Duke'Rai

Rookie
  • Posts

    303
  • Joined

  1. I really want to make a /Fire blaster but i have no idea what primary to pick, any suggestions?
  2. Hey guys, I've been messing around in Mids, making a build for my new Sonic/MM Main Aze'Rai. Lemme tell you, the combo is soooo much fun to play, and surprisingly different from my DP/MM. Well anyways, i wanted to ask you guys to nitpick for me.

    For now I'm posting my All-Purpose Endgame PBAOE build. Essentially, once I24 hits, it should be able to slaughter just about anything and take a few hits, without spending billions on purple sets.


    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Aze'Rai: Level 50 Mutation Blaster
    Primary Power Set: Sonic Attack
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5)
    Level 1: Subdual -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(17)
    Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
    Level 4: Howl -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(11), SBlastersW-Acc/Dmg/Rchg(13), SBlastersW-Acc/Dmg/EndRdx(13), SBlastersW-Acc/Dmg/EndRdx/Rchg(15), SBlastersW-Rchg/Dmg%(15)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19)
    Level 8: Boxing -- Acc-I(A)
    Level 10: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(19), LkGmblr-Def/EndRdx(21)
    Level 12: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(25), GSFC-Build%(37)
    Level 14: Super Jump -- ULeap-Stlth(A)
    Level 16: Concentration -- RechRdx-I(A), RechRdx-I(23)
    Level 18: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResKB(27), GA-3defTpProc(27)
    Level 20: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(29), Numna-Heal/Rchg(29), Numna-Heal(31), Numna-Heal/EndRdx/Rchg(31)
    Level 22: Weave -- LkGmblr-Rchg+(A), Krma-Def/EndRdx(31), Krma-Def/Rchg(33), Krma-ResKB(33)
    Level 24: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), FotG-ResDeb%(34), Oblit-%Dam(36)
    Level 26: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/Stun/Rchg(36)
    Level 28: World of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
    Level 32: Dreadful Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-%Dam(39), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46)
    Level 44: Summon Spiderlings -- EdctM'r-PetDef(A), Dmg-I(45), Achilles-ResDeb%(46), C'Arms-+Def(Pets)(48), RechRdx-I(48), RechRdx-I(50)
    Level 47: Tactics -- Rec'dRet-Pcptn(A), EndRdx-I(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- EndRdx-I(A)
    Level 1: Prestige Power Slide -- EndRdx-I(A)
    Level 1: Prestige Power Quick -- EndRdx-I(A)
    Level 1: Prestige Power Rush -- EndRdx-I(A)
    Level 1: Prestige Power Surge -- EndRdx-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Panac-Heal/+End(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50), P'Shift-EndMod/Acc(50)
    Level 50: Spiritual Core Paragon
    Level 50: Clarion Partial Radial Invocation
    ------------

    Later I'll post a ranged style exemp-downable build for you to nitpick also.

    Thank you for any input!
  3. i would personally recommend using psi dart instead of mental blast. It has a faster animation time and does slightly higher DPS. then i would also add will domination to your chain because relying on procs/buffs for your instasnipe on a psy/mm isnt that practical.

    GL!
  4. Quote:
    Originally Posted by Texas Justice View Post
    Zworkinghistailoff is Busy, Busy, Busy right now, so you might want to send a polite PM to Hit Streak or Freitag, explain the situation and what Z told you and then let them know that you haven't heard from him since and ask if they can assist while he's so busy.

    They've all been rather busy of late, but things are getting busier still for the OCR team.
    ok thank you
  5. Was i supposed to make a new thread for it?
  6. Currently updating the format of the suggestion and just had an idea.

    How would you guys feel about changing the team +mez resist in damping field to a foe -special?
  7. hmm... well i got a response from zwill and he said he could change it as a one time thing, but he never did and now he wont respond to me...
  8. Is a Mind/Dark troller doable?

    I know itll be alright with PvP, but how about PvE(solo)?

    Am i going to hate my tier 9 without domination?

    thanks for any responses
  9. Quote:
    Originally Posted by Aurora_Girl View Post
    ...

    How is it helpful?

    I don't know, how do you think a -To Hit, -Damage, -Recharge aura would be helpful for a build that relies on Defense to survive?
    what he means is:

    Sonic is an all ranged set and he's confused as to why you'd close in on melee to use it
  10. Quote:
    Originally Posted by Rakeeb View Post
    Water Blast is a very good set. Strongly suggest you taking Mental Manipulation as a secondary, though.
    I second this. My Water/MM blaster is currently at lvl22 and is performing very well. Its extremely survivable and extremely damaging. A plus side to Water/MM is its versatility in build type(you can build it ALL range, ALL melee, or mix both and it will play effectively).

    I STRONGLY recommend this, especially if this is your first blaster.
  11. Quote:
    Originally Posted by ChrisMoses View Post
    Oh, I didn't mean it that way. I just feel like I'm running out of options. Psy is my likely choice - That's the secondary I gave my placeholder character. I've only ever gotten one to level 22 as well, so there will at least be something new there.

    /Dark looks like an awful blaster secondary to me. Admittedly, I haven't played it. Am I wrong?

    As an aside, I can't see ever playing a Dark Melee character ever again. When every character can have Sands of Mu, what's the point in going out of your way for Shadow Maul?
    Oh :P well i recommend Water/MM(psy). MM grows on you.

    /Dark isnt exactly terrible, its just very... unique. You need to synegize it well to get any sort of results. It just so Happens Water and /Dark are perfect for each other

    Dark supplies an amazing melee damage boost and great ST, with some nice ST debuff.

    While Water CAN be used entirely in melee, works off this boost, and can replace its "poor" St damage with darks. Not to mention geyser + darkpit = mag aoe stun.

    Quote:
    Originally Posted by Ad Astra View Post
    What about a water/dark blaster?

    I have a cool name/concept that leans that direction, although I could also do it as either a Defender or Corruptor.
    Go for it! i had a lot of fun with my Water/Dark Blaster on test. The powers look great together, and like i said, synergize VERY well.
  12. Quote:
    Originally Posted by ChrisMoses View Post
    Definitely going with a blaster, I just don't know what secondary set to use.

    I'd go with Water/Elec if I didn't already have an Ice/Elec Blaster. And I'm played /Energy to death. Played /Fire and /Ice to 50 and was disappointed in both secondaries the entire way.

    Maybe /Psy, just because I haven't played it much, but I already feel like I'm scrapping the bottom of the blaster secondaries barrel.
    /MM is NOT at the bottom of blaster secondaries. Youll love it. If you end up not feelin it with /MM, try /dark. Water and /dark have great synergy on a blaster.

    I'm going to go Water/MM blaster even though i just finished leveling and incarnating my DP/MM... I just love MM that much :3 I'm surprised i havent seen this combo mentioned much.
  13. I wouldnt really care either way. It would sort of make sense, considering that the game doesnt have ice damage, it has cold damage. Its not really a big enough deal though
  14. not to mention that even if blasters have slightly more damage, once blasters are mezd... they fall WAY behind
  15. Quote:
    Originally Posted by MisterD View Post
    Your ideas for Blaster powers are thematic and sound helpful...but adding MORE powers, along with incarnates, might be just to much. I am also totally not supporting blasters getting mez prot in any way.

    (Clip)

    Blasters..I like your ideas.
    The extra powers don't take slots and aren't effected by recharge, so they don't mess with builds, and most powers are auto so there arent many clicks.

    The blaster protect would be 5-10 sec at max, to break free and make your last moves(mez's usually end blasters...), and keep in mind, resistence only shortens the duration

    EDIT: I'll update the list again after i get more responses to get some inspiration from, i like your controller power... a LOT
  16. Lately on the forums, I've been reading a lot of different complaints about the game, and they seem to be more about how AT's are starting to blur together, and how most "role's" aren't appreciated anymore. Everything is just "damage, damage, damage". There have been changes to multiple AT's Inherent to try to make them feel equally effective, unique and important, which in turn makes others feel less so.

    Current AT Problems(Please reply and add to this list)
    • Blasters
      1. Mez Issue
      2. Lack of damage(DPS and Burst)
      3. More team contribution
      4. Better debuff/control mods
    • Controllers
      1. Possibly increase reliability of control inherent
    • Defenders
      1. More team contribution
      2. wants a better "team feel"
      3. Better control capabilities
    • Scrappers
      1. More unique playstyle/inherent
    • Tankers
      1. Move farther away from brutes as the better tanker
      2. More team contribution
    • Kheldians
    • Brutes
    • Stalkers
      1. Make stealthy playstyle more attractive
    • Masterminds
      1. Pet problems
      2. More team contribution/feel
    • Dominators
    • Corruptors
    • SoA's

    I've thought of an idea that could possibly solve ALL of this in one fell swoop: AT Inherent Pools

    Basically, what this is, is an inherent power pool unique to each AT that either:
    • Lessens the AT's problems/disputes: Not so much making blasters tankmages, but more making defenders buffs/debuffs more potent/useful or making tanks more attractive for tanking than brutes
    • Adds depth to a boring inherent(scrappers/defenders/MM's, I'm looking at you)
    • Stregthens the role of the AT
    • Creates a more Unique feel to the AT's

    This pool would:
    • Consist of 5 powers(6 if you count the current inherents at lvl 1)
    • Give you 1 power every 10 levels starting at lvl 10, with the original inherents at lvl 1 like they currently are
    • only consist of auto powers and click buffs(no direct damage or control powers)
    • Like incarnates, would not accept slots or be effected by global recharge


    Now here's the thing guys... I need your help to fill out that list AND compile a list of powers for each AT's inherent pool, since i only really play blasters and defenders.

    Here's an example pool for lets say... Blasters:

    Defiance
    lvl1 Current Defiance

    lvl10 Determined Auto: Self Resistence(All Mez, scales with level), +regen, +recovery

    lvl20 Tenacity Click: Short Self Protect(All Mez)

    lvl30 Contagious Insolence Auto: Team +dam, Res(Taunt, Placate)

    lvl40 Frenzy Click: Self +dam, +rech, +recovery

    lvl50 ?

    This is an example of what an Inherent AT Pool would look like. As you can see, it takes what the AT already has, and uses that to fix any other problems it may have. Blasters are supposed to be an all offensive, blast at all cost AT, so it was given powers that allow it to do this. Notice it was not given any direct form of survivability increase, besides a brief mez protect and auto mez resist. The idea that blasters should shrug of mez is already found in the AT.

    I think it'd be cool if the powers had the same color scheme as the current inherent, to keep the same feel.



    Well, that was my mind-vomit...
    Thoughts/comments?

    UPDATES
    July 6: CHanged order of power for blaster example
  17. Quote:
    Originally Posted by Oathbound View Post
    The fact that GD negates knock is exactly WHY it was used as the trigger. Impact is basically just an apology for making your primary hold negate your soft control powers.

    "Here, have some extra damage to make up for that."

    Impact actually has a larger benefit on Lift that Propel, also. Both powers trigger the same 0.3scale Impact damage, but Lift animates and recharges faster, so sees a higher increase in overall damage output.

    Honestly I do agree that Lift would have made more sense as the AoE soft control than Propel does, but 1) The devs weren't going to give Grav an AoE control(even a limited one) at level 1 and 2) They wanted to add it to Propel to make it "worth taking" particularly on Dominators, who have better attacks in most of their secondaries anyhow.
    grav is still somewhat of a mess ahwell. it works, and im using to for ST damage and the tp, not exactly for the control so...
  18. Duke'Rai

    Am I Uber yet?

    I took a quick look at it and noticed a few things:

    You took fire blast instead of flares. For AV/GM killing, you might want flares much better DPS

    Im confused as to why you didnt take Dark embrace. Regen + Resists(even if minor) Is amazing for survivability.

    Some of your slots werent placed right so i moved them around and added procs in spammable powers

    If youre worried about the loss of 6.5% recharge from nightfall, just take Spiritual Alpha(which will also boost Drain Psyches effectiveness)


    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fire Mental Soul: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Flares -- Apoc-Dmg(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dam%(9), Decim-Build%(25)
    Level 1: Subdual -- GravAnch-Acc/Immob/Rchg(A)
    Level 2: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), RechRdx-I(5), Posi-Dmg/Rng(15), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(19), Posi-Acc/Dmg(19)
    Level 4: Fly -- Zephyr-ResKB(A)
    Level 6: Boxing -- Empty(A)
    Level 8: Fire Breath -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Acc/Rchg(25), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Dmg/Rchg(27), Ragnrk-Dmg(29)
    Level 10: Psychic Scream -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(11), Posi-Dmg/Rchg(11), Posi-Dam%(13), Posi-Acc/Dmg(15)
    Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(13), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-ToHit/Rchg(50)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 16: Concentration -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(17), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-ToHit/Rchg(50)
    Level 18: Blaze -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(37), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(43)
    Level 20: Drain Psyche -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Heal/HP/Regen/Rchg(21), Numna-Heal/Rchg(21), Numna-EndRdx/Rchg(23), Numna-Heal/EndRdx/Rchg(23)
    Level 22: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(33), Zephyr-Travel(33)
    Level 24: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(37)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(50)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(37)
    Level 30: Blazing Bolt -- Mantic-Dmg/EndRdx/Rchg(A), Mantic-Acc/Dmg(43), Mantic-Dmg/EndRdx(46), Mantic-Acc/ActRdx/Rng(46), Mantic-Dmg/ActRdx/Rchg(46)
    Level 32: Rain of Fire -- SBlastersW-Rchg/Dmg%(A), SBlastersW-Acc/Dmg/EndRdx/Rchg(34), SBlastersW-Acc/Dmg/EndRdx(34), SBlastersW-Acc/Dmg/Rchg(34), SBlastersW-Dmg/Rchg(36), SBlastersW-Acc/Dmg(48)
    Level 35: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(36), TtmC'tng-EndRdx(36)
    Level 38: Psychic Shockwave -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(39), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40)
    Level 41: Soul Tentacles -- GravAnch-Immob/EndRdx(A), GravAnch-Immob(42), GravAnch-Immob/Rchg(42), GravAnch-Hold%(42), GravAnch-Acc/Rchg(43)
    Level 44: Soul Storm -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45), BasGaze-Acc/Rchg(45)
    Level 47: Afterburner -- LkGmblr-Rchg+(A)
    Level 49: Assault -- EndRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod/Rchg(3)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
  19. I recently made a grav troller, and the impact mechanic on lift is somewhat lackluster, propel is alright, but lift could use more.

    What i would've LOVED to see done with lift is a splash AOE when i meets the impact requirment. 10 ft radius and could effect 16 foes, with equal KU and much reduced damage.

    In my mind, propel shouldve been the "Impact" Damage dealer, considered what its used for, and lift shouldve been the control counterpart, not the other way around.

    Its a dream...

    EDIT: And why was GD picked as the trigger?! i mean for cryin out loud it negates KB/KU/KD! WAI!

    erm... end rant
  20. Quote:
    Originally Posted by Rajani Isa View Post
    Technically, niether are devs

    You sent that Thursday afternoon - if nothing happens by 4th of july, try asking again.

    You did include what you'd like it changed to, correct?
    oh... no... i just politely asked if it was possible to change it ill just resend with my new name :3 thanks again guys
  21. How long does it usually take to get a dev response?
  22. There's a list of various DP/MM builds here in this thread that you could look at and compare yours too (also dont forget to take the link in the thread to see someone elses amazing farming build)

    http://boards.cityofheroes.com/showthread.php?t=289975
  23. Quote:
    Originally Posted by Aggelakis View Post
    PM Hit Streak or Zwillinger.
    thannk you, will do
  24. Is it possible to get a forum name change? I made this when i first started playing years ago and i want a cool name :P
  25. Quote:
    Originally Posted by StratoNexus View Post
    They have consistently been very leery of changing powers even when they know they are overpowered. Energy Transfer remained for a long time before they finally fixed it. They still haven't fixed Drain Psyche nor adjusted Blaze nor addressed Spines. *Stares at Fulcrum Shift still amazed.*

    Sometimes stuff is overpowered, but they leave it. If they were not revamping some blaster powers, I would not want them to adjust Drain Psyche. But since they are working on this area anyway, I really think they should both make Drain Psyche easier to use and bring down the top end performance.
    I personally wouldnt like to see Drain Psyche nerfed. The game is supposed to be balanced around SO's, and on SO's my MM blaster peaked at 10 targets is still pretty squishy(especially vs Mez). Its a very high risk, small radius power, so even when i use it, i usually only hit 3-6 targets, which is only enough to keep my blue bar up. It CAN be Op'd, but only after you dump billions to cap def and make it perma.

    I can understand the enhanceable -regen being a bit much though.

    I liked Arcanavilles idea earlier:


    Quote:
    Originally Posted by Arcanaville View Post
    Think Destiny. We can also play games with slotting and number of targets hit so that one or the other increases the duration of the buff rather than the magnitude. So lets say the power does 300% regen for 10 seconds, 200% regen for another 10 seconds, and 100% regen for another 10 seconds, over a 30 second duration. You could theoretically make it so that instead of becoming 600/400/200 over 30 seconds if it hits two targets, it becomes 300/200/100 over 60 seconds instead. In this way, the more targets you hit, the less often you have to use it to get the benefit, or alternatively you can use it more often to maintain the peak benefit. But hitting large numbers of targets doesn't make the peak performance of the power run amok.
    This would be a change im sure most people would agree on, and if you wanted to dump billions into it, this could be stackable to reach regen near what it peaks at today.


    But like I've said before, /MM should be the example that other blaster secondaries should be tweaked to(in their own unique ways), and even /MM needs some buffing.