Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Nemu
Members-
Posts
1384 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Nemu
-
My builds are tight, and there are more slot efficient ways to get what I want than 6 slotting gaussians. You do you and post your uber build and the reader can decide for themselves which one they prefer.
-
Efficiency. Read my breakdown in the post I referenced. Help me fix this mess (Beam/Temp) - Blaster - Homecoming (homecomingservers.com)
-
In this meta where billion inf god tier builds are easy to copy, the only glaring hole those builds have for most squishies is mez protection. I know, I've played a lot of melee blasters that have their defenses softcapped by level 30. I don't need fort, but I can tell you even with softcapped defenses mezzes do get through more often than you think, And it's even worse for those not using IOs. You think slapping fort on a blaster on SOs with no defense helps with the mez issue? It doesn't. Why do you think people take ROP even on those high end builds? Because they know they can't count on support players to do their jobs. Surely people that play empaths have been mezzed before and they understand how disruptive that is not only to themselves but to their team. This makes it even more amazing to me the number of people that downplay the importance of any anti-mez, not just clear mind, in the support arsenal.
-
There's one thing I care about more than any other buff in Emp's arsenal and it's not listed here. All the forts and RAs in the world mean nothing when those without mez protection can't do anything due to mezzes. Sure they aren't dying, but they are also not contributing. Conventional wisdom nowadays is to ignore the anti-mez powers and I hardly see people using them reactively, much less proactively, and that is a terrible shame. If you can't be bothered to use clear mind even reactively, and keep in mind there are 45 levels before clarion, maybe play something else. People that are truly great emps use clear mind. This is excluding solo emps of course, do whatever the heck you want when you solo.
-
I'm always down and ready for a SPINNING good time. You name the date and the place and I'll be there!
-
You got to the S/L softcap which is good but what's the game plan with this build? Stay at range and blast or punch face when the situation presents itself. I ask because I noticed you skipped all the melee attacks except for the PBAoE and that' a sign that you aren't really interested in melee blasting.
-
You don't need the annihilation -res proc in every attack that can take it, 1 is enough. They don't stack, taking multiples only increase your chances of proccing it. It's a nice quality of life bonus but not a necessity, I'd leave one in rain of fire and be done with it. In general I treat the -res procs as uniques, If I have slots to spare I'll do multiples to increase the chance that it'll proc but most of the time slots are tight and I don't have that luxury. If you fill the 6 slot in fire breath with artillery you'll be over the softcap. Also, 44.9% is good enough, you don't NEED to be at 45%. You can also squeeze a bit more % out of weave and maneuvers by boosting the Def and Def/end IOs in them, not the LOTG 7.5 though, keep that attuned so you can enjoy the bonuses at level 22. You can squeeze in more recharge. You have a lot of single slotted powers you don't plan to use, drop them. You already dipped into leadership, tactics is always useful and vengeance is another quick 7.5% lotg mule. combustion or consume aside, if you don't plan to use the really close range attacks those are on the chopping list to see if there are better alternatives. and there is. Since you went over with range defense with the changes you made in fire breath you can drop fire sword, refund 5 slots. The 6.25% recharge from posi is good but a 10% recharge from armageddon is better, and fireball gives more bang for the buck with another set of artillery. With those changes you have an opportunity to slot consume/combustion with 5 piece armageddon for a net recharge gain. Also I noticed you are slotting the defense powers with Def/End/Recharge enhancements. Go Def and Def/end, they all recharge fast enough and you get better values out of the former 2. Here's what the tuned version can look like 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: Flight Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Mu Mastery Hero Profile: Level 1: Flares -- SprDfnBrr-Acc/Dmg/EndRdx(A), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Rchg/+Status Protect(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Acc/Dmg(7) Level 1: Ring of Fire -- Acc-I(A) Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11) Level 4: Fly -- WntGif-ResSlow(A) Level 6: Rain of Fire -- Rgn-Knock%(A), Rgn-Acc/Rchg(15), Rgn-Dmg/EndRdx(15), Rgn-Acc/Dmg/Rchg(17), Rgn-Dmg/Rchg(48), Ann-ResDeb%(48) Level 8: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13), BlsoftheZ-Travel(17), BlsoftheZ-ResKB(19) Level 10: Fire Breath -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(40), Artl-Acc/Dam(40), Artl-Dam/End(43), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45) Level 12: Aim -- RechRdx-I(A), GssSynFr--Build%(13) Level 14: Kick -- Empty(A) Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27) Level 18: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), ShlWal-Def(21), ShlWal-Def/EndRdx(36) Level 20: Blaze -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(21), Apc-Acc/Rchg(23), Apc-Dmg/EndRdx(23), Apc-Dam%(25) Level 22: Cauterizing Aura -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(27), PreOptmz-EndMod/Acc/End(29), PreOptmz-EndMod/Rech(29), PreOptmz-EndMod/End(31), PreOptmz-Acc/Rech(31) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(31), Rct-Def/EndRdx(34), Rct-Def(50) Level 26: Blazing Bolt -- Dcm-Build%(A), StnoftheM-Dam%(36), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Acc/ActRdx/Rng(37) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 30: Afterburner -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(45), BlsoftheZ-ResKB(46) Level 32: Inferno -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg(34) Level 35: Build Up -- RechRdx-I(A) Level 38: Charged Armor -- UnbGrd-Max HP%(A), UnbGrd-Rchg/ResDam(39), UnbGrd-EndRdx/Rchg(39), UnbGrd-ResDam/EndRdx/Rchg(40) Level 41: Electrifying Fences -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(42), Artl-Acc/Dam/Rech(42), Artl-Dam/Rech(42), Artl-Dam/End(43), Artl-Acc/Dam(43) Level 44: Tactics -- HO:Cyto(A) Level 47: Combustion -- FuroftheG-ResDeb%(A), Arm-Dmg(48), Arm-Acc/Dmg/Rchg(49), Arm-Acc/Rchg(49), Arm-Dmg/EndRdx(50), Arm-Dam%(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form ------------ If you want to venture into melee blasting we can work on that too.
-
It has less value when you have softcapped defenses. It's biggest benefit is the invisibility it provides when stacked with a stealth IO. From a slot economy perspective it's 4 slots for 6.25% global recharge vs evasive man with 7.5% global recharge and 1.25% range defense at 3 slots. If you wanted it to cushion against -def you could take it, although it won't really do all that much. Both it and glue arrow are fairly weak debuffs, and since that build already has electric fences you can certainly swap out glue for flash. Finally as a blaster your mantra is always going to be kill stuff quick before it kills you. You only need enough defenses to survive the retaliation. So, would you rather blast stuff and kill them or use weak debuffs on stuff and not kill them?
-
You have softcapped range defense with hover turned on. I have the same comments about your build as I have with @Elia87's Beam/TA build. Much of what I said there about under-slotted weave/maneuvers and 6 slotted gaussians and power pick progression applies to you. I'd drop burn and fit in evasive maneuvers. As potent as burn is it'll find little use with your build and your game plan and evasive is an easy LOTG 7.5 and additional combat movement. You can defer combustion, fire sword and consume until much later, that will allow you to move maneuvers, rain of fire and hover up to complete your defenses and attack rotation by level 30. There aren't any good range defense options for PBAoEs, if you are going to put the superior blaster's wrath with the 5% range defense bonus anywhere consider it in inferno. That way you can slot blaze with apocalypse for another 10% global recharge. You can then slot the fury of the glad -res proc in combustion in place of the obliteration proc.
-
I use soul on my staff/regen brute with whirlwind. Without soul she won't be able keep spinning, and spinning is winning. soooo...
-
Nice Job, You stacked enough bonuses to get the numbers you were chasing with a subtheme of building for damage bonuses and you paid attention to the rule of 5. Very good first effort👍 Let's talk about power picks/progression as you level up or when you exemp down. One thing I like to do is to make sure that my characters are fully self sufficient by level 30. That means having a good rotation of attacks and mature defenses (at or close to softcap) by that level. You can have fully softcapped range defense by level 30, but that means you need to squeeze in your defensive toggles by then which will consume 5 power picks. Sounds like a lot, but quite doable. 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: Beam Rifle Secondary Power Set: Tactical Arrow Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Hero Profile: Level 1: Single Shot -- Empty(A) Level 1: Electrified Net Arrow -- Empty(A) Level 2: Cutting Beam -- Empty(A) Level 4: Fly -- Empty(A) Level 6: Disintegrate -- Empty(A) Level 8: Hover -- LucoftheG-Def/Rchg+(A) Level 10: Upshot -- Empty(A) Level 12: Lancer Shot -- Empty(A) Level 14: Aim -- Empty(A) Level 16: Hasten -- Empty(A) Level 18: Penetrating Ray -- Empty(A) Level 20: Eagle Eye -- Empty(A) Level 22: Boxing -- Empty(A) Level 24: Tough -- Empty(A) Level 26: Weave -- LucoftheG-Def/Rchg+(A) Level 28: Gymnastics -- LucoftheG-Def/Rchg+(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] 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 -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 1: Disintegrating Level 49: Quick Form ------------ This is an outline of how you can fit all those into the build before level 30. You can then continue the rest of your power picks. On some builds I even defer either aim or build up but only one of them, to a late 40s pick so I can get another attack in before level 30. Oil Slick Arrow is your second nuke, It's a must pick at 38 and it deserves more slots. It doesn't proc well though, so I'd go plain 6 piece artillery for the range defense bonus. I like the Force feed proc in the snipe, it's definitely a good place to put it. However I don't like it in kick because it's a power you will NEVER use, so why waste the inf? By the way you have both procs turned on which is why you see perma hasten, click on the yellow dot next to each power with the proc to deactivate the proc. You are pretty close to perma hasten, and a few proc activations will definitely get you there. With Hover on you are actually 2% over the range softcap, which means you have wiggle room to play around with slots. You can look for opportunies to fit in some other procs like the achilles -res and even the decimation build up procs. Upshot is 6 slotted with Gaussians and I noticed that you under-slotted Maneuvers and Weave for actual defense. You have 47% range defense with 6 slotted upshot, but you are consuming more end on Maneuvers and not taking advantage of the +HP set bonuses that reactive defense and shield wall offers at 3 slots. This is my personal preference but if I can I will slot weave with 1 LOTG + 3 Shield wall including the +res unique, and I will slot Maneuvers with 1 LOTG + 3 pices reactive defense including the + res unique. Both sets give +HP at 3 slots and reactive defense gives a little S/L resist as well. Upshot recharges in 26 seconds with perma hasten and 6 slotted. You can remove 3 slots to slot the defense toggles and that still leaves 3 slots in upshot which you can then slot with the build up proc and 2 piece 50+5 recharge IO. You are still over the softcap, and you have similar recharge on upshot, You lose 2.5% damage buff but you get more HP. Flash arrow could be a skippable power. You chased the 6.75% recharge but you could drop flash and pick up afterburner/evasive maneuvers for an easy LOTG 7.5 at the base slot and save yourself 3 slots. The -to hit on the power could be useful at times, but since you are softcapped to range it won't be a game changer. The big benefit is stacking it with a stealth proc in sprint to get full invis against most mobs. Evasive Maneuvers should be taken if you hover blast, as it increases your hover speed in combat and offer -fly resistance. Evasive is yet another toggle that drains end and that's going to impact your endurance consumption. Eagle eye - I see people slotting this and all sustains for heal, a lot of people do this. What is it actually doing for you? Look at the numbers 35 hp per second at level 50, how much are mobs hitting you for at that level? Your end recovery is at 3.19/s 6 Slotting this with pre-emptive optimization, you get: Same defense bonus, a little more recharge bonus, more end recovery to handle the additional toggles, and a loss of 4HP regen per second. Don't slot the blaster sustains for heals. They won't make a meaningful difference in your survival. Slot them for recovery. Enhance for damage. This applies to piercing shot and overcharge. You can also fit an Achilles -res proc in cutting beam as well so you have a faster recharging power that can potentially apply the proc. If you have inf to spare you can maximize proc chances by slotting it with 3 piece frozen blast set, omitting any piece that enhances recharge. This will give you some slow resist as well. You can change the Aegis set in charged shield with the 4 piece unbreakable guard for some endurance discount and the +7.5% HP unique. I don't think the Aegis unique is worth it, it only reduces mez duration, you will have naturally high range defense due to all the bonus stacking that even if you do get mezzed you have enough time usually to react and not get plastered immediately. I'd replace that with a ribosome. those are fairly cheap. You don't need a nucleus in piercing, they are expensive, an annihilation acc/dam will do the job and give you some max end bonus. Played around the build a bit, I'm not a big fan for building for +dmg, so I shuffled some slots and came up with 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 Blaster Primary Power Set: Beam Rifle Secondary Power Set: Tactical Arrow Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Single Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Rchg/+Status Protect(11) Level 1: Electrified Net Arrow -- Acc-I(A) Level 2: Cutting Beam -- AchHee-ResDeb%(A), SprFrzBls-Acc/Dmg(3), SprFrzBls-Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/EndRdx(5), Bmbdmt-+FireDmg(37) Level 4: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(5) Level 6: Disintegrate -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/EndRdx(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(15), SprBlsWrt-Rchg/Dmg%(15) Level 8: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(46), BlsoftheZ-ResKB(47) Level 10: Upshot -- RechRdx-I(A) Level 12: Lancer Shot -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(17), Apc-Dmg/EndRdx(19), Apc-Dam%(19), Dcm-Build%(21) Level 14: Aim -- RechRdx-I(A), GssSynFr--Build%(39) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 18: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Acc/ActRdx/Rng(34), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Dam%(36), FrcFdb-Rechg%(37) Level 20: Eagle Eye -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(23), PreOptmz-EndMod/Rech(23), PreOptmz-EndMod/Acc/End(25), PreOptmz-EndMod/Acc/Rech(25), PreOptmz-EndMod/End/Rech(33) Level 22: Kick -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), HO:Ribo(33), GldArm-3defTpProc(33) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Gymnastics -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Overcharge -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(40), Rgn-Knock%(40), AchHee-ResDeb%(49) Level 35: Afterburner -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(36), BlsoftheZ-Travel(36) Level 38: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(40), Artl-Dam/Rech(43), Artl-Acc/Dam/Rech(43), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(45) Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(42) Level 44: Piercing Beam -- Ann-ResDeb%(A), Artl-Acc/Dam(45), Artl-Dam/End(45), Artl-Acc/Dam/Rech(46), Ann-Acc/Dmg(46) Level 47: Electrifying Fences -- Artl-Acc/Dam(A), Artl-Dam/End(47), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(48), Artl-End/Rech/Rng(49) Level 49: Glue Arrow -- TmpRdn-EndRdx/Rchg/Slow(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 -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 1: Disintegrating Level 49: Quick Form ------------
-
You could go /energy manip if you are not into the karate cow look and prefer something a bit more low key.
-
You may have the force feedback proc enabled. click the yellow dot next to negatron slam to turn it off. You are close to perma-hasten, but not quite there, a few FF procs will get you closeer. Tactics isn't for acc, tactics is for blind and a personal preference. I tried to fit in answers to common and annoying status effects and I absolutely detest being blinded. For this build, tactics provides +to Hit which helps your snipe as well. So win/win there.
-
It does not need accuracy, but I think you will find the need to constantly re-toggle it back on bothersome enough that the power doesn't need additional slotting I tend to priority on range defense first still on melee blasters. reasoning is highlighted here: water blast/energy manipulation expensive build help - Blaster - Homecoming (homecomingservers.com) My typical setup for melee blasters focuses on Range defense S/L defense with Scorpion Shield Recharge Slow resist HP Everything else S/L defense will cover most of the melee range stuff, range defense covers everything else. Slow resist is important because a slowed/immobile melee blaster is a dead blaster, and also recharge debuffs suck. For /atomic you don't necessarily have to get S/L to softcap, beta decay can off set a few percentage points of S/L defense. But if you do go the S/L/R defense route slots will be really tight and you'll miss out on some proc opportunities. This is my sketch of the build based on your power pick decisions. 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 Blaster Primary Power Set: Fire Blast Secondary Power Set: Atomic Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(15), SprDfnBrr-Acc/Dmg/EndRdx(17), SprDfnBrr-Acc/Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(19), SprDfnBrr-Rchg/+Status Protect(19) Level 1: Electron Shackles -- HO:Nucle(A) Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(3), Artl-Dam/Rech(3), Artl-Acc/Dam/Rech(5), Artl-Acc/Rech/Rng(7), Artl-End/Rech/Rng(7) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(5), WntGif-ResSlow(47) Level 6: Positron Cell -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), Apc-Dam%(48), UnbCns-Dam%(48), Dcm-Build%(49) Level 8: Fire Breath -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(11), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(15) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(34) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 16: Boxing -- Empty(A) Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Rchg/SlowProc(39) 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(33), PreOptmz-EndMod/End/Rech(33) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(29), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dam%(33) 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%(47) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(46) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Ionize -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(40) Level 41: Rain of Fire -- Artl-Dam/End(A), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42), Ann-Dmg/Rchg(42), Ann-ResDeb%(43) Level 44: Negatron Slam -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(46), FrcFdb-Rechg%(46) 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 ------------ If you have mastered movement you can absolutely take advantage of your melee attacks without needing S/L defense. I built a dark/atomic this way and picked up leviathan so I can use both POSI fist and Knockout blow. The knockdown in Dark's umbral Torrent helps with setting up opportunities to go in, you could potentially use rain of fire to a similar effect.
-
You can get temp jetpacks from the P2W vendor, they are quite cheap and will last you a long time. I consider the ability to stealth through mobs more important and practical than having to turn on fly every once in a while to get some vertical. I wouldn't ditch beta decay, but I would defer the pick until much later. Here is the real tip I'm going to give you. This has nothing to do with builds. Learn to embrace the strengths of blaster secondaries, in this case the fact that /atomic encourages you to melee. Learn how and when to use those powers. You can hide behind range blasting/hover and play a sentinel wannabe with 1/4 the protection or you can learn to really play a blaster and be a force to be reckoned with. If you can play a hyper aggressive melee blaster successfully, then chances are you would have more mastery of this game and fundamentals than 90% of people that play it.
-
Beta decay is not doing much for you then and I doubt taking it that early give you any benefit when you exemp down Hasten has 3 slots, 2 50+5 IO is enough You don't need fire blast and flares, pick one and dump the other Posi cell can be proc monstered. Put a Kismet ACC in combat jumping or another defense toggle that's always on so you have 95% chance to hit vs +4s Super speed instead of super jump for full invis with a stealth IO in sprint If you plan to exemp down at all your power selection can be tuned a little better with more attacks, there's no need to grab weave by level 22 There is no reason not to find ways to fit in both +res uniques from reactive defense and shield wall You have the blasters wrath ATO but no defiant barrage. Both Blaster ATOS are very good and you should find ways to 6 sloth both I'd try to fit the -res procs in, there are ways to get range softcap and still fit those in and proc monster posi cell.
-
What's your game plan with this build? Shoot from range? How do you plan to use your melee stuff? Are those just mules for set bonuses or do you actually intend to use them?
-
Form of the soul has an endurance discount buff and that allows you to sustain WW with regen's quick recovery. I tried it on my elec/regen brute and WW sucked my end dry, so quick recovery by itself is not enough.
-
The wintery effects comes from the procs and I don't see any reason to 6 slot any winter set in your build, 5 is enough, and then you can omit the proc. Skip Shout - it's terrible, long root time, slow damage delivery, mediocre damage compared to other hard hitters. you are better of proc monstering echo chamber I offered my take on Sonic/Sonic in this thread How to make a tougher solo 50 blaster? - Blaster - Homecoming (homecomingservers.com)
-
As with the beam/temp thread I have the same comments about your posted build. It lacks focus It wastes slots on set bonuses that don't contribute to your goal of shoring up range defense Do the same exercise I asked @Galamane to do, evaluate each power you slot, gut the sets that don't contribute to your goal and replace them with ones that do, if possible. Pay attention to slotting efficiency, refer to my comparison of Thunderstrike Vs Artillery Vs Blessing of Zephyr. Don't try to do too much all at once, do one thing and focus on it, chances are you will end up well above range softcap that way, then you can cut back to slide in recharge bonuses and whatever else. Few other suggestions on power picks since you want to play ranged. Take fire breath, it does a lot of damage, and you can use another ranged AoE option. Combustion has a bigger radius than fire sword circle and allows you to hover at the edge of melee range and still tag a few mobs, but you might be better off dropping fire sword circle and combustion all together based on your game plan. Panacea +end/+hp is better than any other health unique for end recovery, put that in health.
-
I forgot the thing takes 2 seconds to cast, yuck. Sure, if you have absolutely no other powers to sink those procs in I suppose you can slot cage that way. But there are better options in the secondary or even hero epics if we look at a complete build.
-
10 second recharge on TC no? I don't think it'll be all that great since most procs are 3.5ppm. 16s/20s are the sweet spots for proc monster holds.
-
There is no better time than now to make your own thread, post your build, and get feedback/help on it. Take the principles I discussed in the beam/temp thread and apply them, do your best, and then we can fine tune. Make the effort, reap the rewards.
-
Good. It's footstomp minus the knockup and you don't need to be close to the ground to use it despite the animation. Add Avalanche+proc for the authentic footstomp feels.