Stormwalker Posted March 22 Posted March 22 So... this build is a little outside of my usual realm, and while I feel like the performance on it will meet my expectations, I also feel like there are probably some things I can do to improve it that I haven't thought of because Blasters are not my strong suit in terms of building (though this build is definitely better than some of my old ones! Looking for any specific feedback. Concept: Gun Bunny is a mutant bunny-girl whose powers included enhanced reflexes, superhuman coordination and precision, enhanced speed, enhanced leaping (she is a bunny-girl, after all) and local space-time manipulation. She can use the space-time manipulation to do things like make her bullets curve in the air, teleport short distances, and deflect solid objects (in a manner that behaves very much like a forcefield, but technically is not), and bend light to disguise her presence. She wields a pair of carefully-tuned and extremely precise automatic handguns for combat, though she could be deadly with pretty much any weapon she chose to pick up. Gun Bunny is highly intelligent, but she is aware of stereotypes around bunny-girls and will frequently obfuscate stupidity to exploit those stereotypes for advantage. Note: The spatial manipulation was not originally part of my concept for her, but as soon as I took Bullet Rain and saw the way the bullets curved, I realized I would have to revise her concept to justify that. That said, I like what it enabled me to do with the rest of her powers, so it works. Powersets: Dual Pistols: She's "Gun Bunny" for a reason. Martial Combat: This partly represents her training, and partly her use of her mutant powers. Leaping: She's a bunny-girl, it's a given. Speed: She's superhumanly quick. Fighting: She has excellent coordination and has been extensively trained in combat Concealment: She can use her spacetime manipulation powers to bend light and create an optical camouflage effect. Force Mastery: She can use her spacetime manipulation powers to deflect and repel physical objects Build Goals: Soft-capped Ranged Defense: The goal was to obtain this without using crappy sets like Thunderstrike or Artillery Decent Melee and AoE Defense: Enough that with a single purple insp she can become very difficult to hit from all positions when needed. Strong S/L Resist: By blaster standards, anyway. Taking Force Mastery made this almost automatic. High Slow Resist: She's not at 100%, but 80% feels pretty solid Respectable Offensive Output: Achieve all survivability goals without excessively compromising offense. There is no procbombing here, but most of her attacks have 1-2 damage procs set. Questions/Concerns: I'm not at all sure about my slotting in Reaction Time and Inner Will I'm not really sure what proper slotting for these powers is. Reaction Time seems significantly different from other blaster sustains I've used. Is it worth slotting for Slow or Absorb? Is the gimmick of turning it off for a recharge boost worthwhile, or should I just leave it on? How useful of a heal is Inner Will; is it worth significantly slotting? Should I take Suppressive Fire? At a glance it doesn't seem worthwhile, since to make the Hold useful I'd need to switch ammo types. Plus, finding slots for it would be difficult. I put in Throw Sand largely because it looked like I could get some use out of it with only one slot. Is that worthwhile? I'm not high enough level to have this power set so I haven't tried it. Here's the build. I'm interested in your feedback. Gun Bunny - Blaster (Dual Pistols - Martial Combat).mbd
Uun Posted March 23 Posted March 23 19 hours ago, Stormwalker said: I'm not at all sure about my slotting in Reaction Time and Inner Will I'm not really sure what proper slotting for these powers is. Reaction Time seems significantly different from other blaster sustains I've used. Is it worth slotting for Slow or Absorb? Is the gimmick of turning it off for a recharge boost worthwhile, or should I just leave it on? How useful of a heal is Inner Will; is it worth significantly slotting? Like all the blaster sustains, Reaction Time gives you 50% +recovery. Combined with Stamina, I've never felt a need to enhance the recovery further. Where Reaction Time is different is instead of +regen or heal over time, it gives you 9 absorb every 1s. The absorb has a duration of 12s and stacks, so unenhanced it will get up to 108 absorb with 12 stacks. I slot it with 2 heal IOs, which gets the absorb close to 200 with 12 stacks. I've never bothered with deactivating it for the recharge/speed boost. Keep in mind that the slow aura suppresses if you're running an actual stealth power, but not if you're using a stealth IO. Inner Will heals you for 15% of your HP, but only half of that is enhanceable. Where it's much more valuable is that it frees you from any mezz affecting you and gives you mezz resistance and protection for 30s. I don't enhance the heal and just slot it with 2 recharge IOs. 19 hours ago, Stormwalker said: Should I take Suppressive Fire? At a glance it doesn't seem worthwhile, since to make the Hold useful I'd need to switch ammo types. Plus, finding slots for it would be difficult. Suppressive Fire was changed about a year ago. Mid's doesn't show the new values. It's very much worth taking. You could pull slots from Ki Push (which doesn't need more than 1 acc in the base slot). Recharge reduced from 20s to 8s for non-standard ammo. Incendiary: Scale 2 duration Mag 3 hold (stacks). Damage increased to 1.64 scale. Cryo: Scale 4 duration Mag 4 hold (replace). Damage increased to 1.64 scale. Chemical: Scale 8 duration Mag 3 hold (stacks). Damage increased to 0.87 scale. Standard: No change from Live. Still 20s cooldown. 19 hours ago, Stormwalker said: I put in Throw Sand largely because it looked like I could get some use out of it with only one slot. Is that worthwhile? I'm not high enough level to have this power set so I haven't tried it. Throw Sand has a 20% accuracy penalty and is going to be pretty useless with 1 slot. I would skip it. Uuniverse
Stormwalker Posted March 23 Author Posted March 23 (edited) Thanks for all the suggestions. I'll look into my options. If I take slots out of Ki Push, I'll lose my ranged soft-cap, but if I drop Throw Sand, take Suppressive Fire, and steal a slot from something else where I can, I should be able to 5-slot Suppressive with Overwhelming Force or 3-slot Artillery and add two pieces of something else (to make up for Artillery's limitations as a set) and get that ranged defense back. Should work out, I think. Edited March 23 by Stormwalker
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