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MonteCarla

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  1. My first character way way back in Issue 5 was a Fire/Fire Blaster, and I tried to solo her by street-sweeping, and it was horrible. I do remember watching with envy as an Energy/Energy Blaster took on a Council Lt in Steel Canyon and knocked him down the street while obliterating his hit point bar. Shortly after, there was my Elec/Elec Blaster who I did get to 50, mainly by solo street-sweeping, and had a pretty good time doing so. The big difference, of course, is the active defence provided by knockback or Tesla Cage. Fire Blast is rough because it doesn't have any hard mez at all. You've got Positron Cage to help out. Its easier these days of course. Grab Plasmatic Taser from the P2W vendor. This gives everyone a good AoE hard mez for the early levels, as well as an extra AoE with good damage. On a Fire Blaster you could keep using this all through your career. Use IOs, Fighting, Manouvers and Hover to get capped defences to Ranged first, then other positions. I've done this on a few Blasters (including a Fire/Atomic) and it rocks! Or try to get to 32% Defence, so a small purple pill caps you. Lean on your crowd control powers in primary, secondary and epic pools to become a sort of reverse Dominator - mostly damage with enough mez to keep yourself alive.
  2. My most successful End drainers were: Elec/Energy Aura/Elec Sentinel Rad/Elec Defender with attacks slotted primarily for end drain rather than damage as an experiment. Both had something to stop drained enemies running away - Electrified Fences and Choking Cloud - which is a big part of making this work.
  3. I'd go */Energy Dominators with the Energy Mastery Pool - that gives you most of the primary and secondary powers of an En/En blaster with a side of controls. Gravity is probably the best primary with it's fairly unobtrusive pet and "space-y" powers like Wormhole and Dimension Shift. Earth is great if you want to lean into Molecular re-arrangement and transmutation. And En/En Blaster gets Nova and higher damage, and can be built for capped defences if you lean into it with Fighting and Manouvers and so on. I can attest to that feeling very cosmic too.
  4. OMG that is such a good idea, rebinding the keys instead of using macros so I can still see the Recharge! (I've been stashing the power icons in tray 4 so I could watch them, sort of off-center, which hasn't been working out great) I also didn't know about powexeclocation target cursor as an option. Thanks, Projector!
  5. I was getting a Synapse Task Force together at the weekend when a Mapserver event spawned in Skyway. They killed me and a couple of teammates once the Giant Monster spawned in. And then I had to chase Synapse around as he attacked it to get the Task Force to start. And he's fast! Yeah... I won't miss it. 😄
  6. My current main is a TA/A Defender! For survivability, I've got: - 4 pieces of Dark Watcher in Flash Arrow, giving me ED-capped -To Hit debuffs. Always open with that. - Poison Gas Arrow does a big -Damage debuff - Ice Arrow and my epic hold (Dominate) both have the Lockdown +2 Hold Mag proc in them, so they nearly always hold bosses. - Ranged defence set bonuses to stack with the -To Hit from Flash Arrow and Hover to keep me out of melee. (She's a faerie archer) For doing damage: - Aim with Gaussian's Build up proc - Rain of Arrows and Oil Slick Arrow, Judgement nuke for heavy AoE - Ice Arrow and Dominate have lots of damage procs stuffed in them - Blazing Arrow and the snipe make up my level 50 attack chain. - Net Arrow and Disruption Arrow (with a targeting bind) for -Res - Achilles Heel proc in Acid Arrow for a bit more -Res She's like a 6/10 for effectiveness. The improvements to Flash Arrow have really helped the set since I last played.
  7. Yeah, there is usually a point where more Recharge doesn't make a difference. Your attack chain starts to get limited by animation times instead of +Recharge. You've got perma-Hasten, -Domination or -Phantom Army sorted out. You've got Adrenalin Boost perm-able on one target but it can never be perma'd on two. and so on.
  8. My quick 2c: I hear you. Force Fields on a Corruptor isn't going to add much to your survivability - Dispersion Bubble adds about 12% Def to you and that's it. Dellects 1 out of 4 attacks that would land. If you play on a Defender that goes up to 16%, and throw in the two uniques, P2W buffs, Fighting pool and so on you can become pretty sturdy like a Sentinel. +Defence becomes more valuable the more you already have. It got better with the introduction of -Res in Force Bolt and Force Bomb. It shines when protecting a levelling team of 8 while still having time to Blast, where you're the keystone who hangs back and avoid the alpha strike. The level of protection you offer would be wasted even on a reckless lone Scrapper. So yeah, Force Fields isn't really great for your mission statement. My fuller thoughts on FF are here:
  9. Woah! It works! Thanks so much, twozerofoxtrot! That made my day! Really glad I dropped by this thread to moan about something! 😄
  10. I wish you luck in your search!
  11. I'd make sure all popup dialogs (Resurrect, Mystic Fortune, Teleport, mission into text) could be activated with Enter or Esc
  12. Very cool! I can't see anything I'd change there. Happy Bruting! 🙂
  13. Have a read of the Resistances for Brutes guide in my signature for some overall analysis on taking advantage of that 90% Res cap. You've got the Reactive Defences unique in Vengeance. Good. There's also the Shield Wall +5% Res vs all unique IO, which I think you're missing. That could go in Hover, which is way overslotted. It's base defence is so low it isn't worth 4 slots. In fact, pop both those uniques (Reactive Def and Shield Wall) in Hover for when you're exemplared, and stick a LotG +Recharge in Vengeance Make Hover just 3 slots - LotG unique and the two +Res IOs Can you easily close the remaining 5% gap for S/L resistances? Plasma Shield needs some slots to max its innate resistance, so 4 Aegis in there adds +3%. Take a slot from Manouvers maybe, and two slots from... 1 from Weave and 1 from Fire Shield. AND/OR Give up on the GSFC in Tactics. Its giving you +2.5 defence vs all, which is OK, but you could redistribute that shore up Plasma Shield and work on your Psi resists with some more Impervium Armor uniques? (You can slot 5 of them) I'm not sure which is better really. (One tip I didn't put in my guide. For Energy heavy situations, you can grab the kinetic Dampener temp power from the P2W vendor for some more energy resist!)
  14. Typical Posi 1 chain of events: Yay, we have Force Fields and Cold! We'll be unhittable! Oh, crap... so will our duplicates. I'd better buy some team yellows between mission for the final fight against our doubles.
  15. Mm Hmmm.... Looks good, Uun. I can see a few spots where I might do things a bit differently. 1) Stone Cages: I normally don't bother with the Dominating Grasp set at all beyond the Fiery orb Proc, and I'm not sure how often it goes off in there anyway. Maybe drop it in Seismic Smash instead. Stone Cages itself doesn't need much slotting, maybe even just a accuracy 2) Volcanic Gasses: You can probably get away with just 4 slots here - the small S/L resistance bonus from 5 is neither here nor there on this build. 3) Ice Storm and Fissure could also lose a slot each - the E/N resistance from slot 6 isn't doing much here. I'm not sure what else to do with these free slots to be honest. Maybe a few well placed damage procs? If you want to be tougher, you could look into Fighting. Drop Hurl Boulder, Assault and Hibernate to take Kick (ignore), Tough (2 slot with Gladiator's Armor and Steadfast +Def uniques and don't bother running it) and Weave (LotG Unique + 5 Red Fortunes) This will give you +13% Defence across the board, bringing you to the S/L softcap and a small purple away from E/N softcap too. This also gains you an extra 6% or so recharge.
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