BlackSly

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  1. You can go DS/Traps, eventually softcap both S/L defenses and Rng/AoE as S/L will generally protect against melee attacks.

    That would include a 6-slotted Aid Self for when attacks do go through, Poison Gas Trap for EBs/AVs, and a reasonable set of attacks. Not good, but reasonable: 60+ DPS before the -Resist debuffs increase the damage. Note that I slotted Boxing but Brawl would actually be better due to the lower End cost.

    Leveling up will be a problem in the 20s. You don't yet have enough slots to do too much with set bonuses, mobs start to get tough, and the AT modifiers that lower your damage will have kicked in.

    But it should be doable at +0 to +1 and x1 to x2 until the 40s when Scorpion Shield caps your S/L and you have enough slots to get enough set bonuses.

    AVs SHOULD be soloable with this build as long as they don't 2-shot you immediately. Damage is not a major issue as PGT will work on their Regen, but you do have to hope that they don't sneak in two shots before you can use Aid Self.

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  2. If going for typed defense instead of positional, I think Eradication is better than Obliteration.
    Similarly I'd rather run Basilisk's Gaze at 4 slots than Lockdown at 6 so you can end up slotting Poison Gas Trap for max Recharge... it's a cornerstone of AV soloing.

    Also, no need for all of the LotG, the build will do fine and be a lot cheaper without them.

    If you can free a power, maybe Assault, to take Burst and 3-slot Thunderstrike, that's a pretty slot-effective Negative Energy defense.
  3. BlackSly

    ill/rad build

    The main problem with your build is that you're 6-slotting all sets. You don't need to go to 6 slots to get the Recharge bonus, and in many cases (especially the purple sets), the bonus you get isn't worth that last slot.

    Here is a revised build. I didn't maximize it, BTW, changing around the right enhancements in powers too much to make sure I took out the right enhancement, I just generally took out the 6th enhancement where it wasn't necessary.

    Note that Ice Blast is a SINGLE TARGET attack but apparently is miscategorized as using AoEs... but there are two single-target blast sets that can replace the 6.25% Recharge bonus from Positron.


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    HoLLoW LiFe: Level 50 Natural Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dmg/EndRdx(15)
    Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-Rchg/EndRdx(39)
    Level 4: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(17), BasGaze-Slow%(37)
    Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(9), Efficacy-EndMod/Acc(11), Efficacy-EndMod/EndRdx(13)
    Level 8: Swift -- HO:Micro(A)
    Level 10: Superior Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Enervating Field -- HO:Membr(A)
    Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Numna-Regen/Rcvry+(19)
    Level 20: Stamina -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(21), Efficacy-EndMod(21), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(40)
    Level 22: Phantom Army -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(23), BldM'dt-Acc/Dmg/EndRdx(23), S'bndAl-Dmg/EndRdx(25), S'bndAl-Build%(25), RechRdx-I(34)
    Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(40), TmpRdns-Rng/Slow(43), TmpRdns-Dmg/Slow(45), TmpRdns-Acc/EndRdx(45)
    Level 26: Spectral Terror -- Abys-Dam%(A), Abys-EndRdx/Fear(27), Abys-Acc/EndRdx(27), Abys-Fear/Rng(36), Abys-Acc/Fear/Rchg(36)
    Level 28: Recall Friend -- HO:Membr(A)
    Level 30: Flash -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(37)
    Level 32: Phantasm -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(33), C'Arms-+Def(Pets)(34), BriL'shp-Acc/Dmg/EndRdx(34)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 38: Group Invisibility -- LkGmblr-Rchg+(A)
    Level 41: Ice Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def(46), RedFtn-EndRdx(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-EndRdx/Rchg(50)
    Level 47: Ice Storm -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Knock%(50)
    Level 49: Mutation -- HO:Membr(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 2: Ninja Run
  4. Earth/Kin Controller. Kin needs to hit, and Earth puts out -Def with a lot of control powers plus Quicksand.
  5. The problem with Blaster Secondaries are how the game has changed.

    1: +Recharge builds mean that you don't have use for as many attacks. So having extra attacks in the secondary is superfluous.

    2: +Defense builds are a lot easier if you only focus on Rng and maybe AoE, so it makes more sense now to actually use range as a defense.

    Those two reasons together kind of work against Blapping nowadays, which means that the strong secondary attacks don't have as much use as they did some issues ago when doing Moar Damage Now was the Blaster's main defense. Now a Blaster can actually get defense at range, fire from range when mezzed, and get a complete attack chain at range.

    However, the secondary design was valid for quite a long time, and while I think future secondaries are going to be a little more tilted towards utility and range than as melee-heavy as Fire, Electric, and Energy, I doubt that they are going to go too far away from normal "several melee powers" design.
  6. Dominators: I'd rather see Gadget Control as a Natural power for them.

    Blaster Martial Manipulation:
    1: Axe Kick (Medium, Immob)
    2: Palm Strike (Low, Knockback)
    3: Feint (Low Dam, Self +Acc/+Dam)
    4: Shuriken (Ranged attack, -Def)
    5: Storm Kick (Medium, % Stun)
    6: Caltrops
    7: Flash Powder (-Acc, -Range)
    8: Cobra Strike (High, Stun)
    9: Blinding Powder (AoE Placate & 4 sec Confuse)
  7. Just to note that Brawl can be added to a melee weapon attack chain and it will not disarm the weapon, but Boxing will, I believe, put weapons away and force you to re-draw. For that reason, while it could be reasonable to add it to a non-weapon user such as my Stone Melee Tank's cycle, I would not plan on adding it to any character who uses a drawn weapon.
  8. My main was the same concept, and Illusion / Rad was an easy choice for me.

    Especially now, with power customization, you can choose a lot of different auras for your Rad powers, but the main thing is that Rad's effects are very much like Curses / Enchantments. While Fire is clearly fire-based, which works for a fire-based mage, if you want a general Merlin-style "casts all types of spells" wizard, then Rad is clearly the most generic type of powers/magic that you can get.
  9. If you're using one of the secondaries like Fire that has an Immob, you can stay on the ground as most AVs don't have unusual Immob protection.

    In all cases you'll need capped Rng and probably close to capped AoE defenses. And if you're going to go into melee you'll need capped S/L or Melee, also.
  10. AR/Dev with Mace will be a lot better now. AoE Immob for Ignite (unless they give it the Burn fix and remove the Fear out of it), and add in S/L cap to my Rng/AoE capped defenses so melee isn't as dangerous either. Losing Cryo Freeze Ray is acceptable.
  11. "I run 4 Blood Mandates, Lady Grey Proc and Achilles in the Soldiers and Spec-Ops. 4 Blood Mandates, Sov 10% resist and Edict 5% Def in Commando.

    Gives you 88% tohit 88% damage and procs ( plus the end recovery x 3 for sets )"

    For most pets in general, I'd replace the BM - Acc with another Acc/Dam or Acc/Dam/End depending on Endurance use. You cap damage, and 70% or so Acc is good enough in most cases. For Mercs, it's absolutely good enough, as all of their -Def basically means that too much Accuracy just ends up as wasted enhancement, while more damage enhancing always helps.
  12. Quote:
    Originally Posted by JoeKent View Post
    Based on your post you only said you had soloed ebs. I have no idea if mercs can solo avs or not. Nobody has posted any exploits, so I was just going off of my own limited expericence.
    Soloed every AV I met in the game with a MM/Traps except for Sea Witch. Well, soloed her also, but only after a couple of levels and she was -2 or -3, so that doesn't count. Did the Black Scorpion arc, probably Scirocco would have been impossible since his tornado can't be Taunted and would have ripped the henchmen apart. Or I'd have had to respec into Group Fly just for him.

    It's the secondary, not the primary. All MMs are comparable against single targets, with the MM being a tankermind so their defensive differences are ignored. Ranged MMs are better as the pets don't get hit by AoEs as much. With AH and other damage procs, the Mercs did quite solid damage against the AVs, the question was staying alive, not lowering their health bars.
  13. I'm pretty sure that it would be possible to change it from:

    20% debuff, not stackable from any source, to:

    15% debuff, not stackable from any source PLUS
    5% debuff, not stackable from the same source.

    So it would still be 20% solo, but each additional Tanker hitting the same target could add another 5% debuffing.
  14. SO happy!

    I had Burn in anyway, but now no more dancing around with Fault, Tremor, and Burn, to get it to do 60% of its theoretical damage (100% upon bosses that got Seismically Smashed then juggled). It will do more damage and with less finagling.

    FE... have to find a place to add this in. OTOH, room now to remove Physical Perfection if Consume is going to be more dependable, so that should free room for it.
  15. Considering the relatively low damage of each individual MM pet attack, damage procs are an excellent source of additional damage. And considering that Mercs do -Def with a large majority of their attacks (Commando does Knockback with the majority of his), they get a lot of mileage out of slotted Dam Procs from the Def Debuff and Accurate Def Debuff sets. This damage pushes them to be pretty good in damage output, though still limited by their Lethal damage type.

    Achilles Heel proc is also pretty good in them for the same reason. Mix together some damage and some AH procs, and they end up to be really good damage. It's just that they benefit from damage slotting a little less than other MM primaries since their basic damage is on the lower end, and from procs more than other primaries since other pets rarely get so many attacks that all benefit from the same proc, so they improve the most when you start adding procs to them.

    As a side note, I believe that it was determined by testing vs vault doors (no resists) that Mercs are actually average in single-target DPS even without procs. So it's not really their base damage that makes them feel like low damage, just their damage type. They do a little bit more damage than Bots, for example (single-target), but Lethal is resisted a whole lot more than Energy.

    As another note: Frankenslotting with 4 slots will max out damage and give them enough Accuracy (remember the -Def debuffs from all attacks) so that you have 2 slots free in each pet power to add procs if you want.
  16. BTW, Earth and Plant are the two best Controller sets for pure controlling, with Mind also as a good argument. Illusion is a great set, but not for normal controlling.

    Take Stamina on anything that doesn't have Endurance Recovery powers, and probably even then. Especially since Kin and Cold get theirs very late.

    AoE Hold is not dependable until mid 20s when you have enough slots to get it well slotted, while Stuns and Confuses are good when picked up.
  17. I would go Brute if making a Stone Armor character.

    Stone Armor in Granite can handle the aggro to get Fury basically capped out for a Brute, giving them a large damage bonus that will help offset the Granite penalties. And while Brutes gain less from +Dam buffs, that also means that they're less affected by -Dam debuffs.

    You need an offensive set with a relatively large amount of attacks, fast-recharging (Elec, Dark, Fire), though, rather than the higher-safety but lower-damage Stone Melee, which has fast animations but slow recharges.
  18. Soft-capped.

    DP's activation times aren't impressive so you'll be limited by activation time as much as by recharge.
    Traps likes good recharge, but adding defense to the FFG and Caltrops to keep opponents away from melee means that you can relatively easily soft-cap Ranged and AoE defense with status protection and Avoid effects to keep mobs out of CC. With good damage, that's what other games call a tank-mage.
  19. Personally, I'd like to see a "kind of" nerf for the IO Def bonuses, but balanced in other ways:

    1: lower the bonuses a bit, but each bonus also gives Defense Debuff Resistance. So you can't softcap as easily, but OTOH you can have a more dependable Defense in the 20s and 30s.
    2: increase the Resist bonuses a bit.

    That would, IMO, balance everything a little better. Softcapping would be harder but having consistent defense at solid levels (20s-30s) wouldn't be hurt since you won't have to worry as much about being debuffed out of it. And you'll be able to layer resists a little bit better to get close to the same overall damage mitigation, although a bit less debuff/control mitigation.
  20. BlackSly

    best "proc toon"

    Earth/Storm Controller.

    Because almost every proc will be going into AoE powers.

    QS: 1
    EQ: 2
    FR: 3-4
    Tornado: skip as the base damage is too good to spend a slot on procs
    LS: 1-2 (I prefer just 1, the Hold proc, as again the damage is very good)
    Stone Cages: 2-3
  21. Quote:
    Originally Posted by Novawulfe View Post
    I'm most curious about the possibility of gettin a non-FF or maybe I'll just say Kin build to at least ranged damage cap? I'm on the side it's not real possible and that has lend me to not even try to gut my build I have and soft cap ranged damage... any thoughts?
    The most tankerish defender I built was a Sonic with capped Rng and AoE, of course mez protection (other than Sleep), capped S/L, and solid other resists. I do think this was before the Zephyr nerf, so it may not be possible/practical now. Let me see what I can do currently... should be able to substitute other blast sets, I was Son/Son:

    This is capped Range & AoE Def, S/L Resist (only 74.7 in the data chunk, but that requires very little modification to cap, just some higher-level IOs as I default to 35s). No purples, LotGs, or other expensive IOs used although there are 3 Thunderstrike sets in there and two Zephyr KBs.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Defender
    Primary Power Set: Sonic Resonance
    Secondary Power Set: Sonic Attack
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Psychic Mastery

    Hero Profile:
    Level 1: Sonic Barrier -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(3), Aegis-ResDam/Rchg(46), Aegis-EndRdx/Rchg(48)
    Level 1: Shriek -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx(9), Thundr-Acc/Dmg(45)
    Level 2: Scream -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15)
    Level 4: Howl -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Dmg/Rng(37), Det'tn-Acc/Dmg(37), Det'tn-Dmg/Rchg(39)
    Level 6: Sonic Haven -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam(7)
    Level 8: Swift -- Empty(A)
    Level 10: Shockwave -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(39), Det'tn-Dmg/Rng(46), Det'tn-Acc/Dmg(48), Det'tn-Dmg/Rchg(48)
    Level 12: Sonic Dispersion -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/EndRdx/Rchg(17), Aegis-ResDam(25), Aegis-EndRdx/Rchg(40)
    Level 14: Health -- Empty(A), Empty(40), Empty(43)
    Level 16: Shout -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/Rchg(21), Thundr-Dmg/EndRdx(21), Thundr-Acc/Dmg(23)
    Level 18: Boxing -- Empty(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(25)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(27), RedFtn-Def(27), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(31)
    Level 26: Maneuvers -- RedFtn-EndRdx(A), RedFtn-Def(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx(33)
    Level 28: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(36), Zephyr-Travel(37)
    Level 30: Fly -- Zephyr-ResKB(A)
    Level 32: Liquefy -- Lock-%Hold(A), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-Rchg/Hold(34), Lock-Acc/Rchg(36), Lock-Acc/Hold(36)
    Level 35: Siren's Song -- LgcRps-Acc/Rchg(A), CSndmn-Acc/Rchg(46)
    Level 38: Dreadful Wail -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg(40), Erad-Acc/Rchg(50), Erad-Dmg/Rchg(50), Erad-Acc/Dmg/Rchg(50)
    Level 41: Dominate -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-Acc/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Rchg/Hold(43), Lock-Acc/Rchg(43)
    Level 44: Mind Over Body -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45)
    Level 47: Amplify -- RechRdx-I(A)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 1: Ninja Run
  22. BlackSly

    Grav / ????

    Grav/Storm for earlier ability.
    Grav/Cold for later AV soloing.
  23. Level 4: Buckshot -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(43)
    I don't like this. Buckshot is an excellent source of AoE damage and mitigation with KB, but you don't want more KB. You want it up faster, for less Endurance, and doing more damage. Also, without enhancing, the KB turns to KD vs higher level foes (+2? +3?), and that's GOOD. So do not EVER enhance the KB aspect of Buckshot. This should get the same slotting as Flamethrower (see later).

    Level 12: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(13), Mantic-Acc/ActRdx/Rng(13), Mantic-Dmg/ActRdx/Rchg(15), Mantic-Dmg/EndRdx/Rchg(37), Mantic-Dam%(37)
    Okay set bonuses up to 5, but the 6th is worthless. Also, slotting Damage Procs works better on attacks with low base damage. On Blasters, who do excellent base damage, you want the attack powers up more, with max damage, with more accuracy, etc. So I'd never slot damage procs in direct attacks... maybe in Caltrops. Drop the damage proc from here and save a slot.

    Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25)
    The 6th slot bonus for Posi is not worth it. As discussed above, the Dam Proc is not worth it, and it's really expensive (leave it for the Controllers in their AoE Immobs). Save the slot.

    Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(21), P'Shift-End%(21)
    Okay. Could get a P'Shift End/Acc to max out.

    Level 24: Super Speed -- EndRdx-I(A)
    See Recall Friend notes.

    Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
    See notes on Flamethrower.

    Level 30: Caltrops -- P'ngTtl--Rchg%(A), P'ngTtl-Acc/Slow(31), P'ngTtl-EndRdx/Rchg/Slow(31)
    Don't need Accuracy in Caltrops, use Damage/Slow.

    Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34)
    See Flamethrower.

    Level 35: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
    Go to three slots of Zephyr since you're building for Rng/AoE Defenses. With the slots you're pulling out of the damage procs, you should be able to 3-slot SS, SJ, and Recall Friend for defense.

    Level 38: Super Jump -- Jump-I(A)
    See Recall Friend

    Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43)
    Drop the KB resists since you're getting KB resist from the travel power sets.

    Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    See Flamethrower.

    This is the result, with a spare IO that I put into Health (could go into a lot of powers for a bit of extra effect):
    EDIT, oh and change the Buckshot to Positron x 5, plus another free slot. Forgot to do that before outputting the design...

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Necron999: Level 50 Natural Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Teleportation
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(17)
    Level 1: Web Grenade -- Enf'dOp-Acc/Immob(A)
    Level 2: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(25)
    Level 4: Buckshot -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(17), KinCrsh-Acc/Dmg/KB(43)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
    Level 12: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(13), Mantic-Acc/ActRdx/Rng(13), Mantic-Dmg/ActRdx/Rchg(15), Mantic-Dmg/EndRdx/Rchg(37)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Heal-I(25), Mrcl-Rcvry+(40), RgnTis-Regen+(42)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23)
    Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(21), P'Shift-End%(21)
    Level 22: Cloaking Device -- LkGmblr-Rchg+(A), EndRdx-I(43)
    Level 24: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(37)
    Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
    Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
    Level 30: Caltrops -- P'ngTtl--Rchg%(A), P'ngTtl-Acc/Slow(31), P'ngTtl-EndRdx/Rchg/Slow(31)
    Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
    Level 35: Recall Friend -- Zephyr-ResKB(A), Zephyr-Travel(37), Zephyr-Travel/EndRdx(46)
    Level 38: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43), Zephyr-Travel(50)
    Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A)
    Level 44: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
    Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Surveillance -- HO:Enzym(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
  24. BlackSly

    Ill/Rad Build

    Things I'd change:

    RI comes too late. It's a staple power especially for early in the game when controls aren't up, and if you're exemplaring down you'll miss it. Hasten is a nice-to-have power that works best when it's combined with a lot of recharge boosts, and can be pushed to later. On the same topic, SI is not very usable before Stamina even with Accelerate Metabolism, I'd also push that back and see if I can push up Deceive, as that's another great early power.

    Put Basilisk's Gaze in Blind, you get 7.5% Recharge instead of 10%, but for only 4 slot, a LOT cheaper, you get to enhance Holds, and gives you 2 slots left for some IOs to increase the damage. Maybe a Dam/Mez HO and a A/D/R IO.

    Only one End Red IO in Enervating Field is
    Only one Recharge IO in Lingering Rad is .

    I don't like the 5-slotted Pet Recharge set in Phantasm, the 10% extra Regen doesn't seem as good to me as using only 4 slots and then the fifth for Acc/Dam instead of Acc/Rech, or some similar change to get more Acc and Damage, or the Explosive Strike Damage Proc in there for more damage.

    Drop 2 slots from each of Hasten and Stamina, and put at least one in EF and two in LR.