EJI

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  1. Looks good.

    I'd make some little tweaks:
    swap a end mod in stamina for a pshifter proc.
    swap the heals in true grit for 3 numinas, including the +/+. This loses you 16 hp, but you get better regen and recovery.
    Is the rech IO in jacobs ladder necessary for some attack chain goal? If not, I'd move that slot to health and run 2 miracles there.
    I'd swap the multistrike in tstrike for a chance for +rech proc. You can always run some enh boosters on the purples to get the numbers where you want them.
    I'd drop maneuvers for owtts, move the kismet to grant cover, move the steadfast to owtts, and put a glad armor resist into true grit. Net wash on end, you gain some exotic reisists, owtts is occasionally useful, and I don't think this build can really afford the end cost of maneuvers on its own. Another option if you really want to keep maneuvers is to drop tactics and move the gaussians to build up. Use lvl 35 gaussians and build-up's recharge will match lightning rod and shield charge.
    I'd drop the jav volley in fireball for a generic endredux, and run a couple boosters on the raganarok d/r.

    None of the above are really 'necessary' changes, more just how I'd approach it, another PoV.
  2. You're way over the ED cap for damage in Steam Spray and Water Burst. You could drop the 6th slot entirely (or use a common end redux IO if you're concerned with end consumption). I'd swap the dam/range IO in water burst for the proc, and swap the dam/rech IO in steam spray for the proc.

    I have a water/ice hoverblaster in the works, here's what I'm planning if you're interested.

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  3. I'm not sure you'd file this under 'improvements' but I tinkered with LSK's (very solid) build to fit my tastes a bit more. My main criticisms with that build are: I don't think the MotT proc is best utilized in an aoe with the way ppm procs are adjusted for aoe's (perhaps someone can correct me, any luck triple stacking the proc in an aoe?), and I wouldn't be happy with a 71% chance to hit vs. +3s in my ST attacks. Some things I changed: dropped the 3% resisit IO, because it pales in comparison to an extra stack of the MotT proc. Changed the order of build up and hasten (personal taste). Assumed Char will be used infrequently, and stole slots. Dropped the taunt IO from RttC, again personal preference. I don't use the 'proximity herding' method, and am satisfied with my ability to hold/recover aggro via taunt and ranged attacks if necessary. I still feel like I'm missing out on f/c defense, but not that big a deal (to me)...

    So, I gave up 25ish hp and some recovery (you're more than fine on that) for a bit better accuracy. Another PoV.

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  4. I stand corrected, sorry for the misinformation. FE does, however, boost burn and your dmg aura.
  5. Deadboy covered most of it. Also, you have no kb protection though that can be remedied easily enough by switching a BotZ piece for the -kb IO. Also, come i24 you may want chilling embrace as that power will grant +regen... though I could be misremembering.

    I'm going to toss this build out as it may give you some ideas... It's not a finalized live build, but a work in progress. I'm kind of thinking I may replace the medicine pool with hasten and hoarfrost, as hit points aren't where I want them. Also concerned with recovery for very difficult solo work, but it looks ok for team use. I went Ice^3 mostly for theme, but since I took a s/l shield, I capped both s/l and ranged. Also, I like to get in the mix to drop ice patch, etc. Anyhoo, might give you some food for thought. You might be able to adjust powers (swap cj for hover, freezing touch for bitter freeze ray, etc).

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  6. Any source of +dmg adds to the dmg granted by FE. This includes fury, rage, soul drain, red inspirations, team buffs, etc.

    It adds damage to all your attacks. This includes blazing aura. It also allows you to 'exceed' the dmg cap, as it's bonus fire damage, not a +dmg buff. Teamed with a kin, I recall blazing aura on my scrapper ticking for 100+ pts of dmg with fiery embrace up.
  7. Nope. As mentioned earlier, the tooltip wasn't updated when the power was. It adds fire dmg to all attacks. This includes ranged and aoe attacks from your app/ppp, not just melee powers.
  8. Quote:
    Originally Posted by LowbrowDeluxe View Post
    Honestly, for it's uptime I was never that impressed with it, and I say that as someone who loves /fire.
    Herostats lists Fiery Embrace as my 4th greatest source of dmg. This is for a low recharge fire/fire tank, a medium recharge ss/fire brute, and a medium recharge fire/fire scrap. It's about 50% of the damage dealt by my dmg aura over a x8 with bosses mish; a little under that compared to my melee set's aoe's. (edit to add: medium recharge for me is around 50% global +hasten; i'd think that as recharge goes up its contribution would become mildly more significant.)
  9. I'm all for shiny buffs, but I expect the devs made this to be challenging content intended for teams. The fact that a blaster has trouble solo probably isn't going to raise any red flags. Besides, Hawk has that dev-hacked energy/devices, hehe...

    Anyway, I ran a few more blasters through it.

    Fire/Fire/Pyre, no defeats. Similar IO build to the dark posted above.

    Rad/MM, 2 defeats. Again, similar build. I was defeated in the 1st mish (mezzed, with no insps) and again when the EB landed a couple of lucky hits. This worried me, as I was now out of insps and felt it'd be against the spirit of the thing to buy insps at the hospital, but it turned out to be a non-issue as I discovered I could immobilize and out-range him.

    Rad/Fire, 5 defeats. SO build with the numi and miracle uniques and a -kb io. Twice in the first mish by the initial ambush... *shakes fist*. Mezzed, with no insps. Again by an arachnose ambush in the 2nd mish. Again by arachnoids in the tunnel on the third mish. These last 2 may have been avoidable, as I was hoarding insps for the EB fight... who killed me anyway, for the 5th defeat. Hit me with an executioners strike for 990 pts of dmg. At that level, my blaster had 1175 hp. And stunned me, which dropped scorp shield, allowing his next hit to find me that much more easily, and I was dead before I could react. Barely eked out the win, with an empty tray.
  10. So, I ran it on a dark/dark. Which admittedly has a bit more mitigation than most blaster sets. As per your rules, I started with an empty tray. I would never do that heading into an Arachnos ambush, hehe...

    That said, I'm not sure what kind of data point this really determines... Arachnos and Arachnoids are not easy, even on melee AT's

    Anyway, I figured dark blast's heal might kinda stand in for the regen buff we're getting. 40m, no deaths. On my 2nd try. 1st time I got mezzed and dropped on the ambush in the 1st mish. And yep, I had to be careful about it. The 2nd mish was essentially an insp farm for me, after that I could stop worrying and play. Which says something perhaps... My normal modus operandi is just to head in with a stocked tray and shred. After all, the contact is also a store...

    Anyway, my NPC help in the 2nd mish died in the tunnel. Good riddance.

    I generally agree with your 'proofs'. On the other hand, that's part of what I like about playing blasters.

    Here's the build as it is on live, I'd call it IO'd but not quite a dream build... I mean to slot some purples where the decimations are and fill out tough with a couple of pvp IOs

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  11. Quote:
    Originally Posted by TwoHeadedBoy View Post
    happy fun land where everyone holds hands and skips through ranbows in an enchanted forest.
    /holds THB's hand, commences skipping
  12. http://wiki.cohtitan.com/wiki/Invent...ncements#Procs

    Quick summary, a "Proc" is an IO with a chance for something to happen. In the case of Hecatomb and Armageddon, I'd recommended replacing the "Hecatomb: Damage" IO with a "Hecatomb: Chance for Negative Energy Damage", and the "Armageddon: Damage" with "Armageddon: Chance for Fire Damage". Since you are still using 5 pieces of the set, you don't lose the recharge bonus.
  13. EJI

    Da/Electric

    I tinkered with an old build in mids... it's kinda pricey, but I like it. Now I'm asking myself if I need another DA tank, hehe. Darned Altaholism!

    Anyway, might give someone some ideas, so I figured I'd toss it out there.
    Hero Plan by Mids' Hero Designer 1.955
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    darksparkler: Level 50 Magic Tanker
    Primary Power Set: Dark Armor
    Secondary Power Set: Electrical Melee
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery
    Hero Profile:
    Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(3), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx/Rchg:40(5)
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), HO:Nucle(13)
    Level 2: Murky Cloud -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(9), RctvArm-EndRdx:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11)
    Level 4: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(11), Ksmt-ToHit+:30(13)
    Level 6: Obsidian Shield -- S'fstPrt-ResDam/Def+:30(A), GA-End/Res:50(15), GA-ResDam:50(15), GA-3defTpProc:50(33)
    Level 8: Dark Regeneration -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(17), Erad-Acc/Dmg/Rchg:30(17), Theft-+End%:30(19), Nictus-Acc/EndRdx/Heal/HP/Regen:50(19), Nictus-Acc/EndRdx/Rchg:50(21)
    Level 10: Jacobs Ladder -- C'ngBlow-Acc/Dmg:50(A), Erad-Dmg/Rchg:30(21), Erad-Acc/Dmg/Rchg:30(23), Erad-Acc/Dmg/EndRdx/Rchg:30(23), C'ngBlow-Dmg/EndRdx:50(25)
    Level 12: Death Shroud -- Erad-Acc/Rchg:30(A), C'ngBlow-Dmg/EndRdx:50(27), Erad-Dmg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:30(29), C'ngBlow-Acc/Dmg:50(29), SMotTanker-Rchg/Res%:50(31)
    Level 14: Taunt -- Mocking-Taunt/Rng:50(A), Mocking-Taunt/Rchg:50(31), Mocking-Taunt/Rchg/Rng:50(31), Mocking-Taunt:50(36)
    Level 16: Cloak of Darkness -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(50)
    Level 18: Thunder Strike -- Erad-Acc/Dmg/EndRdx/Rchg:30(A), Erad-Dmg:30(34), Erad-Acc/Dmg/Rchg:30(36), C'ngBlow-Acc/Rchg:50(36), C'ngBlow-Dmg/EndRdx:50(37)
    Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34)
    Level 22: Super Speed -- Zephyr-ResKB:50(A)
    Level 24: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(37)
    Level 26: Boxing -- Empty(A)
    Level 28: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(34), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(39), HO:Nucle(43)
    Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-EndRdx:40(40), RctvArm-ResDam:40(40), RctvArm-ResDam/EndRdx/Rchg:40(42)
    Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(45)
    Level 35: Oppressive Gloom -- HO:Endo(A)
    Level 38: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-%Dam:50(50)
    Level 41: Electrifying Fences -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(43), Posi-Dmg/Rchg:50(43), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dam%:50(46)
    Level 44: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(46), Posi-Dmg/Rchg:50(46), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(48)
    Level 47: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(50)
    Level 49: Soul Transfer -- Dsrnt-I:50(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    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 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(33)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(25), P'Shift-EndMod:50(33)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------

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  14. EJI

    Da/Electric

    Rylas:

    Unless I'm misinformed, slotting pshifter procs in attacks grants them (your targets) endurance, I doubt that was your intention. Someone please correct me if I'm wrong.

    Also, you could stick a miracle +recovery in health. Or a numina +/+, or both.

    4 pts of kb protection is kinda low for a tank, but that's more of a personal taste thing. Without changing any slots, you could slip a BotZ into super speed. I'd want another after that, too...

    Why both mez auras?
  15. Couple quick comments at a glance, as I don't have much time-

    Cobra Strike is an attack. Slot it for damage.
    Active Defense is your mez protection. Take it as soon as it's available.
  16. Personal taste and build goals can affect a plan quite a bit. For example, I didn't take either of the mez auras and couldn't squeeze in taunt without losing something I valued more. With that said, here's my build with the expensive stuffs traded for cheaper stuffs -it's still not a cheap build, but I'm not good at estimating total build costs. I use whatever merits I happen to have for expensive bits, have a base with a lot of crafted drops in storage, etc. I'm thinking you could get it done for 1.5b, though. Also, I took hasten a lot earlier on my live build.

    I built for positional defense, 45% melee / 32.5% ranged and aoe (i.e. small purple to softcap), with a side of recharge. To hit chance is capped vs. +3 baddies, end sustainable.

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    oops. I just realized I lost some of my kb protection when I swapped the glad armors out... I'd probably drop a slot from physical perfection for another -kb io somewhere.
  17. You sure it's only been a week? Hehe. My build plans were awful at that stage of my career, yours looks pretty solid. Nice work!

    Some quick comments:

    Drop the pure DMG peice from Armageddon and Hecatomb for the chance for damage proc. Most of the enhancement value gets eaten by ED, and you'll wind up doing better dmg over time with the proc. Also, be aware that those purple sets are pricey. Further, if not have ED-capped dmg in those powers aggravrates your OCD consider some enhancement boosters on the dam/rech piece.
    (http://wiki.cohtitan.com/wiki/Enhanc...iversification)

    Drop the performance shifter acc/rech/endmod for the performance shifter chance for +end.

    A single Blessing of the Zephyr in super speed doesn't really give you any advantage over a generic runspeed IO, so unless you happened across the recipe I wouldn't sweat that one. However, a Winter's Gift -recharge resist would also be a good choice there, and can be had pretty reasonable on the markets.

    edit to add: not sure if this was covered in the previous posts, but tactics needs endurance reduction, not recharge redux.
  18. EJI

    Da/Electric

    You might want to share your goals for the build. Near as I can tell, you built for global accuracy? or something, I'm not sure. Resist sets really shine with some def tacked on, I like to build for s/l/e/n on most DA builds. Recharge is nice if you can get it to bring up the heal faster. And I like to hit stuff, so I usually shoot to cap to hit chance vs. +3s. Your goals may vary, let us know and we can be more helpful.

    But some quick notes on the build you posted:

    You want a Theft of Essence proc in Dark Regen. The damage procs there would be better in your attacks.

    I don't like to skip CoD. It's +perception, and gives defense equivalent to weave for less end. Some folks are bothered by the stealth aspect of it, just make sure to hit the spawn first and taunt and it's not a problem.

    OG works fine on the base slot, a generic Accuracy IO or an acc/mez hami-o is sufficient. Death Shroud needs to be slotted better.

    Make sure to turn off kick in 'Totals' to get accurate recharge numbers. It's not going to be firing all that often, even if you're spamming the heck out of kick (don't do that). Incidentally, Thunder Strike is a nice spot for that proc if you can find a slot for it.

    Are you particularly tied to all those Pyre Mastery powers? Char is situationally useful, but I'd slot it a little better if you plan to use it. Personally I'm not a fan of Melt Armor, I don't feel like an occasional 10% resist debuff is really worth devoting all those slots to, but you may love it. *shrugs* I'd rather have that spiffy combat rez and spend the slots elsewhere. Fire Ball is a fantastic AoE attack, but it uses a pretty decent sized chunk of end, so be aware of that.

    Anyway, my thoughts at a glance, ymmv and all that.
  19. Siran,

    Using OG and CoF concurrently is a bit redundant. I'd choose one, and don't forget it needs accuracy to hit stuff (especially CoF).

    Anyway, here's another sample positional defense build. I considered dropping a single target attack to slot tough better.

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  20. Tyger,

    Healing Flames is not worth slotting for the resist, as it only resists toxic. I usually stick 5 doctored wounds in that power.

    No steadfast 3% IO?

    Obliterations are not a great choice for Fire Sword Circle or Blazing Aura, imho, as they have very little end redux.

    Accuracy looks a little low to me in several attacks, but if you don't fight uplevel baddies you should be fine.

    Melt Armor is a crummy power, in most cases (and especially solo) you're better off just using that cast time to throw another attack.
  21. EJI

    For Tina

    I'm going to post 3 different builds, so you can see the differences in emphasis. On all 3 I tried to keep them endurance friendly and with enough accuracy to cap to-hit vs. +3s. I also made an effort to keep them attainable.

    Council Farmer: Focus on S/L defense and recharge. This one may be a little tight with endurance. Incidentally, a PvP +def IO and a purple ATO set would get it to the cap. If you decide to run this and have trouble with endurance, try switching out the Obliterations in Fire Sword Circle first.

    Code:
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    Fire Cave Farmer: More focus on recharge, with a smattering of mostly incidental fire defense.

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    and a PvE build. A little less s/l defense and recharge, a lot more e/n defense, and 12 pts kb protection (vs. 4 pts in the others). I used a PvP +3% def on this build. You can pick one up on the cheap by bidding on the end/rech piece from that set, then burning some converters. Maybe 100-150m.

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    Hope that's helpful
  22. I thought this thread would have a song by Prince in it.
  23. newbabel-

    I took your latest build and tinkered a bit, gave up some recharge and got 45% s/l, 32.5% e/n, capped to hit vs. +3s (in everything but CoF with FA off), raised kb protection to 12 pts. I like to build e/n defense into DA toons to shore up the low energy resists. I left your powers as-is to not mess with concept, but some notes:

    As a previous poster has mentioned, not running Death Shroud is giving up significant AoE dmg. I'd maybe drop one of your mule powers and steal the slots from taunt to run it.
    I'd likely drop the other mule power for Soul Transfer. To me, it's worth losing a slice of recharge for better dmg and utility, but ymmv.
    OG works fine on the base slot, you're not really gaining anything but set bonuses by spending slots there.
    Cloak of Darkness grants +perception, so FA might not be as necessary as you think... however, it does grants to hit debuff resistance (very nice vs. Carnie dark servants and some incarnate baddies) and bumps the to hit on CoF to capped vs. +3s; I'd likely run that situationally.

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  24. Quote:
    Originally Posted by MightyLornac View Post
    while you are about getting knocked back more in melee anything that will KB you thru 4 pts of protection will kb you thru 8 pts as well. There are no powers in the game that have KB mags of 4-9.9 its under 4 or 10 or zomg what just hit me.

    Mag 4 will stop 90-95% of kb mag 8 stops exactly the same amount and mag 12 stops 99%
    Dead exploding ACUs (as in Lambda, etc) are an exception. I found I was getting ragdolled with just 4 pts, but 8 pts keeps me on my feet. If you're not in melee range when they blow up, it's not worth worrying about, though.