Nemu
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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...
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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.
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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.
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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.
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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.
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You can, the description in mids is wrong. You can't use shinobi-iri with stealth.
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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 ------------
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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.
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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.
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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.
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Alpha Cardic vs Conserve Power + Physical Perfection
Nemu replied to cohRock's topic in General Discussion
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. -
Problem with Armageddon and purple sets in general is that people are taught to chase +recharge bonuses since IOs were introduced to the game and they completely ignore recharge debuffs which is pretty common in the game. You know that as a stone tank granite already has a hefty -recharge penalty. I'm assuming you want to use this tank for more than farming. If so, do you want to be susceptible to slows even more as a stone tank and allow a couple of council galaxies to completely neuter your recharge? Or would you like to not wait an eternity for your tier 1 attack to recharge, never mind your higher tier attacks, which probably will take 2-3 eternities when you get hit with some -recharge debuffs? In addition a great many of these recharge debuffs are autohit which means having softcapped defenses won't help you dodge them. I used to chase recharge too and then the winter IOs came into the picture. Once I realized what those brought to the table I shifted my build philosophy to accommodate for building enough slow resist, among other things, in all my builds. Now all my builds have at least 60% recharge debuff resist, most hover between 80-100%. I can tell you I don't really miss the 20-30% or so extra global recharge that I lose out from not slotting purple sets building that way, but I'm sure glad I have slow resist when I go up against animus arcana with all their ice storms and times juncture slows.
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Once you have decent defenses uber recharge becomes a little less important. It's still important, but now you are working with layered mitigation and can rely a little less on the heals which in a world without defense is your primary or only mitigation. One thing that I find kills regen and fire armor is not having enough slow resist. Run some Fireball missions in night ward against those animus arcanum with their ice storms and times juncture slow patches and see how enjoyable that experience is even with your recharge bonuses. Try it on with a build without defenses and one with and I bet you will leave both scenarios wanting. Getting ~60-70% global recharge bonuses + hasten is pretty attainable while working in S/L softcap and decent slow resist (>60% I'd aim for 80%), you also have the occasional perk from the FF procs and that build philosophy will serve you far better against all content than focusing purely on recharge. Were I to build KM/Regen this is what It'd look like. I kept the epic since you found value in the hold. but I did add hasten. 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 Scrapper Primary Power Set: Kinetic Melee Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Blaze Mastery Hero Profile: Level 1: Body Blow -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(7), SprScrStr-Rchg/+Crit(7), HO:Nucle(17) Level 1: Fast Healing -- Mrc-Rcvry+(A) Level 2: Smashing Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(5), SprCrtStr-Rchg/+50% Crit(17) Level 4: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(9) Level 6: Super Speed -- WntGif-ResSlow(A) Level 8: Power Siphon -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(9), HO:Membr(25) Level 10: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(11), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(13), Pnc-Heal(15) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Integration -- NmnCnv-Regen/Rcvry+(A) Level 18: Burst -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg/Rchg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Dmg/EndRdx(23), SprAvl-Acc/Dmg(23), SprAvl-Acc/Dmg/EndRdx(25) Level 20: Whirlwind -- EndRdx-I(A), FrcFdb-Rechg%(21), SuddAcc--KB/+KD(21) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(40) Level 26: Focused Burst -- SprWntBit-Acc/Dmg/EndRdx(A), SprScrStr-Dmg/Rchg(27), SprScrStr-Acc/Dmg/Rchg(27), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprWntBit-Rchg/SlowProc(34), SprWntBit-Dmg/EndRdx/Acc/Rchg(37) 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: Concentrated Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(34), CrsImp-Acc/Dmg(37), CrsImp-Acc/Dmg/EndRdx(39) Level 35: Instant Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(37) Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(46), RechRdx-I(50) Level 41: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(42), Pnc-Heal/Rchg(42), Pnc-Heal/EndRedux/Rchg(42), Pnc-Heal(43) Level 44: Repulsing Torrent -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(45), SprFrzBls-Acc/Dmg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Acc/Dmg/EndRdx(46), Ann-ResDeb%(46) Level 47: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-EndRdx/Rchg/Hold(48), BslGaz-Acc/EndRdx/Rchg/Hold(48) Level 49: Resilience -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(50), ResDam-I(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(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 ------------ Upon initial glance you may question the power order, specifically regarding IH and Dull Pain. I can assure you that for an end game build, you won't miss them when exemplaring down for mid level TFs like yin, moonfire or citadel when you have softcapped S/L defense plus burst and whirlwind keeping mobs on their butts every so often. Whirlwind is not everyone's cup of tea so if you don't like it feel free to replace it with something else like Tactics or push repulsing torrent up so you have another attack/mitigation/FF proc trigger for those lower level content. But if you don't take Whirlwind you are not cool, so yeah... TL;DR Something something something Slow Resist and Whirlwind...
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It doesn't take much to cap your resists and typed defenses in granite if you slot granite with both defense and resist enhancements, all you need is weave. That leaves room for a lot of options and most people will build for recharge to offset the -recharge in granite. I went a different way and brought up your slow resist, have you ever been hit with -recharge while in granite? I also made it so you can be effective outside of granite too for normal team content. It's not a cheap build but greatness has a price, and it's pretty pricey. 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: Stone Armor Secondary Power Set: Radiation Melee Power Pool: Teleportation Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Hero Profile: Level 1: Rock Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), GifoftheA-Run+(9) Level 1: Contaminated Strike -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Dmg/EndRdx(48) Level 2: Radioactive Smash -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(39), Hct-Dam%(40) Level 4: Teleport -- WntGif-ResSlow(A), HO:Micro(48) Level 6: Boxing -- Empty(A) Level 8: Rooted -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(9), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(11), Pnc-Heal(23) Level 10: Stone Skin -- StdPrt-ResDam/Def+(A) Level 12: Earth's Embrace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(13), Pnc-Heal/Rchg(13), Pnc-Heal/EndRedux/Rchg(15), Pnc-Heal(15) Level 14: Tough -- GldArm-3defTpProc(A) Level 16: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(17), ShlWal-Def(17), ShlWal-ResDam/Re TP(19), Ksm-ToHit+(21), Rct-ResDam%(50) Level 18: Crystal Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), GifoftheA-Run+(21) Level 20: Fusion -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(50), GssSynFr--Build%(50) Level 22: Mud Pots -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(23), Erd-Dmg(25), Erd-Acc/Dmg/Rchg(27), Erd-Acc/Dmg/EndRdx/Rchg(31), FuroftheG-ResDeb%(39) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Minerals -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(27) Level 28: Irradiated Ground -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Acc/Dmg/EndRdx(29), AchHee-ResDeb%(29), Erd-Dmg(31), Erd-Acc/Dmg/Rchg(31), Erd-Acc/Dmg/EndRdx/Rchg(34) Level 30: Taunt -- RechRdx-I(A) Level 32: Granite Armor -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(33), GifoftheA-Def(33), Ags-ResDam/EndRdx(33), Ags-ResDam(34), ResDam-I(34) Level 35: Devastating Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(36), KntCmb-Acc/Dmg(36), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/EndRdx/Rchg(37), KntCmb-Knock%(42) Level 38: Atom Smasher -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprMghoft-Acc/Dmg(40), SprMghoft-Rchg/Res%(40), SprMghoft-Acc/Dmg/EndRdx/Rchg(42), SprMghoft-Dmg/EndRdx/Rchg(42) Level 41: Electrifying Fences -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(43), PstBls-Dmg/Rchg(43), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(48) Level 44: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46), Ann-ResDeb%(46) Level 47: Maneuvers -- HO:Cyto(A) Level 49: Tactics -- HO:Cyto(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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(7) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- SynSck-EndMod/+RunSpeed(A), PrfShf-End%(3), SynSck-EndMod(3), PrfShf-EndMod(5) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Radial Paragon Level 50: Degenerative Core Flawless Interface Level 50: Ageless Core Epiphany Level 50: Assault Radial Embodiment ------------
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I can totally see the skills and the stress involved with leading iTrials and raids and kudos to those that do, but we are not talking about that here. I find it amusing if a team leader drops/disconnects during a TF and the next person gets in a panic over what to do. I don't get this aversion to the star. On normal teams in today's teaming climate the lead is just a person who sets difficulty and picks missions and does some LFG recruiting from time to time. THAT...IS...IT. You don't need to socialize, you don't need to instruct tactics, no one expect anything of you other than to pick the mission and be reasonably quick about it. Very seldom does the opportunity to exert true leadership in the face of difficult content present itself. I do agree with @Omega-202 though, psychologically it's far easier to lead a team when you know you can carry the entire team. Then you don't need to worry about expectations. If your teammates suck you carry them, if they suck less then you carry them less. If they die VENG for you, if they quit they don't deserve to be on YOUR team and there are ALWAYS more people LFT. Also pro tip - if you are going to be a eager beaver and enter the mission first make sure the team lead is in the SAME ZONE as you when you enter the mission. Otherwise mission difficulty defaults to +0.
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You took melee powers so I'm going to assume that you are not afraid to mix it up in melee. If that is how you intend to play then I would suggest from a survival standpoint that you build up smashing/lethal AND ranged defenses. Smashing/Lethal defense will cover most of the melee attacks enemies throw at you and ranged defense will cover the ranged attacks from enemies that you aren't facepunching. Don't make the mistake of thinking that melee blasters just need melee protection, the ranged stuff from enemies can end a fight before it begins. Melee blasters also need to learn how to move and WHEN to move. It's fine to get up in a mobs face and punch them but that doesn't mean you stay in their faces all day long. Punch punch kite, just out of their melee range. This is what I whipped up with a heavy protection focus. If you want more recharge get rid of the sorcery pool and put in super speed and hasten and you will have an extra slot to play with. 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 Mutation Blaster Primary Power Set: Psychic Blast Secondary Power Set: Temporal Manipulation Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Psionic Dart -- 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: Time Wall -- Acc-I(A) Level 2: Telekinetic Blast -- FrcFdb-Rechg%(A), Thn-Acc/Dmg(9), Thn-Acc/Dmg/EndRdx(9), Thn-Acc/Dmg/Rchg(11), OvrFrc-Dam/KB(11) Level 4: Mystic Flight -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(7) Level 6: Psychic Focus -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(13), GssSynFr--Build%(15) Level 8: Will Domination -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(40), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(43) Level 10: Chronos -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(13) Level 12: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(37), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dam%(39) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15) Level 16: End of Time -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(33) Level 18: Psionic Tornado -- FrcFdb-Rechg%(A), Artl-Acc/Dam(19), Artl-Acc/Dam/Rech(19), Artl-Dam/End(21), SprFrzBls-Acc/Dmg/EndRdx(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(23) Level 20: Temporal Healing -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(23), PreOptmz-EndMod/Rech(25), PreOptmz-EndMod/Acc/End(25), PreOptmz-EndMod/Acc/Rech(29), PreOptmz-EndMod/End/Rech(31) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Future Pain -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(37) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Psychic Wail -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(43) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Time Lord -- GldArm-3defTpProc(A) Level 41: Spirit Ward -- Prv-Absorb%(A) Level 44: Rune of Protection -- TtnCtn-ResDam/Rchg(A), Ags-ResDam/Rchg(50), UnbGrd-Rchg/ResDam(50) Level 47: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(48) 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 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(46), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(48), NmnCnv-Heal(48), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(43), PreOptmz-EndMod/Rech(45), PreOptmz-EndMod/Acc/End(45), PreOptmz-EndMod/Acc/Rech(45), PreOptmz-EndMod/End/Rech(46) ------------
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I started building towards S/L/Ranged defense for all my blasters now. Unlike S/L/E that depend on Scorp shield which doesn't work when mezzed, you are stacking so much ranged defense they still contribute significantly when mezzed. As long as you move intelligently you have breathing room to react when that happens. Here's how I would build a Psi/Mental. 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 Mutation Blaster Primary Power Set: Psychic Blast Secondary Power Set: Mental Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Psionic Dart -- 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: Subdual -- Acc-I(A) Level 2: Telekinetic Blast -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(37), Thn-Acc/Dmg(37), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(9) Level 6: Psychic Focus -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(7), GssSynFr--Build%(50) Level 8: Will Domination -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(19), SprWntBit-Rchg/SlowProc(19) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11), WntGif-ResSlow(31) Level 12: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/ActRdx/Rng(13), StnoftheM-Dmg/EndRdx/Rchg(15), StnoftheM-Dam%(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Concentration -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(17) Level 18: Psionic Tornado -- FrcFdb-Rechg%(A), Artl-Acc/Dam(33), Artl-Dam/End(34), Artl-Acc/Dam/Rech(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Acc/Dmg/EndRdx(37) Level 20: Drain Psyche -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(27), PreOptmz-EndMod/Acc/Rech(33), PreOptmz-EndMod/End/Rech(33) Level 22: Mind Probe -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(23), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(25) Level 24: Boxing -- Empty(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(27) 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), LucoftheG-Def/EndRdx(31), LucoftheG-Def(50) Level 32: Psychic Wail -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/Rchg(46), SprBlsWrt-Acc/Dmg/EndRdx(48), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(48), SprBlsWrt-Rchg/Dmg%(48) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Psychic Shockwave -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Rchg/KDProc(40) Level 41: World of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(42), CrcPrs-Acc/Conf/Rchg(42), CrcPrs-Acc/Rchg(42), CrcPrs-Conf/EndRdx(43), CrcPrs-Conf%(43) Level 44: Psychic Scream -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46) Level 47: Tactics -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(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 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) ------------
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Fairly big radius and huge target cap for it's secondary effect for a non-nuke pbaoe. /rant People are too focused on "I have to be in melee" and "it's got a long animation time" to recognize it's benefits and synergy with FoT and what these two powers together bring to the table for melee blasters. I haven't run across any /Elec blasters that tank mage like I do, most choose the ranged pew pew route when they can be so much more. As much as I extol the virtues of these two powers and highlight the benefits of combat movement ala jousting and developing a sense of when you should move, it falls on deaf ears on the forums. Not too many people want to invest a tiny bit of effort and learn how to play, they just want builds. Take a look at that how to avoid end drain thread in the tank forum, it's all powersets and builds and no one mentions the simple fact that for those combinations without access to end recovery or resist tools you can simply joust the killing blow on carnies/super stunners. That to me is far more useful and helpful than telling people to play powerset x. /rant off
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High energy defense/ranged defense is the solution against powers that need to hit you like sappers or mu bolts. Jousting is how you solve your problem with super stunners and carnies draining you when they die. Hop/run away from the target right before you activate the killing blow and let your momentum carry you away. You need to practice the timing. Try it with single target attacks first. Once you get comfortable with that try pbaoes, once you get comfortable with pbaoes then try ground based pbaoes. Try this with blaster pbaoe nukes, you will never play the game the same way after you learn how to do this. This is far more effective and fluid with combat jumping. Superspeed/speed of sound is a bonus but not necessary.
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This is how I built mine. TBH I feel the it's a little boring going the whole BF->attack vitals route. My other scrappers feel more dynamic, hopping around the battlefield launching attacks that feel quicker and root you less. It could be a perception thing more than anything, I'm used to faster more fluid animations on my other characters. On survival this build is pretty sturdy. It could do with better end management but it'll get by and incarnates can fix that completely. 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! S'sss Recharge: Level 50 Natural Scrapper Primary Power Set: Dual Blades Secondary Power Set: Invulnerability Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Nimble Slash -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(3), SprCrtStr-Acc/Dmg/Rchg(3), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/EndRdx/Rchg(5), SprCrtStr-Rchg/+50% Crit(7) Level 1: Resist Physical Damage -- GldArm-3defTpProc(A) Level 2: Ablating Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(23), SprScrStr-Rchg/+Crit(23), AchHee-ResDeb%(27) Level 4: Mystic Flight -- WntGif-ResSlow(A) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(7) Level 8: Blinding Feint -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(17), SprBlsCol-Dmg/EndRdx/Acc/Rchg(17), SprBlsCol-Rchg/HoldProc(19) Level 10: Resist Elements -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(11), RctArm-ResDam/EndRdx/Rchg(11), RctArm-ResDam(15) Level 12: Temp Invulnerability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(13), RctArm-ResDam/EndRdx/Rchg(13), RctArm-ResDam(15) Level 14: Boxing -- Empty(A) Level 16: Unyielding -- StdPrt-ResDam/Def+(A) Level 18: Vengeful Slice -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(31), Hct-Dam%(31) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(34), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(37) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(25), Rct-ResDam%(27) Level 26: Sweeping Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), FuroftheG-ResDeb%(34) Level 28: Invincibility -- LucoftheG-Def/Rchg+(A), HO:Cyto(50) Level 30: Resist Energies -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(31), RctArm-ResDam/EndRdx/Rchg(43), RctArm-ResDam(46) Level 32: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(40) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/Rchg(36) Level 38: Moonbeam -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40) Level 41: Soul Storm -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(42), SprEnt-End/Rchg(42), SprEnt-Acc/Hold/End(42), SprEnt-Acc/Hold/End/Rchg(43), SprEnt-Rchg/AbsorbProc(43) Level 44: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(45), SprWntBit-Rchg/SlowProc(46), SprWntBit-Dmg/Rchg(46) Level 47: Rune of Protection -- TtnCtn-ResDam/Rchg(A), TtnCtn-ResDam/EndRdx/Rchg(48), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 49: Shadow Meld -- LucoftheG-Def/Rchg+(A), HO:Membr(50), RechRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A) Level 38: Experimental Injection Level 50: Agility Core Paragon Level 50: Diamagnetic Core Flawless Interface Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 1: Quick Form ------------
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I only skipped havoc punch and the aura on my fire/elec. I find I still run out of end even with FoT on my fire/elec so I took powersink. Water has slower animations so I can see why you are not feeling the hurt on your blue bar. That and the fact you are not using thunderstrike. Once I found out that FoT is a sustain I took that and TS, slotted them both with the KD and FF proc and I've been melee tank maging all day err day. The thing about TS is that it has a 12 foot radius and the splash KD can hit up to 16 targets. FoT only has a 10 target limit but a 15 foot radius. Both FoT and TS can stun so there is synergy there also. When you strategically sequence the two you can keep mobs around you down a good while. Fire doesn't have water burst but I can imagine how you can sequence those 3 powers in between building tidal power to max stack to keep mobs down even longer. I took Shocking and 5 slot with the winterset for the defense and the periodic one shot boss hold. The reason I skipped Havoc? Economy wise it was not worth a FF or KD proc, and I needed my set bonuses in my ST melee attacks for my build to give up even one slot for either those procs. lol blaster damage aura. Tl;DR if you want to be a beastly tank mage take Thunderstike and FoT. If you are ok with more pew pew than boom boom then skip TS because it has long animations and long animations are baaad and hurt your deeps.
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Melee blasters take a lot more finesse than simply softcapping your S/L/Ranged defenses and standing in the middle of mobs. I always advocate learning how to move before you dip into melee blasting. It sounds stupid but there are nuances with movement you need to master if you truly want to be a god among blasters. I'd recommend the ranged pew pew approach to start. Do the typical hover blaster with ranged defense softcap thing with fire shield and bonfire with any blaster combination and it'll serve you adequately.
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These days I value the winter sets more than purples for the slow resist and defense bonuses they give. Occasionally I'll have a build that can fit in purples but I have a lot of builds that don't even use them. I know there are plenty of people out there that still shoot for max recharge but I think slow resistance is more important, so I try to aim for at least 60+% on all my builds. I can normally get 80% on most builds that don't have innate slow resistance, at the cost of skipping purples, which I'm ok with.
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I don't have any expectation that the people that I team with will play competently so I make sure that every character I make is self sufficient and each can take alphas for the team. However this does lead me down that path of plowing ahead and being super aggressive without considering the team make up and sometimes that cuts into other people's notion of fun. One thing I never do though is leave hard targets behind for the rest of the team to deal with. I will always stay and clean up especially if the people dealing with those hard targets are not damage oriented. The other day I exemplared down to level 20 something radios with my blaster running on +3/8. As soon as the team lead hit 27 and I got inferno I started essentially soloing the missions, as some of my teammates put it. The tank on the team quit because of it I didn't give him the opportunity to do his job and have fun. That was a case of me not adapting to team dynamics. But I've also seen other players do the same. Tanks that rush forward while the rest of the team which consists of not IOed, pre-32 controllers trying to kill the 3 +4 bosses that they left behind? Seen plenty of those. The speeders that rush to the objective but don't have the means to deal with it themselves so they just say "here's the boss" and wait for the rest of the team? seen those too. I learned my lesson from that experience and the next time I can throttle back and adjust to team dynamics and ensure everyone has fun. From my observations though not a lot of people pay attention to what they are doing while they are playing, maybe they are high, maybe they are sleeping through it, maybe they are truly narcissistic. TL;DR it's about being mindful.
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The dedicated approach is something a lot of new players have gone through. During the early days of CoH on live I saw plenty of 1 attack tanks and defenders. Prior to the introduction of punchvoke and IOs that sort of approach made a little bit more sense than it does now. Tanks specifically have a few tools to keep aggro - taunt, taunt auras, and punchvoke via hitting stuff with attacks. The first two are obvious and the punchvoke is basically taunt built into your attacks. The aura is for keeping things huddled around you, punchvoke is usually for keeping hard targets focused on you together with your taunt aura, and taunt is to keep stuff you can't reach focused on you. Once you learn how to move you can joust punchvoke to temporarily keep stuff focused on you even when they are out of melee range. This is particularly useful when there are adds and you are already occupied by one group. Taking attacks also allow you to solo should you feel like it, otherwise you'd be dependent on teams to level up. In addition, some attacks have secondary effects such as stun or knockdown that can keep you and your team safe. Melee ATs have a hard time during the lower-mid levels without support. This is particularly evident for new players operating on limited influence and on Dual/Single origin enhancements. Leveling is slow if you are not using xp boosters and despite receiving influence, the influence you do get from mobs/mission completion are not scaled high enough for you to afford the constant upgrade of Dual/single origin enhancements, let alone IOs. However, if you take the time to learn the basics of the market you can still make enough influence to kit yourself out even at lower levels. Do taskforces to earn reward merits and use those merits to buy enhancement converters. Then either sell those converters at the auction house to get some seed money, or keep some of them them craft the yellow/orange recipe drops, especially those below level 30, and use the converters to convert those IOs into ones that sell for more. Once you make enough money you can start outfitting your build with attuned IOs. For those IOs that have a higher level requirement fill the gap by using standard invention IOs until you hit the minimum required level. IO sets and set bonuses will drastically alter performance and the current game is played around those IO sets. Once you get a 50 you can start bankrolling your alts, it'll get a lot easier from that point on. With a little bit of research and work you can make sure that your first characters have an enjoyable journey to 50. Go to the AT forums and ask for play/build advice, read the guides on market on how to make influence. If you run into a wall those are only temporary and most of the walls in this game can be solved by money, make an alt, do something different, then come back to that character after you make enough influence to progress on. Also, winning a few costume contests is a good way to get money to kit your characters out. That's a fun mini game too. I find that I am more attached to characters I make with a good costume or a good backstory.