Jump to content

atletikus

Members
  • Posts

    130
  • Joined

  • Last visited

Reputation

32 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Glad I could be of help! Included alternate slotting for the purple level 50 sets (shift+r.click to swap), for exemplaring or levelling builds. EDIT: Made a mistake with the Melt Armor slotting. Add HO - Ectosome Exposure (33% acc & rech) instead. Also consider HO - Stereocilla Exposure (33% slow & end & rech) in Glue Arrow (I think the slow effect is auto-hit and don't need acc). Don Kokv2 - Blaster (Assault Rifle - Tactical Arrow).mbd
  2. I just returned to the game after a long break, so I'm rusty at this. Here's a build without changing powers and no budget restraints. Decent ranged survivability, and almost perma-hastened, but in practical gameplay it'll easily be perma. Don Kokv2 - Blaster (Assault Rifle - Tactical Arrow).mbd
  3. Energy Manipulation is particularly effective with primary powers that have short-range cone AoEs, such as Assault Rifle, since Boost Range will increase their range. Be mindful that Energy Manipulation is an exceedingly clicky power set, so it's advisable to use macros to help manage it.
  4. atletikus

    Ice Build

    Download Mid's Hero Planner: https://github.com/LoadedCamel/MidsReborn/releases/tag/3.7.4.2 Bear in mind there are several ways to do damage; straight up damage boosts, increase accuracy/ToHit so you hit, increase recharge to deal damage faster, increase survivability so you stay alive to deal damage. The best builds try to maximize all of these.
  5. Seems to me Arrows has one of the best Tier 9 nukes, so it performing slightly worse than Energy is as it should be. Energy once used to be considered the average blast set, but in between the power creep of newer sets and all other old sets apart from Energy being buffed, it now kind of sticks out conspicuously in need of some development TLC. Especially when you consider all the uncontrollable knockbacks it brings to team play. It is as far from meta as you can get.
  6. My baby Blaster grew up enough to get some hands-on experience with Glue Arrow with procs. While it potentially procs at max rate (90%), the initial procs only affect the target enemy and not the entire AoE. The AoE will periodically proc for the duration at a very low rate, possibly close to 5% per 10 sec or so. This latter part is insignificant damage while the initial hit to the target rivals Blaze for Fire.
  7. I wanted to like Dark Manipulation, but it's got some issues. There are some real stinkers in the set that should have been given the new Blaster treatment. 1. Tier 1 immobilize given some front-loaded damage. Should be universal for all similar *Blaster* powers including Tenebrous Tentacles imo. Lower duration to half. 2. Instead of turning Death Shroud into a dark version of Dynamo as suggested, perhaps looking at power interactions a bit like /Temporal would be a way to have more variety. For instance, Touch of the Beyond could be made to temporarily boost the Shroud to double in radius, damage and extend the -ToHit to all within for a few seconds. This would potentially make the long rooting animation of Shadow Maul less detrimental as well and open up for more tactical use of the powers in general. 3. Slower recharge of Touch of the Beyond as needed. 4. Extend all pbAoE radius to 10 feet base to match Soul Drain (Death Shroud + Dark Consumption). Faster recharge of Dark Consumption to match Soul Drain (120s). Set "fixed" 🙂
  8. Only if you like good damage to go with the slow 🙂
  9. Just returning to the game after years away, but here's my remarks: Bug showing Superior Defiant Barrage first slot of Ice Blast. Showing no power picked level 24. Pick Aim and choose it sooner. Remove the +2 hold proc in Freezing Touch. Unreliable proc you DON'T need. Move slot + purple hold damage proc to Bitter Freeze Ray for significant damage oomph! Move Steadfast Protection: +3 Defense to earlier and better power Fire Shield. Panacea proc instead of Numina's. More than double endurance gain in comparison. Bonfire is over-slotted. 2 slots: Force Feedback +Recharge proc + the KB to KD. 4 slots freed for your leisure. Add one slot to Build Up for more recharge. Add one slot to Weave, to shore up your defense. One slot to Fly for +ranged def bonus and transportation speed. One slot free to tickle your fantasy 🙂 Perhaps a tiny bit little less global recharge (set bonus vs FF proc) but better in every other way.
  10. Oookay. You seem to have got a firm grasp of the ridiculous, but let it go before your mom catches you in the act 🙂 Happy holidays and jingle bells and all that jizz ^^
  11. You're projecting. I'm perfectly calm whereas you get triggered by even the hint of disagreement. You said Shockwave was *ridiculous* with that specific IO-slotting, something that implies it's comparably strong. When it's patently not. I simply made a rational comparison to sprinkle a little dosage of calm levelheadedness into your rose-colored zomglol reminiscence.
  12. I rank Sonic as the by far worst Blast set for Blasters. Better on Defenders with their high secondary effect modifier becoming a formidable force multiplier on teams. So ridiculous in fact, that a pool power like Wall of Force is arguably significantly better for that proc (much larger AoE + slightly slower recharge). So ridiculous that just about every other AoE which can be similarly slotted are far superior (and some of them don't even have to waste KBtoKD slotting). Compare it to my Dark Blaster's Umbral Torrent which effectively has 2.5x the range (incl. +range from snipe) and 3x the damage all the while being cast in 1/2 of the time. AND debuff ToHit at the same time. Now that's truly ridiculous, making Shockwave sad in comparison.
  13. I already managed to do the binds the way I requested, removed the recharging sound, but still got spammed with "recharging..." text notifications, so it was not ideal. Will give yours a try and possibly add a third string to it for yet another short duration clicky. Your kind input is much appreciated, thanks! 🙂
  14. My /Energy Blaster has loads of click-powers with short duration and I was thinking of using a bind to restore sanity. I know I read somewhere about binding Power Boost and Boost Range to the movement keys ( I use arrow keys) so you will execute the power AND move as normal, but for the life of me I can't seem to find that page again. Save the life of my Blaster pretty please!
  15. Agreed on both the boost to damage and defenses. As for the inherent; I would like something that is useful both solo, but even more so on team so a Sentinel offers something beyond subpar DPS. The current inherent seem only slightly useful on AV/GM, and is pretty much wasted on anything less. I fancy Martial Manipulation's Reach for the Limit mechanic, akin to Defiance, the Blaster inherent that rewards active gameplay, by providing a random chance of triggering a short duration +ToHit/+DMG. I envision this for the Sentinel made into a party-wide (PBAoE 60 radius) bonus. However, when the team goes below a threshold health, the inherent becomes defensive in nature - providing the Sentinel/team (if it triggers) instead with a similarly party-wide (PBAoE 60 radius) short duration +Defense/+Resistance/+Regeneration/+Recovery buff and possibly also a taunt (centered on Sentinel) or placate. This would be thematic for an AT called Sentinel, as it would become someone watching over the team; a guardian, instead of a selfish AT that has pretty good survivability but not enough damage to really attract much aggro.
×
×
  • Create New...