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Nemu

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Everything posted by Nemu

  1. I relegated beam to defenders/corruptors. Whenever people extoll the virtues of beam it's not that it can kill packs fast but rather as an AV/GM killer. I prefer blasters that have the means to deal with packs quickly and have good ST damage. I can fix the latter with procs, I can't fix the former if the powerset doesn't have meaningful AoEs to begin with. There is always that argument that you can just compliment the lack of AoE with blaster secondaries. I can also pair fire, water, DP, electric and any other primaries that have targetted AoEs or PbAoEs that synergize with melee blasting with those melee blasting secondaries and a lot of them don't have to deal with redraw. That said there is nothing wrong with making a beam blaster. But you'll need to adjust your expectations on what that build excels at.
  2. It works in PvE as well. I prefer psychic mastery for procced out dominate and the set bonus you can get from world of confusion. You can get creative with theme, radiation leads to mutations and you developed mental powers which could explain both kin and psy. If you are team oriented I wouldn't put off increase density until so late. Anti-mez powers regardless of what form are always appreciated by those that lack mez protection especially early on in their career. Additionally it is one of very few anti-mez that actually grants knockback protection, mastermind henchmen love it. I'd take ID no later than level 24, when you start to encounter more mobs that mez. You can keep both SB and ID on a whole team by buffing towards the end of each combat during the clean up phase, Kin/rad is a mobile combination, you want to get into melee range to tag mobs with irradiate which make them easier to hit, you need to be close to mobs for transfusion and transference and to get maximum benefit from fulcrum shift. However, you don't want to stay in that range too long, which means you will be zipping in and out of melee range because if you get stuck in melee range with no defenses you are going to be in trouble. Enemy immobilization powers and other mezzes will run rampant as the game progresses, you may not have all the answers to mezzes but you can at least protect yourself from immobilization. I prefer combat jumping for the immobilization protection it offers. If you really want to fly get a P2W jetpack. You also may not need aim so early, that only helps yourself. If you are team oriented Tactic helps the whole team and provides an answer to blind. I don't take assault especially for kins that have the potential to cap damage without that toggle, but for the leveling process some people advocate it. Early game progression can look like this: 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! Level 49 Magic Defender Primary Power Set: Kinetics Secondary Power Set: Radiation Blast Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Hero Profile: Level 1: Transfusion -- Empty(A) Level 1: Neutrino Bolt -- Empty(A) Level 2: Siphon Power -- Empty(A) Level 4: Irradiate -- Empty(A) Level 6: Siphon Speed -- Empty(A) Level 8: [Empty] Level 10: Combat Jumping -- Empty(A) Level 12: Speed Boost -- Empty(A) Level 14: Hasten -- Empty(A) Level 16: Proton Volley -- Empty(A) Level 18: Maneuvers -- Empty(A) Level 20: Tactics -- Empty(A) Level 22: Increase Density -- Empty(A) Level 24: [Empty] Level 26: Transference -- Empty(A) Level 28: Cosmic Burst -- Empty(A) Level 30: [Empty] Level 32: Fulcrum Shift -- Empty(A) Level 35: Neutron Bomb -- Empty(A) Level 38: Atomic Blast -- Empty(A) Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] 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 -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 49: Quick Form ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;670;326;652;HEX;| |78DA65D0ED4AC2501807F0B354C2B7444C490C16825FFA30BA83C0AC3EA831EC02C| |6D88EF3806CCBCDC88FDD50F71211D545F47207EBBFA7470DF76C67ECFCF83F8773| |CEF8615079BA7E3C17DAC1C5DC8E226B20A7D277E5A230B63DE588B4F6315A6BB7F| |ACBE9D4182A5FC6CA89F40D4F6CDF93AE31B15D65C72AF0AD3E968B45C50C82B931| |9276A87CAF4493DB504AB7B676F446331556697EA5BC598CE0E165A81CC38C56CE4| |C39D6180BC9C5EA08DB38C1F0F704578217259E331240343CA968242F901C677224| |779002670A24E92769E1B8450E16892304CB2C65922E3255962AC92B3235961A491| |D993A4B9DA40169B0344816E86AB234B75B5882DBCC6DE2374887A5B30DDE83753E| |824EFC0EE972B04BF201E9B1F4B6AD3B759CDFBDC251466E52D1481233CFBF9B0BF| |E2C41B4FFF29D91AF8CFC6464782AC4D9DFCAC92F78CBE8DF| |-------------------------------------------------------------------| Level 8 is your travel power pick, or if you choose to use the P2W travel powers you can fit another attack there. You have one power pool left, some people go fighting for weave and shoot for softcap defense, others do without. Epics is up to you as well, procced out dominate does a lot of damage and shores up your single target attack rotation which is desirable against harder targets like AVs/GMs. Sure you can spam neutrino bolt all day but wouldn't you rather have an attack that can do the damage of 9-10 neutrino bolts in one shot?
  3. Look at this thread and the first build posted and tell me if you think a well built/procced sentinel can't do more damage than that. My answer to Sentinels - Blaster - Homecoming (homecomingservers.com) Context is important. Snarky has a specific set of build goals and two very accomplished players/builders have already chimed in on how an offense oriented sentinel can suit that purpose better by being more survivable and do more consistent damage.
  4. I mentioned higher +dmg with Siphon Power. The reality is that a lot of builds skip it. There is the theoretical, and then there is reality and that's the crux of my post. I see this combo touted as the best pairing but it's always in the context of the best case scenario. I'm not arguing that. The reality is in today's meta on teams that best case scenario is not often achievable. You can drag some mobs to an AV for a one time FS but your teammates are going to blow those up and then what? keep leaving the fight to drag mobs over to keep FS up? While I applaud the dedication I don't think it's practical. What if you run out of fodder in the vicinity or there is none to begin with, then what? The merits of screech and shout still carry the same weight when paired with a agile debuff set like poison which doesn't require the level of setup that kin does. I also mention the notion of stacking aoe -res debuff + massive +dmg in a single encounter which is extremely impractical due to 1 - animation time and 2 - playstyle range differences. I've played my rad/kin corruptor, my fire/kin troller and my beast/kin mm quite a bit and this is my observation on high level teams. The feel bad moments are very real. Like I said, you have to play very selfishly to get the most out of kin but then what's the point in teaming? Keep in mind the context of my discussion is the combo as it relates to teams, as noted in my opening statement.
  5. It should be easy to test both builds and gauge their effectiveness/sustainability against the odds you describe on test. I think the sentinel will be more consistent both in damage output and survival. Where it may lose out on burst AoE, it has better tools to deal with problem targets or harder targets and sometimes putting those down ASAP can make a big difference in your chances of survival. Single target killing speed matters, and I see that as blaster electric blast's biggest weakness.
  6. Isn't that part of the reason you sacrificed so much to build for defenses? Which do you want? to do damage or survive? It's hard to fit both in especially if you are aiming at the extremes of either spectrum.
  7. Let's not use that. His templates serve a different purpose. This is what I fiddled around with 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! Level 49 Mutation Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Invulnerability Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Charged Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(7), SprWntBit-Rchg/SlowProc(7) Level 1: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(40), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(40) Level 2: Lightning Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(9), SprSntWar-Acc/Dmg/Rchg(9), SprSntWar-Acc/Dmg/EndRdx(11), SprSntWar-Acc/Dmg/EndRdx/Rchg(13), SprSntWar-Rchg/+Absorb(13) Level 4: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(5), WntGif-ResSlow(48) Level 6: Ball Lightning -- Ann-ResDeb%(A), Bmbdmt-+FireDmg(34), JvlVll-Dam%(34), PstBls-Dam%(34), SprFrzBls-Acc/Dmg(36), SprFrzBls-Acc/Dmg/EndRdx(37) Level 8: Zapping Bolt -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(25), SprOppStr-Acc/Dmg/Rchg(25), SprOppStr-Acc/Dmg/EndRdx(27), SprOppStr-Acc/Dmg/EndRdx/Rchg(27), SprOppStr-Rchg/+Opportunity(33) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Tesla Cage -- Apc-Dam%(A), UnbCns-Dam%(17), GldJvl-Dam%(21), GhsWdwEmb-Dam%(21), Apc-Dmg(23), NrnSht-Dam%(23) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(15), Rct-Def/EndRdx(15), Rct-ResDam%(17) Level 16: Unyielding -- HO:Ribo(A) Level 18: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(19), GssSynFr--Build%(19) Level 20: Environmental Resistance -- StdPrt-ResDam/Def+(A) Level 22: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(47), HO:Cyto(48) Level 24: Kick -- Empty(A) Level 26: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(39), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(49) Level 28: Invincible -- LucoftheG-Def/Rchg+(A), RctRtc-ToHit(29), RctRtc-Pcptn(29), HO:Cyto(33), HO:Cyto(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Thunderous Blast -- Rgn-Dmg/Rchg(A), Rgn-Dmg(37), Rgn-Acc/Dmg/Rchg(37), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Mind Probe -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(46), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(47) Level 41: Dominate -- Dcm-Build%(A), GldJvl-Dam%(42), NrnSht-Dam%(42), GhsWdwEmb-Dam%(42), GldNet-Dam%(43), Dmg-I(43) Level 44: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(45), Pnc-Heal/Rchg(45), Pnc-Heal/EndRedux/Rchg(45), Pnc-Heal(46) Level 47: Durability -- PrfShf-End%(A) Level 49: Resist Physical Damage -- GldArm-3defTpProc(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1353;673;1346;HEX;| |78DA65935B4F135110C7CFB65BA1E5D2628182F446B9F4CA52507CF40214824242E| |403342B1C61CDBA907631F2E8A7F0417C176FF1C1183F84D737AF6F2AA8114CD4A8| |0FA6CEEE7F401236DDFE766767FE3373CE9C992BE38DF726AF9E144AF398A957ABE| |53969D98625CDFA99555BB78D654B38571DDDC9DD4FE573BAB52817B49229E7ED8A| |31AF9BE5518AB5FF3B8CCB0BD2AA4A6DCABABC6A5AB2A29F374CC35E130DB3CBCBA| |636611A8B4B76C07D9E5B917221E83E4E4B7D4156AA4BC64A13DC1C2FC35AEC2CAD| |18F3DA9EF66CD528CF50365959EBA0AA12747F4CD39FE2D459F3899BAA1043AAF06| |C306F81EA6DF0D01DE65DF054662FD62B7E785D5BFA27F337F30FB8497914CEA33C| |467CFD13E65330F00C6C7CCE7C01FA6909BD88F578DB14D4F4975E63AA18EC82FE1| |6E9FB04F47D9BB0757B7C608ADF1F09973D0FA0DBFB10FC94C62E39B1752F61EB78| |C57C0D1E79C37C0B26DF81290AF4A336C59F877E80F985741BB8E786218F6B0B4D8| |1AD05D4D47A09FDB4171CBB5FB4EB8ADB570BE936F1DA3671CFCDDB8869DE0143DF| |C1FB592182F015C11304D52B3E53EE16F4E4695927EDB02A0E5F676EA08612ED5F9| |8E3C211E40D53DE365EEB36F6D7387E7004DA1EF289405B446A74092F593AB9DA4E| |9E847E9E84C15F6091276282B276C157EDE2CEA29C297A034C72A65DAAA41F63FD1| |8C7C427A0173FC33C0B6EA731D98E7EE2283AED1D661E03FB4798C7C149AA29C55D| |A758BF27C46C05DFD32AF7B16E5F3FE272697020C3CC825A0EFC4031199EACCC3A2| |1AD8A2CEF7C96773ACB13902BC19E8B617AC62830CFEB948FE25B21C68C3313E040| |121CA5188D7754BB861A4E93ADC8B6E230FCA2AAE0AB463F67072F669DB3EC9CA05| |A6DFAC0D759950F3A5914D7F235B0779ED9B2B3DFD2CD7B71C0EBDB7E0B57F80F32| |9CD75B| |-------------------------------------------------------------------| Your nuke is up every fight, that and a few ball lightnings will take care of the trash, ST is what matters to finish up the harder targets. Tesla and dominate are both well-procced, and I fit all the -res procs that I can fit. Tactics is taken early to offset the lack of ACC slotting in the proc powers. I also don't believe you need to be at the softcap. the build and the playstyle it endorses will make you safe enough even with just 40% defense against most content. Barrier and misc team buffs can top you off. and that allows you to move slots to take care of recovery.
  8. I was looking at invul as an approximate counterpart to what you have as far as your survival goals. The only thing it can't mimic is the +recharge from time lord. However it's focus on typed defense means you can sink a lot of slots to cover the various damage types and thus lose out on proc opportunities. SR might be a better pick, you can effectively not bother with melee and aoe defense and just build range defense if the game plan is to stay at range. Less investment in slots, high DDR, and quickness gives you a bit of recharge.
  9. You might want to consider a rad/nin so you can take ALL the procs 😬 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! Level 50 Mutation Blaster Primary Power Set: Radiation Blast Secondary Power Set: Ninja Training Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: X-Ray Beam -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(34), SprDfnBrr-Acc/Dmg/Rchg(34), SprDfnBrr-Acc/Dmg/EndRdx(34), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(36), SprDfnBrr-Rchg/+Status Protect(36) Level 1: Immobilizing Dart -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(45) Level 2: Irradiate -- AchHee-ResDeb%(A), FuroftheG-ResDeb%(3), TchofLadG-%Dam(3), Obl-%Dam(5), SprAvl-Acc/Dmg(7), SprAvl-Acc/Dmg/EndRdx(7) Level 4: Super Speed -- WntGif-ResSlow(A), BlsoftheZ-ResKB(40) Level 6: Choking Powder -- Dcm-Build%(A), NrnSht-Dam%(9), GhsWdwEmb-Dam%(11), UnbCns-Dam%(11), GldJvl-Dam%(13), GldNet-Dam%(13) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9) Level 10: Shinobi -- LucoftheG-Def/Rchg+(A), HO:Cyto(49) Level 12: Proton Volley -- StnoftheM-Dam%(A), GldJvl-Dam%(19), Apc-Dam%(19), TchofLadG-%Dam(21), Apc-Dmg(21), ShlBrk-%Dam(23) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(15), Rct-Def/EndRdx(15), Rct-ResDam%(17) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Cosmic Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/EndRdx(25), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(33), SprBlsWrt-Rchg/Dmg%(33) Level 20: Kuji-In Toh -- EndMod-I(A), EndMod-I(45) Level 22: Tactics -- HO:Cyto(A) Level 24: Kick -- Empty(A) Level 26: Neutron Bomb -- Ann-ResDeb%(A), Bmbdmt-+FireDmg(27), ShlBrk-%Dam(27), TchofLadG-%Dam(29), SprFrzBls-Acc/Dmg(29), SprFrzBls-Acc/Dmg/EndRdx(33) Level 28: Tough -- GldArm-3defTpProc(A), HO:Ribo(46) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Atomic Blast -- Arm-Dmg(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37) Level 35: Aim -- GssSynFr--Build%(A) Level 38: Golden Dragonfly -- Obl-%Dam(A), Arm-Dam%(39), Erd-%Dam(39), TchofLadG-%Dam(39), Dmg-I(40), FrcFdb-Rechg%(40) Level 41: Sting of the Wasp -- Hct-Dmg(A), Hct-Dmg/Rchg(42), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(43) Level 44: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-Max HP%(46) Level 47: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(47), CrcPrs-Acc/Conf/Rchg(47), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(48), CrcPrs-Conf%(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Musculature Radial Paragon ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1376;680;1360;HEX;| |78DA65934B4F135114C7EF9DB9E5515A4AA9A520B44091B6B4652C2626BE4954300| |235045CA95026B68131D836A524BA74E16730D18A5BDF2BE3DE0FC0CEA57B578209| |627CC4D4D3FB3F541326EDFCE69E73CF39FF73E64EF6DE65CFDB2B0F2685F45E5AB| |737367217E95E2D54DAB29B55BBEA948AA271B5D23FC29EDC825D5C2DE4AD053BEF| |E81D0869BA1737CBE552A56A5D738A77ECDCF58AED149DE2AA70CF974AEBD662B95| |0C87BF4E35CC12E93C377B0C8172A1B6B4ED9ABD7D3CEEA5A95BCA1A9B273DB3A48| |9DDDCC65F5D3FD5E1214A5FF0D2FDD644362DD25841262428961C934982638A2982| |E702FD18C55E2396CC997CC5760FA35F30D7893EA49AE273F1842049430264DED33| |B6691D56A4C2D46CA921A6658BEBD2144D3DCEBA34FB1113FF6468EE931617E775D| |5087125DA6CA9F3B8EF4ABDC77D157B3D69C47AA6C01ECADB8A58D91AC4DEB63F42| |C77EA7BCEDEC6B675FE6242D952996A9970EAED9F151685F37E7EE9E40AD23DBCC7| |483EDA2A705BDF9A9A617B1A697F376EE20B67317ECDA03A3B4D7C71A7C29D4E962| |E648839F35F81F733F4FC0DE1AF32938B4C57C06FEA0DE029C373024B4BE3433403| |583F08920F76B902D84F98B509D2EB142D5FBB87ADF67643D6AB840EE74802730F0| |0E6F71E83D6852B67EAEDE7F02B1E3175049912FCCD309F37422D3D8139961CE823| |66918842A35780AB5464E83C7CE30CF32CF814B5E9CFE4627D117B0FDA6698C722F| |A37C0263E7E18BEDE064C6B8977818538A3FC4FA1BC52658432206DB589C99608E8| |1C92428FC42A450CF48857052C7F7790E3FC15F94D4624DD62DC4594BCC65F0788E| |B9C2B4F9C4D10C33DC63866738A0045F75FA35DEE0B06A7EC3F5B943DE79C54EB24| |86DF9E26E7EBF6CD9FD67917218BAD58CD45FE0CEA1DD5FFFB73C82D2D9645329AE| |B900D959D45F0E8BD4CD| |-------------------------------------------------------------------|
  10. You are being too generous, make them work for it. Make them pass the hollows challenge. Be level 1-2, run through hollows from the AP entry to the skyway entrance, no temp/travel powers, no cheating with using emailed inspirations, just sprint. They must run through the igneous infested gulch. And they have to do all this without dying.
  11. There is only one... single... all round OP brute build. Often imitated, but never duplicated, the one, the only... Staff/Regen with Whirlwind. That last part is half the OP, maybe 75% of it. Preach the Gospel of SPIN!
  12. I think you succeeded in creating a blaster that does less damage than its sentinel counterpart and meanwhile has less survival as well (hello mezzes) More context. Sentinels get a true T3 blast, Tesla Cage does good damage, and they also have access to dominate, which means they will have a more complete ST attack chain than what you have. Their nukes also recharge faster and that offsets the AoE capabilities between the two ATs somewhat. Furthermore sentinels get mez protection and some sets can reach defense softcap with less investment, which means they have the additional luxury of fitting damage procs into tesla cage and/or dominate, further widening the ST damage gap. I'm an advocate of fully utilizing the tools given to you and this build is a good example of what happens when you make every effort to play against the strengths of what's given to you. The ROI on all that you invested into making your character safe is not worth the sacrifice you made in damage output, remember dead things don't fight back, that is the blaster mantra. When the build can't even compete against it's sentinel counterpart in the one area it should excel in, I would call it gimp. But I have no doubt that you can still play through content with a build like that, the game is so easy that you can have fun with even sub-optimal builds. Perhaps this should be a build challenge: "How do I make my blaster do less damage than it's sentinel counterpart?" Feed the sentinel community some positivity and make them feel like the AT doesn't completely underperform.
  13. I'm sure that people have done this before. The board is flooded with softcap builds so let's do something different. The goal is to create a kinetics build and use a lot of procs to push potential damage beyond damage cap. Of all the blast sets Rad is the best mix of proc potential, synergy, and melee-friendliness. So far I have not found myself really wanting/needing softcap on teams. I might not be as hyper aggressive as my softcap builds but this can still keep up on apex/tin and other frantic speed runs. Few observations: Kin's taken a dip in endgame team effectiveness because things die so quickly. There are a lot more "feel bad" moments where kin powers fail due to prematurely dead targets and there are less opportunities to get that saturated FS because there's always someone rushing ahead engaging the next spawn before you and the rest of the team gets there, You almost have to say "f* the rest of the team" and go chase the FS buff just for yourself to get consistent saturated FS buff. Repel's (KD proc) value to kin survival is debatable. It's proc chance is low and end drain is high. I can handle whirlwind on my staff/regen brute due to end discount and higher recovery but on a kin it means you will need to constantly fire transference which cuts in to your ability to do other stuff. Dead things don't fight back and your endurance is better served making sure things die. I'll most likely replace repel with siphon power and throw an extra slot into health for a miracle recovery proc to help with exemp content end recovery. Speaking of recovery, recovery serum is your friend for lower level exemp content. It's cheap, and you will absolutely need it. Get Tactics + kismet proc asap (after you get your core powers appropriate for your level progression). Irradiate is nice, but the additional to-hit offers additional insurance to make sure you hit with irradiate so that all your other powers hit. If you care about exemping down for lower level content this is the power pick progression to ensure that you can be effective throughout your career. If you like living life dangerously, this is the build for you! This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Nuuka Panda: Level 50 Mutation Corruptor Primary Power Set: Radiation Blast Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Psychic Mastery Villain Profile: Level 1: X-Ray Beam -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/EndRdx/Rchg(9), SprScrBls-Acc/Dmg/EndRdx/Rchg(15), SprWntBit-Acc/Dmg(17), SprWntBit-Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(43) Level 1: Transfusion -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(23), TchoftheN-Acc/EndRdx/Rchg(25), TchoftheN-Heal/HP/Regen/Rchg(25), ThfofEss-Acc/Heal(39) Level 2: Irradiate -- FuroftheG-ResDeb%(A), ScrDrv-Dam%(3), Arm-Dam%(3), Obl-%Dam(5), TchofLadG-%Dam(5), HO:Nucle(7) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(15) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7) Level 8: Proton Volley -- GldJvl-Dam%(A), AchHee-ResDeb%(9), TchofLadG-%Dam(11), StnoftheM-Dam%(11), Apc-Dam%(13), Apc-Dmg(13) Level 10: Siphon Speed -- RechRdx-I(A), Acc-I(40), RechRdx-I(43) Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(29), Rct-Def/EndRdx(33), Rct-ResDam%(42) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 16: Increase Density -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(46) Level 18: Cosmic Burst -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(19), SprMlcoft-Acc/Dmg/Rchg(19), SprMlcoft-Dmg/EndRdx/Rchg(21), SprMlcoft-Acc/Dmg/EndRdx/Rchg(21), SprMlcoft-Rchg/Dmg%(23) Level 20: Speed Boost -- WntGif-ResSlow(A) Level 22: Tactics -- HO:Cyto(A), ToHit-I(49) Level 24: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(29) Level 26: Neutron Bomb -- Ann-ResDeb%(A), Bmbdmt-+FireDmg(27), JvlVll-Dam%(27), TchofLadG-%Dam(33), Rgn-Dmg(33), ShlBrk-%Dam(34) Level 28: Tough -- GldArm-3defTpProc(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Atomic Blast -- Obl-%Dam(A), ScrDrv-Dam%(34), TchofLadG-%Dam(34), SprScrBls-Dmg/Rchg(37), SprScrBls-Acc/Dmg/Rchg(39), SprScrBls-Rchg/+End(39) Level 35: Transference -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(36), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/Acc/End(36), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37) Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(40) Level 41: Repel -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(42), EndRdx-I(42) Level 44: Dominate -- UnbCns-Dam%(A), GhsWdwEmb-Dam%(45), NrnSht-Dam%(45), Dcm-Build%(45), GldJvl-Dam%(46), GldNet-Dam%(46) Level 47: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(47), CrcPrs-Acc/Conf/Rchg(47), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(48), CrcPrs-Conf%(48) Level 49: Aim -- GssSynFr--Build%(A) Level 1: Scourge Level 1: Brawl -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/Rchg(43) 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: Vigor Core Paragon Level 50: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1434;728;1456;HEX;| |78DA4D934B4F534114C767EEBDA5500A054B296FDA42A1A50F81C48506C58060103| |015171AA3D69BF6023762DBF4914858B970EF63E1C60F2009A27E04F73E033BDCB9| |702598B0507CA41EEEFF507A939BDF9C73E6CCF9CF9999F9FB179C9B171F8C0BE99| |A5CD10B85E464369F2FE58AD97CED7CA9A817CD6C461542D45F2E95EEEABE849E49| |EB76B27D9569C9053DB364A4E30B7ADAB4A62727689DA2F778C2446971313E6B668| |CA2992A0847229B5D895FCD1946DA690DE70C3D6766965C4746DAC81796CD5C8365| |4F9B4BCB458AB64CE5CC543C51584D2D9BA9E43C1530F2AB6D242448FF6945F057B| |6897E4D88114DD40E828D21B0E90538B80E0E6D80EF642557136ED5F2B57AC0362F| |B3051C7011BB357186EA49AE27C71153D6C87413CF2A96AD09F8B5F7B06BC628AEA| |9A28FBAA72257AA5F106BDC015B29669388D93C1279FF8455738CA6D845AB55D31E| |858EDAB78A55D3C1351CDBC2A27304B6330A7EA4A5EAE46193CA4A5DE4704E9D18E| |C0087D86EA6DAF5A8ADD673EDAE5DECC1B70786F7C100CD6D609D0D9CDFC4FC447E| |17C75C5E69E98C1D20EF1C496846CCD6BC01DF8997CC4DB0E515F3359FC51BF033E| |5B9D137E1EE84CF4D3A3C5CCB738A6057C5F02874488A79B9CFDE4738EBAEC7E038| |E968671DEDDFB05687620303BC67EEA96F14F4D7A0E72AADDBC93A3A47F98CC9D7C| |DBDEBE6DEF54C23D67389390B9EA7E57AB9762FDF11FF1ACED8CF35FB83D03930C0| |0C835B9417E07B17F8095FDF2FE601F337D8FF87F917DCA6DCA07458FD0846704F8| |EEEC0078A85B0AE12FA8AF9E187D012F663EE16498DB0EEC80C62D17BD86B54C739| |479F5398DE5D2C8A7DC5A6C07DA71071CE8DDF446EFC16F3367832C9BCC3D4C1C3E| |734CCFD1E5E876F8624E20196CB5D5AE5FD4AF184DFF65370EE38468F0EB909ADF2| |76852CD327BE5353A4644F0CBBDDADF685E0DBABF6F9B1B31FD5BE67A8303B54515| |CF6D0151C61A5571CC7E36B55E3EB55E31B55E3FF5243CD84| |-------------------------------------------------------------------|
  14. Welcome to the cool people club. I rolled up an elec/regen after taking a random roll challenge Slot Machine's Random Challenge - General Discussion - Homecoming (homecomingservers.com) It's not the most synergistic or potent combo but that was the point with the challenge and I had fun with it. Originally my build used Whirlwind but I found that quick recovery alone is not enough to sustain it so I dropped that in favor of darkest night. Here's my build now As I noted in several posts about regen builds. Don't skimp on slow resistance, it'll be the death of you. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! McPanda: Level 50 Natural Brute Primary Power Set: Electrical Melee Secondary Power Set: Regeneration Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Havoc Punch -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Rech/Fury%(3), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5) Level 1: Fast Healing -- Mrc-Rcvry+(A) Level 2: Jacobs Ladder -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(7), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34), SprUnrFur-Rchg/+Regen/+End(34) Level 4: Quick Recovery -- PrfShf-End%(A) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7), WntGif-ResSlow(50) Level 8: Thunder Strike -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(9), FuroftheG-Acc/Dmg(9), SprBrtFur-Acc/Dmg(19), SprBrtFur-Dmg/EndRdx/Rchg(21), SprBrtFur-Acc/Dmg/EndRdx/Rchg(21) Level 10: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(11), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(19) Level 12: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(13), GssSynFr--Build%(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Integration -- TrmIns-Taunt(A), TrmIns-Taunt/Rchg(17), TrmIns-Stun%(17) Level 18: Chain Induction -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/EndRdx/Rchg(23), KntCmb-Knock%(31), SprBlsCol-Acc/Dmg(33), SprBlsCol-Rchg/HoldProc(33) Level 20: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(37), KntCmb-Dmg/EndRdx/Rchg(39) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(37) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Lightning Clap -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(27), AbsAmz-Acc/Rchg(46), Acc-I(46) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(29), Rct-Def/EndRdx(29), Rct-ResDam%(31) Level 30: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(31) Level 32: Lightning Rod -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40), Arm-Dam%(40), FrcFdb-Rechg%(40) Level 35: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43) Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(46), RechRdx-I(50) Level 41: Dark Obliteration -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(43), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(45), Rgn-Knock%(45), Ann-ResDeb%(45) Level 44: Darkest Night -- HO:Enzym(A) Level 47: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(48), Pnc-Heal/Rchg(48), Pnc-Heal/EndRedux/Rchg(48), Pnc-Heal(50) Level 49: Resilience -- StdPrt-ResDam/Def+(A) Level 1: Fury 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) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1353;669;1338;HEX;| |78DA4D94CB4F534114C6E7F6DE5A1E05AC0581D207545E0A6DA92F226A481430416| |A2AB8273765284D9AB6694BE2DB68E2DE188D0BC1808F851BFF25172E5C09266AA2| |0BADE7DEEF839484FCE69E398F6FCE9C69E6F69CFFD3B5C7B3CA68BF5AB46BB5D52| |BD5CDBAF6DDB0EB9B55BB682AA57C995CD62EADD93E5987DDDDD58C2E6A9D9C2FEA| |5CBD5AC8D9451842D89CD3EBBA54D3C9659DD7255DB5EB857249F9B3E57231B9A4E| |D4AA1946F733F562A5AAF75B8CB85427EA32E1B5D075E6BBA5ADB28547AE72B855C| |126957CA9B52C7AED575F54E9F4889C9FF3F75F0D7B0D4AE884D5BCAF396FC005AC| |F2DF00578B75BDC0D3746A945598C59CE4A19B0798D2DF81DD90607DF80433BE42E| |1900EF4B3E93F9CC571ED7765C7AE585CDE3ED3190EFAF7C462C951E802EA79E0FD| |ABDBEA7886B99C55ECB0C786C07EC7E47BE07EF49CD569EBB350C5B5B848C829D31| |E618049D33B723C6D3BE25F58296F2BF263FA27E5C047540B7D1312148B7AA4EF2A| |1D4ECE299BA34E28EAE9379D0E94380670A640571E9C54D72058CDE02079FB1BF2F| |41436A07116B06193BCCD8E1657094394CF1ED8116ABE734CE77E227F98BFC0D0EF| |FE11C484C2F62CC5EDE49DF82E99EAD6F110C5DA7AF6CF7534BFF17E80BF18E1219| |8FEB9B08A12F01C93BC0BC03CC1BDE439EF03E18FD0106C537C2FE46D8FBE836E8C| |C4B8C3318BB805AA333E44570EC127999A4A69CA48FB31FF149D84E26C91439059E| |4A834FE43E47380F23D49DE05DA7492D79C7A969FC0CE3CF92E7C0C9F3E434F9156| |7FDEC576A82EF62625A6099EA81D44C726E939CDB14E736C5B94D716ED39CDB4712| |33C53C53CE05CA1B5AB00EDF70236C1DFE06389F8D865AB29A5EB80955598B26B11| |9AED7B7B6C337AF8C8472BDF69A6DE3B0ED37DB86A0E97BB38D6FFE3F0B6CB826| |-------------------------------------------------------------------|
  15. If you scour the forums you will find most posts claiming that Sonic Blast is the most optimal pairing for Kinetics for teams because +dmg and -resist have a lot of synergy. Let's breakdown why some things look good on paper but really isn't that good in practice. 1 - Animation times matter. 2+ seconds for Fulcrum Shift and 2+ seconds on most sonic attacks. On high level teams where everyone is throwing judgements you have barely enough time to cast FS before most things (especially your anchor) die anyway. But wait! theory crafters will say that you fire off FS for the first spawn and then open with howl the next. Ok, when's the last time you saw high level teams actually care about teamwork and coordinate? You think those softcapped whatever ATs will wait up for you or the rest of the team before they decide to go solo the next mob while some folks are still trying to clean up the bosses that their judgement didn't kill? At best you play selfish and get that FS for yourself, teammates be damned because they are the ones most likely to screw up your plan by killing your anchors. And if you choose to play solo like that Sonic is horrible because all the attacks are slow and you need to reposition to take advantage of the low damage cones (more on that later). there's no alacrity in your killing speed even with the -res sonic offers. 2 - AV/GM force multiplier is a lie. People also say that it's great for AV/hard targets. How many AV/GM fights do you have the benefit of fully saturating the team with FS? I'd rather bring a debuffing set that offers more -res/regen for those targets than boosting on average 20-25% damage to select members of the team depending on how you and teammates position themselves, a little more +dmg if you actually bothered to take siphon power. Kin is still good for those fights because it offers a good bit of sustainability for the team, but it's not that much of a force multiplier without fodder to fuel FS. 3 - Range vs melee. This applies to both the kin player and teammates. There will always be people too scared to go into melee who will miss out on all the Kin benefits. On the other hand Kin and Sonic have wildly disparate playstyles. One encourages melee and the other range with all the cones. This ties into the 1st point. Now you have to waste time repositioning to use either your kin powers or your sonic powers, that little bit of time matters. TL;DR Kin/Sonic isn't all that it's cracked up to be.
  16. Nemu

    Hm, boy.

    You posted in general asking for how blasters deal with mobs but I'm going to respond here. You are level 20, what level are the mobs you are fighting? What are your power picks and how are they slotted? Do you stand still and trade blows? kite? use line of sight to buy you time? How often do you move during a fight?
  17. Elec/Energy blaster is better suited for AoE drain. You want to drain quickly and powerboost + Short Circuit ramps that up quite a bit compared to other options, this is less prone to disruption as well because you can activate power boost prior to engaging mobs. Elec/Elec blasters can potentially drain faster with powersink and SC but powersink has a much smaller radius than SC and you'll be lucky to tag 5 mobs near you. Vs Single targets Elec/Elec has an edge since every attack drains and you have access to more attacks that have -recovery. /Elec has other tools for mitigation and those can also be used to buy you time to drain mobs around you. Both are good, I prefer elec/energy as a pure all purpose sapper however. Both can do +4/8, Elec/Energy can get mitigation through sapping alone, and Elec/Elec will use it's bag of tools in addition to sapping for mitigation.
  18. And Assault Rifle/Bear livers are patriotic. ABearica!
  19. Probably Bear secondary since you asked for bear. Ice/Bear is a beast. No natural predators, apex of the food chain.
  20. Sure. OP seems to gravitate towards protecting the team. Empathy wins. I prefer /empathy controller as that allows you to double up on your ability to protect the team. I have an illusion/emp, drop your control tools, then you can start buffing/healing. It's busier than you'd think if you are not a lazy emp. Empathy doesn't contribute much offensively in terms of direct debuffs. Your scenario with the AV, it was not a rad blast defender that helped you over, it was a rad emissions defender. Empathy also doesn't have as many feel bad moments as Kin. Timing is everything with Kin, a late FS means dead mobs and no buff and that can happen quite often on fast paced teams if you don't telegraph your moves. In a way it encourages a very sloppy playstyle because you always want to be in the next mob for saturated FS which means you are among the first to take off to the next mob. But if you are running ahead while the rest of the team is cleaning up what's the point in teaming? I'd argue that empathy is a busier set than Kin because competent emps will constantly be buffing. If you don't like the idea of refreshing clear mind on those without mez protection every 90 seconds and handing out fortitude every 10-20 seconds to different teammates, gauging which teammates benefit from your buffs the most and keeping them buffed, maybe play something else. Dark and Rad are good alternatives that don't have click buffs and has a good mix of offense and defense.
  21. I challenge the notion that sonic is the best pairing for kin. On paper +dmg and -res looks great, in practice the two powersets combined have no playstyle synergy. One wants you to be at range to apply the cone -res/knockdown and the other wants to be in melee range for heal/FS. Animation time matters - FS is not that fast and neither is howl, you realistically only have enough time to use one of those powers before mobs all die from fast moving teams. Realistically the -Res will only be really noticeable on hard targets and in those fights you often don't have the benefit of a saturated FS. If I wanted to provide debuff/support against those types of targets /kin wouldn't be my choice pick in the first place. I'd much prefer a blast set with very few to no cones to pair with kin. I like the idea of irradiate with both -res procs followed up by FS, that has a lot more synergy than howl/FS both from a playstyle perspective and also from a build perspective, as the -def affords you the luxury of skipping ACC slotting on some kin powers. Empathy has a low barrier for entry but I also challenge the idea that it's a training wheel set. The skill ceiling is pretty high with Emps and good emps are far and in between. Most are lazy and don't understand game mechanics/mob composition/team dynamics. Emps are not like brutes where you can derp your way to 50, not learn anything about the game, and still do ok standing next to someone that knows what they are doing. The difference between a skilled EMP and unskilled EMP is stark. against content where that kind of support matters.
  22. Ice Manipulation has a better slow aura than hotfeet and it gets it early. Unlike hotfeet the slow aura in ice doesn't de-toggle when mezzed so you don't need to waste time turning it back on after you use a breakfree. In addition it also gets a knockdown patch. I'd recommend that you both play in melee range and drop rains and PbAoEs and let the slows/knockdown patches provide mitigation. The current builds already have scorpion shield and close to S/L softcap so you are already halfway there. Before we start I'm going to copy something I've been saying for a very long time on the forums: "Blasters are not scrappers or tanks or brutes. The lack of mez protection and reliable layered defenses means you NEED to be mobile, weave in and out of combat. Mobs don't care if you are 70 ft away or 10 ft away, if they can't attack you with melee attacks they will either chase you or shoot you. When you fight in melee range it's good practice to move a little after each attack, just enough to keep mobs chasing you or shooting you. Learning to move allows you to limit your exposure to melee attacks, And the things you CHOOSE to engage in melee will not live long. However the things outside of your melee range/zone of direct mob interaction will shoot you with impunity, often with mezzes and other debuffs. Even for a melee blaster your defense priority should be range defense first. It makes more sense to stack S/L defense next to take advantage of scorpion shield. S/L defense will cover most of the attacks coming at you from melee range, range defense will cover the rest. Being mobile means you don't need to softcap S/L defense, you can have it be a few percentage points lower than the softcap." On the Fire/fire build: You don't need combustion and fire sword circle, It's AoE overkill especially if you are also playing with your friend with her AoEs, and those will lock you in animation for a long time if you go through the entire rotation. Fire sword circle does more damage but has a small radius, Combustion does less damage but has a larger radius. Some people prefer FSC, I prefer combustion even though it has a longer cast time and does less damage. Rune of protection has a fixed recharge now and doesn't benefit from recharge enhancements. Nowadays it's a placeholder for resist uniques like the +3%def or the +7.5% HP uniques. There are other ways to get S/L defense. Same with ring of fire, there are other ways to get S/L defense. Rune of protection is not dependable mez protection. At the very least you should get some immobilization protection. If you can't move as a melee blaster you will die. I'd recommend changing your power picks and pick up combat jumping as it provides immunity to immobilization. Blaster nukes account for a lot of the damage that they do, hasten is recommended so you can use your T9s as often as possible. If you do go the speed pool route, super speed + a stealth IO in sprint will also give you full invisibility against most mobs except for rikti drones, nemesis snipers and a few other mobs that have +perception. This means you don't need stealth. I hate to mule a power I never intend to use with a useful set, see boxing. Cauterizing aura is your sustain, Slot it for end mod first, and you will not have as much a need to slot miracles/numinas to boost your end recovery. You have slotting in there like the 6th slot of winter's bite and 6 slotting fireball that doesn't really do much for your build. 12.5% F/C defense is not trivial but they don't provide a significant benefit overall. S/L and Ranged defense can cover most everything including pure fire/ice/energy/neg energy attacks which are often ranged, if you are mindful of your positioning. On the Ice/Ice build A lot of the same comments as the fire/fire as you followed a similar shell bitter freeze ray is often skipped but it has proc potential I'd also take freezing touch to stack holds and it animates much faster than bitter freeze ray Freeze ray is woefully underslotted, it's now one of the best attacks in the set as it does damage now. Reference this thread for my build approach. Help me fix this mess (Beam/Temp) - Blaster - Homecoming (homecomingservers.com) This is my take on the fire/fire 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! Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Fire Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Ring of Fire -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(19) Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(3), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(15), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(17) Level 4: Combustion -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(11), Erd-%Dam(11), FuroftheG-ResDeb%(21), FuroftheG-Acc/Dmg(21) Level 6: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(25), BlsoftheZ-Travel/EndRdx(37) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9) Level 10: Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(27), SprBlsCol-Acc/Dmg/EndRdx(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(29), SprBlsCol-Rchg/HoldProc(29) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 16: Boxing -- Empty(A) Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(31), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(33), SprWntBit-Rchg/SlowProc(33) Level 20: Cauterizing Aura -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(33), PreOptmz-EndMod/Rech(34), PreOptmz-EndMod/Acc/Rech(34), PreOptmz-EndMod/End/Rech(36), PreOptmz-EndMod/Acc/End(36) Level 22: Rain of Fire -- Ann-ResDeb%(A), Artl-Dam/End(23), Artl-Dam/Rech(23), Artl-Acc/Dam/Rech(37) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(37), StnoftheM-Acc/ActRdx/Rng(39), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dmg/ActRdx/Rchg(39) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(40), ShlWal-ResDam/Re TP(42) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(45), Rct-Def/EndRdx(48), Rct-ResDam%(50) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Rchg/Dmg%(34), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(43) Level 38: Burn -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(45), Erd-%Dam(45), Arm-Acc/Dmg/Rchg(46), Arm-Dam%(46) Level 41: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(47), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(49) Level 44: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(48) Level 47: Tactics -- HO:Cyto(A) Level 49: Consume -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(49), Erd-Acc/Dmg/EndRdx/Rchg(50) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1375;681;1362;HEX;| |78DA65935B4F135110C7CFEE9EA514286D2D9762B9958B5C0A4B31F185C410418A0| |A4D887C00B2814DD984B49BB6285E13BF811A8D89508437EF5FC5DBA3BE1B8D8089| |0F5ED0D4D9FD4F2B899BECFECE39F33F33B333E7A437CE36BC9CBD352994C0F49A5| |9282C4DD1B768E5F5B499B19785FBF8E86DE3E5A58B663663AD18293B6F411AAF58| |16D71D27972FC29436B3B6B3BE6616ED5C367C3EBB6AE5AD6CD1A80CEA1672B9356| |3D1B1AC95066F386F998E9DCD04BC49CACEAC166916AC9856AC7C61D576DA661C7B| |D9A8844B9BCB6E18777C254A1976D37BC64D57713F655D0829C4B814AA024A95A98| |13592A9839744E529ABA224BCB5C61DF0D82E3855714FFE154D877F09D6EA60630D| |18F2316BC10DDAA561AFD43EA942744851B7C7DC079B26354FDB34E1D22F7AA9F43| |AE7A47F503D5B34064DDF7BCC5B48E3C33F2BBE6605B9FC119EBFCB043F6CD27F1B| |FF79FC0EF32ED87E8F791F9C21753DF6A8F55B142322454389F904317B286680630| |6125C23A642B6207216C1323D2245E33067117E8C289D4F99CFC0EEE7CC17E03552| |47B89391EF6CFB01C67F320FC1DEDFCC5FE034ED6A46065AF34754AB85BBD4C25DE| |AE32E69946D2BFF49EB4968A3EE02556FD63DF7DCB1B657F8BBBED7E08937CC77CC| |B7A0247F31F8D362DC8DCE14BA3970011C9A439C30693B58DBC1DA917D68C60EC0F| |16FD09E235517D7A3EB21D6E28FC0A14DE616385C626E838721217AB8A33D1CA737| |A478FE879BC01B64EDE71EF5F3E91CF9C2E4D3393A81EE8F9E066F927A90F70C6EA| |1F6A325D0D806C776C0E42E7895D409D45449F0E91ADB0423540F834F8E718A2035| |719D90F4EE5C594D7E461E49CE6B9C6F4F5C566F7DB95D566FB13BA5D337FFCF4A1| |710992FC8EA3D168AA7DAABA315E5E8BEFDFF560E8EAEC4A9B603527C3DBAF600DE| |E786DD9C91CF5F61D1D5EB| |-------------------------------------------------------------------| And this is my take on the ice/ice 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! Level 49 Magic Blaster Primary Power Set: Ice Blast Secondary Power Set: Ice Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Ice Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(9), SprWntBit-Rchg/SlowProc(9) Level 1: Chilblain -- Acc-I(A) Level 2: Ice Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx(21), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Rchg/+Status Protect(27) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(5), WntGif-ResSlow(5) Level 6: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(7), GssSynFr--Build%(7) Level 8: Freeze Ray -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(42) Level 10: Frigid Protection -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(11), PreOptmz-EndMod/Rech(11), PreOptmz-EndMod/Acc/End(13), PreOptmz-EndMod/Acc/Rech(15), PreOptmz-EndMod/End/Rech(15) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13) Level 14: Ice Storm -- Ann-ResDeb%(A), Artl-Dam/End(17), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(37) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Bitter Ice Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(42), Thn-Dmg/Rchg(43), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(45) Level 20: Ice Patch -- Empty(A) Level 22: Ice Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(25) Level 24: Boxing -- Empty(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(27) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Blizzard -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(34) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Frozen Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(40), FuroftheG-ResDeb%(40) Level 41: Freezing Touch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(46), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46) Level 44: Bitter Freeze Ray -- Apc-Dam%(A), Thn-Acc/Dmg(47), Dcm-Build%(48), UnbCns-Dam%(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx(49) Level 47: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(47) Level 49: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1359;645;1290;HEX;| |78DA6594594F13511886CF74CEB0575A0BB24BCB22283A8089D7242E982255941F4| |02630B6A3A49D9492E8A577C625A2D19848CBE295FB1FD27BAF04132F5CD0D46FE6| |7D8B244E32F39CF9B6F32D732673EB7CCB878B77A694113DB7ECACAC2C9C9567C92| |D5A1927EB2DAAE0AA97BB93E2856B4E3EEB2ED9E9451796C99A627ED5F70BC552A8| |C93879CF5F5D764A5E211F4FE7736ED1CD8B868BA6B94261D99EF75D77A9255CCEB| |A8EEFE5B3D1F065DACBE64AF2D65A532DB9C5959CE7775DF0BD45BBB65BC609B709| |D6B73B25BF7EB9D341B246F0A86AF54A2B35A955E40DF9166C7847BE07EFAADA555| |5AA5B85B299200CE2588682DD61838C806D26A9C16E0B1C9466998817313F464299| |FE44F6982167456BD1C62A8B2EA1555D857C0DDB4CD077E650FF027E43EB64191CA| |980C737C84DF0BE7835D2B7F13BF26AFA41FE045B7E8187F6C8DFE011C9BF19BE46| |73BB01DB3FF2DAA7D5654114799BD1CFD82BA62DD46D814375E080C469659CD631F| |435465E11C411C78A57146B004F6C925BE43678F225F85090E0BC1255B9D43D59B7| |73EAED6BACE231F904EC7C4A3E030DC9AE83513AC228A648BA986F578711D6DB7D1| |A356AD1F54067F6B027BDD381AE51F5CE80C94BB08D8B6D1F6DFB687B7407364777| |C96FB0BDCAEF36E843BF89BE25D9CF24FB99623F53F56403B817536A00FB4406B8C| |F60CC08E30FB6816BA21DE677305C46E5C72AE406B9058E6C9353C8ED91788DD277| |F43A67902573E0298FBC41DE04E70463AC6B6C12DFB3CD398F978523C234E4E39CE| |F04E7FF4060C3D7B07936EC753021BD9D404E6AE28C409BAA571F38BFE124537AFF| |2F509DFDB79663891DE734452233428F2F4DFBE79D92DD8392143AB2F39FD5D7839| |2E788FE17D494D185| |-------------------------------------------------------------------| Power selection matters if you plan to exemp down. For each build note how I selected the powers to be exemp friendly. Both have their defenses matured by level 30 and both have a decent attack chain by that point as well.
  23. I think infernal has some pure type range attacks that hurt which range defense helps with. The one attack that usually get me is his pbaoe axe attack that bleeds/burns. This happens even if you have softcapped S/L defense, due to no resistances the bleeds/burns will get you. This comes down to jousting melee and really using movement to minimize consecutive melee hits on you. Definitely a lot more work than standing your ground. FYI If you look at my build I have softcapped range defense and 40% s/l, the remaining 5% is easily covered by the debuffs in your powersets. Since you are loaded, or so I hear... 😬 You can always get the defensive amplifiers, they make a huge difference. From a playstyle perspective, the moment you take a hit you should hop up/back. This will stop the 1-2 KO scenario and buy you time to insp/incarnate/whatever. You can always change your direction mid jump and head back into the fray, and that moment of the AI trying to decide whether to shoot you or chase you may save your life.
  24. Your focus on melee defense is misplaced. Scorpion shield already offers S/L defense and you should be building towards that instead of diminishing your S/L investment by focusing on melee defense, There are a lot of people like you that think melee blaster = melee defense. Wrong! There are a lot of people that think melee blaster = you need to stand your ground in melee. Wrong! Blasters are not scrappers or tanks or brutes. The lack of mez protection and reliable layered defenses means you NEED to be mobile, weave in and out of combat. Learning to move allows you to limit your exposure to melee attacks, And the things you CHOOSE to engage in melee will not live long. However the things outside of your melee range/zone of direct mob interaction will shoot you with impunity, often with mezzes and other debuffs. Even for a melee blaster your defense priority should be range defense first. It makes more sense to stack S/L defense next to take advantage of scorpion shield. S/L defense will cover most of the attacks coming at you from melee range, range defense will cover the rest. Being mobile means you don't need to softcap S/L defense. My Dark/Atomic took leviathan for knockout blow and she does fine with 25% S/L defense because I know HOW and WHEN to move. I would also not factor beta decay into your to hit debuff calculations and I certainly would not take it that early in your leveling progression. The power is a trap and encourages you to play like a LOL melee AT and I think you'll spend more time re-toggling it back on that early in your career vs actually getting any mileage out of it. This is how I would build it with scorpion shield, data chunk included if your mids is not as up-to-date as mine. 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! Level 49 Magic Blaster Primary Power Set: Dark Blast Secondary Power Set: Atomic Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Gloom -- 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: Electron Shackles -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(49) Level 2: Umbral Torrent -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(7), Artl-Acc/Dam(13), Artl-Dam/End(15), Artl-Acc/Dam/Rech(15), Ann-ResDeb%(40) Level 4: Positron Cell -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(48) Level 6: Aim -- GssSynFr--Build%(A) Level 8: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(9), StnoftheM-Acc/ActRdx/Rng(9), StnoftheM-Dmg/EndRdx/Rchg(11), StnoftheM-Dam%(13) Level 10: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(11), WntGif-ResSlow(19) Level 12: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(17) Level 14: Boxing -- Empty(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Abyssal Gaze -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(46), UnbCns-Dam%(46), Apc-Dam%(46), Dcm-Build%(47), Thn-Acc/Dmg/Rchg(47) Level 20: Metabolic Acceleration -- 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: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Life Drain -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(43), Thn-Dmg/Rchg(43), Thn-Acc/Dmg/Rchg(45), Thn-Acc/Dmg/EndRdx(45), Thn-Dmg/EndRdx/Rchg(45) Level 28: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(37), FuroftheG-ResDeb%(37) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Blackstar -- 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: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Positronic Fist -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(40) Level 41: Negatron Slam -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Rchg/HoldProc(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43) Level 44: Ionize -- HO:Membr(A) Level 47: Tactics -- HO:Cyto(A) Level 49: Beta Decay -- AchHee-ResDeb%(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1367;675;1350;HEX;| |78DA4D944B4F135114C7EF746E414A2B8516DAF26E2BB43C3A1413A3A2864401A3D| |084C0072093766C079A76524AA24B17EED5684C944271E5FB3BF809D4E84E37AE5C| |09262E7CA0A9A7F33FADDC74EE6FE69C73CFF99F3B779ABA3EE77E75F9E6AC503C9| |7F2FAE6E6DA459ACB46C999D2B3665AD4472B5D2136AFADE885AC91D1E6F4D20642| |471B9ED52DCB2A96CADA8A9E31F5B2592CACA5F482696DE5ED07E15E2E16F3DA92A| |15B6621EBB21F562DC3C878ECDB05339B2B93A3A31195314A9B39D30ACD5B665A6B| |9448E96983A6FAFD8D20A91AA6CBF4D3A4D475D69C424821A6A570284C072855A60| |45B9CE0E931C1A3E61015C28014535530B907AEFB393DE5576E39B0FEB36AD3AD3A| |6D1E97CC1630F605FEB3945F8536A93E41CDAE6760FF7370EA05F325B841F59CA82| |79C4FA99E5F8A3CD95A394FEB1B61C71D7BCB7C07BADE83EE0F600FBDB636AC71B4| |FD452FAE6EC566571FF44529A61DB594F68FE8CDFB0954C8E7611D9E1A0D11214B0| |7322A1D13A8E26516486127EF526705B6C41EF30A3226A6416D9BEC316215FEF3B4| |4B3E7E83BE1FD805FF4FE62FB0E737F310ECFD03AAA4A99B35759F4457FD017429C| |917804F0DD483C8175C404CF02AD8BB0816497F88F58758FFF80E73179C64BD93DC| |D7E463F002E9EF63FD7DDBD015AE80D11DF04495B9C79C45DD4ED238C01A0758E3E| |03E7C8307CCEFA0451A87B8CED043D8861F31B7991530BCC3DC050FBD4244F83444| |B84ED4CBF483B3D4C708E71FB986DE46B3CC1CD30463EBCC0DF00CAD8DF3098DDF4| |68F6377987799F7C1F17BE00CAD99E01336314390AAF0D17E68C823B453B09DA3B8| |24C7255FD319F2D13B96CD2F977EF5D31996CDFF81DAD2FF7BFA0071EA9665F33B1| |68ABDE2AB8B2C1CA524D0C7C1515B187BB77FD41647DCB7A3B607A8B038DED459FB| |076F4ACB01| |-------------------------------------------------------------------| My Dark/Atomic with Leviathan is also posted earlier in this thread for reference.
  25. Having to rely on rains means your AoE delivery will be slower and you will need to pay attention to people with wormhole or fold space. I took frost breath on my ice/temp in addition to both rains. However, I don't find it nearly as satisfying to play as my fire/elec. There are scenarios where the rains are better but for the most part I prefer the immediacy and spammability of fireball. I made an ice/storm corruptor after I finished the blaster and that one is much more fun to play. Load up on recovery serums and you are good to go.
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