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Nemu
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Most folks tend to ignore synergy and go with thematic matching combos like fire/fire, ice/ice, etc... Here's my heroside breakdown On the blaster side Fire/Fire/Fire is very popular, as well as energy/energy/force. Emp/Psi is pretty cliche and popular back in the day when people thought rocking their aura = doing their jobs and new people that played support wanted to be "sexy nurse healorz" and be congratulated on their "great healz" and pouted when people don't "gather around for RAs". Meanwhile dark/darkity/dark defenders stood up in their own emo ways against the Healzors tide and fought back. This became known as the great "Nurse X vs Dark X" war. Inv/SS tanks are pretty ubiquitous even today, and back in the day Stone tanks were "required" for harder content, you can stay on theme and go stone/stone, since you are already making fire armor brutes I'm skipping fire armor for tanks. (otherwise I'd also recommend a dumpster diving Fire/Ice Tank) Wolverine clones were everywhere when this game came out so Claws/Regen is pretty cliche, when dual blades came out with willpower there were so many DB/WP scrappers even though there was very little synergy, but I'd rank that as a cliche pairing given the history and context of this game. Ill/rad is the classic AV killer back in the days, and fire/kin trollers were the premier farming troller, so those two are both very cliche Sentinels are too new for me to give any historical context so I'll pass.
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Early AoE potential and consistent leveling experience typically means you'll want to go with an offensive primary. If you want to pair that up with debuffing and some controls I'd recommend a corruptor. Water blast is all around consistent, and all attacks keeps you at range. Pair that up with trick arrow and you'll have a pure ranged combo where every level up brings meaningful additions to your toolkit. Alternatively you can try the blaster variant, trick arrow and tactical arrow share some similarities, and most blasters don't have to worry about running out of endurance too much when they hit level 20, I'd recommend the water blast/trick arrow corruptor if you are looking to explore playing with more debuffs though. Water blast has a self heal, so the only thing you really need are some breakfrees for mez protection. The combo also doesn't need heavy IO investment to do well. If you lean more towards the control route I'd go dominator, but perma dom is expensive and there's a steep performance difference between perma dom and not perma dom. Controllers just don't kill all that fast, containment helps but most combos won't do a lot of damage without heavy IO investment or late game powers like fulcrum shift. You can certainly still solo with them but I think you will find it tedious after a while. Defenders suffer from having their attacks as a secondary powerset. Some combos can be front-loaded with buffs/debuffs from your primary that you want to get ASAP such that you can find yourself with only 2 attacks in your mid teens. That doesn't spell a consistent solo leveling experience.
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The recommendation depends on a few things: How much inf do you have/ or are you willing to invest into this build? Would you rather have something that blooms early or something that matures later? (ultimate potential vs consistent leveling experience?) How fast do you want to arrest stuff?/Are you more interested in exploring non-damaging options like controls/debuffs/buffs? What's your attention span and skill level relative to how busy some sets and playstyles can be? For example: Are you more of a "I stand/hover in one place and hit stuff" person or a "I'll move around to position my attacks and take advantage of movement/terrain kind of person?" People will say all ATs can solo that that's true, but some are more of a pain to solo than others. Some have a higher skill ceiling than others, and some require quite a bit of investment to shine.
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Praetoria content is paced very well that you don't need to bump your rep to compensate for content gaps between the level milestones that grant you new contacts. In fact I have done that 1-20 run several times across multiple ATs on -1/1 setting stealthing objectives where I can, and I can still comfortably do all the arcs and acquire all the contacts organically. Any AT that wants to solo lowbie content should focus more on offense than defense. At those levels your investment gets better returns on being able to kill stuff rather than being able to survive. I don't even bother picking up shield toggles that don't grant mez protection when I run though those lowbie levels. What I will prioritize is anything that is a) passive and provides a free boost to my survival, b) benefits damage or c) benefits my endurance consumption/recovery. If you have money then go rad and start proccing rad therapy at level 8, Take Gamma boost as your starting pick and skip both alpha barrier and proton armor until your mid-late teens, you can also defer fallout shelter until your early-mid teems. Mezzes just aren't a big problem in the 1-10 level range. This will allow you to cram more attacks in. Having some sort of stealth is also beneficial. Some maps Goldside are huge and stealth helps you get to the end objective instead of fighting/dragging aggro.
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Knockdown does a good job keeping stuff in the patch for more ticks, and if it's active knockdown you can also slot Force Feedback (FF) procs in them. Provoke won't stop stuff from running out of the patch, it'll encourage mobs to run back into the patch after they run away, how much time do you want to waste waiting for that? Provoke also doesn't have any -range debuff so you might also just get mobs that run out and are perfectly happy shooting you. Slows are in the same boat, they are subject to the purple patch and you'd have to invest in slows heavily to see marginal difference especially vs higher con mobs. If you really want them to stay put, nothing short of holds/immobs will glue them on spot and scrapper don't have an abundance of mass immob/hold options, knockdown is much more available. If you knock stuff down a few things happen: enemies can't attack you because they are too busy trying to get back up, they stay in the patch longer while trying to get back up, and you can also have a chance to proc FF, making your burn recharge faster, see the synergy? There are primary sets that offer good synergy via knockdowns with fire armor. Stone, ice and electric melee come to mind with guaranteed knockdown/up powers. Don't bother with provoke unless you want to dip deeper into that pool for fun shenanigans with invoke panic or even unrelenting and none of those powers have anything to do with keeping stuff in burn patches. The reason I'd take the presence pool for a fire armor scrapper would be for invoke panic first and foremost, as it has a wide radius, decent recharge, and is a good alpha breaker that gives you some breathing room. Unrelenting may give you a momentary boost to stay alive through the most challenging situations. Burn also does a lot of front loaded damage now so runners are less of an annoyance if you are just concerned about getting the most out of burn. And if you slot a few procs in burn you can one shot fodder on cast. Also, DO NOT slot any of the KD procs in burn, it will cause knockback because the ticks stack up very quickly to stack KB mags which turns KD into KB.
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No, if you only need to stay in the air and not be mobile then you don't need hover. I've used the P2W temp fly powers for higher difficulty encounters when I absolutely need to be off the ground. Hover is cheap on endurance and much more desirable if you wish to move around the battlefield with more precise control, at the same time I would always take evasive maneuvers for added mobility, immob protection and -fly resistance. However most hover blasters I see are not the mobile type since they have no reason to move/position due to not having melee attacks. In my experience, those types of blasters that skip their entire secondary also don't burn through end as much as a rabid melee blaster that uses all their tools, so the cost of sustaining mystic flight/fly is much more manageable on those builds. TL;DR if you are of the mindset that blaster is all about keeping at range and pew pew pew in one spot then any form of flight will do. If you take advantage of your melee stuff and you want to constantly move around for better positioning/use melee attacks ditch hover, grab combat jumping, and use a P2W jetpack if you really need to stay off the ground for those rare occasions where it actually makes sense to do so.
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I suggested panda roll as a travel power. That should priority #1 and many pandas agree.
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Here comes a new Challenger! This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Sorcery Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Leviathan Mastery Villain Profile: Level 1: Single Shot -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Acc/Dmg/Rchg(3), SprDmnofA-Dmg/EndRdx/Rchg(3), SprDmnofA-Acc/Dmg/EndRdx/Rchg(5), SprDmnofA-Rchg/DmgFear%(5), SprSpdBit-Rchg/Global Toxic(7) Level 1: Crab Spider Armor Upgrade -- GldArm-3defTpProc(A) Level 2: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9) Level 4: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), SprWntBit-Rchg/SlowProc(13) Level 6: Boxing -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(15), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Dam%(17) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(19) Level 10: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(19) Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(21), Rct-Def/EndRdx(21), Rct-ResDam%(23) Level 14: Tough -- StdPrt-ResDam/Def+(A) Level 16: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(23), Erd-%Dam(25), Obl-%Dam(25), ScrDrv-Dam%(27), FrcFdb-Rechg%(27) Level 18: Enflame -- Rgn-Dmg(A), Rgn-Dmg/Rchg(29), Rgn-Acc/Dmg/Rchg(29), Rgn-Acc/Rchg(31), Rgn-Dmg/EndRdx(31) Level 20: Tactics -- HO:Cyto(A) Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(33), ShlWal-ResDam/Re TP(33) Level 24: Jump Kick -- Empty(A) Level 26: Spring Attack -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(34), Arm-Dam%(34), FrcFdb-Rechg%(36) Level 28: Kick -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(36), Hct-Acc/Rchg(36), Hct-Dmg/EndRdx(37), Hct-Dam%(37) Level 30: Spirit Ward -- Prv-Absorb%(A) Level 32: Rune of Protection -- UnbGrd-Max HP%(A) Level 35: Spirit Shark -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx/Rchg(40) Level 38: School of Sharks -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(40), GrvAnc-Acc/Rchg(40), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(42) Level 41: Arctic Breath -- ShlBrk-%Dam(A), TchofLadG-%Dam(42), ImpSwf-Dam%(43), IceMisTrmt-+ColdDmg(43), PstBls-Dam%(43), Bmbdmt-+FireDmg(45) Level 44: Bile Spray -- SprFrzBls-Dmg/EndRdx/Acc/Rchg(A), SprFrzBls-Acc/Dmg/EndRdx(45), JvlVll-Dam%(45), Bmbdmt-+FireDmg(46), PstBls-Dam%(46), Ann-ResDeb%(46) Level 47: Summon Guardian -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Conditioning | Hidden Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Empty(A) Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7), NmnCnv-Regen/Rcvry+(50) Level 1: Hurdle -- Empty(A) Level 1: Stamina -- PrfShf-End%(A) Level 4: Arcane Power ------------ ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1422;693;1386;HEX;| |78DA65944B4F534114C7E7F64E29AF82485B1EE52DE551A0028A89AF44826002C5A| |045B6CD15FAB8DAB4F5DE6A34AEDDB9F1059A283E16C6F8488C0BE51BB8F213E8DE| |156F372E4C3DDCFF99003A49FBCBFCCF3973CE99993BD337CF5626931367841618C| |B18B61D1FB58CF9743667C763B9CC8299B03CE78DC275CBC8E88286877EA17F3DEC| |C898655C8EC7F2E642C2526268D632CCAC994DC5CF190BA94461BF93328ACA995C2| |E1389E5ACF98475CBEB4C26CC54BA403698A209234F936A35A1683B6DE683E37973| |3E32373E3A1B8F266E9846216D64E3D3865DA065EAA9C836C14373FE8B6EF1901A1| |892C2B5C85C02E563E613B0E49A74F8A9623758886118BF90A8B1A8697ECD114BFF| |D0B4598AFB212174588B527F83654ADF82E5EF98EFC1CA0FA0463BEAE620B73B296| |04C815569A6091EB8C2BC0A0628D8A3CAF170390783A8F501955326D858F6DD05E3| |0FB086222B3852AFE048DF1A227DEB60601BD4C9D9ABB6C25BA739DDDEA5E5AB051| |75EFD14DD0496C1FA3597E3542FB042E36D6C51E31DA47F44C1355C9BAC1986D874| |8479146C19611E036BA98C5A5546ED0841EA4292E8578DF8B9919609A46D9B644E8| |17E72AEE39A455D9106DD7A211AD4FE371C47A6B61360FB49E629E669F010B7E1A2| |F5829C5C06BBD8D8C3EC053BC3CC3EF01EF5DEAC8A685E45658B24B6F28688D6DF1| |0778EA143DDDF8E6738F3CE65B0EB39F305F325D8FD0ADCA0E010A791A10BC8DD7D| |9119037B679997C08F5E217A54C69E12DD39B4DE6F30865FE3E4C3556ECC5790A9D| |F85F926B9F7710FEEBE15DC84FECFCC0EF434C0CE031C3CF013FA1621A23247D691| |F1F0067393B9050E6D337F813E3A8741B57B837C099AA47A02763E60E7B0A7E4EE3| |75D8CEEB39761A519A91C48D49CA0D5F2BD0F8123ADEF915CA29D1F8E4952BAA9A8| |39E45FFB3F6E639FB484945FC342E89CB2F817DD9FDBCF| |-------------------------------------------------------------------| Procced out arctic breath is very strong. You will need plenty of external acc bonuses to forgo any accuracy slotting in it. Since you get a freespec at 24 I don't consider picking crab armor instead of wolf armor cheating. This gives you mez protection and range softcap. If you really need a heal there are P2W temps for that.
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I'm perfectly aware, and I listed your options. My point is: You sunk 3 picks into a power that works half the time, what do you plan to do while ROP isn't up? There are multiple ways to counter Mez: mez protection is the most obvious, but there's also having high defense, and breakfrees. ROP becomes more valuable at higher levels of difficulty due to the resist, do you plan to play at that level of difficulty such as +4/8 no insp no temp ITFs or relentless Aeon and such? A high defense build can help you avoid some mezzes and also help you avoid attacks even if you get mezzed. Defense set bonuses aren't like defense toggles that shut off their buffs when you get mezzed, set bonuses work all the time as long are you are in the level range that benefits from the set bonuses.
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Disregard the build as that was created prior to some blaster power shuffle that took place. Read my comments on Electric manipulation I repeat my sentiment here. Snipes have been reworked to behave like normal attacks without an interrupt if you use them during combat. They are not just for openers anymore and skipping them is a huge mistake. Zapp is NEVER the right power to skip unless you are chasing some self imposed restriction/concept like no range attack melee only blaster. If you are pondering on powers to skip, you can usually skip charged bolt and voltaic sentinel. Charged bolt because with a decent build you will be able to cycle lightning bolt fast enough while mezzed and with a decent build you can string together a decent single target attack chain without charged bolts. Voltaic sentinel because unless you have permanent mez protection it's pure garbage. Imaging having to spend 3 seconds retoggling it on every time you get mezzed. It also has a significant endurance cost to run it. You can skip havoc punch from electric manipulation. If you want to maximize your potential as an /elec blaster I recommend you keep everything else. On Mez you can go 3 powers deep into sorcery and pick up a mez breaker that has 50% uptime, or you can build for defense and learn to use insp combine and stock breakfrees, because you'll need to do that anyway during ROP downtime. If you want to venture into the world of melee blasting you should understand what the risks are and how to address them. Builds help, but so does understanding game mechanics and the art of movement. If you believe that you can play a melee blaster by planting yourself in one place and pew pew/punch punch you are going to learn some very painful lessons. If however you want to stay out of melee as many players do, then you will not extract the full potential of this combination. There are other combinations more conducive to playing a pure ranged blaster.
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Looking for slotting suggestions. Elec/Ice/Mace Blaster
Nemu replied to KaizenSoze's topic in Blaster
Infiltration loses all defense bonuses when you are attacking. It's hard to up your S/L if you skip the ST melee attacks, which are the easiest way to shore up S/L defense. I'm not sure if you are going for a budget build here but 5 piece blistering cold and a few rectified reticles here and there will put you pretty close to 40% S/L defense. Since you want to keep your power selections, and I don't agree with them if performance is what you are seeking, neither from a power pick nor progression (for exemp content) perspective, this is what I ended up with: 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: Ice Manipulation Power Pool: Concealment Power Pool: Leadership Power Pool: Fighting Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Lightning Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Chilblain -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9) Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(13), Artl-Acc/Dam/Rech(13), Artl-Acc/Rech/Rng(15), Artl-End/Rech/Rng(15) Level 4: Infiltration -- LucoftheG-Def/EndRdx(A), BlsoftheZ-Travel/EndRdx(17), BlsoftheZ-ResKB(17) Level 6: Short Circuit -- SynSck-EndMod(A), SynSck-Dam/Rech(19), SynSck-EndMod/Rech(19), SynSck-Dam/Rech/Acc(21), SynSck-Dam/Acc/End(21), PwrTrns-Dam/EndMod(23) Level 8: Charge Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(23), GssSynFr--Build%(25), GssSynFr--Rchg/EndRdx(25), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--ToHit/EndRdx(50) Level 10: Frigid Protection -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(27), PreOptmz-EndMod/Rech(29), PreOptmz-EndMod/Acc/End(29), PreOptmz-EndMod/Acc/Rech(31), PreOptmz-EndMod/End/Rech(31) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(31), StnoftheM-Acc/ActRdx/Rng(33), StnoftheM-Dmg/EndRdx/Rchg(33), StnoftheM-Dam%(33) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(34), Rct-Def/EndRdx(34), Rct-ResDam%(34) Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(36) Level 18: Tactics -- HO:Cyto(A) Level 20: Ice Patch -- RechRdx-I(A) Level 22: Victory Rush -- EndMod-I(A) Level 24: Boxing -- Acc-I(A) Level 26: Voltaic Sentinel -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/EndRdx(37), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(37), SprDfnBrr-Rchg/+Status Protect(37) Level 28: Shiver -- Acc-I(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 32: Thunderous Blast -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Dam/Rech(39), Artl-Acc/Dam/Rech(40), Artl-Acc/Rech/Rng(40), Artl-End/Rech/Rng(40) Level 35: Freezing Touch -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Rchg/Dmg%(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43) Level 38: Frozen Aura -- Arm-Dmg(A), Arm-Acc/Rchg(43), Arm-Acc/Dmg/Rchg(45), FuroftheG-ResDeb%(45), Arm-Dmg/EndRdx(45), Arm-Dam%(46) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(46) Level 44: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48), UnbGrd-Max HP%(48) Level 47: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(48), ShlWal-Def(50), ShlWal-ResDam/Re TP(50) Level 49: Assault -- EndRdx-I(A) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- EndMod-I(A) Level 1: Swift -- Run-I(A) Level 1: Hurdle -- Jump-I(A) Level 1: Health -- Pnc-Heal/+End(A), Prv-Absorb%(9), Mrc-Rcvry+(11) Level 1: Stamina -- PrfShf-End%(A) Level 1: Shocked Level 49: Quick Form Level 50: Musculature Radial Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1435;686;1372;HEX;| |78DA5594EB4E134114C767BBBB140AB59482DC2F2D42B18552301AE3251A15122E4| |D883C0059DBA56CD2B44D5B8CBC8189D76F267253A3A84FA346BFE9132817133E28| |6252CFCEFF4C2C9B6C7F9DFFCCB9CC99339BBA77AB697979FABAD0FC377356B9BC7| |4837E2B76C94C5959272DDCC74B6F3FCB4BB7AD7CD6CE24A67276BA5272D2560E06| |036A7E71B5582C942A8999B4BD94B2F24E713567559C425E04170A855C62267FD72| |93B779C9C53590B4865DEB63276A9BCE214FD723CED64572A4E3EEB93A3C5A26D67| |3AA78A4E3AA122A42CE9DAFDBFD641A945E81D77F3D464B655536C12260CE1D9626| |E83C60BE64BB0EE1578BFC6D8A38CEBD8B89E8D93EE1A1541D34D29FA0CB0C964D6| |81A7BCCC7A304025D45504BD599362F3570FF80D9CA059534530BF1B526CF9C1DC0| |55BF798FBE0E94370529E930663EF6BF218A2C93760C77B44E8780B76ED70C477E0| |03B26AD0D8B8E1173C76FD067B8E987FC0BE63E65FF01C593572DA46E30754ABEF2| |338F089F999F9050C5241FC6CA4FBDB5090F0BE0E1E300FC187B42AC07BD302EBD8| |D3E00618224F41F62482E709862E1E11424A0CC511732726449B60B16D00A246E6E| |D6A657B1744D74BA73A894E817D0E6A4C0F7846671A4C137C4C56DDCA63377B8C50| |985E16B55E4E689879C1BD5F2A5C3FB7D630B7D630B756945B2BCAAD15E5D67AE2D| |E00651C798E8A9D5D676E3037C1D836730B7C4A56435C1273E822BA2176191CBDC4| |BC86C5A357301EBB0A1E370B31A29A7A84CF70AC95C94DAED3C6E31CC1139F84A77| |1B7E2BDC4238C0D5A9450DD90604FE3D3989C9865CE812DB438A9EA9B0CA38461E3| |FF15AEF618423D55775CAD8AF99A79EA756C60C1501A891A37C49EAF76E518C4FD1| |3E208C4035FED67238CECEAF740DF2CCD440DF1F384E533BE8771296664B673D496| |49CEA23A1F12F23B2007FF00E5D8C574| |-------------------------------------------------------------------| Range defense is more important than S/L defense, you got plenty of tools to neuter things that get too close to you but you have no control over things you can't interact with. My take on the combo if built for defense would look something like this: 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: Ice Manipulation 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: Chilblain -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg/EndRdx(9) Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(13), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(15) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15) Level 6: Short Circuit -- PwrTrns-Dam/EndMod(A), SprAvl-Rchg/KDProc(17), SprAvl-Acc/Dmg/EndRdx/Rchg(17), SynSck-Dam/Rech(19), SynSck-EndMod/Rech(19), SynSck-EndMod(21) Level 8: Charge Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(21), GssSynFr--Build%(23), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(25), GssSynFr--ToHit/EndRdx(50) Level 10: Frigid Protection -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(25), PreOptmz-EndMod/Rech(27), PreOptmz-EndMod/Acc/End(27), PreOptmz-EndMod/Acc/Rech(29), PreOptmz-EndMod/End/Rech(29) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(31), StnoftheM-Acc/ActRdx/Rng(31), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dam%(33) Level 14: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(33) Level 16: Ice Sword -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(33), Mk'Bit-Dmg/Rchg(34), Mk'Bit-Acc/EndRdx/Rchg(34), Mk'Bit-Acc/Dmg/EndRdx/Rchg(34), Mk'Bit-Dam%(36) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 20: Ice Patch -- RechRdx-I(A) Level 22: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(36) Level 24: Kick -- Empty(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37), UnbGrd-Max HP%(37) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(37), ShlWal-Def(39), ShlWal-ResDam/Re TP(39) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(39), Rct-Def/EndRdx(40), Rct-ResDam%(40) Level 32: Thunderous Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(43) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43) Level 38: Frozen Aura -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Dmg/EndRdx(45), Erd-Dmg(45), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-%Dam(46), Arm-Dam%(50) Level 41: Freezing Touch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(48), UnbCns-Dam%(48) Level 44: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I(A) Level 1: Health -- Pnc-Heal/+End(A), Prv-Absorb%(9) 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 ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1439;679;1358;HEX;| |78DA55935B4F135110C7CFDEA05C2AC5020501B923B6502826BE991815128426443| |E00D9B44BBBDAB49B5212FD06C64B44A331118A9278FD1CFAAE46DFF40BA85C4C78| |50445367CF7F4E289B6E7FBB33F39F3367664FF2FAA5C6A5A5E9F3420B5ECCD9CBC| |B8B17E8BFE414ADA49D7153C2BF6AE9EE61F3E2153B9F71D2F1A99C932A15DD949D| |83A057F917563CAF502CC56752CE62D2CEBBDE4ACE2EB985BC689C2F1472F139C7F| |6DC7CA65EBE2C788E930ECAC76937932D91A34945A59DE272D6F53AA63C371557C9| |93B6CCEA3FDF68A7AA06E81EF74BD464A1154B0853888429748DA983A6C134C11A0| |BBC5925D64559C0B9010636C1093F46ADA0199634D69B4C0B6CAC61D682C702601B| |75CF60B166B46A70FEA3D76E53240896E0CCD69E5F539D086DA2B6D033F0F80FE61| |6D8F21D9C94A3D120AE7DAEC3F9026C7BC37C09B6BF0213AFC1DBA4AA537BAAFB85| |8CEDBFC113FBCC3F60D701F32F7886540D2C361BDEA34B273F303F323F81BD9FC10| |16A4490F7AA05BFA08CDEAFE02DB236A9729A96589901FBB24C977995335E03FB29| |73B36A71734CC82E0E30EF12C2EC14E118147708ADAA96D675AA214CE9CAA04EE92| |2EC14910A5DC22053079BF48E882687373869C86483FBA049419DBC92D1C9931E9C| |8673F83273166CA6E06E15DCCDC1C33B709EDA65EE8167FD03A8BAD3F3849D6BE0E| |9756699B901469F82072121FAD527DECF2B4543CC167095BC436A85A10D8C79B4CC| |FCA6CB0D8F6E83633B60E21C86778F5423EA2B1E598568EC3EF30138FE90F988390| |371981A1153C38BAD6104091E490B39E36A1471AE3D42C609659CE8C42EBB4CA1AE| |0AFDFCA1F5998767BB3257F54207126BCF9BCA46464D8AB6EBABE3C6F0B9EC56193| |5D1871503DBE0CE11C508143F8F181FF3198C49635A16341B3DDC45E56DF4F06C54| |DE557BFE03272CD2CB| |-------------------------------------------------------------------| I think Voltaic Sent is a trash power and not worth the end sink. 3 second cast time and detoggle makes it a hassle against mez heavy groups. If you have a habit of skipping death shroud on a /dark blaster there's no reason for you to embrace VS. I also put a lot of emphasis on slow resist on my blaster builds. You don't need it against all encounters but when you get slowed and you have no slow resist life will get very painful. With all the melee range mitigation you can comfortably drop your S/L to about 40% and still do fine in melee range. -
Dark/TA is a to-hit debuff master that plays well at range Fire/TA has 2 blind/to-hit debuff and hotfeet lights oil slick, this is a more damage oriented combo that still has enough control and debuffs, as is Plant/TA Grav/either TA or Poison has wormhole synergy Mind/TA has synergy in entangling arrow giving mind control an immob to stop runners and setting up containment, same with Illusion/TA I typically look at positional synergy. If a set has cones then I'll try to pair it with a set that doesn't have too many melee range or PBAOE powers. Targetted AoEs compliment both melee and ranged play. Plant, Dark, and Mind control all have cones, and if you don't want to hop around the battlefield all the time then avoid pairing them with secondaries with PbAoE powers like Poison (assuming you don't take or use neurotoxic breath, which a lot of people skip). That's pretty much it.
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Which is why I prefaced my first post with a question regarding his intent. It's all good. If he decides that he does want an OP support character than you've given him a lot of info to sink his teeth into. Too often these posts devolve into subjective posts about personal preferences that veer way off track. I'm just doing my part in answering questions as they are asked 😁
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The OP had very specific requirements in his ask. I see the discussion on EA as irrelevant for this ask as the set doesn't fit the OP's top 2 requirements. I'm not debating the potency of EA nor the speed at which one can drain, but I do find those conversations veering off track as to what the OP is asking for. Had the ask been "Post your favorite most OP support build" then yeah sure. I'll jump behind the EA train as I did here, back in 2020.
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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.