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Nemu

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Everything posted by Nemu

  1. Did that on my DP/MA, just sorta happened when my teammates all fell, no barrier, no rune of protection, Just scorp shield, a pair of guns, panda kicks and my blaster-fu. That was one of my finer moments. Then the next mission two trash romans defense cascaded me for the boss to whack me dead while I was stuck in animation... That made me a saaaad panda. That boss did not live to tell his tale...
  2. Good explanation of your rationale and now I have the proper context. Endurance management can be pretty tough with standard SO/IO slotting and even more so when you are running as many toggles as you are. I'd invest in two performance shifter procs and put one each in physical perfection and stamina, then a panacea proc when you can afford it into health. I'd also re-slot the miracle proc in health as well so that it will still work for you even when exemped down. If you do nothing else that should improve your endurance quality of life. Of the toggles and what they protect you against, assault is the least useful. There are not too many enemies out there that taunt and even less that placate. Also neither assault nor tactics provide protection against those effects, just resistance, meaning that they will wear off sooner, but you will still be taunted/confused, etc... The only status that these toggle really counter is blind, and tactics in general is nice because of the +to hit so I would probably include it too in my build. Weave is optional too, you are very close to softcap without it and if you invested in a couple of ranged defense and aoe defense set bonuses you can leave it off until you go up against debuff heavy opponents. Of course If you don't wish to invest any more influence on this character Vigor is perfectly fine, it's a great alpha for the build you have right now and I would do the same thing.
  3. I don't scrutinize over dps too much with blasters, I know I'll defeat stuff just fine because even hover blasters are viable, so I'm absolutely confident that shooting AND punching stuff in the face will get the job done. If I wanted an apex DPS build I certainly wouldn't do it the way that I did, and while such blaster builds might shave off a min or two off the pylon test solo that rarely comes into play in real life against multiple adds with defense and other debuffs. I'd much rather see a blaster solo +4/8 Nictus ambush than post a sub 3 min time on pylon tests. Or perhaps you are talking about the DPA and animation times which contributes to lower DPS, well you knew what you signed up for when you paired these two power sets. I just make the most of it and make do with what I have. I have a fire/elec and an elec/fire and if I thought about dps each time I hopped on the latter I would have stopped playing it a long time ago, sometimes you just gotta take what you have and enjoy the moment😃
  4. My alternate option is to play a melee blaster and graduate out of those training wheels that is the melee AT, or basically anything that play in melee and has mez protection. 😝
  5. The root of the issue is in your build and slotting. Post that and we can help dissect it. Off the bat I question the need for any of the leadership toggles on an SR tank.
  6. I'd fit in thunderstrike, drop confront, you don't need it, get rid of the 6th slot in zapp, energize, ball lightning and put them into thunderstrike. The build can use a bit more rework to be optimized but it's not a bad start. However it's not really a ranged scrapper, just a scrapper with access to ranged epic attacks which every other combination has access to. Spines, staff, claws, and kinetic combat all have ranged attacks, spines and kinetic combat both have 2, those might be better powersets if you really don't want to chase stuff. And you can take the epic ranged attacks on top of that.
  7. Good question. You will need to look at the numbers and decide for yourself how many slots you want to throw into it. Most blaster sustains except for drain psyche and energize offer the same regen/recovery bonuses so this is a comment on those collectively. Let's look at the regen portion first, because people tend to get hung up on healing and prioritize that over any other attribute if a power has a heal component. At level 50 with no slotting at all, you can achieve anywhere between 22-28 HP ball park regened per second with Metabolic Acceleration turned on, the actual numbers vary with how you choose to build your set bonuses and whether you have the extra HP accolades or not. If you 3 slot MA with heals to the ED CAP your regen bumps up to 30-35 HP regened per second. So on average 8-9 more HP regened per second. So you have to ask yourself in a tough fight is that extra 8-9 more HP gained per second really going to help you on an AT with relatively low HP and relatively low defenses (ignoring what you can achieve with IOs)? To put the nail in the coffin there are plenty of enemy powers that nullify your regeneration completely, so all that slotting and any regen set bonuses that you intentionally build for become useless in an instant. Endurance on the other hand, everyone has end issues. MA unslotted will yield 1 extra end recovered per second and fully slotted can yield a bit over 2. That's pretty huge. No other ATs have this kind of free endurance sustain. These blaster sustains can make endurance a non-issue for a lot of blaster builds (not my fire/elec though lol). If it's not conventional wisdom that you should take these sustains at level 20 when they become available, it should be. Finally let's throw in IOs and build goals into the mix. There are generally 2 schools with blaster builds, extreme recharge or defense. Extreme recharge builds will burn through endurance pretty fast because recharge, defense builds run a lot of toggle which also suck endurance. Defense builds also mean you get hit less, so in those cases where 1 in 20 attacks actually manage to land on you do you really need that extra 8-9 HP regened per second? In both cases if you had to prioritize slotting of MA I think the choice between heal and endmod becomes pretty clear. I see the regen portion of the sustain as a nice side perk, the real winner with the sustains is the end recovery. FYI I typically slot these toggle sustains with 6 piece pre-emptive optimization for the minor recharge bonus and most importantly, the ranged defense bonus at 6 slots. Because I typically build my blasters to thrive in melee and all of them have S/L/Ranged softcap. And I can tell you with authority that has far more impact on survival than squeezing 8-9 extra HP regened per second out of my sustain.
  8. There is no need to put end reduction in it. It's your recovery/regen sustain toggle and most people slot it with either heal or end mod enhancements, or both.
  9. I find the single target capabilities in /fire lackluster, especially when paired with electric blast, which is known to suffer in the single target dps department. In general I think /fire is overhyped. Yeah AoE damage is nice but that much AoE is overkill, and if you want to be a real tank mage make an /elec, but I digress... Atomic fixes the ST deficiency with electric blast with negatron slam and positronic fist. Atom smasher is enough AoE to supplement SC and BL. If you didn't like the long animation times on Atom Smasher you probably don't like the cast on short circuit either. But don't let those long animations stop you from having a good time!😁 If you know how to joust and have a decent bit of slow resist you don't really need the tp from speed of sound. You can jump joust in and out of slow -movement ground patches like ice slick or caltrop fields and if you get stuck in one the slow resist will allow you to run away. I never have an issue moving around with 65-80% slow resist against chimera's goons or knives that love to caltrops everywhere. Building for S/L/R softcap is pretty cookie cutter and you can still get away with 70-80% global recharge bonus through set bonuses depending on the secondary. I also build for maximum exemplar effectiveness so that survival is fully matured for Citidel TF and up. SS/Stealth IO allows for speeding if I am running speed TF stacks, and I also shoot for slow resist above 50% 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: Atomic Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace 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(5), SprDfnBrr-Rchg/+Status Protect(21) Level 1: Electron Shackles -- Acc-I(A) Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Dam/Rech(29), Artl-Acc/Dam/Rech(31), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(37) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(21) Level 6: Short Circuit -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(9), SprBlsWrt-Rchg/Dmg%(11) Level 8: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(31), GssSynFr--Build%(50) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11), WntGif-ResSlow(23) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/ActRdx/Rng(13), StnoftheM-Dmg/EndRdx/Rchg(19), StnoftheM-Dam%(19) Level 14: Negatron Slam -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/EndRdx/Rchg(15), KntCmb-Knock%(17), HO:Nucle(17) Level 16: Ionize -- HO:Membr(A) Level 18: Boxing -- Empty(A) Level 20: Metabolic Acceleration -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(40), PreOptmz-EndMod/Rech(43), PreOptmz-EndMod/Acc/End(43), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/End/Rech(46) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), UnbGrd-Max HP%(46) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Beta Decay -- HO:Enzym(A) Level 28: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(40) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(46) Level 32: Thunderous Blast -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(34) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Positronic Fist -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(40) Level 41: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(42), BslGaz-Acc/EndRdx/Rchg/Hold(42) Level 44: Positron Cell -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 47: Radioactive Cloud -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(48), SprEnt-Acc/Hold/End(48), SprEnt-Acc/Hold/End/Rchg(48), SprEnt-Rchg/AbsorbProc(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(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 -- UnbLea-Stlth(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 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  10. If you take the melee powers in /atom and you should, it'll play a lot like elec/fire. Sit in melee all day churning out pbaoes/point blank blasts. Ok it doesn't really play like that all the time. There are times you don't want to be in the thick of it, like when you go up against talons of vengeance and they start dropping lightning patches... If you stay in one place all the time like that then be prepared to be rezzed all the time. Long animation times isn't really an issue if you learn how to joust. Hop in, hop out, fire your pbaoes as you hop out, animate that 3 second pbaoe as you land, out of the danger zone. Another way to augment survival is just to softcap S/L/R defenses and then you don't have to move as much (but still do move when you get lightning patches dropped on your head). Or you can always depend on teammates to keep you alive, sometimes. Were I to build elec/atom I'd definitely take scorp shield and work in softcapped S/L/Ranged defense. Volt sentinel is a skip and tesla cage might be on the chopping block, I might also skip charged bolts because I can supplement my ST damage with harder hitting attacks from /Atom It's not that much different than building a defense based melee AT really. Soft cap is soft cap. Just because you are building a blaster doesn't mean that all of a sudden those kinetic combat and makos and winter IO sets with their defense bonuses suddenly become useless.
  11. CONTEXT This is not about you relating to your experiences with your own build, Rather please look at the OP's build and how changes affect that build. You can make an argument for extreme recharge if you are building proc monsters which rely on global recharge but the OP's build doesn't go that way. You also do not need capped recharge to cycle attacks non-stop. Finally water blast is not fire blast, the single target attacks have lower base recharge and thus are further impacted by diminishing returns from extreme recharge. A 3 second difference in the nuke as a result of 30% more global recharge is largely inconsequential in the real world. If you zoom in on the single target attacks in OP's original build, even with 30% less global recharge he can still rotate between dehydrate and water jet seamlessly. So where does that 170% global recharge really get him? If you cram that much recharge just to shave 3 seconds off 1 power then the ROI on that is really poor. Meanwhile the build suffers from low defenses, no slow resist, low acc, and all the other holes I pointed out. You don't have to build an uber tankmage, but you can certainly patch some of those holes by shuffling some of those set bonuses. Finally if you read through my original post and looked at my build you will see the end result patches a lot of those holes at the cost of losing 6% global recharge, and with the FF procs triggering even once, I can surpass the global recharge from the original build.
  12. I believe I read somewhere that the OP doesn't do IOs. That rules out going the way of procs to augment damage. Any primary with air superiority might give you some satisfaction. It's not propel but it's decent damage and soft control.
  13. I believe the people that lose pets playing kinetics are just setting pets to aggressive and leaving them that way. Kinetics doesn't suit that playstyle. I've never had that issue because I bind my ST attack to petcomall attack target and direct their attack manually. You go where the pets go and spam transfusion to heal them and yourself. I also bind speed boost to petcomall follow defensive so I can quickly rein them in if they start derping off. You may lose a T1 wolf or two if they get hit by an alpha strike from a hard target but generally I'm the one getting targeted first because I tie my pet attack command to my own ranged attack and mobs react to that first. If the situation if stable I re-summon right on the spot in between kin heals/buffs, if the situation is chaotic I switch to support mode.
  14. Leadership is included to squeeze in the extra defense needed to reach the magical number for defense softcap - 45% At 45% defense enemies have a 5% chance of hitting you. This is a game changer for blasters who have all the damage in the world but no defense. Psychic focus and Chronos are both damage boosts and they don't replace each other. For blasters that bit of burst damage could mean 1 shotting a group vs 2-3 shots with the risk of additional retaliation. Kill something before it kills you, that's especially true if you are running with no defenses, PF and chronos help you do that. I don't consider either of them skippable for blasters. Of powers to skip, most of them will come from the /temp secondary side especially if you don't want to use the melee oriented powers. If that's the case then you can cross off aging touch, end of time and future pain since they require you to be up close and personal. From psi blast you can skip either psionic dart or mental blast, if you don't have the luxury of running around with a build that's survivable you might want to keep scramble thoughts. For the builds where survival is not an issue that can also be dropped.
  15. Where to begin... All that recharge, what is that doing for you really? How many long recharge powers do you have that really benefit from 170% global recharge? Take Geyser - 34 seconds with that level of global recharge. With 30% less global recharge it's at 37 seconds. But I want perma hasten! Ok perma-hasten isn't the end all be all goal for most builds nowadays. It's nice, but it's not going to kill you if you have a few seconds gap. Plus the FF procs help bridge that gap, and can improve your overall recharge in some cases. No slow resistance, all that recharge and all it takes is a few slows to flush all that down the drain. Even lol council has galaxies with their -recharge attacks. At the very least you can stick a winter proc in super speed for 20% slow resist. That 6th slot in decimation, posi blast, armageddon and ragnorok. stacking 21% exotic psi/toxic resist isn't going to contribute to your survival in any meaningful way. If it were S/L resist that might be another matter. Acc in general. I suppose it'll do if you are fighting +0s all day. Most people benchmark their acc against +3s for endgame. You can certainly rely on team buffs and there most likely will be enough to help you hit consistently but it doesn't hurt to be a little self sufficient. At the very least I'd make sure that envenom and weaken can land reliably. I'd also stick some acc in dehydrate so that lands reliably too. You can afford to sacrifice 1.25% global recharge and slot that with 1 ACC 5 panacea. If it were me though I'd rather slot it like an attack or frankenslot it and maximize damage and healing. The regen tissue proc in health - it's junk. Dehydrate even when slotted as an attack will do more for you than that proc ever will. It won't save you when things go south and there are plenty of things that do -regen in the game, further diminishing it's value in any build. You are better off putting a panacea proc in it's place. General slotting inefficiencies, that gladiator armor proc can go into antidote, which takes resist sets. That recharge IO in there doesn't do anything since antidote already recharges fast enough. You can 4 slot stealth and maneuvers 1 LOTG 7.5 and then 3 piece reactive defense including the proc in one, and 3 piece shield wall in another instead of your current slotting of CJ/Stealth/Maneuvers. You lose 1.5 s/l resist that way but gain a good chunk of hp that way. Instead of a karma -kb in CJ you can put a steadfast -kb in elixir of life, and make room for a kismet +acc in CJ which needs no explanation. Venomous gas is an extremely situational power with this build. You will almost certainly have to depend on your teammates to provide you enough mitigation to allow you to get in the thick of it. And if they can do that already then chances are they don't really need what VG brings to the table in the first place. Plus it's not like you can alpha stike mobs by stealthing in and drop poison trap undetected with VG turned on, with the amount of personal protection you have you'd take a healthy chunk of damage before things start choking and against +3/4s you'd probably just die or get mezzed and then die. A power like VG needs to be built around and this build doesn't quite do it on it's own. Debating the usefulness of power boost in this build to warrant 2 recharge IOs instead of 1. 33 seconds vs 38 seconds isn't a huge gap. You can take that slot along with slot you shaved from CJ and 4 slot VG for 5% more global recharge. There is a camp of people that don't jump on the softcap bandwagon. I prefer to build tank mages but that's not everyone's cup of tea. So with that in mind I made the tweaks but left the core goals of maximizing recharge at the cost of survival in tact. I'm confident that with the FF procs this build will squeeze out more global recharge than your 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! Vitiatore: Level 50 Magic Defender Primary Power Set: Poison Secondary Power Set: Water Blast Power Pool: Speed Power Pool: Leaping Power Pool: Concealment Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Envenom -- Acc-I(A), AchHee-ResDeb%(7) Level 1: Aqua Bolt -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(9), Dcm-Acc/EndRdx/Rchg(9), Dcm-Acc/Dmg(13), Dcm-Dmg/EndRdx(37) Level 2: Alkaloid -- Pnc-EndRdx/Rchg(A), Pnc-Heal(3), Pnc-Heal/EndRedux/Rchg(3), Pnc-Heal/Rchg(5), Pnc-Heal/EndRedux(5) Level 4: Weaken -- CldSns-Acc/ToHitDeb(A), CldSns-%Dam(13), CldSns-Acc/Rchg(17), CldSns-Acc/EndRdx/Rchg(46) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Elixir of Life -- StdPrt-ResKB(A) Level 10: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(11) Level 12: Antidote -- GldArm-3defTpProc(A) Level 14: Water Burst -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(15), FrcFdb-Rechg%(15), SprFrzBls-Dmg/EndRdx(25), Bmbdmt-+FireDmg(43), PstBls-Dam%(43) Level 16: Whirlpool -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx/Rchg(17), OvrFrc-Dam/KB(19), SprVglAss-Dmg/Rchg(19), Ann-ResDeb%(40), SprVglAss-Dmg/EndRdx/Rchg(46) Level 18: Stealth -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(21), Rct-Def(42), Rct-Def/EndRdx(42) Level 20: Tidal Forces -- RechRdx-I(A), GssSynFr--Build%(21) Level 22: Dehydrate -- Acc-I(A), Pnc-Heal/EndRedux(23), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(27), Pnc-Heal(27) Level 24: Super Speed -- WntGif-ResSlow(A) Level 26: Poison Trap -- Arm-Dam%(A), Erd-%Dam(31), Obl-%Dam(33), UnbCns-Dam%(33), ScrDrv-Dam%(33), GhsWdwEmb-Dam%(34) Level 28: Water Jet -- Apc-Dam%(A), Apc-Dmg/EndRdx(29), Apc-Acc/Rchg(29), Apc-Acc/Dmg/Rchg(31), Dvs-Hold%(31), Apc-Dmg(34) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(34), ShlWal-Def(42), ShlWal-ResDam/Re TP(45) Level 32: Venomous Gas -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(43), DarWtcDsp-Rchg/EndRdx(48), DarWtcDsp-ToHitdeb/Rchg/EndRdx(50) Level 35: Steam Spray -- SprDfnBst-Rchg/Heal%(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg(36), SprDfnBst-Acc/Dmg/EndRdx(36), SprDfnBst-Dmg/EndRdx/Rchg(36), SprDfnBst-Dmg/Rchg(37), SprDfnBst-Acc/Dmg(37) Level 38: Geyser -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(39), Rgn-Acc/Rchg(39), Rgn-Acc/Dmg/Rchg(39), Rgn-Dmg/Rchg(40), FrcFdb-Rechg%(40) Level 41: Dark Embrace -- UnbGrd-Max HP%(A), StdPrt-ResDam/Def+(48), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam(50) Level 44: Soul Drain -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Rchg/KDProc(50) Level 47: Power Boost -- RechRdx-I(A) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) 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 -- UnbLea-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(11), Mrc-Rcvry+(45) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(45), PwrTrns-EndMod(46) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
  16. You go where the pets go. Fulcrum Shift works well with the doggos because they are almost all melee and generally will receive the full benefit of FS. FS also makes up for the loss of damage buff from pack mentality when you consume it for fortify pack. Between Fortify Pack, transfusion and whatever -dmg you get from FS and SP, and pet kill speed, pet survival is generally a non-issue. Your personal survival is going to be the weakest link. I recommend building for S/L/ranged softcap as that covers you against the majority of attacks, because you are going to be in the thick of it just like your pets. You go where the pets go, or rather, they go where you go. One word about pet control, bind a key to petcomall attack target and focus fire and take down targets one at a time, that also ensures all your pets are around the target when you fire off transfusion, FS, and other buffs. 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! Alpha Panda: Level 50 Natural Mastermind Primary Power Set: Beast Mastery Secondary Power Set: Kinetics Power Pool: Leaping Power Pool: Concealment Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Summon Wolves -- SprMarofS-Dmg(A), SprMarofS-Acc/EndRdx(3), AchHee-ResDeb%(3), SlbAll-Acc/Dmg/Rchg(5), SvrRgh-PetResDam(5), CaltoArm-+Def(Pets)(7) Level 1: Transfusion -- TchoftheN-Acc/Heal(A), Prv-Heal(7), TchoftheN-Heal/HP/Regen/Rchg(21), TchoftheN-Acc/EndRdx/Rchg(40), Prv-Heal/Rchg(40) Level 2: Call Hawk -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(9), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(19) Level 4: Super Jump -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(45) Level 6: Train Beasts -- EndRdx-I(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(33) Level 10: Siphon Speed -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(19), PcnoftheT-Acc/EndRdx(21), PcnoftheT-Rng/Slow(25), PcnoftheT-EndRdx/Rchg/Slow(25), PcnoftheT--Rchg%(45) Level 12: Summon Lions -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Acc/Dmg(13), LucoftheG-Def/Rchg+(13), ExpRnf-+Res(Pets)(15), ExpRnf-Acc/Dmg/Rchg(15), SprCmmoft-Acc/Dmg(17) Level 14: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def/EndRdx/Rchg(46), LucoftheG-Def(50) Level 16: Increase Density -- StdPrt-ResDam/Def+(A) Level 18: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(33), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(40), RedFrt-EndRdx(43) Level 20: Speed Boost -- WntGif-ResSlow(A) Level 22: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(23), HO:Cyto(23) Level 24: Boxing -- Empty(A) Level 26: Summon Dire Wolf -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(27), SprCmmoft-Rchg/PetAoEDef(27), EdcoftheM-PetDef(29), SprCmmoft-Acc/Dmg/Rchg(29), AchHee-ResDeb%(33) Level 28: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(39) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Tame Beasts -- EndRdx-I(A) Level 35: Transference -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(36), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/Acc/End(36), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/End/Rech(43) Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(46) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(42), ShlWal-Def(42), ShlWal-ResDam/Re TP(42) Level 44: Fortify Pack -- LucoftheG-Def/Rchg(A), RedFrt-Def/Rchg(45), Rct-Def/Rchg(46) Level 47: Call Ravens -- 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: Siphon Power -- Acc-I(A) Level 1: Alpha Howler Wolf Level 1: Howler Wolf Level 1: Pack Mentality 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: Sprint -- UnbLea-Stlth(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(34), PreOptmz-EndMod/Rech(34), PreOptmz-EndMod/Acc/End(34), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37) Level 12: Lioness Level 26: Dire Wolf Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Barrier Core Epiphany Level 50: Melee Core Embodiment Level 50: Agility Core Paragon ------------
  17. Seeker drones proc decimation chance for build up very reliably. Instead of scorpion shield you could build for positional def and take a resist shield and be even tougher. However that's going to cost you procs. This is how I built mine: 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! Tactikal Panda: Level 50 Technology Defender Primary Power Set: Traps Secondary Power Set: Beam Rifle Power Pool: Leaping Power Pool: Concealment Power Pool: zc_Leadership Power Pool: Fighting Ancillary Pool: Dark Mastery Hero Profile: Level 1: Web Grenade -- HO:Endo(A) Level 1: Single Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/Rchg(37) Level 2: Triage Beacon -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(3), Pnc-Heal/Rchg(3), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(9) Level 4: Cutting Beam -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(5), Rgn-Acc/Rchg(5), Rgn-Dmg/EndRdx(7), Rgn-Knock%(7), AchHee-ResDeb%(43) Level 6: Super Jump -- WntGif-ResSlow(A), BlsoftheZ-ResKB(46) Level 8: Acid Mortar -- SprVglAss-Rchg/+Absorb(A), SprVglAss-Acc/Dmg/EndRdx(17), SprVglAss-Dmg/Rchg(19), AchHee-ResDeb%(19), SprDfnBst-Rchg/Heal%(40), SprDfnBst-Acc/Dmg/EndRdx(40) Level 10: Disintegrate -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(11), Apc-Acc/Rchg(11), Apc-Dmg/EndRdx(15), Apc-Dam%(17) Level 12: Force Field Generator -- LucoftheG-Def/Rchg+(A), ShlWal-Def(13), ShlWal-Def/EndRdx(13), ShlWal-ResDam/Re TP(15) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(42) Level 16: Stealth -- LucoftheG-Def/Rchg+(A), HO:Cyto(42) Level 18: Poison Trap -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(21), BslGaz-EndRdx/Rchg/Hold(21), BslGaz-Acc/EndRdx/Rchg/Hold(23) Level 20: Lancer Shot -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Rchg/SlowProc(25), SprWntBit-Acc/Dmg/EndRdx(25), HO:Nucle(27) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(34), Rct-ResDam%(37) Level 24: Boxing -- Empty(A) Level 26: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(46) Level 28: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(29), StnoftheM-Acc/ActRdx/Rng(29), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dam%(31), FrcFdb-Rechg%(31) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(34) Level 32: Seeker Drones -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(37), Dcm-Build%(40), SprVglAss-Acc/Dmg/EndRdx/Rchg(48) Level 35: Piercing Beam -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(36), SprFrzBls-Rchg/ImmobProc(36), SprFrzBls-Acc/Dmg/EndRdx(36) Level 38: Overcharge -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(39), SprDfnBst-Dmg/EndRdx/Rchg(39), SprDfnBst-Acc/Dmg(39), AchHee-ResDeb%(43), Ann-ResDeb%(43) Level 41: Dark Consumption -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Rchg/KDProc(46) Level 44: Dark Embrace -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(45), Ags-ResDam(45), Ags-Psi/Status(45) Level 47: Soul Drain -- Arm-Acc/Dmg/Rchg(A), Arm-Dmg/Rchg(48), Arm-Dam%(48), Arm-Acc/Rchg(50), Arm-Dmg/EndRdx(50) Level 49: Aim -- GssSynFr--Build%(A) Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(42), NmnCnv-Regen/Rcvry+(50) 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: Degenerative Core Flawless Interface Level 50: Ageless Radial Epiphany ------------
  18. Defenders during the early days of CoH came in 2 basic flavors The Doctor/Nurse wannabe Empath/"Secondary doesn't matter because you are not taking any attacks to make room for leadership and medicine pool" variety The emo Darkitty/dark variety because being dark is cool, bonus points if your name starts with Dark, to let people know you are dark. Or is that Goth? Or vampire? Doesn't matter, it's dark. AR/dev blasters are pretty basic during the early days of CoH. Melee=bad and you can haz bombs with devices, and people love guns.
  19. I don't see the need to take scorpion shield if you are planning to hover blast. You can instead go with conventional wisdom for pure ranged builds: take a resist shield, build for ranged defense, and have more layered mitigation that way. You force all attacks to come from the ranged vector which has to get through your ranged defense, and whatever damage that does get through is further reduced by your resist armors. The 6 slot in ranged shot and blazing arrow, what are they doing for you? Absolutely nothing. That meager amount of psi defense/resist that slotting the full set gives you isn't worth it unless you really stack additional bonuses to make them worthwhile, meanwhile you are sitting at 32% and 37% S/L and Ranged defense, respectively. 4 slotting gymnastics. Look at the numbers, base defense it gives is 1.75% def to all, at ED cap you can nudge 2.7% out of it. Meanwhile 2 blessing of zephrs give you 1.25% ranged defense - 2 slots giving more defense than the 1% extra defense you'd get if you 4 slotted gymnastics. You don't need the additional accuracy that 4 slotting LoTG gives you, Archery has an inherent ACC bonus. 3 slotting hasten - 2 level 50+5 IOs will do, you don't need 3 slots I'm also a fan of combat jumping even for hover blasters. There are plenty of -fly powers that enemies spam and quite a few also immobilize you. An immobile blaster is a dead blaster. Combat jumping solves that problem. This is how I would build a pure ranged hover archer 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: Archery Secondary Power Set: Tactical Arrow Power Pool: Speed Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Snap Shot -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), SprWntBit-Rchg/SlowProc(17) Level 1: Electrified Net Arrow -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(23), SprDfnBrr-Acc/Dmg/Rchg(23), SprDfnBrr-Acc/Dmg/EndRdx(25), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(25), SprDfnBrr-Rchg/+Status Protect(27) Level 2: Fistful of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(3), Artl-Dam/Rech(3), Artl-Acc/Dam/Rech(5), Artl-Acc/Rech/Rng(7), Artl-End/Rech/Rng(7) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(5), WntGif-ResSlow(36) Level 6: Blazing Arrow -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(17), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(42) Level 8: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), BlsoftheZ-Travel(43), BlsoftheZ-Travel/EndRdx(43) Level 10: Upshot -- HO:Membr(A) Level 12: Explosive Arrow -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(13), SprFrzBls-Acc/Dmg(13), SprFrzBls-Dmg/EndRdx/Acc/Rchg(15), SprFrzBls-Dmg/EndRdx(15) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 16: Glue Arrow -- Ann-ResDeb%(A), PstBls-Dam%(31), JvlVll-Dam%(31), Bmbdmt-+FireDmg(34), ImpSwf-Dam%(36) Level 18: Ranged Shot -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(19), StnoftheM-Acc/ActRdx/Rng(19), StnoftheM-Dam%(21), StnoftheM-Dmg/EndRdx/Rchg(21) Level 20: Eagle Eye -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(37), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Heal(39), NmnCnv-Regen/Rcvry+(39) Level 22: Aim -- HO:Membr(A), GssSynFr--Build%(27) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 26: Boxing -- Empty(A) Level 28: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(29), GldArm-RechRes(29), GldArm-RechEnd(39), GldArm-Res/Rech/End(40), GldArm-ResDam(46) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(46), ShlWal-ResDam/Re TP(46) Level 32: Rain of Arrows -- Bmbdmt-+FireDmg(A), JvlVll-Dam%(33), PstBls-Dam%(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Dmg/Rchg(34), Rgn-Dmg(34) Level 35: Bonfire -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(36) Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(43) Level 41: Agility -- Flight-I(A) Level 44: ESD Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 47: Fire Shield -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(48), UnbGrd-Max HP%(48) Level 49: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(50), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(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 -- UnbLea-Stlth(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 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon ------------
  20. Game mechanics are pushed aside in favor of builds because it's easy to copy the latter. Let's make November "Mob Fear AI Awareness" Month. MFAI - saving blaster lives since 2004
  21. You don't have to carry a lot of wakies. 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 Science Controller Primary Power Set: Fire Control Secondary Power Set: Storm Summoning Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Gale -- Empty(A) Level 2: O2 Boost -- HO:Golgi(A) Level 4: Super Speed -- BlsoftheZ-ResKB(A) Level 6: Fire Cages -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(7), SprFrzBls-Dmg/EndRdx/Acc/Rchg(7) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), UnbGrd-Max HP%(11), UnbGrd-ResDam/EndRdx/Rchg(11), LucoftheG-Def(21), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23) Level 12: Flashfire -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SprWiloft-EndRdx/Rchg(13), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(17), SprWiloft-Rchg/Dmg%(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Freezing Rain -- AchHee-ResDeb%(A), SprFrzBls-Rchg/ImmobProc(29), SprFrzBls-Dmg/EndRdx(37), SprFrzBls-Acc/Dmg/Rchg(39) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 20: Boxing -- Empty(A) Level 22: Tough -- GldArm-3defTpProc(A), ResDam-I(34), HO:Ribo(39) Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(27) Level 28: Hot Feet -- SprAvl-Acc/Dmg/EndRdx(A), SprAvl-Dmg/EndRdx(29), Erd-Acc/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43), Erd-Acc/Dmg/EndRdx/Rchg(46), Erd-Acc/Dmg/Rchg(46) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Fire Imps -- 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: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(36), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/Acc/End(36), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37) Level 38: Lightning Storm -- SuddAcc--KB/+KD(A), Apc-Dmg(39), Apc-Acc/Dmg/Rchg(40), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(40), Apc-Dam%(42) Level 41: Tornado -- SuddAcc--KB/+KD(A), AchHee-ResDeb%(42), SlbAll-Dmg/EndRdx(42), SlbAll-Acc/Dmg/Rchg(43), SlbAll-Dmg/Rchg(46), FrcFdb-Rechg%(50) Level 44: Charged Armor -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(45), RctArm-ResDam/EndRdx/Rchg(45), RctArm-ResDam(45) Level 47: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Brawl -- Empty(A) Level 1: Containment 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 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5), NmnCnv-Regen/Rcvry+(9) 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: Nerve Core Paragon Level 50: Clarion Radial Epiphany Level 50: Support Core Embodiment Level 50: Paralytic Radial Flawless Interface ------------ Building for extreme recharge is a relic of the past and it works better for dedicated teaming with friends that can support the holes in such builds. You can see where that gets you for end game teaming sessions especially when things get chaotic, that's where these types of builds fall apart. When you can control incoming damage without fear of adds it works, but when the random adds come in you die. And despite the amount of recharge, those adds can and will always catch you when your CCs are on cooldown. You can't and shouldn't depend on PUGs to barrier whenever you need it so it benefits you and the team to build for survival since a dead teammate doesn't contribute, other than being vengeance/fallout fodder. TL;DR You can't control everything, build some personal protection. Extreme recharge builds not only ignore defense but also slow resist. Have you ever been slowed? Fight a room full of council galaxy with no defense? Fight those animus arcanum orbs with their auto slows and ice storms? Where does that extreme recharge get you now? You can't move fast enough out of the debuff zone and you can't cycle you powers fast enough to retaliate. This is where winter sets come in. At 2-3 slots they not only offer slow resist but also fire/cold resist, there's a lot of value in those sets. As for defense, ranged defense is the most important. It's not the things that you have in your face that's scary, you probably have them held/disoriented feared/knocked down etc..., and if they take a shot at you it's only occasional. It's the stuff from range that will kill you and you are learning that the hard way. This build will make you a tank mage and I don't think you will miss the 35% global recharge I shaved off to get to that level of survival. For slotting efficiency I removed hurricane but you can just as easily fit it back in.
  22. Forgot that CJ took the power pool slot for speed. Here's a reworked build that fits all the criteria 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 Technology Blaster Primary Power Set: Water Blast Secondary Power Set: Plant Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Entangle -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(46), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(50), Thn-Acc/Dmg/EndRdx(50), Thn-Dmg/EndRdx/Rchg(50) Level 2: Water Burst -- FrcFdb-Rechg%(A), SprFrzBls-Acc/Dmg(7), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(9), Bmbdmt-+FireDmg(45), PstBls-Dam%(45) Level 4: Super Speed -- WntGif-ResSlow(A) Level 6: Whirlpool -- AchHee-ResDeb%(A), SprFrzBls-Rchg/ImmobProc(11), SprFrzBls-Dmg/EndRdx(13), SprFrzBls-Acc/Dmg/Rchg(13), Dmg-I(46), Ann-ResDeb%(48) Level 8: Tidal Forces -- GssSynFr--Build%(A), RechRdx-I(46) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Dehydrate -- 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 14: Toxins -- RechRdx-I(A) Level 16: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(31), BlsoftheZ-Travel/EndRdx(33) Level 18: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(45) Level 20: Wild Fortress -- 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), RctArm-ResDam/EndRdx(25), RctArm-ResDam/EndRdx/Rchg(39), RctArm-ResDam(39), UnbGrd-Max HP%(48) Level 26: Steam Spray -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(33), Artl-End/Rech/Rng(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(37), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37) Level 35: Charged Armor -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(36), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(36) Level 38: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(39), BslGaz-EndRdx/Rchg/Hold(40), BslGaz-Acc/EndRdx/Rchg/Hold(40) Level 41: Vines -- UnbCns-Acc/Hold/Rchg(A), UnbCns-Acc/Rchg(42), NrnSht-Dam%(42), GldNet-Dam%(42), UnbCns-Dam%(43), Lck-%Hold(43) Level 44: Spore Cloud -- HO:Enzym(A) Level 47: Fly -- BlsoftheZ-ResKB(A) Level 49: Afterburner -- 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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run 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 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  23. Oops, missed hasten in your original build. If you want to fit hasten back in drop after burner and a slot from spores and 2 slot hasten. There's wiggle room in the build for that. Incarnates is really to your own taste, I'd probably go musculature. I always take clarion for blasters. Degen, diamagnetic or reactive are fan favorites for interface but I've been messing around paralytic and gravitic. Honestly Interface has little impact for casual play and teaming, same with lore. Hybrid is a tossup between melee core for some resist and status protection or support for team def buff. The good thing with incarnates is that you can craft all of them switch them around to your taste.
  24. Nemu

    MOAR AOE!

    shield charge and tele nukes... lol cute. How about double build up burn crit? Staff/Fire, staff for the AoEs and the +defense to make /fire more sturdy, and /fire for burn. You want sustainable AoE? You can literally spin spin burn all day with that combo. I like savage melee, but do you want to be like Meg Griffin and grow nails as your super power or do you want to be a MF dance legend on fire?
  25. I'd drop vengeance and fit in combat jumping. 1 - It adds to your defense and works with hover 2 - Plenty of things this game does -fly and usually those powers also immob. An immobilized blaster is a dead blaster and weave only provides immob resistance, not protection. CJ solves that. Keeping with the hover blasting theme this is how I would build it. Shuffled power picks around to provide maximum self sustainability by level 30 so you can help speed through TFs when exemped down. I see a lot of people using 1 piece resist proc uniques from both defense sets. They single slot the uniques in one defense power and 3 slot other defense powers with 3 piece LOTG for the hp bonus. Why not just slot the defense power 1 LOTG 7.5 and 3 piece shield wall or reactive defenses including the proc? it takes the same amount of slots. At 3 slots both shield wall and reactive defense provide +HP and SW provides more HP than 3 LOTGs. Regarding wild fortress, I find the heal/absorb pitiful in all blaster sustains, it's not enough to carry you through a tough fight and they are better viewed as a quality of life improvement that tops you off between the fights. If you do the math on some of the sustains they amount to about an extra 9 HP regenerated per second when enhanced for heal at the ED cap, a waste of slots if you ask me. I'd rather have premptive in there because I can always use more end recovery, it gives a recharge bonus, and it has the same ranged def bonus as 6 piece numinas. People are hung up on heals. A few heal IOs in dehydrate does far more than fulling slotting blaster sustains for heals. I left some room for procs as well, enjoy. 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 Technology Blaster Primary Power Set: Water Blast Secondary Power Set: Plant Manipulation Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Entangle -- Acc-I(A) Level 2: Water Burst -- FrcFdb-Rechg%(A), SprFrzBls-Acc/Dmg(7), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(9), Bmbdmt-+FireDmg(45), PstBls-Dam%(45) Level 4: Fly -- WntGif-ResSlow(A) Level 6: Whirlpool -- AchHee-ResDeb%(A), SprFrzBls-Acc/Dmg/Rchg(11), SprFrzBls-Dmg/EndRdx(13), SprFrzBls-Rchg/ImmobProc(13), Dmg-I(46), Ann-ResDeb%(48) Level 8: Tidal Forces -- GssSynFr--Build%(A), RechRdx-I(46) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Acc/Dmg/Rchg(15), SprWntBit-Dmg/EndRdx/Acc/Rchg(17), SprWntBit-Rchg/SlowProc(17), Heal-I(50) Level 14: Toxins -- RechRdx-I(A) Level 16: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(50), BlsoftheZ-ResKB(50) Level 18: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(45) Level 20: Wild Fortress -- 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 -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg(48) Level 24: Tough -- GldArm-3defTpProc(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/EndRdx/Rchg(39), RctArm-ResDam(39), UnbGrd-Max HP%(48) Level 26: Steam Spray -- Artl-Acc/Dam(A), Artl-Dam/End(27), Artl-Dam/Rech(27), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(33), Artl-End/Rech/Rng(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(33) Level 32: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(37), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37) Level 35: Charged Armor -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(36), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(36) Level 38: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(39), BslGaz-EndRdx/Rchg/Hold(40), BslGaz-Acc/EndRdx/Rchg/Hold(40) Level 41: Vines -- UnbCns-Acc/Hold/Rchg(A), UnbCns-Acc/Rchg(42), NrnSht-Dam%(42), GldNet-Dam%(42), UnbCns-Dam%(43), Lck-%Hold(43) Level 44: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(46) Level 47: Tactics -- HO:Cyto(A) Level 49: Afterburner -- 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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run 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 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
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