Alpha_Grue

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  1. The change sucks, but, it just takes a bit of refinement to your style. The problem is that SS is now a start and stop thing - and the stop is exactly in those 3 or so seconds you don't want to be stopped. You want speed on demand.

    However, this is a mixed curse. Once combat starts, you didn't need the stealth of SS anyway. You just need the speed. Swap some slots from SS and health into swift or sprint and you'll go fast enough for regular combat. I'd favor swift, as it's always-on, but sprint is a stronger buff.

    Also remember that you can still air-joust. Hurdle+CombatJump makes for very fast, very agile movement in the air, so you can always hop away as you attack, jump onto a ledge and toss a fireball, things like that.
  2. Yes, that's very true. Powerboost will double (base) defense values.

    So you can get (assuming reasonable slotting)
    Haste (5) + pb (5) + 1 def slot (1) = 11%
    Stealth (7.5) + pb (7.5) + 5 def slots (7.5) = 22.5%
    CJ (5) + pb (5) + 6 def slots (6) = 16%
    Total = 49.5% defense for 15 seconds at a time, on par with popping 2 lucks.

    Or if you don't want to invest defense slots, 35% for 15 seconds at a time, or on par with one medium purple candy.

    The ice EPP armor can add about 66% smash/lethal defense slotted, or 44% without. So altogether, with slots, is 115.5% vs smash/lethal, or 79% without.

    But you may note the complete lack of defense in this build. Stealth, haste, and CJ are there for mobility - the defense is just a perk. There's a reason for that. Hitting your foes hard enough mean they don't hit back, and powerboost slowed me down. It'll chew 36 end and about 8 seconds out of every minute if you run it perma.
  3. I played around with the force pool and my earlier idea of alternating FoN and Conserve Power for basically unlimited endo.

    Result: It works very, VERY good.

    Pro: Basically as much endurance as you want.
    Pro: Between 20-60% smash/lethal damage resistance, all the time.

    Con: 'The Drop' after FoN is like firing a nuke every few minutes. CP helps but doesn't negate the problem.
    Con: Timing issues. Not hard to get the hang of, but one more thing to keep track of.
    Con: Level 50 requirement.

    Munitions served me better all the way to 50. Early perma-armor, extra ranged firepower. At 50, I'd give the nod to force.
  4. Ok, hitting 50 I've come to a few observations.

    1.) At 49 I took humble swift from the fitness line. I adore it. The extra speed greatly takes away from your dependence on SS to get around in a fight, it counters stealth, and you can duck out of nukes that much quicker.

    2.) I still don't miss holds. Cyro is garbage all the way to 50.

    3.) Firebreath, Blaze, Fireball, and Fireblast can be chained at max blaze range to immunize yourself from AV PBAoE and still contribute fair damage.

    4.) LRM - Not great, but good. Its damage is roughly on par with what you can accomplish with fireball+firebreath, so it's not hurting more than you could do anyway. But, LRM has a large radius on par with inferno, range, and frontloads the damage. Someone killing your target ruins the snipe, so bosses are best.

    Starting fights with LRM is NOT a good idea, because enemies seem to hate you a lot for it. Getting your LRM in a couple seconds after others start fighting works out much better. After LRM, because it doesn't suck your endo dry, you can hop in with a fireball and drop reds.

    5.) I still hate powerboost. If you team a lot, it is not required. Take swift here, or energy punch, and love them. Even solo PB isn't really needed now that they rolled the bosses back.
  5. Ah, why the munitions pool?
    1.) LRM.
    2.) Passive armor.

    Other good EPP combos that mesh well, in my opinion.

    Ice's EPP offers a very nice armor, that powerboost enhances. Tap this before attacking foes and you have extremely high smash/lethal defense for 15 seconds, approching the range of 80% without any slotting. This basically immunizes you from nemesis minion attacks.

    Force of Nature can be interchanged with Conserve Power, if only for the stamina boost:

    FoN recharges in 13m/3.7 = 211 seconds - 120 uptime = 91 seconds down.
    Conserve power recharges in 10m/3.7 = 162 seconds - 90 uptime = 72 seconds down.

    So you tap FoN, it runs for 2 minutes, you tap Conserve Power just before the drop so you can pop a blue and keep fighting. For example:
    Seconds
    0 - Activate FoN
    120 - FoN drops, activate CP
    210 - CP ends.
    211 - FoN recharged, activate it.
    283 - CP recharges.
    311 - FoN drops, activate CP.
    Etc.

    FoN also has the benefits of being a click power and adding damage resistance. The downsides to FoN that I see is a somewhat lackluster set of pre-reqs, and that you can't do this combo until 50.

    Other EPP combos that do NOT mesh well, in my opinion.

    Holds - They aren't of much use to this build. Toying with cyro ray, I found anything you can hold you can take down just as fast, plus the hold ruins your element of surprise. Using SS + Stealth, as long as you stick to single attacks and maybe punch the guys away from his friends, you won't even tip them off at first. I'd probably think more highly of powers like char if my primary set had a hold I could stack.

    Failing that, you can always pull. But seriously, mastering the art of aggro and stealth is much safer and quicker.

    Armors - Toggles are annoying. I find half the time I take significant injury it's when I'm mezzed, so shields wouldn't be of great help. Every attack in this build takes 10+ end to fire, so you need every bit of it. Keeping a few purple candies for tougher fights usually works just as well.

    Other - Powers like Bonfire, PFF, Slow, and Repulsion are useless to this build, because the mantra is STRIKE HARD, DO NOT LINGER. If these powers are helping you, you're hovering around fights and/or not arresting quick enough.
  6. Intro
    Hello! There have been lots and lots and lots of calls for Fire/Energy builds in the blaster forum, so I am going to present a build that has worked very well for me, from 1 to 50. In a nutshell, this is a “close-quarters specialist” (to quote Matches Malone) armed with powerful melee and area damage, but weak long range punch and little defense of note.

    The Fire/Eng mentality!
    Dropping foes quickly is your best defense. An arrested felon is 100% debuffed and poses no risk. If you cannot drop your foes quickly enough, do as much damage possible and run away. Fear not melee, become aware of the battleground. Speed and mobility are your allies, take advantage of jousting, stealth, teammates, and inspirations. Praise the empaths, who will make you a walking god. Also praise the tankers, who will empower your area attacks and take injury for you. Do not fear debt, but learn from it and your limits. Always carry one appropriate ‘breakout’ inspiration, or a pink, for they are cheap and you are squishy.

    Level 1: Fireblast/Power Thrust
    At this point your choices are between Fireblast, and Flares. Flares will offer minor damage with a quick recharge, but most people don't think it's worth the long activation time for an otherwise fast set, and I agree. It does take very little end, so a low level hero may want it just for some extra damage before tools like haste open up.

    Fireblast on the other hand offers fast, moderate ranged damage at good range. This is what most fire blasters would recommend the beginner take. It recharges quickly and doesn't take much end. Personally I didn't slot this attack up, but it wouldn't be a poor investment as it's useful in most any situation.

    Tip: Fireblast is your pulling power. High level teams sometimes forget they can do this! It’s handy when soloing and a boss is surrounded by baddies. For best results, hit fireblast while hopping to the side - and landing behind cover. You’re much less likely to draw extra attention from his friends this way.

    Power Thrust you don't get a choice about. Luckily it's a pretty good power. At low level it'll serve as another attack, but will quickly lose its potency. More important is its ability to hit things away from you, which will be handy as you rise in level. With some tactics you can thrust opponents into groups you can then fireball, or hit troublesome foes off rooftops, or knock a boss on its butt for a few seconds. This was how I dealt with bosses until 38; few creatures are immune to it. Slot accuracy and never look back.

    Level 2: Fireball.
    No contest for the level 2 slot. Fireball is your first AoE (area of effect) and it's a good one. Fireball is the weakest AoE you'll get damage-wise but this is counterbalanced by two pros - the wide area of effect and very fast activation time. You point and a fireball streaks out. Great for when enemies are about to scatter.

    Your other choice at this level is Energy Punch. EP is a wonderful power but it just never found a spot in my set. It’s a very fast attack with good damage and low endurance cost. If you prefer melee fighting you may want to squeeze this in somewhere.

    Tip:Fireball pulling. Usually, this is a bad idea. But in the respec TF you can fireball a group gathering on top and they will attack before the rest of the wave. This also works great when there are two groups in a room close to each other but you only want to engage one of them. Nail one group and run away.

    Level 3: Slots. Fireball [2], Fireball [3]
    At low level it’s probably best to slot Fireball with accuracy. Slotting fireblast isn’t a bad idea but doesn’t suit the flavor of this build. The goal here is to get strong area damage early.

    Level 4: Buildup
    Another no-contest, buildup from the energy set comes at level 4. Your damage quite literally doubles for a few attacks when you first get this, giving you an edge combined with fireball. It also improves your accuracy by a lesser but still good degree, enough to land attacks reliably. At low levels it’ll only be available from time to time, but as you rise in level it’ll start to become a mainstay. Buildup needs nothing but recharge reduction for the entire game.

    Level 5: Slots: Fireball [4], Fireball [5]
    Same as level 3 slots, fireball needs loving.

    Level 6: Hasten
    Your choices at level 6 are to take Rain of Fire, or a power pool. Hasten is my pick for a few reasons. First, it’ll open up superspeed at 14. Second, you’ll want it eventually anyway, as it almost doubles your attack speed. At first you’ll only be able to have hasten up for perhaps 1/5th of the time, but this will improve. Hasten also offers a small defense buff. At low level flipping on hasten and hitting buildup will make you feel like you’re blasting in fast-forward for a minute, later on it’ll become the norm.

    As for rain of fire, most people are pleased with rain of fire at first but dislike it in the long run. When activated, you raise your arms and a torrent of fire rains down on your foes in a very large AoE, inflicting small tics of damage very rapidly. The damage is ok /if/ your enemies are held, but otherwise a fear component makes the baddies scatter. This runs contrary to the positioning you want for your area attacks and makes teammates angry with you. This fear can be exploited as a defense if you find you or your team overwhelmed. Rain of Fire has a large bonus to accuracy and basically auto-hits anything you'd reasonably attack.

    Level 7: Slots: Fireball [6], Hasten [2]
    You have your first 6-slotted attack at level 7! At this level, you’re probably best off with 3acc/3dmg so it reliably hits. Hasten won’t notice this slot much right now, but it’s an investment. You might want to put it in buildup instead, but I weigh hasten as the priority given that it speeds up everything.

    Level 8: Firebreath
    Your second AoE and a great attack. Firebreath does heavy DoT (damage over time) to enemies in a somewhat awkward cone. It is much stronger than fireball, but the damage comes over time, it's much slower to fire, and the cone is harder to use. You may find it to your advantage to slot a cone enhancer if you find it doesn't hit as many baddies as you like. Firebreath has a bonus to accuracy which helps, especially at low level.

    AoE Combo’ing
    I’ve played around with firebreath a lot, and its timing with fireball. Generally it’s best to use firebreath first and then fireball. Reason being that firebreath has a ‘windup’ that’s better off spent while foes aren’t shooting at you. It feels faster to use fireball first, but this is an illusion. When it’s not a good idea to use firebreath is when baddies start to scatter - it’s easy to misfire and hit the baddie all alone when a fireball would’ve still tagged most of them.

    Level 9: Slots: Firebreath [2], Firebreath [3]
    Firebreath needs no accuracy at low level. Just throw in damage and enjoy the boost.

    Level 10: Bonesmasher.
    This will probably be of some debate, some fire/eng people leaving melee attacks until much later in their builds. To this I say phooey. Bonesmasher will serve your entire career faithfully, a hard hitting melee attack in a quick overhand swing. Bonesmasher approaches but doesn’t meet snipe damage and recharges somewhat slowly. At low level this will add a heavy punch on lieutenants, especially with buildup active. Bonesmasher stuns with what I’d guess about 50% rate, which is really handy. It will not stun a boss, however.

    Cleanup Duty:
    From now on this will start a new strategy I found to work wonderfully. Use buildup, then firebreath and fireball the enemy group. Often you’ll drop the minions and a lieutenant will stand. Pop him with bonesmasher while buildup is still active. Later on when you get blaze add that to the end of the combo.

    Level 11: Slots: Firebreath [4], Firebreath [5]
    Still building up those area attacks. Even if you’re using trainers 5 damage is +40%, which you will notice.

    Level 12: Aim, and DOs
    Aim offers the opposite of buildup, giving some damage and a lot of accuracy for about 10 seconds. This power is especially good against well defended enemies such as drones, anything behind a force field, or high level foes. With aim up I can hit +9s - that’s how powerful the accuracy bonus, you just won’t miss anything worth attacking except for the 5% auto-miss chance.

    DOs
    At level 12 you can start taking dual origin enhancements, which are twice as strong as trainers, offering +16% to most aspects such as damage, accuracy, etc. If you have the influence, go for it, but I found that I didn’t and managed with trainers. Fireball will work great with 2 acc / 4 damage DOs, and Firebreath is still good with 6 damage. Fireblast and Power Thrust are good with their single accuracy slot.

    Level 13: Slots: Firebreath [6], Hasten [3]
    Your second 6-slotted attack, and with DOs boasts +100% damage. Fireball and firebreath are now your left and right hand of area damage

    Level 14: Superspeed!
    Travel powers make life a lot easier in City of Heroes. Superspeed is fast, but offers no vertical, something you’ll notice in Boomtown. Superspeed also gives a stealth component, allowing you to get closer to enemies without alerting them. This is perfect for getting firebreath off before they react.

    Something superspeed provides that isn’t commonly mentioned - slow resistance. Powers like caltrops you’ll laugh at and zip over with only the slight slowing of your run speed. Enough caltrops will eventually overcome even superspeed however.

    I slot superspeed with an endurance reducer - it’s a costly toggle.

    Finally, superspeed also unlocks a tactic known commonly as ‘jousting’.

    Jousting:
    Jousting is the art of running past an opponent and hitting them, like medieval jousting on horses. With superspeed you can dash past your opponent and hit your attack. The game will consider you in an eligible spot to attack your foe, but will not activate the attack animation for a moment, giving you some distance as you continue to run. If you jump, you will begin your attack animation in mid-air and make even greater distance. Your foe can still attack you while in that ‘window’ as you run by, but it is much more likely he’ll pull out a ranged weapon and use that instead. Jousting is what allows a blaster to engage in melee without standing there taking hits like a tank or scrapper may.

    Tip: You can joust most any attack given some practice. This is an excellent way to actually move while using firebreath, for example. Later on, inferno works great with superjump jousting, tap the power as you start to leap away - boom!

    Level 15: Slots: Aim [2], Buildup [2]
    The temptation to slot bonesmasher is great, but 2 slots in each of these will serve you well for a long time to come.

    Level 16: Hurdle
    By now you’re probably wishing you had some vertical movement. Hurdle will help ease the pain a little, and opens the fitness pool. Stamina is on the horizon. You want this. Badly.

    At level 16 you can also nab conserve power, which is a great power, but stamina is better. We’ll take that CP later on. Conserve power is not an alternative to stamina, because it can only be up a fraction of the time. Plus, stamina is still useful while CP is up.

    Level 17: Slots: Bonesmasher [2], Bonesmasher [3]
    Bonesmasher continues to grow in power. We’re preparing this for level 22 when the damage will spike.

    Level 18: Health
    If you want stamina at 20, you must take a second fitness power at 18. Your choices are between health and swift. Swift makes you run a bit faster, but you have superspeed for that and swift doesn’t help much. Health on the other hand will help ease one of your greatest drawbacks - the lack of self healing. Health alone will regenerate your HP in 3 minutes rather than 4 without.

    Blaze could’ve been taken here, and is another great power we’re going to take, but later.

    Level 19: Slots: Bonesmasher [4], Bonesmasher [5]
    Almost there!

    Level 20: Stamina
    Hooray! Your endurance recovery will jump a third, much as health ups your hp recovery. You’ll notice this right away. With stamina out of the way early we can get back to blasting powers.

    Stun is open now, but I’d recommend against it. It does almost no damage, does nothing to bosses, and is slow. If stun was fast it might’ve been worth the control, but it’s slow and awkward. Stun has a 100% chance to disorientate what it hits, again except bosses. This build will ignore stun.

    Level 21: Bonesmasher [6], Hasten [4]
    What? Not slotting stamina right away? Well no, better enhancements are coming up and we want some maxed out attacks for serious damage. Hasten with 4 will be reasonably close to a constant thing.

    Level 22: Blaze and SOs
    As fireball and firebreath are your left-right combo of area damage, so does bonesmasher and blaze team up as your hard single target hits. Blaze does pure fire damage, fires as fast as fireball, and has a short range. It’s not as strong as bonesmasher, but will often burn opponents for a few tics to get close. This range is also very handy as you don’t need to be quite in melee to get it off. So you can hide behind the tank, or jump at a flying opponent. You can slot blaze with range, but for 20% a pop I wouldn’t recommend it. The recharge is on par with bonesmasher. 1 acc / 5 dmg worked great for me later on.

    SOs
    Welcome to being a powerhouse! Buy as many single origin enhancements as you can. Bonesmasher will one-shot even minions now. Haste will recharge very fast. Your AoEs will drop groups of minions in a higher level bracket. Life is good. I had firebreath with 6 dmg, fireball with 1 acc / 5dmg, Bonesmasher with 1 acc / 5 dmg.

    Level 23: Slots: Hasten [5], Stamina [2]
    Hasten is now up almost all the time. Stamina doesn’t help all that much without the SOs, but it’s good to have the slots in now.

    Level 24: Conserve Power
    Conserve power halves all endurance costs. Toggles, attacks, boosts, everything. You’ll find it much, much harder to drain your endurance bar with this up, and when you get stamina maxed out you’ll basically have as much endurance as you want. It lasts 90 seconds with a 10 minute recharge, so like hasten at level 6, this power just isn’t up enough to see regular use. Throw in a recharge SO and save it for longer fights.

    Level 25: Slots: Stamina [3], Blaze [2]
    More stamina, more damage.

    Level 26: Combat Jumping
    Why not Blazing Bolt, you ask? Because BB fails this build in three ways. First, snipes are bad DPS (damage per second) given how painfully long they take to fire. Second, it doesn’t fit with the concept of close quarters specialist - snipes at short range are less than ideal. Third, it tips off the enemies to your presence, and later on with stealth you’ll find backstabbing with melee a fine tactic.

    Combat jumping will add a few new tricks to use. First and foremost it will give you a much improved jump, increasing your mobility and height. This makes travel easier, allowing you leap over things a few times your height as well as ‘glide’ up angled walls that you couldn’t navigate with superspeed. Indoors you can now get anywhere but the largest of rooms. Combat jumping takes very little endurance to run, and tacks a 5% bonus to defense onto you. Throw in a defense SO to increase that to 6% and leave it be.

    Combat jump has one last benefit - root resistance. With combat jumping up you can ignore one root power. Stacked roots will still work, but these will be rare. Laugh as web grenades and tentacles pose no barrier!

    Level 27: Slots: Stamina [4], Blaze [3]
    Blaze is now doing respectable damage. If you have a friend with access to the Lv30 SO dealer, nab a new set and get stamina the good stuff.

    Level 28: Superjump!
    Yes, I love superjump. You can now get anywhere except the most difficult spots, and do it very quickly. No longer are cliffs, buildings, and roads built up in the clouds barriers to your travel. Superjump has none of the benefits of combat jump except the distance, so run combat jump during missions. The only place superjump will fail you is shadowshard in the late game, and even then it’s pretty fun and a lot easier with jump mobility.

    Power Boost is ready here, but you don’t need it yet. You’ll see why later.

    Lv29: Slots: Stamina [5], Blaze [4]
    More stamina, more damage.

    Level 30: Stealth
    Level 30 is when enemies start getting much more dangerous. Stealth stacked with superspeed will provide full invisibility versus most creatures, giving you an easy time getting where you want. Some creatures can see through stealth, such as snipers, but these are rare and not really a threat 99.9% of the time.

    Stealth slows your run speed, and drains endurance quickly. With superspeed the slowness isn’t much of a factor, but together the drain is pretty bad. I still turn stealth off in bigger fights just to save on endurance. Stealth provides a 7.5% defense bonus and offers the best defense-per-slot on any non-prestige pool power for a blaster. If you can keep stealth, combat jumping, and haste going all at once, you’ve got a 18.5% defense vs. everything. Not bad at all.

    Level 31: Slots: Stamina [6], Blaze [5], Blaze [6]
    3 slots? The madness! 6 slotted blaze marks your 4th full attack, and stamina has now fully doubled your endurance recovery. Life is good.

    Level 32: Inferno
    Inferno is your nuke, your boom, your largest and flashiest attack. It will do extreme damage to everyone in a large radius around you, and with a high accuracy bonus, but at a heavy price. You will lose ALL your endurance, and your endurance recovery is almost zeroed for about 10 seconds. I find this endurance drop a bit random - sometimes it’ll leave you a tiny bit, sometimes none, so you may lose toggles and you may not. Most of times I lose all my toggles but can activate superspeed to run away. This is good, because getting out of there is usually a priority when whatever you didn’t kill (bosses) become very angry at taking that much damage all at once.

    Inferno recharges slowly, so you can’t use it all the time. You shouldn’t want to anyway; fireball + firebreath will handle most situations and not cost you the ginormous handicap afterwards. If you have an empathy or kinetic defender on board, the endurance drop is more of a speed bump than a handicap. Conserve power also helps a great deal if you have an endurance inspiration (and you should).

    Tip: Inferno + a herding tank are a sick, sick combination.
    Tip: See ‘jousting’ back a ways about how superjump+inferno works really nice.

    Level 33: Slots: Inferno [2], Inferno [3], Inferno [4]
    At this point having 4 damage slots in inferno is pretty nice. With buildup and aim you basically cap damage and have 95% accuracy vs. all targets. It’ll still recharge slow.

    Level 34: Slots: Inferno [5], Inferno [6], Haste [6]
    Drop two recharge slots in inferno. There, you’re doing max damage and it comes back quicker. A thing of beauty. Those short breaks in haste are probably getting annoying now, so this’ll fix that. Inferno is your 5th 6-slotted attack.

    Level 35: Power Boost
    I hated this power when I took it. Just didn’t do enough until 38 and total focus.

    Powerboost will increase secondary effects of powers, almost none of which you’ll have except the speed of superspeed and the defense of your toggles. While up, superspeed is capped and your base defense rates double, so your 18.5% turns into 36%, not bad at all. It lasts 15 seconds, and recharges in 60 (base). Running power boost constantly is possible if you 6-slot it - but it is endurance heavy and annoying to click constantly.

    Boost range is available at 35. It’s a great power, but this build lacks this ‘range’ concept so we’ll skip it for that reason.

    Level 36: Slots: Aim [3], Buildup [3], Conserve Power [2]
    About time the boosts got some attention! You’ll notice these come up much sooner now. Conserve power is looking much more attractive given inferno’s drop, and the second slot helps much.

    Level 37: Slots: Superspeed [2], Stealth [2], Conserve Power [3]
    This level is all about endurance. You can’t blast if you’re gasping for blue. So we add an endurance reduction slot on both to keep those costs down, and another on CP so you can have it up on a more regular basis.

    Level 38: Total Focus
    I’ve a love-hate relationship with TF. It is a strong attack, one of the strongest in the game. It also has a 100% disorient effect, and works against most bosses(!). Therefore, Total Focus is what will allow you to solo harder bosses. Tap powerboost to double the disorient duration, flip on stealth/superspeed, hit aim to cap your accuracy, and nail the boss for tons of damage and an automatic mez. With bonesmasher, blaze, and firebreath you will make quick work of it. TF will pretty much automatically drop a minion and will apply severe hurt to a Lt. Powerboost will ensure that you can reapply TF to a boss before the mezz wears off. If you can’t drop it by the time that second one wears off, you’ve got problems.

    Total focus is SLOW, and costs a lot of endurance. You jump up in a lazy arc and slam down on your opponent, leaving you vulnerable. If you miss, the baddie will notice in mid-jump and get a free attack at you. If this is a boss, this is very bad for you.

    Level 39: Slots: Total Focus [2], Total Focus [3], Total Focus [4]
    Level 40: Slots: Total Focus [5], Total Focus [6], Conserve Power [4]
    Your 6th 6-slotted attack. Total Focus does incredible damage, but is still slow (grrr). Save it for bosses when you team. Conserve power is now up about half the time.

    Level 41: Body Armor
    Ah, the munitions pool. My motive here is LRM, but I won’t turn down some extra protection. Body Armor offers a base 9% smash/lethal resistance. Fill in that default slot for 10%. 10% is inferior to the other pool protections, but it’s always up and costs 0 end.

    Level 42: Slots: Aim [4], Buildup [4], Conserve Power [5]
    With 4 slots in aim and buildup you can now start interchanging them more freely. With pacing you’ll be able to go back and forth and keep yourself boosted about 3/4 of the time. Good damage, good accuracy. Conserve power deserves another slot.

    Level 43: Slots: Conserve Power [6], Health [2], Health [3]
    CP is 6-ed, and not a moment too soon. It’s now up about 60% of the time and it’ll reliably be there for you when your endurance starts to flag. Just remember to hit it BEFORE your blue bar bottoms out, if possible. It’s conserve power, not a regeneration assist.

    Health? Health?! Yes. Health will do nothing against incoming damage, but will assist you in another way - reducing downtime. You’ll pop health inspirations much less, and last longer in prolonged fights. Slot for slot, I found health to keep me going better than a couple % extra in a toggle defense.

    Lv44: Wildcard! (Cryo Ray or Sleep Grenade)
    I dislike both of these. The sleep grenade is unreliable and seems buggy, the ray takes too long to pull out, aim, and fire at something you can floor with bonesmasher + blaze in the same time. The sleep grenade would’ve been great at putting minions to sleep while dealing with the boss IF it didn’t do damage. But it’ll do like 5 damage to the boss and aggro it, ruining your TF surprise and doing more harm than good. Take whichever suits your fancy. I took Cryo.

    Level 45: Health [4], Buildup [5], Aim [5]
    You’ll notice the difference in health by now. If you really don’t want to slot health, fireblast could use some attention. It’s not a bad attack at all and will really help against those AVs you don’t want to be near.

    Level 46: Health [5], Buildup [6], Aim [6]
    Buildup and Aim with 6 slots you’ll be almost be able to juggle back and forth with almost no downtime. Wonderful.

    Level 47: LRM
    Long Range Missile, the power that sits between a nuke and snipe. I haven’t used this power yet but from reports it does superior smash/lethal damage in an AoE from a long distance. I picture this as a mini-boom between nukes, and a measure of safety when you want to blast a group of uncontrolled baddies - by doing it from far away. I wish I could provide more detail but I’m not quite there yet.

    Level 48 LRM [2], LRM [3], LRM[4]
    Nothing much to this. More damage, captain!

    Level 49: Acrobatics, Swift, or Grant Invisibility.
    We could add another attack here, but not slot it, so why bother. Any of these will improve your quality of life a little. Acrobatics is a moderate cost toggle that’ll make knockdowns a thing of the past, swift will negate the speed penalty of stealth, and grant invisibility will help clunky non-ninja allies position better with you.

    Level 50 LRM [5], LRM [6], Health [6]
    We finish your career with health that’ll recover in 120 seconds flat, 4 deadly AoEs, 3 heavy melee attacks, perma-haste, perma-aim/buildup, maxed endurance recovery, perpetual invisibility, full mobility across almost all terrain, some damage mitigation (17.5% def, 10% resistance), a boss level mez.

    Any and all comments appreciated. Enjoy! ^_^
  7. I liked the harder bosses, but understand the need to roll them back. Know what I'd like? Elite bosses in missions if you scale that slider up. Keep that extra edge of challenge up.
  8. Opinions on other zones:

    Talos: Have it spawn a clone when things start getting choppy. People using it as a hub can select Talos 2 and just waltz on through. Or, offer some alternate way of getting from FF to Bricks. That in itself..

    Faultline: I avoid this zone, but it's neat to explore. Never got many missions there.

    KR: Good zone. Hollows is just better. Wouldn't change it in looks, but might add a better plotline to it.

    Boomtown: Perfect.
  9. Alpha_Grue

    The Teleport FAQ

    Edited away because it was late and my math was lacking -_-