StrykerX

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  1. Quote:
    Originally Posted by Arkham View Post
    My guess... the other way around.
    They don't want some VIP paying a RMT'er to create a free account and power-level their character up to 50 without them even having to be logged on to play.
    Probably this. If RMT powerlevellers are using paid accounts then at least they have to pay for a new one after each ban (or con someone into giving them their account details, but presumably the supply of suckers will run dry eventually after enough get banned ). If Free accounts can level pact then the RMTs get an endless supply of free disposable accounts to PL people on, which can't be something that the devs want. Allowing level pacts to free accounts in particular would be bad because you can PL using those without needing the PL'ed player to actually be logged in, so people who aren't stupid enough to give a RMT their account info would still be potential customers...

    Fortunately all it needs is a minor code change: add level pacting to the list of features that are free to VIPs but require a certain reward level (probably around the same as market access) or a paid license for Premium / Free players. Should be a quick change, but it'll take code time so I expect level pacts to be back when the code monkeys get some free time.
  2. 1) Blasters
    2) Masterminds
    3) VEATs
    4) Brutes / Scrappers (tie)
    5) Certain specific Controllers (not the whole AT though)
    6) everything else
  3. Quote:
    Originally Posted by Nightchill_EU View Post
    Any descent SS brute runs steady +350% (or 450% if you rather count that way) with 2 rage and fury. When Fulcrum Shift hit she jumps way beyond Scrapper's damage cap.
    And a non-SS Brute (yes, they do exist) runs a lot lower. SS Brutes who aren't built for heavy recharge are only running single Rage so those are also lower. If you only have one /Kin who isn't running high enough recharge to have triple FS then a lot of Brutes are somewhat below Scrapper damage on teams.

    I guess you could look at just highly optimized top end builds, in which case you can probably assume SS on a Brute since high recharge Foot Stomp pretty much blows every other Brute AoE away (though Fire may have an edge on single targets). But if you start assuming only SS or Fire Brutes, only Fire Blasters, only /Sonic or /Dark Defenders, etc... then you are no longer comparing ATs at all. You're just comparing specific builds and teams, and for that you need to really define the goal since what you actually want in a highly optimized team varies tremendously depending on whether you are steamrolling radio missions, running ITFs, doing iTrials, going for MoSTF badges, or whatever. If you want to compare ATs in general you have to take into account all of those Ice/Devices Blasters, DB/Stone Brutes, Storm/Energy Defenders, Stalkers, and other oddball builds.

    (You did see what I did there, right? )
  4. Quote:
    Originally Posted by EJI View Post
    Some thought's on the OP's build-

    I prefer fire breath to combustion, at least I get 'zomg dmg' for my long rooted animation.
    That depends on your play style. If you go the PBAoE route then Combustion is going to hit a whole lot more targets than Fire Breath... it may do less damage but you're nailing most of a spawn vs 2-3 targets. If you actually jump out to cone range to use Fire Breath or use it as an opener then yes, it can be better.
  5. I'd suggest a melee type with high AoE damage to go with a Kin. A SS Brute would be great after you get Foot Stomp but kind of lacking in AoE before that (plus Brutes get less from Fulcrum Shift due to their low base damage), so you might try a Spines/Fire Scrapper instead... but only if you're good at using both characters at once because you'll need to hit Transfusion a lot to keep the Scrapper alive.

    If you aren't that great at using both characters at the same time you may want to try an Empath instead... or perhaps a Force Field Defender and a Fire/Fire Blaster. A FF Defender with the two shields, Maneuvers, and Dispersion Bubble can softcap a Blaster to everything but psionic attacks with no positional component (and those are usually mezzes that don't hit too hard) while providing mez protection... and you only have to switch to that character every four minutes. A Fire/Fire Blaster that can stay alive doesn't really need any +damage to absolutely melt spawns...
  6. Quote:
    Originally Posted by Cptn_Courageous View Post
    I disagree with your assessment of Rad/Dark. There's not enough AOE support for it. You're stuck with single target and cone attacks. Rad doesn't have enough AOE attacks... and it's ranged AOE Neutron Bomb is way way way too slow triggering off. It's got at least a 3 or 4 second delivery time. You could do Soul Drain--> Irradiate but Irradiate doesn't do that much damage and you need a follower to Irradiate which will do big damage. Soul Drain and Irradiate are both slow starters... which means you're going to get pounded before any damage actually hits your targets.
    Not if the tank's doing his job. Aggro doesn't really matter solo... you're going to get all of it regardless unless you pull, and if you're pulling you probably aren't going to be playing a secondary designed for being surrounded by enemies. With a team that has decent aggro control it shouldn't be any harder to use Soul Drain -> Irradiate -> Neutron Bomb than it is to jump in on a Fire/Fire and or Rad/Fire and fire off multiple AoEs while standing right in the middle of the spawn. You'll need lots of IOs or a good team to make it work well, but that's true for getting the most out of a Blaster in general. I suspect a S/L/E softcapped Fire/Dark or Rad/Dark will be a monster... though I'm not sure whether the +damage will make up for losing the extra PBAoEs in /Fire.
  7. Attacks definitely don't just hit anything they barely touch... you'll notice that with some large enemies you can't catch two at once with Shadow Maul or similar melee cone attacks because their center points are too far apart... the cone area definitely overlaps part of the second enemy's body but not their center. My guess is that the actual point used for targeting purposes is three feet off the ground (or above the feet, if flying) in the center of the character's collision radius... basically the center of mass on a standard 6-foot character.

    One way to test it would be to set up an arena match... take a character with a PBAoE damage aura and Hover and have them fight a team of three characters: one default sized, one as small as you can make them, and one as large as you can make them. Then have the character with the damage aura hover above the tallest opponent just low enough to barely hit them with the aura, and then have the small and medium characters each swap places with the tall one while the flier holds still. If all of them get hit, and all of them don't get hit if the flier rises up slightly and they repeat the test, then it will prove the target point is fixed regardless of size. If they do get hit at different points then it is probably using the true center point of the character, but I'm about 90% sure it doesn't do that.
  8. The Character Detail slider is what controls how far away the gamed displays high resolution textures. Turn it down to 50% or so and you can get much closer and still get the "conehead" effect. I remember that in the old days (pre-Ultra Mode) you could use a slash command or possibly editing a config file to increase draw distances well above 200% but they removed that capability during one of the the graphics upgrades, presumably to avoid massive graphics lag / crashes with the new upgraded textures. 200% character detail may not equal the same draw distance it used to either (I'm not sure if they shortened it when they went Ultra), but I know if you had tweaked things to display high res textures beyond 200% distance that won't be working now.
  9. I can see Soul Drain being handy even without PBAoEs, you just have to have good mobility. Jump in, fire off a Soul Drain, then jump back out and fire off cones and targeted AoEs for huge damage... Fire/Dark, Rad/Dark, or even Ice/Dark will be interesting (since Sould Drain lasts 30 seconds it will be more useful with rain powers than Build Up is). I can also see Archery, AR, or DP using it to boost their crashless nukes and following attacks though Build Up does that pretty well too (probably better in Archery's case)...

    I'd say Rad/Dark will probably be the best pairing since Rad has a PBAoE, but Fire/Dark will also be nasty and I'm actually thinking Ice/Dark will be quite good.
  10. Looks pretty good, though I'd consider going Thunderstrike for your single target blasts. You lose a bit of recharge but the extra ranged defense can be very useful at avoiding mezzes and non-S/L/E ranged attacks like psi blasts or some fire attacks. The extra recharge will let you put out more damage though so it might be worth it.
  11. I like going for S/L defense if I'm going to softcap, simply because softcapping Ranged without resorting to purples or PvP IOs tends to require too many build compromises. I do prefer Ranged defense on a pure ranged Blaster, but lately I've been playing more /Fire, /Electric, and /Mental types that tend to get into melee range quite often. My Archery/Energy hover Blaster does well with decent (30% or so) Ranged defense but he's just plain boring compared to my Fire/Fire... once you get used to jumping into a spawn and wiping out everything around you it's hard to sit back and plink at things.
  12. Defense, definitely. Many stuns have a S/L component and a decent number of holds have an Energy component... resistance won't stop those from affecting you but defense will. Scorpion Shield plus some IOs (don't even need to softcap, just get in the 30s) will make a huge difference in how often you get mezzed, especially if you also have decent Ranged defense (might as well since Thunderstrike is pretty much the best non-purple set for blasts anyway). I find that my Blasters rarely faceplant while fully funtional... they're usually mezzed or debuffed and then eat floor unless the tank goes down and I suddenly just catch a ton of aggro or something. Defense helps prevent those mezzes and some debuffs, so it's the clear winner to me.

    Note that it is possible to softcap S/L defense while taking a resist shield, but it requires massive sacrifices and a truly staggering budget.
  13. StrykerX

    Deadly Ripper

    You hardly ever see those because bosses only spawn outdoors if someone on a large enough team triggers the spawn, and you don't get many teams in Mercy. I'm pretty sure they've been around since the CoV launch but I've only seen a handful of them. And as bosses vs very low level characters, they do live up to their names.
  14. Fire/Fire is a lot of fun but it's a fairly risky combo even once you know what you are doing and have an expensive build. My advice for a new player would be to not really worry about a high end build yet... playing a Blaster without dying a lot takes a fair bit of experience and you're probably going to faceplant often until you get that experience regardless of your build. For right now I'd go with something simple and just learn how to play the AT in general, then you can decide if you want to try one of the high risk, high damage PBAoE setups or just stay back and blast mostly from range (each style has its good and bad points).

    For a beginning build I'd suggest going Fire/Fire/Fire and picking up a bit of Ranged defense, then playing mostly from range unless your team has a lot of buffs or great aggro control. Then you can turn on Hot Feet and get in there using Fire Sword Circle, but if you start dying when you do that there's no shame in just hanging back and blasting from range. You may want to frankenslot some powers (pick cheap IOs based on their enhancement value rather than set bonuses), it's a good way to get a significant power boost without spending a fortune. For a more mid-range build I might try something like this:

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(34)
    Level 1: Ring of Fire -- Acc-I(A)
    Level 2: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(5), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(34)
    Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(43)
    Level 6: Fire Sword -- F'dSmite-Acc/EndRdx/Rchg(A), F'dSmite-Acc/Dmg/Rchg(9), F'dSmite-Acc/Dmg(9), F'dSmite-Dmg/EndRdx(15), F'dSmite-Dmg/Rchg(31)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(43)
    Level 10: Hover -- Krma-ResKB(A), Ksmt-ToHit+(43), Flight-I(46)
    Level 12: Aim -- RechRdx-I(A), RechRdx-I(46)
    Level 14: Fly -- EndRdx-I(A)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(48)
    Level 18: Blaze -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(19), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(34), Thundr-Dmg/EndRdx/Rchg(37)
    Level 20: Rain of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(23), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(39), RechRdx-I(50)
    Level 22: Fire Sword Circle -- M'Strk-Acc/Dmg/EndRdx(A), M'Strk-Acc/Dmg(25), Dmg-I(25), M'Strk-Dmg/Rchg(48), RechRdx-I(48)
    Level 24: Stimulant -- RechRdx-I(A)
    Level 26: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(40)
    Level 28: Consume -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(46)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 32: Inferno -- M'Strk-Dmg/Rchg(A), C'ngBlow-Dmg/Rchg(33), Erad-Dmg/Rchg(33), Sciroc-Dmg/Rchg(33)
    Level 35: Blazing Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(50)
    Level 38: Hot Feet -- C'ngBlow-Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(40)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(45), TtmC'tng-ResDam/EndRdx(45)
    Level 47: Rise of the Phoenix -- RechRdx-I(A)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    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 -- Empty(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(17), EndMod-I(21)



    Code:
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    It's designed to primarily hover back 20-30 feet away from the enemies and use Fireball, Fire Breath, Rain of Fire, and your single target blasts. However, you still have Fire Sword Circle and Hot Feet for those times you can safely get in close. You might want Stealth or Bonfire or even Recall Friend as your lvl 49 power... I picked Assault because it's one of the few powers that are good with no extra slots and more damage is more damage.

    EDIT: Some of those IOs are kind of expensive, but if you have Going Rogue you can do hero tip missions and buy them with hero merits. If not, run task forces and you can buy them with normal merits.
  15. StrykerX

    Help a Nooblet

    Quote:
    Originally Posted by PleaseRecycle View Post
    Thank you for noticing that I don't give a damn what anyone thinks when what's at issue is what is true.

    If you're not familiar with the damage scale talk, think of it this way. Fire breath takes well over twice as long to deliver not quite twice as much damage as fistful of arrows, and you can only use it half as often.
    That's less of an issue with AoEs though. Sustained AoE DPS isn't really important, what matters is what you can unload on a mob during your alpha strike. A fairly high recharge Fire Blaster can use either Aim or Build Up plus Fireball and Fire Breath each spawn to outright kill most of the minions in a few seconds (especially if you add in a third AoE from your secondary or an epic / patron pool). For really hard (+4) spawns you can add Rain of Fire. Sure Fistful is faster than Fire Breath, but Fire Breath + Fireball clears the minions even with just Aim, while Fistful + Explosive Arrow doesnt... you need a second Fistful and even with high recharge that will take longer than Fireball + Breath. In addition, Fire's single target damage is amazing so you'll finish off those wounded Lts a lot quicker than Archery would.

    My advice would be to go Fire/Mental. Fireball -> Fire Breath -> Psychic Scream will dish out enough damage to wipe out the minions in a spawn in around 7 seconds, even without Aim or Build Up, and you don't have to actually get into PBAoE range to do it. Fire/Fire will do the job faster but you need a lot of defense to survive in PBAoE range for long and that means an expensive build... /Mental is almost as damaging and far safer.

    (Archery does do massive AoE if you get enough recharge to use Rain of Arrows every spawn, but that's an expensive build and if you're new to the game I doubt you have a couple billion inf to spare yet.)
  16. No Blaster really helps a team much in the buff department since they really don't get very good numbers on Leadership powers. Although Blasters do shine at providing Vengeance targets... Their debuffs are also nothing great, though Mental's -regen isn't bad. What Blasters do excel at is massive AoE damage... they help a team most by eliminating the enemy. For doing that while still providing some limited support you really can't beat Fire/Mental, since you'll have massive AoE damage plus some -regen for AVs. Sonic/MM isn't horrible but Fire does a lot more damage than Sonic and a Blaster doesn't get anywhere near the level of -resist from Sonic that a Defender does. Sonic does solo very well thanks to the huge area Sleep cone, but you're only going to be doing about 13% -resist with your cone and the -resist from your single target attacks is irrelevant except on AVs since the target of a Blaster's single target attacks rarely lives long anyway. If you specifically want an AV busting Blaster then Sonic/MM might be very good, but for general team support Fire/MM's ability to quickly eliminate every minion in a spawn (and seriously ruin the Lts' days) with about three attacks is going to help more than a little bit of -resist.

    Of course if you wait until I21 you can have the best of both worlds by making a Rad/Fire Defender...
  17. Trials definitely favor Corruptors, both for Scourge and for buffs / debuffs (which tend to be needed in greater numbers on trials). Really, any difficult content tends to favor Defenders and Corruptors simply because any decent mix of 8 Defenders and / or Corruptors tends to absolutely steamroll anything in the game. On the other hand, Blasters can be quite handy on non-trial TFs and some of them can whip up a sea of orange numbers no Corruptor can match (the Corruptor may be responsible for more total damage due to buffs, but the Blaster will make more stuff fall over with one press of a button).

    That said, if you definitely want to go Dual Pistols then go Corruptor. That set's primary mechanic (ammo switching) is almost totally worthless to Blasters because their secondary effects are so weak that they tend to run Incendiary ammo most of the time and occasionally use Standard for knockback when they really need extra survivability. Corruptors get a bit more slow or -damage out of Cryo and Chem rounds so those are marginally useful to them (Defenders are the best for using all ammo types). It's not a bad set for Blasters if you just shoot flaming bullets all the time, but if you're going to get four ammo types why not play an AT that can get some use out of them?
  18. This is the build I use on my Fire/Fire Blaster:

    Hero Plan by Mids' Hero Designer 1.942
    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)



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    I went villain long enough to grab the Scorpion Shield patron power (just think of it as going undercover ) because I don't like looking like a walking ice cube on a fire character and then pumped up S/L defense with set bonuses. As long as the enemies aren't using a lot of psi or pure elemental attacks I tend to be able to survive getting in there and using all my PBAoEs and it's a lot of fun.

    A lot of people don't like Combustion, but I find it hits a ton of targets and is a lot easier to use than Fire Breath on a PBAoE based character. I also find the minor hold protection in Acrobatics highly useful... it can stop a single normal hold and with 27% ranged defense that's usually all I have hitting me. It also helps a lot if I'm standing next to a tank and a boss decides to AoE hold him.
  19. Pretty much the highest damage Blaster primary is Fire Blast. Dual Pistols is on the low to average side, and Devices is by far the worst secondary for damage, so overall Dual Pistols / Devices is actually one of the weakest Blasters around in terms of killing speed (Psi/Devices and maybe Ice/Devices are slower). For secondaries the two best for high damage are Fire and Mental. Fire/Fire is devastating but you pretty much have to jump into the middle of a spawn and stay there to really get the most from it so it's one of the most dangerous Blasters to play and will require a good team or a very expensive build to operate at top efficiency. Fire/Mental is slightly slower, but still one of the top Blaster builds. It can also be a PBAoE build where you spend a lot of time in the middle of a spawn, but you can also build it for cone range AoE (Fire Ball, Fire Breath, Rain of Fire, Psychic Scream) and stay a couple dozen feet back. You can still jump in and use Drain Psyche and Psychic Shockwave, but where Fire/Fire would jump in there and stay in the thick of things Fire/Mental can jump in, hit an attack or two, and jump back out again to use more cones.
  20. StrykerX

    Beam Gun

    Beam Gun seems fairly single-target focused so I can see Disintegration being handy on teams. Just wait for the tank / brute / whatever to take the alpha, then pick a boss and Disintegrate him and unload your various blasts. Your cone will do a bit of damage to the rest of the spawn but probably not enough to get aggro, and your single target blasts will burn down the boss pretty fast, sort of like a ranged MA Scrapper. Between team buffs and a few IOs it wouldn't be that hard (or expensive) to be able to handle aggro from one boss for a few seconds if you manage to peel him off the tank. On teams with no solid aggro control you'll be better off than most Blasters due to your single target focus... just burn things down one at a time and you won't have too much incoming damage.

    Solo, I see Beam Rifle as one of those sets where you might leave the spawn size at x1 and crank up the enemy level a bit. It looks very good at flattening small groups of fairly tough enemies but not so great at mowing down hordes (unless the T9 mini-nuke is fast enough recharging to use every spawn).
  21. Quote:
    Originally Posted by Arbegla View Post
    While in normal game play, this is usually correct, in instants where your hitting the damage cap, due to the nature of Defiance, no more +dmg will benefit you, but Scourge will still do double damage, effectively increasing the Corruptors to much higher caps then the blaster.
    Not necessarily. Blaster attacks do more damage than Corruptor attacks and Scourge doesn't happen all the time, so you'll be doing more damage on attacks that Scourge but a fair bit less on those that don't. In practice that means that at the damage cap Corrputors are better against hard targets and Blasters are better on weaker ones that you don't get to Scourge on much. Which AT is better overall depends on whether you are fighting lots of EBs and AVs or lots of regular mobs.

    EDIT: Just to show with some actual numbers, consider Blaze from Fire Blast. At the damage cap and not counting procs you get:

    Corruptor (no Scourge) = 630 damage

    Blaster = 944 damage

    Corruptor (with Scourge) = 1260 damage

    So basically the Blaster does exactly halfway between the normal and Scourge damage of the Corruptor. If you Scourge more than half the time then the Corruptor wins out, while the Blaster wins if you Scourge less than half the time. However, the Corruptor can be a /Kin and helping to reach that damage cap or else can have resist debuffs so in reality the Corruptor is a bit better off than the pure damage numbers show. But once you do hit the damage cap a Blaster adds more raw firepower, though really at that point adding anything remotely offensive-focused is going to flatten anything in your path.
  22. StrykerX

    Dual Pistols

    The different ammo types are largely useless for a Blaster. You're going to use Incendiary all the time unless you need extra survivability more than damage, in which case you'll use Standard for the KB. Chem and Cryo's effects are too weak to bother with.

    On a Defender you'll probably actually use all four types though. Defenders get much stronger secondary effects so the slow or -damage actually becomes a viable option, especially since a Defender's job isn't so much to dish out raw damage as it is to buff and debuff things. That's why I consider Dual Pistols a better Defender / Corruptor set than a Blaster set (it's not a horrible Blaster set, but the whole multiple ammo type gimmick is going to be pretty much ignored).
  23. Quote:
    Originally Posted by PC_guy View Post
    I'd like to ask for them to look at extracted essence. there has been a bug for quite a while now that if you use the power on a dead body and said dead body either disappears or revives, the essence isn't summoned. I can't imagine this is working as intended but if it is, can it not?
    I don't think that's so much "working as intended" as it is "working as required". It's the same reason that pseudopet-based powers like Transfusion fail if their target dies mid-animation. The pet or pseudopet isn't actually spawned until the end of the animation so if the target isn't there any more when that happens the game doesn't have a location to spawn the pet and the power fails. Fixing it would require either having the essence appear before the summoning animation (would look silly) or adding tech to remember the target's location even if the body vanishes (and it would still look a bit silly to have the essence pop up from nothing, especially if the target had rezzed).
  24. Quote:
    Originally Posted by Dechs Kaison View Post
    Even Grav/Sonic?
    I would think so. Resist buffs are a lot more rare than defense and Sonic has debuffs instead of being a pure buff set so overall it's more useful than FF. FF is better if you need a lot of defense and don't have many defense buffs from other team members, but on most teams a Sonic will add more to the team than a FF will.
  25. Please no... I pick crashing nukes for one purpose: to blow the hell out of a spawn. I do like the crashless nukes but when I grab Nova or Inferno it's because I want to make an entire spawn disappear in a huge explosion...