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Nemu

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Everything posted by Nemu

  1. 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.
  2. 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?
  3. 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 ------------
  4. Sometime overwhelming damage trumps any survival you put into a build. I have a similar issue with my bane. Fantastic res/def on paper but takes forever to kill spawns due to lack of burst AoE and slow animations. I imaging widows are in a similar boat, you fight a war of attrition and the lack of burst AoE will be your undoing when you drag the fight out. All those little hits from fodder adds up and when the -def starts stacking that's when things really go down the toilet. My blasters on the other hand just nukes/AoEs the spawns, and do it fast enough to activate mob fear AI which makes even bosses run. Splash in some soft controls and enough defense to not die from the alpha and they just roll through the same mobs compared to the bane. And if they are going to die, at least they'll take out the mobs as well in a blaze of glory.
  5. Is it autohit though? This is the reason that I shifted away from building for S/L/E/F/C softcap to S/L/R softcap on my blasters.
  6. 1, Don't be so quick to cherry pick one post or one line and knee jerk react to it. I explain my rationale a few posts down. Please take the time to read everything and take it all in context. 2, People need to stop with this above notion. Yes debuffs are powerful but buffs have their places too. I can counter your argument about debuffs by saying that you offer teammates NO protection whatsoever against mobs that are not debuffed whereas buffs do not depend on you debuffing enemies nor do their effectiveness scale with the purple patch, or that toggle debuffs shut down with mezzes whereas shields and other persistent buffs don't care what state you are in. Go fight some animus arcanum with their autohit slows where your recharge is slowed to oblivion and your debuffs can't come back fast enough and tell me that debuff>>buffs. This is one of those anti-healz0rs carryovers from 10 years ago and people need to get over it. You can pretend buffs don't matter but there is content in the game where they do, even heals. 3, I also don't get the best heals in the game comment. If you are talking about the sheer amount of secondary effects O2 comes with yeah sure. But I think an AoE heal that heals yourself as well would place higher on the desirability scale.
  7. In general blasters don't need procs in their attacks unless the proc starts with force and ends with feedback. They already do enough damage. IOs help shore up survival and that benefits blasters a lot more than adding additional damage. Same reason I don't bother taking assault on blasters when 1-2 attacks builds enough defiance damage buff that eclipse the buff assault provides. Most /plant builds I see opt for pure ranged play. I always play melee blasters and so I shared my build as an alternative reference. Plant is one of those secondaries that could go either way. From a build perspective there are benefits to taking a few melee powers for set bonuses even if you don't plan on using them.
  8. Not sold on spore cloud. 3.3 second cast time + blaster level damage means you won't be using it for anything other than AVs/GMs. While every bit of debuff helps I'd rather just let other ATs that do it better handle that. I passed on it. I suppose if your plan is to solo AVs/GMs then that -regen debuff justifies the pick. I like smashing face with my blasters. For contrast this is my stabby stab cactus build, softcapped to S/L/E/N/Ranged and is a self sufficient TF speed runner by level 30 when exemped down. Thorn burst is poo but it's a pbaoe for the winter set and it's thematic for a cactus, sort of. 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! Saguaro Cactus: Level 50 Science Blaster Primary Power Set: Water Blast Secondary Power Set: Plant Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-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), Ann-Acc/Dmg/EndRdx/Rchg(7), Artl-Acc/Dam(13), Artl-Dam/End(15), Artl-Acc/Dam/Rech(17), Ann-ResDeb%(40) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(50) Level 6: Skewer -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(11) Level 8: Tidal Forces -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(19) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(31), Ksm-ToHit+(50) Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(19), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(50) Level 14: Toxins -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(15) Level 16: Thorn Burst -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(48) Level 18: Whirlpool -- Artl-Acc/Dam(A), Artl-Dam/End(21), Artl-Dam/Rech(21), Artl-Acc/Dam/Rech(23), Artl-Acc/Rech/Rng(23), Artl-End/Rech/Rng(25) Level 20: Wild Fortress -- 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 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Ripper -- FrcFdb-Rechg%(A), Erd-Dmg(29), Erd-Acc/Dmg/EndRdx/Rchg(31), Erd-Acc/Dmg/Rchg(33), HO:Nucle(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(48) Level 32: Geyser -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(37), Artl-Acc/Dam/Rech(40), Artl-Acc/Rech/Rng(42), Artl-End/Rech/Rng(43) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Water Jet -- 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%(46) Level 41: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(42), BslGaz-Acc/EndRdx/Rchg/Hold(43) Level 44: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 47: Tactics -- HO:Cyto(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 -- 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 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 Level 50: Musculature Radial Paragon ------------
  9. Anyone that has slogged through pre-SO levels experiences this. It's amplified by the fact that you don't have your end recovery nor your recharge sorted out at those levels and a miss is a huge drain on your resources and an AoE miss is a really feel bad event. 18% global acc+ whatever scaled down values from the scrapper ATO sets is good. That + a kismet IO is better, all that plus the amplifiers from P2W is even more better and those amplifiers are a good investment at lowbie levels because they are cheap, and they fill in a lot of holes during the leveling process.
  10. Everyone can soft cap so I'm not even going to bother talking about that. Soft cap defense make all ATs sturdier. Sturdy in the blaster sense is a mix of kill speed and survival. Dead things don't fight back. Survival is important but don't gimp yourself in the damage department with blasters. I'll always champion fire/elec. It's got kill speed, it's got blazing fast and hard hitting ST, it's got AoE, and it's got a mix of crowd control tools to help you punch stuff in the face and look good doing it. It has utility powers that are useful as well (i.e using powersink to drain Hamidon during LGTF or to recover from getting hit by a sapper). You can do all of that and still have softcap S/L/Ranged defense, and still be very exemplar friendly.
  11. https://cityofheroes.fandom.com/wiki/Attack_Mechanics A quick google search on CoH to hit mechanics gave me that link and it shows your to hit vs higher level, you can see that vs +3s your base to hit is at 48% and it's at 39% vs +4s You can emulate these values in mids by going to Options->Configuration->Exemping and Base Values and set your base to hit to the appropriate value. I had mine at 39% At those values your slotting of HOD is below 95% accuracy. On a team with other to hit buffs or defense debuffs from teammates you probably don't notice it. Proc Slotting Dark Grasp is fine, with domination mez duration isn't an issue so you might as well get some extra proc damage in. And yeah if you go barrier that'll cover the last 5% if you just care about the end game build.
  12. Which is why I said don't be a selfish kin 🙂 Anyway it's not my intention to start a debate about this, just to offer another perspective. Yes, storm will definitely do better than Kin for prisoners during BAF but Kin also has moments where it shines. @beradical there are quite a few more support oriented secondaries out there but they don't bring the level of self sufficiency (damage) that /storm or Kin brings to the table. It really depends on the content. I still think Kin is the best all around generalist because of it's buffs which everyone likes and which benefit you enough so you can dish out decent damage, and the AoE heal which is a big deal for some content. Both /Storm and /Kin are really popular, as is /dark and /time. Just like Storm, /dark and /time allow you to be more tank mage while providing good buffs/debuffs. And those AoE heals, you might not need them all the time but you'll be happy to have them for content that need them. I can say more about the other sets but I don't think those align with what you want from your initial request. As a last word I will say that I've had a lot of fun with my ice/poison troller, and she plays the exact opposite way that you want. It's the most passive controller in my stable and she neuters stuff just by standing next to it. No damage to speak of though but boy can she /em dance when she throws down poison trap...
  13. They are pacifists and pacify mobs through non-violence. That's the mark of a real MAN. Plus there is no endurance to use even brawl....
  14. But very few people make /storm because they are interested in bringing support to a team. They do so because of they want to be badass and they want to be self sufficient solo. Yes there are powers in the toolkit that help the team in as much that a scrapper helps the team kill. How many /storm trollers do you see taking O2 boost which provides end drain resistance, stun and sleep protection AND use them proactively when the situation calls for it? You mention FR, tornado and LS but you didn't even mention the benefits of steamy mist which highlights how most players think of storm, as a purely offensive secondary. I'm not saying storm is terrible, I am saying that if you have a team oriented mindset Storm sits a bit lower on the totem pole compared to some other secondaries that have more team oriented powers in the toolkit. Kinetics straddles that line of being purely offensive and just having enough team buffs/debuffs and I think it's the best fit for this particular context. Also, here is a good example of team value - Last phase of minds of mayhem where the entire league is getting hit with autohit psi damage. Storm is not going to help keep the league alive during that but Kinetics can. And don't tell me that you can solo that phase with the power of FR/LS/Tornado alone, this is one example of where a purely offensive secondary can fall short in a team setting.
  15. Considering the context that you want to provide value to teams, storm is rather selfish. I'd go with Fire/Kin - Buff your teammates and do decent damage yourself. Just don't be a selfish fire/kin...
  16. My thoughts in no particular order: I think you'll get more damage and reach your defense goals by dropping the procs gimmick in HOD (or drop HOD altogether) and taking ice storm and possibly night fall. Heart of darkness may have a bunch of procs but there's no acc and you won't reliably hit +3s with it unless you open with sleet first, ice storm slotted up can give you both range defense and far more consistent damage than HOD. Assuming a spare no expense end game build you could use more slow resist. Get slowed, lose permadom, sad panda.... Gloom has 6 slots, the last one doesn't contribute to your goals, if anything you can shave that slot off. If you can only bring one vector/damage type to defense softcap I'd focus on ranged first. S/L defense is nice for jumping into a spawn without locking them down first but once you have them locked down it's the stuff hitting you from range that you really need to be mindful about. IF you are going to jump into melee anyway I'd take one melee attack just for the 5% s/l def in blistering cold. The benefits of that set is far too slot efficient to ignore. Haunt - I would cut this to make room for powers/slotting that would suit my goals, like fitting in a melee attack for the slow resist and the S/L defense, or HOD but slotted with enough ACC then procs to make it a more reliable mini nuke.
  17. If you want to be super manly then you should make an ice/poison controller. 1 - Two super end heavy toggles that gets shut down when you are mezzed and contribute to ~60-80% of your survival - check 2 - You need to be in melee range among all the scary things trying to kill you for the above two toggles to work, so getting mezzed really adds to the excitement - check 3 - You won't have much end recovery to spam other powers with those two toggle running (until cardiac) - check 4 - You don't have to do much to neuter mobs, all you need to do is stand next to them 5 - You can have a late game build with softcapped range/aoe defenses, debuff melee mobs so you can effectively have softcapped melee defense too, have mez protection and softcapped psi defense just a tad shy of perma, and hard capped S/L resist. 6 - You can celebrate your manliness by dancing in the middle of a mob trying to kill you, cuz you are a manly man and you don't give AF.
  18. Performance aside, kinetic melee is more versatile because of focused burst and repulsing torrent. Martial arts is boring AF. Run Apex and fight Battle Maiden a few times and you'll wish you had some ranged attacks when she's in the blue patch. With a defense secondary you can fit some pretty decent procs into Kinetic melee, and since you can 4 slot LOTG into defense powers for the ACC bonus it compliments the defense armor + proc strategy. Everyone's ACC stinks at lower levels, get a kismet + to hit asap.
  19. If you are going to stick with staff/fire, try it on a stalker. Build up makes a huge difference. And double build up burn crit... well that's something that scrappers can't do. Savage/nin is a fast combo, in both senses. You move fast, and you scratch fast too.
  20. You can, the description in mids is wrong. You can't use shinobi-iri with stealth.
  21. I think hitting the non-incarnate softcap is enough. It doesn't sound like you are planning on soloing incarnate content at extreme difficulty and if you team your teammates can help you get to incarnate softcap. Since budget is not an issue I redirected some of the overflow defense bonuses towards resistance. I also don't think you need hasten. You have enough powers that will take force feedback procs and those can replace the need to cram hasten into every build. This build is more streamlined for exemplaring down for lower level content and does not depend on cardiac for endurance management. You'll have a decent attack chain, decent slow resist, really good resistance (for a shield tanker) to most damage types and softcap defense to all 3 positions by level 30. FYI don't bother slotting phalanx fighting even for set bonuses unless you have nowhere else to dump your slots. The base defense it gives you when you are alone can not be enhanced and that's the only part that really matters. It's a perfect place to dump a kismet +tohit because you can pick it up so early. And @SirBronco you can see an application of not slotting full sets into a power but rather mix and matching multiple sets to get the bonuses you want here. Feel free to dissect the build and ask questions. 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 Tanker Primary Power Set: Shield Defense Secondary Power Set: War Mace Power Pool: Experimentation Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Earth Mastery Hero Profile: Level 1: Deflection -- LucoftheG-Def/Rchg+(A), UnbGrd-ResDam(3), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(5) Level 1: Bash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9) Level 2: Battle Agility -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(5), Rct-Def(11), Rct-Def/EndRdx(11), Rct-ResDam%(13) Level 4: Jawbreaker -- FrcFdb-Rechg%(A), Hct-Dmg(13), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(17), Hct-Dam%(19) Level 6: Speed of Sound -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(19) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 10: Active Defense -- RechRdx-I(A) Level 12: Phalanx Fighting -- Ksm-ToHit+(A) Level 14: Boxing -- Empty(A) Level 16: Build Up -- GssSynFr--Build%(A), AdjTrg-ToHit/Rchg(17), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(45), AdjTrg-Rchg(46), AdjTrg-ToHit(50) Level 18: Tough -- GldArm-3defTpProc(A), Ags-ResDam/EndRdx(37), Ags-ResDam/EndRdx/Rchg(40), Ags-ResDam(42), Ags-Psi/Status(46) Level 20: Whirling Mace -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(21), SprMghoft-Acc/Dmg/Rchg(21), SprMghoft-Dmg/EndRdx/Rchg(23), SprMghoft-Acc/Dmg/EndRdx/Rchg(23), SprMghoft-Rchg/Res%(25) Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(34), ShlWal-Def(34), ShlWal-ResDam/Re TP(34), ShlWal-Def/EndRdx/Rchg(42) Level 24: True Grit -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(43), UnbGrd-Max HP%(43), Prv-Heal(43), Prv-Absorb%(45) Level 26: Shield Charge -- FrcFdb-Rechg%(A), Arm-Dmg/Rchg(27), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(29), Arm-Dmg/EndRdx(29), Arm-Dam%(31) Level 28: Clobber -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(31), SprGntFis-Acc/Dmg/Rchg(31), SprGntFis-Dmg/EndRdx/Rchg(33), SprGntFis-Acc/Dmg/EndRdx/Rchg(33), SprGntFis-Rchg/+Absorb(33) Level 30: Against All Odds -- EndRdx-I(A) Level 32: Taunt -- Range-I(A) Level 35: Shatter -- FrcFdb-Rechg%(A), ScrDrv-Acc/Dmg(36), ScrDrv-Acc/Dmg/EndRdx(36), ScrDrv-Dam%(36), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/Rchg(37) Level 38: Crowd Control -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(39), FuroftheG-Acc/Dmg(39), FuroftheG-Dam/Rech(39), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx/Rchg(40) Level 41: Stone Prison -- Acc-I(A) Level 44: Quick Sand -- ImpSwf-Dam%(A) Level 47: Stalagmites -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50), Ann-ResDeb%(50) Level 49: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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), Mrc-Rcvry+(45), NmnCnv-Regen/Rcvry+(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Cardiac Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  22. There is a reason the majority of melee blaster build you see run combat jumping instead of hover. Here's a simple scenario You get hit with a web grenade, web grenade does -fly, -jump, immobilization and slow Vs hover You can't fly, can't jump, can't move and are slowed Vs combat jumping You can't fly, can't jump, are slowed, but you can still move I can say a lot more about having some slow resistance in your build but let's just assume that you do. If you can't move as a melee blaster you are as good as dead. Don't make the mistake of thinking that melee means you need to derp it out and stand in one spot and punch stuff all day long. If you need a good demonstration of that go stand toe to toe with +4/8 incarnate banished pantheon/knives or talons of vengeance while they drop ice slicks under your feet and lightning patches over your head. Whether you intentionally immobilize yourself by not moving when you should or because you got immobilized via enemy powers, the end result will be the same for your HP bar. Movement is fundamental to melee blaster success, I highly recommend combat jumping over hover. You could get both if you wanted to but most min/maxed builds won't have a free power pool pick for you to fit both in. The typical pool pick lineup for min/maxed builds is speed for hasten and super speed, leap for combat jumping, fighting for tough and weave, and usually leadership for maneuvers, tactics and vengeance.
  23. You are thinking dominator martial, blaster martial is all kicks and one punch and those animation beat out /temp melee animations thematically. My DP/MC Blaster soloed the Nictus Ambush during the first mission of the ITF on +3/8 after the rest of the team wiped. The right build can solve for 80% of the challenges that melee blasters face, the rest comes down to awareness and more specifically understanding WHEN to move, where to move, and how to move.
  24. I gave a detailed breakdown at the bottom of the first page regarding slotting towards your goals and highlight a few scenarios why you would not want to slot a full set of enhancements into a power in that thread. Give it a good read and examine the OPs builds vs my commentary/build and compare the numbers from the totals button in Mids. I hope it helps.
  25. You can craft all the incarnate choices and swap them in and out as you please. I'd craft the cardiac alpha and try it and see what happens. My fire/elec blaster runs out of end fairly easily even with the blaster sustain. This is because she has fast animating attacks that recharge fast and that burns end very quickly. Her end issues went away with cardiac and I never needed power sink with cardiac slotted. I'm pretty confident that you can solve your end issues with cardiac. You don't have anywhere near as many attacks as my blaster and none of those attacks you do have animate in 1 second or less. The other method to solve your end issues is to get ageless T4 destiny, the left one. That's what farmers do, and it's a fine choice for a stone tank too for normal content.
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