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Posts
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Joined
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Quote:I believe that he is referencing something Castle may have said about Energy Manipulation's design, however I think what Castle was talking about was Power Boost + Boost Range, and had nothing to do with it following the design of a melee set.Please provide the link where the devs stated anything closely related to what your sayin here.
Posting a link to something YOU'VE stated and claiming it as fact is getting old.
I know Castle aboslutely hates and would remove all Power Boosts from game if that was possible/feasible but its not, and I'm fairly sure I remember something about his dislike for Boost Range as well. -
Quote:Totally depends on the powersets whether or not it would involve sacrificing a whole lot.How good is being defense-capped for S/L? Is it worth slotting for that and how effective is it for a dom? I was planning to go that route and also get permadom in my lvl50 build.
I just respecced my Fire/Psi into a S/L capped build and with a coupla more sets should be perma dom, even without perma dom, I'd rather have the survivabilitly then extra hold/+ mez protection. With S/L defense and Drain Psyche (and no stamina til I19) I need to constantly use Drain Psyche everytime its up, but its definately worth it IMO.
Psi Assault would definately be my choice of secondary to use if you're gonna cap S/L def though since Drain Psyche will provide the End to manage your toggles and the backup Regeneration to help the non-S/L attacks you will face. -
On my DP/MM I currently use Pistols (2.92s) -> Dual Wiled (4.38s) -> Pistols (2.92s) -> Dual Wield (4.38s) -> Executioner's Shot (7.3s) as my ST attack chain. (Recharge in Perenthesis)
Each power has 37% Rech enhancement and the build has 65% Global Recharge. -
I'd assume the rest slotting are place holders for inherent health and stamina.
To the OP, it's really easy to make a perma dom w/out Purps but making one effective is a WHOLE nother story.
I had a CHEAPO fire/psi perma dom that totally sucked, but now, I have him capped to S/L Defense, and hopefully 20% recharge away from perma dom (just need 2 Lotg's and a Dark Watcher set I hope).
Your build does look pretty good, although i wouldn't leave perma up to the chance of a proc, no matter how much it can proc. YMMV -
Quote:I am confused as well.
Let's just say that the ONLY time I see instant recharge is when I use Placate and CS. Other than that, the chances are either too small (for me to care) or my build up was recharged when I used CS so no effect at all.
I have taken it to mean you have a 20% chance to have CS cause build up to recharge anytime the power would crit. Meaning that there is a 20% chance to recharge buildup anytime you use CS after placate or from hidden, and then a 20% chance to recharge buildup on any 10% chance to crit out of hide/placate.
So from hide/placate 1 out of 5 CS's should recharge buildup. If scrapping it out you have a 1 out of 10 chance to have a 1 out of 5 chance to recharge buildup.
So teamates have an impact on how many chances chances you have to have a 20% chance to recharge build up.
(If that makes sense, not the mechanic but what I said) -
I was under the impression (from other posts) that it basically has a 20% chance to recharge build up on stalkers, regardless of if its a hidden/placate crit, or just a regular combat crit, I could be mistaken, but I thought I saw that somewhere.
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Quote:I've basically solo'd the majority of my blasters to 50. My favorites blasters have been; Ice/Elec (50), Fire/MM(50), and DP/MM(50) and Ice/MM (35-stalled when DP was released), I would highly recommend the Ice/Elec, Ice/MM, or DP/MM, they all have mezzes to mitigate incoming DPS, and Drain Psyche/Power Sink are very nice for +end whilst solo.Hiya folks,
I'm looking to make a blaster just to solo to the top, I want something with nice dps and some survivability. I was thinking of Energy/Energy to keep the mobs away, what do you all think?
I'd recommend in order Ice/MM, Ice/Elec, DP/MM for you. You may also try an Nrg/MM (not as good with the mitigation, but I LOVE Nrg blast and Mental so much that I had to reroll my longstanding main Nrg/Nrg blaster to a Nrg/MM. -
I absolutely LOVE /Mental for a blaster with any primary, however I LOVED my DP/MM blaster more then any other. My Arch/MM stalled at 44, but I never stopped on my DP/MM. Take Cold Mastery and cap S/L damage and you will have a blast.
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Quote:Wow, So I'm reading this thread and didn't realize I clicked your link, and when I tabbed back to CoH I zoned out of a Building and thought that Praetoria had some Really Badass music, then when I tabbed out, realized that I had a music video running in the back ground.Now I'm thinking about KMFDM. Yeesh.
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Quote:What about Dark/TA?It's mostly a thematic thing. He's a guy who's more-or-less managed to become his favorite RPG/MMO character, a level 90 Arcanist/Bowman/Bard (his name: Multiclass), and while the 'classes' he's got are malleable, I've just yet to find a combination that would fit the theme as well. I could possibly go Arch/something or En/Traps, but they just don't feel quite right. Plus I really like TA.
I have a TA/Dark 'Fender how I really like, and I really don't like many 'fenders. -
Quote:I absolutely love and would recommend //Cold Mastery. Snowstorm is really helpful against bosses, Frozen Armor is some very nice mitigation (plus it has a cheap set to stock a little S/L defense with Frozen Armor, and Hoarfrost and Hibernate make for some nice complimentary powers (while Hoarfrost is a long recharge power, it is a nice heal when needed and at 50 will Cap your blasters HP, and Hibernate is awesome for when things really hit the fan) I never played with the AoE sleep on a blaster, but on my Ice/Psi Dom it seems to come in handy, but I'm not sure its something I think would compliment the Fire/ playstyle.Welp, my fire/ice blaster is 43 now. I've been trioing mostly with the aforementioned exemplared D3 and equal level plant/rad troller. I feel like I plug the holes in our trio (pure non-control AoE, boss finishing ST damage) reasonably well, but I'm a little scatterbrained when it comes to builds.
I've taken everything in Fire/ except the snipe. I know RoF is a debatable power, but I enjoy true DoTs, which this game severely lacks. /Ice I'm....not all that enamored with TBH. Build Up and Shiver are great, and Ice Patch has saved my and my troller's skin a couple of times, but the area it covers is tiny, and it's weak on bosses, where we have the most trouble. Everything else I've either skipped or rarely use. Maybe I'm missing something, or need to change up my playstyle, I don't know.
Also, I took the Fire epic pool for Bonfire, which is kinda neat, but I'm not married to the set. This is the first blue side character with which I've been able to try the epic pools, so I have no experience with them. Thematically, fire, ice or force will work, so any opinions on the usefulness of powers in these sets will help for when I inevitably respec. -
I haven't read all the responses but for some reason I'm thinking a Fire/MM blaster or Fire/SD scrapper with either a Fire/Rad Troller or Dark/Psi(or Ice) or Rad/Psi(or Ice) 'fender.
Just think it could be on overall Fun combo.
Then there's also the Ice/Storm troller and Nrg/(I'd recommend Mental) blaster Combo. Knock 'em around and beat the snot outta them! -
Quote:You're a Knob (j/k)Again wrong. CP is the only one with positional defense. But not the only one with a defense bonus.
Though I think only Invulnerables care. =) So you're 99.99999999999% right. Which, is pretty much close enough as to make no difference. I'm just in a mood to nitpick. So feel free to tell me I'm being a knob.
I edited to even further clarify what I meant.
Are there even other +psi defense bonuses to stack that with? -
Quote:A much harsher interpretation of my thoughts on the subject!QR, DR;
It's because the people who are making those kind of complaints don't know how to become tougher, don't know what actually makes them tougher, don't even care to know. So they assume that it's a simple equation with money in one end, survivability out the other end, so they can be bitter about it. If someone talks about purple IOs in the context of survivability, they are almost certainly just highlighting their ignorance. -
Quote:IMO the best way to "fix" controllers would be to have their epic attacks effected by containment. Make only their Primary attacks deal extra damage when mezzed, and have their Epic Attacks do "normal" damage. They can still be effected by buffs, AoE Immobolize + AoE blast is rather devastating.So, because one single secondary results in too much AE damage you want to remove the ability of ALL controllers to do decent AE damage.
Thats basically what you are saying, even if you don't realize it. Without the ability to get AE containment controllers are going to suck at doing AE damage - something they are not very good at even WITH containment in thier AE immobilizes prior to 41+ when they get ancilliary pools and decent AE attacks. Even with good AE damage in the ancilliary pools most controllers still only do OK AE damage - they will certainly never match the ability of a blaster with multiple AE attacks, aim, build up and a higher damage mod.
The exception to this is kin controllers and I think removing almost all AE containment just because one secondary is somewhat overpowered is serious overkill. -
I didn't think this would get as much discussion as it did.
In my haste posting this thread before work, I should have elaborated on my own knowledge (recharge helping certain click powers, heals, mind link, oh *snap* powers and what not).
I should have also stated that the only purple set that has a meaningful +defense bonus was Coersive Persuasion, however most characters don't have access to a confuse power to ustilize the set.
I did not however think of the purple sets saving slots elsewhere to add slots for adding defense, that does make sense.
I was mostly thinking very one dimensionally about people thinking that purples would give their character direct mitigation (maxing res. or soft-capping defense).
Dechs pretty much understood what I was asking head on, and his answer was basically what I had already thought, but everyone's answers have been enlightning, accept of course the purple insp. answers -
I've got a serious question that just popped into my head:
Why in discussions of Defense and Survivability do people mention purples?
I constantly see people talking about survivability and there characters lack there of, but then saying they can't afford expensive IOs or Purples. Now I know that to get good defense you need to spend some change, but you can easily defense cap a toon for what a set of purple's would cost.
So I'm just wondering where the fallacy comes from that purples help you survive?
My only theory so far is that it is because Purples are deemed SO great and amazing that they solve all of a characters issues. *shrug*. -
Quote:I had a buddy who had one, and he hated it. He always felt like he was doing everything badly, and that the sets coupled together were almost counterintuitive to play.It may seem really wonky, but I've been thinking about Energy/Ice/Force.
I honestly have no idea how the set would work, but I like both halves of it. With the kb and the slow, I think it might even be a bad bad joke.
To the OP
I would recommend an Ice/MM or Psi/Ice.
Psi/ Lacks AoE but seems like it would compliment /ice's control as when things are being controlled they're are more susceptible to ST attacks. I think this may work well for a nice Solo oriented ST specialist, go Cold mastery and Cap S/L defense. Rad/Ice may also be nice, although the early PBAOE may lead an unexperienced blaster to very early deaths.
I loved my Ice/MM the "lack" of AoE in Ice is made up for nicely with /MM, the only reason why he stalled at 35 was that Dual Pistols was released and I was able finally to roll a concept that I'd been dying for since I first started playing CoH. And since it was a DP/MM I didn't want to play another 15 strait lvls of /MM after playing 85 lvls (135 total). -
I wholeheartedly disagree.
S/L is definitely the way to go. My Fire/MM//Force is al out +dmg and +Rech, but if I had it to do over again I'd go Fire/MM//Cold, S/L def all the way. My DP/MM//Cold is S/L capped and a beast, If he was Fire as primary I can only imagine the carnage he'd produce.
I hate "jousting" as it can be tedious to my hands and it is also exploiting the games mechanics, where as just moving in to melee for your PBAOE and TAOE powers and out of melee for your cones is a much more finger friendly and easier way to guarantee that you attack as planned.
Snowstorm, Drain Psyche and Frozen Armor (S/L Capped) is as much dmg mitigation as you'd ever need on a blaster. Having Hoarfrost and Hibernate are amazing icing on the cake to help back up the few instances you run into attacks that don't have a S/L component. -
Quote:Its "Don't taze me bro!"I think you are right RiverOcean, however, I think that AOE soft control will be a sleep (tesla cages or something), so there will be one very situational and probably bad power, but if lucky it will be an AOE stun (Like flashfire). I am hoping for 3 lil gremlins (like imps), but it could also be one mini-deathsurge (minus the power).
Maybe they will give a pet though of a college kid yelling "Dude, don't taze me" -
Well if you're gonna farm, you're gonna need some form of capped defense.
Not sure how effective this build would be, but it would be pretty expensive but it does have melee def capped, and 68.8% global recharge.
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Flame Mastery
Hero Profile:
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Level 1: Fire Blast Acc-I(A)
Level 1: Ring of Fire Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(17), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Immob(50)
Level 2: Fire Ball Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(3), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(40)
Level 4: Combustion Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 6: Rain of Fire Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39)
Level 8: Fire Breath Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/Rng(42)
Level 10: Fire Sword Circle Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Dmg/Rchg(15), Oblit-Acc/Rchg(15), Oblit-Dmg(42)
Level 12: Aim AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13), AdjTgt-EndRdx/Rchg(13), AdjTgt-ToHit/EndRdx(37), AdjTgt-Rchg(37)
Level 14: Swift Run-I(A)
Level 16: Health RgnTis-Regen+(A)
Level 18: Blaze Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(19), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 20: Stamina P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Build Up GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 24: Boxing RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(25), RzDz-Acc/EndRdx(25), RzDz-Stun/Rng(34), RzDz-Acc/Stun/Rchg(34)
Level 26: Tough TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(27), TtmC'tng-EndRdx/Rchg(27), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(31), TtmC'tng-EndRdx(34)
Level 28: Weave LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/EndRdx(31)
Level 30: Combat Jumping LkGmblr-Rchg+(A)
Level 32: Maneuvers LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def/EndRdx(33)
Level 35: Burn Oblit-Dmg(A), Oblit-Dmg/Rchg(48)
Level 38: Hot Feet Oblit-Dmg(A), Oblit-Acc/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(48), Oblit-Dmg/Rchg(50), Oblit-Acc/Dmg/Rchg(50)
Level 41: Char Acc-I(A)
Level 44: Melt Armor ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(45), ShldBrk-Acc/Rchg(45), ShldBrk-DefDeb/EndRdx/Rchg(45), ShldBrk-Acc/EndRdx/Rchg(46), ShldBrk-%Dam(46)
Level 47: Fire Shield S'fstPrt-ResDam/Def+(A)
Level 49: Consume Acc-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 2: Ninja Run
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Set Bonus Totals:
16.5% DamageBuff(Smashing)
16.5% DamageBuff(Lethal)
16.5% DamageBuff(Fire)
16.5% DamageBuff(Cold)
16.5% DamageBuff(Energy)
16.5% DamageBuff(Negative)
16.5% DamageBuff(Toxic)
16.5% DamageBuff(Psionic)
18% Defense(Smashing)
18% Defense(Lethal)
5.5% Defense(Fire)
5.5% Defense(Cold)
4.25% Defense(Energy)
4.25% Defense(Negative)
3% Defense(Psionic)
29.3% Defense(Melee)
5.5% Defense(Ranged)
8% Defense(AoE)
2% Enhancement(Stun)
3% Enhancement(Immobilize)
71% Enhancement(Accuracy)
68.8% Enhancement(RechargeTime)
10% FlySpeed
2595 HP (215.3%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Confused) 2.5%
MezResist(Held) 5.25%
MezResist(Immobilize) 2.5%
MezResist(Sleep) 4.7%
MezResist(Stun) 13.5%
MezResist(Terrorized) 2.5%
16% (0.27 End/sec) Recovery
32% (1.61 HP/sec) Regeneration
5.67% Resistance(Fire)
5.67% Resistance(Cold)
1.26% Resistance(Energy)
3.14% Resistance(Negative)
10% RunSpeed
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Set Bonuses:
Enfeebled Operation
(Ring of Fire)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.75% Enhancement(RechargeTime)
3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Ragnarok
(Fire Ball)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Obliteration
(Combustion)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Positron's Blast
(Rain of Fire)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Positron's Blast
(Fire Breath)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
6.25% Enhancement(RechargeTime)
Obliteration
(Fire Sword Circle)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Adjusted Targeting
(Aim)
2% DamageBuff(All)
1.26% Resistance(Energy,Negative)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
Devastation
(Blaze)
12% (0.6 HP/sec) Regeneration
622.7 HP (51.7%) HitPoints
3% DamageBuff(All)
Performance Shifter
(Stamina)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Gaussian's Synchronized Fire-Control
(Build Up)
5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
519 HP (43.1%) HitPoints
2.5% (0.04 End/sec) Recovery
2.5% DamageBuff(All)
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Razzle Dazzle
(Boxing)
2% (0.03 End/sec) Recovery
415.2 HP (34.5%) HitPoints
2% Enhancement(Stun)
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Titanium Coating
(Tough)
MezResist(Sleep) 2.2%
415.2 HP (34.5%) HitPoints
MezResist(Stun) 2.2%
MezResist(Held) 2.75%
2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Luck of the Gambler
(Weave)
10% (0.5 HP/sec) Regeneration
311.4 HP (25.8%) HitPoints
9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
10% (0.5 HP/sec) Regeneration
311.4 HP (25.8%) HitPoints
9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
7.5% Enhancement(RechargeTime)
Obliteration
(Burn)
MezResist(Stun) 2.2%
Obliteration
(Hot Feet)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Shield Breaker
(Melt Armor)
2.5% (0.04 End/sec) Recovery
Status Resistance 2.5%
2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
11% Enhancement(Accuracy)
3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Steadfast Protection
(Fire Shield)
3% Defense(All)
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Quote:Only use Aim or Build up, then use psw, fireball, and jump out and use either cone, that seemed to work the best for me. I also had SS+celerity and CJ, so I was very mobile, not sure if/what your build has, but thats how I did it.So over the past week I've created a fire/mm blaster that I thought would be awesome. Normally I play tanks or scrappers so the ranged killing is very different for me. The problem I'm having is trying to find the correct combo for the AoE killing portion. Currently I do concentration, aim, psychic shockwave, fireball, rince and repeat. The big issue I'm having is right before the mob is dead they lose the stun of psychic shockwave and scatter all over the map. Anyone have any tips? I'm still shy 20% recharge (and will be until I get 2 purp sets). Hints, tips, tricks are appreciated. Thanks!
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Quote:Does it have to be Psychic/Psychic?Yes, I do understand about the problems facing any psychic-oriented character as she levels up - the increasing resistance (including, boo, among enemies I like to fight), and all the rest. So when I say I want one anyway, I understand that I'm talking about a character I'll have some fun leveling and almost certainly end up shelving along the way.
Nevertheless, I want one, because deep inside me is still the adolescent girl who was fascinated by Marvel Girl and Emma Frost, Saturn Girl, and characters like that.
So! How do Psychic Blast (presumably supported by Mental Manipulation) and Mind Control (supported by, um, dunno, might be Empathy or Force Fields or Kinetics) compare for soloing: Speed? Escape options? Endurance hogging? Stuff I don't yet know enough to ask about?
I'd recommend a Psi/EM blaster for a solo Psychic build. Alot of Single target and some decent control to accompany it. -
Quote:My DP/MM//Cold basically lives in melee, S/L capped, Drain Psyche, Snowstorm, PSW, and HoB basically dictate that, but he's far from sqishie, infact, he may be more sturdy then my Elm/Sd//Blaze, but thats mostly because he lacks a taunt aura to pull extra agro.Blapping can work quite well with Blasters, especially if you build well for it. My AR/EM Blaster knocks them about, then leaps in to finish them off with some hard punches. He can also keep the bosses stunned to drop them more quickly and safely.
My Elec/Elec is even better with his Smash/Lethal defenses. Some mobs can be trouble that bypass those defenses, but he is able to absolutely mow through mobs, and that done mostly in melee. He also soloed Nosferatu and all of the Praetorian EBs.
His approach IS different than my Scrappers and Tankers, mind, but the point is that a Blaster build can succeed in melee. Also, my Elec/Elec finds his damage output cut back a fair amount if he only stays at range... same for that AR/EM Blaster, if he's just going after a single hard target. -
Quote:Almost, I defeated the boss malta robot thing at the end of daedulus's arc in Cim with my Dp/MM permastunned, thankfully I took the sapper out first.New defiance has made Blasting a lot easier than it used to be as this is the really mez-heavy part of the game.
Being quite literally able to kill a Rikti Mesmerist in your sleep instead of being slowly chain-mezzed to death is great.
Thats my solo experience, I tend not to take my Blasters on large teams.
This gives me an idea - has anyone ever completed a Malta mission solo on a Blaster while perma-stunned? It could be done, drunk-walking through the entire mission using your tier 1 and 2 attacks. Extra points for wearing a zombie version of your normal costume..