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  1. By the way, there is yet another trainer in Atlas Park: Back Alley Brawler was moved there from Galaxy City when GC was destroyed. Paragon Wiki says he was moved to the AP police station, but on Homecoming he's outside, in the southwestern corner of the zone. If you finish Sondra Costel's arc and exit her last mission near Aaron Thiery, Back Alley Brawler is just around the block to the east. I always level there after Sondra's arc, but I've never seen anyone else using BAB.
  2. I'm not a build expert, but here's one possibility. I focused on softcapping ranged defense, but also got decent set bonuses for recharge and damage. The melee defense is low, but hover will keep you out of melee most of the time, and the build has good smashing/lethal resistance in case you get tagged. I dropped Short Circuit and 2 of the melee attacks to make room for the Fighting pool, but that might not fit your playstyle. This build is geared toward hover blasting and control (with 3 well-slotted holds, plus knockdown added to 2 of the AoEs). I dipped into the Concealment pool to get more mules for LoTG global recharge IOs, and to get you a little extra def from Stealth. Alternatively, you could take Leadership for maneuvers, tactics/assault, and vengeance, but you'd need to drop 1 other power to get there. (Tactics is better for blasters than it used to be because To Hit bonuses now increase the damage of your quick snipe, so that's another reason to consider Leadership.) Also, I used the Titanium Coating set in Charged Armor, but Unbreakable Guard might be a better choice. Hero Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Blaster Primary Power Set: Electrical Blast Secondary Power Set: Electricity Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Electrical Mastery Hero Profile: Level 1: Lightning Bolt -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(5), Apc-Acc/Rchg(5), Apc-Dam%(17) Level 1: Electric Fence -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(29), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(46), Thn-Acc/Dmg/EndRdx(50), Thn-Dmg/EndRdx/Rchg(50) Level 2: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(3), Rgn-Acc/Dmg/Rchg(7), Rgn-Acc/Rchg(7), Rgn-Knock%(25) Level 4: Hover -- LucoftheG-Def/Rchg+(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 8: Aim -- RechRdx-I(A), RechRdx-I(9) Level 10: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(11), Mk'Bit-Dmg/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(43), Mk'Bit-Acc/Dmg/EndRdx/Rchg(43), Mk'Bit-Dam%(43) Level 12: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(13), ExcCnt-Dmg/ActRdx(13), ExcCnt-Dmg/Rng(15), ExcCnt-Dmg/Rchg(21), ExcCnt-Stun%(40) Level 14: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21) Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17) Level 18: Tesla Cage -- Lck-Acc/Hold(A), Lck-Acc/Rchg(19), Lck-Rchg/Hold(19), Lck-EndRdx/Rchg/Hold(23), Lck-Acc/EndRdx/Rchg/Hold(23), Lck-%Hold(34) Level 20: Force of Thunder -- EndMod-I(A), EndMod-I(25) Level 22: Kick -- Empty(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-End/Res(31), GldArm-ResDam(31), GldArm-3defTpProc(31) Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(27), LucoftheG-Def/EndRdx/Rchg(29) Level 28: Stealth -- LucoftheG-Def/Rchg+(A) Level 30: Afterburner -- LucoftheG-Def/Rchg+(A) Level 32: Thunderous Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34) Level 35: Shocking Bolt -- Lck-Acc/Hold(A), Lck-Acc/Rchg(36), Lck-Rchg/Hold(36), Lck-EndRdx/Rchg/Hold(36), Lck-Acc/EndRdx/Rchg/Hold(37), Lck-%Hold(37) Level 38: Shocking Grasp -- UnbCns-Hold(A), UnbCns-Hold/Rchg(39), UnbCns-Acc/Hold/Rchg(39), UnbCns-Acc/Rchg(39), UnbCns-EndRdx/Hold(40) Level 41: Charged Armor -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(42), TtnCtn-ResDam/EndRdx/Rchg(42), TtnCtn-ResDam(42) Level 44: Charged Bolts -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(45), Thn-Dmg/Rchg(45), Thn-Acc/Dmg/Rchg(45), Thn-Acc/Dmg/EndRdx(46), Thn-Dmg/EndRdx/Rchg(46) Level 47: Static Discharge -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(48), OvrFrc-Dmg/End/Rech(48), OvrFrc-Acc/Dmg/End/Rech(48), OvrFrc-Dam/KB(50) Level 49: Grant Invisibility -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form 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 -- Clr-Stlth(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(15) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) ------------
  3. My experience exactly. My Archery/Tac Arrow Blaster might be my favorite character ever. Great single-target damage and very good AoE and control. Great solo and in teams. The sustain power (Eagle Eye) in Tac Arrow will spoil you.
  4. At level 20, you can pick up the sustain power, Force of Thunder, from your secondary. It gives you +50% recovery (twice as much as stamina) and a huge regen bonus. It's great. The only downside to Force of Thunder is that it's a modifed version of what used to be a PBAoE stun/knockback power (I think it was called Thunderclap then? I never took the old version), so it is still a click power, and you need to activate it every time you want the recovery and regen bonuses. It recharges pretty quickly (like 30 seconds, with a 60-second duration), so that's not a problem. But you set off a PBAoE stun/knockback attack every time you do it. It's just a little bit annoying, but if you put a knockback to knockdown IO in there (or if you solo and don't blap too much, so you like to keep stuff at range), that part of the power comes in handy too. In the old days (before the sustain power), I slotted each of my elec attacks 1 acc, 3 dam, 1 end, 1 recharge, and always slotted end before recharge. That end reduction in each power helped a lot too, but I think you might find that slotting up Force of Thunder and Stamina will do the trick. Also, if you have the inf, you can add some of the proc and unique IOs that give recovery bonuses (from the Performance Shifter, Numina's, Miracle, and Panacea sets). All of these can go in Force of Thunder (it takes health and end mod sets) or Stamina, but 3 of those IOs can go in Health as well. There's a really helpful post comparing the benefits of these procs and other IOs/SOs here:
  5. Just tested this (using combat jumping/super jump and sprint/surge (the prestige sprint) because I don't have character with both SJ and SS), and it works: /bind g "+ $$powexec_toggleon Prestige Power Surge$$powexec_toggleon Super Jump" /bind h "+ $$powexec_toggleon Sprint$$powexec_toggleon combat_jumping" Holding "G" down for 1 second turns on Surge and Super Jump, and holding down "H" for 1 second turns on Sprint and Combat Jumping instead, so you can swap between the 2 combos easily.
  6. I just tried this (with Sprint and Fly, but it should work fine with any 2 toggle powers), and I know 2 ways to do it. /bind H "$$powexec_toggleon Fly$$powexec_toggleon Sprint" That will make the "H" key turn on both powers if you tap the key twice. It turns on Sprint first (commands are executed right to left), and then the 2nd tap turns on Fly. /bind G "+ $$powexec_toggleon Fly$$powexec_toggleon Sprint" That will turn on Sprint when you push the "G" key *down* and then turn on Fly when you let the "G" key *up*. It's a little tricky: if you hit G too quickly, it will only activate Sprint (but if that happens, you can hit it again to activate Fly), but holding it down for just 1 second works fine and activates both. I just learned that second version this morning from ghotistix's post in this thread: Ah, and I missed your 2nd part about switching to 2 other powers, but if you make another macro of the 2nd type (bind it to a different key, and make it toggle on 2 movement powers that can;t be used with the first 2), it would work.
  7. My wife and I played Fire/Kins with identical builds on live, and it was great. Not the most powerful clone duo (more debuffing would be better than a 2nd Fulcrum Shift), but it's great as a Kin to be able to receive speed boost and ID from someone else. And our monkeys were double speed boosted and double ID'd, making them extra crazy but very sturdy.
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