-
Posts
2222 -
Joined
-
The 2 power sets don't really play well together actually.
Devices is excellent for soloing if you aren't in a hurry. It's very safe. The trade off is that its very slow. The traits that make it an excellent solo set also make it a horrid teaming set.
Rad Blast's best powers are mostly short range or PBAoE. It's better powers tend to have long activation times (Electron Haze and Cosmic Burst) so it's more of a team oriented set where you can get survivability buffs.
In my opinion the very best pairing(s) with Rad/ would be /Fire for sheer damage output. You get lots of PBAoEs but you'll need to build for survivability. Soft capping S/L defense is an excellent strategy in this case.
The next best choice may be /Ice. /Ice add quite a bit of survivability without the game halting animation times of /Devices. Rad/Ice would be fairly team friendly. -
I made about 250 mil just selling crafted commons. Made about 500 mil from other stuff. I wasn't really putting any effort into marketeering though. I was using my time working a new Dom up instead.
-
-
Well, I'm not recommending a defender because the damage modifier (even of /Sonic) will not fit your bill. Soloing a defender feels slow and is slow even with the new solo modifier.
If you had trouble with end suckage on a Corr, you will dislike the end suckage on a defender. Defender DPE is pretty bad.
From your described play style a Dominator maybe more suitable. It has a nice mix of controls, melee, and ranged attacks. End management can be a problem in the early to mid levels and you will always be starved for enhancement slots. Most non-plant/ doms tend to start out a bit slow but really make up for it in the late 30s early 40s.
Plant/ or Mind/ are good doms to start out on. -
Pool As and Bs can be produced at non-native level so I would suggest that you deal mostly (or exclusively) in Pool Cs.
When to stop? When you have as many market slots clogged as you have toons that you can afford to have market slots clogged on.
I'll contribute my Pool C deleters at no charge to you and will make you a deal on surplus Mid-price Pool Cs. Just let me know. -
Quote:The devs don't want you to be able to out range the mobs. You must always be at risk. This is one of the reasons that blasters needed to be rebalanced with defiance 2.0 (mob ranges had been increased in previous patches so that blasters couldn't kill things at range without retaliation), that acrobatics was nerfed, the reason that boost range is no longer stackable, and the reason that rezzing Freakshow can no longer be targetted until they are able to get their free shot in on you.According to Mids the LRM doesn't take snipe sets. Why the hell not?! It is a snipe, snipe sets are under used. So what's the deal?.
Also, why do so few sets do any sort of range increase. Esp: targeted debuffs & heals, end mods etc.
I'm actually quite surprised that incarnates get a range boost but as far as I can tell even with that incarnate ability slotted the mobs will still out range you. Especially the Rikti. -
Quote:First it's not really that much damage that I'm giving up.Off topic, but this caught my eye and amused me in two ways. One, was at the thought of adding so much KB to Nrg blast. Two was how someone who willingly sacrifices so much damage in his attacks could then look down on Dual Pistols so much.
(Of course that build could still have a lot of Kin crashes slotted and still have potent damage powers as well, but my amusement does not have to be based on facts.
)
Bonfire and Lightning Clap aren't really damage powers they are mitigation powers. Slotting them for damage doesn't make much sense.
As for the other 3 powers in question, as an example, Explosive Blast 6 slotted with Kin Crash deals 95.1 damage per activation per target. Explosive Blast six slotted with Posi Blast averages 126.44 per target. Quite a bit of the extra damage slotting from the Posi set is lost to ED. (Admittedly this is now less valuable post incarnate system since you can partially defeat ED with incarnate slotting) It means that instead of 4 applications of the power to kill minions I have to use 5 applications. Not that big of a deal to me because.....
What I gain from that slotting is almost triple the KB mag (and therefore distance traveled) and all the extra mitigation provided thereby. It increases my survival time by much much longer than a single extra application of an AoE power required to wipe out minions. I can (and do) cycle AoE KB powers and keep entire 8 player spawns from ever reaching melee range. It means that the ranged defense slotted in other powers and an occasional purple insp keep me virtually unscathed.
I consider a 25% reduction in damage to gain almost triple the mitigation from secondary effects a good trade off. I would in fact like to see other such beneficial trade offs in slotting for secondary effects.
We have seen the devs go this way lately with powers like Cosmic Burst and Cobra Strike. It is of equivalent benefit to slot either for Damage OR Secondary effects.
You can't do that with Dual Pistols. The secondary effects are pre-nerfed because you can change them. (If you waste a power pick to do so, which is the entire point of the power set) Trying to slot for secondary effects is in essence a double ding to the power set since your secondary slotting is only good when you select the ammo type that benefits from it, unless you slot multi-effect enhancements (like Hami-Os) which defeats the purpose of slotting most invention sets.
Also, just so you know, I do find Dual Pistols hugely amusing. I laugh hysterically every time I see someone playing the set and then complaining when they face plant. I also laughed maniacally when I pressed the delete character button on mine. -
Redraw hell is the term that I would coin.
It's not one I can help with as I wouldn't even consider such a low wattage combination. -
I'm guessing a lot of people are using A Merits for direct buys rather than random rolls.
Allowing people to specify exact level for random rolls of A Merits might get a few more of them rolled rather than converted directly. -
AR is good as it is especially after the revamp it got. The real problem is DP. If you want to get the devs to do something with DP and Swap Ammo my suggestion(s) would be:
Swap Ammo - made inherent. Replace with Aim.
Speed up all animations from tier 3 up.
Cut the recharge of Hail of Bullets to match Rain of Arrows/Full Auto.
Release an additional set of animations that are more Cowboy/Malta/Lethal Weapon-ish.
The devs make these changes I might actually play the set. Without them Dp remains a set that I and others like me will continue to avoid like the plague. -
Quote:* Two enhancements improves your Run Speed by 3%.Are you sure you get the recharge boost from the proc? Usually when you slot a proc in pets (or psuedo-pets) the proc only affects you when you first cast the pet - after that the proc affects either the pet or the pets targets, depending on the type of proc.
Miladys_knight's suggestion is a good one - 6 kinetic crash gives you -KB and 7.5% recharge.
* Three enhancements increases Smashing Resistance by 2.5%.
* Four enhancements provides 3 points of protection against Knockback effects on you.
* Five enhancements improves your Regeneration by 6%.
* Six enhancements improves the Recharge of all your powers by 7.5%.
All of which are quite useful set bonuses. My Energy/Elec/Fire blaster has 5 set of kin crash slotted. Most amusing and quite survivable. -
I unlocked a few of my midlevel characters when A merits came out. I unlocked the rest of them when the Incarnate system came out.
-
Last night I rolled 2 A merits at level 35.
First one was:
2x zephyr -KB
Numina +/+
LotG +7.5
Oblit quad
2nd one was:
2x Force Feedback End/Rech
Stupefy triple
Trap of hunter Triple
Sandman chance for heal
-
I would suggest that you give Mind/Energy a whirl then. You may like the synergy of mass layered controls that this combo can provide.
-
This is the build for my Plant/TA/Fire. I play it a bit different from most of the other posters. I don't take any of the powers that debuff the mobs damage or attack rate, with the exception of Flash Arrow, because I don't want the mobs to do less damage slower because they are doing that damage to themselves.
Since it's a level 50 build I'm not concerned with reducing XP gain from using confusion (not that I ever was, but some PuGs throw fits about it). I don't have the pet because at +4/x8 it doesn't even last a single spawn.
My usual tactics are to stealth in, Flash Arrow to reduce the mobs preception range, Spirit Tree (doesn't alert the mobs so no worries there), target a Boss, and then throw Seeds.
Any bosses that aren't over powered by Seeds get Ice Arrow followed by Strangler or Entangling followed by Roots.
By this time the spawn has self herded and I drop Disruption Arrow into the mix and then hit a boss with Acid Arrow.
I follow this up with either Carrion Creepers or OSA, which ever is up, and season liberally with Fire Ball, Fire Blast, and Roots.
Spirit Tree and Fire Shield are usually enough mitigation to survive what little alpha strike heads my way and if they aren't enough I can throw in Spore Burst to reset a spawn if I miss too many with Seeds (the placate proc is useful even against sleep resistant/immune foes), use Vines + EMP to lock the entire spawn down until Seeds recharges, or just Phase Shift out and run far enough away to drop aggro.
Unlike most of the previous posters I prefer Disruption to Acid Arrow (though both have their uses) for 2 simple reasons, Disruption Arrow has a larger radius and it can be double stacked.
Spawns melt quickly and I really enjoy this controller.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Becuille deDannon: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), HO:Nucle(46), HO:Perox(46)
Level 1: Entangling Arrow -- HO:Endo(A)
Level 2: Flash Arrow -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb/EndRdx(37), DarkWD-Rchg/EndRdx(40)
Level 4: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7), TotHntr-Dam%(34)
Level 6: Super Speed -- Zephyr-ResKB(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(31)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(13), EoCur-Acc/Hold/Rchg(48), G'Wdw-Acc/Hold/Rchg(50)
Level 12: Stealth -- LkGmblr-Rchg+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Spirit Tree -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Rchg(25)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(23), HO:Endo(50)
Level 20: Acid Arrow -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(21), AnWeak-Acc/Rchg(21), AnWeak-Acc/Rchg/EndRdx(23)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), HO:Nucle(27), FrcFbk-Rchg/EndRdx(29), KinCrsh-Rechg/EndRdx(31), RechRdx-I(31)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29)
Level 30: Phase Shift -- RechRdx-I(A)
Level 32: Spore Burst -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(33), FtnHyp-Acc/Rchg(33), FtnHyp-Sleep/EndRdx(33), FtnHyp-Plct%(34)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37), Achilles-ResDeb%(37)
Level 38: EMP Arrow -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(39), UbrkCons-Acc/Hold/Rchg(39), UbrkCons-Acc/Rchg(39), UbrkCons-EndRdx/Hold(40)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(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 -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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), EndMod-I(3)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1617;762;1524;HEX;| |78DAA594594F135114C7EF74B196B6B405CB8E140A82400B8D4BDC8D6C8A52D328C| |10DA8A50C65623325D322606262E2ABEF2EC427F50BC8AE4F7E0363DC1EFC0A2E5F| |C08C67B9A5D53E3A49FFBF99FF3DF79E73CFDC696C79C82DC483B342F10D6692B95| |C6230ABE78D6C26A31AF65832ADA5FC036A6A5183E7E0AC3A94D4F5ACEE1042048B| |618519917826A9E70B4F8D2501038B73739171434BDD499C338CEC927F549F570D5| |5CF470A3715F12C2C7075415567FD743BAADFD572DA8C96D1F22B6E72C6D4E482A6| |A75DF43092D1D2F379FFF082968A8C68869A88257379D558A983D28EC0EFB522E46| |5DAC5478B10CDA2F333A1FB0BE32B217C0A426C56113ECD348AF38438CA5E0E3CB6| |4DABB205D3A2A2759BD0FE86D0B943588320ABCC695D1368D9D6191B843D5B8C6D4| |2EBAA82084137ED32A3FD1B2DB401030EB66C8E49B2F64E31A609EE0461FF6DC222| |843B655E27EFB5E21383F7EAE6BDF6A529613443F0400697CCEB0A90D5069687766| |A5A3C3D5464E55FD88441AF2CCC7B89E6F8C6183142DD65469CB005EA97E17E2EAC| |8A0BABE2C26AB8B0A86CF412C457CB46575BAD38B4CFCE784F3BADF9C0803A035CA| |712E0D2A3BF05C655C248ADDC542D8F6C83D6CBEED4CBB7DDF00F9B1E723FEF3378| |B3CB30B191272A8D6C35317C0ECCC5599AD95A87E016B9D5966BB44CF03AE306E32| |61F9C5B8415086F9345B5F15109F15109F151096D12DAF9C4B4BFB36067EEC1AC0E| |99A46388163A30CC18619CE7F37881F0025AD725C3BB1E033AC5C1278CA78C6784E| |E55C24B08EF91E13D5C532FD7D4CB35F5724D61AEE9158447E461899CE13EF6FD43| |2F34AA5F36AA9F5F4793ADE40333E11263654EDCB6FBC109859CE662CC7F5D3BEEC| |23ACE2B15A0E3287194099449942994699424CA0C4A0AC57CBB3BDB7B0C0B3A8E72| |02E5244AC007F208231DF861B950DC281E944A142F8A0FA51AA501E5398AE9F4EDF| |E7998DF610D4591FB0F53B77F945A5D64FD2C5A8A3241CDB55C54F04DFE2A1D0952| |B085D15FD6EBEE32275AE61C2E730E9539C51EFF019ABE3A8D| |-------------------------------------------------------------------|
-
It will work fine as does a similar build for Fire/FF. It solves one of the problems of controllers of this nature, how to keep the offensive toggle from dropping due to mez.
I would probably do the build a bit differently but that should work fine. -
/Ice also has power boost and it has fast activating powers that are all mostly front loaded for damage especially when compared to /Fire.
-
My main is an Energy/Energy/Force Blapper.....
-
Clicking on an item and having the information window open - good.
Clicking again and having nothing happen - bad.
I'd like the information window to minimize again (back to base state)
Clicking on an item and the window opens - good.
having to scroll down to get what I want to see back in the window - bad. -
You will want a primary that gives good control early or one that is pretty melee centric.
Plant and Earth have excellent early control in seeds of confusion and volcanic gasses/quicksand/earthquake.
Ice, Electric, and Fire are all melee centric each having a decent radius toggle aura.
For secondaries most of the sets have 1 or 2 AoEs. The rest of the AoE damage comes in your epic. The notable exception to this is /Thorns that has 2 cones, a non-targeted AoE and a PBAoE.
All that said Plant/Thorn is the combination that was specifically designed for Doms when CoV was first launched. It's still one of the best Doms to start with for a new dom player. -
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Shoxidizer: Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Icy Assault
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
Level 2: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 4: Chain Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(13), GravAnch-Acc/Rchg(15), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(17)
Level 6: Ice Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(25)
Level 10: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(29)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(31), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(31), FtnHyp-Sleep/EndRdx(33)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Stealth -- LkGmblr-Rchg+(A)
Level 18: Paralyzing Blast -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(34)
Level 20: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Synaptic Overload -- CoPers-Conf%(A), CoPers-Conf/Rchg(37), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(39), CoPers-Conf/EndRdx(39)
Level 28: Invisibility -- LkGmblr-Rchg+(A)
Level 30: Phase Shift -- RechRdx-I(A)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Ice Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 38: Bitter Ice Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(48)
Level 47: Fire Shield -- HO:Ribo(A), HO:Ribo(48)
Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
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+(48)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1620;756;1512;HEX;| |78DAA594594F13511886CF74A1B4B44C2B961D8102168116889AB8241AC3A2189A8| |0954554CAD04E6092DA3633D58057FE00DCAEDCE295DB0F704BF46F18F5C2BFE012| |8D4BA252BFE5B485F4D249FB3ED3F7BCF39D73BE9C696C6DD42BC495A3425147D29| |A652546B3178C8C96CF9ACE98B662243DF1D5EC9A91322EEBA64B08112A0D2746B2| |99BC994D47C7D27A326F1AC9A2D1568E1CB32CED623A1F9D48AE17EF03139955DDD| |43360CA1BCF5416AAC473BA9E0AD0ED44E6926119CB46DAC8AF7BC999D4B59C9159| |518B3F52BA69AD1AB996B19C918C8E1BA69E8869565E37D7CBAB6F84C5EE87EF57B| |F9057C12EDED8846813B6B78C7704C77BC2A6AD9473885B80B070DC2654DD61DC25| |54DF231420AEC8B8B2041816D5CB044F9291227875C23758855DC6EDD3361A3945A| |88D334E13FC3304CC3A65DCF99B47FE1076FC656C12761608DFA1BA4BC1FA05A76B| |8347AE12EAAF31AE131A6F306E12F001B79CC4CD3B6EE61D37F38E5B79C7ADBCE31| |F30498D8CD7CC52855D738C79C61942C702A10B4E8B8FE3C2F7812C1F58AAB4D4A0| |82D64F281A904503A3FCFC18639CD0799C7182608725D7C978DD53EA6CE73342D77| |3C60BC64B4208260C72DC16EC27AB7B1B6A21D02057D4C02BFA052B6A9253346934| |6BF779C2EE454682B14450A1428BACD0C215FC2E3C4F6CB5F13CF560B52B6CB573C| |A095B09C979427C80C27C80C27C80C27C80F6F001AA82788F8CF73CE091878C4784| |BEC78C27BC31686AAF8CF772A3FAB85103DCA8016ED400374A8578BF8CF7733CC2F| |108C7231C1FE4B81FE251DE8E123D0270D8C5A0A40D163AC463B621DEFDF036B43A| |4A2F1A7CE012935B1D3BB575CA517ABD8442A11086B8EE7F5DAFBCC5C9DCD31ED03| |8CA0CCA1CCA3CCA02CA599473288B280994C2EBD2D3EA015CD041944328875182F8| |67B3814917BE2A35285E141F4A2D8A8AE247A9436946B98F527097FF230A1FA1862| |20F8C12A1BE7DDA6AF592F5B96C29CA2C1DABC1930ABEAC5FB68E7470FB194315ED| |EFAB70862B9C7D15CEDE0AA7DCE37F3DC53CFF| |-------------------------------------------------------------------|
-
Frankenslotted for maximum effect.
Hot Feet - .542 end/sec, 26.7 damage per tick (2 seconds)
Mud Pots - .407 end/sec, 21.26 damage per tick (2 seconds)
WoC - .163 end/sec, 15.23 damage per tick avg (2 damage procs, and CC proc) (4 seconds)
In 4 seconds you'll average 111.15 damage for an end cost of 4.448 so the damage per endurance is good. Your end drain will be atrocious though. You'll have to resist the temptation to use any powers other than single target attacks and your controls.
Damage mitigation will be a problem. Outside of Domination Flashfire will last 23ish seconds. Unless you have a near permadom build it won't be up every 23 seconds which means things will take shots at you and from melee range. With the above damage output it will take 20 seconds to kill minions that stay in melee range.
If you add in Tough, Weave, and the Epic shield for mitigation (ED capped for end red) you're talking another .5ish end per second.
With 3 slotted Stamina, Miracle + and Numina +/+ your recovery will be about 3 per second which means that your toggle end use (with ED capped end red slotting which is expensive in terms of slots) will be a bit over half of your recovery.
If you do much other than use your controls and stand there melting stuff with your Auras you'll crash your end bar after every spawn. -
Quote:True but it isn't ANY blasters (or any controllers for that matter). I'm not so sure that balanced for SOs is actually true any more especially with the new power sets.Yeah, but that's hardly the majority of doms. There's also a few blasters that have enough mitigation to not live and die by their insp tray.
Besides, aren't things supposed to be balanced for SOs?
Be that as it may I'll be very disappointed if the incarnate system doesn't provide a way for a blaster to get mez protection. After all how many of the incarnates that are all ready in the game get mezzed if they get breathed on or die in the alpha strike?