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Posts
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Joined
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Can you include the datalink or datachunk? It's easier to review a build in MIDs.
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Quote:I wouldn't recommend having CC constantly running, no. Both powers are AoE holds centered on you, so they stack. You trigger CC if a mob starts getting into melee, then unleash EMP if the situation continues to look bad. CC can often prevent that "oh ****" situation from occurring in the first place.Only thing with CC is im using mostly Cones for attacks. CC wouldnt be used effectivly if im not in melee. EMP is more for the 'Oh *****' button.
Quote:I see everyones point about the Leadership not being used to its potential when solo. But to go into Fighting? Wouldnt concealment be a better choice?
Weave: 4.25%, .33 end/s
Maneuvers: 2.63%, .39 end/s
Combat Jumping: 2.13%, .07 end/s
Hover: 2.13%, .2 end/s
Stealth: 2.13% (when suppressed), .33 end/s
The Concealment Pool is great if you want to slot 3 LotGs 7.5%, but it's rarely more advantageous than Weave.
Stealth has a low Def value and HALF of it is suppressed in combat.
Grant Invis is pointless in solo play. Invis locks you into only affecting yourself, as does Phase Shift, and might lead you into problems when things (Rikti Drones spring to mind) can both see and hit you, and you can't hit them back until you de-toggle.
If you want to "stealth mishes", then I'd recommend using Super Speed and a Stealth IO in Sprint. -
I built my Fire/Fire/Fire for recharge reduction and endurance, and he's a thing of beauty in a team. As long as I don't try to beat the tank to a mob, I rarely die (and have RotP when I do).
Solo, he's a piece of tissue paper in a typhoon, and I'm planning an alt build that focuses more on Def.
I don't think having a team and a solo build is unusual thesedays. -
When the original build has 3 LotGs, two purple sets, Numina: +R/+R, Miracle: +Rec, and Regen Tissue: +Regen, I don't think price is really the issue, is it?
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(I'm looking at the data chunk version)
You've obviously built for speed, but Endurance must hurt like Hell on this build. You have a lot of toggles on an already toggle-heavy AT, and I'm guessing that why you need AM up all the time.
If you mostly solo, the three endurance bears of Maneuvers, Assault and Tactics seem like an inefficient choice. You have poor overall Defense, so Maneuvers is essentially a waste of endurance. You shouldn't need Tactics given your general Accuracy slotting and the use of RI. The only debatable one in there is Assault because the extra damage always comes in handy.
I'm also not convinced that it's a very survivable build compared to other builds for that AT.
Given that you chose Scorpion Shield, picking the Fighting Pool instead of Leadership can easily bring you within reach of the S/L softcap. Although, since you fly, a Ranged softcap build would be even better (although it might remove your wonderful recharge reduction).
You've also used Health solely as an IO mule, ignoring the easy boost to your Regeneration from the power itself.
I'm not too sure why you want EMP on a solo build (I usually avoid nukes solo because there's several seconds where you're useless), but I'd highly recommend combining Choking Cloud with EMP. If you're trying to Hold a mob, using both attacks at once is a lot more effective. I'd also drop Web Envelope in favour of Web Cocoon if you want a good chance of holding an AV.
I've quickly slapped together an improved build, with 50% more regen, fully-slotted attacks, much higher Def all round, and I think you'll find Endurance worries are a thing of the past. I've dropped Assault, but with the improved attacks and less need to use RA, I'd expect the overall DPS to be better.
I've overbuilt for Recharge Reduction here, and would ideally tweak the build to lose a little of that and find some more SL Def before buying and slotting it all. That'll be even easier if you're prepared to switch out some of the suggested sets for purples (with even higher recharge reductions), but I'm not too sure of your budget.
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Quote:The Defender fear-mongering has been going on for ages before GR was announced. People still play them a lot, and teams still seek them out. They're in the co-op PvE zones, just like everyone else. The AT definitely needs a boost in some way, but even if they keep it exactly the same, I'd keep on preferring Defenders over Corruptors and Controllers in my teams, not because they're more powerful, but because there's a greater chance they'll be focused on the de/buffing rather than DPS or control.After going rogue,im sure there will still be a few people who will play a Defender,or a Tanker,simply because of the nistalgia of it,but you can bet youll see a massive decline of both those classes being played in favor of Corruptors and Brutes in Paragon City.I dont see Stalkers totally replacing Scrappers though,but because of how new Stalkers will be vs a Scrapper in Paragon City
I think Brutes are a threat to both Tanks and Scrappers. The last time I looked at the ST DPS chart, DM Brutes were still in the lead, and a Brute's survivability is close enough to a Tank's that I see a lot of people opting for them (and I'd probably recommend them to a newbie, since they're so easy).
I don't think anything else quite plays like a Stalker, so I don't see that AT challenging Scrappers any more than MMs would.
I prefer the design of red-side, but find it a pain to move around in. And, as others have said, the BM is broken compared to WW. Since I know a decent IO build will cost me 2-3 times as much on the BM, I'm going to want to take every 50 I make blueside to slot them up.
Blueside Accolades are also much easier to achieve, and there's more badges overall. Assuming they don't allow us to "double up" on badges, I don't know why I'd ever take a blueside character over to red.
I think there's very valid reasons for preferring red-side: character concept, map design, less "hunt x number of y" mishes, and more challenging end-game content.
But I think the overall greater ease of playing blueside will win out, and unless they do something clever, blueside will see 90% of the activity in the long-term. -
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I think the basic function was always there, but they increased it dramatically an issue or three ago. If you can taunt or if you can immob/slow/hold a mob, it's not a huge problem, but I find it a much bigger pain with my scrappers and blasters.
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A couple of points to various posts above:
Building for DPS on a Fire/Fire is really building for Recharge Reduction and Endurance. Between Defiance, Aim and Build-Up, you're not going to see the benefit of IO Set Damage bonuses.
Survivability is almost-always the enemy of DPS, and your personal preference on that will be subjective. For some ATs, there's a real "sweet spot" of survivability and DPS, but generally it's a compromise.
In complete contrast to my speed-endurance-teaming build above, I'm also suggesting the Ranged-softcap-soloing build below. With my initial build, you can focus on pure chains of AoE or ST damage, but with this one you'll be doing more of a mix.
I dislike the need to use Hover to reach Ranged softcap in this build (I'd prefer to have the choice to switch it off depending on the mob), and I miss Hot Feet, so it's a build I'm still working on, but I wanted to show the other end of the DPS-Survivability spectrum (and the DPS isn't bad) for a Fire/Fire. RotP is there simply because this is designed as a solo build; sometimes that KB self-rez saves a hospital visit that a wakie wouldn't.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Def: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares- (A) Thunderstrike - Damage/Endurance/Recharge
- (3) Thunderstrike - Accuracy/Damage/Endurance
- (3) Thunderstrike - Accuracy/Damage
- (5) Thunderstrike - Damage/Endurance
- (5) Thunderstrike - Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Endurance
- (13) Thunderstrike - Damage/Endurance/Recharge
- (A) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Damage/Endurance
- (40) Positron's Blast - Damage/Range
- (40) Positron's Blast - Accuracy/Damage
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (19) Thunderstrike - Damage/Endurance/Recharge
- (21) Thunderstrike - Accuracy/Damage
- (21) Thunderstrike - Damage/Endurance
- (23) Thunderstrike - Damage/Recharge
- (25) Thunderstrike - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (37) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Accuracy/Damage/Endurance
- (17) Positron's Blast - Damage/Range
- (43) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Accuracy/Damage
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Flight Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (15) Numina's Convalescence - Heal
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Thunderstrike - Damage/Endurance/Recharge
- (19) Thunderstrike - Accuracy/Damage
- (25) Thunderstrike - Accuracy/Damage/Endurance
- (27) Thunderstrike - Damage/Endurance
- (29) Thunderstrike - Damage/Recharge
- (29) Thunderstrike - Accuracy/Damage/Recharge
- (A) Performance Shifter - Chance for +End
- (27) Performance Shifter - EndMod/Accuracy
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Scirocco's Dervish - Accuracy/Recharge
- (31) Scirocco's Dervish - Damage/Recharge
- (33) Scirocco's Dervish - Damage/Endurance
- (46) Scirocco's Dervish - Chance of Damage(Lethal)
- (48) Scirocco's Dervish - Accuracy/Damage
- (A) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Thunderstrike - Damage/Endurance/Recharge
- (34) Thunderstrike - Accuracy/Damage
- (36) Thunderstrike - Accuracy/Damage/Endurance
- (36) Thunderstrike - Damage/Endurance
- (36) Thunderstrike - Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Recharge
- (A) Scirocco's Dervish - Accuracy/Recharge
- (33) Scirocco's Dervish - Damage/Recharge
- (33) Scirocco's Dervish - Damage/Endurance
- (46) Scirocco's Dervish - Accuracy/Damage
- (48) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Performance Shifter - EndMod/Recharge
- (46) Performance Shifter - EndMod/Accuracy/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (39) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense/Endurance
- (A) Lockdown - Chance for +2 Mag Hold
- (42) Lockdown - Accuracy/Recharge
- (42) Lockdown - Accuracy/Hold
- (42) Lockdown - Recharge/Hold
- (43) Lockdown - Endurance/Recharge/Hold
- (43) Lockdown - Accuracy/Endurance/Recharge/Hold
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Steadfast Protection - Resistance/Endurance
- (45) Titanium Coating - Resistance/Endurance
- (A) Numina's Convalescence - Heal/Recharge
- (48) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 1: Brawl- (A) Accuracy IO
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
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I've got my widow up to 40. I have Stamina. I have 1 end red in every attack. And the endurance pain is still the worst I've felt on any character.
I also feel far too squishy, but I know I'll fix that with hitting 50 and buying proper IO sets to reach softcap. However, I'm less convinced that I'll cease feeling the Endurance pain.
Does it ever go away? -
The OP never specifies how they're counting damage, or whether they're playing in teams or solo.
For many Defenders, their individual damage will always appear to be useless compared to every non-Defender on their team. However, since what many Defenders are geared to do is de/buff, the team's overall DPS might have sky-rocketed thanks to the Defender(s).
Kinetics is the obvious Primary for boosting damage, esp on a team.
Radiation is the next-best, imho, although it relies upon weakening your enemies more than boosting your team-mates. I actually prefer playing Radiation Primary on my Defenders, and find that I get similar results in terms of improved-DPS with the added bonus of higher survivability.
(On Controllers, I find Kinetics works better than Radiation, so personal play-style is obviously a factor.)
Kinetics gets complaints for being click-heavy and people whining for Speed Boost. Radiation gets complaints for its use of toggle-debuffs, which are less useful on TF speed runs where you're murdering most mobs before your toggles are even set, although they do make killing the AVs really easy.
Most of the other Primaries give improved survivability, but not the DPS-boosts of those two.
Sonic as a Secondary is interesting in that what makes it wonderful is the huge Res Debuff. Sure, your actual damage isn't fab, the special FX (even with colouring) are lame, and sound effects are god-awful, but your team's damage-dealers are rapidly tearing apart that mob/AV/GM thanks to your Sonic attacks' debuffs.
I have deliberately sat back and not used my Sonic attacks for a mob, then attacked on the next, and gone back-and-forth, just to watch how much more quickly the team slices through the Sonic-debuffed mob. I can clearly see it's not my direct DPS making the major difference, but the debuffing.
However, when playing solo, my Sonic Blast can feel a little weak on regular mobs. Pared with Radiation, it fares impressively against AVs and GMs, but I still have an alt build to get through the regular mobs at a reasonable pace when solo.
Radiation Blast is quite punchy and fun, with some nice debuffs. I'd always take this as my Secondary if I didn't have Radiation Primary (the duplication of debuffs isn't anywhere near as effective as Rad/Sonic.)
Ice does the best direct DPS, mostly due to Ice Storm and Blizzard, and backed up with some punchy if slow ST attacks.
However, I played a Kinetics-Ice to 50 and deleted it. Kinetics is click-heavy and fast, and Ice is slow as Hell, so it felt schizophrenic to me. In team-play it spent most of its time SBing and FSing. Ice Storm proved rather redundant with its very long DPS when the Fulcrum-Shifted damage-dealers have already destroyed that mob and the one after it, and Blizzard was an unnecessary aggro-draw and a potential down-time to my more important powers, like Fulcrum Shift.
A Kinetics-Sonic would probably fit together quite beautifully, or a Kinetics-Radiation, if you're dead-set against Sonics. If you like Ice Blast, I think Radiation Emission would be a smoother fit, but YMMV.
The other Secondaries add survivability at the cost of DPS, which is not what the OP is looking for. -
Quote:It sounds like you're using the generic (Aim), but then only taking two out of your Secondary and reserving them both as panic buttons?My first blaster was an Ice/Fire and I found Burn and Hot Feet useless. I know Fire Manip is great for melee but I was never really in melee range enough to justify those 2 powers, I have Fire Sword and FSC both as "Oh crap" powers and part of an AoEish chain. I use build up and aim, Ice storm, jump in and FCS, Frost breath if they are grouped, if not Fire Sword and blasts until everything is dead.
While it's totally your choice to take and enjoy an AT that is largely ignoring either its Primary or Secondary, that's not the way I play. I'd rather play an AT where I used and enjoyed both. -
I struggled with keeping my Fire/Fire/Fire Blaster effective while using Hover/Flight, but there's always the argument for fun over DPS (this is a game, after all).
An excellent discussion about Fire Manipulation can be found here: http://boards.cityofheroes.com/showthread.php?t=190067
If you really want to fly and be a fire god and unleash the DPS madness, I'd suggest trying out a Fire/MM/Fire instead. -
Quote:That was my fall-back idea, and after failing to find significant Def without gimping my build, the way I was thinking. Can he solo with that build? How frequently does he need to hit Transfusion?I wouldn't try for defense in a build with psi mastery. Instead I'd go heavily for recharge and do perma-IW. A SG of mine has that build and seems to work for him quite well. With mez protecion and the ability to heal (via transfusion), you're still quite formidable.
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I have plenty of other characters that I could use, but I like to be able to get all of my characters through all of the PvE content in the game. With alt builds, there's no reason I shouldn't be able to make a viable fire-kin-psi.
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Quote:You're welcome.Thank you, that is a lot of help, as I said, am a novice with mids and building like this so was unaware what the soft cap was and assumed mids with flag it up like it does with other thing, but it didn't.
There's much better discussions on the softcap, but the basic notion is: You have a inherent Def of 50% against an even-mob, and any Power or IO Def sits atop that. The game caps rolls at 95% (so there's always at least a 5% chance of something missing or hitting), so the most effective Def you can aim for is 95-50 = 45%.
There are a few reasons you might want to go above that, but they're rare and you're usually better off raising another type of Defense or putting the slots elsewhere.
I think MIDs displays the hard-caps in its totals, but not soft-caps.
Quote:Your build seems very workable for me, though may have to replace those nice looking purple sets with cheeper eqivalents till I can afford them. -
I think I'm the 8th vote for Fire/Dark. It's truly a fun and beautiful set.
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Quote:I doubt you'll find either of those two doing significantly higher ST DPS than the spines scrapper.I intend to try both and I want to know how do they solo. On paper they look quite strong . How do Forts and Crabs solo against mobs and bosses? Are they just minion melters or can they make short work of a boss?
I once played a Spine/Regen scrapper to lvl 41 and I fount his single target damage too low and fights against bosses took too long. I do not want to deal with that again so please tell me when fighting bosses solo if the Fort and Crab will do better. Already know both ATs have the AOE covered , especially the Crab.
A Crab could be built for ST damage over AoE damage, and they might do reasonably well at it, but you'd be sacrificing the amazing AoE to do so.
The Fort can handle most content with good survivability, but I'd doubt the boss fights would be any quicker.
At first glance, a Night Widow might appear to be too similar to a spines scrapper for your interest, but I think you'll find that to be the best ST killer of the bunch.
(I can't speak for Banes though, not having played one.)
Forts are easy to IO relatively cheaply. Crabs can be decent additions to any team with even basic IOs, but you're breaking out a large chunk of inf to turn them into AV solo-ers.
Night Widows seem to have the greatest range, with basic IOs bringing them into lethal territory, but it easily taking 2 bill inf to hit the softcaps, perma-hasten and sort out the Endurance issues. -
The Def softcap is 45%. I'm not sure why you've gone for 54% then, slotting up powers and using other set bonuses to over-power that one type of Defense.
I'd avoid Burst and HB because of the redraw. As 5th_Player pointed out: you can unleash a lot of other attacks in that time.
Like Star_Seer said, there's no point in enhancing the resistance in Crab armour, and Frag Grenade should be a part of your attack chain rather than a KB tool.
I've pulled out the Fighting Pool because I think it's unnecessary for a Crab, but added the Leadership version of Maneuvers to keep you at the ranged softcap (and aid your pets/team-mates). I've also given you Hasten (so you're almost at perma-hasten) and SS for speed-stealthing mishes.
You've lost some S/L resistance, but Serum is now up perma, not 2/3 of the time, and your regen is higher. Additionally, your Endurance will be less tight.
I think you'll find this build more lethal and survivable.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
SoA Build: Level 50 Natural Arachnos Soldier
Primary Power Set: Crab Spider Soldier
Secondary Power Set: Crab Spider Training
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Channelgun- (A) Apocalypse - Chance of Damage(Negative)
- (3) Apocalypse - Damage/Endurance
- (5) Apocalypse - Damage/Recharge
- (7) Apocalypse - Accuracy/Damage/Recharge
- (13) Apocalypse - Accuracy/Recharge
- (23) Apocalypse - Damage
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance
- (11) Thunderstrike - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Jumping IO
- (A) Ragnarok - Chance for Knockdown
- (9) Ragnarok - Accuracy/Recharge
- (9) Ragnarok - Accuracy/Damage/Recharge
- (23) Ragnarok - Damage/Endurance
- (31) Ragnarok - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense/Endurance
- (17) Red Fortune - Defense/Endurance
- (17) Gift of the Ancients - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Positron's Blast - Accuracy/Damage
- (15) Positron's Blast - Accuracy/Damage/Endurance
- (15) Positron's Blast - Damage/Endurance
- (34) Positron's Blast - Damage/Recharge
- (37) Positron's Blast - Chance of Damage(Energy)
- (A) Endurance Reduction IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (19) Numina's Convalescence - Heal
- (19) Miracle - +Recovery
- (46) Miracle - Heal
- (A) Positron's Blast - Damage/Recharge
- (21) Positron's Blast - Damage/Endurance
- (21) Positron's Blast - Chance of Damage(Energy)
- (34) Positron's Blast - Accuracy/Damage
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (A) Run Speed IO
- (A) Performance Shifter - Chance for +End
- (25) Performance Shifter - EndMod
- (25) Endurance Modification IO
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Titanium Coating - Resistance
- (29) Titanium Coating - Resistance/Recharge
- (29) Titanium Coating - Endurance
- (39) Titanium Coating - Endurance/Recharge
- (40) Titanium Coating - Resistance/Endurance/Recharge
- (40) Titanium Coating - Resistance/Endurance
- (A) Numina's Convalescence - Heal/Recharge
- (31) Numina's Convalescence - Heal/Endurance/Recharge
- (31) Doctored Wounds - Heal/Recharge
- (34) Miracle - Heal/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (33) Positron's Blast - Chance of Damage(Energy)
- (33) Positron's Blast - Damage/Recharge
- (33) Positron's Blast - Accuracy/Damage/Endurance
- (37) Positron's Blast - Damage/Range
- (A) Call to Arms - Accuracy/Recharge
- (36) Call to Arms - Accuracy/Damage
- (36) Call to Arms - Damage/Endurance
- (36) Call to Arms - Accuracy/Damage/Recharge
- (37) Call to Arms - Endurance/Damage/Recharge
- (42) Call to Arms - Defense Bonus Aura for Pets
- (A) Expedient Reinforcement - Accuracy/Recharge
- (39) Expedient Reinforcement - Accuracy/Damage
- (39) Expedient Reinforcement - Damage/Endurance
- (43) Expedient Reinforcement - Accuracy/Damage/Recharge
- (45) Expedient Reinforcement - Endurance/Damage/Recharge
- (45) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Devastation - Accuracy/Damage/Recharge
- (42) Devastation - Accuracy/Damage/Endurance/Recharge
- (42) Devastation - Damage/Endurance
- (43) Devastation - Chance of Hold
- (43) Devastation - Accuracy/Damage
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance
- (46) Red Fortune - Defense/Endurance
- (46) Red Fortune - Endurance
- (A) Detonation - Damage/Endurance/Range
- (48) Detonation - Damage/Recharge
- (48) Detonation - Damage/Range
- (48) Detonation - Accuracy/Damage/Endurance
- (50) Detonation - Accuracy/Damage
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 1: Brawl- (A) Accuracy IO
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
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Quote:Correct.OK well I got to level six, been chasing baddies all over town and frying 'em to a crisp! Am I right in assuming that even though I have taken Hover, I still cannot fly until level 14?
BTW, you don't mention if you're a Fire Blast/x Blaster or an x/Fire Manipulation Blaster.
If you have Fire Manipulation, I'd strongly urge you away from Flight, and towards Combat Jumping and Super Speed. Burn and Hot Feet cannot be used while flying, and FSC seems to have much smaller radius if you're hovering at all. -
Quote:Having always wanted to go Fire/Fire/Fire, I found my 3 major problems were: recharge reduction, endurance and survivability.anyone know a good build for a fire/fire blaster? if so please let me know.
This is my build for team-play, and it works fantastically for that. I built for recharge reduction and endurance, and Aid Self and RotP are usually up frequently enough to keep the flames burning. There are few characters that I've played that are half as much fun as my world-of-flames blaster wiping out mobs within seconds of the tank hitting.
However, I'll be honest and say that this is a heck of a glass canon, and you feel that solo. RoF, Burn and Hot Feet all cause scatter, rendering AoEs ineffective. Switching out RoF for Fire Breath would mitigate that, and I'd consider BB instead of Burn, but there still isn't a lot of survivability solo. If you plan on going it solo, I'd suggest a softcap build.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Helios Harkness: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares- (A) Decimation - Chance of Build Up
- (7) Decimation - Damage/Endurance
- (25) Decimation - Damage/Recharge
- (36) Decimation - Accuracy/Damage
- (39) Decimation - Accuracy/Damage/Recharge
- (A) Enfeebled Operation - Accuracy/Endurance
- (3) Enfeebled Operation - Accuracy/Recharge
- (17) Enfeebled Operation - Endurance/Immobilize
- (27) Enfeebled Operation - Immobilize/Range
- (36) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (17) Decimation - Damage/Recharge
- (27) Decimation - Accuracy/Endurance/Recharge
- (36) Decimation - Accuracy/Damage/Recharge
- (A) Positron's Blast - Chance of Damage(Energy)
- (5) Positron's Blast - Damage/Endurance
- (5) Positron's Blast - Damage/Recharge
- (7) Positron's Blast - Accuracy/Damage
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (43) Recharge Reduction IO
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Positron's Blast - Damage/Recharge
- (9) Positron's Blast - Damage/Endurance
- (9) Positron's Blast - Accuracy/Damage/Endurance
- (13) Positron's Blast - Accuracy/Damage
- (15) Positron's Blast - Chance of Damage(Energy)
- (A) Obliteration - Damage
- (11) Obliteration - Accuracy/Recharge
- (11) Obliteration - Damage/Recharge
- (15) Obliteration - Accuracy/Damage/Endurance/Recharge
- (25) Obliteration - Accuracy/Damage/Recharge
- (A) Jumping IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (46) Miracle - +Recovery
- (50) Numina's Convalescence - Heal
- (A) Decimation - Accuracy/Damage
- (19) Decimation - Damage/Endurance
- (19) Decimation - Damage/Recharge
- (23) Decimation - Accuracy/Endurance/Recharge
- (23) Decimation - Accuracy/Damage/Recharge
- (37) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (A) Recharge Reduction IO
- (A) Interrupt Reduction IO
- (34) Doctored Wounds - Heal/Endurance
- (37) Doctored Wounds - Endurance/Recharge
- (37) Doctored Wounds - Heal
- (40) Doctored Wounds - Heal/Endurance/Recharge
- (46) Doctored Wounds - Recharge
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Performance Shifter - EndMod/Accuracy/Recharge
- (29) Performance Shifter - EndMod/Recharge
- (29) Performance Shifter - EndMod/Accuracy
- (31) Performance Shifter - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Obliteration - Damage
- (33) Obliteration - Chance for Smashing Damage
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (43) Obliteration - Damage
- (45) Obliteration - Damage/Recharge
- (45) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Tempered Readiness - Accuracy/Damage/Slow
- (39) Tempered Readiness - Damage/Slow
- (39) Scirocco's Dervish - Damage/Endurance
- (40) Endurance Reduction IO
- (43) Armageddon - Chance for Fire Damage
- (45) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (42) Basilisk's Gaze - Accuracy/Recharge
- (42) Basilisk's Gaze - Recharge/Hold
- (42) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Aegis - Resistance/Endurance
- (46) Titanium Coating - Resistance/Endurance
- (A) Obliteration - Damage
- (48) Obliteration - Accuracy/Damage/Endurance/Recharge
- (48) Obliteration - Accuracy/Recharge
- (48) Obliteration - Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
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After playing around with MIDs, I came up with this build. Any obvious problems?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
PM Fire/Kin: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char- (A) Basilisk's Gaze - Recharge/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (3) Basilisk's Gaze - Endurance/Recharge/Hold
- (5) Basilisk's Gaze - Accuracy/Hold
- (A) Doctored Wounds - Heal
- (5) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Recharge
- (7) Doctored Wounds - Heal/Endurance/Recharge
- (9) Doctored Wounds - Heal/Recharge
- (9) Accuracy IO
- (A) Accuracy IO
- (A) Enfeebled Operation - Accuracy/Recharge
- (13) Enfeebled Operation - Accuracy/Endurance
- (15) Enfeebled Operation - Endurance/Immobilize
- (15) Enfeebled Operation - Immobilize/Range
- (19) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (19) Enfeebled Operation - Accuracy/Immobilize
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Jumping IO
- (A) Accuracy IO
- (11) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Stupefy - Stun/Range
- (25) Stupefy - Accuracy/Endurance
- (42) Stupefy - Endurance/Stun
- (42) Stupefy - Accuracy/Recharge
- (43) Stupefy - Accuracy/Stun/Recharge
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (23) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (17) Numina's Convalescence - Heal
- (17) Healing IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (42) Basilisk's Gaze - Accuracy/Recharge
- (43) Basilisk's Gaze - Recharge/Hold
- (43) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (A) Endurance Modification IO
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (A) Touch of Death - Chance of Damage(Negative)
- (27) Touch of Death - Accuracy/Damage/Endurance
- (27) Touch of Death - Damage/Recharge
- (37) Touch of Death - Damage/Endurance
- (40) Touch of Death - Accuracy/Damage
- (40) Touch of Death - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Recharge
- (29) Reactive Armor - Resistance/Endurance
- (29) Reactive Armor - Resistance/Endurance/Recharge
- (31) Reactive Armor - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Call to Arms - Defense Bonus Aura for Pets
- (33) Call to Arms - Accuracy/Damage/Recharge
- (33) Call to Arms - Endurance/Damage/Recharge
- (33) Call to Arms - Accuracy/Damage
- (34) Soulbound Allegiance - Accuracy/Damage/Recharge
- (34) Soulbound Allegiance - Damage/Endurance
- (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) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Accuracy IO
- (39) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (46) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Titanium Coating - Resistance
- (45) Titanium Coating - Resistance/Endurance
- (45) Titanium Coating - Resistance/Recharge
- (45) Titanium Coating - Endurance/Recharge
- (46) Titanium Coating - Endurance
- (46) Titanium Coating - Resistance/Endurance/Recharge
- (A) Obliteration - Accuracy/Damage/Endurance/Recharge
- (48) Obliteration - Chance for Smashing Damage
- (48) Obliteration - Damage
- (48) Obliteration - Accuracy/Recharge
- (50) Obliteration - Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
Level 1: Brawl- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Empty
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So I have my fun Fire/Kin/Stone with the typical S/L softcap and some nice recharge, and that works great for whenever I'm in a team, but I find myself getting *****-slapped with mezzes if I try solo-ing mobs of Rikti et al.
I'd like to build a Fire/Kin/PM as my alt build, and I'm not sure of the best goal to aim for. I'm having trouble softcapping for S/L or Melee, and would appreciate advice or viable builds.
Thanks. -
Quote:I've played a Rad/Rad to 35 and the duplication of debuffs were totally outclassed by my Rad/Sonic (which I took to 50). While play-styles vary, I'd have to work very hard to get a rad/rad to compete with a rad/sonic for DPS-caused, esp in team-play.Im soo going to get Flak for this..but...theres 3 builds that come to mind when it comes to outright damage and survivability for a Defender....(In my eyes atleast)
Traps/Elec #1
Traps/Dark #2 (Wicked fun)
Rad/Rad #3
This is my personal opinion with exp added playing these builds.
Dark as a secondary has a relatively low DPS, and a less-significant debuff than either Rad or Sonic. It can add survivability but that's not what the OP is asking about.