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atletikus

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Everything posted by atletikus

  1. It's better damage mitigation than shiver if you're in a mob and only using single target powers and are clustered very tightly and are minions only . Yah! Great mitigation on those dastardly scary rikti monkeys, cause underlings and minions is the extent of what a puny mag 2 will cover. Aaaand if they are clustered so tightly they almost stand on top of each other for the small radius to cover them. That covers like .00000002% of actual gameplay. If you buy late game are so weak, you need to carefully weed out those underlings, well...
  2. I just assumed they used it as a heal but as an former Ice Controller I have no lover for Shiver. If anything I was just mad at Ice Control in general lol. Shiver on a Controller is totally different and underwhelming in a world of hard mez and AoE immobilizations. For Blasters until the addition of secondaries with AoE hard mez; Shiver was the best mitigation available by a long shot. It can easily take the sting out of getting mezzed as having landed it on an enemy group will severely reduce both incoming damage and chain-mez while caught (semi) helpless. Great for levelling up solo both defensively and offensively (stacked with the slow of Rain powers) and on small and/or chaotic teams.
  3. I think it's underestimated for squishies. Certainly in a levelling up build it is. I tend to pick it on my Blasters and can't remember being held with it. Acrobatics's mag 2 hold protection will protect your squishy from the large majority of CC since these for a ranged character strongly tend to be holds/kb (while a very large majority of stuns are melee which oftentimes can be avoided by positioning). The hold resistance offers a second layer of defense making enemies less likely to successfully stack holds on you. Especially if you add IOs like Aegis: Status Resistance on top of that. If you build for soft-capped defenses through IO-sets, the usefulness of Acrobatics (and any other defensive powers) is diminished given these automatic defenses will severely reduce the amount of mez actually hitting you and also protect you from incoming damage when the lucky mezzes do land.
  4. I have a team-friendly energy build that I never got around to playing. In addition to knockback to knockdown in all AoEs (Overwhelming Force+Sudden Acceleration), it has soft-capped range defense, albeit lower total defense than your build. However, it's a lot more mobile (especially with Power Boost running) which is something you want very much as a blapper. It also enjoys a lot more global recharge, including I believe a significantly better DPS attack chain. I pretty much guarantee that your team mates will not secretly hate you with my build as they will be wasting a lot less build-up+AoE powers on empty air/suddenly out of position enemies. Totally worth it in my book haha. Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! TEAM-FRIENDLY_nrg_nrg: Level 50 Natural Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Power Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(19) Level 1: Power Thrust -- Acc-I(A) Level 2: Energy Punch -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(11) Level 4: Hover -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(7), BlsoftheZ-Travel(29), BlsoftheZ-Travel/EndRdx(42) Level 6: Power Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/Rchg(15), SprBlsWrt-Acc/Dmg/EndRdx(15), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(17), SprBlsWrt-Rchg/Dmg%(46) Level 8: Fly -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(17) Level 10: Bone Smasher -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(19), Mk'Bit-Dmg/Rchg(21), Mk'Bit-Acc/EndRdx/Rchg(21), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(23) Level 12: Energy Torrent -- OvrFrc-Acc/Dmg(A), OvrFrc-Acc/Dmg/End(25), OvrFrc-Dmg/End/Rech(25), OvrFrc-Acc/Dmg/End/Rech(27), OvrFrc-Dam/KB(27), FrcFdb-Rechg%(39) Level 14: Build Up -- RechRdx-I(A), GssSynFr--Build%(33) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(42) Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33) Level 20: Combat Jumping -- LucoftheG-Rchg+(A), BlsoftheZ-Travel(50), BlsoftheZ-ResKB(50) Level 22: Aim -- RechRdx-I(A) Level 24: Kick -- Acc-I(A) Level 26: Explosive Blast -- Rgn-Dmg/Rchg(A), Rgn-Knock%(34), Rgn-Acc/Dmg/Rchg(34), Rgn-Acc/Rchg(36), Rgn-Dmg/EndRdx(36), SudAcc-KBtoKD(39) Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48), GldArm-End/Res(48) Level 30: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Acc/ActRdx/Rng(40), StnoftheM-Dmg/ActRdx/Rchg(40), StnoftheM-Dmg/EndRdx/Rchg(40) Level 32: Nova -- Arm-Dam%(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(37), Arm-Dmg/EndRdx(37), SudAcc-KBtoKD(39) Level 35: Weave -- LucoftheG-Rchg+(A), HO:Cyto(43), HO:Cyto(48) Level 38: Afterburner -- LucoftheG-Rchg+(A), BlsoftheZ-Travel(43), BlsoftheZ-Travel/EndRdx(50) Level 41: Dark Embrace -- Ags-ResDam/EndRdx(A), Ags-ResDam(42), Ags-Psi/Status(43) Level 44: Oppressive Gloom -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(45), Stp-Acc/EndRdx(45), Stp-Stun/Rng(45), Stp-Acc/Stun/Rchg(46), Stp-KB%(46) Level 47: Boost Range -- EndRdx-I(A) Level 49: Power Boost -- RechRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Heal-I(A) Level 4: Ninja Run Level 2: Swift -- HO:Micro(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(13) ------------ ------------ Set Bonus Totals: 17% DamageBuff(Smashing) 17% DamageBuff(Lethal) 17% DamageBuff(Fire) 17% DamageBuff(Cold) 17% DamageBuff(Energy) 17% DamageBuff(Negative) 17% DamageBuff(Toxic) 17% DamageBuff(Psionic) 6% Defense(Melee) 6% Defense(Smashing) 6% Defense(Lethal) 9.13% Defense(Fire) 9.13% Defense(Cold) 28.81% Defense(Energy) 28.81% Defense(Negative) 6% Defense(Psionic) 36.63% Defense(Ranged) 7.56% Defense(AoE) 3.6% Max End 10% Enhancement(Range) 3% Enhancement(Stunned) 6% Enhancement(Heal) 83.75% Enhancement(RechargeTime) 52% Enhancement(Accuracy) 13.5% SpeedFlying 117.5 HP (9.75%) HitPoints 13.5% JumpHeight 13.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 35% MezResist(Held) 35% MezResist(Immobilized) 35% MezResist(Sleep) 35% MezResist(Stunned) 35% MezResist(Terrorized) 35% 15% (0.25 End/sec) Recovery 36% (1.81 HP/sec) Regeneration 12.5% Resistance(Smashing) 17% Resistance(Fire) 17% Resistance(Cold) 5% Resistance(Energy) 5% Resistance(Negative) 6.5% Resistance(Toxic) 11.5% Resistance(Psionic) 12.5% Resistance(Lethal) 13.5% SpeedRunning
  5. Thanks for your input. The upcoming changes to /Dev made me tinker around with a low-mid level iconic AR/Dev. But I'm not sure about losing out of both aim and build-up...and reliable gaussian's proc is worth it. Are you sure about the Hydra-Origin by the way? The hero planner got Positron Particles listed as enhancing End Mod.
  6. Is there some kind of consensus on how to slot normal +end/heal/absorb sustaining powers? I doubt full Numina's (heal/absorb) keep you from running dry as a perma-hasten blaster? Positron Particles Hydra-Origin looks good on paper since it enhances both heal/absorb and endurance, but I never see them on the auction house. Are they in-game as rewards for the Sewer Trial?
  7. Let me guess...you either play exclusively on roflstomp teams or have forgotten how it was to play at lower levels w/o soft capped defenses. Shiver is great mitigation available whenever you want. It pretty much makes you and a squishy team without reliable hard control immune to melee. It increases recharge time of enemies by 3 times or more. Not even close to being trash. With your mindset; Ice is a wasted power set as the damage it does offer is (significantly) weaker than any other that isn't Devices or Tactical Arrow BECAUSE of great mitigating powers like Shiver.
  8. For the blaps! Bile Spray can be slotted much more efficiently with something like 2x hami-O Nucleus Exposure (33.3% Acc/Dam) and 1 x hami-O Centriole Exposure (33.3% Dam, 20% range). Are you sure about the "massive radius" of Burst of Speed?
  9. I used to consider it the crowning power of Ice Manipulation back in the day, and it probably still a solid power pick even with Frigid Protection now covering much the same function. Shiver will stay very useful both solo and on chaotic teams (so much so, it might make you wish you had chosen Fire as primary since it's pretty much all the mitigation you normally need), and will stay with your build when when you come to the sad realization than you don't really need Ice Patch on top of it - especially if you build for defenses with IO-enhancement sets later on. Slow/-Recharge is a very powerful effect for a squishy, and if you can leverage knockback on top of that...oh slow-mo shenanigans lol.
  10. I'm a pvp noob too, though I had some funny moments with back in the days. Then again...I'm a bit of a keyboard warrior, which is pretty much the same thing lol. Tactical Arrow is great, but playing mine for long makes me wish I had just one heavy hitting melee attack - for that visceral crunchy feeling of slapping someone across the room and into a villainous rez bay :P
  11. I think there's so much to say about your rather "unconventional build" that people stay away from commenting haha. I know little about PvP, so my comments are directed at more general gameplay. The proc in Dual Wield is probably a bad idea. Likewise, the proc in your immobilization is probably a really bad idea at the cost of the defenses a full Thunderstrike set would give you. Nor am I really a fan of your proc in Empty Clips (but if you have spare slots, a little extra damage is always good). Glue Arrow slotted for damage is meh at best, albeit damage per activation is quite decent, it's over a very slow DoT. The Hami-O in Assault gives you less than a regular End Red mod. I would however consider removing Dam/Rech IO from Bullet Rain and add a Force Feedback proc there. Reverse slotting in Tactics and Upshot; you want the Gaussian's proc in a click power for reliable spiked damage when you want it, not less often at radom times when you often don't need the extra damage. Nor am I a fan of 6 slotting the Adjusted Targeting set (5 is more than enough, and you gain little from slotting more than just 1 with your high global recharge). Not slotting Eagle Eye when you slot Stamina is a bad allocation since the base is much higher in the former. Regular Jump IO in Super Jump; you don't need to conserve stamina when travelling. Grab Gymnastics earlier. 6-slotting Snow Storm? Uh no. First of all; you already have great slow in Glue Arrow, secondly 2-3 hami-O Microfilament Exposure will be way better slotting. Slot Frozen Armor with Steadfast +3% defenses and Gladiator's Armor +3% defenses. Point to consider; finding room for Ice Arrow would allow you to double-stack holds on bosses and neutralize other threats quickly.
  12. Beta Decay is a great IO-set mule for +3.75% ranged and +6.75% recharge. Totally worth it, especially since you will run Beta Decay pretty much non-stop. As for influence cost; you added Entomb and Avalanche, both of which are sets who sell for 20-25 million a pop, so I assumed you were pretty flush. This is an expensive build, but not much more so than what you fleshed out. Positron Cell can be slotted for damage, but you really don't want to spam it for damage as it will hurt your DPS. Slot as I do and you get the ranged you need, better duration and 7.5% global recharge. Electron Shackles is 50% more damage per activation second and 20% more than Dual Wield. With high defenses, you should be debuffed less. Also, you will have AoE and ST hold to stop debuffers before they can debuff you. It should not be much of a concern team or solo. Besides, many of the sets come with +Accuracy set bonuses and on teams usually there are several who run Tactics at high levels. My build has better endurance management than yours...apart from it being so much faster than your build so it will consume more too (but that is a luxury problem). You can choose not to use both leadership toggles and still be very near soft cap range if you find yourself running dry (or you can drop Assault/Vengeance all together and go with ie. Afterburner. At higher levels there are special veteran powers that can help with what you want (no experience with it though). Vengeance itself is a great power that will turn a losing battle into a winning one, not many Blasters come with that sort of team friendliness/utility. It is also a great IO mule for Luck of the Gambler + Recharge (as is Afterburner).
  13. Perma-hasten, more mobile, more utility, better damage and I would think better survivability due to more regen and 3 different oh-shit powers included . Using Electron Shackles (fastish DoT makes it usable for damage/control) as an attack due to significantly better damage per activation second than Dual Wield. Suggest Vengeance if you mostly plan to team, Afterburner if you solo more. I think math dictates that +End procs are only more beneficial than a third slotted End Mod IO. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Dual Pistols Secondary Power Set: Atomic Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Force Mastery Hero Profile: Level 1: Pistols (A) Thunderstrike - Accuracy/Damage (3) Thunderstrike - Damage/Endurance (3) Thunderstrike - Damage/Recharge (5) Thunderstrike - Accuracy/Damage/Recharge (5) Thunderstrike - Accuracy/Damage/Endurance (7) Thunderstrike - Damage/Endurance/Recharge Level 1: Electron Shackles (A) Thunderstrike - Accuracy/Damage (7) Thunderstrike - Damage/Endurance (9) Thunderstrike - Damage/Recharge (9) Thunderstrike - Accuracy/Damage/Recharge (11) Thunderstrike - Accuracy/Damage/Endurance (11) Thunderstrike - Damage/Endurance/Recharge Level 2: Empty Clips (A) Superior Frozen Blast - Accuracy/Damage (13) Superior Frozen Blast - Damage/Endurance (13) Superior Frozen Blast - Accuracy/Damage/Endurance (15) Superior Frozen Blast - Accuracy/Damage/Recharge (15) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime (21) Superior Frozen Blast - Recharge/Chance for Immobilize Level 4: Fly (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (43) Blessing of the Zephyr - Knockback Reduction (4 points) Level 6: Positron Cell (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold (17) Basilisk's Gaze - Endurance/Recharge/Hold (19) Basilisk's Gaze - Accuracy/Hold (19) Basilisk's Gaze - Accuracy/Recharge Level 8: Bullet Rain (A) Ragnarok - Damage (21) Ragnarok - Damage/Endurance (23) Ragnarok - Chance for Knockdown (23) Ragnarok - Accuracy/Damage/Recharge (25) Ragnarok - Accuracy/Recharge Level 10: Ionize (A) Recharge Reduction IO (25) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 12: Hover (A) Luck of the Gambler - Recharge Speed Level 14: Swap Ammo Level 16: Beta Decay (A) Cloud Senses - ToHit Debuff (17) Cloud Senses - Accuracy/ToHitDebuff (27) Cloud Senses - Accuracy/Recharge (39) Cloud Senses - ToHit Debuff/Endurance/Recharge (40) Cloud Senses - Accuracy/Endurance/Recharge (48) Cloud Senses - Chance for Negative Energy Damage Level 18: Executioner's Shot (A) Superior Defiant Barrage - Accuracy/Damage (31) Superior Defiant Barrage - Damage/RechargeTime (33) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (33) Superior Defiant Barrage - Accuracy/Damage/Endurance (33) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime (34) Superior Defiant Barrage - RechargeTime/+Status Level 20: Metabolic Acceleration (A) Panacea - +Hit Points/Endurance (34) Panacea - Heal (34) Endurance Modification IO (36) Endurance Modification IO (48) Healing IO Level 22: Hasten (A) Recharge Reduction IO (27) Recharge Reduction IO (31) Recharge Reduction IO Level 24: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 26: Piercing Rounds (A) Superior Blaster's Wrath - Accuracy/Damage (29) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge (29) Superior Blaster's Wrath - Recharge/Chance for Fire Damage (36) Superior Blaster's Wrath - Damage/Recharge (36) Superior Blaster's Wrath - Accuracy/Damage/Recharge (37) Superior Blaster's Wrath - Accuracy/Damage/Endurance Level 28: Maneuvers (A) Luck of the Gambler - Recharge Speed (31) Luck of the Gambler - Defense (39) Luck of the Gambler - Defense/Endurance Level 30: Atom Smasher (A) Obliteration - Damage (45) Obliteration - Accuracy/Recharge (45) Obliteration - Damage/Recharge (45) Obliteration - Accuracy/Damage/Recharge (46) Obliteration - Accuracy/Damage/Endurance/Recharge (46) Obliteration - Chance for Smashing Damage Level 32: Hail of Bullets (A) Superior Avalanche - Accuracy/Damage (40) Superior Avalanche - Damage/Endurance (40) Superior Avalanche - Accuracy/Damage/Endurance (42) Superior Avalanche - Accuracy/Damage/Recharge (42) Superior Avalanche - Accuracy/Damage/Endurance/Recharge (42) Superior Avalanche - Recharge/Chance for Knockdown Level 35: Radioactive Cloud (A) Lockdown - Accuracy/Hold (37) Lockdown - Endurance/Recharge/Hold (37) Lockdown - Accuracy/Endurance/Recharge/Hold (39) Lockdown - Chance for +2 Mag Hold (43) Lockdown - Accuracy/Recharge (43) Lockdown - Recharge/Hold Level 38: Personal Force Field (A) Luck of the Gambler - Recharge Speed Level 41: Temp Invulnerability (A) Steadfast Protection - Resistance/+Def 3% (46) Gladiator's Armor - TP Protection +3% Def (All) (50) Gladiator's Armor - Recharge/Endurance Level 44: Force of Nature (A) Aegis - Resistance/Recharge (50) Titanium Coating - Resistance/Recharge Level 47: Assault (A) Endurance Reduction IO (48) Endurance Reduction IO Level 49: Vengeance (A) Luck of the Gambler - Recharge Speed Level 1: Brawl (A) Empty Level 1: Defiance Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Celerity - +Stealth Level 2: Rest (A) Empty Level 4: Ninja Run Level 2: Swift (A) Flight Speed IO Level 2: Health (A) Miracle - +Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Endurance Modification IO (50) Endurance Modification IO Level 14: Chemical Ammunition Level 14: Cryo Ammunition Level 14: Incendiary Ammunition ------------
  14. Be aware that you're gimping yourself when trying to force a dedicated blapping set like dark to conform to your preference. Dark manipulations "blaps" cover dark blast's lackluster single target damage and without them; you are left with a set who neither has solid single target, nor have any notable AoE. Only three of the dark manipulation powers are have any significant range, so as per your requirement you are pretty much left focusing on your primary powers; of which I would say Dark Blast, Gloom, Umbral Torrent and Aim for the low to mid-levels. Tenebrous is a weakish cone with some utility, that can be chained fairly nicely with Umbral if you queue the attacks quickly. Beyond that there isn't much to build around at low levels to be honest.
  15. Take this with a grain of salt since it's just based on hearsay, but the way I understand it; those endurance procs are preferable to a regular End Mod IO only when you have already 2 or 3 of regular End Mod IOs already and your returns are heavily diminished. I would recommend to go for set bonuses (or as suggested earlier; doubling down on regular IOs) rather than adding multiple procs.
  16. Sounds like you're going out of your way to gimp yourself, so I hope you're having fun with it! If you haven't already, slot Aim with Gaussian's build-up proc and thank me later. It's just that awesome and high burst damage is a survival tool onto itself. If you worry about survivability (as you should), then you might reconsider passing over Throw Sand. It's a good tool for staying alive, especially if you 6-slot it with Stupefy for both global recharge bonus and ranged defense. Umbral Torrent is great for mitigation, but might not fit the theme. If you worry about team friendliness, slot it with knockback to knockdown, I also got some good use out of the Force Feedback proc for +recharge in it. Consider Abyssal Gaze as this hold can be used to stack mag with KO Blow for bosses. Consider powers like Misdirection and Phase Shift from the Concealment pool powers. Ethereal Shift is a Phase Shift clone you can buy at the vendor if your build is tight. Likewise, you can buy self rez powers there making those defeats less of a pain. Nothing quite like an instant payback!
  17. Looking at the numbers Frigid Protection already enjoys capped out slow even vs. significantly higher level critters, so you won't need to slot for that. Unless you need to slot for ranged defenses, in which case 6-slotted Numina's is what you want, then I suggest just 4 regular IOs; 2 x Health/Absorb + 2 x End Mod. Theoretically according to the hero planner there is a Hydra-Origin enhancement called Positron Particles who does both in one, but I haven't found any info on it outside the hero planner and it's not in the auction house AFAIK.
  18. I would respectfully disagree. The sets synergize poorly; as pointed out Sonic is built for keeping range/control, while Atomic requires you to be up close and personal but also with control. Sonic has mostly soft controls which are okay levelling up solo, but pretty much rendered redundant in end game scenario by Atomic's own controls. Sonic has reliable stuns, Atomic does not. 25 and 60% chance for short duration mag 2 and 3 stuns is nothing to rave about for synergic purposes. It's wholly reliant on RNGesus. Atomic can stack holds out of the box, so making a specific build for stun on top of that seems like an overkill in a set that already sacrifice a lot of damage for its control powers. If you wan't that much control; why not play a Dominator and do it properly? Also, the Atomic blaps are not that strong. It's a set that thrives in melee, but with second tier blaps. Not bad, but certainly inferior to the likes of Energy, Electricity and Dark. With less risk comes less reward I guess.
  19. It's good, especially solo. Coupled with Fireball, it will melt equal level spawns w/o use of aim/build up. You need only to hit two enemies to get more damage per animation second for it to be worth it compared to your low tier blasts. If you have spare slots; build for range. With 60 feet range, the cone will get a much more target rich environment.
  20. Sonic is a set built for staying ranged, and despite being perhaps the lowest damage dealer - it's one of the safer sets to solo. That said, it's even better on teams as all team members benefit from your -RES side effect. Hard targets will melt. Radiation requires you to be in melee to get the most out of Beta Decay and your melee powers. Beyond rhyming, there's not much synergy going, but I guess you could have fun alternating Siren's Song+Radioactive Cloud to stay extra safe while picking off the targets at your leisure.
  21. I really like Umbral Torrent; it's damage coupled with a quick get out of my face/mitigation over a YUUGE cone. It's by far the strongest regular cone attack in the game, and I would say it's better than AR's Full Auto in several regards. If you have a problem with this awesome power; then you need to learn to play better. For team friendliness slot it with knockback to knockdown IO and you can even throw in a +Recharge proc and never look back. I'm less of a fan about Tenebrous Tentacles, mediocre slow damage is not what a Blaster wants and the immobilization is inferior to KB/KD in terms of mitigation. Ultimately what hurts Dark is two things; lack of strong ST (too many mediocre utility powers), but this is offset a bit by an "instant snipe" build. More serious is the lack of strong AoE: Blasters need to bring good AoE to a team or you will be an inferior choice to any other. Blasters pay a too heavy price in terms of raw power for utility in City of Heroes, especially considering you can IO-build a character in a way rendering much of the added utility redundant. My quick-fix would be to either change Tenebrous Tentacles damage to tick much faster (and balance this out with reduced immobilization duration), or replace Tenebrous Tentacles with Night Fall and give it the range and arc of TT so it will fill a role of a "melee range" secondary cone with less need of positioning, or simply replace it with Dark Obliteration.
  22. Yes, but you proc realiably with AoE vs larger spawns. Also equally important; +1 mag is often all you need and oftentimes I run around with +2 or +3 stacked protections. I would recommend it to any blaster who keeps getting mezzed (just about all) and suggest to slot it in a faster recharging AoE that you open with so you're likely to get status protection proc to help with the initial return fire.
  23. Leave the recharge longer only if the damage doesn't get nerfed like it is currently on beta. If it's nerfed so badly they need the faster recharge Hold on just a moment! First of all; the dominator AT doesn't need buffing. Secondly; dominator sniper powers are vastly stronger (by around 50% dam/per activation with better end/per damage) than the AT who supposedly are the masters of blasting. To further insult to injury; dominators can leverage this damage with much less risk than blasters while having pets to further increase the damage gap.
  24. Here's one of the builds I'm currently considering doing...if my altoholism allows me. Soft-capped ranged defenses and near perma-Hasten. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Natural Blaster Primary Power Set: Fire Blast Secondary Power Set: Temporal Manipulation Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Fire Blast (A) Thunderstrike - Accuracy/Damage (3) Thunderstrike - Damage/Endurance (3) Thunderstrike - Damage/Recharge (5) Thunderstrike - Accuracy/Damage/Recharge (5) Thunderstrike - Accuracy/Damage/Endurance (7) Thunderstrike - Damage/Endurance/Recharge Level 1: Time Wall (A) Accuracy IO Level 2: Fire Ball (A) Superior Defiant Barrage - Accuracy/Damage (7) Superior Defiant Barrage - Damage/RechargeTime (9) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (9) Superior Defiant Barrage - Accuracy/Damage/Endurance (11) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime (11) Superior Defiant Barrage - RechargeTime/+Status Level 4: Aging Touch (A) Mako's Bite - Accuracy/Damage (13) Mako's Bite - Damage/Endurance (13) Mako's Bite - Damage/Recharge (15) Mako's Bite - Accuracy/Endurance/Recharge (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge (17) Mako's Bite - Chance of Damage(Lethal) Level 6: Super Jump (A) Jumping IO Level 8: Fire Breath (A) Positron's Blast - Accuracy/Damage (17) Positron's Blast - Damage/Endurance (19) Positron's Blast - Damage/Recharge (19) Positron's Blast - Damage/Range (21) Positron's Blast - Accuracy/Damage/Endurance (39) Range IO Level 10: Chronos (A) Recharge Reduction IO (40) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 12: Aim (A) Recharge Reduction IO Level 14: Combat Jumping (A) Luck of the Gambler - Recharge Speed Level 16: End of Time (A) Overwhelming Force - Accuracy/Damage (21) Overwhelming Force - Endurance/Recharge (23) Overwhelming Force - Accuracy/Damage/Endurance (23) Overwhelming Force - Damage/Endurance/Recharge (25) Overwhelming Force - Accuracy/Damage/Endurance/Recharge (46) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown Level 18: Blaze (A) Thunderstrike - Accuracy/Damage (25) Thunderstrike - Damage/Endurance (27) Thunderstrike - Damage/Recharge (27) Thunderstrike - Accuracy/Damage/Recharge (29) Thunderstrike - Accuracy/Damage/Endurance (29) Thunderstrike - Damage/Endurance/Recharge Level 20: Temporal Healing (A) Numina's Convalesence - Heal/Endurance (31) Numina's Convalesence - Endurance/Recharge (31) Numina's Convalesence - Heal/Recharge (31) Numina's Convalesence - Heal/Endurance/Recharge (33) Numina's Convalesence - Heal (33) Numina's Convalesence - +Regeneration/+Recovery Level 22: Hasten (A) Recharge Reduction IO (33) Recharge Reduction IO (46) Recharge Reduction IO Level 24: Rain of Fire (A) Ragnarok - Damage (36) Ragnarok - Damage/Recharge (37) Ragnarok - Accuracy/Damage/Recharge (37) Ragnarok - Accuracy/Recharge (37) Ragnarok - Damage/Endurance Level 26: Kick (A) Accuracy IO Level 28: Tough (A) Steadfast Protection - Resistance/+Def 3% (50) Steadfast Protection - Resistance/Endurance Level 30: Weave (A) Luck of the Gambler - Recharge Speed (39) Luck of the Gambler - Defense/Endurance (39) Luck of the Gambler - Defense Level 32: Inferno (A) Superior Blaster's Wrath - Accuracy/Damage (34) Superior Blaster's Wrath - Damage/Recharge (34) Superior Blaster's Wrath - Accuracy/Damage/Recharge (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance (36) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge (36) Superior Blaster's Wrath - Recharge/Chance for Fire Damage Level 35: Time Shift (A) Stupefy - Accuracy/Recharge (40) Stupefy - Endurance/Stun (40) Stupefy - Accuracy/Endurance (42) Stupefy - Stun/Range (42) Stupefy - Accuracy/Stun/Recharge (42) Stupefy - Chance of Knockback Level 38: Time Lord (A) Gladiator's Armor - TP Protection +3% Def (All) Level 41: Blazing Bolt (A) Sting of the Manticore - Accuracy/Damage (43) Sting of the Manticore - Damage/Endurance (43) Sting of the Manticore - Accuracy/Interrupt/Range (43) Sting of the Manticore - Damage/Interrupt/Recharge (45) Sting of the Manticore - Damage/Endurance/Recharge Level 44: Dark Embrace (A) Reactive Armor - Resistance/Endurance (45) Reactive Armor - Resistance (45) Reactive Armor - Resistance/Endurance/Recharge Level 47: Oppressive Gloom (A) Stupefy - Accuracy/Recharge (48) Stupefy - Endurance/Stun (48) Stupefy - Accuracy/Endurance (48) Stupefy - Stun/Range (50) Stupefy - Accuracy/Stun/Recharge (50) Stupefy - Chance of Knockback Level 49: Acrobatics (A) Endurance Reduction IO Level 1: Brawl (A) Empty Level 1: Defiance Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Celerity - +Stealth Level 2: Rest (A) Healing IO Level 2: Health (A) Miracle - +Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Endurance Modification IO (46) Endurance Modification IO Level 2: Swift (A) Run Speed IO Level 4: Ninja Run ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1461;654;1308;HEX;| |78DA65945B53525114C7F781432642628AA0E20514414D14B55E1B6F688D3626D62| |B73264E780A814198A9A7B2FA14955ABDF5D24BB7D7BE41B7D7AE1FA0F21BD082FF| |1F74863303BFB3D7DA6BEDFF5E6BEFB37E67C9F56A65EFA2D2DC8B59637737B520F| |F25B3D872C528958B4656559F16F9F5D091DA347219331D4B58451393C3754FB25C| |28E48BA5D896B92334B2A975236715CA59A364E573CAB591CF67636BA651B072196| |76D902C9866DA5D7B4D5899ED9238DA30CA568781E5827523B65E4BBE63E5D2A964| |BE5C4D5A1DDFF58BA6B0FCE655FDA938D4BE20AE2BDB017908EACFC8E7E0A917E0F| |C582356A95ED816041AF3694AC77C0D3C6D23EDA053271DE082E4B333D67E13F95C| |19721B3C6391B740CF6DD0274576508B230ADB126B5FCDD7F29AF3DF8067DF92EFC| |0AEF7E0E83863454B2B62B5D609D8222F6D352ECBB08D6BB5D1D72D0BB935D8DC5E| |0DF324473BD76FFF66C73ADFC1EE1FE44FD0FF0B9CFC0D2624AA83B11DEC8B9F7DE| |9655F7AD99700FB12605F12B26E27B4383AAF42CBC0269924B7C0A16BE4753024FB| |F022D6E6E5DE86C8497251E08336DD37839A0CCF822373E479F2026893BC3DAC590| |FCF8A5D6C7D584BEBF3C94BBFAEE2DDA02EBE7EEAE8673D473D6417B82ADE41D668| |F031EA167C423E25F7C1E103F2105C951A85181BBA877C91FBE41E38F6807C483E0| |22F496C98BD0ECF20DF8A8CA2AC49F423F637FE89FC4C7E01CF7D053F48E804F738| |31202F11F185C82078E4522AC65EC6A8738A3AA7A8738A3AE3D419A74EBFD4709A3| |AA7833C23FA893B5B914705F5FA95AD54C69BBCD34D96789365B6C932D764593B5E| |452E16CEC486DEF856286D04FAFE39C5569F771935F87BD2C6BB7D746CD3D410CF2| |7F9E7E4FC49D85A3D8D6F4BE53F562ED590| |-------------------------------------------------------------------|
  25. Both are strong combos that are fun to play all the way up. /ice offers an amazing amount of mitigation and is good on small teams and shines solo. Shiver+Rain of Fire makes for a slow roast. Only negative I would say is that the mitigation /ice brings to the table is rendered somewhat redundant if you decide to invest in an expensive softcapped ranged defense IO-build.
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