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If you are going to be mainly S/L soft capped blapping I'd skip Electron Haze, Proton Volley, and Atomic Blast. The other powers you'll want.
The sample build below is slightly over the softcap to S/L with Stealth on and suppressed. It also has energy defense at 43.4%. If you have and want to use a Glad armor +3% defense IO you can soft cap all 3 positions.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Neutrino Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Power Thrust -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9), HO:Nucle(11)
Level 2: X-Ray Beam -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(11), Thundr-Dmg/Rchg:50(13), Thundr-Acc/Dmg/Rchg:50(13), Thundr-Acc/Dmg/EndRdx:50(15), Thundr-Dmg/EndRdx/Rchg:50(15)
Level 4: Energy Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(21), HO:Nucle(21)
Level 6: Build Up -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(23), RechRdx-I:50(23)
Level 8: Irradiate -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(25), Erad-Dmg/Rchg:30(25), C'ngBlow-Acc/Dmg:50(27), C'ngBlow-Dmg/EndRdx:50(27), C'ngBlow-Dmg/Rchg:50(29)
Level 10: Aim -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(29), RechRdx-I:50(31)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31)
Level 14: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(42)
Level 16: Bone Smasher -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(31), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(33), P'ngS'Fest-Acc/Dmg:30(33), P'ngS'Fest-Dmg/EndRdx:30(33), P'ngS'Fest-Dmg/Rchg:30(34)
Level 18: Cosmic Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(34), Thundr-Dmg/Rchg:50(34), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/EndRdx/Rchg:50(36)
Level 20: Stun -- P'ngFist-Acc/Dmg:25(A), P'ngFist-Acc/Dmg/Rchg:25(37), P'ngFist-Acc/Dmg/EndRdx/Rchg:25(37), P'ngS'Fest-Acc/Dmg:30(37), P'ngS'Fest-Dmg/EndRdx:30(39), P'ngS'Fest-Dmg/Rchg:30(39)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 24: Stealth -- LkGmblr-Rchg+:50(A)
Level 26: Neutron Bomb -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(40), Posi-Dmg/Rng:50(40), Posi-Acc/Dmg/EndRdx:50(40)
Level 28: Grant Invisibility -- LkGmblr-Rchg+:50(A)
Level 30: Phase Shift -- RechRdx-I:50(A)
Level 32: Power Boost -- RechRdx-I:50(A)
Level 35: Boxing -- HO:Nucle(A)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(43), HO:Nucle(43)
Level 41: Tough -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/EndRdx:40(43), RctvArm-ResDam:40(45), RctvArm-EndRdx:40(45), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(46), Enf'dOp-Immob/Rng:50(46), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(48)
Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(48)
Level 49: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(50), LkGmblr-Def/EndRdx/Rchg:50(50)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(17)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1462;666;1332;HEX;| |78DA65945D6FD26014C79F42718ED10DC63660636CBC8C6D6C76237A6962B21775C| |B4826181335062B34AC49D736C08C5CFA0D7CBDD2F9F601BCF1EDC3E837D0A9D77A| |81A73D7F98090DF02BFF739EF33F3D7DDAD283ADD0FB2B0F2F0949D934B556ABBA4| |1BF6DBD19BCAED70E2CDBB41B1DE11E43F44D21562D6B5643AFAB65AD6E686DC3B6| |7851B617AE1C398EDD6CABDB96DE6C74AA25CD329C23D3CB14C17DDB36D58AA3EBF| |59077BAA76B8E613522DE9F1DEBBED132EE19A6D1EE289E72D9681CB4299ED8768C| |9ADA732869359D7EDCF34E9C3A5BA0EF4D45E0E806C431A1280BDF2BF035537E03B| |E659E79C73C14FDB5B2D8276428768D79B60C5698C18B44D92F6E919F043F097E41| |F885E01782DF28FC46E16711FCF0F3C36F1C7EE3F09B80DF04FC6C4280D7F8022F7| |C42446531F5125CE1BAB715BE536E4F433F28362B8BF809F89D396D72EEF4213369| |31EFD0DA61D41F46DDE4313385FA192A3EC239D208B45E2C4B310531E59BCFD396B| |F321D52C7D0D7D806214EEB3699F35BE055E1F537BFC34CEF32AB543482B511CC39| |8D39A731E72CE69CC59CB398739310C5DA287C73F0CDC13707DF3C7CF3F09DA2EB9| |9F46E70574CBA27544F212DC6F5440CDA5DEA2F817B99F8C0BEF98FCCC54FE067F0| |0BF601D599419D19D40993360B6D16336D11E6A0CD4193282F032D83BD718467C0E| |D6101FB6919FB6919FBA980FD54C01A3FD559E2EB9397629277CD8514715116AB19| |30CB2CA6997FC242AC609E2B8FB8EFD5C7CC734FC0A7E033E6DA73A64C7E2AFBF95| |45CF35A188C32FF52FD75E4AC23A7889C22724E82F4DCE1BE485D3AC4AF5345926E| |609ABBDCF1CF81ECDFFF67CFF34CC36052EEBF07E8E366A75D85B3BB8581E8FA805| |21C50CE0F28170694BD531728FB72FFED82BE87C3FD7746F71F7379E3B3| |-------------------------------------------------------------------|
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Here you go:
This build hits the soft cap to ranged defense with Stealth suppression factored in. It costs you quite a bit in terms of S/L defense to hit it, but this build fixes your endurance problems, frees up conserve power as a power choice, and allows you to take phase shift as a rescue power instead.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Sara Piper: Level 50 Technology Blaster
Primary Power Set: Archery
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Snap Shot -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(3), Thundr-Dmg/EndRdx:50(3), Thundr-Acc/Dmg:50(5), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(7)
Level 1: Power Thrust -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(11), Mako-Dam%:50(11)
Level 2: Fistful of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(13), Posi-Dmg/Rng:50(15), Posi-Acc/Dmg/EndRdx:50(15)
Level 4: Build Up -- GSFC-Rchg/EndRdx:50(A), GSFC-ToHit/Rchg/EndRdx:50(19), GSFC-ToHit/Rchg:50(19), GSFC-ToHit:50(21), GSFC-Build%:50(21), GSFC-ToHit/EndRdx:50(23)
Level 6: Blazing Arrow -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx/Rchg:50(23), Thundr-Dmg/Rchg:50(25), Thundr-Acc/Dmg/Rchg:50(25), Thundr-Acc/Dmg:50(27), Thundr-Dmg/EndRdx:50(27)
Level 8: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(29)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 12: Explosive Arrow -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(31), Posi-Dmg/Rng:50(31), Posi-Acc/Dmg/EndRdx:50(33)
Level 14: Aim -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-Rchg:50(33)
Level 16: Stealth -- LkGmblr-Rchg+:50(A)
Level 18: Aimed Shot -- Thundr-Acc/Dmg/EndRdx:50(A), Thundr-Dmg/EndRdx:50(34), Thundr-Acc/Dmg:50(34), Thundr-Dmg/EndRdx/Rchg:50(34), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(36)
Level 20: Grant Invisibility -- LkGmblr-Rchg+:50(A)
Level 22: Kick -- Acc-I:50(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/EndRdx:40(36), RctvArm-ResDam:40(37), RctvArm-EndRdx:40(43)
Level 26: Stunning Shot -- Stpfy-Stun/Rng:50(A), Stpfy-Acc/EndRdx:50(37), Stpfy-EndRdx/Stun:50(37), Stpfy-Acc/Rchg:50(39), Stpfy-KB%:50(39), Stpfy-Acc/Stun/Rchg:50(39)
Level 28: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(33), RedFtn-EndRdx/Rchg:50(40), RedFtn-Def/EndRdx/Rchg:50(40), RedFtn-Def:50(45), RedFtn-EndRdx:50(45)
Level 30: Hover -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(40), Zephyr-Travel/EndRdx:50(42)
Level 32: Rain of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(43), Posi-Acc/Dmg/EndRdx:50(43)
Level 35: Boost Range -- RechRdx-I:50(A)
Level 38: Scorpion Shield -- LkGmblr-Rchg+:50(A)
Level 41: Total Focus -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(45), Mako-Dmg/Rchg:50(46), Mako-Acc/EndRdx/Rchg:50(46), Mako-Acc/Dmg/EndRdx/Rchg:50(46), Mako-Dam%:50(48)
Level 44: Summon Spiderlings -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(48), ExRmnt-Dmg/EndRdx:50(48), ExRmnt-Acc/Dmg/Rchg:50(50), ExRmnt-EndRdx/Dmg/Rchg:50(50), ExRmnt-+Res(Pets):50(50)
Level 47: Web Envelope -- Acc-I:50(A)
Level 49: Phase Shift -- RechRdx-I:50(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(17)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1465;662;1324;HEX;| |78DA65944973125110C76760105986C50801C20E91008140E9DD7289969654A5C4F| |24A8D6484519CA106B0E4A451BF86C67DB978713BF84DD4AFA089C6931EB0A1FF90| |543105F39BD7EFF5EBFEBFAE7EB53B67DDEFCE6F9D1444F94C47E9F51AA7E9DD574| |DE715B5D9D68D8ED11A0AF438EB8AA92437B4AE6ADA6918C4AAC665456FA99BE553| |66B3AD9AC3CCD45C1F74BB86D92FAFEBAAD91A366A8AAE75071DA5AF19BAE0DC308| |C4EB9DE55D54DFFE4F3827E5BEB69D7B48ED61FCA13CB39ADD5EE6B7ACBC5A3CE78| |185EEF6ACDF234404D69AAF41A7F0F4394D032FDA3C2F419D984A784AA24589E818| |F99D223709B79E809F3D641DFEB986B310FB7418DE9BC01DE64C60922FB4AE27BB6| |B93F801F999E4FE067A641B0229EF5B565623BF20A7CC93CFA027CCB0CBE6126C8C| |B065F1B7406A133045D21E88A406F04FA33543D3BFB8AF6EFBC5FF41B334D130ECC| |398ABC3E0AA6082E687441631C1AE3D01887C62434260932F693B73946F23953A65| |8DEC9A18D046F409CD86234F243971FBA52C83B051D29E8CC4067063A3DB4DF02FB| |0A0BD8CF42B6006C8108AFB3926D91E35A17C71F31DA234ECC494236CD2C6498195| |A15463EE1FBBC67760BBCC73C76177C083E604A146789E3D8969C6C4BBA98393728| |33573DA097E920DF18FB5A62D092FBCAE79647ADB2349B403D12A8471EF5C8A31E0| |5D4A3807AF409699C471A75FDE7A3DE411D96116B40A315E85E412FACA2174AE885| |127AA1845E58432F7CA10216E15BDCE15CD776C15FCCEA6F700FFCC3FC4BB994915| |F19F5F2D1595460AB20E71F4EEA37E42C8EE81176F62DA27891ABE7BBCA6A7ECEAD| |DE3DB83A893860549ADD03F41BAF4E49D3F61E8D0A73B395394B75CE727CCE7262C| |E72693F0A35219FC78634BB5790B9C337BB3546FF019198EA9E| |-------------------------------------------------------------------|
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Here you go.
Sadly, you can't enhance the debuff values in sonic blast so no enhancements there.
This build has ranged defense of 32.7% which means that you can use one small purple inspiration and soft cap your defense to ranged attacks. Hover will allow you to stay out of melee range so all you have to be aware of is ranged Area of Effect attacks like the Nemesis use.
Most of the attack powers have very long animation times, that means that your AoE attack chain will be nearly seamless without Hasten. (Shockwave > Howl > Psi Scream > Static Discharge > Sirens). Your single target chain will be Screech > Shriek > Scream > Shout > Shriek > Scream.
When soloing, toggle on Sprint to get stealth and approach the spawn. Open with Sirens Call to put the spawn to sleep then turn sprint off to conserve endurance. **Follow up with Screech and Shocking Bolt on any mobs that are not sleeping and/or on any mez using lieutenants. Hover into melee range of the largest amount of sleeping bad guys and use Drain Psyche. Move back out to cone range and use Amplify and Concentration then your AoE attack chain. Shockwave will knock them back and down (try to make sure there is a wall or object behind them so they don't scatter) Howl will damage them and debuff their damage resistance. Psi Scream and Static Discharge will damage them and about the time that they begin to return fire, Sirens Call will put them to sleep again. Repeat if needed from ** until all that remain are bosses and lieutenants and then switch over to your single target attack chain to clean up.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Kaylala: Level 50 Magic Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Shriek -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Subdual -- Acc-I:50(A)
Level 2: Scream -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(11)
Level 4: Howl -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(13), Posi-Dam%:50(15), Posi-Acc/Dmg/EndRdx:50(15)
Level 6: Shockwave -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Dam%:50(19), Posi-Acc/Dmg/EndRdx:50(19), FrcFbk-Rechg%:50(43)
Level 8: Shout -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(21), Thundr-Dmg/Rchg:50(21), Thundr-Acc/Dmg/Rchg:50(23), Thundr-Acc/Dmg/EndRdx:50(23), Thundr-Dmg/EndRdx/Rchg:50(25)
Level 10: Psychic Scream -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(25), Posi-Dmg/Rchg:50(27), Posi-Dam%:50(27), Posi-Acc/Dmg/EndRdx:50(29)
Level 12: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(29)
Level 14: Fly -- Zephyr-Travel/EndRdx:50(A), Zephyr-Travel:50(31)
Level 16: Amplify -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(33), AdjTgt-Rchg:50(33)
Level 18: Sirens Song -- CSndmn-Acc/Rchg:50(A), CSndmn-EndRdx/Sleep:50(33), CSndmn-Acc/EndRdx:50(34), CSndmn-Sleep/Rng:50(34), CSndmn-Acc/Sleep/Rchg:50(34)
Level 20: Concentration -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(36), AdjTgt-Rchg:50(36)
Level 22: Drain Psyche -- Theft-Heal/Rchg:30(A), Theft-Acc/Heal:30(36), Theft-Acc/EndRdx/Heal:30(37), Theft-Acc/EndRdx/Rchg:30(37), Theft-Heal:30(37)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Screech -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(39), Stpfy-Acc/EndRdx:50(39), Stpfy-Stun/Rng:50(39), Stpfy-Acc/Stun/Rchg:50(40), Stpfy-KB%:50(40)
Level 28: Recall Friend -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(40)
Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(42)
Level 32: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(43)
Level 35: Static Discharge -- Det'tn-Acc/Dmg:50(A), Det'tn-Acc/Dmg/EndRdx:50(43), Det'tn-Dmg/Rchg:50(45), Det'tn-Dmg/Rng:50(45), Det'tn-Dmg/EndRdx/Rng:50(45)
Level 38: Shocking Bolt -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(46), BasGaze-EndRdx/Rchg/Hold:30(46), BasGaze-Acc/EndRdx/Rchg/Hold:30(46)
Level 41: Charged Armor -- RctvArm-EndRdx:40(A), RctvArm-ResDam/EndRdx:40(48), RctvArm-ResDam:40(48)
Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(50)
Level 47: Tactics -- AdjTgt-ToHit/EndRdx/Rchg:50(A), AdjTgt-ToHit/EndRdx:50(50), AdjTgt-ToHit:50(50)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(31)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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If you really want a PBAoE, blapping, monster of a blaster, I'd recommend Rad/Fire/Mace (or Ice Epic). Easy to soft cap to S/L and the AoE damage output is simply incredible.
With a Rad/Nrg you'll have lots of stacking stuns but your AoE will be kind of clunky as you'll have a PBAoE, short range cone with low % chance of KB, and a TAoE. -
Quote:Last week on Justice was an impromptu "theme week" for ITFs. It started with an all Ice ITF (and Justice was most amused with all the puns associated therein on the global channels) I was on an all Elec ITF the next day and an all Fire ITF the next run (and yes the puns ran thick and fast for both those ITFs)Elec blast in general is just very situational, it's not enough single target and not enough AoE. The recharges on it's tier 1 and 2 are disproportionally BAD when you count that it doesn't have a tier 3. I like Voltaic Sentinel but it doesn't last that long and I feel like I can't produce a good single target attack set at all. I spend almost all of my time in melee so that I can do moderate damage at best and use my end drain. End Drain itself however is very situational as it is all or nothing and while an enemy has any endurance left the secondary power might as well not exist.
It's lackluster everywhere, damage, recharge, single target, multi-target, secondary effect, pet, nuke, EVERYTHING.
Yes I can use it, I've pretty much perfected the art of elec blast but that doesn't mean it's a good set. Can I just roll a better primary set? Of course I can, I would really just like to see Elec blast not suck. I'm attached to my favorite character and it's the one I have the most badges, accolades, enhancement sets, and everything on. I've spent a lot of time and a lot of inf on my favorite character. Elec blast still sucks and my character will still only be good in very specific circumstances.
Why can't a blaster do good damage?
I have NEVER before seen a full spawn of EBs with empty endurance bars that STAYED empty. I only remember 3-4 player defeats for that entire TF (I admit that I wasn't really counting them) and those occurred about when you would expect, an ambush spawn appearing on top of the squishies after a crystal, an exploding crystal, and 3rd robot spawn during the computer.
The all Fire TF featured multiple player defeats (pretty sure that my fire^3 tank was the only one not to die sometime during the TF. Not positive though, I was busy) Completion time was a mere 3 minutes faster for the all fire run. Both were extremely fun in very different ways.
The all elec ITF inspired me to try an Elec/Psi dominator that is now level 20. I have to agree with Kioshi that end drain is very powerful mitigation. I'm soloing using level 20 DOs and playing on +1/x3 bosses on, and I can drop Static Field in the middle of the spawn, use Tesla cage and single target attacks on one target while I wait for Conductive Aura to drain the spawn, and then start AoEing with impunity thereafter. At level 20 when I got Drain Psyche it got even better because the mobs that are drained with Conductive and Static Field don't recover endurance after they are hit with DP.
This dom may turn out to be even better than my Mind/Ice/Fire perma dom. I'm just not sure at this point how much end mod I want to slot. -
The bad news is that no it hasn't been buffed (except for some tweaks due to the defiance change).
More Bad news is that it actually got nerfed a bit if you were built as a sapper. It's not possible to empty the spawn's blue bar with just Power Boosted Short Circuit anymore. You have to use that and follow up with Ball Lightening.
The good news is that Elec isn't the worst blast set anymore. When they ported Psi blast to Blasters they gutted the set and reduced its range. The award for worst blast set is now held by Psi.
More good news is that Electric control is a pretty strong control primary. Definitely above average for both Controllers and Dominators. -
Dominators are cool because there are several different playstyles that are viable to use.
For Fire/Ice you "could" also go with pure range and slot Hot Feet for maximum slow. You also take Bonfire and slot it for maximum KB and slot up your ranged defense.
Hot Feet and Bonfire have the same radius so you can drop Bonfire at your feet and Hot Feet slows them enough that they never get into melee range before Bonfire kicks them out.
I played my Fire/Fiery/Fire Dom like this for quite some time. -
Quote:There are only a couple situations that I can think of where Hasten is not as of much value.I'm not going to tell anyone they better take Hasten or they'll be gimp. I'm certainly mystified by the number of claims of builds that don't benefit meaningfully from it. I can only think of certain situations where this would be true.
1) The powers in the sets recharge quickly anyway. Claws/SR and Claws/Elec are good examples here. That's not to say that there is no benefit it is just that the additional benefit may not enough to justify taking it for some play styles.
2) The animations are so long that even without hasten a power is always recharged and ready to go. Sonic blast is a good example of this and Assault Rifle and Archery were excellent examples prior to their animation upgrades. -
The last time we had asked about water powers we were told that the game engine wasn't capable of supporting it. That may have changed but I doubt it.
The original Devs tried to make a water set and were not successful. The power animations became the Energy Blast set so you can have a look to see how that went. -
I know that it is expensive but my preferred slotting for Hot Feet is 2 HO nuc, 2 HO micros, and a multistrike Acc/Dam/End.
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Quote:Apparently Lol.Thanks for the reply Miladys,
I must have a secret inner need to choose difficult ATs and choices, but I certainly love a challenge as well.
Quote:I have Char slotted to recharge around 5 secs atm. The two powersets are very slot needy so far, so I have skimped on some powers in order to feed the important ones (like Flashfires). PB and Flashfire will get more recharge as I increase my global recharge (on the way to perma), but I think that I have ignored one of the good soft-control aspects of this combo.
Quote:Just did several missions with a new battle plan and it seems to work just fine (have not tried those pesky Lost yet though). It goes like this: Smoke, Power-boosted Flashfire, close to Frost-Breath range, Breath, Char anything I missed (repeat as needed), Ice Circle if the mobs line up good, Bolt, Blast, Sword one target at a time, all with Chilling Embrace running.
You can bounce back and forth like a crazed flea to try to maximize both powers (which I refer to as the "range dance"). I find that HIGHLY annoying as you must do so perfectly to maintain alignment for the cone or to maximize targets for the PBAoE. I find it is much easier and more slot effective early in the game to skip one or the other and settle on a specific strategy to level up so that you can perma your toon.
Quote:The soft control that I missed was the -Recharge from Breath plus Chilling Embrace. -70% is nothing to sneeze at. There was still some heavy incoming damage from time to time, but I did not need to empty my inspy tray when things went wrong, just pop the appropriate pills as needed and they re-fill during normal battles.
The issue with Flashfire is not only does it take 2 Acc enhancers but it has less than 80 foot range. That means that it will be cast inside mob perception range. Mobs instantly aggro on a miss. That means that if you miss one mob with your Flashfire ALL the mobs in perception range will instantly aggro and queue up their ranged attack which will animate successfully even if they are subsequently stunned. When a mob aggros stealth is suppressed. That is why smoke is important at low levels. it reduces mob perception range by 90% and can prevent all or part of the initial chain aggro. All you need it for is the Alpha which is why I use it with base slot and an end reducer. It lasts 60 seconds and recharges in 15.
Quote:What would you recommend for slotting on CE and Frostbreath ? These two may become lynchpin passive defense for this toon.
I'd have stealth on to approach Smoke range without being seen.
I'd Smoke > Power Boost > Flashfire > Char the nearest unstunned target > move into Hot Feet range and then go about cycling Char and damage as described previously, using Ice Sword Circle when I have 3+ targets in range.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 28 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Icy Assault
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Speed
Villain Profile:
Level 1: Char -- EoCur-Acc/Hold/Rchg:30(A), Para-Acc/Hold/Rchg:30(3), NrncSD-Acc/Hold/Rchg:30(3), Lock-Rchg/Hold:30(5)
Level 1: Ice Bolt -- Ruin-Acc/Dmg/Rchg:30(A), Ruin-Dmg/EndRdx:30(5), Ruin-Dmg/Rchg:30(7), Ruin-Acc/EndRdx/Rchg:30(7)
Level 2: Ice Sword -- S'ngH'mkr-Acc/Dmg:30(A), S'ngH'mkr-Dmg/EndRdx:30(9), S'ngH'mkr-Dmg/Rchg:30(9)
Level 4: Combat Jumping -- Krma-ResKB:30(A)
Level 6: Smoke -- EndRdx-I:30(A)
Level 8: Hot Feet -- TmpRdns-Acc/EndRdx:30(A), TmpRdns-Acc/Dmg/Slow:30(11), CtlSpd-Acc/EndRdx:30(13), CtlSpd-Dmg/Slow:30(13), M'Strk-Dmg/EndRdx:30(15)
Level 10: Ice Blast -- Ruin-Acc/Dmg/Rchg:30(A), Ruin-Dmg/EndRdx:30(15), Ruin-Dmg/Rchg:30(17), Ruin-Acc/EndRdx/Rchg:30(17)
Level 12: Flashfire -- Rope-Acc/Rchg:32(A), Rope-Acc/Stun/Rchg:32(19), Rope-EndRdx/Stun:32(19), Stpfy-Acc/Rchg:32(21), Stpfy-Acc/Stun/Rchg:32(21), Stpfy-EndRdx/Stun:32(23)
Level 14: Super Jump -- Jump-I:30(A)
Level 16: Power Boost -- RechRdx-I:30(A), RechRdx-I:30(23), RechRdx-I:30(25)
Level 18: Ice Sword Circle -- M'Strk-Acc/Dmg/EndRdx:30(A), M'Strk-Dmg/EndRdx/Rchg:30(25), M'Strk-Acc/Dmg:20(27), M'Strk-Dmg/Rchg:20(27)
Level 20: Stealth -- EndRdx-I:30(A)
Level 22: Hasten -- RechRdx-I:30(A)
Level 24: Grant Invisibility -- EndRdx-I:30(A)
Level 26: Phase Shift -- RechRdx-I:30(A)
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:20(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:30(A), EndMod-I:30(11)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Part of your problem is that you have paired a low mitigation, endurance hungry primary, with a low damage, fast recharging, endurance hungry secondary.
That said.... useful strategies:
At low levels stay away from the end guzzling powers (Hot Feet, Ice Sword Circle), stay single target, and stay at range. Yes, I know Dominators do more damage in melee, but if survival is your problem, melee is the last place you want to be.
Smoke and stealth are your friends use them liberally.
At level 26 my SO'd build would look something like the below and I would be playing at +1/x1, no bosses:
I'd have Stealth on and open with Smoke.
Power Boost and Flash Fires have roughly the same recharge time. I'd use PB then Flash Fires next to stun the mobs.
Fire Cages next to make sure that they don't move too much.
Next I'd Char anything I missed with Flash Fires. With this build Char has a recharge of roughly 5 seconds and a duration of 30ish seconds without Domination or PB. It has a base accuracy of 90% so hitting with it shouldn't be an issue.
After casting Char I'd target the nearest mob and Ice Bolt + Ice Blast and then Char it. Close to melee on it and use Ice Sword, then switch to the next target and Char. Switch back to the nearest target and throw damage at it until Char is recharged, then switch to the next target that I haven't Charred and Char it. Back to the nearest target for damage, switch to the next target and Char etc.
Pretty much repeating this process until I've killed every thing.
Doing this you should be able to lock down a spawn of 4 with some margin for safety. PB'd Flashfires will last 30ish seconds and it should only take you 20-25 seconds to lock them all down individually rotating Char from target to target.
The only other thing I'd recommend for a Dom Newb is to play a power set combination that doesn't have such a high learning curve.....
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 27 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Icy Assault
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Speed
Villain Profile:
Level 1: Char -- Acc(A), Hold(3), Hold(5), RechRdx(7), RechRdx(9), EndRdx(21)
Level 1: Ice Bolt -- Acc(A), Dmg(3), Dmg(7), RechRdx(9), EndRdx(15)
Level 2: Ice Sword -- Acc(A), Dmg(5), EndRdx(19)
Level 4: Fire Cages -- Acc(A), Acc(25)
Level 6: Smoke -- EndRdx(A)
Level 8: Combat Jumping -- DefBuff(A)
Level 10: Ice Blast -- Acc(A), Dmg(11), Dmg(11), RechRdx(15), EndRdx(19)
Level 12: Flashfire -- Acc(A), Acc(13), Dsrnt(13), Dsrnt(21), RechRdx(25)
Level 14: Super Jump -- Jump(A)
Level 16: Power Boost -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 18: Cinders -- Acc(A)
Level 20: Stealth -- EndRdx(A)
Level 22: Hasten -- RechRdx(A), RechRdx(23)
Level 24: Grant Invisibility -- EndRdx(A)
Level 26: Phase Shift -- RechRdx(A)
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(23)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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No, I want new inventions that have bonuses people actually want, for powers people actually use.
How many snipe sets are there? How many ATs have snipes? How many snipe powers are there in a power set?
How many TAoE sets are there? How many ATs have TAoE powers and how many TAoEs are there in a power set?
How many ranged damage sets, level 30+, have range as one of their enhancements? How many ranged damage sets give a global bonus to range?
How many enhancement sets give bonuses to things like debt protection?
Why do some set bonuses provide resistance to a particular status effect? In game you either have mez protection and its a moot set bonus or you have no status protection and it doesn't do enough. -
Quote:That would be what ever the spell check nazis recommend.....Would that be the Rod of Levitation or the Rod of Bleaching?
Seriously though, i second Electric Melee as a good choice. Lots of knockdown and AoE goes good with almost any secondary, and the ability to slow down enemy's attack rate by knocking them down is good for a set whose only real weakness is spike damage.
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I would, at one point, have said Dark Melee for the -tohit it applies to the mobs (a dark/regen is one of my signature toons). The only problem is that your AoE attack that hits several targets with a to hit debuff has a target cap of 5, is hard to line up to hit 5 targets, and has a 3.07 second animation time. Against a large number of mobs being locked into a long animation with a click heavy secondary is not good.
I'll echo mauk2 except that I'll recommend Electric Melee. You have lots of PBAoE powers that you can use to keep the mobs bouncing, Thunderstrike, Lightening clap, Lightening Rod, and you could add in Spring Attack and pretty much be golden. -
Marketeering is what I do "between" play sessions. I never stopped. Even just doing that the market is boring. There's nothing new and no real effort being made to make new things.
@Rodion - Enhancement conversion isn't really any thing "new". It's just a way to change something that's old in to something else that's old. -
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Anyone else bored with the market and the market forum?
No new challenges, no new sets, no new IOs.
They are putting alot of time and effort into new power sets, new incarnate powers, slotting and content but they have left us marketeers twiddling our thumbs (again). Most of the new stuff is bind on pick up and un-tradeable
Since War Witch had them merge the BM and WW there isn't even anything to talk about.
Anyone else out there think we need the invention system revamped and new sets added? -
That's true.
A couple other bits of Winter trivia:
1) There is a truck floating in mid air between the Ski Chalet and Pocket D.
2) You can go in and out of the Ski Chalet through the Chimney. -
Quote:A blaster's REAL defense is staying active and aware of the surroundings. I understand the dev desire to make basic blasters no defense and little resistance and I'm good with that. What makes absolutely no sense is that mez stops a blaster cold (or rather neuters them down to level 1) and that no blaster power set gives you tools to avoid, prevent, or escape from mez. As prolific as mez is in this game that says bad design to me.That is only relevant when solo. If the way to solve it is to allow the blaster to kill all except the boss with his own alpha, that will make it a really boring game. A blaster is made for teaming or solo with a challenge.
Soft controls and extended range can lower/stagger the alpha. This is why I advocate giving blasters more soft controls in the secondary. I wouldn't mind if blasters received an inherent range bonus to all primary powers and possibly some secondary.
Now add in that we have F2P and those of us that pay to play. Mez with no tools to avoid it means I pay not to play. That's a bad dev choice in terms of marketing. -
I'd go something like this.......
It will be cheaper than a defense based build by far. I'd work on amassing some A merits for the really pricey IOs like the LotG +7.5s, Numina +/+ and Miracle +.
41.5% boost to global damage and you add 10.5% to the damage your teammates do from Assault.
2 different chances for build up procs one of which is in your fastest animating and recharging power.
9.5% defense to all positions, 30ish % resistance to Smash, Lethal, and Energy and a 60% global boost to recharge.
Alpha Musculature Core Paragon adds another 45% damage boost and Cuts ED by 1/2.
If you hit Aim + Build up, then defiance buff yourself with Total Focus > Power Blast > Power Bolt > Nova. You should be able to just about wipe out an entire, even con, 8 player spawn including bosses. If either of the build up procs fire just prior to the nuke you will wipe out the entire spawn except for that 5% of mobs that you always miss.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5)
Level 1: Power Thrust -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), ExStrk-Dmg/KB(9), ExStrk-Dam%(11)
Level 2: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(13), ExStrk-Dmg/KB(15), ExStrk-Dam%(15)
Level 4: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-Rchg(21)
Level 6: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25), FrcFbk-Rechg%(25)
Level 8: Power Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(27), Dev'n-Dmg/Rchg(27), Dev'n-Acc/Dmg/Rchg(29), ExStrk-Dmg/KB(29), ExStrk-Dam%(31)
Level 10: Combat Jumping -- Winter-ResSlow(A), LkGmblr-Rchg+(31), Ksmt-ToHit+(31)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-Rchg(33)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 18: Stealth -- LkGmblr-Rchg+(A)
Level 20: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 22: Phase Shift -- RechRdx-I(A)
Level 24: Assault -- EndRdx-I(A)
Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), FrcFbk-Rechg%(36)
Level 28: Conserve Power -- RechRdx-I(A), RechRdx-I(37)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(39)
Level 38: Total Focus -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(42), HO:Perox(42)
Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
Level 44: Shocking Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Lock-Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(46)
Level 47: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Charged Armor -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(50), ImpArm-ResDam(50)
Level 50: Musculature Core Paragon
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(17), P'Shift-End%(19)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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You didn't mention your secondary.
I'm guessing it's Energy. If you really want to focus on damage with an Energy/Energy then the Epic pool you want is Munitions.
I'll put you a build together focusing on Damage output. -
This is mine. I intend on eventually adding 2 more purple sets but this works quite well for now. I play almost exclusively at range the 2 swords are for those rare times that something isn't mezzed and is in melee range or to smack a confused runner as its trying to slip past me.
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Krisp Kringle: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Icy Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Mesmerize -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(17), Dev'n-Dmg/Rchg(17), Dev'n-Acc/Dmg/Rchg(34), LgcRps-Acc/Sleep/Rchg(50)
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/Dmg/Rchg(48), Decim-Build%(48)
Level 2: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 4: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 6: Confuse -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(7), CoPers-Conf/EndRdx(9), CoPers-Conf%(9)
Level 8: Super Speed -- Zephyr-ResKB(A)
Level 10: Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
Level 12: Mass Hypnosis -- FtnHyp-Plct%(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(15)
Level 14: Stealth -- LkGmblr-Rchg+(A)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(50)
Level 18: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(31)
Level 20: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Terrify -- U'spkT-Acc/Rchg(A), U'spkT-EndRdx/Fear(27), U'spkT-Acc/EndRdx(27), U'spkT-Fear/Rng(29), U'spkT-Acc/Fear/Rchg(29)
Level 28: Phase Shift -- RechRdx-I(A)
Level 30: Power Boost -- RechRdx-I(A), RechRdx-I(31)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34)
Level 35: Ice Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 38: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam(50)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
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