Silencer7

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  1. I find it mildly amazing that with all the sets that've received fixes, changes and revamps over the course of the game, grav remains unchanged (sans some minor activation time changes.) It's too bad, because I really like the look of the set visually, but can't stand playing it.

    The other thing is that people, somewhere, apparently like grav/ and think it's "fine." Can't understand those folks, but I'm sure they'd become pretty vocal if changes were ever proposed.

    I think a decent sort of a quick fix would be to have singularity spawn two pets, rather than just one.
  2. The problem, basically, is that once you've used your nuke, one of two things happens:

    1) the team moves on to the next group, and the blaster waits/rests until the -recovery debuff expires, or

    2) through some combination of inspirations and use of +end powers, the blaster is able to smoothly move on to the next group.

    -------

    It seems obvious to me that option #1 isn't very much fun. And if option #2 is the intended outcome, why have the crash at all?
  3. How much recovery do you folks generally shoot for in these builds?

    I kind of want to move some things around in the build I'm working on for my fort, but I don't really have a sense of how much +rec to build in.

    For reference, here's what I currently have planned for my fort (level 44! almost there!) I'll probably drop power mastery in favor of /dark, though.

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  4. I think the crashless 'nuke' T9 powers are a lot better than the nukes that have a crash.

    That the crash is so easily overcome basically tells you that it isn't necessary other than to be an annoyance for inexperienced or solo players. At least, the -recovery portion ought to be removed.

    My fort's psychic wail is a lot more fun to use than my blasters' crashing nukes.
  5. oh, I posted the wrong build I guess. I had taken one of them out.

    the difference between 119.5s rech on hasten and 121.5 seems rather academic to me

    not sure why you want to run stealth, either; you're over the softcap (with power boost up) without it, and it's not a particularly efficient use of endurance. why not just use more kinetic combats?
  6. Quote:
    1. the point of 6th slots on fireball and blaze is to get them closer to 100% damage, reduce end cost, and increase recharge time. As i understand it, the closer a power is 100%, the more the alpha slot can subject to un-ed'd numbers. i could be wrong tho.
    Not... exactly. What the alpha slot effectively does is raise the enhancement % at which ED starts kicking in. So, if you have the common musculature slotted, it provides 33% damage enhancement, and causes ED to start kicking in 11% higher. You can always slot for more damage, of course, but ED doesn't hit you less hard once you're over the cap.

    Anyway, like I said, you have plenty of +rech and +acc from your sets. If I just remove the mako's piece from, say, energy punch, it's recharge time goes up... by .17 seconds. It's accuracy remains at 163%, which is more than enough to hit pretty much everything you'll ever aim at. Those are slots that'll do you a lot more good elsewhere.

    I realize you need the 5% recharge that you currently have slotted in stamina, but I would yank four of those slots and put a 5x adjusted targeting in buildup. Same 5% rech, one less slot, and more buildups.

    I played around with your build a little bit, and wound up with this:

    http://www.cohplanner.com/mids/downl...6AFF01CC0DE8C0
  7. For the record, SS/SD is fantastic. But it drinks end, has kind of a malformed attack chain early on due to the recharge times on its ST attacks, and you won't have the best parts (stomp and charge) going full speed until the high 30s.

    If all you want is a nice easy ride to 50, go with willpower. It's pretty survivable out of the box and and will keep your blue bar up basically no matter what you pair it with.

    If you're set on /shield, I would pair it with dark melee. Gives you some healing and some end recovery powers and a nice ST chain early on.
  8. I don't see the point of the sixth slots in bone smasher, fire ball and blaze. With the musculature alpha you'll be maxed out on +dmg, and you've got plenty of +rech and +acc from set bonuses.

    Not sure why you want to slot up tough, either. You don't have a ton of net recovery anyway, and 16% s/l resistance isn't that much for a blaster without a lot of health or other ways to heal.

    I don't see why you want the fourth slot in hasten either, really. It adds takes less than two seconds of recharge time off hasten; I'd rather have it in buildup.

    six slotting stamina seems pretty wasteful also.

    ed: also, what's the point of slotting up power boost in this build?
  9. Damage per second goes to zero when you die.

    Most blasters get a ton of damage out of their secondary abilities, which means spending a decent amount of time in melee. Being in melee without having solid defense means you're likely to die.

    OP's question isn't about cheap builds; it's not a decision between having a softcapped build with no recharge and a high recharge build with zero defense. And as OP discovered, moving from "high recharge blaster" to "recharge monster" doesn't deliver a ton of benefit. So why would you want to?
  10. Blasters do just fine in melee if you build'em properly, and a proper elec/ sapper is a lot of fun to play alongside.

    What electric needs more than anything is a real third ST blast. Sapping is nice but at the end of the day it's a gimmick you can't always rely on; the lack of single-target killing power is what really hurts elec/. I would like to see zapp turned into a conventional short range/high damage blast.
  11. Silencer7

    DP/??

    Another vote for DP/MM. Mine is /scorpion, just because scorpion shield is such a ridiculous typed shield, but if you weren't as gung-ho for defense as I am you could go another route.

    I think DP/fire could be a lot of fun also, just in terms of pumping out raw damage.
  12. I wouldn't slot flares; it isn't very good and at the level of +rech you're going for you won't really need it anyway. Just chuck the other decimation set in blaze (with maybe a dmg/range hami-o for a sixth slot.

    Sleet and ice storm are other places you can put a 5-slot positron's.

    You don't want to be slotting KB in earthquake, but you can get another 5% +rech by chucking a four-slot dark watcher's despair in there.

    You can get 5% +rech from consume much more cheaply by putting an efficacy adapter 6-slot in there. That's more than consume really needs, but the rest of the set bonuses aren't horrible.

    If you can spare enough slots to take blazing bolt, 5 slotting sting of the manticore is another 7.5%.

    I wouldn't be incredibly intimidated by the cost of purples, necessarily; gravitational anchor isn't that expensive for what it gives you in terms of bonuses.
  13. I'm closing in on softcapped s/l/e and perma-hasten on my DP/MM. I doubt if I can get hasten to true perma, but being six or eight seconds off isn't a big deal really.

    If it's a choice between rech and def, though, I think you're foolish to go for +rech as anything other than archery (and maybe AR.) Most blasters are going to spend significant time either in melee or with things shooting at you, and as OP notes, you can add a lot of defense at the cost of a small amount of functional recharge time.
  14. I don't really think slotting health that heavily is needed. The amount of regen you get from it isn't huge enough to make a difference when you really get into trouble. Six slots for the sake of getting a 3% aoe bonus just doesn't seem worth it to me. First thing I would do in that build is lose taunt in favor of haymaker (with AAO and all your AOE powers you won't need taunt anyway), drop some slots from health and stamina and six slot another mako's bite.

    Why not flip the sets in ball lightning and electric fences? Ball lightning does a lot more damage and would benefit more from the posi's blast. I also personally like six slotting the immob with enfeebled operation; nearly 4.5 melee defense is a pretty good deal for only five slots, and you get a little recharge time to boot.

    I'm also a bit of a heathen in that I don't particularly see the use of softcapping your aoe defense. Not that you should ignore it, but I wouldn't bend over backwards as you have done to softcap it. You don't get hit with aoe that often or that hard, and when you do, it's often actually untyped damage that your defense doesn't help against anyway.
  15. My understanding is that most of shield charge's problems are with scrappers because of their scalars, but I'm not really up on the math.

    Here's how I built it. Not sure I'm entirely happy with it, but I like how it plays.

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  16. So, I need a new blue alt to play, and I think I'ma make a scrapper.

    I mostly just want something to kick around low level TFs when they come up, so I'm looking for the scrapper build that'll be most effective using DOs/SOs (might spring for some cheapish low level IOs, we'll see.) Seems like it should be a DM/something, but what?
  17. I have, actually. I have one at level 50.
  18. Quote:
    Originally Posted by Miladys_Knight View Post
    Quadrupling mob recharge rates (by hitting the -rech cap of 75%) results in a decrease in incoming damage in a ratio of 1:4. Last time I checked that meant that you had reduced incoming damage per unit time by 75%. 75% resistance does the same thing, reduces incoming damage by 75%.

    All you have to do to get that mitigation is stack Shiver. 2 Applications will get entire spawns down to the -rech cap.
    Oh, I understand the math you used, I just think the claim you are making is garbage.

    edit: also you seem to have a... questionable grasp on how the percentages work.

    Shiver provides exactly zero mitigation against a spawn's alpha strike. And after the alpha (assuming you opened with shiver? /boggle), the first application of shiver is only going to delay the mobs' second attack by a second or two (if that.) Blasters don't have enough health or regen to leverage -recharge into significant survivability.

    Shiver is a wonderful control power, especially for primaries with rains, but it's not making a meaningful contribution to your lifespan.

    Other than ice patch, /ice doesn't have much of anything remarkable from the standpoint of survivability. It has a melee ST mez, but lots of other secondaries have that. It has the pbaoe sleep, but both sonic/ and the cold APP have better sleeps.

    Blaster ice patch isn't useless, but it's not that useful, either. It's small enough that they can run out after being knocked down once, and it's size means that you either have to let things get into melee with you long enough to use it or have a good corner to pull to.
  19. Shiver is not equivalent to 75% damage resistance.

    that's just like... what.
  20. It'll be a lot more expensive to cap out your defenses, then.

    You can start by working weave, combat jumping and maybe maneuvers into your build. Since you want to be in melee a lot, your best bet is to try and cap out s/l defense. That will cover you against most all melee attacks a decent amount of ranged. Just look for sets with s/l defense bonuses and try to work as many of them into the build as you can.
  21. Honestly, if what you want is maximum survivability, I would make sonic/nrg/cold. You can stack the stuns in sonic and energy, the sleeps from sonic and cold, and just wreck things one at a time with single target blasts/melee. Power boost will help you deal with mez resistant enemies.

    For bonus survivability, make'em a flyer and build for defense.
  22. I think /ice is kind of overrated in terms of survivability. It has a small ice patch, a melee range ST hold, and a pbaoe sleep. Ice patch isn't super helpful in terms of survivability, and you might as well take the better (targeted aoe) sleep in the cold APP.
  23. You will either spend a pile of money, or just make your peace with the fact that you'll have to eat blues sometimes. SS is awesome, but that's the tradeoff it makes.

    My SS/shield is up to 2.7 net recovery or something like that with shield toggles/weave running, while he trucks along just fine for the most part, sometimes right after a rage crash he needs a little boost.
  24. The sounds are great until you have played a sonic blaster for 25 levels and you can't stand hearing one more OOOweeeEEEEeeeWOOOO just to fire your third ST blast.

    Then you delete it because urgh.