Chance_Fletcher Posted November 22 Posted November 22 (edited) Hi All, I just wanted to share my build for my Rad/Atom Blaster build and see what people think or if they have any advice for improvements. I've spent probably way too much time tweaking her powers, but I think it was worth it. I took into account power rotation, skipping any powers I found were slow to activate or ones where I could manipulate the animation. For instance, I slotted Experienced Marksman into Proton Volley for Fast Snipe, allowing it to be in the regular rotation of single fire attacks. I also skipped any "build-up" style of powers, in this case Ionize and Aim because I figured in the time it took to activate those powers I could probably attack several times, which is probably mathematically a superior move. I was able to six slot every attack power while also maintaining a Ranged Defense soft cap of 45% and high Resist Damage as well. I slotted Global Enhancements strategically to increase specific Status Resistances like Knockback, Teleport Protection, slow protection etc. I know there are a few tweaks to the selection of enhancements that aren't full sets. As in, the choice of which enhancement from a set could be better, but I think I'll leave her for now. I guess I should explain her strategy in battle. So, both Radiation Blast and Atom Manipulation have quite a few PBAoE attacks. So, she has to get in close. Usually, my first move with her will be to run into a group of enemies, activate Radioactive Cloud(Hold)(chance to +Absorb), then Irradiate(PBAoE)(chance to confuse), then I have the option of Atom Smasher, Atomic Blast, or Ion Core Final judgment, or a combination of them. Her Def and Dam Res is pretty high, but she's also rocking a Repulsion Field with a Knockback to Knockdown slotted into it. The KtoK enhancement lowers the chance for the effect to happen, but it also reduces the amount of endurance it costs to a more manageable state. With Chance for Hold, Chance to Confuse and knockdown from Repulsion Field all active at the same time, it keeps her pretty safe. I then pick off strays and bosses with the three single target attacks, which are almost a perfect rotation with no downtime. She's also a permanent flyer, so a lot of her defenses come from her flight power pool. She also has Temp Invulnerability from the Force Mastery Epic power pool. If she ever gets into trouble there's the Personal Force Field which makes her nearly invincible, but unable to attack. Or, she can use Force of Nature to also become nearly invincible but suffer a massive endurance drain at the end of it. Basically, if I'm paying attention, she's almost impossible to "kill". The character concept I think is pretty neat. Eve is a series of androids created to protect against her villain counterpart series of androids, Adam. My character is the first in the series, so Mark I. But, my other main supergroup members each make their own Eve(s) using the same costume file. The only rule is that they have to be Rad/Rad or the equivalent, ie. Rad/Atom for blaster. Other players often think that we're multi-boxing because there's a bunch of us running around together. It actually works really well too, while not all my -Def abilities stack, -Def from multiple characters do. A full team of 8 Eves, which we haven't had in years, unfortunately, will decimate AV's and Monsters. So please, take a look at her, I'd like to see if anyone has thoughts or improvements for her. Thanks! # **Eve Mark I - Hero Blaster** ### *Build plan made with Mids Reborn v3.7.14 rev. 3* ---- - **Primary powerset: Radiation Blast** - **Secondary powerset: Atomic Manipulation** - **Pool powerset (#1): Flight** - **Pool powerset (#2): Concealment** - **Pool powerset (#3): Speed** - **Pool powerset (#4): Leadership** - **Epic powerset: Force Mastery** ---- # **Powers taken:** Spoiler **Level 1: Neutrino Bolt** - A: Superior Defiant Barrage: Accuracy/Damage - 3: Superior Defiant Barrage: Damage/RechargeTime - 3: Superior Defiant Barrage: Accuracy/Damage/RechargeTime - 5: Superior Defiant Barrage: Accuracy/Damage/Endurance - 5: Superior Defiant Barrage: Accuracy/Damage/Endurance/RechargeTime - 7: Superior Defiant Barrage: RechargeTime/+Status **Level 1: Electron Shackles** - A: Gravitational Anchor: Chance for Hold **Level 2: X-Ray Beam** - A: Superior Blaster's Wrath: Accuracy/Damage - 7: Superior Blaster's Wrath: Damage/Recharge - 9: Superior Blaster's Wrath: Accuracy/Damage/Recharge - 9: Superior Blaster's Wrath: Accuracy/Damage/Endurance - 11: Superior Blaster's Wrath: Accuracy/Damage/Endurance/Recharge - 11: Superior Blaster's Wrath: Recharge/Chance for Fire Damage **Level 4: Fly** - A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range - 17: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance - 19: Blessing of the Zephyr: Knockback Reduction (4 points) **Level 6: Irradiate** - A: Cupid's Crush: Damage/Recharge - 19: Cupid's Crush: Endurance/Recharge - 21: Cupid's Crush: Accuracy/Damage/Endurance - 21: Cupid's Crush: Accuracy/Damage/Recharge - 23: Cupid's Crush: Accuracy/Damage/Endurance/Recharge - 23: Cupid's Crush: Damage/Chance for Confuse **Level 8: Hover** - A: Luck of the Gambler: Defense/Endurance - 25: Luck of the Gambler: Defense/Recharge - 25: Luck of the Gambler: Endurance/Recharge - 27: Luck of the Gambler: Defense/Endurance/Recharge - 27: Luck of the Gambler: Defense - 29: Luck of the Gambler: Defense/Increased Global Recharge Speed **Level 10: Stealth** - A: Reactive Defenses: Scaling Resist Damage **Level 12: Proton Volley** - A: Experienced Marksman: Damage/Endurance/Interrupt - 29: Experienced Marksman: Accuracy/Endurance/Recharge - 31: Experienced Marksman: Range/Fast Snipe - 31: Experienced Marksman: Accuracy/Damage - 31: Experienced Marksman: Damage/Recharge - 33: Experienced Marksman: Damage/Interrupt/Range/Recharge **Level 14: Hasten** - A: Invention: Recharge Reduction - 15: Invention: Recharge Reduction **Level 16: Beta Decay** - A: Touch of Lady Grey: Defense Debuff - 17: Touch of Lady Grey: Defense Debuff/Recharge - 33: Touch of Lady Grey: Defense Debuff/Recharge/Endurance - 34: Touch of Lady Grey: Recharge/Endurance - 34: Touch of Lady Grey: Defense Debuff/Endurance - 34: Touch of Lady Grey: Chance for Negative Damage **Level 18: Maneuvers** - A: Shield Wall: +Res (Teleportation), +5% Res (All) **Level 20: Metabolic Acceleration** - A: Performance Shifter: EndMod - 36: Performance Shifter: EndMod/Recharge - 36: Performance Shifter: EndMod/Accuracy/Recharge - 37: Performance Shifter: Chance for +End - 37: Invention: Endurance Modification - 37: Panacea: +Hit Points/Endurance **Level 22: Neutron Bomb** - A: Ragnarok: Damage - 39: Ragnarok: Damage/Recharge - 39: Ragnarok: Damage/Recharge/Accuracy - 40: Ragnarok: Recharge/Accuracy - 40: Ragnarok: Damage/Endurance - 40: Ragnarok: Chance for Knockdown **Level 24: Evasive Maneuvers** - A: Winter's Gift: Slow Resistance (20%) - 39: Hypersonic: Flying / Increased Fly Protection **Level 26: Atom Smasher** - A: Superior Avalanche: Accuracy/Damage - 42: Superior Avalanche: Damage/Endurance - 42: Superior Avalanche: Accuracy/Damage/Endurance - 42: Superior Avalanche: Accuracy/Damage/Recharge - 43: Superior Avalanche: Accuracy/Damage/Endurance/Recharge - 43: Superior Avalanche: Recharge/Chance for Knockdown **Level 28: Atomic Blast** - A: Armageddon: Damage - 43: Armageddon: Damage/Recharge - 45: Armageddon: Damage/Recharge/Accuracy - 45: Armageddon: Recharge/Accuracy - 45: Armageddon: Damage/Endurance - 46: Armageddon: Chance for Fire Damage **Level 30: Radioactive Cloud** - A: Superior Entomb: Accuracy/Hold - 33: Superior Entomb: Hold/Recharge - 36: Superior Entomb: Endurance/Recharge - 46: Superior Entomb: Accuracy/Hold/Endurance - 46: Superior Entomb: Accuracy/Hold/Endurance/Recharge - 48: Superior Entomb: Recharge/Chance for +Absorb **Level 32: Assault** - A: Invention: Endurance Reduction **Level 35: Repulsion Field** - A: Sudden Acceleration: Knockback to Knockdown **Level 38: Temp Invulnerability** - A: Gladiator's Armor: Resistance - 48: Gladiator's Armor: Resistance/Rech/End - 48: Gladiator's Armor: Recharge/Endurance - 50: Gladiator's Armor: Recharge/Resist - 50: Gladiator's Armor: End/Resist - 50: Gladiator's Armor: TP Protection +3% Def (All) **Level 41: Tactics** - A: Gaussian's Synchronized Fire-Control: Chance for Build Up **Level 44: Personal Force Field** - A: Karma: Knockback Protection **Level 47: Force of Nature** - A: Steadfast Protection: Resistance/+Def 3% **Level 49: Victory Rush** - A: Performance Shifter: Chance for +End ---- # **Inherents:** Spoiler **Level 1: Defiance** **Level 1: Brawl** - (Empty) **Level 1: Sprint** - A: Celerity: +Stealth **Level 2: Rest** - (Empty) **Level 1: Swift** - A: Invention: Run Speed **Level 1: Hurdle** - A: Invention: Jumping **Level 1: Health** - A: Preventive Medicine: Chance for +Absorb **Level 1: Stamina** - A: Performance Shifter: EndMod - 13: Performance Shifter: EndMod/Recharge - 13: Performance Shifter: Chance for +End - 15: Power Transfer: Chance to Heal Self **Level 1: Special Set Bonuses** **Level 4: Afterburner** **Level 49: Quick Form** ---- # **Incarnates:** Spoiler **Musculature Core Paragon****Ion Core Final Judgement****Degenerative Core Flawless Interface****Warworks Radial Superior Ally****Clarion Core Epiphany****Assault Radial Embodiment** Edited November 22 by Chance_Fletcher
Frozen Burn Posted November 23 Posted November 23 21 hours ago, Chance_Fletcher said: ... I slotted Experienced Marksman into Proton Volley for Fast Snipe, allowing it to be in the regular rotation of single fire attacks. I also skipped any "build-up" style of powers, in this case Ionize and Aim because I figured in the time it took to activate those powers I could probably attack several times, which is probably mathematically a superior move. I was able to six slot every attack power while also maintaining a Ranged Defense soft cap of 45% and high Resist Damage as well. .... So please, take a look at her, I'd like to see if anyone has thoughts or improvements for her. Thanks! Hiya! I love the Rad/Atomic combo - so fun to play! I also play in melee range to leverage the PBAOEs. I am firm believer in, if you are having fun with it - it doesn't matter the build. But since you asked for thoughts on improvements, here are some that came to my mind: Experienced Marksman fast snipe special - you do NOT need this for a fast snipe while in combat. You already get that - all snipes fast snipe while in combat. By slotting the Experienced Marksman Fast Snipe IO, it eliminates the possibility of you using your snipe as an opener for higher damage and range. To me, the fast snipe IO is not worth it (or the set, really). Skipping your Build Up or Aim - your reasoning is not valid here. Clicking Build Up might replace 1 attack (not several. And generally, you would click it before a heavy hitting attack (like your nuke) to devastate a mob (especially if they are higher level). Without Build up, you would need to follow up your nuke with 3 or more powers to finish them off instead of the quick and easy BU/nuke 1-2 punch combo. Doing this with Aim can be similar (especially with the Gaussian Chance for Build Up proc in it) and also help you hit those defense heavy foes easier. Skip the powers if you want - I have - but make sure it's because you don't want vs. saying you can activate several powers in the same time (which is not true at all). 6-slotting every attack power is not always needed. You have a lot of wasted slots and extra set bonuses you do not need. Purple sets rarely ever need 6-slotted as the Tox/Psi Resist bonus is so minimal, it's useless unless you already have a power or shield giving you some. You have too much endurance Stamina is over slotted - just need the Perf Shifter proc Metabolic Acceleration slotted as you have it, Stamina with the proc, and your Panacea proc - that's all the end you could ever want Blaster Wrath set is better served in Atomic Blast instead of X-Ray Beam Beta Decay - I would go with a ToHit Debuff (like Dark Watchers) set instead of DefDebuff. You will have enough global accuracy and inherent defense debuffing, that you will hit your foes. Debuffing their ToHit, however, is like increasing your defense, and thusly your survivability, especially if you are hanging out in melee range surrounded by foes. Hover is over slotted - you would get more defense if you put those slots in Maneuvers. Karma KB Protection in PFF - wasted enhancement since you already have your 4 pts of protection in Fly with the Blessing of Zephyr. 4 pts of protection will cover practically anything you need, and for the rare things that it won't cover, you'd need something like 16 pts to overcome (more critical for tanks or bruies). So, having your 8 pts is useless. Slot another LotG Def/+Global Rech instead. Victory Rush is useless for a blaster and in the endgame where most people already have their endurance managed or are doing endgame content with others who most likely will team with someone giving endurance or have incarnates to help. Victory Rush is more useful in the lower levels before people have their endurance managed. So... pick something else instead - like vengeance and slot yet another LotG global recharge special (you can have 5 of them). Everyone can always use more defense when an ally falls. 🙂 For your reference, here is my build attached below. It's very sturdy and devastating, and she's hard to defeat. 🙂 Perhaps it might give you some ideas on other things you can do for tweaking your own. Divine Radiance - Blaster (Radiation Blast).mbd
Chance_Fletcher Posted November 24 Author Posted November 24 Thanks Frozen Burn! This is exactly what I was looking for. Quote I am firm believer in, if you are having fun with it - it doesn't matter the build. I completely agree, my IRL friends that I play with and that I play CoX with most of the time don't look at any of this stuff and I don't push it on them. For me, though, this is part of the fun! Quote Experienced Marksman fast snipe special - you do NOT need this for a fast snipe while in combat. Is Fast Snipe a remnant from "the before times", or something? You're right, in that I remember snipe being "readied" quite a lot in combat, but I didn't think it was up all the time. Superior Winter's Bite is definitely a Superior Enhancement set overall. Quote Skipping your Build Up or Aim - your reasoning is not valid here. I think in my case it may be. My bonuses, with just my toggles on in Mids, yields me a ToHit bonus of 50%, an Accuracy Bonus of 76%, and a Damage bonus of 223%. If Ionize gives a flat increase of 100% damage, which Mids is reporting, then I'm already well above most builds when they have Ionize active. That means, foregoing the time it takes to activate Ionize and/or Aim to get in even one more attack MAY yield more damage. Having said that, I haven't tested this and it might not actually be true, especially depending on how many attacks you get in while Ionize is active. Quote 6-slotting every attack power is not always needed. You have a lot of wasted slots and extra set bonuses you do not need. Purple sets rarely ever need 6-slotted as the Tox/Psi Resist bonus is so minimal, it's useless unless you already have a power or shield giving you some. I don't know if I agree with this, as most of the 6 slot bonuses are not just for Toxic/Psionic. If you look at the other 6 set bonuses from the purple sets on attacks, just removing one Superior Avalanche which removes the set bonus 5% Defense(Fire,Cold), 2.5% Defense (AoE), ends up being a significant loss. Especially, when the current total is about 45%, which is the soft cap for all Defense types. I do agree that the Toxic Bonuses are minimal, but it being linked to Psionic Defense makes it worth it. My Psionic Defense ends up being about 34%, which is significant, in my opinion. Quote You have too much endurance Stamina is over slotted - just need the Perf Shifter proc Metabolic Acceleration slotted as you have it, Stamina with the proc, and your Panacea proc - that's all the end you could ever want You're definitely correct about this, comparing your build to mine, your Recovery is only .08% lower than mine lol. Now, Performance Shifter: Chance for +End Proc doesn't count towards the End Rec stat, and I've got it three times, which as far as I know do stack. My endurance use is almost exactly double yours, it's those damn Leadership skills, so I need all the help I can get from those Global Procs. I mean, I've never run out of Endurance, but I think that's mostly because the +Absorb on Radioactive Cloud is mitigating it a bit. Maybe going into the Fighting Power Pool rather than the Leader Power Pool would be a better move, but I figured that she's supposed to be the leader of the Eves and always fight in a group. Thanks for pointing out the overslotting of Stamina, I'll have to figure out where those slots are better used. Quote Blaster Wrath set is better served in Atomic Blast instead of X-Ray Beam Can you expand on this a bit? Is it because of the improved recharge time? Quote Beta Decay - I would go with a ToHit Debuff (like Dark Watchers) set instead of DefDebuff. Your logic here makes perfect sense, I lose 11% accuracy, but it drops me down to 65%, which is still high. The bonuses will help with my perma-hasten as I'm lacking about 10 seconds for it to be permanent. Quote Hover is over slotted - you would get more defense if you put those slots in Maneuvers. Did you mean Evasive Maneuvers? I slotted Maneuvers with the hover slots and it was less than a percent increase to each, but in Evasive Maneuvers it's a significant improvement. Quote Karma KB Protection in PFF - wasted enhancement since you already have your 4 pts of protection in Fly with the Blessing of Zephyr. 4 pts of protection will cover practically anything you need, and for the rare things that it won't cover, you'd need something like 16 pts to overcome (more critical for tanks or bruies). So, having your 8 pts is useless. Slot another LotG Def/+Global Rech instead. Thanks for this info, I didn't know about the knockback protection shortcomings. I actually have 11 points, I've got the Steadfast protection global proc slotted into Force of Nature. It's got that 3% Defense boost which is nice, but I wonder if there's a better global proc for that power? Quote Victory Rush is useless for a blaster I agree, I've been mulling over the three choices of powers; Personal Force Field, Force of Nature and Victory Rush. They aren't the best choices, but I was starting to run out of choices near the end. I was locked into my power pools and because of my decision to skip Aim and Ionize I didn't have anything else to choose. Maybe dropping Force of Nature and Victory Rush and picking up Ionize and Vengeance would be better. I'd keep Personal Force Field in case things get hairy and I need to bolt and I can always pop another LotG Proc like you mentioned. Thanks for taking a look and thanks for giving me things to think about, she's definitely not done. I'd post my Mids file, but I can't export it. I'm currently on Linux and it cuts off the export button lol... I'd be really interested to know what you think of the changes when I CAN upload a file, however.
Frozen Burn Posted November 24 Posted November 24 2 hours ago, Chance_Fletcher said: Is Fast Snipe a remnant from "the before times", or something? You're right, in that I remember snipe being "readied" quite a lot in combat, but I didn't think it was up all the time. Superior Winter's Bite is definitely a Superior Enhancement set overall. Yes, it's from back on live, iirc. Although, my memory is fuzzy these days. 😄 2 hours ago, Chance_Fletcher said: I think in my case it may be. My bonuses, with just my toggles on in Mids, yields me a ToHit bonus of 50%, an Accuracy Bonus of 76%, and a Damage bonus of 223%. If Ionize gives a flat increase of 100% damage, which Mids is reporting, then I'm already well above most builds when they have Ionize active. That means, foregoing the time it takes to activate Ionize and/or Aim to get in even one more attack MAY yield more damage. Having said that, I haven't tested this and it might not actually be true, especially depending on how many attacks you get in while Ionize is active. Foregoing them might yield more damage than others, yes - but they (at least Build up) should get you to the damage cap which I am sure you are not at yet. So, 2 clicks (BU + Power) is more efficient and quicker than clicking 3-4 powers to get the same damage output. Don't get me wrong - I'm not saying you have to take them. There are plenty of builds where I skip them as well. But even with damage set bonuses and Assault, clicking 3 or more powers is not as fast as clicking 2 to get the same damage. Also, look at your mids to see if you have the Gaussian proc activited in your calculations. While it does proc more frequently in Tactics when teamed, it doesn't when solo and sometimes procs when you're not in combat and instead of when you are - so you may want to turn off that to compare as well. 2 hours ago, Chance_Fletcher said: I don't know if I agree with this, as most of the 6 slot bonuses are not just for Toxic/Psionic. If you look at the other 6 set bonuses from the purple sets on attacks, just removing one Superior Avalanche which removes the set bonus 5% Defense(Fire,Cold), 2.5% Defense (AoE), ends up being a significant loss. Especially, when the current total is about 45%, which is the soft cap for all Defense types. I do agree that the Toxic Bonuses are minimal, but it being linked to Psionic Defense makes it worth it. My Psionic Defense ends up being about 34%, which is significant, in my opinion. Sorry, I should have been more clear. I meant Purple Sets, as in from Recipes, and not Purple attuned Winter's Gift sets or ATOs. Your Ragnarok and Armageddon sets are what I was referring to. You could drop those to 5 slots - I generally drop the Damage/Recharge, keeping the proc and boosting some of the others. Yes, the 6-slotting of the Event and ATO sets is valuable, but also you could get away with 5-slotting those as well if you were pressed for slots elsewhere. 2 hours ago, Chance_Fletcher said: You're definitely correct about this, comparing your build to mine, your Recovery is only .08% lower than mine lol. Now, Performance Shifter: Chance for +End Proc doesn't count towards the End Rec stat, and I've got it three times, which as far as I know do stack. My endurance use is almost exactly double yours, it's those damn Leadership skills, so I need all the help I can get from those Global Procs. I mean, I've never run out of Endurance, but I think that's mostly because the +Absorb on Radioactive Cloud is mitigating it a bit. Maybe going into the Fighting Power Pool rather than the Leader Power Pool would be a better move, but I figured that she's supposed to be the leader of the Eves and always fight in a group. Thanks for pointing out the overslotting of Stamina, I'll have to figure out where those slots are better used. Without a link to your build, I couldn't see what your recovery and end use was. I prefer to have 2.2-2.5 end/sec difference between recovery and use. 2.0 bare min. Some people are fine with playing under that, and that can be fine if you have a power like Consume or Power Sink to recharge your blue bar every so often. So, it's all on your personal taste. But I imagine, you can still shave off some slots somewhere and be ok even with all the toggles. For the record, I have an Archery/Devices blaster that has so much recharge, and with the leadership toggles, I have to have crazy amounts of endurance. She is 4 end/secs over my usage so i could operate. So... I get it. But still, I only have 3 Efficacy Adapters in my sustain toggle and 3-slotted Stamina (1 being the proc). Panacea and Miracle in Health - and that's it. Also focusing on end reduction and recovery set bonuses too. 2 hours ago, Chance_Fletcher said: Can you expand on this a bit? Is it because of the improved recharge time? Blaster's Wrath is such a great set as you get above ED levels of Acc, Damage, and Recharge - which is perfect for you nuke. Plus the proc being a damage proc, adds to help any bosses die faster. The set is is not living up to its potential in X-Ray Beam. 2 hours ago, Chance_Fletcher said: Did you mean Evasive Maneuvers? I slotted Maneuvers with the hover slots and it was less than a percent increase to each, but in Evasive Maneuvers it's a significant improvement. No, I meant Leadership: Maneuvers. Hover provides overall less defense than Maneuvers, and is also a lighter toggle. By moving those slots to Leadership: Maneuvers, yes, you only gain just under 1% defense (but every bit counts!) but you ALSO, will get end reduction in the heavier Maneuvers toggle. Additionally, it doesn't need to be 6-slotted, unless you're throwing in other specials with it. LotG's set bonuses suck. I would switch to 3 Shield Walls or 3 Reactive Defenses (Def, Def/End, Def/End/Rech) + the LotG Def/Global Recharge. That will get you to the ED cap of Defense and more than an SO's worth of end reduction. And those set bonuses are far better than what you'd get from LotG. If you add in the Shield Wall +Resist special and/or the Reactive Armor Scaling Resist special, the 4th set bonus in those sets are quite nice too. Slotting up Evasive Maneuvers - be careful with that as the defense is suppressed while in combat (like with Stealth or Infiltration). Be sure in Mids, go to: Options / Configuration... / Effects & Math tab and on the right in "Supression" check off "Attacked" and it will supress the appropriate amount of defense from those powers. Slotting up Evasive Maneuvers is not really useful. It's best as just a mule for another LotG global recharge. 2 hours ago, Chance_Fletcher said: I've got the Steadfast protection global proc slotted into Force of Nature. It's got that 3% Defense boost which is nice, but I wonder if there's a better global proc for that power? I agree, I've been mulling over the three choices of powers; Personal Force Field, Force of Nature and Victory Rush. They aren't the best choices, but I was starting to run out of choices near the end. I was locked into my power pools and because of my decision to skip Aim and Ionize I didn't have anything else to choose. Maybe dropping Force of Nature and Victory Rush and picking up Ionize and Vengeance would be better. I'd keep Personal Force Field in case things get hairy and I need to bolt and I can always pop another LotG Proc like you mentioned. Thanks for taking a look and thanks for giving me things to think about, she's definitely not done. I'd post my Mids file, but I can't export it. I'm currently on Linux and it cuts off the export button lol... I'd be really interested to know what you think of the changes when I CAN upload a file, however. Where you have the Steadfast Protection Resist/+3% Def special is great, since you don't have it anywhere else. For me, with a power like Temp Invuln, Tough, or any other resistance based toggle, i will slot 4 Unbreakable Guards (Res, Res/End, Res/End/Rech, +Max HP special) + Steadfast Prot Resist/+3% Def special. That gets you to ED cap of resistance and End reduction in the power. The set bonuses for Unbreak Guard are quite nice: 2.5 % end reduction and at 4 pcs, you get some nice melee defense. But then I also add in a 6th slot for the Gladiator's Armor +3% Def special. If you did that, you could easily drop Force of Nature and Victory Rush to pick up Ionize and Vengeance without sacrificing your Steadfast Protection +3% Def to All. And that would also add in another LotG global recharge in Vengeance.
Chance_Fletcher Posted Thursday at 06:50 PM Author Posted Thursday at 06:50 PM (edited) Thanks for all the advice Frozen! I have taken all of your information to heart and I think I've worked some stuff out. I've dropped the Leadership power pool in favour of the Fighting power pool. I think it's a better fit for a blaster, since I have to make up for my personal squishiness. So, I've obviously taken Tough and Weave. I was also avoiding single target melee attacks before, but the bonuses from Superior Blistering Cold are just too good, so I've slotted it to 5 slots, following your example. Dropping the 6th slot on all the Winter Sets and picking up Superior Blistering Cold to 5 slots actually improved my Fire/Cold resistance. I'm never going to get my Smahing/Lethal Defense up to the levels that Scorpion Shield give, and it thematically doesn't go with the character, so I focused more on Smashing/Lethal Resistance. I know it's not as effective, and the soft cap is much higher, but I don't think there's an alternative. Obviously, I've limited myself because I've decided to always be flying, which locks me into certain powers, but I think despite that this is looking much better. I'm going to go respec right now, but I'd still be interested in any changes you would make. Thanks again! Eve Mark I - Experiment.mbd Edited Thursday at 10:15 PM by Chance_Fletcher
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