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Nemu

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Everything posted by Nemu

  1. Take a page out of path of exile and introduce power pools that weigh risk vs reward and can change the way you play. For example a power pool toggle that makes all your attacks do minor aoe splash damage but your attacks do less damage, or a power that converts all your control powers to doing extra damage instead of normal control effects or a toggle that will drain 33% end per second but doubles your damage as long as it's up. There is no reason why we can't introduce modal toggles similar to swap ammo or bio armors adaptations with power pools either, these things can help promote build diversity and experimentation. If we are just limiting ourselves to existing pools I echo what's been said about the lesser used pools. Also, buff whirlwind and reduce the end consumption on the power please.
  2. Force of Thunder and Thunder Strike both need a kb-kd IO and a force feedback proc. You may think the scatter is a good thing that will keep you safe but it's not, keep your enemies close and you can chain KD them and drain them for maximum crowd control, if they scatter they may just stand where they are and shoot you. Put the kb-kb proc in those powers. It's a game changer. The KB/stun portion of FOT is not autohit, it can miss. If you are going to use it offensively it'll need some ACC enhancement (I know you did, this comment is to the general public) When you engage crowds hop in with ball lightning and when you land in the middle of the pack use force of thunder, then short circuit while they are getting up, then thunder strike, then ball lightning and short circuit again if it's recharged. At this point the mobs still alive should be close to drained and you can use your single target attacks to mop up and refresh the AoEs as needed. I'd take Short Circuit over Tesla Cage any day for an AoE dmg/drain that complements the above strategy rather than one cute proc monster. I'd also take power sink to further enhance that strategy. I needed power sink on my fire/elec but that maybe because of the high DPA attacks that I use, you may not have as much of an issue with endurance but still I'd advocate taking it. I'd also focus on more ranged defense, it's the mobs outside your control zone that you need to worry about.
  3. Sounds like you don't have a problem going into melee and you have some fundamentals down. You will need to build up defenses to help your strategy. The path of least resistance for melee blasters would be to use a defense shield from the epic pool but we can work with flame mastery. Many people associate being in melee range with building up melee defense but that's hardly the case. It's the RANGED attacks that will disable/soften you up/straight up kill you before you even get a chance to do anything, especially if the mobs see you during your approach. Smart blasters are never in melee range more than they need to be. Having a good build allows them to stay in melee longer but they never stay there indefinitely. You can overcome the lack of melee defense with a few different tools such as jousting, using hot feet/rain of fire to force mob fear AI, bonfire, or just kill things so quickly and force fear/run AI on even bosses. Complement these tactics with your resist shields and enough ranged defense and you will have a fairly survivable blaster. I would prioritize building towards the ranged softcap, then a mix of melee defense and recharge. Try to bring your melee defense into the high 20s or low 30s and you'll be in good shape. Put a few SLOW IOs in hot feet as that will cause mobs to run slower and thus stay in your kill zone longer. Most people take fire sword circle but it has a tiny radius so more careful positioning is required and even more so when you have hot feet or rain of fire on mobs that force them to scatter. Combustion has a bigger radius at the cost of doing less damage and having a tremendously long cast time. You might want to play with both and see which one you prefer, One more thing, I see a lot of people 6 slotting purple sets when they post their builds but think about what that 6 slot does, most of the time it's toxic/psi resist, Is that really the bonus you want to chase or do you really just want the 10% recharge at 5 slots? Can you take that 6th slot out and apply it elsewhere for more meaningful set bonuses that align with your build goal? Apply this thinking to how you slot all your powers and that's how you optimize your build.
  4. How do you play this blaster today? Walk us through how you typically engage a fight, what happens when you get in trouble, how do you keep yourself alive? How would you like to play this blaster once you get the perfect build? Hone your knowledge and skills as a blaster - let's work on your play style first and figure out how you want to play, the build comes later.
  5. A lot more can be said about these two powers and these are the two powers I find most emps use poorly, or not at all. Fortitude I see a lot of emps trying to be "fair" and spread it to people that have not gotten it the last round. If the philosophy of an emp is to keep the team safe and running efficiently forget about being fair, give it to the teammates that need it the most. That softcapped scrapper with a billion inf build derping at the corner admiring his epeen and barely taking any damage - they don't need fortitude. The no set bonus blaster/tanker that's struggling to stay alive every time they look at something, those are the one most deserving of fort. When survival is a non-issue then you can be fair. Clear Mind This is the most underused/misused power in the Emp arsenal. This power alone is what elevates an average empathy player to a superb empathy player and deserves more discussion: Have you ever played a squishy with no mez protection and you are about to do something awesome like nuke a spawn or debuff a whole spawn into harmless kittens and all of a sudden you are mezzed... no nuke, no debuff, you are a sitting duck and bam your health is dipping into the red and you are scrambling to use a BreakFree and out the corner of your eye you spot the team window and the emp has clear mind on the tank.... How many times has the empathy player themselves been mezzed and do they apply that experience to think about how fellow team members that play squishies feel when they are mezzed and adjust their playstyle? More often than not no, these emps just keep CMing the tank... CM give protection to mez effects and it also cures blind. This is THE MOST IMPORTANT buff you can give to squishies with no mez protection. All the fortitude, RAs and ABs in the world DOES NOT MATTER when a squishy is mezzed and can't do anything. Against Arachnos and other mobs that blind CM should be applied to everyone. It's also effective against enemies that confuse, fortunately not too many factions do that. Proactive application of CM is what separates an average emp from a superb emp. You may find it daunting to cycle this into your combat rotation, here is how you can fit it in. When you enter a mission CM the teammates that need it (blasters, defenders, trollers, corruptors, anyone without mez protection, basically anyone who's not a tank/scrapper/brute/stalker/sentinel), and then start your CM/buff rotation towards the end of each fight during the clean up phase, you can still get your attacks in and contribute during the fight but your teammates will be ready to go for the next engagement and you don't have to worry about CMing them during the fight (unless the fight is really long). This method also works with other buff sets such as FF/sonic/kin etc... Use CM proactively, squishies will thank you and you will make the team more efficient. Be a great Empath!
  6. Nemu

    Crazy about PBAE

    Elec/Fire Blaster - SAP and BLAP
  7. When you realize the build posted was stone/spines... Here's a stone/stone, and I went the extra mile of picking up stone epic for flava 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 Tanker Primary Power Set: Stone Armor Secondary Power Set: Stone Melee Power Pool: Teleportation Power Pool: Fighting Ancillary Pool: Earth Mastery Hero Profile: Level 1: Stone Skin -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(3), Ags-ResDam(3), GldArm-3defTpProc(5) Level 1: Stone Fist -- Acc-I(A) Level 2: Earth's Embrace -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(5), Pnc-Heal/Rchg(7), Pnc-Heal/EndRedux/Rchg(7), Pnc-Heal(9) Level 4: Heavy Mallet -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(9), SprMghoft-Acc/Dmg/Rchg(13), SprMghoft-Dmg/EndRdx/Rchg(17), SprMghoft-Acc/Dmg/EndRdx/Rchg(17), SprMghoft-Rchg/Res%(33) Level 6: Teleport -- WntGif-ResSlow(A) Level 8: Rooted -- Mrc-Rcvry+(A), Prv-Heal/EndRdx(46), Mrc-Heal/EndRdx(46), Prv-Absorb%(46) Level 10: Rock Armor -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(11), ShlWal-Def(11), ShlWal-ResDam/Re TP(13) Level 12: Boxing -- Empty(A) Level 14: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(15), Ags-ResDam(15) Level 16: Build Up -- GssSynFr--Build%(A) Level 18: Crystal Armor -- LucoftheG-Def/Rchg+(A), Rct-Def(19), Rct-Def/EndRdx(19), Rct-ResDam%(21) Level 20: Fault -- FrcFdb-Rechg%(A), AbsAmz-Stun(21), AbsAmz-Acc/Stun/Rchg(31), AbsAmz-Acc/Rchg(31), AbsAmz-EndRdx/Stun(33), AbsAmz-ToHitDeb%(33) Level 22: Weave -- LucoftheG-Def/Rchg+(A), GifoftheA-Def/EndRdx(23), GifoftheA-Run+(23), Ksm-ToHit+(36) Level 24: Mud Pots -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(25), SprAvl-Acc/Dmg/EndRdx(25), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Rchg/KDProc(31) Level 26: Minerals -- LucoftheG-Def/Rchg+(A), GifoftheA-Def/EndRdx(27), GifoftheA-Run+(27) Level 28: Tremor -- FrcFdb-Rechg%(A), Arm-Dmg(34), Arm-Acc/Dmg/Rchg(34), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(37), Arm-Dam%(37) Level 30: Taunt -- Range-I(A) Level 32: Brimstone Armor -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(36), Ags-ResDam(36), Ags-Psi/Status(50) Level 35: Recall Friend -- Tim&SpcMn-Stlth(A) Level 38: Seismic Smash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(40) Level 41: Stone Prison -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(43) Level 44: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 47: Stalagmites -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50), SprFrzBls-Rchg/ImmobProc(50) Level 49: Quick Sand -- Slow-I(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 -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), SynSck-EndMod(37), SynSck-EndMod/Rech(40), SynSck-EndMod/+RunSpeed(43) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon ------------
  8. I took Jezebel to 50 on Torch, then Excel, and more recently Everlasting through normal play/teaming, no PL. Same build, same costume. The goal is to take her to 50 this way on each shard and show the masses how badass melee blasters can be and encourage aspiring blasters to ditch hover/bonfire and learn the tips and tricks to punching face. I don't find it tedious or boring, the build is a joy to level, especially when you meet new people along the journey.
  9. I play blasters to impress chicks. One time I was on my Titan/EA scrapper (SO SUPA MEGA STRONK AND PRETTY) and I was flexing in front of a chic in pocket D and she was all like "pfft noob lol melee" and I was like oh yeah? Switched to my fire/elec face melter and she was all like ❤️ ❤️ ❤️ and she sent me a cucumber and some water drop emoji. I learned two things that day - Lol melee and what cucumbers really meant.
  10. Poor Emps shout gather and wait until EVERYONE is gathered before firing off RAs before battle, good emps joust RA where they are needed the most and where it can catch the most people, in battle and outside of battle. Honestly as a squishy I'd care more about you using CM or Fort on me. Those are life or death buffs, especially the former. RAs are just quality of life.
  11. You have pvp mode toggled on, there is no way you can cap your resists and soft cap defenses even with rune running. S/L and Ranged defense is good enough, the 6th slot on the winter sets can be put to use elsewhere. Here is a modified version with more recharge and better level progression for exemping. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Atomic Flame: Level 50 Mutation Blaster Primary Power Set: Fire Blast Secondary Power Set: Atomic Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(11) Level 1: Electron Shackles -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/EndRdx(3), EnfOpr-Acc/Immob/Rchg(13), EnfOpr-Acc/Immob(13) Level 2: Fire Ball -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(7), Rgn-Acc/Rchg(7), Rgn-Dmg/EndRdx(9), Rgn-Knock%(9) Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(11), WntGif-ResSlow(17) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(15), BlsoftheZ-ResKB(42) Level 8: Negatron Slam -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Dmg/EndRdx/Acc/Rchg(19), SprBlsCol-Rchg/HoldProc(21) Level 10: Ionize -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(31) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(46) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(43) Level 16: Rain of Fire -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/Rchg(21), SprDfnBrr-Acc/Dmg/EndRdx(29), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(48), SprDfnBrr-Rchg/+Status Protect(50) Level 18: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(25), Thn-Acc/Dmg/Rchg(27), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(50) Level 20: Boxing -- Empty(A) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), UnbGrd-Max HP%(25) Level 24: Metabolic Acceleration -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(31), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(43), PreOptmz-EndMod/Acc/Rech(46), PreOptmz-EndMod/End/Rech(46) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(29), StnoftheM-Acc/ActRdx/Rng(33), StnoftheM-Dmg/EndRdx/Rchg(33), StnoftheM-Dam%(40), HO:Nucle(50) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(40), ShlWal-ResDam/Re TP(43) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(33), Rct-Def/EndRdx(34), Rct-ResDam%(37) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(36), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(36), SprBlsWrt-Rchg/Dmg%(36) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37) Level 38: Positronic Fist -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Dam%(48) Level 41: Beta Decay -- HO:Enzym(A) Level 44: Radioactive Cloud -- 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: 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 2: Swift -- Flight-I(A) Level 2: Health -- Prv-Absorb%(A), Mrc-Rcvry+(42), Pnc-Heal/+End(42) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 1: Quick Form Level 50: Pyronic Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Banished Pantheon Core Superior Ally Level 50: Clarion Total Core Invocation Level 50: Assault Core Embodiment Level 4: Ninja Run ------------
  12. You really start to see the benefits of defense when the numbers hit around 30%, the closer you are to softcap the better obviously. It also depends on your mindset. If you are content sitting back shooting stuff letting other people manage aggro for you then defense is just a nice bonus. However if you are of the aggressive mindset and can't be bothered to wait for people to fidget around and decide who to go in and take the alpha after buffs are cast (I'm sure you've been on those teams especially in the 20-40 range) then you build a toon that can handle the alpha. TL;DR if you are aggressive AF you build for softcap.
  13. Electric affinity EA is a low investment but highly effective secondary for what it does so you don't need proc gimmics to boost recharge to ridiculous levels to get the most out of it. It covers most of the holes you are looking to fill with the duo 1 - mez protection, most people that commented on this thread seem to forget that this is a thing, and even more so during the leveling process when you are not running with super dodgy softcapped builds. 2 - recharge and end in one package - great for storm, great for plant, great for you. 3 - everything else elec does. I favor the mastermind version.
  14. Momentum only last a few seconds, after which you have to build it again by connecting with an attack using the normal slow animation, or hit build momentum. I'd recommend slotting the force feedback proc into titan sweep, whirling smash and arc of destruction if you are able. Having build momentum up more help smooth out the game play experience. Also, build a Titan/Energy aura scrapper, no one builds those and you can be one of the cool people, like me. Titan/Energy Aura is stronk AF, and even prettier than War Mace/Energy Aura.
  15. I've seen more than one poster slot FoT with an emphasis on healing/regen. It does not matter. The difference between slotting FoT for heal vs not equates to about a 7-8hp/sec difference at the ED cap, not enough to matter if you are really going to die and not enough to matter if you are not getting hit and can afford an extra few seconds to regen to full health. I have never once while playing my fire/elec thought to myself when my HP dipped to red that "if I had just slotted FoT for heals it would take me 42 seconds to regen to full health, instead I have to wait 50 seconds." If I need my hp bar to move to the right I pop a green and when I'm above 70% hp and not getting hit a lot due to softcap defenses I can care less if it take another 5 seconds to regen to full health. What makes FoT stand out from other sustains are two things: 1 - It can take a force feedback proc and is on a decent timer that allows it to proc pretty consistently 2 - It's a wide area control tool that you can use offensively, but only if you slot it for accuracy and convert the KB->KD. The sustain part is autohit, but the KB part requires a to hit check and I have seen it miss. I will always maintain that /Elec is the best melee secondary because of FoT and Thunder Stike. Just like FoT Thunder Strike can take a force feedback proc. Despite the long animation, it is also reliable wide area control tool when you convert the KB->KD. You can chain KD most mobs if you have high enough recharge and that makes /elec blasters very tanky. A typical engagement for an /elec melee blaster looks like this: Open up with FoT, squeeze in a few attacks, thunderstrike, squeeze in another attack or two, FoT again, .... TS..... FOT....TS... Because you slotted the KB-KD proc mobs are around you on their butts and not knocked out of your control zone and shooting at you with potential -defense powers or other ranged debuffs. Here's my typical template for /elec blasters fitted for radiation blast. Powersink and FoT takes care of the end issues. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Radiation Blast Secondary Power Set: Electricity Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Neutrino Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7) Level 1: Electric Fence -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(13) Level 2: Irradiate -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), Arm-Dmg/EndRdx(50), Arm-Dam%(50) Level 4: Super Speed -- BlsoftheZ-ResKB(A) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 8: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(9) Level 10: Charged Brawl -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/Rchg(15), SprBlsWrt-Acc/Dmg/EndRdx(17), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(23), SprBlsWrt-Rchg/Dmg%(25) Level 12: Proton Volley -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(37) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(17) Level 18: Cosmic Burst -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(23) Level 20: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(21), Stg-Acc/Rchg(43), Stg-Acc/EndRdx(46), Stg-Acc/Stun/Rchg(48) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25), Ags-ResDam/EndRdx(40), Ags-ResDam(40), Ags-Psi/Status(40) Level 26: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(27), Rct-Def/EndRdx(27), Rct-ResDam%(29) Level 28: Thunder Strike -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(29), Erd-Dmg(31), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33), HO:Nucle(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Atomic Blast -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Rchg/KDProc(36) Level 35: Power Sink -- EffAdp-EndMod/EndRdx(A), EffAdp-EndMod/Rchg(50) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(39), ShlWal-Def(39), ShlWal-ResDam/Re TP(39) Level 41: Shocking Grasp -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(42), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43) Level 44: Neutron Bomb -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46) 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 -- 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 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  16. And the controller/dominator's role is to spam immobs on BM cuz immobs do damage/set up containment! "Team dynamics be damned, I saw a fire/kin farm video one time on the internets and by god I'm gonna play dat way all day err day."
  17. I have a lot of experience in /elec and I would highly recommend that you put a kb-kd proc in FOT if nothing else.
  18. Your regen without FOT Your regen with FOT in my build: Regen with the same build except with FOT slotted for heal over ED cap And that's at level 50. You can be the judge of whether it's worth it or not, set bonuses aside. I use FoT as an offensive tool and open fights with it, and that's what I like about this sustain. Like I said, most people don't bother with thunder strike because of "lol meta DPA" but there is a lot of synergy between this and TS which form the cornerstone of your survival as anything /elec.
  19. Yes, use my build if you want elecx3, swap out short circuit with lightning field and slot it up the same. Take everything in context and check out the numbers on that build instead of just looking at how fully I slotted the ranged attacks - 40% defense to both s/l AND range, you are not going to get too much better than that sticking to a resist shield. And I also don't sacrifice slotting on the melee stuff. The ranged attacks are mules for set bonuses but you can take them off the tray and never use them. Unless you really want to go hardcore concept at absolutely exclude them from the build altogether. In that case you might want go with a defense shield like the one hyperstrike provided to shore up survival. Take my advice on FOT and Thunderstrike slotting.
  20. I lean more towards S/L defense and Ranged defense if the build allows for it. The reason this combination is better than pure typed defenses is that a lot of the crippling debuffs (carnie ring mistress, tarantula mistress, etc..) are ranged and don't have a type. Just because you are in melee doesn't mean ranged defense is not useful, a few ranged -def attacks that may not carry a s/l component and your S/L defense is next to nothing. Here is my Grav/Psi/Ice build to give you some ideas, I could have dropped the flight pool for leadership for slightly more defense but I'm a slave to concept. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-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 ------------
  21. Blapping is a stupid term. No other AT calls a playstyle that incorporates both primary and secondary powers like it's out of the norm. People equate the term "blasters" to "ranged" and I think if anything a label should be put on those that favor ranged only, not the other way around. But I digress... You have to make sacrifices to get your survival up if you plan on getting in melee AND you are taking a resist shield. Hasten is nice but not entirely necessary. Fortunately /elec has a few powers to stick in force feedback procs so that can compensate for the lack of hasten. You are also fortunate that /Elec is the BEST secondary for melee oriented blasters. Don't build for single target focus, take the AoEs. Blasters don't survive wars of attrition well and you need the AoEs to get rid of the fodder so you can focus on the hard targets. Force of Thunder and Thunder Strike both need a kb-kd IO and a force feedback proc. You may think the scatter is a good thing that will keep you safe but it's not, keep your enemies close and you can chain KD them and drain them for maximum crowd control, if they scatter they may just stand where they are and shoot you. Put the kb-kb proc in those powers. It's a game changer. When you engage crowds hop in with ball lightning and when you land in the middle of the pack use force of thunder, then short circuit, then thunder strike, then ball lightning and short circuit again if it's recharged. At this point the mobs still alive should be close to drained and you can use your single target attacks to mop up and refresh the AoEs as needed. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Blaster Primary Power Set: Electrical Blast Secondary Power Set: Electricity Manipulation Power Pool: Leaping Power Pool: Concealment Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Electrical Mastery Hero Profile: Level 1: Lightning Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37) Level 1: Electric Fence -- HO:Endo(A) Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(3), Artl-Dam/Rech(3), Artl-Acc/Dam/Rech(5), Artl-Acc/Rech/Rng(5), Artl-End/Rech/Rng(7) Level 4: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50) Level 6: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Rchg/KDProc(7), SprAvl-Acc/Dmg/EndRdx/Rchg(9), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/Rchg(11), EndMod-I(50) Level 8: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(9) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Stealth -- LucoftheG-Def/Rchg+(A) Level 14: Charged Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/EndRdx/Rchg(15), KntCmb-Dmg/Rchg(17), HO:Nucle(19) Level 16: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(17) Level 18: Havoc Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23), HO:Nucle(36), FrcFdb-Rechg%(50) Level 20: Force of Thunder -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(21), AbsAmz-Acc/Stun/Rchg(21), AbsAmz-Acc/Rchg(48) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(25), RctArm-ResDam/EndRdx/Rchg(34), RctArm-ResDam(36) Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29) Level 28: Thunder Strike -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(29), Erd-Dmg(43), Erd-Acc/Dmg/Rchg(46), Erd-Acc/Dmg/EndRdx/Rchg(46), HO:Nucle(48) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Thunderous Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34) Level 35: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(37), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(40), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/End/Rech(43) Level 38: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(40) Level 41: Shocking Bolt -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(42), BslGaz-Acc/EndRdx/Rchg/Hold(42) Level 44: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Max HP%(46) Level 47: Tactics -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(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 -- 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 50: Agility Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ageless Radial Epiphany Level 50: Diamagnetic Core Flawless Interface Level 50: Ion Radial Final Judgement Level 50: Support Core Embodiment ------------
  22. I don't see the need to slot health and reaction time for end recovery but then again my build doesn't run assault and acrobatics. My panda is a punching and kicking machine! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Action Panda: Level 50 Natural Blaster Primary Power Set: Dual Pistols Secondary Power Set: Martial Combat Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Dual Wield -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(11), SprDfnBrr-Dmg/Rchg(13) Level 1: Ki Push -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/EndRdx/Rchg(7), KntCmb-Dmg/Rchg(13) Level 2: Storm Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(15) Level 4: Reach for the Limit Level 6: Super Speed -- WntGif-ResSlow(A) Level 8: Bullet Rain -- FrcFdb-Rechg%(A), Rgn-Dmg(17), Rgn-Acc/Dmg/Rchg(23), Rgn-Acc/Rchg(23), Rgn-Dmg/EndRdx(25), Rgn-Knock%(37) Level 10: Swap Ammo Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Dragon's Tail -- FrcFdb-Rechg%(A), HO:Nucle(17), Erd-Dmg(39), Erd-Acc/Dmg/Rchg(39), Erd-Acc/Dmg/EndRdx/Rchg(39) Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(21) Level 20: Reaction Time -- EndMod-I(A) Level 22: Boxing -- Stg-Acc/Rchg(A), Stg-Acc/EndRdx(37), Stg-Acc/Stun/Rchg(45) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25), Ags-ResDam/EndRdx(43), Ags-ResDam(43), Ags-Psi/Status(43) Level 26: Piercing Rounds -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(27), SprFrzBls-Acc/Dmg/EndRdx(27), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(33), SprFrzBls-Rchg/ImmobProc(33) Level 28: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(29), Rct-Def/EndRdx(29), Rct-ResDam%(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(48) Level 32: Hail of Bullets -- FrcFdb-Rechg%(A), Arm-Dmg(34), Arm-Acc/Dmg/Rchg(34), Arm-Acc/Rchg(34), Arm-Dmg/EndRdx(36), Arm-Dam%(37) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Burst of Speed -- FuroftheG-ResDeb%(A), SprBlsWrt-Acc/Dmg(40), SprBlsWrt-Rchg/Dmg%(40), Erd-Dmg(40), Erd-%Dam(42), Erd-Acc/Dmg/EndRdx/Rchg(42) Level 41: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(45), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(46) Level 44: Pistols -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(48), SprWntBit-Dmg/EndRdx/Acc/Rchg(50), SprWntBit-Rchg/SlowProc(50) Level 47: Inner Will -- RechRdx-I(A) Level 49: Super Jump -- BlsoftheZ-ResKB(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 -- EndMod-I(A) Level 50: Agility Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 10: Chemical Ammunition Level 10: Cryo Ammunition Level 10: Incendiary Ammunition ------------
  23. I'm going to guess your knowledge of the game is at the point where you don't have a feel of the design formula (not the actual math/numbers, but a general sense of what various powers do without needing to play the set) and that you are not a min maxer so you can't assess the full potential of the toons you make. So you want to try everything. There are a few things that allow me to focus on a character, a solid build goal which enable setting milestones that you can look forward to, and a good bio/concept. It's a lot easier to stick with something if you know what you want and what the toon will ultimately be able to do and that drives you to get there, otherwise you are always looking for the next high. You may not be there yet, so pick something that really endears you, ask for build advice on forums and also ask "what can I look forward to and when do I achieve what I'm looking forward to?" with the build people supply you so you understand the milestones.
  24. I'd do something like this: Less defense overall but it does softcap neg so your only hole is psi. More -res procs, more slow resist, more recharge via FF procs, more energize and energy drain uptime which means better endurance management. More mitigation options, if you are going to dip into energy mastery it'd be a shame to skip energy torrent. It's too useful not to pick up, both from a mitigation perspective and also from a proc perspective. That and shockwave and the chance to proc KD in eviscerate will buy you time against most enemy factions and compensate for the lower overall defenses. The build doesn't really need hasten and the only power that really benefits from it is energize, but energize helps with the insane end cost of Focused Acc so it's your call. If you are so enamored with flying you can drop SS for fly. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Scrapper Primary Power Set: Claws Secondary Power Set: Energy Aura Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Strike -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(40), Hct-Dam%(40) Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(40) Level 2: Dampening Field -- GldArm-3defTpProc(A), RctArm-ResDam/EndRdx(3), RctArm-ResDam/Rchg(3), RctArm-ResDam(5), UnbGrd-Max HP%(37) Level 4: Super Speed -- WntGif-ResSlow(A) Level 6: Spin -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(7), Arm-Acc/Rchg(7), Arm-Dmg/EndRdx(9), Arm-Dam%(9), FuroftheG-ResDeb%(43) Level 8: Follow Up -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(11), SprScrStr-Acc/Dmg/Rchg(11), SprScrStr-Dmg/EndRdx/Rchg(13), SprScrStr-Acc/Dmg/EndRdx/Rchg(13), SprScrStr-Rchg/+Crit(36) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Power Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(15), Rct-Def/EndRdx(15), Rct-ResDam%(17) Level 16: Energy Protection -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(17), RctArm-ResDam(19), RctArm-ResDam/Rchg(19) Level 18: Focus -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(23), Apc-Acc/Rchg(23), Apc-Dmg/EndRdx(25), Apc-Dam%(25), FrcFdb-Rechg%(46) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(21), ShlWal-Def(21), ShlWal-ResDam/Re TP(37) Level 22: Boxing -- Empty(A) Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(33), RctArm-ResDam/EndRdx/Rchg(34) Level 26: Eviscerate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(42) Level 28: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(29), Pnc-Heal/Rchg(29), Pnc-Heal/EndRedux/Rchg(31), Pnc-Heal(31), DctWnd-Heal/Rchg(39) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(45) Level 32: Shockwave -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(33), SprFrzBls-Acc/Dmg(34), SprFrzBls-Acc/Dmg/EndRdx(34), SprCrtStr-Rchg/+50% Crit(36), Dmg-I(36) Level 35: Energy Drain -- HO:Membr(A), PreOptmz-EndMod/Rech(45), EffAdp-EndMod/EndRdx(46), EffAdp-EndMod/Rchg(46) Level 38: Focused Accuracy -- EndRdx-I(A), HO:Cyto(39) Level 41: Laser Beam Eyes -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(43) Level 44: Physical Perfection -- PrfShf-End%(A) Level 47: Energy Torrent -- FrcFdb-Rechg%(A), Artl-Acc/Dam(48), Artl-Dam/End(48), Artl-Acc/Dam/Rech(48), Ann-ResDeb%(50), Ann-Acc/Dmg/EndRdx(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-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 -- 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 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon ------------
  25. This right here. No kind of leveling melee builds mature enough for level 20ish content. They will get chewed up by anything and everything without support. Support carries lowbie content. If you want to build and park toons that excel at lowbie content, go with elec affinity.
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