VashNKnives

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  1. Dark/NRG/soul for me.

    Umbral w/ OF proc + FF proc is really very fun. Try it on beta and see for your self
  2. Great minds do think alike Arcana :-)

    Hawk and fellow devs did a great job on this and I'm pumped and ready for i24. Testers, get on your marks. The Devs are on fire!
  3. Frozen Aura should be like the sleep patch in electric control and do a pulsing low-mag sleep and a 1-shot damage spike at the power's activation. This would still allow sonic to sleep after it's initial cast and give non-sonics a better tier 9 as a whole without breaking the rule.

    I'm not sure I'd like for shiver to go away.
  4. Ahh, so true. I didn't think of that. Thanks for the reply.
  5. The radial control hybrid to be exact. Has anyone tried a /fire or other AoE AT that has little to no self-preservation abilities? How do you find the fear/terrorize? I know its a mag 2 on first shot, but it lasts 10 seconds and I'm pretty sure one of my 6 or 7 AoEs would hit twice to fear bosses.

    Does this entice you to use it over assault, support, or melee?
  6. Quote:
    Originally Posted by plainguy View Post
    @ Elendil

    I'm looking at your build.
    I will give you the perma hasten at 121.5 seconds. But I don't get perma chrono when I see a duration of 30 seconds and a recharge of 86 seconds. What numbers are not being included into this build I am missing ? Did you mean Farsight maybe ?
    Take a gander at this thread for your answer : )
  7. I might consider taking the second slot from temporal selection and putting it in thunderous blast. I'm already too busy with buffing, debuffing, blasting, casting, etc. to worry with how many people I've uniquely buffed with temporal.

    Edit: In addition, if you're going Agility Alpha, you may be able to get by with 1 less slot in powersink. The one thing I dislike about thunderstrike isn't the longish feeling animation, it's the endurance cost. Therefore, upping my defense a little and making sure I had atleast some endredux in it was important to me. Otherwise, I might have been reluctant to use it on that annoying boss that is standing just on the edge of that bridge XD

    Looks like a fun build, though, especially taking assault, vengeance and thunderous.
  8. Quote:
    Originally Posted by Adeon Hawkwood View Post

    Hmmmm.... now that I think about it Opressive Gloom could also be an interesting power to add. I wonder if I can think of a concept reason for my character to have Dark powers...
    I thought this too, but find I hardly ever use it on my dark/storm. It could be because I have dark pit, thunder clap and high defense, but the hp drain is more annoying than anything else. I can get close to or perma stun groups with bosses on that character if I stagger my two stuns and use oppressive, but since I incarnated him guy, I see little need :/

    Back on topic, my elect/time originally started taking his epics at level 35, and since you are a defender, I think that would be an easier choice. Slowed Response is just too nice for corruptors to wait any longer for, but I might have it in me to put off voltaic until later(even though I love the little guy). I'm curious if that is what you're doing? Being able to take powersink at 35 might have been enough for me to go Mu. If the devs would have put a chaining power in Mu, instead of conserve power, that would have persuaded me even more .
  9. Quote:
    Originally Posted by toadliquor View Post
    On my time/elec defender i'm going with soul mastery. I'll have a pbaoe to hit/damage buff with soul drain, a resistance aura that can mule a 3% steadfast protection, power boost for synergy with farsight, and soul storm if I can find the slots.
    After recently playing with soul drain on my dark/storm corruptor and fire/dark blaster, I can't disagree that soul drain is nice, especially on a high recharge build. But my theme really demanded electrical/energy looking things and until the Devs implement epic power customization I'll need to stay away from dark and soul with my elect/time. In addition, powersink is super nice for making a sapper superstar and making sure those drain psyches that do get through my defenses don't detoggle me.
  10. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Yeah that's pretty similar to what I'm going for (although different power order obviously). The primary differences are that I didn't take Hasten (for various reasons I'm not going to go into) and that I plan to go for the Clarion Radial path instead of Core (because it's worth giving up permanent mez protection to get Power Boosted Farsight)
    I may end-up giving that a try. If I were more of a ranged corr and didn't like staying in melee, I might have considered going mu to make sure I had room for thunderous blast. However, I play in melee anyway, which I find safer with the debuff, so having a melee attack other than sands of mu is nice
  11. I'm not sure how different it is for defenders, but I have the elect/time/elect corr below. I went elect mastery for the extra attack that I use for flavor and to knock things about. I also like shocking bolt and use it on especially hard targets or when the mag4 hold misses. Even though the planner says I went spiritual and reactive, I actually went agility and preemptive. Preemptive could be better, as the -end seems affected by enemy level, but both the -end and energy damage occur often with voltaic making it serviceable. I also went ionic radial for more zapping. Its a pretty cheap build, but has perma hasten, and close, if not perma, chronoshift. No problems with anything. Solos the boss spawns on Keyes terminals farely easily. I didn't die any of the last few times I was on Keyes (got rares) and only died on the last underground I was on when I got to the Avatar (whom my graphics card wouldn't let me see - must have been ugly).

    Edit: I just realized I'm a bit over the softcap now with agility and may consider some minor slot-shifting to add some more damage procs. I do like boosting my damage ( even though I went preemptive :P).

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Corruptor
    Primary Power Set: Electrical Blast
    Secondary Power Set: Time Manipulation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Lightning Bolt -- (A)(3)(9)(13)(17)(34)
    Level 1: Time Crawl -- (A)
    Level 2: Ball Lightning -- (A)(3)(5)(11)(15)
    Level 4: Temporal Mending -- (A)(5)(19)(36)(15)
    Level 6: Short Circuit -- (A)(7)(7)(13)(43)
    Level 8: Time's Juncture -- (A)(9)(19)(11)
    Level 10: Charged Bolts -- (A)(23)(21)(25)(34)(34)
    Level 12: Hover -- (A)(31)(33)
    Level 14: Fly -- (A)(37)
    Level 16: Distortion Field -- (A)(40)(42)(45)(46)
    Level 18: Temporal Selection -- (A)
    Level 20: Time Stop -- (A)(21)(23)(33)
    Level 22: Hasten -- (A)(25)
    Level 24: Combat Jumping -- (A)
    Level 26: Voltaic Sentinel -- (A)(27)(27)(31)(31)(43)
    Level 28: Farsight -- (A)(29)(29)(48)
    Level 30: Maneuvers -- (A)
    Level 32: Aim -- (A)(33)(37)(45)(45)
    Level 35: Slowed Response -- (A)(36)(36)(43)(37)
    Level 38: Chrono Shift -- (A)(39)(39)(39)(40)
    Level 41: Thunder Strike -- (A)(46)(46)(42)(42)(48)
    Level 44: Charged Armor -- (A)
    Level 47: Power Sink -- (A)(48)
    Level 49: Shocking Bolt -- (A)(50)(50)(50)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Clarion Partial Core Invocation
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 1: Brawl -- (A)
    Level 1: Scourge
    Level 1: Sprint -- (A)
    Level 2: Rest -- (A)
    Level 2: Swift -- (A)
    Level 2: Health -- (A)
    Level 2: Hurdle -- (A)
    Level 2: Stamina -- (A)(17)(40)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 5% DamageBuff(Smashing)
    • 5% DamageBuff(Lethal)
    • 5% DamageBuff(Fire)
    • 5% DamageBuff(Cold)
    • 5% DamageBuff(Energy)
    • 5% DamageBuff(Negative)
    • 5% DamageBuff(Toxic)
    • 5% DamageBuff(Psionic)
    • 3.63% Defense(Smashing)
    • 3.63% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 28.31% Defense(Energy)
    • 28.31% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.25% Defense(Melee)
    • 23.63% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 85% Enhancement(RechargeTime)
    • 44% Enhancement(Accuracy)
    • 8% Enhancement(Heal)
    • 13% FlySpeed
    • 84.33 HP (7.87%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 6.9%
    • 16% (0.27 End/sec) Recovery
    • 20% (0.89 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 14.1% Resistance(Fire)
    • 14.1% Resistance(Cold)
    • 11.26% Resistance(Energy)
    • 11.26% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 13% RunSpeed



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  12. VashNKnives

    New Archtype

    Quote:
    Originally Posted by New Dawn View Post
    I'd like to play a Archetype where I could be wielding dual swords one minute and then dual pistols the next, or shooting arrows and then finishing off with a katana. There would be no armours but the melee attacks offer +def and +res (parry and deflection) and the ranged attacks could offer -dam or any type of control (suppressive fire and control). Not quite as good as a Scrapper because lacking in any alpha taking at start and not quite as good as a dominator for control but soloable because it starts ranged, some control there then closes in and uses melee giving it def and +res.
    Blasters could definitely use a weapons secondary, as devices and elemental things don't always go with concept. Arrow/sword, Pistols/sword, and AR/sword would be great for the skilled weapons expert type. /sword could have kat, dual swords, and/or broadsword powers or stick with a single type of sword secondary and add filler powers like caltrops and grenades(customizable to look like molotov ftw) and other non-elemental/non-technological powers.

    People would probably have concerns with redraw. And if they are too powerful we'd just see a bunch of fire/sword users. Balance would be tricky as usual.
  13. My Elect/Time/elect has been fun (now at lvl 41). I actually went elect/ because of voltaic sentinel and the two low level AoEs. Voltaic has synergy with the clicky nature of time. I can cast the little guy and do other things while he adds dps, and he can scourge as a corruptor, which helps his damage. The AoEs, 1 fast and 1 slow both have nice wide ranges and quick recharges. This also gives me a bit of flexibility when I'm knee deep in the middle of a spawn, next to the melee. I don't need to position myself, I can focus on debuffs, holding the bosses, buffing, etc. and still contribute some nice AoE damage.

    I'll also note that theme played a role in my decision. I won't play a character long if I can't fit in a cool theme or concept with a decent name.

    The build will end up with Ranged/Energy/Neg at or above the softcap, S/L softcapped while in melee debuffing tohit, good end recovery + powersink, close to perma or perma hasten/chronal shift/farsight, and all the /time powers with some decent procs. It also wasn't very expensive.
  14. -100% endurance + retoggle + retoggle + retoggle...
    The above is what I think about with my characters when I consider the crashing nukes.

    I would prefer a -defense and a -resistance debuff be applied to the nuker as a thematic consequence to expending most of your energy in a big burst rather than being too tired to do much else. If that is still too easy on the nuker, add a -50% or something damage debuff.
  15. I used to love blapping before I/Os as well. Knowing just a bit about how aggro works in this game (which I'd assume you've forgotten more than I will ever know) has always made jumping in next to the tank and scrappers relatively safe even before I/Os. I'd totally go for the extra build since, as you know, I/Os allow you to really get down and crazy, and probably a bit careless. Fun times!
  16. Quote:
    Originally Posted by Arcanaville View Post
    It suggests that the gameplay reward of shooting at range and generating big floating numbers when you do is significant, and it hints that it might even *be* the fact that blasters are the most risky archetype to play that might be attracting a specific segment of the player population for whom that is a draw.
    These two draw me to play my lvl 50+ blasters. No pressure! Who expected the blaster to live longer than other teammates? It's just gravy if it happens, and I love it! Adding in the potential survivability upgrades you can get from I/Os and the incarnate content makes playing them all the more rewarding.

    In addition, A meta-game for me is finding the best time to use my melee and range attacks, all the while knowing that I could pick either and/or both in tandem while still being an extreme damage AT. There is a significant intrinsic reward for me, as a vet player of most ATs, to not have to worry about chasing things about (like I'm stuck to their bumper) or whether my DPS is just poor b/c I keep hitting things after they're already defeated. My blasters are usually the teammates that evaporate most of a spawn before the scrapper can find the boss, but if something is defeated after I target it, I just tab+next ranged-power with no slow-down.
  17. VashNKnives

    DP/what?

    Quote:
    Originally Posted by plainguy View Post
    Have people had success with SL cap ?

    I guess my whole point is DP fire going to have enough survivability being so close in. I just think with some of the new stuff they figured out this whole defense cap stuff so that is why the new cap is higher persay. Again I'm just discussing solo. I'm just a bit shakey about being so up and close on mobs with just SL cap on my blaster types. Similarly I have a Archery EM which also does 4/8 setting which is also Ranged capped.
    I have a elect/psy permadom that is just s/l capped and he feels much more squishy than my high damage blasters that are s/l/en/neg/range capped. S/L takes care of most melee attacks, ranged takes care of types that aren't as high as it is, en/neg/s/l help with AoE. Usually energy is higher than 50%, which really helps on the trials, since it'll deflect most of the melee/ranged/aoe. Even with the proactive controls of the dom, the blasters don't have to worry about things actively being controlled, it is all passive and lets you relax some.

    My arch/fire/mace is s/l/en/neg/range soft-capped with energy at 58.85%. I would not love it so much if I couldn't shrug off so many attacks.
  18. VashNKnives

    DP/what?

    You have a point, I forgot to make sure I added in inferno rounds while looking at the powerset comparison in Mids'. Still, I'd take combustion for ease-of-use when burning things with ... burn. My usual strat with my main /fire is jump into a +3x8 spawn next to a boss and hit burn then either combustion or FSC depending on how compact the spawn is at first. If it is all spread out then I use combustion then FSC. That way you are sure the boss takes the full damage.

    This is also why I advocate taking blazing aura and hotfeet. Its awesome extra damage that happens while you do other things, like focusing on the boss. Even though burn doesn't have a fear any more, you want your hotfeet to keep your target in it for the full time just to maximize it. You don't want to jump out or up to have to cone and then jump back in. If you stay in melee, by the time you dealt with the boss, everything else will probably be gone. Special cases like healing cim traitors should be taken out first of course.

    As for "you aren't a tank". That is very true. However, if you want, you can be a seriously tough blaster that doesn't care how many bosses are in this spawn, if two spawns are near each other, if you're stealing agro from the tank, etc. Since one of my main mains is arch/fire/mace. Standing next to a couple bosses as they try there best to kill me before my RoA is let loose is just fun. I'd hate to have to jump in and out of melee all the time. Dual Pistols even gets a short defense boost in HoB, I say make use of every second of it.

    In short, I know you can use cones first and then run in to burn or even jump up and then cone at the apex of the jump, but given limited room in builds, I'd take the flexibility of combustion since I know I want to always stay in melee.
  19. VashNKnives

    Blaster Bummer

    As for why I like more defense than 32% with less recharge. I just think it is personal play preference. To be sure, I like recharge and very few builds will reach a point where more recharge is actually bad. However, building in more mitigation often means making compromises in recharge. My personal reasons for my rad/mm/mace are below.

    Layered Mitigation:
    More recharge is nice, especially for dps but also for getting defensive powers up and running more often, such as drain psche. However, my main reason for going for the softcaps is to maximize the benefit of the +regen from drain psyche. I wanted to more surely spread out the damage I was receiving so that if I could only hit 2 enemies with drain psyche, 33 hp/sec with no damage resistances would be fine. Burst damage is notoriously bad for regen builds.

    Perma:
    Now, more recharge can make a perma-drain psyche which can greatly diminish the usefulness of the mitigation provided by higher defense if there are always a good number of targets for it and you can keep it going like perma domination or fury. However, as you saw with Trapdoor, that might not always be the case. In addition, bad tohit rolls or the lack of an agro taker means using purple insps to keep you out of trouble until another good drain psyche can be done.

    Inspirations:
    My personal preference is to not to have to worry about insps unless I’m going to die or have died. I hate being in situations that are slow, avoidable deaths, knowing that if I had just used my purples a bit more sparingly earlier, I would have been fine. I like orange insp layered with my regen and defense to make a really tough blaster, green insp for burst damage mitigation, and still carry a few purple for defense debuffs. I may keep a column free for reds and other drops from critters, but I don't like using up my safety net. You can’t have a recharge insp. This is one of the big reasons recharge is so important from set bonuses. However, you can have geas of the kind ones/force of nature which works in a pinch. Demonic aura/Eye of the Magus also is a wonderful pinch power.

    Attack Chain:
    If I find that my favorite every-fight powers are sitting there in my tray recharged while I’m still activating another favorite every-fight power, then I consider my recharge fine enough for my attack cycle. If I find that I have to use my tier one blast more than I would like, then I worry about my recharge. Factoring in attack animation times I just try to hit a personal sweet spot.

    As for your new build:
    You shouldn't have cyto's in aim and concentration, one needs to be in tactics and use common recharge I/Os or membrane hami-Os in aim and concentration if your sticking with the base slots.
  20. VashNKnives

    DP/what?

    How much defense are you going for? How much recharge? Without scorpion or ice shield, hitting the soft-caps may really strain the build. In addition, I probably wouldn't take assault over maneuvers, you'll need the defense from maneuvers much more than the small damage buff of assault and maneuvers takes the LoTG proc for your recharge goal.

    The next bit purely personal preference: if you're going to be in melee with hotfeet, burn, fire sword circle, etc., don't you think it will be hard to maximize the empty clips cone? This is of course compared to combustion. I know, I know combustion has a bad rap. However, in the powerset comparison in Mids' it shows combustion having the better dpa, dps, dpe, and damage. I looked at it both with and without Arcana time checked in the options. Not to mention, combustion has a larger radius than fire sword circle making it a good follow up move for FSC as enemies start to run away.
  21. VashNKnives

    DP/what?

    I went ahead and checked by building a character that worked-in all those powers and reached the softcaps for smash/lethal/range/energy. However, it doesn’t have hasten and relies on incarnate powers for end management to run all the toggles I chose, which would put me in a bind as I would want ageless for +recovery but also want clarion for mez protection. You could skip suppressive fire for superjump or fly and still get the same results, depending on your preferred way to travel for pve between ninja run/beast run/temps/jump packs/sj/fly (TP and ss don't have +defense pre-reqs making them harder to fit in).
  22. VashNKnives

    DP/what?

    I made a dp/Ice on test and took it most of the way to 30 before a lvl bump. It was underwhelming for me due to the low mag sleep tier 9 that deals no damage and the other kind-of low damaging attacks. I’ve since played a dp/elect/mace to incarnate and find it fun. The damage aura and high damage melee attack chain drew me to it.

    Other combinations I would like would be dp/fire/mace and dp/mm/mace for more melee goodness. /energy would be good if I was looking to try to stay mostly at range. However, DP has a power that likes melee, has a few longish animation powers, and blaster secondaries usually have something you’d want to use in melee.

    If you haven’t heard yet, burn has no fear in it now. Blazing aura+hotfeet+burn+HoB +fire sword circle+combustion+Bullet Rain+executioner shot/piercing rounds the boss…. Next spawn +Consume Some people don’t realize how much mitigation hotfeet can be. Most things will slowly squirm within it. Incarnate levels of endurance reduction and +recovery make this build pretty beastly.

    EDIT: Skippable in DP to me are: the empty clips cone b/c I don’t like the I/O sets for cones, suppressive fire (it can be useful, but it can also not be worth the effort depending on the build- I took it just for the I/Os and for stackable holds/stuns with /elect), and either piercing rounds or executioner’s shot (both do decent damage, but I didn’t have room for both)
  23. VashNKnives

    Blaster Bummer

    I’m glad that you’re enjoying your build now I hope that you didn’t take my post the wrong way. Your play-style for your character is important and why I didn’t post my build. In your build, I would replace both I/Os in stamina with common end mod I/Os. I would also replace the common I/O in tactics with a cytoskeleton hami-o and the common to-hit I/O in concentration with a common recharge I/O (I’ve been guessing that was just an error with the build in Mids’). I still very much advocate getting the accolades. Anyway, best-of-luck to ya
  24. VashNKnives

    Blaster Bummer

    Your build with just core spiritual alpha approaches perma-hasten, and then you want to go get ageless destiny and forgo the mez protection of clarion. You'll have massive recharge, but with your defense numbers, it’ll be dangerous popping into melee range to drain psyche and psy-shockwave. You’ll likely get stunned/terrorized/immobed. That recharge is going to waste if you can’t put out a constant stream of damage. I like ageless (have it T4 radial on 2 of my characters), but mez will get a high agro blaster faceplanted quickly. Of course, you could always just rely on breakfrees, but I don't like having that much of a reliance on insp. Just another 2 inf.
  25. VashNKnives

    Blaster Bummer

    I'd look at getting musculature alpha radial for this build. Your stamina has two I/Os but gives you less enhancement than one lvl 50 common I/O. Also, please consider the trade-offs of a few seconds global recharge and higher defense numbers. For destiny, I'd go clarion. You should also get your accolades. This build is especially fond of +HP and +end.

    If you're willing, you can get more survivability (soft capped to range/smash/lethal/energy) with a bit more tweaking on your build. You'll lose some recharge but the better survivability is noticeable and you could then go spiritual alpha and lose maybe 3 seconds total on hasten. I know these things b/c I've just made such a build in mids' using the experiences I've had with my other blasters (including a rad/mm/mace) as a guide. In addition, you say you spent 3 billion, either I'm much more well off than I thought, or my build may be cheaper than yours and you'll save some inf.

    Sets to get:
    kinetic combat (mind probe or telekinetic thrust, punch or kick)
    mace (unless you like the ice shield and sleep a lot - scorp shield and web envelope)
    -enfeebled operation

    Blessing of zephyr
    eradication
    coercive persuasion
    gaussian's
    numina (full set)

    Things I dropped from my build:
    the cones (fire breath and psyscream)
    the ice epic pool in favor of mace
    stealth (you can go superspeed + stealth proc in sprint for invis) (my rad/mm/mace actually just uses fly but you can switch to either and still reach the softcaps)

    Lastly, why don't I just give you my build? Part of me wanted to at first, but I think building your character is one of the most fun things in this game. Therefore, I don't want to just say, “Do it this way”. Instead, I'd just encourage you to look at your build again and decide what trade-offs you're willing to make and consider the suggestions I and others make in this thread.