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Posted (edited)

The Flavour of the Month (level 50) thread revealed both the most and least used powerset combos at 50 by Archetype.  Here is the challenge: make an build with one of the least used combos (less than 3 level 50s exist at time of thread creation), post it here, and lets figure out how to make these unused combos shine!

 

Rank

155

Primary

Beam Rifle

Secondary

Electricity Manipulation

# of lvl 50s

2

156 Psychic Blast Ice Manipulation 2
157 Beam Rifle Ice Manipulation 2
158 Sonic Attack Devices 2
159 Assault Rifle Plant Manipulation 2
160 Sonic Attack Fire Manipulation 2
161 Radiation Blast Ninja Training 2
162 Psychic Blast Electricity Manipulation 2
163 Assault Rifle Electricity Manipulation 1
164 Sonic Attack Ninja Training 1
165 Sonic Attack Tactical Arrow 1
166 Psychic Blast Darkness Manipulation 1
167 Dark Blast Electricity Manipulation 1
168 Assault Rifle Ice Manipulation 1

 

 

Take a look, leave some feedback and please post your own bottom of the barrel blaster!

If you get one to 50, let us know how they operate.

Edited by zenijos10
Posted


I'll give it a shot first, with Rad/ Ninja (/Mace).   I know nothing about either of these sets, so I've made an incredible amount of assumptions- many are probably wrong.  It looks like both sets benefit from up-close action- a serious Point Blank Blaster.

The build is moderately sturdy, but it may not be enough without the right team support.

Defense:  S/L at 44.6,  F/C: 27.2, Energy 47.3, Neg, 36.5, Psi: 22.2, Melee, 24.7, Ranged: 35.9, AOE: 24.7

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.2
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Super Rad Ninja: Level 50 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Ninja Training
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: X-Ray Beam

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (3) Superior Blaster's Wrath - Damage/Recharge
  • (3) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (5) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (5) Superior Blaster's Wrath - Recharge/Chance for Fire Damage
  • (7) Superior Blaster's Wrath - Accuracy/Damage/Endurance

Level 1: Immobilizing Dart

  • (A) Gravitational Anchor - Chance for Hold

Level 2: Irradiate

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

Level 4: Choking Powder

  • (A) Lockdown - Chance for +2 Mag Hold

Level 6: Electron Haze

  • (A) Overwhelming Force - Accuracy/Damage
  • (7) Overwhelming Force - Endurance/Recharge
  • (9) Overwhelming Force - Accuracy/Damage/Endurance
  • (9) Overwhelming Force - Damage/Endurance/Recharge
  • (11) Overwhelming Force - Accuracy/Damage/Endurance/Recharge
  • (11) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

Level 8: Aim

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

Level 10: Fly

  • (A) Empty

Level 12: Proton Volley

  • (A) Thunderstrike - Accuracy/Damage
  • (17) Thunderstrike - Damage/Endurance
  • (23) Thunderstrike - Damage/Recharge
  • (25) Thunderstrike - Accuracy/Damage/Recharge
  • (25) Thunderstrike - Accuracy/Damage/Endurance
  • (36) Thunderstrike - Damage/Endurance/Recharge

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (46) Recharge Reduction IO

Level 16: Shinobi

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

Level 18: Cosmic Burst

  • (A) Apocalypse - Damage
  • (19) Apocalypse - Damage/Recharge
  • (19) Apocalypse - Accuracy/Damage/Recharge
  • (21) Apocalypse - Accuracy/Recharge
  • (21) Apocalypse - Damage/Endurance
  • (23) Touch of Lady Grey - Chance for Negative Damage

Level 20: Kuji-In Toh

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (43) Preventive Medicine - Chance for +Absorb
  • (50) Preventive Medicine - Heal

Level 22: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 24: Kick

  • (A) Empty

Level 26: Neutron Bomb

  • (A) Positron's Blast - Accuracy/Damage
  • (27) Positron's Blast - Damage/Endurance
  • (27) Positron's Blast - Damage/Recharge
  • (31) Positron's Blast - Damage/Range
  • (34) Positron's Blast - Chance of Damage(Energy)
  • (36) Positron's Blast - Accuracy/Damage/Endurance

Level 28: Tough

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (29) Gladiator's Armor - Resistance
  • (29) Gladiator's Armor - End/Resist

Level 30: Weave

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

Level 32: Atomic Blast

  • (A) Superior Avalanche - Accuracy/Damage
  • (33) Superior Avalanche - Damage/Endurance
  • (33) Superior Avalanche - Accuracy/Damage/Endurance
  • (33) Superior Avalanche - Accuracy/Damage/Recharge
  • (34) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (34) Superior Avalanche - Recharge/Chance for Knockdown

Level 35: The Lotus Drops

  • (A) Obliteration - Damage
  • (43) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Damage/Recharge
  • (45) Obliteration - Accuracy/Damage/Recharge
  • (45) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (45) Obliteration - Chance for Smashing Damage

Level 38: Golden Dragonfly

  • (A) Obliteration - Damage
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (46) Obliteration - Chance for Smashing Damage
  • (48) Obliteration - Accuracy/Recharge
  • (48) Obliteration - Damage/Recharge
  • (48) Obliteration - Accuracy/Damage/Recharge

Level 41: Scorpion Shield

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

Level 44: Maneuvers

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

Level 47: Smoke Flash

  • (A) Recharge Reduction IO

Level 49: Afterburner

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 1: Brawl

  • (A) Empty

Level 1: Defiance 


Level 1: Prestige Power Dash

 

Take a look, leave some feedback and please post your own bottom of the barrel blaster!

Posted (edited)

I was thinking the same Rad/Ninja/Mace combo but went a bit nuts with Defense to narrow the Negative and Psi holes to where a small luck gets past 45% and give a little extra for defense debuffs.  With instasnipe it has a decent single target chain and enough +to hit that it will always do max damage.  Perma Hasten with Ageless and even more room if you get hit with debuffs if you go that route.  It won't win any pylon times although it can take them down solo with no issues other than the occasional knockback (confirmed on test server).  Still have a free slot that can be used for whatever like Super Speed or whatever you feel works. 

 

Oh also there is one set missing that no one has bothered with.  AR/Dark.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Mutation Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Ninja Training
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: X-Ray Beam -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7)
Level 1: Immobilizing Dart -- Empty(A)
Level 2: Irradiate -- Arm-Dam%(A), Arm-Dmg/EndRdx(7), Arm-Dmg/Rchg(9), Arm-Acc/Dmg/Rchg(9), Arm-Acc/Rchg(11), AchHee-ResDeb%(11)
Level 4: Choking Powder -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(15), SprDfnBrr-Acc/Dmg/Rchg(15), SprDfnBrr-Acc/Dmg/EndRdx(17), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(17), SprDfnBrr-Rchg/+Status Protect(19)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(19), ShlWal-Def(21), ShlWal-Def/EndRdx(21), Ksm-ToHit+(50)
Level 8: Aim -- RechRdx-I(A)
Level 10: Shinobi -- LucoftheG-Def/Rchg+(A), RedFrt-Def(23), RedFrt-Def/EndRdx/Rchg(23), RedFrt-Def/EndRdx(25)
Level 12: Super Jump -- BlsoftheZ-ResKB(A)
Level 14: Proton Volley -- Apc-Dam%(A), Apc-Dmg/EndRdx(25), Apc-Dmg/Rchg(27), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(29), StnoftheM-Dam%(29)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 18: Cosmic Burst -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(31), SprBlsWrt-Acc/Dmg/Rchg(31), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(33), SprBlsWrt-Rchg/Dmg%(33)
Level 20: Kuji-In Toh -- EndMod-I(A), EndMod-I(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34), UnbGrd-Max HP%(34), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36)
Level 26: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(37), Rct-Def(37), Rct-Def/EndRdx(37), Rct-EndRdx/Rchg(39), Rct-Def/Rchg(39)
Level 28: Neutron Bomb -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(40), SprFrzBls-Acc/Dmg/Rchg(40), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(42)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(42), RedFrt-Def/EndRdx(42), RedFrt-Def/EndRdx/Rchg(43)
Level 32: Atomic Blast -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(43), SprAvl-Acc/Dmg/EndRdx(43), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Rchg/KDProc(45)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def(46), RedFrt-Def/EndRdx(46), RedFrt-Def/EndRdx/Rchg(46)
Level 38: Sting of the Wasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50)
Level 41: Assault -- EndRdx-I(A)
Level 44: Tactics -- HO:Cyto(A)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: [Empty] -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Agility Core Paragon 
------------

 

 

Edited by HelenCarnate
Posted

I ran a Son/Fire on Live 

Mid 20's currently but I will get them to 50 eventually.

I ran my En/En to 50 first as they are my badger.

Son/Fire works well when you have Melee/Range def near softcap, then you can jump in and drop all those pbaoes all over the place!

Darksiders GM

Posted (edited)

I took one look at Sonic/Tactical Arrow and thought, "Wouldn't that be one of the safest Blasters you could play in normal content?"

 

Turns out I was correct. This is a Sadist's Blaster, for those of you who like watching your enemies suffer while they wait for the end.

 

Building for my own personal preferences (In this case, meaning 'using flight for the travel power') I was able to softcap Smashing/Lethal defenses, get a net recovery gain of 3.16/sec, have 545% regeneration, and include an AoE Hold, a fast-cycling AoE KD Cone, a ranged Sleep cone, a ST Hold, an AoE Slow/-Recharge, and a ST Immob.

 

Recharge Speed is high enough for your AoE combo to simply be a chain of Howl and Shockwave, allowing you to constantly juggle mobs of enemies while dropping their resistances by around an average of 20-30% when you get going. Damage isn't as high as a Fire blaster, but safety and utility make it solid.

 

Siren's Song is the second-best sleep power in the game (Static Field is unquestionably the absolute best Sleep power - cash me outside), and it's on a 5 second timer with enough juice to sleep Lts and Minions in their tracks for nearly a full minute if you get overwhelmed and need to just focus down bosses while the rest of the class naps. 

 

Ice Arrow and ESD Arrow are your "Eat your heart out, Controller" powers, enabling you blast out ST holds every three and a half seconds, and an AoE hold (with a shorter duration than I'd like) a little more than twice a minute. 

 

Glue Arrow is more or less permanently applied, slowing enemy movement by 87% meaning mobs will have a hard time even getting CLOSE to you.

 

Basically I'm going to be playing this now, and I'm willing to bet someone who is actually good at builds could optimize the hack job I did into something much stronger.

Spoiler

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

AAAAAAAUGH!: Level 50 Technology Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Tactical Arrow
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Scream -- Dcm-Build%(A), Dcm-Acc/Dmg(46), Dcm-Dmg/EndRdx(46), Dcm-Acc/EndRdx/Rchg(48), Dcm-Acc/Dmg/Rchg(50)
Level 1: Electrified Net Arrow -- EnfOpr-Acc/EndRdx(A), EnfOpr-Immob/Rng(43), EnfOpr-Acc/Immob(43), EnfOpr-Acc/Rchg(43)
Level 2: Howl -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(39), SprDfnBrr-Dmg/Rchg(40), SprDfnBrr-Acc/Dmg/EndRdx(40), SprDfnBrr-Acc/Dmg/Rchg(40)
Level 4: Glue Arrow -- TmpRdn-Acc/EndRdx(A), TmpRdn-EndRdx/Rchg/Slow(37), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dmg/Rchg(50)
Level 6: Shockwave -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(7), SprBlsWrt-Acc/Dmg/EndRdx(7), SprBlsWrt-Acc/Dmg(15), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(17), SprBlsWrt-Rchg/Dmg%(34)
Level 8: Shout -- Apc-Dmg/EndRdx(A), Apc-Dmg/Rchg(9), Apc-Dmg(9), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(15)
Level 10: Ice Arrow -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Hold(11), BslGaz-Acc/Rchg(11), BslGaz-Rchg/Hold(13)
Level 12: Upshot -- RechRdx-I(A)
Level 14: Amplify -- RechRdx-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 18: Sirens Song -- LthRps-Acc/EndRdx(A), LthRps-Acc/Rchg(19), LthRps-Acc/Sleep(19), LthRps-Acc/Sleep/Rchg(23), PstBls-Dmg/Rchg(23), PstBls-Dmg/Rng(29)
Level 20: Eagle Eye -- PrfShf-End%(A), PrfShf-EndMod(21), Heal-I(21), Heal-I(50)
Level 22: Fly -- Flight-I(A)
Level 24: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx/Rchg(25)
Level 26: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(27), KntCmb-Dmg/EndRdx/Rchg(29)
Level 28: Agility -- Run-I(A)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), GldArm-End/Res(31), GldArm-Res/Rech/End(31)
Level 32: Dreadful Wail -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(33), Obl-Dmg(33), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(34), Obl-Acc/Dmg/Rchg(34)
Level 35: ESD Arrow -- UnbCns-EndRdx/Hold(A), UnbCns-Hold(36), UnbCns-Hold/Rchg(36), UnbCns-Acc/Hold/Rchg(36), UnbCns-Acc/Rchg(37), Lck-%Hold(37)
Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), Ksm-ToHit+(39)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), Rct-ResDam%(42), Rct-Def/EndRdx(42)
Level 44: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), ShlWal-ResDam/Re TP(45), ShlWal-Def/EndRdx(45)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(48), LucoftheG-Def/EndRdx(48)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Dmg-I(A)
Level 1: Defiance 
Level 1: Prestige Power Dash -- Run-I(A)
Level 1: Prestige Power Slide -- Run-I(A)
Level 1: Prestige Power Quick -- Run-I(A)
Level 1: Prestige Power Rush -- Run-I(A)
Level 1: Prestige Power Surge -- Run-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(5), Mrc-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3), EndMod-I(3)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Musculature Core Paragon 
Level 50: Ion Core Final Judgement 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Cimeroran Core Superior Ally 
Level 50: Clarion Core Epiphany 
Level 50: Assault Core Embodiment 
------------
------------
Set Bonus Totals:

  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 16% Defense(Smashing)
  • 16% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 10.38% Defense(Energy)
  • 10.38% Defense(Negative)
  • 6% Defense(Psionic)
  • 13.81% Defense(Melee)
  • 8.19% Defense(Ranged)
  • 6% Defense(AoE)
  • 5.85% Max End
  • 86.25% Enhancement(RechargeTime)
  • 4% Enhancement(Sleep)
  • 39% Enhancement(Accuracy)
  • 10% Enhancement(Range)
  • 3% Enhancement(Immobilized)
  • 15% SpeedFlying
  • 131 HP (10.87%) HitPoints
  • 15% JumpHeight
  • 15% SpeedJumping
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Confused) 25%
  • MezResist(Held) 25%
  • MezResist(Immobilized) 25%
  • MezResist(Sleep) 25%
  • MezResist(Stunned) 25%
  • MezResist(Terrorized) 25%
  • 15% (0.25 End/sec) Recovery
  • 66% (3.31 HP/sec) Regeneration
  • 8.75% Resistance(Smashing)
  • 8.75% Resistance(Lethal)
  • 12.5% Resistance(Fire)
  • 12.5% Resistance(Cold)
  • 8.75% Resistance(Energy)
  • 8.75% Resistance(Negative)
  • 5% Resistance(Toxic)
  • 5% Resistance(Psionic)
  • 0% Resistance(Smashing)
  • 0% Resistance(Lethal)
  • 0% Resistance(Fire)
  • 0% Resistance(Cold)
  • 0% Resistance(Energy)
  • 0% Resistance(Negative)
  • 0% Resistance(Toxic)
  • 0% Resistance(Psionic)
  • 15% SpeedRunning

 

 

Edited by Mercurias
Posted

I feel like I'm missing something in Psy/dark not being a thing. There's a way to stack disorients. There's a solid thematic pairing. I went and rolled one and called it Faded Memories as I was axing my Ill/time anyway.

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

Posted
17 hours ago, zenijos10 said:

168 Assault Rifle Ice Manipulation 1

I wonder if you could play that like a Fire/Ice tanker: basically getting enemies to flop around on an Ice Patch, then dropping Ignite on them.

Posted
57 minutes ago, Without_Pause said:

I feel like I'm missing something in Psy/dark not being a thing. There's a way to stack disorients. There's a solid thematic pairing. I went and rolled one and called it Faded Memories as I was axing my Ill/time anyway.

Seems like it would be good!  Can you mock up a build for us?

Posted (edited)

Sonic devices seems ridiculously safe. Sirens Song, Time Bomb and Howl for the fun. If you like drop some mines on the way to you and toss caltrops in front of them.

 

Doubt it even really needs a build to make it work.

Edited by TheAdjustor
  • Like 3
Posted
1 hour ago, zenijos10 said:

Seems like it would be good!  Can you mock up a build for us?

I don't really work on builds until it hits 50, and I know I want to keep playing it. There's no point in saying here's what I would take and how I would slot it when I wouldn't do the same in an actual build. I need to know what the build feels like playing it, how I would play it, and build around that. It just seems odd on a blaster with two defensive sets giving you a way to mezz a boss, thematically fit, and yet hardly anyone plays it.

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

Posted
2 hours ago, TheAdjustor said:

Sonic devices seems ridiculously safe. Sirens Song, Time Bomb and Howl for the fun. 

I believe that was called the "Alarm Clock" back in the day.  🙂

  • Like 2
Posted

If you look at the least used primaries and secondaries, it'd be Sonic/Ninja as the absolute bottom of the barrel.  I'm not a masochist though, so I'm not going to give that a try.   On the other end, Fire/Energy would be the most popular primary and secondary, Though fire/fire is the single most popular combo.  Just because they're popular doesn't mean they're any good - emp defenders are way more popular than any other defender for instance, and those are usually the last defender I want to see.  Spines/Fire brutes are the most popular by about double anything else, but those are all farmers, and I've only met one I'd want in my non-farming team.

Posted (edited)
2 hours ago, MunkiLord said:

When I said this I was getting some Electric and Energy powers mixed up in my head. But still, it would definitely hit hard.

The problem seems to be, and correct me if I'm wrong on this because I have limited experience with Beam Rifle, but it seems like a set that works best at range.  Whereas /Elec is all melee.  Same issue as Dark/Elec and AR/Elec, the cones just don't synergize well with a blapper secondary.

Edited by Eva Destruction
Posted
On 9/3/2019 at 4:19 PM, Jeneki said:

I believe that was called the "Alarm Clock" back in the day.  🙂

Sonic/Devices seriously looks like an excellent combo. Especially with the buff targeting drone recently received. 

 

I never had a 50 blaster before, so this might be a good idea for me to try. 

Posted

Honestly, while I probably wouldn't have thought to pair Psychic Blast with this, I managed to make a really interesting and powerful build with Psychic/Elec. 

 

Softcapped to: smashing, lethal, energy, and ranged. 

Honorable mention: 44.4% defense to neg. 33 hp/sec regen.

 

Interestingly, this would be an extraordinarily good soloer and even group player. It offers power sink which would be -80% endurance every 20 second to an entire mob of enemies. Let that sink in. -80% endurance gone immediately. WOW!

 

I placed Blistering Cold's chance for hold in the Shocking Grasp, this would effectively make you able to hold bosses in one power. 

 

Psi is a double edged sword. On one hand, it really kicks enemies where it hurts, on the other, some enemies resist you so badly it hurts you. Elec and having two stable electric melee hits enables you to work around this and synergizes decently with the set. Between the -rech and the -end, you'll have almost any hard target down to 0 endurance in no time and have them recharge their abilities at nominally awful rates. 

 

You will almost never run out of end with this because of shocking grasp giving you full end with two enemies every 20 seconds. 

 

While Psychic Blast is on the lower side for damage, Havoc punch's DPA is exceptionally good to fit in with its chain and help improve its performance. 

 

This is actually something I would make and play, not a bad or under performing combination in the slightest.

 

Even thematically, "Psychic"-based abilities affect the brain. Electric as well goes hand and hand with the brain because of the brain constantly utilizing synapses which are electrically charged. This actually would be a great Science origin based character. Good names would be "Synaptic Overload" or something of the sort.

 

Hero Plan by Mids' Hero Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Psychic Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Mental Blast -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(3), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(21)
Level 1: Electric Fence -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg(48), Thn-Dmg/EndRdx(48), Thn-Dmg/Rchg(50), Thn-Acc/Dmg/EndRdx(50), Thn-Acc/Dmg/Rchg(50)
Level 2: Telekinetic Blast -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Dmg/Rchg(23), SprDfnBrr-Acc/Dmg/Rchg(23), SprDfnBrr-Acc/Dmg/EndRdx(25), SprDfnBrr-Acc/Dmg(25), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(31)
Level 4: Lightning Field -- FuroftheG-ResDeb%(A), Arm-Dam%(5), Arm-Dmg/EndRdx(5), Arm-Dmg/Rchg(7), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34)
Level 6: Psychic Focus -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 10: Havoc Punch -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg(11), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(15)
Level 12: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(15), StnoftheM-Dmg/EndRdx(19), StnoftheM-Dmg/ActRdx/Rchg(19), StnoftheM-Dmg/EndRdx/Rchg(21)
Level 14: Boxing -- Empty(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17), GssSynFr--Build%(17)
Level 18: Psionic Tornado -- Ann-ResDeb%(A), OvrFrc-Dam/KB(34), OvrFrc-Acc/Dmg(34), OvrFrc-Acc/Dmg/End/Rech(37), OvrFrc-Acc/Dmg/End(37)
Level 20: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-Max HP%(46), StdPrt-ResKB(48)
Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(43)
Level 24: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(43), LucoftheG-Def/EndRdx(46)
Level 26: Force of Thunder -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(27), NmnCnv-Heal/EndRdx(27), NmnCnv-EndRdx/Rchg(29), NmnCnv-Heal/Rchg(29), NmnCnv-Heal/EndRdx/Rchg(31)
Level 28: Combat Jumping -- LucoftheG-Rchg+(A), Rct-ResDam%(33), ShlWal-ResDam/Re TP(33)
Level 30: Super Speed -- Clr-Stlth(A)
Level 32: Psychic Wail -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(39)
Level 35: Power Sink -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(36), PrfShf-EndMod/Acc/Rchg(36), PrfShf-Acc/Rchg(36), PrfShf-EndMod/Acc(37)
Level 38: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(39)
Level 41: Thunder Strike -- Obl-Acc/Dmg/Rchg(A), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-Dmg/Rchg(43)
Level 44: Shocking Grasp -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Rchg/HoldProc(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
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 50: Agility Core Paragon 
Level 50: Degenerative Core Flawless Interface 
Level 50: Ion Core Final Judgement 
Level 50: Barrier Core Epiphany 
Level 50: Assault Core Embodiment 
Level 50: Longbow Radial Superior Ally 
------------

| Copy & Paste this data into Mids' Hero Designer to view the build |
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  • Like 1
Posted

I've been working on an Assault Rifle/Darkness build (0 lvl 50s), would that fit this thread?

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

The Great Archetype Concept Battle: Final Round

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

Archetype Proposal Amalgamation

Posted
On 9/3/2019 at 12:10 PM, Without_Pause said:

I feel like I'm missing something in Psy/dark not being a thing. There's a way to stack disorients. There's a solid thematic pairing. I went and rolled one and called it Faded Memories as I was axing my Ill/time anyway.

Another advantage is /dark offering a different damage type when Psy does get resisted. I got it to 12. It is a nice change of pace from my Water/ice so that's one benefit in a land of constant deleting and rerolling. Part of me thinks even switching to Water/dark would work out even better. Might be why there are 20 level 50s for that build. Ice/dark could be rather good as there are 6 of those. I don't think it will be bad, but I guess the question is what does it outclass? Outside of theme, I could easily see either powerset being use with something else and at least being equally if not more so happy. 

 

I also think Psy/ice would work and that's one with two 50s. I just think the issue here is why Psy? I think part of it is sound effects as Mental Manipulation is used more often. Hell, there's 13 Dark/mental 50s.

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Emma Strange: Ill/dark Controller. 5. Project Next: Ice/stone Brute. 6. Waterpark: Water/temp Blaster. 6. Mighty Matt: Rad/bio Brute. 7. Without Hesitation: Claws/sr Scrapper. 8. Within Reach: Axe/stone Brute. 9. Without Pause: Claws/wp Brute.  10. Chasing Fireworks: Fire/time Controller. 

 

"Downtime is for mortals. Debt is temporary. Fame is forever."

Posted
1 hour ago, Zepp said:

I've been working on an Assault Rifle/Darkness build (0 lvl 50s), would that fit this thread?

Yes, please.  When I posted this I didn't realize there were any sets with zero level 50s- that the bottom of the bottom.

Posted
On 9/2/2019 at 7:56 PM, zenijos10 said:

The Flavour of the Month (level 50) thread revealed both the most and least used powerset combos at 50 by Archetype.  Here is the challenge: make an build with one of the least used combos (less than 3 level 50s exist at time of thread creation), post it here, and lets figure out how to make these unused combos shine!

 

Rank

155

Primary

Beam Rifle

Secondary

Electricity Manipulation

# of lvl 50s

2

156 Psychic Blast Ice Manipulation 2
157 Beam Rifle Ice Manipulation 2
158 Sonic Attack Devices 2
159 Assault Rifle Plant Manipulation 2
160 Sonic Attack Fire Manipulation 2
161 Radiation Blast Ninja Training 2
162 Psychic Blast Electricity Manipulation 2
163 Assault Rifle Electricity Manipulation 1
164 Sonic Attack Ninja Training 1
165 Sonic Attack Tactical Arrow 1
166 Psychic Blast Darkness Manipulation 1
167 Dark Blast Electricity Manipulation 1
168 Assault Rifle Ice Manipulation 1

 

 

Take a look, leave some feedback and please post your own bottom of the barrel blaster!

If you get one to 50, let us know how they operate.

I really thought about this list for awhile and I really thought about somethings and why these combinations are the least played...

 

Notice how none of these are Ice/ or fire/ (neither are dual pistols, archery, radiation blast, energy, water or electrical... but I feel as if they're distinctly different) as a primary. It's obvious that players are flavoring them and the primaries do indeed have a "meta." Ice and fire often pair well with most secondaries and thus are going to be straight out the gate more popular. 

 

As for secondaries, you'll again notice that none of these are a "matching theme." E.g. dark blast/darkness manipulation, because it is often found that the secondary effect (or in some cases, like fire's "carnage" a primary) pair extremely well and enhance themselves,

 

A lot of these combinations are anti-synergistic or not helpful to each other in a substantial way... for instance, sonic blast and fire manipulation do not pair very well. Sonic is mostly based on single targeting and the -res effect. Fire manipulation is all about dots that will interrupt the sleep effect and AOE... Sonic also only provides its nuke, siren's song (not much damage) and shockwave (not much damage)... the only one that's an AOE that would help fire manip to lay waste to mobs is shockwave which is alright but the benefit is small and you could've gotten a lot better damage elsewhere and it's not worth pairing these two together.

 

I'll go start on the most frequently unused ones: sonic blast, psychic blast, and assault rifle are all quite problematic primaries for a blaster. Sonic blast suffers from low base damage, not great AOE damage, and no sniper. The redeeming qualities that it is -res as secondary effect and the sleep do not seem to offset this to most players and I'd have to agree. Psychic blast suffers from weaker AOE damage, late game massive resistance with the absurd amount of late game robotics, and well, it doesn't give anything supremely special, and the -rech isn't super noticeable to a player, yes it does "hit it where it hurts" to a lot of enemies, but it also shoots you in the foot. Assault Rifle... Oh dear... Controversial! I will say that this is one the least understood primaries for a blaster, and is also one of the absolute most unfavorable. The animation times are extremely long, the damage is lackluster, and it is mostly lethal damage which is the most commonly resisted damage type in the game. No surprise here that that one is "below the pack." 

 

As for secondaries, interestingly, though Devices is the least commonly picked secondary, it isn't the least commonly picked in this list of combinations. This suggests that this set actually has good performances with the right primary. However, Electrical manipulation and Ice manipulation being the bottom of the pack are absolutely no surprise to me whatsoever. Ice offers very little damage and only control-based mitigation and frozen aura for blasters doesn't seem to deal damage (though feel free to correct me if they did change that for the blasters) and really just doesn't stand out for anything other than a theme or with a strong primary (like ice) to make this really work. Electric is somewhat interesting to me as a secondary for being toward the bottom but I can understand why this is so. Electric does not directly mitigate damage or control them, instead, it usually will -end, which is a form of control, but it isn't as hardcore as other sets would offer. Electric interestingly does have very redeemable qualities! It does get very nice single target, the hold is great, the power sapping and constant endurance flow is really nice, and it gets force of thunder which is great but it is a click power not a toggle (though energy's is a click not a toggle...) and thus is inconvenient sometimes but it does provide a stun, which is nice, and a damage aura! I really believe /elec is just poorly understood and can be very good but is often overlooked in favor of /fire or /energy as a secondary. 

  • Like 1
Posted (edited)

Alright, I am still working on this build, so be gentle... (I'm looking at Ignite->Buckshot->Flamethrower->Buckshot as my core attack sequence, I will probably drop sleep grenade and try to find some sots for LRM rifle. Soul Drain is my primary build-up, and Dark likes to get up close and personal, so I may need to find some more defense in there somewhere. But, it's a start).

 

Spoiler

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Darkness Manipulation
Power Pool: Flight
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(40), Dcm-Dmg/Rchg(42), Dcm-Dmg/EndRdx(42), Dcm-Acc/Dmg(42)
Level 1: Penumbral Grasp -- DarWtcDsp-Slow%(A), DarWtcDsp-ToHitDeb/EndRdx(34), DarWtcDsp-ToHitDeb/Rchg(34), DarWtcDsp-ToHitdeb/Rchg/EndRdx(34), GrvAnc-Hold%(39)
Level 2: Buckshot -- SprDfnBrr-Acc/Dmg/EndRdx/Rchg(A), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Dmg/Rchg(33), SprDfnBrr-Acc/Dmg(33), SprDfnBrr-Rchg/+Status Protect(40)
Level 4: Smite -- Hct-Dam%(A), Hct-Dmg/EndRdx(5), Hct-Acc/Rchg(5), Hct-Acc/Dmg/Rchg(11), Hct-Dmg/Rchg(33)
Level 6: Death Shroud -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(7), OvrFrc-Acc/Dmg/End(7), FuroftheG-ResDeb%(9), FuroftheG-Acc/Dmg/End/Rech(9), SprAvl-Rchg/KDProc(11)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), Frb-Stlth(43), ShlWal-ResDam/Re TP(45), Rct-ResDam%(45)
Level 10: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45)
Level 12: Sniper Rifle -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(13), StnoftheM-Dmg/ActRdx/Rchg(13), StnoftheM-Acc/ActRdx/Rng(15), StnoftheM-Acc/Dmg(15)
Level 14: Boxing -- Empty(A)
Level 16: Soul Drain -- Arm-Dam%(A), Arm-Dmg/EndRdx(17), Arm-Acc/Dmg/Rchg(17), Arm-Dmg/Rchg(19), Arm-Acc/Rchg(19)
Level 18: Flamethrower -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(25), SprBlsWrt-Acc/Dmg/EndRdx(31), SprBlsWrt-Acc/Dmg/Rchg(31), SprBlsWrt-Dmg/Rchg(31), SprBlsWrt-Acc/Dmg(43)
Level 20: Touch of the Beyond -- TchoftheN-%Dam(A), ThfofEss-+End%(21), ThfofEss-Heal/Rchg(21), GlmoftheA-Dam%(23), DarWtcDsp-Slow%(23), DarWtcDsp-ToHitdeb/Rchg/EndRdx(25)
Level 22: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(46)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
Level 26: Ignite -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(27), Rgn-Acc/Rchg(27), Rgn-Acc/Dmg/Rchg(29), Rgn-Dmg/Rchg(29)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 30: Fly -- Srn-EndRdx/Fly(A)
Level 32: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 35: Body Armor -- Ags-Psi/Status(A), Ags-ResDam(46), GldArm-3defTpProc(46), UnbGrd-Max HP%(48), StdPrt-ResDam/Def+(48)
Level 38: Midnight Grasp -- SprBlsCol-Rchg/HoldProc(A), OvrFrc-Dmg/End/Rech(39), OvrFrc-End/Rech(39), OvrFrc-Acc/Dmg(40)
Level 41: Sleep Grenade -- CaloftheS-Heal%(A), CaloftheS-Acc/Sleep/Rchg(50)
Level 44: Surveillance -- AchHee-ResDeb%(A)
Level 47: LRM Rocket -- Ann-ResDeb%(A), Ann-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(36), Pnc-Heal/+End(36), Prv-Absorb%(36), Mrc-Rcvry+(37), RgnTss-Regen+(37)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37)
------------

 

 

 

Edited by Zepp

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

The Great Archetype Concept Battle: Final Round

--------------------------------------------------------------------------------------------------------------------------------------------------------------------

Archetype Proposal Amalgamation

  • 5 months later

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