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Posted (edited)

Greetings! Returning to the game after a couple years and I got started with my DP/MC blaster. The build seems to do the stuff I want it to, but I hate the stealth. I want to SEE my character the whole time, but running Stealth for the +DEF(all) bonus annoys me. It's not my build and I don't know enough to tweak it without the Concealment pool, and still keep the defense.  ANY suggestions or criticisms regarding the build are welcome. 

Thanks CoH Community!

 

Cheapshot
Build plan made with Mids' Reborn v3.7.4 rev. 8
──────────────────────────────

  • Primary powerset: Dual Pistols
  • Secondary powerset: Martial Combat
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Fighting
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Concealment
  • Epic powerset: Mace Mastery

──────────────────────────────

Powers taken:

Level 1: Dual Wield

  • A: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge
  • 3: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
  • 3: Superior Winter's Bite: Accuracy/Damage
  • 5: Superior Winter's Bite: Accuracy/Damage/Endurance
  • 5: Superior Winter's Bite: Accuracy/Damage/Recharge

Level 1: Ki Push

  • A: Superior Blistering Cold: Recharge/Chance for Hold
  • 7: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
  • 7: Superior Blistering Cold: Accuracy/Damage
  • 9: Superior Blistering Cold: Damage/Endurance
  • 9: Superior Blistering Cold: Accuracy/Damage/Endurance

Level 2: Empty Clips

  • A: Bombardment: Accuracy/Damage/Recharge/Endurance
  • 11: Bombardment: Chance for Fire Damage
  • 11: Bombardment: Accuracy/Damage/Recharge
  • 13: Positron's Blast: Chance of Damage(Energy)
  • 13: Achilles' Heel: Chance for Res Debuff
  • 15: Touch of Lady Grey: Chance for Negative Damage

Level 4: Storm Kick

  • A: Kinetic Combat: Accuracy/Damage
  • 15: Kinetic Combat: Damage/Endurance
  • 17: Kinetic Combat: Damage/Recharge
  • 17: Kinetic Combat: Damage/Endurance/Recharge
  • 19: Touch of Death: Chance of Damage(Negative)
  • 19: Gladiator's Strike: Chance for Smashing Damage

Level 6: Swap Ammo


Level 8: Reach for the Limit


Level 10: Combat Jumping

  • A: Kismet: Accuracy +6%
  • 21: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 21: Shield Wall: +Res (Teleportation), +5% Res (All)

Level 12: Bullet Rain

  • A: Superior Blaster's Wrath: Accuracy/Damage
  • 23: Superior Blaster's Wrath: Damage/Recharge
  • 23: Superior Blaster's Wrath: Accuracy/Damage/Recharge
  • 25: Superior Blaster's Wrath: Accuracy/Damage/Endurance
  • 25: Superior Blaster's Wrath: Accuracy/Damage/Endurance/Recharge
  • 27: Superior Blaster's Wrath: Recharge/Chance for Fire Damage

Level 14: Burst of Speed

  • A: Eradication: Chance for Energy Damage
  • 27: Eradication: Damage
  • 29: Eradication: Accuracy/Recharge
  • 29: Avalanche: Recharge/Chance for Knockdown
  • 31: Obliteration: Chance for Smashing Damage
  • 31: Fury of the Gladiator: Chance for Res Debuff

Level 16: Dragon's Tail

  • A: Obliteration: Damage
  • 31: Obliteration: Accuracy/Recharge
  • 33: Obliteration: Damage/Recharge
  • 33: Obliteration: Accuracy/Damage/Recharge
  • 33: Obliteration: Accuracy/Damage/Endurance/Recharge
  • 34: Obliteration: Chance for Smashing Damage

Level 18: Executioner's Shot

  • A: Superior Defiant Barrage: Accuracy/Damage
  • 34: Superior Defiant Barrage: Damage/RechargeTime
  • 34: Superior Defiant Barrage: Accuracy/Damage/RechargeTime
  • 36: Superior Defiant Barrage: Accuracy/Damage/Endurance
  • 36: Superior Defiant Barrage: Accuracy/Damage/Endurance/RechargeTime
  • 36: Superior Defiant Barrage: RechargeTime/+Status

Level 20: Reaction Time

  • A: Preemptive Optimization: Accuracy/Recharge
  • 37: Preemptive Optimization: EndMod/Endurance
  • 37: Preemptive Optimization: EndMod/Recharge
  • 37: Preemptive Optimization: EndMod/Accuracy/Endurance
  • 39: Preemptive Optimization: EndMod/Accuracy/Recharge
  • 39: Preemptive Optimization: EndMod/Endurance/Recharge

Level 22: Boxing

  • (Empty)

Level 24: Tough

  • A: Steadfast Protection: Resistance/+Def 3%
  • 39: Gladiator's Armor: TP Protection +3% Def (All)
  • 40: Unbreakable Guard: Resistance/Endurance/RechargeTime
  • 40: Unbreakable Guard: Resistance
  • 40: Unbreakable Guard: Resistance/Endurance
  • 42: Unbreakable Guard: RechargeTime/Resistance

Level 26: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 42: Luck of the Gambler: Defense
  • 42: Luck of the Gambler: Defense/Endurance

Level 28: Inner Will

  • A: Preventive Medicine: Chance for +Absorb
  • 43: Preventive Medicine: Heal/RechargeTime

Level 30: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 43: Luck of the Gambler: Defense
  • 43: Luck of the Gambler: Defense/Endurance

Level 32: Hail of Bullets

  • A: Armageddon: Chance for Fire Damage
  • 45: Armageddon: Damage/Endurance
  • 45: Armageddon: Damage
  • 45: Armageddon: Damage/Recharge/Accuracy
  • 46: Armageddon: Recharge/Accuracy
  • 46: Eradication: Chance for Energy Damage

Level 35: Tactics

  • A: Cytoskeleton Exposure

Level 38: Eagles Claw

  • A: Hecatomb: Chance of Damage(Negative)
  • 46: Hecatomb: Damage/Endurance
  • 47: Hecatomb: Damage
  • 47: Hecatomb: Damage/Recharge/Accuracy
  • 48: Hecatomb: Recharge/Accuracy
  • 48: Touch of Death: Chance of Damage(Negative)

Level 41: Scorpion Shield

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Luck of the Gambler: Defense
  • 49: Luck of the Gambler: Defense/Endurance

Level 44: Vengeance

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 47: Stealth

  • A: Karma: Knockback Protection

Level 49: Infiltration

  • A: Reactive Defenses: Scaling Resist Damage


──────────────────────────────

Inherents:

Level 1: Defiance


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 2: Swift

  • A: Invention: Run Speed

Level 2: Hurdle

  • A: Invention: Jumping

Level 2: Health

  • A: Panacea: +Hit Points/Endurance

Level 2: Stamina

  • A: Performance Shifter: Chance for +End

Level 6: Chemical Ammunition


Level 6: Cryo Ammunition


Level 6: Incendiary Ammunition


 

Edited by Cheapshot
Posted (edited)

Could swap stealth with CJ, think does near the same thing and adss imbo res. IDK of another spot pool for another res based io set.

Edited by terrasmash
Posted

Infiltration has the same effect as Stealth. Spec out of Concealment and into Flight, take Hover and Fly. But, it looks like you've already spec'd into ever pool that has defense as an option.

  • 2 weeks later
Posted

I looked at the posted build, and at some of my Blasters... I'll make some comments on different choices, but I'm not implying anything is wrong.

 

I like your approach to Inner Will, but I have 2 slots of Heal/Recharge (from a D-Sync) and I keep that power on auto. I have the %Absorb piece elsewhere.

 

I slot Reaction Time with 2x Health 50+5, a Power Transfer %Heal and a 50+5 Power Transfer EndMod. I see what you are going for.

 

I split the Blaster's Wrath into two 3-slots, with one half of them in Burst of Speed. If you haven't noticed yet: %damage goes up as slotted accuracy (in the power) goes up. You have a few %damage choices that I think more slotted Accuracy could help. Global (player) bonuses to Accuracy and ToHit don't help the %procs, which also need a ToHit roll, in addition to the first ToHit from the attack and the %proc roll. I have a few more comments about %damage...

 

My experience has been that the reason to add %damage to a build is to reduce the number of attacks a character has to make to clear a spawn. For this reason I prefer %damage in AoE over single target attacks. %damage is inherently unreliable, so (potentially) applying it to multiple critters at the same time is the way to get some critters not being targeted to the point where they will be eliminated (or close to it) by the time you actually do target them. A bunch of single targets that needs two (single target) attacks to defeat requires more attacks than a bunch that will (eventually) only need one (single target) attack to defeat.

 

With that written above; I find that Blasters' high inherent baseline damage rarely get true utility from non-set %damage. Blasters can also get some nice 5/6-piece set bonuses (as seen in the build above), but I try to get a  single-target attack close to max damage and only consider a %damage if it's going to be very reliable. I skipped Storm Kick, it looks like a poor choice for %damage slotting.

 

Blasters, because they have access to so many different sets that offer great bonuses, can choose to add %damage to power they are going to use anyway that don't otherwise do great damage (like Burst of Speed). It looks like you have a pretty good balance with %damage choices, but I recommend doing some testing (use unslotters) and check logs to see how the choices you have made a re working out.

  • Thanks 1

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