Jump to content

Biff Pow

Members
  • Posts

    363
  • Joined

  • Last visited

Everything posted by Biff Pow

  1. A good thing about Blasters is they have a lot of places to put the Winter IO sets, and they (along with the two +Def Uniques) provide a nice base Defense to build on.
  2. If you're on an AT without a defensive set and starting at zero, six-slotting the Winter IO sets provides a nice base of Melee, Ranged and AoE defense.
  3. One thing I'd definitely do is move those enhancements from Unstoppable to Unyielding. Unyielding gives resistance to everything, so you want to slot that up. I also highly recommend the Gaussian's Chance for Buildup IO in Invincibility. It fires off a lot when you're in a big group and the extra damage is nice. Here is a build you can get some ideas from (like more Energy/Negative Energy resistance): Tanker InvSS.mbd
  4. People see Focused Accuracy's low ToHit buff and skip it, but the ToHit Debuff resistance is what makes it really useful (and the +Perception.)
  5. I'd make level 10 IOs equal to a -2 SO, level 20 equal to an even level SO, level 30 to a +2 SO, etc. Level 40 to 50 would be better than SOs, giving an incentive to maybe mix some with set IOs.
  6. Every set should go up to level 30 at least. Not sure why they capped some at 20. New, useful set bonuses like +ToHit (instead of Accuracy) and mez protections. Adding Accuracy and Damage to some mez sets so you can use the whole set without gimping the power.
  7. Dull Pain becomes less important when you're barely taking damage.
  8. If you're going for Resists, you can probably take some ideas from my build. (Keep in mind these totals are before the Might of the Tanker +Res.) I take Spring Attack (just for fun) but it can be easily swapped out for Energy Torrent. InvSS.mbd
  9. Health is majorly overshadowed on Blasters by their sustain power (Sound Barrier for Sonic), it doesn't do much by comparison. I usually just slot the Preventive Medicine Absorb proc and that's it.
  10. Same with my Energy Blaster. I have the Defiant Barrage set in Sniper Blast because that's my usual opener and most-used attack. That usually keeps a couple stacks of the mez protection up as long as I keep blasting. (I also have the Overwhelming Force set in Explosive Blast so I can use it in melee too.)
  11. My main Sonic tip is if you like to solo, take Siren's Song. It helps survivability so much it almost feels like a cheat.
  12. I have a powerbar on the side of my screen for toggles and situational stuff like the O-portal, that helps clear space on the main bars. As for what powers to take, I think all you can do is play the character and see what you use and don't use. My Energy/Energy Blaster had a LOT of clicking, but I found almost anything besides an attack was a waste of time. So I dropped Boost Power, kept Boost Range but it's situational, dropped Aim from my powerbar (it's just a mule for the +Perception IO). and put Energize on auto. Build Up is the only boost I use regularly. But that's just me and that character. Every powerset combo is different and you kind of have to figure out what works for you through trial and respec.
  13. I was checking some names just out of curiosity but didn't create a character. So keep trying in case I had it on hold for however long it waits. Definitely some great names available.
  14. I got my very first City of Heroes name: Deadbeat! So I'm declaring the policy a success.
  15. Everyone should take Boggle because confusing enemies is fun and recruiting a helper Lt. also diversifies your damage.
  16. Suggestion for Presence Pool travel power: Vanish (as in, turn around and they're gone) It's just Teleport but quiet.
  17. Yeah, I don't think proc-ing helps Blasters much, their damage is already so high. I slot full sets in all my attacks for the nice Defense and Recharge bonuses. (I also take the melee attacks because their massive damage is great for taking out Bosses and higher, but that's a playstyle choice.)
  18. They're background characters in the main hero (the player)'s story.
  19. A Flight with a Group Fly secondary power would be leadership related just because it's team-based. Only someone specifically wanting to work with a group (or their pets) would take it. (And I don't mean "move" the Flight power, just add a new one to the Leadership Pool. Not sure what to call it, but the Group Fly power could be called 'Formation' or something.)
  20. Add Flight to the Leadership Pool wth Group Fly as its secondary power.
  21. The irony of the Incarnate arcs is, if you level your Incarnate powers up to tier 3 before starting them, they end up being easier than normal content because +4 becomes +1. And then the component rewards at the end of each arc help you build up to tier 4.
  22. If an enemy only has one slowly recharging attack- yeah, it should do crazy damage.
  23. Sonic Attack is great for soloing. Put the Minions/Lts to sleep and deal with the Boss.
  24. Energy Manipulation's melee attacks are great for hard targets like Bosses, EBs, and even AVs. Your primary attacks will more than likely wipe out the minions/Lts. easily, so I find more AoE damage would be overkill anyway. Combined with Blaster's +dam boosting inherent, Energy Punch/Bone Smasher/Total Focus put out a ridiculous amount of damage.
  25. I also recommend Energy/Energy Blaster. I soloed all the Task Force Commander TFs, so you can definitely solo AVs. No tricks needed, just some purple inspirations and Energy's massive damage output.
×
×
  • Create New...