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If you are playing a low damage AT like a defender you are better off putting damage procs in.
In pistols - Lady Grey chance for negative, Shield Breaker chance for lethal, Achilles Heel chance for -res, Decimation chance for build up.
In the rest of them you can add additional procs like Impeded Swiftness chance for smashing, Explosive Strike chance for smashing, Posi chance for energy (in the AoEs), FF chance for +rech.
Supressive fire lets you add in Ghost Widow chance for Psi and Neuronic Shutdown chance for Psi.
The only thing that Dual Pistols excels at compared to other ranged damage sets is the sheer number of procs you can pack in it. -
Quote:FF provides 95% protection, including Psi and End Drain, and no offensive buffs.
Sonic proivdes around 60% protection, with Psi and End drain holes (except Liquefy), but increases team damage by 30 to 60%.
Both sets leave you as the most vulnerbale member of the team. Force Field provides you with the means to protect yourself when you do draw aggro off a Freak Tank, through Force Bolt ot PFF. Sonic doesn't. So I'd recommend a secondary to go with Sonic that allows you to protect yourself, which really rules out Rad Blast. (Plus, you get good -Def debuffs in Liquefy for when you do want it.)
Sonic Blast is probably the best secodnary for either, because its the best Defender blast set full stop. It worked really well for me with Force Fields by providing some good offensive buffs. For Sonic Resonance, I went Energy Blast, which allowed me to keep the bad guys away. I was very happy with both pairings and took them to 50.
This with the caveat that /Dark is a good (potentially better as regards safety) combo. /Dark gives you an AoE immob and positioning tools, the to hit debuffs in the AoEs self stack and play very well with defense set bonuses. -
You have it right. It is a low damage, super lock down combination, even more so if you go with Power mastery as your EPP.
You can get good single target damage with Stoney, and by taking the single target immobilize and slotting for damage and slotting the single target hold for damage.
Proccing out the AoE immob is also a help. -
I use it to craft IOs that I store in a bin in my SG for characters that I am working a build on.
Then the day after I go to the bin and find out my wife has taken them out and either slotted them in one of her toons or sold one of the key pool C's to fund one of her many alts........ -
Quote:In my opinion, no. For my play style Fly Trap is best used as an alpha absorber.Just have a quick question. Is it worth the slot investment to add Shield Breaker, Touch of Lady Grey and/or Achilles' Heel procs to Fly Trap for extra damage? I've been considering it, but want opinions before deciding. I've been leveling my Plant/Storm again and thought it might be a good way to get some extra damage while I move towards Tornado and Lightning Storm, as well as APP powers.
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Quote:Any possibility of renaming them before they go live? There are all ready too many types of merits in the game and this new type merit will be easy to confuse with the existing ones.Two questions that many players have asked are:
- "What are the benefits of remaining a 'Hero' or a 'Villain'"?
- "Characters in the 'Vigilante' and 'Rogue' alignments have access to both Paragon City and the Rogue Isles and can get badges and experience content on both sides,....what rewards will there be for remaining a Hero or Villain?"
So quite simply, Heroes and Villains who "re-affirm" their respective 'Hero' and 'Villain' alignments can earn Hero and Villain merits. These merits are different than merits normally earned via Task/Strike Forces and completing story arcs.
Heroes redeem the Hero merits in Fort Trident, and Villains redeem the Villain merits in the Crucible. Characters will be able to CHOOSE the recipe of their choice. (It is not a random roll redemption.)
Fort Trident and the Crucible also has additional functions, but the meat of those areas are the Hero and Villain merits reward redemption.
Only players who have upgraded their accounts with the Going Rogue expansion, and who've chosen to stay true to their Hero and Villain alignments through the Going Rogue Alignment System will gain access to those hero/villain lounges.
We'll have more information about this as the Going Rogue launch approaches.
I hope that clarifies it....there were so many things we had to cover during the panel.
Could you please call them something like Triumphs, Talents, Glories, Tributes, Statures, Virtues, Kudos, Laurels, Stocks, Bonds, Wampum, etc.....
Something other than merits, anything other than merits...... please. -
Yep. Works just fine. My perma hasten EMP/Dark has 2 membranes in it. It's up again before the previous casting expires.
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Quote:That and there are large (11-15 mob) spawns with no bosses and only 1-3 lieutenants. This can be a huge boon pre-imps and pre-fulcrum.Dark Astoria . . . many of the foes in Dark Astoria are weak to fire damage.
Also the salvage drops at this level are spiffy since they are mostly tier 2 and are pure arcane.
You can make a pretty penny to help with IOing out while leveling. -
Quote:Actually there is a nice mix of damage in an AR/Dev. AR has both Flame Thrower and Ignite which are pure fire damage. Explosive Arrow is a split of smashing and lethal. Trip Mines and Time Bomb are both powers that are split between Fire and Lethal.Mostly Lethal damage/no buffs means you will rely on Trip Mine stacks to defeat tough Bosses.
AR/Devices was designed around the original game when you could 5 or 6 slot Damage SO's by running Targetting Drone. Enhancement Diversification destroyed the AR/Dev Blaster and they never fixed it. Although they say it looks fine on paper, it's pretty weak sauce in the actual game.
Roleplay-wise it's very good. I have one at 34. You can do better with the gameplay with Dual Pistols or Archery and Devices and AR/NRG is good. I am working on an AR/MM, but too early to tell much, probably good too though.
/Dev is one of, if not the, safest secondaries to play. It offers far more burst damage than any other secondary with the possible exception of /fire. The trade off is that it takes quite a long (too much) time to build up that level of damage.
It is possible, with enough recharge, (and patience) to take out an even level EB with a stack of trip mines in a single huge explosion without ever taking a point of damage while doing so.
Tough bosses are easy. A trip mine or 2 and a pile of caltrops keeps you out of melee range with the boss. Beanbag and Taser stop him in his tracks. Web Grenade and Ignite make short work of him.
The biggest problem with the set isn't the recharge times, or even the way that it plays, its the interrupt times. Being able to drop a trip mine in 1 second would make all the difference between being useful while teamed and a power you rarely use on a team while having almost no impact on solo play. The same goes for Time Bomb and Gun Drone.
Time bomb with a 1 second interrupt and 4 second count down would make it useful on a team with out destroying it's play style solo.
Gun Drone is pretty sad for both teaming and soloing since it's got the double negative of long animation times while teamed and spoils the stealth aspect while solo. If players had the Malta version of Gun Drone it would be worth while (I still probably wouldn't take it though). -
Farming DA is a good way to go right up to level 30. After that the first 2 story arcs in Croatoa aren't too bad a place to go either. (The ones with the Fir Bolg and the Tuatha). You could also custom design an AE mission with lots of mobs that are weak to fire (like BP).
If endurance isn't a problem then proc out fire cages. 5 slot posi (sans dam/end since end won't be a problem) and the Trap of the Hunter proc.
Same deal with hot feet. Once endurance isn't a problem slot for acc, dam and proc it out.
Go ahead and take the single target immob since with containment it does tier 2 damage. Slot your ST hold for damage also since it does tier 2 damage with containment. You can use build one to level/exemplar and build 2 to start IOing out. -
Quote:It's only meh when you have perma PA. In all other situations it's another story.Ynaught has it right, and in most cases the the Phantasm would have killed the mob in the next few hits, but instead waste 8 seconds with the cast. Then looses the decoy, the extra protection, and dps waiting for the recharge. It's bad AI, not question about it.
And seriously the "real" problem is that most of us don't care considering we have perma PA. Which in it's self just screams for a look at the sets mechanics. When your low level pet makes you say meh, to your high level pet's poor behavior. Something is not right with the set.
Dare we even get in to that? -
Quote:Other than the primary there's nothing wrong with the combo.does anyone know if ps/mental blaster is good or will i run into big problems i know one drawback is psi attacks don't do much against stuff with no mind mainly bots but aside from that is there anything bad to it ?
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Quote:Actually I would put it in beg to differ territory. Switching in purple sets makes it even less useful even/especially when exemplaring. The only cases that I would not reccomend skipping it is in the case of AR/Dev and DP/Dev since those combos both lack Aim, and in PvP.Well, it's good that you found a build where you don't feel you need it, but I don't think we're in "Beg to differ" territory. For accuracy alone, Targeting Drone can be nice if you don't want to waste slots on a Kismet or a lot of accuracy bonuses, and it's also nice if you aren't going to invest in IOs or before you invest in them (also if you exemp below your level). All of those things are valid reasons to like Targeting Drone, even if your direct build doesn't need it.
On top of that, I find the perception bonus to be nice (I like not being annoyed by Arachnos when I face them), as is the resist to to-hit debuffs. They're not huge, to be sure, but they are nice. A power doesn't have to do everything a character needs to be useful, just help in rounding out that character, which Targeting Drone can certainly do.
Now, I wouldn't be averse to improving Targeting Drone some, as Devices as a set does need some help. Since the set doesn't have a Build up, I do think adding some consistent +damage to the power makes some sense (it also fits the theme of the power... you should do more damage if something is assisting your targeting). I'm not sure what a good balance point would be with build up so TD isn't overpowered, but even adding +5% to +10% damage would be a nice boost that I would take. If more would be balanced, all the better.
Heck, you could add in a few damage bonuses to a few of the powers, like Cloaking Device and TD. That would be rather interesting, and make the set's powers more worthwhile for all to take.
The kismet only takes 1 slot I hardly think that is a waste especially considering that you will have extra slots available as a /Dev. If you really need +perception you can either pop a yellow insp or slot a Rectified Reticle Unique in Aim. This IO gives enough +perception to see through smoke.
In low levels TD is not useful especially considering how much end it consumes. (It's end cost is slightly higher than keeping sprint on during a fight). When slots are tight in the early game the +acc in Archery and beginners luck are enough without TD. it's end cost isn't really affordable until stamina which for me left 12 levels from the time I could take it until I could actually use is.
With my power choices there are almost as many powers that require accuracy slotting as there are the benefit from TD. So it still costs me either too much end, doesn't save me enough slots, or costs more slots for the power than I wish to spend considering the low return. In the mid level game I only found it of benefit against CoT. In the high level game only against Arachnos. Since I don't spend the majority of my blue side time fighting either of these groups in these level ranges I prefer a pool power that is more universally usable.
On the matter of /dev needing an update I strongly agree. The problem I see is that any damage bonuses placed in the "non-useful powers" will most likely only be significant if all the "non-useful powers" are selected. For me that would be like having a choice between between being shot or being hung.
The main problem is that many of the devices powers are so underwhelming that they can be replaced easily by a single IO or by set bonuses. It may not be as good as the power but it is close enough that the difference isn't worth the power pick. -
Quote:The set lacks both the to hit buff and the +damage of Aim. For high end and late game play this lack is painfully obvious.I just got back into the game and rolled a Kinetics/DP Defender to see how it would work out, and while I have only played the character up to level 21 I must say that I have been quite underwhelmed by the Pistols set's offensive capabilities. Particularly troubling are the long attack animations that root me in place for several seconds to have the same or less damage payoff as similar attacks from other sets that have cast times half as long.
Am I missing something that changes the balance later, or is the Dual Pistols set really as wimpy as it seems to be?
The power that replaces Aim is Swap Ammo which gives you a choice of 3 different ammo types and the associated debuffs. Since you have access to 3 they are of course underwhelming taken individually. Taken as a switchable group they are moderately useful. I do not believe that trading Aim for Swap Ammo was an equitable exchange.
The set's gunfu animations take far too long to play especially in a blaster's case where the moto is kill before you are killed.
Hail of bullets has all the negatives of most nukes. It is a PBAoE, it's animation also takes too long to play out especially in the case of blasters, it is a weapon set nuke so it doesn't crash your endurance but at the same time it doesn't do enough damage (particularly since the set lacks Aim) to consistantly kill all the minions in a spawn let alone all lieutenants. It does however, deal enough damage to pull aggro off of the melee toons and on to you. To add insult to injury the power's recharge is excessively long especially when compared to Full Auto and Rain of Arrows.
Using exclusively incendiary rounds it's damage is comparable to Energy Blast.
All in all it is an average to slightly underpar set. For me personally the set's negatives far outweigh the positives and, except for the DP/Nrg that I made during closed beta, I won't be rolling another any time soon, if ever. -
I would reccomend Ice/Rad as a close/melee range controller. Especially since you will be teaming almost 100% of the time.
1) Open with Rad infection as the tank/melee toons start the fight. This will severely decrease the mobs chance to hit.
2) Next drop Ice slick to disrupt any attention that you picked up in step 1.
3) Approach the spawn and cast shiver. This will, when combined with Arctic Air, put the spawn (for mobs all the way up to +3s) at the slow movement and -rech caps.
4) Jump into the fray with AA and CC running. This will lock down most of the spawn that hasn't all ready been neutered. (It is even better with the Contagious Confusion proc in AA and the Lock Down proc in CC). Your single target hold applied to any bosses in the spawn should instantly lock it down as well. (Even more so if you have the lock down proc here as well.
5) Apply Frostbite to make sure the spawn doesn't have any chance to move out of your debuffs/toggle controls. (Better still if you have the Grav Anchor Proc in Frostbite). This also makes sure that +4 mobs are at the -rech cap. Don't worry about over riding ice slick at this point. It will all ready have done it's job.
6) Let your team clean up the spawn.
Your only problems will be a stray mez that detoggles you and damage between step 1 and 2. Glacier solves the first problem as you can cast it (even better with the lock down proc) to give yourself time to retoggle. Radiant Aura lets you heal up damage taken between steps 1 and 2 and +ranged defense set bonuses from sets like Lockdown and Blood Mandate (for Jack Frost) will also assist in reducing any stray damage between step 1 and 2.
All in all /Rad is my favorite pairing with Ice -
Quote:I beg to differ. Below is my Arch/Dev. He has no purples slotted. His global accuracy bonus is +66% (2 SOs worth), each of his powers has between 45%and 66% accuracy slotting from the enhancement values in the chosen set(s). The Kismet adds a 6% to hit buff. All of the above does not include the bonus to accuracy inherent in the Archery primary nor does it take into account the hit buff provided by Aim which is up roughly 1/3 of the time.I wouldn't drop Targeting Drone, even though I have plenty of accuracy bonuses: I'd say it's a bonus of the set that it is there. There are skippable powers in Devices, but I don't think Targeting Drone is really worth skipping.
On the exceedingly rare occasions that I am hit with enough acc debuffs to drop me below 95% (even vs +4s mind you) a single small yellow insp is enough to turn the tide back in my favor. (And this is of course assuming that the 59.1% to hit buff from Aim is not available because it is not yet recharged.)
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Nasu No Yoichi: Level 50 Natural Blaster
Primary Power Set: Archery
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Snap Shot -- 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: Web Grenade -- HO:Endo(A)
Level 2: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Fistful of Arrows -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rchg(13), Det'tn-Dmg/Rng(15), Det'tn-Acc/Dmg/EndRdx(15), HO:Centri(17)
Level 6: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(21)
Level 8: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(27)
Level 10: Caltrops -- CtlSpd-EndRdx/Rchg/Slow(A), ImpSwft-EndRdx/Rchg/Slow(27), TmpRdns-EndRdx/Rchg/Slow(29), P'ngTtl-EndRdx/Rchg/Slow(29)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-End%(31)
Level 22: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(36)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(36), Ksmt-ToHit+(36)
Level 26: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(39)
Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 30: Stimulant -- EndRdx-I(A)
Level 32: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 35: Time Bomb -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 38: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(40), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A)
Level 44: Cryo Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(46), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50)
Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Resuscitate -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
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Quote:Then slot the same as any other non-/dev character. Some of the sets that give + acc are cheap and you might find a Kismet all on your own since they only drop in the early levels. Even with TD you have the issues I listed above. At low levels its lots of end and isn't helping all that many powers.Okay, so the amount of +acc, Kismet, etc. available through IO's may Targeting Drone moot at the high end / post 50, but I'm one of those guys who has never even MADE it to 50.
What about all the time I'm gonna spend in the 20-40 level range, where I don't have epics or the time/patience/money for IO's?
The only thing that it really is helpful with is Acc debuffers most of which you fight in that range are going to be CoT. YOu have other tools as an arch dev to use to deal with them. -
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Single target focused hovering blaster with defenses of:
Melee - 11.1%
Ranged - 45.5%
AoE - 22.7%
Enjoy
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Like This?: Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Charged Bolts -- 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: Lightning Bolt -- 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 -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-Rchg(19)
Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(21), LkGmblr-Rchg+(21)
Level 8: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(27)
Level 10: Swift -- Flight-I(A)
Level 12: Zapp -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(27), ExecCtrt-Dmg/ActRdx(29), ExecCtrt-Dmg/Rng(29), ExecCtrt-Dmg/Rchg(31), ExecCtrt-Stun%(31)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(33)
Level 18: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 24: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37)
Level 26: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(40), BldM'dt-Acc/EndRdx(40), BldM'dt-Acc/Dmg/EndRdx(40), BldM'dt-Acc(42), BldM'dt-Dmg(42)
Level 28: Maneuvers -- HO:Cyto(A), HO:Cyto(45), HO:Cyto(45), LkGmblr-Rchg+(46)
Level 30: Power Boost -- RechRdx-I(A), RechRdx-I(37)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(36)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
Level 41: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(50)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45)
Level 47: Assault -- EndRdx-I(A)
Level 49: Group Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- HO:Nucle(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 6: Ninja Run
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Quote:Well yeah any weapon set is going to be fine due to the +acc built in but archery especially so.This gave me a sinking feeling.
"Oh great, ANOTHER skippable power in /dev, just what it needs!"
my ar/dev's build lost Cloaking Device to Manuevers yesterday (as he's a super speedster who has a stealth IO slotted and is going for ranged defense), now I realize that Targeting Drone is also redundant in the Age of IOs.
GRRRRRRRRRRRRRRRRRRRRRRR.
*scurries off to Mids*
My Arch/Dev/Munitions is my salute to Anime' character. I wanted to try to build him without TD just because it didn't fit into his ancient oriental theme. When I first sat down with mids I was worried that it wouldn't work the way I wanted it to but I have lots more acc than I need even without TD just because the sets I slotted have acc built into the enhancements.
I'm entirely happy with him (he dinged 50 without even the first debt badge. My first and only blaster to be able to make that claim. My Sonic/Ice came close but didn't quite make it)
The only powers he has from the secondary are:
Webnade
Caltrops
Trip Mine
Time Bomb
none of the others fit his build or are not required because of IOs.
Taser is out because of it's extremely short range. Caltrops lets me stack Cryo Freeze Ray on a boss in about 6 seconds in relative safety.
TD is replaced by set bonuses.
Smoke Grenade and Cloaking device are replaced by a single IO (Celerity Stealth) and my travel power of choice SS.
Gun Drone was lame for a long time and is still the worst pet power in the game since it suffers all the worst negatives and has little in the way of positives. It also failed to fit my concept and frequently got in the way of setting trip mines or a time bomb.
I use the Nemesis Rifle for my Epic so it's all good as far as concept goes. -
I would also echo the advice of both Dr. Mike and Fulmens with the following caveats.
Nova crashing your endurance is in direct conflict with your idea of being pure support.
Repulsion field costs lots of endurance and since you'll be hovering will rarely see use. The times that it will be useful you could essentially do the same thing with Force Bolt or Power Push.
Don't discount AoE knockback as a support tool. Proper positioning (ie: hovering above the spawn) converts knockback into knockdown. Chaining Repulsion bomb, Energy Torrent, and Explosive Blast can keep an entire spawn on it's backsides, contribute AoE damage, and still leave the mobs in the range of melee toons. -
Quote:To take it one step further:The math is correct so yeah, as long as you don't fight higher con enemies you should be mostly ok. The one exception is Rain of Arrows. The power says it has a high accuracy modifier but from testing it seems like the pseudo pet it summons (which performs the actual attack) has an accuracy of only 1.00x so you'll definetly want some accuracy in Rain of Arrows.
Devices blasters need to slot all pet and psuedo pet powers for accuracy. The reason is that buffs copy over to the pets/psuedo pets including their remaining duration.
Targetting drone pulses every .5 seconds and has a duration of .75 seconds. That means that the buff doesn't last long enough for anything but direct fired attacks.
That means that you'll need accuracy slotting on:
Rain of Arrows
Trip Mine
Time Bomb
Gun Drone
Additionally with the new defiance comes 2 things to be aware of.
1) Blasters can fire their tier 1 and 2 primary and tier 1 secondary power while mezzed.
2) Mezzes do not detoggle non-offensive powers but do supress thier effect.
What that means is that while you are mezzed Targetting Drone still drains endurance but does not give any benefit. Therefore if you wish to actually use this portion of defiance the following powers will also need their own accuracy slotting.
Snap Shot
Aimed Shot
Web Grenade
You may actually be better off skipping TD and slotting sets that give global bonuses to accuracy and the kismet unique since these sets have built in accuracy in the enhancements and the global bonuses are not lost while mezzed.