StrykerX

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  1. Sorry, I forgot that PBs also got a Dull Pain type power. Do the human form attacks like Incandescent Strike or Solar Flare really help enough to warrant going tri-form? Pretty much all PBs I've seen at higher levels (and that's not many) were Dwarf/Nova dual form...
  2. Quote:
    Originally Posted by KingLeo07 View Post
    any chance you guys could post data chunks since every time i try to import to mids it cuts out chunks of enhancements? thx
    Odd... try this:

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  3. Quote:
    Originally Posted by Sprite Fire View Post
    any blaster that can't kill a 8/1 mob before (s)he suffers life ending damage is really doing it wrong.

    A blaster should be able to do enough burst damage in a short enough period of time to take out a 8/1 mob before it suffers serious damage.
    That's generally true of AoE-heavy Blasters, though not all Blasters. An Ice/Energy Blaster isn't going to wipe out a +1/x8 mob with Frost Breath and Ice Storm no matter how much recharge he has, but on the other hand he might well take down a +4/x1 mob pretty well. But I've never seen any Blaster that can even come close to soloing the same spawns a Scrapper or Brute with the same amount of inf invested in them can handle... by the time you get your Fire/Energy to the point he can obliterate +1/x8 mobs a SS/Shield Brute or Electric/Shield Scrapper is taking on +3/x8 with bosses. That's what I meant by saying Blasters were more team focused... for a given investment they tend to be able to solo weaker enemies than several other ATs. On the other hand, while an extreme damage Fire Blaster probably can't solo on +4/x8 he can cetainly speed up clearing a +4 spawn on a team more than the guys who can solo +4s will... he has more damage than they do, he just needs a little help staying alive long enough to use it.
  4. My Blasters are definitely the characters I faceplant most on teams with, but they also are the characters I do the most damage on. I'd agree that solo they underperform a bit compared to some other classes if you look at fully IOed builds and how high you can crank the difficulty, but they can obliterate spawns on standard difficulty faster than just about anyone (possibly even Scrappers or Brutes due to the fact that they don't have to chase runners) when using SOs and that's what the game is balanced around.

    As far as Total Focus goes, it still has uses. Total Focus + Stun = a disabled boss, and Total Focus + Bone Smasher has a decent chance of doing it. That can be handy, especially if you joust with the initial TF and then run up and Stun him. And of course Total Focus hits extremely hard... it may not have the DPA of some other attacks but it's great for clobbering someone while Bone Smasher and your tier 3 blast are recharging.

    It's actually least useful on a more Blapper-ish build that takes Energy Punch, especially if it has good recharge. If you have a continuous high DPA attack chain then Total Focus slows down your damage and is really just a hard hitting stun, but if you only have Bone Smasher and your ranged blasts then a third heavy hitter can really crank up your burst damage and let you flatten bosses quicker (especially if you lack global recharge). And if you are going with a ranged build and just grabbing one melee attack for the times someone reaches you... well, why not a really powerful one?
  5. Quote:
    Originally Posted by RaikenX View Post
    I'm still trying to wrap my mind around "blasters are support class". Uuummm...huh?
    Probably "team-based class" would have been a better way to put it. The idea being that Blasters are somewhat poor soloists (in general, relative to some other classes) due to the fact that they focus totally on damage and therefore lack mitigation (not counting IOs). It's a fair description really... even softcapped Blasters perform a lot better with a tank-like character around to gather up mobs and take alpha strikes.
  6. StrykerX

    Best AoE

    AR is actually better than Fire Blast for AoE if you just look at the primaries, but Fire also has great single target damage while AR lacks in that area. Also, AR's AoE requires a lot of moving around (Full Auto needs to be fired from far back to catch as many mobs as possible, then move up for Flamethrower and Ignite, finish with Buckshot / Grenade). Fire Blast, on the other hand, can hit a spawn with Fire Breath + Fireball + Rain of Fire from one spot, and Fire Ball and Rain can be used from PBAoE range. Add in AR's redraw and long animation times and Fire becomes a lot more friendly for use with /Fire or /Mental's PBAoEs, plus Fire Blast is far better at boss busting than AR so once you've cleared out the weak targets Fire mops up the bosses faster.

    On the other hand, a pure ranged AR/Energy build with an epic / patron cone delivers a staggering amount of AoE from long distance... it just plays better as a pure ranged set than trying to mix it with PBAoEs or damage auras.
  7. StrykerX

    My dream team

    I still want to be in an 8 Mercs MM team... why settle for eight guns blazing away at the enemy when you can have 56 of them?
  8. StrykerX

    Best AoE

    Quote:
    Originally Posted by jg0001 View Post
    Just HAVING AoE doesn't mean it does good damage.

    Best AoE, imo, is a Fire/Fire Blaster. But those are awfully squishy. BuildUp+Aim+ Fire Ball + Fire Sword Circle, fully slotted, take out most MOBs HP. Throw in the Blaster Level Rain of Fire and you are really cooking.
    My Fire/Fire blaster is softcapped on S/L defense with high Energy and decent Ranged... I can jump into a spawn next to the tank with Hot Feet running and fire off Fireball + Combustion + Fire Sword Circle + Burn and pretty much lay waste to everything around me, even if they're purples. Solo I can't handle x8 unless I cherry pick my opponents but on teams even a little support is enough to let me do insane AoE damage and live. Usually. I do have Rain of Fire on my exemping build, but my softcapped Incarnate build doesn't simply because so few things live long enough for it to be useful.

    For soloing large groups, I'd go with a Crab Spider, SS/Shield or SS/Fire Brute, Elec/Shield Scrapper, or a Fire/Kin Controller. Or an anything-but-Ninjas/anything-but-Poison Mastermind.
  9. Quote:
    Originally Posted by Socorro View Post
    Alas, my PB couldn't... even with her being IOd out the yingyang (incl 6 purples sets)
    Well there's your problem right there... purple sets usually have no defense bonuses. All the recharge in the world isn't going to help much if you can't stay alive long enough to finish off the enemy, and PBs have no real mitigation powers that are improved by recharge aside from a heal and Light Form (which cannot be made permanent). A WS can benefit greatly from purples since perma-Eclipse is pretty much "I win" mode, but for a PB you are going to want to boost your defense to stack with Dwarf Form's resists and then get some recharge... getting hit half as often is going to be more protection than being able to click your heal a few seconds earlier.

    As far as characters who can solo on +1/x8 or better, I know my S/L softcapped Fire/Fire Blaster can against certain mobs but not against Malta, Arachnos, or groups with lots of mez or exotic damage (Carnies aren't actually too bad if I pop a Break Free proactively since the psi attacks are low damage and all their heavy hitters have a S/L component). A Fire/Dark Corruptor can probably do it easily, especially if you have decent defense from IO sets. Another option is a Sonic/Energy Blaster... use Boost Range and Power Boost plus Siren's Song to put most of a spawn to sleep, quickly finish off the ones it misses, and then use your stunning melee attacks to pummel the sleeping mobs one at a time so they don't ever get to attack you.

    Though I have to agree that a Crab is probably your best bet for ranged damage plus survivability. Warshades can be good but trying to go the "MFing Warshade" tri-form route is very active and takes a lot of practice, while Crabs pretty much just sit back and toss explosives and energy barrages at a mob until everything stops moving.
  10. Make a Widow and use one build for a Fortunata and another for a night Widow. Fortunata build = ranged, Night Widow build = melee, both are excellent soloists (once you get higher level and some IOs) and also great on teams. Make her a Rogue so she can solo in the Isles and go join teams in Paragon.

    There you go, all four requirements in one character, so you can make the rest anything you want.
  11. If you want to use as many elements as possible on a melee character, I'd suggest a Brute with some combination of Stone, Electric, Kinetic, or Fire for the primary and Stone, Fire, or Electric for the secondary. Add in an elemental themed patron / epic and you've got three different elements. My personal pick would be Kinetic Melee because the moves look so much like waterbending (both are based off of Tai Chi), though the actual effects are more like airbending.

    Some non-melee options you may want to consider:

    Earth/Storm/Fire Controller (all four elements)

    Fire/Fire/Flame Blaster (pure Firebender, and a lot of fun to play)

    Earth/Fire/Ice Dominator (or Fire/Earth/Ice)
  12. My Fire/Fire Blaster is my new main... it's an insanely fun character. I have two builds on her right now, a high end solo Incarnate build and a team / exemping build. The team build is cheap and easy... basically just moderate recharge and ranged defense plus Rain of Fire, Fire Breath, Nova, and Rise of the Phoenix. It's all about lots of damage from range then jumping in and dealing even more with FSC and Burn, and reviving miself from the inevitable faceplants. At some point I may rebuild it into a high end recharge build if I save up enough inf but right now it's just kind of thrown together and is very squishy.

    The solo build (which also teams well, it just lacks some of the ranged AoEs so you have to jump in next to the tank), on the other hand, is a beast. Softcapped S/L defense, high Energy and good Ranged defense, decent recharge (plus the Spiritual alpha), and massive PBAoE damage... it's designed to jump right into the middle of a spawn and blow everything up at once: a PBAoE Blapper build.

    The current build I'm running is:

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Prismic Flame: Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Medicine
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Ring of Fire -- Acc-I(A)
    Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
    Level 6: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19)
    Level 8: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(25)
    Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(29)
    Level 12: Aid Other -- Heal-I(A)
    Level 14: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(33)
    Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33), RechRdx-I(46)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
    Level 20: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33), RechRdx-I(48)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), HO:Enzym(37)
    Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(50), Efficacy-Acc/Rchg(50)
    Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(37), HO:Enzym(37)
    Level 32: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(39), Ksmt-ToHit+(39), Krma-ResKB(43)
    Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
    Level 38: Hot Feet -- M'Strk-Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(43), C'ngBlow-Dmg/EndRdx(43), Sciroc-Acc/Dmg/EndRdx(45)
    Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(42), HO:Enzym(42)
    Level 44: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
    Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48), EndRdx-I(48)
    Level 49: Acrobatics -- EndRdx-I(A), EndRdx-I(50)
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(46)


    Not cheap by any means, but no purples since I also think they aren't worth the inf and they certainly aren't worth losing defense for. I'd considered purpling out Fire Ball but Positron's bonuses are almost as good for a fraction of the cost so I didn't. I could have used Cytoskeleton Hami-Os and still softcapped (and I'll swap to those if the Enzymes are ever fixed to not boost defense buffs) but I already had a couple Enzymes sitting in my base so I figured why not use them?

    This is still a Blaster, and she does faceplant from time to time, but she's by far the toughest Blaster I've played. For instance, she managed to survive for over 30 seconds against Battle Maiden and her goons on an Apex TF after a near-wipe left me with lots of aggro and no support... that's not bad for a squishy.

    Oh, you do have to go villain to get the patron pools in order to use Scorpion Shield. Ice would work too, but Scorpion also protects against Energy (helps against mezzes and lightning) and doesn't make your Fire user look like a walking ice cube. Besides, you get an extra badge for going full circle from hero to villain and back.
  13. A Kin/Rad Defender or a Fire/Rad Controller would both be very handy on most TFs. The Ill/FF would also be nice but FF just offers protection while Kin or Rad boost kill speed so as long as people aren't dying often most teams would probably prefer to steamroll faster.

    As far as the villains go, a Widow is always handy (be sure to take the Leadership pool as well for double buffs). The Stalker may play the same, but he doesn't make everyone around him harder to hit and up their damage like a Widow does.
  14. Er, I meant I had four slots and wanted ED capped damage and endurance... didn't leave room for any slow or much accuracy but I have a ton of global accuracy so no big deal there.

    Multi-Strike Dam/End
    Cleaving Blow Dam/End
    Scirocco's Dam/End
    Scirocco's Acc/Dam/End

    95% damage and endurance plus a little accuracy (all I need with 57% more from bonuses and +6% to-hit) and a regen bonus. I could swap out a Dam/End for a Dam/Slow but this build is very endurance heavy so I wanted as much endurance reduction as possible. I may test it out though... I can always trade out the Cleaving Blow for a cheap Slow set Dam/Slow IO and then drop in another Cleaving dirt cheap if I don't like it.
  15. That looks like a nice slotting if you have six slots in Hot Feet... I only had four so I went with damage and endurance and ignored slow.
  16. I wouldn't call Blasters substandard. They are the hardest hitting AT in the game in general (a few specific combos outdamage them, but no other AT can match them on average) but they pay for that by being rather squishy. They're really more of a team based AT... get a tank and some debuffs and adding a Blaster will boost a team more than adding just about anything else, not counting all-Corruptor or Defender teams that make anything else look weak. And with a high end build they aren't even that squishy... some Blaster builds can solo on +2/x8 or so which isn't bad at all.

    As far as Energy Blast being substandard, it's not. It actually is pretty much the standard... right smack in the middle for AoE damage, ST damage, and mitigation. As long as you can avoid getting too annoying with the KB (don't target through the tank and spam Power Push, for instance ) it's a good all around set, and /Mental is a great set to pair with it since it adds more AoE and also some survivability.

    As fas as the builds go, I would not recommend purple sets on Blasters except for in holds and sleeps or such unless you plan to exemp a lot... I'd rather slot Thunderstrike than Apocalypse because ranged defense is better than recharge on a Blaster, unless it's a dedicated teaming build. Likewise, Obliteration or Eradication beat out Armageddon because they offer defense, and Ragnarok is only a tiny bit better than Positron's as far as the bonuses go... certainly not worth the inf. I find that 50-60% global recharge is plenty on most Blasters and you can usually get that from LotGs and non-purple sets. What's really important is decent Ranged defense (most mezzes are ranged) and high S/L defense for an up close type Blaster or very high Ranged and decent AoE (if possible) for a pure ranged build.

    Personally, I'd go with something like this:

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    Hoarfrost is actually of limited use to Blasters because they cap their HP at +33% and you can get 20% from accolades. Hibernate can be nice, and so can Acrobatics... either one would be a decent choice at 49. Flash Freeze could be a decent purple set mule but World of Confusion is better for that and Snow Storm works with one slot, which is important if you're already burning five on World of Cheap Purple Set Mule. Oh, and don't listen to the Explosive Blast haters... it's a perfectly decent targeted AoE as long as you are careful with the knockback. (Don't use it standing in the middle of a spawn unless you want to scatter them in all directions, do use it when things have a wall behind them.) Oh, and I took Aid Self over Hasten because Aid Self is a huge downtime reduction and a handy mid-fight heal as long as you duck out of sight or have high defense. It might be worth having Hasten for more Drain Psyche uptime, but don't give up defense for purples to try for perma-DP. No amount of regen helps if you get flattened in two seconds by a large alpha strike, but high defense does. With high defense a 60% uptime on DP should be fine... you'll burn some health while it's down then get it back once you fire it again.

    You could also drop a slot from Super Jump and put a Gladiator's Armor defense IO in Tough if you want to drop a ton of inf for a little more defense. I wouldn't bother slotting Tough for actual enhancement value though... it's so weak on Blasters I never bother actually turning it on.
  17. Blazing Aura is really not worth it. It has a very small radius (8 ft) so it only hits targets that are right next to you. Between your primary set AoEs, Burn and Fire Sword Circle things really won't stay alive long that close. It can help on AVs / EBs if you can manage to keep it going for long periods (Cardiac might help), but in general it probably isn't worth it... I know I skipped it on my Fire/Fire and don't regret it.

    Hot Feet is actually decent though. It has a much larger area and it causes mobs to scatter (while slowed), which provides a bit of extra mitigation. The damage isn't fantastic but it can add up pretty fast on large groups, especially on targets that aren't close enough for the other /Fire AoEs to hit. It does cost a ton of endurance but I manage to run Hot Feet, Scorpion Shield, Weave, Maneuvers, Acrobatics, and Combat Jumping (plus Tactics at times) and can generally last long enough for Consume to recharge before running out of endurance. I do have both recovery uniques slotted (total of about 3 end/sec recovered) but it's not a massive recovery build... I mainly worried about softcapping S/L and getting decent recharge.

    Just don't slot Obliteration in Hot Feet... that S/L defense is not worth the huge end drain because Obliteration has very little end reduction. I slotted three Dam/End IOs from different sets and an Acc/Dam/End and that works well for me... ED capped damage and endurance reduction and a bit of accuracy (plus a ton more from the inevitable Thunderstrikes in my single target blasts).
  18. The only IOs I consider "must haves" on a Blaster are a -KB IO and as many sets of Thunderstrike as I can slot. Recovery uniques can be handy on Blasters that run several toggles, but are generally overkill if you are just using Hover and a Leadership toggle or two. I also always slot a Kismet 6% to-hit IO at lower levels but some builds have so much accuracy when finished that I respec out of it (on most I keep it though).

    Stealth IOs are great for superspeedsters or Stealth users, but otherwise I usually don't bother with them. You can slot Sprint with one for partial stealth, but you can also slot Sprint with a level 50 runspeed IO to use with Ninja Run on a no-travel-power build so I don't always use the stealth.
  19. Of course if you really can't decide between healing and debuff, why not go 3x Heal/End Hami-O, 2x lvl 50 defense debuff, and 1x lvl 50 taunt? ED capped healing, ED capped endurance, almost ED capped to-hit debuff (0.2% off or so, which you will never notice),and some taunt to boot?
  20. Consume does give a recovery bonus, but only for 15 seconds. You won't be able to use it more than once a minute or so (and maybe less, especially if you are softcapping and can't fit in Hasten) and still have good defense so that's 45 seconds or more with no bonus.
  21. Rain of Arrows, definitely. Hail of Bullets is fantastic looking but it takes too long to recharge to ever be able to use it every spawn unless you are fighting purples, while Rain can be up every 20-25 seconds. Going only by awesomeness of animation it's HoB > FA > Rain, but adding in actual ability to "arrest" things (with extreme prejudice ) Rain comes out on top.

    LRM rocket is also awesome, but it just takes too long to recharge and requires taking the epic pool with the worst armor. I have it on one character and it's a lot of fun, but he also has Rain of Arrows and there's no question which I like more.
  22. Quote:
    Originally Posted by Arcanaville View Post
    If you have the inf, there's no such thing as too much recovery, so passing on the Numina's and the Miracle is looking a gift horse in the mouth. If you have a lot of defensive or resistive mitigation, there's also no such thing as having too much regen. About the only melee I wouldn't consider putting all three into are regen scrappers and stalkers: I might skip Regenerative Tissue. But even with stamina and quick recovery, I'm slotting Miracle and Numina's eventually. Maybe as a lower priority, but eventually.
    I can see slotting one if you have the inf, but both means adding another slot to Health... if you have enough recovery without a unique that your blue bar never moves even running all toggles then that slot could probably be put to better use elsewhere. On most melees I'd agree that both recovery uniques and even the Regenerative Tissue are usually worth slotting, but on characters that run very few toggles and have good endurance slotting (my archery Blaster runs only Hover, for instance) you can recover more endurance than you are capable of spending without any uniques at all... if my archer gets sapped his endurance bar actually builds back up even while attacking with everything he has. Likewise, Regenerative Tissue is pretty pointless on squishies without high defense because even an extra 100-200% regen isn't going to make a noticeable difference in combat on a character that dies in seconds if he gets excess aggro, and Aid Self works far better to reduce downtime.
  23. If you want as many badges as possible solo, I'd go with an Ill/Rad Controller, a Rad/Sonic Defender (or maybe a Sonic/Rad Corruptor, though I like the Defender's higher debuff values), or a Bots/Traps Mastermind. The reason is simple... giant monsters give badges, and all three of those can solo most giant monsters with the right build. They also rock against AVs and can handle large spawns, in the event you feel like soloing TFs. Of course only the Bots/Traps can do it without an insanely expensive build, but perma-PA Ill/Rads are effectively unkillable and softcapped high recharge Rad/Sonics are almost as tough and deal a lot of damage (plus they debuff pretty much everything that can be debuffed).

    If you don't mind asking for help on GMs and TFs, a Katana/Regen Scrapper is nice. You have to deal with redraw and robots can be annoying, but regen + softcapped melee (thanks to Divine Avalanche) = virtual immortality. And of course SS/Shield Brutes are massive damage monsters, especially with high recharge... having to build Fury is no big deal solo since jumping into a decent sized mob pretty much gives you half a bar just from their attacks.
  24. The thing to remember is that it's 3.5% with nothing at all slotted, and since to-hit debuffs have an ED cap of 60% you end up with about a 2% increase in debuff strength with two level 50 to-hit debuff SOs. Since any enemy a Tank is likely to be concerned about enough for 2% less to-hit to matter is either an AV or +4, that's more like 1% more debuff on average when it counts. 1% more effective defense is pretty much meaningless even near the softcap... you'll need Herostats or such to actually tell the difference.

    On an even level AV, which resists 85% of to-hit debuffs, the difference between unslotted and ED capped is around 0.3%, and against +3 normal mobs it's around 1%. Against +3 AVs, like on the Incarnate trials (assuming level shift) it's around 0.15%. If that's worth two slots to you, go for it... it wouldn't be to me.
  25. The to-hit debuff is pretty insignificant... around 5.5% fully slotted vs 3.5% unslotted. 2% more to-hit debuff isn't worth a slot, much less 2-3 of them. The regen is of course very important, but as a Tanker the other thing you'll want to slot it for is Taunt. RttC is by far the worst taunt aura for actually holding aggro, so assuming you plan to actually tank and not just be a really tough, low damage Scrapper (or an unusually calm Brute) you'll want to slot up RttC's taunt and also the Taunt power, because you'll be more reliant on actively taunting than some other tanks.

    RttC doesn't take taunt sets, so I'd probably go with a couple of Taunt IOs (highest level you can slot) and maybe three Numina's (for regen and HP bonuses) or Miracle (recovery and HP), like the Heal/End, Heal/End/Rech, and Heal IOs. You could also drop a Dark Watcher's Chance for Recharge Slow proc or a To-Hit Debuff/End IO in the 6th slot if you want but I'd skip it.