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Posts
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I don't think it does. I know that I have run across zones with my blasters and Hasten on Auto Fire. I can't ever remember travel stopping when hasten triggered.
@Deus_Otiosus
With enough +rech they can also be double stacked. This is good in the case of Active Defense where a good chunk of your defense debuff resistance is located. -
It does indeed look quite good.
As always, copy to test and try it before you buy it.
Good luck. -
Quote:For a lot of blaster players "fun" IS large batches of big orange numbers.A pet peeve of mine is when ppl treat the entire playerbase of either RP/concept players, or Min/Maxers. There's sometimes a 3rd group who play, "just to have fun," as if the min/maxers aren't having fun. Most of us, however, are in the middle somewhere (tho I'll freely admit I'm closer to the min/max end of the spectrum), and trust me, it's not just pure min/max'ers that find sets like DP pretty meh. There are plenty of us who will play for concept, but still want a very effective set. About half the time, I'll find a set combo I want to play, and form a concept around it, where other times, I just want a tough guy w/a bat (say, WM/WP brute). Either way, I'll try to maximize my effectiveness as much as possible w/what I got, but if the combo it truly weak, I'll likely abandon it.
I wrote a kinda lengthy diatribe about my currently active blasters and the reasons I don't play the other sets atm, but here's what it all boils down to: At the end of the day, I have fun playing blasters by cutting down swaths of mobs in quick order, and if I feel my blaster isn't doing a good job of that, I won't be having fun, so I won't play it. I don't have fun playing DP blasters because I don't think their kill rate is high enough for me, esp in comparison to other blasters. End of story.
Oh, and if you think DP blasters are rare, how many Son blasters do you see out there?
That said the devs have "told us" with the defiance revamp that the way that blasters are "intended" to be played is by defeating the mobs before they can defeat you. This means that to be "effective/survivable" new Blaster primary sets need to have:
1) Generous amounts of AoE.
2) Fast animations.
3) Average to high mitigation from secondary power effects.
Dual pistols rates:
1) Average
2) Extremely poor
3) Poor
Using the above criteria only Psi/ and Elec/ are worse than DP/
On the server I play on and the circles I run in most of the DP toons have all ready gone the way of the Dodo. The few folks that still play them tend to give comments on the order of "It's not a really good primary, but I love the animations."
For those of us that dislike the animations there's nothing else in the power set that stands out as a bell ringer. -
I believe that the rooting issue is the only valid complaint here.
If I'm not mistaken self buff powers that do not affect allies or mobs in anyway aren't supposed to root. -
Your new build is much better but let me make just a few comments and you can go from there. I'm really not trying to pick your build apart. I just want to make you aware of a few things that you may not realize.
First off, try any new build on the test server to make sure that it does what you want it to do, the way you want to do it. You'll be much much happier that way I assure you.
Travel powers are a matter of taste. When I was a new player I couldn't stand super speed either, now though almost every toon I have has Super Speed. I found it was a matter of practice. That said travel the way you wish. You can still achieve PvE invis by slotting a Celerity Stealth IO or an Unbounded Leap Stealth IO (cheaper than Celerity) into sprint and running it in tandem with Stealth. Setting up your Alpha is the important consideration here.
Sigh, you've taken Kick and Tough again I see. This puts your build 2 1/2 seconds off of perma without Hasten. For a cost of .26 additional endurance per second you are only increasing your survivability against Smashing and Lethal Damage by 17.5% this sounds like a lot but it's not really.
Permadom is the way to go. It replenishes your endurance, doubles the magnitude of your controls (which means you affect bosses in a single application), increases the duration of all your controls by 50%, and provides you with mez protection. Any 1 of the last 3 things will provide you much more survivability than an extra 17.5% resistance to 2 damage types and it won't cost you a tick of endurance.
To get permadom without hasten you need another 7.5% recharge. That means that you need another defense power and an LotG +7.5. With your current build there are 2 ways to do that both involve dropping the fighting pool.
You can take the Leaping pool and select Combat Jumping and take Phase Shift as an escape power (that would be my personal recommendation) or you can take Leadership and select Maneuvers and Assault.
Combat Jumping gives a bit of extra defense, gives immobilization protection, gives you a form of unsuppressed movement, and costs virtually nothing in terms of endurance usage. Phase shift gives you an escape power that renders you virtually untouchable (only a very few ultra powerful mobs can hit you through Phase) with Elec/Fire this is especially nice since you can phase to safety while static field is actively sleeping the mobs, Synaptic Overload is making them attack each other, and the DoT from your fire powers continue to burn them.
Maneuvers + Assault can be nice though they are a serious endurance drain. Assault gives you another 11.25% damage to all your powers.
Now lets talk accuracy for a second. You don't really need the extra Acc SO in Paralyzing blast. If we talk in terms of SO usage a schedule A (like accuracy) gives a 33% boost to your stat. 2 Accuracy SOs (66%) are generally enough even for a lower than standard accuracy power such as Paralyzing blast. The Accuracy in Unbreakable Constraint is 59.62% BUT you also have the following accuracy set bonuses:
Crushing Impact - 7%
Posi Blast - 9% x3 = 27%
Obliteration - 9%
Grav Anchor - 15%
Fortunata Hypnosis 15%
For a grand total of 73% bonus accuracy to ALL powers. Even if you exemplar you still get to keep the bonuses from the purple sets making the extra accuracy in Paralyzing blast redundant.
There are lots of things you can do with that 1 slot:
Add a winters gift to a travel power to give your self 20% resistance to slows.
Add a damage proc to an AoE power that recharges in less than 10 seconds. (Chain Fences, Fire Breath, Combustion).
Slot the Decimation chance of build up proc in in Flares. When it procs all of your attacks are at +68% damage for the next 5.25 seconds.
Slot an Achilles Heel proc in Melt Armor.
Slot a Miracle + recovery in Health for the extra endurance recovery.
The Grav Anchor set. You really don't need the Immob duration enhancement. Chain fences will recharge in 2.6138 seconds (without Hasten). With Domination up (remember this is why we want Permadom) it will affect bosses in a single application and will keep the mobs immobilized for 67.67 seconds that's a lot of overkill. If you use the Grav Anchor proc your immob duration will be 63.67 seconds (ED kills the duration) AND you'll HOLD 25% of the minions for 8 seconds every time you cast it and you could stack it up to 3 times. A held mob does 0 damage. Immobilized foes can still attack from range.
Lets talk attack chain for a bit.
Your single target attack chain will be Flares > Fire Blast > Blaze > (Incinerate / Tesla Cage) and it should be seamless for you. You can throw in other controls when the opportunities present themselves.
Your AoE chain will be (Embrace of Fire / Melt Armor) > Chain Fences (if the mobs are not all ready immobilized) > Rain of Fire > Fire Breath > Combustion > Fireball......
Why stop there you say?
Chain Fences = 28.61 damage
Rain of Fire = 380.46 damage
Fire Breath = 284.65 damage (the minions should all be dead here)
Combustion = 223.02 damage
Fireball = 374.73 damage (the lieutenants should all be dead here)
Leaving only bosses to finish off with your seamless single target chain.
Part of this is due to your +damage set bonuses from Efficacy Adaptor (+2.5%), Obliteration (+3%), Coercive Persuasion (+4%), and Devastation (+3%)
Since your AoE chain will take about 10 seconds to run and you'll have to go through your single target chain 2-3 times. You should be able to do this every 1-2 spawns. Static Field and Synaptic Overload should be up every spawn and (with Permadom) will last more than long enough to finish off every spawn you encounter making you a very survivable, AoE machine.
The best advice I can offer though is to copy to test, try it there before you buy it live, and see what best fits your play style.
::bows:: -
This build, for instance, will give you all the control you had before but will do significantly more damage.
-It's Permadom without hasten and incorporates some slow resistance in the winter's gift IO to help keep you perma.
-The toggles during combat draw a mere .26 end per second (Combat Jumping and Fire Shield).
-Stealth + Super Speed give you PvE invisibility and allow you to perfectly position yourself for your Alpha. lacking Gremlins means that this can be done every mob.
-Phase shift gives you an escape power if you get overwhelmed.
Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Tesla Cage- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Endurance/Recharge/Hold
- (3) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (5) Basilisk's Gaze - Recharge/Hold
- (A) Decimation - Accuracy/Damage
- (5) Decimation - Damage/Endurance
- (7) Decimation - Damage/Recharge
- (7) Decimation - Accuracy/Endurance/Recharge
- (9) Decimation - Accuracy/Damage/Recharge
- (A) Crushing Impact - Accuracy/Damage
- (11) Crushing Impact - Damage/Recharge
- (11) Crushing Impact - Accuracy/Damage/Recharge
- (13) Crushing Impact - Accuracy/Damage/Endurance
- (13) Crushing Impact - Damage/Endurance/Recharge
- (A) Gravitational Anchor - Immobilize/Recharge
- (15) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (15) Gravitational Anchor - Accuracy/Recharge
- (17) Gravitational Anchor - Immobilize/Endurance
- (17) Gravitational Anchor - Chance for Hold
- (19) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Efficacy Adaptor - EndMod
- (21) Efficacy Adaptor - EndMod/Recharge
- (23) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (23) Efficacy Adaptor - Accuracy/Recharge
- (25) Efficacy Adaptor - EndMod/Accuracy
- (25) Efficacy Adaptor - EndMod/Endurance
- (A) Decimation - Accuracy/Damage
- (27) Decimation - Damage/Endurance
- (27) Decimation - Damage/Recharge
- (29) Decimation - Accuracy/Endurance/Recharge
- (29) Decimation - Accuracy/Damage/Recharge
- (A) Fortunata Hypnosis - Sleep
- (31) Fortunata Hypnosis - Sleep/Recharge
- (31) Fortunata Hypnosis - Accuracy/Sleep/Recharge
- (31) Fortunata Hypnosis - Accuracy/Recharge
- (33) Fortunata Hypnosis - Sleep/Endurance
- (A) Endurance Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (33) Positron's Blast - Damage/Endurance
- (33) Positron's Blast - Damage/Recharge
- (34) Positron's Blast - Damage/Range
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Unbreakable Constraint - Hold
- (36) Unbreakable Constraint - Hold/Recharge
- (36) Unbreakable Constraint - Accuracy/Hold/Recharge
- (37) Unbreakable Constraint - Accuracy/Recharge
- (37) Unbreakable Constraint - Endurance/Hold
- (A) Obliteration - Damage
- (37) Obliteration - Accuracy/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (40) Winter's Gift - Slow Resistance (20%)
- (A) Coercive Persuasion - Confused
- (36) Coercive Persuasion - Confused/Endurance
- (40) Coercive Persuasion - Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Confused/Recharge
- (42) Coercive Persuasion - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Devastation - Accuracy/Damage
- (42) Devastation - Damage/Recharge
- (43) Devastation - Accuracy/Damage/Recharge
- (43) Devastation - Accuracy/Damage/Endurance/Recharge
- (43) Devastation - Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Range
- (A) Positron's Blast - Accuracy/Damage
- (46) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (48) Positron's Blast - Damage/Range
- (A) HamiO:Ribosome Exposure
- (50) HamiO:Ribosome Exposure
- (A) Analyze Weakness - Accuracy/Recharge
- (50) Analyze Weakness - Accuracy/Endurance/Recharge
- (50) Shield Breaker - Accuracy/Recharge
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (48) Miracle - +Recovery
- (A) Endurance Modification IO
- (48) Endurance Modification IO
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Well you are using ranged defense sets (thunderstrikes) without using the 6th IO that gets you the majority of the set's defense bonus.
You've skipped incinerate which is one of the most damaging (and firework looking) attacks that a /Fire dom has.
You've taken Jolting Chain which is good for a controller but marginal at best for a Dom, especially once you have Static Field. It's just not all that useful when your secondary is an assault set.
You have Consume slotted for endurance recovery but with Permadom levels of recharge, Static Field, and Conductive Aura the likely hood of actually needing to use it is almost nil.
You've taken Embrace of Fire but left it with a single slot.
You've taken the fighting pool, selected kick and left it unslotted and Tough and left it with it's base slot. Yet you took Maneuvers from the leadership pool when you could have taken Weave. (Weave provides you more defense than Maneuvers.)
You've skipped one of the most potent powers from your Epic (Melt Armor).
You are using flight as your travel power (and gone with minimal slotting) even though to be most effective (Static Field and Conductive Aura) you'll want to be on the ground.
Gremlins are also a pretty marginal power. They don't do much damage because they spend so much of their time using their own jolting chain power and they are very likely to aggro other spawns (especially since there are 2 of them). They don't look much like fireworks either. -
I'll still vote for the Ice/Rad/Ice.
You can literally nullify 2 or 3 entire spawns while the rest of your team takes them out.
All the mobs are either, confused, held, flopping and/or at capped -run and -rech, not to mention having their accuracy, defense, resistance, total damage output, and regeneration debuffed. -
Sorry to see you go. I wish you the best of luck in all your future endeavors. As far as the occasionally surly part, my wife told me to tell you that the more you complain the longer God lets you live. My wife intends to live forever.
Good luck Floyd and my you find happiness where ever you go. -
At first glance your build seems to be a bit disjointed.
Other than the fireworks theme can you give me an idea of where you are wanting to go with it?
Max recharge (and Permadom), a defense build, a +damage build?
I can try to help you tighten it up a bit. -
I would reccomend an Ice/Rad/Ice controller with the /rad powers recolored to look "cold"
Lots and lots of control, not a lot of damage though. Still the combination of Arctic Air and Choking Cloud is a potent one. Even more so if you use the lock down set in your various holds and the Grav anchor proc in Frostbite.
Quite a satisfying combination.
I'd also reccomend a Sonic/Ice/?? Blaster. They have just as much control (a bit more AoE control actually) than an Ice/Ice and they have a bit more AoE damage. The resistance debuffs from the sonic attacks are also a very nice addition. -
Quote:Since I tutor English 104 and 105 I doubt this is the problem. More likely that you have trouble letting things go.I'm afraid you need to take a refresher course in English Comprehension then.
You see, the question was in fact, a reference to the statement made previously. If someone asks you the question, "I am thinking of getting a new car, either Red, or Yellow. What do you think?"
You would not reply, "I think tacos". The "What do you think?" question is a question regarding the previously made statement.
The correct equivalent would be more like:
I'm going to be buying a Yugo. I know that the only thing they are good about is gas mileage but I was thinking that if I put in a different engine, do some major body and suspension work, and replace the drive train that it might be ok to drive. What do you auto aficionados think?
Answer: Just go buy a Cadilac and save yourself a bunch of wasted time and effort. -
Quote:And as stated previously I answered the only question that was actually asked.The original question was 100% what kind of defense to use with those powersets. There was no question about what other sets would work. Check where the periods are and the question mark. I digress, I think you should at least answer the OP question before throwing out new suggestions.
Why's that? Answering a question that wasn't asked threadjacks... and here we are. -
If I recall correctly Wisps are stunable, Brutes are vulnerable to sleep and confuse, and Eyeballs are vulnerable to holds.
-
Quote:Slotting for ranged is fairly cheap. Slotting for S/L is expensive. It all depends on what you want to do and how you play.Would it be better cap for S/L (well get close to it) or try to cap for Ranged? I've yet to rebuild my Electric/Electric Blaster and am teetering (still) on which direction to go for. I've made builds in Mids that are very close to the S/L cap but it requires alot of veteran respecs (to get out unused sets) / alignment missions and tons of influence (though I do have some Kinetic Combat sets that I'm gonna pull from a soon to be deleted toon).
One of the best things that has happened to blasters since the defiance change is the addition of PPPs. The blaster versions have an AoE immob in them, that makes capping ranged just a tiny bit behind soft capping S/L since you can easily keep stuff at range with out having to go the hover route and it still works in doors in close quarters like caves. -
Quote:No it's not, I read the OPs entire post.Thats bull and you know it. The OP's question was clearly about what defense to build for on his Elec^3, not what powersets to play.
He clearly stated
Quote:I'm gonna roll a triple elec blapper...
@ Grey
It's actually easier to slot a blapper for maximum ranged defense (Mako sets) than it is to slot a ranger for it especially if your primary has a nice tier 3 that will take another set of Thunderstrikes. Though Elec does have Sparky who can take a set of Blood Mandates and the snipe will take a set of T strikes. -
Quote:With Elec you get a single hold and in order to sap effectively you have to be in melee/close range before the spawns damage is mitigated.Ummm, why do you think that? At least explain your reasoning. If you think there are better tools elsewhere, go ahead. It's still a little weird to just throw this out there when he said he was trying for that build and just wanting to know what kind of defense to go for.
E^3 can work pretty well as a Blapper, in my experience. Lot of holds to work with for bosses, and you can end drain mobs quite easily with good slotting. I went for mostly S/L on mine, since I was going to be up close so much. I do wonder if he had to deal with mezzes more often (as a lot of those are ranged and won't necessarily have a S/L component), but he could usually hold a mezzer as he was going in, end drain everyone, and not have to worry for the rest of the fight.
Mine has in the low 30s for S/L, as do most of my blasters (whether it's ranged, S/L, etc.). Worked well enough to even solo EBs like Nosferatu up close (though he used inspirations, obviously). If you can fit in some Ranged defense, go for it, but my build was a little tight. I wanted to get the defense in, recharge, and some procs. I think most of mine was from Weave, Combat Jumping, and the Steadfast +def, which isn't that much.
Play around with builds in Mid's, but about 20% defense to something is noticeable (though it helps sooner, you still feel like you get hit more before that), and 30ish is great. You can up it to the cap with an inspiration and you don't need that most of the time. Especially with drained mobs.
With Ice you get 2 holds and you can -rech/-move cap the spawn before entering melee/close range.
With energy/elec you can keep all of the spawn off of you except for one or 2 at a time by using AoE KB powers.
If you go Elec/Elec you will (as other posters above have reccomended) NEED high levels of S/L or ranged defense for the level of survival you are after. Ice or energy as a primary allows you to go with much lower levels of defense slotting and still survive.
My Ice/Elec runs about 22% ranged defense and my energy/elec runs 11% with about the same level of survivability as my (now deleted) Elec/elec or my elec/energy (which needs around 33% ranged defense).
@Candle
I was answering the only question the OP asked:
Quote:What does the blapper know hows think? -
I think that elec 3 isn't the best blapper selection.
Ice/Elec/Force is probably your best bet with Energy/Elec/Force a close second. -
Earth and Ice Armors stack very well with Flash Arrow and Smoke.
Earth has the advantage of stacking stuns with Fissure and 2 hard hitting single target attacks that can be used to finish off bosses (which is where you'll have the most trouble).
The advantage that Ice has is that it accepts both Resistance and Defense sets allowing you to ED Cap your smash/lethal defense and still slot a Steadfast unique and a Gladiators. The slows in Frost Breath, and Ice Storm stack nicely with Glue Arrow and Hot Feet. Ice also gives you a very nice panic button power in Hibernate. -
If you want unusual, but still farming capable, go with a Plant/TA/Fire controller.
Skip all the powers that reduce the damage that mobs do (Glue Arrow, PGA)
Go after mobs that typically wipe players out because they deal so much damage so quickly.
Open with Flash Arrow, follow up with Seeds of Confusion, while the mobs are self herding drop in Disruption Arrow, and Acid Arrow, then throw Roots to keep them clustered in melee range and to do damage so you get drops and XP.
Follow up with Carrion Creepers or OSA (which ever is recharged) and throw in Fire Ball every time it's recharged.
Voila' instant yet unusual farmer and it starts being effective as a farmer before you even have stamina. -
Quote:You mow minions AND lieutenants down with Full Auto, Flame Thrower, M30 Grenade, Buck Shot, and either Mace Beam Volley or Static Discharge. That leaves 1/2 dead bosses that you finish off with Ignite.I really dislike the animations for DP. I wish I could have more basic 'gunslinger' animations, instead of the over-the-top and cartoony animations it comes with now.
I understand it is based off of equillibrium, which happens to be one of my favorite movies, but I hope we get the option for different animations later. So, based purely off of looks, I actually prefer AR over DP. Also, the 'ammo swap' secondary damage and status effects are so minor that you have to choose an appropriate secondary to further enhance them.
I actually think the simplistic animations of AR is what makes it refreshing. It is just a gun, you don't need to do flips and spins to shoot it.
But how useful would an ar/em blaster be in a tf? Essentially all I would do is mow down minions with FA, snipe and finish off lieutenants and scratch bosses. If I were to go Cor instead, what secondary should I choose (I don't like to heal, utility is nice so was thinking /storm)
Skip Sniper Rifle. You won't need the range it provides because you have Boost Range and it doesn't do nearly enough damage for the amount of time it takes to activate. -
Quote:If you want to stay at range then /energy is the way to go. You can skip all but the first power in the secondary, Build up, and BOOST RANGE. AR's tier 1 attack is range 90, the tier 2 is range 100. (With Boost Range active that's 143.6 and 159.6 respectively with out slotting any range enhancements). All other tier 1 and tier 2 blaster attacks are base range 80.Editing to recap.
Looking for a nice group (tf) AR/? build. I would go with /energy but I like to stay at range.. So maybe mm?
Also contimplating a corruptor instead of a blaster. I like the 'overkill' that corrupters bring to the table and they have much more useful secondaries.
If you could suggest some nice secondaries to go with AR for blasters and corruptors.. Along with reasoning behind it, maybe I can finally make up my friggen mind.
So far I am torn between an AR/MM/Mun blaster and AR/Storm corruptor..
If you are looking for ANOTHER cone attack then I would recommend that you select Mace or Mu Mastery as your PPP. Both of these have an AoE immob (which keeps you at range from the mobs) and an additional cone attack.
AR also has 2 pure fire attacks, and 1 smash/lethal attack. Mace beam would give you a smashing/energy cone attack, Mu gives you a pure energy cone attack.
Slot up some ranged defense set bonuses and as much AoE defense as you can scrape up and go to town. -
Quote:And don't forget that they fixed the "inf bug" that made level 50s earn 50% of the inf that they "should" have.common level 50 IO recipes sell for 50k to 100k EACH
The difficulty slider allows farming without fillers.
Lots of places.
As a side note. My richest character pre-I9 had 57ish Million. I spent 50 mil on a set of wings during the third week of I9. -
Quote:My Rad/Fire and Sonic/Ice both have the proc slotted. Reason being is that it "can" affect a boss in 1 shot, where the stun effect can not. It happens often enough that I can frequently apply the stun again so that it stacks before the boss can do serious damage. If the set didn't provide the defense bonus I wouldn't slot the proc.It happens when the power hits, before the TP. Also, it is the most useless proc I have encountered. It frustrates me to no end because, like you, I wanted that sweet, sweet defense. But I would rather have an IO that increases the potency of the power than that waste of a proc.
The only somewhat slight use it has is actually with Wormhole, since mobs are alerted to your presence right when the power activates, allowing them some time to attack. With the KB proc, sometimes a couple of them might get knocked back, meaning that they wont be attacking you before the Wormhole TP.
But on most stuns, I honestly can't see the point. I mean, I just stunned them. What does also knocking them back accomplish? Any stun I use is going to last longer than the KB, so knocking them back doesn't mitigate anything. Maybe for powers that only have a chance to stun, now you also have a chance to KB? I guess. -
Quote:This with the caveat that Rad/ is an even better pairing with /Sonic than Dark/ or Traps/For primaries, I would recommend Dark or Traps. Dark is a bit more liked on teams, but Traps is certainly no slouch. Both have incredibly powerful debuffs that make them good for soloing as well as teaming.
For secondary, I recommend Sonic. The stacking -res really increases the damage to a respectable level for a defender.