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Nemu
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Yup, KD is very underrated, just like slow auras. But KD is magnitudes more FUN and build enabling (FF procs), plus knocking everything around you down FEELS super. I will say that /Elec is a different beast without IOs, and for the worse. I ran an SO only no incarnate MLTF/LRSF combo and had to rebuild Jezebel completely for that purpose. Without the KB->KD in Thunder Strike and FOT the build is significantly less impressive. TL;DR The kb->kd IOs in FOT and Thunderstrike are game changers.
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Build doesn't load correctly in the new mids but here are some comments based on what I am able to see No steadfast 3% IO. Sup Vig Assault is better broken into 2 sets of 3 for that 10% global recharge bonus, rather than 3 sets of 2. Leave procs out of pistols at the very least and make that a set bonus mule. I'd do the same for empty clips because cones don't jive with times juncture and empty clips is a crappy cone at that. I also don't see the other defender ATO. Time crawl makes Time Stop Mag 4. You can hold bosses with that combo, and both provides -regen. I wouldn't skip those 2. No slow resist, for a build that depends on Far Sight to keep you softcapped recharge debuffs could potentially ruin your day. I'd try to fit in the gift of winter 20% slow resist unique in there at the very least. I don't like depending on incarnates for survival but if I were to take a stab at an end game exclusive build this is what I'd do 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 Defender Primary Power Set: Time Manipulation Secondary Power Set: Dual Pistols Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Dark Mastery Hero Profile: Level 1: Time Crawl -- TmpRdn-Acc/EndRdx(A) Level 1: Pistols -- SprVglAss-Dmg/Rchg(A), SprVglAss-Rchg/+Absorb(3), SprVglAss-Dmg/EndRdx/Rchg(3) Level 2: Temporal Mending -- Pnc-Heal/EndRedux(A), Pnc-Heal(5), Pnc-Heal/EndRedux/Rchg(5), Pnc-Heal/Rchg(7), Pnc-EndRdx/Rchg(9) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A), WntGif-ResSlow(9) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(43) Level 8: Distortion Field -- NrnSht-Dam%(A), ImpSwf-Dam%(11), Lck-%Hold(11), GldNet-Dam%(13), GhsWdwEmb-Dam%(13), Lck-EndRdx/Rchg/Hold(15) Level 10: Swap Ammo Level 12: Time's Juncture -- HO:Enzym(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Bullet Rain -- FrcFdb-Rechg%(A), SprVglAss-Acc/Dmg(17), SprVglAss-Acc/Dmg/EndRdx(17), Ann-ResDeb%(29), SprVglAss-Acc/Dmg/EndRdx/Rchg(29), Bmbdmt-+FireDmg(31) Level 18: Farsight -- LucoftheG-Def/Rchg+(A), HO:Cyto(19), HO:Membr(19) Level 20: Suppressive Fire -- Apc-Dam%(A), GldJvl-Dam%(21), Dcm-Build%(21), UnbCns-Dam%(25), NrnSht-Dam%(27), GhsWdwEmb-Dam%(27) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(23), ShlWal-Def(23), ShlWal-ResDam/Re TP(25) Level 24: Assault -- EndRdx-I(A) Level 26: Slowed Response -- ShlBrk-%Dam(A), AchHee-ResDeb%(34), TchofLadG-%Dam(34), AnlWkn-Acc/Rchg/EndRdx(48) Level 28: Executioner's Shot -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(31), SprDfnBst-Dmg/EndRdx/Rchg(31), SprDfnBst-Acc/Dmg/EndRdx(33), SprDfnBst-Acc/Dmg/EndRdx/Rchg(33), SprDfnBst-Rchg/Heal%(33) Level 30: Time Stop -- SprEnt-Acc/Hold(A), SprEnt-Acc/Hold/End(36), SprEnt-Acc/Hold/End/Rchg(36), NrnSht-Dam%(37), GhsWdwEmb-Dam%(37), GldNet-Dam%(37) Level 32: Chrono Shift -- PreOptmz-EndMod/Rech(A), PreOptmz-EndMod/End/Rech(34), PreOptmz-EndMod/End(36), RechRdx-I(48) Level 35: Dark Consumption -- Arm-Dmg(A), Arm-Dmg/Rchg(40), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(45), Arm-Dmg/EndRdx(45) Level 38: Hail of Bullets -- FrcFdb-Rechg%(A), Arm-Dam%(39), Erd-%Dam(39), Obl-%Dam(39), ScrDrv-Dam%(40), Dmg-I(40) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), HO:Ribo(42), UnbGrd-ResDam(42), UnbGrd-Max HP%(43) Level 44: Soul Drain -- FuroftheG-ResDeb%(A), GssSynFr--Build%(45), Erd-%Dam(46), FuroftheG-Dam/End/Rech(46), Mlt-Dmg/EndRdx/Rchg(46), RechRdx-I(48) Level 47: Spirit Ward -- Prv-Absorb%(A) Level 49: Rune of Protection -- Ags-ResDam/Rchg(A), TtnCtn-ResDam/Rchg(50), UnbGrd-Rchg/ResDam(50) Level 1: Brawl -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition Level 50: Clarion Radial Epiphany Level 50: Intuition Radial Paragon Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion ------------
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If you happen to read my other posts (I post a lot in the blaster forum 😁) you'll find out I'm a huge proponent of melee blasting. This build is designed to hold it's own in melee range by cycling force of thunder and thunderstrike to keep mobs consistently knocked down. Because of the active mitigation I can skim a little bit from S/L defense which is meant to cover most melee range attacks. Range defense covers everything else you can't directly interact with via force of thunder/thunderstrike. It is even more important because those things you can't interact with are more likely to land debuffs/mezzes on you from range. The ones in melee range you can keep knocked down/kill. Melee blasting isn't the same as being a derpy melee AT, standing in one spot and trying to dps a pylon down. We are smarter than that. You have to understand when to be in melee range and when not to be. /Elec can create opportunities for you to stay in melee range longer through all the knockdowns but that doesn't mean you should stand still under those incarnate banished pantheon/Talon damage patches or under longbow sonic debuffs. Movement is key here and that ties into your inferno question (although you have enough defenses to inferno the dumb way which is to run in, look constipated for 4 seconds right smack in the middle of things that notice you and start smacking you). Learn to hop in, hop out with your attack animations queued and animating where you land. This is called Jousting. Master movement, understand when you should and should not be in melee, inspiration use, and finally the build. These are the keys to success.
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Knowing when to stay in melee and when to stay out of melee is 50% of the equation Inspiration use is 25% Knowing how to joust, especially PBAoEs is 20% Softcap defenses is the last 5% If you level up a blaster the hard way you won't have the benefit of those defenses during the journey. You are an opportunist, you need o capitalize on opportunities that allow you to get into melee. You can create those opportunities with some primary/secondaries, with others you might need the team to help. Moving is fundamental, it allows you to quickly capitalize on opportunities and just as quickly retreat when those opportunities fade. Combat jumping is great for this, defense, jump control and complete protection from immob is hard to beat. I see other people use hover and tp, inefficient IMO, dipping into two power pools for mobility. I don't recommend hover for melee blasters, it's slow and there are plenty of -fly powers and indoor maps that nullify it's benefit. Inspiration use/combine should be second nature when you are leveling, you might not need to manage this as much when you get to that softcapped build but you will depend on it a lot as you are getting there. You priorities as you are leveling up should be Defense>Breakfrees>everything else Jousting is just another subset of mastering movement. It takes a little skill, especially timing PBAoEs. Jousting PBAoEs means you can inferno 20 feet away from the spawn that you hopped out of so you are not stuck in that 4 second animation helpless in the middle of 3 freakshow bosses swatting at you. Anyone can copy a softcapped build just like anyone can copy a fire farm build and pretend to be a connoisseur about it. If you really want to learn the melee blaster way it's the first 3 that you need to work on.
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S/L and Ranged. a lot of mezzes/debuffs are ranged and those can shut you down even before the fight starts. S/L takes care of whatever is in your face but Ranged is equally if not more important because it handles those elements you can't directly interact with.
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There is this thread that discusses different approaches to building a fire/fire/x There's the obvious defense route but you may want to consider your teaming tendencies and take a hard look at the build that dreadshinobi and beradical endorsed. It's a different playstyle for sure. FYI I tried that approach for my fire/elec and discussed my findings here, but I still encourage you to vet it out. As I said you'd need to reshuffle some slotting and change IO sets completely if you were going to switch from S/L/F/C/E to S/L/R defense. This is an example of how I would go about that. I don't care for hotfeet but other people swear by it. 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: 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(11) Level 1: Ring of Fire -- Empty(A) Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(15), Artl-Dam/Rech(17), Artl-Acc/Dam/Rech(17), Artl-Acc/Rech/Rng(19), Artl-End/Rech/Rng(19) Level 4: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(40) Level 6: Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Rchg/HoldProc(11) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), LucoftheG-Def(39) Level 10: Fire Sword Circle -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42), FuroftheG-ResDeb%(48) Level 12: Aim -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(13), GssSynFr--Build%(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Boxing -- Empty(A) Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Rchg/SlowProc(39) Level 20: Cauterizing Aura -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(27), PreOptmz-EndMod/End/Rech(29) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(45), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(50) 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(29), StnoftheM-Acc/ActRdx/Rng(33), StnoftheM-Dmg/EndRdx/Rchg(33), StnoftheM-Dam%(33) Level 28: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(37) 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(45), SprBlsWrt-Acc/Dmg/Rchg(46), SprBlsWrt-Acc/Dmg/EndRdx(46), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(46), SprBlsWrt-Rchg/Dmg%(48) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Burn -- Erd-Dmg(A), Erd-%Dam(42), Erd-Acc/Dmg/EndRdx/Rchg(43), Arm-Dmg(43), Arm-Dam%(43) Level 41: Tactics -- HO:Cyto(A) Level 44: Build Up -- HO:Membr(A) Level 47: Consume -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(50), Erd-Acc/Dmg/EndRdx/Rchg(50) 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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form ------------
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Defenses looks good, it's how I built my early blasters because the 5% def from the superior winter sets makes it intuitive to continue building for typed defenses. You are softcapped even without agility so I'd take musculature for more damage. You can drop a sting of the manti slot and replace it with the apocalypse damage proc to further up your snipe damage. you can drop the defense IO in combat jumping and put it into tough for the +7.5HP resist global unique, and swap the slotting of panacea and Numina procs. Panacea works as early as level 7 and health is an inherent. Nowadays I've shifted from softcapping S/L/F/C/E to softcapping S/L/Range which incidentally also softcaps E/N. F/C isn't all that relevant and Range defense catches a little bit more than pure typed defense. Going that way will drastically change your slotting however.
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AT / powersets for literal farmer. Water, Plant, Nature, Storm...
Nemu replied to Bastille Boy's topic in General Discussion
I think nature affinity lends very well to the farmer concept visually. Have you thought about masterminds? Beast Mastery/Nature is a very thematic fit. You grow crops, attract wildlife and bond with them. -
Agility doesn't jive well with proc monster builds. Also, the lack of FF + recharge procs is criminal. Proc monster builds need high global recharge and storm is ripe with FF proc options. Build might be amusing vs even to +1 con content but it'll fall apart if you try to do harder stuff unless you have support.
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+4x8 LRSF - A humbling experience for my poison / fire / dark defender
Nemu replied to EnjoyTheJourney's topic in Defender
Longbow is nasty in droves and the debuffs they stack can quickly catch players off guard, fortunately you can move out of the -res debuff area, the AVs resist your debuffs, you have low defense to start out with, and chances are you didn't position/move yourself when you should have. With defenses like that you are probably getting pin cushioned by range attacks speeding past mobs. On top of that you have no stealth capabilities. There is a reason Super Speed+stealth IO is favored for squishy speed run builds. I bet you were probably also trying to speed by with VG turned on which doesn't help you at all. If you plan to be able to do speed runs with that build here are the following build changes you should consider: Stealth - either SS + Stealth IO or something similar for full invis to help you sneak past mobs, even just a stealth IO in sprint can be a huge difference if you pay attention to mob aggro radius. Softcapped Range Defense - Speed runs are all about ignoring adds and those adds will all shoot at you from range. You debuffs won't help you here. Play style considerations: Know when to move - when under a debuff patch. Know where to position yourself - during AV fights and you are getting hit with PBAoEs, VG is 15 feet, stand behind the AV and keep your distance out of melee reach. -
Staff/bio is cool and all, but you know what's cooler? Staff/Fire. Or is it hotter?
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This is not that kind of game where slotting full sets give you the most benefit toward your build goals. Secondly are you staying still facing incarnate level BP and talons etc? they have location patches that hurt if you stay in them. The solution: move out of the patch. Also what is your difficulty set on? What level mobs are you fighting against relative to you?
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I took your comments into context and I did note that melee is disadvantaged overall in the very quote you quoted me on no? 😃 Oh the L2R comment, that escalated quickly... What's next? using big words like "drivel?"
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Perhaps then if battle maiden had 100 twins that you can group under a dumpster then you would consider using the technique? because 1 is just beneath your notice? To be fair I get what you are saying. Melee is disadvantaged not only in the BM fight but for overall game content because when survival is a non-issue the flexibility to do damage from anywhere makes most ATs with ranged options much more powerful. But LOS is a tool, just as breakfrees is a tool for ATs with no mez protectionl. If you want to lament that you are useless because you are not using the tools you are given then that's on you.
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I've see players that play melee whose whole shtick is herding, not that I agree with that playstyle. It just amuses me to see this comment about not using game mechanic and then fulling exploiting it in other situations.
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You don't need LOS to pull her. I've pulled her out of the blue patch with my scrapper taunt aura without hiding behind LOS before. If you are tanking her and she's latched onto you in melee, there's enough time the game gives you to telegraph when the blue patch is going to spawn and you can take a few steps out of that patch as soon as the visual warning shows up, and BM usually follows. For those that complain that they don't have enough time to move because they get stuck in animation, now is the perfect time to learn to joust. I have more problems with control types spamming immob for DAT CONTAINMENT DAMAGE. I guess melee can't have all the stupid. gotta pass that around. Except for melee blasters. Melee blasters are supa smart uh huh uh huh uh huh!
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Those builds share one thing in common - way too much offense sacrificed for the sake of marginally shoring up resistance to one rare damage type. Shadow meld alone even single slotted accomplishes far more than all those slots sunk into building up psi resist on that scrapper build.
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Animation seems slow, you sure this is not sonic blast?
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This discussion is mostly centered around IO builds. Things change up a lot when we take that out and talk about SO builds. I was asked to join a MLTF and LRSF the other day, the requirement is that I use an SO build and no incarnates, as with the rest of the team. I had to make some pretty drastic changes to my approach to building Jezebel with only SOs. Thunder Strike and Force of thunder, which are staples of /elec survival in an IO build were skipped entirely because without the -kb IO, radial knockbacks are way less desirable especially on teams, and thus relegated to skip status. I dropped scorpion shield as well because I wasn't going to have decent defenses anyway. I had to pick up acrobatics for the kb protection, something I haven't done in ages. And I took electric mastery for another cone, the resist shield and another hold to stack with shocking grasp, the latter is something that I have never bothered with on softcap builds. So in the world of SOs would I rank fire/elec as highly as I do with my IOed build? Nope, not even close. /ice and /martial will rise to the top. Slows which mess with Mob AI are underrated but highly effective. I didn't include /fire because it's a one trick pony and hot feet comes in way too late at too high an end cost.
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Ice/Storm Looking for some help from the Troller Community
Nemu replied to MrWallace's topic in Controller
The 1 slotting of Maneuvers kills me especially on /storm which is already an end hog. At the very least throw an end redux in it. The most valuable leadership toggles are Maneuvers for the defense in today's meta, and tactics for the +perception, the +to hit is also useful for teams doing content over their heads like +4 talos radios when most of the team is sidekicked down so they are essentially fighting +5s... Assault is meh, the mez resistance it provides is super rare, you are not going to turn yourself into a damage god with it, and there are other debuffs that help the team kill faster without yet another end sucking toggle on a storm. None of these builds have any slow resist. Storm's toolkit depends on recharge with most of its core powers on 30+ second timers, and if your recharge gets neutered how long will it take for those powers to come back up? Ice's toolkit is pretty similar with ice slick and glacier on long recharge timers. If money's no object and you are chasing that high end build my advice is don't skimp on slow resist. Mu is pretty optimal for power sink as the build will need it, I'd also take a look at sorcery since it fits the theme and has RoP for mez protection. Going that route will relieve some of your toggle burden because you'll be forced to ditch a pool to fit in sorcery. With enough recharge you can get close to 1/2 uptime on RoP. This is how I would build it: 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 Controller Primary Power Set: Ice Control Secondary Power Set: Storm Summoning Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Block of Ice -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Gale -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(5) Level 2: O2 Boost -- HO:Golgi(A) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A), WntGif-ResSlow(17) Level 6: Arctic Air -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(7), CrcPrs-Acc/Conf/Rchg(7), CrcPrs-Acc/Rchg(9), CrcPrs-Conf/EndRdx(9), CrcPrs-Conf%(11) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), Rct-Def(11), Rct-Def/EndRdx(13), Rct-ResDam%(13), ResDam-I(15), HO:Ribo(17) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Freezing Rain -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx(27), Ann-ResDeb%(29), AchHee-ResDeb%(29) Level 18: Frostbite -- Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(19), Artl-Acc/Dam/Rech(21), Artl-Acc/Rech/Rng(21), Artl-End/Rech/Rng(25) Level 20: Hurricane -- HO:Enzym(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(23), ShlWal-Def(23), ShlWal-ResDam/Re TP(25) Level 24: Tactics -- HO:Cyto(A) Level 26: Glacier -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprWiloft-EndRdx/Rchg(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprWiloft-Rchg/Dmg%(37) Level 28: Spirit Ward -- Prv-Absorb%(A) Level 30: Rune of Protection -- GldArm-3defTpProc(A), Ags-ResDam/Rchg(40), TtnCtn-ResDam/Rchg(43), UnbGrd-Rchg/ResDam(46) Level 32: Jack Frost -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-+Res(Pets)(34) Level 35: Tornado -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(36), ExpRnf-Acc/Rchg(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-EndRdx/Dmg/Rchg(37) Level 38: Lightning Storm -- FrcFdb-Rechg%(A), SprWntBit-Acc/Dmg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Rchg/SlowProc(46) Level 41: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(42), PreOptmz-EndMod/Rech(42), PreOptmz-EndMod/Acc/End(42), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/End/Rech(43) Level 44: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(46) Level 47: Ball Lightning -- SprFrzBls-Acc/Dmg/EndRdx(A), SprFrzBls-Acc/Dmg/Rchg(48), Artl-Acc/Dam(48), Artl-Dam/End(48), Artl-Acc/Dam/Rech(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(40), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 50: Freedom Phalanx Reserve Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Agility Core Paragon ------------ I chose Agility because the extra recharge and defense outweighs the benefits cardiac provides. With a fully slotted power sink on a 30ish second timer you will be alright in the endurance department. -
There are certainly underperforming/less synergistic combinations. Some of that also hinge on playstyle. /Dev and /TA are great for pure rangers but poor choices for melee blasters. You have to deal with redraw on most weapon sets when paired up with other non-weapon secondaries, and that might be too annoying for some people. I find Sonic blast to be the most unsatisfying blast set to play. The animation rooting is bad, the damage is subpar and it takes too long to ramp that damage up and goes against the blaster tenet of "kill or be killed." Pair that with devices, a set favored by ranged only blasters for it's utility and not additional damage, and you'll have a pretty underwhelming character damage wise. It's gimp in my eyes but I'm sure people have made it work. As a melee blaster /Dev and TA are bottom of the barrel for me, they add very little to my ability to kill stuff quick or hit stuff hard. I also don't like the pure theme combos like fire/fire, ice/ice, etc. I like diversifying my damage type and most of these thematic pairings have little synergy with each other, or rather, have better options for synergy. Take for example Sonic/Sonic - one has a arsenal of cones and favors ranged play and the other one is melee heavy with a pbaoe -res Aura that screams "plant me in melee where mobs are!" Speaking of cones, I generally do not like primaries with a lot of cones, they make life difficult for melee blasters with the constant repositioning.
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Cyclops standing on the sidelines going lol melee. Only reason Cyclops didn't shoot jean is because he's got emotions and stuff.
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I do believe most average players have not achieved the zen of playing melee blasters and those might gravitate towards melee ATs which are "safer." Hence my statement about average players finding their comfort zone and success in melee ATs.
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Average players will have more success with team melee. Top end players will have crush team melee with team range, not even a contest.
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2 slots blessing of zephyr will do more than 2 defense slots in hover for a hover blasting build, and when I see people take hover I always assume they are going the hover blasting route. I'd only throw defense slots aside from LoTG 7.5 into hover as a very last resort and usually only when I'm trying to softcap multiple vectors/damage types. For hover blasting builds there are plenty of better investments to get to that ranged softcap if that's the goal.