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Nemu
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According to homecoming stats this combo is second last behind Ice/SR in popularity. This makes it even cooler than my super stronk and pretty Titan/Energy Aura. So now I'm like super mega cool. Hold your applause and adulation please... Please.. 10/10 would recommend, just because. And if you are conflicted about theme do what I did - a firefighter gal who time traveled to cim and used her skills with a fire axe to defend herself from the Cim traitors and then time traveled again and learned the way of the ninja so now she's a ninja firefighter. Here, since I'm so super mega cool I'll even share a build with you 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! Ninja Firefighter Vi: Level 50 Natural Scrapper Primary Power Set: Battle Axe Secondary Power Set: Ninjitsu Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Chop -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(9), SprScrStr-Acc/Dmg/Rchg(11), SprScrStr-Dmg/EndRdx/Rchg(11), SprScrStr-Acc/Dmg/EndRdx/Rchg(13), SprScrStr-Rchg/+Crit(13) Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(3), LucoftheG-Def(3) Level 2: Gash -- FrcFdb-Rechg%(A), SprBlsCol-Acc/Dmg(31), SprBlsCol-Dmg/EndRdx(34), HO:Nucle(37), TchofDth-Dam%(37), ExpStr-Dam%(37) Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(5), LucoftheG-Def(5) Level 6: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(7), ShlWal-Def(7), ShlWal-ResDam/Re TP(9) Level 8: Swoop -- FrcFdb-Rechg%(A), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), Hct-Dam%(17), Hct-Dmg(17), TchofDth-Dam%(31) Level 10: Kuji-In Rin -- HO:Ribo(A) Level 12: Combat Jumping -- Ksm-ToHit+(A), WntGif-ResSlow(39) Level 14: Build Up -- GssSynFr--Build%(A) Level 16: Seishinteki Kyoyo -- SynSck-EndMod(A), SynSck-EndMod/Rech(40), SynSck-EndMod/+RunSpeed(42) Level 18: Whirling Axe -- FrcFdb-Rechg%(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg(19), HO:Nucle(21), Erd-%Dam(21), Obl-%Dam(25) Level 20: Kuji-In Sha -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(42), Pnc-Heal/Rchg(42), Pnc-Heal/EndRedux/Rchg(43), Pnc-Heal(43) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(25) Level 24: Tactics -- HO:Cyto(A) Level 26: Cleave -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(27), SprCrtStr-Acc/Dmg/Rchg(27), SprCrtStr-Dmg/EndRdx/Rchg(29), SprCrtStr-Acc/Dmg/EndRdx/Rchg(29), SprCrtStr-Rchg/+50% Crit(31) Level 28: Boxing -- Empty(A) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(39), StdPrt-ResKB(39), UnbGrd-ResDam/EndRdx(40), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(43) Level 32: Pendulum -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), Arm-Dam%(34), Arm-Dmg(34) Level 35: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Focused Accuracy -- EndRdx-I(A) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Energy Torrent -- FrcFdb-Rechg%(A), Ann-ResDeb%(45), SprFrzBls-Acc/Dmg(45), SprFrzBls-Acc/Dmg/EndRdx(45), Bmbdmt-Dam(46), Bmbdmt-+FireDmg(46) Level 47: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(48), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(50), CrcPrs-Conf%(50) Level 49: Bo Ryaku -- GldArm-3defTpProc(A) 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 -- 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+(46), Mrc-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 ------------ Join the cool people club today!
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Attuned IOs allow you to get those set bonuses even when you exemp down to their minimum level range and the IOs scale with your level. There is no reason not to IO as you go if you have the budget. You could have been following your recharge plan with attuned lotgs, doctored wounds, crushing impact, obliteration, and swap out a set of crushing/obliteration for their purple counterparts when you hit 50. Also take a look at this thread, it highlights key factors for regen survival has a few builds, I'm sure you can take the info there and apply it to your scrapper I'm also a fan of whirlwind with the KD proc on regen. Regen can handle the end drain and it does an ok job knocking mobs down. Dark makes this even more manageable with dark consumption and a theft of essence proc in drain life. Plus WW is also a place to put a force feedback proc and that fits into your recharge strategy, especially if your build focuses on defense softcap first.
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Vet rewards help farmers and casual players alike. I know many people in my coalition that don't farm, they don't even know where to even begin making IO builds let alone min/maxing, they are reluctant to do Apex/Tiin because it's always speed and they can't keep up and die often, they don't do a lot of itrials because they are timid and they don't know what to do and they really don't want to invest the time to learn. The only assured way they can T3/4 their incarnates is through vet rewards. Stripping vet rewards would hurt that demographic the most as the end game will become even more of a grind for them. Many of us have conscious or unconscious bias towards farming but that should not be the only basis for our arguments for or against vet rewards. People play this game because they enjoy this game, farmers and casuals alike, and surely we can suggest something that helps everyone. Also, I'm still pushing for null the gull's temp power at vet level 9999. For the crazy badge hunters out there give it a badge "Gullified" or "OmnipoGULLLL!!!!"
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Here comes a new challenger!
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When you hit vet level 9999 you get the null the gull temp power. You know, the one that makes you omnipotent.
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What's the Best Gravity Dominator Build You Can Put Together?
Nemu replied to oedipus_tex's topic in Dominator
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! Scarlett Schwerkraft: Level 50 Science Dominator Primary Power Set: Gravity Control Secondary Power Set: Psionic Assault Power Pool: Speed Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Ancillary Pool: Ice Mastery Villain Profile: Level 1: Lift -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(5), SprWntBit-Rchg/SlowProc(13), SprWntBit-Dmg/EndRdx/Acc/Rchg(15), SprWntBit-Acc/Dmg/Rchg(25) Level 1: Psionic Dart -- Empty(A) Level 2: Gravity Distortion -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 4: Super Speed -- WntGif-ResSlow(A) Level 6: Propel -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(7), Apc-Dmg/EndRdx(9), Apc-Dam%(9), FrcFdb-Rechg%(17) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15) Level 10: Telekinetic Thrust -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(17), FrcFdb-Rechg%(31) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 14: Hover -- LucoftheG-Def/Rchg+(A) Level 16: Fly -- BlsoftheZ-ResKB(A) Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 20: Drain Psyche -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(23), PreOptmz-EndMod/Acc/Rech(27), PreOptmz-EndMod/Acc/End(45), PreOptmz-EndMod/End/Rech(45) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25), UnbGrd-Max HP%(27) Level 26: Wormhole -- SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(34), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(36), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(37), SprAscoft-EndRdx/Rchg(37), SprAscoft-Rchg/+Dmg%(37) Level 28: Crushing Field -- Artl-Acc/Dam(A), Artl-Dam/End(29), Artl-Dam/Rech(29), Artl-Acc/Dam/Rech(33), Artl-Acc/Rech/Rng(33), Artl-End/Rech/Rng(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(34) Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-Dmg/EndRdx(43), ExpRnf-Acc/Dmg(43), ExpRnf-+Res(Pets)(50) Level 35: Sleet -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-End/Rech/Rng(39), Artl-Acc/Dam/Rech(40), Artl-Acc/Rech/Rng(45) Level 38: Psychic Shockwave -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40), SprAvl-Rchg/KDProc(40) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), Rct-Def(42), Rct-Def/EndRdx(42), Rct-ResDam%(42) Level 44: Ice Storm -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(46), Rgn-Acc/Rchg(46), Rgn-Knock%(46), Rgn-Dmg/EndRdx(48) Level 47: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(48), StnoftheM-Acc/ActRdx/Rng(48), StnoftheM-Dmg/EndRdx/Rchg(50), StnoftheM-Dam%(50) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination 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 -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Musculature Radial Paragon ------------ I prefer sleet and ice storm to fireball and melt armor, and I prefer TK to probe for damage type and as another FF proc holder. Crushing Field prevents KB for a few seconds so I didn't bother putting the conversion proc in. -
Well like I mentioned in my TW/EA thread it'll get a lot better once you get energy drain and that's only 3 levels away. IOs REALLY help, when I leveled mine I was slotting attuned IOs as I went so by level 32 my defenses were fairly solid which meant I didn't need tough/weave, my recharge was also decent thanks to the lotgs and the FF procs, it was enough to get me near perma energize which makes a big difference. In the meantime, how's your end management when energize is up? If it's tolerable during energize uptime consider investing in a few FF procs in all the AoEs that do KD. Yes you'll attack faster but energize will also recharge faster. You can slot crushing impacts into your ST attacks for more global recharge and better end redux, those are not uber expensive. I'm fairly certain the prestige IOs stop working after level 21 but I've been wrong about stuff before.
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Knowledge ain't' free! I need about tree fiddy.
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It's a periodic heal. I wouldn't invest too much in it but people see heal on blasters and immediately think "A HEAL I NEED TO SLOT THIS TO ED CAP!" Like all blaster sustains, slotting these power for Heal will not save you when things go south and if you have softcapped defenses an extra 7-9HP per second which tends to be the difference between base slotting and ED cap isn't going to make a huge difference. Some people say but it's some semi respectable % increase in healing/total regen effectiveness!!! Well X% of next to nothing is still next to nothing. I'd just toss a perf shifter proc in it and slot it for end mod if the build has end issues, or 3 piece eradication for some ranged defense. I'd rather slot the heal uniques in health if my builds have room for them.
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I'm a saaad panda when my doggos die so I built my panda to take the alpha so my doggos can not die. Since y'all are begging for a build... 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 ------------ The pets are not enhanced for damage to ED cap but FS and siphon power can remedy that so it was not as big an eyesore for me when I look at the numbers. Jury is still out on the need for perma fortify as I haven't gotten it yet. If I an trying to solo +4/8 then yeah I can see wanting to go that path but I made a /kin to team and I haven't had any major issues with pet survival. If one or two doggos die to a hard hit I'm a sad panda for a second and then I just re-summon them mid combat. Team buffs and aggro redirect usually means no additional doggos die. I'm level 40 right now but I do have my IO slotted and last night I found myself soloing a few even con x8 spawns on a citadel with no issue. I generally don't set pet AI to aggressive, I find that is a good way for pets to aggro half the map. I focus fire and direct all my pets to 1 target at a time through call hawk, and I bind increase density to petcomall follow defensive. I do have my sprint bound to petcomall follow aggressive. But one thing I noticed is that when I change pet ai behavior to aggressive it takes about 10 seconds for the pets to actually change behavior and auto attack nearby targets, not sure if this is WAI or a bug.
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All this adult stuff bore me. You know what grinds my gears? People that LFM and say they have cookies. They never have any cookies...
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Because sometimes you will run into situations where you may need to stealth past mobs and stealth plus a stealth IO in sprint will give you full invisibility to most mobs. When you reach that point where you might start doing speed Apex/Tin or other speed TF runs invisibility is a quality of life improvement that's very nice to have. Besides it provides additional defense and is another luck of the gambler recharge mule.
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What's your budget? People tend to shoot for the stars and give mega expensive dream builds on the forums. If you are starting out and don't play the market you might not have the funds for those types of builds. So here is something that's more budget conscious (still not super cheap but order of magnitudes cheaper than the ATO/purple/winter set builds that people typically post). This build still focuses on recharge, and splashes in some ranged defense where it can. Stealth + the stealth IO in sprint makes you invisible to most enemies and can be helpful if you ever solo. There are a few IOs that are around the 5-7million inf mark but the rest are all below 3 million. Of course if you like the character you can continue to invest and improve the build from there. 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 Defender Primary Power Set: Empathy Secondary Power Set: Water Blast Power Pool: Flight Power Pool: Concealment Power Pool: Speed Power Pool: Leadership Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Healing Aura -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(3), DctWnd-Heal/EndRdx/Rchg(3), DctWnd-Heal(5), DctWnd-Rchg(5) Level 1: Aqua Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(40), Dcm-Dmg/Rchg(43), Dcm-Acc/EndRdx/Rchg(43), Dcm-Acc/Dmg/Rchg(43) Level 2: Heal Other -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(7), DctWnd-Heal/EndRdx/Rchg(7), DctWnd-Heal(9), DctWnd-Rchg(9) Level 4: Water Burst -- FrcFdb-Rechg%(A), PstBls-Acc/Dmg(11), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rng(13), PstBls-Acc/Dmg/EndRdx(17), PstBls-Dam%(19) Level 6: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(19) Level 8: Clear Mind -- Range-I(A) Level 10: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(21), BlsoftheZ-Travel/EndRdx(21), Ksm-ToHit+(34) Level 12: Fortitude -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(13), LucoftheG-Def/EndRdx/Rchg(48), AdjTrg-ToHit/Rchg(48) Level 14: Stealth -- LucoftheG-Def/Rchg+(A), Rct-Def(15), Rct-Def/EndRdx(15), Rct-ResDam%(17) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(34) Level 20: Dehydrate -- ThfofEss-+End%(A), Thn-Acc/Dmg(46), Thn-Acc/Dmg/EndRdx(46), Thn-Dmg/EndRdx(50), ThfofEss-Acc/EndRdx/Heal(50) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(23), RedFrt-Def(23) Level 24: Whirlpool -- Bmbdmt-Dam(A), Bmbdmt-Dam/Rech(25), Bmbdmt-Acc/Dam/Rech(27), Bmbdmt-Acc/Dam/Rech/End(27), Bmbdmt-+FireDmg(29) Level 26: Regeneration Aura -- DctWnd-Heal(A), DctWnd-EndRdx/Rchg(29), DctWnd-Heal/Rchg(31), DctWnd-Heal/EndRdx/Rchg(31), DctWnd-Rchg(31) Level 28: Water Jet -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(36), Dcm-Acc/EndRdx/Rchg(37), Dcm-Acc/Dmg/Rchg(37), Dcm-Build%(37) Level 30: Resurrect -- RechRdx-I(A) Level 32: Adrenalin Boost -- DctWnd-EndRdx/Rchg(A), DctWnd-Heal/Rchg(33), DctWnd-Heal/EndRdx/Rchg(33), DctWnd-Heal(33), DctWnd-Rchg(34) Level 35: Dominate -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(36), BslGaz-EndRdx/Rchg/Hold(36), BslGaz-Acc/EndRdx/Rchg/Hold(48) Level 38: Geyser -- FrcFdb-Rechg%(A), PstBls-Acc/Dmg(39), PstBls-Dmg/EndRdx(39), PstBls-Dmg/Rchg(39), PstBls-Acc/Dmg/EndRdx(40), PstBls-Dam%(40) Level 41: Mind Over Body -- StdPrt-ResDam/Def+(A), TtnCtn-ResDam/EndRdx(42), TtnCtn-ResDam(42), TtnCtn-ResDam/EndRdx/Rchg(42) Level 44: Steam Spray -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46) Level 47: Mass Hypnosis -- Acc-I(A) Level 49: Tidal Forces -- 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 -- Clr-Stlth(A) Level 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------ Builds and roleplaying aside I'd encourage aspiring emps to pay special attention to clear mind. Fortitude might be your best general buff but clear mind is the most important buff for those without mez protection especially pre-incarnate levels. If you've ever been mezzed yourself in combat you know what that feels like, now imagine how the blasters/other defenders etc feel. You can make a difference. In general don't clear mind the tank or the melee ATs unless you are fighting stuff that confuse or blind, but DO clear mind the squishies and kudos to you if you do it proactively. I recommend using it on the ones that lack mez protection towards the end of a fight so that they can engage the next fight without worrying about getting mezzed and you also get to shoot stuff when everyone else engages. Understand what your powers do and use them accordingly. Do this one thing and you are already better than 90% of the emps out there.
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Your examples are the other extreme that I'm discounting in my comment about common courtesy. Of course we are not going to wait for the dude that decides to go level and go to his base and IO himself for 10 minutes, and if a player chose not to get a travel power and decide to sprint to every mission, sucks to be that player. However, 30 seconds is not all that long of a wait and that's usually the time frame gap for most people with slower travel powers to reach the mission. The scenario I'm talking about are the ones where people that can't even accord their teammates that little bit of time to zone in before they go full lol melee.
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First thing I look at with any fire armor build is slow resist because I assume that most of the optimized builds out there will have some sort of defense softcap. I treat fire armor the same way I treat regen - if you get slowed and have little or no slow resist you will die. Also cauterizing aura is junk and a total skip, I also skipped Rise cuz I'm totally uber. Here's my staff/fire build as reference, it's already at the S/L softcap without guarded spin. And yeah, whirlwind. Cuz SPINNING IS WINNING. 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! Naoki Tengan: Level 50 Mutation Stalker Primary Power Set: Staff Fighting Secondary Power Set: Fiery Aura Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: zc_Leadership Ancillary Pool: Blaze Mastery Villain Profile: Level 1: Precise Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(15) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(33) Level 2: Guarded Spin -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/EndRdx(3), SprAvl-Acc/Dmg/Rchg(5), SprAvl-Acc/Dmg/EndRdx/Rchg(5), SprAvl-Rchg/KDProc(7) Level 4: Super Speed -- BlsoftheZ-ResKB(A) Level 6: Assassin's Staff -- SprStlGl-Rchg/Hide%(A), SprStlGl-Acc/Dmg(19), SprStlGl-Acc/Dmg/EndRdx/Rchg(21), Hct-Dmg(43), Hct-Dam%(43) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 10: Fire Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(11), RctArm-ResDam/EndRdx/Rchg(11), RctArm-ResDam(13) Level 12: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(37), Pnc-Heal(37) Level 14: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(15), GssSynFr--Build%(46) Level 16: Plasma Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(17), RctArm-ResDam/EndRdx/Rchg(17), RctArm-ResDam(19) Level 18: Eye of the Storm -- FrcFdb-Rechg%(A), SprStlGl-Dmg/Rchg(21), SprStlGl-Acc/Dmg/Rchg(23), SprStlGl-Dmg/EndRdx/Rchg(23), HO:Nucle(33) Level 20: Consume -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/Rchg(37), Erd-Acc/Dmg/EndRdx/Rchg(39), PreOptmz-EndMod/Acc/Rech(39), PreOptmz-Acc/Rech(39) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), Ags-ResDam/EndRdx(25), Ags-ResDam(25), Ags-ResDam/EndRdx/Rchg(27) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(29), ShlWal-ResDam/Re TP(29) Level 28: Burn -- SprAssMar-Acc/Dmg(A), SprAssMar-Dmg/Rchg(33), SprAssMar-Acc/Dmg/Rchg(34), SprAssMar-Dmg/EndRdx/Rchg(34), SprAssMar-Acc/Dmg/EndRdx/Rchg(34), SprAssMar-Rchg/Rchg Build Up(36) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Sky Splitter -- FrcFdb-Rechg%(A), HO:Nucle(42), KntCmb-Acc/Dmg(48), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(50) Level 35: Temperature Protection -- StdPrt-ResDam/Def+(A) Level 38: Serpent's Reach -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(42), SprWntBit-Rchg/SlowProc(42) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 44: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(45), SprEnt-End/Rchg(45), SprEnt-Acc/Hold/End(45), SprEnt-Acc/Hold/End/Rchg(46), SprEnt-Rchg/AbsorbProc(46) Level 47: Whirlwind -- EndRdx-I(A), FrcFdb-Rechg%(50), SuddAcc--KB/+KD(50) Level 49: Super Jump -- WntGif-ResSlow(A) Level 1: Assassination 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 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: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Vigor Core Paragon Level 50: Pyronic Core Final Judgement Level 50: Gravitic Radial Flawless Interface Level 50: Support Core Embodiment Level 50: Ageless Core Epiphany ------------
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Hover blasters, /TA and /Devices blasters, all signs that they bought into the blasters=ranged fallacy. I pity the fools. Not that I'll confront them or anything though, play what you want 😁 Those with anti-mez powers in their toolkit but don't use them. Emps get the most scrutiny because the people that tend to gravitate towards them are those that want to play healers. People that enter the mission and start smashing without waiting for the rest of the team. I'm all for efficiency but there is something to be said about common courtesy. You can wait 30 seconds before you get your smash on so that everyone can get xp. People that leap off to the beyond after someone announces TT. And every time someone announces TT you can bet at least half the team don't stick around to use it. You CAN backtrack the 50-100 yards that you moved back to the transport and wait for the next pulse. Now the rest of the team has to wait for you to traverse across all of IP so we can start? No thanks, that's one exception that I'll make to the point above. It's really not about TT, it's about paying attention. People that join team and immediately go "where to?" Do you play with the navigation bar/team window up bruh? Inability to adapt, whether it's speeders trying to speed on a non-speed TF that was announced as such beforehand or people that don't know how to tune the difficulty and adjust play style based on team performance.
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We see the mechanic of building stacks already in this game so why not have each electric attack build stacks that do something, and then have certain powers consume all stacks for additional benefit, like the chaining effect mentioned above. Here are some ideas about what building stacks can do: Improved end drain and -recovery Improved global recharge and endurance return from attacks Build static charges that will have increased chance to occasionally zap random foes in range for minor damage and knock them down or stun them Increase the chance of the shock animation on foes when hit by powers Maybe change voltaic sentinel to a modal power that allows the player to choose from the above stack benefits depending on the toggle mode. I'd also echo giving non-sentinel tesla cage the sentinel treatment so that there is a full compliment of ST attacks out of the primary.
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First you can't use afterburner and engage enemies in combat. With it turned off you are at around 33% ranged def. Maybe that's enough for you, but I have a feeling afterburner may have distorted your build and your focus, speaking of which, When I look at the build it lacks focus. You already made it very clear what your strategy is with your exclusion of all melee range powers and the inclusion of hover and bonfire. So if you are forcing all the attacks that come your way to have a ranged component and you are building up your ranged defense then why this: Level 1: Ring of Fire -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(7), EnfOpr-Acc/EndRdx(9), EnfOpr-Immob/Rng(9), EnfOpr-Acc/Immob/Rchg(11), EnfOpr-Acc/Immob(11) Level 6: Rain of Fire -- FrzBls-Acc/Dmg(A), FrzBls-Dmg/EndRdx(23), FrzBls-Acc/Dmg/EndRdx(23), FrzBls-Acc/Dmg/Rchg(25), FrzBls-Dmg/EndRdx/Acc/Rchg(25), FrzBls-Rchg/ImmobProc(27) Level 26: Blazing Bolt -- ExtMsr-Acc/Dmg(A), ExtMsr-Dmg/EndRdx(40), ExtMsr-Acc/ActRdx/Rng(42), ExtMsr-Dmg/ActRdx/Rchg(42), ExtMsr-Dmg/EndRdx/Rchg(42), ExtMsr-Acc/Rng/Rchg(43) Level 32: Inferno -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(46) Level 41: Fire Shield -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(48), UnbGrd-Max HP%(50) Melee defense, Aoe defense, and other typed defenses contribute minimally to your overall game plan which is keeping stuff at range, and you shore up your survival by building up your ranged defense. There are sets for those power picks that do support your game plan such as trap of the hunter or even another set of thunderstrikes in ring of fire, a full set of artillery in rain of fire, Sting of the manticore or executioner's contract in blazing bolt, eradication in inferno and even reactive armor in fire shield. Those options are all cheaper combined than the two full winter sets you tossed in Rain of Fire and Inferno. If you add the ranged defense bonus from those alternatives I suggested you can probably also get rid of the gladiator's armor PVP set, which is also expensive, and reduce the number of slots for tough so you can use those slots elsewhere. Here is a thread that I posted in that walks you through how you approach a build. It defines a set of goals and I walk the reader through how to evaluate each power and set options to attain those goals. Be sure to read the entire thread for context. The only thing I'll add to that thread is that you always have a primary goal that trumps all else. For you it might be getting ranged defense to the softcap which is 45%, always make sure you reach your primary goal before divesting your slotting to attain your other goals.
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staff/regen with whirlwind Preach the GOSPEL of SPIN!!! And do it on a broote, no cheat mode in shadow meld there. be a man, a SPINNING MAN!
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I skipped cauterizing aura on my stalker. It's junk. The tiny heal over time does nothing for a set that has no defenses. If you are not building for defense softcap you are going to get hit all the time and CA won't help you live a nanosecond longer, and if you built for defense softcap it's still junk when you already have healing flames that can top you off between the occasional hit, and if you get defense cascade failure we are back to point #1 where CA still won't help you live a microsecond longer.
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Take the path less traveled and try something interesting. Rad/Elec or Water/Dark.
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There are 16 support sets, 10 of them offer anti-mez tools, and 6 out of those 10 offer a complete anti-mez package that deals with immobilization/hold/stun/sleep - the most common mezzes in the game. Anti-mez tools are rare, I take them on any support set that has them. I never thought I see the day when people start espousing dropping anti-mez tools from their power picks. Yes at high levels many people run clarion, and the impact of that for these support sets that have anti-mez tools is significantly more visible on larger leagues. Great! that frees you up to offend and use the other tools in your arsenal. However there are a number of people without mez protection that don't take clarion, and there is also the fact that lower level content don't have access to clarion. Blasters, among other ATs, like controllers, defenders, corruptors, HEATs, and masterminds are forced to deal with mez. I play blasters a lot, and I can't expect to team with one of the above 6 support sets every time, so I combine insps and I prepare and make sure I have answers when I do get mezzed because it's bound to happen even when I'm running a softcapped build. However if such a support set joins the team I am hopeful that they will be able to use their anti-mez on me proactively so I can shift my efforts to insp combine reds and just focus on dealing damage rather than hoarding BFs. More often than not that hope is utterly crushed so I continue to support myself. People are lazy, people forget, people don't pay attention to the team. It's not that "these squishy ATs have ways to deal with mezzes," it's more "we are forced to handle it ourselves because the people that have such tools won't use them to help us" Imagine a football team where the offensive tackle won't block because "the tight end can block, so can the fullback..." It's cool that you want to contribute to the team and bring both your offensive and support capabilities to the table, but you have a job to do and you have unique tools in your arsenal that no one else has, don't forget that. And if you have trouble fitting in CM in your combat rotation I've already suggested how in the other thread. Do it towards the end of combat in the cleanup phase so squishies can go into the next engagement without worry.
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Play tips first then. These will benefit you far more than any build. Here are some general blaster tips. 1 - Be mobile. A stationary blaster is a dead blaster. The purpose of being mobile is to first put distance between you and the mobs, and second give you the agility to duck around a corner and pop inspirations/flee if things go bad. Some people use hover to fly high to distance themselves and that works sometimes and it's a very popular option. I and others prefer combat jumping because it offers protection from immobilization (hover doesn't) and it's generally much faster to move around with CJ than hover. Most melee blasters I see use CJ and the ones that hover all tend to be pure range, but there are a decent number of pure range blasters that use CJ instead of hover as well. 2 - Understand line of sight. Use corners to your advantage to create breathing room if you go over your head. If mobs don't have a direct line of sight to you they are forced to run to you where they have direct line of sight. This goes back to point number 1. I see a lot of players "pull" by standing in place and sniping something. If one mob can see you and shoot you chances are it's buddies can too, so that blaster ends up being plastered. A better way to pull is to use a weak tier 1or 2 attack, and as soon as you shoot your target run behind line of sight so the target can run towards you. Using line of sight also gives you breathing room, if you are in trouble duck behind line of sight and use your inspirations, but always remember to run back towards your team. I see players run away further and further from the team when they get in trouble. The mob is still chasing you, and you just isolated yourself from any help from the rest of your team, how is that going to help you? 3 - Inspiration use and combine them. This should be second nature to blasters. Inspirations to prioritize are lucks and breakfrees. Combine other inspirations you don't need into either these two during down time (when you are traveling to the next mob). Before you engage a large group pop a few lucks before you start and go to town. I normally carry twice as many lucks as I do breakfrees prior to getting my build to softcap. This also ties into point 1 and 2. If you get in trouble, duck behind line of sight and use those inspirations. People say that blasters need to carry a tray full of awakens, those are poor blasters, don't be a poor blaster. 4 - Pan your camera. This is not an first person shooter but I see a lot of people that seem to play it that way. There are plenty of maps with mobs planted around corners and if you just run straight through a tight corridor without looking around corners that's a sure way to invite multiple group aggro and death. Hug the wall again using line of sight and pan your camera around and spot mobs waiting for you around corners. On to the build: Builds using single origin enhancements are going to be much different than ones that use IO sets. As you work you way up you'll start with SOs, and if you want to invest more in to the character then we can discuss set bonuses. Using SOs you will usually want to slot your attacks with 1 acc 3 dam 1 end red and 1 recharge, the short recharge tier 1 attacks may not need that 6th slot. All blasters get an endurance/regen sustain at level 20 and you will want to pick that one up as soon as possible, same with aim and build up and those variants, the burst damage and to hit buff those offer at lower levels is very significant. Slot those with 2 recharge reduction SOs to start with, and squeeze in a third when you have room, but do prioritize slotting your attacks over slotting these when you are leveling up. You probably will steer away from melee range attacks so this is an build I came up 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 Magic Blaster Primary Power Set: Radiation Blast Secondary Power Set: Temporal Manipulation Power Pool: Flight Power Pool: Concealment Power Pool: Force of Will Power Pool: Fighting Ancillary Pool: Flame Mastery Hero Profile: Level 1: Neutrino Bolt -- Acc(A), Dmg(3), Dmg(3), Dmg(5) Level 1: Time Wall -- Acc(A) Level 2: X-Ray Beam -- Acc(A), Dmg(5), Dmg(7), EndRdx(7), Dmg(9), RechRdx(11) Level 4: Fly -- Flight(A) Level 6: Hover -- Flight(A), Flight(39) Level 8: Aim -- RechRdx(A), RechRdx(9), RechRdx(46) Level 10: Chronos -- RechRdx(A), RechRdx(11), RechRdx(46) Level 12: Proton Volley -- Acc(A), Dmg(13), EndRdx(13), Dmg(15), Dmg(15), RechRdx(34) Level 14: Stealth -- EndRdx(A) Level 16: Electron Haze -- Acc(A), Dmg(17), Dmg(17), Dmg(21), EndRdx(23), SuddAcc--KB/+KD(34) Level 18: Cosmic Burst -- Acc(A), Dmg(19), Dmg(19), Dmg(21), EndRdx(25), RechRdx(31) Level 20: Temporal Healing -- EndMod(A), EndMod(40), Heal(40), Heal(42) Level 22: Time Stop -- Acc(A), Hold(23), Hold(25), RechRdx(37), EndRdx(37), RechRdx(43) Level 24: Weaken Resolve -- Acc(A), RechRdx(48) Level 26: Neutron Bomb -- Acc(A), Dmg(27), Dmg(27), Dmg(29), EndRdx(29), RechRdx(31) Level 28: Project Will -- Acc(A), Dmg(46), Dmg(48), Dmg(48) Level 30: Unleash Potential -- RechRdx(A), RechRdx(31), RechRdx(39), DefBuff(39) Level 32: Atomic Blast -- Dmg(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(43) Level 35: Time Shift -- Acc(A), Dsrnt(36), Dsrnt(36), RechRdx(36), RechRdx(37), RechRdx(43) Level 38: Time Lord -- ResDam(A) Level 41: Bonfire -- RechRdx(A), SuddAcc--KB/+KD(42), RechRdx(42) Level 44: Fire Shield -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45) Level 47: Boxing -- Empty(A) Level 49: Tough -- ResDam(A), ResDam(50), ResDam(50), EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Heal(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod(A), EndMod(40) ------------ If you wish to invest into an IO build we can work on that too.
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For beginners people normally recommend a ranged play style. Blasters can be fragile and staying at range and killing stuff from distance can be a good way to play. Blasters can be built to punch things in the face too, like a scrapper or tank but that requires more investment in invention sets and those defenses mature a bit later than the melee ATs. Blasters lack mez protection so it's something that you need to always be mindful of and prepare for. Play style makes a huge difference in how effective your blaster can be. So before we get started what's your budget like? Are you looking for the ultimate build or are you just looking for something to level up with? Would you prefer to stick to range or are you willing to try and embrace your inner face puncher? Are you just looking for builds or are you seeking play style tips as well?
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Staff/Fire People avoid /fire on the forums and that's exactly why I'm promoting it. In this age of everyone defense soft capping /fire does just fine. I even took whirlwind for moar SPIN. SPIN to win, burn to WINNNN