Nemu_

Mentor
  • Posts

    360
  • Joined

  1. Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Veronica Freeze: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Storm Summoning
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Block of Ice -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(7)
    Level 1: Gale -- Acc-I(A)
    Level 2: Frostbite -- ImpSwft-Dam%(A), Posi-Dam%(15), TotHntr-Dam%(15), TotHntr-Acc/EndRdx(21), Posi-Acc/Dmg/EndRdx(21), ImpSwft-Acc/EndRdx(37)
    Level 4: O2 Boost -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/EndRdx/Rchg(25)
    Level 6: Arctic Air -- ImpSwft-Dam%(A), C'phny-Dam%(7), Mlais-Dam%(9), CoPers-Conf%(9), CoPers-Conf/EndRdx(13), Mlais-Acc/EndRdx(13)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Steamy Mist -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(11), HO:Cyto(11)
    Level 12: Ice Slick -- RechRdx-I(A)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Freezing Rain -- ImpSwft-Dam%(A), Posi-Dam%(17), Achilles-ResDeb%(17), LdyGrey-%Dam(19), LdyGrey-Rchg/EndRdx(19), ShldBrk-%Dam(25)
    Level 18: Boxing -- Empty(A)
    Level 20: Hurricane -- EndRdx-I(A), EndRdx-I(40)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), HO:Cyto(23)
    Level 24: Tough -- GA-3defTpProc(A)
    Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(34)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), HO:Cyto(29)
    Level 30: Hover -- LkGmblr-Rchg+(A)
    Level 32: Jack Frost -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
    Level 35: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36), BldM'dt-Acc(37), BldM'dt-Dmg(37)
    Level 38: Lightning Storm -- 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(40)
    Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(43), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/EndRdx(45), FrcFbk-Rechg%(46)
    Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), HO:Cyto(45)
    Level 47: Hurl Boulder -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 49: Earth's Embrace -- S'fstPrt-ResDam/Def+(A), RechRdx-I(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(27), P'Shift-EndMod(42), P'Shift-EndMod/Acc(42), P'Shift-End%(42), P'Shift-Acc/Rchg(46)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run

    I recently came back to the game as well and this is my Ice/Storm/Stone spec. I went for a more proc heavy build while simultaneously building for defense. The recharge on the debuffs/summons leaves something to be desired but the spiritual core should help. I don't have the pvp proc yet but already i can play very aggressively with her. At level 50 I hardly use ice slick at all, usually I open with frostbite->FR->fissure->summons and repeat while AA gets lucky ticks on mobs.
  2. Quote:
    Originally Posted by Ashtoreth_NA View Post
    Hey now! That's a team build!
    It'll do just as well solo. There is no need to build for one or the other, you can have both in the same build. The ST attacks are well slotted and NB is a proc machine. If you are willing to invest into the build you can play it very aggressively, solo or teamed.
  3. Nemu_

    Fire/Energy

    If you are willing to spend the time getting villain patrons...

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
    Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31)
    Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg/EndRdx(17), Ragnrk-Knock%(19)
    Level 4: Build Up -- RechRdx-I(A)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11)
    Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
    Level 12: Aim -- RechRdx-I(A)
    Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(48)
    Level 16: Stealth -- LkGmblr-Rchg+(A)
    Level 18: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21), Apoc-Dam%(23)
    Level 20: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36)
    Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(46)
    Level 24: Tough -- HO:Ribo(A)
    Level 26: Weave -- LkGmblr-Rchg+(A), HO:Enzym(27)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42)
    Level 30: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(43)
    Level 32: Inferno -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(43)
    Level 35: Conserve Power -- RechRdx-I(A)
    Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 41: School of Sharks -- HO:Nucle(A)
    Level 44: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
    Level 47: Shark Skin -- S'fstPrt-ResDam/Def+(A), HO:Ribo(48), S'fstPrt-ResDam/EndRdx(48)
    Level 49: Spirit Shark Jaws -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)
  4. Pick a patron/epic with a resist shield. Together with tough you'll have over 60% resist to S/L, couple that with your defenses you will have a pretty survivable character.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Defender
    Primary Power Set: Force Field
    Secondary Power Set: Radiation Blast
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Medicine
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Deflection Shield -- LkGmblr-Rchg+(A), HO:Cyto(31), LkGmblr-Def(33)
    Level 1: Neutrino Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(3), ShldBrk-%Dam(5), LdyGrey-%Dam(5), Apoc-Dam%(7)
    Level 2: X-Ray Beam -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Hold%(11)
    Level 4: Irradiate -- Achilles-ResDeb%(A), Erad-Dmg(33), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(46), M'Strk-Acc/Dmg/EndRdx(48)
    Level 6: Insulation Shield -- LkGmblr-Rchg+(A), HO:Cyto(27), LkGmblr-Def(27)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(33), ExStrk-Dam%(45)
    Level 12: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(21)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-ResDam/EndRdx/Rchg(17), Aegis-EndRdx/Rchg(19), Aegis-ResDam(34)
    Level 18: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(25), RedFtn-EndRdx(25)
    Level 20: Aim -- RechRdx-I(A)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), HO:Enzym(50)
    Level 24: Stimulant -- EndRdx-I(A)
    Level 26: Assault -- EndRdx-I(A)
    Level 28: Cosmic Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(29), Dev'n-Dmg/Rchg(29), Dev'n-Acc/Dmg/Rchg(31), Dev'n-Acc/Dmg/EndRdx/Rchg(31), Dev'n-Hold%(50)
    Level 30: Aid Self -- IntRdx-I(A), IntRdx-I(34), Mrcl-Heal/EndRdx(34), Mrcl-Heal/Rchg(36), Mrcl-Heal(36)
    Level 32: Personal Force Field -- Krma-ResKB(A)
    Level 35: Detention Field -- Acc-I(A), RechRdx-I(48), RechRdx-I(50)
    Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
    Level 41: Soul Drain -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43), Sciroc-Dam%(43)
    Level 44: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), Aegis-ResDam/EndRdx(45), Aegis-ResDam(46), Aegis-Psi/Status(46)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(37), P'Shift-EndMod/Acc(37), P'Shift-End%(40)

    The above build is softcapped to ALL but S/L and melee, +60% s/l resist, powerboost + aid self and PFF means you are going to be hard to kill.
  5. Nemu_

    ST Blaster

    Fire/Elec/Elec

    It rocks for ST, it packs enough AoE, no reason why you can't have both in the same build.
  6. Mind/FF is easy to softcap and it's worth it to do so. S/L is the easy route to softcap but I would recommend working in ranged as well. Slot mesmerize and levitate for damage, some even do so for dominate. Currently I have a full set of devastation in all 3 on my mind/ff.

    On teams buff every 4 minutes and then go into aggressive mode. Mesmerize is the best mez in the game and it does damage to boot. One shot sleeping an AV is invaluable for some end game encounters. The fact that all mind attacks have psi component means you should target the minos/cyclops when they hit their god mode during ITF. I don't bother with the gimmicks in FF, on a well run team they don't provide any significant benefit but I do concede that detention field and force bolt has limited uses.

    Play all your toons aggressively, then you'll never feel useless.
  7. Fortress:

    You don't lose slots when you exemp. The enhancement values of each individual IO does drop a bit when you exemp but you will keep the cumulative enhancement values from all slots in a given power. You would lose IO set bonuses based on the level of the IOs you slotted in your powers, however.

    I find that IOs below level 30 offer too low an enhancement value for a character that's going to eventually go to 50. Some people actually lock their toons at specific levels to do TFs and such for reward drops, and they'll need to plan their build and IO set bonuses accordingly.

    Onto my power picks:

    I don't like zapp or any other snipes, personal thing. I had it when I was a newbie to CoH when the pure ranger was THE build option for every single blaster combo. Times have changed and now I think it's a waste of time. Others will argue to the death about it and I'm not going to spend time defending my position. It won't cripple your build if you take it, no one will laugh at you, but it goes the same the other way around.

    Some would argue that TS takes too long to animate and that drops your DPS, or that you could get killed during the animation. I think it's a fine power and I took total focus on my elec/energy/elec which takes just as long to animate. Still, in order to accomplish what i wanted to do with the build I ended up dropping it.

    Same rationale went behind the nuke. The masses on the forums have been slowly moving toward the notion that it is now ok to skip the end crashing nukes on a blaster, which is something that would have been absolutely frowned upon just 2 years ago. I wouldn't mind if these nukes got a look over but that's not a topic for this thread. In any case, the build can still pump out consistent AoE damage.

    Now, the build is one thing but it is also complimented by playstyle. I recently respecced my elec/eng/elec blaster and it's pretty much the same as one of the E3 builds I posted here. If you are interested in how I play the toon, roll a newbie on liberty and shoot me a tell @Nemu and we'll run some missions together.
  8. Fortress:

    Priority one in building any toon is to make sure you have enough powers properly slotted to perform it's primary function. In your case you need a lot more well slotted attacks.

    2) When building for defense stick to one defense type. Common choices are either smashing/lethal or ranged defense.

    3) The way to build for defense is not to focus on enhancement percentages on individual defense powers, but rather stacking defense bonuses from different IO sets slotted in various powers. A full set of Mako's Bite gives you 3.75% ranged defense, 6 slotting combat jumping with LOTG gives you 2.8% defense to all. One pays off more than the other.

    4) Slotting a power with a full set may not always be a good idea. Always keep your goal in mind when building a toon. The 6th slot in posi's blast gives you toxic resist, is that integral to your overall build plan? no? drop that 6th slot.

    5) PvP IOs are expensive. Unless you have loads of inf to blow you probably want to plan your build without them.

    6) The performance shifter proc gives mobs end back when slotted in a power that affects enemies. The only place you should slot that proc is in stamina.

    Download the builds I posted and take them apart. Look at the set bonuses I stacked to achieve my goals. You'll notice some common trends.
  9. I drafted this build in 5 minutes. It's got a good balance of AoEs and ST, ranged and melee. Hasten + 50% global recharge + ranged softcap + 40% s/l resist, 13.5% global damage bonus, invisibility, end drain capabilities and 3 holds. Oh, the set bonuses exemp down to level 30 so you can tear through those mid level TFs.

    I think whatever I sacrificed in this build, I ended up gaining a whole lot more in exchange.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(25)
    Level 6: Short Circuit -- Erad-Dmg(A), P'Shift-EndMod/Acc/Rchg(31), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Efficacy-EndMod(37), Efficacy-EndMod/Acc/Rchg(37)
    Level 8: Aim -- RechRdx-I(A)
    Level 10: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(34)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(46)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(27)
    Level 16: Build Up -- RechRdx-I(A)
    Level 18: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(34), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-%Hold(50)
    Level 20: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(25)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(40), ExStrk-Dam%(43)
    Level 26: Tough -- HO:Ribo(A), TtmC'tng-ResDam/EndRdx(27)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), HO:Enzym(29)
    Level 30: Stealth -- LkGmblr-Rchg+(A), HO:Enzym(31)
    Level 32: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), P'Shift-EndMod/Acc/Rchg(43), Efficacy-EndMod/Rchg(45), P'Shift-EndMod/Rchg(50)
    Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Charged Armor -- HO:Ribo(A), TtmC'tng-ResDam/EndRdx(45)
    Level 47: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
    Level 49: Surge of Power -- 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
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Stamina -- EndMod-I(A), P'Shift-End%(37), P'Shift-EndMod/Acc(46), P'Shift-EndMod(46)

    By the way, I drain death mages on my fire/elec (with only Shocking Grasp slotted for damage as my hard control) with PS and my melee attacks. I don't stay in melee if the situation doesn't call for it, but I have the option if I wished to. A pure ranger doesn't have that option.
  10. A blaster, I hate the term blapper, that makes use of both his primary and secondary is always going to be at an advantage over a ranged or melee only blaster of the same powersets simply because he has options. There is no need to compromise between ranged and melee or ST and AoE when building certain blasters, elec/elec for example.

    The loss of time when approaching an enemy can be addressed by firing your ranged attacks while in motion. I can't count the number of times I used a short ranged power such as blaze mid hop while approaching a foe, land right next to it as the animation finishes and immediately follow up with CB+HP. The loss of time is negligible especially considering the fact that the melee powers hit so hard that it'll take more than one ranged attack to do equivalent amounts of damage.

    Most mobs on a team setting will die to a couple volleys of AoE, certainly the minions, at which point it becomes much more economical endurance wise to finish off more resilient foes with hard hitting single target attacks.

    I find it much easier to settle debates on topics like this in game. Take your blaster and an elec/elec/elec blaster built by other people's standards, fight against 3 minions outside of portal corps and note the end results. If staying in range is as superior as you claim it to be then the results should speak for themselves no?
  11. Regarding the usefulness of Sonic on teams, it really depends on who you play with.

    FF is great for teammates with no defense. Early levels it's a boon, and it's also very effective on squishies with no defense.

    However, I run speed TFs with people that are mostly softcapped, so in this case sonic is much more preferred. Plus sonic offers more offensive capabilities in the two -resist powers.

    My experience with sonic is with an earth/sonic. End usage wasn't too much of an issue as I'm not constantly spamming end heavy powers. I can see mind control having much more of an issue with the 3 ST damage chain that is spammable though, especially with disruption field toggled on.
  12. Mind/Sonic

    1) there are not enough sonics in the world
    2) you can reach very impressive survivability levels with /Sonic. capped s/l resist and softcapped ranged/en/ne defense +mez protection means you can be very aggressive.

    I have a mind/ff softcapped to s/l and ranged and an earth/sonic with the above stats. Both are fun, both play very aggressively, but I find that having resist to back up the defense makes for a much sturdier toon.
  13. It was late and I didn't follow up my last post with a build that included SC. I had thought about the topic of sapping and more AoE damage. By the way my last build was tailored to Scarlet's prerequisites. I hate fly on blasters simply because I prefer more mobility and it is one of the keys to how I like to play my blasters.

    My mids is borked and I can't export the build itself successfully for some reason so I'll just export the data chunk. This one includes SC but loses out on some recharge and puts you short of the HP cap, but it is still softcapped to ranged defense.

    One might think it's counter-intuitive to build for ranged defense when so many powers require you to be in melee range and that would be correct if one expects the build to stay in melee. But jousting melee and pbaoes, you actually spend very little contact time in melee, and I prefer ranged defense because it puts the control of the fight on your terms since you can move and dictate how a mob is to hit you. Not to mention building for ranged defense is much much cheaper than building for S/L.

    I'm sure you have more things to pick at regarding my build but I assure you I can make tweeks and include hasten and up the recharge rate of powersink and still keep the soft cap for defense and all the attacks capably slotted. With holds and sapping at my disposal, in addition to softcapped ranged def and decent s/l resists I'm pretty sure the build will be more survivable than a build on mostly generic IOs.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1617;769;1538;HEX;|
    |78DA9D54DB4E1341189EED2ED69E680BD6722C2DA772EC4121F1144D544C3060081|
    |AAE54B294B55DDDB44DBB28DCF9006AA217A21788FA0A9E627C0D8D26FA04260A1E|
    |EEEB7F982D247BE706BE6FE69BF9FFF966E69FCEAF9F0F0A71F78C5042E72CBD5E5|
    |F3E0B681B35EF25DD5EABE996F00A21FAA4B8BCA8978BC66A66C6320A76CD2CE816|
    |4F1F71C62FAF55AB959ADD9C60DA1BCBF37AD9ACAE59BA6D56CAD1D972C9A819653|
    |BE334820B958A959933F4AA592E46A9335BBE6DD6CD15D382E8102917CC62C986F1|
    |B03379D5A8D54B66353E53350BFBDDCC938D8D0EF03C0DFF19E17C8D16B10594100|
    |79E316D131D7CCEF482C8FF9268D51DE5E7A8204705797A2B07B77254165091510A|
    |4745382AC2516D3CBD8D830F71540E50E5284D7DC523AF890EBF617A4BD4F18E7B7|
    |01B2DB44A43B4C414948E40C7CB198477DB83521E3A3E69C5770A4853C5600D382F|
    |06D789D20F3D48F9074C8F88429026C0614A80938F4D73741C86427228F48D1619F|
    |84A4125D0C272F9302F3F059D284B6AF42348BD22F98928F599E90B511166B44B9B|
    |ED37789B45A2AE129349D47393E9169107ACC4E482B13B1E4CA18214E75351E2A7D|
    |1B110A909DAA806439D3CE4E9E43D0D44F66D4D0803A85BBAE86617097691601709|
    |7691641749761185BCBD72C95ECC9B1793F2AC90FA64C2BE1D3AA4815DA2C15F449|
    |3BF99FEF0E1FF25C2B4FD54400DA59F6F67E23E9105DA90CC37C40687D9E0301B1C|
    |668369369866839B505523B2B046B8B046B9B046B9B046B9B0C6B8B09EC2F471794|
    |EE30905AF6722C5D44FC7F544759E5343CDF0A566F952B37CA959BED4EFF06B9293|
    |D7938B53861EADF99EE00F3E31E75216B4E6EB110A2929CD79508D862FD27C258DF|
    |74147F72DFA01AF202C00284BD8BA8A700DBBD7B1A5636B05A1E017BCD6FF7C1F82|
    |8EE1F031F4751CE104C2498418F813F770012F3EA00042102184D08A10468820B42|
    |374216C059A967EA04565FFFE7FBA949D3D45512E42232DB4252ABDDDBD11554952|
    |E17BF84D7B1E13699B4439D7B98FB994BC4B997229475DCADE51FD03CC0B43CA|
    |-------------------------------------------------------------------|
  14. Fortress_NA

    Look at my build a little further up to see an example of a build that has both non-gimped offense and defense. I'm not a fan of hoverblasting but I tailored that build to Scarlett's preferences. If you learn to joust melee/pbaoes you can drop hover and tweek that build to make up for the lost 2.5% defense from hover and still retain ranged softcap, at the expense of capped HP and some recharge.
  15. If you know how to joust melee/pbaoe attacks then s/l def is not as advantageous for blappers as conventional wisdom dictates.

    I prefer ranged defense because that gives you the option to dictate the fight on your terms. regardless of damage types you can always force an enemy to use ranged attacks on you, even some ranged aoes are flagged as ranged attacks so you are a lot less susceptible to AoEs than you might think. The biggest showstoppers for a blaster are mezzes - how many times have you popped off bu and aim and approached a mob for an alpha stike, only to be stopped cold by a ranged mez?

    This is not foolproof, of course, but I find it to be a whole lot more reliable than s/l in most cases. But it does require a pretty active playstyle to keep moving rather than banking on your s/l def and staying in melee.

    In building blasters I try to softcap ranged def which inevitably leads to me taking and slotting melee attacks with Makos, which suits me just fine because I never get tired of one shotting stuff with bonesmasher. Then I add layered mitigation by taking tough and the epic resist shield. On top of that I try to shoot for at least 50% recharge bonus and HP cap with accolades, if possible.

    here is a build I slapped together with my typical build schema.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1608;760;1520;HEX;|
    |78DAA593DB4E13511486F74CA7D6426B5BA196333D70869636801C3492A89860684|
    |2C070A536038CED6899D6B620BDF3C63BAFBCD02B3CBD828031BE8646137D01A3A8|
    |6F50D75EFF14487AE904FE6FF6DA6BE65F6B75767AF7BA4788C7F342F15ECBEBE57|
    |2E62A69C52839D37AD6DC102E2144A71DCAACE856D6D84C2C5846295B4562ACBEB7|
    |BA5D2C164A95FA665AB7CCE2765EAF98052BB068E58C92615512F51BCF72A1904F2|
    |C197AD1B4B25E5EDC30B3B90AAD02BC5AB476CCB2B96EE6CD4AB58923AB45C3D88C|
    |2C14CD8D449A1DB74C6B33B364EC987A25A75B1904AB6D54EF14FD4F8BFA55738A3|
    |D428F38F31278C538FB1A78C3687ACBD83AFDD43DEC64199E1C6032CEDD071E3066|
    |48153CA52971558894F0278071C6F92490621428D18174E11825748B5952A7025FE|
    |73B7E69EB3EE3C20170C8687BCF187EA272907E1C179E12AEA02243455AB8ED06DC|
    |68A00D0D74A0810E34D08506BAD0C065D266BBA2665414A2777B1152BCDFD9AEF51|
    |B638E623EDBC287C9C630D918261BC364FB30D93E4CF62169C0B608C042258B1684|
    |D49647AA5C44AA8CC15D86831282E84F098614F94CE40AAD3487D0682B842D3584D|
    |67BFCC03432BC94D16E1BB623C392DFB25D792786D383E184319C308613C6702218|
    |4ED4258D5145B7AC3C25FA8079D25EEC387A7FA8326DE42723FE8B317EC4285346D|
    |42E258ADEB749FBED52FA51CA004A19402903286510A50CA2947DFA6C86EC0F6D68|
    |823FA6E149608A31721198661CD1C11EB54D466132069331988CC1240E93384C0EC|
    |824618F36D1C3831B8F0051C6212524EDB6939FB8C3D467E00BF095D1A51D1F26FA|
    |A34B2C354496B5E3A323148E44B4FA69AAFDD7F5C1537F8F7BA589F496946512654|
    |DDEDD9672472EEFCA3B5DDEAD4BD990CBDA474FBD52DF8C2C6856CA9C944B52827E|
    |92A732D325CF4DB3148F14AF9473527C52FC525AA47448D9935273FB8FCF7FED485|
    |A2AA7FBFFDD10F9731251949BFC13686B8CBF273B0E258C43F58C0FA9FA9CA1BD60|
    |241BE63ED210493544261B22130D919379FF034A43389B|
    |-------------------------------------------------------------------|
  16. Where is the damage?

    You write "the logic being that the quicker I help the team take down the object of our angst the better"

    then you do this:

    Level 4: Ball Lightning

    * (A) Performance Shifter - EndMod: Level 40
    * (7) Performance Shifter - EndMod/Recharge: Level 40
    * (13) Performance Shifter - EndMod/Accuracy/Recharge: Level 40
    * (15) Performance Shifter - EndMod/Accuracy: Level 40
    * (25) Performance Shifter - Chance for +End: Level 40

    Chaining those 3 ST ranged attacks, two of which aren't even ED capped for damage and the lack of AoE defies the traditional meaning of "high damage," despite that 29% damage bonus.

    Here, use this build. It has capped HP with accolades, 17% damage bonus on top of ED capped attacks, melee attacks that you can actually use, softcaped ranged defense so you can hover blast, decent s/l resists in case of defense failure and a panic button in surge, and most importantly, enough damage to do justice to your AT.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Concealment
    Power Pool: Fighting
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
    Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(15)
    Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
    Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(50)
    Level 10: Hover -- LkGmblr-Rchg+(A)
    Level 12: Stealth -- LkGmblr-Rchg+(A)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(50)
    Level 18: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(34)
    Level 20: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(29)
    Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(40)
    Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(36)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(43)
    Level 28: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33)
    Level 30: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(43), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46), ExRmnt-+Res(Pets)(50)
    Level 32: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(45)
    Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(45)
    Level 47: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
    Level 49: Surge of Power -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)
  17. People have different definition of blapping. Some believe it means staying in melee all the time, some take it to mean that you use melee attacks when the opportunity presents itself.

    One thing is for certain - If you want to hover blast with a range def build you are going to have to take and slot most of those melee attacks with makos. If you want to build for s/l defense you still need to slot a few of those melee attacks with kinetic combats. Treating the melee attacks purely as set mules would be a terrific waste of their potential.
  18. RTTC is available at level 16 yeah?

    Put the healing uniques in RTTC and you can have them work even when exemped down to level 11 when foes are in range

    Put them in a passive power and you'll have them work at level 7, 17, and 27, respectively (regen, miracle, numi), assuming you got the lowest level IO and the passive you put them in are available at those levels.
  19. How about this?

    Sacrificed some AoE for more defense, which may not be your cup of tea.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1430;710;1420;HEX;|
    |78DA9D53D94E5351143DED2D94426F07A094B152E6412EF0E4F460E2404202A6166|
    |2E280CD051AB8A6DE36ED05ADD1C40FF013C4E92F8CBFA1D1A83F80431C9F345AF7|
    |DEEBB492F8E64DBB56CFBE7BEDB5CF3E3DCB37CF8495BA7B52F9CCD305BB52C99D2|
    |2F4F2E5E039DBDB29DB0515544AA5743097B5DDADFCA695B5371DDB738A2EB2D3F5|
    |D72B3BA552B1EC590B4E399F5BB65DA7B45390BCF8A2BB9D2FE75DCFAAFF08678AC|
    |582B594B74B8EBB1597C5A2BBEB549C75A7E0785553220BCED6B647EFA3F5E4CD7C|
    |B9B2ED947ACE969C0DABEEBA6C6FB01BFFAE7653B793F4BD682AFDD49AD41E6F41F|
    |91F801E0A051E811E0B353F11DA55FFA89AA16A81AA05AA56A85AA1BA445E3EADF2|
    |4115862A0C5504AA085431A82E93CAD02A63DFAFD480EABE2E6FD21F65952ECA6AF|
    |883AC865D5975D171348959CDDF94F07168FCB59F69F2ADD01A950DA2AC2F789F42|
    |1D2AB62754A558481B8660D88EA2DDB0E8876F3FBA1884BD49C5DAA0526D4788028|
    |64A52CCD41EE61BB19D82FB2D8A457576749A685EE52833AE6DE3984E3BA6D389E9|
    |74623A5D984E17A6130972CB28D4817DFA299440C8486430A9F3429359A1A955218|
    |3F2925A9A4CFA784B010AF5E8A9F5A05A6F0CA4B7749BA84F4EB166F4611C23EF40|
    |EF85C6AA52FC86E285540A0CA089149A48A189D40A5ABA269B8F93F1216D7C08C62|
    |3301ED3C677888674C1A1FD83473D8503984137B3389C18151CD59B1BC5807FC494|
    |9AD0A1895EE9EF1785A6F5CCA73FC9C91CFE0CFA02FA2A34F30DF45DE827A92CDDA|
    |C856667D1ECAC6EF63765CCE923987B2E0DCDBF00BD04BDC25F28D0B84786C294C6|
    |30A5714C691C47B5F4378F3EF4A84CA07197FC3E890C1EC034E7A3C35A28D6B83FF|
    |FFB3C0DD7ED43D956C255860CC305862B0C6B0C57196C8675860D86DAB3863A7A94|
    |FB3AC6709CE1044382FA53F73833C8F7A78D21CC60324418A20C31860E865E863D8|
    |6DA1F2F340D49|
    |-------------------------------------------------------------------|
  20. Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Ice Manipulation
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Flight
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Pistols -- 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: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
    Level 4: Ice Sword -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(37), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Suppressive Fire -- Lock-Acc/Hold(A), Lock-Acc/Rchg(17), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(19), Lock-Acc/EndRdx/Rchg/Hold(21), Lock-%Hold(21)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(33)
    Level 16: Build Up -- RechRdx-I(A)
    Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(29)
    Level 20: Boxing -- Acc-I(A)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(48)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), HO:Enzym(25)
    Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/EndRdx(40)
    Level 28: Shiver -- Acc-I(A)
    Level 30: Stealth -- LkGmblr-Rchg+(A), HO:Cyto(48)
    Level 32: Hail of Bullets -- Oblit-Acc/Rchg(A), Oblit-Dmg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Freezing Touch -- 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: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(46)
    Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(42), LgcRps-Acc/EndRdx(42), LgcRps-Acc/Sleep/Rchg(42)
    Level 44: Frozen Armor -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx(45), HO:Cyto(45)
    Level 47: Hibernate -- RechRdx-I(A)
    Level 49: Hoarfrost -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(31), P'Shift-End%(31)

    Softcapped to range and 1 purple will softcap s/l too.
  21. Try this:

    Softcapped to S/L/En and Ranged
    91% global recharge
    Decent S/L/Tox Resist
    Exemp Friendly (invis and softcapped to ranged at level 30)
    End Friendlier (2.01 End/sec with Disruption Field)

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Defender
    Primary Power Set: Sonic Resonance
    Secondary Power Set: Dark Blast
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Sonic Siphon -- Acc-I(A)
    Level 1: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9)
    Level 2: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Acc/Dmg/EndRdx(19)
    Level 4: Sonic Barrier -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23), HO:Centri(46)
    Level 6: Sonic Haven -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(31), HO:Centri(48)
    Level 8: Disruption Field -- EndRdx-I(A), EndRdx-I(31)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Sonic Dispersion -- GA-ResDam(A), GA-Res/Rech/End(13), GA-End/Res(13), GA-3defTpProc(15), GA-RechEnd(15), GA-RechRes(17)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Tenebrous Tentacles -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(21), Ragnrk-Dmg/EndRdx(21), Ragnrk-Knock%(34), Ragnrk-Acc/Rchg(34)
    Level 18: Hover -- LkGmblr-Rchg+(A), Zephyr-ResKB(42), Zephyr-Travel/EndRdx(42)
    Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33)
    Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(40), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(45), Stpfy-KB%(46)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(27)
    Level 26: Clarity -- RechRdx-I(A)
    Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), HO:Enzym(29)
    Level 30: Stealth -- LkGmblr-Rchg+(A), HO:Cyto(42)
    Level 32: Liquefy -- Cloud-ToHitDeb(A), Cloud-%Dam(34), Cloud-Acc/ToHitDeb(37), Cloud-Acc/Rchg(37), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/EndRdx/Rchg(39)
    Level 35: Life Drain -- Nictus-Acc/Heal(A), Nictus-Heal(36), Thundr-Dmg/Rchg(36), Heal-I(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(43)
    Level 38: Dark Pit -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(39), Amaze-Acc/Rchg(40), Amaze-EndRdx/Stun(43), Amaze-ToHitDeb%(48)
    Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A)
    Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), HO:Enzym(45)
    Level 47: Web Cocoon -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(48), BasGaze-Acc/Rchg(50), BasGaze-EndRdx/Rchg/Hold(50)
    Level 49: Sonic Cage -- Acc-I(A), RechRdx-I(50)
    ------------
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)
  22. Proper way to make/play a healer:

    Start with an empathy defender, secondary doesn't matter because you are a healer.

    Take the heals obviously and tell people to stick close to you when fighting. The last thing you want to do is to run off to heal someone and put the rest of the team in danger. Remember, you are the healer, you are the star, teams can't function without you!

    Take the rez asap, people will thank you for it. Make sure you take recall friend. When the fighting starts go hide in a safe place so you can start teleporting dead teammates to rez them, because you are a healer and getting in the thick of it is way too risky! Remember, you are the healer, you are the star, teams can't function without you!

    The only exception to the above is if there is a tank on the team, then he gets your full attention, put him on follow and put healing aura on auto so he is constantly being healed. If a tank dies then the team is in trouble! In that case go back to the above procedure. Remember, you are the healer, you are the star, teams can't function without you!

    Don't bother with fortitude or clear mind, you are a healer and can't be bothered to use those because you are busy healing! Or, if you got them already, always give them to the tanks and scrappers because they are more important than everyone else! Also, people should ask you for them politely before you give it out. Remember, you are the healer, you are the star, teams can't function without you!

    Take regen and recovery aura though, one heals the green bar and the other heals the blue bar. People like both. Be sure to shout "GATHER FOR RA!" at least 3 times so that everyone gets the message and comes near you for it. And don't fire it off till everyone gets near you. Remember, you are the healer, you are the star, teams can't function without you!

    Take adrenaline boost too, it heals both the blue and green bars but it only does it to one person so it's not as good. Chances are you'll never use it because you are busy healing with your other powers, but it looks good on the character info screen.

    Some extra dedicated healers take the medicine pool for an additional heal and a second rez, so they can be twice the healer they can be. This is commendable because there will be situations where a second rez and another heal will come in handy. You don't want to fail as a healer so you should take them. Remember, you are the healer, you are the star, teams can't function without you!
  23. The last build you posted isn't softcapped. The build is calculating off stealth's unsuppressed value. You'd actually be at around 43% when it's suppressed.

    Since Mind/Eng is more ST oriented I swapped to the BS epic where you'd also get access to a -res power.

    Here is my take on the combo tailored to your specs.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1430;713;1426;HEX;|
    |78DA9D93594F13511886CF30C5D276BA81652B2DD002A52D1D685C1010910026243|
    |40189D1B8504798C024754ADAC188FB9D5E78EF16FF8826C6E85FD0E8853F41A3E2|
    |927855BFE5B45C78E7A47D9F39A7DF79BFF79CE914AECF6B42DC9B114A70AE6454A|
    |BC5F9F255CB369C72A5A5B0E3188E55B6855B08116FCC17E7CAB6532997F482656F|
    |D4077DFB3FCF56ABC64EC9D1176CB3B2B95B1F8617ED2DB362DA8E5EBFD196CB60B|
    |2641ADB96BDE9A7C1296B73CB815198468BF635AB6A5DB14A96B3EBA599D56DD3DC|
    |882E6C5BEBFA7EBF82B16E82541DB3B2DB0949D3F09D5685BC6A2EF1089012A9678|
    |CA784F46342E609E173D33FE5712EC871418E57E5D86306DC1559AEBC83B531D1F4|
    |9EF181A07D2464FE00F2E20BA82ACBD5144DB9861969C2810CC19B259C84DA6659D|
    |EBCA750C10F42CB4FC62F82F7376116CADD5CAEBA5FD194F69A30F086F196F015CC|
    |3DD2D6C37B0CF01E03BCC710EF31C47B6C074F1F6DB2267C1172E880293F3B08FF2|
    |7CAFA0D3428A7825981537390272CF384F9705AF9705AF970927C38DF41DB649EB6|
    |09723B38C99822741E2724A7090A348F48DBC8322021DA5718A7099DAB0415EA3A3|
    |8B7AB036F6262A857C11D0DF5331284549C300F69BB648AAE43D4A9FB30E308A1FF|
    |28639CB0071A95E5514ED1C3297A38459C5324532A3D5F0813E3304A8C0F313E0E2|
    |3972A16A0A0573AF51A64DE7789B1C62872E3CB04BF1B6DD929C14E03D229013F0D|
    |CA2683FC0CF28CFBD06358F618CE914F5A678C12326384913CE1019467D9A829CB3|
    |D46420CD9EA0454E86CD8ACDFA045A33719B718B709F93B8CBB8400041C937F9231|
    |F6ED71355E38F8C025967046FEDF844AEB965D8DD74C285494D85F56F3841A6FD5F|
    |F5E2FB47A4FCF8A17EE5641C41994B3383C87721EE502CE5D44594329A2D45E6AF5|
    |30C163986B026512650A2502F9C443AC74FB407C281A8A1F2580124409A1B4A174A|
    |33C47A9FD0508CDFF2B|
    |-------------------------------------------------------------------|
  24. Nemu_

    Sonic/MM

    The build is part conceptual but the concept just happens to fit my build tendencies. (pottymouth panda -> bile spray... get it? hahahaha I kill myself)

    I didn't realize bile spray is on a 32s timer and that wouldn't go too well with your all cone attack chain. Still, howl recharges pretty fast and it's probably the better cone to spam on a team especially with the kb proc. Playstyle wise I envision a howl-spray-scream-howl volley, followed by PSW. For normal content that should be a lot of AoE damage to level most of the spawn, and then the ST attacks take over.