Starfire_One

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  1. Does this mean that if someone played two weeks of the game just after launch, made it ot level 7, then stopped playing the game and never returned, their name cannot be used?
  2. Starfire_One

    "Moral Combat"

    The Reply is priceless! I love it!

    Oh, if they did not ask for permission to use a Trademark of NC Soft in their video, when are you going to sue them?
  3. I agree, some guides are amazing, but outdated. We need to be able to go in an rewrite some of the information to our own guides.

    Another thing I would like, is if we are able to self-moderate our own guides... I posted a build guide and it got foamed out of existence by people who didn't think I had the correct power choiced to be a min/maxed tank... (see the signature for the thread). If the same thing happens in the Guide section, it could prove disasterous to those who are posting a guide on one thing, but get flamed for not posting a guide to another.

    It would be like a person posting a Guide to the AV-killing machine, and getting flamed for it not working in PvP.
  4. Now for the others posts that they get an equal and fair response to their points.

    [ QUOTE ]
    I don't see how you can PVP with only one acc in each attack. Base tohit in PVP is 50%, which is only improved to 67% with a single acc.

    [/ QUOTE ]I said that I could PvP, I did not say this is a PvP build. PvP builds will be slotted for more close-range skills, this is a PvE primary build that doesn't have much to fear in a PvP zone.

    [ QUOTE ]
    Please provide a demo of repulsion field interrupting AS. It would not overcome knockback protection and therefore could not possibly interrupt AS. A tohit roll that does no damage and causes no movement will not interrupt AS.

    [/ QUOTE ]It does not overcome KB Protection that most Stalkers have. But it still uses a roll to determine whether the KB hits or not before being deemed useless against the target. You are correct that it causes no damage and no movement, but that is only because of the Stalker's resistance to KB. However, it is still the roll that counts! The roll.

    If you are hit with a weak DoT that does 0 damage after resistance, can you still AS? No, because ou are taking damage that your resistance is making ineffective. You are taking no actuall loss of hit points, but you are still taking damage. The same effect seems to apply to the Repulsion Field. The Stalker is being affected by the KB, but due to their resistance they are not moving. It is still effecting them, they are only resisting it! That is what is disrupting their AS.

    [ QUOTE ]
    No way BU+snipe takes out a lieutenant in one shot unless you are fighting blues and greens.

    [/ QUOTE ]Actually, they are whites, well yellows because they are even-level. You claimed not to have tried my build, yet you now say that it cannot happen? May I ask for your proof?

    [ QUOTE ]
    More than 1 endred in hover is a huge waste. Personally, I think your whole build is way overslotted for endred.

    [/ QUOTE ]I would have to say that you are correct. I do "overslot" for Endurance Reduction... that's because I am maximized for Damage and I like to stick in a fight with all of my toggles up without the need for down-time. I've been on a few teams with a psychotic Tanker who didn't realize that people had endurance issues... I just enjoy being able to keep up and sometimes set the pace myself.

    [ QUOTE ]
    Boost range is not a 15 second buff, its a 30 second buff. Its perma with 3 recharges.

    [/ QUOTE ][u]Boost Range[u] according to Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    Cost: 13 End
    Activation: 1.17 Sec
    Recharge: 60 Sec (w/ 3 RecRed: 30.78 Sec, w/ 6 RecRed: 28.58 Sec)
    Duration: 15 Sec
    Buff: +75% increase in self range

    Even with 6 Recharge Reductions, there is a 13.58 second delay in the power, add to that the 1.17 second activation time, and you have a delay of at least 14.75 seconds. Using only 3 Recharge Reductions, as you claim, gives it a 15.78 delay in the power with a 16.95 second gap in between use. Calling it Perma is false, you can use it once every 30 seconds for about 15 seconds.

    I call hijinks. Stun will not mezz a scrapper or stalker in PVP. Not even stacked with total focus.Then may I ask what Stun does? The Blaster melee powers drop toggles. That added to Brawl drops even more toggles. Perhaps you cannot one-shot Stun them (except on lucky hits or depending on their build), but Stun works on every target in the game unless they are specifically designed to not be stunned. Last I checked with my Tanker, Brute, and Stalker, they could all be stunned by mobs. If you say yours can't, then Ill be the one calling hijinks because everyone can be stunned. It just depends on what you do after the Stun.

    [ QUOTE ]
    Look, this is your build and you're happy with it. But don't trot out your idiosyncratic choices and call it a guide.

    [/ QUOTE ]Then why do you not try it and see? If you do not like it, then stop posting and flaming it. I am not forcing you or anyone to try this build. I am not hacking your account and using all of your respecs to force you into this build. I am putting it out there, as does everyone with a great build, to show people another way of doing things.

    You cannot PL with this build effectively, but that is not the point of the game and if you say it is, then I will give you my pity. I play the way I wish, and others play the way they wish. Please, post your own guide so that we may see how you would play, until then, stop flaming mine.

    [ QUOTE ]
    There are much better guides out there. This is your way to hypothectically build an nrg/nrg, and I dare say it should stay that way.

    [/ QUOTE ]Well, my character is not hypothetical and plays quite fine. Just because this isn't the "optimal PvP or PL" build does not make it a bad guide. Trolling on and saying so just goes to prove that you do not think this is a good guide. I respect your opinion and ask that you respect mine. And my opinion is that I have played this character for over three years and never had a problem with this build. I have helped countless people with their builds and they have never had a problem with their build. I have modified my build to keep up with the changes in the game and never had a problem. I am happy with my build and will continue to offer further advice to those who ask for it.

    [ QUOTE ]
    Anyway, this isn't a guide. This is just a rather poor, slot-wasting build. It may work for you, but it's not a guide. It's just a build.

    [/ QUOTE ]May I ask your definition of a guide then? Is a guide not showing someone how to build something? That is what this does. You opinion that it is a slot-wasting build is just your opinion. I did not waste slots on this build. Everything has been perfected to my play style.

    This GUIDE shows people how I built my blaster. I am not forcing them to build it exactly as I did, just showing them what is effective for me. People I've helped build for have modified some things based on their needs/wants/play styles, which is all good. I'm not saying this is the only way to build a blaster, just that it is my way and it is effective.


    [ QUOTE ]
    You bring THAT build.. into an arena against My measely Elec/Elec build.. Or for that matter.. I will start up my other account.. bring my NRG/NRG blaster.. and will offer a wager.

    you win.. I stop playing.. I Win.. you stop playing.. and post an apology letter for all those that took your attempt at a guide for a true guide.. and wasted part of thier gaming experience on it.

    [/ QUOTE ]Stop playing over a bet in the arena? Do you need lithium? As for “all those who took your attempt at a guide for a true guide,” then perhaps you should ask others who view this guide and actually make and play this kind of a character. You see, the first couple of remarks you made were intelligent, this one is not. As a matter of fact, I cannot really tell you exactly what I think of this because I would be mod-smacked. I will tell you though, that this comment brings with it the thought of bovine fecal matter, among other things.

    [ QUOTE ]
    I am Good friends with Snipe.. His build ended up getting the best of me, after a few tries .. but I have SEEN his build.. and I know how smart he is.. he would never condone even PART of this. and you should not use his name without knowing that he okayed it.

    thats wrong.

    [/ QUOTE ]Really? Look under his Snipe_Fu guide. You will se my name following his build advise. Then I took it one step further and modified a couple of small things for myself.

    As for him not condoning even part of this? Why not let him speak for himself rather than you speaking for him. I’m not a lawyer, but I do dislike supposition and hear-say.

    [ QUOTE ]
    Well.. others have spoken thier opinions about your build, and your guide.. and they know what they are talking about.. you should listen...

    [/ QUOTE ]I listen to the views and opinions that are backed up with the facts to support them. If someone posts that this build sucks and that I am gimped, without the credibility, then I do not listen to it. I especially do not listen to the person who tells me how gimped I am without a single Blaster character in their “signature of heroes.” I listen to valid facts, not conjecture.

    [ QUOTE ]
    My issue is with your statement that you learned how to be a blaster from SnipeFu and others. and that you can take down the strongest PvP Ganker.. your words.. not mine.

    [/ QUOTE ]My definition of a Ganker is the type of player who builds a PvP character for griefing purposes. Such as the Stalker with Teleport Foe, Assassin Strike, and the such 6-slotted. The type that sits just outside of the Hospital Drone range and TPs heroes exiting the hospital then kills them. The kind that if they are actually faced with a straight-up fight, run like a coward and talk smack about the person who is “griefing them.”

    [ QUOTE ]
    Phaeton, I am not really slamming the build itself..hey to each thier own.. heck I have Flight on my Tanker.. only for concept.. so thats fine.

    and really dont even care that he calls it a guide.. though it should be titled "Concept Guide to NRG/NRG blasting" though as not to confuse with the "Dirty Powrgamers" Guides

    my issue is with the comments of Snipefu, as well as his boasts that this build stands up in the PvP realm.. MAYBE on a team where he isnt a main focus of attack.. but 1 on 1.. I really cant see it happening..

    BUT.. I will take this build.. put it on test on my Son's account.. there is a 50 NRG/NRG blaster there... and try it out. but I do not see it.

    [/ QUOTE ]I have flight on my tanker also… concept as well.

    As for the Title, it is a guide… even concept guides are still guides, are they not?

    PvP, I only said I can do good. I am not saying this is the perfect uber-PvP blaster… those have more of the melee attacks and probably the fighting pool. One-on-one, I can hold my own against GANKERS, not the dedicated PvP people who actually know how to play and not just run when they think they might lose.

    I encourage you to try it out. Please, suggest some modifications if you so wish. Remember, this is a living guide. I change what I feel makes this a better character.
  5. First, the response to the intelligent and credible posters.

    [u]Torakage[u]
    [ QUOTE ]
    This...this...I'm at a loss for words, really. The slotting for most of the ranged attacks makes some sense, but most of the rest of it.... I'm glad there's a disclaimer that this is a "personal style" thing, but even so I would cringe to play slotted like this.

    My main is an Energy/Energy Blaster specced almost exclusively for ranged, single-target artillery duels. He has deliberately not taken Nova or any of the melee powers. He is currently level 37 and I rarely die in PvE unless I'm intentionally accumulating debt to avoid outlevelling content--he wanders through missions in a continual movement from spawn to spawn and except when facing Elite Bosses never suffers from endurance issues or much at all in the way of downtime. He rarely PvPs but has obtained a few of the PvP badges, mostly working in Siren's Call. He is my highest-level hero (due to chronic alt-itis) but is the only reason I feel qualified at all to comment on this guide.

    [/ QUOTE ]I thank you for your constructive criticism. I know this is my personal style, but it is flexible enough for others. I do rely a great deal on Ranged, so that is the primary aspect of this blaster. I understand your not building for PvP... Most of those builds I have seen kind of suck at PvP, but there are a few that work (my SG boss's Broad/Regen Scrap).


    [u]puck_nc[u]
    [ QUOTE ]
    I'm still trying to process how you can justify three end redux slots in Hover, especially since you have Stamina slotted up and Conserve Power to get you through protracted fights. Hover does not take THAT much endurance.

    [/ QUOTE ]I do this because I always have Hover on. I'm still testing to see if three Defenses will work better, but the testing is still ongoing (I usually run through Shard missions to test, but now I am running a round of police and a Safeguard on test). The jury is still out.

    [ QUOTE ]
    As has been noted, Power Boost would extend the disorient time for Total Focus.

    [/ QUOTE ]True, but my Total Focus is an "Oh Shite" power. It is not in my attack chain as I am a squishy blaster and do not like to get into melee. It is the exception that if something actually gets into melee with me, it gets this then a full run of my attack chain (Well, after a Power Thrust to get it back a little).

    [ QUOTE ]
    Popping Conserve Power before Nova helps mitigate the endurance loss, since that seems to be a particularly important issue to you.

    [/ QUOTE ]I've actually tried it. At one point, after Issue 6 went live, this worked perfectly! Then they put out a stability patch that stopped it. Nova only uses 20.8 (unmodified) Endurance to activate (only 10.4 with Conserve Power), but the secondary effect still drains all endurance. Believe me, if I could find a way to slot/enhance Nova to not drain all me end... I would be writing a new Guide as I will base everything around my Nova!

    [ QUOTE ]
    What color are the lieuts you're one-shotting with a snipe without Aim?

    [/ QUOTE ]They are even-level yellows. Still can’t do +1s, but that’s not the point.

    [ QUOTE ]
    I'm fire/energy rather than energy/energy. I don't seek to blap, but I like having enough tools at my disposal if mobs do get close. I consider Bonesmasher a must-have, due to its faster animation and tendency to disorient anything that's not a boss.

    [/ QUOTE ]It does have a faster animation, but the disorient effect is better with Total Focus. Bonesmasher has a 30% chance to do a Mag 3 Disorient. Total Focus has a 100% Mag 3 and 80% Mag 1 disorient. That is effectively stacking two disorients on an 80% chance. Throw in a Stun (100% Mag 3) and you have 3 disorients stacked on one creature, which is enough to Mez even an AV on a lucky strike (but it only lasts for about 2 seconds then you get smeared…)


    [u]XenoHero[u]
    [ QUOTE ]
    From what I can tell, you seem to be deathly afraid of running out of End, and that really runs counter to the play style of most blasters.

    [/ QUOTE ]Yes, because no blaster ever has Stamina or uses End Reductions. What play style are you referring to?

    [ QUOTE ]
    I believe that even the player's manual alludes to the fact that blasters are usually in for heavy damage to wipe out enemies quickly, as extendedbattles are probably a very unhealthy thing. Why, then do you insist on slotting frivolously for end redux?

    [/ QUOTE ]I do the Heavy Damage and can wipe enemies out quickly, that is not the issue. I believe you are alluding to the fact that I CAN stand for extended battles. You see, the player handbook was written a long time ago in the sense of the game. People have been able to evolve from their theory.

    I slot with End Reductions to keep myself in the battle longer. The more endurance I have, the longer I can fight, and the more I can take (especially against end drain attacks).

    [ QUOTE ]
    No, this isn't a gimp build, per se. I'm sure that it is very viable, but I'm not sure if it brings out the maximum potential of an Energy/energy blaster, much less anyting with an /En manip secondary.

    [/ QUOTE ]You are correct. This is not a maximizing build. I created this character to do excellent damage and be good in a team for the long haul. I did not create it as a min/max build. Heck, when I created it, Energy Blasters were seen as relatively weak as compared to Device Blasters and their Holy Smoke Grenade of Antioch.

    [ QUOTE ]
    The inherent problem with a "swiss army knife" build like this is that they tend to be spread a little thin. It looks like you're trying to build for solo play (aid self, heavy end redux, R. Field) but also to be very team friendly (Resusc, Stmulant). However, your choices of powers seem really conducive to optimizing neither. You're playing a distance blaster, but you don't optimize that with boost range. You're playing a team blaster, but you have repulsion field and explosive blast. You're playing PvP blaster, but you have no toggle shield or acrobatics. What results is a sort of jumble of powerset choices, where at best, you're mediocre at each, and at worst, your powerset choices conflict greatly.

    [/ QUOTE ]You have some good and bad points. I build this blaster for soloing, yes, but also for team. My play-style is more akin to Kiting, thus I keep my Repulsion field on and in the back of the crowd (usually hovering over the Support Line). At times, I do run in to heal or resurrect (mostly for the badge) and I give the Defender Stimulant (or if there is no defender, I stim people who can be easily mezzed). Whther solo or teaming, I can do a good job which is damaging things and surviving.

    As for the Boost Range, I have already stated why I do not have it. Most fights do not take place at extreme ranges. Yes, my Snipe can do the distance and so can my Power Bolt and Blast, but by then, things are within range of my other powers. So, in effect, Boost Range is not necessary with my play-style.

    As for the Repulsion Field and Explosive Blast. Well, they are useful in a team (at least the Repulsion Field is). I stay toward the back to pick enemies off at a distance. I also keep them away from the Support line of Defenders and Controllers. As such, my Repulsion Field is a benefit to those I am near. The Explosive blast, on the other hand, is becoming a bit of a detriment from my Test Server runs. The jury is still out on that, as I’ve said.

    As for your PvP comment, that is not what this build is about. I have not designed for PvP. Yes, I am survivable in PvP zones, but that is the extent of it. I can best most opponent in the Arena, but I am easily ganked. I am thinking, however, of dropping Moment of Glory in return for Temp Invulnerability (probably keeping the slotting or juggling it somewhat). Testing is still going on for that so the Jury is out.

    [ QUOTE ]
    [u]Aim and Build up:[u]
    If you don't think you need to activate both at once, activate only one at a time. Both have recharges of about 45 seconds (30ish with hasten) when 3 slotted. That means that yu'll ahve some sort of damage boost about 50% of the time, both of which are cheap and effective.

    [/ QUOTE ]They both have a 90 second recharge (46.17 3 slotted with RecRed). As for Hasten, I have never used it on this character. I’d be sacrificing a whole pool for a single power. Even when it was the Bee’s Knee’s to have Perma-Hasten, I never did. My build cycles fast enough without it. The durations of both powers, though, are only 10 seconds (20 seconds if I also take power boost). In a fight, the time it takes to click on a power, then wait for the animation, then click an attack… Well, I do not find it a good trade. I do see your point, though.

    [ QUOTE ]
    [u]On Stun v. Bone Smasher[u]
    Stats for both:
    Bone Smasher
    End Cost:13.52
    Activation time:1.5 s
    Disorient %: 30 (Mag 3)
    Damage (measured in in BI): 7.221, smashing and energy
    Recharge: 14 s

    Stun
    End Cost:10.192
    Activation time:1.8 s
    Disorient %: 100 (Mag 3)
    Damage (measured in in BI): 0.69, smashing and energy
    Recharge: 20 s

    Consider the damage: why use Stun, when a Bone Smasher does comparative damage to Sniper Blast? Yes, stun disorients targets, but when you have a fast-activating power that can let you two-shot a tough lieutenant in tandem with a snipe, it saves you, the time (activating Stun, then another set of blasts), endurance (Power Blast and Power Bolt have almost equivalent damage to one bone smasher: ~7.3 BI) and risk (making two tohit rolls instead of four).

    Citing PvP as a good reason for using stun is a bit of a red herring. Most people are good enough to carry a healthy supply of Break Frees to mitigate the huge amounts of mez out there, even Tank/brute/scrappers/stalkers need to have a good supply on hand, as there is no total mez protection available to any AT. That said, the one thing that T/B/Sc/St's DO have at almost all times is protection against disorient. Stun (the power, not the status effect) does NOT drop toggles (0% Toggle drop), and the fact that most people are prepared for heavy mez in PvP zones, as well as the arena, make the power much less useful in PvP.

    [/ QUOTE ]You have an excellent point, but do not let the slotting I have fool you… I use Stun for the 100% Mag 3 disorient. That added to the 100% Mag 3 and 80% Mag 1 mean a total of 3 Stacked disorients on a single target. It is more of a slight control power I use rather than an actual damage. So, its the 100% Mag 3 over the 30% Mag 3.

    As for the PvP aspect you suggest… The most gimped scrapper in the world, throwing back three red, yellow, purple, and orange inspirations can take on UbEr-Scrapper11one1one111 and win. I do not factor PvP into the scheme excapt for the fact that even if you are mezzed in PvP it takes at least 2 seconds for you to throw back a BreakFree… in that time, I can run like a blaster soloing an AV!

    [ QUOTE ]
    [u]Repulsion field?[u]
    I already went over this in my first post. It's also wildly expensive. For someone who seems obsessed with having a healthily-full end bar, why pick a power that's so end hungry for nominal gain?

    [/ QUOTE ]I explained my reasons for taking it also. You have very good points, but so do I. We do not agree on this point, but that’s okay! Respect is more important than agreement.

    [ QUOTE ]
    Don't dismiss people for talking your build down. There are reasons beyond the fact that /energy is FotM that people are dismissing your power and clotting choices. /Energy has been around since day one, and the testing data hasn't changed much since then. There are reasons why people are snubbing their nose at this build.

    [/ QUOTE ]True you are. What gets me is when people down talk without reason or without giving why the power is a bad choice. Simply saying “Your build is the UbeR-SuxXor!” is irrevalent and I will typically ignore that. However, explaining why and letting me explain why I chose to do that is what I like.

    Respectful and intelligent people get credibility in my book, Trolls get ignored and laughed at… I’d poke them with a pointy stick, but the Moderators would probably take it away

    [ QUOTE ]
    Be wary of your own potential hypocrisy. Try the power combinations that people are suggesting here before stubbornly sticking to your guns; you might find that a change in your power choices develop a better play style. By all means, you should have a ton of Vet freespecs with which to test these out, judging by your reg date.

    [/ QUOTE ]Oh, I’ve been around since about two weeks after launch, so Freespecs are not a problem. And I do try the other slotting… Right now I have Starfire-One copied eight times on Test Server going through different tests with slotting and what not.

    Fear not, I am not just saying the ideas are all bad. However, I still have a particular style that I enjoy with this character. Yes, I have already seen that the End issue that cropped up before is not so bad anymore, but I’m still testing the optimal build for End vs. suggestions.

    [ QUOTE ]
    Still, if you can't play any way but the old way, then do it. However, don't dispense your build as "advice" solely becuase you have fun with it. Bear in mind that people are particularly leery about posts with significantly less-than optimal builds becuase CoH is, by nature a team-oriented game. People don't want to see poor builds get copied and proliferate, as poor builds typically ruin teams. Yes, play style counts more, but even that is dependent on what powers you have available.

    [/ QUOTE ]Believe me, if I only “had fun” with my build, I would not dispense it as advice. I play this character through all levels and team types. I’ve exemped down so much, sometimes I forget I have an Epic pool! But in the end, this is more than a fun character… It is an effective character. Effective at doing the job it was designed for and effective at conforming to whatever kind of team I am on.


    [u]Elandil[u]
    [ QUOTE ]
    [ QUOTE ]
    Hover costs 0.20 Endurance per second, slotted as it is it only takes 0.10 Endurance per second.

    [/ QUOTE ]

    Actually, Hover costs 0.10 base. With 3 EndRdx, that cost drops to 0.05. Really, don't Endrx Hover.

    Edit: Hey, Heroes Unlimited! I still have the rule book somewhere.

    [/ QUOTE ]I’m going by what the Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php) states. If it is wrong, then true, but I’m still looking over that section of my build to change it if needed. I’m still testing alternative slotting as suggested by others here.


    [u]THE_Kurse[u]
    [ QUOTE ]
    Well.. others have spoken thier opinions about your build, and your guide.. and they know what they are talking about.. you should listen...

    [/ QUOTE ]I listen to the views and opinions that are backed up with the facts to support them. If someone posts that this build sucks and that I am gimped, without the credibility, then I do not listen to it. I especially do not listen to the person who tells me how gimped I am without a single Blaster character in their “signature of heroes.” I listen to valid facts, not conjecture.

    [ QUOTE ]
    My issue is with your statement that you learned how to be a blaster from SnipeFu and others. and that you can take down the strongest PvP Ganker.. your words.. not mine.

    [/ QUOTE ]My definition of a Ganker is the type of player who builds a PvP character for griefing purposes. Such as the Stalker with Teleport Foe, Assassin Strike, and the such 6-slotted. The type that sits just outside of the Hospital Drone range and TPs heroes exiting the hospital then kills them. The kind that if they are actually faced with a straight-up fight, run like a coward and talk smack about the person who is “griefing them.”

    [ QUOTE ]
    Phaeton, I am not really slamming the build itself..hey to each thier own.. heck I have Flight on my Tanker.. only for concept.. so thats fine.

    and really dont even care that he calls it a guide.. though it should be titled "Concept Guide to NRG/NRG blasting" though as not to confuse with the "Dirty Powrgamers" Guides

    my issue is with the comments of Snipefu, as well as his boasts that this build stands up in the PvP realm.. MAYBE on a team where he isnt a main focus of attack.. but 1 on 1.. I really cant see it happening..

    BUT.. I will take this build.. put it on test on my Son's account.. there is a 50 NRG/NRG blaster there... and try it out. but I do not see it.

    [/ QUOTE ]I have flight on my tanker also… concept as well.

    As for the Title, it is a guide… even concept guides are still guides, are they not?

    PvP, I only said I can do good. I am not saying this is the perfect uber-PvP blaster… those have more of the melee attacks and probably the fighting pool. One-on-one, I can hold my own against GANKERS, not the dedicated PvP people who actually know how to play and not just run when they think they might lose.

    I encourage you to try it out. Please, suggest some modifications if you so wish. Remember, this is a living guide. I change what I feel makes this a better character.
  6. [ QUOTE ]
    Gamemaster, if he posts a guide to a concept build, it's still not really a guide. He doesn't discuss the pros and cons of other powers he didn't take. This is just a build. It's not a guide.
    You might be able to label it a guide if he discussed the tactics that make the build viable though, other than "find a team".
    (He didn't say that, but from reading the build, he'd need one.)

    Oh, I just noticed that he's slotted superjump. Whic is fun, but... It caps at 2 jump enhancers and he's slotted 3...

    [/ QUOTE ]

    I suggest the reasons behind the slotting and the basic uses of the powers. Perhaps I should include in a Blaster Guide why I choose not to take Electrical Blast, or Perhaps Scrapper as those are the prefered things for PLers?

    This is a concept guide and I have had no trouble soloing or teaming on any level. Because you cannot solo it through the entire game, and it is incapable of one-shot killing an AV, does not make it a bad guide, but it is a guide nonetheless.

    Perhaps, if you have so much against this guide, you should post one better! You see, I have had a great deal of experience with this character. I got it to 50 without Power-leveling and only then assisted friends with their PL game (Remember the trip-mines in the dumpster for wolves). This character has gone through revisions and I've used almost every respec I received before the Vet Rewards to iron out this build.

    See, if you do not like the guide, then don't read it! Don't post on it! Don't try it!

    However, Trolling the forums and insulting other people's builds when you have never even played any character such as that in the build is just an idiotic use of your lower intelligence. This is not directed at the poster who I quotes, or the Gamemaster... but at those who are trying to call me a bad player because there is no way they can PL with this build.
  7. Munitions Mastery Epics...

    Body Armor
    Sleep Grenade
    LRM
  8. [ QUOTE ]
    1)Why no Temp Invul? Smashing/Lethal are the most common damage types, even late-game. Why pass up a perfectly good resist power (21% unslotted, ~33% 3 slotted with +3 Resist SOs)?

    [/ QUOTE ]As you point out, S/L is the most prevalent damage in the game, it is also primarily a melee damage type. Yes, some creatures do a ranged S/L, but not many. The reason for the lack of the power is because 1) it does not fit the concept of the character, and 2) the bonus it would give is insignificant compared the the other bonuses you get.

    Let me explain a little more. As a blaster, you have one of the lowest hit points in the game. As such, even if you resist ~33% of the S/L damage, you still take a great deal other damage from sources. The 33% will give you the ability to shrug off maybe another hit or possibly two before defeat. During that time, the amount of endurance you are expending on the power, while small, is still adding up to endurance you can't use for attacks.

    So, in my mind, it is not worth it.


    [ QUOTE ]
    2)Why no Aim? a 100% boost to base accuracy, paired with a 50% boost to damage is a pretty good deal, I think. Vital in PvP for high defense villains, pets, etc.

    [/ QUOTE ]Aim is a very good power, and if you feel it would do a better job than Build Up, then by all means take it.

    Build Up
    * Accuracy: 15%
    * Damage: 100%

    Aim
    * ACC: 37.5%
    * DMG: 62.5%

    I have never needed more than Build Up with the single SO. If you are willing to sacrifice the 37.5% damage increase Build Up gives for the 22.5% increase in the ability to hit things for 10 seconds, then by all means go ahead. However, I cannot guarentee that you will single-shot kill Even or +1 Lieutenants with a Sniper Blast.


    [ QUOTE ]
    3) IIRC, Repulsion field does knockback, not active repel/push like Force Bubble or Hurricane. Most/All Stalkers have Mez protection (knockback/Stun/Hold/Sleep at the least). Unless the knockback tohit rolls interrupt Assassin Strike, it seems only nominally useful against Stalkers.

    [/ QUOTE ]It does interrupt the Stalker AS. That is why I use it. Since the AS was made interruptable, the Repulsion Field is declared with a to-hit strike that always hits. The To Hit strike is enough to do interrupt damage to a Stalker. Even if their character has Mez protection, the fact that they are taking a to hit roll means their AS cannot land.


    [ QUOTE ]
    4)Don't rush into psy mobs with FoN running. FoN resists everything but psy. Psy clocks, and Illusionist-heavy Carnie mobs will rip you a new one before you fire off a few shots.

    [/ QUOTE ]Force of Nature is similiar to MoG and Unstoppable... it is for when the fecal clump hits the air circulation device. However, if you wish not to have such a power, then replacing it with Temp Invulnerability may be the way to go. I'll be running some tests on the Test Server to see how well that does... You see, I believe in a living guide. One that changes with the times.


    [ QUOTE ]
    This doesn't make any sense. You're not melee yet you take repulsion field and you skip boost range?

    [/ QUOTE ]All on my powers have a single Range enhancement. Boost Range will take them all out to about 140 feet for 15 seconds. This would affect only the opening volley of attacks (i.e. Sniper Blast). The Sniper Blast, with the two SO's Range Enhancers is already at 180 feet. The Boost range would push it to approximately 315 feet... The max range of targetable enemies is 200 feet! Even with perception, you will lose a lock and be unable to gain a lock after about 200 feet give or take the five second rule it takes an enemy to run out of your range.

    As for the Repulsion Field. Most enemies do far more damage in melee than in range. Some of those even fly. The Repulsion field is to keep the enemies out of their higher damage melee range, expecially in hallways and on some of the cave maps.


    [ QUOTE ]
    As for cost of hover. Hover is .2 end/sec. Flight is 1 end/sec. You devote 3 end redx for flight and zero for flight? Also, stealth and repulsion field are more expensive than hover. You'd get far more bang for the buck by just doubling up stealth and leaving hover at 3 flight, no end redx. That would save you 2 slots.

    [/ QUOTE ]If you feel such, then replace the three endurance slots in Hover with three Defense Buff slots! Fly does offer a 1 End/Sec over the 0.2 E/S of Hover (0.1 E/S slotted), if you feel that this is better, then by all means re-slor Hover for defense. However, in combat against multiple foes, you will see the error of losing the endurance.


    [ QUOTE ]
    Not taking aim or power boost...*shakes head*

    [/ QUOTE ]I explain Aim up top, however why Power Boost? Power Boost increases the secondary effects of the power by 100% for 15 seconds... Your secondary effects (besides a boost for flight speed) are all KNOCKBACK!!! Most teams, especially Melee characters, hate it when you knock targets out of their way!


    [ QUOTE ]
    Also, what's the point of taking aid other, resuscitate and stimulant and not taking aid self for yourself? If you want to be a selfless player, that's fine but you're playing the wrong AT. Blasters do damage, first and foremost, and you didn't even pick up the one power in that pool that allows you to be self sufficient. And you do realize that power boost would've helped you to be a better healer if that was your intent...sadly, you didn't take that power.

    [/ QUOTE ]In this post, you have both aided and defeated your own statement. First of all, you are correct, Power Boost would have helped me be a better healer, but I am not a healer. You stated it yourself, I am a damager.

    Secondly, I know that I did not take Aid Self. Perhaps this is a mistake, I will let you all know after my testing. I may end up replacing Explosive Blast with Aid Self.

    As for playing the wrong AT... May I ask which AT is allowed to be selfless? Last I checked, any AT could be selfless.


    [ QUOTE ]
    Sorry, but this guide has awful advice. Even for a ranged/healing blaster. I really thought you would've learned something since this is the second guide you've published.

    [/ QUOTE ]This is not the second guide I've published. This is technically the twelvth. This character is not a Ranged/Healing blaster... That would more be a Emp/Energy Defender who plays more for the secondaries. This is my Blaster, the one I leveled and played since the game went live. This Blaster took the Medicine pool to help with teams before badges were even thought of. I went through a great deal to get this character to its current level of proficiency. I can PvP and win against even the toughest Ganker, I can PvE solo and in teams and often have to turn my "Level" down for those teams.

    I have played a Blaster since the game came out. I learned from Snipe_Fu, from Infantryman, and from others who I can't even remember. Please, if I am such a bad player, then why do I have two healing badges and am working on my third, have a PvP ranking nearer to most of my Scrapper friends, and have the respect of over a dozen SGs (not just the individual players)...


    [ QUOTE ]
    What you've done is published a spec with your play style but it is no where close to maximized for performance even for the professed play style you claim. For anyone that isn't you, they'd hate your build and your advice.

    [/ QUOTE ]Actually, the people who I helped build love this build. I already pointed out that this build was not for every play style (read the opening paragraphs).

    As for the Trollish comment "professed playstyle I claim," unless you team with me, do not even begin to claim you know anything about my play style.


    [ QUOTE ]
    I think you need some additional remedial classes. You can't teach what you don't know.

    [/ QUOTE ]And you good sir/ma'am, cannot lecture on that which you do not know either. Until you haave tried my build, or have spoken to players who have actually PLAYED my build (not respected from 50 or PLed up to it), then you cannot claim that knowledge either.


    [ QUOTE ]
    I would not recommend this build.

    [/ QUOTE ]Can you let me know why? I see that we are both the same Archtype, with the same Primary/Secondary/Epic.

    Is it because you do not play to the same style which I do or are there other problems you see with this build?
  9. Hover costs 0.20 Endurance per second, slotted as it is it only takes 0.10 Endurance per second.

    My toggles take up a great deal of Endurance, as shown here:

    Base End Recovery: 1.667
    Stamina: 0.812
    Hover: -0.103
    Stealth: -0.244
    Repulsion Field: -0.513

    Total Recovery: 2.479
    Total Use: -0.859
    Recovery per Second: 1.620

    This gives me a great recovery for fights. If you feel comfortable with youe endurance recovery, then I'd suggest slotting three defense buffs into the Hover. People say that defense means nothing anymore, but I must disagree. If it means nothing, then why do they have it?

    Bone Smasher is not neccessary for this build as I am not melee. That is the reason, as you point out, that I have Stun and Total Focus.
  10. Accuracy is covered by the Targeting Drone. I have no problem whatsoever with accuracy. He actually has better accuracy than my Energy/Energy Blaster who has a single SO accuracy in all of his powers.

    Endurance is not a problem if you know how to choose your fights. I do not believe in throwing myself at every mob the moment I see them. I actually use tactics, and use my REST power frequently to regain my endurance between fights.

    As for the Caltrops power, if an enemy does come too close that is whay Boxing is for. I have a very offensive build.

    As to Talesin's comments, I have been playing this game since Smoke Grenade was the best possible power out of any powerset. I've played an AR/Dev blaster longer than maybe a couple of people on my server (Justice). I have at least a basic understanding of the game mechanics and feel comfortable enough not to completely flame or insult him.

    I accept his comments, but also should ask that respect be shown to me as I show it ot others. If you do have a problem with it, then simply replace the first slot with an accuracy in the attack powers and move the three damage enhancements down to erase the single range. Basically, replace the Range for an Acuracy.
  11. [u]HOOAH!
    Eleven Bravo’s Guide to the Assault Rifle/Devices Blaster
    [u]

    Atten-shun!

    As you were. My name is Eleven Bravo! Don’t you forget it! I’ve been fightin’ in one sitiation or another since before you were old enough to fit into your tights! I’m here to make sure that you do not go playin’ around in this, our fair city, and breakin’ somethin’ important!

    If you hadn’t guessed it, I’m a Soldier! One of Uncle Sam’s finest sent here to make sure those tight-wearin’ pansies get it right! This is my weapon! It is the COH-06-03 Advanced Assault Rifle. It may look uglier than your high school homecoming date, but it has it where it counts!

    Guess whose job it is to show you how to use it right! PUT YOUR HAND DOWN, KNUCKLEHEAD! That was a rhe-tor-i-cal question! Manticore told me to give a class, he didn’t tell me to go answering a lot of useless questions. So, pay attention!

    [u]01) --> Burst[u]
    [*]Damage(1)[u]
    [*]Damage(3)[u]
    [*]Damage(3)[u]
    [*]Range Increase(37)
    This feature of your weapon fires a burst of four rounds into whatever you are aiming at. It’s a quick burst and has a chance of lowering your target’s defenses for a short period of time! I suggest you enhance this rifle with better ammunition, at least three enhancements, and get a longer range installed in it.

    [u]01) --> Web Grenade[u]
    [*]Immobilize Duration(1)[u]
    [*]Immobilize Duration(46)[u]
    [*]Immobilize Duration(46)
    Every troop in the field is issued a self-replicating web grenade utility attachment for your uniform. These grenades explode and throw a strong, tenuous and very sticky substance all over your target. It doesn’t cause any damage, doesn’t stop your target from attacking, but does stop them from moving and brings down any that might be in the air, not to mention it slows them down a bit why they try to work their way through the goo! I’d suggest enhancing this gear with some form of immobilization duration, those make the goo a little stronger and it takes the enemy longer to break free!

    [u]02) --> Slug[u]
    [*]Damage(2)[u]
    [*]Damage(5)[u]
    [*]Damage(5)[u]
    [*]Range Increase(37)
    Now, back to the rifle! By this security level, you should get the slug attachment enabled on your rifle. It fires a single slug at your foe with slightly more damage and a slightly longer range than Burst, however it takes a little longer for the auto-reload feature to finish, as opposed to Burst. Add to that the chance of knocking your foe backwards, and this is a golden attack for any security level. As with Burst, I’d suggest modifying it for damage at least three times and range once.

    [u]04) --> Buckshot[u]
    [*]Damage(4)[u]
    [*]Damage(7)[u]
    [*]Damage(7)[u]
    [*]Range Increase(39)[u]
    [*]Range Increase(45)
    This part of the rifle fires a cone of buckshot pellets at your enemies. It is a good close-range attack with some good results. It can knock your foe on their butt too, which is always an added bonus. Just like Burst and Slug, put three damage enhancements into this, but add a second range. With a little more range, you can keep the attack from getting uncomfortably close.

    [u]06) --> Combat Jumping[u]
    [*]Defense Buff(6)[u]
    [*]Defense Buff(9)[u]
    [*]Defense Buff(9)[u]
    [*]End Reduction(46)[u]
    [*]End Reduction(50)
    By security level 6, the brain-boys and girls should have issued you a pair of combat-jump boots. These are standard issue for all American Forces, especially after the war with the Riks. These keep you moving, thus increasing your defense and giving you a little more resistance to immobilizing effects. It offers good air control and moderately increases both your jumping height and distance. I’d personally enhance it with three defensive enhancements, every little bit helps, and probably two endurance reductions to keep the power-drag on your suit systems from becoming too great.

    [u]08) --> Aid Other[u]
    [*]Healing(8)[u]
    [*]Healing(11)[u]
    [*]Healing(11)
    At security level 8, you should be issued the PP-4 Combat Medical Pack. This little device is the next best thing to packing a first aid kit. At the moment, you are only qualified to heal your buddy. But even then, nothing keeps you in the fight longer than a breathing friend beside you! I’d suggest throwing a couple of recharger enhancements and an interrupt reduction into it. With those you can use it quicker and not have to worry about you hand being knocked away before the bio-sensors can initialize if you are attacked.

    [u]10) --> Targeting Drone[u]
    [*]To Hit Buff(10)[u]
    [*]To Hit Buff(13)[u]
    [*]To Hit Buff(13)[u]
    [*]End Reduction(15)[u]
    [*]End Reduction(15)[u]
    [*]End Reduction(17)
    At this time, you should be qualified to use the TD-10 Drone Targeting Device. When you activate it, this little device hovers around your head and emits a laser targeting sight, this sight will help you shoot a little better… like that will work, back when I joined, we had to learn to shoot for ourselves, not rely on a toy to buzz around out heads and aim for us… But, that was then, this is now! I’d suggest throwing about three targeting enhancements and three endurance modifications into this. For some reason it isn’t as accurate as it could be and takes a little more of your system power than it should… lousy lowest bidder.

    [u]12) --> Swift[u]
    [*]Run Speed(12)
    Now for some PT! Good for you and good for me! This may look like a simple set of knee-braces to you, but it is actually a highly-crafting running device. Throw this little thing on under your uniform and you can run faster than a road-runner at a coyote convention! Sure you may not be able to run as fast as those spandexed pretty-boys, but you have it where it counts… brains and a big frikkin gun! I’d suggest dropping a running enhancement into this thing just to make it a little better, but don’t waste more than the slot it already has for one.

    [u]14) --> Super Jump[u]
    [*]Jump(14)[u]
    [*]Jump(17)[u]
    [*]Jump(19)
    The SJ-14 combat-leap system has been going through the test-phase for a few years, but apparently every black marketer on the planet has been offering them wholesale. Well, the government pulled some strings and decided that you will be the next round of guinea pi… I mean test subjects. It’s reliable but also conditional. It requires a certain amount of concentration to work properly and will not help you if you also have to attack. With that aside, though modifying it with three slots-worth of jumping enhancements will let you easily leap from rooftop to rooftop with no problems at all!

    [u]16) --> M30 Grenade[u]
    [*]Damage(16)[u]
    [*]Damage(19)[u]
    [*]Damage(21)[u]
    [*]Range Increase(39)
    The M30 Grenade attachment for the assault rifle launches an explosive round at a long range. The explosion affects everyone within the blast zone and can knock some of the foes off their feet. As with most of your other rifle features, you should give this the standard three damage and one range enhancements.

    [u]18) --> Health[u]
    [*]Healing(18)[u]
    [*]Healing(21)[u]
    [*]Healing(23)
    The FIT-HEA combat suit is not just a pair of long underwear that might keep you warm under your uniform, it is a combat medical system designed for the best of the best! Fortunately, you are going to be gracious enough to test it for them! It is an automatic system that slowly heals any wounds you whiners might have accrued, without scaring I might add, and even keeps you awake! That’s right, keeps you… grrr… YOU IN THE BLUE, DROP AND GIVE ME 50! NSLEEPING IN MY CLASS! GOT THAT! Where was I, oh right, give it three healing enhancements and you can fight for longer than you previously thought possible, no matter what they shoot at you.

    [u]20) --> Stamina[u]
    [*]Endurance Modification(20)[u]
    [*]Endurance Modification(23)[u]
    [*]Endurance Modification(25)
    The FIT-STA is an attachment for your weapon power-pack. It will give your weapon some extra power when it is getting low and let you recharge at a quicker rate. Putting three endurance-modification enhancements into it will give it the necessary charge to let you shoot with very little cooldown for reload or barrel cooling.

    [u]22) --> Cloaking Device[u]
    [*]Defense Buff(22)[u]
    [*]Defense Buff(25)[u]
    [*]Defense Buff(27)[u]
    [*]End Reduction(27)[u]
    [*]End Reduction(29)[u]
    [*]End Reduction(29)
    The CD-20 combat sneaksuit is the snipers best friend. It is a series of attachments over your uniform which let the light bend around you. The egg-heads thought this one up, so don’t ask me how it works. What I do know, is that you will not be seen by the enemy unless you get too close, and even if spotted, they will have a harder time of actually hitting you. If you attack, your muzzle flare will be seen, but most likely by only the enemy you actually attack, leaving the rest unaware of their impending death… I mean arrest. I’d suggest three defense buffing enhancements and three endurance reducing enhancements to give you a little more survivability and combat duration… not because I actually care about you, but because at this point you are carrying more hardware than it costs to build a tank!

    [u]24) --> Boxing[u]
    [*]Disorient Duration(24)[u]
    [*]Disorient Duration(31)[u]
    [*]Disorient Duration(31)
    Now, back to some old fashioned muscle-power. The FIG-BOX assault gloves are the perfect accessory with any outfit. Why, even my daughter wears them on a date! They are specially weighted gloves that give your sorry little fists a little more power behind them. [censored] to that three disorient duration plate enhancements and one hit will knock a baddie more senseless than a Second Lieutenant!

    [u]26) --> Flamethrower[u]
    [*]Damage(26)[u]
    [*]Damage(31)[u]
    [*]Damage(33)[u]
    [*]Range Increase(39)[u]
    [*]Range Increase(43)
    How many of you like a good barbeque? Well, now you get to have one! With the flamethrower attachment to your assault rifle, you can spew a cone of flames setting foes on fire. It is accurate and deadly at medium range, not to mention the look on the Zig guards when the enemies have to be sent to the burn unit before incarceration! This thing should be enhanced like the Buckshot, three damage and two range to give you the best kill zone!

    [u]28) --> Sniper Rifle[u]
    [*]Damage(28)[u]
    [*]Damage(33)[u]
    [*]Damage(33)[u]
    [*]Interrupt Reduction(40)
    Now, for every infantryman’s favorite! The Sniper Rifle attachment to your weapon will fire a very long range, high power shot at a foe. The round can cause your target to be knocked back, but that’s half the fun, right? This shot does require some aiming for the rifle sensors to lock the target, so it might not be that useful in the thick of things. However, with the three damage enhancements that should be common, you should throw in an interrupt reducer to get the lock on faster.

    [u]30) --> Stimulant[u]
    [*]Recharge Reduction(30)
    Your PP-4 Combat Medical Pack should be tuned enough for an upgrade at this point in time. The upgrade is a Stimulant Kit. This combat stim will un-mez and of your allies and leave them resistant to any mezzing effects for a few seconds. This can be a good thing in combat because a higher number of combatants are a combat multiplier! Throwing a single interrupt reduction in this will help you to fire it off on all of your buddies before fighting something able to scramble your thoughts… that is if you have any in there!

    [u]32) --> Full Auto[u]
    [*]Damage(32)[u]
    [*]Damage(34)[u]
    [*]Damage(34)[u]
    [*]Recharge Reduction(34)[u]
    [*]Recharge Reduction(36)[u]
    [*]Recharge Reduction(36)
    Now for the day you’ve all been waiting for! The Full Auto attachment! You open up with a full auto burst to lay down a massive spray of bullets at your target, and the surrounding area. There is a chance, even with the way you shoot, of a shot hitting something critical! This attachment takes a long time to recharge, so throw in a set of three recharge enhancements with the three standard damage enhancements. Now, your rifle is ready to rock!

    [u]35) --> Smoke Grenade[u]
    [*]To Hit DeBuff(35)[u]
    [*]To Hit DeBuff(36)[u]
    [*]To Hit DeBuff(37)
    By now, you are probably getting tired of only throwing out Web Grenades, right? Well, now you should have the clearance necessary to upgrade and start carrying SG-16 Smoke grenades. These little baby’s envelope all those in an affected area in a cloud of smoke. Most foes will not be able to see you past melee range. Even if they do see you, such as if you attack them, they will still not be able to see you well and have a real bad time hitting you. Throwing a set of three tear-gas accuracy debuffs into the dispenser will help you to keep them out of the game long enough to retire them.

    [u]38) --> Auto Turret[u]
    [*]Damage(38)[u]
    [*]Damage(40)[u]
    [*]Damage(40)[u]
    [*]Recharge Reduction(42)[u]
    [*]Recharge Reduction(42)[u]
    [*]Recharge Reduction(42)
    The AT-38 Automatic Deploying Turret is a new invention for the battlefield. It is a stationary ground-based weapons platform with a fast fire rate and an equipped acustomized tracking system. Once the target is locked on, the targeting system will unload a volley of lead into the target until it falls or is out of range. Though this unit is armored, it can still be destroyed. Three damage and three recharge enhancements should keep this little toy at the enemy’s throat!

    [u]41) --> Body Armor[u]
    [*]Damage Resist(41)[u]
    [*]Damage Resist(43)[u]
    [*]Damage Resist(43)
    The EPP-BA Advanced Infantry Armor is the best on the market. It is tough, dependable, and just what the grunt ordered for all of your protection needs. Sure, it only blocks lethal and smashing damage, but even that is good compared to what you would normally face. Dropping three sheets of defense enhancement armor into it will make it good enough for the toughest fight.

    [u]44) --> Sleep Grenade[u]
    [*]Sleep Duration(44)[u]
    [*]Sleep Duration(45)[u]
    [*]Sleep Duration(45)
    Another favorite from the EPP Industries is the EPP-SG narcoleptic grenade. This baby is fired from the same barrel as your M30 Grenade, but packs a little more drastic of a punch. It causes a little damage and knockback from it’s initial detonation, but that is only the tip of the bayonet. It releases a gas which causes most things around it to go night-night. Throwing three sleep enhancing capsules into the chemical mixture well will make this potent enough to last most of the fight.

    [u]47) --> LRM Missile[u]
    [*]Damage(47)[u]
    [*]Damage(48)[u]
    [*]Damage(48)[u]
    [*]Recharge Reduction(48)[u]
    [*]Recharge Reduction(50)[u]
    [*]Recharge Reduction(50)
    Finally, the good stuff. The EPP-LRM is the pinnacle of high damage weaponry. It is a shoulder launched HEAT, that’s High Explosive Anti Tanker, weapon capable of the best sniper shots imaginable. It was first designed by the EPP corporation to take down some of the heavier Malta and 5th Column units, but they found their way onto the backs of heroes all over the city. Throwing three damage enhancing units and three recharging units into this little puppy make it sing! I’d highly suggest using it over and over as nothing beats the sound of large explosions to make you feel alive!

    [u]49) --> Caltrops[u]
    [*]Slow(49)
    Finally, what do you get for the hero that has everything? Well, a good Empathy Defender for one, and caltrops for two! It’s not much, but it will keep your prey from running away from you when you need them to stay planted for some real live target practice! Throwing a slowing enhancement into it is all that is really needed, too.

    That’s about it for the primary and secondary selections and slottings of your equipment, so let’s move on to your “inherent” abilities.

    [/b][u]01) --> Sprint[u]
    [*] Endurance Reduction (1)
    Nobody likes a hero that can’t keep up with the group. So, that is why you are going to want to spend every waking minute enhancing your sprinting ability and working on your endurance. That’s right, double time every step of the way!

    [u]01) --> Brawl[u]
    [*]Damage(1)
    Next up, your fist. That’s right, that slab of meat you use to pull the trigger! When in doubt, duke it out! Learn to take and dish out pain and damage with your hands!

    [u]02) --> Rest[u]
    [*]Recharge Reduction(2)
    Finally, rest often. You need to be ready to rest in every moment you need to. A good soldier can curl up in the blink of an eye and sleep no matter the circumstance, you need to learn this also.


    With all of this, if you were awake and paying attention, you should have no problems surviving and thriving in this City of Heroes. I have nothing more to teach you. If you have any questions or comments, feel free to either PM me, send me an in-game email (might be a little slow to get it due to my being an altoholic), send me an in-game global tell (@starfire-one), or just post it and I'll get around to it!

    Atten-SHUN! Dismissed!
  12. [u]EAT ENERGY BLAST, NERD-BOY!
    Starfire-One’s Guide to the Energy/Energy Blaster
    [u]

    Hello, heroes. My name is Starfire-One. First, I’d like to congratulate you on your choice to register with Paragon City. With all of the villains running loose in our fair city, we need more heroes like you.

    Well, I guess I should give you a little background on just exactly who I am. As you might have guessed, I’m a blaster. A mutant blaster to be specific. I’ve been fighting crime in the city since about two weeks after they opened it to we heroes.

    In all that time, I’ve learned a thing or two about my powers. Now, after being asked by Statesman to give a class here at the Special Heroic Education Department of Paragon City University, I’m passing my knowledge on to you.

    Mind you, heroes, this is according to my personal style, yours many vary and you will have to figure out how this information can help you. Well, I’ve always believed that teaching with words alone is a waste of time, so let’s get on with the presentation.

    [u]01) --> Power Thrust[u]
    [*]Accuracy(1)
    All of you Energy Manipulation Blasters know that you have to take this power. Under normal circumstances it is ludicrous to actually get into a melee fight with people tougher than you are. It’s good for emergencies, but that is about it. As for enhancing it, just plain accuracy will work, no need to put more into it than that. It’s pretty much just a “get the h3ll away from me power” primarily because of the decent damage and good knockback.

    [u]01) --> Power Blast[u]
    [*]Accuracy(1)[u]
    [*]Damage(3)[u]
    [*]Damage(5)[u]
    [*]Damage(13)[u]
    [*]End Reduction(36)[u]
    [*]Range Increase(46)
    This is my primary attack. It may not have the recharge time of Power Bolt, the other level one attack, but it packs more of a punch. As you can see, I have this ability enhanced to the peak of its power. The single accuracy is enough for me to hit almost whatever I aim at. The three damage enhancements ensure that what I do it falls down quickly. The Endurance Reduction lets me fight longer. Finally, the range enhancement gives me a few more feet of distance between myself ond my target, especially if they can mez or sap my endurance.

    [u]02) --> Energy Torrent[u]
    [*]Accuracy(2)[u]
    [*]Damage(3)[u]
    [*]Damage(5)[u]
    [*]Damage(13)[u]
    [*]Range Increase(25)[u]
    [*]End Reduction(37)
    Every good hero knows that a one-two shot is better than a single hit. When the two knocks everything in front of me down, that is even better. The enhancing of this power is similar to Power Blast, except the placement of the Range and Endurance Reduction. Those two abilities are reversed to give this power a further range earlier to keep it up with the other attacks.

    [u]04) --> Build Up[u]
    [*]Recharge Reduction(4)[u]
    [*]Recharge Reduction(25)[u]
    [*]Recharge Reduction(40)
    This power may not seem like much, but when used in conjuction with the later "Accuracy-less" attacks it provided more punching power and the Accuracy necessary for the attack to actually go through. My typical attack pattern has me using this before Sniper Blast or Nova, but when you exemplar down to help the newer heroes this can be used to almost one-shot Minions and take a fair part of a Lieutenant’s health down. Using three recharges in it let me use this ability often for the best effect.

    [u]06) --> Hover[u]
    [*]Flight Speed(6)[u]
    [*]Flight Speed(7)[u]
    [*]Flight Speed(7)[u]
    [*]End Reduction(15)[u]
    [*]End Reduction(23)[u]
    [*]End Reduction(45)
    This is the first of my Power Pools and the beginning of my primary travel power. My style of fighting keeps my pretty much off my feet… in other words, in the air. The three flight speeds lets me keep up with my teammates and the three endurance reductions keep me combat viable.

    [u]08) --> Aid Other[u]
    [*]Recharge Reduction(8)[u]
    [*]Recharge Reduction(9)[u]
    [*]Interrupt Reduction(9)[u]
    [*]Healing(19)[u]
    [*]Healing(29)[u]
    [*]Healing(43)
    Hello, my name is Starfire-One and I'm a badge-wh0re <twitch, twitch>. That's right, most people get this to help the team… I got this for the badges <twitch, twitch>. The two recharges let me use it often enough to be effective, the interrupt lets me use it in combat, and the three heals give me the numbers needed to get the badges <twitch, twitch>… My own, my precious, my badges <strokes them in his palm>…

    [u]10) --> Sniper Blast[u]
    [*]Damage(10)[u]
    [*]Damage(11)[u]
    [*]Damage(11)[u]
    [*]Interrupt Reduction(15)[u]
    [*]Range Increase(34)[u]
    [*]Range Increase(42)
    Ehem… sorry about that, I don’t know what comes over me at times. Let us look now at the opener for all of my attack chains: the Snipe. The three damages give me the power to take out a single Lieutenant with a shot. The two ranges let me do it from so far that some mobs will actually lose agro on me before they get to me. And the interrupt reduction lets me even use this ability to deliver knockout blows in combat. Even when in the gel of that disgusting Hamidon, I can throw out a sniper blast without the goo interrupting me.

    [u]12) --> Swift[u]
    [*]Flight Speed(12)
    This power opens the second and greatest of my power pools: The fitness pool. Though it doesn’t need any further enhancement, a single flight speed should help keep you up with the team when it comes to your hovering speed.

    [u]14) --> Fly[u]
    [*]Flight Speed(14)[u]
    [*]Flight Speed(34)[u]
    [*]Flight Speed(42)
    Okay, what power makes a person feel more like a superhero than fly? Sure, Super Speed is Faster, Super Jump gives you more mobility, and Teleport lets you avoid mob agro, but I'm a traditionalist. Not to mention, I like to fly! To get the most out of this ability, all you have to do is enhance it with three flight speeds.

    [u]16) --> Power Burst[u]
    [*]Accuracy(16)[u]
    [*]Damage(17)[u]
    [*]Damage(17)[u]
    [*]Damage(19)[u]
    [*]Range Increase(23)[u]
    [*]Range Increase(40)
    Here is the third attack power in my chain. It is enhanced like the others with one major difference. As this power has a very short range, two range enhancements finish this power rather than an endurance reduction. This pushes the combat a little further than right in your face. Being one of the most powerful attacks in the Energy Blast line, I find it a fitting end to a perfect attack chain.

    [u]18) --> Health[u]
    [*]Healing(18)[u]
    [*]Healing(37)[u]
    [*]Healing(43)
    Well, here’s the not-quite-big one. With this ability, you can fight harder and longer than before. That’s right, it will now take TWO shots to knock you out rather than just one! In all seriousness, this power is effective for long soloing and quick health recovery between fights. I’d suggest putting two heals into it to make it combat effective.

    [u]20) --> Stamina[u]
    [*]Endurance Modification(20)[u]
    [*]Endurance Modification(21)[u]
    [*]Endurance Modification(21)
    If Health keeps you alive, then this power keeps you fighting. Past this point, whatever endurance problems I had, are a thing of the past. The three endurance modifiers I put in this power keep it good and don’t let me down. The only endurance problems I really have are after I Nova. Then again, if I have to do that, then endurance is the least of my problems.

    [u]22) --> Stimulant[u]
    [*]Recharge Reduction(22)
    You ever want to be friends with the team Empathy Fender or Troller? Clear Mind them for a change! If you know your team will be fighting Mezzers, pass this around a little. It keeps the Squids squiddy, the Trollers trolly, and the Defenders… um… er… fendery? Well, you get the point. This is a good team oriented power and opens things up for…

    [u]24) --> Resuscitate[u]
    [*]Interrupt Reduction(24)
    That's right! When you bring someone back from their face-plant, all the health they regain adds to your healing badge <twitch, twitch>. The interrupt reduction lets you use this in combat with relative ease. With this power, you should get your badge <twitch, twitch> in no time!

    [u]26) --> Power Bolt[u]
    [*]Accuracy(26)[u]
    [*]Damage(27)[u]
    [*]Damage(27)[u]
    [*]Damage(29)[u]
    [*]End Reduction(36)[u]
    [*]Range Increase(46)
    Here's another of my main shots! Similiar to my Power Blast, this one does a little less damage but recharges a little quicker. It makes for an excellent filler in any attack chain. It is enhanced identically to Power Blast and shares many of the same attributes.

    [u]28) --> Stealth[u]
    [*]End Reduction(28)
    This is one of the abilities that I took primarily for the PvP aspect. Whether it is fighting other heroes in the Arena or fighting the more advanced villains in the disputed zones, this power will assist you more than you know. With this power up, you can make sure that no ran-dumb villain will see you and knock you out of the sky. During missions, this power will aid you with setting up the perfect sniper positions at range.

    [u]30) --> Explosive Blast[u]
    [*]Accuracy(30)[u]
    [*]Damage(31)[u]
    [*]Damage(31)[u]
    [*]Damage(31)[u]
    [*]End Reduction(36)[u]
    [*]Range Increase(43)
    Here’s one of the more fun powers you have. Think along the lines of your energy torrent, but centered around a single enemy rather than a cone in front of you. This is an interesting power to use and will serve you well if used correctly. It is enhanced like many of your other powers and used as the peak of your attack chain.


    [u]32) --> Nova[u]
    [*]Damage(32)[u]
    [*]Damage(33)[u]
    [*]Damage(33)[u]
    [*]Recharge Reduction(33)[u]
    [*]Recharge Reduction(34)[u]
    [*]Recharge Reduction(46)
    Slotted like my Sniper, this is my “Oh Shite!” power. The lack of ANY endurance after triggering this power makes it a poor tactical choice… However, it may be the only thing separating you from a good long Rest and a trip to the Medical Center. In a team, however, it recharges quickly enough to be a great surprise for the larger mobs!

    [u]35) --> Conserve Power[u]
    [*]Recharge Reduction(35)[u]
    [*]Recharge Reduction(37)[u]
    [*]Recharge Reduction(50)
    If you find yourself in a fight that you know will draw you out, even with your Stamina, this is the power to rely on. This is the one for the fight you need to win. Sometimes it is a sapper that just won’t fall down, sometimes it is an arch-villain with an attitude. The reason doesn’t matter, the effect will. This is your personal Recovery Aura, use it wisely.

    [u]38) --> Total Focus[u]
    [*]Accuracy(38)[u]
    [*]Accuracy(39)[u]
    [*]Damage(39)[u]
    [*]Damage(39)[u]
    [*]Damage(40)[u]
    [*]End Reduction(42)
    This is my "Kiss My Fist" power. If anyone does come too close, they get a taste of what my ranged abilities can do up close… Add to that the mez this deals and call it good! The extra accuracy replacing the range enhancement makes sure you hit absolutely every enemy in front of you.

    [u]41) --> Personal Force Field[u]
    [*]Defense Buff(41)
    Now comes the personal section. Everyone has a different idea of what's best… Well, my character concept (the one I came up with during my old PnP Heroes Unlimited days) is a force field for defense. The single slot in this power makes it a great power for the hero who wants to "get away from it all" for a little while.

    [u]44) --> Repulsion Field[u]
    [*]End Reduction(44)[u]
    [*]End Reduction(45)[u]
    [*]End Reduction(45)
    Nothing is more fun for a blaster than keeping people away from you. That is what this power does, it keeps them away. Yes, it will draw agro if you “bump” a mob you are trying to go around, but what would the greater evil be? Not to mention this kind of keeps those Stalkers in the disputed zones from getting too close. The three endurance reductions keep it from biting into your endurance. However, use sparingly.

    [u]47) --> Force of Nature[u]
    [*]Recharge Reduction(47)[u]
    [*]Recharge Reduction(48)[u]
    [*]Recharge Reduction(48)[u]
    [*]Damage Resist(48)[u]
    [*]Damage Resist(50)[u]
    [*]Damage Resist(50)
    How does a blaster stand toe-to-toe with a meleer? Well, this is the answer! Activate this power and you should have enough time to either kick their butt or make them "step off" and run screaming like an Invuln Tanker against Carnies! The Recharges make it cycle faster and the Resists give you the power you need for your fights. Sometimes, however, it takes a little more…

    [u]49) --> Stun[u]
    [*]Accuracy(49)
    That's right… a single power that is so monumentally useless with such a high damage build, that it is only viable (in my opinion) for the level 50 PvP. If those scrappers and stalkers are giving you problems, stun them! Tankers and brutes won’t get off your back? Well, drop all their toggles then wipe the floor with them! Trollers or Fenders? Well, stun them, then slap them around and call them Sue! Fellow Blasters? Well, you can’t shoot if you look like you just left Happy Hour!

    Finally, the Inherents. These are very basic, but their slotting can still save you in a pinch.

    [u]01) --> Brawl[u]
    [*]Accuracy(1)
    An accuracy will suffice in this power. It may not be much, but it could save you if you use it right.

    [/b][u]01) --> Sprint[u]
    [*]End Reduction(1)
    It does not matter what kind of sprinting power you use (I personally enjoy Surge), but an endurance reduction in the power will let you use it for whatever running around you need to do!

    [u]02) --> Rest[u]
    [*]Recharge Reduction(2)
    Here’s the most used power I have. Nothing feels better between fights than a quick rest. Just take a knee and call it good for a few seconds and you will be back to normal. Throwing a recharge reduction into this power lets you re-use it after only a short duration.



    I hope this is a good explaination. If you have any questions or comments, feel free to either PM me, send me an in-game email (might be a little slow to get it due to my being an altoholic), send me an in-game global tell (@starfire-one), or just post it and I'll get around to it!

    Good luck and good hunting, Heroes!
  13. Beautiful, but the woman in the video playing Missy K looks better
  14. Defense is still a sticky subject since the ED and defense shifts. Though I have seen the results from running with it unslotted as well as slotted. It may seem odd, but the defense buffs do make a difference.
  15. Say it ain't so Cuppa, say it ain't so...

    Why would you leave those of us who love you so dearly. I'll miss you.

    <looks around>

    DIBS ON HER CUBICLE!!!!

    Seriously, though, I hope you still drop in from time to time to say hi or perhaps run some PvP on Test or something.
  16. This is the build I use for my Merc/Traps MM. I play him on Relentless and have had no major complaints for anyone I've teamed with (except the Stalkers who think I kill things too fast). In PvP, as usual, I have been called grossely overpowered. The only time I'm defeated is when a group of heroes get together to gank the lone MM. Poor underpowered heroes.

    Before you question it... The final power is more of a filler until they open Lord Recluse as a patron.

    Thanks for the guide!

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Major Victor Stryker
    Level: 50
    Archetype: Mastermind
    Primary: Mercenaries
    Secondary: Traps
    ---------------------------------------------
    01) --> Soldiers==> Acc(1)Acc(3)Dmg(3)Dmg(5)Dmg(5)Heal(19)
    01) --> Web Grenade==> Acc(1)
    02) --> Caltrops==> Rechg(2)
    04) --> Triage Beacon==> Heal(4)Heal(7)Heal(7)Rechg(11)Rechg(19)Rechg(40)
    06) --> Equip Mercenary==> EndRdx(6)EndRdx(36)
    08) --> Combat Jumping==> DefBuf(8)DefBuf(9)DefBuf(9)EndRdx(21)EndRdx(48)
    10) --> Acid Mortar==> Acc(10)Rechg(11)Rechg(17)Rechg(43)
    12) --> Spec Ops==> Acc(12)Acc(13)Dmg(13)Dmg(15)Dmg(15)DisDur(17)
    14) --> Super Jump==> Jump(14)Jump(25)Jump(43)
    16) --> Force Field Generator==> DefBuf(16)DefBuf(21)DefBuf(43)
    18) --> Assault==> EndRdx(18)EndRdx(46)
    20) --> Poison Trap==> Rechg(20)Rechg(36)Rechg(46)
    22) --> Tactics==> EndRdx(22)EndRdx(23)TH_Buf(23)TH_Buf(25)TH_Buf(37)
    24) --> Serum==> Rechg(24)Rechg(34)Rechg(48)
    26) --> Commando==> Acc(26)Acc(27)Dmg(27)Dmg(29)Dmg(29)EndRdx(36)
    28) --> Seeker Drones==> Acc(28)Dmg(31)Dmg(31)Rechg(33)Rechg(34)Rechg(48)
    30) --> Maneuvers==> EndRdx(30)EndRdx(31)DefBuf(33)DefBuf(34)DefBuf(37)
    32) --> Tactical Upgrade==> Rechg(32)Rechg(33)Rechg(37)
    35) --> Grant Invisibility==> EndRdx(35)EndRdx(50)
    38) --> Detonator==> Acc(38)Dmg(39)Dmg(39)Rechg(39)Rechg(40)Rechg(40)
    41) --> Stealth==> DefBuf(41)DefBuf(42)DefBuf(42)EndRdx(42)EndRdx(50)
    44) --> Aid Other==> Heal(44)Heal(45)Heal(45)Rechg(45)Rechg(46)Rechg(50)
    47) --> Trip Mine==> Rechg(47)
    49) --> Stimulant==> Rechg(49)
    ---------------------------------------------
    01) --> Power Slide==> EndRdx(1)
    01) --> Sprint==> Jump(1)
    01) --> Brawl==> Acc(1)
    02) --> Rest==> Rechg(2)
    01) --> Supremacy==> Empty(1)
    ---------------------------------------------
  17. Dustnite, you have a point. As I fully believe in a living guide (i.e. constantly shifting as new techniques come along, not just FoTM), I will look into what you have said and run a few tests. Thanks for the suggestions.
  18. Here's a great guide for the Sonic/Kinetics Corruptor:

    Guide to the Sonic/Kinetics Corruptor!

    This is I7 friendly, too!
  19. Leadership is nice, but not a requirement of this build. Anyway, Corruptors receive about Controller-level Leadership. It's good, but this is not that kind of a build. Except for three of the powers, this build in a Solo-dream that can aid a team in damage and slight healing/buffing.
  20. I’ve been playing CoV since Beta, and have noticed a severe lack of Sonic/Kinetic guides but no lack of Sonic/Kinetic characters. So, to help those who are either unsure of what character they wish to play or how they want to build it, I submit this guide.

    First a look at the finished product:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Starscreamer
    Level: 50
    Archetype: Corruptor
    Primary: Sonic Blast
    Secondary: Kinetics
    ---------------------------------------------
    01) --> Scream==> Acc(1)Dmg(3)Dmg(5)Dmg(11)EndRdx(19)Range(45)
    01) --> Transfusion==> Acc(1)Acc(5)Rechg(7)Heal(13)Heal(29)Heal(36)
    02) --> Shriek==> Acc(2)Dmg(3)Dmg(7)Dmg(11)EndRdx(19)Range(46)
    04) --> Siphon Power==> Acc(4)Acc(13)Rechg(29)Rechg(40)
    06) --> Stealth==> DefBuf(6)DefBuf(34)DefBuf(42)
    08) --> Shout==> Acc(8)Dmg(9)Dmg(9)Dmg(15)EndRdx(25)Range(43)
    10) --> Siphon Speed==> Acc(10)Acc(15)Rechg(40)
    12) --> Swift==> Run(12)
    14) --> Repel==> EndRdx(14)EndRdx(31)EndRdx(42)
    16) --> Health==> Heal(16)Heal(17)Heal(17)
    18) --> Increase Density==> EndRdx(18)EndRdx(46)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    22) --> Howl==> Acc(22)Dmg(23)Dmg(23)Dmg(25)EndRdx(27)Range(45)
    24) --> Speed Boost==> EndRdx(24)EndRdx(46)
    26) --> Screech==> Acc(26)Acc(27)DisDur(31)DisDur(42)
    28) --> Inertial Reduction==> Jump(28)Jump(34)Jump(43)
    30) --> Amplify==> Rechg(30)Rechg(31)Rechg(37)
    32) --> Dreadful Wail==> Dmg(32)Dmg(33)Dmg(33)Rechg(33)Rechg(34)Rechg(37)
    35) --> Transference==> Acc(35)Acc(36)Rechg(36)Rechg(37)
    38) --> Fulcrum Shift==> Acc(38)Acc(39)Rechg(39)Rechg(39)Rechg(40)
    41) --> Web Envelope==> Acc(41)Acc(43)
    44) --> Web Cocoon==> Acc(44)EndRdx(45)
    47) --> Summon Disruptor==> Rechg(47)Rechg(48)Rechg(48)Dmg(48)Dmg(50)Dmg(50)
    49) --> Scorpion Shield==> EndRdx(49)EndRdx(50)
    ---------------------------------------------
    01) --> Sprint==> Jump(1)
    01) --> Brawl==> Acc(1)
    01) --> Scourge==>
    02) --> Rest==> Rechg(2)
    01) --> Power Slide==> Run(1)
    01) --> Power Surge==> EndRdx(1)
    ---------------------------------------------


    Part 2:

    Why I took what I took and the reasons for it’s slotting.

    Level 01
    Scream (Sonic Blast)
    Enhancements: Accuracy, Damage (x3), Endurance Reduction, and Range Increase
    Reasoning: Scream is a great opening power for both its DoT and debuffing abilities. It provides an unenhanced 13% resistance debuff, and causes 8 ticks of energy damage. The single Accuracy enhancement off-sets the -5% that the power is naturally penalized with, the 3 Damage enhancements give it the damage necessary to be a mainstay throughout the game, the Endurance Reduction makes it easier to be used in an open attack chain, and the Range is thrown in to give you a little more distance from the more melee oriented enemies.

    Transfusion (Kinetics)
    Enhancements: Accuracy (x2), Recharge Reduction, and Healing (x3)
    Reasoning: Transfusion is an excellent heal for the melee-oriented teammates you group with. This power causes your target to lost some of their endurance and heal anyone in the immediate area. Since this is the only true heal you get, and the power you have to get at level 1, I suggest using it to the best of its ability. The two Accuracy enhancements provide the necessary boost to hit almost constantly, the Recharge Reduction helps ease the stress of the in-fighters who need the constant heals, and the three Healing enhancements help you to get to the badge-levels at a quicker rate.

    Level 02
    Shriek (Sonic Blast)
    Enhancements: Accuracy, Damage (x3), Endurance Reduction, and Range Increase
    Reasoning: Scream is the lesser of the two initial powers you can choose. However, compared to the Cone Howl, it still does more damage with less chance to agro everything in front of you. Its slotting is identical to Scream for the exact same reasons. Though it may not seem as useful, it will still be a necessary power in your attack chain.

    Level 04
    Siphon Power (Kinetics)
    Enhancements: Accuracy (x2), Recharge Reduction (x2)
    Reasoning: Now for the opening power of all your attack chains. The one, the only: Siphon Power. This power draws damage from the enemy and adds it to your own attacks. The two Accuracies guarantee an immediate hit and the two Recharge Reductions make sure this power is ready for your next opening volley!

    Level 06
    Stealth (Concealment)
    Enhancements: Defense Buff (x3)
    Reasoning: You are a squishy. This power helps you to get to the most advantageous position and offers some protection once the fur starts flying. In PvP zones, this power pays for itself as you can travel to and from missions with little worry of detection. The three Defense Buffs slotted in this power make it a little more effective at keeping your rear covered if you are discovered.

    Level 08
    Shout (Sonic Blast)
    Enhancements: Accuracy, Damage (x3), and Range Increase (x2)
    Reasoning: The range is short, but the damage more than makes up for it. This single-target power is one of the most damaging early powers you have access to. In an attack chain, it will usually scourge the last remaining hit points out of the target (or take the target down to scourge levels for your other attacks). The enhancement selection is the same as the rest of your primary attacks with one change: The Endurance Reduction becomes a Range Increase to give you a little more distance between you and your prey.

    Level 10
    Siphon Speed (Kinetics)
    Enhancements: Accuracy (x2) and Recharge Reduction
    Reasoning: Level 10 and you already have a travel power! That’s right, Siphon Speed is your travel power. The Accuracy enhancements make it a sure hit and the Recharge makes sure you never lose your speed. Add all this to the fact that it will slow anything struck and you also have the perfect power for an attack chain against a Boss, Elite Boss, or even an AV!

    Level 12
    Swift (Fitness)
    Enhancements: Run Speed
    Reasoning: At this point, you want to set yourself up for the Health and Stamina powers that most end-heavy builds near-require. I normally do not recommend one of these powers (Swift or Hurdle) over the other, but in this case I am recommending Swift. This power offsets the speed reduction that Stealth causes. I also am not recommending any other than the initial slots in this power. It is good enough as it is and really needs no help.

    Level 14
    Repel (Kinetics)
    Enhancements: Endurance Reduction (x3)
    Reasoning: Nothing is more annoying than having a brawler run up and knock you into the middle of next week. This power helps in the prevention of this problem. Not to mention that it has the ability to de-toggle some powers in PvP. Thrown in 3 Endurance Reductions to mitigate the high cost of its use, and you have a wonderful herding and personal space protector!

    Level 06
    Health (Fitness)
    Enhancements: Healing (x3)
    Reasoning: Now, because of the loads of agro and damage you have been taking, you can reduce the amount of time you spend between mobs. Health gives you the ability to simply stand still for a short amount of time rather than the previously required Rest to heal back your points. As for the matter of your squishiness, this will prolong the inevitable long enough for you to give a black eye to your assailant rather than simply bleed on them.

    Level 18
    Increase Density (Kinetics)
    Enhancements: Endurance Reduction (x2)
    Reasoning: Now for a more team-oriented ability. With the number of benefits of this power, and the only draw-back being a speed reduction, I know of only a handful of other players who do not want this cast on them. The dual Endurance Reductions make this power easy on your blue bar so it can be recast in combat. For PvP, well, who doesn’t want to be more resistant to Teleport Foe?

    Level 20
    Stamina (Fitness)
    Enhancements: Endurance Modification (x3)
    Reasoning: And now for the moment we’ve all been waiting for. Kiss your old Endurance problems goodbye! Stamina may not be as strong as it was before, but it is still far from a useless power. This will keep you more combat viable for a longer amount of time. Throw in a couple more Endurance Modification slots and watch it shine!

    Level 22
    Howl (Sonic Blast)
    Enhancements: Accuracy, Damage (x3), Endurance Reduction, and Range Increase
    Reasoning: Well, now that you can actually take some of the agro without a one-way trip to the medical clinic, lets take this cone power now. It may not be the strongest in your inventory, but it is still no slouch when combined with your other powers. It’s slotting is near-identical to the rest of your attacks (do you see a pattern yet?), and it should be integrated into your attack chain immediately!

    Level 24
    Speed Boost (Kinetics)
    Enhancements: Endurance Reduction (x2)
    Reasoning: Throughout my experiences in both the games, I have never understood why anyone would not want this power. It gives you a near-hasten effect to your power recharge, a near Recovery Aura boost to Endurance Recovery, and a near Super Speed boost to your movement speed. Not to mention the fact that it neutralizes slow effects… Still, I guess some people just don’t want the uberness associated with this ability.

    Level 26
    Screech (Sonic Blast)
    Enhancements: Accuracy (x2) and Disorient Duration (x2)
    Reasoning: If you have a child, then you know exactly what this power is capable of. It’s a Mag 3 disorient that will make even the strongest enemies grab for their heads and wish you were somewhere under the water. A couple of Accuracies and Disorient Durations and you may be able to double-shot this onto an AV to give them the mother of all Migraines!

    Level 28
    Inertial Reduction (Kinetics)
    Enhancements: Jump (x3)
    Reasoning: If Siphon Speed is becoming a little old for your travel power then try Super Jump. But this power is not just for you, you can share with those around you as well! That’s right, treat others to the glories of soaring like 1935 Superman (read the history, he didn’t always used to fly)! Three Jump enhancements will cause YOU to leap tall buildings in a single bound (just watch where you land).

    Level 30
    Amplify (Sonic Blast)
    Enhancements: Recharge Reduction (x3)
    Reasoning: This power, whine not exactly necessary before this point, will make things a little easier on you, especially with what is about to come. It increases the accuracy of your powers by 100% for 10 seconds. That is more than enough time for what is about to strike! That’s right, I’m talking about…

    Level 32
    Dreadful Wail (Sonic Blast)
    Enhancements: Damage (x3) and Recharge Reduction (x3)
    Reasoning: Met your Nova! Nova, unleash havoc on the masses. The three Damages make it able to take down even bosses. The three Recharge Reductions make it come up faster to be used again and again. Pop Amplify and Siphon Power beforehand, and you will slay them in the aisles (literally)!

    Level 35
    Transferance (Kinetics)
    Enhancements: Accuracy (x2) and Recharge Reduction (x2)
    Reasoning: Similar to Transfusion, this powers drains the mob of endurance and boosts the endurance of any allies around it. The main difference, however, is the amount of Endurance drained. It is quite possible to drain up to 60 points and thus stop a foes most powerful attacks. Two Accuracy and Recharge Reduction enhancements make this power a sure-hit and up quick enough to help even the most End Hungry attacker!

    Level 38
    Fulcrum Shift (Kinetics)
    Enhancements: Accuracy (x2) and Recharge Reduction (x3)
    Reasoning: Now for the ultimate power of either line. This is Siphon Power on a grand scale. It may have -10% accuracy, but you can easily add 100% damage to anyone standing near both you and the enemies. The two Accuracy enhancements make this power hit for more effect and the three Recharges let you hit sooner. My advice is to use an attack chain in this order for maximum effect: Siphon Speed, Siphon Power, Amplify, Fulcrum Shift, and finally Dreadful Wail. Then just step over the bodies of your enemies and move to the next mob!

    Level 41
    Web Envelope (Black Scorpion – Mace Mastery)
    Enhancements: Accuracy (x2)
    Reasoning: Your choice of patron power is up to you. Know this, however, with this build you have 8 slots which you can distribute however you like through your Patron pools. I chose Black Scorpion because he is the “Corruptor Patron.” As such, the first power I took is Web Envelope. This immobilized, -Slow, -Fly, -Jump most if not all foes you shoot this at. It may cost more End than you are comfortable, but with two Accuracy enhancers, you should have no problem keeping things put.

    Level 41
    Web Envelope (Black Scorpion – Mace Mastery)
    Enhancements: Accuracy (x2)
    Reasoning: Your choice of patron power is up to you. Know this, however, with this build you have 8 slots which you can distribute however you like through your Patron pools. I chose Black Scorpion because he is the “Corruptor Patron.” As such, the first power I took is Web Envelope. This immobilized, -Slow, -Fly, -Jump most if not all foes you shoot this at. It may cost more End than you are comfortable, but with two Accuracy enhancers, you should have no problem keeping things put.

    Level 44
    Web Cocoon (Black Scorpion – Mace Mastery)
    Enhancements: Accuracy (x2)
    Reasoning: This power is much like the first, but affects a single target to better effect. Again the Accuracy makes the difference, though the cost still may be a problem.

    Level 47
    Summon Disruptor (Black Scorpion – Mace Mastery)
    Enhancements: Recharge Reduction (x3) and Damage (x3)
    Reasoning: What do you get for the villain who has it all? Why, a remote controlled Spider, of course. This little guy will follow and fight with you. Feel free to sacrifice it, as you can always summon another quickly. As such, I suggest three Recharges for those fast summoning situations and three damages for it to unleash a can of whoopa$$ on thine mortal enemies (and some of the immortal ones also), don’t worry about the accuracy, however, as this thing is naturally loaded to bear!

    Level 49
    Scorpion Shield (Black Scorpion – Mace Mastery)
    Enhancements: Endurance Reduction (x2)
    Reasoning: Finally, you have the Energy Shield. This increases your defense to lethal, smashing, and energy as well as boosts your resistance to toxic. After all that you have been through, however, this is more of an afterthought. Though, with the two Endurance Reductions, it will still be a good power for those combat times.
  21. Not sure if this has been brought up yet, but here goes:

    Cape Issues

    1: The cape seems to be unattacked to the mantle when you are flying. It's about 3 inches behind the mantle and not connected.

    2: The mantle seems to not tough the body with certain costume pieces. I was wearing the Toga and noticed the mantle sitting about an inch over my skin.
  22. [ QUOTE ]
    Does this include the infamous Map Patch? Because we never got a straight answer on whether or not that was legal. Please detail what is acceptable and what is not.

    [/ QUOTE ]

    I'm with Leader... Does this include the Vidiot map patch? I mean, that was the primary reason the site got it's award, right?
  23. Starfire_One

    Badge Questions

    [ QUOTE ]
    Currently the badge is given to ANY team or player-not-on-a-team that does 25% or more damage to the Giant Monster.

    When Giant Monsters get tougher (Issue 7), this number will drop to 10%(or more), encouraging more teams to fight them. The rewards will be increasing as well.

    [/ QUOTE ]
    What about Hamidon Raids? At the moment, the only people getting anything for their money during the "Mito Phase" are the damage and sometimes the Umbrella teams. The PA Droppers, the Agro Team, and the Agro-Heal team get nothing at all, but without a single one of them: Sea of Orange Names (Raid Over)!

    Is something going to be done to reward these people? They aren't even in the running for the single SO or Salvage piece! I mean, even the id10ts who get in the one or two hits and run back to the rock get something for their money!
  24. Well, since nobody posted after me, and I have some time before my class starts, let me explain the details of my build...

    YOU DID WHAT?!?!

    First some background. Starfire-One first hit Paragon City about two weeks after launch. He saw action (and debt-cap) through the game until he hit 50 shortly before I5. I've used almost every respec he has and have, in my opinion, perfected his build to my play style.

    Now for a power-by-power:
    01 : Power Thrust acc(01)
    My power thrust is only used in my one-two "get the h3ll away from me" set. Because it has a good knockback but not much damage, it only has a single accuracy.

    01 : Power Blast acc(01) endred(3) rng(5) dam(9) dam(19) dam(23)
    Here's my main attack. As you can see from my previous post, all my primary attacks are 6-slotted. The 3 Damages give it the punch (post ED) it needs, the Accuracy means it almost always hits, the Range give me a little more range for those pesky mezzers and sappers, and the End Reductions let's me fight with little or no downtime.

    02 : Energy Torrent acc(02) endred(3) conrng(5) dam(13) dam(23) dam(42)
    This is the second of my main attacks. As before, it has the ear-marks of the original power but it's added bonus is the cone effect and the knockback. Sometimes, mostly in the earlier levels/exemped, I open with this attack to get everything knocked down then shoot whatever stands up first.

    04 : Build Up recred(04) recred(25) recred(42)
    This power may not seem like much, but when used in conjuction with my "Acc-less" attacks it provided more punching power and the Acc neccessary for the attack to actually go through. My typical attack pattern has me hitting this before Sniper Blast or Nova, but thrown into an exemped build lets me one-shot some lieutenants. The 3 Recharges let me use it often... which I do!

    06 : Hover fltspd(06) fltspd(7) fltspd(7) endred(13) endred(25)
    The first of mt power-pools and my main travel power. I usually have this always active in a mission and have a quick key-bind tied to one of my many mouse buttons which lets me switch between this and fly with ease. The 3 Flight Speeds let me keep up with most of my party while the 3 End reducers let me fight with it up... If the Defense changes go through, I may consider take out one of each and slotting 2 Defenses, but that will wait for testing.

    08 : Aid Other recred(08) recred(9) inttim(15) hel(29) hel(43) hel(46)
    Hello, my name is Starfire-One and I'm a badge-wh0re <twitch, twitch>. That's right, most people get this to help the team... I got this for the badges <twitch, twitch>. The two Recharges let me use it often-enough to be effectine, the Interrupt lets me use it in combat, and the 3 Heals give me the numbers needed to get the badges <twitch, twitch>... My own, my prescious, my badges <strokes them in his palm>

    10 : Sniper Blast dam(10) dam(11) dam(11) rng(15) rng(34) rng(43)
    Now for the opener to most of my attacks, my Sniper. You might notice the lack of Accuracy... Well, that's why I have my Build Up. With the 3 Damages and the 3 Ranges, I can one-shot minions so far away that their group won't agro on me. A current thought I was having was to replace one of the Ranges with an Interrupt to allow this to be used in Combat (and Hami-Raids).

    12 : Swift runspd(12)
    What can I say, this opens up one of the best power pools immaginable. Though, with the testing I'm currently doing, it may be more efficient to take Hurdle as the "jumping" may speed up flight and Hover (More to come on that).

    14 : Fly fltspd(14) fltspd(43) fltspd(50)
    Okay, what power make a person feel more like a superhero than fly? Sure, Super Speed is Faster, Super Jump gives you more mobility, and Teleport lets you avoid agroing things... but I'm a traditionalist... I like flight! The 3 Flight Speeds maxes it and, with my keybinds, I can effortlessly switch between this and hover for combat.

    16 : Power Burst acc(16) dam(17) dam(17) dam(45) rng(45) rng(34)
    This is another of my attack chain. Unlike my others, I sacrificed the End Reduction for another Range. This makes it combat viable for other than in-your-face action. Being one of the strongest of the Energy/ line, i find it to be the perfect ending to my attack chain as it can take out most things I am facing.

    18 : Health hel(18) hel(19) hel(34)
    Well, here's the big one. 3 Heals and you can fight longer and harder... That's right, it now takes TWO shots to knock you to the hospital! In all seriousness, this power is effective for long soloing and regening between short quick fights.

    20 : Stamina endrec(20) endrec(21) endrec(21)
    If Health kept you alive, this keeps you fighting. With my build, I have no end problems and can fight almost indefinitely. My only end problems come after I Nova, but If I do have to Nova, it means I'm going down anyway... hopefully I can take a few of those Bastages with me (or just knock them away and run screaming like a Super Reflexes scrapper).

    22 : Stimulant recred(22)
    You ever want to be friends with the team Empathy Fender or Troller? Clear Mind them for a change! If you know your team will be fighting Mezzers, pass this around a little. It keeps the squids squiddy, the Trollers Trolly, and the Defenders... um... er... Fendery? Well, you get the point. This is a good team oriented power and opens things up for...

    24 : Resuscitate recred(24) recred(42) inttim(40)
    That's right! When you bring someone back from their face-plant, all the health they regain adds to your healing badge <twitch, twitch>. The two Recharges let you use it when neccessary and the Interrupt makes it combat effective. With this power, you should get your badge <twitch, twitch> in no time!

    26 : Power Bolt acc(26) endred(27) rng(27) dam(29) dam(37) dam(36)
    Here's another of my main shots! Similiar to my Power Blast, this one does a little less damage but recharges a little quicker. It makes an excellent filler for an attack chain.

    28 : Stealth endred(28)
    This is for PvP. With this power up, you can make sure that no randumb villain will see you and knock you out of the sky. The good thing, with the fixing of the Defense changes soon, it might be wise to add 3 defenses to this... but as I said before, that will be after some testing.

    30 : Bone Smasher acc(30) endred(31) recred(31) dam(31) dam(36) dam(37)
    What happens if you get too close to an /Energy Blaster? I'll give you a hint... PAIN! This is for when you need that one more shot on the boss or you want to knock a lieutenant for a loop... not to mention, you should see the look on a Stalkers face when he [censored] you to a sliver and you knock him into the hospital!

    32 : Nova dam(32) dam(33) dam(33) recred(33) recred(37) recred(36)
    Slotted like my Sniper, this is my "Oh Shite!" power. The lack of ANY endurance after triggering this power makes it tactically inviable... however, it may be the only thing seperating you from a good long Rest and a trip to the Medical Center. In a team, however, it recharges enough to be a great surprise for the larger mobs!

    35 : Power Push acc(35)
    This is the second in my "Back-off" set. First you hit them a little ways back with Power Thrust, then you throw them into the wall with this! That's why the single Accuracy... what more do you need?

    38 : Total Focus acc(38) acc(39) endred(39) dam(39) dam(40) dam(40)
    This is my other "Kiss My Fist" power. Sometimes, for those close enemies, Bone Crusher isn't enough... Well, while they are staggering under the effects of Bone Crusher, smack them with this and get away (or push them away)!

    41 : Personal Force Field defbuf(41)
    Now comes the personal section. Everyone has a different idea of what's best... Well, my character concept (the one I came up with during my old PnP Heroes Unlimited days) is a force field for defense. The single slot in this power makes it a great power for the hero who wants to "get away from it all" for a while.

    44 : Repulsion Field endred(44) endred(45) endred(46) acc(46)
    Nothing is more fun for a blaster than keeping people away from you. The End Reductions make this combat viable and the Accuracy makes sure that only the strongest of enemies can get close... at which point you should have some way to either push them away or make them regret getting into melee.

    47 : Force of Nature recred(47) recred(48) recred(48) damres(48) damres(50) damres(50)
    How does a blaster stand toe-to-toe with a meleer" Well, this is the answer! Click it once and you should have enough time to either kick their butt or make them "step off" and run screaming like an Invuln Tanker against Carnies! The Recharges make it cycle faster and the max Resists give you the power you need for your fights. Sometimes, however, it takes a little more...

    49 : Stun acc(49)
    That's right... a single power that is so monumentally useless with such a high damage build, that it is only viable (in my opinion) for the level 50 PvP. If that Scrapper is giving you problems, stun him! Tankers? Well, drop all his toggles then wipe the floor with him! Psionic Trollers or Fenders? Well, stun them, then slap them around and call them Sue! Fellow Blasters? Well, you cant shoot if you look like you just left Happy Hour!

    Finally, the Inherents. These are pretty much "Duh" powers for slotting... but my collection gives me something for everything. My suggestion is this:

    Brawl get's an Accuracy for the knocking of toggles and the one-hit-wonder of Exemping to help out your level 3 friend.

    Your Sprint power should get an End Reduction to make it combat effective.

    Your Rest needs a Recharge to make sure it is up when you need it.

    01 : Brawl acc(01)

    01 : Sprint jmp(01)

    01 : Prestige Power Surge endred(01)

    01 : Prestige Power Slide runspd(01)

    02 : Rest recred(02)

    [/ QUOTE ]


    I hope this is a good explaination. If you have any questions or comments, feel free to either PM me, send me an ingame email (might be a little slow to get it due to my being an altoholic), send me an ingame global tell (look down at my sig for the details), or just post it and I'll get around to it!

    Good luck and good hunting, Heroes!
  25. [ QUOTE ]
    [ QUOTE ]
    Castle challanged Chuck Norris to a duel - He WON!

    [/ QUOTE ]

    I met Chuck Norris once.

    Once.

    (Thanks, folks!)

    [/ QUOTE ]
    Wow, you must be the OTHER person who saw Johnny Dangerously!