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Posts
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Joined
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st4lk0rxz h4nt4z ftw!!!
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Dont understimate an ice/ff
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Well I'm not a number cruncher, but having tried both I really noticed a huge difference. You can try them on test and get your own conclussions tho
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Ah, i c... although psi tornado dmg IS that bad compared to fire ball
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Why Psi epics instead of fire? Sacrifice damage for mez protection?
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I'm away till June 21st, if you still want to have it checked by then, let me know
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[ QUOTE ]
Your recovery is pretty poor in that build
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Yup I also noticed that when I saw the global buffs
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Get range IOs into your debuffs to take advantage of the superior range available with psi.
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I had thought about that too, after Liane's post
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I wouldnt slot range on psi attacks as its quite sufficiant at base.
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Maybe just one on subue, to have all attacks range by par. I have to do some checking first tho
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Certainly don't pull out a 3 stamina slot
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Why not? I mean, I know the third slot won't add as much as the first or the second, but rad/psi is quite end heavy and every little bit adds, doesnt it?
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as you plan acro why waste slots on KB IOs if you are not going for bonuses?
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Because it was a 15 minute build and I have not even checked the bonuses each set provides, it was just a first step to IO's madness. I know it needs more time but I had a little break and just planned it on the way
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Wheres your kismet +acc IO? The only +tohit IO still in game.
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Errr, well... didn't even know such thing existed, I just found out how to use the builder and...
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Why go for the 3% damage buff from devastation? Its not really awesome even when stacked, if you cant get the 5 decent IOs from the decimation set (which no one can get) go 4 thunderstrikes, 1 devastation acc/dam/end/recharge and an acc/dam HO to pretty much cap out acc/dam/recharge and a decent amount of end (95% acc/102% dam/85.71 recharge/40% end) You will get 2% end recovery and 7% acc boost per attack slotted that way, its how I slot my corrs and beats your intended of 66%acc/97%dam/45% end/66% recharge
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It does indeedI first chose that just because was less focused on accuracy (being a rad and that, I find so much acc bonuses a little overkill, it's always nice to have but I'd rather boost some other aspects -endurance, defense to stack with RI -toh and +hp if possible- anyway your slotting still is prefereable
[ QUOTE ]
For an IO build I give it a D+ IMO
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So much?what will you give after I have studied all the bonuses then?
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Not sure tbh, if it doesn't, swap them for 2 acc and 1 slow
, what about the rest?
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Just in case the /mez part affected slows.... I see by your surprised post it doesn't
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Isn't she nerfed already?? You mean she is that bad without exterior nerfs???? No way!!
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First build I came across in 15 mins, maybe I need a little more thoughts on it... comments please?
Hero Plan by Mids' Hero Designer 1,153
http://www.onthejazz.co.uk/hu/mhd.php
PWN3R: Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(3), Numna-Heal/EndRdx:50(3), Numna-EndRdx/Rchg:50(7), Numna-Regen/Rcvry+:50(7)
Level 1: Mental Blast -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Acc/Dmg/Rchg:50(42)
Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(5), HO:Enzym(5), EndRdx-I:49(37)
Level 4: Accelerate Metabolism -- RechRdx-I:49(A), RechRdx-I:49(17), RechRdx-I:49(19), EndMod-I:49(19), EndMod-I:49(36), EndMod-I:49(37)
Level 6: Enervating Field -- EndRdx-I:49(A), EndRdx-I:49(11), EndRdx-I:49(11)
Level 8: Hasten -- RechRdx-I:49(A), RechRdx-I:49(9), RechRdx-I:49(9)
Level 10: Hurdle -- Jump-I:49(A), Jump-I:49(34), Jump-I:49(34)
Level 12: Lingering Radiation -- HO:Endo(A), HO:Endo(13), RechRdx-I:49(13), RechRdx-I:49(15), RechRdx-I:49(15), HO:Endo(40)
Level 14: Super Speed -- HO:Micro(A), Clrty-Stlth:50(17), Clrty-EndRdx:50(46)
Level 16: Swift -- Run-I:49(A), Run-I:49(43), Run-I:49(43)
Level 18: Combat Jumping -- LkGmblr-Rchg+:50(A), ULeap-Jump:50(33), SprngFt-EndRdx/Jump:50(34), SprngFt-Jump:50(36)
Level 20: Stamina -- EndMod-I:49(A), EndMod-I:49(21), EndMod-I:49(21)
Level 22: Will Domination -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/Rchg:50(23), Dev'n-Acc/Dmg/EndRdx/Rchg:50(23), Dev'n-Dmg/Rchg:50(29)
Level 24: Telekinetic Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/Rchg:50(25), Dev'n-Acc/Dmg/EndRdx/Rchg:50(25), Dev'n-Dmg/Rchg:50(29)
Level 26: Subdue -- Dev'n-Acc/Dmg:50(A), Dev'n-Acc/Dmg/Rchg:50(27), Dev'n-Acc/Dmg/EndRdx/Rchg:50(27), Dev'n-Dmg/Rchg:50(31)
Level 28: Assault -- EndRdx-I:49(A), EndRdx-I:49(33), EndRdx-I:49(33)
Level 30: Tactics -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(31)
Level 32: Super Jump -- ULeap-Jump:50(A), SprngFt-EndRdx/Jump:50(37), SprngFt-EndRdx:50(40)
Level 35: Acrobatics -- EndRdx-I:49(A), EndRdx-I:49(36)
Level 38: Vengeance -- LkGmblr-Rchg+:50(A), HO:Membr(39), HO:Membr(39), HO:Membr(39), Krma-ResKB:30(40), Mrcl-Rcvry+:40(43)
Level 41: Power Build up -- HO:Membr(A), HO:Membr(42), HO:Membr(42)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(45), TtmC'tng-ResDam:50(45), Aegis-Psi/Status:50(45), ImpSkn-Status:30(46), S'fstPrt-ResDam/Def+:30(46)
Level 47: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Acc/Dmg/Rchg:50(48), C'ngImp-Acc/Dmg/EndRdx:50(48), C'ngImp-Dmg/EndRdx:50(48), C'ngImp-Dmg/EndRdx/Rchg:50(50)
Level 49: Conserve Power -- RechRdx-I:49(A), RechRdx-I:49(50), RechRdx-I:49(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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C[/5,3:TUD?,R><A[Z#SL_\`5X!L"0``
+9% DamageBuff
+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)
+7% Enhancement(Accuracy)
+6% Enhancement(Heal)
+20% Enhancement(RechargeTime)
+114,4 (11,3%) HitPoints
+4% JumpSpeed
+Knockback (Mag -4)
+MezResist(Confused) (Mag 50%)
+MezResist(Held) (Mag 53,3%)
+MezResist(Immobilize) (Mag 54,4%)
+MezResist(Sleep) (Mag 52,2%)
+MezResist(Stun) (Mag 50%)
+MezResist(Terrorized) (Mag 50%)
+2% Recovery
+48% Regeneration
+3% Resistance(Psionic) -
Fire Breath>Blaze>Energy Punch>Acrobatics, and skip the rest imo
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Missing Fire Breath now... which is a must imo.
This is the build i used on Barbie-Q for PvE. You might want to swap ss for energy punch and get sj at 14... but I'm a hasten addict and wanted it up and operative as soon as possible. I never felt the need of acrobatics as I teamed a lot with a kin and a tank, but if you plan on soloing/playing with unbalanced teams, nor get a kb protection IO, you may want to get it sooner too.
Finally, bear in mind I used this before IO's, but as your build doesn't have any either... I thought it could work
Hero Plan by Mids' Hero Designer 1,153
http://www.onthejazz.co.uk/hu/mhd.php
Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Fire Blast -- Acc(A), Dmg(11), Dmg(11), Dmg(15), Acc(19), RechRdx(40)
Level 1: Power Thrust -- Acc(A), Acc(43)
Level 2: Fire Ball -- Acc(A), Dmg(3), Dmg(3), Dmg(15), Acc(17), RechRdx(37)
Level 4: Build Up -- RechRdx(A), RechRdx(5), RechRdx(5)
Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Fire Breath -- Acc(A), Dmg(9), Dmg(9), Dmg(17), Acc(19), RechRdx(31)
Level 10: Bone Smasher -- Acc(A), Dmg(23), Dmg(23), Dmg(29), Acc(31), RechRdx(43)
Level 12: Aim -- RechRdx(A), RechRdx(13), RechRdx(13)
Level 14: Super Speed -- Run(A)
Level 16: Hurdle -- Jump(A)
Level 18: Swift -- Run(A), Run(43)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Stimulant -- IntRdx(A)
Level 24: Aid Self -- Heal(A), Heal(25), IntRdx(25), Heal(36), IntRdx(36), RechRdx(36)
Level 26: Blaze -- Acc(A), Dmg(27), Dmg(27), Dmg(29), Acc(31), RechRdx(37)
Level 28: Conserve Power -- RechRdx(A), RechRdx(34), RechRdx(37)
Level 30: Combat Jumping -- Jump(A)
Level 32: Inferno -- Dmg(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Super Jump -- Jump(A), Jump(46)
Level 38: Total Focus -- Acc(A), Dmg(39), Dmg(39), Dmg(39), Acc(40), EndRdx(40)
Level 41: Personal Force Field -- RechRdx(A), RechRdx(42), DefBuff(42), DefBuff(42), DefBuff(46)
Level 44: Temp Invulnerability -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45), EndRdx(46)
Level 47: Force of Nature -- ResDam(A), ResDam(48), ResDam(48), RechRdx(48), RechRdx(50), RechRdx(50)
Level 49: Acrobatics -- EndRdx(A), EndRdx(50)
------------
Level 1: Defiance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A) -
i10 on test already?? dude I don't even know what it will bring along yet apart from rikti invasion
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Oerrr you miss energy punch there for a quick melee chain too
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Try and get CP way earlier, you can swap all those endrdx on your attacks for recharges that way, besides SP synergises really well with inferno.
Drop stealth, you really won't need it on a blaster.
Drop the endrdx in PFF, you can't attack while it's up, so you really don't need endrdx on it.
Hasten and blaze could be fit in much earlier. They apport much more than acrobatics at those levels, for instance.
Last 2 slots in power thrust are a waste.
For PvE you don't really need ToH buffs on BU or aim.
I'd personally try and get a kb protection IO and place it on health, and drop acrobatics and stealth for stimulant and aid self. -
Basically the run into mobs... all get attracted by the debuffer
now consider that on a bunch of hungry psi spiders, then see him jump to another, then to another... in 3 secs you'll have the aggro cap on you
(and if it's RV if you use it on the player, the heavy will kill you before the animation of RI is over, too)
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Anything /rad for duels, anything but /rad for team pvp.
If you are not really familiarised with trollers, don't try them in the zones, specially in RV, and specially if you are /rad -
Perma hasten... dude i miss that
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So which among speed, leaping, fitness and medicine pools would you ditch to get fighting?
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[ QUOTE ]
Medicine pool is not a must for a SR scrapper imo (unless you are aiming for PvP, in which case you´ll need both fighting and medicine pool).
[/ QUOTE ]
Fighting pool for PvP? No you don't. And ma is not dm, it doesnt have -toh debuffs on target, so you will be hit A LOT. Unless you plan on playing all the time with an empath or a bubbler, I'd never skip it