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Nemu

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Everything posted by Nemu

  1. If the build is purely for incarnate level play then it's fine. OP did note that this build is going to be for that level of content. I'm just not sold on the damage auras, especially ones that cause mob fear which requires you to spam end sucking AoE immob on top of your already end heavy SM attacks. If I were to build fire/earth this is what I might have done. 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! Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Earth Assault Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Ice Mastery Villain Profile: Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(7), BslGaz-EndRdx/Rchg/Hold(9), BslGaz-Acc/EndRdx/Rchg/Hold(9) Level 1: Stone Spears -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(46), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(50) Level 2: Fire Cages -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprAscoft-Rchg/+Dmg%(7) Level 4: Tremor -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Acc/Dmg/EndRdx(34), Arm-Dam%(34), FuroftheG-ResDeb%(34), HO:Nucle(40) Level 6: Super Speed -- WntGif-ResSlow(A), BlsoftheZ-Travel/EndRdx(50), BlsoftheZ-ResKB(50) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(13), AbsAmz-EndRdx/Stun(15), AbsAmz-ToHitDeb%(15), SprDmnGrs-Rchg/Fiery Orb(17) Level 14: Boxing -- Empty(A) Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(27) Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(23), Rct-ResDam%(25) Level 24: Power Up -- RechRdx-I(A) Level 26: Bonfire -- SuddAcc--KB/+KD(A) Level 28: Seismic Smash -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(33), Hct-Dam%(33), UnbCns-Dam%(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Fire Imps -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(37), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(43), ExpRnf-+Res(Pets)(43) Level 35: Sleet -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37) Level 38: Fissure -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Acc/Dam/Rech(39), FrcFdb-Rechg%(39), HO:Nucle(40), Ann-ResDeb%(42) Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42) Level 44: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46) Level 47: Tactics -- HO:Cyto(A) Level 49: Vengeance -- 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 -- Run-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: Agility Core Paragon ------------
  2. Fire has a snipe too and it has better DPA attacks, it still wins. Also context, are you going to level the normal way running missions/TFs or are you going to get PLed. What's your starting capital? Is someone going to give you billion inf and billion inf IO builds or are you working your way up from scratch? If you are working your way up from scratch melee ATs are going to have a hard time early levels because their defenses are not mature enough and end up being endurance sinks. And if you don't have the inf to bankroll those toons with IOs some melee ATs still suck going into higher level content. Controller/blaster might be more effective in a duo. There is less investment needed to make the duo effective and controllers also bring buffs/debuffs to the table that augment survival on top of controls. Of the blaster secondaries the ones with build up or similar variants will give you better burst during those early levels and sometimes those CoT spectre LTs or ruin mages need to DIE right now. The secondaries that are more range friendly like devices and tactical arrows will offer lower damage output but are "safer." Those two secondaries are good for beginner blasters though, if your buddy is learning the game and have not mastered movement those pick one of those secondaries and hover and you can make do. Advanced blasters that mastered movement will have a better time playing secondaries with melee attacks, and that's where the real damage is.
  3. I've had no issues with EA taking point for 8 man teams on my Thugs/EA. Pets in bodyguard mode don't wander off too much out of Faraday cage and if they do a quick defensive follow brings them back. Building stacks of static isn't hard and you can quickly get enough stacks to chain to enough targets even on big teams. I don't really see "can't heal your pets" as an issue in most circumstances. The heal and the absorb cycle quick enough to keep an 8 man team with pets alive during chaotic situations as long as the team sticks close. There's always the squishy that foolishly thinks that range is an advantage that stays outside of the cage and out of chaining distance that get plastered and they don't learn their lessons. Having said that I do agree that the chain mechanic can be an issue when there are too many players/pets together as I did an all MM citadel, but in those situations other player's buffs/contributions to the team compensate for the lack of chain "accuracy." This is a set where the whole is greater than the sum of it's parts. Individually the powers in EA may not be all that impressive but together they are quite good at keeping a team alive and buffing them and it also brings a modest amount of debuffs to the table, especially on MMs where they get discharge instead of sentinel. I have not played EA on other ATs but I think it's better on MMs than it is for other ATs.
  4. You understand recharge, that's a easy concept to grasp, more recharge=faster your attacks come back up. You don't understand survival and how defense/resistance contributes to it, so start by reading this article. It's very informative. https://dechskaison.blogspot.com/2011/01/why-is-softcap-so-important.html The build you posted is expensive, the purple sets and PVP IOs are going to drain your bank. You make a common mistake that a lot of people make in slotting full sets into powers. A full set doesn't always equal maximum benefit, you need to be judicious in which set bonuses you chase. I drafted a budget build for you. It focuses on survival and more specifically defense first, with everything else being secondary. In this case I did slot full sets because the sets I use contribute to the defense total which aligns with the build goal. 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: Dual Pistols Secondary Power Set: Energy Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(11) Level 1: Power Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(13) Level 2: Energy Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5), Acc-I(27) Level 4: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(5) Level 6: Swap Ammo Level 8: Bullet Rain -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(15), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dam%(33), FrcFdb-Rechg%(33) Level 10: Super Speed -- WntGif-ResSlow(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(21) Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(23), Thn-Acc/Dmg/Rchg(27), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(29) Level 20: Boxing -- Empty(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def(25) Level 26: Piercing Rounds -- BlsWrt-Acc/Dmg(A), BlsWrt-Dmg/Rchg(37), BlsWrt-Acc/Dmg/Rchg(37), BlsWrt-Acc/Dmg/EndRdx(37), BlsWrt-Acc/Dmg/EndRdx/Rchg(40), BlsWrt-Rchg/Dam%(43) Level 28: Power Boost -- RechRdx-I(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(31), RedFrt-Def(31) Level 32: Hail of Bullets -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(34), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-Acc/Dmg/Rchg(34), FrcFdb-Rechg%(36) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def(36) Level 38: Total Focus -- 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(40), Mk'Bit-Dam%(40) Level 41: Web Envelope -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(42), EnfOpr-Acc/EndRdx(42), EnfOpr-Immob/Rng(42), EnfOpr-Acc/Immob/Rchg(43), EnfOpr-Acc/Immob(43) Level 44: Bone Smasher -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Acc/Dmg/EndRdx/Rchg(46), Mk'Bit-Dam%(46) Level 47: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(48), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(50), Thn-Dmg/EndRdx/Rchg(50) Level 49: Super Jump -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(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 -- Prv-Absorb%(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 6: Chemical Ammunition Level 6: Cryo Ammunition Level 6: Incendiary Ammunition ------------
  5. The dude with the bat must be war mace/energy aura. DnB and Jungle make the best fight music.
  6. Music to SPIN to!
  7. Hmm read the whole thread again and a few people mentioned moving in passing so that's that. I regret nothing, however 😁
  8. https://youtu.be/uyutP6B-j68 You are Ninja!
  9. Sure, not going to argue that logic, if you can survive then melee is the best place to be. Overwhelming offense is another strategy to survive. But when things start to go downhill you bring all your cards to the table and in this thread only one person mentioned moving, which demonstrates how little people value this simple yet effective tactic.
  10. This. Very few people practice the art of moving in this game. I see most people play city of statues and play with the same amount of intelligence that mob AI has. They stand still and either defeat the mob or get defeated. Monitor your defenses, hop out of combat when you take a hit, duck behind a corner, kite, while you are doing all that you buy yourself time to using inspirations/godmode, wait for soft controls to recharge, or simply retreat. You stay still you are just going to get debuffed quicker and die quicker. Worried about long animation times rooting you? Joust. Getting debuffed? Move.
  11. I have a db/invul scrapper with decent recharge and good numbers on paper survival wise and it went for the blinding feint into attack vitals route. Not a big fan of how it plays once put into practice. It feels stale and very single target despite sweeping being a cone and I see it's role on teams relegated to taking down hard targets which is fine. I'm sure the damage is more than respectable but the set just doesn't feel fun. I am spoiled by my blaster however, because she can do the above, has more AoE, better DPA attacks, and has enough survival/control to tank +4/8. Other AT simply can't compare after you played something like that.
  12. If you make a regen brute you should take whirlwind Witness the Gospel of SPIN! 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! Level 50 Science Brute Primary Power Set: Claws Secondary Power Set: Regeneration Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Villain Profile: Level 1: Strike -- Hct-Dmg(A), Hct-Dam%(5), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(19) Level 1: Fast Healing -- Prv-Absorb%(A) Level 2: Slash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(15), AchHee-ResDeb%(40) Level 4: Quick Recovery -- PrfShf-End%(A) Level 6: Spin -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(7), SprAvl-Acc/Dmg/EndRdx(7), SprAvl-Acc/Dmg/EndRdx/Rchg(9), SprAvl-Rchg/KDProc(9), SprUnrFur-Rchg/+Regen/+End(11) Level 8: Follow Up -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Rech/Fury(11), SprBrtFur-Acc/Dmg/EndRdx/Rchg(13), HO:Nucle(15) Level 10: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-Heal(13), Pnc-Heal/Rchg(17), Pnc-Heal/EndRedux/Rchg(21), Pnc-EndRdx/Rchg(40) Level 12: Super Speed -- WntGif-ResSlow(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50) Level 16: Integration -- NmnCnv-Regen/Rcvry+(A) Level 18: Focus -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(39) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Whirlwind -- EndRdx-I(A), FrcFdb-Rechg%(23), SuddAcc--KB/+KD(23) Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/Rchg(25), KntCmb-Dmg/EndRdx/Rchg(27) Level 26: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Max HP%(43) 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(40) Level 32: Shockwave -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(33), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/Rchg(33), SprBrtFur-Dmg/EndRdx/Rchg(34), HO:Nucle(34) Level 35: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(37) Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(43), RechRdx-I(46) Level 41: Resilience -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-ResDam/EndRdx/Rchg(43) Level 44: Web Envelope -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/EndRdx(45), EnfOpr-Acc/Immob/Rchg(45), EnfOpr-Acc/Immob(45), EnfOpr-EndRdx/Immob(46), EnfOpr-Immob/Rng(46) Level 47: Eviscerate -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), Arm-Dmg/EndRdx(48), Arm-Dam%(50), FuroftheG-ResDeb%(50) Level 49: Revive -- DctWnd-Heal/Rchg(A) 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: Fury 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: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Agility Core Paragon Level 50: Diamagnetic Core Flawless Interface ------------
  13. You need acc to hit mobs but the sustain part is autohit. I love it and see no need to change it but if I were taking an unbiased approach to the power I can see making it like mystic flight with the sustain portion as a toggle and the mitigation part as a click once the toggle is tuned on. The problem I have with some of the toggle sustains is that they also act as an aggro aura and attracts unwanted attention when I'm stealthing. It's easy enough to turn it off and on but we are all lazy in our own ways 😋
  14. Nemu

    Time for a new brute

    Step out of your comfort zone and do Staff/Regen with Whirlwind Spread the Gospel of SPIN!
  15. Freedom of speech is one thing. Poor taste is another. You have every right to pick vulgar names that you think is funny and I have every right to judge you for your poor taste. Princess Spinaroonie Vs Golden shower One is fun and lighthearted and the other is not. You are free to use whatever name you want but that doesn't mean I have to respect you or your decision to use that name.
  16. Good luck! make sure you bind force of thunder to say /local YOU SHALL NOT PASS! and thunder strike to say /local COOOOMBBOOOO BREAKER!!! Since you are a Warden and all...
  17. We did one with barely any debuffs (mostly brutes, blaster and doms) and we used envenomed daggers to keep his regen in check. It took a while to whittle him down but I don't think he lasted more than 3 unstoppable cycles either.
  18. It's not, you are almost there. The lack of another pbaoe to stick the winter set in for the extra melee/fire/cold def hurts a little, might sound a little silly but consider cross punch from the fighting pool as a usable mule for that set. You could take lightning field as the mule but I never liked damage auras on blasters because 1) they are end hogs especially for this combo which features high DPA attacks. 2) Why use paper cuts when you have tactical nukes at your disposal. I get the proc mentality but if you want pure survival those are first to get cut. Thunder strike deserves a FF proc and Freeze ray can be slotted for more recharge bonuses without sacrificing too much damage potential. I'd also take super speed over super jump if I had to ditch one and I did. Taking SS early also allows you to stealth earlier. This is the revision that I made. Sacrifices were made to get defenses as close to softcap as possible without sacrificing too much efficiency. Of the defenses fire/cold are least important so if you want the kismet and the extra slots in power sink and stamina take those slots out of tough. You will still be fine with 40% fire/cold def. I'd recommend getting cardiac alpha because this build will drain your end bar very fast even with the improved sustain. Powersink helps and if you absolutely have to one slot it I recommend the endmod/end red IO +5. Likewise the damage IO in freeze ray, the end mod IO in stamina and the recharge IOs in hasten should also get +5ed. 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: Ice Blast Secondary Power Set: Electricity Manipulation Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Ice Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(27), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(40), SprDfnBrr-Rchg/+Status Protect(40) Level 1: Electric Fence -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(5), SprWntBit-Acc/Dmg/EndRdx(5), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(42) Level 2: Charged Brawl -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/EndRdx(31), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(43) Level 4: Super Speed -- BlsoftheZ-ResKB(A) Level 6: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(9) Level 8: Freeze Ray -- BslGaz-Acc/Hold(A), Dmg-I(9), BslGaz-Acc/Rchg(11), BslGaz-EndRdx/Rchg/Hold(11), BslGaz-Acc/EndRdx/Rchg/Hold(13), HO:Nucle(31) Level 10: Boxing -- Empty(A) Level 12: Ice Storm -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(13), SprFrzBls-Acc/Dmg/EndRdx(15), SprFrzBls-Acc/Dmg/Rchg(15), SprFrzBls-Rchg/ImmobProc(17), SprFrzBls-Dmg/EndRdx/Acc/Rchg(33) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(17) Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(33) Level 18: Bitter Ice Blast -- Apc-Acc/Rchg(A), Apc-Dmg(19), Apc-Dam%(19), Apc-Dmg/EndRdx(23), Apc-Acc/Dmg/Rchg(33) Level 20: Force of Thunder -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(21), Stg-Acc/Rchg(21), Stg-Stun/Rng(34), Stg-Acc/Stun/Rchg(46) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), Ags-ResDam/EndRdx(36), Ags-ResDam(43), Ags-Psi/Status(45) Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(25), Rct-ResDam%(25), LucoftheG-Def/Rchg+(48) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 28: Thunder Strike -- SuddAcc--KB/+KD(A), Erd-Acc/Dmg/Rchg(29), Erd-Dmg(29), Erd-Acc/Dmg/EndRdx/Rchg(34), HO:Nucle(37), FrcFdb-Rechg%(45) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(45) Level 32: Blizzard -- Rgn-Dmg(A), Rgn-Dmg/Rchg(34), Rgn-Acc/Dmg/Rchg(36), Rgn-Acc/Rchg(36), Rgn-Dmg/EndRdx(37) Level 35: Power Sink -- EffAdp-EndMod/EndRdx(A) Level 38: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(43) Level 44: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(50) Level 47: Tactics -- HO:Cyto(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) ------------ The build is 50% of the battle, the playstyle makes up the rest. Movement is key. This is not a beginner blaster build/combo/playstyle that I would recommend to people but more power to you if you want to jump right into it and smash face.
  19. I see my standard blaster shell in that build, I'll take a look and give feedback.
  20. Ice/Poison is more underrated than anything highlighted in this thread. If anything this thread just reinforces the playerbase penchant towards popular and strong secondaries. Meanwhile ice/poison has foe Confuse/-Spd/-ToHit/-Def/-Res/-Dmg in just two toggles. So what if you have to stand in melee and those toggles are endurance hogs? A manly man doesn't complain, a manly man makes that $#%@ work and look fabulous doing it. Want to be a real macho but pacifist man? Go ice/poison and powexecname poison trap$$em dance 😀
  21. You are not ready for /elec, /fire, or any of the secondaries that lean heavily towards melee play. I recommend you ease your way into blasting. My vote would be Dark/Energy. Power boost is the MVP of that combo and you will have no endurance issues with energize. Boost range pairs very well with your cones if you take it. It leans heavily towards ranged play but you should take some of the melee attacks for Mako's ranged def bonus. Then you can stack that ranged def on top of a resist epic shield and you can be very survivable. If the epic pool has a hold as well then you can also stack holds for harder targets. If you want to stick to your controller roots go Dark/TA, ESD arrow will bring you into familiar territory and you can stack that with gaze and epic hold. I pick dark over ice because of the -to hit and because of the heal. Same build idea as the previous suggestion, ranged def + resist shield. Once you get a good command of blaster fundamentals and understand the nuances of movement then you can graduate to more melee oriented playstyles/secondaries. Of those /Elec has the best crowd control tools only if you take Thunderstrike, which most people don't because they only see the activation time and ignore the synergy it has with force of thunder. Welcome to blasting!
  22. Whirlwind is the meta Especially if you are regen, and use a staff. and your name is Princess Spinaroonie. Have you heard the Gospel of SPIN?
  23. It'll be like fire/elec but more control. Take ice storm and you will be ok in the AoE department. Despite conventional wisdom about DPA and animation times take thunderstrike. You take it for the damage and the Mass KD, the latter can be used with Force of Thunder to chain KD mobs. Slot the KD proc and the FF proc in both thunderstrike and force of thunder. You'll sacrifice a little AoE but you'll be better at locking down hard targets that are immune to KB/KD like the zeus titans. Like my fire/elec you will have end issues with your high dpa chain so don't skip powersink.
  24. If the idea is to stack stun with oppressive gloom and dark pit then I would probably ditch steam spray because repositioning can be a real chore. With the defenses you have and a lot of mezzes being ranged I have a hard time imagining you being able to keep death shroud and oppressive gloom on consistently especially pre-clarion. But I suppose that depends on your expectations with the final build. Is it supposed to take on x/8 mob packs of all factions and be resilient against adds or is the expectation lower? For a build that revolves around the strategy of keeping mobs around you stunned the key powers that enable you to do this deserve better slotting. At the very least slot up dark pit for more recharge so it can be up more often. I would not take the damage aura either on any blaster. The general philosophy with blasters is to kill stuff quick with enough mitigation for you to survive the retaliation and damage auras run counter to that. Those IOs are better off in Soul Drain, which deserves better slotting. This will also alleviate some of your end issues. Speaking of which... I had a feeling you might run into end issues. I still run into end issues with my fire/elec even with the sustain due to my high dpa attacks. I'd take a hard look at dark consumption. You may not need it all the time after you IO your blaster out, but it's nice to have when you need it. Plus you can put a stun proc in there to compliment your strategy. If I were to build this combo this is would be my first draft: 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: Water Blast Secondary Power Set: Darkness Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Aqua Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Penumbral Grasp -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(21), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Dmg/EndRdx/Acc/Rchg(31), SprWntBit-Rchg/SlowProc(33) Level 2: Water Burst -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/Rchg(37), SprDfnBrr-Acc/Dmg/EndRdx(37), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(37), SprDfnBrr-Rchg/+Status Protect(40) Level 4: Smite -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(13), HO:Nucle(15) Level 6: Whirlpool -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(11), SprBlsWrt-Rchg/Dmg%(40) Level 8: Tidal Forces -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(15) Level 10: Super Speed -- BlsoftheZ-ResKB(A) Level 12: Dehydrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(33), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(34), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(36) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 16: Soul Drain -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(17), Erd-Acc/Rchg(17), Erd-Acc/Dmg/Rchg(19), Erd-Acc/Dmg/EndRdx/Rchg(19) Level 18: Boxing -- Empty(A) Level 20: Touch of the Beyond -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(21), SphIns-Acc/Rchg(23), SphIns-Acc/EndRdx/Rchg(23), SphIns-%ToHit(25) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(27) Level 28: Dark Consumption -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(36), SprAvl-Rchg/KDProc(50) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Geyser -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), FrcFdb-Rechg%(43) Level 35: Dark Pit -- AbsAmz-Stun(A), AbsAmz-EndRdx/Stun(48), AbsAmz-Acc/Stun/Rchg(48), AbsAmz-Acc/Rchg(50), AbsAmz-ToHitDeb%(50) Level 38: Midnight Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(40) Level 41: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(48) Level 44: Oppressive Gloom -- HO:Endo(A) 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 -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Spiritual Core Paragon Level 50: Clarion Radial Epiphany Level 50: Support Core Embodiment Level 50: Diamagnetic Core Flawless Interface ------------
  25. You...NEED...whirlwind with staff. Trust me. Preach the Gospel of SPIN!!!
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