allow me to faceroll content on my fire/elec blaster. They provide mitigation, stop runners, and can be chained with other KD powers to keep mobs flopping, they also stun and are good FF proc mules. A lot of people poo poo these powers because they don't do damage. Just because they don't do damage doesn't mean they aren't useful, and there are synergies with using it and footstomp during rage crash to mitigate incoming damage. These types of active mitigation are a means to how you can get away with having less than softcap defense on certain builds, like this, this, or this. The ability to slot the FF proc in them is a bonus. So I fully endorse you picking up and using handclap 👍 My build places a lot of emphasis on slow resist because of the nictus -recharge debuffs. If you feel that you can do with less, then swap out the blistering colds and avalanches in KO blow and/or Footstomp and replace them with damage procs (if you have to pick one, KO blow can slot 2 purple damage procs and that would be the one I recommend). You'll lose a healthy chunk of slow resist but you gain the ability to continue doing some damage during rage crash.
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If all you do is ITF with that build then all the toxic/psi resist bonuses are irrelevant. You can also break up the superior gauntleted fist set in KO blow into 2 sets of 3 for more energy/neg E resist. There's also not a lot of fire/cold damage on that TF so the F/C defense bonuses can be shaved off too. With those shaved slots you can look to bump up your eng/NE def/resists, recharge, recovery, and if you value it, slow resist. If you want to fit handclap in, drop assault. Assault is pretty low return on investment. I came up with this - focusing on more E/N def and resists. You don't need tough to hit S/L resist cap and two less toggles means better end consumption. Energy torrent replaces laser beam eyes as another source of KD and mitigation that you can use when rage crashes and you need to buy some time. AoE>single target against stuff that can cause defense cascade failure - wipe out the fodder fast and you reduce the amount of debuffs that will land on you. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Resist Physical Damage -- StdPrt-ResDam/Def+(A) Level 1: Jab -- SprGntFis-Dmg/Rchg(A), SprGntFis-Acc/Dmg/Rchg(5), SprGntFis-Dmg/EndRdx/Rchg(7) Level 2: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-Rchg/ResDam(3), UnbGrd-ResDam/EndRdx/Rchg(5) Level 4: Haymaker -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(7), SprMghoft-Acc/Dmg/Rchg(9), SprMghoft-Dmg/EndRdx/Rchg(9), SprMghoft-Acc/Dmg/EndRdx/Rchg(11), SprMghoft-Rchg/Res%(11) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(33), Rct-Def(42), Rct-ResDam%(42) Level 8: Unyielding -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Max HP%(19) Level 10: Resist Elements -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-Rchg/ResDam(33) Level 12: Resist Energies -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(15) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Hand Clap -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(36), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(37) Level 18: Invincibility -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(34), ShlWal-Def/EndRdx/Rchg(34), ShlWal-Def(34), ShlWal-ResDam/Re TP(36) Level 20: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(21), SprGntFis-Rchg/+Absorb(21), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Dmg/EndRdx(23), FrcFdb-Rechg%(25) Level 22: Kick -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Tough Hide -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-Def/Rchg(29), ShlWal-Def/EndRdx/Rchg(29) Level 28: Rage -- HO:Membr(A), HO:Membr(43) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def/EndRdx/Rchg(31), ShlWal-Def(31), ShlWal-EndRdx/Rchg(33) Level 32: Taunt -- MckBrt-Taunt/Rchg/Rng(A) Level 35: Conserve Power -- RechRdx-I(A) Level 38: Foot Stomp -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(39), Erd-%Dam(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Dmg/EndRdx(40), FrcFdb-Rechg%(40) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Energy Torrent -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), Artl-Acc/Dam(45), Artl-Acc/Rech/Rng(45), Artl-End/Rech/Rng(46), FrcFdb-Rechg%(46) Level 47: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(47), Prv-EndRdx/Rchg(47), Prv-Heal/Rchg(48), Prv-Heal/Rchg/EndRdx(48), Prv-Absorb%(48) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(49), ShlWal-EndRdx/Rchg(49), ShlWal-Def/EndRdx/Rchg(50), ShlWal-Def(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(37), NmnCnv-Regen/Rcvry+(37) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(40), PwrTrns-+Heal(42) Level 50: Musculature Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1457;685;1370;HEX;| |78DA6D94CB4F135114C6EF74EEF028AD3C2ACF4A81024205C696B8726522A0609B3| |4C1B83364804B3BDA94A62D46F6E263A91B576AE2D2B5AEFC2F7C01BA74232A8FC4| |F7AA1EE67C37B4D149DADFDC73BF7BCEB9DFCC9DD4CDA9C0CACACC396104CEE79C5| |269E1B293BFAE8A56CAC9B84BE2F0AAA75F84A30B536A45E54BCA9ECDDF58CBE555| |D15974736E793D8CE994CA2965CFAF15E87EBE5C54F94C392B02E9D5D59C9D544EC| |1CD67FCDE60BEA0D472D0BB9D7133D9324D346BD5B22A96B26E21345D7097EC69AA| |91595F4839A5B22AAE775127A3F47BD5487F86D75C45884EBAEB9562DC7F14F4890| |D2944420A799B597787F99A561A1099C677D30BFA7E80BF98F237D3A68C26C496F9| |8E83759BCC862D709BE97F0F7E6076906D96AE64B51B5EB03FCC93B13DF01BF3658| |C6CD6E27AB4D582B65AD04EDB1FE65BDA43A3163742DC067117C4FDD8CB26899BB4| |B809E200C401888E6151947A0E426C04C7044F827172A3990DAE98CD1B3E2F38F89| |17D1D4CF27828C5DCA2B2AD86908762D98ADD0FCC70998159708E39788999A00A21| |54B042B738F3F1BBE03D66C703F03EB30B9DF8A8F7768177A2BD42973029D4A9439| |D935C649B3AEBC61E65373AEB41673DE8E8C405109D4E52676143F83C63C26709D2| |14A74049657A75C65E648C2063041922C8DC7F91799A32F6E957B8EF1AEFE109CD4| |575C351F87E8694C3085AC33B3EEF653FB90BEE818FD98D9147205C7916A413A3CB| |8C3EE4E0532A3366C0E7B1E7BC62FC05685ACC7AE64403888C6FC83F5B1F0AFB134| |ECA0EF819BBFB027E057799AD64555C5B1587557158158735095896D00F430A7DD1| |69F79E6C4C1E9DF54AF2DFF9B4D4D31432BCD0AEBFFA9B31C1DEEED77C3306B8DED| |01C45468857B8BFBD9A95A3BCF2A066258C1D39600F633F99C91041B7F9BF2BEDAF| |125CAD1E38D583C5EAC15F1E96EFFE| |-------------------------------------------------------------------|
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The stalker chance to build up proc is a global proc that has a chance to proc off any stalker attack and it will recharge build up instantly when it procs. That can lead to big bursts as well. It's much more consistent than using burnout every 5 minutes. Put a gaussian's chance for build up proc in build up for even bigger +dam buff in a limited window. If you toss the stalker chance to hide proc in Assassin's strike or other powers with a decently long recharge you can set up crits on demand as well for big bursts of damage. The stalker ATOs are game changers. Take advantage of those before you experiment with placate shenanigans, those ATOs take far less power pick investments and offer way more return on investment. Modern day stalkers play very much like scrappers, they don't wait to become hidden anymore because the chance to hide proc will do that constantly for them while they are attacking.
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Welcome to the game! If you are organically collecting inf just by running content then yes. They are more expensive than what you are able to earn as you are leveling. A good tactic for newer players is to run some story arcs/task forces/get explore accolades in lowbie zones for the merit reward. Turn those merits into enhancement converters at the merit reward vendor and sell those converters for around 70,000 inf per converter in the auction house (type /ah in chat to bring up the auction house). You don't need to sell all of them, but you can sell enough to outfit yourself. Those converters can be used to make even more money by using them to convert your crafted yellow/orange recipes and selling those crafted IO in the auction house. If you have questions about builds and stuff feel free to post those in the respective AT forums.
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This is what I do Ukase: Chain petcomall attack to a power, like a MM personal attack Chain petcomall follow defensive to a travel power You don't need binds for each tier of pets, that bind guide is overly complex and hardly practical for 99% of play situations, although it is a fantastic showcase of CoH's bind capabilities. In today's meta, you either tell all your pets to focus fire on a target or you are telling them to go into BG mode and follow you. Occasionally you need to tell them to goto spot X. That's about it. It's easy today to build for survival so that you can just tank the alpha for the henchmen. You'll lose some T1 and occasionally T2s from time to time but it's easy enough to re-summon them. If you are binding tray locations rather than specific powers and you want to 1 click summon your henchmen, you can create macros for each tier to powexelocation_self the henchmen and put those macros in the tray positions that you've bound keys to. If you want to get really fancy and do both upgrades for your henchmen with one key you can create rotating bind files to do so. Also, you can bind shift+those keys as well to give yourself some more bind keys. If you are using WASD as movement keys, consider moving those to ERTF, that setup opens up some real-estate and gives your pinky some purpose other than hitting shift or tab.
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Very good start, you can substitute a full set of makos for a full set of touch of death to hit softcap to both S/L and Ranged defense. But the defenses are solid the way they are currently. Reaction time provides a bigger recovery boost than stamina, you can move a slot out of stamina and put it into reaction time. You'd want some KB protection early on, a blessing of Zephyr kb prot in super jump will cover that hole nicely. You can also shave some slots from various defense powers that offer low yield like combat jumping and shuffle those elsewhere for some more cheap set bonuses but overall solid budget build, it'll only get better with more investment. The other blaster ATO set is a good place to start if you want to invest more.
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Pro-tip Decimation - chance for build up goes very well in seeker drones and it will proc almost every activation. Great on defenders/corruptors For those 2 ATs I slot seeker 3 piece whatever ATO set that gives the 10% recharge bonus and the decimation proc.
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Hello Capella, I looked at the builds posted. Agreed with the previous comments about end consumption. Also, turn the yellow dot on kick off, it skews your recharge. I would not slot kick with anything, the FF feedback proc won't proc often and it a waste of 2mil inf in that slot. S/L and energy damage are pretty common endgame so I looked at shoring those defenses up. Even though fire/cold defense is easy to get via winter IO sets, they are not as common and you'll be ok not having high defense against those types for the majority of content. Builds also tend to suffer offensively when you build very defensively. Damage isn't really the issue here, it's accuracy against higher cons. You can simulate your to-hit against +4s by going to options -> configuration -> Exemping & Base Values and setting the base to hit to 39. Then look at the accuracy field for your bread and butter powers to see if it's 95% or higher, as 95% represents your maximum chance to hit a +4 mob. For this reason every one of my builds tend to slot a kismet +acc and a lot take tactics if they are not using a lot of purple sets. There are other alternatives as well, LOTG gives a good 9% ACC bonus at 4 slots and I've often resorted to that on my defense armor builds that lean heavily into procs. Typical invul builds shoot for some sort of softcap with 1 foe in invincibility and that's usually good enough. Of all the attacks from energy melee, Energy transfer is the best candidate to proc because it doesn't cost end, that gives you a little more kick into an otherwise very defensive build. This is my draft of the build. Softcap to S/L/E/N with 1 foe in invinciblity, enough acc to hit +4s for most ST powers. The AoEs aren't going to be spammed against one target, but with 3-4+ foes in invincibility they will also have 95%+ chance to hit. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 49 Magic Brute Primary Power Set: Energy Melee Secondary Power Set: Invulnerability Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: Level 1: Energy Punch -- SprBrtFur-Acc/Dmg/Rchg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(3), SprBrtFur-Rech/Fury%(3) Level 1: Resist Physical Damage -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(5), RctArm-ResDam(5) Level 2: Bone Smasher -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(11), SprUnrFur-Acc/Dmg/Rchg(11), SprUnrFur-Dmg/EndRdx/Rchg(13), SprUnrFur-Acc/Dmg/EndRdx/Rchg(13), SprUnrFur-Rchg/+Regen/+End(15) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), Rct-ResDam%(17) Level 6: Build Up -- GssSynFr--Build%(A) Level 8: Whirling Hands -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(17), Arm-Acc/Rchg(19), Arm-Dmg/EndRdx(19), Arm-Dam%(21), FuroftheG-ResDeb%(21) Level 10: Resist Elements -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(23), RctArm-ResDam(23) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 14: Super Speed -- WntGif-ResSlow(A) Level 16: Unyielding -- GldArm-3defTpProc(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam(27), RctArm-ResDam/EndRdx/Rchg(27) Level 18: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29), SprBlsCol-Acc/Dmg/EndRdx(29), SprBlsCol-Dmg/EndRdx/Acc/Rchg(31), SprBlsCol-Rchg/HoldProc(31) Level 20: Resist Energies -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(31), RctArm-ResDam(33) Level 22: Kick -- Empty(A) Level 24: Tough -- RctArm-ResDam/EndRdx/Rchg(A), RctArm-ResDam/EndRdx(33), RctArm-ResDam(33) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def/EndRdx/Rchg(34), LucoftheG-Def(34) Level 28: Invincibility -- LucoftheG-Def/Rchg+(A), RctRtc-Pcptn(36), LucoftheG-Def/EndRdx(36) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(37), LucoftheG-Def/EndRdx/Rchg(48) Level 32: Energy Transfer -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(37), SprBrtFur-Dmg/EndRdx/Rchg(37), HO:Nucle(39), Hct-Dam%(39), PrfZng-Dam%(39) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(40), ShlWal-Def(40), ShlWal-ResDam/Re TP(40) Level 38: Temp Invulnerability -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Max HP%(42), UnbGrd-ResDam(42) Level 41: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(43), Prv-EndRdx/Rchg(43), Prv-Heal/Rchg(43), Prv-Heal/Rchg/EndRdx(45), Prv-Absorb%(45) Level 44: Mu Lightning -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46) Level 47: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(47), Artl-Acc/Dam/Rech(47), Ann-ResDeb%(47) Level 49: Electrifying Fences -- Artl-Acc/Dam(A), Artl-Dam/End(49), Artl-Acc/Dam/Rech(49) Level 1: Brawl -- Empty(A) Level 1: Fury Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7), NmnCnv-Regen/Rcvry+(7) Level 1: Hurdle -- Jump-I(A) Level 1: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(9), PwrTrns-+Heal(9) Level 1: Energy Focus Level 14: Speed Phase Level 50: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal Level 50: Cardiac Core Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1472;691;1382;HEX;| |78DA5594596F125114C7EF300305CA2A85D252A0D01628B423F864B4A6465B126B4| |96A4CD4F882D85EE82484121623DF428DC62713B726AE5FC1ADFA595CAB4D5C121F| |CC7866CEB9016E80DFDC73FE67B9CB50BABEE2AA568B2799347ABA5E69B7CBA75AD| |D0EB7962A356D53663046E01B368DE512AF73AEAE3678ABD6C349141D2BBCCA1B6D| |AE9E695CEBD6C15DB9AAD5B54E8FB9367676EAEA3AAF34B546CD694ECE3739DF729| |B8F45ADB6DD018757A8B678ABBDAD3583AB4D6D53A592DD72A9D2EEF0562F0C7D64| |8C7E24F831BE8CE916F6107A2C28CCF298B88B7CC5064531784A2B4C891393483B4| |0229155722966A4D34DF4205D5EA20FE9F12343B02FB2A820072574FE83695461BE| |9FD88603CC56EC4367D6A716CC2CD1228CB22347D1E83B863C749CB8841C3B415CC| |68C6F21CA21CA3A6861215A5888169684DE4649248DE60005070B1367C0E966E864| |EE08A67D07332F45C8DE23680C53FA494A3B9940BA007E122BFE1BB81F533789B79| |0B1DBC43BC83D500744E301CA1CA3C6A7A982057A0B8ADE823A0C2683695CC48D53| |07D3B1E138054413A2FD093A8C848F18208E21DF832A2299A7A25B22249EB907FB1| |C009A410EE6878C5191312A44947196321DA6CC1E405C9C68FC3EEEDEEC03E22364| |6A09DC8ACC52393CD1541BF901CC4951294995D245D96C23BD463C8B495E836A4E8| |8E78C7D81DB36FF1B9DF37F89BF906F8C3746B495F984C6EC67E217E257E4C237E2| |3EB20CC88943CE3DC1435C78865C7C4E7C417C89AC40904AF75D5665AB695415A28| |DF8112B5C01E4C5C9E6499C27719EC4530A1343878F71238A4AFFDDD6D787FC326E| |E98622046094CCA07D673F88B14566EA7E3807FF2512D8966D0DEF94ED021EC5F7A| |1C80C461E0C45DEC5B2F603DC05FB1FA45158DFCDF61BD4F7B2FD774F3F07390A62| |1D170727970627970727E6580E0C58FE031F96D03D| |-------------------------------------------------------------------|
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Don't let the totally supa dupa awesome disguise fool you. That's a panda. And there are many more roaming around on Excel. There are some penguins, pixies and fleas too from what I've seen. But those are not as cool as pandas. FACTS!
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I started on Torchbearer too because of the name is symbolic to CoH's history. But then I found my old SG/Coalition on Excelsior. It'll be a bit of a cultural shock if you do test the waters over at Excelsior. Watch out for Pandas, they are all over that shard.
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Are you having a hard time finding groups because of low population or because people don't take the initiative to form groups but they are always waiting for others to form a group so they can ask to join? I can definitely see the former being an issue on low population servers. I play mostly on Excelsior nowadays and I'll often see the latter. A dozen people asking for group in LFG over a relatively long period of time not one of those asking taking the initiative to form one and just start inviting. I also see people afraid to ask to join teams when there are obviously teams recruiting in LFG. One guys was adding an offer to pay with his request to join teams. Long story short I got him invited to our coalition and now he has an easier time getting on teams within that circle, without the need to offer pay to team. I've also invited all the people LFG but don't want to form their own teams, offer mission arcs they can run in their level range, and run those missions. Over a few missions I'll ask the mission holders if they are comfortable taking the star, and transition team lead to that person after they agree. I stay around, help them with setting rep/mission and teaching them how to recruit, and hang around for a few missions before I leave. They end up actually doing it! It's not terribly hard to start a team and now they know. The thing about a community is that sometimes you need to reach out, sometimes you need to coax people to participate. That's the other observation I have about this game. There are less people that are willing to reach out and engage, or they have their own inner cliques and choose to isolate themselves within those circles. I know that within my coalition, a lot of the vets that got back are a solitary bunch that only hang out with people within the coalition which are mostly refugees from the CoH SNAP. I can't tell you how many times I've seen people remark "I don't join Pick up Groups or invite people outside my circle because various reasons usually centered around PuG horror stories." How do you foster a community and attract new people if you shut yourselves in?
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Extremely good point! I think that is something I omitted from my posts. I implied it, but I should have explicitly stated it. I'm all for giving players a choice. If they understand what's all out there they can make their own decisions about how they want to play the game, and that gives them more opportunities to latch on to something that can keep them coming back.
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Streamers and boob physics Mommy mayhem just got real. Watch Excelsior and Everlasting go red for DAYS!
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Don't skip cosmic burst. It does good damage and you can use it to stack stuns with Thunder Strike or Force of Thunder. From a survival perspective do you think melee or S/L defense the moment you think of the term blapper? How many mob do you think you can get within melee range at once? 5, 6? Are mobs using melee attacks against you when they first spot you approaching? What about mobs that run away and shoot you from a distance, or scattered mobs on certain maps that aren't clumped together. Do you think that just because you have melee powers that means you need to STAY in melee range? I see a lot of players shooting for melee defense on a melee blaster and by itself it's a complete waste of time. Some mobs are perfectly content shooting you and melee defense does nothing against those. S/L covers more attacks but non-s/l attacks will get through. Range defense catches all range attacks thrown at you and as long as you can maneuver and keep at Tiny bit of distance between mobs and you, you force them to either chase you or shoot you. In my experience S/L defense and Range defense form a good "catch all" combo. Ranged will take care of most range attacks and S/L covers most melee stuff and a lot of AoE attacks as well. If I need to prioritize my defenses, it will always be range first, then S/L. The game has mechanics that allow you to keep your distance even when using melee attacks. I know that procs are all the rage but I see that build running out of end a lot. You are going to be cycling some very high DPA attacks that are not slotted for any endurance reduction, and your recovery is not going to be able to keep up. Procs makes more sense for ATs that have solved for survival because they can afford to redirect slotting to more offense. Blasters are in the other spectrum, they do damage already, they need survival to balance it out. You can get that through teaming and getting buffs, but if you want to be more self sufficient that's going to impact your build design. You also have zero slow resistance. You won't feel the pain unless you go up against mobs that slow, but even a caltrop patch can just show you how annoying not having any slow resist is. Blasters are not meant to stand still and faceroll stuff even if they have high defense, and a slow/immobile blaster is a dead blaster. Slow resistance also resists -recharge effects, have a few council galaxies land hits on you and see how your recharge plummets. Do you like that? no? then build for some slow resistance.
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Did you miss the part where I said I PL from time to time? It's literally in what you quoted. I never said anything about nerfing AE, I literally also said that in what you quoted. I'm not going to rehash this. Internet arguments go nowhere, but at least now I have a few more dense people to add to my list.
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Reviving a classic - time to bring my Fire/Electric into modern times!
Nemu replied to Onlyasandwich's topic in Blaster
You could definitely go that route as long as your can keep stuff inside your control zone. Remember that both powers also have a target cap. I can also make the argument that the time you spend positioning mobs is also time lost killing and time spent taking hits. Range defense is especially important vs scattered mobs and vs adds and the reality is that you won't have the luxury to clump every mob and make use of the TS/FOT chain. My build has almost softcapped range defense and around 40% S/L. The thought is that I can skimp on S/L a little with all the melee range mitigation and that allows me some wiggle room to proc the power that can benefit the most from procs which for me is shocking grasp. Since it's a DoT the extra procs add more bang for the buck compared to other powers that deliver good damage up front already. That said if you want to go all damage and you have sufficient support/skills that enable you to do so, go for it and try it out. If you feel it wanting then there's always the defense route. -
Reviving a classic - time to bring my Fire/Electric into modern times!
Nemu replied to Onlyasandwich's topic in Blaster
You will need it from time to time if you've been attacking a long time without pause. But I use it as another layer of mitigation to drain stuff i.e Weakened Hami during LGTF. You don't need it, but I include it because it's an emergency end recovery tool when you need it, and the set bonuses are decent. I would imagine you'll need it more than me with a proc heavy build. Your build is more offense oriented for sure but 43% global recharge may take some wind from under the sails from those powers you proc and wish to spam, even with the aid of the 2 FF procs. I built mine to be a tank-mage, and part of that magic is being able to get TS and FoT recharge down to where I can reasonably chain them for a couple of cycles, which accords me the ability to face tank a group with a few +4 bosses (and look good doing it) from time to time. Scorp shield has synergy with that game plan to add an additional layer of mitigation on top of the active soft controls, and it's also an opportunity for more global recharge slotting. I'll admit that without scorp shield or a decent amount of s/l defense I'm reluctant to stay in melee, and that kind of goes against the point of taking 2 PBAOE KD powers with the intention to cycle them in the thick of melee no? I'll also admit that even with Scorpion shield and the 2 KD powers I still joust hits, over time you sort of develop a 6th sense of when bosses and other threats are going to retaliate with a big attack and that's when you joust away and let dumb mob AI work to your advantage. And if you do get hit by a big attack as you joust away, you make sure they can't follow up with a second big hit to finish you off. -
Plenty of people have put up their Nerf AE comments in their posts but mine gets quoted and singled out even though mine made no such calls to nerf AE or powerleveling. I'm not responding to any of the other Pro-AE comments that aren't quoting me, because I read the posts and take them into context before I respond. Frankly I detest the responses directed at me because you hide your fear of losing AE for YOUR own enjoyment behind some noble pretense of "this is going to cause other people to suffer." I can just as well use your own argument to me that "you don't know that" on that claim. Whereas I am genuine about my feelings about helping newcomers learn and love this game and AE is one of many tools that I have at my disposal for enablement, I'm not sure if your pro-AE intentions are rooted in the same cause. Whereas I'm calling for everyone to help newcomers in different ways you are just calling to "not touch my AE." No I think your intentions are just selfish, and you just don't want something YOU love taken away. And that's perfectly fine, but don't try to spin it as something that benefits everyone. That argument is weak. If people want to respond to the Nerf AE rants, go respond directly to those, and leave me and my posts out of it.
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Blaster. Avoid ATs with Mez protection. They teach newcomers nothing about the game. If you want to teach him the various nuances of the game and establish good fundamentals, go blaster. If they are supported/built/played well they can wreck shop and they are exhilarating to play, if they are supported/built/played poorly they die with a look. Experiencing that dichotomy and learning that not everything in this game is derp lol melee ROFLSTOMP with incarnates will make him a better player overall. And he can take those fundamentals and be a better teammate when he playes support ATs as well.