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  1. I've been playing around with some sets in order to boost my damage through procs, while going for some useful bonuses like +max HP, Recovery, Recharge, Damage, and ranged defense, since I mostly hoverblast. As previously mentioned, I'm not great at seeking out these bonuses and maxing or capping. I don't even know if something like softcapping defense would be possible without totally scrapping my build. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Shot: Level 50 Magic Blaster Primary Power Set: Water Blast Secondary Power Set: Temporal Manipulation Power Pool: Speed Power Pool: Flight Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Flame Mastery Hero Profile: Level 1: Hydro Blast -- Dvs-Acc/Dmg(A), Dvs-Dmg/Rchg(3), Dvs-Acc/Dmg/Rchg(3), Dvs-Hold%(5), EntChs-Heal%(5), ImpSwf-Dam%(40) Level 1: Time Wall -- Acc-I(A) Level 2: Water Burst -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Rchg/+Status Protect(40) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 6: Whirlpool -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/EndRdx(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(15), SprBlsWrt-Rchg/Dmg%(43) Level 8: Tidal Forces -- GssSynFr--Build%(A) Level 10: Chronos -- RechRdx-I(A), RechRdx-I(45) Level 12: Dehydrate -- HO:Nucle(A), HO:Nucle(15), TchoftheN-%Dam(17), Dvs-Hold%(17), ShlBrk-%Dam(19), TchofLadG-%Dam(43) Level 14: Super Speed -- Run-I(A) Level 16: Hover -- LucoftheG-Def/Rchg+(A), Frb-Stlth(19), Frb-Fly(21) Level 18: Water Jet -- OvrFrc-Acc/Dmg(A), OvrFrc-Dam/KB(21), OvrFrc-Acc/Dmg/End(23), OvrFrc-Dmg/End/Rech(23), OvrFrc-Acc/Dmg/End/Rech(25), Dcm-Build%(43) Level 20: Temporal Healing -- Pnc-Heal/+End(A), Pnc-Heal(25), Prv-Absorb%(27), PrfShf-End%(27), PrfShf-EndMod(29), PrfShf-EndMod/Rchg(29) Level 22: Boxing -- Acc-I(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31), StdPrt-ResKB(50) Level 26: Steam Spray -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(33), PstBls-Dmg/Rchg(33), PstBls-Dmg/Rng(33), PstBls-Dam%(34), TchofLadG-%Dam(34) Level 28: Weave -- LucoftheG-Def/EndRdx/Rchg(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(36), LucoftheG-Def/Rchg+(36) Level 30: Stealth -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(46) Level 32: Geyser -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(36), PstBls-Dmg/Rchg(37), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dam%(37), ImpSwf-Dam%(39) Level 35: Bonfire -- SuddAcc--KB/+KD(A), PstBls-Dam%(39), ExpStr-Dam%(39), Ann-ResDeb%(40) Level 38: Time Lord -- GldArm-3defTpProc(A) Level 41: Fire Shield -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(50) Level 44: Time Shift -- Stp-Acc/Rchg(A), Stp-Acc/Stun/Rchg(45), Stp-KB%(45) Level 47: Melt Armor -- AnlWkn-DefDeb(A), AnlWkn-Acc/DefDeb(48), AnlWkn-Acc/Rchg/EndRdx(48), AnlWkn-Acc/Rchg(48), AnlWkn-%ToHit(50) Level 49: Rise of the Phoenix -- Heal-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(46) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------
  2. I appreciate the input and I'm sure that build will work for you. One thing to note though, speaking from someone who has spent hundreds of hours on his character, Temporal Healing is your bread and butter and you absolutely need to use it for endurance recovery and the absorb effect. I've had that six slotted from the onset and would not have it any other way. I prefer to hover around the battlefield and destroy from range. Stealth is a LotG mule and I stack with +stealth in hover to grant me full invisibility. I may have to swap that for leadership though and just swap to SS when I need to stealth. I like having melt armor for incarnate content and AVs, though arguably I don't use it very often. Bonfire is a survival tool that is quite unique in it's ability to shut down an entire group when used with a corner or a bottleneck. I wish fire shield was defense instead of resistance... I might have to sacrifice how I'm used to playing a little in order to min/max.
  3. So I've got a Water/Time blaster that is level 50 with my incarnate stuff at T3 level, but I'm still playing with mostly generic IOs. I'd really like to fill out the build with some sets to make me more durable for solo content or on teams where there is little to no support. So far I've taken to the mentality that more damage is the best defense... so I've gone with reactive interface, musculature alpha, and assault hybrid. I've seen some other threads where they have fire farm builds posted, but I'd like something more universally useful against more damage types than just fire. I'm on a bit of a budget, but I'd like to build towards purple sets as I'm able to afford them. Here's what I'm currently working with: Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Water Blast Secondary Power Set: Temporal Manipulation Power Pool: Speed Power Pool: Flight Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Flame Mastery Hero Profile: Level 1: Hydro Blast -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(5), RechRdx-I(5), RechRdx-I(40) Level 1: Time Wall -- Acc-I(A) Level 2: Water Burst -- Acc-I(A), Dmg-I(7), Dmg-I(7), Dmg-I(9), RechRdx-I(9), RechRdx-I(40) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 6: Whirlpool -- Acc-I(A), Dmg-I(11), Dmg-I(13), Dmg-I(13), RechRdx-I(15), DefDeb-I(43) Level 8: Tidal Forces -- GssSynFr--Build%(A) Level 10: Chronos -- RechRdx-I(A), RechRdx-I(45) Level 12: Dehydrate -- Acc-I(A), Dmg-I(15), Dmg-I(17), Dmg-I(17), Heal-I(19), Heal-I(43) Level 14: Super Speed -- Run-I(A) Level 16: Hover -- Frb-Stlth(A), Flight-I(19), Flight-I(21) Level 18: Water Jet -- Acc-I(A), Dmg-I(21), Dmg-I(23), Dmg-I(23), RechRdx-I(25), RechRdx-I(43) Level 20: Temporal Healing -- EndMod-I(A), EndMod-I(25), EndMod-I(27), Heal-I(27), Heal-I(29), Heal-I(29) Level 22: Boxing -- Acc-I(A) Level 24: Tough -- EndRdx-I(A), ResDam-I(31), ResDam-I(31), ResDam-I(31), GldArm-3defTpProc(50) Level 26: Steam Spray -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), RechRdx-I(34) Level 28: Weave -- EndRdx-I(A), DefBuff-I(34), DefBuff-I(36), DefBuff-I(36) Level 30: Stealth -- Ksm-ToHit+(A), EndRdx-I(46) Level 32: Geyser -- Acc-I(A), Dmg-I(36), Dmg-I(37), Dmg-I(37), RechRdx-I(37), RechRdx-I(39) Level 35: Bonfire -- SuddAcc--KB/+KD(A), Dmg-I(39), Dmg-I(39), Dmg-I(40) Level 38: Time Lord -- UnbGrd-Max HP%(A) Level 41: Fire Shield -- StdPrt-ResDam/Def+(A), EndRdx-I(42), ResDam-I(42), ResDam-I(42), ResDam-I(50) Level 44: Time Shift -- Stp-Acc/Rchg(A), Stp-Acc/Stun/Rchg(45), Stp-KB%(45) Level 47: Melt Armor -- AnlWkn-DefDeb(A), AnlWkn-Acc/DefDeb(48), AnlWkn-Acc/Rchg/EndRdx(48), AnlWkn-Acc/Rchg(48), AnlWkn-%ToHit(50) Level 49: Rise of the Phoenix -- Heal-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(46) Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ------------ http://www.cohplanner.com/mids/download.php?uc=1489&c=619&a=1238&f=HEX&dc=78DA6D945D6FD26014C7FBD0E204C636F63E66C78021305E04F5DEA8938D3992C519BD24756BB049076430E3AE8CD1EFE0473033C68FA2463F8217EA852FB75E2CF5B4E75F56CA9A94DFD3F39CE7FCFFCF691F1ACF37C63F6CBEBC2589E85D53EBF59A77E8B7AF1F051B5ACBD897EC6B8CEE38C2CD075ABBA51F941F6BF68313CCB8537BC7DD6EE7A85F7EA81F1235B3D9D0DA46F7D8D4FA46A72D85773B1DB3BCD7D5F5838833AC9946EB693FCA637B68B45B31E7A9DE7E66F48C278669F44FA6EF758D7DCAD50E75AA67EB9C2C929F1CDDB5B484CB0A4A7142559102EA301597056616BC9D1FAC95DCB59B544FA09E40EC923ACCCB2E7DF552D42499D70A19B130B8457583A81B44DD30EA8CFB388135EB09663DCDFDB77D8E9D069CD806790F412B84FC22B84DF9116845A03581DA533E4EAF410B4C9350145AD112C742149B749A620526CF04AF4BF3DC2C789F1883660C9AB3D098F771D1DD1F58A3BDCC60EDCC2A72C0B84BF8BBE2A3206F73F03B075D99620BEC575948726CA57831ABD765873BE47F091E96506755BD98C9C23015D25B663D79197AC915F4D3C728E5AA9C2BD43382AA4825AC699087043C24E0210DCD353FA17D157C4BDB48F15A39F54DE139E4BACC8275EA77863D48997FBCFF53420E3DCBD9CD235F79F8CA17875905B7A84E8135038517FC5D145F81AF99EFE9632AA36EF9237FBBD73E815FC0CFCCEA57E63BF252C13BADB8EF5BF19C558B2E296947B8B2B53E325B19895447223746223747223BDE08CEC3AE32F88F908493159A1A9C7CEB579866D15D81D3F1E73C26C4360DB2F4D61F317F7BF3739CFFD79BFF86BB52C249F83E3F7064FDF08C7F7AC6FF013FDBCF3D Any help would be appreciated, I'd like to keep the power pools selected, unless a compelling argument against them can be made.
  4. IIRC, overall the Haunts do almost the same damage as Phantom Army, but PA's damage is illusionary and so it heals back. Thus, against lower health opponents, PA can put the hurt on, not to mention their taunt seems to be more of an aura. Haunts (you get 2) each do slightly more damage per attack than each individual Phantom Army (you get 3). The PA have ranged attacks and are location cast, where Haunts are melee and must be cast on a target enemy. It's worth mentioning that if the enemy dies before the Haunts resolve, they are never cast and the power has a long recharge. When I throw the Haunts out there, I normally target a boss or lieutenant so that the enemy doesn't instantly die, but then quickly have to follow-up with an AoE control of some type so the Haunts aren't immediately killed. At the end of the day, it's more about what function they serve. Invincible tanks to draw aggro away from you and to take the alpha from enemies, or more reliable damage with stacking fear effects. I've enjoyed playing both sets to high level but in my experience Illusion as a set has better damage, and dark has better control.
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