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Dazzer

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Everything posted by Dazzer

  1. I don't 100% trust mids for this, half the time it shows average damage and the other half the time it shows max damage even though I have it set to average damage. But I will eventually test out the proc version of dehydrate. Here is the build I'm currently using. I'm using exactly this build and have been pretty satisfied. It currently doesn't use the proc slotting on dehydrate. Some of the changes: improved resistances, status protection, and status resistances changed procs a bit based on testing no slotted mule powers Some of the drawbacks that I see are: max ranged not capped till lvl 32 (rather than 30) dehydrate and hydro blast don't have damage procs lost the -recharge resistance proc no endurance lost for single target chain, but aoe chain will slowly lose endurance. I'll probably end up +5ing the toggle powers that have endurance and the endurance slots of the aoe powers to make up for this and so that I can continue to use damage incarnate powers rather then endurance ones. Blaster (Water Blast - Ice Manipulation)_updated4.mbd
  2. @Uncle Shags thanks for the info. Is there documentation about this somewhere?
  3. I'm not sure I quite understand this reasoning. I've played this toon to 50 doing 4 DFB, some missions and mostly a lot of ToT. Some lessons learned: Elite bosses can do more than 4 magnitude knockback, so I picked up acrobatics. This will also help with low level stuns. Being terrorized is really bad so I improved status resistance Out of all the Water Blast damage powers, the one that needs the most ideal slotting is Water Jet since it is the most damaging single target damage and Tidal Power allows one to double cast this. It seems that Ice Patch works on bosses so getting into melee range is much safer than I expected, so I picked up Frozen Aura since is does major PBAoE damage I realized that the Force Feedback proc is +recharge rate to yourself, I had mistakenly though it was a -recharge to enemies so I added it back in. Since I had to drop Build Up, I added 2 random chance Build Up procs to help make up for it. Here is the updated build after partial play testing. Blaster (Water Blast - Ice Manipulation)_updated3.mbd
  4. This is the final version that I think I'm going to go with, changes include: Replaced Frozen Fist with Chilblain (unslotted) Replaced Hibernate with Jump Kick and 4 slotted with Kinetic Combat enhancements that were in the old Frozen Fist. Removed slot from Hasten and added Kismet enhancement to Combat Jumping Moved Tactics to before lvl 30 Ranged is capped at lvl 30 now S/L is capped at lvl 41 Only has two 4-slotted mule powers The only down side is that I don't have the -recharge procs and Dehydrate isn't all procs as suggested, however, I suspect when heavily damage buffed the damage of regularly slotted Dehydrate will catch up, if not even pull ahead of proc-heavy Dehydrate. Another drawback is that many important damage powers don't have a proc. As a benefit, this is S/L capped where the suggested build isn't. Blaster (Water Blast - Ice Manipulation)_updated2.mbd
  5. @Nemu Thanks again for your help! I really appreciate it. I'm coming back from a two year break so am a bit rusty. I really love the slotting of dehydrate, but do Musculature, damage inspirations, Build Up and other damage buffs affect procs? If not, then when heavily damaged buffed would a more regular slotting pull ahead? Also, having three 6-slotted mule powers seems a bit unsatisfying to me (Steam Spray, Hibernate and Flash Freeze). I personally hate cone powers (Steam Spray). Let me play around with my build again with incorporating some of your ideas about power placement.
  6. Hi there, thanks a bunch for your input! What would improve this build for TFs? I've updated the build somewhat based on your feedback except I kept the 2 -res procs rather than the 2 -recharge procs. I like the damage increase from -res and frigid protection and frozen fists already supplies -recharge. This new build has capped s/l/range and a 2 sec cooldown on hasten assuming Spritual Core Paragon is taken or 14s gap if it's not taken. I'll probably accept the hasten 14s gap and go with Musculature though. Also the powers are much more closely aligned to when they are available and to the original build. Blaster (Water Blast - Ice Manipulation)_updated.mbd
  7. Here is an updated version where I moved Tidal Forces up and added 2 resistance debuff procs. Blaster (Water Blast - Ice Manipulation).mbd
  8. 3 slots are needed in hasten or it is no longer perma hasten, although removing it only adds a 5s gap to hasten which is probably ok. I love perma hasten. Geyser is the best damage ability. It is about 35s recast with perma hasten and would be in the 50-60s range with normal amounts of haste, that is a big win in my opinion. Also, with enough haste, I might be able to get rid of a single target power and slot something else or use the slots elsewhere, need to actually test that out though. Once you have a character or two with capped defense and perma-hasten it's really hard to go back... Ah, I didn't see that tidal forces granted tidal power, I slotted the power that way because Build Up is 100% damage bonus vs 30% damage bonus of Tidal Forces. I'll swap them, thanks for the input.
  9. When doing very hard content (especially solo) one will always have some melee. Also, you can cast range attacks in melee range but you can't use melee attacks at range, so I almost always tend to focus on ranged attacks unless it's a melee focused build even if the activation times are a bit slower.
  10. I just finished a high end blaster build. Some of the goals (which this build meets) are: perma hasten capped defense S/L >= 45 decent endurance recovery high damage, but willing to sacrifice some damage procs for faster casting water/ice theme Any constructive criticism is appreciated before I try it out. Stats Image # **Hero Blaster** ### *Build plan made with Mids Reborn v3.7.11 rev. 2* ---- - **Primary powerset: Water Blast** - **Secondary powerset: Ice Manipulation** - **Pool powerset (#1): Leaping** - **Pool powerset (#2): Leadership** - **Pool powerset (#3): Fighting** - **Pool powerset (#4): Speed** - **Epic powerset: Ice Mastery** ---- # **Powers taken:** **Level 1: Hydro Blast** - A: Superior Defiant Barrage: Accuracy/Damage - 3: Superior Defiant Barrage: Damage/RechargeTime - 3: Superior Defiant Barrage: Accuracy/Damage/RechargeTime - 5: Superior Defiant Barrage: Accuracy/Damage/Endurance/RechargeTime - 5: Superior Defiant Barrage: Accuracy/Damage/Endurance **Level 1: Chilblain** - A: Enfeebled Operation: Accuracy/Recharge - 7: Enfeebled Operation: Endurance/Immobilize - 7: Enfeebled Operation: Accuracy/Immobilize/Recharge - 9: Enfeebled Operation: Accuracy/Immobilize - 9: Enfeebled Operation: Immobilize/Range **Level 2: Water Burst** - A: Ragnarok: Damage - 15: Ragnarok: Damage/Recharge - 15: Ragnarok: Damage/Recharge/Accuracy - 17: Ragnarok: Damage/Endurance - 17: Ragnarok: Recharge/Accuracy **Level 4: Combat Jumping** - A: Luck of the Gambler: Defense/Increased Global Recharge Speed - 19: Luck of the Gambler: Defense/Endurance - 19: Launch: Jumping - 21: Launch: Jumping / Increased Jump Height - 21: Launch: Endurance/Jumping - 50: Karma: Knockback Protection **Level 6: Whirlpool** - A: Positron's Blast: Chance of Damage(Energy) - 23: Positron's Blast: Accuracy/Damage/Endurance - 23: Positron's Blast: Damage/Range - 25: Positron's Blast: Damage/Endurance - 25: Positron's Blast: Damage/Recharge **Level 8: Super Jump** - A: Launch: Jumping - 27: Launch: Endurance/Jumping - 27: Blessing of the Zephyr: Knockback Reduction (4 points) **Level 10: Hasten** - A: Invention: Recharge Reduction - 29: Invention: Recharge Reduction - 29: Invention: Recharge Reduction **Level 12: Dehydrate** - A: Decimation: Damage/Endurance - 31: Decimation: Accuracy/Endurance/Recharge - 31: Decimation: Damage/Recharge - 31: Decimation: Accuracy/Damage/Recharge - 33: Decimation: Accuracy/Damage **Level 14: Assault** - A: Invention: Endurance Reduction **Level 16: Build Up** - A: Rectified Reticle: To Hit Buff/Recharge - 33: Rectified Reticle: Increased Perception **Level 18: Water Jet** - A: Apocalypse: Chance of Damage(Negative) - 33: Apocalypse: Damage - 34: Apocalypse: Damage/Endurance - 34: Apocalypse: Recharge/Accuracy - 34: Apocalypse: Damage/Recharge/Accuracy **Level 20: Ice Patch** - A: Invention: Recharge Reduction **Level 22: Frigid Protection** - A: Invention: Endurance Modification - 36: Invention: Endurance Modification - 36: Preventive Medicine: Chance for +Absorb - 50: Theft of Essence: Chance for +Endurance **Level 24: Maneuvers** - A: Luck of the Gambler: Defense/Increased Global Recharge Speed - 36: Red Fortune: Defense - 37: Red Fortune: Defense/Endurance - 37: Red Fortune: Defense/Recharge - 37: Red Fortune: Endurance - 39: Red Fortune: Defense/Endurance/Recharge **Level 26: Geyser** - A: Superior Blaster's Wrath: Accuracy/Damage - 39: Superior Blaster's Wrath: Recharge/Chance for Fire Damage - 39: Superior Blaster's Wrath: Damage/Recharge - 40: Superior Blaster's Wrath: Accuracy/Damage/Recharge - 40: Superior Blaster's Wrath: Accuracy/Damage/Endurance **Level 28: Freezing Touch** - A: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime - 40: Superior Blistering Cold: Accuracy/Damage/Recharge - 42: Superior Blistering Cold: Accuracy/Damage/Endurance - 42: Superior Blistering Cold: Damage/Endurance - 42: Superior Blistering Cold: Accuracy/Damage **Level 30: Boxing** - (Empty) **Level 32: Tough** - A: Steadfast Protection: Knockback Protection - 43: Steadfast Protection: Resistance/+Def 3% - 43: Gladiator's Armor: TP Protection +3% Def (All) **Level 35: Snow Storm** - A: Pacing of the Turtle: Range/Slow **Level 38: Weave** - A: Luck of the Gambler: Defense/Increased Global Recharge Speed - 43: Red Fortune: Defense/Endurance - 45: Red Fortune: Endurance - 45: Red Fortune: Endurance/Recharge - 45: Red Fortune: Defense/Endurance/Recharge - 46: Red Fortune: Defense **Level 41: Frozen Armor** - A: Luck of the Gambler: Defense/Increased Global Recharge Speed - 46: Red Fortune: Defense/Endurance - 46: Red Fortune: Endurance - 48: Red Fortune: Defense - 48: Red Fortune: Endurance/Recharge - 48: Red Fortune: Defense/Endurance/Recharge **Level 44: Tidal Forces** - A: Rectified Reticle: To Hit Buff - 50: Rectified Reticle: To Hit Buff/Recharge **Level 47: Tactics** - A: Gaussian's Synchronized Fire-Control: Chance for Build Up **Level 49: Vengeance** - A: Luck of the Gambler: Defense/Increased Global Recharge Speed ---- # **Inherents:** **Level 1: Defiance** **Level 1: Brawl** - (Empty) **Level 1: Sprint** - A: Unbounded Leap: +Stealth **Level 2: Rest** - A: Invention: Healing **Level 1: Swift** - A: Invention: Flight Speed **Level 1: Hurdle** - A: Invention: Jumping **Level 1: Health** - A: Panacea: +Hit Points/Endurance - 11: Numina's Convalesence: +Regeneration/+Recovery - 11: Miracle: +Recovery **Level 1: Stamina** - A: Power Transfer: Chance to Heal Self - 13: Performance Shifter: Chance for +End - 13: Performance Shifter: EndMod **Level 1: Combo Level 1** **Level 1: Combo Level 2** **Level 1: Combo Level 3** **Level 8: Double Jump** Blaster (Water Blast - Ice Manipulation).mbd
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