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Posts
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It's not as important unless you are cranking your difficulty up to +3/+4 when your debuffs are resisted quite a bit more.
A Dark/DP defender using night fall and chem rounds can crank out some of the highest -dam numbers in the game which is almost as good as extra resistances. -
Quote:Time Bomb gives you a clue as to when it's going to detonate. You can speed yourself up a bit by timing HoB to the BOOM. The KB from the Time Bomb will provide you with extra mitigatation and enough time to go over to your trip mine patch which can be an HOB's worth of Damage fewer in number.I have Time Bomb in my build for my DP/Dev Blaster and plan to keep it. I find it fun to use solo . . . I spot a group, back away and set up several trip mines around a corner, and throw Caltrop on the spot. Then I run into the group (with Superspeed+Cloaking Dev) and set Time Bomb. Run back around the corner behind my Trip Mine field. Kaboom! and the survivors come to find me, run into the trip mines. Yeah, it takes too much time, but not everything in the game should be about killing stuff fast. Fun is good . . . even if everything is not optimized.
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Some general information from playing my Rad/Fire/Mace.
First is with Oblit in Hot Feet and all the other end chugging toggle powers you'll have endurance problems even with Cardiac. You need a Numina's +/+ in Health and you should probably switch Hot Feet to a Multi-strike set. (provides some S/L defense and has much better endurance reduction.)
You'll need Consume up more often than it is and you'll want it to be more accurate. The good news is it doesn't need more end mod. You can put your Oblit set here and be just fine.
You'll be unhappy with Fire Sword with out a little more accuracy. I would add a HO nuc to it.
Without any slow in Hot Feet (or an AoE Immob like you get with the PPPs) the mobs will run out of your Burn patch. Burn doesn't have avoid in it any more but Hot Feet still does. The 2 powers will work at cross purposes and you won't get the most out of Burn.
You won't use Neutron Bomb much for 2 reasons. Opening with it (because it has a long animation) will spread out the mobs and make the rest of your PBAoEs less useful. If you use it at the end of your attack chain you'll waste endurance because you'll only have a couple of burning Lieutenants and a Boss left. I replaced this power with Combustion and went all PBAoE and was much happier. (The good news here is that Combustion lets you slot another Oblit or Multi-strike set)
With all the PBAoE damage you are kicking out you won't use your single target attacks much except to finish off running Lieutenants as they exit Hot Feet or when all you have left is a Boss. There are 2 schools of thought to this. You can sneak some slots from your single target attacks and slot Cosmic Burst for Stun (to use on mezzers) and then just take bosses along with you to the next spawn or you can slot them up and use them to finish off bosses before jumping into the next spawn. My preference is the former since none of the single target ranged damage sets provide you with any S/L defense.
You don't "really" need a lot of recharge with a Rad/Fire (I found Hasten by itself to be enough) as the first itteration of your attack chain will leave little behind. The more recharge you have the faster you'll burn up your endurance and you'll find that to be the build's limitation rather than raw damage output.
Inspirations will fall like a monsoon. With soft capped defenses you'll need very few for survival purposes and you'll be able to combine them into reds. With the speed that you defeat things you'll be able to have several reds running consecutively and should be able to hit the blaster damage cap with Aim and Build up frequently. -
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If you plan on staying at range mag 4 protection is usually enough. If you plan on doing quite a bit of blapping you'll want to go all the way to 12. Even then there are a few things that will still KB you such as Mary on the KHTF and Scirocco.
One thing I will mention. There is no use at all going with 2 -KB IOs there are virtually no mob PVE powers that have KB in the mag 5-8 range. The only time that happens is when 2 KB powers hit at about the same server tick, an extremely rare occurrence. -
With all the control from Earth/TA if there is an un-controlled and un-debuffed target you've done something wrong. My Earth/TA is recharge focused and hasn't got any defense slotted at all. I can kill a spawn in about 5 minutes (because most of the damage is stoney except when OSA is up) without taking any damage at all.
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Earth/TA is one of the most controllery combinations as there are single target and AoE holds in both the Primary and Secondary and AoE Slows in both the Primary and Secondary. The Primary also has an AoE stun and if you select Earth as your APP you get a short range AoE damage power that has a chance to stun and a Melee ranged Attack that is also a hold.
You will do almost no damage on your own however and you'll have debuffs galore but no buffs. -
Quote:I would agree in most cases. If you soft cap S/L defense and play in close range it's not as important though.Just a quick note on a single power: I consider Boost Range mandatory on a Fire/EM blaster. It can easily be made perma. The primary benefit is for two powers. First, Fire Breath. The longer that cone is, the wider the base is. So Boost Range really opens it up and makes it easier to hit an entire spawn. Second is Blaze. That attack hits like a truck but has quite short range. Boost Range gives it more tactical flexibility.
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pixiehollow.com/
If you have a daughter ask her.......
My Pixie is an Earth/Storm controller and pre-dates wings (which it has now) and the Plant Primary.
If you believe Walt Disney then Plant/, Earth/, Ice/ controllers.
/Storm, /Cold for controllers.
For Doms:
Plant/, Earth/, Ice/ and /Earth, /Ice, /Thorn (and possibly /Energy as water)
For Defenders:
Cold/, Storm/, (possibly force fields as water) and, /Ice (and possibly /Energy as water and /Elec if paired with Storm/)
You could also do an Energy/Energy/Force Blaster as an All water Pixie -
A lot of it depends on your playstyle and whether you intend on using IO sets or SOs etc.
Are you broke? Going for SOs only? Do you prefer to stay at range? Do you prefer to be at melee range and use your ranged attacks at point blank? A mixture of the 2?
Do you want to build for defense? If so what kind? Smashing/Lethal? Ranged?
Maximum recharge? Maximum damage? A lot depends on your play preferences. -
I can't tell you too much about the Cor, but I can tell you that my Rad/Fire/Mace that is S/L softcapped can ticket cap on +2/8x in about 4 minutes on a map that isn't specifically tailored to S/L (ie: the AE mission in question has a variety of damage not just pure S/L, the mobs are not weak to Fire, there are some mezzers present, and 20% of the mobs are designed around staying at range rather than all melee).
You only need an occasional purple insp to halt a defense cascade, an occasional green insp when the RNG hates you too often in a row, and the occasional break free. The rest of the insps you can convert into reds. I usually have anywhere from 6-12 reds of various sizes going at any one time and hit the Damage cap with Aim and Build Up frequently. -
Indeed. That's why I have a 30' x 40' garden planted and all nicely fenced in to keep the bunnies out. The seeds didn't cost any where near what an ounce of silver does.
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46.2% to S/L (and no PvP IO) all the same power picks except for the PPP and I dropped piercing that you took at level 50 since it wouldn't have enough slots assigned to do any thing with.
Edit - You'll want Alpha Cardiac because of all the high end cost toggles.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Dual Wield -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Ring of Fire -- HO:Endo(A)
Level 2: Pistols -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(7)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), HO:Nucle(13)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(15)
Level 8: Swap Ammo
Level 10: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(19)
Level 12: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29)
Level 18: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(29), RechRdx-I(31)
Level 20: Suppressive Fire -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(31), NrncSD-Acc/EndRdx(31), NrncSD-Hold/Rng(33), NrncSD-Acc/Hold/Rchg(33), NrncSD-Dam%(33)
Level 22: Boxing -- Empty(A)
Level 24: Executioner's Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(34)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36), RctvArm-EndRdx(36), S'fstPrt-ResDam/Def+(37)
Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 30: Weave -- HO:Cyto(A), HO:Cyto(40)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 38: Hot Feet -- HO:Nucle(A), HO:Nucle(45), M'Strk-Dmg/EndRdx(46), HO:Micro(46), HO:Micro(46)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
Level 44: Scorpion Shield -- HO:Cyto(A), HO:Cyto(50)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Super Speed -- Zephyr-ResKB(A)
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Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9)
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
Level 8: Incendiary Ammunition
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Hot feet is an end hog but it is very good mitigation and decent damage. If you want a little bit of S/L defense from it you can 6 slot multi strike. My prefered slotting is 2 HO nuc, 2 HO micro, and a multi strike dam/end.
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I was talking to a precious metals broker the other day. He told me that there are over 2 billion silver contracts out right now. He also says that there is no where near even 1 billion ounces of silver in the U.S.
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The 7.5% bonuses from LotG stack with the 7.5% from Bask Gaze, Manticore, Kinetic Crash etc. The game considers them different bonuses.
The 7.5% from Bask Gaze, Manticore, Kinetic Crash etc., ARE all considered the same bonus by the game and can only be stacked 5 times. -
Quote:An entirely false premise on your part, or acute myopia, or the inability to grasp simple concepts such as reading for comprehension. It is not the build that is bad. The build is almost identical to the build that I use for my Fire/Em/Ice a toon that is just as comfortable in melee as at range. There is not a single set mule in the build. In fact ALL powers that are selected are used at some point of time in a mission. AoE is used to clear minions, single target to clean up lieutenants, and stacked controls to handle bosses and doing those things can be accomplished just as easily at range as in melee.- Miladys Knight, seconds before advocating a build he also noted that he already knew was so bad he deleted it long ago but which also contained about ten powers that are nothing but set mules.
The reason the toon was deleted is simple actually. The ridiculous gun-fu animations didn't fit the Wild West concept I had from the time that dual pistols was announced. Stacked upon this insult was the low level of performace provided by dual pistols (outside of Incendiary amunition), the exceedingly long recharge of the tier 9 (double all other comparable tier 9s and lacking the safety of being used at range), and the lack of Aim replaced by a "concept/linchpin power" that neither fit my concept nor was particulary good enough to call a linchpin since its secondary effects were purposely reduced, merely since you could switch between them.
Quote:He here boasts that he would skip one of the most important, and least demanding, powers in the set because it would change one tangential power from a stun to a hold with the happy side effect of causing him to do approximately 20% less damage overall.
No boast was made at all. I said, " I was toying with leaving Swap Ammo out of the build since I would only be using standard Ammo to take advantage of multiple stuns." I said that not because I was boasting but because there are only 2 types of Ammo that it makes sense for a blaster to use. Standard for the mitigation provided by the KD and incendiary for the time when you have enough other mitigation providing powers or set bonuses that the KD becomes less crucial to your survivability. The secondary effects provided by cryo and toxic are fine for defenders but are entirely inadequate for a blaster. Archery is an almost entirely lethal damage set. It lacks Swap Ammo and doesn't need it. DP's damage is pre-nerfed just to FORCE you to take a "key" power to partially redeem the set's performance.
Quote:To be moderately serious for a moment, your crucial mistake is that you feel that capping s/l defense is more important than playing to the strengths of the sets you've chosen. This goes beyond putting the cart before the horse and is more akin to putting the seamen at the bottom of the ocean before the submarine.
My Arch/Dev/Munitions is a recharge build that uses no defense at all.
My Energy/Energy/Force is a KB focused blapper that has an accidental 7%ish total defense. That toon relies almost entirely on KB and positional awareness for survival.
My Arch/Energy/Elec is soft capped to ranged and plays as a hover blaster.
My Rad/Fire/Mace is S/L soft capped and seeks melee range playing as a PBAoE damage machine.
My Fire/Energy/Ice is soft capped to S/L and plays at range or in melee. Where ever the next target happens to be.
My Sonic/Ice/Elec has no defenses of any kind and skipped the armor toggle. He relies on stacked sleeps, maximum -rech and -speed and stacking single target controls.
Quote:Going even further out on a limb and attempting constructive criticism, if you're trying to create a blapper build, dual pistols is literally the worst primary you could choose. If that's where you're coming from, suddenly it all makes sense. The actual advantage of dp/em is that you never need to melee anything at all.
There are multiple posts of people lamenting that their DP blaster "feels squishy" this is mainly due to these weaknesses and lack of counter balancing strengths.
Failing to take and use the melee attacks makes you only half a blaster and it is now clear to me what your mindset on playing blasters is and why you think that a build that is balanced around being equally useful at range or in melee is "bad".
Quote:Power thrust being the exception to make a mockery out of bosses while you're stunned. Maybe you should try ice/em or something if you want to leverage the melee attacks?
In any case the build is here for Jophiel to use, reference, and compare. Not for you. -
Quote:The Oblit Proc doesn't really help the damage. That's why it's out of there since another 1.88 defense to S/L is pretty redundant. Sure it would help the melee defense rating but having Web Envelope makes that moot.If I had to pick my favorite way in which that build is bad, well, I like how you took the sixth slot out of the oblits in hail, losing that s/l defense, in order to put a performance shifter proc into stamina. Meanwhile you failed to take conserve power at all, one of the highlights of energy manipulation. You also have eleven slotted attacks. Argh, I promised myself I'd just pick one!
Wait I have another one, Jophiel didn't want a premade build to begin with. Gosh this is so hard, I'd better quit before I embarrass myself.
Conserve Power takes a power pick which I chose not to waste and it isn't up often enough on a High defense/Low recharge build. So you need the recovery. Even with Alpha Cardiac you can run low on end if you constantly attack (and what is the point of a Blaster if it isn't constant attack?)
The highlights of Energy Melee aren't needed with S/L defense. What is needed is all the single target melee attacks for Kinetic Combats. For example Boost range isn't needed since you have soft capped defense and Web Envelope and have no need to out range the mobs.
There are 10 slotted attacks (not counting Brawl and Boxing) and 2 pure control powers. HoB won't be up every spawn (or even every other) and the other 9 attacks will all see use especially while hasten is down since this is a low recharge build.
Jophiel can do with the build as she sees fit. It's what I had to hand so I put it up for her purely as a sample.
The one thing that you and I will agree on is that you should have quit before you embarrassed yourself. -
Quote:You can also put a Lock Down Chance to hold proc in Choking Cloud. Jump in the middle of the spawn and Flash then Choking Cloud will keep most of the Riff Raff held.Slot Spectral Wounds, and your ST blast from your APP with Chance to Hold. Put Contagious Confusion in Decieve if you haven't already. You can slot a chance to stun proc in Spectral Terror, I think (Unspeakable terror is the set name). Other than that, Mind and Illu are on completely opposite ends of the control scale. In fact, you could say that of Illu vs any other control set. You mitigate through distraction and misdirection. And it's great, especially paired with Rad. Just keep at it =)
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Yes it is worth chasing defense on a blaster. S/L would be the way to go and choosing the shorter ranged powers would be your best option.
Don't get me wrong I'm not advocating DP/ at all (as most of you are all ready aware). In my opinion it is the 3rd worst blaster set but you can easily soft cap DP/EM to S/L. Below is the build for my long deleted DP/EM updated to take advantage of Scorpion Shield and Web Envelope. It has 51.8% defense vs S/L (I like a 7% pad to defense to mitigate getting hit with a defense debuff). There is only a single hit point bonus wasted to the Rule of 5.
If you REALLY want to take advantage of S/L defense with a blaster I would reccomend Rad/Fire/Mace. My Rad/Fire/Mace has come close to replacing my Energy/Energy/Force as my main.
Edit - When I make a build I really dislike wasting powers as set mules. I try to build so that every power I pick has a use AND gives me my set bonuses. I was toying with leaving Swap Ammo out of the build since I would only be using standard Ammo to take advantage of multiple stuns but taking Stun and Total Focus accomplishes that anyway and the only power I would have picked up was Super Jump so it was kinda a meh moment for me.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
US Marshall: Level 50 Technology Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Pistols -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(23)
Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), KinCrsh-Acc/KB(19)
Level 2: Dual Wield -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(42)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 8: Energy Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(17), HO:Nucle(17)
Level 10: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(11), RechRdx-I(11)
Level 12: Bone Smasher -- 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: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 18: Swap Ammo
Level 20: Combat Jumping -- LkGmblr-Rchg+(A)
Level 22: Stimulant -- EndRdx-I(A)
Level 24: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36)
Level 26: Stun -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31), HO:Endo(34)
Level 28: Suppressive Fire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(29), RzDz-Acc/EndRdx(29), RzDz-Stun/Rng(31), RzDz-Acc/Stun/Rchg(31)
Level 30: Executioner's Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(34), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Boxing -- HO:Nucle(A)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39), RctvArm-EndRdx(39), S'fstPrt-ResDam/Def+(40)
Level 41: Weave -- HO:Cyto(A), HO:Cyto(42)
Level 44: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), HO:Endo(46)
Level 47: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
Level 49: Scorpion Shield -- HO:Cyto(A), HO:Cyto(50)
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Level 1: Brawl -- HO:Nucle(A)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-End%(5)
Level 18: Chemical Ammunition
Level 18: Cryo Ammunition
Level 18: Incendiary Ammunition
Level 18: Incendiary Ammunition
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Quote:The short answer is, No you probably won't be happy especially at high level when you run into lots and lots of stuff that has huge resistances to Psi damage like Robots and Carnies.So I rolled up a psy/EM blaster the other day. I was enjoying him in the lowbie missions in praetoria, got tired and went to bed.
So the next day it occurred to me, "hey, this guy is going to have like zilcho aoe". So, experianced psy blasters, am I going to be seriously dissapointed later on with this guy? Dont get me wrong, I am ok with a ST type blaster as i solo a lot anyway, but looking at the stats on the attacks, I was not super impressed that the ST makes up for the lack of aoe.
So I guess the real question is, will the ST dmg later be enough to keep me happy soloing? Or will I think "shoulda just played my ice blaster". I have boatloads of alts, enough my home server is strapped for character slots, so I dont want to "waste" time leveling this guy to like 35 and then go meh and delete him.
Story time!! Good or bad, whats the skinny?
Psi/EM is much more suited to PvP than it is to PvE. If you insist on making a Psi/EM your best bet will be to soft cap ranged defense and get as much AoE defense as possible and then hover out of range.
You can also go the soft cap to S/L, go to the dark side for Mace Mastery and come back to the blue side with Scorpion Shield and Web Envelope, a long and arduous route to take for not much more advantage. I had thought to do this for a couple of my blasters but taking one over, doing the PPP mission and going back once was probably 1 time too many.
Edit - The lack of guides for Psi/ is a pretty good clue on the performance (or lack thereof of Psi/). The defender set is good but they gutted the Blaster primary when they released it so they could use the best powers in Mental Manip. This was at least in part of fear that Psi/ would be "too good" when paired with /EM for PvP. Then they ruined PvP with I13 and made that question moot. -
It depends on how you play. Are you a slow and careful trapper? You set a single caltrop+mine patch and have at them? It all makes a difference on play style.