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Posts
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Quote:The problem with blasters is surviving the Alpha strike and avoiding the Alpha Mez. Extra damage won't solve the problem because you can't get enough damage output with a blaster (even with incarnate powers and set bonuses) to one shot kill all the minions and lieutenants in a spawn and reduce the Alpha to a survivable level. Being able to do so would be horribly broken but that's what it would take to survive the Alpha return especially since the mobs are programmed to return fire BEFORE you do any damage or apply any status effects.Could it be that the problem with IO (set bonus) for blasters is that they cannot effectively buff damage?
Recharge increase damage, but one quickly runs into the activation time limits and the result of super recharge is that you need only 2-3 attack powers. Direct (global) damage bonuses in sets are minor and rare. So instead of going glass cannon all the way, blasters are trying to max defense and loose their natural edge.
Blaster secondary should not be about defense. It should be a variable mixture of blaps (few!), power ups, and controls. There should be plenty of soft controls with a damage component in them - examples are caltrops and subdual. Lots of Slows, root+debuff and knocks, all of which do damage in addition to the status. The hard status effects should be the territory of Dom/Controllers.
No blaster primary has powers that let you avoid the Alpha Strike and except for /Devices no secondary does either. No blaster power set of any kind does anything to solve the mez problem you have to rely entirely on break frees or be neutered down to level 1 while mezzed and try to figure out how to finish off 16 angry mobs with 3 single target attacks with all your resistances and defenses suppressed. -
You can do the same thing with a Claws/SR/Pyre Scrapper or Brute and you have a tank mage.
You get Focus (single target - range 40), Shockwave (cone - range 30), Ring of Fire (single target - range 50), Char (single target - range 50 that applies a mag 3 hold), Fire Blast (single target - range 80), and Fire Ball (TAoE - range 80).
A cone and a TAoE is what most blaster sets get for AoE. The other powers are single target ranged attacks, maybe a single target mez power, and a bunch of melee attacks which is most of the blaster's secondary. The Claws/SR has faster activation times than most blaster sets on all those ranged powers, can have soft capped defenses to all positions, capped defense debuff resistance, has scaling resists, and permanent mez protection.
All of that WITH SOs ONLY. The brute and scrapper can add in IOs and build exclusively for recharge since more defense would be silly. Recharge is lots cheaper than trying to build for defense.
The Brute and Scrapper pull further ahead with incarnate powers. Judgement gets them a ranged crashless nuke. They aren't limited to Clarion for the Destiny slot.
Blasters are broken, especially in comparison. Most blasters don't take all their attacks because they would sit in the tray unused because they don't animate fast enough to use them all even slotting just SOs. If you slot a reasonable amount of recharge even more of your powers sit in your tray which is why most blaster players select pool powers to fill in the mitigation chasm. You aren't going to get to use another attack power, taking it would be silly, or it sits in your tray unused except as a mule for a set bonus.
The damage difference does not even come close to making up for the mitigation difference.
Having played both scrappers and blasters I have to disagree with both the devs and your assessment of the situation. -
Actually Fire/FF isn't all that bad. With proper slotting (that means slotting up and using Smoke) and the Edict of the Master Unique you can have soft capped monkeys. Dispersion Bubble means that Hot Feet is far less likely to be detoggled and it means that your monkeys aren't getting mezzed either.
You can use Repulsion Bomb purely for damage without worrying about the KD effects. The rest of the powers are mitigation powers that were very useful for the Controller prior to the advent of inventions. You had to have a way to keep stuff off of you since your ally targetted bubbles don't help you at all. Now that you can increase your defense with IOs you don't really need them especially since they are End hogs.
The only one that is really useful to a Fire/FF is Force Bubble and that's a use tactically power, rather than a leave it on power. Since it is a repel you can push EVERYTHING into a corner or a wall so that it is all in Hot Feet radius and the monkeys get to stay in Dispersion Bubble range once you have it all FB herded.
I actually liked the synergy in mine. It was controller easy mode and it played just fine on +1/x5 with SOs only. I wouldn't really call it a non-synergistic challenge. -
Yeah, agree. My wife and I tried to use the presence pool with a pair of blasters hoping that the stacked fear mags might give us some added survivability. It was a waste of time and we deleted those concept toons.
I will note though that you can solve the duration and magnitude issues by taking the pool on a perma-dom. The problem again is that there are more useful powers that you can take. It can shore up Grav or Ice primaries for a perma-dom though. That's all its useful for. -
KB and patch powers don't work well together (TA/Nrg defender or Nrg/TA corruptor) and TA provides the lowest mitigation of all the defender primaries.
A Pistols/TA/Mace corruptor if you want redraw hell.
Pairing the worst blaster primary (Psi) with the slowest blaster secondary (devices) would be a pretty horrendous combination. It would be safe but excruciatingly slow and would be nearly worthless on a team.
An Ice/Nrg Dom would be a very non-synergistic combination. Whirling hands is pretty bad for a PBAoE and most every thing else will either KB stuff off of Ice Patch or out of the range of Arctic Air.
A poorly played Grav/FF controller is a nightmare to have on your team. Force Bubble will push all the bad guys out of patch powers. It will also make sure that all melee toons and melee reliant squishies are outside your dispersion bubble so that they get no benefit from it. You can Worm Hole a nicely packed spawn into Force Bubble and spray them every where. If you had the forethought to apply crushing field to the spawn while they were nicely packed the Tank won't ever be able to gather them together again. You have 2 different Cage Powers, one in the primary and one in the secondary, to annoy your teammates with, especially if you make the coloring on the powers subtle so that the team can't tell the mobs are caged.
A Sonic/Fire blaster could also be a pretty tough combo to play. You are squishy and have lots and lots of long animating powers. Most of your mitigation comes from Sirens which Hot Feet will ruin. Your Primary is all cones which doesn't play well with all the PBAoEs in /Fire.
I'm sure there are more. Some of these are ones I've seen in action on PuGs. -
Quote:That's true but I've been Hami raiding for a long time (on low pop servers you can run STF to get synthetics) and have a bunch of them in my SG base bins.micro's are 100~300mil btw.
You can try to bid 35~40mil and let it sit for a week.
(I haven't checked the price in awhile, but this seems to be the standard)
You can frankenslot 3 Acc/Dam/Slow enhancements from the various slow sets and a Multistrike Dam/End, Multistrike Acc/Dam/End and a Cleaving Blow Dam/End to achieve similar numbers cheaply. -
Unslotted Hot Feet has a -move speed of 70%, 1 slow enhancement makes that around 93%. IIrc the -move speed cap vs even cons is 95%. A second slow enhancement will put you at 115%ish which means that it will work at full value against even con lieutenants and bosses, and is effective up to +2 vs minions.
That can make the difference between 1 and 2 extra tics of damage from Hot Feet as well as keeping things in the damage radius of your click powers long enough to get maximum possible values vs all attacking mobs.
I tend to solo fairly easily with this toon at +2/x8 bosses on. If I want a bit more of a challenge I bump it up to +3/x8 or even +4/x8 but I find my maximum earnings to be at the +2/x8 setting.
Web Envelope won't hit the entire spawn on these settings so I still rely on the slow enhancements in Hot Feet. -
I went with Void on my Rad/Fire/Mace blaster because it's one more PBAoE in a PBAoE heavy toon and it won't crash my end bar and drop my toggles like Atomic Blast.
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Quote:You'll want it and you'll want to take it much earlier than that. You can fire it while mezzed and it animates and recharges quickly so this is a really good place to have the Decimation chance for build up.Awesome suggestions, people!
I worked up this build before I saw Milady's, and am reasonably happy with it. Traded some recharge for positional defense, but overall fairly similar.
A few more questions.
I picked up flares as a filler attack at 49, but don't know if I'll need it?
Quote:Do the Microfilaments in Burn add +slow to mobs? (Can't tell from Mids.)
Quote:If I slot Tough with Reactive instead of Aegis, is that 1.3% to S/L going to make a huge difference? I know a bit about Def, and realize that it sort of scales the higher you get with it, but don't understand the particulars with the numbers.
Arcanaville's guide to defense
Quote:I'm getting weird damage numbers in Hot Feet. Anyone know why?
Additional observations:
You want to slot Ring of Fire with either a HO nuc or a HO endo.
Put a stealth IO in sprint and that + Super Speed gives you PVE invisibility.
1 slotted inferno is pretty worthless. Take instead, a power that gives you some utility with a single slot (like Stealth slotted with an LotG +7.5)
Quote:Here's the build.
Thanks again!
-snip-
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The rune of warding temp power from the Croatoa story arcs is infinitely renewable, for free, through flash back, and will also light the slick, if you have all ready created the character and didn't select magic or tech as your origin.
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Quote:That would be what 2nd and 3rd builds are for.The issue is that, almost every team has some sort of defense buffing going on, which really negates the need to do things like NOT USE PURPLES and gimp your recharge just to hit the soft cap yourself, when the team will help you get there anyways. If this is strictly a solo only Blaster then yeah, you may want to make sacrifices, but I prefer a build that takes the maximum possible advantages from all angles, in a gameworld where everyone has maneuvers and vengeance.
It also depends on if you are PUGing or if you are teamed with a familiar group of SG or Coalition players that know what they are doing.
One other thing to mention since it appears that you haven't played a toon like this on a team. Even though your threat level may be lower than a tank's, you will be right there in melee range with them. Your damage output is FAR greater AND you have the added penalty (in terms of aggro generation) of having a primary that applies a debuff to the mobs. You can easily pull the attention from the tank, and keep it for your self, even on a buff heavy team.
I find the amount of recharge on this build to be quite adequate since I have so many attacks. My AoE chain isn't quite seamless but it doesn't need to be since I usually take the time to throw in a Web Envelope or target a mezzer with Cosmic Burst when I'm fighting over +2s and under +2's one iteration of the AoE chain means that all I have to do after is clean up with single target attacks. -
CEBR is still a decent way to farm and it is still probably one of the best ways to get < 50 recipes.
And Robotech_Master most of marketeering IS patience.
Let's say that you decide to start farming with a level 30 toon. You run AE content until you are full of tickets. Then you roll bronze at level 30-34. If you know what is junk and what isn't you can roll about 1/3 of your tickets and delete the stuff that is utter garbage as you roll.
Then you craft and store anything that you need for your build BUT all the high value stuff that you don't need for your build you craft and SELL.
While your market slots are full run a couple of task forces. When the TFs are over pick up any profit that you got at the market and either put a bid up for a recipe that you need OR use the cash to convert some of your reward merits into an A merit (I find it takes far less time to convert reward merits than it does to run tips).
You can use the A merits to create the Pool C recipes that you can't find/afford on the market. -
The easiest answer is to marketeer and earn enough inf to buy what ever you want when ever you want.
Quote:http://boards.cityofheroes.com/showthread.php?t=267375I know some people do a lot of Architect farming and keep their characters locked at level 30 and do a lot of random rolls on the AE reward tables to get level 30 recipes they can craft for use or sale. If I were to make such a character, what would the best character class and power sets for such a character be? -
Here you go.
S/L defense of 45.4%. Melee focused. Breath of Fire is skipped because it provides no defense through set bonuses and while you are in melee it will hit only a few targets because of it's narrow cone width.
Blazing Bolt is unneeded because it provides no defense bonuses from sets and would only be fireable once per spawn.
Inferno will crash your endurance, drop your defensive toggles, and reduce your damage output to 0. It is also unneeded for that reason.
As previously mentioned Blazing Aura is too high end cost and too low in damage due to the avoid in Hot Feet.
Rain of Fire will combine nicely with the slow in Hot Feet, Ring of Fire combines nicely with Web Envelope to ensure that a boss stays in Burn for its entire duration.
Everything else should be fairly self explanatory.
A couple of caveats:
This is a respec build. It's meant to be used after hitting level 50.
During the leveling process you may want to use different pool powers such as concealment and medicine and you'll probably want to spend most of your early play time teaming.
Once you hit the later 30s you can solo fairly effectively if you make your mission settings -1x6 and avoid mobs that have lots of mezzing powers. If you jump from spawn to spawn as quickly as you can and combine up all the enhancements you don't need into purples you can keep your defense high enough to survive long enough to get enough inspirations to keep your defense up. A kind of inspiration cascade. You can level very quickly on your own this way.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Valley Forge: Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 1: Ring of Fire -- HO:Endo(A)
Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(48), Dev'n-Acc/Dmg/Rchg(50), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(43), HO:Nucle(46)
Level 6: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 8: Combustion -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(42)
Level 10: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17), RechRdx-I(17)
Level 18: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(21), RechRdx-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(34)
Level 24: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(27), HO:Cyto(27)
Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-EndRdx(33)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Hot Feet -- HO:Nucle(A), HO:Nucle(39), M'Strk-Acc/Dmg/EndRdx(39), HO:Micro(39), HO:Micro(40)
Level 41: Weave -- LkGmblr-Rchg+(A), HO:Cyto(42), HO:Cyto(42)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: Scorpion Shield -- LkGmblr-Rchg+(A), HO:Cyto(48), HO:Cyto(48)
Level 49: Super Jump -- Jump-I(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
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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Quote:For me its pretty simple. I start with Ice Slick and use the KD long enough to stack the -rech to the maximum possible and then I begin stacking the immobilizes.To maybe simplify it some, part of the question arose for me because I note that most other control primaries can and would spam their immobilizes most of the time. Ice Control (and to a lesser extent Earth) is in a weird position because doing that can cancel out your other controls. What I'm wondering about is at what point I cross a threshold where spamming the cages is a better idea than relying on the slick.
(Of course, an even better thing would be for Ice Slick to be able to knockdown immobilized enemies in the first place, but that's a design issue I can't fix.)
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I rarely use purples on a defense based blaster.
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I wanted to get an idea from you of where you wanted to go with it. You've clarified. I'll post a build for you and give my power and set selections and the reasons behind them.
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I'm not sure exactly what you are trying to accomplish with this build. It seems to be all over the place.
You've taken all most all of your secondary powers which are melee heavy but haven't tried to softcap your S/L defense even though you took an Epic defense sheild.
You've taken Breath of Fire even though when in melee range you'll have trouble hitting more than 2 or 3 targets with a cone power.
You've skipped Rain of Fire which can be used at point black range as a PBAoE and the slow from Rain of Fire stacks with the slow in Hot Feet.
You've taken Blazing Aura. It is a pure end Hog that will burn through end like the government burns through tax money all the while doing virtually no damage because the avoid in Hot Feet will keep the mobs out of the pathetically small radius of Blazing Aura.
You've slotted Consume for End Mod but all you have to do is hit 5 targets total to fill your end bar from 0-100% without any End Mod at all. It should be slotted for Damage preferably with a set of Oblits. -
I was. It should do enough ED capped damage to one shot an even con lieutenant without any outside or self buffs. That way you don't have to sacrifice your AoE burst damage potential to maybe kill one mob.
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If you run herostats you'll discover that Combustion puts out quite a bit of your damage total. That's mostly due to the radius.
I find that mobs that are running are frequently finished off by the ticks of damage from combustion.
Soft capping your S/L defense makes the animation time less problematic. I find that Aim + Build up > Irradiate > Burn > Fire Sword Circle > Combustion is the best attack chain.
The mobs close while you Irradiate, are trying to hit you while you are casting Burn, are turning tail and starting to run when you are Fire Sword Circling and are near the edge of Hot Feet running (in slow motion) when you use Combustion. Usually one single target attack is all that is needed to finish off anything that is still upright.
The other thing to keep in mind here is that Combustion takes a set of Multistrikes or Oblits and gives you that all important S/L defense. Neutron Bomb does not. -
You want to fix snipes? Triple the base damage, quadruple the recharge and poof it's fixed. With proper slotting it will take out a lieutenant in one shot and it could be used once per spawn. That would make it useful.
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Below is my build and its one of my favorite blasters of all time and may eventually overshadow my main.
I respec'd out of Electron Haze because I found it's low chance of KB annoying and I rarely used it after opening because it is a short range, narrow cone, with too long an animation time. It meant that after my alpha if I used it again i usually only hit a couple targets with it.
I also respecc'd out of Neutron Bomb and went pure PBAoE. Neutron Bomb had the radius but none of the sets it accepts helps with defense so it got kicked to the curb too.
Blazing Aura is too tiny a radius, does too little damage, and has too large an end cost. Even with the slow I have in Hot Feet the avoid in Hot Feet meant that the mobs would turn, take a step, and be outside the damage radius of Blazing Aura before it ticked. I found that I spent a lot of endurance and got almost no damage out of it.
Proton Volley looks cool, sounds cool, and I never used it after I soft capped to S/L because I just jump in and PBAoE everything to death.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Neutrino Bolt -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg(43), Dev'n-Dmg/EndRdx(46)
Level 1: Ring of Fire -- HO:Endo(A)
Level 2: X-Ray Beam -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(25), Dev'n-Acc/Dmg/Rchg(27), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 4: Irradiate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(7), Sciroc-Acc/Dmg/EndRdx(9), Achilles-ResDeb%(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Super Jump -- Jump-I(A)
Level 10: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(11), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43)
Level 12: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), HO:Nucle(15)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Cosmic Burst -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(19), RzDz-Acc/EndRdx(19), RzDz-Stun/Rng(21), RzDz-Acc/Stun/Rchg(21)
Level 20: Stimulant -- EndRdx-I(A)
Level 22: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
Level 24: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(25), RechRdx-I(37)
Level 26: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(27), RechRdx-I(34)
Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Boxing -- HO:Nucle(A)
Level 32: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Hot Feet -- HO:Nucle(A), HO:Nucle(39), M'Strk-Acc/Dmg/EndRdx(39), HO:Micro(39), HO:Micro(40)
Level 41: Scorpion Shield -- HO:Cyto(A), HO:Cyto(42)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48), RctvArm-EndRdx(48), S'fstPrt-ResDam/Def+(50)
Level 49: Weave -- HO:Cyto(A), HO:Cyto(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(5)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1476;670;1340;HEX;| |78DA6593DB6E12511486F7C0468482A5560AF4000CF48C8C251E6E3431F150A3164| |59A98A8316402133A49338C30F460D4C437D0AAF142BDD2E89DEFE07BF80A1EAEAD| |8A6B583FD0C824F0CDFC7BADB5FFBDF6DEC59D4BA1CF579E9E174AF8E2A6DE6A552| |ED0BF63347D45BD6E5685FBF8E997845C29EB56DDA86965BD66EA8ED9B0385EED0D| |AFB76DBBD174B455B369548ABA65DAEDCD6EDCD8556BC3681A96A3F55E42A546635| |35B3374DBB4EAC1EEC7BA6D18B570F7B568D4CCAA6919FCB56AD6371C0A4B5CB6CD| |AAD69BACA857DD49DCF7DD38999CA3DF9DB0C0D3F18A8F8482144B9F98CBEF99F90| |FCC2DD18F15E20C417AC55DCA5790AF203E8EF849D42BA0DE3D8AF572ACCFBBC59A| |DC661EDA017799871F825F3C428C4B31415DF5293CB72FAA74C7627E6EB6ABF9173| |9DE4D0F608E80CD5AF001D8C4FA5A589F03B699AE9511CE95232542468AD02DB0CC| |3CB20E9EE3F567C940181EC25F3DDD3A19D24659F38CE6B876E43F5628690C738DB| |5683D33521C75C036F3D816B8CD4C52DD71CC35AE729D146951D4895EE7BE4C94C0| |2273E1067893E9B636067FB1B7DCDFF81BE62CFCDD277F09C4241033F98EA922E61| |161AABBFB1DDFD43EAF7DFA37F88799FC0B7640F7041015F23D83B5CCA097EE1148| |61EF52A89746BD34EAA5514F453D15F51EBBDB82DC0C72B3C8CD22378BDC59E4CE2| |2F7897B17F86CC9397899EF116764FE2C7F2F80FB1121163947593CCDDA12F88BC6| |72F0927BC63D3FFE1CDC035F30F32FC1574C2FF54583172D492F0B529C50C10C986| |516627C2E24E5ACC0CB0A3C14C06979E0CE76E8116BAE829B2402DC8992ECDF62A1| |6077D5415C2710E9DFDCCEB720C9C857F21CFBFDA0869BF863A029CA6D5E9DE71A3| |BFF3918F328698EF7ECB117F99AB932E47C7948290C29A786949343CA3FFF8BDE06| |-------------------------------------------------------------------|
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Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Pain in the Ice: Level 50 Mutation Dominator
Primary Power Set: Ice Control
Secondary Power Set: Icy Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), Thundr-Acc/Dmg(5), Thundr-Dmg/Rchg(7)
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Build%(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
Level 2: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), HO:Nucle(15)
Level 4: Ice Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(21)
Level 6: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/Rchg(21), CoPers-Acc/Conf/Rchg(23), CoPers-Acc/Rchg(23), CoPers-Conf/EndRdx(25), CoPers-Conf(25)
Level 8: Shiver -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(27), TmpRdns-Rng/Slow(27), TmpRdns-EndRdx/Rchg/Slow(29)
Level 10: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(39)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 18: Power Boost -- RechRdx-I(A)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Kick -- Acc-I(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(34)
Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(34), LkGmblr-Def(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 30: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 32: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 35: Ice Slash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Acc/Dmg(40)
Level 38: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 41: Sleet -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Achilles-ResDeb%(45)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(50), RedFtn-Def/Rchg(50)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Phase Shift -- RechRdx-I(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Hey Trickshooter,
I've been giving this some thought and I think that the problem is that any buff to defender TA/ needs to be pretty much neutral in respect to /TA for controllers.
I think buff requests should be simple, remain thematic with the existing dev vision of the set, while curing much of the set's ills.
For me the problem with the defender TA primary is that I eat the alpha and am dead before I can get all my debuffs down. Even with a tank going in first strong debuffs can put the negative attention back on you and solo all the attention is yours anyway.
Once the Alpha is over the problem after that is that even with maximum slow slotting in Glue Arrow the mobs can leave the area of effect and begin to close to melee long before Glue Arrow is recharged again.
With that in mind I would propose these 2 changes to TA and only these 2 to start:
1) Increase Flash Arrow's base endurance cost to 10 and add a base 27% enhanceable, non-stackable, and resistible to hit debuff, with a 7 second duration, to Flash Arrow. That's going to give you a 51ish% to hit debuff after slotting and will allow you to mitigate the Alpha, which is the one thing that TA doesn't allow you to do but all the other defender primaries do allow you to do.
It's a neutral buff for controller /TA since it will have a lower value and the controller can all ready do this more effectively by using an AoE control from their primary.
2) Add a mag 3 non-stackable immobilize with a 5 second duration to glue arrow, and have the glue patch pulse every 3 seconds with a 10% chance reapply a 5 second duration mag 3 non-stackable immobilize on all targets in it's area of effect.
This is mostly controller neutral since all control sets but Mind have an AoE immobilize that works for a much longer duration and can be multi-stacked and quickly refreshed.
Glue Arrow has a "real" effective range of 25 feet since it is a TAoE power instead of a Non-TAoE power. The target mob only has to go through 1/2 of the Area to be free and can easily leave the debuff area before the TA player's powers can recharge. This would be enough of an additional thematic slow down to keep the majority of the spawn in the patch until the debuffs expire.
I think that just those 2 things would make a huge difference to TA/ while doing almost nothing that can't all ready be done for controller /TA -
Quote:Base raiding was what I designed and built my Earth/TA for.... Those were the days.My first TA was the TA/A. I got it to 50 pretty quick, not too quick, no PL, no farming, just enjoying the game with friends and even stalled for some PvP. It actually took the last given slot to complete my character, part of its probably cos she was staminaless but nevertheless, it wasn't until 50 she finally got to be what I wanted.