Nemu_

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  1. Nemu_

    Elec/Nrg Build

    Your set bonuses are all over the place.

    I can't recommend a hover blasting play style for an Elec/Eng either, your ranged attack options are pretty slim and you won't be as effective as some other builds that opt for the hover blasting style.

    The best area control available in elec/eng is the powerboost+short circuit combo. The only drawback to it is that it suffers from the purple patch. Some people avoid short circuit because it requires the player to be in melee range, and some people try to build for S/L defense just to cover for the fact that they will be using it up close to the mob. But really, once you learn to joust PBAOEs it's not even an issue, you are better off building for ranged defense. It's not like elec/elec where you have to use short circuit+powersink to achieve full drain. With elec/eng it's a one shot drain, power boost, hop towards the mob, hop out and fire SC. You'll be in melee range for less than a milisecond. Learn to do this and you'll know a technique that 90% of the blasters out there don't use to their advantage. (You can also do this with nukes, no more running in and face planting before you even get the nuke off, and you don't even need to pop purples beforehand, best done with SS and CJ) Follow SC up with ball lightning and you should achieve full drain. If you want a demonstration of jousting PBAOEs I'm on Liberty @nemu and I'll be glad to show you.

    Below is what I would do with the combo. I admit I'm a blapper at heart but melee's really not that scary when you learn the tools to get the job done. If you have enough to blow on some -kb procs you can substitute acro with conserve power, but I like acro because it helps you shrug off one hold. I find the ragnorak KD proc works well in Ball Lightning too.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Medicine
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Lightning Bolt -- 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(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(37)
    Level 2: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dam%(21), Posi-Acc/Dmg/EndRdx(21), EndMod-I(25)
    Level 4: Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(50), GSFC-Rchg/EndRdx(50)
    Level 6: Short Circuit -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(9), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc(11), P'Shift-EndMod(11)
    Level 8: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 12: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(17)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(15)
    Level 16: Hurdle -- Empty(A)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(40), P'Shift-EndMod/Acc(40), P'Shift-End%(42)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-Travel/EndRdx(23)
    Level 24: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(31)
    Level 26: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(27)
    Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(50)
    Level 30: Acrobatics -- EndRdx-I(A)
    Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dam%(33), Posi-Acc/Dmg/EndRdx(34)
    Level 35: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
    Level 38: Tesla Cage -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42)
    Level 41: Stimulant -- EndRdx-I(A)
    Level 44: Aid Self -- IntRdx-I(A), Dct'dW-Heal/EndRdx(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(46), Dct'dW-EndRdx/Rchg(46)
    Level 47: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 49: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run

    One Correction: substitute the thunder strike set in tesla cage with lockdown for better hold and 3% +dmg.
  2. Maybe some folks that didn't like your posts found out your global and formed a secret society in game just to invite your toons and kick them out of spite, and also stand in Atlas with all the same builds?

    Other than that I got nothing. Those build you listed aren't sub-par, some not even uncommon. I think there are just people out to "get you."
  3. Tough/weave became more attractive with IO sets that can push up defense. On a normal IO/SO build they didn't give good enough returns on the power/end investment.

    That said, soft cap is nice and all but it doesn't replace good blapper fundamentals. Sure you can go overboard on S/L or ranged defense but those won't save you against everything. For example, Rularuu and Rikti will laugh in your face and then tear you apart.

    The build that was posted is too extreme. There is very little acc in the melee attacks and the end consumption is way too excessive. No slotted tier 1/2 attacks means you are dead in the water when mezzed. You definitely don't want to go that far. It ends up gimping your performance overall.

    This is a more balanced build that gives you that 45% S/L soft cap without sacrificing too much of your offensive potential. You'd still need to rely on good blapper fundamentals before your grab frozen shield and slot it up though.

    Honestly, I find the +stealth IO and superspeed yields more return on my investment than any of my other IO slotting choices.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Build%(7), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(17), HO:Centri(50)
    Level 1: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(37), Enf'dOp-Acc/Immob/Rchg(37), Enf'dOp-Acc/Immob(37), Enf'dOp-Acc/EndRdx(40), Enf'dOp-Immob/Rng(40)
    Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
    Level 4: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), HO:Nucle(15)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(9), AdjTgt-Rchg(21), AdjTgt-ToHit/Rchg(42)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(31)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(34)
    Level 22: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(23), AdjTgt-ToHit/Rchg(23), AdjTgt-Rchg(34)
    Level 24: Short Circuit -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(25), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-Dmg(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(43)
    Level 26: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), HO:Nucle(29)
    Level 28: Super Jump -- Zephyr-ResKB(A)
    Level 30: Acrobatics -- EndRdx-I(A)
    Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50)
    Level 38: Shocking Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Dmg-I(40), Dmg-I(42)
    Level 41: Snow Storm -- CtlSpd-Acc/EndRdx(A), CtlSpd-Rng/Slow(42), CtlSpd-EndRdx/Rchg/Slow(43), CtlSpd-Acc/Slow(45)
    Level 44: Frozen Armor -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run
  4. You can either build for defenses with IOs or joust. That 3 second animation on SC will get you killed if you are not careful. Jousting is a good technique to learn for any toon, but especially blasters.

    I'd recommend combat jumping + hurdle for mobility. AS is not necessary for experienced blappers but you might find it useful as you are level up.

    I also don't think lightning field is worth it, neither is thunder clap. Even thunder strike is optional with it's long animation but you can mitigate the risk that brings by jousting.

    In this day of IOs where people can soft cap blasters to certain types of damage some philosophies about blasting/blapping has changed. But I still believe the keys to being a successful blapper are: mobility, inspiration use, and a fearless attitude.
  5. It was a conscious decision not to pick up MG, and all I'm losing is one extra attack that I can fit into an already adequate attack chain. Were I to solo AVs and such then I'd probably fit it in but that's not my intention with this build.

    All in all I'd say that is less egregious than the slotting of deflection, dark consumption, soul drain, grant cover, and true grit in your build. The lack of ACC and recharge in dark consumption is especially glaring, since you didn't take stamina and you only have 25% global acc. Also, though I'm fuzzy about the mechanics of the +end proc, I believe that proc will give your foes the end, not you.

    The same lack of acc applies to soul drain. I suppose you can herd a whole bunch of foes and hope that enough get hit to give you the maximum bonus/or just eat some yellows, even then I still wouldn't be comfortable with that power slotted with no ACCs.

    Deflection and GC are overslotted, you can drop at least one level 50 def from deflection and dump it into True Grit for more HP, and even though I know what you are trying to do with GC I still don't think it's worth the heavy investment in slots.
  6. PP is available at 44, if you plan to exemp often for low/mid level TFs and such put those numina/miracle procs in health or true grit, assuming you took those earlier.

    At least, this is how I remember the heal procs work, you have to have the power they are slotted in while exemped in order for them to work.
  7. Is this going to be your TF runner? This is what I would do if I level my DM/SD to 50, which I'm not.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Gimu TF Runner: Level 50 Science Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(17)
    Level 1: Deflection -- LkGmblr-Rchg+(A), HO:Cyto(7), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(40), Aegis-ResDam(50)
    Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(3), Armgdn-Acc/Rchg(3), Armgdn-Dmg/EndRdx(5), Armgdn-Dam%(5)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), HO:Cyto(9), DefBuff-I(11)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(9), Zephyr-Travel(34), Zephyr-Travel/EndRdx(37)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/EndRdx/Rchg(25), KntkC'bat-Dmg/Rchg(25), Nictus-Heal(33), Nictus-Acc/Heal(33)
    Level 10: Active Defense -- HO:Membr(A), HO:Enzym(43)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
    Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(33), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(46), Aegis-ResDam(50)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(31)
    Level 28: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31)
    Level 30: Against All Odds -- EndRdx-I(A)
    Level 32: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: True Grit -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam(39), Aegis-ResDam/Rchg(39), Heal-I(40), Heal-I(40)
    Level 41: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    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 Ball -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit


    This does assume that you have the 60Mo Vet reward which allows you to skip the travel power pre-req. The build will have softcapped defenses to all positions for those mid level TFs, switch the level 32 enh for level 31s if you want those bonuses to carry over to moonfire as well.

    Edit: Forgot to put the stealth IO in sprint.
  8. SS+SJ = perfect tools for kiting/jousting.

    While I can understand why you feel less inclined to go melee with Fire/Ice, it would seem to me that you have not seen a blaster in action hopping around jousting stuff to death. Perhaps that won't change your stance on the usefulness of melee attacks but perhaps it can also illuminate why some people do it.

    3.3 seconds cast time on total focus and thunderous strike is nothing. Targeted melee attacks allows you to practice beginner level jousting. You can even joust PbAoEs like inferno and powersink but those require more precise timing. The point is you don't need to be in melee range long to use any of these powers that require you to be in melee range.

    If you play smart, the rewards of these melee attacks from the secondary will outweigh the risk. If you stand still while using any long rooting powers in melee range of dangerous opponent(s) then you will pay for that mistake very shortly after.
  9. Fire/elec, so I have a very good ST chain in fire blast itself. But with the melee attacks I'm much more dangerous. I could go on but I'd rather show you.
  10. It's true. I could abandon all my melee attacks....

    If I like killing things half as slow....

    And be 1/4 the wrecking machine that I am if I had my melee attacks.
  11. Hi Switch

    The build was tossed together rather hastily so I'm sure you can tweak the power selection order and refine the slotting. But the basic idea is there.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spikey Switch: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(46)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(13)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 6: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(13), HO:Membr(15)
    Level 8: Impale -- CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(15), CtlSpd-EndRdx/Rchg/Slow(17), CtlSpd-Rng/Slow(17), Dmg-I(19), HO:Nucle(19)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(39)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(25), P'Shift-End%(25)
    Level 22: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 24: Resist Elements -- ResDam-I(A)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), Rec'dRet-ToHit(34), Rec'dRet-Pcptn(34), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36)
    Level 30: Super Speed -- Winter-ResSlow(A)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46), Ragnrk-Knock%(50)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(37)
    Level 38: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45)
    Level 47: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
    Level 49: Resist Energies -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  12. Nemu_

    range increase

    Effectively both. As you extend the length of the cone you also expand the area covered by the cone, the degree of the cone stays the same.
  13. Cheaper purples, same result, more or less with near soft capped S/L. The build does lose out on some recharge, hp, and damage bonuses, but not by much. Oh and the pet, but I never found VS that useful, especially now with the new defiance mechanic.

    The assumption is that you will start a fight with drain psyche so that and my experience with a staminaless sonic/mental tells me that you don't need stamina. Health is there for the sleep resist. and I tossed in acro to shrug off one hold, however much that helps.

    The reduced recharge bonuses only adds 3 seconds to hasten's recharge, and I think I can tolerate hasten with a 5 second downtime. I also slotted SC for damage, because you aren't draining anything before they die, so you might as well help them die quicker.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Lightning Bolt -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Dam%(5)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(21)
    Level 2: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), Ragnrk-Knock%(48)
    Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Knock%(17), HO:Nucle(17)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
    Level 8: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(19), HO:Membr(19), RechRdx-I(21)
    Level 10: Short Circuit -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Concentration -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(23), HO:Membr(25), RechRdx-I(25)
    Level 18: Tesla Cage -- UbrkCons-Hold(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(29), UbrkCons-Dam%(29)
    Level 20: Drain Psyche -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(42), Nictus-Acc/EndRdx/Heal/HP/Regen(42), Nictus-Acc/Heal(42), Dct'dW-Heal/Rchg(43)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(23)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46), HO:Cyto(48)
    Level 26: Super Jump -- Zephyr-ResKB(A)
    Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(37), CoPers-Conf%(40)
    Level 30: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(31), HO:Cyto(31), HO:Cyto(31)
    Level 32: Thunderous Blast -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 35: Health -- Numna-Regen/Rcvry+(A)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Acc/Sleep/Rchg(43), FtnHyp-Acc/Rchg(50), FtnHyp-Sleep/EndRdx(50), FtnHyp-Plct%(50)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), HO:Cyto(48)
    Level 47: Hibernate -- RechRdx-I(A)
    Level 49: Acrobatics -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
  14. Drain Psyche needs at least 1 ACC IO to help it hit more reliably. Explosive arrow is slotted just for the 7.5 and that's a shame. The build has a lot of powers that can fit in sets with 6.25% bonuses, you can rearrange your power picks for those sets a bit more and get a little more out of the build:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    You lose a little recharge, but you gain 25% dam buff and capped HP.
  15. Quote:
    Originally Posted by Dying_Breath View Post
    This would be much easier to look at if you included the data chunk to import into Mids. Reading builds in the forums is tedious.
    Just copy the text starting from:

    Psynder: Level 48 Mutation Blaster
    Primary Power Set: Fire Blast

    all the way to:

    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Defiance

    and import that as you would a data chunk.


    Back to the build itself, I don't see the value of Hotfeet because you are building more or less a ranged hover blaster. Some of your power picks are questionable even if they are just for the sake of set bonuses. A fire/fire is an engine of destruction and the potential for that combo can be more than what it is now. Soft capped defenses is nice and all but sometimes what makes a build shine is eye popping damage.

    Were I to build this combo I'd embrace melee and take at least FS, FSC, build up and Consume from the secondary. I'd grab combat jumping and dump flight in favor of more mobility. Accept the fact that the build will be an inspiration junkie but also revel in the fact that it can level spawns very quickly.

    A fire/em blaster is better suited for a ranged hover blaster if you have the inclination to level up. There are more ST melee attacks (that you might even use from time to time) for makos and boost range is a no brainer for that kind of playstyle.
  16. A while ago a couple of SG mates and I ran that TF. We ran it over the course of a week due to work/real life time constraints. The rule was that each of us will run some missions when able but we all get together for the final mission for the badge. I remember one of my SG mates getting a GM to help her do the glowie missions when she was soloing a few of those. If you are dead set on soloing the TF that's an option.
  17. Nemu_

    Traps/Sonic Def

    You got bigger issues than the Time Bomb power pick.

    #1) Hardly any accuracy in your attacks.
    #2) Most attacks poorly enhanced for damage.
    #3) No real focus on the build as far as set bonuses go.
    #4) Irrelevant power picks/slotting that don't add as much value to your build as you might think, because of #3.

    There are a few ways to approach this combo, tell us your expectations of the build and we can help you fine tune it.
  18. Fire/storm. If you have a problem with imps then don't use them, you won't miss them that much with /storm.
  19. I find myself using Elec Fence enough times (AV fights where the critter needs to be immobilized) to warrant slotting it. And if I'm going to slot it, might as well slot it for damage.

    If we are talking burst damage or DPS on a recharge build, neither flares nor E-Fence would make the cut. Elec Fence is utility/damage and doesn't take a voluntary power pick, and that puts it over flares if I had to pick one of the two.

    Regarding powersink, you can run out of end on a recharge build at a steady rate even with numinas and miracles. Having it up faster is never a bad thing.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Jezabel Delias: Level 50 Science Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5), HO:Centri(7)
    Level 1: Electric Fence -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
    Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(23), Ragnrk-Acc/Rchg(25), Ragnrk-Dmg/EndRdx(25), Ragnrk-Knock%(31), Posi-Dam%(50)
    Level 4: Charged Brawl -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(15), Mako-Dam%(50)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dam%(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(23), HO:Centri(50)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(33), AdjTgt-Rchg(33)
    Level 14: Super Speed -- Winter-ResSlow(A)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
    Level 18: Blaze -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Dmg/EndRdx(19), Apoc-Acc/Rchg(21), Apoc-Dam%(21), Range-I(48)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(33), P'Shift-End%(34), EndMod-I(34)
    Level 22: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(48)
    Level 24: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(34), GSFC-ToHit/Rchg(36), GSFC-Rchg/EndRdx(36), GSFC-Build%(36)
    Level 26: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Dam%(29), HO:Nucle(29)
    Level 28: Super Jump -- Zephyr-ResKB(A)
    Level 30: Acrobatics -- EndRdx-I(A)
    Level 32: Inferno -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(43), Armgdn-Dam%(43)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(42)
    Level 38: Shocking Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), Dmg-I(40), Dmg-I(40)
    Level 41: Snow Storm -- EndRdx-I(A)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 47: Hibernate -- RechRdx-I(A)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
  20. Mind/FF is easier to level early on because Mind is so strong from the start.
    The lack of pets isn't a huge concern for my Mind/FF because the pets usually lack focus. They add damage, but in the single target department it's nothing that my Mes-Dom-Lev-(epic ST attack) can't compensate for. As long as you realize that the combo won't be an AoE damage powerhouse, you won't be disappointed by the damage output (all things considered).
    Mesmerize is HUGE for some TFs, and HUGE for any mundane encounters.
    The control options in mind makes up for the dip in def percentage for FF being a secondary, but the trade off is well worth it.
    On a more subtle note, the powers in mind help out more in a soft capping IO schema.

    The only thing I would like on my mind/ff is a single target immob, otherwise I feel it's fantastic just the way it is.
  21. Quote:
    Originally Posted by BlackBellatrix View Post
    I'd recommend AGAINST this advice. Playing a /Kin, with Fulcrum Shift you'll be at or near damage cap almost all the time so slotting those for damage will have very little effect when FS'd. I could see maybe the two single-targets, because the times you are likely to be at a low Damage Bonus are when finishing off a single boss or something. But Terrify... I disagree.

    My Fire/Kin/Stone has all his powers slotted for control, and not only am I doing the same damage as Fire/Kin's slotted for damage, I have a cheaper build with safer/better control.
    FS comes at 38 and not everyone plays their toons post FS levels all the time. Looking at the big picture, mind has enough controls available to allow for slotting some of the powers for damage rather than control.

    If you are focused purely on the end game and you can guarantee yourself to be at the damage cap consistently sure. Go nuts slotting all those powers for more control. Remember though that terrify, unlike hotfeet, is a cone power and needs positioning. It is also more likely used as an opener before a new casting of FS right in the middle of a new spawn. So at those times if FS wears off, slotting it for damage isn't too terrible an idea.
  22. Get Levitate
    Slot Levitate, Mesmerize and Terrify for damage.
    You are not going to be an AoE monster with Mind Control, even with Kin as a secondary, but you can do better than most in the single target department if you did the above.
  23. The trickiest thing about playing anything empathy is time management. Of the people that can play empathy with some competence, many can benefit from better time management. For the most part it's just a matter of being less lazy. It's disappointing to see an emp keeping only one fort up and shout for RA every once in a while and call it a day, when you know he could be doing a lot more.

    And then there are a lot of folks out there that just have the wrong idea about empathy.

    In general it's a safe bet to just assume everyone you meet can't play until you actually see them play ^_^
  24. I don't see powerboost being super useful for that build.

    You took weave which means you intend to augment your survivability with defense, take a look at cold mastery for frozen armor, which will stack with CJ and weave for S/L def. While lacking attacks, that mastery has some good tools to augment survival.

    The build is AoE light, not necessarily bad but if you want more AoE take explosive blast. Exercise good judgement when using it and ET and you'll be fine. Remember, just because you have it doesn't mean you should use it if the situation doesn't call for it.

    Also, I'd take power burst and drop EM pulse if you intend to keep elec mastery. The recharge on EM Pulse is too long to be worth the power/slot investment.

    Slotting wise, if you are into sets going the soft cap route just look for sets that give you either S/L or range defense, depending on which soft cap route strikes your fancy. Or you could always damn the defense and go more recharge.
  25. Siren's song does jack for teams. No one will want to pick off mobs one by one nor should they have to on a team. Once in a while someone may use it to hold off accidental aggro from another spawn but it's way too situational for regular team play.

    Shocking bolt is useful, more for a solo build. This would be my runner up pick out of the 4 options the OP gave.

    Blaster EM pulse is trash, even slotted it's trash.

    Assault gets my pick because 1) it's a team damage buff. 2) requires minimal slotting to be effective. There are better choices out there, sure, but this is the best option out of the 4 for a team build.