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Water/Earth Look for review/guidance


JodisWelch

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I have experience with Water blast before but only on a Corruptor due to this character in a previous version being Water/Dark Corr and of course Earth Manipulation is new for everyone and something I was happy to see as I had a reason to remake this toon as a Blaster as this combo of power set actually matches the original concept of the character.

 

The build however could do with some opinions and guidance as I don't feel like I am getting the slots and sets right. I am able to get Capped Range Def without too much hassle but only just getting perma Hasten from 3 +5 boosted Recharge IO's and Incarnate bonuses. I've tried different sets and was able to get perma hasten without Incarnate powers but at heavy cost to Range Def.

 

It could be that this combo of powers needs Incarnate boosts to make it happen and I just haven't picked up on that but all the more reason to post here to see if I am missing something obvious or way off the mark entirely. Any help is appreciated.

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Mud Slide: Level 50 Mutation Blaster
Primary Power Set: Water Blast
Secondary Power Set: Earth Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Hydro Blast

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (34) Thunderstrike - Damage/Endurance/Recharge

Level 1: Stone Prison

  • (A) Enfeebled Operation - Accuracy/Recharge
  • (7) Enfeebled Operation - Endurance/Immobilize
  • (7) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (9) Enfeebled Operation - Accuracy/Endurance

Level 2: Water Burst

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (9) Superior Defiant Barrage - Damage/RechargeTime
  • (11) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (11) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (13) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (15) Superior Defiant Barrage - RechargeTime/+Status

Level 4: Salt Crystals

  • (A) Achilles' Heel - Defense Debuff
  • (13) Achilles' Heel - Defense Debuff/Recharge
  • (15) Achilles' Heel - Chance for Res Debuff

Level 6: Whirlpool

  • (A) Artillery - Accuracy/Damage
  • (17) Artillery - Damage/Endurance
  • (17) Artillery - Damage/Recharge
  • (19) Artillery - Accuracy/Damage/Recharge
  • (19) Artillery - Accuracy/Recharge/Range
  • (21) Artillery - Endurance/Recharge/Range

Level 8: Tidal Forces

  • (A) Recharge Reduction IO

Level 10: Build Up

  • (A) Recharge Reduction IO

Level 12: Dehydrate

  • (A) Superior Winter's Bite - Accuracy/Damage
  • (23) Superior Winter's Bite - Damage/RechargeTime
  • (25) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (25) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (27) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (27) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge

Level 14: Super Jump

  • (A) Jumping IO

Level 16: Boxing

  • (A) Damage Increase IO

Level 18: Water Jet

  • (A) Thunderstrike - Accuracy/Damage
  • (23) Thunderstrike - Damage/Endurance
  • (29) Thunderstrike - Damage/Recharge
  • (29) Thunderstrike - Accuracy/Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Endurance
  • (34) Thunderstrike - Damage/Endurance/Recharge

Level 20: Mud Bath

  • (A) Numina's Convalesence - Heal/Endurance
  • (31) Numina's Convalesence - Endurance/Recharge
  • (31) Numina's Convalesence - Heal/Recharge
  • (33) Numina's Convalesence - Heal/Endurance/Recharge
  • (33) Numina's Convalesence - Heal
  • (33) Numina's Convalesence - +Regeneration/+Recovery

Level 22: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (34) Gladiator's Armor - TP Protection +3% Def (All)

Level 24: Weave

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

Level 26: Hasten

  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
  • (37) Recharge Reduction IO

Level 28: Steam Spray

  • (A) Ragnarok - Damage
  • (37) Ragnarok - Damage/Recharge
  • (39) Ragnarok - Accuracy/Damage/Recharge
  • (39) Ragnarok - Accuracy/Recharge
  • (39) Ragnarok - Damage/Endurance
  • (40) Achilles' Heel - Chance for Res Debuff

Level 30: Maneuvers

  • (A) Reactive Defenses - Defense
  • (40) Reactive Defenses - Defense/Endurance
  • (40) Reactive Defenses - Scaling Resist Damage
  • (42) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 32: Geyser

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

Level 35: Beryl Crystals

  • (A) Endurance Reduction IO

Level 38: Fracture

  • (A) Absolute Amazement - Stun
  • (45) Absolute Amazement - Accuracy/Stun/Recharge
  • (45) Absolute Amazement - Endurance/Stun
  • (45) Absolute Amazement - Accuracy/Recharge
  • (46) Absolute Amazement - Chance for ToHit Debuff

Level 41: Scorpion Shield

  • (A) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense/Endurance/Recharge
  • (46) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 44: Assault

  • (A) Endurance Reduction IO

Level 47: Tactics

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 49: Combat Jumping

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

Level 1: Defiance 


Level 1: Brawl

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I'm going to be fair but brutal, the below comments are aimed to get you to think about your decisions.

 

15 hours ago, JodisWelch said:

but only just getting perma Hasten from 3 +5 boosted Recharge IO's and Incarnate bonuses

 

Have you ever thought about WHY you NEED perma-hasten? What about your build makes it absolutely not okay if hasten is a few seconds off? Even if hasten is not perma based strictly on set bonuses, have you thought about how force feedback procs can change that outcome? Based on your current powers selection there are 2 powers that can take the proc.

 

If your whole plan is to stay at range since you skipped the melee attacks which arguably is what makes earth manipulation so appealing, can you explain why you took scorpion shield and even bothered to throw some S/L defense in stone prison? Can you explain why you wouldn't want to take a resist shield like charged armor or dark embrace, etc... so that when ranged attacks do get through your range defense, you get hit for less?

 

Can you explain why you found it important to throw the achilles heel set into salt crystals for the AoE defense, and why you didn't stop at 5 slot winter's bite in dehydrate for just range defense, but went the extra mile and added that last slot for the AoE defense? Why is AoE defense important to your build and your game plan? What does AoE defense contribute to your game plan that Range defense doesn't cover already?

 

Understanding the "why" is important. It's the first step to making optimized builds.

  • Like 2

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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@Nemuis the man. Good to think about what he posts.

 

For counterpoint/suggestions, here is my Water/Rad blaster.  I liked pairing the AOE of water with good single-target from rad including proc'd Posi Cell and melee Negatron Slam.  I targeted 32%-35% S/L/R def so that 1 small purple would soft-cap me.  He's fun to play when I want a break from my Fire/X blasters.

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Water Blast
Secondary Power Set: Atomic Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Aqua Bolt -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg(3), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/Rchg(7)
Level 1: Electron Shackles -- TraoftheH-Immob/Acc(A)
Level 2: Water Burst -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(9), PstBls-Dam%(9), Bmbdmt-Acc/Dam/Rech(11), Bmbdmt-+FireDmg(11), FrcFdb-Rechg%(13)
Level 4: Positron Cell -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(13), Apc-Dam%(15), UnbCns-Dam%(15), GhsWdwEmb-Dam%(17), GldNet-Dam%(17)
Level 6: Whirlpool -- Bmbdmt-Dam(A), Bmbdmt-+FireDmg(19), JvlVll-Dam%(19), PstBls-Dam%(21), Ann-ResDeb%(21), AchHee-ResDeb%(23)
Level 8: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(23)
Level 10: Ionize -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(25)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Ksm-ToHit+(27)
Level 14: Dehydrate -- GldJvl-Acc/Dmg(A), GldJvl-Dam%(27), TchofLadG-%Dam(29), TchoftheN-%Dam(29), ShlBrk-%Dam(31), AchHee-ResDeb%(31)
Level 16: Tidal Forces -- RechRdx-I(A)
Level 18: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(31), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(33), SprBlsWrt-Rchg/Dmg%(34)
Level 20: Metabolic Acceleration -- NmnCnv-Regen/Rcvry+(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/EndRdx(34), NmnCnv-Heal(36), NmnCnv-Heal/Rchg(36), NmnCnv-Heal/EndRdx/Rchg(36)
Level 22: Beta Decay -- AchHee-ResDeb%(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 26: Negatron Slam -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(39), Hct-Dam%(39)
Level 28: Teleport Target -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(40)
Level 30: Combat Teleport -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(40)
Level 32: Geyser -- Rgn-Dmg(A), Rgn-Dmg/Rchg(40), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(42), FrcFdb-Rechg%(43)
Level 35: Fold Space -- Acc-I(A), RechRdx-I(43)
Level 38: Scorpion Shield -- Rct-Def(A), Rct-Def/EndRdx(43), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(45), Rct-ResDam%(46)
Level 41: Boxing -- Empty(A)
Level 44: Radioactive Cloud -- Lck-%Hold(A), Lck-Acc/Hold(46), Lck-Acc/Rchg(46), Lck-Acc/EndRdx/Rchg/Hold(48), Lck-Rchg/Hold(48), Lck-EndRdx/Rchg/Hold(48)
Level 47: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(50)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(50), Rct-Def/EndRdx(50)
Level 1: Defiance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(7)
Level 1: Combo Level 1 
Level 1: Combo Level 2 
Level 1: Combo Level 3 
Level 14: Speed Phase 
------------

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13 hours ago, Nemu said:

Have you ever thought about WHY you NEED perma-hasten? What about your build makes it absolutely not okay if hasten is a few seconds off? Even if hasten is not perma based strictly on set bonuses, have you thought about how force feedback procs can change that outcome? Based on your current powers selection there are 2 powers that can take the proc.

 

Old habits die hard. If I take Hasten, make it perma. There are a number of builds I have that don't bother with Hasten because it is redundant (My main Blaster is one example) but if I do take it then it is because I am trying to maximise recharge and I want to keep it consistently running. In this case I've take Hasten to ensure Geyser is available for every mob or every other mob. I know that every AT can bring a Judgement to an encounter (If doing Lv45+ content) but even saying that, if I'm not having a blaster bringing nuking options per encounter then I feel I'm letting any team I am with down.

 

Of course I freely admit I might be overthinking that. And case in point of me missing something obvious, I completely forgot about Force Feedback! 🥴

 

13 hours ago, Nemu said:

If your whole plan is to stay at range since you skipped the melee attacks which arguably is what makes earth manipulation so appealing, can you explain why you took scorpion shield and even bothered to throw some S/L defense in stone prison? Can you explain why you wouldn't want to take a resist shield like charged armor or dark embrace, etc... so that when ranged attacks do get through your range defense, you get hit for less?

 

I'm not opposed to taking the Melee attacks as I enjoy them on my Stone Tanker and it would suit the character concept just fine (RP wise this Blaster is the Arch Nemesis of said Stone Tanker). If taking them offers better set bonus solutions, then its great justification. I've not put them in the build initially simply because I'm keeping to the idea that my Blasters/Corrs/Doms keep their distance offering range assistance to Melee team mates getting into the fight close quarter. Again, that might be me overthinking my role and if taking the melee powers is going to be better in the long run, don't mind that at all (Providing going into Melee situations is safe and doesn't make me a liability to the team).

 

Why I took Scorpion Shield? Working the assumption without it Ranged Def would be affected without. However I've gone back and took it out and found Range Def numbers have not changed. But this is why I am seeking feedback, so I can learn this (I still consider myself an intermediary level when it comes to builds). Will happily take Dark Embrace (Charged Armor in Mu would break character concept for me) over Scorpion Shield to help bring up Resist numbers as you say.

13 hours ago, Nemu said:

Can you explain why you found it important to throw the achilles heel set into salt crystals for the AoE defense, and why you didn't stop at 5 slot winter's bite in dehydrate for just range defense, but went the extra mile and added that last slot for the AoE defense? Why is AoE defense important to your build and your game plan? What does AoE defense contribute to your game plan that Range defense doesn't cover already?

 

Can't say that I was consciously trying to get AoE defence up at all, just ended up putting 6th slot in dehydrate based on having it 6 slotted in previous builds. As you say, AoE Def not needed with Range Def but again this I why I am looking for the review so that things like this can be pointed out and I can see opportunities to move slots around.

 

Got some great info here to give build another attempt. Thanks for this, been a great help.

 

EDIT

Here's the revised build:

 

Managed to get perma Hasten without Incarnate boost to the point that I was able to move 3rd slot elsewhere and still keep perma status and drop Agility for Musculature for more damage without also affecting Ranged Def. S/L Resist is now 62%.

 

Only thing I am not sure is possible other nuanced slotting I might be missing but mainly choice at 35 for Fracture or Beryl Crystals. Fracture is in this build for now because I am wondering if I need something to ensure mobs stay within Whirlpool while setting up follow up Geyser blast. However I can also see benefit of Beryl Crystal for even more accuracy (95% total boost with it) with bonus perception for times it can be useful.

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Mud Slide: Level 50 Mutation Blaster
Primary Power Set: Water Blast
Secondary Power Set: Earth Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Hydro Blast -- 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(34)
Level 1: Stone Prison -- EnfOpr-Acc/Rchg(A), EnfOpr-EndRdx/Immob(7), EnfOpr-Acc/EndRdx(7)
Level 2: Water Burst -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/EndRdx(11), SprFrzBls-Acc/Dmg/Rchg(11), FrcFdb-Rechg%(13)
Level 4: Salt Crystals -- FrtHyp-Acc/Rchg(A)
Level 6: Whirlpool -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(17), Artl-Acc/Dam/Rech(19), Artl-Acc/Rech/Rng(19), Artl-End/Rech/Rng(21)
Level 8: Tidal Forces -- RechRdx-I(A)
Level 10: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(13), AdjTrg-ToHit/EndRdx(15), AdjTrg-ToHit/EndRdx/Rchg(15)
Level 12: Dehydrate -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(17), SprWntBit-Acc/Dmg/EndRdx(23), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Dmg/EndRdx/Acc/Rchg(25)
Level 14: Super Jump -- Jump-I(A)
Level 16: Boxing -- Dmg-I(A)
Level 18: Water Jet -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(23), Thn-Dmg/Rchg(29), Thn-Acc/Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(34)
Level 20: Mud Bath -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(31), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(33), NmnCnv-Regen/Rcvry+(33)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(27)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def/EndRdx/Rchg(36), ShlWal-Def(36), ShlWal-ResDam/Re TP(36)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 28: Heavy Mallet -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(37), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Dam%(40)
Level 30: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(34), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(40), LucoftheG-Def/Rchg+(42)
Level 32: Geyser -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(43)
Level 35: Fracture -- Stp-Acc/EndRdx(A)
Level 38: Seismic Smash -- Hct-Dmg(A), Hct-Dmg/Rchg(43), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(45), Hct-Dmg/EndRdx(45), Hct-Dam%(46)
Level 41: Dark Embrace -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/Rchg(46), TtnCtn-ResDam/EndRdx/Rchg(46), TtnCtn-ResDam(48)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Defiance 
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(21)
Level 1: Combo Level 1 
Level 1: Combo Level 2 
Level 1: Combo Level 3 
Level 14: Double Jump 
Level 50: Cryonic Radial Final Judgement 
Level 50: Reactive Core Flawless Interface 
Level 50: Polar Lights Radial Superior Ally 
Level 50: Clarion Core Epiphany 
Level 50: Support Radial Embodiment 
Level 50: Musculature Core Paragon 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Edited by JodisWelch
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The new build has force feedback turned on and that applies a constant 100% recharge boost to mids stats which is not accurate. click the yellow dot next to water burst to turn the FF proc off and you will see your true recharge.

 

10 hours ago, JodisWelch said:

Old habits die hard.

 

That's what we are trying to break. Builds are not prescriptive, you need to look at the numbers and consider synergies. I'm not saying hasten or perma hasten is bad, but you need to understand why you are chasing that goal and if chasing that goal makes sense in the context of your overall build.

 

Let's use hasten as an example. You want geyser to recharge asap. that is ONE single power that you are revolving that entire build focus around. What's the practical impact of how you engage spawns with geyser if hasten had a 4-8 second gap? The truth is something like this: with perma hasten you are using Geyser every other spawn. With less than perma-hasten you are still using geyser every other spawn. That's the typical cadence of fights. Rain of arrows is the only T9 that you can reliably use every spawn, and even if geyser does recharge a little bit faster, enough for it to come back during the second spawn fight, I doubt you'd want to waste it on a group that's 50%-75% dead already.

 

How does building for that much recharge impact your other powers which you will use far more? The shorter the recharge of a power, the less incremental value you will see in their recharge reduction as you start to stack recharge bonuses. At that point you will need to look at their cast times vs recharge and determine whether it's going to impact your attack chain.

 

On synergy - I already discussed range defense and resist as a way to stack layered mitigation. Let's use your first build and expand on the consequences of you avoiding melee. Water blast is rich in AoEs, skimpy on single target attacks, one way you can look to build synergy with high recharge is to proc monster an epic hold with a 16 second recharge like shocking bolt to give you another hard hitting single target ranged attack to use in your single target rotation - synergy.

 

On assault from the leadership pool, read this post:

 

I'd also recommend some slow resistance especially if you are going to be on the ground. Keeping yourself at range is a good plan except when someone throws an ice patch or web grenade at you. It also helps you when your recharge gets debuffed. Imagine all that effort building perma hasten just to have it obliterated by an ice storm.

 

As you can see, there are a lot of things that can be weighed in here that influences how you design the build. Blindly tossing 3 slots to health for the recovery uniques and slotting as many purples as you can for perma hasten because other builds do it is the reason I see so many mediocre builds posted on the forums. Conventional wisdom is not a bad thing, but you need to ask why and how does that apply to what you are trying to do.

 

I can spend another post or 3 discussing slotting efficiency and getting the most value out of each of your slots, because every slot matters in an optimized build. If you are interested read this post

 

Here's the build that I put together based on the decisions you made in your original ranged only build.

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Mutation Blaster
Primary Power Set: Water Blast
Secondary Power Set: Earth 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: Stone Prison -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(46), SprWntBit-Acc/Dmg/Rchg(47), SprWntBit-Dmg/EndRdx/Acc/Rchg(48), SprWntBit-Rchg/SlowProc(48)
Level 2: Water Burst -- FrcFdb-Rechg%(A), SprFrzBls-Acc/Dmg(37), SprFrzBls-Acc/Dmg/EndRdx(37), Ann-ResDeb%(40), SprFrzBls-Dmg/EndRdx(47)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(17)
Level 6: Whirlpool -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11)
Level 8: Tidal Forces -- GssSynFr--Build%(A)
Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(45)
Level 12: Dehydrate -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Dmg/Rchg(15)
Level 14: Kick -- ExpStr-Dmg/KB(A), ExpStr-Acc/KB(31), ExpStr-Dam%(42)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Water Jet -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/Rchg(19), SprBlsWrt-Acc/Dmg/EndRdx(21), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21), SprBlsWrt-Rchg/Dmg%(23)
Level 20: Mud Bath -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(23), PreOptmz-EndMod/Rech(27), PreOptmz-EndMod/Acc/End(29), PreOptmz-EndMod/Acc/Rech(29), PreOptmz-EndMod/End/Rech(33)
Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-Max HP%(45)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27)
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: Beryl Crystals -- EndRdx-I(A)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(42)
Level 32: Geyser -- FrcFdb-Rechg%(A), Artl-Acc/Dam/Rech(42), Artl-Dam/Rech(43), Artl-End/Rech/Rng(43), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45)
Level 35: Fracture -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Acc/Rchg(36), AbsAmz-EndRdx/Stun(36), AbsAmz-ToHitDeb%(37), AchHee-ResDeb%(48)
Level 38: Shocking Bolt -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(39), Apc-Dam%(39), GldJvl-Dam%(39), UnbCns-Dam%(40), GhsWdwEmb-Dam%(40)
Level 41: Tactics -- HO:Cyto(A)
Level 44: Charged Armor -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx(46), RctArm-ResDam/EndRdx/Rchg(46), RctArm-ResDam(49)
Level 47: Build Up -- RechRdx-I(A)
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 1: Swift -- Run-I(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Combo Level 1
Level 1: Combo Level 2
Level 1: Combo Level 3
Level 10: Speed Phase
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
------------

 

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The achilles proc can go into dehydrate or fracture. The former will have lower proc chance but can provide occasional advantage on boss/av/gm fights.

 

I slotted mud pots with pre-emptive because at the core it's a endurance sustain power, the heal is icing on the cake. I could 6 slot numina for the range defense bonus as well but then I lose out on the recharge bonus, and in my experience I don't find slotting blaster sustains like this for heals worthwhile, but plenty of other people do.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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