jthig32

Apprentice
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  1. 15 market slots.

    1 slot = x10 bid on recipe.
    4 slots = x10 bid on salvage.

    3-6 slots = selling crafted enhancements.

    That leaves at least four slots open for other random stuff, and as I mentioned earlier, if you need a slot for something quickly you can always cancel bids and repost as needed.

    Or you can fill all of your slots with bids on salvage one night, come back the next morning, take it all and dump it in base storage, freeing up four more slots.

    If you fill your bids for recipes before you sell your enhancements you either leave them there, carry them on your characters, or craft them and put them in base storage. I don't really get the issue.

    I guess I can see the problem if you're wanting to focus on five different levels, as you mentioned earlier, but I personally don't see the point is branching out on levels. Generally speaking, level 50 IO's (or the highest level of the set if it stops before 50) is going to be the only ones that move enough volume to make it worth your while.
  2. @Misaligned:

    There's any number of ways to free up slots at Wents:

    -You could buy all your salvage in bulk with one character and throw it into base storage, to you be used by your crafter.

    - You could by all the ingredients, craft and drop them in storage to be sold by another character.

    - You could buy some of your salvage as needed instead of placing long term bids. This can generally be done for the first two salvages in a recipe without losing too much profit.

    I personally just do a system where 10 enhancements are always for sale and I'm bidding on another stack of recipes and salvage. But I'm on a 50 with extra Went slots.

    Depending on the health of your niche you might not want to sell more than three or four at a time anyway. You can always cancel bids as you need slots for immediate use and then rebid.
  3. I guess it all depends on what appeals to you, but at this point I personally wouldn't do anything but "flip" recipes. I started playing this game right when the market and invention systems were added, and I've gone though several levels of "marketeering".

    My first method of acquiring wealth was farming Dark Astoria. That was great fun. I discovered months after starting that this chap Nethergoat was doing the same thing and posting results. I enjoyed lurking and following his results in this forum.

    Once I actually started playing the market I started with buying stack of generic IO recipes and vendoring them. I made a "ton" of cash (all relative to the time period) doing that, but gosh was it tedious.

    Then I got the Worktable accolade on my main and starting selling crafted memorized IO's.

    But the more I IO'd out characters, the more it became painfully obvious where the real money was. People paid out the eye for crafted IO's. It was insane. So I started doing copious amounts of research and finding the most profitable niches. I would buy and sell within a couple niches at once until my fighting with other marketeers for recipe price dried it up.

    But at some point last year, the tipping point of in-game influence seemed to occur, and now you can absolutely find niches that simply never dry up. For the last year and a half (with a sizeable break splitting it up) I've been buying/crafting/selling the exact same IO. The prices move up and down, but the split between the recipe and IO always stays strong. Always. I can always count on a 10mil profit on every single sale (worst case scenario), and I can sell 50 a week easily (mostly on the weekends) and could probably do more if I weren't lazy.

    They don't take up space in my inventory at all. They sit in the auction house. One set of ten for sale, bidding on another set of ten and bidding on the salvage for that set of ten. Like clockwork. If I feel like I need more cash I'll throw out a few stacks of lowball bids towards the end of the weekend and those will cash in about half the time.

    It's ridiculous how easy it is to generate influence. Obviously do whatever is fun, but imo you can't beat the ease of caching in on a recipe/enhancement niche.
  4. I've chosen Electric/Ice as my first Dominator and would like to get some opinions on my first run at a build. I'm sure some people will be weirded out by Hasten being five slotted but I hit the cap on the most common recharge bonuses and the extra couple of slots pushed me over the edge for perma-Hasten, which was a secondary goal of the build.

    Once I hit fifty I'll start slotting in purples and the overall slotting could look quite different, but for now this is the build.

    Let me know if you have any thoughts on powers I should have taken or shouldn't have taken. Power Boost seems to be a common one but I question how much more -speed I'll really need. Feel free to talk be into it.

    Thanks in advance for any comments.


    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Run Burgundy?: Level 50 Magic Dominator
    Primary Power Set: Electric Control
    Secondary Power Set: Icy Assault
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
    Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19)
    Level 2: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(31), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33)
    Level 4: Ice Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(9)
    Level 6: Jolting Chain -- Acc-I(A), FrcFbk-Rechg%(34)
    Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(13), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc(15), Efficacy-EndMod/EndRdx(15)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11), RechRdx-I(43), RechRdx-I(43)
    Level 12: Static Field -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(21), CSndmn-Acc/EndRdx(21), CSndmn-Sleep/Rng(23), CSndmn-Acc/Sleep/Rchg(23)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Dct'dW-Heal/EndRdx(A)
    Level 20: Stamina -- EndMod-I(A)
    Level 22: Chain Fences -- Posi-Acc/Dmg(A), Det'tn-Acc/Dmg(48), AirB'st-Acc/Dmg(50)
    Level 24: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27), Lock-Acc/Hold(46), EoCur-Acc/Hold(46)
    Level 26: Synaptic Overload -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(27), Mlais-Acc/EndRdx(29), Mlais-Conf/Rng(29), Mlais-Acc/Conf/Rchg(31)
    Level 28: Chilling Embrace -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(37), TmpRdns-Acc/EndRdx(37), TmpRdns-Rng/Slow(40), TmpRdns-EndRdx/Rchg/Slow(40)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Ice Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(36), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37)
    Level 38: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(39), Decim-Acc/Dmg/Rchg(40)
    Level 41: Sleet -- TmpRdns-Acc/Slow(A), TmpRdns-Rng/Slow(42), TmpRdns-EndRdx/Rchg/Slow(42), TmpRdns-Acc/Dmg/Slow(42), TmpRdns-Dmg/Slow(43)
    Level 44: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Heal(46)
    Level 47: Ice Storm -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(48), AirB'st-Dmg/Rchg(48)
    Level 49: Frozen Armor -- LkGmblr-Rchg+(A), DefBuff-I(50), DefBuff-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run
  5. I'm just coming back from an 8 month break, so there's some things in this build that I want/need to change (I have no idea why I slotted HF and Transfusion like I did).

    But here's a slightly different build from War Admiral's. The major differences would be Speed Boost, which you're going to want if you're running TF's, and Siphon Speed. I don't have Earth's Embrace because due to accolades and the hit cap I lose about a fourth of the hit points it grants. I've used it in the past and it is nice to have a huge panic button that doesn't need a target, but you can get temporary powers for that now. Certainly approve of anyone taking it but I prefer not to.

    There are some things in here I that I just like from a personal game play standpoint, like the Chance for Hold procs in Flashfire and Cinders. Both are imminently replaceable if you so wish.

    As I mentioned earlier, I'm not sure why I slotted Transfusion like I did. I don't need that extra bit of recharge and that power needs more accuracy than I gave it. I would also remove the BoTZ's from CJ and SS and move those slots elsewhere.

    There are other little tweaks that can/should be done, but the overall build is good and could serve as a blue print if you so wish. I do definitely backup War Admiral's recommendation that you build for S/L defense and recharge if you want the best Fire/Kin you can have.

    Oh, and while I don't have room for bonfire right now, once the Fitness pool becomes inherint that is absolutely one of the powers I will be picking up. It's very situational, and can be used very, very poorly, but I love it when the right situation comes along.


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Yellow Torch: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
    Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23)
    Level 2: Siphon Power -- Acc-I(A)
    Level 4: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(7), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(9)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(31)
    Level 8: Hot Feet -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Rchg(13), Sciroc-Acc/Dmg/EndRdx(13), Sciroc-Dam%(15), EndRdx-I(15)
    Level 10: Siphon Speed -- RechRdx-I(A), Acc-I(29)
    Level 12: Hurdle -- Empty(A)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(31)
    Level 16: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(19)
    Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(31)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(37), P'Shift-End%(39)
    Level 22: Speed Boost -- EndMod-I(A)
    Level 24: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(25), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(27), Lock-%Hold(29)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(40), Aegis-ResDam/EndRdx(42), ImpArm-ResDam/EndRdx(42)
    Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(42), LkGmblr-Def(43), LkGmblr-Rchg+(43)
    Level 32: Fire Imps -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-+Def(Pets)(34), Acc-I(34)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
    Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(39)
    Level 41: Fissure -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(43), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(45), FrcFbk-Rechg%(46)
    Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 47: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(50), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run

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  6. Ok, here's a second pass. The numbers for a lot of the attacks look a bit better. Still soft capped. I traded Burn and Hoarfrost for Fire Sword and Aim.

    And I would probably move the order of a few selections around now that I've swapped out a few powers, but I didn't look at that aspect yet.

    I did this a little quick so let me know if I missed something obvious.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lizzard Beast - Capped S/L: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Fire Blast
    • (A) Ruin - Accuracy/Damage
    • (5) Decimation - Accuracy/Damage
    • (23) Devastation - Accuracy/Damage
    • (37) Thunderstrike - Accuracy/Damage
    Level 1: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (11) Enfeebled Operation - Endurance/Immobilize
    • (11) Enfeebled Operation - Accuracy/Endurance
    • (13) Enfeebled Operation - Immobilize/Range
    • (13) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (15) Enfeebled Operation - Accuracy/Immobilize
    Level 2: Fire Ball
    • (A) Detonation - Accuracy/Damage/Endurance
    • (3) Positron's Blast - Accuracy/Damage/Endurance
    • (3) Positron's Blast - Accuracy/Damage
    • (25) Positron's Blast - Damage/Recharge
    Level 4: Combustion
    • (A) Obliteration - Damage
    • (5) Obliteration - Accuracy/Recharge
    • (7) Obliteration - Damage/Recharge
    • (7) Obliteration - Accuracy/Damage/Recharge
    • (9) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (9) Obliteration - Chance for Smashing Damage
    Level 6: Rain of Fire
    • (A) Air Burst - Damage/Recharge
    • (43) Detonation - Damage/Recharge
    • (43) Positron's Blast - Damage/Recharge
    • (43) Positron's Blast - Damage/Endurance
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 10: Fire Sword Circle
    • (A) Multi Strike - Accuracy/Damage
    • (15) Multi Strike - Damage/Endurance
    • (17) Multi Strike - Damage/Recharge
    • (17) Multi Strike - Accuracy/Endurance
    • (19) Multi Strike - Accuracy/Damage/Endurance
    • (19) Multi Strike - Damage/Endurance/Recharge
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    Level 18: Health
    • (A) Miracle - +Recovery
    • (48) Miracle - Heal
    • (50) Numina's Convalescence - +Regeneration/+Recovery
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (25) Performance Shifter - EndMod/Accuracy
    • (33) Performance Shifter - Chance for +End
    • (40) Performance Shifter - EndMod/Recharge
    Level 22: Blaze
    • (A) Ruin - Accuracy/Damage
    • (33) Devastation - Accuracy/Damage
    • (46) Decimation - Accuracy/Damage
    • (46) Thunderstrike - Accuracy/Damage
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (39) Steadfast Protection - Resistance/Endurance
    • (39) Impervium Armor - Resistance
    Level 26: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (27) Luck of the Gambler - Recharge Speed
    • (27) Red Fortune - Defense/Endurance
    • (29) Gift of the Ancients - Defense/Endurance
    Level 28: Consume
    • (A) Efficacy Adaptor - Accuracy/Recharge
    • (46) Performance Shifter - Accuracy/Recharge
    • (50) Efficacy Adaptor - EndMod/Accuracy
    Level 30: Build Up
    • (A) Rectified Reticle - To Hit Buff
    • (31) Rectified Reticle - To Hit Buff/Recharge
    • (31) Recharge Reduction IO
    • (31) Recharge Reduction IO
    Level 32: Inferno
    • (A) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (34) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (36) Obliteration - Chance for Smashing Damage
    Level 35: Fire Sword
    • (A) Kinetic Combat - Accuracy/Damage
    • (36) Kinetic Combat - Damage/Endurance
    • (36) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Damage/Endurance/Recharge
    • (37) Crushing Impact - Accuracy/Damage
    Level 38: Hot Feet
    • (A) Multi Strike - Accuracy/Damage
    • (40) Multi Strike - Damage/Recharge
    • (40) Multi Strike - Damage/Endurance
    • (42) Multi Strike - Accuracy/Endurance
    • (42) Multi Strike - Accuracy/Damage/Endurance
    • (42) Multi Strike - Damage/Endurance/Recharge
    Level 41: Snow Storm
    • (A) Endurance Reduction IO
    Level 44: Frozen Armor
    • (A) Luck of the Gambler - Defense/Endurance
    • (45) Red Fortune - Defense/Endurance
    • (45) Gift of the Ancients - Defense/Endurance
    • (45) Luck of the Gambler - Recharge Speed
    Level 47: Aim
    • (A) Rectified Reticle - To Hit Buff
    • (48) Rectified Reticle - To Hit Buff/Recharge
    • (48) Recharge Reduction IO
    • (50) Recharge Reduction IO
    Level 49: Hibernate
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance



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  7. Quote:
    Originally Posted by Laevateinn View Post
    The build has crippled slotting and power choices in order to chase softcapped defense. There's next to no single-target capability and key powers are skipped (Aim) or underslotted (Fireball, Blaze, Fire Blast, Build Up).
    Fireblast is crippled, no doubt. But those last three? Crippled? Seems a bit strong. At 21 I find myself having little time for Fireblast already. Does it typically stay a part of a lvl 50 attack chain? Is it mainly a defiance builder?

    Quote:
    I strongly, strongly recommend you take Aim whatever the cost. A 10 second buff every 45 seconds doesn't sound impressive, but combat in CoH is very "bursty", especially when a Blaster is involved. Despite the misleading description, it's a massive +62.5% damage and will significantly affect your kill rate. It's also another place to slot Rectified Reticles.
    Hmm. Ok. I hadn't really thought of Aim as being such a huge deal breaker. But that's probably coming from a non-Blaster mindset.

    Quote:
    Fire Blast and Fireball should be slotted as attacks, i.e. ED-capped (or nearly so) damage and as much recharge you can cram into them. Some good slotting suggestions for Fire Blast are 4 Devastations/2 Thunderstrike (HP, regen and recovery bonus) or 5 Decimations (HP and recharge bonus). Fireball I would slot 5 Positron's blast (all but the Dam/End) and 1 Recharge common IO.
    Now here's where you completely lose me. Why on earth would you slot Fire Blast or recharge? It has a three second recharge without Hasten on. Firebass has an 11 second recharge without Hasten. Blaze is seven seconds. I have one opening attack (not counting inferno) and five attacks to chain. I'm at a loss as to why you would slot any more recharge for those particular powers. Admittedly though, I've never leveled a blaster so I'm certainly open to an explanation.

    Quote:
    Use level 50 common IOs. You can select the level of an individual IO by right-clicking on an empty slot and typing a number while the popup window is open.
    I realize there's no reason for you to assume this, but obviously I will max out any non-set bonus related IO as I level. 45 just happened to be the level my IO's were at in Mids when I started this.

    Quote:
    Consume accepts PBAoE sets and you can slot 6-slot Obliteration in here to get more (albeit expensive) S/L defense. It has a larger radius than similar powers (20ft) and you can often hit more enemies to make up for the lack of EndMod slotting.
    It's actually only slotted once for Endmo, the other two are just in Endmod sets.

    Quote:
    Burn does not impress me and the tiny radius, scatter, DoT nature and semi-long animation makes it rather less good than it looks on paper. Consider dropping for Aim/Fire sword.
    Hmmm. Burn does have a long animation. Noted.

    Quote:
    Instead of GSFC in Build up, slot 2 Rectified Reticle (all but the +Per) and 2 Recharge common IOs. This gives much better recharge enhancement, better S/L defense, and saves 2 slots. You can drop the second recharge common IO if you find that you move at a slow enough pace that you don't need it.
    Now that's a great catch. I think I was stuck on GSFC from my Fire/Shield scrap that has positional defense. Recitifed is a much better solution.

    Thanks for the notes. I don't really agree that that the slotting on the attacks noted above is "crippled'. One more slot in each would probably suffice, I would think.

    I'll ruminate on this and get another build up.
  8. So I'm currently leveling up my first blaster. I'm mainly a support toon player, although I do have a high level Tank and Scrap as well.

    I've done quite a bit of reading off and on around here in trying to decide on a blaster that I would enjoy. I finally settled on Fire/Fire (Fire is involved in quite a few of my high level toons...I seem to be a pyro). This is going to be a full on, melee fighting blaster. Blapper, I guess, is the term.

    Hot Feet is going to be in the build and always on. Fire Sword Circle is going to be in the build. Inferno is going to be in the build and used often. Beyond that I am open to suggestions, although I'm pretty sure I wan Burn for the extra mitigation.

    In building for defense, I focused on Smashing/Lethal. I know some people build for capping a position (Ranged being most common for blasters), but capping Smashing/Lethal is the better option imo, as Smashing/Lethal is a component in the vast majority of attacks you will encounter. I switched my Fire/Fire tank from capped Melee to capped S/L a while back and it was a huge increase in performance.

    So anyway, here is my build. Please give feed back on my power choices and my slotting choices. And understand that a lot of the slotting choices were done with defense bonuses in mind (otherwise why would anyone four slot Brawl and Boxing?).

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lizzard Beast - Capped S/L: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Cold Mastery

    Hero Profile:
    Level 1: Fire Blast
    • (A) Ruin - Accuracy/Damage
    • (5) Decimation - Accuracy/Damage
    Level 1: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Recharge
    • (11) Enfeebled Operation - Endurance/Immobilize
    • (11) Enfeebled Operation - Accuracy/Endurance
    • (13) Enfeebled Operation - Immobilize/Range
    • (13) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (15) Enfeebled Operation - Accuracy/Immobilize
    Level 2: Fire Ball
    • (A) Detonation - Accuracy/Damage/Endurance
    • (3) Positron's Blast - Accuracy/Damage/Endurance
    • (3) Positron's Blast - Accuracy/Damage
    Level 4: Combustion
    • (A) Obliteration - Damage
    • (5) Obliteration - Accuracy/Recharge
    • (7) Obliteration - Damage/Recharge
    • (7) Obliteration - Accuracy/Damage/Recharge
    • (9) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (9) Obliteration - Chance for Smashing Damage
    Level 6: Rain of Fire
    • (A) Air Burst - Damage/Endurance
    • (43) Detonation - Damage/Endurance
    • (43) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (29) Recharge Reduction IO
    • (39) Recharge Reduction IO
    Level 10: Fire Sword Circle
    • (A) Multi Strike - Accuracy/Damage
    • (15) Multi Strike - Damage/Endurance
    • (17) Multi Strike - Damage/Recharge
    • (17) Multi Strike - Accuracy/Endurance
    • (19) Multi Strike - Accuracy/Damage/Endurance
    • (19) Multi Strike - Damage/Endurance/Recharge
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    Level 18: Health
    • (A) Miracle - +Recovery
    • (48) Miracle - Heal
    • (50) Numina's Convalescence - +Regeneration/+Recovery
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (40) Performance Shifter - EndMod/Recharge
    • (48) Performance Shifter - EndMod/Accuracy
    • (50) Performance Shifter - Chance for +End
    Level 22: Blaze
    • (A) Ruin - Accuracy/Damage
    • (46) Decimation - Accuracy/Damage
    • (46) Thunderstrike - Accuracy/Damage
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (39) Steadfast Protection - Resistance/Endurance
    • (39) Impervium Armor - Resistance
    Level 26: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (27) Luck of the Gambler - Recharge Speed
    • (27) Red Fortune - Defense/Endurance
    • (29) Gift of the Ancients - Defense/Endurance
    Level 28: Consume
    • (A) Efficacy Adaptor - Accuracy/Recharge
    • (46) Performance Shifter - Accuracy/Recharge
    • (50) Efficacy Adaptor - EndMod/Accuracy
    Level 30: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 32: Inferno
    • (A) Obliteration - Damage
    • (33) Obliteration - Accuracy/Recharge
    • (34) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (36) Obliteration - Chance for Smashing Damage
    Level 35: Burn
    • (A) Obliteration - Damage
    • (36) Obliteration - Accuracy/Recharge
    • (36) Obliteration - Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 38: Hot Feet
    • (A) Multi Strike - Accuracy/Damage
    • (40) Multi Strike - Damage/Recharge
    • (40) Multi Strike - Damage/Endurance
    • (42) Multi Strike - Accuracy/Endurance
    • (42) Multi Strike - Accuracy/Damage/Endurance
    • (42) Multi Strike - Damage/Endurance/Recharge
    Level 41: Snow Storm
    • (A) Endurance Reduction IO
    Level 44: Frozen Armor
    • (A) Luck of the Gambler - Defense/Endurance
    • (45) Red Fortune - Defense/Endurance
    • (45) Gift of the Ancients - Defense/Endurance
    • (45) Luck of the Gambler - Recharge Speed
    Level 47: Hoarfrost
    • (A) Healing IO
    • (48) Healing IO
    Level 49: Hibernate
    • (A) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Kinetic Combat - Accuracy/Damage
    • (23) Kinetic Combat - Damage/Endurance
    • (25) Kinetic Combat - Damage/Recharge
    • (25) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance



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  9. jthig32

    Kin/Rad Thoughts

    Would it be completely crazy to put Shield Breakers in Irradiate and Neutron Bomb, and depend completely on Fulcrum Shift for my damage buff? This would help with endurance and also allow me to soft cap melee defense without taking Maneuvers.

    I generally only run on big teams, so all it takes is one Fulcrum Shift on a big mob to make any damage slotting useless.

    Also, Shield Breaker has a damage proc that would actually INCREASE the amount of damage I do (slightly) when I'm at the damage cap from Fulcrum Shift.

    Hmmm.
  10. jthig32

    Kin/Rad Thoughts

    Quote:
    Originally Posted by jthig32 View Post
    I do like to have stealth/tp available on my support toons, so I'd probably drop Aim rather than Recall in order to pick up Maneuvers.
    Unfortunately that would be five pools. *sigh*
  11. jthig32

    Kin/Rad Thoughts

    Quote:
    Originally Posted by Deacon_NA View Post
    Your 2nd build has a surplus of 2.5% rec bonuses. If you have the dough, I'd swing for Absolute Amazement in OG. If not, Razzle Dazzle in OG will push up your Melee Def a tad closer to the soft cap.
    Yeah I knew that. Absolute Amazement was the plan once I hit 50 (I actually have a partial set in my base right now). Somehow I'd completely forgotten and glossed over Razzle Dazzle for melee defense. That fits my build better anyway.

    Quote:
    One last thought would be to substitute Multi Strikes instead of Oblits in Irradiate. MS's endurance reduction is dramatically better. Melee def goes down a smidge under soft-cap, but I think the net effect is improved.
    I'd definitely considered that as well. I've gone over the Multistrike vs Oblit/Erad decision on other characters as well. I think you're right, I think my second build was going to be almost unworkable with the endurance issues.

    I do like to have stealth/tp available on my support toons, so I'd probably drop Aim rather than Recall in order to pick up Maneuvers. I'd originally shied away from Maneuvers because of the toggle dropping when I nuke (which I do alot), but I'm going to have to re-toggle OG and now Tough and Weave anyway, so what's another toggle really.

    I'm not sure about gimping Tranfusion to that extent when I'm going to be in the fray that much. I'll have to consider that.

    Thanks for the thoughts. Being able to actually hit the soft cap makes me much more excited about this flavor of the build. I'll tweak it a bit, throwing in a couple of your suggestions and see what comes out.
  12. jthig32

    Kin/Rad Thoughts

    After suffering through some alt-itis, I'm back to leveling one of my older characters, a Kin/Rad defender. He's at 39, and I'm just starting to look at his late game build.

    One of my favorite things to do a lot of my squishy characters is make them less squishy, and play them in the thick of the action. So I'm pretty set on taking Opressive Gloom, staying in melee, and using Soul Transfer when I die.

    So the main focus of my build is defense; mainly melee defense.

    Secondary focuses would be recharge and accuracy, so that I don't have to use slots for those on a handful of kin powers.

    Here's my first build (posting data chunk only for brevity, if someone really wants to see the export I can post it later):

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    First of all, please don't yell at me for my slotting in Fulcrum Shift and other powers before you look at the global bonuses and how the individual power numbers look.

    In this build, Neutrino Bolt, Proton Volley and Cosmic Burst are pseudo-mules for the Shield Breaker set. Although it's worth noting that if I'm in melee I'm going to get the benefit of my own Fulcrum Shift all the time, so slotting for damage isn't really that necessary.

    My biggest problem with this build is that the health pool is really doing nothing for me. So I tried this out:

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    I'm still playing with some slots on this one, so it's not fully fleshed out. But my question is whether anyone thinks I can sustain this level endurance usage/recovery, while using all my click powers like they're going out of style (as a good kin should). I realize Tranferance is awesome, but having to use Tranference every fourth power really cuts down your effectiveness.

    I look forward to your thoughts.
  13. Quote:
    Originally Posted by JeetKuneDo View Post
    Yours gets pretty close to the cap for melee too I see!

    I gave it a quick try myself just now but didn't really get close on defense. I've got more recharge and more regen and HP. Your healing flames scares me a little. Do you find that the capped defenses make the extra regen unnecessary?
    With capped S/L defense and high S/L resistance, I very rarely even use Healing Flames. You go so long between needing a heal that you could really just depend on inspirations if you really tried.

    Although I should mention that Burn also provides me with another layer of mitigation (and the random stun in Stalagmites to a much lesser extent). Without Burn you will take a bit more consistent damage, as they won't be running back and forth.
  14. Quote:
    Originally Posted by JeetKuneDo View Post
    I seriously haven't played the character in about 4 years....I've forgotten anything I may have once known about the set. (Anyone want me to tank for them with this character? lol.....)

    I'll look around for ways to cap melee....I like the sound of that.
    I would recommend capping S/L instead. Smashing/Lethal is combined in a large majority of attacks you will face, even ones that you wouldn't think of, like fire attacks and many others.

    Besides, since they're joined at the hip you'll end up almost capping Melee along with it.

    Here's the data chunk for my build if you want to look at it.

    Code:
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  15. I just don't understand taking Temperature Protection. Your using an entire power for 10% Cold Protection and 20% Resistance to slow?

    On endurance, I just build for it. I took Consume at 49, but honestly I could live without it. And I don't have PP.

    As for feeling tanky, my personal preference is to cap defense, either Melee or Smashing/Lethal (the best option, imo).
  16. I took the Earth Mastery epic on my Fire/Fire tank specifically for Quicksand and Stalagmites, which both help somewhat with keeping mobs in the Burn patch.
  17. Um...wow.

    You're not taking Incinerate or Great Fire Sword?

    Is this a leveling build or a build at 50? It it's a leveling build you have to take Fire Sword Circle much,much earlier.

    I don't see any reason why you need Temperature Protection.

    I'd have to see the data block, but I highly doubt you need Stamina, Consume AND Physical Perfection.

    I would really recommend doing a little searching for other people's build ideas on Fire tanks. And look through the guides.
  18. jthig32

    Fire/Shield

    I didn't want to make a thread, so this seems like a logical place.

    FYI, there's a bug in the new official i16 release of Mids related to shield defense. The default 2.5% defense from Phalanx Fighting is not being applied to Ranged Defense for scrappers. This had me pulling my hair out as my in-game numbers didn't align with my build. So just wanted to give everyone a heads up.
  19. Quote:
    Originally Posted by DevilsHouseplant View Post
    MrLiberty - I don't get your claimed totals for the build you posted there. Hero Designer tells me 37% def. (I only got 35% when I tried to manually tally it up.) I don't have the i16 update for it installed, but I don't think there were any changes that could account for 7+% difference there...

    [Edit] Hmm, Hero Designer can definitely be a bit buggy with it's totals... after a save/reload it is now showing 39% def. Still quite a bit short though.
    Shows 44.6% for me.

    Pretty nice build, but as I've said before, that much resist is over kill when you'r S/L defense is capped. My survivability is ridiculous with only about 25% resistance.
  20. Quote:
    Originally Posted by Donna_ View Post
    I am still sure that Hotfeet is autohit in PvE...(i'm sure about this) I have never seen "MISS" come up from any mob that is getting effected by hot feet and I tested this after being told about it extensively.

    Also Hotfeet doesn't cause fear.
    Wrong and wrong. See the City of Data info below your post.
  21. Quote:
    Originally Posted by Not_Epsilon View Post
    My two cents,

    I will explain to you why this build is flawed.

    You went Overkill on two particular types of damage, leaving yourself open to other types.

    Build for Ranged defense, I have seen more fire/kins die while trying to FF and contain a mob then while in it.
    S/L defense protects you against the vast, vast majority of attacks. If you're going to build for only one particular type of defense, including the positionals, Smashing/Lethal gives you by far the most coverage.

    As to the OP, it's an interesting build. I doubt it's as survivable as simply taking the Stone pool and capping S/L defense, but if the idea is to keep the Fire pool then it's a very survivable build for that. I personally would not make the sacrifices you're making in order to keep the Fire pool, but if that's what you want, more power to you.

    And anyone that tells you that Char should not be slotted is definitely not someone you want to take any advice from.
  22. One great thing that rarely gets mentioned (because most people only talk about farming) is defense as a mitigation also gives you very nice protections against mezzes. When my Fire/Kin was /Fire I was getting mezzed all the time running the Lady Grey and other high level content.

    Others have already touched on everything else. Fissure is less damage than Fireball, but it has a fantastic secondary effect, it takes better sets, and it takes the Chance for Recharge proc, which I absolutely love.

    Seismic Smash is ridiculously powerful.

    I don't have Earth's Embrace on my Fire/Kin anymore because he was only getting about 50% of the hit points due to accolades, set bonuses and the hit point cap. But it is a great, great power.

    I LOVED Fireball, but I will never go back from /Stone.
  23. Below is my build. This is centered around S/L defense, recharge (Hasten perma with two Siphon Speeds running), some global accuracy and min/maxing important powers. I also built with Endurance in mind because I got tired of spamming Transference all the time. I still have to use it but not nearly as much.

    I'm a huge fan of the Hold proc in Fire Cages. The Chance for +Recharge in Fissure is absolutely awesome. You can start to really stack your Siphon Speeds when that one starts going off regularly.

    One thing that is different about my build that you'll notice if you import it into Mids is that I do not use all lvl 50 IO's. I still do a lot of TFing with this toon, and that includes some exemping. So I leave most of the sets at the lvl 35 range.

    Oh, one last thing. It's entirely possible that you could come up with a cheaper way to make a similar build. I used these purples because I already had them. I had a fully purpled build with the damage purples as well when I respecced into this build. I sold the purples I didn't want anymore and worked the ones I could into this build.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
    Level 1: Transfusion -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(40), Dct'dW-Heal(40), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(46)
    Level 2: Fire Cages -- Enf'dOp-Acc/Immob(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Acc/Immob/Rchg(7), GravAnch-Immob/EndRdx(11), GravAnch-Hold%(37)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hot Feet -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dam%(9), Sciroc-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(34), EndRdx-I(34)
    Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(15), LkGmblr-Rchg+(17)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(17)
    Level 14: Siphon Speed -- RechRdx-I(A), Acc-I(50)
    Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(19), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
    Level 20: Speed Boost -- EndMod-I(A)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(23), P'Shift-EndMod/Rchg(39)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(25), Aegis-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx(40)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(48)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(39), Lock-%Hold(45)
    Level 32: Fire Imps -- C'Arms-+Def(Pets)(A), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Acc/Dmg(33), C'Arms-Acc/Rchg(33), C'Arms-Dmg/EndRdx(34), Acc-I(45)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39)
    Level 41: Fissure -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43), FrcFbk-Rechg%(43)
    Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Knock%(46)
    Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(50)
    Level 49: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment



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  24. It's not about slotting stone directly. The point is that the only reason to take stone over fire is to try to soft cap S/L defense. If you're not going to work towards that defense cap in your overall IO build, then you'd be better off taking the Fire pool.
  25. Quote:
    Originally Posted by Sailboat View Post
    The burden is on him to show evidence of this claim, since the game's stated rules and the experiences of thousands of other players do not support the claim.

    Ask him to put together some logs or data or write it up. If he's willing to put effort into advancing his claim, we'll be willing to waste brainpower on it. Until then, I wouldn't bother. We see lots of assertions about the game that turn out not to be true.
    He claims he's going to try to run hero stats and gather some evidence, but considering his last "experiment" consisted of manually counting hits for two minutes, I doubt it's going to be anywhere near exhaustive enough to prove anything at all.

    Considering the game tells you what your Net Hit Chance is on every attack (and someone even posted screen shots in that thread) he's basically claiming the game is wrong.