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Nemu

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Everything posted by Nemu

  1. Nemu

    i27 Fire/Elec Builds

    The overwhelming force proc still allows mobs to be knocked back from time to time when slotted in TS. I had it in one of my very early builds and quickly swapped it out after I saw the result. 40% S/L defense is plenty defense against a lot of content but I wouldn't drop it any lower. a mystic buff or a mutation can also help get closer to S/L softcap. Range defense is the more important of the two and so that stays near softcap. The path to success lies with the knockdowns and also knowing when to hop out of melee. If you stand your ground and stay in melee you increase your risk that RNG will fail you. Exploiting mob AI by moving will go a long way towards keeping you from the hospital.
  2. It's not a very synergistic paring. Both sets have powers with long animations but one set wants to be ranged and the other one wants to be in melee. These long animations that root you will kill you. To get the most out of this pairing I feel you need to master movement, jousting in and out of range for your pbaoes and constantly kiting. Sonic blast is just a terrible set for blasters, shout makes me wanna die every time I use it and the cones are not that much better. I would not take shout at all. Instead I'd take a hold from the epic and proc monster it to fill in for that third ST ranged attack. I feel most of your AoE are going to be ranged, rotating between howl and shockwave. The latter can create opportunities to hop into melee range and joust a PbAOE, whether that's combustion or fire sword circle. Neither combustion or FSC are that great due to animation and root times but take your pick. If I had to choose I'd go combustion for the bigger radius, you are already going to be rooted for an eternity anyway and if you learn how to joust pbaoes it's not as big of a deal. Siren's song is of marginal use when you have softcapped defenses. You can make the argument that you can use siren's song to sleep adds or sleep groups solo and pick them off one by one but on teams 1-shot sleeps are useless. Shockwave is magnitudes more useful than song because it does damage, provides consistent knockdown and can trigger the FF proc. I also wouldn't run your attack sequence of combustion-fsc-wail, I'd do it in the exact reverse sequence. Wail is fast and stuns, which gives you breathing room to fire the other two assuming things are still alive after wail. Of the defenses blasters should build for ranged defense is the most important. You can create opportunities to go into melee range with knockdowns and holds and stuns so that melee defense is less a priority, but the ranged stuff is what kills you and stop a fight before it starts. This is what I envision for this pairing. Note the low S/L melee defenses. You need to watch for and/or create opportunities to go into melee or get buffs from teammates. Mastering the art of movement is going to be the key to success with this build. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Sonic Attack Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Shriek -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Acc/Dmg/Rchg(15), SprWntBit-Dmg/EndRdx/Acc/Rchg(17), SprWntBit-Rchg/SlowProc(17) Level 1: Ring of Fire -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(45), Thn-Acc/Dmg/EndRdx(45) Level 2: Scream -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(13), Thn-Dmg/EndRdx/Rchg(13) Level 4: Howl -- Artl-Acc/Dam(A), Artl-Dam/End(5), Artl-Dam/Rech(5), Artl-Acc/Dam/Rech(7), Artl-Acc/Rech/Rng(7), Artl-End/Rech/Rng(9) Level 6: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(33) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), WntGif-ResSlow(34) Level 10: Shockwave -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(11), SprFrzBls-Acc/Dmg(34), SprFrzBls-Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/EndRdx(36) Level 12: Amplify -- GssSynFr--Build%(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33) Level 16: Fire Sword -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Dmg/Rchg(19), Mk'Bit-Acc/EndRdx/Rchg(25), Mk'Bit-Acc/Dmg/EndRdx/Rchg(27), Mk'Bit-Dam%(27) Level 18: Combustion -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/EndRdx(37), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(37), SprDfnBrr-Rchg/+Status Protect(37) 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(23), PreOptmz-EndMod/End/Rech(25) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A) Level 26: Screech -- AbsAmz-Stun(A), AbsAmz-Acc/Stun/Rchg(43), AbsAmz-Acc/Rchg(43), AbsAmz-EndRdx/Stun(43), AbsAmz-ToHitDeb%(45) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Dreadful Wail -- 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 35: Bonfire -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(46) Level 38: Burn -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(40), Arm-Dmg/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(42) Level 41: Build Up -- HO:Membr(A) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(46), RctArm-ResDam/EndRdx/Rchg(46), RctArm-ResDam(50) Level 47: Char -- Apc-Dam%(A), UnbCns-Dam%(48), NrnSht-Dam%(48), GhsWdwEmb-Dam%(48), GldJvl-Dam%(50), HO:Nucle(50) Level 49: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: 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 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) ------------
  3. Nemu

    i27 Rambo Build

    From what I understand the two phases of oil slick have separate procs that can trigger during that phase. If I were to proc Oil Slick I'd throw procs for the first phase in to get that initial procsplosion and slot the rest for damage/recharge so that the lit phase does damage and the power recharges faster. Not that this matters for blaster oil slick arrow. In game it only allows for the Ranged AoE and slow procs, the power does not allow defense set procs like lady greys and achilles. So it gets plain old artillery until that gets changed.
  4. Nemu

    i27 Fire/Elec Builds

    I tweaked the build a little more to squeeze more procs in and this is where I'm at now. I sacrificed some s/l defense to get there but it should not be a huge problem since the build can cycle knockdowns to minimize melee retaliation, ranged defense is far more important and I kept that as close to soft cap as possible. Endurance management is better with dynamo slotted for end recovery, and I get a bit extra global recharge out of that too. Damage on Thunder Strike and Shocking Grasp is much better. Since end management is better early game one could move power sink to a late game pick and move rain of fire up for more AoE early - mid game. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer 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(17) Level 6: Super Speed -- BlsoftheZ-ResKB(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17), WntGif-ResSlow(34) 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(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34), Arm-Dam%(37), SuddAcc--KB/+KD(37), FrcFdb-Rechg%(37) Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(33), SprWntBit-Rchg/SlowProc(33) Level 20: Dynamo -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(27) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46) 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(45), StnoftheM-Acc/ActRdx/Rng(45), StnoftheM-Dmg/EndRdx/Rchg(46), StnoftheM-Dam%(46) 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(40), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(45) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Force of Thunder -- AbsAmz-EndRdx/Stun(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-Acc/Dmg/Rchg(42), Hct-Dmg/EndRdx(43), Hct-Dam%(43) Level 44: Tactics -- HO:Cyto(A) 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: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: 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 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) ------------
  5. Nemu

    i27 Rambo Build

    Full Auto needs this animation, the one where he one hands it and has his arms out.
  6. Nemu

    i27 Rambo Build

    Gymnasts are buff! Have you seen Rambo's GUNS!? He can probably do handstands with his pinky! You know how? Gymnastics training!
  7. Nemu

    i27 Rambo Build

    There was an old Rambo build thread that talked about Assault Rifle and Tactical Arrow here The changes to tactical arrow, specifically oil slick arrow, has finally pushed me to make a /TA blaster. The other Rambo builds settled on bonfire or scorpion shield for epics with is just not Rambo enough (posers am I rite!). A real Rambo has all the guns and bows and shoots all the bullets and arrows, which means only one epic pool is Rambo enough for a real Rambo, and that epic is munitions mastery. And if you didn't take LRM, you are a phony poser! What /TA lacks in melee damage it makes up for it with proc monster build potential. The accuracy, recharge and defense bonuses built into the secondary makes it a bit easier to focus on the core elements of proc monster builds - procs, damage and recharge enhancement values. If you are tempted by the idea of having 3 "nukes" then this is a fun concept to try out. After playing with it a while I noted a few things: 1 - Glue arrow auto hits, and that makes it useful against super venged up nemesis. I would take this instead of the typical T3 cone from a lot of blaster primaries. For the same investment in slots Glue Arrow is a lot more bang for the buck when loaded up with procs. 2 - The frozen blast immob proc in ignite won't proc all the time but it's nice when it does, highly recommend it. Treat it as a single target power, immob a boss/AV and then let it burn. 3 - Full auto NEEDS a bigger cone. Also if it's gonna root me for 4 seconds I want my pose to be like Ben Stiller's pose in Tropic Thunder when he one hands the AK and shoots at the jungle. 4 - LRM isn't as bad as people say it is with some procs and it recharges in 74 seconds which isn't terrible. However I lament the fact that there is no rocket launcher model used to shoot it. 5 - Cryo freeze ray is a much better proc power than ice arrow. It has a slightly longer recharge and it also uses the gun to shoot it. 6 - Oil slick could be procced but I read there are two components to the power and each component has it's own procs during their respective states, so I played it safe and slotted it with plain artillery for the ranged set bonuses. 7 - Take Tactics before level 35 which is when you pick up Cryo freeze ray. 8 - This build has a lot of AoE, but it takes time to get there. Don't feel too bad on teams doing +0 content and the derpy melee ATs are playing solo on a team trying to demonstrate how badass they are. Those are teams for scrubs run by scrubs and the last time I checked Rambo ain't a scrub. The AoEs will feel good against harder settings where mobs don't all fall over when you blow air at them. Now the build - All Natural, All RAMBO! Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer 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-Acc/Rech/Rng(42), Artl-End/Rech/Rng(43), Artl-Dam/Rech(43), Artl-Acc/Dam/Rech(43), Artl-Dam/End(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: Brawl -- Empty(A) Level 1: Defiance Level 1: 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 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- 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 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon ------------ Also if you take hover you are a poser. Man up and ditch your safety net and play like a real Rambo!
  8. I can teach you. Battlefield awareness, Single pulls, Line Of Sight, movement/jousting/kiting, inspiration priorities, target priorities, timing, etc... Max out all the p2w amplifiers powers at level 1 and those will last you until mid teens to level 20s depending on whether you have experience buffs or not. There are powers within your toolkit that helps with survival but the real edge comes from learning those things I listed. Global is @Nemu, hit me up if you are interested.
  9. Agility counts as having recharge enhancements in your powers and will affect your proc chances if I remember correctly, which is why I went muscular. 1 - I like short circuit because it has a large radius. The animation doesn't bother me. Inferno has a long animation too. If you think you are going to be stuck in a bad situation during the animation then joust it. Ball Lightning and Short Circuit both trigger the shock animation on mobs where they stand and writhe for a moment after getting hit (until they get hit again), that's also pseudo mitigation. Third, Short Circuit drains a lot of end and is useful for harder targets (not singular, plural) on prolonged fights. Radius and long term mitigation potential, that's why I like SC. 2 - Tesla is an optional pick, I toyed with a build that had it and also with the one that I posted, The one with Tesla cage has slightly less ranged def but the build will work fine. 5 - Zapp is going to be a staple of your ST attack chain along with lightning bolt and chocking powder. The decimation proc won't be reliable in it especially if you stick with Agility. If I had slots for procs I'd stick an apocalypse proc in there but slots are precious and I had priorities elsewhere. The dot portion of chocking powder doesn't matter, it's the upfront proc damage that will tear chunks out of the HP bar. Regarding build up, think of it this way: you don't have to worry about clicking it and having that eat into your attack chain.
  10. The purpose of my comments is to get you to think about why you are doing what you are doing when you make a build and weigh in the benefits of each slot and whether the set bonus you get from adding that additional slot aligns with your goals. You'll get more comfortable with it over time. I played around your general build requirements a little and came up with some sample builds. This one has lower S/L defense but more recharge and more ranged defense than your build. No wasted slots that don't contribute to my goals of building for S/L/R defense and recharge. With power boost you get 15 seconds of almost softcap S/L/R defense and a few seconds of downtime in between refresh. Pop it before you engage a spawn and you'll be able to avoid most retaliation. Shocking bolt is slotted with procs to make it a high damage power that you can actually include in your attack chain. And you'll enjoy a smoother attack chain when you exemp down as well. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Electrical Mastery Hero Profile: Level 1: Lightning 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(13) Level 1: Power Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(5), KntCmb-Dmg/EndRdx(29), KntCmb-Dmg/Rchg(46) Level 2: Ball Lightning -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(11), SprBlsWrt-Rchg/Dmg%(11) Level 4: Fly -- WntGif-ResSlow(A) Level 6: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), BlsoftheZ-Travel(29), BlsoftheZ-ResKB(43) Level 8: Aim -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(19), GssSynFr--Build%(19) Level 10: Charged Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(33), SprWntBit-Acc/Dmg/Rchg(33), SprWntBit-Dmg/EndRdx/Acc/Rchg(33), SprWntBit-Rchg/SlowProc(34) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/ActRdx/Rng(15), StnoftheM-Dmg/EndRdx/Rchg(17), StnoftheM-Dam%(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 16: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(27) Level 18: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(21) Level 20: Boxing -- Empty(A) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(37) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Bone Smasher -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/EndRdx/Rchg(37), KntCmb-Knock%(40), HO:Nucle(40) Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(48) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Thunderous Blast -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(36) Level 35: Shocking Bolt -- HO:Nucle(A), Apc-Dam%(43), UnbCns-Dam%(43), GhsWdwEmb-Dam%(46), GldJvl-Dam%(46), GldNet-Dam%(48) Level 38: Total Focus -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(40) Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(42) Level 44: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 47: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(50), BlsoftheZ-ResKB(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: 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 -- Clr-Stlth(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- 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 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon ------------
  11. It's my next blaster and it has a lot of potential. I just finished a sonic/ninja and while I loved the character concept I hated how clunky it played. Cones + slow AF animations mixed with the need to constantly reposition made me a sad panda. I don't have to deal with the tiresome positioning with electric blast, and ninja is really good now and feels smooth. I've been on a KO blow kick lately but for this one I think I'll go back to Scorpion Shield. I'd put the PvP -res proc in golden dragonfly, which also gets a FF proc. You are more likely to use GD on hard targets than any of the other attacks that takes pbaoe sets. Regarding crits, shinobi allows everything to crit including pool powers and I've gotten KO blow crits before. I'm not as enamored with lotus drops because the radius is so tiny. The only reason I take pbaoe attacks like that on blasters is for avalanche. I care more about radius than damage on AoE attacks, and have fiddled with a few variations on the build without the lotus drops. The result - I gain a bit more recharge by replacing lotus with tesla cage, but I lose proc potential on a few powers. This is what I'm settling on. As always powers picked to give maximum exemplar effectiveness. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Lin Kuei Panda: Level 50 Technology Blaster Primary Power Set: Electrical Blast Secondary Power Set: Ninja Training Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Lightning Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), SprWntBit-Rchg/SlowProc(11) Level 1: Immobilizing Dart -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(23), Thn-Acc/Dmg/Rchg(31) Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(17), Artl-Acc/Dam/Rech(19), Ann-ResDeb%(19), Ann-Acc/Dmg/EndRdx(21) Level 4: Choking Powder -- Apc-Dam%(A), UnbCns-Dam%(5), NrnSht-Dam%(5), GldNet-Dam%(7), GldJvl-Dam%(7), HO:Nucle(9) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), BlsoftheZ-Travel/EndRdx(21), BlsoftheZ-ResKB(42), WntGif-ResSlow(46) Level 8: Aim -- GssSynFr--Build%(A), RctRtc-ToHit(37), RctRtc-ToHit/Rchg(48) Level 10: Shinobi -- LucoftheG-Def/Rchg+(A) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/ActRdx/Rng(13), StnoftheM-Dmg/EndRdx/Rchg(15), StnoftheM-Dam%(15) Level 14: Short Circuit -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/EndRdx(36), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(36), SprDfnBrr-Rchg/+Status Protect(43) Level 16: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(37) Level 18: Sting of the Wasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(27) Level 20: Kuji-In Toh -- EndMod-I(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 24: Boxing -- Empty(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31) Level 30: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(36), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(43), RedFrt-EndRdx(43) Level 32: Thunderous Blast -- 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%(40) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(37), Rct-Def(42), Rct-Def/EndRdx(48) Level 38: Golden Dragonfly -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(39), Erd-Dmg(39), Erd-Acc/Dmg/Rchg(39), Erd-Acc/Dmg/EndRdx/Rchg(40), Mlt-Acc/Dmg/EndRdx(40) Level 41: Tactics -- HO:Cyto(A) Level 44: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(45), CrcPrs-Acc/Conf/Rchg(45), CrcPrs-Acc/Rchg(45), CrcPrs-Conf/EndRdx(46), CrcPrs-Conf%(46) Level 47: The Lotus Drops -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(50), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: 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 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- 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 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon Level 50: Clarion Radial Epiphany ------------
  12. It's a start. Let's talk about slot efficiency and focus. You want to use your melee attacks so you stated that your goals are to ramp up defense and minimize sacrificing damage to get there. I noted that S/L defense and ranged defense are pretty important for melee blasters. So our goals are then S/L and maybe ranged defense where we can squeeze them in and then recharge while making sure our attacks are fairly enhanced for damage. Level 1: Lightning Bolt (A) HamiO:Nucleolus Exposure This is one of 2 single target ranged attacks you have, the other being the snipe. Shocking bolt is a hold, I don't consider that a ranged attack though you could proc it out and make it a proc monster which can do a lot of damage. This is going to be a bread and butter attack and should be slotted as such. I noticed that you didn't use any of the blaster AT sets, is there a reason why? Both give recharge and ranged defense bonuses and lightning bolt maybe a good candidate to put one of those sets in. Level 2: Ball Lightning (A) Annihilation - Accuracy/Damage (5) Annihilation - Damage/RechargeTime (7) Annihilation - Accuracy/Damage/RechargeTime (7) Annihilation - Accuracy/Damage/Endurance (9) Annihilation - Accuracy/Damage/Endurance/RechargeTime (9) Annihilation - Chance for Res Debuff Our goals are S/L defense, ranged defense, recharge. What is this set doing for you? What's your rationale for picking annihilation over say positron's blast or bombardment which offer recharge, or artillery which offers ranged defense? (A) Sting of the Manticore - Accuracy/Damage (15) Sting of the Manticore - Damage/Endurance (15) Sting of the Manticore - Accuracy/Interrupt/Range (17) Sting of the Manticore - Damage/Interrupt/Recharge (17) Sting of the Manticore - Damage/Endurance/Recharge (19) Sting of the Manticore - Chance of Damage(Toxic) There are a few instances where you slot a power with a complete set. Sometimes it's the right thing to do, sometimes it's not. What's that 6 slot doing for your goals? Level 16: Energize (A) Preventive Medicine - Heal (19) Preventive Medicine - Heal/Endurance (21) Preventive Medicine - Endurance/RechargeTime (21) Preventive Medicine - Heal/RechargeTime (23) Preventive Medicine - Heal/RechargeTime/Endurance The absorb proc is always on, if you took that out of health and added a slot here you can get another 8.75% global recharge. Level 35: Thunderous Blast (A) Ragnarok - Damage (36) Ragnarok - Damage/Recharge (36) Ragnarok - Accuracy/Damage/Recharge (36) Ragnarok - Accuracy/Recharge (37) Ragnarok - Damage/Endurance (37) Ragnarok - Chance for Knockdown What's the 6th slot doing for you bonus wise? Level 38: Total Focus (A) Kinetic Combat - Accuracy/Damage (43) Kinetic Combat - Damage/Endurance (46) Kinetic Combat - Damage/Recharge (46) Kinetic Combat - Damage/Endurance/Recharge Look at the enhancement values, 22% acc and 85% damage. unlike boxing or power thrust this is a power you actually want to do damage and not miss. Level 41: Shocking Bolt (A) Apocalypse - Damage (42) Apocalypse - Damage/Recharge (42) Apocalypse - Accuracy/Damage/Recharge (42) Apocalypse - Accuracy/Recharge (43) Apocalypse - Damage/Endurance (43) Apocalypse - Chance of Damage(Negative) Shocking bolt is a hold, not a range attack, it does less damage than charged bolts, slotting it for damage has less ROI than if you actually slotted an attack. However it is a good proc monster power because it can take damage procs from hold and ranged attack sets. And those procs added together can as hard as the snipe. Just make sure you have enough Acc slotted to that it actually hits. Level 44: Charged Armor (A) Reactive Armor - Resistance/Endurance (45) Reactive Armor - Resistance (45) Reactive Armor - Resistance/Recharge (45) Reactive Armor - Resistance/Endurance/Recharge (46) Reactive Armor - Endurance What is the 5th slot doing for you bonus wise? Reactive armor offers decent S/L defense and tiny bit of ranged defense but also consider unbreakable guard which actually gives more S/L defense at 4 slots. Level 47: EM Pulse (A) Razzle Dazzle - Accuracy/Recharge (48) Razzle Dazzle - Accuracy/Stun/Recharge (48) Razzle Dazzle - Accuracy/Endurance (48) Razzle Dazzle - Endurance/Stun (50) Razzle Dazzle - Stun/Range Look at the recharge on this power, 420 seconds is 7 minutes, 7 Minutes. 4 slotting brawl with kinetic combat yields better returns and is more slot efficient than going 5 slots deep into this for less S/L defense. Finally Level 20: Tough (A) Aegis - Psionic/Status Resistance (33) Impervium Armor - Psionic Resistance (34) Gladiator's Armor - TP Protection +3% Def (All) (34) Impervious Skin - Status Resistance (34) Steadfast Protection - Knockback Protection (37) Steadfast Protection - Resistance/+Def 3% There are a lot of procs here. The defense procs are necessary to bump your defenses up. If you want KB protection 2 piece blessing of the zephyr in hover/fly will do that an also give you ranged defense. The psi resist and the status resist procs are nice to haves, but won't stop mezzes from landing, only shorten shorten their duration, and bump your psi resist from pitiful to less pitiful. All in all with the other psi/toxic set bonuses you are at about 30% psi/toxic resist with no defenses. How long do you think you are going to last with 30% psi/toxic resist with blaster level HP when you are in deep doo doo compared to if you had no psi/toxic resist? I don't think those other procs are a good investment and you can move 4 of them into the travel powers and gain 2.5% ranged defense and keep your kb protection. I played around your build requirements and came up with a few builds with decent defense and resists vs recharge. Take in what I said and weigh in each slot and how they fit into your goal, give it another show and then I can show you what I came up with.
  13. I see, like I said ranged defense is still important for melee blasters. But now you will want to consider adding some Smashing/Lethal defense into the mix as well. S/L will account for the majority of attacks that have a melee tag so S/L and Ranged defense together will cover you against a good deal of attacks. Depending on your budget the melee and Pbaoe winter sets offer a good deal of S/L defense at 5 slots. If you are budget conscious then Kinetic Combats in your melee attacks are a good place to start. 2 piece rectified reticle in build up and aim are also a nice and cheap way to get S/L defense. Balancing S/L and ranged defense is the tricky and fun part. If you want the easy way out take scorpion shield, but you can also get your defenses reasonably high even with a resist shield. Power boost can then offer you defense softcap 10 seconds at a time. On playstyle, mobility is pretty important on melee blasters, you need to recognize when to move OUT of melee range and you want to do it fast. Combat jumping is much more reliable than hover in that respect.
  14. If you want to try your hand at building something in mids for review I can give you some tips. If you just want I build I can do that too. There are different build approaches for different playstyles. Ranged only blasters prioritize ranged defense and recharge, melee blasters prioritize ranged defense, S/L defense, and recharge and are typically more mobile. Glass cannon blasters focus on recharge at the expense of everything else. If you are going to go with a defense approach, ranged defense is the most important because that vector is where a lot of the nasty stuff that shut you down or cause cascade failures come from. Enemy ranged attacks can stop you and end a fight before you even get a chance to start it. Even though ranged blasters don't use melee attacks, melee attacks are excellent sources of ranged defense and max HP set bonuses with a full set of Mako's Bite. I don't recommend slotting that in power thrust however, a high dpa attack that can actually kill things when they get up in your face like bonesmasher is a much more deserving candidate. The ranged attacks themselves can be slotted with a full set of thunderstrike for the ranged defense bonus and Zapp is better off with 5 piece sting of the manticore for the ranged defense and recharge bonus. When you evaluate sets for set bonuses, the ones that offer multiple useful bonuses such as defense and recharge are always worth considering even if their values are lower. There is one set that stands above the rest for ranged defense for targetted AoEs, I'll let you figure out which one that is. You most likely have to take tough and weave, and maybe even maneuvers to help you close the gap to the ranged softcap. don't forget the travel powers, 2 piece blessing of the zephyr goes a long way and is a cheap place to get ranged defense. When you start building, single mindedly slot every power that you pick with sets that offer the best ranged defense, you will most likely go over the 45% range defense softcap after you go through the build like that, then start making cuts and look at alternate sets that have multiple useful bonuses. If you want to take a crack at it and come back with a first draft I can help you refine it. Or you can ask for a build, and I'll do that once.
  15. It might be better to lead with ET as you hop in and Nova as mobs are trying to get back up. I'm not a fan of melee blasting with hover, preferring combat jumping for the immob protection and the mobility. Melee blasting is not about staying in melee range all the time and there are plenty of powers that do -fly and immob, but if you can make it work with hover more power to you. As for the build itself it's fine. There are some tweaks you can do here and there to get to the softcap at the expense of recharge but the build shows focus and I don't see anything glaring that needs attention.
  16. Healing flames is a huge part of fire armor survival. I think it should get more slotting love. If I had all the slots in the world I'd put all kinds of procs in such as the guassian's build up proc. However survival comes first. FIre armor survival is a combination of things, S/L/ def, decent resists, fast charging healing flames, above average offense, active mitigation from KD and Holds, and enough slow resist to make sure that that one single debuff doesn't cripple all the clicks that are important to your survival. I like energy torrent. It's consistent KD and FF proc trigger and you can alternate between that, fault and tremor to keep mobs knocked down. solo I see you rotating those three and burn to chip away at the fodder and then switch to the heavy hitting ST attacks on the bosses. You can change your jump trajectory mid air, take a hop back and at the height of your jump go forward back into the spawn you hopped away from and immediately fire energy torrent, when you land you can follow up with a burn while mobs are getting back up, then fault to keep them knocked down for burn, etc, If you can play a melee blaster with only tough as your source of S/L resist you will not find building for 90% S/L resist terribly important. I'd put more faith in active mitigation, movement, and timely healing flames.
  17. The build lacks focus. It looks anemic in single target damage even with the inclusion of total focus at 38. The play style signal is unclear, it looks like it wants to be ranged with hover and boost range and then you got total focus and short circuit. Energy has good single target attacks and those can help create a smoother single target attack chain. If you don't want to melee then take charged bolts and take it early with lightning bolt unless you like having only 2 single target attacks into your 30s. Boost range + power boost + stun is a good ranged crowd control option. read the in game power description and see what the combination of those powers do. EM pulse is magnitudes less useful because of the recharge. You also should have no endurance issues with energize, are you using the power as a heal when you need it or do you have the power on auto? Onto slotting, back to lack of focus again. When you build a character pick a primary goal/set bonus that you really want to focus on - is it recharge? is it defense? what kind of defense? how much defense? Is it trying to reach HP cap? Is it stacking damage bonuses? Then set aside some secondary goals to refine once you reach your primary goal. You can stack up to 5 of the same set bonus and they can come from different sets. If you are learning how to play a blaster then hover + ranged defense + pew pew will serve you fine. When you are ready you can try melee blasting and then never look back. Answer those questions about what your intended playstyle is and what it is you want to focus on with the build and then we can revisit this build.
  18. Lil Jon fully endorses this. WHAT?
  19. 3 second animation for a single target non-snipe attack that doesn't do snipe level damage, delayed projectile delivery, semi slow projectile. Concentrated Strike users rejoice, there is a power that's even more feel bad than CS, on a power used by squishier ATs no less. Regen nerf herders lament because regen nerfs are nothing compared to what's done to this power. Nerf Regen! Maybe in the past there are concerns about -RES being OP but OP has moved on and settled on other game metas and it's certainly not the clunky AF sonic blast set. I'm not going to get into the sonic AoEs which are also clunky, let's focus on shout. Is there any reason not to speed up the animation and the damage delivery of shout? What am I not seeing?
  20. Baring the 3 piece superior brute's fury which gives 5% S/L defense, 5% S/L for 5 slots is about as slot efficient as you can get and it has good all around enhancement values. 4 kinetic combats will leave you wanting for ACC and damage. If I'm optimizing fire armor builds I'd rather have 5 piece blistering for the slow resist and 5% s/l and 4 kinetic combats than 5 kinetic combats. If I were to build fire armor I'd prioritize S/L def, recharge and slow resist. In reality a fire armor build that takes tough/weave possibly maneuvers will not need 5 KC to get to the S/L softcap. There are other places where you can build up S/L defense bonuses, such as build up and other +to hit variants, and in the resist armors. That frees up the rest of the ST melee attacks for sets that offer recharge like hecatomb or crushing impact. Monopolizing the ST attacks with kinetic combat seems inefficient because the alternative powers do not offer comparable recharge bonus set options. Here's an example of a build that doesn't rely heavily on KC to get to the S/L softcap Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Stone Melee Secondary Power Set: Fiery Aura Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Stone Fist -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/EndRdx/Rchg(46), KntCmb-Dmg/Rchg(48) Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5) Level 2: Heavy Mallet -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(34), Hct-Dmg/EndRdx(42), Hct-Dam%(42) Level 4: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(43) Level 6: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(7), Pnc-Heal/Rchg(7), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(9), StdPrt-ResDam/Def+(50) Level 8: Fault -- FrcFdb-Rechg%(A), AbsAmz-Stun(11), AbsAmz-Acc/Stun/Rchg(39), AbsAmz-Acc/Rchg(39), AbsAmz-EndRdx/Stun(40), AbsAmz-ToHitDeb%(40) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Blazing Aura -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(13), SprUnrFur-Acc/Dmg/Rchg(13), SprUnrFur-Dmg/EndRdx/Rchg(15), SprUnrFur-Acc/Dmg/EndRdx/Rchg(15), SprUnrFur-Rchg/+Regen/+End(17) Level 14: Temperature Protection -- GldArm-3defTpProc(A) Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36) Level 18: Seismic Smash -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Rchg/HoldProc(21), SprBlsCol-Acc/Dmg(43) Level 20: Consume -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Rech/Fury(21), SprBrtFur-Acc/Dmg/Rchg(23), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Rchg/KDProc(40) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Max HP%(25), UnbGrd-ResDam/EndRdx/Rchg(50) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Burn -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(37) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Tremor -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(33), FuroftheG-Acc/Dmg/End/Rech(33), SprBrtFur-Acc/Dmg(33), SprBrtFur-Dmg/EndRdx/Rchg(34), SprBrtFur-Acc/Dmg/EndRdx/Rchg(42) Level 35: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-Pcptn(36), HO:Cyto(36) Level 38: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(39) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Energy Torrent -- FrcFdb-Rechg%(A), Rgn-Dmg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), Rgn-Knock%(46) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Fiery Embrace -- RechRdx-I(A) Level 1: Brawl -- Empty(A) 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 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48) Level 50: Cardiac Core Paragon ------------ I tried the same build, same powers picks favoring KC for S/L and this is the result: Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Stone Melee Secondary Power Set: Fiery Aura Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Energy Mastery Villain Profile: Level 1: Stone Fist -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/EndRdx/Rchg(46), KntCmb-Dmg/Rchg(48) Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Max HP%(5) Level 2: Heavy Mallet -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42) Level 4: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(43) Level 6: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(7), Pnc-Heal/Rchg(7), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(9), StdPrt-ResDam/Def+(50) Level 8: Fault -- FrcFdb-Rechg%(A), AbsAmz-Stun(11), AbsAmz-Acc/Stun/Rchg(39), AbsAmz-Acc/Rchg(39), AbsAmz-EndRdx/Stun(40), AbsAmz-ToHitDeb%(40) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Blazing Aura -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(13), SprUnrFur-Acc/Dmg/Rchg(13), SprUnrFur-Dmg/EndRdx/Rchg(15), SprUnrFur-Acc/Dmg/EndRdx/Rchg(15), SprUnrFur-Rchg/+Regen/+End(17) Level 14: Temperature Protection -- GldArm-3defTpProc(A) Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36) Level 18: Seismic Smash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21), HO:Nucle(43) Level 20: Consume -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg(21), SprBrtFur-Acc/Dmg/Rchg(23), SprBrtFur-Rech/Fury(23), SprBrtFur-Dmg/EndRdx/Rchg(34), SprBrtFur-Acc/Dmg/EndRdx/Rchg(40) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(25), UnbGrd-Rchg/ResDam(25), UnbGrd-ResDam/EndRdx/Rchg(50) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Burn -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(37) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Tremor -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(33), FuroftheG-Acc/Dmg/End/Rech(33), SprAvl-Acc/Dmg(33), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(42) Level 35: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-Pcptn(36), HO:Cyto(36) Level 38: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(39) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Energy Torrent -- FrcFdb-Rechg%(A), Rgn-Dmg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), Rgn-Knock%(46) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: Fiery Embrace -- RechRdx-I(A) Level 1: Brawl -- Empty(A) 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 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48) Level 50: Cardiac Core Paragon ------------ Following your suggestion about breaking up blistering cold to stack slow resistance I'd probalby first remove the end mod from stamina and 2 slot Seismic with 2 piece blistering cold to get back to 70% slow resist which is the value in the first build. Stone fist and heavy mallet however, still has lower enhancement values compared to the first build. The loss of the hecatomb acc bonus also means that all the other attacks are less accurate, especially fault which is a cornerstone of survival. All things considered, and budget aside, I believe you end up sacrificing slot efficiency going all in on the KC route.
  21. I wouldn't break up the melee/pbaoe winter sets for for slow resistance. The S/L and melee defense at 5 slots is too good to pass up if you are aiming for an optimized build with fire armor. I'd 5 slot seismic smash with blistering cold and 5 slot blazing aura with avalanche, skip the acc/dam/rech. If you don't have the influence for winters event sets, consider the winter travel IO and 3 piece synapses shock, those along with temp protection will get you 50% slow resist which is decent for the budget. Later on when you have the budget you can add the winter sets, with those it's not hard to get at least 70% slow resist.
  22. I had a few people asking me about Fire/Elec builds recently. I've been playing around with various builds for the combo with i27. It took a hit on slotting efficiency because now I needed to slot Dynamo as well as Force of Thunder. My recent discovery of KO blow and @beradical's Fire/fire/x thread also pushed me to consider new perspectives in rebuilding Jezebel. Since I have Jezebel built on all the shards I respecced her with a different build on each shard. The first build uses the high recharge Rune of Protection principle in @beradical's thread. The build doesn't shoot for softcapped defense but rather uses high recharge and ROP to augment survival. I ended up with something like this: Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Jezebel Delias RoP: Level 50 Science Blaster Primary Power Set: Fire Blast Secondary Power Set: Electricity Manipulation Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Flares -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9), SprWntBit-Rchg/SlowProc(11) Level 1: Electric Fence -- Empty(A) Level 2: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 4: Mystic Flight -- WntGif-ResSlow(A), BlsoftheZ-ResKB(37), BlsoftheZ-Travel/EndRdx(48) Level 6: Spirit Ward -- Prv-Absorb%(A) Level 8: Charged Brawl -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/EndRdx(15), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(17), SprBlsWrt-Rchg/Dmg%(17) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11), Rct-ResDam%(43) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(46), GssSynFr--Build%(48) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Boxing -- Empty(A) Level 18: Blaze -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(25), Apc-Dam%(34) Level 20: Dynamo -- 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: Rune of Protection -- TtnCtn-ResDam/Rchg(A), Ags-ResDam/Rchg(43), UnbGrd-Rchg/ResDam(50) 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(29), StnoftheM-Dam%(29) Level 28: Thunder Strike -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(33), Erd-Dmg(33), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(34), Mlt-Acc/Dmg/EndRdx(34) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Inferno -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(37) Level 35: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(36), AbsAmz-Acc/Stun/Rchg(39), AbsAmz-Acc/Rchg(50) Level 38: Shocking Grasp -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dmg(40), Hct-Dam%(40), UnbCns-Dam%(40) Level 41: Bile Spray -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(42), Rgn-Knock%(43) Level 44: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(46), FrcFdb-Rechg%(46) Level 47: Shark Skin -- StdPrt-ResDam/Def+(A), HO:Ribo(48) Level 49: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: 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 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run 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 50: Musculature Radial Paragon Level 50: Ageless Radial Epiphany Level 50: Diamagnetic Core Flawless Interface Level 10: Shadow Recall -- Empty(A) ------------ You can try anything at least once. I tried this build, I did not like this build. For endgame and buff heavy teams this build works fine. Survival is not a big issue when you know how to play melee blasters even if you don't have uber defense, and a complete non issue when everyone is firing off judgement and destinies. However, it took one +4/8 pre-incarnate arachnos teaming session to highlight all the things I hate dealing with: Not enough defense. Mu attacks kept getting through and I was out of end a lot, same against sappers, and IDF heavy troopers Losing powersink and thus losing answers to end drain. And the build still chews through end even with fully slotted Dynamo. This can be fixed easily by changing some power picks though. Blind really sucks and this build has no answers. Can not go full invis which means dynamo never suppresses. Whereas I used to just worry about breakfrees and a few lucks, now I have to worry about lucks, breakfrees (still need them during RoP downtime), insights and catch a breaths. I did not like that at all, not one bit. The second build attempted to address some, but not all of these issues by dropping Mako for Mu and just picking up Charged Armor to free up slots for powersink and rain of fire, and to bump up ranged/e/n defense. In doing so it lost quite a bit of recharge which makes RoP recycle slower. This goes against the whole point of the high recharge RoP build philosophy, and the build still doesn't have an answer to blind. I hate blind. All of that lead me full circle to an update on my original build. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Jezebel Delias i27 S/L/R Softcap: Level 50 Science 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 -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43) Level 1: Electric Fence -- Empty(A) Level 2: Fire Ball -- 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 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(7) Level 6: Charged Brawl -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(23), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Dam%(40) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), WntGif-ResSlow(50) Level 10: Dynamo -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx/Rchg(15), SprAvl-Rchg/KDProc(17) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(17) Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(21), SprWntBit-Rchg/SlowProc(21) Level 20: Boxing -- Empty(A) 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(31), StnoftheM-Dam%(33) Level 28: Thunder Strike -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(29), Erd-Dmg(33), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(34), Mlt-Acc/Dmg/EndRdx(34) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(39) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(40), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(42), PreOptmz-EndMod/Acc/Rech(42), PreOptmz-EndMod/End/Rech(43) Level 41: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(42), AbsAmz-Acc/Rchg(46), AbsAmz-Acc/Stun/Rchg(46) Level 44: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(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: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: 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 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- 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) ------------ Since MIDS isn't updated the power picks are not in the correct order. Build up is the level 49 pick, powersink is picked up before level 30 and tactics is picked up at level 38. I'm not in love with the /elec changes but the one good thing that came out of the power shuffle is that having dynamo and powersink before level 30 completely solves the end issues that my build previously experienced while exemping down. I like exemping down to team. Being self sufficient and being able to carry a leveling team through a +4/8 arachnos radio in founders falls is important to me. This build is better suited for this purpose than the others, which are geared more towards the end game. YMMV
  23. Where difficulty really gets diluted is in team play. I'd like content that requires a bit more strategy and doesn't get overpowered by spreadsheet warriors crunching numbers to come up with optimal builds. The latter has made it so that most teams can rush into anything and everything and come out on top 90% of the time. Even if this hard mode of +5/12 gets implemented it's just a matter of math before people come up with builds and team compositions that make it trivial. Let's use brains to play and not numbers. Mob placement means nothing and there is very little penalty/consequence to people derping into a room of death and aggroing 2+3 groups because they don't pay attention to their aggro radius. Many people play this game today without really learning how to play this game. I'd like to see missions design that really teach/enforce fundamentals such as pulling/using line of sight/aggro radius/target prioritization, etc... And, unpopular opinion here, really punish players for not paying attention and being reckless. Example of this already exists in the game in the Posi 1 TF with the circle ambush. Make failures mean something. Yesterday I was on a Moonfire and Dr. Todd died because people didn't pay attention. "Oh well, next mission!" While I appreciate the leniency I would like to see content where such failure means you fail.
  24. First and foremost blasters can do damage from anywhere, they can output both consistent AoE and single target up close or from afar. Scrappers and any other melee ATs do not have that flexibility. Second it's a feeling. One that you will probably not understand until you find success in playing a melee blaster. Good melee blasters are pure bad-assery and there is a joy and excitement in playing something that lacks the defenses of melee ATs and making it excel in melee. Well built, well piloted melee blasters are the closest thing to tank-mages in this game. Once you get survival figured out on a blaster you will stop looking at blaster vs scrapper from a defense perspective. I have a few melee ATs for concept reasons but if I want to bring damage it'll always be blasters because I know I can do everything scrappers can do and more with my blasters.
  25. Do you just slap full sets into each power and call it a day or is there a focus to what kind of set bonuses you are trying to stack? I see a lot of players doing this, slotting full sets into powers. Full sets = maximum benefit right? WRONG! The trick to optimizing is stacking specific bonuses that you want to focus on. Start with this thread: It's not rad/elec but it highlights different philosophies for building blasters. You will see builds that demonstrate how you can stack set bonuses and what to stack. There are good explanations for why certain powers are chosen and how they work. See if you can apply that knowledge to your build. A word on /elec. Thunderstike and force of thunder when sequenced after one another allows you to consistently knockdown mobs around you. For this to work you need to slot both with the sudden acceleration kb-kd proc. The attack chain for melee tanking with /elec blasters look like this: thunderstrike->get some attacks in while mobs are getting back up-> once mobs get back up force of thunder ->get more attacks in -> repeat. Another word about playing melee blasters: learn to move and learn WHEN to move. You can't derp around and stay in one spot like scrappers and duke it out indefinitely. Mezzes are going to hit you, defense cascade will happen. Moving buys you time, moving screws with mob AI, use that to your advantage. This combined with a build that has decent defenses will go a long way to ensure your success as a melee blaster. Speaking of defenses, ranged defense is the most important, yes even for melee blasters. You create opportunities to get your melee hits in and when that opportunity evaporates you can ALWAYS fall back to range. For example with /elec there will be gaps between your thunderstrike-force of thunder sequence where neither power has recharged, and if you feel that it's not safe to be in melee range during that gap hop back and shoot stuff and kite the mobs until either one recharges.
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