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Posts
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You might want to check your bonuses. For instance, you may not need tactics, after seeing the bonuses from Thunderstrykes. On powers like manuevers, weave, so forth, their values are low, so you may not want to waste three slots on them. Alot of the small set bonuses you were going for are not really worth the trouble. Nova can be more simply slotted, as you always use it with build up and aim. I know you dont want build advice, but the extra interrupt in the snipe, is not worth it, I like snipes, but they simply are not practical for mid battle use. The doctored wounds slotted in health are not worth the bonuses you get. Its fun to chase set bonuses, but some simply dont help you, or possibly do what you think they do. Mez resistance in sets, does not protect you from mez, but shortens its duration, and by a very small amount.
Good luck, mids is fun. -
Well finished the build and took him out for several missions solo.
Cost, I didnt look exactly, and I didnt bargain shop at all. I hate respeccing too much to do it patiently. I think I spent 300 mill, not counting the Miracle which I used A merits on. I just bought the Numinas set. I think it cost more than the everything else combined.
The three builds I have for him now are a ranged hami build, the original regen/recharge/+damage and now this soft capped ranged and energy (he is still only soft capped to range, I have to get over to villian side to softcap Nrg.
I soloed on 0/8, against Freaks, Council, ,Carnies and Malta. I could not solo on lvl 0/8 against any of these before, the closest would have been the Carnies, but I still would have needed to hospitol against every group is my guest.
Freaks were the easiest, also the last I played, so I had got a better feel for what I needed to do with this guy, as he is not as hard hitting as my original build. I did not die on the Freaks mission. Its amazing how Aid Self is so much more usefull now.
Carnies, I face planted twice I think, maybe it was only once. Of course Im using breakfree's as I fight. Unless I was careless, they actually were not bad, I died a couple times when I let a strongman bash me up close.
Council, first group I fought, died once, probably shouldnt have.
Malta, liked to say I didnt die at all, but I did. Several times actually, 3 or 4. Damn boss robots would hit me with the dot, and heal other would not activate, and if the greens were out, I was toast, as this guy doesnt hit as hard, leaving too many upright at times. Still, on my original build, they were simply undoable for me. So this was an improvement.
All these missions I combined inspirations for break free's and used oranges, reds and greens at times. I cant imagine ever playinging the massive ranged build, which I rarely did anyway, on the right team and if I knew what was coming, I would play my original build, with 10% or so plus damage, hasten more damage procs, he shreds groups better. Not much, but he leaves less mobs alive with a sliver of health, that I kept noticing with this guy. He paid for himself on the third mission, where a Hetacomb dropped, so after one days respeccing at buy it today prices, I broke about even.
Wishes, were I could have fit in SS for practical invisibility, and the purple damage proc in Power Bolt, which does wonders for that power. I did use Bone Smasher a time or two for grins, its ok, most times, two blasts are just as quick. I continue to find Power Thrust better and more reliable than Power Push, and I dont understand why.
For 300 some million, which most of you find trivial in cost, this was a good upgrade for my first 50 who still gets my most play time. Im pretty sure I will move him off the deserted Triumph server and to something more populated to finish his incarnates and get Clarion. -
Think I might like this best. All the powers taken I would use (except boxing). No invisibility, but stealth, KB protection, Aid self fully slotted. Endurance seems pretty good, so I may try this one.
On an unrelated note, I tried the inspiration combine macros today, they are sweet.
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: Energy 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: Power 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: Power 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: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rng(36), Posi-Dmg/Rchg(36), Posi-Dam%(37), ExStrk-Dam%(37)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 8: Sniper Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(21)
Level 10: Boxing -- Empty(A)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(33)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(33)
Level 18: Power Push -- 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: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Dam%(39), ExStrk-Dam%(40)
Level 28: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
Level 30: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 32: Nova -- C'ngBlow-Dmg/Rchg(A), Erad-Dmg/Rchg(34), M'Strk-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) -
Now Im wondering if I wouldnt be better served working aid self back in. I could probably to it, going lower on defense and trying to hit 32.5 instead.
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Trying to decide if this is any good and wondering if I would be better served with Conserve Power, Hasten or Boost Range. I have all three on my recharge, regen build and use them all. I dont play at extreme range, though I have tried that approach also. Its ok for missions set at players 1, but I find it lacking for me in higher player lvls numbers, as AOE seems to rule for that. So I use boost range as primarily a Energy Torrent range booster now.
I use this character for everything basically. Solo, teams and even farm with him, for grins. My brutes are better at it, but sometimes I like to take him instead.
I dont use SS at all, only have it for the stealth, as Lambda really annoys the crap out of me without.
Suggestions, opinions?
I guess including the build might have been some help. lol
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: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Power 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: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 2: Power 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: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Dam%(21), ExStrk-Dam%(21)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 8: Sniper Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 10: Energy Punch -- 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 12: Aim -- RechRdx-I(A), RechRdx-I(50)
Level 14: Build Up -- RechRdx-I(A), RechRdx-I(50)
Level 16: Bone Smasher -- Mako-Dam%(A), Mako-Acc/Dmg(34), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36)
Level 18: Power Push -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
Level 20: Conserve Power -- RechRdx-I(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Dam%(40), ExStrk-Dam%(42)
Level 28: Weave -- Krma-Def/EndRdx(A)
Level 30: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Frbd-Stlth(48)
Level 32: Nova -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(46), Sciroc-Dmg/Rchg(46), Dmg-I(48)
Level 35: Combat Jumping -- Krma-ResKB(A)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
Level 41: Scorpion Shield -- GftotA-Def/EndRdx(A)
Level 44: Fly -- Flight-I(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 49: Super Speed -- EndRdx-I(A)
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), RgnTis-Regen+(45), Numna-Regen/Rcvry+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(45), EndMod-I(46) -
Dont have mids at work, but I think Recovery might be low, you may need to boost that via Alpha. I have a build for soft capped Range and Energy, but if you blap, S/L maybe be better. I think you will have to have Clarion in the end game as a blapper, unless you keep the players # you play at small. Lots of stuns are melee based, energy may rip you apart in the end game.
I dont think Power boost is going to help your defense, as scorpion, weave, mauevers are toggle based not clicks, so unless Im wrong like often, it will only boost you for 10 seconds.
I would take Conserve Energy over Assault. Its damage boost is almost unnoticable when I tried it, and though most poo poo conserve energy, it helps against drainers, and after Nova, by popping a couple blues, then Conserve Power and off you go.
You may miss your second AOE. They can be used together to both hit the spawn, by queing the second one up as you fire the first.
Blapping is a tough road, some still promote it, but I have yet to play with a blapper, who either stays with it, or excells with it in the later game.
Without mez protection, S/L as your protection would scare me, some of the most devastating mezzers use psy or energy, and once your mezzed in Melee, its goodnight sweet Irene, or atleast thats my experience.
Gl -
I am in a constant state of what is best suited to go with Nrg, which is my favorite powerset in all of CoH/V. Honestly, I think the best is the classic Nrg/Nrg, which was my first 50 in Coh years ago. Mostly because of Boost range, and an early BU. Honestly, I think the KB makes synergy tough to find. I rely wholly on KB for my mitigation these days.
I think for the Nrg blast set in general, it may be best used as a Dom, as it is very nice there, except for the lack of a good AOE until the epics. Even then, its an odd duck, eclipsed by Fire for effectiveness.
If you stay blaster, I would go for Nrg/Nrg, its Iconic and effective. Fairly safe and you can use the blaps if you choose, though I never do, except for grins sometimes. Its a powerfull early blaster as you get your best toys early. If you add some early procs, its suprisingly hard hitting, giving Fire a run. Once you have both Aoe's, you can blow through small groups faster than Fire in my opinion, as Fire only had Fireball that casts quickly. Big groups it cant keep up, but its closer than people think.
Last option is /fire. What it gives you is a team friendly AOE set, that keeps you in the action for AOE, when the early stages, your AOE's tend to be more detrimental than helpful. Tough combo to play effectively though, as the AOE's do not mesh well together.
GL -
I just dont get the argument against this. Especially the fear of tank mages. The game is full of tank mages now. The game is completly different than it used to be, for the most part, for the good. I never understand people who jump up and tell you to play a solo intended character, that line is long blurred in this game. Everyone wants a buffer, but then tell them, that when they do solo, they should grin and bear it, while they play their scrappers, brutes, tanks whenever they want, with almost zero downside in any mission they run.
I dont like the argument that the character AT I chose is always supposed to be good, the one you chose is supposed to be good sometimes and less good others. Melees go from very good solo, to god like teamed. Buffing, controlling and the like is mostly a thankless job, and I dont begrudge anything that gives players willing to take those roles, a bump in enjoyment, when they are not spending their time trying to keep my constantly faceplanting Blaster alive. -
Its handy when you are trying to lvl yourself in AE to eat some inspirations before going in. Generally what I do, depending on my inspiration space, is eat four purples, and four reds. I then immediatly buy 8 purples for example. That gives soft capped defense for three durations worth at which time, I start combining, mostly to make purples early on.
This lets you take on high mob counts, as a low player. Combine it with some AOE or damage aura, and you can quickly level yourself to the low 20's. -
Back when IO's came out, I built my blaster for max regen and max hit points. While he does not have DP available to him, I find him very underwhelming now. The game has changed to the point where regen, without spot healing just doesnt seem that reliable. On low lvl missions, or where Im fighting at players 1, its really cool, as nothing can even move my green bar, but in the trials, or where Im pushing the edge, I think it does very little for my survivability. Much like a regen without DP or reconstruction, its just not enough to keep upright.
To sum up, I dont think I would chase those 10% regen bonuses, they dont do much for your survivability. If I didnt hate the idea of respeccing him so much, and jack around with his purples, I would abandon the regen Idea and do like everyone else who wants more performance and build for defense.
My Traps/Ar defender, using only caltrops and the shield drone, is far safer. It makes me rather sad, dont even get me talking about my Fire/Trapper, who simply emabarrases my beloved Blaster. -
Only considering the tricks they can bring from there primaries and secondaries, which would you find more survivable?
Seems they are all about the same damage potential. -
I agree about ranged defense and hover. Hover alone will keep you alive sometimes when things go south. I cant see using hover on a DP though, seems a very mobile, jumpy set when I play it, and I like hover.
I just think I would build for AOE first, recharge and defense second. Pistols relies on HOB, along with Rain and Empty, so I think the best approach is to fully leverage them, the best you can for maximum damage and recharge. I think its single target attach chain is just too weak to concentrate on. It lacks good mitigation or speed.
Pistols is oft compared to Nrg in its effectiveness I think it falls behind quite abit until HOB, so my theory, is build around its strength. I love its aoe potential. If you do stay the course with your defense, you might have to think about your playstyle, I dont like to melee with blasters like some do, but you may find that since you are up close and personnel anyway, that the melee attacks help you dispatch the mobs inbetween aoe's better than the pistols do, which is a pity. -
What lvl are you now. I think blasters are all about build up, blast aoe's, kill whats left. YOu might want to use standard ammo for the KB. I dont think single target chains are all that important. If you are fighting single targets, knock em down with thrust and work them over from there, if you are fighting multiple enemies, then your aoe is your bread and butter. build up, hit em hard. If you cant significantly weaken or kill most the them, success starts to drop dramatically.
I know defense is all the rage, but mostly mez is what kills you. Without high ranged defense, you will get held and die. I play along some high defense blasters with my Nrg/Nrg that has no defense whatesoever, and dont die anymore, and less at times, because they simply dont kill quick enough.
I would add procs to your aoe powers. It helps alot in my opinion. You have great slotting in your single target atttacks, but I think the game has evolved to the point, where you have to tune your aoe's first and single targets second. Even on lower settings, I think AOE's are more important than the single target.
Gl with your build, maybe Im just not getting it myself with not building my blasters for defense. shruggs. -
My TA/DP is lvl 30. Probably my most fun teaming character. I have a high recharge build planned. After looking at it, and from my teaming experience, Like New Dawn, Im not sure its worth it. I think its probably just as fun to play with basic IO's I imagine. Most battles I really just have time to fire off disruption arrow, maybe glue, fire off my aoe's. I love OSA, and its mad fun to fire off, but I barely notice any difference in how it helps the team. I dare say, its barely more helpful than disruption and the my other two aoe's. I imagine once HOB come available, I will have something valuable to shoot off every spawn, with just IO's.
TA seems a set, that is great fun teaming and works really well in that role with simple slotting.
I imagine it would be better with a billion spent, but not oh my gosh better teaming, and probably not much better soloing, or atleast from what I have seen.
Might be more fun planning the build, than the actual benefit from the build.
Gl -
Well, I have reached lvl 26 and obtained the glory that is Oil Slick Arrow. Lighting is easy with the fire ammo and pistols AOEs, or atleast it has been so far. Im going to build for recharge, as I love this character for teaming, and want the good stuff back up alot.
Unlike alot of my previous defenders, there are no powers I dont like to use. I find myself not using Acid arrow as much as I should, so many options each battle.
Soloing is doable, but slow. Luckily, people always like to grab defenders. I imagine they groan when they see the powersets I have but no comments have been made, except by a player who had seen this post. Whether Im right or not, the character really seems to add to the team. I have played on several big teams and some small, and I always feel like a contributor. That is not the case with most of my characters, that struggle, or do not mesh well in certain situations.
I think I have teamed with one other TA. Lots of archers though. The one TA was ARch/TA.
As suprised as I am, the redraw has not bothered me at all, with the exception of Acid arrow, which seems a bit slow anyway. I think its because I tend to use it mid battle, so it forces a weapon switch.
As any TA player knows Im sure, and what I have read before, there does not seem to be any good way for the alpha mitigation, so I usually wait for the tank or controller to hit them before letting loose. If I fire first, Im usually dead.
Im still unsure of the usefullness of chem rounds. I used them exclusively at first, but the more I play, the more I doubt how much they are helping. Combined with Poison gas arrow it should be 55% damage reduction I think, but I dont notice much difference. It may be that Im on teams that are either dont need it, or need more than that.
Anyway, he is lots of fun, I think I may actually get defender to lvl 50. -
Thanks Psylenz,
I will try the cyro rounds next run. Just finished playing some missions with full team. Hectic, but lots of fun. I think I will take your advice and build for recharge, this character looks to be lots of fun on teams, so I will build for that end, and hope the recharge and tricks can make solo workable.
Think I will skip Executioners, but probably take everything else in DP. Going to skip Net arrow or whatever its called also. -
Thinking along these lines, not even sure where I would put the other slots.
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Dual Pistols
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Flash Arrow -- Acc-I(A)
Level 1: Pistols -- Entrpc-Heal%(A), Entrpc-Acc/Dmg(3), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Dmg/Rchg(5), Achilles-ResDeb%(7)
Level 2: Dual Wield -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(11), ExStrk-Dam%(11)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15), Achilles-ResDeb%(17)
Level 6: Glue Arrow -- TmpRdns-Dmg/Slow(A), TmpRdns-Acc/Slow(43), TmpRdns-Acc/EndRdx(43), TmpRdns-Rng/Slow(43), TmpRdns-EndRdx/Rchg/Slow(45)
Level 8: Poison Gas Arrow -- RechRdx-I(A)
Level 10: Swap Ammo
Level 12: Acid Arrow -- Achilles-ResDeb%(A), RechRdx-I(23), RechRdx-I(25)
Level 14: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(21), ExStrk-Dam%(21)
Level 18: Disruption Arrow -- RechRdx-I(A), RechRdx-I(23)
Level 20: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37)
Level 26: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29), RechRdx-I(31)
Level 28: Assault -- EndRdx-I(A)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37), ImpSwft-Dam%(37)
Level 38: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Dark Consumption -- RechRdx-I(A)
Level 44: Dark Embrace -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(45)
Level 47: Soul Transfer -- RechRdx-I(A), RechRdx-I(48)
Level 49: Soul Drain -- RechRdx-I(A), RechRdx-I(50)
Level 50: Spiritual Radial Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
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(42), EndMod-I(42)
Level 10: Chemical Ammunition
Level 10: Cryo Ammunition -
So my accurately named defender, Redraw Hell, Im trying to decide what may be the best direction to go, recharge or some type of defense. Recharge looks mighty tempting with some of the longish recharge times, and defense looks a bit harder to get, unless I went for s/l. Thinking more along the lines of recharge, and then just upping my resistance, combined with chem rounds (what is the debuff on those by the way?).
As suprised as I am, its quite fun to play in groups, always something to do. I have not tried to solo him yet, so that could be a bit painful, I dont know. I never play defenders, but this one seems fun.
Any thoughts? -
I have always wanted a high lvl Pistollero, but never stick with one. I have two in the works now, a Devices and now an ELM. I like caltrops, and am using Cloak and Smoke Grenade. The reason I started the Electric melee is that devices at this lvl, really seems to have no way to handle bosses well. Much like my Arch/Dev. Im thinking the holds may help, along with a hard hitting melee attack, since they usually get to me anyway. I dont want to hover blast with pistols, so my usual tactics of my NRG/NRG are out.
Fire looked tempting, but Electric fit my character better, and is a little more rare. I wish Lighting field was more like Hot Feet though. -
Quote:Understood Local. I play a Nrg/Nrg as my main, so realize the potential difficulties. That being said, I appreciate the conversation on it. From my initial and obviously limited dom time on the new Earth/Fire, I find on teams, I have the routine of Quicksand, followed by either Stalagmites or Earthquake. Then, presently Firebreath and combustion. I dont like combustion at all, on fast teams it seems entirely too slow and I could be doing something more valuable, solo, it just puts me in melee where I really would rather not be. So I thought after I got the fire epic, I would probably mostly just use Fireball and ROF. So after thinking along those lines, I thought maybe, Energy instead of fire might be just as nice, with a better single target mitigation tool, with similar damage. I know I will be losing a nice boost in Fiery Embrace, but thought it might be worth it (that and Im partial to Energy).Just remember that several of Earth's AoE control powers, (Quicksand, Earthquake, Volcanic Gasses) are location-targetted AoE powers -- lots of knockback may knock foes out of the patch. Slotting knockback sets will increase the distance of knockback, making it more likely to knock foes out of the patch. Of course, you can prevent the Knockback for 12 seconds by using Stone Cages, but that makes Earthquake mostly useless.
So Im hoping the way in which Im was hoping to use Energy's attacks, more a single target, blast it till its dead, not disrupt the rest of the mobs in my patches approach. I will of course keep my Earth/Fire, as I may find, that the KB, even single target, is more disruptive than I had hoped.
Sounds like with either the fire, or the proposed Energy, that going for perma dom is probably the best approach.
Am I right in thinking Firebreath and Combustion are less used as you get the epics, or just become a componet of a huge AOE attack chain? -
New to doms, have leveled an Earth/Fire up to lvl 23, and Im must say, most fun I have had in some time. Im a blaster and scrapper mostly, and this has been a fun departure.
I want to try an Earth/Eng and was wondering if I would be better off, working towards a high ranged defense or perma dom? I will use the fire epic to shore up Eng's lack of AOE, so I wont have a reason to go S/L instead and use Ices shield.
With the incarnates, I was thinking of using the KB set for 7.5% recharge bonuses, and then work around that. gives me a quick 37.5% recharge for using five sets of them, and it seems with Earth, most of the powers dont require much except some recharge to be effective.
I could similarly go for ranged defense, once again relying on the fact, that for the most part, from what I read, Earth is less dependant on Domination than other sets.
Any thoughts from the experts? -
You are are screwed as a blaster if you die. Without stealth, its just painful. No one fights through the mobs, they just run to the next glowy, so once your poor blaster who no one cares about face plants, its over till the end. Its not just blasters, once you face plant as a squishy, I just see them over and over with me in the hospitol. You just cant rejoin the groups without stealth. I find BAF fun, and Lambda just painful.
-
I feel your pain, I have four level 50 scrappers, and really dont like playing any of them very much, especially on the new content for some reason.
My favorite char is my Nrg/Nrg blaster. He was my first 50 and is always who I go back to. That being said, I wouldnt role one of them again. Solo he is fun, but grouped, he is work to not be a pain to others. On the new content, he just feels blah. It makes me sad, but I just dont think he is something I want to have for the end game now.
Im playing a Fire/Dark corr right now, and is lots of fun. I can actually rush in with Fearsome stare, Darkest Night, or just blast away with great AOE's or nice single target attacks. There is just more variety, which is not always good, but for me, it is more fun at this point in the game for me.
I think at this point, I would only play something that can serve more than one role, so Doms, Fenders, Corrs or trollers.
Blasters have always been my first choice, but even though I think of myself as a competent blaster player, I find them more and more frustrating.
Good luck on your choice. -
Maybe the added ranged defense of this is better?
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Dark Mastery
Villain Profile:
Level 1: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg(34), Thundr-Dmg/EndRdx(50)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(25), Nictus-Acc/Heal(29), Nictus-Acc/EndRdx/Heal/HP/Regen(29), Nictus-Acc/EndRdx/Rchg(31)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(13)
Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(31)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(11), Posi-Acc/Dmg/EndRdx(11), HO:Centri(13), Posi-Dmg/Rng(46)
Level 10: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(19), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitDeb/Rchg(21)
Level 12: Howling Twilight -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 14: Combat Jumping -- Jump-I(A)
Level 16: Shadow Fall -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36), S'fstPrt-ResDam/EndRdx(37)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Dmg/EndRdx(50)
Level 20: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/Rchg(23), Cloud-Acc/EndRdx/Rchg(23), Cloud-Acc/ToHitDeb(25), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-%Dam(33)
Level 22: Aim -- RechRdx-I(A)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-%Hold(33), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(46)
Level 30: Blazing Bolt -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(40), ExecCtrt-Dmg/ActRdx(40), ExecCtrt-Dmg/Rng(42), ExecCtrt-Dmg/Rchg(43), ExecCtrt-Stun%(43)
Level 32: Recall Friend -- RechRdx-I(A)
Level 35: Teleport -- EndRdx-I(A)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/Rchg(39), Cloud-%Dam(48), Cloud-Acc/EndRdx/Rchg(50)
Level 41: Dark Consumption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc(42), Efficacy-Acc/Rchg(42)
Level 44: Soul Transfer -- RechRdx-I(A)
Level 47: Soul Drain -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Oppressive Gloom -- Acc-I(A)
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
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), Heal-I(43), Heal-I(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(3), P'Shift-EndMod(3), P'Shift-End%(37) -
How is this for a budget build?
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Dark Mastery
Villain Profile:
Level 1: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg(34), Thundr-Dmg/EndRdx(50)
Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(25), Nictus-Acc/Heal(29), Nictus-Acc/EndRdx/Heal/HP/Regen(29), Nictus-Acc/EndRdx/Rchg(31)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(50)
Level 4: Tar Patch -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(31), TmpRdns-Acc/EndRdx(31), TmpRdns-EndRdx/Rchg/Slow(33), TmpRdns-Acc/Dmg/Slow(33)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(11), Posi-Acc/Dmg/EndRdx(11), HO:Centri(13), Posi-Dmg/Rng(46)
Level 10: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(19), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitDeb/Rchg(21)
Level 12: Howling Twilight -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 14: Combat Jumping -- Jump-I(A)
Level 16: Shadow Fall -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam(37), ImpArm-EndRdx/Rchg(37)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Dmg/EndRdx(50)
Level 20: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/Rchg(23), Cloud-Acc/EndRdx/Rchg(23), Cloud-Acc/ToHitDeb(25)
Level 22: Aim -- RechRdx-I(A)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(48)
Level 30: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(40), Mantic-Acc/ActRdx/Rng(40), Mantic-Dmg/ActRdx/Rchg(43), Mantic-Dmg/EndRdx/Rchg(43)
Level 32: Recall Friend -- RechRdx-I(A)
Level 35: Teleport -- EndRdx-I(A)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(39), Cloud-ToHitDeb/EndRdx/Rchg(39), Cloud-Acc/Rchg(39)
Level 41: Dark Consumption -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc/Rchg(42)
Level 44: Soul Transfer -- RechRdx-I(A)
Level 47: Soul Drain -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Oppressive Gloom -- Acc-I(A)
Level 50: Spiritual Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Scourge
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), Heal-I(43), Heal-I(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)