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Nemu
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AR/Tac Arrow Blaster or AR/Trick Arrow Corruptor?
Nemu replied to JnEricsonx's topic in General Discussion
You can get LRM on a blaster and be the RAMBO you are meant to be. i27 Rambo Build - Blaster - Homecoming (homecomingservers.com) -
I think power gamers will only use the empowered buff for seismic force with a gaussian's proc. I tried the other empowered powers and found the timing unreliable since building stacks of seismic force and getting the actual buff to proc is not as cadenced and thus predictable as building charges in water blast. With the latter is 1,2,3 go, with the former it's 1,2,3,4?,5?,6?,7? ok now I get the proc go. I tried the other spenders, the lack of consistency in anticipating when I can use them in a chain starts to annoy me once I got past the novelty of a new set. Aim though, that's always a nice low investment buff to have and I see the whole mechanic as a free stalkers ATO build up recharge proc which I'm actually cool with.
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You are going to get all sorts of KB lovers coming out of hiding to tell you to F* off. This topic is even more contentious than your auto-level to 50 suggestion. You don't know what you've gotten yourself into. The only way to top this is to make a dedicated emp healer thread.
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It's a very subjective term. It's not the best at damage, even with procs it's still limited by cast time, and procs are not guaranteed damage because nothing has a 100% chance to proc. For that reason it won't be the best when you compare it to high DPA sets like fire blast or ice blast. If you want to do a lot of damage very quickly, rad blast is middle of the pack. I prefer to define success and fun as "Does it do the thing that I want it to do?" Goal setting and synergy is important to me. Synergy on blasters could be playstyle (melee vs range), it could be Stacking similar effects (stacking ice holds with a secondary with a hold for example, or for one of my builds a rad/dev blaster that stacks -def with high +to hit to make sure I can hit ANYTHING) Synergy on support ATs could be playstyle, it could be mixing debuff types or stacking them (I have a Poison/DP defender that focuses on -dmg, and this build here that uses -def to make room for procs and shave off kin slotting to maximize damage) What does best mean for you?
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I propose a skill check. Start a level 1 character, no insps no temps(that includes beast run/athletic run/jetpack and such) no stealth. Run from atlas to hollows, go through hollows through the gulch and make it all the way up the mountains then back down to the skyway entrance, without dying. That's part 1. This will test your understanding of aggro radius. Part 2 - blaster wtih basic SO slotting, level 15. Clear 3 groups of pumicites +0/8 in a trap room with mobs around both corners and a third one directly in front. Insps/temps allowed, no deaths. This will test your awareness, insp prioritization, kiting, and pulling. Part 3 - repeat that exercise with a mastermind to see if you actually understand how to control your pets. If you fail, you need to work harder.
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Well, if you are talking 100% chance then no, Earsplitter has a 75% chance for a mag 3 hold and that's still pretty high. I don't think it's game breaking to have 2 100% holds in one set especially if you consider the leveling progression and how far these powers are apart from each other. An ice/electric/dark/dual pistols blaster can already use their hold + the mag2 hold from certain blaster secondaries early game as mitigation, having a 100% hold at level 38 doesn't change that. Having said that I'd rather not have a mag 2 hold. I'd like Earth Mastery to have a bit more smashy AoE goodness, Can Tremor also have an alternate animation, like the one atom smasher has? Build up seems generic, can we do something like "strength of stone" where you get a reduced damage buff but add additional smashing or lethal damage to all attacks, kinda like toxins or envenomed blades from dominator Martial Assault? I like the idea of free rocks with all attacks. Who's with me?
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That depends entirely on how you approach this game. Do you play for fun or do you play "the best?" This post is about synergy, not about squeezing maximum performance out of an AT.
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Sonic Manipulation says hello! I'm intrigued by salt crystals. Now that sleeps are autohit it might be useful as a tool to detoggle annoying mob powers like darkest night or hurricane. It's the perfect place for the fortunata hypnosis placate proc, the fact that it takes -def sets is just gravy on top. It won't make it into a mainstream meta build but it could be a fun off-meta power to play with. I wouldn't say no if it got replaced by fault though, fault is fun, more fun than salt crystals. Blasters need more KU.
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Focused Feedback: Dr. Aeon Strike Force
Nemu replied to Booper's topic in [Open Beta] Focused Feedback
Cobalt Arachne I understand that higher difficulties award more salvage but merits and salvage are accessible through other content as well. People are lazy, they will take the path of least resistance. If they can get meirts/salvage through leeching on BAF or farming burden of the past I think they will take that path rather then spend 2+ hours with multiple deaths with the risk of not completing this Strike Force. The one reward they absolutely can not shortcut are the new enhancements. And since there are a lot of new permutations to these enhancements I can see supply being very low and inaccessible to a lot of players. Given the length of this Strike Force and the commitment it requires of players I think it might be worthwhile to examine the payoff. -
Focused Feedback: Electrical Blast Revamp
Nemu replied to Player-1's topic in [Open Beta] Focused Feedback
The changes to short circuit provides the biggest QoL and game play benefit for drain builds. I took my Elec/Energy for a spin against +4/8 Unai BP map and it was instrumental in me being able to quickly sap a group and reduce the risk of a mez stopping my game plan during the short circuit animation. The chain mechanic is a nice bonus when it's applicable. In my run there were too many runners to make good use of the chain mechanic. It's not something I will open a fight with either, because you NEED to SC first and follow with BL to maximize the "drain alpha strike" The shock mechanic is nice, I won't say no to added damage. I took VS and used it on the map, I did get mezzed a few times but not enough to sour my opinion on it. I felt it moved a bit slow, and it's not something I depended on to help me kill the stuff I'm trying to kill. It did tag some runners and I won't say no to free damage. For regular game play it's not necessary, but for AV/GM hard target fights it can come in handy. -
Focused Feedback: Dr. Aeon Strike Force
Nemu replied to Booper's topic in [Open Beta] Focused Feedback
Just finished my first run. Very cool. It's on the long side and I have mixed feelings about that. This is not the kind of SF that I'd run every day after work and 40 Merits feels low for a default difficulty run, what if the run awarded 2 random D-Sync enhancements with 1 more bonus awarded for the highest difficulty?? That might entice people to run it beyond the first time for badges and generate surplus for all the new enhancements. Also the crafting workbenches work on the Vanguard base map so you can take a mini break and get your craft on! Lastly the vacuum effect is cool and puts a spin on the kind of controlled choreography of the fights on live. However dying to something that you can't do anything about is not a good game mechanic. I haven't learned the nuances of this mechanic since it's my first run through so I may be completely off base. But if the effect is indeed uncounterable, then can we look into player buffs adding resistance to the effect so that squishier ATs have a fighting chance to get out of a kill zone they are being sucked into? -
You are talking about defiance 2.0. Clearly this is defiance 3.0!
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Defiance buff. When toggled on it appears to ramp up damage over 5 seconds, up to a max of 26.80% Not sure if that's working as intended. The other earth mastery powers lack the defiance number in their power info. But they definitely do generate defiance +dmg buffs
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The problem is that the dogpile is too concentrated. You put that many people with nothing else to do in one thread and boom! Dogpile. I suggest more HEALERZ/TAUNTLESS TANKZ/BLASTERS ARE PURE RANGED AND MELEE POWERS SUX/LOL SENTINELS threads to spread the dogpile out. These people will then have to decide where to spend their toxic capital and boom now you have a poodle pile. In addition we all need to make alt accounts and divert such potential for concentrated dogpile by presenting more avenues for these people to spend their toxic capital. What's better than 1 HEALERZ post? 50 HEALERZ posts. Divide and dissipate, that's how we win! I'm very smart uh huh.
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I almost always find room to slot the kismet unique, it's free global +to hit for all your powers at the cost of 1 slot. You don't need to worry about RTTC, it's autohit. The benefit of going over 95% is that there is buffer if you do get hit with to-hit debuffs. But that's something inspirations can counter as well.
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Come now, just because it's the best toolkit for that specific challenge doesn't mean other options are off the table. This is also not a post about what's best. We all know that's a Fire/Electric blaster and most certainly not any ATs with their precious mez protection, soft cap defenses AND hardcapped resists. Someone is overcompensating. 😝 This is however, a thread about what is potentially a fun, off meta combo and the thought process behind the design and build.
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But I already turned in my badge and gun per your instructions @Yomo Kimyata The leech is not dependable. I'd ignore it altogether. During my leveling journey I've been known to take a swig or 50 of recovery serum. My advice is to get the LOTG mules like weave and manuevers but don't actually run them as soon as you pick them up if you plan to be in offensive all the time. Once you get both TS and lightning clap they offer a surprising amount of mitigation (not to me, I've been doing this on my fire/elec for ages, but maybe for you). This is a build that also benefits from mob density, so rather than running +4/1 do +1/8, DNA siphon especially benefits a great deal from this setting and that will make your end issues go away. You can't AFK with a build like this but with some inspiration management you will find +1/8 or even +2/8 doable during leveling. Once you hit 50 you can also do a respec and take adaptation at level 49. This is a minor QoL improvement as it will allow you to push evolving armor up to a pre-level 32 pick, which helps you exemp a teeny bit better.
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Y'all having a philosophical discussion here that absolutely no one cares about. Let me answer the question straight up Assault Rifle CUZ GUNZ. You can be NURSE GUN BABE or something like that. Not that you will use any attacks though. Cuz you wanna be the best Healer you can be. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! NURSE GUN BABE: Level 50 Natural Defender Primary Power Set: Empathy Secondary Power Set: Assault Rifle Power Pool: Flight Power Pool: Leadership Power Pool: Concealment Power Pool: Medicine Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Healing Aura -- Heal-I(A), Heal-I(3), Heal-I(3), Heal-I(5), Heal-I(5), Heal-I(7) Level 1: Burst -- Empty(A) Level 2: Heal Other -- Heal-I(A), Heal-I(13), Heal-I(13), Heal-I(15), Heal-I(15), Heal-I(17) Level 4: Fly -- Empty(A) Level 6: Resurrect -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9), RechRdx-I(9), RechRdx-I(11), RechRdx-I(11) Level 8: Hover -- LucoftheG-Def/Rchg+(A) Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), EndRdx-I(34), EndRdx-I(34), EndRdx-I(36), EndRdx-I(36), EndRdx-I(36) Level 12: Stealth -- LucoftheG-Def/Rchg+(A) Level 14: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 16: Aid Other -- Heal-I(A), Heal-I(17), Heal-I(19), Heal-I(19), Heal-I(21), Heal-I(21) Level 18: Recovery Aura -- RechRdx-I(A) Level 20: Aid Self -- Heal-I(A), Heal-I(23), Heal-I(23), Heal-I(25), Heal-I(25), Heal-I(27) Level 22: Field Medic -- RechRdx-I(A), RechRdx-I(45) Level 24: Resuscitate -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29), RechRdx-I(29), RechRdx-I(31), RechRdx-I(31) Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(45) Level 28: Group Fly -- Empty(A) Level 30: Phase Shift -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33), RechRdx-I(33), RechRdx-I(33), RechRdx-I(34) Level 32: Adrenalin Boost -- RechRdx-I(A) Level 35: Shark Skin -- ResDam-I(A) Level 38: Afterburner -- LucoftheG-Def/Rchg+(A) Level 41: Hibernate -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(42), RechRdx-I(43), RechRdx-I(43) Level 44: Summon Coralax -- RechRdx-I(A) Level 47: Assault -- EndRdx-I(A), EndRdx-I(47), EndRdx-I(47), EndRdx-I(48), EndRdx-I(48), EndRdx-I(48) Level 49: Tactics -- EndRdx-I(A), EndRdx-I(49), EndRdx-I(49), EndRdx-I(50), EndRdx-I(50), EndRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Heal-I(A), Heal-I(39), Heal-I(40), Mrc-Rcvry+(40), NmnCnv-Regen/Rcvry+(40), Pnc-Heal/+End(43) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(37), EndMod-I(37), EndMod-I(37), EndMod-I(39), EndMod-I(39) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1362;525;1050;HEX;| |78DA7593ED4EDA5018C74F791922144486EF8CE2449D984EAF601165660B1083719| |FB634158A9CA416D216333EEE0AB62BD93DED02F67207ECB1FDCBDC637A02F9C1BF| |E7F93D3DED39EDCF67D9EFE75FDE0825776A9B9E679C5903CBE95B6EAA63FA13D7B| |4058D5CE7AA7BD9D4CEAF3A5AE3A4D14C51547A986734268381DEBC1D9BFE705A9E| |A75DD3B9B1FAFA89E79913DB37BA72605B2273311AD9FA5B5BDE0CFD7CF0BB65993| |4DB1BCA7121F8FFCEB9939EBC96B6F4A76A90B4ADBEEC49C7D29A63D9D34F47AE3B| |19FB23D7685977925A9A8ED1363DDF72A76B745715FA7E8C098C5952EC108E1322C| |698607C067E55E7B5F4A1213E914D814DC1AC2C638E7109CCD0838AC3160F6C06D9| |92B025EBE80D2E302E32A6C996822D555282AC40411ABE34B26A55FCC7971154A93| |6035F06B539CA54642AB2326579F4C8B3152E333E67BCA6F516E02B601D15F215E1| |2B62DE0AE31AE306F8AD463B2FAC554AF01D821A7957E15D45B6016E31BE60ECD17| |DAEC3BBCEBC59F26E620D9BC15B5CA2A48C4E6566D2225805FBB17097DEDB2AC86C| |DA24DBC8B60FC34CAC08514356C39BF89115621F7DF751FB2A82078C0EF5A8C3574| |7B64CEBD0E1D3B12B385F47B048B547A83D42C6791CC1AD043F65AD2749E73E090E| |DE6C7691989F41A104577F2E52A23C4E7EFF4BE6E77417DC7BE07B9AB047FC103EC| |F836A3CE0AF27B63F8F6D5A58BD13C15DC6BF3B6EBD88| |-------------------------------------------------------------------| Steps to success Step 1 - Log in Step 2 - Pick this dude Step 3 - Hold down control key and click healing aura (MOST IMPORTANT STEP!!!) Step 4 - Toggle on Fly, Hover, Evasive maneuvers, Stealth, Maneuvers, Assault, Tactics. Step 5 - Find tank Step 6 - Right click on tank and select "follow" (SECOND MOST IMPORTANT STEP!!!) Step 7 - That's it, you can't be bet at this point.
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Mids does the math for you. Some tips: Your chances to hit will decrease the higher level mobs are relative to your level. Most seasoned builders will shoot to have chances to hit at 95% bare minimum against +3 mobs, as end game +3 mobs is the highest differential assuming you have alpha incarnate level shift. Some also try to shoot for at least 95% chance to hit against +4 mobs for non-incarnate content. First simulate higher level mobs by going to options - configuration and click on the Exemping and Base Values tab. Set the Base ToHit to 39 to simulate fighting +4s, set it to 48 to simulate fighting against +3s. Hit ok. Now highlight a power and look at the "Accuracy" in the expanded info window. That will tell you your chances to hit and it will factor in the to-hit and acc buffs from your slotting and power picks. No Math required. As long as it's 95% or higher you have the maximum chance to hit against mobs assuming no to-hit debuffs from enemies. Other numbers you should pay attention to: You should slot attacks as attacks and make sure most of all that the damage portion is well enhanced, around 95% is the soft ceiling for enhancing damage, but advanced builders will let that number dip a little if they incorporate damage procs into the slotting. Long recharge powers will benefit from more recharge enhancement, the soft ceiling for enhancing recharge is also around 95% When you are slotting sets they always have a mix of endurance discount and recharge enhancement along with whatever other primary stat they enhance (damage, healing, debuffs, etc) Most of them are "good enough" Stacking set bonuses help you acquire global "always on" benefits such as increased defenses or recharge. That's really the trick to building in mids once you understand the basics of enhancements. Most newbies post builds that lack cohesiveness and a lot of that comes from lack of FOCUS, and a lack of understanding of the overall game plan. I have done several posts where I deconstruct a poster's build and help them define their game plan and build with specific focus. Street Justice/Regen Build Help - Brute - Homecoming (homecomingservers.com) Help me fix this mess (Beam/Temp) - Blaster - Homecoming (homecomingservers.com)
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I use whirlwind.
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I got blinded a few times, I hate blind. So I settled on tactics. I'm not dismissing build up, I just can't fit it in with the power choices I settled on. Shield wall goes into weave because it helps with S/L defense. I don't care all that much about F/C/E/N due to the reason I noted about mob factions with mixed type attacks that debuff defense. And that thought process should be very evident in my slotting of environmental protection as well. The ROI that goes into shoring up F/C/E/N defense is not worth it considering that lethal defense debuffs are quite common and that you'd have to invest pretty heavily to get FCNE to the softcap which cuts into your ability to build for more recharge/useful procs. Agreed on resistance as layered mitigation but like I said, if you are used to playing a melee blaster with lower overall HP and lower resists, this build is a cakewalk to pilot. I could, or I could do electric/bio and write up a build/mini guide about it for people looking for something a bit off meta. Pandas are too cute to be fired so NYAH!
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Most bio builds I see try to go for softcap. This build approaches survival differently. Bio is like regen, survival depends on clicks. So it benefits a great deal from high recharge and slow resist. But that's not enough, the clicks don't stop or lower incoming damage and only act as temporary buffers. So you need something on top. Most people go for softcap. I looked for something else. My fire/elec blaster is my favorite character and I have extolled the virtues of cycling AoE knockdowns to augment survival. Electric melee/Bio isn't all that different. It's like playing a melee blaster with mez protection and more survival tricks. A lot of people skip lightning clap or handclap from SS, they are missing out. Chaining AoE knockdown is fun and feels powerful. Give it a try. And it happens all those knockdown powers are ripe candidates for force feedback procs, which means more recharge for the bio clicks. OMG synergy! And when things get really bad? There is Shadow Meld, yet another power that benefits from high recharge. Moonbeam also helps with Electric Melee's notorious single target problem. OMG more synergy! So that's the plan, high recharge, high slow resist, knockdowns galore, profit and fun. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! iPanda: Level 50 Science Scrapper Primary Power Set: Electrical Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Charged Brawl -- Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(7) Level 1: Hardened Carapace -- UnbGrd-Max HP%(A), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(43), UnbGrd-ResDam/EndRdx/Rchg(43) Level 2: Inexhaustible -- PrfShf-End%(A) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(5), WntGif-ResSlow(7) Level 6: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(46) Level 8: Thunder Strike -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(9), SprCrtStr-Rchg/+50% Crit(9), Dmg-I(13), SprAvl-Acc/Dmg/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(15) Level 10: Environmental Modification -- LucoftheG-Def/Rchg+(A), HO:Cyto(11) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 14: Tough -- StdPrt-ResDam/Def+(A) Level 16: Ablative Carapace -- Prv-Heal(A), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(17), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40) Level 18: Chain Induction -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/EndRdx/Rchg(19), KntCmb-Knock%(21), HO:Nucle(23), Hct-Dam%(23) Level 20: Adaptation Level 22: Cross Punch -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg(40), SprAvl-Acc/Dmg/EndRdx(42), Obl-%Dam(45), Erd-%Dam(45), Dmg-I(47) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Lightning Clap -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(27), AbsAmz-Acc/Stun/Rchg(29), AbsAmz-Acc/Rchg(29) Level 28: DNA Siphon -- ThfofEss-+End%(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Lightning Rod -- FrcFdb-Rechg%(A), Arm-Dmg/Rchg(34), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(39), Arm-Dam%(39) Level 35: Moonbeam -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37) Level 38: Parasitic Aura -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(42), Pnc-Heal/Rchg(42), Pnc-Heal/EndRedux/Rchg(45), Pnc-Heal(48) Level 41: Evolving Armor -- GldArm-3defTpProc(A) Level 44: Tactics -- HO:Cyto(A) Level 47: Genetic Contamination -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(49), SprScrStr-Dmg/EndRdx/Rchg(50), SprScrStr-Acc/Dmg/EndRdx/Rchg(50), SprScrStr-Rchg/+Crit(50) Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A), RechRdx-I(49) Level 1: Critical Hit Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-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 20: Defensive Adaptation Level 20: Efficient Adaptation Level 20: Offensive Adaptation ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1468;726;1452;HEX;| |78DA65945B4F135110C7CF76B7144A0B02726F291481D2C2D29AF8A062880A98488| |935F5D5346B39C2C6DA36DB9AE8A30FBEF9A046E38B513F81897E0CE3E50B784712| |6F8089924004EB74FF43D9C426CDEF9C993933FF393DD3F9ABD3BE27A7AE4F09A5E| |964CE289532E9AC65148BD2F2A4B3A6CC67A5A04F9D9932F20B868796A15D7F665E| |E6A4D46772325BB6CCAC9183215CF34FCB8B325F92FA09B39039632D1A79339B396| |E5D2E58C2972A14727A521A4533BFE8B737B3E6E25299765E7B972E4AB9D0BC1BB5| 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|8EBC6B4E5B04B675A76D00DA7E7AFFFF3F988BD6F456926D64627D29EFDEFABC636| |D38D6171CEBA7D5F7CF793E38D6CF1C73F10F18BBE547| |-------------------------------------------------------------------| I don't bother softcapping F/C/E/N, there are enough factions with mixed damage types where a few machine gun bursts/claw/sword swipes will start cascade failure. 32.5% to all is enough and that requires relatively low investment cuz I got better things to invest in. I also doubled down on KD and took cross punch, it replaces Jacobs Ladder and is yet another FF proc holder. The KD proc in Chain Induction is also hilarious when it chains to multiple targets. The taunt auras comes late oh noes! Let me explain: 1 - I wanted my LOTG mules first cuz more recharge. 2 - The AoE knockdowns does a good job keeping mobs close. 3 - The Auras are endurance sinks that I can't afford during the leveling process, especially genetic contamination. This build is not unkillable god mode, it takes a bit more skill to play. Here are some tips: Protip - Know when to stand your ground and when not to. If you are experienced in playing a jousting bunny hopping melee blaster this build will be cakewalk. If you are entrenched in the "I stand my ground and we trade blows till one of us fall down" thought process, this build is not for you. Protip #2 - Synapse with this build is the worst TF ever. Protip #3 - The animation time on Ablative Carapace sucks, use it prior to approaching a mob, or after you use a KD power, or take a hop back while you use it so you are not taking hits from melee range and wasting the absorb shield. This is melee blaster 101 - how to move and take advantage of mob AI. Protip #4 - Piggybacking off melee blaster 101. Be prepared to move a lot when up against hard debuff heavy content. Kiting is a fundamental part of the game, learn to move.
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Since you are working with a limited budget. here are a few must have low level attuned IOs to make your leveling journey easier: Kismet unique, slot this asap in a def power, you can do so as early as level 7, you have to have the defensive power active in order to get the to-hit bonus, for that reason I don't recommend slotting it in powers like stealth which you may have to turn off from time to time for escort/hostage missions. Either the unbound leap or celerity stealth IO, you can slot that in sprint as early as level 12, combine that with super speed or stealth for full invis so you can ghost missions that you don't want to take the time to kill through. A blessing of the zephyr kb protection IO in a travel power. A force feedback proc in water burst, you can slot that as early as level 18 I believe. LOTG 7.5% - these are expensive but best bang for the buck for recharge. You can start slotting the attuned versions at level 22 and they provide a good instant boost to your global recharge. Nice to have IOs but you don't need to get them until you have more disposable budget or slots to spare. Both the annihilation and the achiles heel -res procs. Both +def uniques, you'll want these when you start your real build planning and if your build planning involves building up defense. During leveling, they are luxury items early game and not worth going out of your way to get tough early to slot them, start taking a look at these when you have attacks slotted decently.
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Water/Ice if you want a good balance of single target, aoe and control. You never have to worry about endurance starting at level 10 when you pick up frigid protection (and you should absolutely pick that up at level 10, no delays). Not only that but the slow aura it provides does wonders against enemy AI, slow auras are very underrated but they are very effective. If you want to get the most out of blasters don't be shy about getting into melee and ice manipulation has tools to help you survive melee range. Temp manipulation doesn't have ranged AoE attacks, just a weak Targetted AoE control power. All builds can get stealth via super speed + stealth IO so field operative from devices isn't a differentiator, targeting drone is though, it basically means you can worry a bit less about missing. Most people I see build /dev blasters to be pure ranged hover blasters but trip mine was recently reworked to allow more agile, non-interruptible toe bombing during combat. I still recommend water/ice. It's a good combo to start your blaster journey with.