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Intrinsic

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Everything posted by Intrinsic

  1. This is what attuned enhancements are for. I use attuned sets for my characters as much as possible to preserve the set bonuses when I run lower-level content. Also, VR and PvP set bonuses still work at lower levels without attuning.
  2. Caltrops and Trip Mine are great for BAF runs. Use them on the pathways or at the doors during the prison break stage. You can also mine the Warworks spawn point during the final stage to kill them quickly and get the Strong & Pretty badge. Ignite can be useful on BAF at the doors during the prison break stage. I still recommend skipping it though; the activation time is too long IMO. I'm not a fan of Time Bomb. The timer makes it tricky to use effectively. That plus the long recharge timer made it an easy power for me to skip.
  3. Energize is really nice. The stun effects on the melee attacks complement each other well too, especially if your primary set includes a stun power. I ran an archery/energy blaster for a long time in retail, not really a traditional blapper combo but it was very effective. Main reasons I went with /electricity were for the damage aura, which is not a game-changer but but still nice passive damage, and Force of Thunder since I realized it could take the KB->KD proc from the new Sudden Acceleration set. The AoE knockback in the old Lightning Clap power was incredibly annoying, but AoE knockdown? It's awesome.
  4. Having high or capped defense helps a lot, since most status attacks need to hit you in order to have an effect. All of my incarnate blasters use Clarion in the Destiny slot. It can be used while mezzed, so you don't need to keep it up all the time. The early levels can be rough. Keep some break frees handy, and try to kill them before they kill you (the blapper creed). Don't have access to my builds at the moment, but fire/electric is my current favorite. Very high single-target DPS, and excellent AoE damage to boot.
  5. You can put a LOTG global recharge in Vengeance. I recommend re-thinking your defense strategy. I have a blaster with 45% range defense, and I have another blaster with 45% S/L/E defense. They are both plenty durable. You really don't need to go for both typed and positional defense since they don't stack, and dropping one would let you pick up other powers and diversify your set bonuses.
  6. The taunt is a passive aura with a 10' radius. If I'm soloing an AV, for example, I can summon a drone before the fight out of range, and that drone will engage the AV outside of the 10' radius and last the entire duration. If I summon a drone during the fight while the AV is in melee range, the drone's taunt aura will pull aggro from the AV who will immediately two-shot the drone. Unfortunately Gun Drone has become least useful in situations where I would want it the most. Even with endurance reduction the power still costs a quarter of my endurance bar, so I can't afford to chain-summon these things only to have them blow up in a couple of seconds. And really, I don't want it to taunt. I just want it to do some halfway-decent single-target damage. Drop the taunt aura, or at least give us an option to disable it, and I think Gun Drone would be fine.
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