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MonteCarla

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Everything posted by MonteCarla

  1. Yeah, good point, Sir Myshkin, about the passive regeneration that's already there in every Blaster these days. Base Regen is from 1 to full health in 4 minutes. A typical slotted sustain power gives +300% or so to that, so you're recovering... 5% of your health every 3 seconds anyway!! That's more than my estimates above for letting off Short Circuit and Ball Lightning in combat. I have a level 40+ Elec/Elec Blaster gathering dust, and billions of spare inf. I think the sensible (?) thing to do at this point is fit her out with as many heal procs as I can (including Entropic Chaos in the blasts and Call of the Sandman in the punches) and see what happens! 😄 I still doubt it will be amazing, but it's nice to try something different from all my other Blasters who've gone the high Def and Recharge route.
  2. I've been theorycrafting a build where I slot nearly all the Electric Blast powers with the Power Transfer: Chance to Heal proc. It only does a 5% Heal when it triggers, but could go off multiple times in Short Circuit and Ball Lightning, both of which get a proc rate of around 20% or so if my calculations are right (with 40% Recharge from a full Power Transfer set) A whole set of Power Transfer gives you +83% Damage/+60% End Mod at level 40 and a sweet +7.5% Recharge global bonus, so I might even try that - layering mitigation between some Defence, enhanced End Drain and a steady feed of healing. Firing the two AoEs off and hitting just 5 targets would yield 10% of your health back, say every 8 seconds. Has anyone tried this? I don't think it's going to be amazing, but an interesting alternative to just building up Defence for mitigation.
  3. I play lots of different Defenders. I tend to chase all round Defence (but focussed on Ranged) and Recharge (around +100%). Every Defender benefits from staying alive and having Aim/Nuke up as often as possible. My generic recipe would be: 6 or 7 primary powers 7 secondary (skip Tier 1 blast and something else not Aim or Nuke) - Hasten - Manouvers - Kick/Tough/Weave - Combat Jumping or Hover Defence starts at: Weave (+8), Tough (+6 for two unique IOs), Manouvers (+5.5), CH/Hover (+3 with one LotG) = + 22.5 - In the 40s I'll slot Tough with Unbreakable Guard and get an epic Resistance armor, which usually caps my S/L Resistance Everything else I slot for Recharge: - Full set of Defender's Bastion somewhere (+8.75) - Split Vigilant Assault between two AoE attacks (+12.5) - Sting of the Manticore (+7.5) - Basilisks Gaze in any Hold (+7.5) - LotG in every Defence power, plus 5 Red Fortune in Weave/Manouvers eventually (+22.5 + 10) - Decimation in one of the blasts (6.25) - Obliteration in my Nuke (or Bombardment) (+5) - Prev Medicine full set in a Heal if we have one (+8.75) Thats about +90% there, which makes Hasten close to perma (we need +110% for that?) bringing you into he realm of 30 second nukes And Gaussian's proc in Aim, so it nearly always gives you an extra +100% damage on your nuke! I slot as I go with Attuned enhancements, from around level 22 onwards. By 40 everything's coming together very nicely. And because I'm rich I boost this with P2W buffs all the way to 50, meaning I'm starting at 27.5% Defence to all without ANY contribution from my primary taken into account. This recipe varies, of course, with powersets.
  4. MonteCarla

    End Woes?

    I slot a Miracle +Recovery in Health, and usually get by one 1 (maybe 2) end mod slots in Stamina I buy Recovery Serums from the P2W vendor in the early levels and shoot up regularly. (And stock up on the 3 Buffs from her at level 1, when they're only 1,000 each per shot) I find once I start slotting IO sets in the 20s my end troubles diminish because my attacks are getting slotted for end reduction. I tried Victory Rush a couple of times and didn't find it that useful. And turn off Sprint in combat.
  5. Good point, kelika2 I'm currently part of a Fire Blast/Empath duo and its working wonders. Empathy doesn't lose much on a Corruptor. Fortitude's defence buff is 75% less powerful, and the really good powers unlock later. But as you say, it's not much later with the latest patch, now that we can have our Secondary Tier 9's even on the Penny Yin Task Force.
  6. I made a Empath/Energy offender a while back, just to see that I could solo effectively, and I did. Any Defender can get a decent Def from the Fighting pool, Manouvers and Hover/CJ, and that plus the self heal and Regen Aura for tougher fights kept me alive easily. (And Energy's KB helped too) Set Bonuses were focussed on recharge mainly, with a bit of Ranged def thrown in where I could. For other blast sets, swap powers out as appropriate, but the aim id to have a Tier 2/Tier3/Snipe attack chain with a couple of AoEs. These days with the new power unlock levels and not needing to take the Tier 1 Blast, my build might look a bit like this: 1 Healing Aura (Prev Med * 6) 1 Power Bolt (Deci or Thunderstrike) 2 Heal Other (5 x Doctored Wounds) 4 E Torrent (Vig Assault x3 + 2 Dam/*) 6 Hover (LotG unique) +3 Def 8 Kick 10 Power Burst (Defender's Bastion) 12 Fortitude (LotG Unique + 5 x Red Fortune) 14 Tough (Steadfast & Glad Armor unique IOs) +6 Def 16 Sniper Blast (Manticore) 18 Recovery Aura (3 x Rech IO) 20 Weave (LotG) +8 Def 22 Regen Aura (3 * Rech I/O) 24 Hasten (2 * Rech I/O) 26 AB (2 * Rech I/O) 28 Explosive Blast (Vig Assault x3 + 2 Dam/*) 30 Nova (Obliteration) 32 Manouvers (LotG) +5.5 Def 35... Def: 22.5% + 6-10% ranged Rech: 66 - 72% ish I still contributed to teams really well with Fortitude and AB having good recharges, and the auras uptimes being around 2/3 of the time.
  7. I've had a lot of fun recently running "One Good Spider" and taking a group of PUG heroes to invade Grandville. It's got a solid story flow without getting gimmicky, and is mainly just a good big fight against one of the harder groups in the game.
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