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Posted (edited)

Building for end game team content and solo badge hunting type of things. I won't be farming or anything like that. I don't mind spending inf as long as it's worth it. I believe this was originally based on a Positive Gamer build, but it's been so long I can't remember. I am not married to any of this so please feel free to throw the entire thing out if necessary. Thanks in advance!

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 49 Natural Blaster
Primary Power Set: Water Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Hydro Blast

  • (A) Apocalypse - Damage
  • (3) Apocalypse - Damage/Recharge
  • (3) Apocalypse - Chance of Damage(Negative)

Level 1: Power Thrust

  • (A) Empty

Level 2: Water Burst

  • (A) Ragnarok - Damage
  • (5) Ragnarok - Damage/Recharge
  • (5) Ragnarok - Accuracy/Damage/Recharge
  • (7) Ragnarok - Damage/Endurance
  • (7) Ragnarok - Chance for Knockdown
  • (48) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

Level 4: Energy Punch

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (9) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (9) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (11) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (11) Superior Blistering Cold - Recharge/Chance for Hold

Level 6: Whirlpool

  • (A) Achilles' Heel - Defense Debuff
  • (15) Achilles' Heel - Defense Debuff/Recharge
  • (15) Achilles' Heel - Chance for Res Debuff
  • (17) Damage Increase IO

Level 8: Tidal Forces

  • (A) Adjusted Targeting - To Hit Buff/Recharge
  • (13) Adjusted Targeting - Recharge
  • (13) Adjusted Targeting - Endurance/Recharge

Level 10: Build Up

  • (A) Rectified Reticle - To Hit Buff
  • (17) Rectified Reticle - To Hit Buff/Recharge
  • (19) Adjusted Targeting - To Hit Buff/Recharge

Level 12: Bone Smasher

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (19) Superior Defiant Barrage - Damage/RechargeTime
  • (21) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (21) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (23) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (23) Superior Defiant Barrage - RechargeTime/+Status

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO

Level 16: Energize

  • (A) Preventive Medicine - Heal
  • (25) Preventive Medicine - Heal/Endurance
  • (27) Preventive Medicine - Endurance/RechargeTime
  • (27) Preventive Medicine - Heal/RechargeTime
  • (29) Preventive Medicine - Heal/RechargeTime/Endurance
  • (29) Preventive Medicine - Chance for +Absorb

Level 18: Water Jet

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (31) Superior Blaster's Wrath - Damage/Recharge
  • (31) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (31) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (33) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (33) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

Level 20: Super Speed

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (33) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 22: Boxing

  • (A) Empty

Level 24: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (34) Unbreakable Guard - +Max HP
  • (34) Unbreakable Guard - Resistance/Endurance
  • (34) Unbreakable Guard - Resistance
  • (36) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (36) Gladiator's Armor - TP Protection +3% Def (All)

Level 26: Weave

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (36) Reactive Defenses - Scaling Resist Damage
  • (37) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (37) Luck of the Gambler - Defense

Level 28: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (37) Luck of the Gambler - Defense

Level 30: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (39) Luck of the Gambler - Defense

Level 32: Geyser

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (39) Superior Frozen Blast - Damage/Endurance
  • (39) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (40) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (40) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (49) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 35: Web Envelope

  • (A) Enfeebled Operation - Accuracy/Recharge
  • (40) Enfeebled Operation - Endurance/Immobilize
  • (42) Enfeebled Operation - Accuracy/Endurance
  • (42) Enfeebled Operation - Immobilize/Range
  • (42) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (43) Enfeebled Operation - Accuracy/Immobilize

Level 38: Total Focus

  • (A) Hecatomb - Damage
  • (43) Hecatomb - Damage/Recharge
  • (43) Hecatomb - Accuracy/Damage/Recharge
  • (45) Hecatomb - Damage/Endurance
  • (45) Hecatomb - Chance of Damage(Negative)

Level 41: Scorpion Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (45) Luck of the Gambler - Defense

Level 44: Web Cocoon

  • (A) Basilisk's Gaze - Chance for Recharge Slow
  • (46) Basilisk's Gaze - Accuracy/Recharge
  • (46) Basilisk's Gaze - Accuracy/Hold
  • (46) Basilisk's Gaze - Recharge/Hold

Level 47: Tactics

  • (A) Rectified Reticle - To Hit Buff
  • (47) Rectified Reticle - To Hit Buff/Recharge

Level 49: Assault

  • (A) Endurance Reduction IO

Level 1: Brawl

  • (A) Empty

Level 1: Defiance 


Level 1: Sprint

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image.thumb.png.3331d7814b2c94a43a6ea94f907a9d9a.png

image.png.7f03e97eec496ee018c50457c230a6f4.png

image.png.7661f9a3fd9873bf76a9aa86a2dff4a8.png

image.png.1bea10fdd49beab40e37f94931b801e7.png

Edited by admiralnorman

- You guys are the real heroes!

Posted

Oh, I've got one of these! I've got a build that I've been running that's been a lot of fun; I'll link it below. I found I liked Aqua Blast a bit better than Hydro Blast - it feels smoother and easier to work into a chain for the Tidal stacks. I also took Dehydrate and Steam Spray - of the two, Dehydrate could easily be shuffled and swapped for Total Focus, since Energize mostly keeps you happy and healthy as it is. Power Boost is also too nice to pass up, and on the below, takes Energy Defense right up to softcap (and the rest to within a medium purple of the same). Water Jet's procced up for the double-tap nuke (a personal preference holdover from when I built water on a corr). Tidal Forces and Build-up have synchronized recharges; Force Feedback on both Water Burst and Geyser for more recharge fun.

 

Spoiler

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  • Thanks 1
Posted
On 4/21/2021 at 7:51 PM, saccare9 said:

Oh, I've got one of these!

 

Why did you invest so heavily in over-capping S/L defense?  Stuff like Rectified Reticle imply you're definitely doing it on purpose, since there's better to-hit set bonuses otherwise.

Posted (edited)

He's got powerboost on, without S/L is sitting at 45%

 

For this build I'd go with a resist armor + softcapped range defense. The single target melee attacks can be jousted and the rest of the attacks favor ranged play. Also melee range blasting = S/L defense is a popular misconception. What about the things outside of melee range shooting at you with their non-s/l attacks/mezzes? At least you can kill the ones in melee range quick but you can't interact with those at range and they are just getting free shots at you. As long as you stay mobile you can minimize melee exposure and still get your attacks in. And when you are kiting enemies like that they are either chasing you or shooting you. You know what really does the heavy lifting when you hop around the battlefield like that? - Range defense.

 

Speaking of mobility, a slowed blaster is a dead blaster. get more slow resist in there, High end builds without slow resist aren't high end builds. Try to run out of a caltrops field when enemies are swarming in on you or fight those animus arcanus with their times junctures and ice storms and you'll get an appreciation of why slow resist is important.

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Mutation Blaster
Primary Power Set: Water Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
Level 1: Power Thrust -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(48)
Level 2: Water Burst -- FrcFdb-Rechg%(A), Ann-ResDeb%(9), SprFrzBls-Acc/Dmg(9), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Dmg/EndRdx(43)
Level 4: Build Up -- HO:Membr(A)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7), WntGif-ResSlow(48)
Level 8: Tidal Forces -- GssSynFr--Build%(A)
Level 10: Bone Smasher -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/EndRdx(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(13), SprBlsWrt-Rchg/Dmg%(15)
Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(23), SprWntBit-Acc/Dmg/Rchg(23), SprWntBit-Dmg/EndRdx/Acc/Rchg(25), SprWntBit-Rchg/SlowProc(25)
Level 14: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(15)
Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(19), NmnCnv-Regen/Rcvry+(21)
Level 18: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(33), Thn-Dmg/EndRdx/Rchg(33), Thn-Acc/Dmg/EndRdx(34)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 22: Boxing -- SprBlsCol-Acc/Dmg/Rchg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46)
Level 24: Tough -- GldArm-3defTpProc(A)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29)
Level 28: Whirlpool -- AchHee-ResDeb%(A), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(37), Artl-Dam/End(40), PstBls-Dmg/Rchg(49)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31)
Level 32: Geyser -- FrcFdb-Rechg%(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), Rgn-Dmg(43)
Level 35: Shocking Bolt -- HO:Nucle(A), Apc-Dam%(36), GldJvl-Dam%(36), Dcm-Build%(36), GhsWdwEmb-Dam%(37), UnbCns-Dam%(37)
Level 38: Total Focus -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(40)
Level 41: Charged Armor -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(47), RctArm-ResDam/EndRdx/Rchg(47), RctArm-ResDam(48)
Level 44: Steam Spray -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
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)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 50: Musculature Radial Paragon
------------

 

 

Edited by Nemu

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted
13 hours ago, Nemu said:

He's got powerboost on, without S/L is sitting at 45%

 

For this build I'd go with a resist armor + softcapped range defense. The single target melee attacks can be jousted and the rest of the attacks favor ranged play. Also melee range = S/L defense is a newbie mistake. What about the things outside of melee range shooting at you with their non-s/l attacks/mezzes? At least you can kill the ones in melee range quick but you can't interact with those at range and they are just getting free shots at you. As long as you stay mobile you can minimize melee exposure and still get your attacks in. And when you are kiting enemies like that they are either chasing you or shooting you. You know what really does the heavy lifting when you hop around the battlefield like that? - Range defense.

 

Speaking of mobility, a slowed blaster is a dead blaster. get more slow resist in there, High end builds without slow resist aren't high end builds. Try to run out of a caltrops field when enemies are swarming in on you or fight those animus arcanus with their times junctures and ice storms and you'll get an appreciation of why slow resist is important.

 

Yes, S/L should be at 45% when power boost is off. That said, while I'm always welcome to feedback and critiques, saying something is a "newbie mistake" is a bit unfair - I'd had ranged defense for a bit, but S/L ended up working better. The KDs from Water end up being quite hefty mitigation as it is, so hitting the easier to hit, "catch-all" S/L allows for building for more recharge, which helps the AoEs come up more frequently, which keeps mobs on their backs. Or trying to flee out of the Whirlpool, for that matter. Or, even, getting Tidal Forces and Water Jet to double-tap priority targets into nonexistence. In a pinch, 20% ranged defense is exactly one medium purple from softcap.

 

Water also tends to be a more selfish powerset. It wants you to prioritize its powers to build/spend its Tidal stacks. In this sense, the blaps make for better use as being woven in as needed for the occasional Single Target needs. Further, if you're going a resist shield, you'd want Mu Mastery instead of Electrical for this reason - you don't need the Proc-Me-Up epic hold here. You've got enough attacks as it is, and Water Jet will serve you far, far better with those procs by mere dint of its double-tap nature.

Posted

Point taken about the language, changed it.

 

My rationale still stands. It's true that S/L helps against most melee/pbaoe attacks that mobs throw out. However, the things you can interact with in melee range are subject to your knockdowns/controls/killing them quickly. There are plenty of mobs that are all too happy to shoot you at range with non-s/l attacks such as the shadows, seers, demons/behemoths, etc,,, and there are plenty of end game maps where mobs don't cluster nicely, You have no control over the type of damage mobs deal to you but you know what you can control? Their delivery vector. Range defense is not just for ranged builds, it's just as useful for melee blasters. It's more "catch all" than S/L in my opinion.

 

And the idea that melee attacks require you to stay in melee range? Also one of the biggest traps for a lot of melee blasters. Even with softcap defenses you still only have blaster HP and resistances. The zen of playing melee blasters is knowing when to be in melee and when not to be, and mastering movement so you can be where you need to be when you need to be there. I've repeated this in my many posts in this forum.

 

Here's how I would build for such a blaster with a defense shield. Having both S/L and Range defense in the 40% range and powerboost to push those near incarnate softcap for 15 seconds at a time with a 4 second gap in between.

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 49 Mutation Blaster
Primary Power Set: Water Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Aqua Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7)
Level 1: Power Thrust -- Acc-I(A)
Level 2: Water Burst -- FrcFdb-Rechg%(A), Artl-Acc/Dam(9), Artl-Dam/End(13), Artl-Acc/Dam/Rech(13), Ann-ResDeb%(27), Ann-Acc/Dmg/EndRdx(29)
Level 4: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(5)
Level 6: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(33), WntGif-ResSlow(47)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9)
Level 10: Tidal Forces -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(11), GssSynFr--Build%(11)
Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37)
Level 14: Bone Smasher -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(15), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(25), SprBlsCol-Rchg/HoldProc(27)
Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(17), NmnCnv-Heal/EndRdx/Rchg(21), NmnCnv-Heal(23), NmnCnv-Regen/Rcvry+(25)
Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(19), Rct-Def/EndRdx(19), Rct-ResDam%(21)
Level 20: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(39), Thn-Dmg/Rchg(39), Thn-Acc/Dmg/Rchg(39), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Boxing -- Empty(A)
Level 26: Steam Spray -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(33), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(34), Artl-End/Rech/Rng(34)
Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(29), UnbGrd-Max HP%(48), HO:Ribo(48)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31)
Level 32: Geyser -- FrcFdb-Rechg%(A), SprFrzBls-Acc/Dmg/Rchg(43), Artl-Dam/Rech(43), Artl-Acc/Dam/Rech(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), Artl-End/Rech/Rng(45)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36)
Level 38: Total Focus -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(43)
Level 41: Whirlpool -- AchHee-ResDeb%(A), Artl-Acc/Rech/Rng(46), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(46), SprFrzBls-Acc/Dmg/EndRdx(47), SprFrzBls-Dmg/EndRdx(47)
Level 44: Tactics -- HO:Cyto(A)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
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)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
------------

 


As I said you can do just as well with the previous build I posted, none of the powers in either set really incentivizes you to STAY in melee range and you can do just fine jousting the melee attacks and staying at range and let range defense be the "catch all" do work for you.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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