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Quote:That's what i love about the builds i make, they do not inlcude purples.Here's my Ele/Shield that I'm planning and have enough to probably get all the IO's with the exception of the Purple ones
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Magic Scrapper
Primary Power Set: Electric Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
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Level 1: Havoc Punch KntkC'bat-Knock%:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Acc/Dmg:35(15)
Level 1: Deflection LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(3), LkGmblr-Def:50(13), Aegis-Psi/Status:50(13), Aegis-ResDam:50(48), Aegis-ResDam/EndRdx:50(50)
Level 2: Jacobs Ladder Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(5), Oblit-Acc/Dmg/Rchg:50(7), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Rchg:50(15), Oblit-Dmg:50(17)
Level 4: Battle Agility LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(9), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx:50(11)
Level 6: Swift Run-I:50(A)
Level 8: Thunder Strike Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Rchg:50(21), Oblit-Dmg:50(21)
Level 10: Active Defense RechRdx-I:50(A), RechRdx-I:50(43)
Level 12: Combat Jumping LkGmblr-Rchg+:50(A), Zephyr-Travel:50(23), Zephyr-ResKB:50(23), Zephyr-Travel/EndRdx:50(25)
Level 14: Super Jump Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(25), Zephyr-Travel:50(27)
Level 16: Against All Odds EndRdx-I:50(A)
Level 18: Health Numna-Regen/Rcvry+:50(A), Numna-Heal:50(27), Mrcl-Rcvry+:40(29)
Level 20: Stamina P'Shift-End%:50(A), P'Shift-EndMod:50(29), Efficacy-EndMod:50(31)
Level 22: Chain Induction Hectmb-Dmg/EndRdx:50(A), Hectmb-Dmg:50(31), Hectmb-Dmg/Rchg:50(31), Hectmb-Acc/Dmg/Rchg:50(33), Hectmb-Acc/Rchg:50(33)
Level 24: Phalanx Fighting LkGmblr-Rchg+:50(A)
Level 26: True Grit S'fstPrt-ResDam/Def+:30(A), RgnTis-Regen+:30(33), Numna-Heal:50(46)
Level 28: Boxing P'ngS'Fest-Stun%:30(A)
Level 30: Build Up AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(34), AdjTgt-EndRdx/Rchg:50(34)
Level 32: Lightning Rod Armgdn-Dam%:50(A), Armgdn-Dmg/EndRdx:50(34), Armgdn-Dmg:50(36), Armgdn-Dmg/Rchg:50(36), Armgdn-Acc/Dmg/Rchg:50(36), Armgdn-Acc/Rchg:50(37)
Level 35: Shield Charge Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Rchg:50(39), Oblit-Dmg:50(39)
Level 38: One with the Shield RctvArm-EndRdx:40(A), RctvArm-ResDam:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-EndRdx/Rchg:40(40), RctvArm-ResDam/Rchg:40(42)
Level 41: Tough RctvArm-EndRdx:40(A), RctvArm-ResDam:40(42), RctvArm-ResDam/EndRdx/Rchg:40(42), RctvArm-EndRdx/Rchg:40(43), RctvArm-ResDam/EndRdx:40(43)
Level 44: Weave RedFtn-Def:50(A), RedFtn-EndRdx:50(45), RedFtn-Def/EndRdx:50(45), RedFtn-Def/EndRdx/Rchg:50(45), RedFtn-EndRdx/Rchg:50(46), LkGmblr-Rchg+:50(46)
Level 47: Hasten RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Conserve Power RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:
13% DamageBuff(Smashing)
13% DamageBuff(Lethal)
13% DamageBuff(Fire)
13% DamageBuff(Cold)
13% DamageBuff(Energy)
13% DamageBuff(Negative)
13% DamageBuff(Toxic)
13% DamageBuff(Psionic)
14.9% Defense(Smashing)
14.9% Defense(Lethal)
10.5% Defense(Fire)
10.5% Defense(Cold)
8.63% Defense(Energy)
8.63% Defense(Negative)
3% Defense(Psionic)
17.4% Defense(Melee)
10.5% Defense(Ranged)
13.3% Defense(AoE)
77.5% Enhancement(RechargeTime)
66% Enhancement(Accuracy)
10% FlySpeed
50.2 HP (3.75%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Immobilize) 7.15%
MezResist(Stun) 6.6%
8% (0.13 End/sec) Recovery
32% (1.79 HP/sec) Regeneration
6.3% Resistance(Fire)
6.3% Resistance(Cold)
1.26% Resistance(Energy)
1.26% Resistance(Negative)
5% Resistance(Toxic)
2.25% Resistance(Psionic)
15% RunSpeed
I'm trying to find a way to incorporate slotting up focused accuracy with physical perfection for the 2.5% defenses bonus. However slotwise i could just slot up manuevers as well. Since the nerf to focused accuracy its base slot with an end reduction, especially with getting physical perfection with it as well is really all it needs.
NEED MORE SLOTS!!! lol
And no charged brawl? ELec on its own is already pretty much hurting on the ST damage IMO. To cut out one of its 3 ST attacks hurts. Not to mention the 3.75% melee or ranged defense you can get out of it.
And yes, I am definitely making a scrapper, cause i want the invuln/elec tank that i've wanted since like issue 2 lol. If you are going to have your's on Freedom I'd love to duo! -
Though IOd, shield charge/ lightning rod would provide good knockdown, and most things should be deatd fast. I think it may be workable without tough/weave. But certainly not to my standards of safety for farming, but inspirations should drop often so perhaps. I'm also not taking into considering, with the changes of issue 16, that half the enemies will be minnions now, not full LT's. So that means less damage coming in. And you have OWTS if things go awry.
Kudos that i think it may be workable. I still like having the regen going from 1 tic every 4 seconds, to a tic every 3.5 seconds with the introduction of IO'ing out physical perfection. Much better on endurance too with it of course.
Plus with energy torrent its a good knockdown ability to start the mob with as you get close, then follow with SC/LR and your other aoes.
Oh i'm so excited for issue 16 lol. Whichever AT i decide on for the shield/elec. I still want an invuln/elec as well, so perhaps, as that would be better as a tanker, perhaps i may just go the scrapper route. It would also justify having a 2nd shield toon on the same server, as i already have a shield/ice on the server i wanted to put this on.
Thanks for uh... i guess making me verbalize these thoughts in my head lol.
I'll be making it on Freedom, if you play there i say we duo and tear stuff up!!!
Ew, only problem is i somehow need to find 4 more slots bleh. Or at least two in the build to fully slot physical perfection and energy torrent.
Also i could ditch manuevers for hasten, would have to put off phalanx fighting till 49 though. But would help with farming. The only solution i can see is ditching jacob's ladder for the slots. But i so love that power i couldnt imagine skipping it XD. But farm builds and all some sacrifices must be made? Then i can pick up jacobs ladder on my tank then possibly and have that be one thing special about it that i like. Bah hate decisions. We need like, level 50 only accolades that grant extra slots lol. -
Quote:Which is why I think I'm going to try Ele/Shield/Pyre scrapper in I16. I already have the purpled out Nasty AoE blaster.
I was going to do shield/elec/body tank. Its sturdier. The scrapper even with IOs is too weak IMO to take on farming mobs without tough/weave. In which case there is not the room to pick up fireball for example. The tank version i built, gets good use of physical perfection, and energy torrent as a suitable aoe, just a quick jump out and then back in.
The scrapper is without a doubt going to be pushing more damage which tempts me so lol.
The scrapper IOd is about 34% melee, 31% ranged, and 34% aoe. With less hp, and only 15% resistance, its just not enough. With slotted True grit, which max hp essentially works just like resistance of that % value, puts it about those defense values, and roughly 35% resistance. Basically on average that's roughly SR on average when you leverage scaling passive resistances, plus the small -damage from AAO. So its good as an IO build, but not for farming. While normal teaming thats not bad, farming with all the attention on you would not be good. That is without tough/weave though like i mentioned.
With tough/weave, its an extra 18% s/l resistance, and an extra 5.9% defense. In a last spot at 49 i put manuevers there should it be needed, and a place to store in a LOTG recharge. This puts the defense to about 43/39/42 for melee/ranged/aoe defense.
I'm actually very interested in the IOd scrapper. But the tank would be much easier, and wouldnt be an uber pain to get to 50 defense wise. As mids still did not update, i had to do so with a brute, thankfully the powers and slotting and values are the same IIRC.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec Shield: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Villain Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(43)
Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(39), ResDam-I(42), ResDam-I(42)
Level 2: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(43)
Level 4: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(13), Heal-I(21), ResDam-I(21), S'fstPrt-ResDam/Def+(29)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 10: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(11), S'dpty-Def/EndRdx/Rchg(11), S'dpty-Def(40)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Active Defense -- RechRdx-I(A)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/EndRdx(23), Heal-I(42), RgnTis-Regen+(46)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(37)
Level 26: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(43)
Level 28: Phalanx Fighting -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(37)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 38: One with the Shield -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-Heal/Rchg(39), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/Rchg(46), TtmC'tng-ResDam(50)
Level 41: Kick -- Acc-I(A)
Level 44: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(50)
Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 6.75% Defense(Fire)
- 6.75% Defense(Cold)
- 6.13% Defense(Energy)
- 6.13% Defense(Negative)
- 3% Defense(Psionic)
- 11.1% Defense(Melee)
- 7.38% Defense(Ranged)
- 10.5% Defense(AoE)
- 51% Enhancement(Accuracy)
- 40% Enhancement(RechargeTime)
- 230.5 HP (15.4%) HitPoints
- MezResist(Held) 8.8%
- MezResist(Immobilize) 9.9%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 4.4%
- 1.5% (0.03 End/sec) Recovery
- 94% (5.88 HP/sec) Regeneration
- 6.25% Resistance(Negative)
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Oh i know, i know! I'm just saying it FEELS slow. So that can incorporate into which blaster ends up being more fun in the end. While not quite initially as much damage as roa, the rad/mental can still dish out the damage :P
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Quote:I had a ton of end issues while leveling up my Inv/Fire as well. Don't worry about things like IO's and the other enhancements until you hit 50 and decide whether or not you really want to invest in that character. You might, you might not. I am looking at mine again, and as much as I love my DA/DM, which is almost fully slotted with IOs, I tried my Inv/Fire on test with the new APP power, and I really dig it. Essentially, before putting in the effort, make sure you are happy with it. If you hate it in SOs, you will really hate it by the time you get it fully slotted in IOs. If you love it in SOs, then IOs will only make it that much more sweet.
Someone mentioned Mid's, and it is a very good idea to become familiar with it, even for plain SO slotting.
I ususally start using sets about 35ish. One good first set i go for is using 4 efficacy adaptors in stamina. The 1.5% recovery, 1.13% max hp, and 10% regen are very good bonuses on an invuln, and fairly cheap as well, espeically if you use IOs in between the 5th multiples, ie 31-34, 36-39, and you'll get a REALLY good value out of them.
In fact i usually use around such levels for all of my characters for set IOs. the only time i use level 50 set IOs is if i'm trying to get the absolute most i can out of the character for farming purposes. -
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You are all forgetting one key element. You can set the map on your own for 8 teamamtes, and still choose to not have bosses when soloing. Even if your farming other people you simply invite them once you've spawned the map.
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Quote:Inv/fire is definitely a fun combo. I almost wish mine wasnt 50 so long ago so i could level him up all over again especially with IOs in the mix :P.Have a L50 Inv/Fire (g0dWrath) moderately IO'd out. I'm an altoholic, but he's my favorite (and first 50). Invulnerability is a solid, defensive set that really shines in a group of mobs. Fortunately, that's where you want to be with Fiery Melee too, since it has some nice PBAOEs (Fire Sword Circle, Combustion and to a lesser extent Breath of Fire).
Invulnerability
You have the basic Inv powers covered (Dull Pain, Temporary Invulnerability, Invincibility and Unyielding). I'm a fan of Tough Hide, though I wouldn't slot it until much later. I would have slotted my attacks before TH.
You're at a point in your build where there are some power choices to make.
At 32, you have an opportunity to choose Unstoppable - a love-it-or-leave it power. Some people like it (because you get almost limitless endurance and your resists go WAY up - it's a nice feeling, trust me!). Others don't (mainly b/c there is a significant crash at the end). There's ways around the crash but the power certainly isn't necessary to have. Since you're new, and if you want to see what Inv is capable of, I'd try it and see how it goes (and perhaps you can respec it out if you don't like it).
Passive powers (besides Tough Hide)...what can be said about these? They were buffed a few issues ago. I'd say that most would recommend RPD > REn > REl. Some skip them entirely. I took REn only - but that was before the buffs. Resist Defense debuff (found in RPD and REl IIRC) are pretty good later on (lvl 40+) and should be useful now too.
Fiery Melee has no status effects like stuns or KDs. So, to achieve the lvl of survivability I wanted, I had to delve into the pools. Boxing/Tough/Weave are good pool choices that work well with Inv. Tough and Weave can consume a lot of end, so be careful. You will feel both if you are running both toggles; they're managable but you'll feel it. I would put at least some End reduction into them (like 1 SO).
Fiery Melee
Kudos to your patience. It seems like your only ST attacks are scorch (your beginner power) and boxing. I couldn't handle lvling without Fire Sword. In any case, I would recommend getting Incinerate and Greater Fire Sword at lvls 35 and 38. Incinerate can be deceiving; it does good dmg but over time so it may not seem that great early on. Greater Fire Sword, well, does most dmg ST-wise. Together, they make a good 1-2 combo vs ST.
I only took one Ancillary Power Pool: char for the hold. Since I wanted to build a pretty tough tanker (delving into Tough/Weave), that was the sacrifice I was willing to make.
All this changes if you are going the IO route. That's a complex topic so I'll hold off for now.
Oh, don't forget you have *two* builds you can play with.
Good luck. Inv/Fire is a fun combo! -
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Quote:OH i use thunder strike often on my blapping build. His is a ranged hovering build for the most part, of which t-strike is quite a long animation for that, thunder clap is nice quick and to the point, with a larger radius as well. Its an "ahhh get away from me!" power heh. And if you're not slotting t-strike for damage and using as such, lightning clap does much better for its use. The only reason i use t-strike on my blapper in most situations is because he can begin its cast as he is jumping away, making it safer, and additionally knocking all enemies back in the same direction as to not scatter them. With hover, it simply is not fast enough, and mechanically does not work as such to be able to utilize this tactic. So while it still may scatter some, L-clap is much quicker, and effective for its use, and with its larger radius, and not needing to be casted off of a targetted melee enemy, can be used slightly above the mob to actually cause knockdown when using hover right over the mob.At least Windenergy21 has remebered this is a blaster (build).
Thunder Strike is better than Lighting Clap in a way that gets you damage out of it as well as KB. Do remember that the stealth proc does not give you defense where stealth does (for a chunk of end which we nullified in the build)
here look at this build, the numbers shape up well.
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Also in your build, as i mentioned, you won't be needing an end redux in stealth. Not much that again i'd suggest bothering with it. Your only saving .07 end/sec, and with the build, plus power sink, fully not needed.
I'd keep that slot, on energy torrent for the 6th slot of the 50 common recharge IO. As i would also be keeping the 6th slot for SURE on shocking grasp for a hold IO. Thus allowing it to be perma on enemies prior/notwithstanding shocking bolt. Again as mentioned you need not worry about slotting charged armor for end reduction. The res/end on charged armor you used with the defense unique is only gaining you 2.5% s/l/e resistance, not worth the tradeoff of the extra hold duration in shocking grasp IMO. Especially when dealing with multiple bosses/lts etc.
Also, hover has its own mini-kb protection in it. There is a new, possibly via a bug, mechanic in i16 where this may change a bit, haven't tested it, but that blessing of the zephyr kb IO is expensive, and not granting much worth slotting in hover. I'd ditch it and make sure to get another fly speed IO into hover. Its your combat mobility, you'll want it to be tip top fast to move you around the fight especially if planning to go in quick to use a melee attack. -
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This is the build i would suggest for issue 16. I actually made this, for my invuln/elec tank but since mid's didnt update for elec melee yet i used dark melee in its place. It can be synonomously used for fire melee, just swap around some powers per level. Also where laser beam eyes is, is a power called physical perfection, 20% regen, 12.5% recovery. You'll be doing well before then, but when you reach that you end problems will be nigh.
Unstoppable is still a really good power for AV fights, most of which usually don't last longer than its duration, and also of which you should be having help from your team to keep you alive as you keep attention of the AV through invincibility/gauntlet. I've never found the need for the current version of taunt on my inv/fire. Invincibility is a very strong taunt, and you have attacks galore to work off of gauntlet.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Invuln Elec: Level 50 Magic Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Dark Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(43)
Level 1: Shadow Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 2: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 4: Shadow Maul -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(5), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(31), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(43)
Level 6: Dull Pain -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(7), Tr'ge-EndRdx/Rchg(11), Tr'ge-Heal/Rchg(11), Tr'ge-Heal/EndRdx/Rchg(13)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(42)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 18: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(42)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Heal-I(42), RgnTis-Regen+(43)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(37)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Tough Hide -- LkGmblr-Def(A), LkGmblr-Rchg+(27), DefBuff-I(27)
Level 28: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(46)
Level 30: Touch of Fear -- RechRdx-I(A), RechRdx-I(50)
Level 32: Resist Physical Damage -- ResDam-I(A), ResDam-I(37), S'fstPrt-ResDam/Def+(37)
Level 35: Unstoppable -- RechRdx-I(A), RechRdx-I(36)
Level 38: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Focused Accuracy -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(50)
Level 44: Laser Beam Eyes -- Empty(A), Empty(45), Empty(45), Empty(45), Empty(46), Empty(46)
Level 47: Resist Energies -- ResDam-I(A), ResDam-I(48)
Level 49: Resist Elements -- ResDam-I(A), ResDam-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 5.5% Defense(Smashing)
- 5.5% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 4.25% Defense(Melee)
- 4.25% Defense(Ranged)
- 3% Defense(AoE)
- 47.5% Enhancement(RechargeTime)
- 57% Enhancement(Accuracy)
- 189.7 HP (10.1%) HitPoints
- MezResist(Immobilize) 8.8%
- MezResist(Stun) 4.4%
- 2.5% (0.04 End/sec) Recovery
- 68% (5.32 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 7.5% Resistance(Psionic)
Code:FYI touch of fear is where build up would be slotwise. As per which power of fire melee to skip i'd suggest fire sword as i'm a big fan of breath of fire, which is a good place for bonuses as well. I usually jump back and hit sheesh at least 7 at a time with it when they are gathered around me. Some people say its difficult to use, i never found that to be the case. If you hit 2 enemies with it its worth using. And in the early levels even vs 1 foe its not bad, and has a bonus to accuracy as well, and is plain cool :P.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1400;681;1362;HEX;| |78DAA593DD4E134114C7674B4BBBED425B4B291428A52D96F2B1C095A0895E08262| |4344141AED4BA941137D485740BA15EF900687C0113F42D8C6FE1B73E881A29ACE7| |63682424DEB8E9FE7FB367CE99F39FD96EF960C110E2D90DA119376B96EB56D62C6| |75BD603656BCBAE46969CFDBD9A935DACC96A500891E1C9CA827C241D579A3C2DEB| |D6865DB31BCD949A2ECB9A94E68255DFE6617CC9792CEBD269986703636567A7662| |E4B6BD776B6F8E196DD70A4EB86E9617557CACD380DA187EDDADC20B1B86B57CD45| |E8B8D5AC942DB721EBCD3EF05582FB830EA2C12DBC0E9181414EF88709C608613C4| |7F88179747901F15060C86711321B846C9530B2499896849FBA5A1CAAB47355DDFF| |A8FA05551DAAAA639F42FE03AE6A72CBA784FC13C2B843F80855015515B84DA63B5| |7196B84F015C09008CF118C79C267A80AAAFD0779FF21DE7F88F75FE2FDF7C28BD4| |394FE84918CC8A4E08455428322630948250177B105D1CFA0D0DA2CA56948F20C64| |710E323C8F011E4F9088A7C045FA12AAE69642B1E230797128C1EB6952404A16182| |3DF813EB14EAB9CBE0232815C8C5F875DA6D08D2936AB7C9431F6DEC39E305A1F09| |29083BC14E7F95213B442DF397C037FFD2AA19F1DA5D9513A43092D4818A077EF05| |068E69D1C116E384903D258C7884A93DAA3AD6D1252DAB0D71A759C67B9819560D8| |72729545048D1D6BEEBB80E97E6B826CF38819951656514AD14C5E516E384714A28| |7A0CB67204FFC031B5DED8918FACBC21BC869909F546273CB8C4E4059DFA4BBF407| |F93AD6B267B9E667C8299193533C3A159C6A0BFFDB9C10F5759BE1059F1B73F2EA1| |51A4E46F7FCCFF75BD35CE7AE977C2A06B282B28EB28F750EEA33C40B1503650AA2| |8DEBB7675740E0DCDA35C45B986728849C1084804C540E942E94689A2C4501228BD| |2869945728DE1FFC0414A8| |-------------------------------------------------------------------|
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Quote:The whole point of most farm builds is to be self-sufficient and be able to handle large mobs. An Arch/MM can do that (given extreme recharge) because they'll have RoA up every spawn (and Aim/BU up almost as often, or nearly perma if they alternate). RoA + FFoA + Psi Scream should kill just about anything, or you could jump in and hit PSW after FFoA (Explosive Arrow's a waste given its knockback). So sure, a Blaster with buffs will outperform a Fire/Kin, but that's not the point.
Explosive arrow is certainly not a waste. Its actually better to use, because for those who can still return fire, have a good chance of not being able to due to being knocked back. And then you finish them off with your cones, which due to the fact that when a knockback like explosive arrow hits you, its knocks away in a radial manner from where you are. Meaning that they may knock back, but they will still be right in place of both your fistful of arrows and psy scream cones.
IE RoA > EA > FFoA > PS
I'd have to test on if PS is just enough to finish off the lts life when alternating aim/bu, which i suspect it is, depending on the level you're fighting of course. In either case half the mobs will be minnions when solo farming with no bosses on a map set for 8 team members. -
That it is, that it is
And yeah, the main part of rad having "better" aoe is that its third aoe is a faster recharging click, and not a slow recharging pseudo pet that scatters.
Usage wise, not counting whether its pbaoe, melee whatever. Irradiate is actually closer to what fireball does, and neutron bomb is really the extra aoe in the set in comparison. -
And again as mentioned, superspeed + stealth IO will be your full invis quite easily. The recovery bonuses you are trying to get with grant invis, trust me you won't be needing. Additionally you're a blaster who, even if getting grant invis for things like tfs, should certainly not be bothering with slotting it for defense. The entire concealment pool should be discarded on a blaster nowadays IMO.
Likewise with the slotting on electric fence. No need to waste the slot on it for the 2% recovery bonus. The build i layed out alone even without power sink should be near limitless endurance use. Add on power sink for, pretty much any time you'll ever really need, and endurance will be the last thing on your mind with this character i guarantee it.
As it is more of a ranged based set up, you'll probaly find you might never use it, outside of right after nuking and popping a blue to get back into the fight right away.
If you don't feel like the medicine pool, its still viable to skip it for sure. I would personally place, well if your dead set on having fly, instead of going the hasten/ss/hover route, superspeed at 28, and then lightning clap at 30. It can have its use, and is a cheap place with 5 slots for stupefy to gain 1.88% max hp and 6.25% global recharge, in addition to its use.
As to the suggestion of adding the hold proc in your archery blast powers, that has some use with archery, but with energy blast, who already gets shocking bolt + shocking grasp to hold on bosses, and the main part of the energy blasts main mitigation of knocking the enemy you're fighting down/back, its much less use on an energy blaster.
I would definitely keep the 6th slot of recharge on static discharge as well. Especially on teams, youll want your only non-knockback aoe power up as often as possible. -
Quote:You can always drop the concealment pool and get a Stealth IO and Super Speed... in PVE that's as good as invisibility. Either the Celerity Stealth for Super Speed or the Unbound Leap Stealth that you can put into Sprint. The Jump stealth IO is usually MUCH cheaper than the Celerity Stealth.
Just a suggestion but on my Archery blaster I grabbed the Devastation Hold proc for all my single target blasts; it isn't too expensive and it goes off enough to be a worthwhile amount of mitigation.
I'd also snag Havoc Punch at a minimum; it's useful to have a heavy damage melee attack for when the party comes to greet you. Since you have both Power Sink and Shocking Grasp, both of which require you to be in melee, you may as well have something else to knock upside the baddie's head.
I'd suggest slotting Build Up and Aim a bit better; my personal favorite slotting is Adjusted Targeting Recharge, To Hit/Recharge and a common Recharge IO; that'll get ED cap recharge and a bit of to hit as well as a 2% damage buff in three slots.
Yes but the problem is, where slots are needed. With hasten plus some bonuses the base level 50 common IO of recharge in aim and build up which are generally alternated is definitely manageable. I run such on my sonic/mm right now and have no problems having one of them up when i need it.
To the OP you can definitley, and personally should skip out on phase shift. Its just not that necessary. In the revised build i gave aid self will take care of most situations where you'd think you need it. In the times you REALLY think you'd need it in the later game thats what power surge is for, or a few purples as it would be, both of which still allow you to attack. -
Quote:Okay, so with customizations and whatnot being awesome, I was messing around the test server and decided on the concept of wavy/concentric heat/plasma/energy stuffs ala Havok.
I think the best fitting sets would be NRG/MM or Sonic/MM.
I went back 29 pages and saw nary a mention of NRG/MM. I imagine it's because as a primary it's so average... but I'd really appreciate if someone took a sample crack at that build incorporating Super Speed.
I'm coming up on my 4th month for CoH, and still can't make a build to save my life.
Bonus cookies to someone to provide me with a sample Sonic/MM, too. Or any advice...
Thanks in advance.
Check on the guide/build/link in my sig, it should help you a lot to configure out your sonic/mm blaster. The energy/mm would be very similar, only less tricks and most direct attacks/knockbacks. -
Nowadays i really perosnally wouldn't bother with trying to go for phase shift. Especially with /elec, while more unconventional, if your really scared lightning clap can actually be used well, and the knockbacks from your other powers should be fairly safe, and soloing the kbs plus the st holds in the later game should be more than efficient.
Also, you have hasten, hover, and fly. If you move it to hasten, ss, and hover (hover is fine for combat and to get up over obstacles when super speeding, i use this setup with various toons. Then, the stealth IO + superspeed will give you full invisibility anyways. The stealth IOs are steadily becoming cheaper last i checked as well.
You'll definitely be wanting havoc punch, and shocking grasp, and i've gotten good use out of thunder strike as well, but considering hover as your combat mobility the way i'd suggest using it isn't possible.
To be perfectly honest, with IOs you may be able to do without power sink even, energy blast is fairly rounded out for activation/damage per endurance. Though still work getting just for whatever and before you get enough end reduction slotted, good for bonuses as well, i'd 4 slot efficacy adaptor in it, you won't be needing more than that tbh anywho, and its gets you the max hp, recovery and regen bonuses.
Much later, surge of power will act just fine as your "phase shift" ability as situations should be rare you truly need it. I generally keep a couple purples on hand which alternatively do the same while letting you keep fighting.
Here is my suggestion for powers/slotting on an energy/elec/elec:
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And alternatively with your hasten/ss/hover provisions, and what seems like you'd prefer the snipe, which i rarely find uses for, but if you insist can go right in place of thunder strike which your hovering combat won't use as well. Also, not usually a fan of it, but judging by your playstyle from what i'm seeing here, you don't seem to want to melee at all, and youll have an attack chain without, though less damaging certainly viable. Leaving a good place actually for you to pick up aid self, which'll help not need phase shift as well.
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Don't also forget snowstorm, large area -movement and -rech, check. And hoarfrost, large heal + hp boost (though smaller with a blasters cap but still) check. For most situations it makes a better panic button IMO.
-
Quote:On TEAMS? I would say no, considering the controller will be fulcruming EVERYONE else on the team, resulting in much more of a damage output as long as you have pretty much minimal aoes on the team, and they have half an inkling to be hear an enemy when you are starting fights.Solo, sure. On teams, the blaster will outperform the fire/kin.
An IOd arch/mm would be better in most of these situations due to being able to nuke every spawn which takes away from a lot of the danger, even if you're only alternating aim/build up and taking out just the minnions with with RoA then cleaning up the lts with your other aoes.
With the right buffs/defenses the fire/mm can do well as well, buti ts just riskier. Fireball then psy scream is a good starter aoe cause itll slow the recharge of the survivors as you jump in real quick for drain psyche to fix what you lost. -
Personally i would go for the spines/fire. The heal in fire makes so much more of a difference than the current state of energize, for pretty much the same resistance values, it just recharges too slowly and the regen buff does not last long enough as of current unless they changed/fixed it on test to last 60s and not just 30.
I dont like the god modes for farming, however ROTP is a great tool for farming, should you happen to bite it, you can get right back in the fight and not waste any time.
As to endurance management, If built right consume is enough to take care of your end issues, you should barely need it to begin with so when you do get low, its right there for you and does its job. Fire armor also puts out more damage if you pick up fiery embrace as well, something elec does not offer. I had a friend ask me for advice prior to this so i'll show the build i suggested for him.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Spines Fire ET: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 1: Fire Shield -- ResDam-I(A), ResDam-I(3), S'fstPrt-ResDam/EndRdx(3), S'fstPrt-ResKB(42)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(40)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 6: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dam%(34), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/EndRdx(43)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(39)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Plasma Shield -- ResDam-I(A), ResDam-I(17), S'fstPrt-ResDam/EndRdx(17), S'fstPrt-ResKB(42)
Level 18: Quills -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Acc/Dmg/EndRdx(19), Sciroc-Dam%(31), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/EndRdx(46)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(46)
Level 24: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc(31)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 28: Build Up -- RechRdx-I(A), RechRdx-I(50)
Level 30: Kick -- Acc-I(A)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(40)
Level 35: Tough -- ResDam-I(A), ResDam-I(36), S'fstPrt-ResDam/EndRdx(36), S'fstPrt-ResKB(36)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-ToHit/EndRdx(46)
Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Fiery Embrace -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 2.25% Max End
- 51.3% Enhancement(RechargeTime)
- 52% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 80.3 HP (6%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 4.95%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 16.5% (0.28 End/sec) Recovery
- 20% (1.12 HP/sec) Regeneration
- 4.41% Resistance(Fire)
- 4.41% Resistance(Cold)
- 1.26% Resistance(Energy)
- 7.51% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 1.26% Resistance(Psionic)
- 10% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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with the new addition of physical perfection i would suggest moving focused accuracy at 41, and then getting physical perfection at 44 and putting those 2 slots as level 50 end mod enhancments.
Energy torrent is also really good here, becasue its more damage and the knockdown helps for mitigation as well. Your aoe attack chain will be build up > Throw spines > energy torrent > spine burst > throw spines. Using throw spines twice, ET, and SB all while build up is going on is crazy damage, and very effective.
When hasten is up with the full build, you should actualy be able to use this chain:
Build up > Energy torrent > Throw Spines > Spine Burst > Throw Spines > Energy Torrent
So you get an extra ET in there for even more damage. Obviously cj + hurdle is a must for this, as nothing else will get you in and out of melee fast enough for this attack chain. -
To the OP, you only have 13.1% smashing/lethal defense, not capped. And your smash/lethal resistance is only capped when SoW is active, so i wouldnt consider that to factor in to using less smash/lethal defense/resistance bonuses.
Here is how i planned mine out, i know its willpower/mace, but axe is the same thing as mace really.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
WP Mace Clobber: Level 50 Magic Tanker
Primary Power Set: Willpower
Secondary Power Set: War Mace
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: High Pain Tolerance -- Numna-Heal/EndRdx(A), Numna-Heal(5), Heal-I(11), ResDam-I(31), ResDam-I(31), S'fstPrt-ResDam/Def+(34)
Level 1: Bash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 2: Pulverize -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 4: Jawbreaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 6: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(7), TtmC'tng-ResDam(7), RctvArm-ResDam/EndRdx(45)
Level 8: Rise to the Challenge -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(9), Dct'dW-Heal/EndRdx(45), DarkWD-ToHitDeb(46), DarkWD-ToHitDeb/EndRdx(46)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc(25)
Level 18: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(19), LkGmblr-Def(19), LkGmblr-Rchg+(45)
Level 20: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 22: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(23), Numna-Heal(23)
Level 24: Hurdle -- Jump-I(A)
Level 26: Health -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(27), Numna-Heal(27)
Level 28: Whirling Mace -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(37)
Level 32: Strength of Will -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(46), TtmC'tng-ResDam(50)
Level 35: Shatter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(37)
Level 38: Crowd Control -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Dmg/Rchg(40)
Level 41: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(42)
Level 44: Resurgence -- RechRdx-I(A)
Level 47: Salt Crystals -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(48), FtnHyp-Acc/Sleep/Rchg(48), FtnHyp-Acc/Rchg(48), FtnHyp-Sleep/EndRdx(50)
Level 49: Quick Sand -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 50% Enhancement(RechargeTime)
- 79% Enhancement(Accuracy)
- 10% FlySpeed
- 365.4 HP (19.5%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 8.8%
- MezResist(Sleep) 4.4%
- MezResist(Stun) 2.2%
- 7.5% (0.13 End/sec) Recovery
- 78% (6.1 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 6.25% Resistance(Negative)
- 10% Resistance(Psionic)
- 10% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I would keep stamina 4 slotted, 4 efficicy adapters do wonders for it while capping your end mod in it.
As to the build, what is it you're looking for? Invuln is pretty sturdy on its own especially on a tank. Are you trying to be able to take on AVs by yourself? In most situations without tough/weave invuln does a decent job on its own, and any little help from you teammates usually lets you take on very difficult situations. Add to that fire melee is a very good damaging set. I personally think you miss out on a lot by skipping fire sword/breath of fire.
Perhaps call me crazy, i love both of those attacks, and appreciate how invuln does with modest regen bonuses.
I can post my build if you like, but it would help to know what exactly it is you are aiming for. I also think with invincibility, and the aoes from fire melee that you can personally do without taunt. -
Quote:On most controllers, i woudlnt bother soloing for the most part till post 32 with pets. However, ice was not bad when i played my ice/kin, but back then, for one BIG reason, jack's AI wasn't so screwed up. He LITERALLY does nothing but ice sword now, and with the stupid, unjustified nerf to speed boost/pets, can not even boost the recharge on his ice sword which is all he seems to do now.Yeah, I'd go this route if you want to solo with ice control. Ice is probably one of the lower damage sets and while ice/kin can do some good soloing, you really need to be level 32+ (and preferably level 38) before you really get going, solo speed wise.
It's a very rewarding character though, as long as you're not planning on soloing much.
If they fix both things i found the ice/kin fairly enjoyable to solo, but in its current state is a PAIN.
Its a TERRIFIC team build, but for now, just never consider soloing lol. -
The best way to get max regen out of both health, and physical perfection is as follows
Health: Numina regen/recov, numina heal, numina heal/end
Common: Heal IO
Regen Tissue +regeneration
Physical Perfection: Numina: Heal, Heal/end
Efficacy Adaptor: End mod, End Mod/Rech, End mod/acc/rech, End mod/Acc
Thus granting 78% regen from health, plus 45% from uniques, plus 34% from bonuses, and roughly 32% from slotting physical perfection.
Totalling 189% regeneration. (values with level 35s, would be closer to 193% regen if using 50s)
If you look at my guide below, take out the 78% from actually slotting health, and thats 111% bonus regen, just 9% short from granting 1 tic every 4 seconds.
Now if its like Sarrate says with the enhancing values boosting numina/regen tissue uniques, youll be past that, yay.
However, i have not noticed this, and outside of putting in the numina, then putting in/taking out heal IOs in health to see if the value changes, have not noticed any higher value out of numina/regen tissue unqiues. I suspect more that people are zoning and forgetting that the buff stacks for 2 minutes when testing their regen, but again havent tested it specifically. In any case if it is, it is a bug, and i'm sure the devs will eventually get around to fixing it. So i wouldn't plan around this being the case forever.