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Nemu

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Everything posted by Nemu

  1. Empathy is still great late game outside of Hamidon raids and other specific game content by virtue of Clear Mind alone. The Emp that knows who to CM (generally squishies that lack mez protection, not tanks, there are exceptions to this) and when to CM (Arachnos) and does so proactively is a keeper. Emp/sonic is a good combo for damage amplification and support, as well as illusion/emp for control/support. Illusion is fire and forget and allows you more time to focus on the emp part during battles.
  2. They are new. There is a sustain power in each blaster secondary now, a lot of them are game changers. It's a good time to be a blaster.
  3. I just teamed with you on torch on the GM hunting team. Here are my thoughts about your intentions and your build. Farming content is very different from normal game content. A lot of farm builds are weak outside of farms because they are defensively tuned to survive against only 1-2 types of damage. If dedicated farming is your intention there are much better powerset combinations and ATs for that purpose, Rad/Fire brutes or Spines/Fire brutes are pretty popular and you can read about those on the brute forums. What you can make from your powersets is a well rounded blaster that can perform decently in farms but also perform well for normal game content. Now I'm going to break down your build. First defense: There are two schools when it comes to defense, either softcap ranged defense (45% for normal non-incarnate content) and play at range or typed defense (smashing/lethal/fire/cold/energy/negative/psionic, again, 45% is the soft cap value for normal non-incarnate content) which allows you more room for error when you move into melee range. There are a few things that push me to recommend typed defense for you. 1 - your tier 9 ultimate is a pbaoe in melee range, 2 - you want to be able to participate in farms. Most people that choose typed defense route will pick up either scorpion shield or frozen armor. Scorpion shield is popular because it offers good defense against another common damage type in the late game - energy, in additional the most common types smashing/lethal. This means that with proper IO investment you can softcap not only S/L defense but also energy as well. It is not cheap however, and I'm warning you now it will take a bit of effort to get there. Second slotting: Make every slot count and work towards a cohesive goal. One of the most common mistakes I see people make is that they will slot an entire set of IOs into a power. You have to look at the bonuses for each slot and ask "does this bonus help me towards my overall goal? Getting 45% defense to S/L or Energy is a solid goal, having 4% toxic resist in the 6th slot does not contribute to that goal, and if you look at your total tab, having 8% toxic resist is not going to have any meaningful contributions to your survival. Damage powers should be slotted for damage. The strength of a blaster is how quickly it can kill things, if you don't slot your attacks for damage, then you are not going to kill as fast and that leaves more time for enemies to wear down your defenses and get that attack in that will take you down. I prioritize my builds with getting the necessary numbers for defense first, then recharge, everything else is ancillary but other people may have different philosophies and they are welcome to share their philosophies here. This is what I've come up with. It gives you softcapped/almost softcapped defenses against Smashing/Lethal/Fire/Cold/Energy which makes you very sturdy, on top of that Kuji-In Toh gives you very high regen. There is a mix of ranged and melee attacks in this build and even if you don't use the melee attacks you should still have a decent ranged attack chain. You won't farm as well as one of those brutes but you should still be able to pull your weight. It is very expensive, but if you love your toon and invest in it you will get there. Also protip, put a stealth IO in sprint, combined with superspeed you are invisible to most enemies. Don't put the stealth IO in superspeed because if you turn SS off you lose any stealth, the universal travel IOs are a better fit in super speed and super jump because those can't be slotted in sprint. 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! Snap Dart: Level 50 Science Blaster Primary Power Set: Dual Pistols Secondary Power Set: Ninja Training Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Pistols -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/EndRdx(19), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(19), SprDfnBrr-Rchg/+Status Protect(21) Level 1: Immobilizing Dart -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(11), SprWntBit-Dmg/Rchg(11), SprWntBit-Acc/Dmg/EndRdx(13), SprWntBit-Acc/Dmg/Rchg(13), SprWntBit-Dmg/EndRdx/Acc/Rchg(45) Level 2: Sting of the Wasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(7) Level 4: Super Speed -- BlsoftheZ-ResKB(A) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 8: Bullet Rain -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/Rchg(15), SprFrzBls-Dmg/EndRdx/Acc/Rchg(15), SprFrzBls-Rchg/ImmobProc(17) Level 10: Shinobi -- LucoftheG-Def/Rchg+(A) Level 12: Swap Ammo Level 14: Boxing -- Empty(A) Level 16: Empty Clips -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(40), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(43), Rgn-Knock%(43) Level 18: Executioner's Shot -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(21), Apc-Acc/Rchg(37), Apc-Dmg/EndRdx(37), Apc-Dam%(37) Level 20: Kuji-In Toh -- NmnCnv-Heal/Rchg(A), NmnCnv-EndRdx/Rchg(45), NmnCnv-Heal/EndRdx(46), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(46), NmnCnv-Regen/Rcvry+(50) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), Ags-ResDam/EndRdx(23), Ags-ResDam(34), Ags-Psi/Status(36) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), HO:Cyto(25) Level 26: The Lotus Drops -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(27), SprAvl-Acc/Dmg/EndRdx(27), SprAvl-Acc/Dmg/Rchg(29), SprAvl-Acc/Dmg/EndRdx/Rchg(29), SprAvl-Rchg/KDProc(31) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(31) Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FrcFdb-Rechg%(34) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), HO:Cyto(36) Level 38: Golden Dragonfly -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(39), Erd-Acc/Dmg/EndRdx/Rchg(39), HO:Nucle(39), FrcFdb-Rechg%(40) Level 41: Web Envelope -- GrvAnc-Immob(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(42), GrvAnc-Hold%(43) Level 44: Smoke Flash -- Acc-I(A) Level 47: Blinding Powder -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(48), SphIns-Acc/Rchg(48), SphIns-ToHitDeb/EndRdx/Rchg(48), SphIns-Acc/EndRdx/Rchg(50), SphIns-%ToHit(50) Level 49: Super Jump -- WntGif-ResSlow(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 -- Empty(A) Level 2: Health -- Prv-Absorb%(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(31) Level 12: Chemical Ammunition Level 12: Cryo Ammunition Level 12: Incendiary Ammunition ------------
  4. I built one with a extreme recharge and still keeps E/N/Ranged softcap without incarnates with S/L def sitting at a respectable 35%. Take web envelope, enemies will chase you and catch up to you and hover is not a reliable means to get to range against certain enemies that use -fly or on certain maps with low ceilings and that's where web envelope comes in, it is spammable and has a hold proc to keep mobs at bay and it has -fly so flyers can't get to you. I also changed your explosive arrow slotting to make more meaningful use of the FF proc and to make it more team friendly. You avoid melee so why even put it in kick which is not slotted, I don't feel that's a wise investment. Instead I took boxing and slotted it with a much more meaningful set that gives +recharge and +range defense. You'll never use boxing, but the two bonuses make it worth slotting. I haven't played /Tac but according to mids eagle eye gives a ton of regen when slotted so I went that route, again slotting a full set of numina for the +range def bonus. This build doesn't have a lot of attacks so having -speed resistance is very important and the build sports 75% -speed resistance. I think that covers all the bases. This build is not cheap. Good luck! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Blaster Primary Power Set: Archery Secondary Power Set: Tactical Arrow Power Pool: Speed Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Aimed Shot -- 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: Electrified Net Arrow -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(34), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(39) Level 2: Glue Arrow -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(11), Rgn-Dmg/EndRdx(27), Rgn-Acc/Rchg(27), Rgn-Knock%(31) Level 4: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(23), WntGif-ResSlow(40) Level 6: Blazing Arrow -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(7), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(9), Apc-Dam%(29) Level 8: Aim -- RechRdx-I(A) Level 10: Upshot -- RechRdx-I(A), GssSynFr--Build%(11) Level 12: Explosive Arrow -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(13), OvrFrc-Acc/Dmg(13), OvrFrc-Acc/Dmg/End(15), OvrFrc-Dmg/End/Rech(15), OvrFrc-Acc/Dmg/End/Rech(17) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39) Level 16: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(17), BlsoftheZ-Travel(23), LucoftheG-Def(25) Level 18: Ranged Shot -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(19), StnoftheM-Dmg/EndRdx/Rchg(19), StnoftheM-Dam%(21), StnoftheM-Acc/ActRdx/Rng(21) Level 20: Eagle Eye -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(40), NmnCnv-Heal/Rchg(42), NmnCnv-Heal/EndRdx/Rchg(42), NmnCnv-Heal(42), NmnCnv-Regen/Rcvry+(43) Level 22: Boxing -- Stp-Acc/Rchg(A), Stp-KB%(39), Stp-EndRdx/Stun(43), Stp-Acc/EndRdx(43), Stp-Stun/Rng(46), Stp-Acc/Stun/Rchg(46) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(31) Level 28: Agility -- Flight-I(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 32: Rain of Arrows -- 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: ESD Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(36), BslGaz-EndRdx/Rchg/Hold(36), BslGaz-Acc/EndRdx/Rchg/Hold(36) Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(40) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(50) Level 44: Ice Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-Acc/EndRdx/Rchg/Hold(45), BslGaz-EndRdx/Rchg/Hold(45) Level 47: Web Envelope -- GrvAnc-Immob(A), GrvAnc-Acc/Immob/Rchg(48), GrvAnc-Acc/Rchg(48), GrvAnc-Immob/EndRdx(48), GrvAnc-Hold%(50) Level 49: Super Jump -- BlsoftheZ-Travel(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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Prv-Absorb%(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(37) Level 50: Musculature Core Paragon Level 50: Assault Radial Embodiment Level 50: Ion Core Final Judgement Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  5. Don't skip blaze. It is your best single target ranged power. Looks like you are building to play at range so I'm going to comment on your build from that playstyle. If you are open to melee then we can discuss that as well. Combat jumping comes in way too late. If you play range you don't want to be immobilized. CJ offers protection/immunity from immobilization, take it sooner. If you plan to exemplar down often you can plan your build more strategically so that you have an even spread of powers that your endurance can sustain at those appropriate levels. I'd take rain of fire later and fit combat jumping in at that slot. At those levels rain of fire doesn't recharge fast enough to allow you really maximize it's effectiveness. You don't need to 6 slot a whole set into a power, most sets offer their best and most useful set bonus at 5 slots. That 5% psionic defense bonus that you get by 6 slotting apocalypse is not going to help you squat against carnies. Burnout is way too situational, I wouldn't take it. But everyone has a pet fun power and if that's burnout for you, by all means have fun. Stun and cross punch doesn't seem like they jive with your ranged preference. I get why stun but I don't get cross punch at all. If you are experimenting with these new pool power additions go for it but you might find that their usefulness will not live past their novelty on a blaster. On survival, the consensus is that you are far more survivable having defense than having resistance. I see you capped your S/L resistance and you can try that route. You might find that is not enough late game where energy damage is common, as well as other types of more exotic damage types. Personal force field can save you but it also takes you out of combat, slows down your kill speed, and you still run the risk of taking a beating after you shut it off. The nature of min/max has people on the forums build for either ranged defense or smashing/lethal, some with a mix of both like the Crysis who posted above me. To address survival one school of blasters take either scorpion shield or frozen armor and stack S/L defense from set bonuses so they can at least reach the S/L softcap. Another school of blasters take fire mastery for bonfire, that with a sudden acceleration KB->KD proc made the power a game changer, and focus on ranged defense, and they also enjoy having decent resists due to tough and fire shield. There are other blasters of course that carve their own path, since not all blasters I see run scorpion shield or bonfire, but I do see a great deal of those in game. If you want to carve your own path good for you, but understand that a good sprinkle of defense + resistance will help you far more than superior resistance and no defense.
  6. Snowstorm is generally not too useful on a blaster, you are better off killing stuff rather than debuffing their speed, which still allow them to fight back. Frozen armor is most likely a must for most builds because it gives you S/L defense and for the Luck of the Gambler +Recharge IO. But to really reap the benefits of frozen armor you'd most likely want to stack some smashing/lethal defense set bonuses and pool powers like weave which you already have, and manuevers/hover/combat jumping on top of the armor to give you respectable defense against the most common damage types. Are you trying to build for defense? What's your playstyle? Do you use any of your melee powers? Melee powers, even if you don't use them are nice mules for kinetic combat which offers high S/L defense set bonus for 4 slots. Enfeebled operation is another great and cheap immobolization set that you can 4 or 6 slot in chilblain for S/L defense. Flash freeze is great if you solo, not too great if you team. It depends on your play preference, if you prefer the tactical "pick them off one by one" approach and solo a lot this power is fine, and it's a great power for the fortunata hypnosis set. However, if you are constantly on steamrolling teams then this is a skip. Hoarfrost and hibernate are both great. If you can fit them in by all means. I'd prioritize slotting hoarfrost though. The downside to Hibernate is that you are stuck and may present challenges when you unfreeze and enemies are just waiting to pounce on you, and there are other ways to save yourself with inspirations and most importantly, by moving away and break line of sight from danger.
  7. No one asks what's the purpose of defenders and then categorize singularly that purpose as heal/buff/debuff/battlefield positioning a la storm, it's just support. Why are we categorizing blaster purpose by AoE/Burst/whatever when it's just simply DAMAGE. Whatever falls under your targeting cursor is going to get hurt, a lot, by AoEs, by ST, by any means necessary. You have a single playstyle and vision that works for you and you seem to refuse to acknowledge other playstyles that take advantage of the powers that you don't like. So you and others like you rationalize and perpetuate this notion that blaster secondaries pack full of melee range abilities are useless and it's just better to play blast set with ranged nuke/dev or /tac and hover blast. And you know what, a lot of the player base bought your notion that blasters are ranged. It works for you, it works for them, so congrats. But I and others like me show a different path. We don't come on the forums and tell ranged blasters they are missing out because they didn't take melee range skills and they shouldn't play that way, as opposed to people on the opposite spectrum that vehemently declare "you're gimped/disadvantaged if you take melee as a blaster and you shouldn't play that way." We simply come here and say and most importantly show "here is how you can make melee work, and we can teach you how to be successful" But no that upsets the balance and you have to argue incessantly without actual game play proof about why melee doesn't make sense. Why can't you accept that some people can make it work and some people enjoy melee? There is an entire AT now built around the idea of ranged/armor and some people want to change blaster secondaries to be like that, why don't they just go play sentinels instead? It's not about superiority of playstyles, being elite or whatever, it's about letting people be informed and letting them choose the playstyle/builds that suits them. There are a lot of blasters that only see one side of the spectrum and not the other, and does it really hurt you and the ranged community that much if they saw the melee side and decided to give it a try? I think it's a win for everyone when they can decide how they want to play. Here is something we can all do to be more productive than this. Teach others how to play a safe ranged blaster or how to succeed in melee. Can we stop arguing?
  8. Moonfire first mission solo +1/8 with my blaster against mez heavy vampires. I'm no longer softcapped but I'm still whipping through the mission with relative ease. Proper insp use and techniques become more important as we lose our defensive edge but one thing I'm not shy about is damage. Because the faster I kill the faster I stop taking damage. I know some people here will argue oh but a scrapper will do it faster or oh but you still have your set bonuses. First of all not all ATs are the same and there is no point in making parallels between them, that's just a tired way to setup "this AT can't do XYZ so they must be bad." Second if I were leveling on SOs I'd adjust my diff and compensate for my power level accordingly, will that change my playstyle and how I leverage my melee powers? Nope. Melee works for some people, accept it. https://youtu.be/25nq9BKh15I
  9. There are a good number of people here responding that echo the same sentiment that I have that melee works. I do feel that we need to speak up when people post stuff like this as not to turn new blasters and new players away from all the valid ways to play blasters. Learning to leverage melee takes a little work, it has a higher learning curve, and it may not be for everyone and that's ok. But everyone should be accorded an opportunity to try it before they decide it's not their style. And if they do want to try it we should teach them how to succeed. So to answer the question why blaster secondaries? So we can revel in destruction, woe is anyone that falls under our targeting cursor because they are going to have a very bad day. So we can do stuff like this: https://youtu.be/7iCKNWicy8Q
  10. Why am I and why should I be comparing blasters performance to scrappers? That's your imposition, not mine. I'm just saying that melee skills work on a blaster. So what if I use IOs? Scrappers can use IOs too and most of them do so they can softcap defense/hardcap resistances, so do controllers, tanks, defenders, and every other AT. I started investing in IO sets as I was leveling and Jezebel was my first character so I wasn't rich. By level 30 I had respectable defense through CJ, Weave, Maneuvers, and a few cheap sets that granted S/L def. And there are alts with sugar daddies that bankroll attuned sets as they level. Leveling with set bonuses is a thing for some people. Not using inspirations? Part of the learning curve is learning how to combine and use inspirations, especially without set bonuses, especially for those ATs lacking mez protection. I showed techniques to maximize melee effectiveness, I can share builds that improve blaster survival, like I can share builds that improve survival for any other AT. I did say that the style is not for everyone. Your rejection of my techniques and approach to the game is not a sign that I'm elite, rather a sign that you are stubborn and un-receptive to any evidence contrary to how you think the game should be played and be designed. I know, it's the internet, we all think we are right. Let's nip this argument in the bud and let's just agree to disagree.
  11. 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
  12. 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.
  13. Watch the video I posted earlier and then contemplate your claims. You really do need to L2P.
  14. 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
  15. 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.
  16. 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.
  17. 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 ------------
  18. 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.
  19. 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 ------------
  20. 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 ------------
  21. 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.
  22. 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 🙂
  23. 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.
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