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You’d be extra crazy mad if you stuck a FF proc in force of thunder. It does not need to hit to trigger the proc. FOT snd thunderstrike in my experience are the most consistent powers that procs FF
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So you make the claim that /elec sucks because it has 4 melee attacks and doesn't make sense to you and I post proof that it can work. And then you tell me the game is easy and you just need to push a button. If it's so easy why complain? I can also show you how I obliterate BP, IDF, Carnies, Malta, etc but the point is that blasters have a higher learning curve and it does take a little bit of skill to play them, but they can work. All I see if a bunch of people crying about how blaster secondary sucks to the entire world and trying to tell everyone else it sucks. I gave you proof that it can work. What proof do you have that it absolutely does not work? And this makes me laugh, you know I can use my ranged power in melee range too right? and I can joust my melee so that I'm not in melee when the animation finishes. I give up nothing. You seem to think blasters are all about ranged damage, I see blasters as all about damage, period. Blasters have more options than most other ATs in how and where they can deal damage and I think it's fair to say that those that are successful in leveraging all the powers in their arsenal will do more damage than those who don't. I doubt either of you play like I do, and that's fine if you can't do it. It's fine if you build your blaster and deprive yourself of melee options, if it works for you great! But denouncing whole power sets because they don't fit your play style and telling other people it sucks is just plain ignorant.
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Watch the video I posted earlier and then contemplate your claims. You really do need to L2P.
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I tire of this back and forth about melee = bad so I made a quick and dirty video showing some techniques I use to maximize melee effectiveness. You can see where my health dips to red it was not melee attacks that got me there but rather Gloom and other ranged attacks. I have a very good build, softcapping helps a ton, but you can see the MVPs in that video are Thunderstrike and Force of thunder which allows me to chain KD, and both powers require me to be in melee. In the second mob I jousted Force of Thunder twice, and for all the mobs I jousted Inferno when it's up. So to think that melee powers and PBAOEs mean that you are stuck in melee is a fallacy. https://youtu.be/ujd684GnS8M
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It takes good fundamentals and understanding of game mechanics to leverage these powers that work at disadvantageous ranges, and those can be both melee or ranged. Enemy mezzes happen more with ranged attacks and melee attacks hit harder, take your poison. Take fire sword circle vs council, say when you are leveling and on a citadel TF. Tank got a good bunch of baddies and blaster goes in and stands right next to the tank and gets blown to bits with AOE KD from council grenades before they can even get the animation finished. Learning how to hop in and hop out and land FSC while minimizing your exposure to melee and aoe splash damage, no one talks about that on the forums. Same thing with PBAOE nukes, it puts you in melee and I die a little inside everytime I see a blaster sprint/hover in without stealth and get get shot to bits before they even start the animation. Pulling mobs when you are leveling is kinda relevant in some cases, not every team steamrolls and I just see people “pull” by shooting a mob then proceed to stand there. No one talks about confusing mob AI to have them switch from range to melee and chase you to buy time. No one talks about the fear that sets in when you defeat most mobs in a group that causes even bosses to run. All I see is this range = good and melee = bad mentality. Even before IOs my blaster was maximizing her melee abilities, even thunderstrike with it’s ridiculously long animation time that locks you for 3+ seconds. I am not trying to make the argument “I can do it so everyone else can do it too!” I have a very active but fluid playstyle that weaves in and out of melee range. I can offer to show people some of the techniques I use. It may not be for everyone but I hope it will bring awareness of ways to minimize risk when you try to leverage these powers. Those that prefer a ranged playstyle can do whatever they want but I think it’s poor to tell others to shun melee just because you (I don’t mean you personally) can’t make it work.
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I hate the term blapping. I don’t see forums for other ATs with a pervasive attitude towards skipping so much of their secondary or categorizing so much of their secondary as undesirable. This needs to stop and I am happy to see people posting here defending the usefulness of the whole of blaster secondaries. Blasters are damage incarnate, by whatever means possible. Melee or no melee we are blasters. Those who maximize their use of secondary skills understand when to capitalize on opportunities, and I don’t mean as a last resort to punish mobs that get too close. IOs dramatically enhanced blaster survival but even before IOs good blasters used game mechanics and smart play to maximize their effectiveness. I can count only a handful of other players on torch that can joust pbaoes or melee attacks. Why is that not taught on blaster forums? Instead we focus on builds as if that will compensate for lack of understanding of game mechanics and good fundamentals. I can understand if players do not have the capacity or the manual dexterity to play at that level but to denounce certain powers just because they can’t/won’t make them work is not conducive to other players looking to explore the blaster AT.
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When you start the animation for TS an announcer comes online and says "COOOOMMMBBBO Breaker!" This is a new i25 hidden feature. TS has a lot of synergy with force of thunder, both are pbaoe, with similar radius, and stuns. Even though TS has a smaller radius it affect 13 or 16 mobs according to game tip. Both share decent cooldowns that make them perfect candidates for FF proc, and those procs goes off fairly consistently in my experience. Some would argue that one is safer at range, I contend that you might be safer with those powers plus explosive blast in melee. Just cycling TS and FoT is enough to keep mobs on their butts about 70% of the time on my Fire/Elec. Add explosive blast you can juggle mobs around you a good portion of the time. Not too many mobs resist KD and I find chaining KD magnitudes better for control against most enemies than say ESD arrow which has limited uptime. Plus with FoT and TS you can stack stuns but I never really relied on that. I think it's gimmicky though, building this just for FF procs. The consensus on the forums lean toward softcapping and you'd sacrifice a lot of set bonuses just to add that proc in. If you are strategic about where the proc goes, in AoEs rather in ST attacks, then you can salvage some of those set bonuses at the expense of allowing the ST powers to KB instead of KD. May not be a big deal for some people but it's one of the reasons I dropped Havoc Punch on my fire/elec. There was poor return on investment on slotting that with a KB>KD proc in at the cost of more defensive set bonuses. When you do get around to finishing that build let's see if your claim to make a mockery of fire blast rings true. I'm on Torch, and I'll be happy to team with you with my Fire/Elec. 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(13), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx(19), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(36), SprDfnBrr-Rchg/+Status Protect(36) Level 1: Electric Fence -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(42) 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(11) 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), ShlWal-ResDam/Re TP(21), Rct-ResDam%(46), Rct-Def(50), Ksm-ToHit+(50) Level 10: Boxing -- Empty(A) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), Ags-Psi/Status(15), Ags-ResDam/EndRdx(17), Ags-ResDam(17) Level 16: Build Up -- RctRtc-ToHit/Rchg(A), GssSynFr--Build%(29), RctRtc-ToHit(50) Level 18: Blaze -- Apc-Dmg(A), Apc-Dam%(39), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 22: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(23), RopADop-Acc/Stun/Rchg(23), HO:Endo(29) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(25), RedFrt-Def/EndRdx(25) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(27), RedFrt-Def/EndRdx(27) Level 28: Thunder Strike -- OvrFrc-Dam/KB(A), FrcFdb-Rechg%(31), Erd-Dmg(31), Erd-Acc/Rchg(31), Erd-Acc/Dmg/EndRdx/Rchg(33), HO:Nucle(33) Level 30: Super Jump -- BlsoftheZ-ResKB(A) Level 32: Inferno -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(36) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(40), RedFrt-Def(45) Level 38: Power Sink -- RechRdx-I(A), EffAdp-EndMod/EndRdx(39) Level 41: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Rchg/HoldProc(48) Level 44: Web Envelope -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(45), GrvAnc-Acc/Rchg(45), GrvAnc-Immob/EndRdx(46), GrvAnc-Hold%(46) Level 47: Tactics -- EndRdx-I(A) Level 49: Acrobatics -- EndRdx-I(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 -- 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), Mrc-Rcvry+(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(39) Level 50: Cardiac Core Paragon Level 50: Clarion Radial Epiphany Level 50: Support Core Embodiment Level 50: Void Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Longbow Core Superior Ally Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 1: Quick Form ------------
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Fire/Elec/Mace. Skip the redraw, your attack chain can consist of attacks that activate in 1 second or less. /Elec has two useful powers that can accept FF recharge proc and it also has above average crowd control and sustain. If you are shy about melee though /elec is not for you. Ice/Elec works too but I favor Fireball over another ST attack. Also against conventional wisdom that favor DPA, take Thunderstrike.
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I recreated this build in mids and here is a good link for others that wish to take a look: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Borthouth's blaster: Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Electricity Manipulation Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Charged Bolts -- Dcm-Acc/Dmg(A), Dcm-Acc/EndRdx/Rchg(3), Dcm-Acc/Dmg/Rchg(3), Dcm-Build%(5) Level 1: Electric Fence -- GrvAnc-Hold%(A) Level 2: Lightning Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(7), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Rchg/+Status Protect(9) Level 4: Charged Brawl -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/EndRdx(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(13), SprBlsWrt-Rchg/Dmg%(15) Level 6: Ball Lightning -- Rgn-Dmg/Rchg(A), Rgn-Knock%(15), Rgn-Dmg/EndRdx(17) Level 8: Super Jump -- Empty(A) Level 10: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(17), SprAvl-Acc/Dmg/EndRdx(19), SprAvl-Acc/Dmg/Rchg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(25), SprAvl-Rchg/KDProc(33) Level 12: Havoc Punch -- GldStr-Acc/Dmg(A), GldStr-Dam/End/Rech(33), GldStr-Acc/End/Rech(33), GldStr-Acc/Dmg/End/Rech(34), GldStr-%Dam(34), SuddAcc--KB/+KD(34) Level 14: Aim -- Empty(A) Level 16: Build Up -- GssSynFr--ToHit/Rchg(A), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(36), GssSynFr--ToHit/EndRdx(36), GssSynFr--ToHit(37), GssSynFr--Build%(37) Level 18: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(37), ExcCnt-Dmg/ActRdx(39), ExcCnt-Dmg/Rng(39), ExcCnt-Dmg/Rchg(39), ExcCnt-Stun%(40) Level 20: Force of Thunder -- SuddAcc--KB/+KD(A), Pnc-Heal/+End(21), Mrc-Rcvry+(21), RgnTss-Regen+(25) Level 22: Combat Jumping -- Rct-ResDam%(A), Rct-Def(23), Rct-Def/EndRdx(23) Level 24: Kick -- Empty(A) Level 26: Tough -- GldArm-3defTpProc(A), GldArm-ResDam(27), GldArm-RechEnd(27) Level 28: Thunder Strike -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(29), FuroftheG-Dam/End/Rech(29), FuroftheG-Acc/Dmg/End/Rech(31), FuroftheG-ResDeb%(31), SuddAcc--KB/+KD(31) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(40) Level 32: Thunderous Blast -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(42), Ann-Acc/Dmg/Rchg(42), Ann-Acc/Dmg/EndRdx(42), Ann-Acc/Dmg/EndRdx/Rchg(43), Ann-ResDeb%(43) Level 35: Power Sink -- PrfShf-End%(A), PrfShf-EndMod/Rchg(43) Level 38: Scorpion Shield -- ShlWal-ResDam/Re TP(A), ShlWal-Def(45), ShlWal-Def/EndRdx(45) Level 41: Shocking Grasp -- Empty(A) Level 44: Hasten -- RechRdx-I(A) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 49: Tactics -- Empty(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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(45), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(46), NmnCnv-Regen/Rcvry+(48) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(48), PrfShf-EndMod/Acc/Rchg(48), PrfShf-Acc/Rchg(50), PrfShf-EndMod/Acc(50), PrfShf-End%(50) ------------ Before I go into my comments I am going to make the assumption that you took the powers you did because you are willing to wade into melee and you are not taking them simply as set mules. There are plenty of "pure range" blasters out there and there are ways to get there without picking so many powers out of your secondary. If that is your intent and you are willing to use any means necessary to dispatch your enemies then read my comments below. My comments: - Most people take scorpion shield to softcap Smashing/Lethal defense at the very least and this build falls short of that. - I think you can drop at least one attack and streamline your slotting to achieve good slotting of all powers and to work towards that s/l softcap if that's a goal that you wish to achieve. The attacks with a single slot don't even deserve any enhancements and ball lightning lacks any accuracy to make it reliable. The one attack that has the least value is havoc punch (HP). The number crunchers will immediately disagree and point out that thunderstrike (TS) has the worst damage per activation (DPA). So let me explain: - Taken in a vacuum TS does have worse DPA. But that completely discounts the utility it has and the synergy it has with force of thunder(FoT). The KB to KD proc and force feedback proc are both game changers and they can be slotted in both FoT and TS. Both powers are AoE with decent cooldowns and that will likely trigger the +recharge proc more consistently. These two powers will turn you into a TANK and you can alternate between the two to keep mobs bouncing for a good while. - Havoc punch is not a bad power, but it does not have enough value compared to what TS can do with FoT. Here is my take on your build. It gets very close to softcapping Smashing/Lethal/Fire/Cold/Enegery, and with FoT and TS you can be very sturdy. All the attacks are well slotted it has decent recharge and most likely perma-hasten with the +recharge proc triggers. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Borthouth New Build: Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Electricity Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Charged Bolts -- 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: Electric Fence -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39), SprWntBit-Rchg/SlowProc(40) Level 2: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(13), Rgn-Acc/Rchg(15), Rgn-Dmg/EndRdx(15), Rgn-Knock%(17) Level 4: Charged Brawl -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(36), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(37) Level 6: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(7), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg/Rchg(9), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Rchg/KDProc(11) Level 8: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13) Level 10: Lightning Bolt -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(46), Apc-Dmg/EndRdx(46), Apc-Dam%(48) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45) Level 14: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(45) Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(17) Level 18: Boxing -- Empty(A) Level 20: Force of Thunder -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(21), Stp-Acc/Stun/Rchg(21), RopADop-Acc/Stun/Rchg(27), Acc-I(29) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), Ags-ResDam/EndRdx(23), Ags-ResDam/EndRdx/Rchg(50), Ags-ResDam(50) Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), HO:Cyto(25) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(50) Level 28: Thunder Strike -- ClvBlo-Acc/Dmg(A), ClvBlo-Acc/Rchg(29), ClvBlo-Dmg/EndRdx(31), OvrFrc-Dam/KB(33), HO:Nucle(33), FrcFdb-Rechg%(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), HO:Cyto(31) Level 32: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(34), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), SprFrzBls-Rchg/ImmobProc(36) Level 35: Power Sink -- EffAdp-EndMod/EndRdx(A), EffAdp-EndMod/Rchg(45), RechRdx-I(46) Level 38: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(43) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), HO:Cyto(42) Level 44: Tactics -- EndRdx-I(A) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Super Jump -- WntGif-ResSlow(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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EffAdp-EndMod(A), EffAdp-EndMod/Acc(48), EndMod-I(48) Level 50: Cardiac Core Paragon Level 50: Support Core Embodiment Level 50: Clarion Radial Epiphany ------------
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Is havoc punch the only good melee attack in /elec?
Nemu replied to DarknessEternal's topic in Blaster
I skipped Havoc Punch on my Fire/Elec/Mace. Thunderstrike has a long animation time yes, but it's much more fun and it has great utility in conjunction with force of thunder. I have both powers slotted with force feedback proc and the KB>KD proc and I can juggle mobs for a good while. Havoc punch on the other hand is not worth the proc investment and I don't like the knockback. I had havoc in my original build that was modeled after my live build when the servers went down, but after noticing the changes to Force of thunder I dropped HP and picked up TS an FoT and I was pleasantly surprised at the result. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 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(13), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx(19), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(36), SprDfnBrr-Rchg/+Status Protect(36) Level 1: Electric Fence -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(37), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), SprWntBit-Rchg/SlowProc(42) 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(11) 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), LucoftheG-Def(50) Level 10: Boxing -- Empty(A) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13) Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), Ags-Psi/Status(15), Ags-ResDam/EndRdx(17), Ags-ResDam(17) Level 16: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(50) Level 18: Blaze -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43), Apc-Dam%(45) Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21) Level 22: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(23), RopADop-Acc/Stun/Rchg(23), Stp-Acc/Stun/Rchg(29), RzzDzz-Acc/Stun/Rchg(29) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), HO:Cyto(25) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), HO:Cyto(27) Level 28: Thunder Strike -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(31), ClvBlo-Acc/Dmg(31), ClvBlo-Acc/Rchg(31), ClvBlo-Dmg/Rchg(33), HO:Nucle(33) Level 30: Super Jump -- BlsoftheZ-ResKB(A) Level 32: Inferno -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(36) Level 35: Power Sink -- EffAdp-EndMod/Rchg(A), PrfShf-EndMod/Rchg(48), RechRdx-I(50) 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(40), SprBlsCol-Rchg/HoldProc(40) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), HO:Cyto(42) Level 44: Web Envelope -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(45), GrvAnc-Acc/Rchg(45), GrvAnc-Immob/EndRdx(46), GrvAnc-Hold%(46) Level 47: Tactics -- EndRdx-I(A) Level 49: Acrobatics -- EndRdx-I(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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(48) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(46), EndMod-I(48) Level 50: Cardiac Core Paragon Level 50: Clarion Radial Epiphany Level 50: Support Core Embodiment Level 50: Void Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Longbow Core Superior Ally Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ -
I just found out about this game two weeks ago. It's great to be back and I'm having a great time blowing stuff up on Torchbearer. Good to see some old names checking in here too. I remember taking a year and a half to level my first 50 when I started COH and this time it only took me a week just through normal play. Looking to reconnect with my friends on Liberty, shout-out to the sisterhood and friends.
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I think it's more about the feeling of unity and teamwork. I definitely see more groups where a few members the team play like they solo, heck I do it too. If they can handle it it's fine but if they get in trouble that starts to split resources and can divide the team and start a cascade failure. However those teams definitely don't feel like a team. There are times when I do reminisce about the old days of COH when people stuck together and overcame impossible odds, some of my fondest memories of the game came from such teamwork. That said there is nothing wrong with a blaster taking point. Inferno is the best taunt and it's also the best way to pull 🙂
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Here are a few things that will help any newbie blaster working their way up to 50: Mobility is key - Some blasters prefer ranged, some are forced to go up close to unleash their pbaoes. One thing stays constant - if you don't move you will die. Mobility helps you get out of line of sight if things get hairy, mobility helps confuse mob AI. I highly recommend taking combat jumping for combat effectiveness. I don't see any value in hover at all for combat during the early levels, mobs will out range you, hover is slow, and hover doesn't protect you from immobilization. Get Super speed and a stealth IO - Complete invisibility for setting up your alpha strikes. Also Super speed pairs well with combat jumping for more mobility. Use line of sight (LOS) - This is so important. If mobs can't target you they have to chase you, giving you precious time to pop inspirations/recover/run away. Learn to joust - Let's say you are in a +2/+8 council mission and that tank's got aggro and you got all these delicious pbaoes you want to unleash on that mob, what do you do? Stand right next to the tank and eat all the mob AOEs before you faceplant? You'll be lucky if you don't die after the first pbaoe mid animation. Same scenario have you ever build up/aim, run into a mob and get ready to inferno, and "oh I'm locked in animation and I'm getting shot, crap I'm dead." Jousting PBAOEs should be second nature when you have next to no personal mitigation. Practice this with low level mobs, stand in the middle of the pack, jump back, as you jump back hit your pbaoe, time the jump and the attack so that the attack happens almost immediately after the jump. If you do it right you'll be a good distance away from the pack. If you have super speed on you can be even farther. Learn when not to attack - On teams it maybe wise to stop attacking if you are in trouble and let your teammates grab some of that aggro, run out of LOS, recover, lose some aggro and come back and fight again. Purple inspirations are your friend - Not awakens. Combine all your other inspirations into purples and learn to use them. If you anticipate trouble pop two or three, if things get hairy pop two or three. Awakens are not a blasters best friend, that's something inexperienced blasters say. To those people that say you have to wait till epics for your fire/fire to rock, not true. It can be awesome at any level. If you can play a blaster well you can play any other non-support AT well.