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Nemu

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Everything posted by Nemu

  1. 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.
  2. If I need a self rez I get the p2w vendor one. Taking IOs into account, good blasters don't die often.
  3. 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.
  4. 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.
  5. 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.
  6. 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:
  7. 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.
  8. 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.
  9. The PVP builds forum is your first stop. Read this thread first: Then this thread for builds.
  10. 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.
  11. I posted a build in the last post of this thread. It's also a good read so you know what you are getting yourself into.
  12. There is only a level 20 to hit/rech IO in both Aim/BU, removing that will not significantly impact your recharge time on those powers because the build already has very high global recharge that put you into diminishing returns territory with additional recharge, also the NUC hami doesn't enhance recharge. However removing the rectified reticle IO will make you lose almost 2% S/L defense. Turn off the agility core alpha bonus and see where that puts you for S/L def and then vet out if it's worth it. Removing the hami from snipe will put you at around 77ish damage enhancement value for the power. If you really want another AoE but keep web env then you can take the NUC HO out of snipe and the Build up proc out of aim and replace super jump with either fire breath or RoF, I'd lean more toward RoF because it has better proc potential and you don't have to reposition. Losing SJ is not a big deal as you have the jump pack temps but you do lose out on 20% slow resist. The 4 winter IO sets still gives you 60% slow resist though so you are still in decent shape there. Also the only time I use web env is to ground flyers or to prevent mobs from running. It's not part of my normal AoE rotation. Burn does a lot of front-loaded damage now so it's not as important to immob mobs to get the most out of burn.
  13. I'd like to modify the build I posted a little. When I tested the Avalanche KD proc in burn I noticed it knocks mobs back instead of down, so I'd recommend the winter set in inferno instead and armageddon in burn. This also give burn a bit more front loaded damage through the armageddon proc which should trigger pretty often. You can also drop acro as much as it pains me to say it. I used to swear by acrobatics on my squishies back on live but I no longer feel that way after playing on HC. I get slept/stunned enough and I have enough Mez resistance through the winter/Blaster ATO sets that I don't feel the return on investment is worth it anymore. Instead you can pick up Vengeance for another 7.5% recharge. The reason I took web envelope is because I like having a tool to deal with flyers, but I was also thinking about keeping mobs in burn as well. However burn does a lot of front loaded damage now and thus the fear effect is not as big a deal. So you have the option to drop web envelope and replace that pick with Breath of Fire or Rain of Fire and slot that power with 5 piece ragnorak and retain the 10% recharge bonus if you feel like you need more attacks in your AoE rotation. For exemp purposes you can move the snipe up before or at level 30 to have a smoother single target rotation, at those low levels I think the two AoEs you have is enough. I also noticed I 3 slotted Hasten and I'd reduce that to 2 slots but +5 both IOs I also switched the gaussian's build up proc placement into aim. Also minor advice on slotting the snipe, interrupt time is useless now because of fast snipe, use the Damage/End Redux/Recharge IO instead of the Dam/Int/Recharge. Here is the revised build with web envelope because I like -Fly and rooting mobs gives you a chance to run away! This leaves you 1 slot to place however you wish, you can put a panacea proc in health for more end management, put a Kismet Acc in one of your defense toggles for more to hit, or a LOTG Def IO in CJ for more defense and 10% regen bonus, or the unbreakable guard HP proc into tough. It's up to you. 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: 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(34), SprDfnBrr-Acc/Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/EndRdx(36), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(36), SprDfnBrr-Rchg/+Status Protect(37) Level 1: Ring of Fire -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(13), SprWntBit-Acc/Dmg/EndRdx(15), SprWntBit-Acc/Dmg/Rchg(23), SprWntBit-Dmg/EndRdx/Acc/Rchg(23), SprWntBit-Rchg/SlowProc(31) Level 2: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/Rchg(5), SprFrzBls-Dmg/EndRdx/Acc/Rchg(5), SprFrzBls-Rchg/ImmobProc(11) Level 4: Super Speed -- WntGif-ResSlow(A) Level 6: Fire Sword -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Rchg/HoldProc(11) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 10: Fire Sword Circle -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(40) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(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: Cauterizing Aura -- Erd-Acc/Rchg(A), Erd-Acc/Dmg/EndRdx/Rchg(34), Erd-Acc/Dmg/Rchg(48), EndMod-I(48), EndMod-I(50) Level 22: Boxing -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25), Ags-ResDam/EndRdx(25), Ags-ResDam(45), Ags-Psi/Status(46) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dam%(31), HO:Nucle(46) Level 28: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(29), RedFrt-Def(29) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(45), RedFrt-Def(45) 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(50) Level 35: Burn -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(46), Arm-Dam%(48) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def(39), RedFrt-Def/EndRdx(39) 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: 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 -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(37) Level 50: Agility Core Paragon Level 50: Support Core Embodiment Level 50: Pyronic Core Final Judgement Level 50: Diamagnetic Radial Flawless Interface Level 50: Clarion Radial Epiphany Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Task Force Commander ------------
  14. The difference between 2 recharge enhancements vs 1 in aim and build up is about 4 seconds with hasten. Is it really worth that extra slot? Same with hasten, 2 level 50+5 IOs in it is enough. The main benefit of cauterize is not damage, the main benefit of burn on the other hand is damage, if you are going to slot one for damage and chase set bonuses do it with burn. Slot cauterize with End Mod IOs. Are you really going to use kick in your attack chain just for a chance to trigger the FF proc? You have better things to do than to waste endurance and lose overall DPS on something that has no accuracy and has a non-existent chance of triggering the proc. I'd leave kick unslotted and remove the power off my tray. I'd take super speed instead of super jump for full invis with a stealth proc in sprint. If you plan to exemp at all take cauterize at 20 and hasten much later so you have your endurance management under control before level 30. Regarding hot feet I feel the primary benefit of the power is not damage but soft control because it will cause mob fear AI. As a blaster you don't stick around in one place enough to let the damage over time add up, but you have more than enough front loaded damage to make up for that. Plus it is a very end heavy toggle and you will be wheezing a lot more if you keep it on 24/7. In addition it's an offensive toggle so it gets shut off if you are mezzed. It's a skip for me but respecs are plentiful if you want to give it a try.
  15. I posted a build in that thread that may meet your needs.
  16. The answer you seek lies in this locked thread
  17. This is what I'm going to build. Forts don't have slow resist and slow/-recharge sucks, even for builds that don't rely on mind link. This build shores up that weakness by having 65% slow resist. I'm sticking with confuse for the last pick for now but can just as well replace that with leadership with a cyto for team buffs. Features: High recharge, perma hasten/mind link, softcapped to all+psi, decent end recovery, decent S/L/F/C resists, good mix of ranged, aoe, melee attacks but really this build is going to live in melee like all my builds do. Exemp friendly also. Stealth IO in sprint for ghosting Posi and other low level missions. It's a shame the membranes don't work in mind link otherwise I could have saved a slot. +5 the IOs in Mind link, hasten, stamina and the damage IO in dominate, everything else attuned. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Fortune Weaver: Level 50 Natural Arachnos Widow Primary Power Set: Fortunata Training Secondary Power Set: Fortunata Teamwork Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Poison Dart -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5) Level 1: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), Ksm-ToHit+(50) Level 2: Strike -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(7), CrsImp-Acc/Dmg/Rchg(7), CrsImp-Acc/Dmg/EndRdx(9), CrsImp-Dmg/EndRdx/Rchg(9) Level 4: Super Speed -- WntGif-ResSlow(A) Level 6: Aim -- GssSynFr--Build%(A) Level 8: Follow Up -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(11), SprBlsCol-Acc/Dmg/EndRdx(11), SprBlsCol-Dmg/EndRdx/Acc/Rchg(13), SprBlsCol-Rchg/HoldProc(13) Level 10: Indomitable Will -- StdPrt-ResDam/Def+(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(15), Rct-Def/EndRdx(15), Rct-ResDam%(17) Level 16: Psionic Tornado -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(17), SprFrzBls-Acc/Dmg/EndRdx(19), SprFrzBls-Dmg/EndRdx/Acc/Rchg(19), SprFrzBls-Acc/Dmg/Rchg(21), FrcFdb-Rechg%(29) Level 18: Spin -- SprDmnofA-Acc/Dmg(A), SprDmnofA-Acc/Dmg/Rchg(21), SprDmnofA-Dmg/EndRdx/Rchg(27), SprDmnofA-Acc/Dmg/EndRdx/Rchg(27), SprDmnofA-Rchg/DmgFear%(29) Level 20: Mask Presence -- LucoftheG-Def/Rchg+(A) Level 22: Foresight -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/Rchg(23) Level 24: Mind Link -- RedFrt-Def/Rchg(A), LucoftheG-Def/Rchg(25), AdjTrg-ToHit(25), Rct-Def/Rchg(40) Level 26: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 28: Boxing -- Empty(A) Level 30: Tough -- GldArm-3defTpProc(A), Ags-ResDam/EndRdx(31), Ags-ResDam(31), Ags-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(46) Level 32: Psychic Wail -- Arm-Dam%(A), Obl-%Dam(33), Erd-%Dam(33), FuroftheG-ResDeb%(33), Arm-Dmg(34), ScrDrv-Dam%(34) Level 35: Dominate -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(36), BslGaz-EndRdx/Rchg/Hold(36), BslGaz-Acc/EndRdx/Rchg/Hold(36), Dmg-I(37), SprSpdBit-Rchg/Global Toxic(37) Level 38: Aura of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(39), CrcPrs-Acc/Conf/Rchg(39), CrcPrs-Acc/Rchg(39), CrcPrs-Conf%(40), CrcPrs-Conf/EndRdx(40) Level 41: Gloom -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43), Apc-Dmg/Rchg(43) Level 44: Dark Obliteration -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(45), Rgn-Knock%(46), Ann-ResDeb%(50) Level 47: Lunge -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(48), Hct-Acc/Rchg(48), Hct-Dmg/EndRdx(48), Hct-Dam%(50) Level 49: Confuse -- HO:Endo(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 1: Conditioning Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Prv-Absorb%(A), Pnc-Heal/+End(43) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(37) Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Ageless Radial Epiphany Level 50: Assault Radial Embodiment Level 50: Diamagnetic Core Flawless Interface Level 50: Pyronic Core Final Judgement Level 50: Musculature Core Paragon ------------ ------------
  18. You don't NEED to take all the toggles as soon as they become available. If you are going slog through the low levels then acc becomes more important than some of the other powers that a conventional level 50 build will favor. You miss, you burn more end, mobs take longer to kill, you rate of survival plummets. This is what a leveling build up to 24 might look like using normal enhancements. I wouldn't even bother turning on Maneuvers unless you have enough teammates that also run it to stack defenses to make it worthwhile. Leadership absolutely because it helps with you and your team's hit rate. Focus on picking off targets at the edges of a group to minimize aggro onto you unless your group has ways to manage and redirect that aggro. And even if they do be mindful of AoE splash damage if you want to get in the thick of it unless you know how to joust attacks which most people don't. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 49 Natural Arachnos Widow Primary Power Set: Widow Training Secondary Power Set: Teamwork Power Pool: Speed Power Pool: Leaping Villain Profile: Level 1: Poison Dart -- Acc(A), Acc(3), Dmg(17), Dmg(19) Level 1: Combat Training: Defensive -- DefBuff(A) Level 2: Strike -- Acc(A), Acc(5), EndRdx(5), Dmg(13), Dmg(19) Level 4: Combat Training: Offensive -- Acc(A) Level 6: Dart Burst -- Acc(A), Acc(7), EndRdx(7), Dmg(11), Dmg(21) Level 8: Follow Up -- Acc(A), Acc(9), EndRdx(9), Dmg(11), RechRdx(13), RechRdx(23) Level 10: Indomitable Will -- EndRdx(A) Level 12: Super Speed -- EndRdx(A) Level 14: Lunge -- Acc(A), Acc(15), EndRdx(15), Dmg(17), Dmg(23) Level 16: Combat Jumping -- DefBuff(A) Level 18: Tactical Training: Maneuvers -- EndRdx(A) Level 20: Tactical Training: Leadership -- EndRdx(A), EndRdx(21) Level 22: Foresight -- DefBuff(A) Level 24: [Empty] Level 26: [Empty] Level 28: [Empty] Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Conditioning Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod(A), EndMod(3) ------------ ------------ After the level 24 respec to Fort you options open up and there are plenty of post 24 builds out there that you can draw reference from. But they all need some IO investment to make the fort truly shine. Assuming you continue the SO path, mind link is a game changer, when it's up you can afford to take more risks, when it's down you can stay on the fringe and continue your playstyle of picking off targets at the edge. You can also go pure ranged since the fort tree opens up those options but know that melee attacks from the widow tree do way more damage. One more thing. combine insps. do this during your downtime, anything you don't need into purples. It's that simple. by the time you 3 slot your defense powers with SOs you will be about 1 small purple shy of the melee softcap, ranged and aoe are about 10% lower but still respectable with one small purple.
  19. I think it maybe a symptom of all of us getting older but I get a lot of "I've been playing this game for xxx years so don't tell me how to play" when I merely suggest they adapt their playstyle when the team is struggling. Case and point CM, case and point asking the tank not to run off and help protect the squishies left behind to deal with +4 bosses. Feedback is a gift you know, but old people suck at taking it....
  20. Because you have to take either boxing or kick to get tough and weave. It doesn't really matter which one you pick.
  21. 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! Energy blast is terrible for min/maxers and Thunderstrike set sucks: Level 50 Technology Blaster Primary Power Set: Energy 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: Power Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(33), Thn-Acc/Dmg/EndRdx(34), Thn-Dmg/EndRdx/Rchg(34) Level 1: Power Thrust -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(3), Mk'Bit-Acc/EndRdx/Rchg(5), Mk'Bit-Acc/Dmg/EndRdx/Rchg(5), Mk'Bit-Dam%(50) Level 2: Energy Torrent -- FrcFdb-Rechg%(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Dmg/EndRdx(40), HO:Nucle(42), SuddAcc--KB/+KD(42) Level 4: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(7) Level 6: Power Burst -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(15), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(17), Thn-Dmg/EndRdx/Rchg(33) Level 8: Sniper Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(9), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(13) Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(43) Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(15), BlsoftheZ-ResKB(33) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(43), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(48), NmnCnv-Regen/Rcvry+(48) Level 18: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(29), KntCmb-Dmg/EndRdx/Rchg(50) Level 20: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(21) Level 22: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(23), RedFrt-Def(23), ShlWal-ResDam/Re TP(29) Level 24: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27) Level 26: Explosive Blast -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(34), SprFrzBls-Acc/Dmg/EndRdx(36), SprFrzBls-Acc/Dmg(37), HO:Nucle(37), Ann-ResDeb%(37) Level 28: Power Boost -- RechRdx-I(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31) Level 32: Nova -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(43), Erd-Dmg(45), Erd-Acc/Dmg/Rchg(45), Erd-Dmg/Rchg(45), Arm-Acc/Dmg/Rchg(46) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def(36) Level 38: Energy Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(50) Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 44: Tactics -- HO:Cyto(A) Level 47: Super Jump -- BlsoftheZ-Travel/EndRdx(A), 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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- RgnTss-Regen+(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: Musculature Core Paragon ------------
  22. Hover blasters typically try to softcap ranged defense. You don't need hasten since you will be taking the majority of attacks in your primary so having a smooth attack chain is no issue even without hasten. I'd recommend getting combat jumping even though you are hovering because plenty of enemy attacks do -fly and immobilize and if that happens you'll be a sitting duck unless you burn a breakfree, and I prefer to burn breakfrees for holds/stuns. The below build features high recharge, fairly high HP and regen and assuming attuned IO sets you will be softcapped to both range and energy/neg energy by level 30, and have a complete attack chain. 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 Technology Blaster Primary Power Set: Beam Rifle Secondary Power Set: Devices Power Pool: Flight Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Munitions Mastery Hero Profile: Level 1: Charged Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(13) Level 1: Toxic Web Grenade -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(7), SprWntBit-Rchg/SlowProc(7) Level 2: Cutting Beam -- Rgn-Dmg(A), Rgn-Knock%(5), Rgn-Acc/Dmg/Rchg(13), Rgn-Acc/Rchg(15), Rgn-Dmg/EndRdx(15) Level 4: Hover -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(5), LucoftheG-Def/Rchg+(43) Level 6: Disintegrate -- Apc-Dmg(A), Apc-Dam%(17), Apc-Dmg/EndRdx(17), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(37) Level 8: Aim -- RechRdx-I(A) Level 10: Targeting Drone -- HO:Cyto(A) Level 12: Fly -- Flight-I(A) Level 14: Boxing -- Empty(A) Level 16: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(43), RctArm-ResDam/EndRdx(48), RctArm-ResDam(48), RctArm-ResDam/EndRdx/Rchg(50) Level 18: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(19), StnoftheM-Acc/ActRdx/Rng(19), StnoftheM-Dmg/EndRdx/Rchg(25), StnoftheM-Dam%(25), HO:Centri(27) Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), NmnCnv-Heal(21), NmnCnv-Heal/EndRdx(21), NmnCnv-Heal/Rchg(34) Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(23), Rct-ResDam%(40) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rng(29), PstBls-Acc/Dmg/EndRdx(29), PstBls-Dam%(31) Level 28: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(36), Thn-Dmg/Rchg(36), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(43) Level 30: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(50) Level 32: Overcharge -- 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: Body Armor -- GldArm-3defTpProc(A), RctArm-ResDam/EndRdx(46), RctArm-ResDam/Rchg(46), RctArm-ResDam(48) Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40) Level 41: Cryo Freeze Ray -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(42), BslGaz-EndRdx/Rchg/Hold(42), BslGaz-Acc/EndRdx/Rchg/Hold(42) Level 44: LRM Rocket -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(45), OvrFrc-Dmg/End/Rech(45), OvrFrc-Acc/Dmg/End/Rech(45), OvrFrc-Dam/KB(46) Level 47: Smoke Grenade -- ToHitDeb-I(A) Level 49: Afterburner -- 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 -- Flight-I(A) Level 2: Health -- RgnTss-Regen+(A), NmnCnv-Regen/Rcvry+(50) 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 Radial Paragon ------------
  23. PLs and Farms and new people watching farming trollers spam nothing but immobs + epic blast and the general sentiment that every AT has somehow become a damage AT. The whole proc-monster meta contributes to that mentality as well because it gives new and old players who are not aware of their own power level the illusion that they are a damage AT right out of the gate. All ATs can do damage, but each combo matures or comes into their own at different levels and people lose sight of that and play the endgame toon they want to play without the skills nor the build to make it work prior to getting to that point.. It's one thing to lock a spawn down without waiting for a tank to gather them up, that's what controllers do and they do that on teams without a tank. On the other hand it's hilariously sad to watch controllers in their teens/tweens open with their mass immob and die, rez and repeat the process. How's that containment working for you? Must be reveling in that massive damage you are dealing by opening up with fire cages and then try to do DOUBLE damage with your flashfires slotted for damage huh?
  24. I made a lot of Pandas and grace the denizens of Paragon, Praetoria and Rogue Isles with the presence of my Pandas. That’s the greatest gift you will all ever get. EVAR!!! Panda Powah!
  25. Fire/Elec/Mace Blaster. She shoots stuff, she punches stuff, she nukes stuff, she takes alphas, she chain juggles mobs. Most of her attacks have 1 second animation times. Everything she does has snap and crunch and nothing else has the damage, the speed, the survival and the versatility that this combo offers.
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