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Posts
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Joined
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Quote:Yes, but I think porting Melee sets over wouldn't help at all unless you're pushing for more blappers.Anyone else feel there arnt enough secondaries for Blasters?
I'd like to see more sets with soft controls, but more dynamic and team-based than Devices seems to be. -
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Quote:With 45% Def, you're getting hit by even-cons 5% of the time.The current build I've made is just over 41% def. [...] is getting that extra 4% really worth it?
With 41% Def, you're getting hit by even-cons 9% of the time.
Given that you've made the effort to get to 41%, I'd get the additional 4% to essentially-halve those incoming attacks. -
A quick glance tells me that you're probably new to IO set builds?
Do you tend to play in teams or solo? What weaknesses do you currently find you have? What would you like to prioritise (quicker attacks, a defense softcap, etc.)? What's your typical play-style (i.e. where do you stand and what attacks do you use)?
ETA: Oh, and what's your budget like? Do you want to pay for LotGs and purple attack sets? -
Your DataLink doesn't seem to work. Could you paste the DataChunk as well?
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Quote:De/buffs are not attacks. You currently have three regular attacks (two of which are AoE, and one of those is a low DPS immob) and a snipe.Okay, I can see your point but like I said I only use moonbeam for pulling mobs. I don't use it in fights. I already have 10 attacks and only 8 fingers (I don't use my thumbs). There are only 10 slots to a tray anyway. I can't put any more attacks in tray 1 which is where all of my attack powers are. Actually, I'd have to look but I think it's really 11 and there's already one power that I'm not using. Maybe I do have room for leadership then I just need to decide on 4 powers that I can do without.
If you're using the first tray as your "attack tray", I'd expect it to have Dark Blast, Gloom, TT, NF, Transfusion, SP, SS, Transference, Fulcrum Shift, and something else.
IR is a movement power, that's all, so it doesn't need to be in your "attack tray". SB and ID don't interact directly with enemies, so they don't need to be there.
Kinetics is a very clicky powerset. It keeps you very busy in that sense, and I can't think of another powerset that plays out feeling quite so... clicky.
If you're a mouse player, then using all 3 trays at once shouldn't be a problem.
If you're a keyboard player (which I am), then I'd advise you to bind your team-mates 1-8 to the numberpad keys 1-8, and then bind SB to 0 and ID to ALT+0, or another neighboring key.
For my kins, I also bind Transfusion and Transference onto the numberpad for being able to quickly boost team-mates off of their own target. I also bind in Read Fortune, and use numpad 9 to switch between my team-mate's living pets, if I have the time to SB and ID them too.
If you suffer from a physical disability (as many CoX players do), then you might find Kinetics a particularly challenging set to manage. In which case, do whatever you can
ETA: I'm sorry if any of this sounds harsh or like there's people "telling you how to play your character". I truly believe that you'll find a use for Dark Blast and that it's an important source of your DPS. However, at the end of the day, play whatever feels fun to you. -
Quote:By the time I've slotted Scorp Shield, Weave, and CJ (and put the Steadfast +3% Def in Tough), I usually don't need much to make up the gap.What are good sets to increase your S/L? I am finding them much rarer than the ranged def bonuses.
MIDs has a Set Bonus Finder that gives works pretty well, but a few sets I find handy to bear in mind:
Enfeebled Operation (immob) - 6-slotted - 4.06% S/L Def
Kinetic Combat (Melee ST) - 4-slotted - 3.75% S/L Def
Rectified Reticle (to-hit buff) - 2-slotted - 1.88% S/L Def
(EO is one that MIDs doesn't report on "conveniently", because you're actually getting two smaller S/L bonuses in there instead of just one large one).
If you plan on using Tough (rather than just having it as a set mule), then the Reactive Armor set is the way to go, but its 1.25% S/L Def isn't really worth the four spots if you don't intend on actually using Tough.
I'd vote against slotting Brawl, but mostly because I don't think you'll need to. -
Quote:Everything that's being said about Devices supports my initial impression: Nifty, but awkward on teams.Another option for devices is to out-Leroy the rest of the team. Move ahead of them and plant your mines in a good spot so they get used.
To the OP, I have a dp/nrg on test that is fun, but I only have 3 powers from it. The first kb attack, build up and boost range. Power thrust is nice if someone gets close, build up is build up, and boost range is nice for all attacks, but especially for the cone and executioners shot. Boost range also makes piercing rounds more like a snipe.
Without the melee attacks energy is definitely all about supporting the primary. Leaves lots of room for primary attacks and pool powers though.
I also have a dp/mm, but haven't played him very much. It didn't click for me as well as energy did. However, it seems like it should be a good combo.
I like the tools and tricks devices gives and miss them on my /energy, but at the same time build up and boost range are very nice. I may have to make one of each.
I've had enough bad experiences with people not waiting on the tank, and on the flipside, enough bad experiences with tanks yelling at anyone that doesn't stand exactly where they want, that Devices feels like a bit of headache. Perhaps Reside, where pulling still seems to happen, but in modern-day Blueside, it seems like a lot of effort to work around your team.
(Although an Arch/Dev might be a lot of fun if I'm prepared to do that much running around the team or spend most of my time solo.)
DP/NRG really seems to be winning out for me. It's just a pity the self-buffs cause redraw. -
Quote:I meant that I was discounting the nuke as a PBAoE, not as a power (that I haven't even touched yet!Hmm, I wouldn't be so quick to disregard HoB. As of now, it pales in comparison to RoA, but I'm fairly certain that there will be changes in the near future.
For now, though, it is still a crashless nuke on a 2 minute timer dealing fairly good damage (not compared to RoA, but still).).
Nukes usually fall outside of the regular combat routine of my characters so apart from the few seconds when I might jump in for the nuke, there's no need for me to stay in Melee range.
Although I'll add a general "hurrah" for another crashless nuke in the game -
Quote:With 45% S/L Def, you will be getting mezzed a lot less than you currently are. 45% is the magic "softcap" number.Thanks guys, I'll probably do a hybrid of the advice both of you gave. I guess I wasn't clear enough but the biggest problem with the build as it is now is Mez. I know I can't get alot of protection from Mez directly but someone told me I should work on defense and that would help with everything. I try to load up on break frees all the time anyways but it would be nice if I didn't need to use them as much. I use stealth all the time and invis is for ghosting missions. I do alot of SFs. I like the idea of slotting sprint for stealth as well. I see no reason to slot brawl because I quit using it on all of my toons by level 25 anyway. I forgot to put them in my mids but I just have 1 run SO in sprint and 1 recharge SO in rest right now. As far as taking dark blast over moonbeam I don't like that idea. I use moonbeam for pulling mobs and I already have more attacks than fingers so I see no need to add another attack that I probably won't use anyway. I normally take leadership for all of my ranged toons but I like too many of the powers in this AT so I really couldn't find any room for it.
I can explain that further, but there's many threads on it already.
The fundamental reason that we're advising you to take Dark Blast over Moonbeam is killing one hard enemy, like Arch-Villains on SFs. In those cases, you want to be firing off Dark Blast, Gloom and your Kinetics de/buffs. You can't afford to take 4 seconds out to cast Moonbeam, and none of your other attacks are dishing out as much damage as quickly as those two are. They are your highest Single Target DPS attacks.
Also, since they're both so quick, they don't get in the way of a quickly-needed Transfusion or Transference.
You might only use it on AV fights, but it will make a huge difference to your DPS.
And, personally, I always love to pull with Siphon Speed on a Kin. It brings me joy -
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Quote:I'm leaning away from Mental because I'm currently leveling one, and because I dislike the redraw aspect. A Spirit of a Dead Cop could be an easy vigilante concept for that combination thoughThose who I teamed with.../Mental, /EM was considered good. /DEV they all thought it was lacking (this is just people I've teamed with in beta's opinions...so other can and will disagree).
I enjoyed /Mental.
Agreed on the secondaries with a build up being good.
/EM as in Elec or Energy? I seriously pondering the Energy Secondary to serve mostly as a buff for the DP Primary... Do the Energy Manip buffs invoke or avoid redraw? -
I didn't actually enjoy my Stone/FM Tanker until the Gift of the Ancients sets came out and I could move around in Granite without desperately looking for the nearest kin.
(I know some people don't mind Granite's natural movement speed, but I do)
Hence my build is based around getting Granite to softcap against all Typed except Psi, and SL Res is hard-capped. (I can switch to almost-softcapped psi and 35% Def to most of the other Types.) And then priorities were movement speed, Endurance and Recharge Reduction.
(The build is based on several other "speed" builds.)
The damage is accordingly a lot less than yours. However, I find it a lot more fun to play, and haven't run into much that I can't beat solo. In a team, the point of my AT is get and keep the aggro (rather than try to out-damage the scrappers and blasters), and I find that easy as pie with this build.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Aconite Harkness: Level 50 Mutation Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Rock Armor- (A) Luck of the Gambler - Recharge Speed
- (3) Gift of the Ancients - Run Speed +7.5%
- (A) Mako's Bite - Damage/Endurance
- (5) Mako's Bite - Damage/Recharge
- (5) Mako's Bite - Accuracy/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Damage
- (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (39) Mako's Bite - Chance of Damage(Lethal)
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Recharge
- (23) Doctored Wounds - Heal
- (36) Doctored Wounds - Heal/Recharge
- (45) Doctored Wounds - Heal/Endurance/Recharge
- (A) Obliteration - Chance for Smashing Damage
- (11) Obliteration - Damage
- (11) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Run Speed IO
- (7) Run Speed IO
- (7) Run Speed IO
- (A) Numina's Convalescence - Heal/Endurance
- (9) Numina's Convalescence - Heal/Endurance/Recharge
- (9) Numina's Convalescence - Endurance/Recharge
- (13) Numina's Convalescence - Heal/Recharge
- (17) Numina's Convalescence - Heal
- (46) Numina's Convalescence - +Regeneration/+Recovery
- (A) Recharge Reduction IO
- (A) Scirocco's Dervish - Chance of Damage(Lethal)
- (36) Scirocco's Dervish - Accuracy/Damage/Endurance
- (39) Endurance Reduction IO
- (39) Tempered Readiness - Damage/Slow
- (40) Tempered Readiness - Accuracy/Endurance
- (40) Tempered Readiness - Accuracy/Damage/Slow
- (A) Winter's Gift - Run Speed, Jump, Flight Speed, Range
- (15) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (15) Winter's Gift - Slow Resistance (20%)
- (A) Miracle - +Recovery
- (17) Regenerative Tissue - +Regeneration
- (19) Miracle - Heal
- (25) Regenerative Tissue - Heal/Endurance
- (A) Gift of the Ancients - Run Speed +7.5%
- (19) Luck of the Gambler - Recharge Speed
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (A) Force Feedback - Recharge/Knockback
- (25) Force Feedback - Accuracy/Knockback
- (A) Aegis - Resistance/Endurance
- (27) Aegis - Resistance/Endurance/Recharge
- (37) Aegis - Resistance
- (37) Steadfast Protection - Resistance/+Def 3%
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Damage
- (43) Obliteration - Accuracy/Recharge
- (45) Obliteration - Damage/Recharge
- (46) Obliteration - Accuracy/Damage/Recharge
- (46) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (31) Gift of the Ancients - Run Speed +7.5%
- (31) Luck of the Gambler - Defense/Endurance
- (31) Gift of the Ancients - Defense/Endurance
- (34) Endurance Reduction IO
- (A) Aegis - Resistance/Endurance
- (33) Gift of the Ancients - Run Speed +7.5%
- (33) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense/Endurance
- (34) Gift of the Ancients - Defense/Endurance
- (34) Aegis - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (36) Gift of the Ancients - Run Speed +7.5%
- (A) Crushing Impact - Accuracy/Damage
- (42) Crushing Impact - Damage/Endurance/Recharge
- (42) Crushing Impact - Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage/Endurance
- (A) Ghost Widow's Embrace - Accuracy/Recharge
- (42) Ghost Widow's Embrace - Endurance/Hold
- (A) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (45) Analyze Weakness - Accuracy/Recharge
- (A) Positron's Blast - Damage/Recharge
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Range
- (48) Positron's Blast - Accuracy/Damage
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
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Quote:You're breaking the Rule of Five.Don't have time at the moment to look at the builds so far but this is my current build
Dropping the three additional slots from CJ will brings you back under, and still leave you over the SL softcap. I'd put two of those into Hot Feet.
I dislike the lack of Hasten, but that's a subjective preference. I think skipping Aim is a genuine mistake though. A 62.5% Damage Buff for 10 seconds can be profound.
Tough has a high End cost for little benefit with your slotting. I wouldn't be running with it active, esp. with all of your other toggles. With Acrobatics running, the KB Prot in Tough is unnecessary.
Given that you're only SL softcapped, you're going to get mezzed a fair amount of the time. So I'm always surprised when people skip one of the only three powers Blasters can use when mezzed.
I'm also surprised to see a SL softcap Blaster not go for the full set of Enfeebled Operation in their first Secondary, not only because it maxes out one of those three when-mezzed powers, but also because it adds a nice chunk of Recharge and SL Def in IO set bonuses, freeing you up elsewhere.
I'm guessing that you're a bit of a blapper, running in with HF and then smashing the crowd with Fire Ball, Combustion, FSC and Fire Sword, maybe with RoF thrown in there if the scatter isn't too bad?
Combustion is, sadly, a poor DPA power. You'd be better served with fully-slotting Fire Sword and using that between your other attacks, building up Defiance for the next Fire Ball instead of getting trapped in Combustion's painful 2s casting time.
I tinkered with your build, removing Combustion and the under-slotted RoF, and adding in Aim and Flares.
It's still SL softcapped, and the Accuracy is the same, but its Recharge is slightly faster and Endurance should be much more pleasant. I also reslotted a few of the powers for additional DPS.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
blapper mode: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast- (A) Decimation - Chance of Build Up
- (5) Decimation - Accuracy/Damage
- (17) Decimation - Damage/Recharge
- (17) Decimation - Accuracy/Endurance/Recharge
- (31) Decimation - Accuracy/Damage/Recharge
- (31) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Enfeebled Operation - Accuracy/Recharge
- (3) Enfeebled Operation - Endurance/Immobilize
- (3) Enfeebled Operation - Accuracy/Endurance
- (5) Enfeebled Operation - Immobilize/Range
- (9) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (19) Enfeebled Operation - Accuracy/Immobilize
- (A) Positron's Blast - Accuracy/Damage
- (7) Positron's Blast - Accuracy/Damage/Endurance
- (9) Positron's Blast - Chance of Damage(Energy)
- (33) Positron's Blast - Damage/Endurance
- (34) Positron's Blast - Damage/Recharge
- (34) Recharge Reduction IO
- (A) Decimation - Accuracy/Damage
- (7) Decimation - Accuracy/Damage/Recharge
- (19) Decimation - Damage/Endurance
- (21) Decimation - Damage/Recharge
- (21) Decimation - Accuracy/Endurance/Recharge
- (33) Thunderstrike - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Run Speed IO
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Endurance/Recharge
- (13) Luck of the Gambler - Defense/Endurance
- (15) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Miracle - +Recovery
- (31) Numina's Convalescence - +Regeneration/+Recovery
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Performance Shifter - Chance for +End
- (36) Performance Shifter - EndMod/Accuracy
- (36) Performance Shifter - EndMod
- (37) Performance Shifter - EndMod/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Endurance/Recharge
- (23) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Obliteration - Damage
- (25) Obliteration - Accuracy/Recharge
- (27) Obliteration - Damage/Recharge
- (27) Obliteration - Accuracy/Damage/Recharge
- (29) Obliteration - Accuracy/Damage/Endurance/Recharge
- (29) Obliteration - Chance for Smashing Damage
- (A) Decimation - Accuracy/Damage
- (37) Decimation - Damage/Endurance
- (37) Decimation - Damage/Recharge
- (40) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
- (40) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (33) Performance Shifter - EndMod/Accuracy/Recharge
- (34) Adrenal Adjustment - EndMod/Accuracy/Recharge
- (A) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Knockdown Bonus
- (43) Kinetic Combat - Damage/Recharge
- (43) Kinetic Combat - Damage/Endurance/Recharge
- (46) Kinetic Combat - Accuracy/Damage
- (50) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Tempered Readiness - Accuracy/Damage/Slow
- (39) Tempered Readiness - Accuracy/Endurance
- (39) Tempered Readiness - Damage/Slow
- (39) Tempered Readiness - Accuracy/Slow
- (43) Scirocco's Dervish - Accuracy/Damage/Endurance
- (46) Endurance Reduction IO
- (A) Lethargic Repose - Accuracy/Recharge
- (42) Lethargic Repose - Accuracy/Sleep/Recharge
- (42) Lethargic Repose - Sleep/Range
- (42) Lethargic Repose - Accuracy/Endurance
- (A) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Recharge Speed
- (A) Doctored Wounds - Endurance/Recharge
- (48) Doctored Wounds - Heal/Recharge
- (48) Doctored Wounds - Heal/Endurance/Recharge
- (48) Doctored Wounds - Heal
- (50) Doctored Wounds - Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Accuracy IO
- (A) Empty
- (A) Empty
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I disliked your slotting, so I've just started from scratch. I've switched around a few powers too, based on my experience with Dark Blast and Kinetics, and what I think will end up providing smoother attack chains.
This is a SL softcapped build, with a radically higher Recharge. Compared to your build, it will feel like a tank against 70% of the game's foes, and you ought to be tearing through enemies at 2-3 times your current rate.
However, this build will cost a lot more than your current one. It's hardly an expensive build (compared to many high-end builds), but you might need to work for it.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
SL softcap: Level 50 Science Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Gloom- (A) Decimation - Accuracy/Damage/Recharge
- (3) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (5) Decimation - Damage/Recharge
- (7) Decimation - Accuracy/Endurance/Recharge
- (43) Cloud Senses - Chance for Negative Energy Damage
- (A) Doctored Wounds - Heal/Endurance/Recharge
- (34) Doctored Wounds - Heal
- (34) Doctored Wounds - Endurance/Recharge
- (34) Doctored Wounds - Heal/Recharge
- (37) Doctored Wounds - Heal/Endurance
- (39) Accuracy IO
- (A) Decimation - Chance of Build Up
- (7) Decimation - Accuracy/Damage
- (21) Decimation - Accuracy/Endurance/Recharge
- (23) Decimation - Accuracy/Damage/Recharge
- (25) Decimation - Damage/Recharge
- (27) Cloud Senses - Chance for Negative Energy Damage
- (A) Accuracy IO
- (5) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Jumping IO
- (A) Enfeebled Operation - Accuracy/Recharge
- (9) Enfeebled Operation - Accuracy/Endurance
- (9) Enfeebled Operation - Endurance/Immobilize
- (19) Enfeebled Operation - Immobilize/Range
- (19) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (21) Enfeebled Operation - Accuracy/Immobilize
- (A) Accuracy IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (13) Positron's Blast - Damage/Endurance
- (17) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Chance of Damage(Energy)
- (43) Cloud Senses - Chance for Negative Energy Damage
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (15) Numina's Convalescence - Heal
- (15) Healing IO
- (A) Steadfast Protection - Knockback Protection
- (33) Steadfast Protection - Resistance/+Def 3%
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (29) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (A) Efficacy Adaptor - EndMod/Recharge
- (A) Performance Shifter - Chance for +End
- (23) Performance Shifter - EndMod
- (40) Performance Shifter - EndMod/Accuracy
- (46) Performance Shifter - EndMod/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (A) HamiO:Ribosome Exposure
- (40) HamiO:Ribosome Exposure
- (40) HamiO:Ribosome Exposure
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (31) Red Fortune - Defense/Endurance
- (31) Gift of the Ancients - Defense/Endurance
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (36) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod
- (37) Efficacy Adaptor - EndMod/Accuracy
- (37) Efficacy Adaptor - EndMod/Endurance
- (A) Accuracy IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance
- (42) Red Fortune - Defense/Endurance
- (42) Gift of the Ancients - Defense/Endurance
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Enfeebled Operation - Accuracy/Endurance
- (48) Enfeebled Operation - Endurance/Immobilize
- (48) Enfeebled Operation - Accuracy/Recharge
- (48) Enfeebled Operation - Immobilize/Range
- (50) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (50) Enfeebled Operation - Accuracy/Immobilize
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Accuracy IO
- (A) Celerity - +Stealth
- (A) Empty
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A few immediate thoughts:
Blaze and Fire Ball are both so fantastic that they deserve 6 slots each, always.
I usually put the Build Up Proc in Fire Blast, where the loss of DPA is minimal but the overall boon (i.e. when the Proc fires) is worth it.
I'd switch out Swift & Super Jump for Hurdle & Super Speed. You can put the BotZ KB Prot in Super Speed, saving yourself an IO from Combat Jumping. If you add a Stealth Proc to Sprint, you can effectively toggle Invisibility on and off.
I've played around with your build and come up with something very similar, except the Recharge Rate is a lot faster, I've put Aim back in, and I'd expect you be doing more damage overall. Endurance should be better, esp with the improved Consume slotting.
(The radius on BA is poor, and your slotting left it ineffective. Build-Up is going to give you active DPA improvement.)
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
S/L softcap: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast- (A) Decimation - Chance of Build Up
- (7) Decimation - Accuracy/Damage
- (9) Decimation - Accuracy/Endurance/Recharge
- (9) Decimation - Accuracy/Damage/Recharge
- (11) Decimation - Damage/Recharge
- (A) Enfeebled Operation - Accuracy/Endurance
- (11) Enfeebled Operation - Immobilize/Range
- (13) Enfeebled Operation - Endurance/Immobilize
- (13) Enfeebled Operation - Accuracy/Recharge
- (15) Enfeebled Operation - Accuracy/Immobilize
- (15) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (3) Positron's Blast - Accuracy/Damage/Endurance
- (3) Positron's Blast - Damage/Recharge
- (5) Positron's Blast - Damage/Endurance
- (5) Positron's Blast - Chance of Damage(Energy)
- (7) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (33) Kinetic Combat - Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (37) Positron's Blast - Damage/Endurance
- (37) Positron's Blast - Damage/Recharge
- (37) Positron's Blast - Damage/Range
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (17) Obliteration - Damage/Recharge
- (25) Obliteration - Accuracy/Recharge
- (25) Obliteration - Damage
- (27) Obliteration - Chance for Smashing Damage
- (29) Obliteration - Accuracy/Damage/Recharge
- (A) Jumping IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (34) Miracle - +Recovery
- (A) Decimation - Accuracy/Damage
- (19) Decimation - Damage/Endurance
- (19) Decimation - Damage/Recharge
- (21) Decimation - Accuracy/Endurance/Recharge
- (21) Decimation - Accuracy/Damage/Recharge
- (23) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (29) Performance Shifter - EndMod
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (27) Gaussian's Synchronized Fire-Control - To Hit Buff
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (43) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (46) Efficacy Adaptor - Accuracy/Recharge
- (46) Efficacy Adaptor - EndMod/Recharge
- (48) Efficacy Adaptor - EndMod
- (50) Efficacy Adaptor - EndMod/Accuracy
- (50) Efficacy Adaptor - EndMod/Endurance
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (36) Red Fortune - Defense/Endurance
- (36) Gift of the Ancients - Defense/Endurance
- (A) Curtail Speed - Damage/Slow
- (39) Curtail Speed - Accuracy/Endurance
- (39) Curtail Speed - Accuracy/Slow
- (39) Curtail Speed - Endurance/Recharge/Slow
- (40) Eradication - Chance for Energy Damage
- (40) Endurance Reduction IO
- (A) Lethargic Repose - Accuracy/Sleep/Recharge
- (42) Lethargic Repose - Accuracy/Sleep
- (42) Lethargic Repose - Accuracy/Recharge
- (42) Lethargic Repose - Sleep/Range
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance
- (45) Red Fortune - Defense/Endurance
- (45) Gift of the Ancients - Defense/Endurance
- (A) Doctored Wounds - Heal/Recharge
- (48) Numina's Convalescence - Heal/Recharge
- (48) Miracle - Heal/Recharge
- (A) Efficacy Adaptor - EndMod/Recharge
- (50) Performance Shifter - EndMod/Recharge
Level 1: Brawl- (A) Accuracy IO
- (A) Celerity - +Stealth
- (A) Empty
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I'm having a harder time solo-ing with my Blasters than my Corrs, Controllers or Defenders. I realise that I probably shouldn't be, but I typically am.
I think my problem is a lack of mitigation/control, and that I can't stay out of melee, where I die a lot. While 95% of my time is spent in teams, I like the option of playing solo, which my */Fire struggles with.
So I guess I'm saying that I need to stay out of melee
With that in mind, what advice can people give me on Secondaries? I do have Dual Pistols in mind, but I'd appreciate more general advice as well.
*/EM seemed to be focused on melee, where I died a lot (deleted early 30s)
*/NRG (unplayed) has always seemed like an odd grab-bag of powers that boost your Primary (as well offering some good melee options)
*/Devices (unplayed) has always read like a solo set, awkward in teams
*/Fire keeps me in melee where I die a lot (taken to 50, debating deletion)
*/IM (unplayed) I can see how the control in this might be great, but I don't see a lot of mention of them on here.... Why is that?
*/MM, I love, but I'm already bringing a Fire/MM up to 50, so I don't want another just yet. -
Quote:Good points.Considering I wanted a rather redraw-lite secondary but still wanted to do damage, I found /Fire to have a good deal of synergy with DP/. I only took the immobilize, the 2 auras, burn and consume with mine on test and I enjoyed the tactical abilities of it.
-DP attacks have rather long animations so being able to do extra dmg during those animations via dmg auras as well as slowing them and keeping them either close enough for AoEs or far enough so they don't punch you in the face seems like a viable choice.
-Put on cryo rounds and they're slowed even further.
-Burn for those times you want to keep those bosses at bay while plinking at them or reverse it and immobilize them and drop burn on them while plinking at them.
It's not the most ideal combo as mez will drop the auras, consume is quite 'meh' and it has no mez to stack with suppressive fire but I think it accents the PBAoE nuke the best.
I was discounting the nuke since most nukes are PBAoE. I'd be jumping for joy if it wasn't, but I'm used to be the basic nuke tactics, and how they're an exception to the normal play of the character (RoA excepted). -
I'm dearly loving my Fire/MM Blaster (everything I dislike about Fire/Fire is gone and replaced with love), and as I'm getting into the upper 30s, I'm looking at IO builds.
I've built a Fire/Fire/Fire for speed before, and while it was great on groups, I've never enjoyed playing it solo. At all. He just dies too often.
I die a lot less with my Fire/MM, which is largely due to not needing to enter Melee range, and somewhat to do with improved playstyle. I'd like to continue dying less.
I can build for the S/L softcap quite easily with Frozen Armor and Weave, and I'm enclosing that build below for comment.
I'd rather build for Ranged softcap, but I'm struggling to do that without needing to be a hover-blaster or gimp my build in some significant fashion. I'd appreciate seeing any builds that have achieved Ranged softcap and still use a CJ/SS approach to combat.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
S/L Softcap: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Flares- (A) Decimation - Accuracy/Damage
- (23) Decimation - Damage/Endurance
- (33) Decimation - Accuracy/Endurance/Recharge
- (34) Decimation - Chance of Build Up
- (34) Decimation - Accuracy/Damage/Recharge
- (36) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Enfeebled Operation - Endurance/Immobilize
- (3) Enfeebled Operation - Accuracy/Immobilize
- (25) Enfeebled Operation - Immobilize/Range
- (34) Enfeebled Operation - Accuracy/Endurance
- (36) Enfeebled Operation - Accuracy/Recharge
- (37) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Decimation - Damage/Endurance
- (3) Decimation - Accuracy/Damage/Recharge
- (37) Decimation - Damage/Recharge
- (40) Decimation - Accuracy/Endurance/Recharge
- (43) Decimation - Accuracy/Damage
- (A) Positron's Blast - Damage/Recharge
- (5) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Damage/Endurance
- (7) Positron's Blast - Accuracy/Damage/Endurance
- (7) Positron's Blast - Chance of Damage(Energy)
- (21) Recharge Reduction IO
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Accuracy/Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Damage/Range
- (13) Positron's Blast - Chance of Damage(Energy)
- (A) Positron's Blast - Accuracy/Damage
- (15) Positron's Blast - Damage/Range
- (15) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Accuracy/Damage/Endurance
- (17) Positron's Blast - Chance of Damage(Energy)
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Miracle - +Recovery
- (19) Numina's Convalescence - Heal
- (A) Decimation - Damage/Recharge
- (43) Decimation - Accuracy/Endurance/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (46) Decimation - Damage/Endurance
- (46) Decimation - Accuracy/Damage
- (50) Decimation - Accuracy/Damage/Recharge
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (A) Efficacy Adaptor - EndMod/Accuracy
- (23) Efficacy Adaptor - EndMod/Recharge
- (25) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (43) Efficacy Adaptor - EndMod/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (29) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Endurance/Recharge
- (33) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (33) Red Fortune - Defense/Endurance
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Rectified Reticle - To Hit Buff/Recharge
- (36) Rectified Reticle - To Hit Buff
- (37) Recharge Reduction IO
- (A) Obliteration - Chance for Smashing Damage
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Damage
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Accuracy/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (42) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (A) Lethargic Repose - Accuracy/Endurance
- (45) Lethargic Repose - Sleep/Range
- (45) Lethargic Repose - Endurance/Sleep
- (45) Lethargic Repose - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense/Endurance
- (48) Gift of the Ancients - Defense/Endurance
- (48) Red Fortune - Defense/Endurance
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Accuracy IO
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
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Quote:DP/Fire strikes me as an awkward combination because DP is all cones and ranged, whereas /Fire is mostly melee and PBAoEs. Wouldn't you waste a lot of time jumping into and out of melee to set up your attacks?I will personally either make a DP/Energy or DP/Fire Blaster, that or a DP/Dark DP/Kin Corruptor when DP comes out.
I'll definitely be making a DP/Dark Corr vigilante once GR hits properly. That strikes me as an extremely fun build -
Quote:+2.Yeah, once you've got Fulcrum Shift Siphon Power loses a lot of its utility. I still use it on AVs to debuff their damage more.
As for ranged def vs smashing/lethal, for a corr I'd go s/l. Even if you're not going to be in melee all the time, s/l is very easy to build for on a corr because of Scorpion Shield. But especially since you're a kin you should go for s/l because almost all melee attacks that could get aimed at you when you're in the fray for Fulcrum etc will have a smashing/lethal component, whereas ranged def wouldn't help you at all.
S/L softcap is easy to reach with Scorp Shield. Ranged softcap is much harder to reach without skewing the build, and it won't help you when you run into melee to grab the FS damage boost.
I've always kept Siphon Power for two reasons:
1. The buff centers on YOU, not the target, making it a good way to buff the Blasters who staying out of FS's reach.
2. FS only hits your damage cap if you have a lot of targets. In prolonged AV or GM battles, this will rarely prove to be the case, so SP offers more damage boosting (as well as more damage debuffing on the AV, as mentioned above). -
Quote:I'm sorry, but NO.If your wanting to Solo Avs and GMs, your best bet is Dark Blasts.
My Dark/Dark Corr can solo AVs, but that's 90% due to Dark Miasma (and IO set bonuses).
A Dark/Rad would be good for teams, being able to use TT and FF on the mobs, but against AVs there's nothing to recommend Dark over Fire.
Fire Blast just does a lot more damage than the others. It offers huge AoE and ST damage.
The only thing I recommend over Fire would be Sonic, but the OP has said they don't like it (which is fair enough). -
Quote:The basic ST chain: Blaze > Flares > Fire Blast > Flares > Blaze, etc.Any input on the highest DPS ST chain and the required recharge? If I have numbers to shoot for, I can work up a build in Mids.
Thanks to all for the input, info, and suggesstions.
This should be fairly easy to achieve, esp. with Hasten in your build.
With a Perma-hastened build, you might be able to get that to Blaze > Fire Blast > Flares > Blaze, etc. but you won't be looking at S/L or Positional softcaps or anything else.
Blaze will be your lynchpin. Its DPA is godlike, over twice any other attack in your arsenal.
RoF has the second-highest DPA in the set. Its Recharge is so high that it's hard to place on a chain and its DPE against an AV might be questionable. However, it might scatter the AV's mob without scattering the AV, and an AV is likely to live for its entire duration, so it's a nice one to throw out at the beginning of the fight.
Fire Ball actually has a higher DPA than Fire Blast or Flares, so you might want to slip it into the chain instead of a shot of Flares. Again, its Recharge is high enough that it's awkward to place in a chain, and the DPE against a solo target is bad. Unless you're built for Recovery, I'd expect you to have problems using Fire Ball as part of a chain in an extended AV fight, but it's nice to bear in mind while you still have the AV's mob to deal with.
Since you'll be lacking in mitigation (except RoF's scatter effect and possibly Choking Cloud), I'd recommend Fire/Rad/Mace, and pick up Focused Accuracy and Scorp Shield for the S/L softcap and never-missing.
Alternatively, you can hover-blast, but I've found that to work very poorly with Fire Breath. -
Doh! To answer my own question: http://boards.cityofheroes.com/showthread.php?t=210328
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Has anyone that's beta-tested it got any opinions on pairings? It seems like MM would make a good Secondary for a Blaster...