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normalperson

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  1. Main thing I have learned with blasters is recharge times don't matter, just activation times and damage amounts. If you don't level 3/4 of the mob in your first round of attacks, you won't be alive long enough to care how long the recharges on those powers are. I spend most of my time killing the last 1/4 that still survived. I CAN spend that time, precisely because there is only 1/4 of them still shooting me.
  2. Yeah. I recently discovered on a big Rikti raid, with multiple Defenders buffing us all - Blaster soft cap is 75%. Not the same as my brute that can go Temp Invuln and see everything spike to 90%. I'm leaning even stronger toward flame. I can still take that power set's persistent shield, which is only slightly weaker than temp invulnerable, and with lesser coverage for more damage types. Mainly that leaves the decision being Personal FF vs. Rise of the Phoenix. I recently discovered you can purchase a self resurrect power for a million inf from START vendors, making RotP's benefit mostly just its recharge time. I cringe to consider how often I would have to die in order for that to be beneficial. But once per hour I can use "Self Destruct" and not suffer xp debt.
  3. So, it's not an official benefit, but one of the unofficial benefits of having Domination going is you see the word "Dominate" over the heads of all the enemies you hit with your power -- which makes it easy to see which ones your attacks actually hit, so you know which ones are still not going to be mezzed. And so they stand out better and you can easily count them. No specific function value there, but definitely convenient.
  4. Should add that Psionics is one of those damage types that many opponents have no resistance to. But also with /Rad you can slot Achilles Heel : Chance for Resistance debuff onto pretty much all the powers in the set. And it has a heal (kind of). So either way.
  5. It looks like you're focusing on defense rather than resistance, right? So the last two benefits from getting Luck of the Gambler up to a full 6 are +Resists. Might as well only build it up to 4, and assign the slots to something else. (Skip two of the /Rech ones, since you don't use it much on a persistent defense power.) And on tactics, Guassian's Fire Control will get you +2.5 directional defense , whereas Adjusted Targeting mostly gets you +Resist bonuses. Also because it is persistent, the Guassian proc will fire more often. That's just to do with my philosophy, though: better to go all in on defense, rather than just a little bit in on def and a little bit in on resist.
  6. Not getting immobilized is a big game changer. Jumping a little faster is just bonus. Teleport might also work for that, although it requires much more attention and focus in order to pull it off. You need to assign it a primary "quick access" key that would normally be reserved for a primary attack. As far as stealth is concerned, that gives you the first half of your "joust" for free against most enemies, if they have no visibility bonus. \ But that's with Concealment, not infiltrate. If you want speed and stealth, take Super Speed itself. Right now I am running a Seismic/Fire blaster with both Stealth and Jumping fully invested. Stealth has Ethereal Shift and Placate. Jumping has Leap Attack. Her theme is "meteors"., so Leap Attack was simply a "must have" because it animates like a human meteor. Ethereal Shift is the only chance in hell of making that not go badly for her. Prior to taking those powers, most of her career consisted of earning the "taking damage and dying" type badges. They were really costly in terms of power picks, but what I have found with blasters is, since both your power sets are attacks, you only need about half of each set to make you perma-rech - in the sense that you don't run out of attacks before the first one you cycled has recharged. Not like Brutes (my previous focus), where you can't skip hardly anything.
  7. I'm still working on learning how to post builds, but right I have a Stone/Flame blaster that just reached level 35. Her biggest problem is she draws crazy amounts of aggro. Every time I fire of flaming sword circle, the nearby enemies basically flatten her. To help with this, I took Concealment and Ethereal Shift. That's how bad my dying problem is. So the two ancillaries I'm considering as a fix to this are Fire or Force. If it's fire, I'll take Bonfire, then Fire Shield, Rise of the Phoenix, and then optionally maybe Melt Armor. If it's force, I'll take personal Force Field, then Force Bomb, then Force of Nature, and optionally temp invulnerability. Pros that I can see for Force Ancillary are : - With Personal FF I can tank nearly anything for as long as I need, but.... I have to activate it in time, and I'll want to attack eventually. - Force Bomb gives me another AOE KB attack, with the nice added damage reduction. (Upthrust also achieves this, as does Meteor) - Force of nature could put my resistances to 50% with good enhancements, which would buy me more time to act before I die. Pros that I can see for Fire Ancillary are: - Bonfire is persistent knockback over time, right? So I might get a bunch of attacks off maybe? - Rise of the Phoenix will save me from pretty much anything, even if I don't remember to click in time. Can always go to the START vendor and buy "self destruct" if I want to avoid debt. - Getting fire shield doesn't really affect my decision much, other than that I'd like to put a proc or two on it. Are there any benefits of one set over the other than I am missing? Right now I lean toward taking Fire Ancillary, but when doing Rikti Raids personal FF can be really handy sometimes, so I'm still open to Force Ancillary.
  8. The pain in early levels is terrible, but if I've had some fun with Gravity/Arsenal, You can open up with Wormhole,, then Crushing Field, and now their gathered tightly together for Ignite. Sometimes, if I'm feeling patient, I'll lay a bunch of trip mines out at the location before I start. Wormhole makes it so all the mines hit all the mobs. Sometimes the minion mobs don't survive through the opening attack that way.
  9. That immobilize advice turned out amazing! I went with crushing field, and used that "immobilize around a corner" trick, which enabled me to punch through to L26 without crying and giving up. Prior to that moment, It had been several levels of pure pain (and a few badges relating to taking damage). Now later on, I'm using Wormhole as my opener, and Crushing Field enables me to keep them gathered tightly together so I can light them up with ignite.
  10. So now my toon is up to level 42. I've had a chance to try Trip + Wormhole Wormhole has the advantage that enemies don't notice the attack, and you can actually be standing around a corner out of view when you activate it. So sometimes on difficult spawns I set 5 mines in one location, then throw the spawn at them as my first move. Each enemy gets hit by each mine, which sometimes wipes out the minions in one shot. The stun gives me some time to try and kill them before deciding if I'm going to need to give up and run away, or finish them. Haven't had a chance to try flame thrower yet. I'm hoping that since they're all gathered in one place, that will mass burn them. I'll post a build once I figure out how to do it.
  11. double post, sry
  12. I grabbed trip on mine, and I'll admit I'm not absolutely sure it is practical. On teams it has the advantage that I don't have to have a target lined up. Just set it and it will hit something eventually. I don't think it is interruptible because I haven't ever been interrupted. But I still don't use it much on teams. In solo, if I'm facing a difficult boss or spawn, and feeling patient, I can set 5 mines in one place, and then throw the whole at them (having high recharge helps that be less tedious) . Wormhole doesn't trigger aggro if there are no procs set to it, so if it is my first attack, then any enemies that get missed, also don't notice me. You can actually be standing around a corner when you use it once you've chosen your target, and the port location. The best part is that I know for sure every mine will hit every enemy.
  13. Does Psionic Nexus, from the Psionic Mastery Ancillary, actually heal you? https://cod.uberguy.net/html/entity.html?entity=pets_psionic_nexus It's a long wait to get there, but having a pet makes me feel like I'm getting more benefit from taking "Shield Other", if I end up playing solo sometimes. Also I noticed that Unrelenting from the Presence pool, also gives you +Rech and +Damage, so maybe it's not so bad for your DPS to go that way.
  14. It's hard for me to live without a heal, but /Shield is still pretty fun, so I knew when I began I would need to take a pool to get a heal power. So I'm choosing between two options. 1 - Medicine Pool. Plan is that later on I will take Ghost Widow Patron and get Shadow Meld which will give me temporary very high defense, to save me from getting interrupted. 2 - Presence Pool. If I go this route then instead of Ghost Widow, I'll take the Ice Ancillary because the Jack Frost has high defense, and I want to stack that with Grant Cover and see how that plays out. Right now I am not considering Willpower Pool because I am already using that on a Shield/Fire tank and I want to have a variety of builds. Otherwise I am pretty sure that would be the best choice. A distant third choice is not to take any pool heals at all, but later on go with Mako as my patron to get Hibernate. But it is a pretty distant third.
  15. I'm at a three way crossroads again. At L18 I can take A- Crushing field. Group immobilize that inflicts 7.5 smashing (at level 18) 8 Second Rech B - Gravity Distortion Field Group hold that inflicts 0 points damage of any kind and makes foes immune to knock 4 Min Rech C - Wall of Force Cone AOE with 33% chance of .67 knock, inflicts 16 points smash/psionic 10 Second Rech I am leaning toward Crushing Field
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