Ordius

Apprentice
  • Posts

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  • Joined

    • Server you were playing on: Virtue
    • Size of League/Team: 15-16
    • Trial you were participating in: Lambda Sector
    • Time of Day/Date/Timezone: Between 6:30 - 7:15 PM EDT
    • Did you join as a preformed group or did you utilize the Team Up Teleporter: Preformed group.

    We crashed out 3 times total, first 2 times we assembled in Pocket D, third time was in RWZ.
  1. Ordius

    Lamba question

    1.) When both teams destroy a glowie, the time is extended and you'll see a message on the screen stating "Dual Assault Slows IDF Response".

    2.) It's randomly dropped onto someone who is on the map when the glowie is destroyed. That's why everyone needs to check their temp power lists at the end. They could've been across the map and still gotten an acid/nade.

    3.) You can have multiple, and they can be dragged/dropped onto other players from the powers menu.
  2. Nodonn, have you tried using TweakCoH to pick a different font and font size, then adjusting the window size and font size in-game?
  3. Awesome write-up, Dizzy! 5-starred and bookmarked for future usage!
  4. Well, to give you one example, I went for ranged defense on my Psi/Mental blaster and I took one set mule power that needed an additional two slots on top of its base slot for the full IO set. Also, I went with slotting a ranged damage IO set into my snipe instead of a snipe IO set. Other than that, capping the build was just a matter of looking at other powers in which to get the set bonuses... I run Stealth, Hover and Maneuvers for my defensive toggles, and World of Confusion as a damage mitigation aura only sometimes. With smart slotting, I was able to take every power I wanted and only one that I won't use.
  5. Quote:
    Originally Posted by Positivity View Post
    I strongly advise against building Blasters like they "need" defenses as though they're Scrappers. Blasters work off of the concept of "Kill it before it can kill you". like they say in American football, "The best defense is a good offense".
    I have to disagree with this. Blasters can do a LOT of damage in a short period of time, but if you're going up against more than 3 or 4 people, your risk of defeat rises the longer you stay in the fight. The typical slotting of attacks will give you ED-capped damage and near-capped accuracy with some secondary effects added in, so without outside intervention (inspirations, team powers, self-buffing powers), you're going to do a constant set range of damage.

    Now, if you add defense, your risk of defeat still exists against that same group that was kicking your butt before; however, it is vastly lowered due to you having the random number generator assisting you by making those pesky ToHit rolls fail. You can continue dealing out your set range of damage and live up to the concept of "Kill it before it can kill you". Plus, if your IO slotting is intelligent enough, you'll have a build that can still put out 90% of the damage a balls-out recharge-based blaster can in the same period of time while not being so worried about your HP dropping... and your Endurance as well. Plus, if you plan on taking on tougher enemies, it's nice to give your support toons one less person to worry about as you go about blasting and rarely seeing your HP drop.

    Defense helps a Blaster... BLAST. That's the purpose of the AT.
  6. Depends on what bonuses you're looking for. Generally, lower level IO sets don't need as many slots and don't give great set bonuses, so you should generally frankenslot your powers. When you hit higher levels, single-target sets like Decimation and Thunderstrike and Devastation and Apocalypse are preferred. Entropic Chaos deserves special mention 'cause it gives a recharge bonus and has a fun lil' proc with the chance for self heal but you can get it starting at level 20.
  7. Standard Power Pools: Still coming soon!

    Build #1 - My Personal Build!

    This build is the one I'm currently using on Mental Kitty. All the major ST blasts are here, as well as Psy Scream/Tornado/Shockwave and World of Confusion for AoE/PBAoE usage. Stealth, Hover and Maneuvers are the only always-active toggles. Common attack pattern vs. AVs: Concentration/Melt Armor/Drain Psyche/Psi Lance/Psi Bolt/Mental Blast/Psi Bolt/TK Blast, repeat as necessary.


    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mental Kitty: Level 50 Science Blaster
    Primary Power Set: Psychic Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Psionic Dart
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (3) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Endurance
    • (7) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Subdual
    • (A) Trap of the Hunter - Accuracy/Recharge
    • (7) Trap of the Hunter - Endurance/Immobilize
    • (9) Trap of the Hunter - Accuracy/Endurance
    • (9) Trap of the Hunter - Immobilize/Accuracy
    • (11) Trap of the Hunter - Accuracy/Immobilize/Recharge
    • (11) Trap of the Hunter - Chance of Damage(Lethal)
    Level 2: Mental Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (13) Thunderstrike - Damage/Endurance
    • (13) Thunderstrike - Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Endurance
    • (17) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Mind Probe
    • (A) Mako's Bite - Accuracy/Damage
    • (17) Mako's Bite - Damage/Endurance
    • (19) Mako's Bite - Damage/Recharge
    • (19) Mako's Bite - Accuracy/Endurance/Recharge
    • (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (21) Mako's Bite - Chance of Damage(Lethal)
    Level 6: Telekinetic Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (23) Thunderstrike - Damage/Endurance
    • (23) Thunderstrike - Damage/Recharge
    • (25) Thunderstrike - Accuracy/Damage/Recharge
    • (25) Thunderstrike - Accuracy/Damage/Endurance
    • (27) Thunderstrike - Damage/Endurance/Recharge
    Level 8: Hover
    • (A) Luck of the Gambler - Recharge Speed
    Level 10: Telekinetic Thrust
    • (A) Explosive Strike - Accuracy/Knockback
    • (27) Explosive Strike - Damage/Knockback
    • (29) Explosive Strike - Chance for Smashing Damage
    Level 12: Psychic Scream
    • (A) Positron's Blast - Accuracy/Damage
    • (29) Positron's Blast - Damage/Endurance
    • (31) Positron's Blast - Damage/Recharge
    • (31) Positron's Blast - Damage/Range
    • (31) Positron's Blast - Accuracy/Damage/Endurance
    Level 14: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (33) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Concentration
    • (A) Recharge Reduction
    Level 18: Psionic Lance
    • (A) Thunderstrike - Accuracy/Damage
    • (33) Thunderstrike - Damage/Endurance
    • (33) Thunderstrike - Damage/Recharge
    • (34) Thunderstrike - Accuracy/Damage/Recharge
    • (34) Thunderstrike - Accuracy/Damage/Endurance
    • (34) Thunderstrike - Damage/Endurance/Recharge
    Level 20: Drain Psyche
    • (A) Efficacy Adaptor - EndMod/Accuracy
    • (36) Theft of Essence - Healing
    • (36) Theft of Essence - Healing/Recharge
    • (36) Theft of Essence - Accuracy/Healing
    Level 22: Psionic Tornado
    • (A) Positron's Blast - Accuracy/Damage
    • (37) Positron's Blast - Damage/Endurance
    • (37) Positron's Blast - Damage/Range
    • (37) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Chance of Damage(Energy)
    Level 24: Hasten
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 26: Stealth
    • (A) Luck of the Gambler - Recharge Speed
    Level 28: World of Confusion
    • (A) Coercive Persuasion - Confused
    • (40) Coercive Persuasion - Confused/Recharge
    • (40) Coercive Persuasion - Accuracy/Confused/Recharge
    • (40) Coercive Persuasion - Accuracy/Recharge
    • (42) Coercive Persuasion - Confused/Endurance
    • (42) Coercive Persuasion - Contagious Confusion
    Level 30: Will Domination
    • (A) Thunderstrike - Accuracy/Damage
    • (42) Thunderstrike - Accuracy/Damage/Recharge
    • (43) Thunderstrike - Damage/Endurance/Recharge
    Level 32: Psychic Wail
    • (A) HamiO:Nucleolus Exposure
    Level 35: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Defense/Recharge
    • (43) Luck of the Gambler - Defense
    • (45) Luck of the Gambler - Recharge Speed
    Level 38: Psychic Shockwave
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (45) Eradication - Damage
    Level 41: Char
    • (A) Lockdown - Accuracy/Hold
    • (45) Lockdown - Accuracy/Recharge
    • (46) Lockdown - Recharge/Hold
    • (46) Lockdown - Endurance/Recharge/Hold
    • (46) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (48) Lockdown - Chance for +2 Mag Hold
    Level 44: Melt Armor
    • (A) Analyze Weakness - Accuracy/Defense Debuff
    • (48) Achilles' Heel - Chance for Res Debuff
    Level 47: Rise of the Phoenix
    • (A) Recharge Reduction
    Level 49: Fire Shield
    • (A) Steadfast Protection - Resistance/+Def 3%
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Miracle - Heal
    • (48) Miracle - +Recovery
    • (50) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (50) Performance Shifter - EndMod/Accuracy
    • (50) Performance Shifter - Chance for +End
    Level 1: Defiance
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 29.88% Defense(Energy)
    • 29.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 38% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 3.6% Max End
    • 64% Enhancement(Accuracy)
    • 2.5% Enhancement(Held)
    • 4% Enhancement(Confused)
    • 5% Enhancement(Immobilize)
    • 45% Enhancement(RechargeTime)
    • 21% FlySpeed
    • 76.8 HP (6.374%) HitPoints
    • 21% JumpHeight
    • 21% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 8.25%
    • MezResist(Immobilize) 3.3%
    • 21.5% (0.359 End/sec) Recovery
    • 20% (1.006 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 21% RunSpeed



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    Build 2 - What looks like Mental Kitty's new build!

    This build replaces Fire Mastery with Soul Mastery, so you'd have to go Villain to get there by level 40. Mostly the choice is personal thematics, 'cause I <3 Soul Storm's animation. But I did manage to pull the Ranged defense numbers up to 54.4% for a little extra over-the-cap room.


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  8. Mental Manipulation guides are pretty rare. There's StratoNexus's guide and mine. His is a standalone, mine works with Psionic Blast. The only differences between Psi and Fire are that Psi is more single-target and controlly, whereas Fire is more AoE-oriented with Rain of Fire and Fireball and Fire Breath and Inferno, and hits a little harder with Fire Blast and Blaze and Blazing Bolt. With Fire, I'd definitely take everything except maybe Fire Breath or Blazing Bolt. With MM, I would skip TK Thrust, World of Confusion and Scare. ST attack chain would be Flares-Fire Blast-Flares-Blaze-repeat, AoE would be Rain of Fire-Fire Ball (if you get the Ragnarok proc for knockdown, definitely slot it here)-Psy Scream-Fire Breath. Pretty brutal combination.
  9. Honestly, the game is still balanced around SO enhances, so craft the IOs you want to use now, plan for a build at around 40 and get it done mostly by 47 so you can finish up at 50.

    Permahasten isn't really that great these days. 3 Recharge Redux IOs at 50 will get you like... 97% recharge time on Hasten, plus you can slot some Posi Blast IO sets in your Targeted AoE powers like Explosive Blast, Energy Torrent... and you can slot 6 Kinetic Crash IOs in the powers that do minor damage and major knockback in order to get some more IO recharge bonuses. Kinda slot-heavy though. Honestly, I'd go the defense bonus route with some recharge on the side. The longer you stay alive, the more damage you'll do.

    Some people don't like snipes... especially since Energy Blast's snipe has a knockback component that can still trigger on a miss and pull an entire nearby group. I always take snipes on my blasters, but that's just me.

    For a defense build, I managed to soft-cap with taking Stealth, Maneuvers, and Hover, plus slotting 4.5 full sets of Thunderstrike, a set of Explosive Strike in my TK Thrust, a full set of Trap of the Hunter in my immobilize, a full set of Mako's Bite in my melee attack, a set of Lockdown in my hold, and a Steadfast Protection Res/Def in my epic shield, and the purple confuse set. For powersets with more than one melee attack like Energy Manip, you could do more sets of Mako's Bite and not have to spend as much.

    If you like, you can check out my guide I just wrote for my Psi/Mental Blaster.
    My Blaster Guide. I'm gonna be posting some example builds in Mids data chunk form if you want an idea of how to plan and slot.
  10. Power Pools

    Here, I'll just be giving a basic overview of the available pools and how they could work with your awesome mind powers. The villain patron pools can be gotten by turning your blaster to the dark side around level 40 and talking with Arbiter Rein in Grandville to start your patron journey.

    Quote:
    Cold Mastery
    • Snow Storm: Toggle, Ranged (Targeted AoE), Foe -Speed -Recharge
    • Flash Freeze: Ranged (Targeted AoE), Minor damage (Cold/Lethal), Foe Sleep
    • Frozen Armor: Self, +Defense (Smashing/Lethal), +Resistance (Cold)
    • Hoarfrost: Self Heal, +Max HP, +Res (Toxic)
    • Hibernate: Toggle, Self +Regen, +Recovery, Invulnerable; Self Hold
    This pool has some interesting powers, especially Hoarfrost for the Heal and Max HP boosts which work well with your increased Regen to keep your health bar fairly full during combat. Flash Freeze seems good in theory, but since it applies a Sleep to the AoE, your enemies will wake up and continue shooting after one hit.
    You can pick 'em off one at a time, but they will wake up fairly quickly regardless. Snow Storm is another toggle to run, but the -Speed and -Recharge do sync well with the -recharge from your Psi and Mental powers. Hibernate is your "Oh Crap" power, which freezes you in place and acts like a Rest, quickly restoring health and endurance. And the Frozen Armor can help with some basic defensive needs, giving 10.5% defense unenhanced to Smashing and Lethal damage. If you can spare the slots to put into it, you can get up to 16.5% defense, which can definitely help with putting you near or over the soft cap of 45% when you factor in IO set bonuses and other toggles. I didn't take this pool but I can see why someone would.

    Quote:
    Electrical Mastery
    • Static Discharge: Ranged, Cone, Moderate damage (Energy), -Endurance
    • Shocking Bolt: Ranged, Minor Damage over Time (Energy), Foe Hold, -Endurance
    • Charged Armor: Toggle, Self +Resistance (Smashing, Lethal, Energy)
    • Surge of Power: Self, +Resistance (All but Psionic), 100% Recovery for 120s, then -100% Endurance and -10000% Recovery
    • EM Pulse: PBAoE, Foe Stun, -50 Endurance, -1000% Regen, Moderate damage vs. machines and robots, Self -100% Recovery
    I personally don't see a reason to take this power pool. The endurance draining effects of the powers are negligible, the damage isn't anything to write home about, Charged Armor and Surge of Power both give resistance which isn't nearly as desirable as defense, and Surge of Power and EM Pulse both have self-debuffing effects. Can't recommend.

    Quote:
    Flame Mastery
    • Bonfire: Ranged, Location based AoE, Minor damage (Fire), Foe Knockback
    • Char: Ranged, Moderate DoT (Fire), Foe Hold
    • Fire Shield: Toggle, Self +Resistance (Fire, Lethal, Smashing, Cold)
    • Melt Armor: Ranged, Targeted AoE, Foe -Resistance, -Defense
    • Rise of the Phoenix: Self Resurrection; Moderate damage, Foe Stun, Knockback; Self Immobilize, Untouchable
    And here's my personal pick for supremacy. Bonfire has situational uses, but really isn't that great. You place a fire, it keeps enemies away from itself by burning and knocking them back. Meh. Char is a single-target mag 3 hold and a great place to slot 6 Lockdowns for the ranged defense bonus and the +2 mag hold proc. Ever run Lady Grey TFs? Want to help hold the healer mitos? Here ya go. Fire Shield is another Resistance based armor that grants nearly 20% res to Smashing and Lethal damages, 14% to Fire and 7% to Cold, so kinda handy. Melt Armor smacks a target and those around him with weakening flames which do -7% Defense and -9.75% Resistance to those affected. The best part is that you don't have to slot it up to use it effectively... just grab an Achilles Heel: Chance for Res Debuff proc and throw it in there, along with an Analyze Weakness: Accuracy/Defense Debuff. There. -9% Defense and a chance for nearly -30% Resistance on anyone the proc hits. Very worth it, especially if you get lucky and the proc fires on that AV you're fighting. And Rise of the Phoenix is the best self-rez in the game. You get half your HP back, deal moderate damage and knockback the enemies around you, are untouchable for 4 seconds so you can get your toggles back up, and you're protected from XP Debt for 20 seconds. So much better than the common Awaken/Break Free combination. Yes, I took this and never regretted it.

    Quote:
    Force Mastery
    • Personal Force Field: Toggle, Self +Defense +Resistance (all res except Toxic)
    • Repulsion Field: PBAoE Foe Knockback
    • Repulsion Bomb: Ranged, Targeted AoE, Moderate damage (Smashing), Foe Knockdown, Stuns
    • Temp Invulnerability: Toggle, Self +Resistance (Smashing, Lethal)
    • Force of Nature: Self +Resistance against all but Psionic
    Another pool that I see no reason to really use seriously. Personal Force Field looks good on paper until you realize that when you have it on, you can't attack. Blah. Repulsion Field knocks back everyone around you. I can see this being used if you get in over your head, or on the new Incarnate Trials if your group gets overwhelmed. But it -will- focus enemy aggro on you, so be warned. Repulsion Bomb... I dunno. It looks like it could be pretty good. A Knockdown AND Stun component? I kinda like. But the Stun is only mag 2. Decent base accuracy of 90% though. A little too expensive, endurance-wise, for my liking. Temp Invulnerability does in no way make you anything NEAR Invulnerable. 21% resistance to only Smashing and Lethal damage. Meh.
    And Force of Nature? More resistance! Nasty endurance crash after 2 minutes! No thank you, sir. This pool is not for me.

    Quote:
    Munitions Mastery
    • Body Armor: Automatic, Self +Resistance (Smashing, Lethal)
    • Cryo Freeze Ray: Ranged, Minor damage (Cold), Foe Hold
    • Sleep Grenade: Ranged, Targeted AoE, Minor damage (Smashing), Foe Sleep
    • Surveillance: Ranged, Foe -Defense, -Resistance (All)
    • LRM Rocket: Ranged, Interruptible, Targeted AoE, Superior damage (Smashing/Lethal), Foe Knockback
    This set is super-sweet. If I didn't have an awesome Death Kitty who "arrests" bad guys with her mind and her telepyrosis (fire controlled by mind, I made it up just now), I'd take this set. Body Armor gives almost 9% resistance to Smashing and Lethal damage, but doesn't cost any endurance and is always on. Cryo Freeze Ray is a cold hold with a lil' bit o' damage thrown in. Sleep Grenade is an AoE Sleep with a lil' more damage... I'm not a fan of sleeps but others are. Surveillance is a gem: like Melt Armor, but with a better defense and resistance debuff. Awesome. And LRM Rocket combines the range of a sniper attack with the damage of a nuke, on more than one target. Of course, it takes over 6 seconds to cast, with 4 seconds of that interruptible, and it has a fairly high endurance cost. But GET OVER IT THIS POWER IS GREAT. One of the better end-game powers in general. I recommend this power pool wholeheartedly.

    Quote:
    Mace Mastery
    • Web Envelope: Ranged, Targeted AoE, Immobilize, -Recharge, -Fly, -Jump
    • Scorpion Shield: Toggle, Self +Defense (Smashing, Lethal, Energy), +Resistance (Toxic)
    • Mace Beam Volley: Ranged, Cone, Moderate damage (Smashing/Energy), Foe Knockback
    • Summon Spiderlings: Summon Pets who do ranged moderate lethal damage
    • Web Cocoon: Ranged, Foe Hold, -Recharge, -Fly, -Jump, Slow
    Fairly good Patron Pool to start us off... Web Envelope is an AoE immobilize that will bring down fliers, and has -recharge to go along with every bit of -recharge that you're about to lay on them with Psi Tornado and Psi Shockwave and Psi Scream... Yeah. Nasty. Scorpion Shield is excellent if you're planning on softcapping for Smashing/Lethal defense, and it also has Energy defense too. Freaks and Rikti will have a harder time hitting you. Oh, and the Toxic Res is kinda nice, especially for the Apex TF. Mace Beam Volley is another targeted AoE which helps you with the AoE damage you're lacking in, and it helps that the damage dealt is Smashing/Energy, giving you something to take out robots/Carnies. Spiderlings... hmm. They can take a little bit of aggro for you, give you some extra damage per second... but they only last for 4 minutes and take 15 minutes to recharge, unenhanced. If you take them, slot them up for recharge so you can benefit from them more often. And Web Cocoon... it's a hold with good secondary effects. So, overall, if I were an evil blaster, I'd take this patron pool.

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    Mu Mastery
    • Static Discharge: Ranged, Cone, Moderate damage (Energy), -Endurance
    • Charged Armor: Toggle, Self +Resistance (Smashing, Lethal, Energy)
    • Electrifying Fences: Ranged, Targeted AoE, Minor DoT (Energy), Foe Immobilize, -Endurance
    • Summon Adept: Summon mummy that deals ranged moderate damage (Energy)
    • Electric Shackles: Ranged, Minor damage (Energy), Foe Hold, -Endurance
    I'm a little less enthusiastic about this power pool. Static Discharge is a decent cone AoE, but I feel that it's skippable. Charged Armor is the same armor from Electrical Mastery, so meh. Electrifying Fences is a group AoE immobilize that would work better with a blasting set with the AoEs to take advantage of it, like Fire. The Mu Adept is a red mummy that shoots red lightning and leaves after 4 minutes. Electric Shackles is a single-target hold, and you all know how I like those. I like a lot. Still, it's not enough to recommend this set over the others.

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    Leviathan Mastery
    • School of Sharks: Ranged, Cone, Moderate DoT (Negative), Foe Immobilize
    • Bile Spray: Ranged, Cone, Moderate DoT (Toxic)
    • Knockout Blow: Melee, Extreme damage (Smash), Foe Hold
    • Shark Skin: Toggle, Self +Resistance (Smash, Lethal, Cold)
    • Spirit Shark Jaws: Ranged, Moderate DoT (Lethal), Foe Hold, -Fly
    I have no experience with this pool at all. I also don't play Earth-based characters. (i have too much on my plate as is mommy leave me alone) But I'll try and sum it up. School of Sharks? Decent group immobilize with a rarely resisted damage type. Bile Spray? Think Fire Breath but with PUKE. And not as powerful. KO Blow? Directly ripped from Super Strength. It hits really hard. Shark Skin? Resistance to Smashing, Lethal and Cold. Cold? Really? Meh. And Spirit Shark Jaws? Cool name, cool animation, cool hold. If you like seeing ghost sharks fly everywhere, take this pool.


    Quote:
    Soul Mastery
    • Night Fall: Ranged, Cone, Moderate damage (Negative), Foe -Accuracy
    • Dark Embrace: Toggle, Self +Res (Smash, Lethal, Negative Energy, Toxic)
    • Oppressive Gloom: Toggle, PBAoE, Foe Stun, Self -HP
    • Soul Tentacles: Ranged Cone, Moderate damage (Negative), Foe Immobilize
    • Soul Storm: Ranged, Moderate DoT (Negative), Foe Hold
    I love the graphics for the Soul Mastery epics. ... Yeah. I know, random. But here we go. Night Fall is a cone AoE with negative damage and an accuracy debuff. -Acc on enemies helps you survive 'cause they won't hit you as much. Dark Embrace is a resistance shield that protects against Negative Energy and Toxic damages as well as Smashing and Lethal. I approve. Oppressive Gloom is a toggle that will put a minor stun on any minion around you, at the cost of a minor HP drain. You have a power that does this better in World of Confusion. Soul Tentacles is a pretty nice cone AoE Immobilize that conjures up images of a Japanese Hentai film. *shudder* Soul Storm is my favorite hold in the game. Black-purple-white soul streams raise a body in the air, hit 'em with negative damage and hold them in place. So. COOL. I love this set and will probably take it with my next Blaster.
  11. Secondary Powers

    Mental Manipulation is an amazing Blaster secondary that combines good AoE damage, some control, a Build Up clone and DRAIN PSYCHE. The caps are for a reason... IT'S SO GOOD! Here we go with the rundown.

    Quote:
    Subdual
    Damage(Unslotted, level 50): 76.91 (Psionic, DoT)
    Base Accuracy: 75%
    Activation Time: 1.848s
    Recharge: 4s
    Endurance Cost: 8.528
    Range: 80 ft
    Type: Single Target
    Damage Type: Ranged, Psionic
    Special Effects: 17.88s of Immobilize at magnitude 3*
    Allowed IO Sets: Ranged Damage, Immobilize
    Hmm. Well, it's good for a must-take power. Mag 3 Immobilize, Psi damage over time... It'll help out for a little bit until you get your blast powers slotted up. After that, you can ignore it, or use it situationally, or just use it as a set mule. It's not awful... yeah, I'm just meh about it.

    Basic Slotting: 1 Accuracy. It's decent right out of the box.
    IO Slotting: Well, it'll take Ranged Damage sets, so if you need a place for another set of THUNDERSTRIKES, here ya go. If you're all filled up like I am, and you're going for a defense build, use 6 Enfeebled Operations for the Melee defense bonus or 6 Trap of the Hunters for the Ranged defense bonus.

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    Mind Probe
    Damage(Unslotted, level 50): 105.55
    Base Accuracy: 75%
    Activation Time: 1.32s
    Recharge: 8s
    Endurance Cost: 8.528
    Range: 7 ft
    Type: Single Target
    Damage Type: Melee, Psionic
    Special Effects: -40% recharge for 6s*
    Allowed IO Sets: Melee Damage
    Oh hey, your only "melee" attack is actually quite good! Does moderate damage but requires you to be in melee range. Yeah, for a ranged blaster beast like yourself, you might not always want to be trying to use this. BUT. It's a usable set mule. You won't gimp your build by taking this power and slotting it up.

    Basic Slotting: 1 Accuracy, 3 Damage. Pretty good with just these enhancements.
    IO Slotting: 6 Mako's Bite, 6 Touch of Death, or 5 Crushing Impact. Mako will give you 3.75% Ranged, Touch of Death will give you 3.75% Melee, and Crushings will give you the 5% recharge. You could also go with 4 Kinetic Combats but as of right now, those are expensive. That set will give you Smashing/Lethal Defense with some Melee on the side.

    Quote:
    Telekinetic Thrust
    Damage(Unslotted, level 50): 58.84
    Base Accuracy: 75%
    Activation Time: 2.244s
    Recharge: 6s
    Endurance Cost: 6.864
    Range: 7 ft
    Type: Single Target
    Damage Type: Melee, Psionic
    Special Effects: Magnitude 26.21 of KnockBack*
    Allowed IO Sets: Melee Damage, Knockback
    Hello set mule! Fairly minor damage, MASSIVE knockback, but it does do smashing damage so if you want more help against those nasty robots without having to stoop to power pool attacks... here ya go.
    I took it... three Explosive Strikes will give 1.875% Ranged defense. That works for me.

    Basic Slotting: 1 Accuracy. Don't slot it PLEASE. I beg you.
    IO Slotting: Pick a Melee set like for Mind Probe, or use 6 Kinetic Crashs for the 7.5% recharge, or go with my 3 Explosive Strikes for the Ranged defense for less slots.

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    Psychic Scream
    Damage(Unslotted, level 50): 79.41
    Base Accuracy: 75%
    Activation Time: 2.904s
    Recharge: 12s
    Endurance Cost: 11.86
    Range: 60 ft
    Cone Arc: 30 degrees
    Type: Targeted AoE
    Damage Type: Ranged, Psionic
    Special Effects: -50% recharge for 10 seconds*
    Allowed IO Sets: Targeted AoE
    Now we're talking. This here be a quite effective cone-ranged AoE, with a HEFTY -recharge buff. Now, here's where the Psionic Tornado comes into play. Throw it, then Psychic Scream. Your mob is flopping around, helpless, with a huge recharge debuff thrown onto them. There's your synergy. You're welcome.

    Basic Slotting: 1 Accuracy, 3 Damage, 1 End Redux.
    IO Slotting: 5 Positron's Blasts. Moar Recharge. 'Nuff said.

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    Concentration
    Endurance Cost: 5.2
    Recharge: 90s
    Activation: 1.32s
    Duration: 10s
    Special Effects: 15% ToHit buff, 100% Damage buff
    This is my favorite. Yes, the ToHit buff isn't as big as the one you get from Psychic Focus, but but but THE DAMAGE! 100% additional DAMAGE. YES. For my character, Mental Kitty, I've got so many accuracy bonuses that I didn't need the ToHit buff as much. Plus, she's got the Nerve Radial Paragon Alpha enhancement, for extra Accuracy. But as a Blaster, I can always use MOAR DAMAGE.

    Basic Slotting: 1 Recharge Redux. That'll get the power down to where it will be ready for each spawn, give or take a few seconds.
    IO Slotting: Gaussian's... or maybe some Rectified Reticle if you can find it. The increased Perception proc helps out massively vs. Arachnos or anything with stealth.

    Quote:
    Drain Psyche
    Accuracy: 75%
    Endurance Cost: 13
    Recharge: 120s
    Duration: 30s
    Activation Time: 1.584s
    Special Effects: -250% regen, -250% recovery on all affected targets; 75% regen, 75% recovery on self per affected target
    Allowed IO Sets: Healing, Endurance Modification, Accurate Healing
    YES. YES YES YES. This is why you want Mental Manipulation. Ever wanted to give yourself the equivalent of Empathy's Recovery Aura on yourself? Want a regen rate that rivals Willpower Scrappers? Here ya go. Jump into a group of at least 4 members, fire this off, and BLAM. Instant awesomeness. Even better, this is how you neuter AVs. Yes, they'll resist some of your debuffs. But it'll still let you get in a lot of damage. This move works well with another piece of the Mental Manipulation set that I'll cover a little later.

    Basic Slotting: 2 Accuracy, 1 End Modification, 2 Heal, 1 Recharge Redux. You want this thing up often, you want it to hit everyone possible in the area, and you want to get as much of the +regen from it as possible.
    IO Slotting: MANY different ways to slot this power effectively. My favorite is this suggestion from the Mental Manipulation guide by StratoNexus on the forums.
    • 2 Efficacy Adaptor (Acc/Rech, Acc/End Mod/Rech), 3 Numina’s (Heal/Rech, Heal/End/Rech, Heal), and a Harmonized Healing (Heal/Rech) yields good Acc, ED capped Rech and Heal and some minor End Red and End Mod enhancing. You also get +12% regen and +3% HPs.
    • You can also go with those 2 Efficacy Adaptors and 4 Touch of the Nictus (Acc/End Rdx/Rech, Heal, Heal/Rech, Acc/End Rdx/Heal) for ED capped Accuracy, Recharge, good +regen and +recovery, plus the 10% regen, an extra 1.8 endurance, and a 5% bonus to your healing.

    Quote:
    World of Confusion
    Accuracy: 75%
    Endurance Cost: 0.13/s
    Recharge: 10s
    Radius: 8 feet
    Duration: Toggle
    Activation Time: 1.848s
    Special Effects: Magnitude 2 Confuse pulses that last 1.5 seconds unenhanced
    Allowed IO Sets: Confusion, PBAoE Damage
    Here's another usable set mule in my opinion. The minor PBAoE damage isn't worth enhancing, the confusion duration is very minor and serves ONLY as a distraction, confusing the minions around you just long enough to keep them from using that attack against you. But if it doesn't hit... well, it's worthless. SO. Does this make it worthwhile to you? Yes. Put one additional slot in it, throw in 2 Accuracies and you can fairly-safely go into your groups, hit Drain Psyche and your other PBAoE powers for a few seconds, and then jump back out and get to blasting. And the power gets better the more slots you put into it... well, in my opinion.

    Basic Slotting: 2-3 Accuracy, 2 Confuse, 1-2 End Rdx. Go big or go home.
    IO Slotting: 6 Malaise's Illusions or 6 Coercive Persuasions. Both sets give great bonuses to Accuracy, Recharge and Ranged Defense.

    Quote:
    Scare
    Accuracy: 75%
    Endurance Cost: 10.4
    Recharge: 20s
    Radius: 60 feet
    Activation Time: 2.904s
    Special Effects: Magnitude 3 Fear on a single target for 8.344s
    Allowed IO Sets: Fear
    Honestly, I have no opinion on this power. Seems a little too costly for a soft control power that still allows the afflicted to fire back at you. I don't recommend it unless you want to use it for muling IOs.

    Basic Slotting: 1 Accuracy, 1 End Rdx maybe? I dunno. Doesn't seem worth using if you're only using SOs.
    IO Slotting: 4 or 5 Glimpse of the Abyss. 4 gets you that 9% Accuracy bonus that you should already have 5 of by now, and 5 will get you an extra 6.25% recharge.

    Quote:
    Psychic Shockwave
    Damage(Unslotted, level 50): 68.82
    Base Accuracy: 75%
    Activation Time: 2.112s
    Recharge: 20s
    Endurance Cost: 10.19
    Radius: 15 ft
    Type: Point Blank AoE
    Damage Type: PBAoE, Psionic
    Special Effects: -50% recharge for 20 seconds, chance for magnitude 2 Stun
    Allowed IO Sets: PBAoE Damage, Stuns
    And here's the other awesome power in Mental Manip. Psi Shockwave is a PBAoE attack with a good radius, decent punch, relatively low endurance cost, great -recharge debuff, and a chance to Stun minions. Enter a spawn, throw this then Drain Psyche then Psychic Wail. What isn't dead isn't gonna be throwing much of anything your way, and the buff from Drain Psyche will boost your recovery for a few seconds after the debuff wears off from Psychic Wail, allowing you to get your defenses back up and throw a few attacks. Highly recommended!

    Basic Slotting: 1 Accuracy, 3 Damage, 1 End Rdx, 1 Recharge Rdx. It works. Trust me.
    IO Slotting: 6 OBLITERATIONS. If you're cheap, 5 Scirocco's Dervishes, including the chance for lethal proc.
  12. Psi/Mental Blaster – Yes, The Power Of Mind Bullets!

    Hey everyone! I'm @Bound Kitty and I decided, after reading Shocklust's Guide To Psychic Blast For Blasters, to go a little further and share my guide to the most dangerous, effective Blaster I've ever played. My own Psi/MM Blaster upon whom this guide will be based, Mental Kitty (on Pinnacle), has soloed multiple Arch-Villains (in one case, two at once). Yes, seriously. She is a MONSTER when it comes to single-target damage and survivability. So, if that sounds like fun to you, and you can get past the fact that certain foes like robots and Carnies and a couple of Psychic Arch-Villains will be much, much tougher than you'd believe, then read on!

    I like the idea of Pros and Cons that several builds have set out, so I'm gonna do the same here. But instead of simply listing the Pros and Cons of the individual sets, I'm gonna list the Pros and Cons of the build as a whole.

    Pros-
    • Psionic Damage: Psi damage is one of the least resisted damage types in City of Everyone (CoX) and hits like a Mack Truck. You click button, you see big orange happy death numbers. Fun fun!
    • Single Target focus: For taking on big enemies, like Bosses/Elite Bosses/Arch-Villains, you'll be able to hit harder, longer, without wasting endurance on AoE attacks. Kinda like taking a Viagra before playing. Wait. That's what Psychic Focus and Concentration are for. ^_^
    • Controls: The Psi/ and /MM sets both have powers that let you sleep, stun, fear, and confuse enemies. Ever liked the idea of a Mind/ Controller or Dominator but wanted more damage? Here ya go!
    • DRAIN PSYCHE: This power deserves its own Pro bullet point. This amazing power, which I will go into detail on a little later, makes people cry with happiness. I'm over here crying right now just -thinking- about it. YOU WANT IT.

    Cons-
    • Psionic Damage: Yes, a Pro is -also- a Con. Psi damage, when resisted, is resisted HEAVILY. Things without minds will make you pound your keyboard in frustration. Carnies will make you curse like a sailor with Tourette's. I've warned you now, no blaming me later.
    • Lack of AoEs: There are 4 total if you count both Psychic Blast and Mental Manipulation. One is your Blaster Nuke, one can be a bit of a disappointment (no daddy i swear i'll finish college soon please don't look at me like that), and the other two are fairly decent, one being a ranged cone and the other being Point Blank Area of Effect (PBAoE) and AWESOME. But... PBAoE can be risky for a Blaster with little melee defense and low Hit Point totals. So, your mileage may vary.
    • I'm really drawing a blank here. Psi/MM is really amazing and fun.
    Primary Powers

    Yay! Now we get to dive into the meat portion of the meat and potatoes that is the delicious dish called Psi/MM Blasting, or as I call it, DEATH KITTY... 'scuse me, Arrest Kitty. Forgot. Heroes don't cause DEATH.
    Wait. Morality system. Level your Blaster to 20, start running tips, and make her a Villain. There. DEATH KITTY. Anyways. I'll provide basic numbers, from Mids' Hero and Villain Designer, and also basic/SO/IO slotting strategies. At the end of the guide, I'll post different builds for different IO specializations, 'cause we're all special, unique snowflakes and everyone likes what they like and sappy friendly general stuffs. Shave the whales. Maybe you'll find something inspiring. Here we go!

    Quote:
    Psionic Dart
    Damage(Unslotted, level 50): 62.56
    Base Accuracy: 75%
    Activation Time: 1s
    Recharge: 4s
    Endurance Cost: 5.20
    Range: 80 ft
    Type: Single Target
    Damage Type: Ranged, Psionic
    Special Effects: -30% Rech for 6s
    Allowed IO Sets: Ranged Damage
    Yay Tier 1 blast! Well, maybe not Yay but definitely not Boo... Psi Dart is quick-firing, fairly cheap on endurance, quite fast recharging, and puts a decent 30% -recharge debuff on the target you hit. Oh, and 'cause of the Blaster inherent Defiance, you can fire this off while mezzed in any way. Slept, stunned, held... fire this off repeatedly and with malice at your aggressor until he or she drops and you giggle with glee. Sure, it doesn't hit hard, but it hits often. In fact, it's the highest Damage Per Activation attack you've got. So definitely take it. Level 1 or 2. Doesn't matter.

    Basic Slotting: 2 Accuracy, 2 Damage. Not worth a full 6 slots if you're just using Single Origin Enhancements.
    IO Slotting: 6 Thunderstrikes. Or 3 Thunderstrikes. Or frankenslot with an Acc/Dam from two different sets and an Acc/Dam/End from Thunderstrike. YES I LIKE THUNDERSTRIKES and I will tell you why later.

    Quote:
    Mental Blast
    Damage(Unslotted, level 50): 102.6
    Base Accuracy: 75%
    Activation Time: 1.848s
    Recharge: 8s
    Endurance Cost: 8.528
    Range: 80 ft
    Type: Single Target
    Damage Type: Ranged, Psionic
    Special Effects: -30% Rech for 6s
    Allowed IO Sets: Ranged Damage
    Tier 2 Blast. Almost double the damage as Psionic Dart, and double the recharge. 8 seconds can be a long time to wait for a power to recharge, especially when you're under attack from a few other enemies at the same time. But it's okay! It's another power you can use while mezzed. And it's one of your harder-hitting attacks to boot. Heh. Boot. Funny-sounding word. Anyways. Another YOU WANT power.

    Basic Slotting: 1 Accuracy, 3 Damage, 1 Recharge Reduction, 1 Endurance Reduction. You'll benefit from the full 6-slots in this power with capped damage, and enough recharge/end redux to help keep you firing away for hours on end. (Not actually hours. But man, that'd be exhausting.)
    IO Slotting: 6 Thunderstrikes. Maybe, if you've got the money and you want to focus on a recharge build, 6 Apocalypses. But I actually prefer the cheaper Thunderstrikes for their Accuracy and Ranged/Energy/Neg Energy set bonuses. It's up to you though.

    Quote:
    Telekinetic Blast
    Damage(Unslotted, level 50): 122.62 (62.56 Smashing, 60.06 Psionic)
    Base Accuracy: 75%
    Activation Time: 1.188s
    Recharge: 10s
    Endurance Cost: 10.19
    Range: 80 ft
    Type: Single Target
    Damage Type: Ranged, Psionic/Smashing
    Special Effects: 6.647 magnitude KnockBack on target
    Allowed IO Sets: Ranged Damage, KnockBack
    Available at level 4, TK Blast is your BEST weapon against those pesky Clockwork, or anything else that has Psi resists. It deals half of its damage as Smashing damage, and also will knock almost anything on its butt, allowing you to get some extra damage in as it struggles to regain its footing, like a newborn Bambi in the forest. Mmmm, Disney... Anyone else absolutely LOVE the Lion King? Sorry, sorry. Back on target. This blast hits harder than Mental Blast and will annoy those scrappers that constantly complain about having to run a few feet to continue their uninterrupted attack chain. Hehehe. Silly scrappers. Hey. There's a Rikti Pylon over there. Go solo it! ... are they gone yet awesome 'cause they're a little obsessive... Phew. They're gone. This is another YOU WANT power. Get it as soon as possible. Don't wait too much past level 8.

    Basic Slotting: 2 Accuracy, 3 Damage, 1 Endurance Reduction. Not much to say here... your basic single-target blast slotting.
    IO Slotting: 6 Thunderstrikes or 5 Decimations with a level 50 End Reduction IO. Decimations if you're building for recharge, Thunderstrikes if you're going for Ranged Defense.

    Quote:
    Psychic Focus
    Endurance Cost: 5.2
    Recharge: 90s
    Activation: 1.32s
    Duration: 10s
    Special Effects: 37.5% ToHit buff, 62.5% Damage buff
    Hmm. I love this power... but I strangely enough didn't take it on my current build. I can explain! ... I just didn't have room! I'm sorry please don't burn me at the stake. But for youz guyz, take it. Hit it before you take on a large group, or tougher single enemies, or just to feel the rush of adrenaline coursing through your body. Heck, even take it for the fancy glow you get around ya! It'll let you hit anything in the game, and give you a pretty decent boost to your initial damage output. I like to use it and Concentration before a snipe or a pull to nearly guarantee a successful hit.

    Basic Slotting: 2 Recharge Reduction. Actually, you'd be alright with just 1 Recharge Redux, if you need slots elsewhere.
    IO Slotting: You could do with a set of Gaussian's Synchronized Fire Control if you've got slots to spare.

    Quote:
    Will Domination
    Damage(Unslotted, level 50): 77.58
    Base Accuracy: 75%
    Activation Time: 1.32s
    Recharge: 20s
    Endurance Cost: 10.19
    Range: 80 ft
    Type: Single Target
    Damage Type: Ranged, Psionic
    Special Effects: 19.07s of Sleep at magnitude 3
    Allowed IO Sets: Ranged Damage, Sleep
    And this is the power I've traded out Psychic Focus for. Seems a crap trade, right? Well, I did it to have a place to slot more Thunderstrikes. Seriously. They're that good. But anyways. This blast is a little stronger than your tier 1 blast, Psi Dart, but can put a minion or LT asleep for almost 20 seconds. If you're fighting small groups, and have an unexpected ambush, you can knock out that nasty LT while your Defiance-boosted other 3 ST blasts single or double-shot everyone else in a half-mile radius, then return to that snoozing LT. Unfortunately, once you fire it, you could run to the bathroom, use the toilet and come back before it recharges. Speaking of which... be right back.

    There. I think I'm good for a little while. Oh hai, Will Domination finally recharged.

    Basic Slotting: 1 Accuracy, 2 Damage, 2 End Redux, 1 Recharge. You can get decent results with this slotting if you're using the power for damage. If you're going for sleep duration, then try 2 Accuracy, 2 Sleep, 2 Recharge.
    IO Slotting: ... 6 Thunderstrikes. Yeah yeah yeah. I know. BUT. If you're gonna set-mule this power, and you've got about 100 mill in spare influence, then invest in the cheapest purple set you can: Fortunata Hypnosis. 5 slots gets you 15% Accuracy bonus and 10% Recharge. Heck yes.

    Quote:
    Psionic Lance
    Damage(Unslotted, level 50): 172.67
    Base Accuracy: 90%
    Activation Time: 4.224s
    Interrupt Time: 3s
    Recharge: 12s
    Endurance Cost: 14.35
    Range: 150 ft
    Type: Single Target
    Damage Type: Ranged, Psionic
    Special Effects: -15% Rech for 10s
    Allowed IO Sets: Ranged Damage, Ranged (Sniper)
    Here is one of my personal favorite powers, but for others, it is very situational. Psionic Lance is a snipe with excellent range (150 feet), higher than base accuracy (90% vs normal blasts' 75%) and huge damage when enhanced (Mental Kitty's snipe is ED-capped and does an average of 540 damage... before any forms of Aim and Build Up and other damage buffs). The drawback is that there is a period of 3 seconds where you must remain still after you hit this power in order to successfully strike your target. Also, your target must remain in line of sight for two ToHit checks, once when you first fire and once after the 3 second interrupt duration. Yikes. Stipulation after stipulation. But oh, oh oh oh geez... MAJOR DAMAGE.

    Basic Slotting: 1 Accuracy, 3 Damage, 1 Interrupt Reduction, 1 End Reduction. Yes, the power is worth 6 slots. Yes, PLEASE put an Interrupt Redux in it. It'll drop your Interrupt time down almost a whole second and make it easier to fire off during a frenzied battle.
    IO Slotting: For you guys... 5 Sting of the Manticores. OR. If you're going for the Ranged Defense build... 6 THUNDERSTRIKES OH MY GOD YES. Now, you've noticed that I've recommended that set for ALL of my single-target blasts. This is where the Rule of 5 comes into play. If you have more than 5 of the same Named Set Bonuses (for example, Large Ranged/Energy/Negative Energy Bonus), only the first 5 will come into play and the rest will be ignored. So, use your discretion when picking which blasts to slot Thunderstrikes. If I could rework the build, I'd put the Sting of the Manticore set here instead of the Thunderstrikes, for the Interrupt Reduction and the Chance for Toxic Damage, as well as the defense bonus and the recharge bonus too.

    Quote:
    Psionic Tornado
    Damage(Unslotted, level 50): 55.68
    Base Accuracy: 75%
    Activation Time: 2.37s
    Recharge: 20s
    Endurance Cost: 18.51
    Range: 80 ft
    Type: Targeted Area of Effect
    Damage Type: Ranged, Psionic, Damage over Time
    Special Effects: Magnitude 1.4 KnockUp on Target/AoE, -30% recharge for 10s
    Allowed IO Sets: Targeted AoE
    Here's my second-least favorite power in the set. It's slow to animate, slow to cast, and leaves you rooted while you're waiting to watch the minions flop around like fish out of water. At least that's funny. Tornado doesn't do a great amount of damage, and it's DoT, so you're still vulnerable throughout the entire sequence. It does make a good pairing with any other cone or targeted AoEs that you have though. Ahh well. Honestly, try the power out once it has a few slots in it, and see if it works for your style. If not, you could use it as a set mule or just not take it. I won't judge you.

    Basic Slotting: 1 Accuracy, 2-3 Damage, 1 Recharge, 1-2 End Redux
    IO Slotting: 5 Positron's Blasts. I mean, it's a good recharge bonus, and probably the only Targeted AoE set worth investing in.

    Quote:
    Scramble Thoughts
    Damage(Unslotted, level 50): 15.64
    Base Accuracy: 75%
    Activation Time: 3.168s
    Recharge: 20s
    Endurance Cost: 10.4
    Range: 80 ft
    Type: Single Target
    Damage Type: Ranged, Psionic
    Special Effects: 11.92s of Stun at magnitude 3*
    Allowed IO Sets: Ranged Damage, Stun
    This is my least-favorite power. Blah. Huge endurance cost, so little damage that a Tanker can finally outdamage you (hehe silly tankers), 20 second recharge and the LONGEST activation time besides your snipe.
    I mean, it does Stun for almost 12 seconds unenhanced. If you've got the /Energy secondary, you could fire this, close into melee range and smack the baddie with Total Focus for a Stun that'll take out bosses. So, I guess it's highly situational. It's also a good set mule for Stupefy IOs. That's about it...

    Basic Slotting: Meh. Don't bother if all you're gonna do is slot SOs or IOs. Not worth losing the slots to other powers.
    IO Slotting: 5 or 6 Stupefys. 5 gets you a 6.25% recharge bonus, 6 also gives a 3.125% Ranged and 1.563% En/Neg En Defense bonus. Don't bother with anything else.

    Quote:
    Psychic Wail
    Damage(Unslotted, level 50): 304.99
    Base Accuracy: 112.5%
    Activation Time: 2.112s
    Recharge: 360s
    Endurance Cost: 20.8 or ALL OF IT. (I'll explain in a minute)
    Radius: 25 ft
    Type: Point Blank Area of Effect
    Damage Type: Point Blank, Psionic
    Special Effects: 11.92s of Stun at magnitude 3, -70% recharge for 20s*
    Allowed IO Sets: PBAoE Damage, Stuns
    Time for SUPER HAPPY FUN DEATH MINDFARK NUKE! This nasty bugger can affect up to 16 nearby targets, hitting for huge damage and melting away minions in an instant. Anything left standing has a vicious 70% recharge penalty that lasts 20 seconds and a magnitude 3 Stun applied for 12 seconds. OH. Hey. Stack a Scramble Thoughts on a boss before you fire this off. THERE. WE FOUND ANOTHER USE FOR SCRAMBLE THOUGHTS, KENNY! ... YEAH, JUST KINDA STUMBLED INTO IT. ... COOL, TALK TO YA LATER. Phew.
    It's a good thing anyone left behind is stunned and their recharge time is shot, 'cause if you hit anyone with this nuke, your endurance drops to 0 and you have a -100% recovery penalty applied for 20 seconds. If you whiff... well, it's -only- 20.8 endurance wasted. You'll live. Hopefully. No, don't go taunting the Crey Voltaic Tank. No leave- awww, see, he didn't like that.

    Basic Slotting: 1 Accuracy, 3 Damage, 2 Recharge Redux. If you're gonna slot it, do it up right. Alternatively, go with 2 Acc/Dam Hamidon Enhances and 3 Recharges for maximum uptime and impressive damage.
    IO Slotting: 6 Obliterations. It's hands down, the best PBAoE set available. 4 slots gets you a 9% Acc buff if you need it, 5 slots gets you 5% more recharge, and 6 slots gives you 3.75% Melee defense plus some Smashing/Lethal.
  13. Okay, this has gotten ridiculous. I -didn't- mean to be condescending, so you guys can stop making me feel like crap for trying to welcome you over here and wanting to be a connection for you to make the jump a little easier. Thanks.
  14. No, not attitude! I -want- you guys to come over here! I mean, if I'm lucky, I'll get a chance to practice my Deutsche... But yeah. I think that you guys've been like the red-headed stepchildren for too long. Come play!
  15. Okay, all you formerly-abandoned Europeans... PLEASE come play on the big boy/girl servers with us! If you come to Pinnacle and Virtue, you can bug me to take you on TF/SF/Trials, I promise!
  16. Yay! Second Measure finally announced the GLOBAL SERVER MERGE! All NA/EU servers available on one list!
  17. Quote:
    Originally Posted by Rintera View Post
    not trying to be rude...but I fail to see how this build is requested for TF's.

    Your defenses are not up to parr....

    My widow's build's recharge is only 8% less than your base recharge. and I didn't take dart burst.

    But you should have total domination, and you took leadership, which shouldn't really be needed if properly IO'd out(considering mind link ups to hit.)

    I also find it interesting on your slotting choice in dominate. 2 damage IO's and 4 basilisk gaze work much better IMO.

    although I have to say....you do have an advantage using medicine...I didn't take it and I think I might respec to have aid self, in the case that my defenses do fall.
    How are my defenses not up to par? I range between 50-60% in every position. I'd say going beyond the soft cap is like hitting an eagle instead of settling for par.

    Dart burst was a minor personal choice... I like the power and its -regen, while not huge, has helped out against tougher AVs.

    Leadership is used for team buffing as well as myself. I'm not entirely selfish.

    Dominate works better for me slotted for damage. It recharges quick enough to stack it for holding tougher enemies, and because it's part of my ST chain, I don't neglect to use it. I don't need Total Domination because by the time it animates, I could've either popped an Aim+Psi Shockwave or Aim+Aura of Confusion. I don't need 3 Alpha shots.

    Again, this is how I choose to play... your results may vary. But I assure you, Operative Jenoma gets tells all the time to come run various TFs... even though she's a villain and can't run that Statesman TF that's so popular these days.
  18. I love using your guide for my twin Mind/Energy Doms (1 runs on Pinnacle with a group, 1 runs solo on Virtue), but I get confused sometimes from the guide's old numbers conflicting with current issue 19.5 play styles and the Dom revamp. So yeah, whenever you pop that updated guide out, I'll be one of the first to eagerly read it and give feedback.
  19. I think Jibi and I have the same ideas when it comes to Forts. Right on! *internet high-five!*
  20. It's different than the APP version. It doesn't pulse, rather, it's a one-time application in PBAoE range that will confuse minions and LTs. But the real gem is being able to use the Coercive Persuasion purple set for the excellent bonuses including 10% global recharge boost. My Fort uses it as both an Alpha (Throw AoC, then Dark Obliteration, reposition and use Dart Burst, then start with ST attacks), or as a panic button if I've bitten off more than I can chew.
  21. Quote:
    Originally Posted by Carnifax_NA View Post
    Which Claws/SR scrapper can buff their teammates?
    True.

    Quote:
    Melee fort can offer a nice change from either Ranged Fort or Widow (or scrapper) in terms of gameplay. A Stalker/Scrapper type who can also buff their teammates and use a wider variety of interesting PBAOEs (or AOEs used at 0 range in the case of Psi Tornado) : a crashless, stunning nuke, Spin, Psi Tornado, Patron AOE and Aura of Confusion. It's more like playing a blap-happy Domi with shields than a scrapper.
    Only problem here is that some of those AoEs root your character (Hi, Psi Tornado) and offer poor damage as a tradeoff. Also, using Placate and then instant-criticals might help with single target burst damage but take away from the desired "Maximum DPS". What you're describing is what I talked about with my build: a way to combine the best aspects of the Fortunata build. However, my opinion is that you're starting from the wrong side. I can see it being a viable build, but not one that really excels in anything besides defense. The OP did ask for any ideas on specializations, after all, and I'm presenting my build so he/she could take that idea and build on it to their liking.


    Quote:
    There's no reason for a Fort not to dip into the melee attacks if they fancy it.

    The beauty of Forts is that they're a very flexible build with many interesting possibilities, moreso than Night Widows IMO.
    Yes, and that's one reason I like them. But the original build that was presented had a lot of potential to be improved, and not be one of those "crappy Fortunatas" that the OP says he sees all the time. Again, just my opinions on the matter.
  22. Quote:
    Originally Posted by Bringer_NA View Post
    Melee Fortunata's have the highest base DPS, and have the potential to continue to out-DPS a Ranged Fortunata with someone who is skilled at IO slotting.
    That's fine and dandy, but when you look at the two branches of the Widow tree, you've got a superb ranged-focused set and a superb melee-focused set. A melee-Fort does have excellent DPS, but if you're wanting melee, why not just play a Claws/SR scrapper? You gain more flexibility and control by going ranged. Highest DPS is something a min/maxer claims is the only goal, but I like my Fort to stand out in a variety of settings. And she -still- does excellent DPS.
  23. I'll try my hand at giving you some advice... I've got a Fortunata sitting at 50 on Virtue who is requested by name for a lot of Strike Forces/co-op Task Forces because she excels in ranged Psi/Neg Energy damage, fully softcapped defense to all 3 positions, and her full assortment of team buffs. She's also capable of helping with debuffs, has a nasty AoE chain, plenty of recharge, perma-Mind Link and near-perma Hasten (I find the 5 second gap just enough time to remind me to hit Mind Link again). If that sounds like what you want, I'll make some suggestions.

    My Fort build has -no- Melee. If you want to go Melee, you'd be better off respec-ing into a Night Widow build. Keeping a mixture of Melee and Ranged makes you a decent Claws/SR scrapper with some Psi blaster capability, but you're not playing to the AT's strengths. The ranged single-target attacks are all quick and let you blaze through tougher targets' HP bars like a Fire/Dark Corr through a group of Council lackeys. Those are just my observations though.

    I also took the medicine pool with my Fort... Defense is awesome, but against AVs or big groups of defense debuffing enemies (Paragon PD, Cimerorans), you'll appreciate not being locked into your attack animations as you zip away, pop Aid Self and get back into the combat seconds later with your defenses restored and your HP quickly refilling.

    So, enough jabber... here's the build.

    |MxDz;1311;689;1378;HEX;|
    |789C5D93DB53127114C7CF02492EAC4222DE5040BC02824CC DF4966326A6936503D9|
    |4B453BBA233BE12EB3ACD9BDFE84B266B49BB7279FD3EAAFE AF26E66E7774E9AEDCE|
    |C0677FDFDFB9FF7E3BFDE0921FE0C5084068ACA2D66AA5514 B9D2B1B66AD74539F37|
    |97BD57557BC9522B816B55CD526DFDBE169BD20C7351F5024 09C4C4A454BD50DDD58|
    |C8E44DCB5E32545B3D963A8A9ABAB86C5AF74EEEFD9582934 659B334C3CE1CBDF866|
    |4CB392C957F485B2ADD0FBB436AFCFE98626D3AA50D5B479D EC80B1B4C101EAFEA73|
    |99D9F1D162A9602E554AD36ACDD6AC87AD585D37FE5E626FF C9C82E72E801CB81E31|
    |1E133C4F184F1169A87B86C8C2980CC74FB324F65F611889C 3481F412875EB84D31B|
    |8C4D82BCC5D8268C6318373BB9650AE3F731FC88616850101 968682031D048A8F78A|
    |52D98B73AF606E2F091EEF3AD517D8A0A2CF6C32B608A16DC 410E431693D594BF52D|
    |E8DF0CA13855F306C3F838AE6F15FFFB21BC868840F81DAD5 ADF333E10DAD9C98789|
    |15AE4649903281F11B5969649B4EB409B2123CC4072EA0491 3AD5D4DDC427B4012B5|
    |454288144CCAA22CEE502625C273E9F2D340BA14B2EE12734 9438CE732824E2DECD4|
    |32E1164A8C9D6241425C646A85B8C22BF68D62696D5C49DB7 5DA481468F4891B9218|
    |E4650CDAC1A577ECD0F8B6714A9D3CBECE5D6A2FB14758C38 D28E78FEEBB448C9E5F|
    |34F79E03C66F12FB0E1149E8032A7154E65B282E234FE2222 ABD1CA6F71639F6DD26|
    |F4DF6194187709832A611F830DB0D3001FDDE01AE32D21C92 798E4134CEE80E8FDC0|
    |2D264B4E29EE24CD9DA43F33BE1086BE32CE53A65D451C00B 59FD92325FB89D0ED15|
    |DDD1248753E491FB0F11CFBF4F862EC139A790740A39A770D 6295C710A339EA3CF10|
    |2412BEC90EE1BB53F8712CB8A42949CC676892909D95C4E1F C3CB1BF4267977D4D1D|
    |E756097F004BCFC5A1|

    Edit: I also went Cardiac uncommon for the End Reduction and the secondary bonus. I think range? I can't quite recall.