Seraphael

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  1. I tend to agree somewhat with the OP. The endurance mechanism is tedious. The need to take Stamina in almost every build is tedious. Making base recovery a little higher would be an improvement on the overall gaming experience.
  2. Quote:
    Originally Posted by Umbral View Post
    Honestly, I think it would be better if the devs simply tweaked Snipes overall and gave them stats that are a bit more... viable. Snipes, even when used in the situations they are intended to be used in, are simply not worth the effort. You spend so little time prepping for fights that the gains for devoting a power that is only particularly useful for the first attack of a fight just aren't worth it.

    When you consider how often players actually use their Sniper attacks, they don't need to recharge as quickly as they do. The devs could increase their DPA to a reasonable level by adjusting their dam/rech/end formula on all snipes to a base 25-30 second recharge (increasing damage to ~3.5-4.25 damage scale; roughly 220-265 base damage; roughly 48-59 DPA assuming a 4.33 sec base animation time) without inhibiting usefulness. The power would still be balanced around the "risk" of losing the power, not to mention that it's not going to be available often enough to be especially exploitable. Even so, it would make it much more useful for opening fights because you'd be able to put impressive dents in even bosses (and take out a single lt or minion with relative ease for some greater frontloading).
    I support this message.

    In my opinion snipes should be the blast equivalent of Stalkers assassination mechanism. As long as the enemy isn't aware (hidden not required) of the sniper or the sniper doesn't have aggro; then the damage should be truly SIGNIFICANT. Additionally, the Blaster version should be given a Defiance bonus that better reflect the cast time than what is currently the case.

    These days all other ATs have encroached on original Blaster territory: Some Tankers do very good AoE damage while being virtually unkillable, Shield/Elec/Fire Scrappers put any Blaster to shame at dishing out pain at a mass scale, while being able to step in as mini-tankers to boot. Being able to keep from face planting despite significant aggro further increase the discrepancy. Going Rogue will put Dominators into the mix; another AT with superior single target damage, good AoE, good defenses (through control) and team support (through control). Buffing Blasters by making ALL snipes truly viable would give that AT at least a little something to hold over other ATs.
  3. Quote:
    Originally Posted by Kitty_Eater View Post
    Should be good for them. A Dominator cannot replace a Controller and vice versa(barring certain Controller combo's) so it's not like they'll be stepping on anyones shoes, not even Blasters.
    I don't know about that, AFAIK Dominators have better optimal (single target) DPS and have a MUCH easier time dishing out pain on a sustained basis while also being able to provide support for the team. When we already have Scrappers which puts Blasters to shame in the AoE department, Blasters are seriously beginning to look like a special interest group.
  4. Quote:
    Originally Posted by Sunstormer View Post
    So to summerize, people tend to think either Buckshot, Ignite or Flamethrower needs biggest changes with full auto not so important because its easier to use?
    Buckshot: A pretty good power actually, very fast animation for a blast set and fair mitigation through knockback. I'm happy with it as is, though Frosticus' idea of layered cones (more damage around target) is a good one.

    Flamethrower: Could do with front loaded damage and slightly lowered endurance cost as several others have suggested.

    Ignite: I really like IanTheM1's suggestion of turning it into a single target attack, which possibly makes the foe run away, leaving behind a trail of burn patches. This fix alone would put Assault Rifle back into the mix.

    Sniper Rifle: Sniper powers are simply outdated and something should be done to make them viable options. Straightup increased damage and/or a chance of critical hits is sorely NEEDED.

    Full Auto: Is a cool power, but in some regards lacking in comparison to other nukes. The usage provides absolutely no mitigation unlike EVERY OTHER nuke. Rain of Arrow + Exploding Arrow + Fistfull can be queued so that all will hit virtually simultaneousely, defeating before incoming damage hits. That's TWICE the amount of damage FA does (and we're not even calculating in the lack of Aim in Assault Rifle further increasing the rather large gap between the sets). Nor does it kill like other nukes due to comparatively low damage through a long DoT. Inferno kills outright through extreme damage. Other nukes have some kind of mitigating aspect, from simple knockback to stuns.

    Full Auto should provide mitigation as supressive fire, which would best translate to recharge and tohit debuffs - thus reducing incoming damage a little. A small damage increase would also be good. Changing max number of targets from 10 to 16 is an absolute MUST. I seem to recall the already overpowered Seeds of Confusion cone getting that treatment. Last and least; shouldn't Full Auto logically have a defense debuff similar to Burst and Heavy Burst?
  5. Seraphael

    Angels vs Demons

    Demons have always been much more prominent in CoX. When the game was released there were a multitude of dark powers and character customization options, yet nothing resembling an angelic counterpart.

    Personally I take it as proof that America is, indeed, the great Satan.
  6. Quote:
    Originally Posted by William_Valence View Post
    Taser: 15% chance for enemy to say "Dont taze me bro!!"
    Bestest idea evah!
  7. I did some small adjustments using your power picks, resulting in similar or a little better defenses, while having better recharge and better AoE damage.

    EDIT: If you want to save a couple of billions on your build while still retaining soft capped range, then remove the Gladiator unique. Take slots from Concentration (3 slot with two Adj. Targetting + one IO Rech.). Take one slot from Surveillance and 6 slot Subdual with Tunderstrikes.


    Hero Plan by Mids' Hero Designer 1,707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Dark Domina: Level 50 Science Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg(5), Thundr-Dmg/EndRdx(7)
    Level 1: Subdual -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Fire Blast -- 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: Telekinetic Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(7), ExStrk-Dam%(9)
    Level 6: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(23), Ragnrk-Acc/Rchg(23), Ragnrk-Dmg/EndRdx(25), Ragnrk-Knock%(25)
    Level 8: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(27), Zephyr-Travel(40), Zephyr-Travel/EndRdx(43)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(19)
    Level 12: Fire Breath -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(31), Posi-Dmg/Rchg(43), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(50)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(48)
    Level 16: Concentration -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(27), AdjTgt-Rchg(29)
    Level 18: Swift -- Flight-I(A)
    Level 20: Health -- Mrcl-Rcvry+(A)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(33)
    Level 24: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
    Level 26: Drain Psyche -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(31), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(37), Numna-Heal(37), Numna-Regen/Rcvry+(37)
    Level 28: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(33), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Tough -- GA-3defTpProc(A)
    Level 35: World of Confusion -- CoPers-Conf(A), CoPers-Conf%(39), CoPers-Conf/Rchg(40), CoPers-Acc/Conf/Rchg(42), CoPers-Acc/Rchg(42), CoPers-Conf/EndRdx(42)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(43)
    Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
    Level 44: Cryo Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
    Level 47: Surveillance -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/EndRdx/Rchg(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 1: Ninja Run



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  8. Seraphael

    Nuke My Survey!

    In my opinion nukes that cause endurance crash are simply outdated, much in the same way our snipes are. They don't mesh well with the fast paced game play of today. The AT balance has been thrown out the window, several combinations of other ATs contribute with as much or more AoE as Blasters while being infinitely more survivable. Why waste 25-30 secs of DPS recovering from the crash when the Shield/SS Tanker or Elec/Shield Scrapper nuke every spawn instantly? Without crash? Without danger? Normal AoEs generally wipe everything but bosses in seconds anyway. I remember being trolled out of this forum while raising the issue a while back, with such sentiments prevalent no wonder it's gotten worse rather than better over time.

    Another issue is constantly having to retoggle. Combat Jumping, Acrobat, Epic Shield, Lightning Field. Even with endurance tools, a significant amount of time is used while the rest of your team continues arresting.

    The only time I pick the old school nukes is when it's combined with Electric or Fire Manipulation, both of which provides endurance recovering tools that make a single small blue sufficient to keep going. Drain Psyche from MM could potentially even negate the need of any blue, but the radius is too small to reliably hit the required number of targets.
  9. 32.5% defense is good as it only requires a small purple to soft cap. Then again, at that level you mostly have better purples available. PFF+Aid Self will be able to compensate for some of the holes in your defenses. You can gimp Burst as an attack power, but to compensate you'll have to actually make use of your melee attacks (which means more time in melee and outside cone range). I'd suggest removing Power Boost (which is nice, but not essential), and instead take Super Speed and put one extra slot in one or both your primary melee attacks. An extra recharge in Full Auto would also be good.
  10. Quote:
    Originally Posted by Silencer7 View Post
    /elec is anything but an aoe set. It has lightning field, but that's all really. The tiny aoe splash on thunderstrike is barely worth mentioning.
    Well, I tend to think of /Electric as an enabler. Power Sink allows you to nuke at will, thus making old school nukes less situational. With Fire/Elec, you can use Fireball, Rain of Fire (synergize well with slotted Snow Storm), Fire Breath and Inferno - a significant amount of AoE - and put the smack down on tough guys with some of the best single target damage in the game.
  11. Quote:
    Originally Posted by Sneaky Speedie View Post
    I still did not use any procs in the melee attacks, because I am not sure I am going to use them, or it'll seem that way? I slotted Build Up the way you did, and put in Power Boost. Does the recharge proc in Buckshot have a chance to activate for each mob it hits? If so, then I can see that as very handy.
    Energy melee attack will compensate for ARs (w/o Ignite) mediocre single target damage. It will also provide another damage type than lethal which is commonly resisted. With a significant amount of S/L, and Hurdle+Combat Jumping giving you excellent combat mobility, you should easily be able to jump in after you've fired off your cones and slug it out with the surviving tough guys and jump back out for more cone action.

    As for the build, I recommend you slot Burst for damage (the extra damage will come in handy when mezzed and will save you break free inspirations). When you're over your head, just use PFF+power boosted heal self.

    Also I recommend using the Positron Dam/Range instead of the proc in cones. Consider 6-slotting Full Auto with a recharge IO.

    Since you won't use Brawl and Boxing, these powers act as pure set mules. Get the cheapest ones you can pick up for these two powers (and I think that's the proc actually).

    The recharge proc in Buckshot has a 10% chance to activate per mob it attempts to hit (can activate without actually hitting as far as I know). Buckshot is the most optimal power in the game for that proc in my opinion.
  12. Quote:
    Originally Posted by Sneaky Speedie View Post
    I still did not use any procs in the melee attacks, because I am not sure I am going to use them, or it'll seem that way? I slotted Build Up the way you did, and put in Power Boost. Does the recharge proc in Buckshot have a chance to activate for each mob it hits? If so, then I can see that as very handy.
    Energy melee attack will compensate for ARs (w/o Ignite) mediocre single target damage. With a significant amount of S/L, and Hurdle+Combat Jumping giving you excellent combat mobility, you should easily be able to jump in after you've fired off your cones and slug it out with the surviving tough guys and jump back out for more cone action.

    As for the build, I recommend you slot Burst for damage (the extra damage will come in handy when mezzed and will save you break free inspirations). When you're over your head, just use PFF+power boosted heal self.

    Also I recommend using the Positron Dam/Range instead of the proc in cones. Consider 6-slotting Full Auto with a recharge IO.

    Since you won't use Brawl and Boxing, these powers act as pure set mules. Get the cheapest ones you can pick up for these two powers (and I think that's the proc actually).

    The recharge proc in Buckshot has a 10% chance to activate per mob it attempts to hit (can activate without actually hitting as far as I know). Buckshot is the most optimal power in the game for that proc in my opinion.
  13. Quote:
    Originally Posted by Player99 View Post

    Thoughts?

    Taser: Good as is, provides good synergy with the stuns in several primaries.

    Targetting Drone: Should synergize with ALL snipes (not only AR), and also reduce interruption duration by half.

    Smoke Grenade: Considering many Blasters take 3 power picks to get Weave for less defensive pay off, Smoke Grenade isn't bad in comparison. It's just meh. It also makes an excellent set mule. Smoke Grenades do not choke, they blind and confuse. If another effect is to be added, then confusion would be the only natural choice in my opinion. A 30% chance of a 5 second mag 2 would be good (unenhancable).

    Cloaking Device: Attacking while stealthed should provide a 25% damage bonus for the initial attack only. Otherwise unchanged.

    Time Bomb: Replace with Triage Beacon (Blaster numbers).
  14. I did a few changes to your first build. Took better single target melee attacks and slotted them a little more. As for the second build I suggest you do likewise. Consider fitting in Power Boost in the second build as it significantly boosts your defenses and heals.

    Hero Plan by Mids' Hero Designer 1,707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Energy Manipulation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery


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  15. I'm tempted to say; Elec/Shield/Fire Scrapper. More AoE damage than any Blaster coupled with infinitely better survivability. Best "Blaster" EVER and hooray for balance!

    Other than that; anything goes with /Mental.
  16. Quote:
    Originally Posted by Thirty-Seven View Post
    What does that even mean? Is that missing a word or two, or am I just dense?
    That's what I get for posting half asleep I guess.

    In plain language then. I would have preferred the team endurance compartment of Vigilance to work much in the same way as the solo damage compartment does; a scaling boost determined on number of team mates, not dependent on health. Then add a +Recharge compartment that works in the same way as the endurance compartment does today.

    This would ensure that, unlike today, the inherent is ALWAYS at least somewhat useful and would also make a Defender better able to actually defend his team (as slow recharge is often more of an issue than lack of endurance).
  17. A full set of Cloud Sense works neatly as the set provides good bonuses and since Fluffy has -ToHit in all its powers except Petrifying Gaze, the proc have a chance to fire more often than other types of procs.
  18. Quote:
    Originally Posted by Miladys_Knight View Post
    I'm still of the same opinion as before. Yes the damage is nice solo and duo but the end saving mechanic on medium to large teams is still very broken since it rewards poor play and comparatively punishes good play.

    My opinion remains the same. The inherent needs a total rework not a kludge fix to attempt to make them competative with corruptors in a narrow band of circumstances.
    I tend to agree.

    Personally I'd prefer a similar scaling endurance bonus as the damage boost compartment independent on team member health. Then an added bonus to +Recharge as the team memer health goes down. It still "rewards poor play", but would also be a bonus for steamrolling teams.

    It would certainly give more meaning to the name Defender. As they are now, Controllers still "defend/support" their team significantly better.
  19. Obviously never use it on mobs resistant to slows (like wolves and pumice) with no other way to lock them down. Such mobs are often very quick and the rain will cause all kinds of scatter.
  20. Quote:
    Originally Posted by Player99 View Post
    I love the idea behind critical mass!

    however, what will be the exchnage rate, so to speak?

    For example, you get a constnat 25% damage buff, in exchange for losing 5hp/sec or such?
    Well, I'm sure there's fans (both of them ) of the old Defiance who would love getting back the life on the extreme edge. "Exchange rate" below:

    Multiplier = 2 ^ ((45 - HealthPercentage) / 10)
    DamageBoost = 25% * Multiplier
    ToHitBoost = 1.25% * Multiplier

    Following that route, the buff values at 25% health would yield a 100% boost to Damage and a 5% boost to ToHit. At 5% health, there would be a 400% boost to Damage and a 20% boost to ToHit. Of course, it would be a "little" overpowered - but, hey, all other ATs have access to broken powers, why not Blasters as well?
  21. I fit in Ice Storm and slotted out your single target attacks while retaining softcapped S/L defense.

    Hero Plan by Mids' Hero Designer 1,707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Diciembre 2: 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-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(23)
    Level 1: Chilblain -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/EndRdx(3), Enf'dOp-EndRdx/Immob(23), Enf'dOp-Acc/Immob/Rchg(40)
    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), Dev'n-Acc/Dmg/EndRdx/Rchg(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), Mako-Acc/Dmg/EndRdx/Rchg(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: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(15), RechRdx-I(33)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(31)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Freeze Ray -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(17), UbrkCons-Acc/Hold/Rchg(17), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(39)
    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), Dev'n-Acc/Dmg/EndRdx/Rchg(34)
    Level 20: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(21), RechRdx-I(21)
    Level 22: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(45), RgnTis-Regen+(48), Mrcl-Rcvry+(50)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25), P'Shift-End%(43)
    Level 26: Ice Patch -- RechRdx-I(A)
    Level 28: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(31)
    Level 30: Shiver -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(46), HO:Micro(48)
    Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(37), Posi-Dam%(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: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
    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(50)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(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-Dmg/EndRdx/Rchg(48)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 0: Ninja Run
  22. Quote:
    Originally Posted by markedbydavinci View Post
    I apologize for not mentioning my goal(s). I am building for damage. Kill them before they kill me.
    Well, you'd need support to leverage the damage where as the build I suggested can solo large groups fairly safely. You'd also be in serious trouble vs. robots that are heavily resistant to both your damage types. That said, the damage of my build is certainly comparable to yours.

    Anyway, if you're open to more substantial build changes - the below will probably serve you well:


    Hero Plan by Mids' Hero Designer 1,707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Nevaeh Blast: Level 50 Mutation Blaster
    Primary Power Set: Archery
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Aimed Shot -- Decim-Build%(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(15), Enf'dOp-Acc/EndRdx(15), Enf'dOp-Immob/Rng(17), Enf'dOp-Acc/Immob/Rchg(19), Enf'dOp-Acc/Immob(33)
    Level 2: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 4: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 6: Blazing Arrow -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dam%(21), Posi-Acc/Dmg/EndRdx(23)
    Level 14: Health -- Mrcl-Rcvry+(A)
    Level 16: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17), RechRdx-I(23)
    Level 18: Concentration -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(19), RechRdx-I(31)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(25), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(33), Acc-I(37)
    Level 26: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(27)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
    Level 30: Super Speed -- Zephyr-ResKB(A)
    Level 32: Rain of Arrows -- Posi-Dam%(A), Posi-Acc/Dmg(34), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(40), RechRdx-I(40)
    Level 35: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx(36), AdjTgt-ToHit/EndRdx/Rchg(39)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(50)
    Level 41: Flash Freeze -- LgcRps-Acc/Sleep/Rchg(A), LgcRps-Acc/Rchg(42), LgcRps-EndRdx/Sleep(42), LgcRps-Acc/Sleep(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), S'fstPrt-ResDam/Def+(45)
    Level 47: World of Confusion -- CoPers-Conf%(A), CoPers-Conf(48), CoPers-Conf/Rchg(48), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(50), CoPers-Conf/EndRdx(50)
    Level 49: Hibernate -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run



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  23. Made it significantly more survivable so you don't have to use RotP quite as often. With a small purple you're close to being soft capped ranged.

    Hero Plan by Mids' Hero Designer 1,707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    +: Level 50 Mutation Blaster
    Primary Power Set: Archery
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(37)
    Level 1: Subdual -- Acc-I(A)
    Level 2: Fistful of Arrows -- Posi-Dam%(A), Posi-Dmg/Rchg(5), Posi-Acc/Dmg(5), Posi-Dmg/EndRdx(9), Posi-Dmg/Rng(37)
    Level 4: Telekinetic Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(19), ExStrk-Dam%(21)
    Level 6: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Acc/Dmg/EndRdx(27)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31), FrcFbk-Rechg%(39)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(46)
    Level 18: Concentration -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(19), RechRdx-I(50)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(23), LkGmblr-Rchg+(23)
    Level 24: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(25), GSFC-ToHit/Rchg(25), GSFC-Rchg/EndRdx(31), GSFC-Build%(33), GSFC-ToHit/Rchg/EndRdx(39)
    Level 26: Drain Psyche -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(33), Nictus-Acc/EndRdx/Rchg(33), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(34)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(36)
    Level 30: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(39)
    Level 32: Rain of Arrows -- Posi-Dam%(A), Posi-Acc/Dmg(34), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), RechRdx-I(40)
    Level 35: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(42), CoPers-Conf/EndRdx(43), CoPers-Conf%(43)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 41: Bonfire -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(42), ExStrk-Dam%(42)
    Level 44: Stunning Shot -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(48)
    Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx(48)
    Level 49: Rise of the Phoenix -- Erad-Dmg(A), Erad-Dmg/Rchg(50), Erad-Acc/Dmg/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 2: Ninja Run



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  24. Seraphael

    fire/ice

    Quote:
    Originally Posted by Postagulous View Post
    And I dread taking Frozen Armor for the def later. I hate ice armor and resent it when people mess up my costume by encasing me in ice.
    I feel the same way, being able to colour epic pool powers would alleviate matters a bit though. Especially if the devs added an unobtrusive base choice along with bright and dark.
  25. Ooo! I wanna play too:

    1. Nuclear Thrust. Melee, Minor DMG (Energy/Smash). Foe Knockback. (Power Thrust)
    2. Contaminated Strike. Melee, Medium DMG (Energy/Smash). Foe Knockdown (minor chance), Foe -Defense (Shivan)
    3. Nucleonic Cloak. PBAoE, Foe -Recharge, -Speed, -Defense. (Chilling Embrace)
    4. Radioactive Smash. Melee, High DMG (Energy/Smash), Foe Knockdown (minor chance), Foe Disorient (minor chance), -Defense, -Fly (Shivan)
    5. Metabolic Stimulant. Self +SPD, +Recovery, +DMG, +Res (Effects). (Accelerate Metabolism)
    6. Blast Wave. Foe Disorient, Foe Knockback (Thunder Clap)
    7. Lingering Radiation. Ranged (Target AoE). Foe -Speed, Foe -Recharge (Lingering Radiation)
    8. Enervate Foe. Ranged (Single Target). Foe -Res.
    9. Fallout. Post-Defeat. Self PBAoE. Extreme DMG (Energy). Foe -To Hit, Foe -Defense (Fallout)