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Posts
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Joined
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So considering my lvl for trading in my tickets is 25-29, what is the best approach for finding the complete sets of LoG (excluding the recharge), Reactive Armour and Smashing Haymakers?
I rolled one of my Force Feedback +recharge procs, and my Zinger Psi damage proc. Want to concentrate on the above three now. -
My only real regret so far, is making him on Freedom. My goodness, the server is very different, if someone isnt advertising to power lvl you, someone is begging you to take them along.
Need to go invisible there. lol. -
So, my farmer got to lvl 25. I helped a Soldier up some levels at some point. I then capped him and started buying. I did spend some tickets early as I was capped, 3 rolls, three KB enhancements. They are not worth much at this point, so sold two, gave one to a friend.
I have rolled a mix of silver and bronze. Got Zinger proc, which I am going to use, one of piece of haymaker, couple Posi's and a Scirroco which Ill use on my SM/EL which I started this for in the first place. I had considered using one Crushing impact set for the nice bonuses, but I I have decided to use only lvl 25 enhancements, so I am going to use something else in its place. Ill get my accuracy from Luck of the gambler. Seems a fun project, so Im going to stick with the idea. Besides, Im supplying some mid lvl recipes that maybe wouldnt be there normally. -
Its a fair point Madame, but I find the difference between 25 and 28 lvl enhancements unnoticable. They are also no more available than lvl 25's, as far as I can see. Generally I like to cobble together anything from 25-32, but I decided I wanted to go with lvl 25's this time. As you say, gets the character down to lvl 22 while still having his full defense. I may become frustrated with the gathering, as my Im not a dedicated farmer type player. I actually dont know why I farm at all to be honest, I have 2 billion some inf (chicken feed to most) and yet, I rarely spend more than 100 million on any character. I made 100mil yesterday playing with my ss/fire in AE, and thought to myself what am I going to even do with it, what I want to buy is simply not available. shruggs.
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On lam, you can indeed stay out of aggro range and destroy the weapons cashes or acid containers. Its my favorite thing to do on my blaster. Depending on the team, sometimes I just go the opposite way and start soloing them. Sometimes its best to stay with group, just depends. For that you need to boost your range some (i have boost range, so I have an advantage) and atleast some stealth proc, if not SS and stealth. I dont bother with SS, as the stealth and range cap seem to be enough for me.
Your ice is nice for the AV's, good for towers. I agree that for the trials you should have Ice Breath. I never liked it much, but the game is too fast now for rains to help you on trials, and even on most missions it seems now.
On BAF, you can ice breath when its up on escapees, and then single target until it refreshes. Honestly, its so chaotic on trials, no one knows half the time who is doing what, and its likely your contribution is better than you realize.
I feel for you, Ice has in my mind, been left behind a bit in the game, as the way its played now is different, at almost all levels, its a AOE gankfest, and thats not Ices gig. Heck, though my Nrg blaster AOE's are much maligned, I can get them both off in the time of Frost Breath. -
I may be interested Fulmens. Tuesday is one of my tennis nights, but who knows.
I tend to like to build on the cheap for some reason, so most of my build ideas are well under what most forumites spend on there top lvl guys. I range capped my blaster main for under 300 mil, and he has by far the most spent on him. The planned build for my SM/EA brute, would likely be under 100mil if I could actually find the pieces, just none available.
I am going to start a claws/fire for the purpose, and I think I will cap him at lvl 25, and then either bring him to blue side, or vigilante. My problem will be storing the sets Im collecting. I just sell off what I dont use cheap at WW if there is not more than 15 of an item that generally no one wants. If its a high demand item, I still list it cheap, and just see what I get. If its an item that has over 15 units at the market and is not an in demand item, I sell it off. -
I think Im going to lvl up a Claws/Fire and lock him at 25 and and try to collect haymakers, Luck of the Gamblers and Kinetic sets. Maybe some others too. Probably a long haul, but the market is just devoid of mid lvl stuff.
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I was looking at sets for a new SM/EL Brute, and was wanting to get my enhancements at lvl 25, for the giggles of having him softcapped by lvl 25. Not much on the market there, so I started thinking, I maybe need another farmer, one I lvl locked at lvl 25. Do many of you do this, at different lvls to get enhancements in the lvl range you want?
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I know I have issues at times. I attributed it to being old, slow and somewhat senile. I think for me its lag issues (mine or server) on the trials, but sometimes just in missions, if I put the reticle on a mob, instead of open ground. I have since steered away from sets requiring ground targeting.
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Quote:Odd, couldnt it just have easily been a claws player who knocked them a back into the hole in the wall?I would prefer any blaster set other than Energy on my team, but my preference doesn't mean I will outright reject someone playing one.
In my experience, the number of Energy blasters who know how to minimize the detrimental aspects of knockback is far outweighed by those who just blast stuff everywhere with no thought for where it is going.
How can that be a bad thing you ask?
Try getting to the defeat all missions toward the end of a Synapse TF and having your idiot blaster knock a Clockwork inside a wall where no one can target or hit it and you'll know what I mean. We had to restart the TF 2 hours into it because of that guy's carelessness.
I know it is very possible to play an Energy blaster well and use the knockback to help the team, and any player I actually know is welcome to bring an energy blaster along on anything I do.
I'm just a little leery of people I don't know and have never teamed with before bringing an energy blaster. -
Play the Dom or the Defender, both should be pretty sweet for the trials. Doms confuse will be nice, and Emp is good for most of these.
Im suprised you are getting floored with PFF, I am softcapped to normal ranged (45%), and have the stealth IO.I run Lamda without real worries now, as opposed to constant face planting I had before.
I like the extra defense of bubblers, but I can see the frustration you are having. Though everyone jumped on the guy for telling you to reroll, if you like the incarnate stuff, and you dont like your troller, reroll that bad boy. Some people cherish their 50's, I have deleted more 50's than I currently have, and only play two of them. By my quick count, I have deleted 5 fifty's. If they are not fun and I dont play em, out they go.
Good luck -
I will say something about us poor hated Nrg blasters. I informally keep track of blasters when I do the incarnate trials. What I keep seeing is, that while Blasters are not over represented in the trials, when they are there, I see more Nrg blasters than any other. I think it might be because while mediocre in many respecs, and a pain in others, those who have them, love them and play them after they make it to 50. My last Baf had 4 blasters, 3 Nrg/Nrg, 1 Fire/Fire.
I rarely see Psy (who does anywhere), never see archers, or Ice it seems. I see Pistols and Fire about equally, and the odd Electric (usually on some 50+ month vet). Not sure I have ever seen a Rad. Im sure they are there and my informal, low count observations could be way off reality, but it does seem, for all the hate directed at them at times, those who love them, play them a long time. I attribute it to the fact, that in the case of blasters, in the end, fun and looks may trump Utility and Pure performance. -
So I was thinking of making a character built around procs.
My contendors are Dark Blast/TA, Pistols/TA, SM/? brute, FC,EC/Earth Assualt.
My worrys with Pistols/Ta is that its a tough set to play and survive with, especially when you are not building for defense, which I wont be. (I have one, I suck with him solo).
Luminara uses a Dark Blast/TA I believe, and from what I read, with good success.
Stone Melee/Fiery Aura, lots of procs for Stone Melee.
Dominator, Fire Control or Earth Control paired with Earth Assault. Lots of proc oppurtunities.
While Im building this more for a small team I will mostly run with, I am also looking to solo and the end game. I only play my blaster in the incarnate trials right now, so I dont even know how things respond to soft controls or immobilizes. I never actually see any of that used. As a blaster, I dont care much, I just shoot things, till they or me are face down.
Thanks for any guidance.
(Nrg blaster set is a out, since my blaster is Nrg/Nrg and I wont be changing him.) -
This is pretty cheap, gets you all your core powers. Probably under 150 mil at buy it now prices. You can even have a bit more choice in Incarnate powers, as ranged will help you avoid most mezzes. I have macros set up for Break free combines, and I barely use one a mission. Soft capped Ranged. Im not sure about the Ice epic, maybe others can chime in about it. You can basically do this build with most secondary's.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Ice Manipulation
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Ice Bolt -- 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: Chilblain -- 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 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Frozen Fists -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
Level 6: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
Level 8: Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(17), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-%Hold(23)
Level 10: Frost Breath -- Empty(A), Empty(42), Empty(42), Empty(43), Empty(43), Empty(43)
Level 12: Ice Storm -- Empty(A), Empty(31), Empty(33), Empty(33), Empty(33), Empty(34)
Level 14: Aim -- Empty(A), Empty(46)
Level 16: Kick -- Empty(A)
Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
Level 20: Tough -- S'fstPrt-ResKB(A)
Level 22: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(50)
Level 24: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45)
Level 26: Bitter Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(31)
Level 28: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(45)
Level 30: Build Up -- Empty(A), Empty(45)
Level 32: Blizzard -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(39), Posi-Dmg/Rchg(40), Dmg-I(40)
Level 35: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(46), P'ngTtl-Acc/EndRdx(46), P'ngTtl-Rng/Slow(48), P'ngTtl-EndRdx/Rchg/Slow(48), P'ngTtl--Rchg%(50)
Level 38: Ice Patch -- RechRdx-I(A)
Level 41: Flash Freeze -- Acc-I(A)
Level 44: Hoarfrost -- Empty(A)
Level 47: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
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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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(40), Empty(42)
Oops, you asked for Ice/EM. This is my build changed from Nrg/Nrg, to Ice/Nrg.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(31)
Level 2: Ice 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: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rng(36), Posi-Dmg/Rchg(36), Posi-Dam%(37), Posi-Acc/Dmg/EndRdx(37)
Level 6: Aim -- RechRdx-I(A), RechRdx-I(13)
Level 8: Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(17), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(19), Lock-Acc/EndRdx/Rchg/Hold(21), Lock-%Hold(21)
Level 10: Boxing -- Empty(A)
Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(33)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(33)
Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 20: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(27)
Level 22: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(42), Frbd-Stlth(43)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42)
Level 26: Bitter Freeze Ray -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 28: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
Level 30: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 32: Blizzard -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(34), Posi-Dmg/Rchg(34), Dmg-I(34)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(43)
Level 38: Aid Other -- Empty(A)
Level 41: Scorpion Shield -- GftotA-Def/EndRdx(A)
Level 44: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(45), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(45), Numna-Heal(46), Numna-Regen/Rcvry+(46)
Level 47: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Web Envelope -- TotHntr-Immob/Acc(A), Immob-I(50)
Level 50: Spiritual Radial Boost
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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 -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40), EndMod-I(42), P'Shift-End%(43) -
Dont think Fire Cyborg is possible without ranged defense, probably pretty easy with a non crashing ROA and capped ranged with Aid Self.
For grins I tried it with my Nrg/Nrg and died 2/3's through from a bad luck series of hits and Aid self not recharged. Thats with me just cycling Torrent and Explosive. If I had a third or fourth AOE, I imagine it would always be easy enough.
My blaster on settings 0/8 can run most of the ambush farms that have high ceilings, pretty close to my SS/Fire brutes speed. Add bosses or up the lvl and the gaps widens quite a bit. That said, I think playing my SS/Fire while fun at first, is quickly becomming a big bore. Odd, since I actually use more buttons than on my blaster. Shruggs, go figure. -
I would rework it some to get atleast one proc in Empty and Piercing, if not two in each. It makes a big difference when hitting a group with both, while soloing. I think DP needs to wholly leverage its AOEs as its single target is pretty meh. Bonesmasher may be better than Total Focus for your melee attack. Its so much quicker. If you want to hover blast, you can give yourself another 3.75% defense from it and Zephyr. I would add aid self, its great when softcapped, pretty good at other times.
I think MM is too slow to activate its stuff, makeing DP seem even slower.
If you are not totally set on Blasters (my favorite, dont really care for corrs or fenders) you may consider DP/Kin corr. Plays very blasterish, synergizes well with HoB and Fulcrum, adds a heal that is not dependant on defense to use, and takes care of your recharge.
Traps is ok, I find it effective, but mind numbing and too slow on fast teams.
GL, I so want to love my DP's, sadly I dont. lol. -
I think it depends wholly on teamed or solo really. I find traps lacks any kind of fun factor on fast teams. Everyone talks about running in and laying traps, and you can, but on most the teams I am on lately, they are simply way to fast for traps, heck, even too fast for the damn shield drone to keep up. Solo, its sweet though, I dont like it, but it works great.
TA on the other hand is great on both fast and slow teams. You can just pick your arrows to suit the speed of the team. Solo, wow, I find it simply painful. I must completly suck, because I just find it has no way to keep me alive very well. This is with basic IO's. Mine is the defender version, so some of the issue is with the my playstyle. I rarely die with my blasters, but good grief do I spend alot of time face down with my TA solo.
Now if fire is the primary I think either would be fun, but if I was always going to team, I would pic, TA, if I was solo, or equally mixed, I think I would say Traps.
Plus, with TA you can tell people not to panick you will shoot them with your healing or rez arrow, then grumble about how someone must have been messing with your quiver, because its loaded with the inflatable raft arrow instead. -
Some of you guys or gals remind me of one of my manager friends. She always used to say, if I only had the right people, I could really make the department work. What I tried to explain to her, is that a good manager, or team leader is gauged by how they succeed with the pieces you are given, not having the perfect pieces.
The KB haters will never get over it, or be able to see past it. You just have to ignore them, find a better leader to team with. This game, except in rare missions doesnt require specific AT's. In those instances, what blaster you have, makes no difference at all, they are mostly interchangeable.
Now one can certainly argue that a defender/troller/corr or maybe even dom is a better than a blaster in lots of circumstances, but to argue that the KB of Energy is the deciding factor of a teams success, then I think you should look no further than your own abilities, or lack there of, as the reason for your failures. -
I agree, just chalk him up to not worth playing with. Its not like Nrg blast is the only problems teams can have, bad claws scrappers can be just as bad, defenders who dont use there primary, or secondary. tanks who hold back and let others lead the charge. Nrg is tricky, and now matter how hard you try, you are going to annoy melee's at times. Nothing you can do about it. I dont mind that so much, I think the bigger sin, is if you are on a aoe centric team, is to scatter them before the others can unleash their assault. That is the one time, I am very conservative with my AOE's, and may even shift to single target.
I have not ever been turned away from a team because of me being Nrg, but I know it happens. Usually the types who are picky about who is on the team, are also total pains to play with, because they think they are some kind of tactical geniuses who like plan every single encounter. The game has changed, most every encounter can be won by simply rushing in guns blazing now. -
If you use the proc, because of the suppresion on it, you should probably only use it in one power, one of your AOE's, either Expolosive Blast or Energy Torrent. I tend to use damage procs, so havent used it myself, but am thinking about it, as my present build is sans Hasten, so I wouldnt mind Torrent and Explosive recharging faster.
I have tried lots of builds, since Nrg/Nrg was my first 50 and favorite character. I have tried extreme distance via Hami O's, Regen and Recharge. I just redid him with softcapped ranged defense and as soon as I finish up my villian arc, he will be soft capped to energy also. I also run Aid Self. I have found this build several magnitutes better than any of my previous. I knew soft capped ranged would be an improvement but didnt expect this level of performance increase. I dont enjoy repeccing much anymore, so it took me a while to decide to do it. The results have been very pleasing, and the cost was pretty reasonable. It cost me 350mil or so and two A merits to do t he build, that was at buy it immediatly prices. Over half of that was on the numina set.
One thing I have been testing is the performance differance of using Aim and Build Up and not using those powers. I was always a big believer in them, but for solo play, Im finding nearly no difference now. They are nice and I wouldnt drop them, but Im amazed that the play doesnt change much without their use.
If you solo on lower player lvls, I think any build will work. I play at 8/0 with bosses on. Nothing earth shattering, but its pretty easy for me at that lvl, so far, regardless of the enemy.
KB is as always great mitigation, but on bosses that cant be knocked down, even the fact they are just knocked back, helps, as the ranged defense then keeps you safe. I just go done fighting a tip mission that spawned an ambush that had 4 crey bosses. Im sure any of my previous builds would have melted under that, this one did fine, and I died with two bosses left when I answered the phone and got careless.
So at this point, its hard for me to reccomend much besides going for softcapping some form of defense, be it S/L or ranged. I think ranged is far superior, as you avoid lots of mezzes. -
Im not sure the poster should be characterized as lazy. This is acknowledged as a powerset combo that is not often used or talked about. If a new player has no idea where to start, and nothing is recent, just throwing powers on mids and presenting it, simply lends itself to "veterans" ripping apart the build, and submitting a completely new build anyway.
I think the poster was trying to start a dialogue, that is often difficult here, as the long time posters, have at times, lack patience for new players.
I think the best advice may be, to just start picking powers that you want to have, try them and see which of them you like. Then you can ask for help on a build that includes those powers, and get feedback, on why you may want to include, or exclude some of your choices. If this is one of your early characters, there is a very good chance, it never gets to a high lvl, and you wont find any of the advice of any use. Or you may find you cannot afford the cost of builds presented to you. Then again, the game is rapidly changing, so the advice you get today, may be less relevant when you get to the point of actually collecting sets.
Almost any scrapper can do very well, at reasonable player settings, with just basic SO or IO slotting. The amazing builds, cost lots of influence, often are only really good at one thing, and often times, are purely theoretical. I dont know about Dark Armour myself, except that I have failed miserabley at playing it. I agree, you can look over some recent guides or builds and get a gist of what powers do what, and how best to leverage them. After that, you can probably put together a build that seems to encompass what you want, and let those with more experience, crituque it.
Good Luck. -
Good points which I agree with Streetlight. My original build is indeed set up that way, I will admit, this one is not. The reason being, its easy to find and buy lvl 50 Io sets, and more difficult, or takes longer to collect the lower level Io's in sets, since more farmers get them from higher lvls. I just was not in the mood to patiently hold off for weeks to finish it and see if I like it. This build below lvl 47, loses most everything. For low level content, I will likely if I remember, switch to my original build, which has nearly every enhancement at lvl 30-32. So he plays very similar, through most lvls.
Still, you bring up good points, which one should consider. I wish the market, or more specifically the drops and reward rolls worked a bit bit differently, allowing more low lvl IO's to be available. The build I posted, does not really reflect the Io lvls I actually bought, but just what they were. I dont enjoy the gathering of the pieces, like some do, I simply have no patience for it.
One nice thing about Nrg/Nrg, is that the powers themselves, are nicely spread out, and I find it to be one of the nicer lvling sets, because of when you get key powers. So even without bonuses, it is a decent soloer, even if the difficulty lvl must be reduced.
Like I say, I appreciate the post, and you have reminded me, that if I want to improve what I have, I could now patiently change what lvl Io's I have over time, to improve his performance over a wider lvl range. Thanks. -
If you keep what you built, change the purp set from executioners to Pistols, you want the proc firing often as you can, and it will make Pistols a good attack. Put the steadfast unique in tough for the defense. Eradication is better for you than oblits for ranged, and cheaper. The KB set damage proc will probably help you more than the recharge in Bullet Rain. Fore less inf and a bit less recharge, I got your build with same powers to 45% ranged defense.
If you only changed one thing, just the placement of the purple set will make your attack chain stronger. I miss that proc in my current blaster set up, it makes a first tier attack hit very hard.
I would do something akin to this, lose your purp set, but thats not always bad.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Omega-Ghost: Level 50 Mutation Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(37)
Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(45)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(25)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Dam%(37)
Level 6: Swap Ammo
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 10: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Dam%(34)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
Level 16: Conserve Power -- RechRdx-I(A)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(29)
Level 20: Energy Punch -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(21), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39)
Level 22: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
Level 24: Stimulant -- Empty(A)
Level 26: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(43)
Level 30: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
Level 32: Hail of Bullets -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
Level 41: Web Envelope -- TotHntr-Acc/Immob/Rchg(A)
Level 44: Scorpion Shield -- GftotA-Def/EndRdx(A)
Level 47: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Boost Range -- RechRdx-I(A)
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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)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(15), EndMod-I(36), EndMod-I(46)
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Incendiary Ammunition -
I think leadership is pretty dubious on a blaster. The values are low, nearly unnoticable in actual play (I have tried it twice). Tactics isnt really needed with normal slotting and Thunderstrykes in several ranged attacks. You can softcap ranged for 150 mil or so. That wont even buy you close to the needed melee sets to softcap S/L. Nrg tends to keep you away from most melee, as using the two aoe's, will keep the mobs off you, leaving you to blap singles if you choose too. On low players lvls, you dont need soft capped anything. Nrg has enough mitigation and you could blap or blast. Double proccing the torrent and explosive is very effective, as they fire off quickly, and will hit all targets, if you que the second as you fire the first. This is always my first attack on large mobs. It really minimizes the alpha strike on you, as a large percentage of the mobs are down for several seconds.
I would suggest you find the post on combining inspirations via macros or the movement codes he set up. I have just started using them recently, and they are a godsend for blasters who really need break free's after lvl 20 or something.