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Nemu

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Everything posted by Nemu

  1. Rule number 1: Purple inspirations and breakfrees are your best friends. I find purples take priority during leveling when your build has not matured yet but then breakfrees become more important as you go into end game and as your build matures (depending on how you build of course, if you didn't build for any defenses then they are both still your best friends in the end game). Use down time and insp combine other inspirations into those two. Rule number 2: Always have some form of stealth. With the stealth IO being so cheap nowadays there is no reason why any toon shouldn't have a stealth IO in sprint or one of the prestige variants. Bonus points if you take Super Speed or Stealth for full invisibility. It will make your approach a lot easier and you can also just stealth missions. Rule number 3: This is quite subjective but build for defenses. Either softcap ranged or typed. Ranged defense is probably cheaper to build but you are pretty much forced into taking thunderstrikes which have poor set bonuses other than ranged defense and accuracy, and ranged builds tend to be more slot starved and slot inefficient because you end up wasting slots to get the bonus like 6 slotting red fortune into a defense toggle. the benefit though is that you can take a resistance armor for more layered protection, provided you stay at range, which doesn't always happen.. You can build a blaster that is softcapped against S/L/E/F/C which covers a lot more bases but it's expensive, and it requires scorpion shield and a ton of winter IOs. I favor typed defense, with winter and purple IOs you can still have around 30% fire/cold resistance and you can still have around 30% S/L resistance if you toggle tough with the +resistance all uniques. Rule number 4: Monitor your combat stats. I normally monitor lethal, cold, energy, negative energy and psi defense because I have a typed defense build. Debuffs are a thing and things quickly cascade down if you do get hit with a nasty debuff. If you see that you are getting debuffed then rule number 1 will save your life. Now onto target prioritization: If you didn't build for defense but have clarion, sappers first, then anything else. Each mob you face has the potential to disable you, sappers are just the most annoying. If you have softcapped defense and clarion, then sappers are not as big an issue, I find the robots and their burn patches to be more dangerous. If the Zeus titan lands a burn on you that's about half your health and greens are your best friend. As an ice/ice you have ways to put those boys in time out while you deal with the fodder. I think for you though maybe rule number 3 is what will get your over your hump.
  2. I'm not going to pretend I'm a CoH mechanics guru so this is taken from a quick search on the wiki on how hit chance works. Assuming incarnate shift fighting effectively +3 mobs, the guide fire/kin/mace build has transfusion sitting at 6%(kismet)+12%(tactics)+48%(base to hit against +3s) = 66% to hit x 104%(transfusion acc tooltip with tactics and CJ turned off) = 68% hit chance. My build without tactics or kismet has transfusion sitting at 48% base to hit x 191%(acc from tooltip in mids) = 92% hit chance. I have no room for leadership pool but I can easily swap a slot around for kismet which brings hit chance to (48+6)=54% to hit x 191% = 1.03 but really 95% hit chance. There are powers in the fire/kin toolkit that I'm ok with missing, siphon power/speed/epic blast... I'm not ok with missing with transfusion and transference, especially if I'm not running Ageless for the latter. It's just personal preference because obviously there are people running builds with no acc in either powers and if they do well then great for them.
  3. Not a big fan of the builds posted in that fire/kin guide. The core survival/buff powers have no accuracy slotted and some are picked late and slotted poorly. Those builds do have tactics but I prefer slotting some Accuracy in transfusion and transference at the very least. This is what I'm running with. Some will lament not having bonfire but I made do on live when there was no KB>KD and I make do now without it. If you really want it you can drop siphon power, I wouldn't, personal preference. 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! Nemu: Level 50 Magic Controller Primary Power Set: Fire Control Secondary Power Set: Kinetics Power Pool: Sorcery Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5), SprEnt-Acc/Hold/End/Rchg(40) Level 1: Transfusion -- TchoftheN-Acc/Heal(A), TchoftheN-Heal/HP/Regen/Rchg(29), TchoftheN-Acc/EndRdx/Heal/HP/Regen(43), ThfofEss-Acc/Heal(43), TchoftheN-Acc/EndRdx/Rchg(46) Level 2: Fire Cages -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(5), SprFrzBls-Acc/Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/Rchg(7), SprFrzBls-Dmg/EndRdx/Acc/Rchg(9), SprFrzBls-Rchg/ImmobProc(9) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(48) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 8: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(11), SprWntBit-Acc/Dmg/EndRdx(11), SprWntBit-Acc/Dmg/Rchg(13), SprWntBit-Dmg/EndRdx/Acc/Rchg(13), SprWntBit-Rchg/SlowProc(15) Level 10: Siphon Speed -- Acc-I(A), Acc-I(39) Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(17), AbsAmz-Acc/Rchg(17), AbsAmz-EndRdx/Stun(21), AbsAmz-ToHitDeb%(39) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Increase Density -- GldArm-3defTpProc(A) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21), UnbCns-Acc/Hold/Rchg(39) Level 20: Speed Boost -- EndMod-I(A) Level 22: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/EndRdx(23), SprBlsCol-Acc/Dmg/Rchg(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(43) Level 24: Tough -- StdPrt-ResDam/Def+(A), ResDam-I(36), HO:Ribo(37) Level 26: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(27), RedFrt-Def(27) Level 28: Rune of Protection -- Ags-ResDam/Rchg(A), Ags-ResDam/EndRdx/Rchg(29), Ags-ResDam(36), RechRdx-I(40) Level 30: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(33) Level 32: Fire Imps -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(33), CaltoArm-Dmg/EndRdx(34), CaltoArm-Acc/Dmg/Rchg(34), CaltoArm-EndRdx/Dmg/Rchg(34), CaltoArm-+Def(Pets)(36) Level 35: Transference -- EffAdp-EndMod/Acc/Rchg(A), PrfShf-EndMod/Acc/Rchg(37), PrfShf-EndMod/Rchg(37), EffAdp-Acc/Rchg(42), PrfShf-EndMod/Acc(50) Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(40) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(42), RedFrt-Def(42) Level 44: Disruptor Blast -- FrcFdb-Rechg%(A), OvrFrc-Acc/Dmg(45), OvrFrc-Acc/Dmg/End(45), OvrFrc-Dmg/End/Rech(45), OvrFrc-Acc/Dmg/End/Rech(46), OvrFrc-Dam/KB(46) Level 47: Summon Tarantula -- ExpRnf-Acc/Rchg(A), SlbAll-Acc/Dmg/Rchg(48), ExpRnf-Acc/Dmg/Rchg(48), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50) Level 49: Siphon Power -- Acc-I(A) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Diamagnetic Core Flawless Interface Level 50: Pyronic Core Final Judgement Level 50: Rularuu Core Superior Ally Level 50: Melee Core Embodiment Level 50: Clarion Radial Epiphany ------------
  4. This one is a teeny bit more exemplar friendly and softcaps all but psi with Agility T3/4 but even without Neg Energy defense is at a comfortable 42%. 30% def and resist to Psi, Perma hasten with +5 IOs and Agility T4 and Perma energize with FF proc or Ageless. Took Melee core hybrid to buff resistances when you need it. Much more expensive than what you have now though, good luck. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Brute Primary Power Set: Kinetic Melee Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Body Blow -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Acc/Dmg/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(13), SprBrtFur-Acc/Dmg/EndRdx/Rchg(13), SprBrtFur-Rech/Fury(15) Level 1: Kinetic Shield -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(3), Ksm-ToHit+(3), ShlWal-ResDam/Re TP(7) Level 2: Smashing Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11) Level 4: Power Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(5), RedFrt-Def(5) Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(50) Level 8: Super Jump -- WntGif-ResSlow(A) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Boxing -- Acc-I(A) Level 16: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(17), ImpArm-ResDam/EndRdx(17), UnbGrd-Max HP%(19), Ags-Psi/Status(37) Level 18: Burst -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg(19), SprAvl-Dmg/EndRdx(25), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg/EndRdx/Rchg(37) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(21), RedFrt-Def(21) Level 22: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(23), RedFrt-Def(23) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Focused Burst -- Apc-Dmg(A), Apc-Dmg/Rchg(27), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(29), Apc-Dmg/EndRdx(29), Apc-Dam%(31) Level 28: Energy Drain -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(43), MckBrt-Taunt/Rchg/Rng(43), MckBrt-Acc/Rchg(43), MckBrt-Taunt/Rng(45), MckBrt-Rchg(46) Level 30: Energy Protection -- ImpArm-ResPsi(A), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(31), StdPrt-ResDam/Def+(40) Level 32: Concentrated Strike -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(33), Hct-Acc/Rchg(33), Hct-Dmg/EndRdx(33), Hct-Dam%(34) Level 35: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(37) Level 38: Char -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(39), SprEnt-End/Rchg(39), SprEnt-Acc/Hold/End(39), SprEnt-Acc/Hold/End/Rchg(40), SprEnt-Rchg/AbsorbProc(40) Level 41: Dampening Field -- ImpArm-ResPsi(A), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx(42), GldArm-3defTpProc(42) Level 44: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46) Level 47: Fire Ball -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50), Ann-ResDeb%(50) Level 49: Overload -- DctWnd-Heal/Rchg(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Prv-Absorb%(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(15) Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 0: Marshal Level 50: Agility Core Paragon Level 50: Ageless Radial Epiphany Level 50: Melee Core Embodiment ------------
  5. 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! If I get in melee something's wrong: Level 50 Science Blaster Primary Power Set: Fire Blast Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Flight Ancillary Pool: Mu Mastery Hero Profile: Level 1: Flares -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Ring of Fire -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 2: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(13), SprWntBit-Acc/Dmg/Rchg(13), SprWntBit-Dmg/EndRdx/Acc/Rchg(15), SprWntBit-Rchg/SlowProc(15) Level 4: Fire Ball -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Rchg/Dmg%(31), SprBlsWrt-Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37) Level 6: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-Travel(40) Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(17), BlsoftheZ-ResKB(39), Rct-Def(39), ShlWal-ResDam/Re TP(40) Level 10: Boxing -- Empty(A) Level 12: Aim -- RechRdx-I(A) Level 14: Rain of Fire -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(17), Rgn-Acc/Rchg(23), Rgn-Dmg/EndRdx(23), Rgn-Knock%(27) Level 16: Build Up -- GssSynFr--Build%(A) 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 -- Heal-I(A) Level 22: Tough -- GldArm-3defTpProc(A), RctArm-ResDam/Rchg(37), RctArm-ResDam/EndRdx(42), RctArm-ResDam(42) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def(25) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/ActRdx/Rchg(29), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dam%(33), HO:Nucle(33) Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29) Level 30: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(31), BlsoftheZ-Travel/EndRdx(48) Level 32: Fire Breath -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(33), SprDfnBrr-Acc/Dmg/Rchg(34), SprDfnBrr-Acc/Dmg/EndRdx(34), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(34), SprDfnBrr-Rchg/+Status Protect(36) Level 35: Charged Armor -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(43), RctArm-ResDam/EndRdx/Rchg(43), RctArm-ResDam(43) Level 38: Fly -- WntGif-ResSlow(A) Level 41: Electrifying Fences -- GrvAnc-Immob(A), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(46), GrvAnc-Immob/EndRdx(46), GrvAnc-Hold%(46) Level 44: Electric Shackles -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45) Level 47: Summon Adept -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(48), ExpRnf-Dmg/EndRdx(48), ExpRnf-Acc/Dmg/Rchg(50), ExpRnf-EndRdx/Dmg/Rchg(50), ExpRnf-+Res(Pets)(50) 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(39) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(40) ------------ Here is a build designed for those that don't want to get in melee period. pew pew pew! I blatantly left out any powers that require you to be in melee range but let me tell you why this build is serviceable. 1 - Ranged Softcap + respectable resists 2 - Very high global recharge 3 - Mass immob to keeps mobs from getting to you so you can pew pew more from range 4 - ST hold for high threat mobs 5 - A friggin pet! 6 - Exemp friendly assuming attuned IOs, you are softcapped starting at level 30.
  6. You can up your damage by not slotting the Sudden Acc set into your blasts. Just the proc, and only for the AoEs. Single target KB is not a big deal. You can increase survival quite a bit by picking a defense based epic/patron armor and using winter IOs. I have a fairly cookie cutter template for building for survival and here is what that would look like for 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 Natural Blaster Primary Power Set: Energy Blast Secondary Power Set: Atomic Manipulation Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Power Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(13), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15), SprDfnBrr-Rchg/+Status Protect(15) Level 1: Electron Shackles -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(17), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(21), SprWntBit-Rchg/SlowProc(21) Level 2: Energy Torrent -- FrcFdb-Rechg%(A), HO:Nucle(9), Rgn-Dmg/EndRdx(31), SuddAcc--KB/+KD(34), HO:Nucle(34) Level 4: Positron Cell -- Lck-Acc/Hold(A), Lck-Acc/Rchg(5), Lck-%Hold(5), Lck-EndRdx/Rchg/Hold(7), Lck-Acc/EndRdx/Rchg/Hold(7) Level 6: Power Burst -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(9), Apc-Acc/Rchg(11), Apc-Dmg/EndRdx(11), Apc-Dam%(13) Level 8: Super Speed -- BlsoftheZ-ResKB(A) Level 10: Ionize -- RechRdx-I(A) Level 12: Aim -- RechRdx-I(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 18: Boxing -- Empty(A) Level 20: Metabolic Acceleration -- Heal-I(A) Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), Ags-ResDam/EndRdx(23), Ags-Psi/Status(27), Ags-ResDam(27) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(25), RedFrt-Def(25) Level 26: Explosive Blast -- FrcFdb-Rechg%(A), HO:Nucle(34), SuddAcc--KB/+KD(36), JvlVll-Acc/Dmg(37), JvlVll-Acc/Dmg/End/Rech(37), JvlVll-Dam/Rech(46) Level 28: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(29), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(33) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(31) Level 32: Nova -- FrcFdb-Rechg%(A), OvrFrc-Acc/Dmg(37), OvrFrc-Acc/Dmg/End(40), OvrFrc-Dmg/End/Rech(43), OvrFrc-Acc/Dmg/End/Rech(46), OvrFrc-Dam/KB(50) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(36), RedFrt-Def(36) Level 38: Positronic Fist -- 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: Beta Decay -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(42), SphIns-Acc/Rchg(42), SphIns-ToHitDeb/EndRdx/Rchg(42), SphIns-Acc/EndRdx/Rchg(43), SphIns-%ToHit(43) Level 44: Web Envelope -- GrvAnc-Immob(A), GrvAnc-Acc/Immob/Rchg(45), GrvAnc-Acc/Rchg(45), GrvAnc-Immob/EndRdx(45), GrvAnc-Hold%(46) Level 47: Radioactive Cloud -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(48), SprEnt-End/Rchg(48), SprEnt-Acc/Hold/End(48), SprEnt-Acc/Hold/End/Rchg(50), SprEnt-Rchg/AbsorbProc(50) Level 49: Tactics -- HO:Cyto(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(33) Level 50: Agility Core Paragon Level 50: Melee Core Embodiment Level 50: Clarion Radial Epiphany ------------ /Atomic screams to in melee and this build is tailored to allow you to survive in the thick of it. You have 3 FF proc triggers in your AoEs and with the Agility Core Alpha and +5 boosted Recharge IOs in Hasten there is a good chance that you will be permahasten without beta decay, You will need to hop out and in to use the cone from time to time. If you time it right and alternate Torrent and explosive blast as mobs are getting up then you can chain juggle them. I see your Attack Chain as opening with Torrent as you hop in, and when you land Atom Smasher, by the end of the animation mobs should be getting back on their feet and you explosive blast and follow it up with a few single target attacks, then hop out as mobs are getting up again and Torrent again and repeat the process. A Good metric of endgame survivability is Apex/Tin run. You don't need to be Incarnate softcapped but you'll probably also not want to eat dirt the moment a mob stares at you sideways. This build will help you achieve that.
  7. Ignore these plebs that tell you to roll Dom and make an Ice/Poison. Be a REAL MAN or WOMAN. Reasons: 1 - REASONS! 2 - A REAL MAN or WOMAN lives in melee. You got Arctic Air, Venomous Gas, a lot of your powers are pbaoe, hell take whirlwind and embrace it! Whirlwind also scores you extra dope cool points in Atlas park where you can impress newbies with your whirlwindness. 3 - A REAL MAN or WOMAN don't care about no endurance. That's for scrubs and I can already tell you ain't no scrub. 4 - A REAL MAN or WOMAN don't need no self heal. (WO)MAN the F' UP and get in there! 5 - You will only be the SECOND Ice/Poison on the entire planet after me. Mobs see me and they go "WTF ice/poi huh?" and automatically get a mag 30 stun/confuse. For you it'll be a mag 15 stun/confuse. You know what I'll even give you a build. Enjoy this awesomeness, and shh don't tell anyone: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Vivacious Viv: Level 50 Science Controller Primary Power Set: Ice Control Secondary Power Set: Poison Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Block of Ice -- Lck-Acc/Hold(A), Lck-Acc/Rchg(19), Lck-Rchg/Hold(19), Lck-EndRdx/Rchg/Hold(21), Lck-Acc/EndRdx/Rchg/Hold(21), Lck-%Hold(23) Level 1: Alkaloid -- Empty(A) Level 2: Envenom -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(3), ShlBrk-Acc/Rchg(3), ShlBrk-DefDeb/EndRdx/Rchg(5), ShlBrk-Acc/EndRdx/Rchg(5), ShlBrk-%Dam(7) Level 4: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(7), CldSns-Acc/Rchg(9), CldSns-ToHitDeb/EndRdx/Rchg(9), CldSns-Acc/EndRdx/Rchg(11), CldSns-%Dam(11) Level 6: Arctic Air -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Conf/EndRdx(15), CrcPrs-Acc/Rchg(17), CrcPrs-Conf%(17) Level 8: Super Speed -- WntGif-ResSlow(A), BlsoftheZ-ResKB(50) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Ice Slick -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Elixir of Life -- GldArm-3defTpProc(A) Level 18: Boxing -- Empty(A) Level 20: Antidote -- StdPrt-ResDam/Def+(A) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-Max HP%(23), UnbGrd-ResDam/EndRdx(40), UnbGrd-Rchg/ResDam(40) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(25) Level 26: Glacier -- Lck-Acc/Hold(A), Lck-Acc/Rchg(27), Lck-Rchg/Hold(27), Lck-EndRdx/Rchg/Hold(31), Lck-Acc/EndRdx/Rchg/Hold(31), Lck-%Hold(31) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def(29) Level 30: Frostbite -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SprWiloft-EndRdx/Rchg(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprWiloft-Rchg/Dmg%(34) Level 32: Jack Frost -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(34), BldMnd-Acc/EndRdx(36), BldMnd-Acc/Dmg/EndRdx(36), BldMnd-Acc(36), BldMnd-Dmg(37) Level 35: Poison Trap -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx/Rchg(39), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Rchg/KDProc(39) Level 38: Indomitable Will -- LucoftheG-Def/Rchg+(A), RechRdx-I(43), RechRdx-I(43) Level 41: Mind Over Body -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(42), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(42), Ags-Psi/Status(43) Level 44: Psionic Tornado -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg(45), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), FrcFdb-Rechg%(46) Level 47: Venomous Gas -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(48), DarWtcDsp-ToHitDeb/EndRdx(48), DarWtcDsp-ToHitDeb/Rchg(48) Level 49: Whirlwind -- EndRdx-I(A), SuddAcc--KB/+KD(50) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(40), PrfShf-End%(46) Level 50: Cardiac Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ageless Core Epiphany Level 50: Support Core Embodiment ------------
  8. 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.
  9. 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.
  10. 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 ------------
  11. 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 ------------
  12. 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.
  13. 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.
  14. 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?
  15. 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
  16. 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
  17. 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.
  18. 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
  19. 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.
  20. Watch the video I posted earlier and then contemplate your claims. You really do need to L2P.
  21. 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
  22. 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.
  23. 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.
  24. 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 ------------
  25. Fire/Elec/Mace. Skip the redraw, your attack chain can consist of attacks that activate in 1 second or less. /Elec has two useful powers that can accept FF recharge proc and it also has above average crowd control and sustain. If you are shy about melee though /elec is not for you. Ice/Elec works too but I favor Fireball over another ST attack. Also against conventional wisdom that favor DPA, take Thunderstrike.
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