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[ QUOTE ]
Considering that the OP is looking for a Blapper build hover would only be used in case of emergencies along with pff to avoid any incoming damage.
[/ QUOTE ]
Not my point. In general, even just for movement when traveling, its worth it more to put those slots into hover IMO than it is to lose 1.1 seconds of recharge out of about 40ish on aim and build up.
Besides, lets say if you're in a cot map, having to get up a level, getting there faster = enemies die faster :P.
Also, besides, if he was going for a TRUE blapper, hover shouldnt even be factored and he MUST be taking cj/hurdle. There IS no faster combat movement since supression hit superspeed/sj -
Eek, for one santorican, there is no reason to use a simple common IO build at all. For one i'd just point out that i'd make sure to get 3 damages on the attacks personally.
But in a big way, level 50 common IOs precrafted which is actually cheaper IIRC as i think it costs 400k to craft them, cost usually about 300k at WW. You are better off frankenslotting with less than 50 IOs, you'll get higher enhanced stats, and you can use all cheap sets and still outperform your common IO build you just posted.
Also probably a brain fart but you got health before blaze at level 18 :P.
Also pff doenst really need slotted. Since you can't attack while in it you really don't need the end reducer on it. I'm assuming you put it there thinking itll help if you use a blue after nuking. But one blue should last you close enough since you need to use it anyways in order to put the toggle on, and thats also what conserve power is for. Which i would put at least one of those recharges from PFF to 2 slot recharge on CP since we're not talking much bonuses in this build.
But as i said you can frankenslot with cheap IOs for even cheaper than a full level 50 common IO build.
Also, back to pff, dropping that 3rd recharge, is only a 1.3 secodn difference. Additionally you don't need to 3 slot aim and build up. That 3rd slot only gives you 3.9 more seconds on recharge, by far not worth it, especially as you are having hasten in the build. When hasten is on which is most of the time, its only a 1.1 second difference. I'd EASILY put those slots on to hover, which 1 slot in hover is no where near enough speed on hover IMO. You need 2, if honestly even though as i've been mentioning of how small a difference it can make, 3 slotting hover for fly speed, as IMO its just so darn slow.
And for sure inferno does not need those accuracies, especially not 2 accuracies when its sacrificing max damage slotted. 1acc/3dam/2rech if any. But considering you'll almost always use at least aim or build up with it, if not usually both anyways, it really only needs 3acc/3dam. It already has a higher base accuracy, toss in a cheap acc/dam multi strike IO in there and you're good to go. -
[ QUOTE ]
Sonic/Psi is a good damage mix with a good soloing trick. Sleep a large group with Sirens Song, then Drain Psyche them for a massive regen buff and turn on World of Confusion.
[/ QUOTE ]
Yeah i love my sonic/MENTAL blaster too. But more for teams as he has a full aoe attack chain. For soloing outside of the ice/elec hard to top a sonic/elec or sonic/em as well.
For soloing energy doesnt need any extra aoes.
Ice and sonic, well, we're soloing so you don't really need aoes in 98% of soloing situations really. But now were getting into logistics here, as to what you're soloing. Misisons, you really don't need aoes at all. A heavy ST blaster with lots of attacks so there is no gap and some controls will work best.
On the other hand, i could argue that elec could be the best soloer given, /em or /elec as when slotted can take on full mobs once it gets the end drain working right mixed with aoe damage.
But generally, ice/elec, sonic/elec, sonic/em etc are what you're looking at. -
for soloing i don't think anything beats a well slotted ice/elec blaster. Superior high damage. Yes factoring the animation time of total focus /elec IS more damage than /energy.
You have slows, and holds galore which makes soloing a breeze, if you even need the holds half the time. Bonus thing with BFR and SG, they get slotted as an attack and the hold is a bonus.
IOd it wont matter, but even before IOs power sink is unlimited energy.
Now an Ice/elec/elec. Add a 4th hold in the epic, and having charged armor and power surge at your disposal is amazing.
And who solos ALL the time, the combo also gets static discharge for some additional aoe on teams . -
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Fire Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Hold%(3), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(27), Apoc-Dmg(36), Apoc-Acc/Rchg(37)
Level 1: Power Thrust -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(42)
Level 4: Energy Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(43)
Level 10: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Heal-I(43), RgnTis-Regen+(50)
Level 18: Blaze -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Hold%(19), Entrpc-Dmg/Rchg(19), Entrpc-Dmg/EndRdx/Rchg(25), Apoc-Dmg/Rchg(36), Apoc-Acc/Dmg/Rchg(37)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod/Acc(34)
Level 22: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(43)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(45)
Level 26: Aim -- RechRdx-I(A), RechRdx-I(45)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(36)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Bonfire -- RechRdx-I(A), RechRdx-I(42)
Level 44: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(50)
Level 47: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 49: Rise of the Phoenix -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]- [*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]1.25% Defense(Smashing)[*]1.25% Defense(Lethal)[*]1.25% Defense(Fire)[*]1.25% Defense(Cold)[*]3.13% Defense(Energy)[*]3.13% Defense(Negative)[*]0.63% Defense(Melee)[*]4.38% Defense(Ranged)[*]2.5% Defense(AoE)[*]2.5% Enhancement(Held)[*]51.3% Enhancement(RechargeTime)[*]64% Enhancement(Accuracy)[*]90.4 HP (7.5%) HitPoints[*]MezResist(Held) 2.2%[*]MezResist(Immobilize) 9.9%[*]MezResist(Stun) 2.2%[*]9% (0.15 End/sec) Recovery[*]110% (5.53 HP/sec) Regeneration[*]4.73% Resistance(Fire)[*]4.73% Resistance(Cold)[/list]
Code:[/color]| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|
Outside of the purples in the blasts its a nice non-purple build.
Capped accuracy against +3s, good recharge, high damage melee blapper build. Regen is faster than 1 tic every 4 seconds which will be noticeable. Fire mastery tricks for tough times. -
[ QUOTE ]
Well...,
- I'd have to say of all the blaster's I've tried, I'm still stuck on my ol' standby Thunder-Puncher (EM/EB/Mu). He's the only blaster that I ever made to 50th, plays like a scrapper and only has two powers out of his primary set (Energy Blast, which I rarely use, and Nova). Considering he survive ED and Defiance 2.0...I guess that's sayin' something, I guess.
[/ QUOTE ]
Did You mean NRG/EM? -
That is correct laev. If they were radial from the point of impact, well, you'd see FAR less of those powers being picked up.
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LOL. This trying to state the fact that boost range has much of ANY impact in the PVE game outside of some cones for the most part is ridiculous.
Most blaster powers are already 80ft range, which is more than enough. Once i get pos blasts put in my cone attacks there isn't a fathom of a reason i really need boost range for anything in the PVE game.
For those shorter range ST blasts, i take it in stride, and have never had a problem using them with their current range.
Boost range is a gimmick. Its entertaining, but FAR from the reason to take /energy on a blaster outside of PVP. -
I'm personally waiting for dark blast . Other than that t here isn't really a primary that has enough aoe and actually uses power boost well outside of maybe elec.
so i guess for now elec/energy would get my vote, however i'd MUCH prefer elec/elec in this scenario. So why i haven't done it yet.
Outside of that ice blast gets the best use out of powerboost, but the aoe on ice is a little too low for my taste. And no primary REALLY needs boost range IMO. So take away those and /elec is better for everything else outside of power thrust when soloing, in which case i'd rather go MM if thats what you were going for.
Energy blast ought to trade something for whirling hands then i'd sing a different song for many toons, and might consider ice/energy as my favorite blaster, but for now the tricks for /energy just arent worth it compared to other secondaries with synergy, where /elec isnt simply better.
But when we get dark blast as long as it retains the main powers TT and nightfall, look out cause i might have a new favorite toon I wouldn't even complain if it kept dark it and didn't get aim, but honestly dark pit on a blaster, well while the stats for it kidna suck can seem just out of place. Dark blast with aim in its place just makes so much sense. -
[ QUOTE ]
[ QUOTE ]
fire/NRG cause hes a badass
[/ QUOTE ]
This
[/ QUOTE ]
is not a complete phrase or sentence or thought -
[ QUOTE ]
Hmm. My Fire/Ice is really good, but I like my Fire/Elec even better. it was my first fire/* blaster and the melee damage is SO good.
Fire/Energy is a lot like Fire/Elec, but Fire/Elec has Powersink, which I like better than Conserve Power, and I like the visuals on the melee attacks better. (I know, energy has more utility powers...I don't really use Boost Range that much.)
I'm a big fan of Fire Blasters, with basically any secondary but Fire or Devices.
As mentioned repeatedly in this thread, what you like depends on how you play.
[/ QUOTE ]
Really? no fire/dev, its one of my favorite fire combos ever, its very very effective and fun and utilitarian! -
[ QUOTE ]
Blasters REALLLLY need to be able to delve into the darkness, hopefully in an upcoming release the developers will allow us to choose some dark powersets.
[/ QUOTE ]
Agreed. Dark blast with dark pit swapped for aim and i'd be the happiest blaster in the world. -
As far as to the OP, I LOVE my elec/elec/elec blaster. So versatile, lots of aoe and single target damage, controls/knockback if you want it. It truly is just the whole package, and very thematic and conceptual as well!
I also have to shout out to my other favs so far. Fire/dev, Fire/ice, AR/ice, energy/fire and sonic/mental. -
[ QUOTE ]
Energy/Devices and Ice/Electricity Manipulation.
I love the Energy/Devices because its does good damage and the knockback is another way of mitigating damage.
I love my Ice/Elec because she is death incarnate. If you want a build that drops enemies really fast and is a blast to play then look no further. I play her like a Controlling Blaster with melee. 4 melee attacks, 4 holds is overkill goodness.
[/ QUOTE ]
I've still been debating between arch/dev and energy/dev.
I kinda decided on arch/dev and energy/ice, cause of the way i'm IOng out the energy/ice plus it will be awesome!
But also, the arch/dev, gets kinda a nuke in ROA, then the high impact "nuke" in time bomb makes it kinda versatile. Also the energy/dev without build up i'd be less inclined using nova in cast it didnt kill them all off with just aim and then leaving very spread out stragglers.
But... energy/dev is kinda fun as energy blast with targetting drone and caltrops backing you up. Plus i made a toon for it and he looks pretty sweet XD
Oh yeah plus the arch/dev gets stunning shot + taser for bosses. -
Bah that doesn't show up right how i put it in, even in the preview. But you ge the idea right? here maybe if i do this:
Explosive Blast:
------------------------------
oooooo//oooooooooooooo
ooooo//ooooooooooooooo
oooo//oooooooooooooooo
ooo//ooooooooooooooooo
oo//oooooooooooooooooo
And then Energy Torrent:
-------------------------------
ooooooo\\oooooooooooooo
oooooooo\\ooooooooooooo
ooooooooo\\oooooooooooo
oooooooooo\\ooooooooooo
ooooooooooo\\oooooooooo -
Heh, Hellion punting!
And yeah energy is a lot of fun. The trick is to find a wall, and then knock enemies into the wall, alternating the angle that you are knocking them into it so that they stay gathered.
Kinda like this:
Explosive Blastt:
-----------------------------
/
/
/
/
And then Energy Torrent:
---------------------------
\
\
\
\
That way it keeps them together
You can also pick up hover in certain maps and float above enemies and knock them straight down. Now eventually there is always some angle so after the first aoe volley if you don't let them come to the center they'll start to spread out but you'll get the hang of it.
And i do like energy blast a lot. The only problems i have with it, is majorly that explosive blast is at tier 8, and power push is at tier 7, when explosive blast SHOULD be at tier 7. ESPECIALLY on defender, nothing worse than waiting till 35 for your 2nd aoe, and its a bit late by that 1 tier on a blaster as well. -
Be effective, well any team would welcome some AOE. But yes as mentioned it would take aim/bu together to do so. Which at least IMO defeates the purpose of taking both outside of nuking.
Thats why i like the fire/ice combo better, you can alternate aim and build up each mob and still take them all out.
A big issue i have in general is ice storm is honestly just too weak for its recharge. Frost breath is AWESOME its one of my favorite aoes. But as the set in whole ice storm needs something more to spice it up either better damage or someknockdown or something. I just don't feel that its small 10% -rech is worth the tradeoff for how much lower damage, and half lethal, it is.
As in general across the board again, there isn't an Archetype in the game i can think of where fire/fire or ice/ice is better than the alternate pairing of fire/ice and ice/fire.
Closest thing that comes close is a fire/fire tank but only in a pure damage farm-type situation of course. In general effectiveness practices, fire/ice and ice/fire >>> fire/fire and ice/ice. -
Actually I'd much prefer the fire/ice combo. They compliment each other so much better.
/ice is terrific mitigation, small ST damage, and no aoe.
Ice blast itself is pretty low on the aoe side for blasters, which i'd beg to differ is the main reason for having trouble on the ice/ice blaster atm is creating aggro without killing off the minnions without both aim and build up normally.
Shiver is great on both builds, but especially shines when used in conjunction with rain of fire which offers more damage than ice storm. And in general with fire having fireball in addition to frost breaths counterpart fire breath.
The extra aoe makes a HUGE difference between having all the minnions dead, and sometimes lts, vs not with the ice/ice combo.
ice blast already has 2 holds in it for double stacking on bosses so thats not much of the issue there for needing it to pair with /ice.
In general throughout the game, the offset of most any fire/ice or ice/fire combo's throughout the game are intensely cooperative pairs for any AT as they mix high mitigation from ice of any kind, with high damage from fire of any kind.
I love my fire/ice, and will be respectively doing ice/fire in lieu of the ice/energy i originally wanted to do. Ice is just too low on aoe to do with a secondary that does not have an aoe attack IMO. -
I'm personally a fan of 3 neurotic shutdowns and 3 ghost widow's embrace to get near max acc/hold/rech stats, and get a 1.5% and 1.88% max hp bonus out of it which is very useful on a blaster. You also get, um 2.2% imm resistance which is puny and 5% run speed bonus as a perk, but obviously you are going for the near maxed acc/hold/rech stats and the hp bonuses.
I wouldn't worry about damage at all in this power.
If youre even considering IOs simple cheap frankenslotting of your main 3 attacks and maybe BFR means that you will never really need this power for damage, and will want its full use as a hold power. -
I'd prefer to just double stack it with shocking grasp. We're talking a 1 second animation on SG guaranteed to hold a boss every time used after tesla cage, and it lets you slot tesla cage fully for acc/hold/rech stats, wheres your method only gives 4 slots able to enhance those values with.
Not saying its completely invalid of an option or i wouldn't have mentioned it in the first place. But in a set like elec/elec i'd much prefer to keep its full values where i can and simply double stack it with shocking grasp, or even better yet shocking bolt in the epic. -
They dont have hold resistances outside of level differences except for things like fortunata seer bosses and such which have a higher mag resistance.
So yes, on a boss, 1 application will always fail, and generally you want to either stack it with another hold, or get a double stack on the boss via over double duration vs recharge. This will include animation time, and level scalars reducing the duration of the hold.
However, even though tesla cage may not hold the boss initially, its -recovery will work fully, even against those mag resistant bosses. Meaning, as i do very often, you dont have to actually hold them, just cast a tesla cage once in a while to ensure that a drained boss remains drained.
You can, though i really don't see the need to, put a devastation hold proc into tesla cage to give yourself a 15% chance that you will hold a boss on the first application. -
Yeah, i got the stun in my build, it has its uses with its long range, but additionally as a good place for some bonuses, recovery, good max hp, and 6.25% recharge in addition to the use of the power. Being that you don't have to redraw and its range i'd say its more useful than freezing touch if you're not stacking. FT is a bit easier to stack, but of course in this combo, you have to deal with the redraw which is annoying, and it makes you be in melee when you really don't want to with this build.
Additionally, what i HATE is that freezing touch, all versions, which really upsets me on the tank version when its supposed to be an attack and is very detrimental. But it causes -knockdown, making the boss stop flopping on the ice patch while you wait for it to recharge or stack it with something else. -
Aye, plant/ta is one of the most fun builds you can play i think. As others have i suggest the fire epic as well for lighting oil slick. plus the powers kinda fill some gaps anyways.
I would otherwise suggest power mastery for the same reason, however, i dunno, something about the fire mastery seems to fit better.
I would NOT suggest skipping the powers that prevent the mobs from hurting eachother. All you have to do is not use them in such situations where you "need" to maximize them dying fast. Otherwise if you are having problems killing enemies on a team with this combo you're doing something wrong lol.
Here is the build i use on mine, quite effective, utilizes IOs inlcuding getting a few more regen bonuses which helps when spirit tree is out of reach/not recharged, or even in conjunction with it given the level of regeneration it gives. It also uses no costly purples, just the cheap sleep/confuse ones:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Plant Ta IO build: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Strangler -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Hold/Rng(7), NrncSD-Acc/Hold/Rchg(19), G'Wdw-Acc/Rchg(29), G'Wdw-Acc/Hold/Rchg(34)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Roots -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(15), GravAnch-Acc/Rchg(34), GravAnch-Immob/EndRdx(50)
Level 4: Glue Arrow -- RechRdx-I(A), TmpRdns-EndRdx/Rchg/Slow(5), TmpRdns-Rng/Slow(5)
Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(7), FtnHyp-Acc/Sleep/Rchg(40), FtnHyp-Acc/Rchg(40), FtnHyp-Sleep/EndRdx(43), CSndmn-Heal%(46)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(11)
Level 10: Combat Jumping -- DefBuff-I(A)
Level 12: Spirit Tree -- Tr'ge-Heal/EndRdx(A), Tr'ge-Heal/Rchg(13), Tr'ge-Heal/EndRdx/Rchg(13), Numna-EndRdx/Rchg(15), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(21)
Level 14: Super Jump -- Jump-I(A)
Level 16: Poison Gas Arrow -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(17), CSndmn-Acc/EndRdx(17), CSndmn-Sleep/Rng(37), CSndmn-Acc/Sleep/Rchg(39), RechRdx-I(40)
Level 18: Hurdle -- Jump-I(A)
Level 20: Acid Arrow -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(21)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Numna-Heal/Rchg(23), Heal-I(50)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(37)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), TmpRdns-EndRdx/Rchg/Slow(27)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29)
Level 30: Vines -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(31), NrncSD-Acc/Hold/Rchg(31), G'Wdw-Acc/Rchg(31), G'Wdw-EndRdx/Hold(34), G'Wdw-Acc/Hold/Rchg(36)
Level 32: Fly Trap -- BriL'shp-Acc/Dmg(A), BriL'shp-Acc/Dmg/EndRdx(33), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33)
Level 35: Oil Slick Arrow -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(36), LdyGrey-Rchg/EndRdx(36), LdyGrey-DefDeb/EndRdx(37), Dmg-I(39), Dmg-I(39)
Level 38: Flash Arrow -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(50)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
Level 44: Fire Blast -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(48)
Level 49: Fire Shield -- Aegis-Psi/Status(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]4% DamageBuff(Smashing)[*]4% DamageBuff(Lethal)[*]4% DamageBuff(Fire)[*]4% DamageBuff(Cold)[*]4% DamageBuff(Energy)[*]4% DamageBuff(Negative)[*]4% DamageBuff(Toxic)[*]4% DamageBuff(Psionic)[*]2.5% Defense(Energy)[*]2.5% Defense(Negative)[*]1.25% Defense(Ranged)[*]2.25% Max End[*]4% Enhancement(Confused)[*]53% Enhancement(Accuracy)[*]42.5% Enhancement(RechargeTime)[*]5% Enhancement(Sleep)[*]167.9 HP (16.5%) HitPoints[*]MezResist(Immobilize) 4.4%[*]23.5% (0.39 End/sec) Recovery[*]98% (4.16 HP/sec) Regeneration[*]6.62% Resistance(Fire)[*]6.62% Resistance(Cold)[*]3% Resistance(Psionic)[*]10% RunSpeed[/list]
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Yes power sink will make a world of difference for you.
There really doesn't need to be too much more said about that.
Even during boss battles, after i stack the hold on them, i find it much easier to keep blasting and only worry about a tesla cage, if even needed at that point to keep their end down.
But yes power sink and shocking grasp make a world of difference. You should have gone into the elec/elec expecting that kind of wait time for your toon to come full circle. Almost as importantly as a controller waits for his pets.
On the ITF, my E3 blaster saps whole herds of those minotaur and cyclops EBs and bosses using just those two powers. Now its a VERY big downfall, that its needed to have short circuit in conjunction with another power to fully realize its potential. But in this situation its nice.
I still wish they would reduce the animation/activation of the power to that of the "rain" powers that freezing rain/rain of fire use. Its a logical animation that would help a lot.
Adversely for those who are not /elec or /energy, i've given a way to make end drain useful for those who can not fully drain, nor keep enemies endurance at zero. But so far the idea has gone unheeded , or possibly unheard. We can only hope for those as said.
But for you at least, rejoice in the fact that you will get power sink, and it is the most effective complimentary power to make your short circuit drain the mobs endurance. While powerboost is nice, i say this in the regards that when fighting higher than even level enemies the amount of end drained scales down still requiring a second application of SC after i believe it was +2s when SC is fully slotted for end drain.
It also through frankenslotting allows you to slot both end mod, AND damage in your SC while getting good ACC and just as importantly rech enhanced values in there as well. -
Which they currently have already implemented in the form of weapons customization for things like axe, broadsword, claws, dual blades, mace, katana, archery, and AR.
It wouldnt be out of context to do that for things like targetting drone.