Santorican

Renowned
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  1. Quote:
    Originally Posted by Azaril_NA View Post
    Hey all, Im returning to COH for the new patch and interested in starting a DP blaster. I understand from discussions DP is not the most "powerfullest" set, but Im still keen to create one as Im a avid fan of Equilibrium and CO's gun skills .

    Anyways, Im trying to decide a new secondary for blaster I havent played before, but its hard to find one the synergises as Ive been away for so long. I understand Burn changes have boosted Fire's power alot, Electricity would help end and seems to have some nice attacks similiar to EM, and Psi, appears to have alot of AOE controls.

    Anyone have any ideas, experience or opinions which is most appropriate or best to pair with DP. I know theres no BEST, but Im still interested in others opinions.

    Thanks!
    It all depends on you, they're all good choices. If I had to choose out of the three I'd choose either Fire or Mental because they both have a lot of PBAoE powers. Fire will boost your damage potential by a lot, where as Mental will give you a nice cone, pbaoe power, and a really nice +regen/recov power. Any way you choose you can't go wrong.
  2. Here is a quick dirty build I threw together. I wish I could fit rain of fire in there but the bonuses for world of confusion are excellent.

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

    Click this DataLink to open the build!

    Booster Grey: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flares -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(17), Apoc-Acc/Rchg(17), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(21), Enf'dOp-Acc/EndRdx(29), Enf'dOp-Immob/Rng(29), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(50)
    Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15)
    Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg/EndRdx(7)
    Level 6: Swift -- Empty(A)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Telekinetic Thrust -- Acc-I(A)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(42)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21)
    Level 22: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Rchg(37), Efficacy-Acc/Rchg(37)
    Level 24: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(25)
    Level 26: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), RechRdx-I(27)
    Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(43), CoPers-Acc/Conf/Rchg(43), CoPers-Acc/Rchg(43), CoPers-Conf/EndRdx(46)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36), RctvArm-EndRdx(37)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Weave -- HO:Enzym(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45)
    Level 47: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run



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  3. What is your goal for your character?
  4. Santorican

    Spines...

    Quote:
    Originally Posted by Cyber_naut View Post
    Spines is hard to get into because it is really, really weak until late in the game - you need most of its powers for it to be effective and fun. But later on when you have all your aoe goodness and the endurance to use it, it's a very fun set, especially on teams. It's definitely the weakest single target set, by a lot, but it's also the best aoe set, if you have the patience to get there.
    Spines does single target damage?
  5. Santorican

    Spines...

    Quote:
    Originally Posted by bAss_ackwards View Post
    I'm still waiting on Ice Armor to make the Spines/Ice I have in mind. Bleh, I hope I19 has power proliferation in it.
    Holy slows batman!
  6. I'll go even further to say skip SR completely, with Shields you get everything that SR offers plus damage buffs, + resistance, + hp, and a secondary attack that even after being neutered can still tear most groups in half. So the only logical reasons to pick SR are: because, and for concept.
  7. What exactly are your goals for this build? Slotting for defense and having a lot of DPS isn't exclusive, you can buy your cake and eat it too. My build is more than capable of producing (relatively) prodigious amounts of damage per second and is more than capable of tanking for most teams.
  8. Quote:
    Originally Posted by SpiderTeo_OC View Post
    I noted in the recent Scrapper Issues List that Regeneration is the only secondary that has no form of debuff resistance whatsoever. All of the other sets have some sort of debuff resistance in some way, whether it is something small or large, from -recharge debuff to even -regen debuff resists.

    I was running a +2/x4 Tip mission with Carnies on my MA/Regen last night, and I was getting eaten up by those mobs with all their debuffs: -def, - regen, -rec, -end, -dam, -to-hit, etc. With no native debuff resistance or even +defense, I had to consistently eat 2-3 purples for some mobs just to avoid those debuffs, even with Instant Healing up and running. It was not fun with all the hospital runs.

    So I was glad to go against Nemesis on the next mission, despite their perma-vengeance.
    Yeah I stopped playing my Fire/Regeneration in PvE all together, it just wasn't fun anymore face planting and it turned into frustration mainly due to the negligence that Regeneration has been getting for the last 4 years.
  9. Good idea, I just wish there was a way to do that with my dark/shield, he can keep all of his bonuses to 27
  10. I'd reccomond visiting my thread here: http://boards.cityofheroes.com/showt...highlight=Dark

    And going through and looking at the posted builds, you'll be much better off aiming for 45% defense to all positions. It will increase your survivability by a lot.
  11. Quote:
    Originally Posted by Dogface View Post
    No powers in the Regen secondary mitigate against -Regen. Does anything help against -Regen?
    No unfortunately it doesn't have anything to combat -Regeneration, and Castle doesn't seem to see that a set that is 50% passive regeneration needs some form of -regeneration debuff resistance so I wouldn't hold my breath on Regeneration getting any buffs.
  12. Quote:
    Originally Posted by Caulderone View Post
    It's just like rolling Reward Merits.

    It just selects the range for which recipes will be available.

    You get one at your Level or Max level of the recipe (if you are above it).

    The only way to get a specific level (below you) is just like Reward Merits, pick a specific recipe at that level.
    Well that is Lame!!!
  13. Quote:
    Originally Posted by Intrinsic View Post
    Well, the BoTZ nerf he mentions reduced the ranged defense bonus of the set. I know that it dropped my Arch/Nrg blaster down to about 42.5% ranged defense. Maybe the build shown is a proposed build instead of his current one? I assumed it was the current one.
    Bingo! Yep its the build I am working on, my current build has 39% ranged defense . I am trying to get more of everything else except defense lol.

    Quote:
    Originally Posted by doomrider View Post
    hey sant, how come no power boost? its like an defensive build up
    No room but I don't really need anymore defense.
  14. When you roll HVMs do you get them at the level you have the slider at or does that just affect the level range you're rolling at?
  15. Holy cow people are blowing through 11 tip missions in 90 minutes? Share secrets please lol.
  16. Like this!

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

    Click this DataLink to open the build!

    Diciembre: Level 50 Mutation Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Thundr-Acc/Dmg(9), Thundr-Dmg/EndRdx/Rchg(23)
    Level 1: Chilblain -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Immob(23)
    Level 2: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(45)
    Level 4: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11)
    Level 6: Swift -- Run-I(A)
    Level 8: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33)
    Level 10: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33), Lock-%Hold(39)
    Level 12: Super Speed -- Zephyr-ResKB(A)
    Level 14: Health -- RgnTis-Regen+(A), Mrcl-Heal(31), Mrcl-Rcvry+(45), Numna-Heal(48), Numna-Regen/Rcvry+(48)
    Level 16: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17), RechRdx-I(17)
    Level 18: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(25)
    Level 22: Ice Patch -- RechRdx-I(A)
    Level 24: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(40)
    Level 26: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx(43), LkGmblr-Rchg+(50)
    Level 28: Shiver -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(29)
    Level 30: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dam%(40), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43)
    Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), RechRdx-I(45)
    Level 35: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 38: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(40)
    Level 41: Flash Freeze -- LgcRps-Acc/Sleep(A), LgcRps-Acc/Sleep/Rchg(42), LgcRps-Acc/EndRdx(42), LgcRps-EndRdx/Sleep(43)
    Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(46), S'fstPrt-ResDam/Def+(46), HO:Enzym(46)
    Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Knock%(48)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 0: Ninja Run



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  17. Quote:
    Originally Posted by Krogoth View Post
    The problem for the archer being ofcourse the 4 seconds of animation before anything takes damage. Quite often when teamed with archery blasters with my DP blaster I have killed the pack with HoB before RoA lands.
    It isn't the power set that is the problem its the player in this case.
  18. Hello all, every since the BoTZ nerf I've been looking for ways to respec my blaster back to ranged soft cap defense. I'm looking for as much recharge, recovery, and regeneration as possible so if you see any ways to improve it please let me know!

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

    Click this DataLink to open the build!

    Booster Red: Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Energy Manipulation
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Power Thrust -- Acc-I(A)
    Level 2: Aimed Shot -- 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 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 6: Blazing Arrow -- 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 8: Swift -- Run-I(A)
    Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(21)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(46)
    Level 14: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(23)
    Level 16: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(25), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(27), Numna-Heal(27), Numna-Regen/Rcvry+(29)
    Level 18: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(23), LkGmblr-Rchg+(42)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(29), P'Shift-End%(31)
    Level 22: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33)
    Level 24: Aim -- RechRdx-I(A), RechRdx-I(34)
    Level 26: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(37)
    Level 28: Build Up -- RechRdx-I(A), RechRdx-I(34)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Rain of Arrows -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(39)
    Level 41: Web Envelope -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(43), GravAnch-Hold%(45)
    Level 44: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
    Level 47: Weave -- HO:Enzym(A), LkGmblr-Rchg+(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run



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  19. Quote:
    Originally Posted by ClawsandEffect View Post
    The 60% chance for damage makes perfect thematic sense when you look at the animation of the power. When you're flailing yourself around like that firing handguns in random directions you can't really expect it to be that accurate.

    If you wanted to make it even MORE realistic, it should cause Fear and stand a small chance of hitting any allies that happen to be within it's radius. You're pretty much firing guns indiscriminately around you, and bullets don't know who's on your side or not. It's not going to happen because there's no friendly fire in CoH, but that would be the likely result if you were to actually fire two guns like that.
    Any power that'd have a chance to damage teammates gets my automatic approval
  20. I believe that Energy Manipulation goes much better with Archery than Mental Manipulation. Archery has no PBAoE powers which Mental with Drain Psyche is best suited for, but Archery has a cone, and two targetted AoE powers which all benefit from the extra range that Boost Range provides.

    Pistols goes well with Mental Manipulation because of Hail of Bullets and its small grant to positional defense which goes well with Drain Psyche. Added with a few ranged defense bonuses and you'll see a noticeable difference in survivability.
  21. Quote:
    Originally Posted by Hai Jinx View Post
    sounds like Elude has gotten long in the tooth and should get rebalanced.
    No kidding just about every T9 has gotten long in tooth and needs to be rebalanced.