Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Nemu
Members-
Posts
1395 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Nemu
-
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!
-
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.
-
Take the path less traveled and try something interesting. Rad/Elec or Water/Dark.
-
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.
-
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.
-
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?
-
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
-
Reducing the impact of hasten would not really increase build diversity all that much, the people that want it will still take it even if the benefit is reduced. You need competitors to these tried and true picks that truly challenge the builder's build philosophy. One can argue that damage ATs don't need hasten as much as some support ATs that feature powers on long cooldowns, so as a competitor to hasten why not have pool powers that amplify the effect of those powers, double the duration, increase the mag, etc, so that now players have to make a choice between making those powers recharge faster vs making them more potent. Same with the overwhelming preference for min/maxing for defense softcap. What if there was a competitor to challenge it's dominance such as absorb? I think those astute enough can already see how powerful that mechanic can be on electric affinity with it's fast recharging absorb shield, especially when layered with decent resists. Choices, not nerfs or buffs, contribute to build diversity.
-
Favorite CoX Memory Contest! Now until July 1st!
Nemu replied to GM Miss's topic in Events & Contests
Back on live before IOs made everyone gods, I had started to really learn and embrace how to play blasters aggressively. On the forums the anti-healer sentiment about empaths was strong. There was a thread that talked about how to play empaths and I got into an argument with a gentleman whose name I sadly forgot. I argued that a good emp should give an aggressive blaster all the buffs while the gentleman made the generalization that blasters die too quick and emps should buff other ATs to help them stabilize each engagement while the blaster should hang back and engage only when aggro has been established. I got cocky, said a few incendiary things and the argument went downhill between us for the next few replies. “L2P” was used and the usual online rhetoric of L2Read and all that. Finally I get a private email from the gentleman that said “Stop! Let’s play together and understand each other’s perspectives.” I have never had anyone do that before and I was taken aback by the invitation. We both played on Liberty and we made time to team up with my SG mates, and it turned out I was able to change his opinion once he saw what skilled blasters can do. Because of a simple email I made a new friend and he became good friends with our SG coalition. However I’m not the protagonist here, the way this gentleman handled the situation is the real learning opportunity. -
Well, it's up to the coders to work on implementation of ideas that are interesting, and if it can't be done it can't be done. I remember back during live there was a long standing feature gap that was fixed (think it had to do with trick arrow and oil slick arrow) because a new developer joined the team. Some times new tech comes along that makes the impossible possible. But even if we follow the claim about the code there are still things that we can do within that framework that plays off that idea of risk vs reward. We can play around with global variables like overall defense buff or overall damage buff/debuff rather than tweaking individual powers. There are also the incarnate mechanics of global procs/double damage that we can leverage. I don't think it's out of the realm of possibility that we can have a pool toggle that increases damage by 50% but decreases to hit or defense by 10%, or a toggle that introduces a global proc but at the cost of applying a global regen/recovery debuff. This idea of a single power having both a debuff and buff component is already in the game, look at the mystic buff the fool that has both a debuff (to hit) and a buff (move speed) component.
-
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.
-
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.
-
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.
-
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.
-
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!
-
Elec/Fire Blaster - SAP and BLAP
-
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 ------------
-
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.
-
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.
-
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.
-
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 ------------
-
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.
-
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.
-
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.
-
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 ------------