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Posts
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Joined
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flashfire is a targeted aoe, not a cone
if you are taking bonfire over flashfire, I really don't know what to tell you. Maybe you would be better off with a different primary? -
Great as a set mule since coercive persuasion is cheap (and 5% ranged def at six slots!) Limited utility as a power.
If you take it, five or six slot coercive persuasion; it only costs .05 end/sec or something and the contagious proc keeps minions confused for a decent amount of time.
If you aren't tossing a purple set in there it's not worth it. -
Here is the fire/earth build I have been messing around with:
Code:softcapped s/l and perma (barely), with only one purple set! My worry is that it only comes in at like 1.5 net recovery. Could add recovery and recharge by replacing some stuff with purples, but I would like to be able to actually afford to run this build sometime in the neat future, so adding another billion inf worth of purps is something I would prefer to avoid.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1415;702;1404;HEX;| |78DA9D93C96E134110867BE271BCC44B3667B703B6437627BEB11C10CA221162911| |03601228C9C5162C9B1836710CB890B12070E90B08B00EF000804AFC1F6182C4716| |53557FDB41E2C648FEBFE99EAEAABFCBDDB92BD321A5AE1F544674AA6839CEF2747| |9BD50B2DC72C59BB3560B79E5534A25EA93CB53E5925B291733B3858A5D1BF4EF7C| |3EE438D6A5A29B99B12AEE5A6DD472B8B46657EC929BA9BD0417CA946369C3B6574| |2F23A5B704BB6E384F56075CD2D9456F169DEB63668D03BB351C867762AE5ACBC4D| |E2B876E56A17791CA65FCAA3F453F5A8CF0D4AC555C347E093C07C2F7818AEAF53E| |A064D65559A420D4C798D4D83A7CC2D81FF9E60F71DE0367057F09812797494A72A| |89FC3C9155C19F320AFE10847E0912BF058F28CAAB6D7A170849D5B8082C09C68F0| |992D47B9F98AA36F8469524022240232D0860810A54E9518354BC09A9CDA69C548B| |CC0B9AE7802382D6A382142508EB468425818F66A2486944E7E865508D9F94BD0E5| |1EA16EDBA055D6D458FDBD1D5F60F023F656843064FDB0329D3B1096C09C6EE0BB6| |A9704C5B8DADC87ED2B660300F5C100C5B823D54BE1369CDCECB32D5750D280A7A2| |E02EB02835C746BB7DDC7A59D69F4780C1D1F438F9F928B5EEDA2172EFAE0A20FE5| |133093800B0FA58DEB8EC7D94E5C8D90B17E5DA9FF8B6C6DD737E03BF055F08C2A2| |5F50692D8400ACE53D8470A1B486303CF69F9803636F0122D7801BC015EA34BAF04| |37C9C510B27B8762F2870D4780A86024088481108E386D6754478D226A1CEB26103| |C81E0092CCF22B883A232FA5C66FC7246B226801C4FC8FBA43E569338AA7DE65F57| |4E4EDAFC3F330B66FD0E2A4366923B6BAA81E6FAADF9DFE76DA8962EB018A45A4B2| |4EA04CB2996D32C67F8C3597E3BC7729E6599A5FAAE1E1DDDCBBEF6B1EC6739C012| |237FEA16AFF4F10D6C6209B18459222C5196669636961E966D96EA1F1D08066F| |-------------------------------------------------------------------|
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So that I'm contributing something, I will ask:
do people not think mud pots is a worthwhile power generally, or do you not take it for reasons of end consumption? It doesn't do that much less damage that hot feet, and costs a decent amount less end.
Generally, how much net recovery are you shooting for in these builds? -
As you laid it out, both the control set and the assault set are hilariously overpowered. It's not a question of who would play riot/riot, it's a question of who wouldn't.
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This **** is why I don't play /kin. Nothing but high-maintenance idiots who are too dumb to build competently and who apparently have 'sb plz' bound to a macro. Single target buffs are terrible (especially given the interface), and they should've all been turned into aoe clicks or auto powers or auras a long time ago.
(Then I wrote this idea up in the suggestions forum a while back and discovered that there are lots of people who there who actually enjoy ST buffing, but that's another story.)
I might make a /kin ruptor someday and just not take SB. I do like the rest of the set.
*Actually, my dream is that siphon speed just work like siphon power does. Dunno how /kin managed to be designed with all these cool positional mechanics that are a great fit with how the game works, but the only buff anyone cares about was left to be a single target buff with the shortest duration in the game.
ed: I also don't see how making SB an aoe buff would require it to be nerfed, since you can just spam it out anyway. -
Virtue LRSF is pretty dead, although I guess it doesn't hurt to try it.
I see them form periodically in TFs 2010. Have you tried starting your own? I would think you could get one together fairly easily during primetime hours. -
I guess what you'd do is put every damage proc you could into stone cages and sleet, then rely on those and whatever aoe power you take from the APPs to do your damage. Seems like spending a lot of cash for not that big a return, though.
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Getting ill/cold to perma pa is basically just a matter of slapping lotgs everywhere you can. Cold doesn't give you much in the way of opportunities for set bonuses.
I have an ill/cold who's stuck for the moment at level 35. One of these days I'll get around to taking him to 50, and then think about spending however much money it takes.
I think the reason cold isn't more popular has a lot to do with how the set is structured. Until you get to the late 20s there isn't much at all to get excited about; stark contrast to rad, which gets it's strongest buffs much earlier. That and the fact that /cold is relatively new. -
It does make a difference in your debuff totals, but I don't think you will notice it much.
You will do noticeably more damage, especially with scourge (especially when you are teamed.)
Survivability is basically the same. -
Sometimes the mind dom just gets unlucky (especially if it's a lower-end permadom who doesn't have all that much acc or rech.) One or two misses and you can get behind on stacking mag. And the phalanx's aggro radius seems to be huge once one has been pulled, so if one or two do wake up it can be a problem, even if the fighting is happening well away.
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And yeah, I think two pieces of tempered readiness is about the best slotting for lingering radiation. You can't enhance the really important stuff that it does, so you might as well slot for acc/rech and get the recovery bonus out of it.
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You're doing an awful lot of expensive frankenslotting there. Your Maneuvers and Psi Tornado slotting in particular don't make much sense to me, when you could be getting pretty nice set bonuses there.
Not really seeing the need for the standard heal IO in heal, either.
If you are interested, here is the fire/rad build that I recently (almost) finished. Went in a bit of a different direction from yours, but maybe it will be helpful to look at.
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There is nothing worse than a scaredy-tank.
Don't range pull with taunt, don't corner pull junk unless we're level 10, just run in there and make friends! -
GW and scirroco's arcs are pretty neat. Mako's is okay, if uninspired, and scorpion's is frankly pretty bad. God what a whiner.
And I mean, your level 40ish villain is respected, sure, but you're still just some average joe to recluse and his coterie. Not that surprising that they'd treat you badly; they are villains, after all. -
Well, let's be honest though, brutes don't have any trouble holding aggro. Between taunt auras and pbaoes, none of mine have any trouble keeping mobs' attention.
The main consideration in my mind will be 1) whether you need to be able to tank super high-end stuff (like, villaintanks for the LRSF), and 2) how much money you want to spend.
Brutes can build themselves to be functionally tough as tanks, it's just a lot more expensive, so while I might roll a tank as a random alt or to try out some sets, anything I want to spend serious time with will probably be a brute. -
I am not sure how you have contradicted my post, there.
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I think people mostly just misunderstand what WoC is. It's a nice little piece of pbaoe mitigation for squishy characters. Things in melee do get confused pretty regularly, which means that for a few seconds they aren't hitting you, and may be hitting their buddies. It also costs next to nothing to run.
It's a pretty useful power for a blaster/defender/controller who spends a lot of time in melee, but you should think of it as a defensive toggle, not a control power. -
Generally speaking, what amount of net recovery over your toggles do you shoot for on a fire/rad? My final build is a little under +2.0 net, although I do have the +end proc in stamina.
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Here is mine. It gets to 40% ranged/smashing/lethal, which covers almost everything, and keeps the important aoes. I find that when I actually need to be at the softcap, something on the team is almost always giving me the 5% more def that I need.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Pistols- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance
- (A) Empty
- (A) Thunderstrike - Damage/Endurance/Recharge
- (3) Thunderstrike - Accuracy/Damage/Endurance
- (5) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Damage/Recharge
- (23) Thunderstrike - Accuracy/Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Range
- (13) Explosive Strike - Chance for Smashing Damage
- (25) Explosive Strike - Damage/Knockback
- (25) Explosive Strike - Accuracy/Knockback
- (A) Empty
- (A) Positron's Blast - Accuracy/Damage
- (9) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Accuracy/Damage/Endurance
- (15) Positron's Blast - Damage/Endurance
- (17) Positron's Blast - Chance of Damage(Energy)
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Accuracy/Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Damage/Range
- (17) Positron's Blast - Chance of Damage(Energy)
- (A) Empty
- (A) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Accuracy/Damage
- (50) Kinetic Combat - Damage/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (19) Thunderstrike - Damage/Endurance/Recharge
- (19) Thunderstrike - Accuracy/Damage
- (21) Thunderstrike - Damage/Endurance
- (29) Thunderstrike - Accuracy/Damage/Recharge
- (31) Thunderstrike - Damage/Recharge
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Touch of the Nictus - Accuracy/Healing
- (23) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (27) Blessing of the Zephyr - Knockback Reduction (4 points)
- (27) Gift of the Ancients - Defense/Endurance
- (29) Gift of the Ancients - Defense
- (48) Defense Buff IO
- (A) Red Fortune - Defense
- (37) Red Fortune - Endurance
- (40) Red Fortune - Endurance/Recharge
- (42) Red Fortune - Defense/Endurance/Recharge
- (42) Red Fortune - Defense/Endurance
- (43) Red Fortune - Defense/Recharge
Level 32: Hail of Bullets- (A) Obliteration - Chance for Smashing Damage
- (33) Obliteration - Accuracy/Damage/Endurance/Recharge
- (33) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (A) Coercive Persuasion - Contagious Confusion
- (36) Coercive Persuasion - Confused/Endurance
- (36) Coercive Persuasion - Accuracy/Confused/Recharge
- (36) Coercive Persuasion - Accuracy/Recharge
- (37) Coercive Persuasion - Confused/Recharge
- (37) Coercive Persuasion - Confused
- (A) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Endurance Reduction IO
- (A) Red Fortune - Defense/Recharge
- (45) Red Fortune - Endurance
- (46) Red Fortune - Defense
- (46) Red Fortune - Defense/Endurance
- (46) Red Fortune - Endurance/Recharge
- (50) Red Fortune - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Defense/Endurance
- (48) Luck of the Gambler - Recharge Speed
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
Level 30: Chemical Ammunition
Level 30: Cryo Ammunition
Level 30: Incendiary Ammunition
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one too many 1.25 ranged bonuses, so you could stand to shift some slots around in hover/fly.
Also not really feeling the decision to slot tempered readiness in hail of bullets or piercing rounds. I don't like the decision to take piercing rounds at all, and I don't really think the 1.88 ranged def is worth doing your nuke missing that much damage enhancement.
ed: I didn't even realize you had a third bozef in super speed; that's a second extra 1.25 bonus. Drop that, get weave a level earlier and slot it up. -
Yeah, s/l by itself leaves you with pretty major problems with certain enemy groups (notably rikti, but also CoTs and probably others.)
It seems like most melee attacks have an s/l component, so I tried to softcap ranged and s/l on my blaster. Got up to 40% on both, which with some piddly team buffing gets me up to the softcap. I could probably get up to the softcaps self-buffed, but it would involve giving up aoe powers that I am pretty attached to.
ed: to actually get your new build, quinz, six slotting stamina with efficacy seems a little wasteful. You could get the recharge and the damage bonus by six slotting weave with 5x Red Fortune and a lotg +rech; you can probably make up the lost 1.5% recovery with the extra endred in weave, just slot stamina with level 50 endmod IOs, and wind up with another slot or two to play around with.
You could probably drop the res/end steadfast piece from tough, too. I generally don't run tough on blasters; by itself I don't think it takes enough of the edge off of hits to be worthwhile. -
Basically I'm wondering how effective building a sapper is anymore. Been thinking about rolling a /kin ruptor anyway, and combining it with elec/mu seems to make sense.
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Is sapping much use anymore in terms of mitigation? I know most mobs' attacks have very low end costs, so I'm not sure if it's something that is effective anymore or not. -
First thing that jumps out is that you're missing a steadfast unique; hoarfrost can take one if you can come up with one more slot from somewhere.
ed: alternatively just pick stuff to drop and go with weave. With as much recharge as you are building for I bet you can get away with dropping some attacks.