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Nemu

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Everything posted by Nemu

  1. I've typed out the rationale in various threads. Here's one for reference:
  2. I looked at that build. Skipping Dynamo alone should give you pause. Skipping water burst, full 6 slotting of sets in each power, teleport target, fold space... that build lacks cohesion and needs a lot of work. I wouldn't recommend looking at that thread for builds. 1st they are just random builds which may not suit your playstyle. 2nd there are plenty of experienced players in the AT forums that can help you tailor your build. /elec favors melee blasting. This is how I'd approach the build. 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: Water Blast Secondary Power Set: Electricity Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Electric Fence -- HO:Endo(A) Level 2: Water Burst -- FrcFdb-Rechg%(A), SprFrzBls-Acc/Dmg(40), SprFrzBls-Dmg/EndRdx(40), SprFrzBls-Acc/Dmg/EndRdx(42), Ann-ResDeb%(45) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(9) Level 6: Whirlpool -- Artl-Dam/End(A), AchHee-ResDeb%(7), OvrFrc-Dam/KB(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(37) Level 8: Tidal Forces -- GssSynFr--Build%(A) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Dehydrate -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(13), SprWntBit-Acc/Dmg/EndRdx(13), SprWntBit-Acc/Dmg/Rchg(15), SprWntBit-Dmg/EndRdx/Acc/Rchg(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Thunder Strike -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(37), FuroftheG-ResDeb%(39), SprAvl-Acc/Dmg(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Dmg/EndRdx(40) Level 18: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(21), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21), SprBlsWrt-Rchg/Dmg%(23) Level 20: Dynamo -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(23), PreOptmz-EndMod/Rech(25), PreOptmz-EndMod/Acc/End(34), PreOptmz-EndMod/Acc/Rech(34), PreOptmz-EndMod/End/Rech(36) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(29), PreOptmz-EndMod/Rech(33), PreOptmz-EndMod/Acc/End(33), PreOptmz-EndMod/Acc/Rech(33), PreOptmz-EndMod/End/Rech(34) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(42), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(43), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(43) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Force of Thunder -- FrcFdb-Rechg%(A), AbsAmz-Acc/Rchg(46), SuddAcc--KB/+KD(50), AbsAmz-Acc/Stun/Rchg(50) Level 41: Shocking Grasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(46), Mk'Bit-Dmg/Rchg(46), Mk'Bit-Acc/EndRdx/Rchg(48), Mk'Bit-Acc/Dmg/EndRdx/Rchg(49), Mk'Bit-Dam%(49) Level 44: Tactics -- HO:Cyto(A) Level 47: Charged Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(47), SprBlsCol-Acc/Dmg/EndRdx(47), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(48) Level 49: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 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) ------------ Go through my posts in this forum to understand why I favor Ranged Softcap over S/L softcap even on a melee blaster build. I also posted my thoughts and experiences on playing a melee blaster successfully many times in the forums.
  3. Bolt over blast because of the cast time. In the end it's your pick. I prefer the T1, some others like the T2. Power push does no damage, I figured if you want that 3.75% defense you might as well put it into a power that does damage. Makos offer better overall bonuses than thunderstrike but it's your pick, the net defense is the same.
  4. Aim and build up come way too late. Those are really useful early game when your acc/damage enhancement values are lowered due to exemping and when your defenses aren't mature yet. Dead things don't hit back. You can alternate these every or every other group and give yourself a nice damage/acc boost. Pro-tip: Activate aim/build up on your way over to mobs, not when you are ready to engage. Play this game long enough and you'll get a sense of map layout and where the next mob will be. If you are clicking aim/build up when you get to the mob in preparation for the alpha strike then prepare to nuke corpses. Your over-emphasis on procs on the AoEs means they have very low acc and they are slotted below ED values for damage, and you picked up aim/build up/tactics late. Which means if you ever exemp and starting doing +4/8 on a team you are sitting at 60ish% chance to hit on those AoEs. That's a tad low for my tastes. I typically build for 95% chance to hit against +4s with tactics turned on. I suppose this doesn't matter if you don't plan to exemp. 3 piece explosive strike is a poor way to get ranged defense if it means not being able to enhance your damage close to the ED cap, the proc is nice, but with a 12 base recharge cone it won't be consistent. Sticking the FF proc is always recommended because the trigger provides so much value, a damage proc though, for this power, not so much. I tend not to proc monster powers that recharge in 10 seconds or less if it means I can't enhance it to the ED damage cap or get a useful set bonus from other options. 6 slots for 2.5% range defense is a terrible deal. Outside of the blaster defiant barrage ATO set I would not pursue the 2.5% range defense at 6 slots unless I'm absolutely at my last resort. There are other cheaper and more slot efficient ways to get range defense. I don't see the point of power push, it's recharge is too short to be even a proc mule, and even as a proc mule there's no ACC slotting. I'd take a melee attack instead and put a full set of makos in for 3.75 range defense. That's a much better investment for 6 slots than slotting either aim or temp invuln. I don't like splitting off the PVP and reactive defense uniques as single slot wonders. Both those sets offer +HP at 3 slots. My typical way of slotting is Weave - 1 LOTG7.5 and 3 piece Gladiator Shield with the unique, Manuevers - 1 LOTG7.5 and 3 piece reactive defense with the unique. You get full ED enhancement values out of both powers and a nice +hp bonus. You are also trying too hard on the S/L resist cap. With blaster HP 75% S/L resist vs 60ish% will mean very little to your overall survival. That difference is inconsequential if you are facing trash mobs, and inconsequential when you go against the hard stuff. When you get hit hard you are still going to pop a green by reflex, that 9-10% extra resist won't be a game changer. I'm also assuming you are willing to invest in this build on account of the winters, purples and PVP sets. I'd get a overwhelming force KD IO in either explosive or energy torrent. I tuned your build. It's much more slot efficient and much more exemp friendly. You offense and defense will both be 90% mature by level 30, as that is how I like to build all my characters. It also has 50% slow resist and a faster hover. I prefer power boost to boost range, but you can pick whatever for the level 49 slot. 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 Science Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Speed Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Force Mastery Hero Profile: Level 1: Power Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Power Thrust -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(9), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Dam%(11) Level 2: Energy Torrent -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(13), Bmbdmt-Dam(13), Bmbdmt-+FireDmg(15), ExpStr-Dam%(15), FrcFdb-Rechg%(17) Level 4: Super Speed -- WntGif-ResSlow(A), Clr-Stlth(49) Level 6: Power Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/Rchg(23), SprBlsWrt-Acc/Dmg/EndRdx(25), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Rchg/Dmg%(27) Level 8: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(17), FrcFdb-Rechg%(19), Dmg-I(19), StnoftheM-Dam%(21), Dcm-Build%(21) Level 10: Build Up -- RctRtc-Pcptn(A) Level 12: Aim -- GssSynFr--Build%(A) Level 14: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(40), BlsoftheZ-ResKB(40), Ksm-ToHit+(42) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(27), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(29), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(31) Level 18: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(40) Level 20: Afterburner -- LucoftheG-Def/Rchg+(A) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), HO:Ribo(42), ResDam-I(46) Level 26: Explosive Blast -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), Ann-Acc/Dmg/EndRdx(36), Ann-ResDeb%(36), OvrFrc-Dam/KB(36), FrcFdb-Rechg%(37) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(33), ShlWal-Def(34), ShlWal-ResDam/Re TP(34) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(33), Rct-ResDam%(33) Level 32: Nova -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(39), Arm-Dam%(39), SuddAcc--KB/+KD(39) Level 35: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 38: Tactics -- AdjTrg-ToHit/EndRdx(A) Level 41: Temp Invulnerability -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(42), RctArm-ResDam/EndRdx/Rchg(43), RctArm-ResDam(43), UnbGrd-Max HP%(43) Level 44: Energy Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46) Level 47: Bone Smasher -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(47), Mk'Bit-Dmg/Rchg(47), Mk'Bit-Acc/EndRdx/Rchg(48), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Dam%(48) Level 49: Power Boost -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-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 Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
  5. Tank A hops around actively grabbing aggro, uses correct positioning to direct AOE splash damage away from the team, prioritizes threats and recognizes when to save teammates in trouble. Tank B stands in one place punching whatever comes up on tab. Tank B like to stand in front of an AV/GM with his teammates and let the AV/GM cones tag his teammates. Tank B likes to jump into a group and solo the trash mobs and move on to the next and leave the bosses to the squishy low damage ATs. Both Tank A and B run the same build. Good tanks aren't good on account of their builds. There are top tier builds, and then there are top tier tanks, they are not the same. Also with the current state of the game, no one cares if you have a bad build because everyone else will be tankmaging end game content which is a joke at +3 level shift. Other people have commented on builds already. Some are more survivable, some more offensive. I've tanked +4 seers/arachnos and other nasty factions on my Fire/SS tank, you'll be fine with the support of your teamamtes.
  6. What I would do, power boost can boost your to hit against to-hit debuffs and buff your defense too so I'd keep it. Tactics will solve your perception issues and you can fit that in relatively early. 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: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Concealment Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Force Mastery Hero Profile: Level 1: Power Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(11) Level 1: Power Thrust -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(33), Mk'Bit-Acc/Dmg/EndRdx/Rchg(33), Mk'Bit-Dam%(34) Level 2: Energy Torrent -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(3), SprFrzBls-Acc/Dmg(3), SprFrzBls-Dmg/EndRdx/Acc/Rchg(5), Dmg-I(5), Bmbdmt-+FireDmg(7) Level 4: Build Up -- EncAcc-ToHit/Rchg(A), EncAcc-ToHit/Rchg/EndRdx(49) Level 6: Power Burst -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37), FrcFdb-Rechg%(40) Level 8: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Acc/ActRdx/Rng(34), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(36), Dcm-Build%(42) Level 10: Stealth -- LucoftheG-Def/Rchg+(A) Level 12: Aim -- GssSynFr--Build%(A) Level 14: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(15), BlsoftheZ-ResKB(15), Ksm-ToHit+(17) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(19), NmnCnv-Heal/EndRdx/Rchg(23), NmnCnv-Heal(25), NmnCnv-Regen/Rcvry+(25) Level 18: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(19), WntGif-ResSlow(46) Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(21), Rct-Def/EndRdx(21), Rct-ResDam%(23) Level 22: Tactics -- EncAcc-ToHit(A), EncAcc-ToHit/Rchg/EndRdx(45) Level 24: Boxing -- Empty(A) Level 26: Explosive Blast -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(27), SprFrzBls-Dmg/EndRdx(27), SprFrzBls-Acc/Dmg/EndRdx(29), Ann-ResDeb%(29), Ann-Acc/Dmg(33) 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: Nova -- SuddAcc--KB/+KD(A), FuroftheG-ResDeb%(42), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), Arm-Dam%(43), Arm-Dmg/Rchg(43) Level 35: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 38: Bone Smasher -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/EndRdx(39), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(40) Level 41: Temp Invulnerability -- StdPrt-ResDam/Def+(A), HO:Ribo(45), ResDam-I(45) Level 44: Force of Nature -- Ags-ResDam/Rchg(A), UnbGrd-Rchg/ResDam(46), TtnCtn-ResDam/Rchg(46) Level 47: Energy Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(47), Mk'Bit-Dmg/Rchg(47), Mk'Bit-Acc/EndRdx/Rchg(48), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Dam%(48) Level 49: Power Boost -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-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 ------------ Also, a slowed blaster is a dead blaster. I don't like hover but it's your build. I did cram in enough slow resist so that you can at least move around faster after you waste a breakfree on a web-nade, or if you are grounded in a slow patch/caltrops field/etc...
  7. Depends on how aggressive you are and the difficulty and mobs you go up against. If you are the type to sit back, wait for tank to get aggro and hover blast then no, you don't need defenses at all. If you are fighting even con lol council then no, you don't need softcap. But if you are fighting +4/8 pre incarnate malta/arachnos and you the melee blaster is taking point and carrying the team? Yeah softcap helps a lot.
  8. Not really, the KB tax won't get in the way of you being able to fully enhance the damage of those powers with enough accuracy/recharge/endurance reduction to get by. You'd only apply the KB tax on AoEs anyway and especially explosive blast, Radial scatter is good for one shot mitigation but if you want sustained mitigation radial scatter is bad. People argue ragdoll and what not makes mobs take longer to get up. What they don't tell you is that mobs don't stay down forever and you can't kill 16 mobs scattered all over the place fast enough so that you face little no retaliation after they get back up. Having them clumped together means you can just knock them back down again after they get back up. That's much more sustainable long term mitigation compared to just scatter them to the 4 winds. You could make the argument that the KB tax takes away the opportunity to slot damage procs, but blasters do enough damage and a proc here and there offers marginal benefit and it's not something to lament over.
  9. Nemu

    Swappable Builds

    This is only in the context of blasters. PvE vs PvP build would be the only reason. You can plan a build out to be survivable, maximum exemplar friendly, and do good damage without needing alternate builds. I always plan my blaster builds to have their defenses matured by level 30 and still have a respectable attack rotation. Proc monster builds eek out a bit more performance damage wise under very specific conditions. However, I find that they are not usually worth it since you can build a tank mage and do regular blaster level damage which is already enough to erase stuff, and be way more survivable without needing incarnates to plug it's many holes. There is nothing stopping you from that approach and dedicating a build off the beaten path like those proc monster, damage/recharge oriented and more team dependent builds, but I just find my general tank mage builds a one-size-fits-all PvE solution that performs above average vs any content thrown at them. PvP builds on the other hand has a whole different set of build focus and priorities from set bonuses to power picks themselves. They will need an alternate build.
  10. How do you build a super reflexes scrapper? Is it any different than how you would approach any other AT when it comes to survival? If you want to play the blaster at range, evident by your choice of using hover as your combat movement pick, what's important for survival? And if that is your game plan, to stay at range, are you going to be happy with psi tornado as your only ranged AoE? Are you going to be happy with 54-65% chance to hit against +4s with all those procced up powers? Assault gives you and your team a 10% damage buff, you think that's meaningful for a blaster? Do you like to be blinded? would you like your procced up powers to hit more consistently against +4s? There is another power in the leadership pool that can help with that. Personal force field doesn't let you attack, don't let those numbers fool you. I wouldn't bother proccing up powers with low recharge, those are better for pure set bonuses. I do, however, cram a force feedback proc in any power that can take it if possible. Build philosophy and approach aside, I wouldn't do blasters with the same element for primary and secondary. Those are more thematic for melee ATs but we are talking about doing damage here, and damage type diversification is good. You can easily justify a mentalist with Dark/Psi and that gives you access to multiple damage types so you have something else to throw at robots and not have it heavily resisted.
  11. I use the gather for RA bind on anything but my empath. It's 100% more accurate at robot player detection than asking them to point out how many street signs there are on a screen. Also works on zombies.
  12. Point taken about the language, changed it. My rationale still stands. It's true that S/L helps against most melee/pbaoe attacks that mobs throw out. However, the things you can interact with in melee range are subject to your knockdowns/controls/killing them quickly. There are plenty of mobs that are all too happy to shoot you at range with non-s/l attacks such as the shadows, seers, demons/behemoths, etc,,, and there are plenty of end game maps where mobs don't cluster nicely, You have no control over the type of damage mobs deal to you but you know what you can control? Their delivery vector. Range defense is not just for ranged builds, it's just as useful for melee blasters. It's more "catch all" than S/L in my opinion. And the idea that melee attacks require you to stay in melee range? Also one of the biggest traps for a lot of melee blasters. Even with softcap defenses you still only have blaster HP and resistances. The zen of playing melee blasters is knowing when to be in melee and when not to be, and mastering movement so you can be where you need to be when you need to be there. I've repeated this in my many posts in this forum. Here's how I would build for such a blaster with a defense shield. Having both S/L and Range defense in the 40% range and powerboost to push those near incarnate softcap for 15 seconds at a time with a 4 second gap in between. 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: Water Blast Secondary Power Set: Energy Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Power Thrust -- Acc-I(A) Level 2: Water Burst -- FrcFdb-Rechg%(A), Artl-Acc/Dam(9), Artl-Dam/End(13), Artl-Acc/Dam/Rech(13), Ann-ResDeb%(27), Ann-Acc/Dmg/EndRdx(29) Level 4: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(5) Level 6: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(33), WntGif-ResSlow(47) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9) Level 10: Tidal Forces -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(11), GssSynFr--Build%(11) Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37) Level 14: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(27) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(21), NmnCnv-Heal(23), NmnCnv-Regen/Rcvry+(25) Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(19), Rct-Def/EndRdx(19), Rct-ResDam%(21) Level 20: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Boxing -- Empty(A) Level 26: Steam Spray -- 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 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29), UnbGrd-Max HP%(48), HO:Ribo(48) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Geyser -- FrcFdb-Rechg%(A), SprFrzBls-Acc/Dmg/Rchg(43), Artl-Dam/Rech(43), Artl-Acc/Dam/Rech(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), Artl-End/Rech/Rng(45) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Total Focus -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(43) Level 41: Whirlpool -- AchHee-ResDeb%(A), Artl-Acc/Rech/Rng(46), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46), SprFrzBls-Acc/Dmg/EndRdx(47), SprFrzBls-Dmg/EndRdx(47) Level 44: Tactics -- HO:Cyto(A) Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(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 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------ As I said you can do just as well with the previous build I posted, none of the powers in either set really incentivizes you to STAY in melee range and you can do just fine jousting the melee attacks and staying at range and let range defense be the "catch all" do work for you.
  13. Fire/Elec. You haven't played melee till you play a melee blaster. I play a lot of blasters, and fire/elec outshines them all. If you want damage Fire blast can cover that alone If you want fluid combat most attacks/powers from both sets animate in 1 second and that creates a very fluid playstyle If you want utility/mitigation /Elec has 2 aoe KD to keep mobs off their feet while you slap them silly(works well with rain of fire). They can also take FF procs. Elec has an end drain/gain power to sap harder targets over time (i.e weakend hami), also a super proccable hold that animates in 1 second If you want crunchy hits that feel satisfying /Elec has you covered. Shout "coooooombbbboooooo breaker!" whenever you use thunder strike. It totally works. If you want to play it "safe" play a sonic blast blaster and sleep the spawn and kill them off one by one "yawn" If you want to feel raw power, be a mothaf*in tank mage, and look good doing it - Fire/Elec Concept is easy, you are an alien that absorbs powers and when you crash landed on our planet you got 1 - burned, 2 - electrocuted. Or you are a magical panda from the mystical panda realm and received the gift of fire and electricity and now you have to pass the panda test. 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! Jezebel Delias: Level 50 Mutation Blaster Primary Power Set: Fire Blast Secondary Power Set: Electricity 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(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Electric Fence -- HO:Endo(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(13) Level 4: Charged Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Rchg/HoldProc(46) Level 6: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(46) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(46) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Aim -- GssSynFr--Build%(A) Level 14: Boxing -- Empty(A) Level 16: Thunder Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(17), SprAvl-Acc/Dmg/EndRdx/Rchg(17), Arm-Dam%(45), SuddAcc--KB/+KD(45), FrcFdb-Rechg%(45) Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(43) Level 20: Dynamo -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(40), PreOptmz-EndMod/End/Rech(40) 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(33), StnoftheM-Dmg/EndRdx/Rchg(33), StnoftheM-Dam%(34) Level 28: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(29), PreOptmz-EndMod/Rech(29), PreOptmz-EndMod/Acc/End(31), PreOptmz-EndMod/Acc/Rech(31), PreOptmz-EndMod/End/Rech(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(31) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(37) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Force of Thunder -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(39) Level 41: Shocking Grasp -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(42), UnbCns-Dam%(42), Hct-Dam%(42), Hct-Dmg/EndRdx(43), Hct-Acc/Dmg/Rchg(43) Level 44: Tactics -- HO:Cyto(A) Level 47: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(47), Artl-Dam/Rech(47), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(48), Artl-End/Rech/Rng(48) Level 49: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(49) 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 Level 50: Musculature Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------ On the opposite end of the spectrum I do enjoy my RAMBO Ass Rifile/TA Panda a lot. It's a proc monster build and it stays at range most of the time. Damage can't compare to the burstiness of my fire/elec but the AOE over time adds up against +4/8. 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! War Panda: Level 50 Natural Blaster Primary Power Set: Assault Rifle Secondary Power Set: Tactical Arrow Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Munitions Mastery Hero Profile: Level 1: Burst -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(33) Level 1: Electrified Net Arrow -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(9), Thn-Dmg/Rchg(27), Thn-Acc/Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(33) Level 2: Glue Arrow -- Ann-ResDeb%(A), Bmbdmt-+FireDmg(9), PstBls-Dam%(11), JvlVll-Dam%(25), ImpSwf-Dam%(27) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(5), WntGif-ResSlow(11) Level 6: M30 Grenade -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(7), Artl-Acc/Dam(33), Artl-Acc/Dam/Rech(34), Artl-Dam/End(34) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19) Level 10: Upshot -- GssSynFr--Build%(A) Level 12: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/ActRdx/Rng(13), StnoftheM-Dmg/EndRdx/Rchg(17), StnoftheM-Dam%(19) Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(15), Rct-Def/EndRdx(15), Rct-ResDam%(17) Level 16: Tactics -- HO:Cyto(A) Level 18: Flamethrower -- PstBls-Dam%(A), Bmbdmt-+FireDmg(36), Artl-Acc/Dam(36), Artl-Dam/End(36), Artl-Acc/Dam/Rech(37), JvlVll-Dam%(37) Level 20: Eagle Eye -- 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(25) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(50) Level 26: Ignite -- Artl-Acc/Dam(A), Artl-Dam/End(34), SprFrzBls-Acc/Dmg(37), PstBls-Dam%(39), SprFrzBls-Rchg/ImmobProc(39), Artl-Acc/Dam/Rech(39) Level 28: Gymnastics -- LucoftheG-Def/Rchg+(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Full Auto -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(42) Level 35: Cryo Freeze Ray -- Apc-Dam%(A), GldJvl-Dam%(45), NrnSht-Dam%(45), GhsWdwEmb-Dam%(46), UnbCns-Dam%(46), GldNet-Dam%(50) Level 38: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(42), Artl-Acc/Dam/Rech(43), Artl-Dam/Rech(43), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(45) Level 41: Body Armor -- GldArm-3defTpProc(A) Level 44: LRM Rocket -- PstBls-Dam%(A), Bmbdmt-+FireDmg(46), OvrFrc-Dam/KB(48), ExpStr-Dam%(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(50) Level 47: Flash Arrow -- SphIns-%ToHit(A) 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 -- 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 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Musculature Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Portal Jockey ------------ If I want to absolutely wreck everything and help lowbie leveling teams ramp up their diff to +4/8 I go to my fire/elec. I enjoy my Rambo panda for theme and it is fun to play.
  14. He's got powerboost on, without S/L is sitting at 45% For this build I'd go with a resist armor + softcapped range defense. The single target melee attacks can be jousted and the rest of the attacks favor ranged play. Also melee range blasting = S/L defense is a popular misconception. What about the things outside of melee range shooting at you with their non-s/l attacks/mezzes? At least you can kill the ones in melee range quick but you can't interact with those at range and they are just getting free shots at you. As long as you stay mobile you can minimize melee exposure and still get your attacks in. And when you are kiting enemies like that they are either chasing you or shooting you. You know what really does the heavy lifting when you hop around the battlefield like that? - Range defense. Speaking of mobility, a slowed blaster is a dead blaster. get more slow resist in there, High end builds without slow resist aren't high end builds. Try to run out of a caltrops field when enemies are swarming in on you or fight those animus arcanus with their times junctures and ice storms and you'll get an appreciation of why slow resist is important. 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: Water Blast Secondary Power Set: Energy Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Electrical Mastery Hero Profile: Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Power Thrust -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(48) Level 2: Water Burst -- FrcFdb-Rechg%(A), Ann-ResDeb%(9), SprFrzBls-Acc/Dmg(9), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Dmg/EndRdx(43) Level 4: Build Up -- HO:Membr(A) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7), WntGif-ResSlow(48) Level 8: Tidal Forces -- GssSynFr--Build%(A) Level 10: Bone Smasher -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/EndRdx(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(13), SprBlsWrt-Rchg/Dmg%(15) Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(23), SprWntBit-Acc/Dmg/Rchg(23), SprWntBit-Dmg/EndRdx/Acc/Rchg(25), SprWntBit-Rchg/SlowProc(25) Level 14: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(15) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(21) Level 18: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(33), Thn-Dmg/EndRdx/Rchg(33), Thn-Acc/Dmg/EndRdx(34) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Boxing -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Whirlpool -- AchHee-ResDeb%(A), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(37), Artl-Dam/End(40), PstBls-Dmg/Rchg(49) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Geyser -- FrcFdb-Rechg%(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), Rgn-Dmg(43) Level 35: Shocking Bolt -- HO:Nucle(A), Apc-Dam%(36), GldJvl-Dam%(36), Dcm-Build%(36), GhsWdwEmb-Dam%(37), UnbCns-Dam%(37) Level 38: Total Focus -- 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: Charged Armor -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(47), RctArm-ResDam/EndRdx/Rchg(47), RctArm-ResDam(48) Level 44: Steam Spray -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46) Level 47: Tactics -- HO:Cyto(A) 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 -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Musculature Radial Paragon ------------
  15. Yes and no. It's not needed for lowbie teams running +0 or Incarnate teams where destinies and judgements are all over the place and where incarnate shift puts you at -1 to level 54 mobs. I've run speed Yin or Citadel with only 28% ish S/L defense on my melee blaster and did fine but I also suspect killing stuff fast and inducing mob fear AI contributes a lot of that blaster's survival. Squishies that kill slower may find that level of defense insufficient in a drawn out war of attrition, the damage/debuff from fodder really add up. If it was just them vs a vanilla boss or two I think 28-30%ish defense is more than sufficient to deal with them. It absolutely makes a difference on those level 25 +4 Talos radio teams and most pre-incarnate teams at +4. PUGs mean you don't always have the benefit of support. It also matters what you are fighting. Warriors and council and the like,,, you can sleep through those. Arachnos, IDF, vanguard, etc,,,? Yeah it makes a noticeable difference, Even if the tarantula mistress debuff hits you'd still have around 25-30% defense and that helps shrug off a few attacks from other fodder, especially the mu attacks that drain your end. I get the theory for building for 1-2 purple insp short of softcap and shore up on resist and take ROP. The benefits presented being that ROP = breakfree+rugged and you can take more hits with resist and it helps you diversify your inspiration use to beyond just breakfrees on squishies, and that you can shift build focus towards more recharge/procs. I tried such a build on my melee blaster against +4 non incarnate arachnos radios with a PUG team in founders, hated it. I had to deal with getting hit more which meant I also had to deal with blind, mez, and end drain. I NEVER get detoggled due to my end getting drained on my def softcapp build, and I was getting detoggled due to that multiple times in the mission with the ROP build, and on top of that ROP is up 50% of the time at best. Whereas with a softcapped build I only needed to worry about breakfrees and a purple or yellow to handle the def debuffs every now and then, now I have to chug yellows, blues, purples, greens, and even breakfrees during ROP downtime. Being true +4 con means I'm also not two shotting everything outside of inferno, and my defenses don't hold up over time in this battle of attrition. That build is an end game build or at the very least, a build more dependent on team buffs/incarnates. I prefer not to rely on incarnates to reach my performance expectations. That is an important consideration for those that like to exemp down. I understand the squish factor of going with a defense epic, but I never had too many problems with that. The key is movement and knowing when to get out of the danger zone.
  16. You can do Miss liberty TF or Lord Recluse strike forces to earn hamidon origin enhancements. You can also do Hami Raids if your computer can handle 50 man raids. The Ribosomes are fairly cheap on the AH, you should be able to find those in the auction house under enhancements - special enhancements - enhance damage resistance. Make sure you select the level 50 ones. You can get a level 53 if you have the inf but it's not worth it for the build I posted. If you want to learn how to joust attacks I can teach you. In game global @Nemu, I usually hang out on excelsior but I have Jezebel on all the shards except reunion.
  17. Fire blast has aim, with a gaussians proc it'll replace the need for build up in the secondary for the nuke. Fire/Dev is fine. As for getting melee defense up, unnecessary. Range defense if far more important. Learn to joust Inferno, that'll minimize your exposure to melee attacks. Inferno and trip mine both have a fairly good radius, that means you can also practice positioning when you are using those powers, do you need to be right in the thick of it? nope. A lot of time you can stand around the edge of battle just shy of melee/pbaoe retaliation range and still tag everything with inferno. Trip mine is trickier, you can't joust it, but you'll just have to create opportunities or seize them when you see an opening to use it. I'd get fire breath, it can be used to 2 shot minions with fireball, /dev does lean towards ranged play a bit more than other melee-centric blaster secondaries so FB is a good fit here. I'd also get gun drone because that's free damage and a good mule for some recharge and range def bonuses at worst. I'd drop the fly pool and assault and pick up combat jumping for more maneuverability. If you really want to fly get a jetpack. There are way too many PVP IOs in this build that serves little purpose or can have their bonuses replaced with cheaper IOs. The 6 PVP resist set offers 2.5% range defense, worth it? I think not. You can easily 2 slot any travel power with 2 blessing of zephyrs and match that bonus with only 2 invested slots, 4 if you count the default slot. The defense PVP IO at 4 and 5 slots grant you resistance, but you are not stacking those heavily and those slots can be put to better use elsewhere. 3 Slot the def PVP set for the HP bonus and that's enough. Bonfire doesn't need those extra explosive strike slots. 1 kb-KD, 1 force feedback bare minimum, If you have spare slots recharge. You don't need ACC. treat it as a mitigation tool first and foremost. This is a fairly budget build, given the budget you already sank into your latest build. 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: Devices Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17) Level 1: Toxic Web Grenade -- Acc-I(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(5), Artl-End/Rech/Rng(7) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(43), BlsoftheZ-ResKB(43) Level 6: Caltrops -- Slow-I(A) Level 8: Fire Breath -- Artl-Acc/Rech/Rng(A), Artl-Acc/Dam(9), Dmg-I(9), Artl-End/Rech/Rng(11), Ann-ResDeb%(11), Ann-Acc/Dmg(13) Level 10: Targeting Drone -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(40) Level 12: Aim -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(37), RctRtc-ToHit(46) Level 14: Boxing -- Empty(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Blaze -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(19), Dcm-Acc/EndRdx/Rchg(19), Dcm-Acc/Dmg/Rchg(21), Dcm-Build%(21), Dmg-I(36) Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), PrfShf-End%(43) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(23), Rct-ResDam%(25) Level 24: Tough -- GldArm-3defTpProc(A), HO:Ribo(25) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Dam%(34) Level 28: Trip Mine -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(29), Erd-Dmg(29), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33), FuroftheG-ResDeb%(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Inferno -- Erd-Dmg(A), Erd-Dmg/Rchg(34), Erd-%Dam(36), ClvBlo-Acc/Dmg(37), ClvBlo-Dmg/Rchg(37), ClvBlo-Acc/Rchg(46) Level 35: Bonfire -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(36) Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40) Level 41: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(42), BslGaz-Acc/EndRdx/Rchg/Hold(42) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(46) Level 47: Rain of Fire -- Artl-Acc/Dam(A), Artl-Acc/Dam/Rech(48), Artl-Dam/Rech(48), Artl-Dam/End(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 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 ------------ This is how I would go about building a high end fire/dev. I like my slow resist but other people prefer to go crazy with recharge bonuses. 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: Devices Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Toxic Web Grenade -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37) Level 2: Fire Ball -- Artl-Acc/Dam/Rech(A), Artl-Acc/Rech/Rng(9), Artl-End/Rech/Rng(15), Artl-Acc/Dam(17), Artl-Dam/End(17), Artl-Dam/Rech(25) Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(9) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Fire Breath -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Acc/Dmg(11), Ann-ResDeb%(11), Artl-End/Rech/Rng(13), Artl-Dam/End(13), Artl-Acc/Rech/Rng(15) Level 10: Targeting Drone -- HO:Cyto(A) Level 12: Aim -- GssSynFr--Build%(A) Level 14: Caltrops -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg/Rchg(43) Level 16: Boxing -- Empty(A) Level 18: Blaze -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dmg/Rchg(21) Level 20: Field Operative -- LucoftheG-Def/Rchg+(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(23), Rct-ResDam%(25) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Dam%(36) Level 28: Trip Mine -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(29), FuroftheG-ResDeb%(29), Erd-Dmg(40), Erd-Acc/Dmg/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(42) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34) Level 35: Bonfire -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(36) Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40) Level 41: Char -- HO:Nucle(A), GhsWdwEmb-Dam%(42), Dcm-Build%(43), Apc-Dam%(43), GldJvl-Dam%(45), UnbCns-Dam%(45) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(45), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46) Level 47: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Super Speed -- BlsoftheZ-ResKB(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Clr-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 ------------
  18. My Rig, Tru Story Bro!
  19. Player x joins a team "Hi where to?" That needs a tutorial. Too many people have no clue how to use the team window.
  20. Guys I agree with Darkness on this one. It's truly an outrage that my flares can't 1 shot +4 minions. And my Charged Brawl can't 1 shot +4 LTs Plz buff blasters!
  21. I'm of the opinion it takes more thought to play an AT without inherent mez protection or defenses. To make that work in melee takes more effort and skill than an AT that has those inherently. As I said before, softcap defenses isn't the end all be all solution to melee blaster survival, there's a lot of skill, awareness and knowledge of the game that goes into making that playstyle successful beyond just defenses. And I've seen plenty of melee blasters with softcap defenses faceplant because they play them like a scrapper and are not aware of mob faction dynamics/debuffs/damage patches/priority targets... When everything can kill you, you become more aware and more knowledgeable of the enemies you face. I know I have an unpopular opinion about this but I really feel that melee blasters should be a per-requisite AT to take to 50 before melee ATs unlock. If you can survive playing a melee blaster you can pretty much play any AT in this game with a great deal of proficiency save MMs and Khelds, but that's more due to the technical demands of having numerous keybinds and whatnot. In addition you gain an understanding of threats, game mechanics and AT weaknesses that allow you to contribute more to a team than just "derrrp I'm going to skip 5 mobs ahead and solo stuff because I want to flex how awesome my copied build is."
  22. Sure as long as we all agree that people that gravitate towards melee ATs because of lol pylon tests are dumb AF and can't play anything more complex than training wheel ATs. And battle maiden in Apex says hi. Smiley face because I'm joking, not really, but seriously, I'm joking, or am I? Wait I see what you are doing... Yes blasters are weak. Buff Blasters!
  23. I use ERTF for movement so I have the surrounding keys available for binds and shift+binds. I have target next enemy bound to Y and target closest bound to A. I find that's sufficient. On occasion I'll click problem mobs that need my attention. To make it easier I hop next to mobs I want to kill and hit A, it gets the job done.
  24. It's not going to save you. If you don't build for defenses that ~60 HP heal (assuming it procs) pales in comparison to the kind of damage you are going to get spiked with. With additional mitigation it might help, but I think damage procs hold more value for the slot because you are fighting a war of attrition. As a blaster and you should end the fight quickly rather than prolong it. If you build for defenses you won't be able to sacrifice that 6th slot, which is needed for a lot of the defense set bonuses. That's just conjecture though. You can certainly try it, but I think you will come out disappointed.
  25. It's definitely an ice/storm. I noticed that sometimes mids will bring up the previous build you had in the app when you click on the links.
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