Miladys_Knight

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  1. Level 22 is where you get to slot SOs instead of DOs into your powers. Makes up for the loss of all the beginners stuff.
  2. Here is the build as promised. It has soft capped defense to ranged attacks and has modest numbers vs melee and AoE.

    A few caveats:

    As Djeannie is aware, in all my builds I try to avoid "set mule" powers. I only try to take the powers that I will actually use. In this case Group Fly is a mule power that will occasionally see use in late game play.

    Super Speed is NOT a mule power. Along with the stealth IO in sprint it lets you stealth missions.

    I skipped ALL the short ranged powers. The build also has boost range available and, along with Alpha Cardiac Core Paragon, will have you shooting at stuff from above that won't be able to shoot back at you.

    Explosive Blast is not the problem power that some posters will tell you it is. If you are hovering directly over the bad guys the knock back will be converted into knock down. Repulsion bomb is decent damage and has the advantage of being knock down no matter what angle you fire it from.

    This is a respec build. What is meant by that is this is the build you switch to at level 50 after you are done leveling. For leveling purposes I would recommend that you substitute Boxing with Stimulant, Tough with Aid Self, Weave with Stealth, Maneuvers with Grant Invis, and Assault with Phase Shift (to use as an escape power).

    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: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
    Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(23), GSFC-Build%(23)
    Level 6: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(25), LkGmblr-Rchg+(25)
    Level 8: Sniper Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
    Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-Rchg(33)
    Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel(34)
    Level 16: Boxing -- Empty(A)
    Level 18: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(34), S'fstPrt-ResDam/Def+(36)
    Level 20: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 22: Air Superiority -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 24: Maneuvers -- HO:Cyto(A), HO:Cyto(40), LkGmblr-Rchg+(42)
    Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(43)
    Level 28: Assault -- EndRdx-I(A), EndRdx-I(43)
    Level 30: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
    Level 32: Afterburner -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
    Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(45)
    Level 38: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 41: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
    Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-EndRdx(48)
    Level 47: Force of Nature -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(50), ImpArm-ResDam/Rchg(50)
    Level 49: Group Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(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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  3. Blasters are not superfluous. They exist so that buffing defenders have something to do on team.

    /end thread.
  4. I've done them both. All things being equal I prefer the Dark/DP for both soloing and teaming since it does provide more mitigation in the long run and at a lower endurance cost. YMMV of course. For a sonic primary I actually prefer /Sonic for much more stacking -res. The longer animations on /sonic also put an absolute limit on endurance usage since you can form a seamless attack chain with little recharge and fewer powers. I found that an important consideration with Sonic/ even when I used Alpha Cardiac.
  5. Quote:
    Originally Posted by Djeannie View Post
    Hi there everyone!

    His goals:

    • Hovering/Flying around and blasting from range with the ability to knock a foe down/away if they get close with melee.
    • Survivability by softcapping s/l and decent ranged defense.
    • No Endurance problems
    • A Heal if possible
    A fly/hover build is better off going for capped ranged defense and some AoE defense. The reason being that you can completely remove the melee vector simply by hovering out of melee range.

    To knock a flying foe down, /energy is not the ticket, but taking air superiority from the flight pool solves that problem. You don't even have to slot it for damage since all you'll really be using it for is to knock flyers out of the air so that you can safely use your ranged attacks on them.

    I recommend S/L defense if you are mainly going to be blapping.

    In either case I tend to avoid Power Burst. It has 2 distinct disadvantages for your given goals. For a hover build its short range means that you'll rarely use it. You'll be blasting along and get that annoying "boink" sound that means you are out of range. For a melee build it's range is no longer a factor but its animation time and chance of KB make Energy Punch + Bone Smasher a better option.

    I have 3 different builds I use on mine. One is a purpled out recharge + KB focused build, a long ranged attack, ranged defense build, and a blapping build that's soft capped to S/L. I'd be happy to share which ever one is preferred.
  6. Quote:
    Originally Posted by Fugacity View Post
    I'm just curious, but what factors are used to determine exactly how long a given Task Force should take to complete?
    Merits per minute formula
  7. Quote:
    Originally Posted by Madadh View Post
    All true, but there is a fairly huge gap in between a fire brute (or tank) on a fire farm (ie fire damage only) and a blaster.

    Also, it looks like in your numbers that your Dark/2gun got the damage reduction for chem rounds figured in, but the Sonic/2gun didn't benefit of the chem rounds.

    And I'm not sure I'd assume most blasters are running tough and ED mastery, but I don't run blasters much myself so I can certainly be easily talked into believing it.
    Adding in Chem Rounds for the Sonic/DP means a boost of 25% -damage for that combo. Adding in Shadow Fall (slotted 2 defense, 2 resistance, 2 end red) for the Dark/DP means that the team gains another 7.5% defense to all and 30% resistance to Energy, Negative, and Psi.

    (My preferred slotting for Shadow Fall is is 2 HO Ribos, 2 HO Cytos, LotG +7.5, and Steadfast res/def which gives fractionally higher mitigation numbers but much better endurance management)

    I'll leave the rest of the math to the reader but it seems to me that the clear winner in the mitigation department is still the Dark/DP especially since the full benefit applies to the Defender as well as the team meaning that the defender stays upright and helping the team a larger portion of the time.
  8. If you are going to play Psi as a blaster primary rather than a defender secondary Psi/nrg is the way to go.

    Use hover, slot for Range and Ranged Defense, use Boost range and Alpha Cardiac, avoid Robots and Carnies and you have a decent (elec is better) though not stellar single target blaster.

    The caveat is that it will be a long slow slog to 50 if you are soloing, the good thing is you'll be unique. The chances of seeing another Psi/? blaster are extremely low.
  9. Quote:
    Originally Posted by Madadh View Post
    Sure, but heavy +resistance sets leverage that just as much, I would think. Especially since neither once can get near the cap alone.. I must admit to not being sure, and not being enough of a math girl to calculate it, so I'll leave that to others. But it's close enough that I can't tell the difference. I've played both, and it seems very close. If I had to wager, I'd bet on sonic, but I wouldn't be shocked of dark pulled ahead, either.
    Not every AT benefits equally from Sonic's buff's. The caster for instance is weaker than the team. That's not the case with DP/Dark. You get just as much benefit from it as the rest of the team.

    On a high resistance team it's moot. (Think /fire brutes. The brute is all ready at the resistance cap for Fire, adding sonic shields does nothing for fire damage but having -damage stacked on top does.)

    (Think of a 100 damage attack coming in. DP/Dark reduces that by 62% to 38 damage that hits the brute's fire resistance and does a whopping total of 3.8 damage. With out the DP/Dark's contribution it would have been 10 damage)

    On low resistance teams -damage is a godsend since even squishy blasters get a resistance toggle (and lest we forget, blasters exist for the sole purpose of giving a defender something to do on a team.)

    Let's take the example of a blaster that has Force Mastery and runs Tough. ED capped resistance slotting gives the blaster 50% resistance to S/L but nothing else. ED capped Sonic Shields give the blaster 54% resistance to all damage types except psi provided he stays tethered to the defender and never strays more than 25 feet away (and exits sonic dispersion). That gives the blaster 75% resistance to S/L (blaster resistance cap) 54% to every thing else and nothing against Psi.

    With a 100 damage attack the blaster takes:

    25 damage from S/L
    46 damage from all other types but Psi
    100 damage from Psi

    With the same conditions the DP/Dark would have the blaster take:

    19 damage from S/L (100*.38*.5)
    38 damage from all other types

    Having both available would be the best of both worlds:

    9.5 damage from S/L (100*.38*.25)
    17.48 damage from all other types but Psi (100*.38*.46)
    38 damage from Psi

    (Note: the above numbers do not take into account the defense or resistance provided by Shadow Fall, only the mitigation provided by the -damage components in Darkest Night and DP's AoE attacks using Chemical rounds)
  10. The problem with themed pairings is that they aren't really the best option (Psi/mental and DP/devices are horrid to try to level) and it is easy to become quickly bored or disenchanted with the combination and quit playing them or outright delete them. (I'm guessing your goals is to have some fun along the way rather than just grind and that you may actually want to stick with it longer if it is fun.) Usually you only have one damage type when you do that and when you run into content with resistance to that damage type the results can be painful (especially in the case of Psi/Mental vs Robots and Carnies.)

    I prefer not min/maxing so much as finding synergies between the primary and secondary.

    Rad/Fire for pure PBAoE carnage, Sonic/Ice for awesome control, AR/mental/Elec "king of cones", Ice/elec/elec blaptroller with 3 ranged holds and a melee hold, etc.

    I would quickly get bored with your 3rd option. Variety is the spice of life.
  11. If you aren't going to go for accolades then Cold Mastery may be your best choice.

    You get your HP boost (a single heal SO exceeds the blaster HP cap without accolades) with Hoarfrost.

    You get your S/L defense (and some resistance to exotic damage types) from frozen armor.

    You get Hibernate as a rescue power.

    Later on if you decide that you like the toon enough to get accolades you can switch Epics (or even go red side and pick up a PPP instead)
  12. Quote:
    Originally Posted by Madadh View Post
    I agree with you that the other types of rounds available to 2gun seem under used. I love using the Chem combined with my Sonic. Big Resist numbers combined with -damage makes things very safe. I'm sure cagey use of the different ammo types combined with other primaries would yield lots of fun combos.

    PS: I don't think it's so much that Dark/2gun is that great a combo,personally, I just think it's that Dark Miasma is that potent in general, especially on a defender.
    The thing that makes Dark/DP a good combination is the stacking -damage from Dark/ with -damage from Chem rounds. This combination puts out some of the highest -damage in the game. -Damage is like having extra resistance but it combines with resistance and lets you exceed what would be "the resistance cap."

    Now if I could only get Wild Western themed animations instead of Gunfu I'd be a happy camper.
  13. Miladys_Knight

    Why do(es)......

    1. The projectiles from Psi Blast move so slowly, when moving at the speed of thought is supposed to be so fast?

    2. Mind control have no projectiles, but Psi blast does?

    3. Blasters (which are supposed to be the king of damage) have a lower damage cap than brutes?

    4. Char have a projectile, but Ring of Fire and Fire Cages don't?

    5. Why does Sonic Blast take so long to animate when auctioneers can talk so fast?

    6. Blasters (which are supposed to be the king of damage) have the same 100% damage buff for build up powers that Scrappers do, but Brutes have the same 80% value as Tanks?

    7. Why does a CoH Bonfire fling things far far away when a real bonfire burns stuff up?

    8. Why do Blasters have defiance normalized tier 1 and 2 primaries but have tier 1 secondaries that are all over the map as far as cast time, range, and projectile/no projectile goes?

    9. Why does acrobatics prevent knockback when what it should do instead is let you land on your feet and just keep fighting?

    10. Why do sleep powers and enhancements have really impressive and powerful names like "Mass Hypnosis", "Flash Freeze", "Induced Coma", and "Hibernation", but if you accidentally breathe on the sleeping mobs they come instantly and fully awake with out so much as a single yawn?

    11. How does an itty bitty ring of fire stop things from being knocked back?

    Anyone else have a list of CoH head scratchers? Stuff that just makes you say, "hey, wait a minute."
  14. You can switch to back to classic UI if you want to.
  15. Quote:
    Originally Posted by EvilGeko View Post
    You do realize that those AVs have a spawn of mobs around them? If you move the AV, you move the spawn.

    I agree with you that the Energy Blaster hovering above the spawn mitigates the KB sufficiently. However, that contradicts your point that the melee player need move the spawn to a corner. As I pointed out and you seem to acknowledge, that is not always possible.

    It would not be any evidence of ignorance on the part of the melee player not to move the spawn to a corner because none would be readily available.
    I do indeed remember that. I was also specific in my original post about it being a room (which I define as at least 2 walls and a ceiling) and not an open map.
  16. Quote:
    Originally Posted by EvilGeko View Post
    The center of the room is a nice clump. To give you an example. On a Lambda trial, are you suggesting that the tank should waste the time trying to move Marauder to one of the corners? Because if you move him too close to that open door, he might leave the courtyard and the trial fails. So it's best to fight him where he stands.

    I can give you examples from nearly every TF and/or trial. Take the STF since its the WST. Where the heck do you expect the tank to move Arbiter Sands and his spawn?

    On the ITF, in the final mission, many of the spawns are on bridges or otherwise not near corners. Where is the tank supposed to move them.

    On the LGTF, where exactly should we be pulling Hro'Dotz to? Right by where Honoree spawns? That doesn't seem to make a lot of sense.

    On the KHTF, Mary is already hard to control. Where is this mythical corner I should pull her too, and why would she stay there.

    I could do this all day!
    I can't remember ever being able to KB any of the Named AVs you just listed and once again smart play is the watch word. In an open area map an energy blaster need only hover over the spawn far enough out of mob melee range to maximize AoE using hover or a raptor pack. On indoor maps (with the afore mentioned ROOM) this is not usually an option and requires the melee toons to use smart play or suffer for their own ignorance.

    DISCLAIMER - The term ignorant and ignoramus is being used as the dictionary definition specifically section 1a and section 2 and should not be construed as a slur on any specific person (or lizard).

    1a : destitute of knowledge or education <an ignorant society>; also : lacking knowledge or comprehension of the thing specified <parents ignorant of modern mathematics>

    b : resulting from or showing lack of knowledge or intelligence <ignorant errors>

    2: unaware, uninformed
  17. Quote:
    Originally Posted by EvilGeko View Post
    If the mobs are in a nice clump like that, why the heck would any ignoramus Energy blaster blow them all away. And why should the melee player be expected to waste time moving them to a wall or corner to accommodate the ignoramus KB user. In fact, what ignoramus still plays Energy Blast in 2011 when you can recolor Fire and have a good set?

    See other people can use unjustified insults too!
    If you read it, the mobs were not in a nice clump. They were gathered in the center of the room and left there. It would have taken a similar amount of time to gather them near any object so you aren't depriving your team of the Blaster's AoE damage. I would call that team work. It should flow both ways. Smart should be expected from everyone on the team not just the KB user.
  18. The problem with DP is that it does have lower than average damage. If you use incendiary rounds for the extra damage then you are doing yourself a disservice. Defenders get the highest buff/debuff modifiers so a defender is better off using Chemical rounds or possibly Cryo.

    The one advantage of DP for defenders is the sheer numbers of procs that you can pack into each power.

    One of the most potent /DP defender combinations is Dark/DP. Using Chem rounds, Tar Pit and no attacks but Empty Clips and Bullet Rain you can provide yourself and your team with:

    A spawn that is -30% to hit, -62.5% on damage, and -30% on resistance and the incidental damage dealt by those powers and any procs that fire. The -tohit and -damage numbers are equivalent to the mitigation provided by SO'd granite armor and apply to THE ENTIRE TEAM.

    If your concept can stand it and you aren't opposed to re-rolling as a Dark/DP that's the path I'd recommend that you take.
  19. In my experience KB is one of the best and worst tools in the game and the cause for grief lies not only in the hands of the inexperienced ranged KB user but in the ignorance of the Melee loving, KB hating, experienced player.

    For a squishy soloing (and in the case of an experienced KB user, teaming) KB is some of the best mitigation in the game. A KB'd target puts out 0 damage which is 5% less than capped defense and 10% less than capped resistance (except in the case of said squishy where its 25% less than capped resistance).

    My Nrg/nrg/Force blapper solos x8 spawn with 7ish% total defense. 2 AoE KB powers leave 1 or 2 mobs in a spawn in melee range. If 2, power thrust takes that down to 1. That 1 target gets Energy Punched, Bone Smashed, and then Power Thrusted and then it's time to repeat Energy Torrent and Explosive Blast. Rinse and repeat to solo an 8 player spawn so long as you don't get mezzed.

    The problem with the experienced Melee players that hate KB is that they have never played a KB heavy toon and really have no idea how it works (or how well it can work) and focus on the annoyance instead of good play.

    I've seen said KB haters charge into the middle of a room on a map and gather up all the mobs AND THEN STAY THERE like the ignoramuses that they are and then yell at the Energy blaster when they unleash their AoEs. All the ignoramus has to do is gather that pile of mobs into a corner and they have no problem at all even with an inexperienced KB user.

    It's not only that we need smart KB users its that we need to educate the ignoramuses on the mechanics of KB so that they don't inadvertently become their own worst enemies.
  20. It's not hard to cap a blaster's hit points. Base HP is 1205 and you can hit 1446 with accolades. IIrc blaster HP cap is something like 1600.

    As far as a no defense build Dark/Mental isn't going to fit the bill. Psi Scream's animation is too long and Umbral Torrent doesn't recharge fast enough to keep the mobs KB'd.

    It takes about 500 damage to wipe out even con minions. With ED capped damage slotting Aim > Concentration > T_T > Umbral will do 428 damage in a bit over 2 1/2 seconds. To hit that magic 500 number you would need an additional damage buff of about 60% (2 medium red insps) which I don't believe you can accomplish with set bonuses + Assault.

    With ED capped damage slotting Aim > Concentration > T_T > Psi Scream > Umbral will do 663 damage in a bit over 5 1/4 seconds. Since you will be at range 40 to start this chain you'll suffer the alpha attack and the first and possibly the second melee attack from bosses and any lieuts and minions you missed with T_T before the minions are dead.

    The other problems you'll run into is that the cone width and ranges are all different. If you open with Umbral for the mitigation the spawn will have been knocked out of the range of T_T and Psi Scream.

    You are also limited to a target cap of 10 mobs with cone powers. That's going to be some where in the range of a 4 player spawn.
  21. The only good use I ever saw it put to was on the STF. It went on a scrapper that was attacking the towers. It did an OK job of keeping the repairmen away from the tower. It would have been better if the radius was even 5 feet larger but I still can't recommend a power that has so few situations that it is actually a good idea to use instead of a bad idea to use.
  22. Quote:
    Originally Posted by TamakiRevolution View Post
    MMs and Trollers are also the more difficult AT's. I still refuse to solo on a low level troller.

    (MMs are easy to solo with, just not the best starting toon for a new player)
    The most difficult toon to solo with (and even use on a team) for new players is a blaster. Blasters are also one of the most favored new player toons because many of the really cool comic book characters are blasters so lots of new folks start with them not realizing the learning curve that exists. Wonder why they aren't locked.
  23. Quote:
    Originally Posted by Hopeling View Post
    Probably Catch a Breath, meaning a blue inspiration. Usually seen as CaB.
    This. Blizzard crashes your endurance bar. A Catch a Breath is enough blue to use Power Sink or Hibernate both of which will replenish your endurance.
  24. Quote:
    Originally Posted by Stone Daemon View Post
    *sighs* Good to know before I leveled it up more. Guess I'll reroll him energy/energy then.

    Thanks, Miladys.
    YW. It was the bane of my AR/NRG/Munitions.
  25. If you are interested in a controller without endurance woes, try a Plant/TA. As soon as you have Seeds of Confusion 6 slotted and Roots, Strangler, and Entangle with a bit of damage slotting you are ready to go up against 4 or 5 players (no bosses) worth of mobs.

    Run up and hit them with Seeds, let them self heard for a couple seconds, hit them with Roots, then keep putting Strangler > Entangle on the lieutenants (mezzing ones first) and throw Roots in when it recharges. The mobs will kill themselves and you'll get exp and drops for them as long as you do any damage to them (more damage = more XP but don't bankrupt your blue bar trying to do that. Time it so you finish a spawn in about the time it takes for Seeds to recharge and just move on to the next spawn.)

    As you level up you get to add TA's Debuffs to increase up the XP speed. As the toon matures it just keeps getting better.

    Go forth and profit