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'Kay!
First off, I have a Dark/Dark blaster. It's like a controller with big teeth, and I'm happy with it in huge, gigantic piles of ways. This is not a thread that I would like to go off-track onto a critique of Dark Blast's Nightfall/Torrent c-c-c-combo. That's been done to death.
Also, I kind of like Umbral Torrent. It's handy for piling enemies together and leaving them on the ground while my blaster hops in and uses Soul Drain and Shadow Maul.
Yes, I -also- took Shadow Maul. I know the animation is long. It's also one of the better damaging powers in the set, and I can wipe out whole groups with it when I Umbral Torrent/Immob them into a corner.
I'm just saying, repeatedly and all over the place, that I'd prefer we not get into how disappointed you are with Dark Blast. There are other threads for that. They'll love to have you.
Now.
Currently, I'm using Electrical Mastery on my Dark/Dark Blaster in order to access the second hold. This is a system that works well in the short term for a number of reasons (most of them involving holds and their application to enemies who I want to not move or act for a while), but I'm thinking that a -lot- can be done with other APP/Patron sets.
PARTICULARLY Patron sets.
Mace Mastery gives you smashing/lethal/energy defense, and popping enemies in their smug, craggy NPC faces with attacks that debuff their -ToHit (likely due to blinding them with awesome) will only make that Defense MORE effective. Also, you can make use of Mace Mastery's Immobilize to lock enemies down and prevent the knockback from Umbral Torrent while retaining the sweet, sweet AoE damage and -ToHit. A friend likened 1% of -ToHit to 1% defense to everything in the game. I don't know if this is true, but this seems like a nice way to round out an awesome (-what- did I just say? GO TO YOUR ROOM IF YOU DISAGREE!) and innovative (now I'm just adding descriptors to start trouble) new blaster combination. Also, you can -still- stack holds by taking web cocoon, and Spiderlings are a nice little firing squad that you can also use to take alphas if you get invisibility.
Err, that looks confusing. Bullet points!
Mace Mastery for a Dark/Dark Blaster:
-Scorpion shield benefits greatly from -ToHit, effectively raising defense in most situations.
-Web Envelope as a primary immobilize will prevent the knockback from Umbral torrent.
-Stacking Abyssal Gaze with Web Cocoon for holding bosses.
-Spiderlings.
The second Patron that I see working is Soul Mastery, which you themesters are surely considering. Why, you ask? TWO more dark cones to play with for more damage, one being an immobilize, is a sweet deal. Also, you get a nice chunk of resistance from Dark Embrace and a sweet-looking hold for stacking with Abyssal Gaze. MOST IMPORTANTLY, however, is Oppressive Gloom. Its teensy mag 1 stun seems like a joke until you realize that it can stack with the silly-looking mag 2 AoE stun in Darkness Manipulation. In other words, you're able to get your blapper on by walking into a group of enemies who will be suffering from ToHit depravation and a MAG 3 PBAoE STUN! Soul Drain doesn't look scary anymore, does it? If you turn off bosses and run solo, you'll be able to stun almost everything you'll encounter into with that.
Bullets for what a Dark/Dark Blaster would get out of Soul Mastery:
-Additional Negative Energy cones and -ToHit (recharge slotting a priority)
-Combining Oppressive Gloom with Dak Pit for a Mag 3 Stun in melee range
-Resistance from Dark Embrace
-Additional Immobilize that, sadly, doesn't block knockdown for those who loath it.
-Stacking Soul Storm with Abyssal Gaze for holding bosses, or as simply being able to hold two different enemies at once.
My question to you, the person reading this at work, is simple: What have I missed, which would you choose, and do you have any suggestions for alternative APP/Patron selection? -
Blasters are indeed amazing, and Archery has a special place in the hearts of many a ranged damage dealer due to Rain of Arrows. Pro tip: Snag Boost Range and hit enemies from so far back that they won't be able to retaliate with their own ranged attacks!
Personally, I enjoyed playing my Sonic/MM/Elec, Fire/MM/Mace , and Dark/Dark/Elec (only lv 37) blasters immensely. I've also recently started up a Beam/Energy Blaster who, at level 17, is already a whole lot fun when it comes to wreaking havoc on enemy HP.
My Sonic/MM/Elec blaster mostly used Siren's Song and ST blasts to cruise or stealth through missions, and chained Psychic Scream, Static Discharge, and Howl into an AoE cone COMBO that would be paused at any minute for a refill on Drain Psyche by MORE application of Siren's Song. It's a solo player's dream blaster.
Fire/MM/Mace would throw Spiderlings into a large group to get their attention, and then use Aim and Concentration before hammering the group with Fire and Psychic Damage. This build works best in or near melee to take advantage of Psychic Shockwave and other powers.
Dark/Dark Blasters are PUNCHY! I find myself constantly blowing enemies into walls with Umbral Torrent, locking them in place with Tenebrous Tendrils, popping off Soul Drain as they begin to STAND, and then eliminate them with powers like Shadow Maul, Smite, and your ranged hits. I find it in melee a good part of the time and finally grabbed the elec APP while leveling simply for the access to another Hold.
Beam/Energy is an extremely simple blaster to play. Disintegration is what makes it worth PLAYING, however. Keeping this toon at max range and laying down a hammer of pain is easy, and Power Thrust keeps single enemies from getting too close. I use hover for mine to keep him above or away from melee. After getting Boost Range, though, I plan on him being a full-on human mobile artillery unit. Hover, boom, hover, boom, and then retire. -
"I've got a logo made of goooooooold."
Fell out of my chair. -
My other worry is that Illusion trollers won't be able to take advantage of the PBAoE toggle. It looks to me like a great source of mitigation, but it blows Superior Invisibility out of the works and drags you into melee, while an Ill/Rad can stay at range.
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Quote:That's quite true. Ill/Cold has a whole lot going for it.Ill/rad's strength against hard targets has been mentioned but what I don't believe has been pointed out yet is that illusion is a proc machine. Specifically, reactive 75% chance for fire damage. I happen to know someone with an ill/cold who got bored of soloing level 54 AVs because it was too easy.
I thought hard about making an Ill/Time controller, but the more I see it, the more I'd prefer to play the set as a Mastermind. The AoE Buffs beg for more pets than the single buff-able bet that Illusion controller have, and the lack of personal damage buffs can be offset by having lots of minions while you focus on healing and debuffing. -
The answer to any question regarding selection of Defender secondaries is almost always going to be, "Just pick Sonic," for me.
Even if you pick ONLY the T1 power and just throw in a single Accuracy SO, it'll still be a sweet -Res debuff to be used on bosses, EBs, and AVs. If you give the set some love, you'll be able to turn enemy defense into mush when you aren't healing. -
Hee. After completing my Ill/Rad build (Nearly identical to Local Man's, with I think maybe one slot placed differently because I don't trust build up Procs on ST attacks) I didn't play another character for WEEKS. I solo'd every EB and AV I could get my hands on, ran piles of TFs, and got all of his Incarnate slots to T3 (two of which are now T4). Walked away from the wreckage with nearly 1200 merits by the time I could put the character down, and it was honestly not even close to helping my recoup my financials after buying everything I needed for that beautiful, horribly expensive build.
On the way to 50? It was pretty-much the same, only slower. The recharge is what makes the character. -
My personal favorite Stalker to level was a DM/Nin specifically because it had all the toys to play with. I ran him all the way to 50 on SOs and could still solo EBs/AVs with enough diligence. I picked Soul Mastery for Shadow Meld and never felt the need to look back other than to count the bodies my stalker left in his wake. It also has one of the most incredibly cool AS animations. SKULL WEDGIE!
One of the more overlooked powers for DM is Touch of Fear, in my opinion. Great for debuffing ToHit and blocking attacks. Apply it enough and even an EB will start to cower.
Other great Stalker primaries are KM, Ninja Blade and MA, though this is just a personal list.
I've seen a KM/EA Stalker do incredible things, and it's also quite pretty to look at. -
Quote:Are you just trying to be frustrating, because you just missed his entire point.That makes no sense. "People still play/invite blasters because they don't care about what's better or worse. Therefore, blasters are no better or worse."
Play a blaster because you like playing Blasters. If you don't like them, don't play them. If the numbers bother you, pick another AT.
Blasters are made to deal ranged damage, or melee damage if you're feeling sassy. Instead of defense sets you get MORE ATTACKS. Sometimes you have some controls. Sometimes it's all about the damage.
In the end, the important thing is that you have fun. My Fire/Fire blaster is crazy addictive to play, and he faceplants ALL THE TIME. Could he be outdamaged? Sure. Do I care? Nope. -
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Ill/Rad is a controller ideal for killing strong enemies, tanking enemy mobs, and mild control.
It's sort of like a tanker, a blaster, and a controller all mixed together, and it helps to play to those strengths.
And what do tanks, blasters, and controllers all have in common? Positioning.
That's where the invis comes in.
When you have a tanker, just hop into the mob long enough to get PA on their tails, and then back away to a place where they won't be able to aggro anything on their return trip to you. Phantasm follows you more closely, so let it be your personal tanker and knock enemies away from your position. Throw LR and EF on, toss in some holds and confuses with focus on frustrating enemies, and wittle down minions and Lieutenants while watching your team in case a heal is needed. You can also hop in and use your invisibility as a cover to fire off Flash and EMPulse for some nice lockdown, but be sure to have PA up and actively taking aggro when you do so.
Hover and Ill/Rad are friends. You can float right above a mob out of melee range, and your pets will just look around for something to hit for a couple of seconds and then give up and wait for your lead. Frankly, mine almost never touches his feet to the ground.
If you're looking for an omega controller with mighty damage that can help muscle through the late game, then Plant/Storm or Fire/Kin more be more up your alley. An Ill/Rad troller is sort of its own unique entity, cousin to the more team-friendly Ill/Cold. -
Alright, here's how I went about approaching the answer to this question: By asking myself MOAR questions and then deciding my opinion.
-What do you want to BRING to the team? What do you like in a controller?
A: AREA Control, Buffs, Debuffs, Healing, and Damage (last place, but I'd still like it to be there). In other words, a character who can speed things along, keep people standing (within reason, because you can't play their characters for them), and contribute greatly to defeating tough enemies which would otherwise stall the team out.
-What primaries have solid AoE control and damage, along with potential debuffs?
A:
*Earth - a wide variety of AoE control options, lovely defense debuffs, and a tanky pet. Subpar damage. Can't use powers when flying.
*Mind - extremely solid AoE control and decent damage, but it doesn't "lock down" as well as other sets. Some people have stupid crazy hate for confuse, though.
*Fire - Very good damage, solid control, and lots of space to let one focus on their secondary. Pets benefit greatly from secondary buffs.
*Ice - Decent AoE control, low damage, and meh debuffs, along with a decent-ish pet. Can't use some powers on flying enemies.
*Plant - Good damage, excellent AoE control, and can focus on secondary without harming primary. Pet is disappointing. Can't lock down flying enemies as easily.
*Illusion - full lockdown isn't going to happen, slower moving pets mean teams unwilling to wait for you will leave you behind. Perma PA means never having to team again. Arguably best damage short of a Fire/Kin. Awesome stealth.
*Elec - Good lock down powers, awesome secondary effect when slotted for endmod, solid pets that benefit from buffs. Great with recharge IO bonuses and the Musculature alpha for added damage and endmod. Damage isn't the best, but it's there. Knockback will make you furious.
*Gravity - lolololololololololololol But seriously. The lockdown can be decent, and it has high damage for a controller. AWESOME pet, so awesome, in fact, that you don't feel complete until you get it and can let it stack holds all over mobs. Great solo troller, but only a good team choice.
So that cuts out Gravity and Illusion, followed by Earth, Mind, and Ice simply because it's my opinion and they aren't primaries that I love playing all the time. This leaves us with Fire, Plant, and Elec to choose from, with Illusion are a very distinct MAYBE, no matter how much I love my Ill/Rad. We'll come back to that.
-What kind of Secondaries supply buffs, debuffs, healing in some form, and/or additional damage/control? Bonus points for a rez, which people love.
A:
*Cold Domination - Zero heals, but great defense buffs, loads of debuffs, and Sleet for additional damage/control.
*Empathy - Zero debuffs/control/damage, but amazing healing and buffing. Great for a team of competent players, but I always find myself just trying to keep the one idiot on the team from faceplanting constantly. Plus one for rez.
*Force Field - Awesome buffs and great KB control make for a tremendous secondary, but no heals/debuffs. Love this set, and I'm sad not to include it.
*Kinetics - Amazing buffs, some debuffing, a little sapping, built-in travel powers, and a heal with limited use but solid numbers. I love kinetics. The buffs are so wonderful that the limited debuffs aren't a concern, especially for large groups of enemies. Not as amazing on single enemies, but still worth using.
*Radiation - Fills every requirement aside from additional damage, because fallout is hard to use properly. Excellent teaming secondary.
*Sonic - Lacks heals and additional damage, but a team with two /sonic trollers might as well be invincible for all the beautiful resistance buffs/debuffs. One is "merely" good enough to greatly contribute to team survival and kill speed. Unfortunately, no heal.
*Storm Summoning - Great debuffs, a teensy heal with a buff, piles of additional control/damage, and a gigantic difficulty rating. /Storm is a set for people who think outside the box, and in their hands it can be used to wreck just about anything. Linear thinkers will need practic using it. Not for point/clickers. Pair with a primary that locks down KB for additional tactics. Works great with Earth, Plant, and Fire.
*Thermal - Solid heals, buffs, and slightly anemic debuffs along with a rez. This definitely goes on the list as a jack-of-all-trades secondary, but it's so close to a "healer" set that I find myself frustrated with it at times. I prefer it with Masterminds.
*Trick Arrow - Great controller secondary for those who want more control/damage. I love this one, also, but it doesn't go on the list because it doesn't mean the full criteria.
With this, we've knocked out Cold Domination, Empathy, Force Field, Sonic, and Trick Arrow. We have Kinetics, Radiation, Storm Summoning, and Thermal left. This was a brutal culling, and I bet I'll get lots of people disagreeing, especially once I wipe out /Therm on count of me not liking to play it.
So now we've got the following to choose from:
Primaries - Fire, Elec, Plant
Secondaries - Radiation, Storm Summoning, Kinetics
Bonus Primary: Illusion
Bonus Secondary: Cold Domination
Take any of the primaries and mix it with one of the secondaries, with the single exception of Elec/Storm (erroneous KB will destroy your nicely ordered lockdown). After you've made the match and looked at the powers, see if it's something that looks fun. If not, choose again. If so, then roll 'er up! You'll have a team troller that people will love having around.
...And I just realized that this is also mostly the list of the most popular Primaries/secondaries for controllers, minus the power sets that I don't play. >.> -
This thread contains a very close approximation of the build I use on my Elec/Ice/Ice Dom. It's honestly a blast to play.
http://boards.cityofheroes.com/showt...50#post3562950 -
I can't think of anything that's really been changed in the last three years with Broadsword. After it was tweaked into its current monster self, the devs just sort of left it to take its place of glory.
It's a great set, and I'm pretty sure it also has the most unlockable weapon skins (except for a BS/Shield scrapper, in which case you can unlock the SHIELD skins, too), which actually was a lot of fun for me to do on my BS/Fire Scrapper.
It's a solid, survivable character. You'll see yourself standing when lots of other people will fall, and your damage is pretty darn sweet, though not in the realm of Fiery Melee. -
I'm a huge fan of my Ice/Stone Tanker. He's got piles of defense, -Dmg debuffs to work like resistance, and plenty of mitigation from /Stone. Also, it's a big aggro magnet with a double tank aura.
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In terms of CONTROL, permadom Dominators will probably always take the cake over controllers.
That takes the biggest load off of your mind. You can't out-control them, and most controllers can't out-damage them.
What's left?
SECONDARIES (and Illusion)! Treat your controller like a support character and save the lives of all your team mates. Easy, and EVERYBODY else is running a damage build these days, right?
Also, Elec control does VERY well when paired with /Cold or /Rad.
Fire/Kin controllers are monsters.
Illusion control is one of the most game altering sets out there, and what you can do with Perma PA... -
Quote:Wow. I don't know if you're trying to declare to the forums that you have a ridiculous sense of how much better your characters are compared to theirs, but...Wow.Hey all,
How do you all find enjoyment in your "lesser" heroes? How do you escape that niggling feeling that you could be killing/supporting/tanking/etc better with one of your mains?
It's kind of a philosophical dilemma but I'm hoping some of you might be able to provide insight into how you enjoy this game.
Anyway!
Here's what you do.
Roll up a Fire/Kin Corrupter.
Min/max the crap out of it.
Call me again when I21 comes out with all its shiny new powers and content. -
Looks like the person who began this thread didn't realize that Blasters get as much out of IO sets and Incarnate powers as everyone else.
When you see a Ranged softcapped Fire/Fire Blaster hovering above a group of enemies and unleashing a horrifying death inferno without taking so much as a scratch, then you've seen the face of fear.
My friend made her second build JUST for Ranged combat, eschewing the ultimate blapperdom that the Fire secondary allows for in order to launch long-distance pain and suffering (and a pretty easy s/l softcap).
When she uses her s/l Softcapped build, that's when she goes into melee and begins what she calls "Murder Time," and it has earned the capital letters. With Hot Feet, Blazing Aura, Fire Sword Circle, and Burn adding to her Fireball and RoF spamming, Murder Time when Scrappers and Brutes turn around and say, "Don't you think that's a bit excessive?"
Between her two builds, her blaster outlives almost anything. She working on a third build for Trials now in order to get more energy defense, but she says it's hard going.
...Okay screw it. I'm rolling a Fire/Fire blaster. >.> -
Why Traps/Dark instead of Traps/Sonic?
As great as traps is, I can't get into it. I love teaming with them, however.
When it comes to a Rad/Sonic, though, I'm on familiar ground. This combo will simply decimate enemy resistance. It's also a highly effective solo character, and one of the best things you can have on your team when AV hunting. I use RI a lot more solo than I do on teams, simply because things don't live long enough to hurt anything when there are others around to do damage. -
Howdy! I've currently got a Fire/Shield Scrapper sitting happy at level 38, and it already can solo EBs. I plan on keeping it red side until I can unlock patron pools, and then I might send him elsewhere.
I lack mids (Mac user), and I was wondering if anyone had a build laying around that can Solo AVs and maybe farm? -
Having played an earth/earth into the 40's, I think that I can safely say that it's a solid combo. The high resistance and defense to s/l is largely offset by the -def in quicksand and the nice damage level of /earth's attacks.
Here's what an earth/earth Dom is like:
- solid-to-high single target damage
- way above average AoE control
- above average ST control (with Seismic smash)
- melee damage. I typically mez/hold as much as I can from range and then hop into melee. Ranged damage for earth/earth is a joke. If you want that route, go for earth/fire.
- a tank pet. Not many other dominators wade into the thick of things next to their pets like an earth/earth does
Powers I would skip:
- mud pots (low damage and draws aggro, small radius)
- stone cages (the -kb means that it renders earthquake useless)
- hurl (long animation and long recharge without decent damage)
With domination, earthquake, quick sand, stalagmites, and volcanic gasses, I've used my earth/earth dom to hold three separate, large groups of enemies for my team at once. it doesn't kill groups very fast, but good lord can it lock things down and destroy them at leisure.
Play it to level 28 before passing judgment. -
I've used two Judgment powers so far: Ion for my Elec/Cold dominator and Pyronic for my SS/Fire brute as well as my Fire/Kin controller. My good friend runs a Brute with Void Judgment that I've seen quite a bit. For brutes and Tankers that can really draw a crowd around them it seems like a really great power. The radius seems larger than Pyronic, which makes up for the lack of range.
For the reasons stated above, I have a real love/hate relationship with Ionic Judgement. Yes, it does very well eliminating more spread-out groups, but you have to be very careful of your initial target. Usually I try and rush ahead a bit when using it so that the long animation can have a head start as the team approaches. Not rushing forward a LOT, granted. Just hopping over as the last couple of minions are being killed and people are getting reoriented.
...Now I want to try Cryonic. -
There are two powers on energy blast which bother me when used improperly: the cone and targeted AoE. One of my primary redside characters is an Elec/cold dominator that uses some great patch powers (Static Field, Sleet, Ice Storm) that go a long way towards killing or incapacitating mobs, but Electric control has no way of preventing knock back in the way that Earth, Plant, Ice, and Fire control do. Energy blasters, when done poorly, can wreck that Dominator's control and really slow things down.
The irritating thing is that those two AoE powers don't do much at all in terms of worthwhile damage. -
Quote:I run an Elec/Ice Dom with a lot of success. At Permadomination, Jolting Chain and Electric Cages are a combo unto themselves, especially with the Gremlins around doing the same thing. Slotting both sets with Hold Proc IOs makes this a monster tactic which completely dominates mobs on most any difficulty. I enjoy the freedom of range that I get from Ice's combination of Ranged and Melee attacks, so that I can over just outside of enemy range and blast while sucking up endurance with Conductive Aura or jump right in and mess things up with Ice Sword Circle and Ice Slash.That said, even without -recovery to pair with it, Elec/ can usually prevent mobs from using meatier attacks that cost more end so any secondary should be effective - Elec/Stone is a nice high single target damage, knockdown-tactic combo for example.
Power Boost is, effectively, my Sapper switch. I almost never need to use it unless teaming at +4/x8 or against EBs/AVs (which this dominator CANNOT solo). It makes the big bites that Elec takes out of enemy endurance even larger, and Hold/Mez duration goes through the roof. Conductive Aura gives all the endurance needed to keep it up, and Permadomination's high recharge ensures that Power Boost recharges impressively fast.
I imagine that a Permadom Elec/Earth or Elec/Energy could do pretty similar things if built properly. An Elec/Psy might lack Power Boost, but Drain Psyche would help make up for that against larger bosses, and it also has -Recharge debuffs and a rare damage type to bring to the table. -
Quote:Hansha, I ran a build like this before on my beloved Fire/Kin corr. Please believe me when I say that Psychic Mastery, while sort of fun, REALLY slows down how monstrous and amazing a killer that a a Fire/Kin can be. You won't need the stealth if you have your Smashing/Lethal defense softcapped, and a lot of the time it's beneficial to let the tanker group mobs up before letting loose with Fulcrum Shift. I have a SS/Stone Brute friend I duo with regularly on my Fire/Kin. With our damage, my buffs/healing, and his grouping/invincibility/mitigation from foot Stomp, we've duo'd a whole lot of Strike Forces.Thank you for the advice so far!
This set concept focuses on fast and accurate attacking. So far, people seem to think that I should include a lot more defense in it. If you have suggestions on how to do that and whether I should, or any other suggestions, I'd love to hear them! I'm also interested in any suggestions on how I could use the Incarnate alpha slot to help balance a final build.
As you can see, I'm considering getting rid of Vengance for stealth. By combining Stealth with a stealth IO in Fly, I could sneak up on a group of enemies and fulcrum shift them as soon as the group got there rather than trying to do it once things are already going on, while not drawing as much agro. If this seems like a bad idea, I'd love to hear about it.
Here's the build that a friend and I are using. It isn't super expensive, but you hit the S/L softcap (45% defense) and the damage/recharge are significantly upgraded. It works by putting either universal (boost all defense) or S/L defense IO bonuses into your powers. It also has 180% Recovery, 285% Regen, and 72.5% Recharge.
Villain Plan by Mids' Villain Designer 1,942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Fire Blast- (A) Decimation - Accuracy/Damage
- (15) Decimation - Damage/Endurance
- (15) Decimation - Damage/Recharge
- (17) Decimation - Accuracy/Endurance/Recharge
- (23) Decimation - Accuracy/Damage/Recharge
- (A) Touch of the Nictus - Healing
- (36) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (36) Touch of the Nictus - Accuracy/Healing
- (37) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (37) Touch of the Nictus - Accuracy/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (23) Positron's Blast - Damage/Endurance
- (25) Positron's Blast - Damage/Recharge
- (25) Positron's Blast - Damage/Range
- (27) Positron's Blast - Accuracy/Damage/Endurance
- (37) Recharge Reduction IO
- (A) Accuracy IO
- (A) Positron's Blast - Damage/Recharge
- (27) Positron's Blast - Damage/Endurance
- (29) Positron's Blast - Chance of Damage(Energy)
- (29) Positron's Blast - Accuracy/Damage/Endurance
- (31) Positron's Blast - Accuracy/Damage
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (11) Positron's Blast - Chance of Damage(Energy)
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (A) Accuracy IO
- (39) Accuracy IO
- (39) Recharge Reduction IO
- (40) Recharge Reduction IO
- (40) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense
- (34) Karma - Knockback Protection
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Steadfast Protection - Resistance/+Def 3%
- (17) Steadfast Protection - Knockback Protection
- (A) Decimation - Accuracy/Damage/Recharge
- (19) Decimation - Accuracy/Damage
- (19) Decimation - Damage/Endurance
- (21) Decimation - Damage/Recharge
- (21) Decimation - Accuracy/Endurance/Recharge
- (A) Endurance Modification IO
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Empty
- (A) Reactive Armor - Resistance
- (34) Reactive Armor - Resistance/Endurance/Recharge
- (34) Reactive Armor - Resistance/Endurance
- (36) Reactive Armor - Endurance
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (A) Rectified Reticle - To Hit Buff/Recharge
- (33) Rectified Reticle - To Hit Buff
- (A) Efficacy Adaptor - EndMod/Accuracy
- (46) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (48) Efficacy Adaptor - Accuracy/Recharge
- (48) Efficacy Adaptor - EndMod
- (48) Efficacy Adaptor - EndMod/Recharge
- (A) Accuracy IO
- (40) Accuracy IO
- (43) Endurance Reduction IO
- (43) Endurance Reduction IO
- (50) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense/Recharge
- (43) Kismet - Accuracy +6%
- (A) Enfeebled Operation - Accuracy/Recharge
- (45) Enfeebled Operation - Endurance/Immobilize
- (45) Enfeebled Operation - Accuracy/Endurance
- (45) Enfeebled Operation - Immobilize/Range
- (46) Enfeebled Operation - Accuracy/Immobilize
- (46) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Rectified Reticle - Increased Perception
- (50) Rectified Reticle - To Hit Buff
- (50) Endurance Reduction IO
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Regenerative Tissue - +Regeneration
- (3) Miracle - +Recovery
- (3) Numina's Convalescence - +Regeneration/+Recovery
- (5) Numina's Convalescence - Heal
- (5) Numina's Convalescence - Heal/Endurance
- (9) Numina's Convalescence - Heal/Recharge
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (7) Endurance Modification IO
- (7) Endurance Modification IO
Some of the power choices for the softcap might look odd, but it's a strong and effective build. I find that having a slightly pricey build give me something to work towards, especially because it isn't terribly hard to make money in this game if you work the Markets, run TFs for merits (to exchange for LotG: Recharge recipes, which sell for 150 mil on the market), and go full hero/villain alignment for the Hero/Villain merits you can get every two days. In four days, after getting two merits, one can use them to purchase a LotG: Recharge recipe (ka-ching!).
Right now I run two characters, a hero and a villain both at 50, through their tips every day just before bed. That's 300 mil every four days. In two weeks you'll have a billion influence from doing this alone, not counting any rare drops you get while running through the missions. I usually end up accumulating 150 Merits at some point and then using them to buy a LotG: Recharge when I remember to.
Getting your LotG: Recharges this way will also save you from having to buy them. You'll have so many of the things on hand that you can use them as toilet paper when you run out.
As for Choosing your incarnate powers, I wholeheartedly suggest the following, for the following reasons:
-Spiritual Alpha for boosting recharge and healing in your powers. Recharge in king for a Fire/Kin. It helps you keep piling on Fulcrum Shift to increase your damage and weaken enemies, as well as unleashing lots of amped up fiery doom.
-Reactive Integration (This is a proc that provides Fire DoT and -Resistance debuffs) in order to further add to your damage. This power makes Rain of Fire and Fireball MUCH stronger. I'd work more towards the DoT side rather than the -Res side when crafting up the tree because enemies don't have much Fire resistance in general, but it's still useful when fighting CoT demons and AVs and things.
An alternative would be Diamagnetic, which can lower enemy ToHit, making them less likely to breach your defense. I strongly recommend Reactive, however.
-For Destiny, I strongly recommend that you flip a coin between Clarion or Barrier.
Clarion gives you much-needed mez protection. While having S/L softcapped means that a tray full of break frees is usually enough, I don't like seeing my character mezzed, or having to stop to us the darn things. At Tier 4 ("Very Rare") Clarion's effect can be made permanent, though this power's effects weaken over time until the next cycle renews the buff.
Barrier is a significant buff to your Resistance and Defense. This is one of the best emergency buttons in the game, but it can also be made Perma at Tier 4 and provide a moderate defense boost at all times.
-Judgment is your call, but I would pick either Pyronic or Ionic. Both are ranged and seem to hit a lot of enemies. If you want a replacement for Inferno (my IO build cuts it out), Void is the same thing, only with a more rare damage type and a Damage debuff. I personally went Pyronic so that my Judgment power matches my primary.
-Lore doesn't much matter in terms of making large contributions to how well a character performs. I chose Storm Elementals for my Fire/Kin because I think they look cool and I wanted pets that could fly. Warworks Bots are sturdy and give good damage while they're up (Lore has a fifteen minute cooldown). Seers are good ranged pets, and they can do some nice healing/buffing if you go the support route.
Hope this helps!