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Nemu
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From the same people that brought you the Gospel of SPIN!!! I made her on Torch, and the best thing about her? bind a key to powexecname poison trap$$em dance I was going to take more SPIN on her but alas she couldn't handle Whirlwind. So stacking confusion it was... 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! Vivacious Viv: Level 50 Science Controller Primary Power Set: Ice Control Secondary Power Set: Poison Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Block of Ice -- Lck-Acc/Hold(A), Lck-Acc/Rchg(19), Lck-Rchg/Hold(19), Lck-EndRdx/Rchg/Hold(21), Lck-Acc/EndRdx/Rchg/Hold(21), Lck-%Hold(23) Level 1: Alkaloid -- HO:Golgi(A) Level 2: Envenom -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(3), ShlBrk-Acc/Rchg(3), ShlBrk-DefDeb/EndRdx/Rchg(5), ShlBrk-Acc/EndRdx/Rchg(5), ShlBrk-%Dam(7) Level 4: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(7), CldSns-Acc/Rchg(9), CldSns-ToHitDeb/EndRdx/Rchg(9), CldSns-Acc/EndRdx/Rchg(11), CldSns-%Dam(11) Level 6: Arctic Air -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Conf/EndRdx(15), CrcPrs-Acc/Rchg(17), CrcPrs-Conf%(17) Level 8: Super Speed -- WntGif-ResSlow(A), BlsoftheZ-ResKB(50) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Elixir of Life -- GldArm-3defTpProc(A) Level 18: Boxing -- Empty(A) Level 20: Antidote -- StdPrt-ResDam/Def+(A) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-Max HP%(23), UnbGrd-ResDam/EndRdx(40), UnbGrd-Rchg/ResDam(40) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25) Level 26: Glacier -- Lck-Acc/Hold(A), Lck-Acc/Rchg(27), Lck-Rchg/Hold(27), Lck-EndRdx/Rchg/Hold(31), Lck-Acc/EndRdx/Rchg/Hold(31), Lck-%Hold(31) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(29) Level 30: Frostbite -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SprWiloft-EndRdx/Rchg(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprWiloft-Rchg/Dmg%(34) Level 32: Jack Frost -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(34), BldMnd-Acc/EndRdx(36), BldMnd-Acc/Dmg/EndRdx(36), BldMnd-Acc(36), BldMnd-Dmg(37) Level 35: Poison Trap -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Rchg/KDProc(39) Level 38: Indomitable Will -- LucoftheG-Def/Rchg+(A), RechRdx-I(43), RechRdx-I(43) Level 41: Mind Over Body -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(42), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(42), Ags-Psi/Status(43) Level 44: Psionic Tornado -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg(45), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), FrcFdb-Rechg%(46) Level 47: Venomous Gas -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(48), DarWtcDsp-ToHitDeb/EndRdx(48), DarWtcDsp-ToHitDeb/Rchg(48) Level 49: World of Confusion -- HO:Endo(A) Level 1: Brawl -- Empty(A) Level 1: Containment 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 -- Mrc-Rcvry+(A), Pnc-Heal/+End(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(40), PrfShf-End%(46) Level 50: Cardiac Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ageless Core Epiphany Level 50: Support Core Embodiment ------------
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Staff/regen brute with whirlwind - Princess Spinaroonie Now she preaches the Gospel of SPIN on Excelsior, soon Torchbearer too.
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I would say force of thunder is the BEST sustain power because how versatile it is. Even with no targets it will still provide the sustain bonuses and trigger the FF proc, but with targets it's fantastic aoe mitigation with a large radius and target cap. Plus I don't have to worry about detoggling it for speed runs when I need to stealth missions. I think most people look at Thunderstrike in a vacuum without considering synergies. It has a long animation and it feels bad when someone else kills the target before the animation finishes but the splash damage and KD still happens and it's also got a large target cap. Together with Force of Thunder these two powers allow you to go toe to toe with multiple harder targets that don't get two shot like most fodder such as the nictus ambush or multiple roman bosses in a +4/8 ITF , or multiple Rikti bosses/magus during an MSR, all the while triggering FF procs. Assuming the necessary defenses in your build, if you just want to do loads of AoE damage and be able to survive the retaliation go /fire. If you want to be a MFing face smashing tank mage go /elec.
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Here is the build again, data chunk is at the bottom. 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! Jezebel Delias: Level 50 Mutation Blaster Primary Power Set: Fire 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: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(45), SprDfnBrr-Acc/Dmg/Rchg(46), SprDfnBrr-Acc/Dmg/EndRdx(46), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(46), SprDfnBrr-Rchg/+Status Protect(48) Level 1: Electric Fence -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(17), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40) Level 2: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/Rchg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(11), SprFrzBls-Rchg/ImmobProc(15) Level 4: Charged Brawl -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/EndRdx(7), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(7), SprBlsWrt-Rchg/Dmg%(9) Level 6: Super Speed -- WntGif-ResSlow(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(48), ShlWal-ResDam/Re TP(48) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(13) Level 14: Boxing -- Empty(A) Level 16: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(17) Level 18: Blaze -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(21) Level 20: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(40), Stg-Acc/Rchg(43), Stg-Acc/EndRdx(45), Stg-Acc/Stun/Rchg(45) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), Ags-ResDam/EndRdx(23), Ags-ResDam(25), Ags-Psi/Status(25) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(27), Rct-Def/EndRdx(27), Rct-ResDam%(50) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Dam%(37), HO:Centri(37) Level 28: Thunder Strike -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(29), Erd-Dmg(29), Erd-Acc/Dmg/Rchg(31), Erd-Acc/Dmg/EndRdx/Rchg(31), HO:Nucle(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(36) Level 32: Inferno -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34) Level 35: Power Sink -- EffAdp-EndMod/EndRdx(A), EffAdp-EndMod/Rchg(50) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(39) Level 41: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(43) Level 44: Tactics -- HO:Cyto(A) Level 47: Super Jump -- BlsoftheZ-ResKB(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 -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(50) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Vigor Core Paragon Level 50: Clarion Radial Epiphany Level 50: Melee Core Embodiment Level 50: Pyronic Core Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Banished Pantheon Core Superior Ally ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1608;738;1476;HEX;| |78DA6594C94F535114C6EF1B6AA1505A2CA58C0265AA0CA54F6167A241062334219| 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End game sure but I cut my teeth on how to play a blaster the way I do during the leveling process when I had no access to IOs. End game builds make it easier, but there is a demonstrable difficulty spike in playing a blaster effectively vs playing a melee AT effectively during the leveling process. Those techniques I mentioned helped dramatically in leveling Jezebel with minimum debt as my first toon on HC. Anyway it's not an argument and I don't want to turn this fun thread into one. I am very proud of my blaster, and I'm happy to see other blasters embracing melee.
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Blaster players are more intelligent than your average scrapper/brute/tank players simply on account of them having to be aware of the multitude of hazards that those ATs shrug off. No I don't want to be a scrapper, I've surpassed those scrubs.
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The art of movement is lost on most people that play this game. Jousting is one aspect but it's more subtle than that as well. After each attack move a little so you are constantly kiting mobs. Knowing when to hide behind line of sight to either buy you time to recover from a hit or to draw enemies closer together, taking a hop after you get hit and pop inspirations mid air to recover, etc... Jousting is not just for blasters and there are different tiers of jousting expertise imo Beginners - jousting targeted melee attacks Intermediate - jousting pbaoes, especially landing the smaller radius ones like power sink Expert - Jump Jousting ground based pbaoes like foot stomp or poison trap The most important things about getting into melee is 1) movement and 2) recognizing opportunities to go into melee range. The latter is especially true during leveling before IO sets that make blasters true tank mages. There are many opportunities such as mobs under CC/knockdown, team defense buffs/inspirations, etc. and players need to be able to capitalize on these when they present themselves. Blapper is a stupid term btw. It's just blaster because these "blappers" make full use of both their primary and secondary, the way whether some people like it or not, the blaster AT is designed.
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The amount of /dev and /ta blasters out there is TOO DAMN HIGH. Blappers unite and represent!
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You guys are missing the real reason to make a poison anything... bind a key to /powexecname poison trap$$em dance Works best when listening to trap music.
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A fine choice sir or madam. If you have any questions about it feel free to pm me or if you roll one on excelsior or torch I can show you a few things. Pre-IO play is going to be different than post IO play and also you will have end issues depending how frantic you are on the battlefield until you get powersink. But you will get better with each level and the progression will feel rewarding at all times up to incarnate levels when you get clarion and up to your hybrid choice. The build I posted in that thread accounts for exemplaring and you will have a speed TF running tank mage when you exemp at level 33 and above. It's my absolute favorite character in CoH and I hope you can experience the joy and exhilaration of punching something in the face, nuking stuff to oblivion, and making things around you flop while tanking +4 mobs as a blaster.
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I applaud you for your excellent taste sir or madam. I don't see a lot or any fire/elec blasters and I think it's time it got some deserved attention.
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IOs and defense shields help a lot. The most important skill however is movement and recognizing opportunities to go in and punch face. You will be weaving in and out of combat as you have the luxury to attack from up close and from afar. Constantly moving also allows you to kite mobs so they don't attack you as often and makes them waste time between switching from melee to ranged AI and vice versa. The mez hole isn't terrible when you have high defenses and even less so if you come prepared with breakfrees and clarion, and insp combine for breakfrees is a skill set that one would pick up as a blaster anyways. Even if a mez does land on you the IO bonuses for defense is enough to buy you a few seconds to eat a breakfree and worst case scenario you can still fire off your tier 1/2s. I maintain that /elec is the best secondary suited for this playstyle. It has great quick recharging soft controls that are great Force Feedback proc mules as well to keep you in melee range and for the most part has high DPA attacks that feel crunchy and satisfying. Once you get a taste of this you will never go back to mediocrity, which is every other AT and playstyle in this game.
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Fire/Elec/Mace It's the fire/fire you always wanted but with more SMASH! Pros: 1 Most of your attacks have 1 second animations, except thunderstrike. 2 Force of thunder and thunderstrike can chain juggle KD mobs and they are great FF proc mules as well 3 With scorpion shield you can almost softcap S/L/E/F/C 4 The melee attacks are crunchy and feels good 5 Endurance management via powersink and force of thunder 6 INFERNO!!! 7 When you activate thunderstrike yell "COOOOOMBBOOOOO BREAKER!!!" 8 It's not a sissy ranged blaster combo. You are damage incarnate and a MF'ing tank mage. Man up and get in there and punch face!
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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: Fire Blast Secondary Power Set: Fire Manipulation Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Fire Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Ring of Fire -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(7), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), SprWntBit-Rchg/SlowProc(11) Level 2: Fire Ball -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(23), Rgn-Acc/Rchg(23), Rgn-Dmg/EndRdx(25), Rgn-Knock%(25) Level 4: Fire Sword -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(17), Mk'Bit-Dmg/Rchg(17), Mk'Bit-Acc/EndRdx/Rchg(19), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Dam%(21) Level 6: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(50) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 10: Fire Sword Circle -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(13), Erd-%Dam(13), SprAvl-Acc/Dmg/EndRdx(15), SprAvl-Acc/Dmg/EndRdx/Rchg(15) Level 12: Aim -- RechRdx-I(A) Level 14: Fire Breath -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(48) Level 16: Build Up -- RechRdx-I(A) Level 18: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(36) Level 20: Cauterizing Aura -- EndMod-I(A) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), Ags-ResDam/EndRdx(39), Ags-ResDam/EndRdx/Rchg(40), Ags-ResDam(40) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dam%(29), HO:Nucle(33) Level 28: Consume -- Acc-I(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(46) Level 35: Burn -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), Arm-Dam%(39) Level 38: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(39) Level 41: Fire Shield -- StdPrt-ResDam/Def+(A), Ags-ResDam/EndRdx(42), Ags-ResDam(42), Ags-Psi/Status(42) Level 44: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(45), SprEnt-End/Rchg(45), SprEnt-Acc/Hold/End(45), SprEnt-Acc/Hold/End/Rchg(46), SprEnt-Rchg/AbsorbProc(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48) Level 49: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(50), BlsoftheZ-Travel(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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- HO:Micro(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(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 ------------ It's a toss-up between rain of fire or fire breath, but if you hover blast end game fire breath is not a bad pick. I could have gotten another ranged def set bonus in fly but opted for the winter IO because slows suck and this build has a decent amount of slow resist. You should be pretty sturdy with this build, just don't go toe to toe with Romans or anything with swords. If you really want to keep a decent distance from mobs but still be able to use the aoes from /fire then you can replace burn with combustion, the latter has a big aoe radius and you can hover safely above and use it and still tag mobs down below, you'll have to hover a little closer for FSC.
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Is claws/wp the simplest build to play and what is the most complex?
Nemu replied to DougGraves's topic in General Discussion
I’d say blappers but I can see cases made for kheldians and MMs. The latter two are a bit more techincally complex in nature but blappers are about finesse and they can be technically complex too with all the click powers. -
Mass KB/KD/KU powers are often overlooked in favor of hard control when people approach blaster builds. These powers are not only excellent FF proc mules but they usually have shorter recharge times than their mass hard control counterparts. Some combinations can string multiple KD/KU powers to chain them. I can only imagine how much time mobs will spend on the floor with a combination like Psy/Elec between psi nado, force of thunder and thunderstrike.
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If I need a self rez I get the p2w vendor one. Taking IOs into account, good blasters don't die often.
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I don't take damage auras on blasters. Damage auras don't really add enough value for blasters because they are not always in melee range. So they are just really inefficient and unnecessary end drain that you can do without. Blapping isn't about being dumb and staying in melee all the time, blapping is about seizing opportunities to do melee damage and weaving in and out of melee range as needed. This holds especially true before you get all IOed out, IOs can help you play dumber of course. And believe me you will have enough end problems to deal with even without lightning field as you are leveling up if you go balls to the walls bunny hopping from mob to mob punching and blasting face. Powersink is a much more effective tool for burst end drain and I have drained weakend hamidon in LGTF just by opening up with powersink then constantly apply /elec's attacks including the tier 1. I posted a few game play videos of my fire/elec/mace in the Fire/Elec/Mace thread a few posts below in this forum. I'm going to share with you some observations about /elec in Homecoming and blapping in general: 1 - Force of thunder with a KB->KD IO is a game changer. It's also an excellent force feedback mule that can proc it reliably. This power along with Thunderstrike will save your life. 2 - Thunderstrike is a must take as well despite the animation time. It also needs a sudden accel KB->KD IO, not overwhelming force KD IO because the latter still lets KB leak through. It's also an excellent force feedback mule. The AoE radius and target cap for this power is deceptively large. When you use this with Force of Thunder you can time the two to chain KD juggle 10+ mobs. Even when the main target dies before the animation finishes the KD portion will still apply to surrounding mobs. These two powers complimented by a good IO build will make you a tank mage. 3 - Before you get all IOed out using insp combine in your downtime and turn any insps you don't need into purples, monitor your defenses and at lower levels pop 2-3 small purples at once if things go sour. As you level and get more inspiration slots and better tier insps continue doing the same but add breakfrees and maybe respites into the mix as needed and pop the necessary purples to reach 35-40% ish defense during sticky situations. Don't be shy about using inspirations, your skill and effectiveness as a blaster depends on proper insp use especially pre-IOs. 4 - Learn to joust, it's a game changer. The art of movement is lost on the general player base and they just sit around like statues and scrap/blast until things die or they die. Jousting buys you time, jousting will put you out of harms way. Watch my gameplay videos and notice when I Inferno and where I am in relation to the group I nuked. Ever been in a group coming up on a lab room with 2-3 groups of enemies close to each other and you need to pull? Typically you pull with a single target attack then run behind cover right? That's for amateurs, impress your friends by joust-nuking a mob as your way to pull.
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ill/emp so you can be the illest emp. Illusion is fire and forget, and allows you to spend more time buffing. Illusion also has great LOTG mules so you can get your buffs up faster.
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I highly recommend /elec if you are comfortable with getting in melee. It is the premier blapper secondary because of the damage, mitigation and utility tools it offers and it's quick animation times aside from thunderstrike, which I still highly recommend you take despite the animation time. Rad/Elec will jive better than Dark/Elec from a positioning perspective. If you skip electron haze you can pretty much stay in melee range all day with Rad/Elec where as you will have to hop in and out constantly to use Dark's cones which is it's only source of AoE. The heal in dark, while nice, doesn't justify the constant positioning required to maximize dark/elec's effectiveness. If you are shy about getting into melee though I would not recommend /elec, or /atomic.
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Fire/Elec/Mace is very fun and imo the best blaster combination. The hits are crunchy and the animation times are very fast, you have a good mix of AoE and single target attacks, and there is more than enough crowd control in the secondary to keep you standing in the middle of +4/8 mobs and allow you to smash face all day long. I see you are not shy about taking the melee attacks in your secondary so I'm going to share my build with you. It is my absolute favorite character to play in CoH and nothing else compares to the damage, the speed, the survival and the versatility this combination offers. 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! Jezebel Delias: Level 50 Mutation Blaster Primary Power Set: Fire 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: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(45), SprDfnBrr-Acc/Dmg/Rchg(46), SprDfnBrr-Acc/Dmg/EndRdx(46), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(46), SprDfnBrr-Rchg/+Status Protect(48) Level 1: Electric Fence -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(15), SprWntBit-Acc/Dmg/EndRdx(17), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(40) Level 2: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/Rchg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(11), SprFrzBls-Rchg/ImmobProc(15) Level 4: Charged Brawl -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/EndRdx(7), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(7), SprBlsWrt-Rchg/Dmg%(9) Level 6: Super Speed -- WntGif-ResSlow(A) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(48), ShlWal-ResDam/Re TP(48) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(13) Level 14: Boxing -- Empty(A) Level 16: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(17) Level 18: Blaze -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(21) Level 20: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(40), Stg-Acc/Rchg(43), Stg-Acc/EndRdx(45), Stg-Acc/Stun/Rchg(45) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), Ags-ResDam/EndRdx(23), Ags-ResDam(25), Ags-Psi/Status(25) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(27), Rct-Def/EndRdx(27), Rct-ResDam%(50) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Dam%(37), HO:Centri(37) Level 28: Thunder Strike -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(29), Erd-Dmg(29), Erd-Acc/Dmg/Rchg(31), Erd-Acc/Dmg/EndRdx/Rchg(31), HO:Nucle(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(34), RedFrt-Def(36) Level 32: Inferno -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34) Level 35: Power Sink -- EffAdp-EndMod/EndRdx(A), EffAdp-EndMod/Rchg(50) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(39), RedFrt-Def(39) Level 41: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(43) Level 44: Tactics -- HO:Cyto(A) Level 47: Super Jump -- BlsoftheZ-ResKB(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 -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(50) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Vigor Core Paragon Level 50: Clarion Radial Epiphany Level 50: Melee Core Embodiment Level 50: Pyronic Core Final Judgement Level 50: Diamagnetic Core Flawless Interface Level 50: Banished Pantheon Core Superior Ally ------------ Game play videos:
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Consolidated CoH difficulty thread (Includes Poll!)
Nemu replied to Galaxy Brain's topic in Suggestions & Feedback
The game is easy because people can play stupid and get away with it and it's easy to skip challenging content. Challenging mechanics are already implemented in this game. Factions like Rularuu or Vanguard, end game family bosses, carnies and malta, arachnos and longbow at +4/8 will prove challenging to an average team. IOs are fine, even IOed out toons get ripped apart by some of these factions if they play stupid. One mechanic I like is the trigger on death effects like Nemesis vengeance and exploding on death mobs and super stunner self rez that does damage and carries a hefty recovery debuff. They do make you think twice about nuking/zerging but they are not punishing enough for people that just smash and don't think. What if you had a boss that gained increased stats for each minion/lt in the spawn like kheldians but used howling twilight when the lackeys die. I like the trigger on death mechanic because it doesn't render judgement/nukes useless but it does force players to make tactical decisions. Target prioritization is something more people need to learn and the penalties for ignoring problem mobs should be more severe. I like the idea of mobs that gain potency over time like a sapper that starts AOE sapping and gains more hitpoints/resistance/defense the longer you leave it alive, or mobs that evolve to use stronger debuffs the longer you leave them alone. The other problem with sappers and other problem mobs is that they are generally low density. If there is more than one problem mob in a x6 to x8 spawn that also forces a team to make tactical decisions. But even if those mechanics are built in/introduced people still have the option to skip them which is why I think they should be included in some trials/TFs. They are still optional but now there is greater incentive to run them because there are rewards tied to it. Just one or two missions with those mechanics and don't make those TFs long like the shard TFs. My experience is that half the people that I encounter in PUGs get carried and the other half carry. My SG/Coalition has plenty of people that don't understand/care for game mechanics but still enjoy the game. Oh the other hand I'm fortunate enough to be a part of a group that has many skilled players so I also experience the opposite end of the spectrum where even the hardest content gets trivialized. An overhaul of difficulty is probably not necessary for the general populace, just look at the number of people asking for builds on the forums, but it would be a nice change of pace for the people doing the carrying. -
Apex/Tin and speed ITFs (especially nictus crystal mission) are good measuring sticks for how useful you are in the endgame. Those TFs are frantic and you need to be able to hold your own. No one is going to hold your hand, you'd be lucky if someone chases you down and heals/buffs you because most of the time everyone is all over the map chasing objectives. Dead blasters don't contribute and being permanent veng bait isn't that good of a reason to have a blaster on the team. I'm exaggerating about desirablity of course because most teams are tolerant and they probably don't care but you probably don't want to spend all your time not having fun either. The term glass cannon is a fallacy that uninformed players apply to blasters as is aversion to melee but that's a discussion for another time. The AT has evolved and if properly built and piloted, can do just as much damage and be magnitudes more survivable than the "glass cannon" builds those people envision. Take for example this build that focuses on recharge and epitomizes traditional glass cannon ideology: 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: Energy Manipulation Power Pool: Flight Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Hydro Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Power Thrust -- Empty(A) Level 2: Water Burst -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(7), Rgn-Acc/Rchg(9), Rgn-Dmg/EndRdx(9), Rgn-Knock%(11) Level 4: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-ToHit/EndRdx(39), AdjTrg-Rchg(40) Level 6: Whirlpool -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(13), PstBls-Acc/Dmg/EndRdx(13), PstBls-Dam%(15) Level 8: Tidal Forces -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(40), AdjTrg-ToHit/EndRdx/Rchg(40), AdjTrg-ToHit/EndRdx(43), AdjTrg-Rchg(43) Level 10: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(45) Level 12: Dehydrate -- Dvs-Acc/Dmg(A), Dvs-Acc/Dmg/EndRdx/Rchg(15), Dvs-Acc/Dmg/Rchg(31), Dvs-Dmg/EndRdx(31), TchoftheN-Heal(34), TchoftheN-Heal/HP/Regen/Rchg(50) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-ResKB(46), BlsoftheZ-Travel(46) Level 16: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(17), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(25) Level 18: Water Jet -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(21), Apc-Dam%(23) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(25), BlsoftheZ-Travel(31) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def/Rchg(36), RedFrt-Def(36), RedFrt-Def/EndRdx/Rchg(37), RedFrt-EndRdx(37) Level 26: Steam Spray -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dam%(27), PstBls-Dmg/Rng(29), PstBls-Acc/Dmg/EndRdx(29) Level 28: Power Boost -- RechRdx-I(A) Level 30: Assault -- EndRdx-I(A) Level 32: Geyser -- 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: Boost Range -- RechRdx-I(A) Level 38: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(39), RechRdx-I(50) Level 41: Char -- UnbCns-Hold(A), UnbCns-Acc/Hold/Rchg(42), UnbCns-Acc/Rchg(42), UnbCns-EndRdx/Hold(42), UnbCns-Dam%(43) Level 44: Fire Shield -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45), TtnCtn-ResDam/EndRdx(45), TtnCtn-ResDam(46), TtnCtn-ResDam/EndRdx/Rchg(48) Level 47: Afterburner -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(48), BlsoftheZ-ResKB(48) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------ Perma-hasten with 122% global recharge bonus without hasten. 21% damage bonus, very little defenses but no melee so I can stay at range with very little ranged defense and kite for all of half a second before I'm mezzed and die... but Wow perma-hasten! My powers recharge SOOO fast! Compare it to this build: 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: Energy Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Hydro Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Acc/Dmg/Rchg(7), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Rchg/+Status Protect(11) Level 1: Power Thrust -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(17), Hct-Dmg/EndRdx(17), Hct-Dam%(37) Level 2: Water Burst -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(3), Rgn-Acc/Rchg(3), Rgn-Dmg/EndRdx(5), Rgn-Knock%(5) Level 4: Build Up -- HO:Membr(A) Level 6: Whirlpool -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(46), PstBls-Dmg/Rchg(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(48) Level 8: Tidal Forces -- GssSynFr--Build%(A) Level 10: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(50) Level 12: Dehydrate -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Dam%(15) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(39), LucoftheG-Def(39) Level 16: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(40), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(40), Pnc-Heal(43) Level 18: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21), SprBlsCol-Rchg/HoldProc(29) Level 20: Boxing -- PndSlg-Acc/Dmg(A), PndSlg-Dmg/EndRdx(50), PndSlg-Dmg/Rchg(50) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), Ags-ResDam/EndRdx(23), Ags-ResDam(27), Ags-Psi/Status(29) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(25), Rct-ResDam%(27) Level 26: Steam Spray -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(31), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(36), SprFrzBls-Dmg/EndRdx/Acc/Rchg(37), SprFrzBls-Rchg/ImmobProc(37) Level 28: Power Boost -- RechRdx-I(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31) Level 32: Geyser -- 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: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 41: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43) Level 44: Water Jet -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(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 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 Level 50: Agility Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ Assuming +5 Recharge IOs hasten is 2 seconds from perma and with the agility core alpha hasten is perma. Power boost is close to perma which also means you are softcapped against S/L/E/F/C most of the time and even when not powerboosted you still have 42% defense to those damage types. Geyser recharges a WHOPPING 2 seconds slower in the second build. The second build also offers 80% slow resistance so you can still get a decent attack chain going even if you do get hit with some -recharge debuffs. The melee attacks are necessary to achieve the set bonuses, even if you don't plan on using them. Even in taking the melee attacks the second build doesn't give up any of the ranged attacks that the first build picked. Water blast excels at AoE and has good mitigation in those AoEs to boot and that's why I picked it as the build template. PVP is a different matter. If you read the build philosophy post you'll understand the priorities are much different and these builds here are no-bueno in the PVP world. TL:DR Don't build glass cannons, build tank mages.
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The PVP builds forum is your first stop. Read this thread first: Then this thread for builds.
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Flares has faster animation time and better damage per activation, but if one is inclined to take fire blast instead of flares that's fine too. Fire breath does good damage no doubt, and I had it when I was leveling. But it does require positioning/repositioning and lends better to pure ranged play. Plus it has long animation times. You can take it but you'll need to constantly hop in and out of combat to leverage it in your rotation and it can get tedious.