SeventhSign

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  1. Quote:
    Originally Posted by plainguy View Post
    I think because Hail of Bullets is a PBAOE and forcing you into melee range you might want to go with S/L capped and Range as high as you can. There is another thread probably down below or the previous page related to DP EM I believe. It has several builds there to mull over as well. Further I feel that DP is sort of shortish in range over all with may of its attacks. So I think you will probably be up close and personal on many of the attacks anyways.
    I'm not worried about range since I'll have perma-Boost Range and Power Thrust for when they get too close. As for defense, I've already decided to go ranged over S/L. Sure, I understand that capped S/L is better mitigation in many circumstances, but I have Personal Force Field for those times I get in over my head. I'm more concerned about avoiding ranged mezz powers so I can keep laying down the pain.
  2. Quote:
    Originally Posted by PleaseRecycle View Post
    I agree that hasten and build up don't necessarily need to already be ed capped if you're going for spiritual anyway, especially since that'll have build up many seconds before hail of bullets and the way I see it those two powers are meant to be used together every single time. On the other hand, an extra second and change on bullet rain might make a more significant difference since it is tied for your best aoe with hail. Depends on your priorities of course.
    I agree that Build Up and Hail should be used together, but not every encounter is going to require AoE. I'm happy with having Build Up available sooner for AV fights. As far as hasten being ED-capped and then throwing in Spiritual, well, that was the point. The majority of Tier 4 ignores ED and the point of my build is to go for as much recharge and ranged defense as I can muster, so perma-hasten is on my to-do list.


    Quote:
    Dropping one of those melee attacks would be practical, I think a power pick and five slots is a high price to pay for even 3.75% ranged defense if you aren't going to use the power very often, but the last one I would drop is energy punch as it does the best dpa in the set. Great for quickly punishing a lieutenant for straying too close before hopping away again, if you're into that sort of thing.
    I'm thinking about dropping Bone Smasher for Suppressive Fire, but only because I can keep most of that ranged defense and add 6.25% recharge with Stupify. Although there is something quite satisfying about using Bone Smasher when up close. Keep in mind that ranged defense is one of my 2 goals; I don't mind spending a power and some slots to bring me closer to my goal, especially since I already have my bread-and-butter attack powers sorted.

    Quote:
    Oh, and I too only have conserve power one slotted and even with hasten quite far from perma it's up every time I get around one third endurance left in long AV fights, you probably don't have to worry about that.
    That's good to hear!


    Quote:
    Are you planning to run tough? If so, replace the res/rech with the res/end/rech. If not, stick the steadfast res/def into it and save slots in both tough and temp invuln.
    Yes, I'm planning to run Tough along with Temp Inv. Good call on the enhancement choice; it only costs .2% resistance to save on some endurance.


    Quote:
    That boxing slotting is a little weird. Do you really want to spend four slots just on a 6.25% bonus? Presumably you don't plan to actually use boxing as it is inferior to any energy manipulation attack.
    Boxing is giving me hit points, a nice recharge bonus (high priority stat) and 3.13% ranged defense (high priority stat). If you can think of a better use of 5 slots that can match these recharge and ranged defense gains, I would be greatful.


    Quote:
    ...why aren't you taking suppressive fire? Or piercing rounds? You can live without them, sure, but they're among the more unique tricks that DP has access to, might as well work em in right? Hell, you can stick those stupefies into suppressive fire if you wanted to. Or, you could slot six lockdowns. Piercing rounds takes a set of posi's, of course. Good powers that can go well with this build, if you ask me.
    As I mentioned, I'm considering switching out Bone Smasher for Suppressive Fire. Piercing Rounds is cool, and offers attractive set bonuses, but it's a long animation and I'd have to spend time lining up targets to get the most out of the power, which makes it unattractive to me. I can't think of any power I'd want to give up for it.

    Thanks a lot for your thoughtful response!
  3. Thanks a lot for the replies. I've been super busy lately; I'll reply to the suggestions once I have a second to mull them over!
  4. Hello blaster community! This is my first attempt at getting a blaster to level 50 and doing the whole IO build. Until now, I haven't been frequenting the blaster boards, so I'm new to blaster builds, but not new to the concept of end-game builds in general, so hopefully this won't be *****.

    After considering the "S/L def vs. Range def" argument, I've decided to go with ranged def for these two reasons:

    1. I don't want it to matter greatly which villain group I'm fighting against.
    2. I really, really, really don't want to get hit with ranged mez powers!

    The second one is going to be a real bother for me, since the melee toons I've been playing for 7 years have been able to avoid this problem!

    Anyhow, here's the build. My goals are max ranged def and max recharge without sacrificing damage or my prefered power choices. I also really want to go for the Spiritual Alpha for the recharge. I'm hoping that the recharge bonus granted will help keep Conserve Power's uptime within a range that won't make me regret not taking Cardiac.

    I'm a little unhappy with the ranged def and recharge totals, but I guess I can't have my cake and eat it too. If I've missed anything crucial, or if you have some ideas about tweaking the IO's or build (to a degree) to get me more recharge or ranged def, please holler! Thanks for taking a look!

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Omega-Ghost: Level 50 Mutation Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Energy Manipulation
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(37)
    Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(15), ExStrk-Dam%(42)
    Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(25)
    Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Dam%(37)
    Level 6: Swap Ammo
    Level 8: Build Up -- RechRdx-I(A), AdjTgt-Rchg(43), AdjTgt-ToHit/Rchg(43)
    Level 10: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), RechRdx-I(15), Posi-Dam%(34)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(31)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Conserve Power -- RechRdx-I(A)
    Level 18: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(23), Apoc-Dam%(23)
    Level 20: Energy Punch -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(21), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39)
    Level 22: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
    Level 24: Stimulant -- Empty(A)
    Level 26: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal(31), Dct'dW-Rchg(31)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
    Level 32: Hail of Bullets -- 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 -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx(36)
    Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
    Level 41: Personal Force Field -- LkGmblr-Def/EndRdx(A)
    Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(45)
    Level 47: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
    Level 49: Boost Range -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(36), EndMod-I(46)
    Level 6: Chemical Ammunition
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    Level 6: Incendiary Ammunition
  5. The only character I've played thus far that lacked KB protection is my SS/Fire Brute, and being in melee range means being in the thick of things that cause knockback. Therefore, it's always been wise to stack 3 KB IO's for a total of mag 12. Is this not the case with Blasters?

    I've decided to give blasting a try, so I've started leveling a DP/EM. I've been perusing the Blaster threads to find out what the consensus is on ranged def vs. S/L def, and all of the builds I'm seeing only have 1 KB protection IO. Would my blaster be safe with just 1? No, I don't plan to solo AVs or anything too crazy :P

    Thanks in advance!
  6. SeventhSign

    MA DPS chain?

    SK is your highest DPS(A) attack, meaning it does the most damage per length of activation in seconds, so you'll want to use it as often as possible, which means:

    SK > CS > SK > CAK is more dps than SK > CS > CAK
  7. [ QUOTE ]
    I've never had trouble soloing anything on invinc. Master of the Statesman TF. Have you ever considered checking your ego?

    [/ QUOTE ]
    Umbral's ego seems to be in check just fine. He's merely stating that there are a number of high-end challenges out there for scrappers that demand a high-end build, like the one he is describing. Simply replacing Siphon Life for Shadow Maul in your attack string can severely gimp you for high-end challenges. Period.
  8. Recharge, recharge, recharge... and more recharge.

    Seriously, /Regen's strengths are enhanced best with as much global recharge as you can muster, as the set is very clicky-based. You've already made your regeneration rate work better for you by adding resistence and defense, so don't worry too much about extra regen cause the returns won't be as noticable.

    As for the endurance issues, that will flesh itself out once you get IO sets into your attacks; without slotting for end redux in any of your attacks, you're gonna blow through your blue bar, that's to be expected. The endurance you burn from toggles is nothing in comparison to the endurance you burn using attacks.

    So hang in there and focus on getting your attacks slotted with sets ASAP to give your blue bar a break!
  9. [ QUOTE ]
    I want to make a War Mace/War Mace toon.

    [/ QUOTE ]
    Too Strong.

    [ QUOTE ]
    Pfft. That's nothing compared to my EA/EA Brute.

    [/ QUOTE ]
    Too pretty.

    For total domination, you need to be STRONG AND PRETTY.
  10. [ QUOTE ]
    NERF EA!

    [/ QUOTE ]
    Buff Skulz