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Posted

Aside from what it says in the title could I get some feedback on slotting. particularly on Gun Drone, Trip Mine and Charged Shot - basically the proc stuff. Some general feedback would be great as well. 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Technology Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Single Shot -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(3), Thn-Dmg/EndRdx/Rchg(3)
Level 1: Toxic Web Grenade -- Thn-Acc/Dmg(A)
Level 2: Charged Shot -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(5), FrcFdb-Rechg%(7)
Level 4: Caltrops -- PstBls-Dam%(A), Rgn-Knock%(45), JvlVll-Dam%(45), Ann-ResDeb%(45), Bmbdmt-+FireDmg(46), AirBrs-Acc/Dmg(46)
Level 6: Disintegrate -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(11), SprBlsWrt-Rchg/Dmg%(11)
Level 8: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(13), GssSynFr--ToHit/Rchg/EndRdx(13), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(17)
Level 10: Targeting Drone -- RctRtc-ToHit(A), RctRtc-Pcptn(17)
Level 12: Lancer Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(42), SprDfnBrr-Acc/Dmg/Rchg(42), SprDfnBrr-Acc/Dmg/EndRdx(43), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(43), SprDfnBrr-Rchg/+Status Protect(43)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Smoke Grenade -- DarWtcDsp-ToHitDeb(A)
Level 18: Penetrating Ray -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx/Rchg(19), StnoftheM-Acc/Dmg(25), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dam%(42)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), Rct-Def(21), Rct-Def/EndRdx(21), Prv-Heal(23), Prv-Absorb%(27), PwrTrns-+Heal(27)
Level 22: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(23)
Level 24: Combat Jumping -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(25)
Level 26: Piercing Beam -- Artl-Acc/Dam(A), Artl-Dam/End(29), Artl-Dam/Rech(29), Artl-Acc/Dam/Rech(37), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(40)
Level 28: Kick -- Empty(A)
Level 30: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-Max HP%(31), GldArm-3defTpProc(33), StdPrt-ResDam/Def+(33)
Level 32: Overcharge -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(34), Rgn-Acc/Rchg(34), Rgn-Dmg/EndRdx(34), PstBls-Dam%(37)
Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(36), Rct-Def(36), Rct-ResDam%(36)
Level 38: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(39), LucoftheG-Def/EndRdx/Rchg(39), LucoftheG-Def(39), LucoftheG-Def/Rchg+(40)
Level 41: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(48)
Level 44: Trip Mine -- Obl-Dmg(A), Obl-%Dam(46), Erd-%Dam(48), Arm-Dam%(48), Arm-Acc/Dmg/Rchg(50)
Level 47: Gun Drone -- Thn-Acc/Dmg/Rchg(A), Thn-Acc/Dmg/EndRdx(50), Thn-Dmg/EndRdx/Rchg(50)
Level 49: Acrobatics -- EndRdx-I(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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 50: Agility Core Paragon 
------------

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Posted

All builds are personal and your build is fine.  Some thoughts:

 

  • A few of your attacks are not slotted fully.  I would suggest additional slotting for Single Shot, Toxic Web Grenade, and Charged Shot.  These powers are lower damage, but they also work well in attack chains especially if you get mezzed.  You can use all of these powers while mezzed, so can still be defeating enemies.  You can be defeated easily while mezzed, so the ability to fight back can be critical.
  • One thing to consider is that your true defense is not soft-capped.  It is soft-capped when you are out of combat, but when you enter combat your Field Operative defense will drop from 5.95% to 2.97%, so you lose almost 3% while in combat.
  • Hasten: I would 2 slot it with +5 IOs to get the recharge down
  • Penetrating Ray: I like the full Thunderstike set as opposed to the 2 sets of 3.  You get 5 set bonuses as opposed to 4, but you have to decide if the regeneration is more important to you than the speed and accuracy.  The ranged defense will be the same with either slotting.  Blasters have lower HPs, so regeneration is not as important to me.  Your accuracy is pretty good, so this a YMMWV.
  • Like 1
Posted

@Lockpick

 

Thanks for the advice. I played around a bit and here's what I've come up with. Let me know what you think:

 

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13 hours ago, Lockpick said:

One thing to consider is that your true defense is not soft-capped.  It is soft-capped when you are out of combat, but when you enter combat your Field Operative defense will drop from 5.95% to 2.97%, so you lose almost 3% while in combat.

All S/L/E/Neg/Ranged are all at least +3% over 45%.

 

13 hours ago, Lockpick said:

Hasten: I would 2 slot it with +5 IOs to get the recharge down

I slammed a FF Proc in charged Shot. I want to see if that gets me perma. 

 

13 hours ago, Lockpick said:

Penetrating Ray: I like the full Thunderstike set as opposed to the 2 sets of 3.  You get 5 set bonuses as opposed to 4, but you have to decide if the regeneration is more important to you than the speed and accuracy.  The ranged defense will be the same with either slotting.  Blasters have lower HPs, so regeneration is not as important to me.  Your accuracy is pretty good, so this a YMMWV.

Makes sense. Made the adjustment. 

Posted

Hello 🙂

 

Your build achieve his goals but, imho, i think the price is too high when i see a 1 sloted Trip mine on a Device Blaster.

 

About your 1 sloted Hasten, i dont think your FF recharge on Charged shot is enough, FF recharge being 2 proc per minute.

 

That being said, i prefer Tactical arrow over Devices and his mines/bombs for Beam rifle being full range.

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Posted (edited)
8 hours ago, Tsuko said:

Hello 🙂

 

Your build achieve his goals but, imho, i think the price is too high when i see a 1 sloted Trip mine on a Device Blaster.

 

About your 1 sloted Hasten, i dont think your FF recharge on Charged shot is enough, FF recharge being 2 proc per minute.

 

That being said, i prefer Tactical arrow over Devices and his mines/bombs for Beam rifle being full range.

My concept is to be a ranged Blaster with defensive tools like Trip Mine, Caltrops and Gun Drone when needed. I do use Gun Drone and Caltrops offensively as well. As I grow into him more I may find myself running in, dropping TM and Caltrops and my build will change to fit that.

 

You're right about FF, its not giving me the recharge I need - tested it last night. I'll have to rework that. 

 

I understand TA fits the bill better here but I like the devices power set much better. 

Edited by Lady War
Posted (edited)
5 hours ago, Lady War said:

My concept is to be a ranged Blaster with defensive tools like Trip Mine, Caltrops and Gun Drone when needed. I do use Gun Drone and Caltrops offensively as well. As I grow into him more I may find myself running in, dropping TM and Caltrops and my build will change to fit that. Maybe if you could explain why Trip Mine should be slotted up and best practices on how to you would use it that would be great. 

 

You're right about FF, its not giving me the recharge I need - tested it last night. I'll have to rework that. 

 

I understand TA fits the bill better here but I like the devices power set much better. 

 

If i had to play a Beam Devices i would play this :

 

 

 

The Lethal Smash Def cap is awesome but as i told you first, i find the price too high : a range def cap is already very strong : with caltrops / bonfire / Toxic web grenade and the Gun drone, you can manage with ease range between you and your enemies.

 

Having "only" the Range cap allow you some interesting options :

 

1) Time Bomb is a cool and potent Aoe but i see it as the biggest Defiance buff of the game (i think) with his 52.8% damage buff. Trip Mine can be considered as the same "tools" with his 26.4% Defiance buff.

2) Hasten / Adrenal / Ageless is a very good PVE option for easy perma hasten.

3) I swaped your 2 blasters sets cause Lancer shot under Disintegrate effect is the big hitter (and Lancer having a tiny more recharge, it optimizes the chance to proc of the ATO chance for damage

4) I sloted Penetrating Ray with a fast snipe and multi - procing "pvp like" setings. Here, the FF chance of recharge should have 90% chance of proc.

 

Have fun 🙂

Edited by Tsuko
  • Like 1

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Posted (edited)

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!

Lady War: Level 50 Technology Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Experimentation
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Acc/Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(5), Thn-Dmg/Rchg(7)
Level 1: Toxic Web Grenade -- TraoftheH-Acc/Immob/Rchg(A)
Level 2: Caltrops -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(7), Artl-Acc/Dam(9), Artl-Dam/End(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(11)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 6: Disintegrate -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15), SprDfnBrr-Acc/Dmg(15), SprDfnBrr-Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/EndRdx(19)
Level 8: Aim -- GssSynFr--Build%(A), AdjTrg-Rchg(19), AdjTrg-ToHit/Rchg(21)
Level 10: Targeting Drone -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(21)
Level 12: Lancer Shot -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(23), SprBlsWrt-Acc/Dmg(23), SprBlsWrt-Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/EndRdx(27)
Level 14: Experimental Injection -- Prv-Absorb%(A)
Level 16: Speed of Sound -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(27)
Level 18: Penetrating Ray -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(29), ExpMarks-Rng/FSnp(29), ExpMarks-Acc/Dmg(31), Apc-Dam%(31), FrcFdb-Rechg%(31)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(33), PrfShf-End%(33), ShlWal-ResDam/Re TP(33), Rct-ResDam%(34)
Level 22: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(34)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), BlsoftheZ-Travel(46), BlsoftheZ-ResKB(46)
Level 26: Piercing Beam -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(37)
Level 28: Trip Mine -- OvrFrc-Acc/Dmg/End(A), OvrFrc-Dmg/End/Rech(37), OvrFrc-Acc/Dmg(37), OvrFrc-Acc/Dmg/End/Rech(39), OvrFrc-Dam/KB(39), FrcFdb-Rechg%(39)
Level 30: Kick -- FrcFdb-Rechg%(A)
Level 32: Overcharge -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(40), Artl-Acc/Dam(40), Artl-Dam/End(40), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42)
Level 35: Time Bomb -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Dmg(43), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), SuddAcc--KB/+KD(45)
Level 38: Gun Drone -- Thn-Acc/Dmg/Rchg(A), Thn-Dmg/EndRdx/Rchg(45), Thn-Dmg/Rchg(45)
Level 41: Bonfire -- RechRdx-I(A), SuddAcc--KB/+KD(48), FrcFdb-Rechg%(48)
Level 44: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48)
Level 47: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(50), LucoftheG-Def(50)
Level 49: Adrenal Booster -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(50)
Level 1: Brawl -- PndSlg-Stun%(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 -- EndRdx-I(A)
Level 2: Rest -- Heal-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 50: Musculature Core Paragon 
Level 50: Ageless Core Epiphany 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 0: Freedom Phalanx Reserve 
Level 50: Ion Core Final Judgement 
Level 50: Assault Radial Embodiment 
Level 50: Degenerative Core Flawless Interface 
Level 50: Longbow Core Superior Ally 
------------

 

I changed the build cause i forgot the field operative mechanic.

 

It's a +5 build, but all you have to do to reach the important "cap" is to "+5" Hasten and Luck of the gambler IO till you reach a real "in fight" range def.

 

PS : Sorry for my old, bad and so french English 🙂

Edited by Tsuko
  • Like 1

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Posted
On 7/3/2020 at 3:51 PM, Tsuko said:

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!

Lady War: Level 50 Technology Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Experimentation
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Acc/Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(5), Thn-Dmg/Rchg(7)
Level 1: Toxic Web Grenade -- TraoftheH-Acc/Immob/Rchg(A)
Level 2: Caltrops -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(7), Artl-Acc/Dam(9), Artl-Dam/End(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(11)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 6: Disintegrate -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15), SprDfnBrr-Acc/Dmg(15), SprDfnBrr-Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/Rchg(17), SprDfnBrr-Acc/Dmg/EndRdx(19)
Level 8: Aim -- GssSynFr--Build%(A), AdjTrg-Rchg(19), AdjTrg-ToHit/Rchg(21)
Level 10: Targeting Drone -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(21)
Level 12: Lancer Shot -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(23), SprBlsWrt-Acc/Dmg(23), SprBlsWrt-Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/EndRdx(27)
Level 14: Experimental Injection -- Prv-Absorb%(A)
Level 16: Speed of Sound -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(27)
Level 18: Penetrating Ray -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(29), ExpMarks-Rng/FSnp(29), ExpMarks-Acc/Dmg(31), Apc-Dam%(31), FrcFdb-Rechg%(31)
Level 20: Field Operative -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(33), PrfShf-End%(33), ShlWal-ResDam/Re TP(33), Rct-ResDam%(34)
Level 22: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(34)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), BlsoftheZ-Travel(46), BlsoftheZ-ResKB(46)
Level 26: Piercing Beam -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(37)
Level 28: Trip Mine -- OvrFrc-Acc/Dmg/End(A), OvrFrc-Dmg/End/Rech(37), OvrFrc-Acc/Dmg(37), OvrFrc-Acc/Dmg/End/Rech(39), OvrFrc-Dam/KB(39), FrcFdb-Rechg%(39)
Level 30: Kick -- FrcFdb-Rechg%(A)
Level 32: Overcharge -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(40), Artl-Acc/Dam(40), Artl-Dam/End(40), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42)
Level 35: Time Bomb -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Dmg(43), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), SuddAcc--KB/+KD(45)
Level 38: Gun Drone -- Thn-Acc/Dmg/Rchg(A), Thn-Dmg/EndRdx/Rchg(45), Thn-Dmg/Rchg(45)
Level 41: Bonfire -- RechRdx-I(A), SuddAcc--KB/+KD(48), FrcFdb-Rechg%(48)
Level 44: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(48)
Level 47: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(50), LucoftheG-Def(50)
Level 49: Adrenal Booster -- AdjTrg-Rchg(A), AdjTrg-EndRdx/Rchg(50)
Level 1: Brawl -- PndSlg-Stun%(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 -- EndRdx-I(A)
Level 2: Rest -- Heal-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 50: Musculature Core Paragon 
Level 50: Ageless Core Epiphany 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 0: Freedom Phalanx Reserve 
Level 50: Ion Core Final Judgement 
Level 50: Assault Radial Embodiment 
Level 50: Degenerative Core Flawless Interface 
Level 50: Longbow Core Superior Ally 
------------

 

I changed the build cause i forgot the field operative mechanic.

 

It's a +5 build, but all you have to do to reach the important "cap" is to "+5" Hasten and Luck of the gambler IO till you reach a real "in fight" range def.

 

PS : Sorry for my old, bad and so french English 🙂

This is a cool build that I made immediately. I ran a few BAFs with it, some +4x8 regular team content and solo +4x8 AE S/L ComicCon Farm. In BAF I think this build really shines, particularly during the prisoner escape segment. However, during the AV fights if I ever wanted to jump in and lay down a TM or TB or even throw some Caltrops down, it was essentially a death wish.

 

The team content stuff went ok. What I noticed here more than anything is this build is awesome about 50% of the time. AB - Aim - BF - TB/TM - Overcharge and theres nothing left really. 

 

AE went 1 of 2 ways. Pop all cool downs, kill most of a group, fight the leftover LT, Bosses, EB's, wait for cool downs, rinse and repeat. Or, immediately go after the next group without ALL CD's and die immediately. Started at +4, had to drop to +1 or +2. I forget where I left it. 

 

I don't think just having Ranged Defense will cut it unless it's a hover Blaster build. When I get to my PC I'll post up the new version of my build. It's more expensive than my original and I took a lot of your slotting. I feel like it plays a lot more consistent, is effective in putting down TM's and TB with the amount of defense available and is only slightly less fun to play than your build (I do miss Bonfire and AB). I will likely keep your build as a "back-up" incase I get bored or just want a different style of play. 

 

Your English is just fine BTW. You should hear my French 😕

  • Like 1
Posted

Build v2:

 

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Posted
On 7/5/2020 at 6:28 PM, Lady War said:

Build v2:

 

 


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Grats to you for the def cap, look very solid 🙂

 

I didnt understand you wanted to Active farm with this blaster : so yeah S/L def seems to be must have. Beam being average (and random) area damage, you could have better result with a fire blaster or even th classic Ice/fire blaster.

The Top 1 beam single target damage should allow you to burn bosses while Devices clean the lieut / minions, right ?

 

I love Beam for team PVE and, mainly, for PVP.

I dislike blaster farm cause it's "too" active for such a repetitive gameplay as Farming, i prefer my fire brutes, i can literally go afk having a coffee and come back when i want 😛

 

If you want 1 or 2 (or 3) cool hybrids farm fire brutes, dont hesitate to mp me, i ll send you this with pleasure.

I dont want to polute the blaster forums with Brutes things.

 

Have fun 🙂

Vous souhaitez rejoindre un canal de discussion 100% Français ?

Vous souhaitez faire des TF Chill ou 4 étoiles avec des Francophones de tout pays ?

Vous souhaitez avoir accès à la meilleure base de données avec les meilleurs builds et ressources en Français ?

"La lune Bleue" est le canal de discussion qu'il vous faut !

N'attendez plus ! Contactez nous en jeu, ou notre Discord  https://discord.gg/GwTeNMrz6z

Posted

A conflict has presented itself. I love my Beam/Dev. However, I find that I rarely need to use Time Bomb, Trip Mine, Gun Drone, well basically Devices...don't get me wrong I can scoot in, plant a mine or two, call the drone but by that time everything is dead.

 

For concept purposes stealth is important sooooo I was looking at /Ninja. It seems appetizing. I get stealth + other stealth like abilities Smoke Flash. In both the Dev and Ninja builds I get the same defensive numbers and a slight edge in damage going to /Nin. The only thing I found about /nin was that it sucks so bad no one takes it and thats why I cant find anything on it...my /Nin is in its early 40's and seems fine, the weird shooting from the shins bug aside. He's mostly a ranged toon but when something gets too close, well, ninja away. 

 

Im looking for detail on /Ninja. What power to take and why. What powers to skip and why. Thoughts on Beam/Dev vs. Beam/Nin...

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