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You don't want to slot up gleaming bolt, the damage is terrible.
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That very much depends on how you look at the damage output of a power. I just did some quick tests, and here is what I found:
Gleaming Bolt: BI: 1.39, Recharge: 1.5s, Activation: 1s
Incandescent Strike: BI: 9.89, Recharge: 20s, Activation: 3s
In terms of brawl index, the amount of damage per minute you can inflict is:
Gleaming Bolt: (60 / (1.5 + 1)) * 1.39 = 33.36
Incandescent Strike: (60 / (20 + 3)) * 9.89 = 25.8
So Gleaming Bolt is actually capable of dealing more damage per minute than Incandescent Strike. That may surprise some people. Of course, I realise that these figures don't really mean much when you're playing the game. What is really important is the amount of attacks you can chain together. The more effectively you chain attacks, the more damage per minute you're able to deal.
I've always found that Gleaming Bolt is a great gap filler when your attack chain breaks down. It has a very fast recharge, and only uses a very small amount of endurance, so you won't need to slot endurance reduction and recharge rate in it.
That's not to say Glinting Eye is not useful. It is very useful. I just think it's wrong to dismiss Gleaming Bolt because its damage initially seems very low.
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3 Accuracy is really overkill anyway, 1 Acc 3 damage 2 recharge should do fine.
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I very much agree with this. My personal preference is go with two accuracy though. I find when I'm soloing +3s, one accuracy is just not enough. Personally I find it incredibly frustrating when a long activation power such as Incandescent Strike misses.
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Pulsar I wouldnt bother with, the disorient is very minor and only affects minions as far as I know.
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Personally, I can't live without Pulsar. I tended to solo a lot, and the voids and quantums were a huge pain...until I got Pulsar. You can effectively run up to a +3 void, fire off Pulsar, then finish him off with your attacks before the disorient wears off. For me, that makes Pulsar incredibly useful. You will need to slot it for accuracy and duration at least. It's also not true that it affects only minions. It does seem a bit temperamental as to what it does affect though. For example, it seems utterly useless against robots, yet incredibly useful against Hatched Krakens in the Sewer Trial (yes, it disoriented a Giant Monstser!). It always works great against voids and sappers!
I would agree with everything else that Xironia has said. I would like to add a couple of more things though:
Reform Essence is an absolute life saver. I recommend you try and fit it in your build as early as possible. Glowing Touch is also a great team power, especially if you don't have an empath on your team. It will need to be slotted heavily for health and recharge reduction though.
Finally, I can strongly recommend Combat Jumping and Acrobatics. This wasn't something I used in my build until very late on, and I'm very sorry now that I didn't choose it earlier in my character. The amount of times I got held, knockbacked, and immobilized was just incredible. These two powers helped immensely to reduce the frustration.
Although Solar Flare is a great AoE, it inflicts a lot of knockback. I lost count of the amount of times tanks complained about that power. Just make sure that when you do use it, you have a good relationship with your tank.