Ryokoryu

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  1. Quote:
    Originally Posted by Sir Hextor View Post
    Blasters' primaries should outperform in Ranged Damage all other ATs with exceptions being made for damage outliers (Debuffs, Criticals, Containment, etc.). AoE and ST should be significant and sustainable (recharge and END).

    Their secondary should provide mitigation, nowhere near the level of Controller or Dominator primaries or even support sets, but enough that through adequately leveraging their secondaries, they can better perform their primary role of damaging things at range. Some of those secondaries should allow players to stay in melee range, with good melee attacks and melee based mitigation. Some should support a more ranged playstyle. All should be more or less balanced. This is the area I see needing the most dev attention with an eye to seriously bending the cottage rule to make the sets that are outliers in their performance perhaps toned down a little and the rest of the underperforming sets brought up more in line with the overachievers.

    Of course, I'm pretty limited in my Blaster experience since they are such a pain to play (one 50 Blaster [DP/MM] and one stalled out in the mid 20s [Fire/Ice]) but the lack of mitigation makes me instead choose to play another Ranged AT, and that's with two of the arguably most mitigating secondaries offered. The secondaries need some real help. Perhaps the primaries could stand to have their numbers tuned up a little bit, but the secondaries are really sucking wind imo.

    Also, all my opinions are based on play with SOs. IOs should turn the game up to 11 (like they do). Balance should be around SO numbers and play (one of the reasons I don't see anything wrong with Drain Psyche is because without +recharge you can't have it anywhere near perma or even 50% up time).

    EDIT - Forgot to add one thing to Primary discussion. I really feel like Nukes ought to be crashless across the board, but especially so Blaster nukes. They really ought to be able to nuke and keep on kicking butt.
    I see them as skirmishers (mixing ranged with melee) and should be treated as such. 1 armor in secondary, and one anti-mez would compliment this role. Keep caps on def/resists the same, and remove crash from the nukes. ad recharge if needed, but as a blaster you should be constantly able to do some damage, and spike when need be. Maybe take something from the doms, and have a build up pool with a button for WTFOMG damage mode with crash instead of having it on the nuke. this gives a sustained, and a burst option.
  2. Right now I put all my money into the IOs I got there. I have a team friendly build for doing incarnate trials, but it is going slow. I used to have the jump pool AoE in there, but it took an extra power slot, and I generally only hit the things right at the spot I landed it. For ice arctic air helps a lot, and the enemies do a ton of damage to each other with throw rock. The slow part is usually when I get down to 1-2 enemies. I eventually want to put more proc damage into AA, and make the most out of it. it already procs about once every 3rd fight, and IO can use both confuse, and slow in it. I also have frostbite as an AE, and once properly IOed it can be very nice damage. It is not as fast as fire cages, but FS will cap the damage anyway. originally this was going to be a team toon, but back when fire/kins were doing all the farming I did see a similarly built ice/kin do a solo run on the boss farms in almost the same time useing the AA proc loaded, and the enemies doing half the damage. Jack tends to be a little slow on the DPS compared to the imps, but I do believe once it gets down to those once I have IOs, and capped FS damage it will be much easier. what I am looking for is something cheap that I can slot for now to bring my power up bit by bit til I can start getting a lot more enemies in the map, and hopefully pulling enough rolls for selling on the market. Already I have been going after the 35-39 bronze rolls lookin for kin kombat recipies.
  3. Ok here is the build I am using atm
    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Block of Ice
    • (A) Hold Duration
    • (3) Hold Duration
    • (3) Hold Duration
    • (42) Accuracy
    • (43) Accuracy
    Level 1: Transfusion
    • (A) Touch of the Nictus - Healing
    • (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (5) Touch of the Nictus - Accuracy/Healing
    • (9) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (43) Touch of the Nictus - Chance for Negative Energy Damage
    Level 2: Frostbite
    • (A) Immobilisation Duration
    • (7) Accuracy
    • (7) Immobilisation Duration
    • (9) Accuracy
    • (11) Immobilisation Duration
    • (43) Accuracy
    Level 4: Combat Jumping
    • (A) Karma - Knockback Protection
    • (11) Karma - Defense/Endurance
    Level 6: Arctic Air
    • (A) Cacophony - Endurance/Confused
    • (13) Cacophony - Chance of Damage(Energy)
    • (13) Confuse Duration
    • (15) Confuse Duration
    • (15) Endurance Reduction
    • (17) Endurance Reduction
    Level 8: Boxing
    • (A) Empty
    • (17) Empty
    • (19) Empty
    • (19) Empty
    Level 10: Siphon Speed
    • (A) Recharge Reduction
    • (21) Recharge Reduction
    • (21) Recharge Reduction
    • (23) Accuracy
    • (23) Accuracy
    Level 12: Maneuvers
    • (A) Empty
    • (25) Empty
    Level 14: Hasten
    • (A) Empty
    • (25) Empty
    • (27) Empty
    Level 16: Ice Slick
    • (A) Empty
    Level 18: Tactics
    • (A) Empty
    Level 20: Flash Freeze
    • (A) Empty
    Level 22: Tough
    • (A) Empty
    • (27) Empty
    • (29) Empty
    • (29) Empty
    Level 24: Weave
    • (A) Luck of the Gambler - Endurance/Recharge
    • (31) Luck of the Gambler - Defense/Recharge
    Level 26: Glacier
    • (A) Hold Duration
    • (31) Hold Duration
    • (31) Hold Duration
    • (33) Accuracy
    • (33) Accuracy
    Level 28: Kick
    • (A) Empty
    • (33) Empty
    • (34) Empty
    • (34) Empty
    Level 30: Siphon Power
    • (A) Empty
    Level 32: Jack Frost
    • (A) Damage Increase
    • (34) Damage Increase
    • (36) Damage Increase
    • (36) Empty
    Level 35: Transference
    • (A) Efficacy Adaptor - EndMod
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (37) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (37) Efficacy Adaptor - Accuracy/Recharge
    • (37) Efficacy Adaptor - EndMod/Accuracy
    • (39) Efficacy Adaptor - EndMod/Endurance
    Level 38: Fissure
    • (A) Damage Increase
    • (39) Damage Increase
    • (39) Damage Increase
    • (40) Accuracy
    • (40) Accuracy
    • (40) Accuracy
    Level 41: Fulcrum Shift
    • (A) Recharge Reduction
    • (42) Recharge Reduction
    • (42) Recharge Reduction
    Level 44: Rock Armor
    • (A) Kismet - Defense/Endurance
    • (45) Kismet - Defense/Recharge
    • (45) Kismet - Endurance/Recharge
    • (45) Kismet - Defense/Endurance/Recharge
    • (46) Kismet - Accuracy +6%
    • (50) Defense Buff
    Level 47: Seismic Smash
    • (A) Damage Increase
    • (48) Damage Increase
    • (48) Accuracy
    • (48) Accuracy
    Level 49: Hurl Boulder
    • (A) Damage Increase
    Level 1: Brawl
    • (A) Empty
    Level 1: Containment
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 4: Swift
    • (A) Empty
    Level 4: Health
    • (A) Healing
    • (46) Healing
    • (46) Healing
    Level 4: Hurdle
    • (A) Empty
    Level 4: Stamina
    • (A) Endurance Modification
    • (50) Endurance Modification
    • (50) Endurance Modification
    ------------


    I am looking to get this IOed out the melee slots I want to have kinetic combat, but thus far I can only do a +4 AE mission I made with stone melee stone armor custom enemies I made. Kinetic Combat turns out is very expensive, and I can only spend about 2 hours a day farming. Also there is a map that I remember from back when fire/kin was king in AE, and I would like to find it I have gone through about every city type map I can find with no luck finding it. any suggestions on cheaper fillers til I can get Kinetic Combat for boosting up my smash/leth def would be appreciated.