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Posted

Here's the haps guys. This is my first ever character, i'm soon to hit 50 and i don't really know how a fresh 50 build should look like and i couldn't find any dp/devices builds i can learn from. I came up with this. Ain't got no fancy purples in there, because at 20ish mil a piece those are way out of my budget for the foreseeable future. Will this work for team content and some solo play on lower difficulty settings and if not - what can be done to improve it, keeping in mind that i can't afford the good stuff. Also no incarnates neither, because i ain't got a clue about that mess.

 

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Blaster - Dual Pistols - Devices.mxd

Posted

Will it work for solo and teams? Yes.  

Can you improve it without adding 20million per slot purples/winter IOs? Yes to that too, but there is a sort of ceiling you'll hit.  

Some changes you can do simply, and others may need some consideration.  

First off, I'm not Blaster expert.  I'm not just asking this to you, but to the greater Blaster community too.  Why Dual Wield over Pistols?  Pistols has generally better DPA, and it animates faster making your attack chains smoother.  Its Defiance contribution is small, 6%, but if you can weave into fights on singular tough opponents it can stack several times.  So is it the animations?  

Piercing Rounds - Dual Wield - Executioner's Shot - Dual Wield is possible with your build because that takes 8.184 seconds to animate.  If Piercing Rounds is the corner stone of how you handle tough targets you need it to recharge in 5.544 seconds.  Your Piercing Rounds recharges in 4.69 seconds.  

Piercing Rounds - Pistols - Executioner's Shot - Pistols animates in 6.864 a seconds.  You'd need Piercing Rounds to finish cooling down in 4.224 seconds.  Still, that rough half second isn't a big deal.  

Anyway, this is just one of things that perplexes me about ranged only Dual Pistol Blaster builds.  If is just preference, then good on you.  There is plenty of other things to do on Blasters than worry about singular routines since you can worry about Trip Mines or your gun drone or whatever.  

You're under enhancing Weave and Maneuvers.  The Gift of the Ancients set in Combat Jumping would server you better in Weave.  You'll get more bang for your enhancement making the switch.  The enhancements you're using in Weave can just go right into Combat Jumping.  Combat Jumping's base defense value is lower than Weaves and it serves better to mule those sorts of things.  Combat Jumping is also pretty cheap to run for endurance.  Go for the full defense vs the defense/end.  You can handle it.  You haven't shown the Accolade powers (you can work on those now! woo) but there is some +endurance effects there.  You should be swimming in endurance by the time you finish all that.  


You seem like you may be spending the fortune on Gladiator's Armor 3% defense in Tough, but you're missing the Steadfast Resist/3%.  You don't need that Aegis 3 piece.  You could dump the Psionic/Status Aegis and swap for a Steadfast.  

If you do all that, you'll get around 40% to melee/range/AoE.  

You could probably drop a slot off Field Operative and shift it to Hasten.  You could eventually buy some enhancement boosters for Hasten and continue to reduce its cooldown without adding more slots.  Dropping some end return off Field Operative is unlikely to break anything.  Its got a lot of end already.  

If you do decide to break up the slots in Tough, then you could swap out the two remaining Aegis with 2 Unbreakable Guard.  That'll get you a minor endurance cost reduction dropping some of your toggle costs and attacks.  Its not a lot, but it works with all that endurance recovery you have flowing around.  

Incarnate-wise, You could go with Agility to grant you around a 2% boost to all your defenses, it will lower your recharges across the board, and push that recovery higher.  I don't generally care much for that Alpha, but with where you are at, its not a bad choice.  Keep in mind, you can always build more Incarnates even in the same category.  You can't equipment them all, but you can have them to reconfigure your build if you want.  Know this works wonders when you unlock the Destiny slot since there are a lot of goodies in there to switch around.  

Anyway, I wouldn't worry too much on flipping powers around beyond maybe thinking about Pistols. You can certainly live with Dual Wield if none of the other stuff I mentioned on animation time matters to you.  You have enough powers to find something to do other than worrying about a minor nitpick like that.  

Overall, it looks good though.  Much of your decision making on sets and slots, given a constrained budget, make sense to me.  You don't really need tons of purples to make Blasters effective anyway so good job!

  • Thanks 1
Posted

I had asked for some advice in another thread and got some really good pointers on my own DP/Devices build.  What I ended up with is this:

 

-Softcapped S/L and ALMOST Energy Defense, pre-Incarnate

-An "oh crap!" button in Unleash Potential which literally softcaps DEF to -EVERYTHING- for a short while as needed

-Recharge isn't great, but more than adequate for an attack chain without hiccups

-Excellent Regen which really augments Field Operative

 

It's a very sturdy build.  Fun also.  All this pre-Incarnate and only improves post-Incarnate slotting.

 

There are two sets of purples in here, but you can easily swap out the Apocalypse set in Executioners Shot with Thunderstrikes (which will actually improve your Ranged DEF substantially) and then swap out the Avalanche in Hail of Bullets with Obliteration, Multistrike or Eradication IO's....or even combine them a bit if you'd like.  That will get you both a cheaper build and better positional defenses, but with some tradeoffs.

 

Don't see too many ways around the ATO sets though, but if you shop them on the market its pretty easy to get ATO's for some of the less-popular AT's (like Arachnos, etc) for around 5-7MM weekdays.  Then use some merits to buy enhancement converters and play converter roulette until you get the ATO's you need.  A single MSR can easily get you 90-120 converters' worth of merits.

 

Blast to play this!

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Force of Will
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- EntChs-Acc/Dmg(A), EntChs-Heal%(3), EntChs-Dmg/EndRdx/Rchg(5), EntChs-Dmg/Rchg(7), EntChs-Dmg/EndRdx(9)
Level 1: Toxic Web Grenade -- EnfOpr-Acc/Immob(A), EnfOpr-Acc/Immob/Rchg(40)
Level 2: Dual Wield -- SprBlsWrt-Acc/Dmg/EndRdx(A), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(7), SprBlsWrt-Acc/Dmg(9), SprBlsWrt-Dmg/Rchg(46), SprBlsWrt-Rchg/Dmg%(46)
Level 4: Caltrops -- PcnoftheT-Acc/Slow(A)
Level 6: Swap Ammo 
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37)
Level 10: Targeting Drone -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(11), GssSynFr--ToHit/Rchg/EndRdx(11), GssSynFr--ToHit/EndRdx(13), GssSynFr--Rchg/EndRdx(13), GssSynFr--Build%(15)
Level 12: Bullet Rain -- SprDfnBrr-Acc/Dmg/EndRdx/Rchg(A), SprDfnBrr-Acc/Dmg(15), SprDfnBrr-Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/EndRdx(19), SprDfnBrr-Rchg/+Status Protect(19)
Level 14: Mighty Leap -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(37)
Level 16: Weaken Resolve -- AchHee-ResDeb%(A)
Level 18: Smoke Grenade -- DmpSpr-ToHitDeb(A), DmpSpr-ToHitDeb/Rchg(39)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), Prv-Absorb%(21), PrfShf-End%(21), PwrTrns-+Heal(23), SynSck-EndMod/+RunSpeed(23), Mrc-Rcvry+(25)
Level 22: Executioner's Shot -- Apc-Dmg(A), Apc-Dmg/Rchg(25), Apc-Acc/Rchg(27), Apc-Acc/Dmg/Rchg(27), Apc-Dmg/EndRdx(29), Apc-Dam%(29)
Level 24: Kick -- Empty(A)
Level 26: Piercing Rounds -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(31), PstBls-Dmg/Rng(31), PstBls-Dmg/Rchg(34), PstBls-Acc/Dmg/EndRdx(37), PstBls-Dam%(40)
Level 28: Trip Mine -- Obl-Acc/Dmg/Rchg(A), Obl-Dmg/Rchg(43), Obl-Acc/Rchg(45), Obl-Dmg(45), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(46)
Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), UnbGrd-Rchg/ResDam(42), UnbGrd-Max HP%(43), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx(50)
Level 32: Hail of Bullets -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34)
Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(36), Rct-ResDam%(36), LucoftheG-Def/Rchg+(36)
Level 38: Gun Drone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg(40)
Level 41: Scorpion Shield -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/Rchg(42), LucoftheG-Def/Rchg+(50)
Level 44: Unleash Potential -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(48), RechRdx-I(48)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48)
Level 49: Taser -- Dvs-Hold%(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 -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
Level 6: Chemical Ammunition 
Level 6: Cryo Ammunition 
Level 6: Incendiary Ammunition 
Level 50: Agility Core Paragon 
Level 50: Melee Core Embodiment 
------------

 

 

Posted

@oldskool I honestly never considered animation times. I thought t2 > t1 because it does bigger numbers, Lord have mercy...

@Crysis This looks real nice, but tell me - taking both pistols and dual wield, caltrops and taser, are all of those actually used or are they just set holders? Because so far i've never found any situation where i'd consider taking and using caltrops and taser and i'm curious.

 

Still, thank you both very much for the input.

Posted

Because the recharge on my build isn't stellar (it's OK, but without Hasten I'm only at 91% Recharge), I wanted Pistols to complete a fluid attack chain.  Empty Clips could be taken instead, but I find Pistols to create a really good ST attack chain since it animates so quickly.  The fact I can use it while held is just a plus.

 

As for Caltrops, I use them literally every single spawn.  Solo, I drop Gun Drone outside of perception range.  It's visible while I'm double stealthed.  Then I rush into middle of spawn, it follows and pulls the aggro.  I drop Trops, Hail of Bullets and then a Trip Mine.  Dead spawn for the most part, then the boss and any remaining lieuts aren't trying to shoot at me until -AFTER- they get out of the Caltrop field.  They are usually dead by the time they do, so it's free shots for me.

 

Teamed isn't much different other than I'll skip the Gun Drone if I've got a tank or brute pulling the alpha.

 

As for Taser, it was my final power pick and since all other slots were already planned for other powers, I needed something that could live on its own for a single slot.  It's fine, although you could easily choose something else like Assault for a less visible but always welcome buff.   My toon is thematically an homage to Inspector Gadget so having "wrist firing taser darts" was thematic also.  

 

I really have no "set mules" anywhere in my builds.  I'm not a fan of 4 slotting out Boxing and Brawl to pick up the S/L +DEF on a Blaster.  But DP/Devices kinda craves being in melee range so S/L DEF cap is about the best you can do.  Your build, as @oldskoolsaid already, is fine.  It's very similar to my own for things like Recovery, Regen and raw damage output.  The difference is you ended up with mid to upper 30's on DEF for everything.  You really want to try to tune a build to capitalize on something for DEF....Ranged +DEF for many Blaster builds or other positional DEF.  Or if going Typed then S/L since those are the two most common damage types in game, and the way the to-hit rolls work, they have to check against your +DEF so any damage that deals either S/L or both will see you are defense capped.  So the only thing I can encourage you to do with your own build as-is would be to consider swapping some slots around to get capped +DEF (or close to it) somewhere.  Or just leave it as is and always carry around a couple small purples with you to cap your defenses.  That would work too.  

 

 

Posted

@Crysis I see. I asked about caltrops because i had it at one time, but every time i dropped it on a pile of mobs they immediately started trying to waddle out of the damage zone and that kept messing with my aoe. Maybe it was because i was throwing them at range and not when i was in the middle of the pile.

 

Also, i don't know how i did it, but i managed to make the build actually worse. S/L is a little bit higher, even more so if we factor in the -6.5% to hit from smoke grenade, but the other defenses, damage and resists dropped noticeably. But hey, another free +100% regen!
Check it out, worth the giggle.

 

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Blaster - DP-DEV v2.mxd

Posted (edited)
58 minutes ago, BigJimPringle said:

@Crysis I see. I asked about caltrops because i had it at one time, but every time i dropped it on a pile of mobs they immediately started trying to waddle out of the damage zone and that kept messing with my aoe. Maybe it was because i was throwing them at range and not when i was in the middle of the pile.

 

Also, i don't know how i did it, but i managed to make the build actually worse. S/L is a little bit higher, even more so if we factor in the -6.5% to hit from smoke grenade, but the other defenses, damage and resists dropped noticeably. But hey, another free +100% regen!
Check it out, worth the giggle.

 

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Blaster - DP-DEV v2.mxd 12.47 kB · 0 downloads

Throwing 'trops from range is a great tactic...for a Ranged +DEF blaster.  Slows them for  your targeted AOE.  I use a macro to drop the Trops on me as a "give me space to kill you" behavior.  Note: While I couldn't spare the slots in my build, Caltrops is really good with procs.  I have a /Traps Corrupter with a full five slots of procs and they go off all the time, all at once it seems.  Kinda fun to watch simple Caltrops holding multiple spawn critters at same time.

 

I left all your powers intact, and only swapped around a couple of slots.  You are now _just below_ softcapped for S/L and also Energy.  I left HOB toggled on so you can also see when you deliver that payload that you are equally softcapped to Melee and Ranged for the few seconds after triggering it.  That will give you more than enough time to drop a Mine and throw out a shot at the boss before flipping back out of the spawn and then proceeding with Bullet Rain and your ST chain.  -IF- you take Agility as your Alpha Slot for Incarnates, you softcap S/L/E easily.   However, in iTrials, there's typically so much stacked +DEF that you'll not it there, but it's useful to have outside of iTrials for normal PVE content for sure.  

 

If it were me, given you now have more than enough attack powers in this build, I'd take the last slot out of Empty Clips and replace it with an Achille's Heel -RES proc for even more damage output.  You'll lose another 2.5% recharge but that's not all that critical with so many attacks at your disposal...something is always up for you.

 

You could also drop the Kismet out of Maneuvers and just slot in another LOTG Def/End.  This lowers your END consumption a bit (not that it matters, you still should have plenty), but gives you just a smidge more S/L/E +DEF as well.  Every little bit helps, and your To-Hit and Accuracy is already going to be likely good enough for most PVE content given Targeting Drone and set bonuses for +ACC.  You give up 5% +ACC but gain .3% S/L Def and a Hit Point bonus.  I think it's a fair trade under the circumstances.  Likewise, I put in the Unbreakable Guard +HP Proc in place of the Resist/Recharge.  You lose like .2% S/L Resists in doing that but I think 7.5% more HP makes it worth the trade.

 

And yeah, your Regen is off the charts now at over 500%!

 

http://www.cohplanner.com/mids/download.php?uc=1491&c=679&a=1358&f=HEX&dc=78DA6594DB4F135110C6CF76B762810295422950692B081428547D3751944420219AF84A36D094260D6D6849F4C97B7CF2FA42C25DE3FDF6E2F56F31FC092A44345111D7E97E5F6993DD64F777CECC9C996FCED9DDF10BC3B56F46AE1C579AF764C6CCE7274FC8B3909C738F9BA9F4942A5E5572B7D13C79D69C4D25A7E3C3F3666672229D2F6433F940C9776E3E97CBCE15E223E6742A59C8ABDA896C36131F4B9AB9F46CCA6B4F4EA753330599D5975CD3C9B9FC4C3A57036FA6E80E9ECAA5A7E2A5A4E3E654521EC5F1C5165112933BD8A0785986BA25881ACA759BBC031A77C97BE025B5B746A9054DA984A15A258F069B5B5BD46DDBBE257219DCBF42AE82D56B609BACD5A9415F962C21F1AD80B5ABE41A58B70E5E96683735B85F4343BBE4A9B245585648C61EEAF128C3F6FB35D20536EBA401B6B8C1ABB2AA0679DC358F5CB6ADEE31D8F0847C0A1E78463E079BE588BD58EBF2364157CB28FA6CDD06AF89B71EDA5CF52F645DA3F85E82EDAFC00ED1EFA37EDF8A427FABE0C135729D7C00861F82D7058DD0A0375243F80B6A872360240C6AA2B789FBD864C9A574B104D87DE008A303D8F5C80FCC0FFD247F91BF995D5407A93AF8166A3ADF8187DF931FC88F60F727F046F1DBE0DAB61DEC66B745FE057B7749857ABDFF30374473881D87D871AC8EAC26BD60443476B0BF0ED6E967FE7EE6EF67DE01D61F603D9FD489F274A3AC33B0ABECBD19F4638F6ECAB40B7DE85D9B583FB80526BE93DB7C6B245F0FF2A99E08F6C12FB63E9E481F6BEC88E638E2B4386D763D6140E28710AF0D6D30FF67B0DDA8F852EDD38D942DD668AC3C8E3922871C9684C372D46139E6B08C392C13C6DEBF4269B6C553FE03585FABC5AB557A37CB164D3B23836E79ABCEA3FB6F8EE8ADCAE805EC43E77D70D1877F70B1CE52C578B962FCA7594239FE0FDC53FAAE

 

 

Blaster - DP-DEV v3_Alternate.mxd

Edited by Crysis
Posted

Range/Smash/Lethal/Energy Defense cap Hover Blaster with Agility Incarnate. Not crazy about it. but it will work well at 50.  

Gun Drone  at 43 second recharge which puts you at double gun drone at all times. 

Hover off drops you down to 43% defenses, Which is not the end of the world. The reason I bring this up is for dropping Trip Mines.  At 50 one purple inspiration will allow you to drop trip mines freely as there is no interrupt now with device and trip mines.  

Burn out is for those times you want to show off and pull out 3 gun drones and fire off 2 hail of bullets back to back.  

 

Honestly I think the key powers here are all AOE with Gun Drone and Trip mine added. So with that being said I think the build can be reworked to remove any Incarnate requirements. You have enough AOE that getting rid of dual wield and suppressive fire wouldn't be an issue.  

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(7), Thn-Dmg/EndRdx(9), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29)
Level 1: Toxic Web Grenade -- CrtSpd-Acc/Slow(A), CrtSpd-Dmg/Slow(3), CrtSpd-Acc/EndRdx(11), CrtSpd-Rng/Slow(33)
Level 2: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31)
Level 4: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(9), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dmg/EndRdx(31)
Level 6: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(25)
Level 8: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21)
Level 10: Targeting Drone -- GssSynFr--ToHit/Rchg/EndRdx(A), GssSynFr--ToHit(13), GssSynFr--ToHit/Rchg(13), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(17)
Level 12: Swap Ammo 
Level 14: Caltrops -- Rgn-Knock%(A)
Level 16: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(17)
Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(25), Thn-Dmg/Rchg(50)
Level 20: Hover -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Field Operative -- Prv-Heal(A), Prv-Heal/EndRdx(34), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(36), Prv-Absorb%(39)
Level 26: Bullet Rain -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(50), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(27)
Level 28: Suppressive Fire -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(34), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(43)
Level 30: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A)
Level 32: Hail of Bullets -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(46)
Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46)
Level 38: Gun Drone -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46)
Level 44: Trip Mine -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50)
Level 49: Burnout -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance 
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Mrc-Heal(23)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 4: Ninja Run 
Level 50: Agility Radial Paragon 
Level 50: Ageless Core Epiphany 
Level 1: Quick Form 
Level 12: Chemical Ammunition 
Level 12: Cryo Ammunition 
Level 12: Incendiary Ammunition 
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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Posted
11 hours ago, plainguy said:

Range/Smash/Lethal/Energy Defense cap Hover Blaster with Agility Incarnate. Not crazy about it. but it will work well at 50.  

Gun Drone  at 43 second recharge which puts you at double gun drone at all times. 

Hover off drops you down to 43% defenses, Which is not the end of the world. The reason I bring this up is for dropping Trip Mines.  At 50 one purple inspiration will allow you to drop trip mines freely as there is no interrupt now with device and trip mines.  

Burn out is for those times you want to show off and pull out 3 gun drones and fire off 2 hail of bullets back to back.  

 

Honestly I think the key powers here are all AOE with Gun Drone and Trip mine added. So with that being said I think the build can be reworked to remove any Incarnate requirements. You have enough AOE that getting rid of dual wield and suppressive fire wouldn't be an issue.  

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(7), Thn-Dmg/EndRdx(9), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29)
Level 1: Toxic Web Grenade -- CrtSpd-Acc/Slow(A), CrtSpd-Dmg/Slow(3), CrtSpd-Acc/EndRdx(11), CrtSpd-Rng/Slow(33)
Level 2: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31)
Level 4: Empty Clips -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(9), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dmg/EndRdx(31)
Level 6: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(25)
Level 8: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21)
Level 10: Targeting Drone -- GssSynFr--ToHit/Rchg/EndRdx(A), GssSynFr--ToHit(13), GssSynFr--ToHit/Rchg(13), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(17)
Level 12: Swap Ammo 
Level 14: Caltrops -- Rgn-Knock%(A)
Level 16: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(17)
Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(25), Thn-Dmg/Rchg(50)
Level 20: Hover -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Field Operative -- Prv-Heal(A), Prv-Heal/EndRdx(34), Prv-EndRdx/Rchg(34), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(36), Prv-Absorb%(39)
Level 26: Bullet Rain -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(50), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(27)
Level 28: Suppressive Fire -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(34), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(37), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(43)
Level 30: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A)
Level 32: Hail of Bullets -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(46)
Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46)
Level 38: Gun Drone -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46)
Level 44: Trip Mine -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50)
Level 49: Burnout -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance 
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Mrc-Heal(23)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 4: Ninja Run 
Level 50: Agility Radial Paragon 
Level 50: Ageless Core Epiphany 
Level 1: Quick Form 
Level 12: Chemical Ammunition 
Level 12: Cryo Ammunition 
Level 12: Incendiary Ammunition 
------------

 


| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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-REALLY- good build.  I'm not into Hover Blasting (concept reasons, although it's a very effective tactic), but you can swap out Maneuvers for Hover, drop in Shield Wall and Reactive Defense Scaling Resists proc's to augment already-impressive softcapped S/L (44.8%) and E/R +DEF with some good Resists for backup as well.  Agility will put you over Softcapped for all four.

 

This may be my new build!

 

 

  • Like 1
Posted
On 5/17/2020 at 11:31 AM, Crysis said:

-REALLY- good build.  I'm not into Hover Blasting (concept reasons, although it's a very effective tactic), but you can swap out Maneuvers for Hover, drop in Shield Wall and Reactive Defense Scaling Resists proc's to augment already-impressive softcapped S/L (44.8%) and E/R +DEF with some good Resists for backup as well.  Agility will put you over Softcapped for all four.

 

This may be my new build!

 

 

See my point exactly.. Quick once over and BAM ! Improved..

 

 

Posted (edited)
On 5/16/2020 at 10:41 PM, plainguy said:

Range/Smash/Lethal/Energy Defense cap Hover Blaster with Agility Incarnate. Not crazy about it. but it will work well at 50.  

Gun Drone  at 43 second recharge which puts you at double gun drone at all times. 

Hover off drops you down to 43% defenses, Which is not the end of the world. The reason I bring this up is for dropping Trip Mines.  At 50 one purple inspiration will allow you to drop trip mines freely as there is no interrupt now with device and trip mines.  

Burn out is for those times you want to show off and pull out 3 gun drones and fire off 2 hail of bullets back to back.  

 

Honestly I think the key powers here are all AOE with Gun Drone and Trip mine added. So with that being said I think the build can be reworked to remove any Incarnate requirements. You have enough AOE that getting rid of dual wield and suppressive fire wouldn't be an issue.  

 

Nice build, not sure about the 3 slotting of ES and slotting SF for damage.  I would probably rearrange the slotting on those two.  Nice thoughts on Burnout, haven't used it, but 2 HoBs could be wicked.

 

I made some adjustments for my play style.  Looking forward to leveling it...

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29)
Level 1: Toxic Web Grenade -- EnfOpr-Acc/Rchg(A), EnfOpr-Immob/Rng(3), EnfOpr-Acc/Immob/Rchg(11), EnfOpr-Acc/Immob(33)
Level 2: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31)
Level 4: Empty Clips -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(31), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(43)
Level 6: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(25)
Level 8: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21)
Level 10: Targeting Drone -- GssSynFr--ToHit/Rchg/EndRdx(A), GssSynFr--ToHit(13), GssSynFr--ToHit/Rchg(13), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(17)
Level 12: Swap Ammo
Level 14: Caltrops -- Rgn-Knock%(A)
Level 16: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(17)
Level 18: Executioner's Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(25), SprDfnBrr-Acc/Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/EndRdx(39), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(43), SprDfnBrr-Rchg/+Status Protect(50)
Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Field Operative -- LucoftheG-Def/Rchg+(A), PrfShf-End%(34), Prv-Absorb%(34), Prv-Heal(33)
Level 26: Bullet Rain -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(50), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(27)
Level 28: Suppressive Fire -- NrnSht-Dam%(A), GhsWdwEmb-Dam%(34), UnbCns-Dam%(37), GldNet-Dam%(37), GldJvl-Dam%(37)
Level 30: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A)
Level 32: Hail of Bullets -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(46)
Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46)
Level 38: Gun Drone -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(42)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46)
Level 44: Trip Mine -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), Rct-ResDam%(50)
Level 49: Burnout -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Mrc-Heal(23)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 4: Ninja Run
Level 50: Agility Radial Paragon
Level 1: Quick Form
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
Level 50: Ageless Core Epiphany
Level 50: Void Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Carnival Radial Superior Ally
Level 50: Melee Radial Embodiment
------------

 

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Edited by Lockpick
Added a build
  • Like 1
Posted
On 5/25/2020 at 4:28 PM, Lockpick said:

 

Nice build, not sure about the 3 slotting of ES and slotting SF for damage.  I would probably rearrange the slotting on those two.  Nice thoughts on Burnout, haven't used it, but 2 HoBs could be wicked.

 

I made some adjustments for my play style.  Looking forward to leveling it...

 

  Reveal hidden contents

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29)
Level 1: Toxic Web Grenade -- EnfOpr-Acc/Rchg(A), EnfOpr-Immob/Rng(3), EnfOpr-Acc/Immob/Rchg(11), EnfOpr-Acc/Immob(33)
Level 2: Dual Wield -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31)
Level 4: Empty Clips -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(31), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(43)
Level 6: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(25)
Level 8: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21)
Level 10: Targeting Drone -- GssSynFr--ToHit/Rchg/EndRdx(A), GssSynFr--ToHit(13), GssSynFr--ToHit/Rchg(13), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(17)
Level 12: Swap Ammo
Level 14: Caltrops -- Rgn-Knock%(A)
Level 16: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(17)
Level 18: Executioner's Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(25), SprDfnBrr-Acc/Dmg/Rchg(36), SprDfnBrr-Acc/Dmg/EndRdx(39), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(43), SprDfnBrr-Rchg/+Status Protect(50)
Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Field Operative -- LucoftheG-Def/Rchg+(A), PrfShf-End%(34), Prv-Absorb%(34), Prv-Heal(33)
Level 26: Bullet Rain -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(50), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(27)
Level 28: Suppressive Fire -- NrnSht-Dam%(A), GhsWdwEmb-Dam%(34), UnbCns-Dam%(37), GldNet-Dam%(37), GldJvl-Dam%(37)
Level 30: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A)
Level 32: Hail of Bullets -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(46)
Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46)
Level 38: Gun Drone -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(42)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46)
Level 44: Trip Mine -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), Rct-ResDam%(50)
Level 49: Burnout -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Mrc-Heal(23)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 4: Ninja Run
Level 50: Agility Radial Paragon
Level 1: Quick Form
Level 12: Chemical Ammunition
Level 12: Cryo Ammunition
Level 12: Incendiary Ammunition
Level 50: Ageless Core Epiphany
Level 50: Void Core Final Judgement
Level 50: Degenerative Core Flawless Interface
Level 50: Carnival Radial Superior Ally
Level 50: Melee Radial Embodiment
------------

 

 



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much better !

 

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