Harkness

Rookie
  • Posts

    292
  • Joined

  1. Quote:
    Originally Posted by BlackBellatrix View Post
    He was saying that 30% of Melee, Ranged -AND- AoE is better than 45 S/L, not 30 of one position.
    Doesn't this depend on which positions you need? For example, a blaster/defender that hovers above battles probably doesn't need to worry about Def(Melee).

    If we're assuming that 30% (Positional) > 45% S/L, then my hovering characters should be trying to hit 30% (Ranged, AoE) rather than 45% S/L.
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    I think this is a perfect time to throw my guide at someone. Please refer to my sig.

    It explains with hard numbers and statistical analysis what different % defense gives you.
    I love your guide and read it several times before looking at my current build. Thanks for putting it together.

    However, I don't see anything comparing S/L softcap to an equivalent level of Positional Defense, or whether there's the same percentage non-S/L mezzing attacks and non-mezzing attacks, which is what I'm asking about here.
  3. Quote:
    Originally Posted by Fleeting Whisper View Post
    45% def is roughly 4 times the protection of 30% def (45%: 5% chance to be hit by minions with standard attacks; 30%: 20% chance to be hit by minions with standard attacks). I don't have a statistic on how many critter powers contain Smashing_Attack or Lethal_Attack vectors compared to Ranged_Attack/Melee_Attack/AOE_Attack vectors, but at a guess I would put the former set at 70% and the latter set at 90%.

    Going off those numbers, 45% S/L defense protects you from ~66.5% of incoming damage/mezzes, while 30% R/M/A defense protects you from ~72% of incoming damage/mezzes. Those numbers are on average over time, based on the assumption (pulled out of my ***) of 70% of critter powers having S/L attack vector components vs. 90% having R/M/A attack vector components, and only approximate since I was only calculating hit chance for minions (lieutenants, bosses, elite bosses, and archvillains/heroes have progressively higher hit chances, but not absurdly so)

    Also, it's late and my mind is only half on the problem, so, it's possible that my calculations for the final incoming damage/mez are off.

    (My same calculations put 45% R/M/A def at protecting you from 85.5% of incoming damage/mez)
    I'm really confused by two things here:

    1. You've suggested that 30% Def(position) is better than 45% S/L Def. Everything I've been reading on these forums suggests that if you can't make 45% Def (position), you're better off going for 45% S/L Def.

    2. You're suggesting that the percentages of S/L mezzing attacks is the same as S/L non-mezzing attacks. Is that really the case?
  4. I understand that most attacks contain a S/L component, so going for the S/L softcap is desirable if you can't softcap the positional(s) that you want. However, I'm unclear on whether that advice depends on the AT involved, and whether or not most mezzes have a S/L component.

    For tankers, brutes, stalkers and scrappers, that's not really an issue since they have mez protection. A well-built Blaster can still maintain a full attack chain when mezzed.

    But Defenders, Corrupters, Controllers and MMs can't don't anything while mezzed. I understand that they'd still enjoy the 45% S/L Def, but are they trading damage protection for mez protection?

    How would 30% to all positions (for example) practically compare with 45% S/L once mezzing is taken into account?
  5. Quote:
    Originally Posted by Midnight_Frost View Post
    I don't have Mid's at work so I can't dig very deep into your build but I know I wouldn't slot Twilight Grasp that way, it needs accuracy. Even with having Focused Accuracy there's nothing worse (to me) than missing when you really need a heal.
    My last build had an Acc bonus of ~5% and a single Acc in TG, and it hit 95% of the time. My current build has an Acc bonus of 18% and no Acc IO in TG, and it still hits 90% of the time. Neither build had FA. This might be a "your mileage may vary" thing, but I rarely miss with TG.

    Additionally, the other buffs and debuffs that I provide tend to cut down the rate of team damage to the extent that I heal with my dark corr a lot less than even my rad def. It's a very rare day that I have a team-mate fall because my heal missed my target and they couldn't wait the 3 secs for the next heal to hit.

    The suggested build has an Acc bonus of 78% before considering FA, so I'm not worried about it.

    Quote:
    Originally Posted by Midnight_Frost View Post
    Also, I like having more slots in Tar Patch to have it up more often.
    In my current build, it comes up every ~50 seconds, which is enough for every other mob. In the suggested build, it comes up every 28 seconds, which seems pretty close to every mob. Another RecRed IO only brings this down to 25 seconds, so that feels like a poor use of the slot.
  6. My first toon was a dark/dark corr, so the AT has a soft spot in my heart. I've always loved the versatility, but it's always felt too squishy, and solo-ing even simple AVs can be hell even with a full tray of T3s.

    I want something tough and quick, with a focus on team-play. I'd love using the team-rez when half the team is down and I'm still standing (rather than being the first to pop a wakie). I'm quite prepared to work to a "dream build", so purple sets are fine.

    I don't - and won't - have a strict attack chain, but I included all of the powers from the primary and secondary that I'd want. I've tried playing the AT from hover/flight and CJ/SS perspectives, and the latter is vital for the quick position-switching for TT/NF.

    (I tried to make a Ranged Def build and couldn't hit the softcap, so that option seems weak anyway.)

    Below is my best effort: S/L softcap, perma-hasten. End is tight with all of the toggles running, but DN, FA and Tough are only needed for bosses and I can pop blues then.

    Opinions/advice are wanted.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Corruptor
    Primary Power Set: Dark Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Gloom
    • (A) Apocalypse - Chance of Damage(Negative)
    • (3) Apocalypse - Damage/Recharge
    • (3) Apocalypse - Accuracy/Damage/Recharge
    • (7) Apocalypse - Accuracy/Recharge
    • (9) Apocalypse - Damage/Endurance
    Level 1: Twilight Grasp
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (11) Numina's Convalescence - Heal/Endurance
    • (36) Numina's Convalescence - Endurance/Recharge
    • (40) Numina's Convalescence - Heal/Recharge
    • (42) Numina's Convalescence - Heal/Endurance/Recharge
    • (43) Numina's Convalescence - Heal
    Level 2: Dark Blast
    • (A) Siphon Insight - ToHit Debuff
    • (9) Siphon Insight - Accuracy/ToHit Debuff
    • (13) Siphon Insight - Accuracy/Recharge
    • (15) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (15) Siphon Insight - Accuracy/Endurance/Recharge
    • (21) Siphon Insight - Chance for +ToHit
    Level 4: Darkest Night
    • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (5) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (5) Dark Watcher's Despair - Chance for Recharge Slow
    • (7) Dark Watcher's Despair - Recharge/Endurance
    Level 6: Tar Patch
    • (A) Recharge Reduction IO
    Level 8: Tenebrous Tentacles
    • (A) Gravitational Anchor - Chance for Hold
    • (11) Gravitational Anchor - Immobilize/Endurance
    • (34) Gravitational Anchor - Immobilize/Recharge
    • (34) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (34) Gravitational Anchor - Accuracy/Recharge
    Level 10: Hurdle
    • (A) Jumping IO
    Level 12: Night Fall
    • (A) Ragnarok - Chance for Knockdown
    • (13) Ragnarok - Accuracy/Damage/Recharge
    • (37) Ragnarok - Accuracy/Recharge
    • (40) Ragnarok - Damage/Recharge
    • (40) Ragnarok - Damage/Endurance
    Level 14: Health
    • (A) Healing IO
    Level 16: Hasten
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (19) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    Level 22: Shadow Fall
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (23) Luck of the Gambler - Recharge Speed
    • (23) Luck of the Gambler - Defense/Endurance
    • (25) Luck of the Gambler - Defense/Endurance/Recharge
    Level 24: Fearsome Stare
    • (A) Glimpse of the Abyss - Chance of Damage(Psionic)
    • (25) Glimpse of the Abyss - Accuracy/Endurance
    • (29) Glimpse of the Abyss - Accuracy/Fear/Recharge
    • (33) Glimpse of the Abyss - Endurance/Fear
    • (33) Glimpse of the Abyss - Accuracy/Recharge
    Level 26: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense
    • (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (29) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 28: Petrifying Gaze
    • (A) Basilisk's Gaze - Chance for Recharge Slow
    • (31) Basilisk's Gaze - Recharge/Hold
    • (31) Basilisk's Gaze - Accuracy/Recharge
    • (31) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 30: Howling Twilight
    • (A) Absolute Amazement - Endurance/Stun
    • (36) Absolute Amazement - Stun/Recharge
    • (37) Absolute Amazement - Accuracy/Stun/Recharge
    • (43) Absolute Amazement - Accuracy/Recharge
    • (46) Absolute Amazement - Chance for ToHit Debuff
    Level 32: Boxing
    • (A) Kinetic Combat - Knockdown Bonus
    • (33) Kinetic Combat - Accuracy/Damage
    • (37) Kinetic Combat - Damage/Endurance
    • (43) Kinetic Combat - Damage/Recharge
    Level 35: Tough
    • (A) Aegis - Resistance/Endurance
    • (36) Aegis - Resistance/Endurance/Recharge
    Level 38: Dark Servant
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (39) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (39) Dark Watcher's Despair - Chance for Recharge Slow
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense
    Level 44: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    Level 47: Web Cocoon
    • (A) Unbreakable Constraint - Chance for Smashing Damage
    • (48) Unbreakable Constraint - Hold/Recharge
    • (48) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (48) Unbreakable Constraint - Endurance/Hold
    • (50) Unbreakable Constraint - Accuracy/Recharge
    Level 49: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Luck of the Gambler - Defense/Endurance
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Scourge
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 11.8% Defense(Smashing)
    • 11.8% Defense(Lethal)
    • 7.69% Defense(Fire)
    • 7.69% Defense(Cold)
    • 11.8% Defense(Energy)
    • 11.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 16.8% Defense(Ranged)
    • 12.4% Defense(AoE)
    • 78% Enhancement(Accuracy)
    • 2.75% Enhancement(Terrorized)
    • 6% Enhancement(Heal)
    • 103.8% Enhancement(RechargeTime)
    • 14% FlySpeed
    • 176.7 HP (16.5%) HitPoints
    • 14% JumpHeight
    • 14% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 2.75%
    • 25.5% (0.43 End/sec) Recovery
    • 68% (3.04 HP/sec) Regeneration
    • 10.1% Resistance(Fire)
    • 10.1% Resistance(Cold)
    • 19% RunSpeed
    • 2% XPDebtProtection




  7. Quote:
    Originally Posted by Hatred666 View Post
    Unlike the OP, I use SS+CJ with my Fire/Fire. Here's my build. I focused on recharge and recovery. Most sets that provide high recharge also provide accuracy, so that wasn't a concern for me.
    I'm confused by this build. What's your play-style? With the Auras and AoEs, your damage is coming from you being in melee range, attracting every last piece of aggro the tank doesn't have, but you have almost no def and no way to handle mezzing.

    If you're hopping about and not just standing in the middle of things, I don't understand why you took 2 auras, combustion and FSC, but ignored Fire Breath.

    I'd also guess that your end runs very tight?
  8. Quote:
    Originally Posted by Obitus View Post
    In other words, I don't think it's cost effective to chase after IO damage bonuses. You will often end with a few incidental +damage bonuses in the pursuit of other goals (+recharge, +DEF, +end/recovery, whatever), which only lessens the comparative gain for a build who pursues +damage as an end in itself.
    This is exactly why I posted the build before buying the IOs

    Quote:
    Originally Posted by Obitus View Post
    It's not that I hate Combustion, though it does have a rather long activation time. It's just that I don't believe there's much practical benefit in having so many AoE powers; after a certain point, you can have a near-continuous AoE attack chain with three or so. Most minion-centric spawns will die in the first three-AoE salvo anyway, and those spawns that aren't dead by that point can usually wait an extra second or two for your powers to recharge.
    I'm currently playing with a build without Hasten or IO sets, so even the four AoEs fail to make a perfectly-smooth chain.

    I think I need to respec into a couple of "trying things out" builds before trying to finalise a build and buying everything for it...

    Quote:
    Originally Posted by Obitus View Post
    Personally, I like to mix it up, and with a little practice (and maybe a range enhancement in Fire Breath), it's surprisingly easy to jump away from a spawn which has gathered around you, queue Fire Breath just before you land, and hit the whole group with it. Then you can either toss Fire Ball from range before you rush in to FSC again, or (and especially if Ball is still recharging) you can run back into the center of the mob to Ball + FSC. Ball is certainly your most flexible AoE power.
    I have a dark/dark corr that pretty much lives like this, leaping one side to hit with the wide-shallow TT, then leaping to the long, narrrow Night Fall, then jump into the fray to heal the melee team, etc.

    I can play like that, but part of the sheer joy of playing a Fire/Fire Blaster for me is being able to fly over mobs tossing down wave after wave of pure flaming hell. It's a different style of play. If I was leaping about, I think I'd rather play my DD corr.

    That said, it's still good to know where my play-style might be inefficient. I'm fine with losing some uber-ness to boost my fun.

    Quote:
    Originally Posted by Obitus View Post
    Hover is great to have, very nearly essential in my book for a Blaster, but I'm also of the school that believes a Blaster with melee-ranged AoEs should be equipped to jump/run to and fro as the situation dictates.
    So you'd slot both CJ and Hover? Do you handle the increased damage with a DEF build?
  9. Quote:
    Originally Posted by Umbral View Post
    You're not even achieving all that impressive a level of DPS (thanks to a lack of a real attack string) or survivability (thanks to low mitigation and electing out of Reconstruction).
    I'm coming off an awkward MG>SP>Smite>SP buzzsaw build. The attack string I had in mind was MG>Smite>SP>Smite, which has a better DPS on paper than MG>Smite>Siphon>Smite, but it might not play smoother. Siphon also has a high DPE cost, which is why I disliked it when I used it in earlier levels and never bothered with it again. At 50, end isn't an issue, so the added-heal totally swings the argument.

    I really need to try out Reconstruction, since I've obviously not taken advantage of it in the past, and I hadn't properly considered getting MoG down to a once-every-few-mobs. I need to play with both of those.

    Thanks for your build. I'm not sure I want to trade ~10% Def for the tighter endurance (I hate DC) and the loss of Regen, but I can see that choice coming down to playstyle (and not necessarily what's "better"). Is your build intended to be out-and-out Def for a DM/Regen?
  10. I never use(d) Reconstruction. I usually plow into a fight, hit Dull Pain during the initial surge of damage, and I'll use IH if things still seem dangerous after that.

    I kept Reconstruction in my tray through several respecs, but I never used it.

    I do see the point of using it here - with only a few slots, it's almost 700hp every 20 seconds - but I'm not sure what I'd get rid of to make room for it.
  11. This is a recharge-focused dream build, with perma-hasten and perma-DP. Soul Drain is one second off of perma (so essentially perma in play). IH is up half of the time.

    I'd love opinions in case I missed something obvious. Thanks!


    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    ------------
    Level 1: Shadow Punch
    (A) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    (3) Mako's Bite - Damage/Recharge
    (3) Mako's Bite - Accuracy/Damage
    (5) Mako's Bite - Chance of Damage(Lethal)
    (5) Touch of Death - Chance of Damage(Negative)
    (7) Cloud Senses - Chance for Negative Energy Damage


    Level 1: Fast Healing
    (A) Doctored Wounds - Heal/Endurance/Recharge
    (40) Doctored Wounds - Heal/Endurance
    (42) Doctored Wounds - Heal/Recharge
    (42) Numina's Convalescence - Heal
    (43) Doctored Wounds - Heal
    (43) Numina's Convalescence - +Regeneration/+Recovery


    Level 2: Smite
    (A) Mako's Bite - Damage/Recharge
    (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    (9) Mako's Bite - Chance of Damage(Lethal)
    (9) Crushing Impact - Damage/Recharge
    (11) Crushing Impact - Accuracy/Damage/Recharge
    (11) Cloud Senses - Chance for Negative Energy Damage


    Level 4: Quick Recovery
    (A) Performance Shifter - Chance for +End
    (17) Performance Shifter - EndMod
    (39) Performance Shifter - EndMod/Recharge


    Level 6: Hasten
    (A) Recharge Reduction IO
    (19) Recharge Reduction IO
    (21) Recharge Reduction IO
    (21) Recharge Reduction IO
    (23) Recharge Reduction IO
    (42) Recharge Reduction IO


    Level 8: Boxing
    (A) Absolute Amazement - Stun/Recharge
    (13) Absolute Amazement - Accuracy/Stun/Recharge
    (13) Absolute Amazement - Accuracy/Recharge
    (15) Absolute Amazement - Chance for ToHit Debuff
    (15) Absolute Amazement - Endurance/Stun


    Level 10: Dull Pain
    (A) Doctored Wounds - Endurance/Recharge
    (25) Doctored Wounds - Heal/Recharge
    (25) Doctored Wounds - Heal/Endurance/Recharge
    (31) Doctored Wounds - Heal/Endurance
    (31) Doctored Wounds - Heal


    Level 12: Hurdle
    (A) Jumping IO


    Level 14: Tough
    (A) Steadfast Protection - Resistance/+Def 3%
    (17) Steadfast Protection - Resistance/Endurance


    Level 16: Integration
    (A) Doctored Wounds - Heal
    (19) Doctored Wounds - Heal/Endurance/Recharge
    (37) Doctored Wounds - Heal/Endurance
    (37) Doctored Wounds - Endurance/Recharge
    (37) Doctored Wounds - Heal/Recharge


    Level 18: Health
    (A) Doctored Wounds - Heal/Endurance
    (39) Doctored Wounds - Heal
    (43) Doctored Wounds - Endurance/Recharge
    (46) Doctored Wounds - Heal/Recharge
    (46) Doctored Wounds - Heal/Endurance/Recharge


    Level 20: Super Speed
    (A) Celerity - +Stealth


    Level 22: Weave
    (A) Luck of the Gambler - Recharge Speed
    (23) Luck of the Gambler - Defense/Endurance
    (39) Luck of the Gambler - Defense/Endurance/Recharge


    Level 24: Stamina
    (A) Performance Shifter - Chance for +End
    (36) Performance Shifter - EndMod
    (50) Performance Shifter - EndMod/Recharge


    Level 26: Soul Drain
    (A) Armageddon - Damage/Recharge
    (27) Armageddon - Chance for Fire Damage
    (27) Armageddon - Accuracy/Damage/Recharge
    (29) Armageddon - Accuracy/Recharge
    (29) Armageddon - Damage/Endurance
    (40) Eradication - Chance for Energy Damage


    Level 28: Instant Healing
    (A) Doctored Wounds - Recharge
    (34) Doctored Wounds - Heal/Endurance
    (34) Doctored Wounds - Endurance/Recharge
    (36) Doctored Wounds - Heal/Recharge
    (36) Doctored Wounds - Heal/Endurance/Recharge


    Level 30: Combat Jumping
    (A) Luck of the Gambler - Recharge Speed
    (31) Luck of the Gambler - Defense


    Level 32: Midnight Grasp
    (A) Hecatomb - Damage/Recharge
    (33) Hecatomb - Damage/Endurance
    (33) Hecatomb - Accuracy/Damage/Recharge
    (33) Hecatomb - Accuracy/Recharge
    (34) Hecatomb - Chance of Damage(Negative)
    (40) Mako's Bite - Damage/Recharge


    Level 35: Revive
    (A) Recharge Reduction IO


    Level 38: Moment of Glory
    (A) Luck of the Gambler - Recharge Speed


    Level 41: Super Jump
    (A) Jumping IO


    Level 44: Web Grenade
    (A) Gravitational Anchor - Immobilize/Recharge
    (45) Gravitational Anchor - Accuracy/Immobilize/Recharge
    (45) Gravitational Anchor - Accuracy/Recharge
    (45) Gravitational Anchor - Chance for Hold
    (46) Gravitational Anchor - Immobilize/Endurance


    Level 47: Shuriken
    (A) Apocalypse - Damage/Endurance
    (48) Apocalypse - Damage/Recharge
    (48) Apocalypse - Accuracy/Damage/Recharge
    (48) Apocalypse - Chance of Damage(Negative)
    (50) Apocalypse - Accuracy/Recharge


    Level 49: Targeting Drone
    (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    (50) Endurance Reduction IO


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Empty


    Level 1: Critical Hit



    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1412;686;1372;HEX;|
    |78DAA594CD56525114C7CFE54340405014FC42455440E2AAB 3D45A0DA2B20425BF9|
    |A54AC2B1D95745D08682D9DF5008D6AD0A807E8115ABD50A3 1EA009EDBDFF47D66A|
    |35EC2EFDFFEED9E7BFCFDEE7DC7BA95E97234A7D78A0AC918 7574EB75B3F6C749C7|
    |65B7782D5F73DA7D76CB9B11D7DA55D6761C7E95CBABADB0D 28A5A66E5DF52A4D6A|
    |BB4C73B84D0F66CAFA4CBB5D6D1FE873EDEA8EAC35FAD4BDD 01DEDF6ECDB9BE15AA|
    |B75651FB6B57E1395DBC7CDF38B5ED33D8F98518F6B6250D1 4E9B66128FDACD86FD|
    |82062DB75E75BA3DDDB999A4A60AF4FF8EBB93ABEF576F091 BCA73019C097C97409|
    |D9053433F3D4AA55599B32C93B567B121B72B28548163C1EA 3E7022E8044C126559|
    |28328492412E9256C153190D3700D47A4C595ED4F278BF787 826FE49B0F259B0480|
    |6BF69C65F94D43160FC2F248102605116F6DEF7057665A148 05A80A46F6813DC113|
    |F28650C417AAC87626B1D549EC7F0EFB9FC38E87C81E865D8 5F352D04BA12842563|
    |465F1D6E249C10ECDC4CCDA31E48F61D1252CBA84824B2818 20FBA8B18FC2B062CE|
    |19BE127C25AC91257BC2B49208C9667C149A30473A3121AE6 41C0B25044132A48C2|
    |18533CFE2CC3770E6D764989287D9F74F6D4A68FA3EB02598 DD06EE0972BFE4513E|
    |A3AC1973E63335A994C10632E83C8BCEB3E83C49F6B439B13 4DA9C1B17DCD0CCBC7|
    |993E67352626115C8030541A688F278D976296B11596A116F 418542CB26B48C1229|
    |0AE54D288F47D7F72A55347D179FCB92770E8043E058503A1 2583EA56C63B7D725B|
    |456026C600367B926F84DBF27EB669BEBDF309391BAB3BEC1 C7497F74A9CA3F919A|
    |6FF051294B22F3BEC1C7F95FD7F7C86DADD0C130E9114B8DE 584E525CB2B96D72C0|
    |ECB294B83A5FF63901DBBCB0D6DB26CB16CB37C6453204C12 6689B044594658622C|
    |7196044B92659AE52B4BFF0FB5D4F624|
    |-------------------------------------------------------------------|
  12. Harkness

    DM/Regen

    While I agree the general notion of "play what you enjoy, not what everyone else says you should play", I've found it a lot less enjoyable to unwittingly push ATs into what they're bad at than what they're good at. If you know you're making an odd build, enjoy it, but if it plays funky, that's why.

    The Fighting Pool debate is similar. I've leveled my DM/Regen to 50 without the Fighting pool, but felt a dramatic difference once I respecced into it. A large part of that might be my suicidal-tendencies with my Regen, but Tough and Weave have saved my **** more times than Instant Healing and MoG together.

    Like pretty much everyone else that's commented here, I found that I needed Dark Consumption or Stamina, but not both. I disliked DC. I spent far too much time worrying about my end when I wanted to be worried about my DPS. Stamina lets me never worry about it. I can run Tough and Weave, and still have the slack to keep up Super Speed outside of AV fights. You might call that excessive though
  13. Agreeing with the general suggestion of Aim/BU -> EMP with CC running.

    I find the Blast-nuke on Rad Defs to be debatable. In a team, my debuffs are usually more potent than my nuke (and so stopping them is silly), and the end/recovery hit is painful when I'm playing solo.

    I like the Leadership set for Rad Defs, and usually pick up Vengeance. Fallout is fun, but Veng is much stronger.
  14. Quote:
    Originally Posted by Obitus View Post
    As for the global damage -- well, let's just say it's not that important, relatively speaking. Every time you click Aim and/or Build Up, every time you build up your Defiance bonus, you're diminishing the relative benefit you derive from your global IO damage bonuses, because all of the above modify base damage, and any Blaster is well above his base damage scalar to begin with.

    100% base damage + 95% ED-compliant slotting + 40%ish from Defiance = 235% of base damage. So your uber-on-paper 33% bonus shrinks, in an absolute sense, to a ~14% buff -- and roughly a third of that is from Assault.
    This was the bit that concerned me the most about this build: Will a focus on damage bonuses actually yield noticeable results? Assault seems obvious, even if the bonus is effectively 5% instead of 10%. But am I better-off slotting for global Recharge Red IO bonuses than Damage? Or is the damage bonus so ineffective that I'm better off just slotting for the def(ranged) soft-cap?

    I'm not sure why the Combustion-hate on these boards. I find it easier to position for both FSC and Combustion than keeping moving about as I switch between FSC and Fire Breath. What am I missing there?
  15. I've looked at the threads about def soft-capping, and I know I can go that way, but I'm pretty much tied to a max of +10% damage. I have my tank. I'd rather play this omg-damage even if that means being a glass canon.

    The focus is AoE, but not AE. The newer TFs have all been AoE-heavy, and they call for a snipe (so it's a bit of a vanity choice, but it has a use). When the ceiling-height doesn't allow for the Combustion approach, I'm substituting Fire Breath. RoF is dependent upon Control which is why I mentioned it; otherwise, I usually skip it or use it as a soft control.

    I don't enjoy the CJ-SS approach for Blasters. I get a lot out of where and how I position myself when using Hover.

    The DPA of Fire Blast (50.73) is weaker than Flares (63.19).

    I think I maxed out the +3% and +2.5% damage IO set bonuses, which made room for a lot of that ranged def, but I'll double-check that and improve the Aim/BU slotting.
  16. I'm looking for advice on my fire/fire/fire blaster.

    My play-style is to fire off RoF once the control is off, then hover over a mob's head, running a chain of Combustion, Fire Ball, FSC, with single-shots in there to keep Defiance high.

    It's designed for damage output in team-play, with IO set bonuses focused on damage and speed with a little ranged defense. Still, I expect it to be a glass canon, and hence the self-rez.

    I'm not sure if there's something obvious that I'm missing though, and would appreciate feedback.

    Thanks!


    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Flame Mastery

    Hero Profile:
    ------------
    Level 1: Flares
    (A) Thunderstrike - Damage/Endurance/Recharge
    (42) Thunderstrike - Accuracy/Damage/Endurance
    (43) Thunderstrike - Damage/Endurance
    (45) Thunderstrike - Accuracy/Damage
    (45) Thunderstrike - Damage/Recharge
    (46) Thunderstrike - Accuracy/Damage/Recharge


    Level 1: Ring of Fire
    (A) Thunderstrike - Damage/Endurance/Recharge
    (19) Thunderstrike - Accuracy/Damage/Endurance
    (21) Thunderstrike - Accuracy/Damage/Recharge


    Level 2: Fire Ball
    (A) Positron's Blast - Accuracy/Damage
    (3) Positron's Blast - Accuracy/Damage/Endurance
    (3) Positron's Blast - Damage/Recharge
    (5) Positron's Blast - Damage/Range
    (5) Positron's Blast - Damage/Endurance


    Level 4: Combustion
    (A) Obliteration - Damage
    (33) Obliteration - Accuracy/Recharge
    (33) Obliteration - Damage/Recharge
    (39) Obliteration - Accuracy/Damage/Recharge
    (42) Obliteration - Accuracy/Damage/Endurance/Recharge


    Level 6: Rain of Fire
    (A) Positron's Blast - Accuracy/Damage
    (7) Positron's Blast - Damage/Recharge
    (7) Positron's Blast - Accuracy/Damage/Endurance
    (11) Positron's Blast - Damage/Endurance
    (11) Positron's Blast - Damage/Range


    Level 8: Hasten
    (A) Recharge Reduction IO
    (9) Recharge Reduction IO
    (9) Recharge Reduction IO


    Level 10: Swift
    (A) Flight Speed IO


    Level 12: Hover
    (A) Luck of the Gambler - Recharge Speed
    (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    (15) Blessing of the Zephyr - Knockback Reduction (4 points)
    (17) Luck of the Gambler - Defense/Endurance


    Level 14: Fly
    (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance


    Level 16: Health
    (A) Numina's Convalescence - +Regeneration/+Recovery
    (17) Healing IO
    (19) Numina's Convalescence - Heal


    Level 18: Blaze
    (A) Thunderstrike - Accuracy/Damage/Endurance
    (34) Thunderstrike - Damage/Endurance/Recharge
    (36) Thunderstrike - Accuracy/Damage
    (46) Thunderstrike - Damage/Endurance
    (48) Thunderstrike - Damage/Recharge
    (48) Thunderstrike - Accuracy/Damage/Recharge


    Level 20: Stamina
    (A) Performance Shifter - Chance for +End
    (21) Performance Shifter - EndMod/Accuracy/Recharge
    (34) Performance Shifter - EndMod
    (36) Performance Shifter - EndMod/Accuracy
    (46) Performance Shifter - EndMod/Recharge


    Level 22: Fire Breath
    (A) Positron's Blast - Accuracy/Damage/Endurance
    (23) Positron's Blast - Accuracy/Damage
    (23) Positron's Blast - Damage/Endurance
    (31) Positron's Blast - Damage/Recharge
    (37) Positron's Blast - Damage/Range


    Level 24: Fire Sword Circle
    (A) Obliteration - Accuracy/Recharge
    (25) Obliteration - Damage/Recharge
    (25) Obliteration - Accuracy/Damage/Recharge
    (31) Obliteration - Accuracy/Damage/Endurance/Recharge
    (33) Obliteration - Damage


    Level 26: Build Up
    (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    (29) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    (29) Gaussian's Synchronized Fire-Control - To Hit Buff
    (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


    Level 28: Consume
    (A) Efficacy Adaptor - EndMod/Recharge
    (34) Efficacy Adaptor - EndMod
    (40) Efficacy Adaptor - EndMod/Accuracy/Recharge
    (40) Efficacy Adaptor - Accuracy/Recharge
    (43) Efficacy Adaptor - EndMod/Accuracy
    (43) Efficacy Adaptor - EndMod/Endurance


    Level 30: Aim
    (A) Recharge Reduction IO


    Level 32: Inferno
    (A) Obliteration - Accuracy/Recharge
    (37) Obliteration - Damage/Recharge
    (39) Obliteration - Damage
    (40) Obliteration - Accuracy/Damage/Endurance/Recharge
    (48) Obliteration - Accuracy/Damage/Recharge


    Level 35: Blazing Bolt
    (A) Sting of the Manticore - Accuracy/Damage
    (36) Sting of the Manticore - Damage/Endurance
    (37) Sting of the Manticore - Accuracy/Interrupt/Range
    (50) Sting of the Manticore - Damage/Interrupt/Recharge
    (50) Sting of the Manticore - Damage/Endurance/Recharge


    Level 38: Maneuvers
    (A) Luck of the Gambler - Recharge Speed
    (39) Luck of the Gambler - Defense/Endurance


    Level 41: Char
    (A) Lockdown - Accuracy/Endurance/Recharge/Hold
    (42) Lockdown - Accuracy/Recharge


    Level 44: Fire Shield
    (A) Steadfast Protection - Resistance/+Def 3%
    (45) Steadfast Protection - Resistance/Endurance


    Level 47: Rise of the Phoenix
    (A) Recharge Reduction IO


    Level 49: Assault
    (A) Endurance Reduction IO
    (50) Endurance Reduction IO


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Recharge Reduction IO


    Level 1: Defiance



    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1416;699;1398;HEX;|
    |78DAA593594F135114C7EF9496D28DB62C655FCABE1678737 9D0B059134808284F2|
    |A196102136BDBB48301E3831F0077A34FB8C5057C758BF143 B8BDA99FC3C4B88CE7|
    |9CFF2DC6F8E8A4FDFF66EEFDDF7BCE9C7367766332ACD4C54 3CA884C64CC6271699|
    |CD4B10A15B3EB8EE9D8B96C346D65EC5CB13D6D16CE64AD62 D1AF946AD0A6A57933|
    |BB6AADA4A6ED828585C9D2CCC27A3E9F2B38989A35B3767E3 D23FBC58F66D7AC829|
    |57552A59BE05C2E97492DE42D6B252CB7D3B6C3914278C8D8 AB6B4E54EE672C73C5|
    |2A14D7EC7CD554DE5EA639F32CEFCE1137EB29B17EFA1F56A 5CBF5A9078431D57F5|
    |F30704730B40DDC150CDF139CFBB3CAA3575561550D0CE3A4 060C5EE3990C795E01|
    |2F04DE97C073C1066999B6977DF7F050FB0FE0A7A0E797A0D F154C90D1A7ED3EEC5|
    |E8E6DCB1124886D8308D2415DF0EB6CFD833254F1177C341B 90745D15E894A1000D|
    |8530E40DD51A3C14FE2CC1C39F04955F04B198CC85C81E410 823A20DB0FB69268A8|
    |D3CD14531C7BA50B1E3F2344D0F71DD81388A9844493B51FA 613462041D1841812B|
    |68DB6A9D5FF56D8954735390BC2EE8BC2518BE21982463ADA E582D6A9440E112285|
    |52BEAD7858A6D92D6697B1D1A518F46D4A311AD68443B7A75 9E4FB97E85865D196A|
    |7C043C16343F011E62F18EE002F99BE494B8BEA64BC87D4BD 07B19B82218B80A5C1|
    |34C91BF05B1540BDA97266DD3D9B621DB2E7D6C905F2FB21D 41EE47C8D8A1ED1D6F|
    |51E97778FBF782B10FC047419C2ADD8D4A1BDD38093D68FA0 E1DD93EDDF4BE6F38A|
    |05F05BB3433A8D70CD6199CF15042F09466523AFD14D2AFA2 00A3DA3C9A4468A0D9|
    |BBF799D18F2E35F3CFC89C77EF4B5306364C7A4B5F9FFB5FD 7EB702958603E487A8|
    |C658E6591E504CB4996532C26CB69966516F7CDDEEAE83E4E 683FCB0196832C5B6C|
    |F28748422C6196084B254B9425C652CD92606964D966717F0 3D773129F|
    |-------------------------------------------------------------------|
  17. FF might find an AE team easier. Even newbies will notice the blue bubbles and thank you for them. Bubblers seem to have a lot of fun with it.

    NRG seems to be the solo-ers favourite, but teams can whine about the KB.

    The benefits of Sonic are less visually-obvious (so missed by some), but the team will notice the res debuff in action by the way their enemies fall down after just a few hits.

    I'd usually prefer a sonic as a team-mate.

    A sonic/sonic is repeating the same debuff, and that kind of specialisation has always led to harder times soloing for me.

    The sonic/sonics I've played with haven't seemed to debuff the teams any more than the sonic/others. YMMV though.

    The sonic/sonic should be quicker to cut through mobs than the FF/NRG, but I see it face-planting a lot more.

    Both could be tremendous fun as concepts