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Quote:No, I'm arguing that if you can't beat a spawn at +0/x8 difficulty without faceplanting unless you use HoB to quickly cut down minions then you can't solo at +0/x8 at all unless you are willing to sit there and wait between spawns. On a Corruptor or Defender that may not be a problem because they take longer to mop up, but a Blaster using a crashless nuke can clear a spawn fast. Admitedly that's a more common situation with Full Auto or Rain of Arrows since they can be used at range, but with stealth you can also gain a second or two as the enemies react using HoB (especially the ones who choose to run up and punch you). I know on my archer I can solo on +0/x8/no bosses if I get RoA off, but if I try it with just Fistful and Explosive I generally have problems. And since I lack the global recharge to use RoA every spawn without a 10 second wait I prefer to solo smaller groups so I can steamroll them (I kill a spawn in 15-20 seconds, adding 10 seconds or so of downtime is harder on my kill rate than just dropping the number of enemies slightly).I disagree. Just because fighting some spawns is easier than fighting others doesn't mean that you don't actually have an easier time fighting one half of the spawns. You are basically arguing that if a player rips through one spawn and then attacks another that the damage they did to the spawn they just destroyed didn't actually happen because they can't immediately repeat it.
Obviously if you can solo at a given level HoB is going to make every other spawn or so faster, but only if you can survive fighting the rest of the spawns without it. -
Quote:I consider Full Auto better for most situations for one reason: you can use it every spawn with good recharge. You can not use Hail of Bullets every spawn unless you are fighting things that take a long time to kill, like high end TF spawns. Certainly you aren't going to be using HoB every spawn solo, which is the only place survivability really matters. That means HoB has absolutely zero effect on what you can fight... you can't use it on every spawn so you have to be able to defeat a spawn without using it, therefore you have to adjust your difficulty based on what you can kill without HoB.As for AR vs DP, I'm continually flummoxed that folks (not just within this thread, but in general) calculate DPS down to the millisecond of Arcanatime but no one seems concerned that 10 enemies means 37% less damage than 16 before calculations even get started. Any comparison between powers has to address this. Powers with different target caps are not directly analagous. Everyone would (rightfully) cry foul if I said Dual Pistols had the best AoE based on the Piercing Round's base damage of 128, which it does to just 3 enemies. AR can hit 20 enemies for less damage in about the time DP can hit 16 for more. Which is better is subjective. If we say "well I don't fight that many enemies with AR because I can't hit them or survive against them" then you've actually taken a step back if we can find a DP who can.
Using the base damage numbers given earlier and assuming 16+ targets, we get:
Full Auto: 180 damage * 10 targets = 1800 damage
Rain of Arrows: 225 damage * 16 targets = 3600 damage
Hail of Bullets: 250 damage * 16 targets = 4000 damage
You get to use Full Auto or Rain of Arrows twice for every Hail of Bullets, so on average Hail of Bullets is indeed slightly stronger than Full Auto (3600 base damage vs 4000). Is that enough extra damage to make up for the added risk and wider damage variation from HoB? That's up for debate, and will depend a lot on your build and playstyle. As for comparing HoB's 4000 damage to RoA's 7200... well, let's just say there's a reason my favorite Blaster is an archer.Plus a high recharge build can use RoA or FA every single spawn, which means you actually get to count those powers when deciding what you can fight.
I've never tried that, but I think I may now since I usually don't use all four pools on a Blaster. Combat Jumping be a LotG mule just as easily as Stealth and it has the added bonus being something I'd actually use often... even when flying it's a bit more defense for essentially zero endurance. -
SS/WP has access to the following to-hit buffs:
- Kismet 6% accuracy IO (actually 6% to hit)
- Rage
- Tactics
- Focused Accuracy
I'd just slot a Kismet and maybe drop a little to-hit enhancement in Rage if needed... that will get you 30-35% to hit with just a single Rage stack or over 60% if double stacked. With decent accuracy slotting that will hit just about anything short of Elude users, and nobody hits those well without something like Aim. -
Quote:I personally like the feeling of calmly flying around raining destruction down on my enemies. Combat Jumping plus Hurdle is slightly faster but it's not a big deal (31 MPH vs 38 MPH) and you get a lot better protection from Hover when using long animating attacks. You don't need binds at all if you just ED cap Hover for flight, and if you don't want to spend a couple slots you can run a Hover / Fly bind. Of course I don't usually take Leadership powers or Resuscitate on Blasters so I have no need to quickly reach a teammate, but really I find Hover best for ranged Blasters (those who only use melee occasionally instead of as part of their normal attack chain) and Combat Jumping better for Blasters who regularly get up close and personal. In particular Hover makes tier 3 blasts easier to use since they tend to have longish animations (except Blaze) and short ranges but are absolutely vital to use in a single target attack chain if you want decent DPS.Hover is perhaps the ultimate example of a power that is numerically advantageous in many cases that I could never stand to use. You lose so much maneuverability (even at the flight speed cap) compared to two slotted hurdle with cj that what you gain in safety and I suppose aoe ability seems hardly worth the loss in strategic contingencies. For one thing you're going to need a bind for hover, or perhaps a macro to power boost and then hover, apparently, in addition to the hopefully standard cj/ninja run bind. Maybe it's doable but I wouldn't feel nearly as confident in my ability to get over to the teammate that just went down and hit vengeance before he grumpily hosped or the lollygagging controller rezzed him. Or, to do a little bunny hopped circle around the room to distract my melee entourage so I'd have enough time to get back and fire off a resuscitation myself. I base this on typically being able to do that at least twice on a pick up 30 minute ITF.
Quote:I missed this the first time. I'm really curious about it. The AoE is "only average" in what way? Compared to Energy Blast? Like the discussion about Full Auto this is extremely difficult to evaluate because it depends on whether you want to measure sustainable damage, burst damage, damage versus opportunity cost (i.e. damage output versus the need to "manage" side effects like knockback), and damage versus groups of various sizes. By having a crashless nuke at all I would argue the set does not do "only average" in at least some categories. -
Quote:Rain of Arrows is a true "rain" type power. Each tick makes a separate attack against every target in range, so any given tick fails to hit a target if: 1) the hit roll misses or 2) the target is no longer in range. Most of the time the third tick misses because the enemy started running toward you when the first tick hit and has moved out of the rain's area, but 5% of the time (assuming capped hit chance) you just miss. It's entirely possible (but rare) for two ticks to miss or even all three.No argument with most of the above but I'd like to note that hail of bullets is actually the hardest hitting of the crashless nukes the majority of the time. It's possible to get unlucky and fail to kill a minion but you'd be unwise to bet on that happening on any given saturated use of the power. The average damages are: 180 for full auto, somewhere between 150 and 225 for rain of arrows, not sure because I'm not sure what triggers the third tick failing, and 250 for hail of bullets.
Hail of Bullets and Full Auto, on the other hand, are DoTs. They make one attack per target and the damage continues even if the target leaves the area. HoB's ticks only have a 60% chance each to go off, but it still only rolls once per target to see if they are hit.
Quote:How can a power that only hits 10 targets eliminate 16 targets before there is an alpha?
Oh, and regarding AoEs, remember that in most situations (certain TFs are the exception) there are not large numbers of tough enemies or huge hordes. You don't usually need an AoE attack chain, you just need enough burst AoE damage to clear out the minions so you can finish off the badly wounded Lts (and any bosses if applicable) with single target blasts. Playing on x8 probably will give enough Lts that you'll want more AoE to handle them too, but most Blasters don't solo on x8. Likewise, on teams there are generally multiple sources of AoE damage so you only need two or three AoE attacks to clear the non-bosses and then you'll probably want to use your single target chain. There are Blaster builds that can generate continuous AoE damage, but there is rarely any need for that since once you get down to bosses you'll kill them faster using your heavy hitting shots than you will spamming AoEs. (Unless there are a lot of bosses, but again, you only see that on large teams where there's probably a Scrapper or Brute killing bosses while you AoE minions.)
The real concern solo is how many seconds it takes you to dish out enough AoE damage to kill a minion, because that's how many seconds you have to survive the whole spawn attacking you. That's why people like Fire for AoE... sure Fire Breath is slow, but Fire Breath plus Fireball combined take under 4 seconds and can kill minions by themselves with Aim or Build Up. Empty Clips plus Bullet Rain takes almost 5 seconds and does less damage, meaning you take more return fire before the minions are gone. To a low to moderate defense Blaster running on something like +0/x6/no bosses difficulty the minions are the main threat due to sheer numbers... so the best AoE damage set is one that kills those minions while allowing the least return fire.
DP is fine in groups where it doesn't matter if you need a few extra seconds to unload all your AoE damage. But solo the lack of heavy burst AoE hurts it, as does the lack of any real mitigation beyond a single target stun/hold. Of course that only matters if you try to solo medium to large spawns... if you just want to solo on base difficulty and mainly play on teams DP is fine. Still slightly below average, but over all not too bad... and at least you don't have people yelling at you about KB. -
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Quote:That depends on what IOs you use, what you are fighting, and how much you spend. If you go for recharge rather than defense (such as on a team focused build) you are going to have to survive return fire for several seconds and if half the spawn is on it's butt you take less fire. And lightly IOed or SOed level 50s (far more common than heavily IOed ones) certainly can benefit from mitigation.It goes without saying that you will use incendiary ammo 100% of the time. It is conceivable to switch to standard ammo for soloing but a heavily ioed level 50 blaster is probably not going to have trouble with anything that would be fixed by occasional knockback.
Quote:Energy's single target chain is passable if you, for some reason, want to do the 40 foot dance with the caveat that you WILL knock whatever you're attacking, short of a triangled AV, further back into the spawn with every other attack. Its aoe on the other hand is absolutely pathetic. Empty clips hits harder than energy torrent, and bullet rain hits much harder than explosive blast. Further, as we are both well aware, explosive blast in particular has the charming side effect of scattering things out of energy torrent's cone and vice versa. Energy has no analogue to piercing rounds and no analogue to hail of bullets.
Quote:It is also interesting that you think stunning shot is better than suppressive fire, considering it has a longer animation and a trivially longer duration. Enhanced for mez, both of them will keep a lieutenant locked down for more than long enough to kill it just as part of an aoe chain. Suppressive fire, on the other hand, is better in a pinch because of the animation time and most importantly is actually a hold when using the only ammo type you'd ever actually use, thus stacking with holds from assault sets and ancillary pools. It just seems to be more reliable than Suppressive Five to me, but that's subjective (and my DP Blaster isn't 50 yet)... I'm willing to call them about even depending on what you have to stack with them.
Quote:Archery is a good set, of course, and remains underrated, but I would take bullets rain over explosive arrow and hail of bullets over rain of arrows any day of the week. Fistful is much better than empty clips but you can't have everything, eh?
I'm sure with a multi-billion inf S/L softcapped high recharge build DP is very good, especially on TFs / large teams. But try it solo with a 100 million inf build and tell me how it compares then to Archery or Fire... -
Quote:If by "wins by a mile" you mean "is almost as good as", I agree.I don't particularly care for posting on internet forums but the repeatedly poor analysis of dual pistols on this forum has inspired an exception. I find its comparison with fire blast particularly interesting because fire is typically held to be the "average" blaster set, when in fact it sacrifices having a single trick up its sleeve in exchange for fireball and blaze. If we compare dual pistols to, for example, energy blast, it wins by a mile in either single target or aoe.
Energy Blast is pretty much the standard "middle of the road" blast set, with average ST and AoE damage. DP is a bit below Energy in most respects, which makes it a bit below average.
Dual Pistols has a faster recharge on its second ST blast, but lower damage unless using Incendiary. Once you get the recharge to run Bolt -> Blast -> Bolt -> Burst, Energy has better ST damage than DP would using Pistols -> Dual Wield -> Pistols -> Executioner's (or any other similar chain if you don't take Executioner's). As for AoEs, Dual Pistols does have a slight advantage when using Incendiary Rounds but using other ammo they're very close if you don't count the nukes (which you shouldn't since Hail of Bullets can't be used every spawn).
Basically DP with Incendiary ammo is about equal to Energy in damage (a tiny bit higher in AoE, a bit lower ST) but with no mitigation other than a weak hold. Using other ammo, DP is a few percent below Energy on damage while still having less mitigation (Energy's knockback is better protection than DP's knockback, slow, or -damage). DP does have one -resist power but it has a horrible recharge and tends to only hit 1-2 enemies so I doubt it adds enough damage to make up for one of DP's biggest weaknesses: the lack of Aim. Likewise the selectable damage types don't do much since most of the damage remains Lethal and you're stuck using Incendiary all the time anyway if you care about damage. As far as the nukes go, Hail of Bullets is going to be available every third spawn or so (or every second with high recharge) and is crashless but dangerous to use since it roots you for several seconds in the middle of the enemy group while you DoT them down. Nova is available less often and drains your endurance, but it also hits significantly harder... enough to one-shot lieutenants when used with Aim and Build Up (which it will be) versus HoB which can leave minions alive and won't kill an even level Lt. Which one is better is really a matter of taste.
I guess my biggest gripe with Dual Pistols is simple the fact that my archer can pretty much do everything my DP Blaster can do only better. Better single target damage thanks to Blazing Arrow's high DPA, better AoE by far thanks to the fact that Rain of Arrows can be used every spawn with good recharge, a better stun... the only thing the DP Blaster does better is dance around. It's not that DP is bad or unplayable or anything, but it's just enough below other sets (not just Fire) that if you play several Blasters you'll notice.
On the bright side DP looks a lot better for Defenders, since they get stronger secondary effects and tend to focus on debuffing rather than killing... which makes ice or chem rounds actually worth using. Blasters tend to only worry about debuffing one thing: hit points... and there are several other sets that just plain do that better than DP. -
Quote:Both very nice powers, but AB isn't going to be up full time unless you have recharge buffs on the Empath (or a high recharge build that the vast majority of players can't afford). Empathy is fantastic at buffing small groups but on full teams it can't buff everyone except with Clear Mind and the auras (which aren't full time). Kin is going to add a lot more offense and it still heals fairly well if people stay close to the enemy (not as well as Empathy but not bad), it just lacks the regen boost and to-hit buff.Fortitude: +31.25% Damage, +18.75% ToHit(enhanceable)
Adrenalin Boost: +100% Recharge, +800% Recovery(Enough to bypass a nuke crash with a single EndMod IO).
Really I'd say the best defensive buff set is Force Field. With both shields, Dispersion Bubble, and Maneuvers all 3-slotted with level 50 defense IOs it can literally softcap an entire team by itself. No other buff power set can come close to adding that much survivability to squishies and resist based melee types, though it doesn't do a lot for defense based characters. That said, I prefer Cold since it gives lots of defense too while also providing +HP (to the people who can actually use it) and some pretty good debuffs. Buff/debuff sets tend to add more to a team than pure buff sets, especially if there are multiple Defenders or Corruptors on the team.
Though in the right hands you might consider Storm the best buff set... not being attacked at all because the enemy is too busy falling on their butts in a corner while their range and accuracy are floored is a pretty big buff. -
It takes a lot of slots to get high ranged / AoE defense on a character with no defense powers in their primary or secondary. Defense is usually a 5- or 6-slot bonus so don't expect a lot of it until you can 6-slot multiple powers.
The good news is that Sonic has a nice little power called Siren's Song that pretty much turns any fight into a series of one on one (or occasional two on one) battles. Once you get it you can clear normal spawns without needing a lot of defense (especially once you also get Screech) and you'll have the Rad debuffs for hard targets. I wouldn't worry about a high defense build until the 30s at the lowest... and you may need to wait until the 40s to get it up to 40%. And that's assuming you ever do... sometimes it takes too many sacrifices to get that much defense (especially if you want AoE too) and you're better off with less defense and more effective powers. -
You can also just dump all four in Hell on Earth, Soul Extraction, or Gang War. With Hell on Earth or Gang War all I really need to slot is a bit of recharge so the four auras plus two lvl 50 recharge IOs would give the most room for procs in the main pets.
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Quote:Didn't you know Scrappers are often attracted to shiny things?I've sonic caged +2 bosses with just a single ACC enhancement in it. Only one application too. I tend to avoid it in teams, but if there's a massive beatdown happening to the party (such as three or more freak tanks kicking our butts) I'll sonic cage one of the unhurt ones. Thankfully sonic cage has a new very noticeable effect. Which still sometimes calls the scrappers to spam 20 attacks on that enemy.
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Quote:You could go back to his roots and remake him in Champions Online...First...your sig is massive and breaks the forums if you have images disabled like I do. Maybe reduce font size?
That said, Castle is a character I created for a Champions game in the late '80s or early '90s. When I had him put into City Of, I gave up the rights to him. He now belongs to NCsoft, which is fine with me. He's part of something a lot bigger than he would be otherwise and that makes me happy. As for not playing him again...it's not like I don't have dozens of other characters!I haven't really been able to 'play' as Castle for over 4 years, so I'm used to that.
But seriously, I hate to see you go. Not many of the old school devs left and you were one of the good ones... it's always nice (and a little surprising) to see a dev in a MMO take a rational approach to balance instead of putting on a blindfold, grabbing the nerf bat, and playing pinata.
I'm not going to cry DOOOOOOOOOOM about the game, but I am about the forums. With Babs gone you were pretty much the last dev left that posted often! -
Well, I'm used to other MMOs that have heal over time effects, which are pretty much regen buffs so I look at regen boosts as a type of proactive heal. As far as Fortitude goes, it's a great power but keeping it on six people is going to require not only very good timing (or more likely a program like Herostats that tracks buffs) but also a high recharge build. Four targets is more reasonable, though that still helps a ton.
I actually like Empathy a lot because if played well it can not only heal better than any other set, it can also reduce the need for healing. (I personally can not play it that well so I tend to use other sets, but I love having a good Empath on the team.) Actually I prefer debuff sets to buff sets, but that's mainly because I'm a Blaster player at heart and I'd rather be hitting the enemy with something than buffing teammates. -
Quote:To be fair, four of Empathy's powers are either direct heals or regen boosts (which are basically heal over time powers) and another is a rez which "heals" defeated allies. When over half the set is devoted to giving characters more HP in one way or another it's perfectly valid to call it a healing set... just don't forget to use Fortitude, Clear Mind and Adrenaline Boost too.First off, Empathy gives a lot more than healing. Fortitude and AB are excellent buffs.
As far as the best buff set goes, the answer is generally "the one the team is missing."Having a Kin for damage and recharge, a Sonic (or Thermal for non-Defenders) for resists, and a FF or Cold for defense turns pretty much any team into unkillable juggernauts. It's hard to say which one of those three is "best", but having all three is definitely far better than only having one or two.
My advice would be to try a Sonic Defender. They're relatively rare so you'll be bringing something unusual to the team, and they have resist buffs, which cannot be easily gotten elsewhere (other than Thermal, which Defenders don't get). There are quite a few ways to get defense (like Leadership powers, which you should definitely take), but few ways to get resists. Also, Sonic has mez protection that affects you too like FF does, but unlike FF it also has debuffs... so it should solo a bit better than FF if you choose to do so. I'd either go Sonic/Sonic for theme plus more resist debuffs or Sonic/Dark for to-hit debuffs which effectively increase your team's defense. -
Quote:Protector Bots have the same two single target blasts as the Battle Drones and a targeted AoE that, while half as strong as the Drones' full auto laser cones, tends to hit more targets (pets stink at lining up cones). And since they're +1 level to the Drones they can actually end up doing almost as much (or more, depending on number of AoE targets hit) damage as the three Drones. I tend to put the pet aura IOs in Assault Bot since he only needs 3-4 slots to max his damage and get decent accuracy.I tend to consider prot bots almost pure support: 1 acc/dam HO, 1 heal/end HO, 2 level 50 def buff IOs, and the +def and +res pet uniques. I hope to one day replace the 2 def buff IOs with def/end HOs since prot bots seem to use even more endurance now than in the past.
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Ninjas/Poison, for anything other than AV hunting. /Poison an cripple a single hard target but it offers little mitigation against groups, and Ninjas are mainly single target damage. The result is a group of very squishy ninjas who can absolutely obliterate a single target but who will be torn to pieces by larger spawns. When you consider how often you fight groups vs single targets...
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Quote:I loved Demons/Thermal for just that reason... they were so resistant to fire that I never even bothered ordering them out of burn patches. I was fighting Destroyers instead of Scrapyarders (went Praetorian then Hero) but they're normally just as bad if not worse since they also like tossing fire everywhere and blowing things up.You're at 15. You're about to hit the stretch where masterminds just *hurt.* (18 = 3 Tier 1s, and they all drop a level. And then you meet Scrapyarders and the oh so fun Demolitionists, with KB'ing AOEs.)
Quote:Doesn't Dark have a heal ?
Demons/Dark gets very strong later. Early on you'll be relying on Twilight Grasp to keep yourself and your pets healed (be sure to slot accuracy and healing ASAP) but later on you have a lot of fun tools to use:
Darkest Night: Slot it up for to-hit debuff and it really helps, though you won't always need it thanks to...
Fearsome Stare: Slot it for accuracy, to-hit debuff and recharge and get some global recharge from sets so you can use it every spawn. It's faster than using Darkest Night, slows down damage thanks to the fear (which doesn't need enhancing since things are going to be dead fast anyway), and for tough mobs you can stack it with Darkest night.
Tar Patch: Nice for boosting damage in tough fights early, but it really shines once you can use it every (or nearly every) fight.
Dark Servant: Once you get Fluffy recharging fast enough to be permanent and slotted for to-hit debuffs it downright feels like cheating. Between Fluffy, Fearsome Stare, and Darkest Night you and your pets might as well be softcapped in defense against most things. Add in the massive slows from Demon Prince and the fact that you have a very strong (if small) AoE heal and you'll rarely lose pets. You still can, especially the Demonlings since they're fairly squishy, but usually not often enough to be a big deal.
My level Demons/Dark runs on +1/x3/bosses and usually finishes missions with 4-5 pets left (assuming I don't bother to resummon), and I'd lose even fewer if I didn't rush things and often aggro a second group. And that's with a fairly modest build... -
Like all multi-purpose pets, Protector Bots really benefit from Hami-Os. Two Accuracy/Damage, one Damage/Mez, and two To-Hit/Defense/Endurance (or To-Hit DEbuff/Def Debuff/End if you don't mind using the debuff HO in buff sets bug) gives you 66% accuracy, 33% stun, 66% endurance, 40% defense (or ED capped with the debuff HOs) and ED capped damage from five slots. You can use the sixth to add a stun IO, a heal, another defense, an Acc/Mez HO if you like hunting high level enemies, a pet aura IO... or just save a slot. You don't get any set bonuses but I generally find Protectors have too much to enhance to get any of the really good bonuses and I can do without a little recovery or regen in exchange for 10-12 SOs worth of enhancement.
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For a theme character I'd definitely go with the Blaster or Dominator, simply because they have an ice epic pool and Corruptors / Defenders don't. Deciding between the two is mainly a matter of whether you prefer maximum control plus decent damage (Dominator) or maximum damage plus decent control (Blaster).
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Quote:To be fair, IOs are only "necessary" for certain power sets. Most Blasters, for instance, can operate just fine on only SOs and Stamina as far as endurance is concerned. They need IOs to actually become survivable solo at higher difficulties, but on teams or at base difficulty they can blast all day long without running out of endurance. It's mainly the lower damage ATs like many Defenders and Controllers that have the most trouble, plus a few Brute, Tanker, and Scrapper combos that just suck a ton of endurance.Indeed, I have taken some of the advice I have been given. I even applied some of it to other characters.
The advice regarding IOs was especially useful, as I've never really looked into them at all before now. I still think it's apalling that I'm more or less forced to get into them in order to make the character fun to play, but at least the possibility is there (and I admit I'm fairly demanding in this regard). -
A Centriole is a Damage/Range Hamidon enhancement. It will give you a full SO worth of range and also a full SO worth of damage... you'll lose 2 feet of range but boost your damage to the ED cap.
The reason to replace the recharges in Aim and Concentration with Adjusted Targeting IOs is the 2% damage set bonus. You lose 2 seconds of recharge but gain 4% +damage and boost the to-hit a bit which may help against Paragon Protectors or AVs with defense based godmode powers.
Drain Psyche with one target gives you Stamina-level recovery all by itself, so dropping the common IO from Stamina should be fine. You'll have more recovery than you know what to do with most of the time and even if Drain Psyche misses you won't run dry in 30 seconds since with your set bonuses you'll still have the recovery of 3-slotted Stamina plus the Perf. Shifter proc. -
A decent number of stuns do, since Energy Melee is one of the most stun-heavy sets and Rikti blasters are a common ranged stun. Most holds and sleeps don't though, except the electric-based ones, and quite a few stuns don't either. As for Acrobatics, it blocks one normal hold... I'm not sure if any mobs have Controller style holds that can sometimes be +1 magnitude or not but certainly two stacked holds will nail you. They probably don't even have to stack for long since I think getting held will suppress Acrobatics, leaving you held even after the first one wears off.
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Looks like you built mainly for +damage, +HP and regen, and +recovery. I'm not a big fan of going for +damage personally simply because it only boosts your base damage value... 17% +damage is only going to actually increase your DPS by 9% or so. That's not bad in and of itself, but being held or dead because you lack much defense is going to cut into your DPS a lot more than those +damage bonuses gave. Likewise regen isn't too useful in combat at the levels a Blaster gets (unless /Mental) and using Aid Self after a fight negates the need for regen then.
It's just my opinion, but in general I consider defense and recharge the keys to a Blaster build (or just lots of recharge and some recovery for a team build). +HP is nice, but regen is only really useful if you are skipping Aid Self and +damage is generally not going to boost your DPS as much as more recharge would. You have several sets that would give you more recharge if you added another piece, and some sets like Devastation that could probably be replaced with a set that gives defense or recharge. Finally, Hoarfrost is largely a waste since the Blaster HP cap is only around 33% above their base... you can be capped on HP with just 13% from set bonuses if you have all the +HP accolades.
Looking at your extremely high accuracy I have to wonder, was this build made for +4s (like the Apex TF)? If that's the case then the extra HP and damage may well be better than defense since you need a lot of it to really protect you from +4s. If it's a general build I'd suggest losing a bit of global regen, accuracy and damage and grabbing more recharge and ranged defense. That's just how I'd do it though.