After two years, First IO Fire/Fire/Force Build


ClawsandEffect

 

Posted

I left in i8 and I come back to Inventions and all these wacky new things that made me just ignore them for a month or so. Finally I took the time and I'm looking for some feedback on the build I've been playing with. I'm not interested in adding Combustion or Fire Breath, so feel free to comment you would use them, but I won't. It is too alien to my play style to use such rooted AoE's. Without damage mitigation your mobility is your mitigation, IMO.

Survivability is something I've obviously considered in the build by adding in the Force Mastery. I haven't even thought about changing that at all since I've been back and am open to ideas as expensive as it may be to change.

If I made an error with Law of Fives regarding something, I didn't extensively check for that; feel free to let me know if you spot something I may have missed.

I don't have Ring of Fire slotted and while it probably would be a good addition while being mezzed, I don't have that happen often enough to sacrifice slots for it.

The Knockback Protection IS a bit extreme. But never budging anymore is amazing.

In any case, please advise. Comments, Suggestions, Criticisms; All Welcome!




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

[u]Click this DataLink to open the build![u]

Level / Archetype: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Fire Blast

    [*] (A) Decimation - Accuracy/Damage: Level 40[*] (3) Decimation - Damage/Endurance: Level 40[*] (3) Decimation - Damage/Recharge: Level 40[*] (5) Decimation - Accuracy/Endurance/Recharge: Level 40[*] (5) Decimation - Accuracy/Damage/Recharge: Level 40[*] (7) Decimation - Chance of Build Up: Level 40[/list]Level 1: Ring of Fire
      [*] (A) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50[/list]Level 2: Fire Ball
        [*] (A) Ragnarok - Damage: Level 50[*] (7) Ragnarok - Damage/Recharge: Level 50[*] (9) Ragnarok - Accuracy/Damage/Recharge: Level 50[*] (9) Ragnarok - Accuracy/Recharge: Level 50[*] (11) Ragnarok - Damage/Endurance: Level 50[/list]Level 4: Fire Sword
          [*] (A) Hecatomb - Damage: Level 50[*] (11) Hecatomb - Chance of Damage(Negative): Level 50[*] (13) Hecatomb - Damage/Recharge: Level 50[*] (13) Hecatomb - Accuracy/Damage/Recharge: Level 50[*] (15) Hecatomb - Accuracy/Recharge: Level 50[*] (15) Hecatomb - Damage/Endurance: Level 50[/list]Level 6: Swift
            [*] (A) Run Speed IO: Level 50[/list]Level 8: Hasten
              [*] (A) Recharge Reduction IO: Level 50[*] (17) Recharge Reduction IO: Level 50[/list]Level 10: Combat Jumping
                [*] (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50[/list]Level 12: Fire Sword Circle
                  [*] (A) Armageddon - Damage: Level 50[*] (19) Armageddon - Damage/Recharge: Level 50[*] (21) Armageddon - Accuracy/Damage/Recharge: Level 50[*] (21) Armageddon - Accuracy/Recharge: Level 50[*] (23) Armageddon - Damage/Endurance: Level 50[*] (23) Armageddon - Chance for Fire Damage: Level 50[/list]Level 14: Super Jump
                    [*] (A) Unbounded Leap - Jumping: Level 50[*] (17) Unbounded Leap - Endurance: Level 50[/list]Level 16: Health
                      [*] (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50[/list]Level 18: Blaze
                        [*] (A) Apocalypse - Damage: Level 50[*] (19) Apocalypse - Chance of Damage(Negative): Level 50[*] (25) Apocalypse - Damage/Recharge: Level 50[*] (25) Apocalypse - Accuracy/Damage/Recharge: Level 50[*] (27) Apocalypse - Accuracy/Recharge: Level 50[*] (27) Apocalypse - Damage/Endurance: Level 50[/list]Level 20: Stamina
                          [*] (A) Performance Shifter - EndMod: Level 50[*] (29) Performance Shifter - EndMod/Recharge: Level 50[*] (31) Performance Shifter - EndMod/Accuracy: Level 50[*] (42) Performance Shifter - EndMod/Accuracy/Recharge: Level 50[/list]Level 22: Aim
                            [*] (A) Adjusted Targeting - To Hit Buff: Level 50[*] (29) Adjusted Targeting - Endurance/Recharge: Level 50[*] (34) Adjusted Targeting - To Hit Buff/Recharge: Level 50[*] (34) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50[*] (36) Adjusted Targeting - Recharge: Level 50[*] (39) Adjusted Targeting - To Hit Buff/Endurance: Level 50[/list]Level 24: Build Up
                              [*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50[*] (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50[*] (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50[*] (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50[*] (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50[*] (43) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50[/list]Level 26: Blazing Bolt
                                [*] (A) Entropic Chaos - Accuracy/Damage: Level 35[*] (31) Entropic Chaos - Damage/Endurance: Level 35[*] (31) Entropic Chaos - Damage/Recharge: Level 35[*] (33) Entropic Chaos - Damage/Endurance/Recharge: Level 35[*] (33) Entropic Chaos - Chance of Heal Self: Level 35[/list]Level 28: Rain of Fire
                                  [*] (A) Positron's Blast - Accuracy/Damage/Endurance: Level 50[*] (39) Positron's Blast - Damage/Endurance: Level 50[*] (43) Positron's Blast - Damage/Recharge: Level 50[*] (46) Positron's Blast - Accuracy/Damage: Level 50[/list]Level 30: Consume
                                    [*] (A) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50[*] (33) Efficacy Adaptor - EndMod/Accuracy: Level 50[*] (36) Efficacy Adaptor - Accuracy/Recharge: Level 50[*] (40) Efficacy Adaptor - EndMod/Recharge: Level 50[/list]Level 32: Inferno
                                      [*] (A) Obliteration - Damage: Level 50[*] (37) Obliteration - Accuracy/Recharge: Level 50[*] (37) Obliteration - Damage/Recharge: Level 50[*] (37) Obliteration - Accuracy/Damage/Recharge: Level 50[*] (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50[/list]Level 35: Blazing Aura
                                        [*] (A) Multi Strike - Damage/Endurance: Level 50[*] (40) Multi Strike - Accuracy/Endurance: Level 50[*] (40) Multi Strike - Accuracy/Damage/Endurance: Level 50[*] (42) Multi Strike - Damage/Endurance/Recharge: Level 50[/list]Level 38: Super Speed
                                          [*] (A) Celerity - Endurance: Level 50[*] (46) Celerity - RunSpeed: Level 50[/list]Level 41: Personal Force Field
                                            [*] (A) Karma - Knockback Protection: Level 30[/list]Level 44: Temp Invulnerability
                                              [*] (A) Aegis - Resistance/Endurance: Level 50[*] (45) Aegis - Resistance/Recharge: Level 50[*] (45) Aegis - Endurance/Recharge: Level 50[*] (45) Aegis - Resistance/Endurance/Recharge: Level 50[*] (46) Aegis - Resistance: Level 50[*] (50) Steadfast Protection - Knockback Protection: Level 30[/list]Level 47: Force of Nature
                                                [*] (A) Titanium Coating - Resistance/Endurance: Level 50[*] (48) Titanium Coating - Resistance/Recharge: Level 50[*] (48) Titanium Coating - Endurance/Recharge: Level 50[*] (48) Titanium Coating - Resistance/Endurance/Recharge: Level 50[*] (50) Titanium Coating - Resistance: Level 50[/list]Level 49: Hover
                                                  [*] (A) Soaring - FlySpeed: Level 50[*] (50) Freebird - FlySpeed: Level 50[/list]------------
                                                  Level 1: Brawl
                                                    [*] (A) Empty[/list]Level 1: Sprint
                                                      [*] (A) Quickfoot - Endurance/RunSpeed: Level 50[/list]Level 2: Rest
                                                        [*] (A) Interrupt Reduction IO: Level 50[/list]Level 1: Defiance


 

Posted

Oh as an added note, I use Hover for things like Raids or when Ambushes get sticky and the Tanker may lose control for a moment or two.


 

Posted

That's a lot of purples. Wow. Building for recharge isn't a bad idea since you're only using the one AoE attack.

You talked a bit about survival in the post, have you considered building for ranged defense? I know with a lot of builds you can actually cap it. I did that recently with my blaster and it's pretty fun.

You get stupid sometimes and think you're immortal, though. Then you get punched in the face...


Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)

Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)

 

Posted

I just figured go all out ya know. Why not go for broke? -chuckles- Two AoE attacks. Fireball and Fire Sword Circle. Those two work rather well with each other and with Fire Sword on Auto and Blaze right after, anything near me usually dies.


 

Posted

Couple things:

Pull the Damage single enhancements out of all the powers with purples. You are ED capped without them. You really won't notice much of a drop, 5-10 points of damage at most. The 6th slot bonus on most purples is pretty useless. Toxic resistance isn't something you really need at higher levels unless you plan on doing the Abandoned Sewer Trial a lot.

Take one of those slots you saved by pulling them and add it to your nuke, with the 6th Obliteration in it. You'll get 3.75% melee defense out of it.

Replace the Knockback Protection in Temp Invuln with a Steadfast Resistance/Defense. You will gain more resistance that way and get 3% global defense to everything.

Replace Ragnarok: Damage with the Chance for Knockdown in Fireball. If you use it like I do, you jump in and FSC after hitting them with Fireball first, if some of them are on their butt you won't take as much damage when you jump in. And you still get the same bonuses.

Pull Hecatomb: Damage from Fire Sword and use the slot to put a 5th Posi' Blast in Rain of Fire, gets you another 6.25% recharge.

Pull the Entropic Chaos out of your snipe and replace it with Sting of the Manticore. Awesome set for a snipe, and it's dirt cheap because no one wants it for some reason. The Chance for Heal is wasted in a power you use that seldomly, and if it's in a snipe, when you're using it, chances are you don't need the heal anyway.

Pull the Apocalypse: Damage out of Blaze and add the slot to Force of Nature for a 6th Titanium Coating, gives you more melee defense.

Also, since you said you just came back, I figured I'd also tell you that Flares is worth taking now. It shares an animation with Power Bolt and fires in 1 second.

Swap the enhancements you have in Hover and Super Jump for Blessing of the Zephyrs. They enhance close to the same amount and will get you almost 7% ranged defense between the two powers.

Replace the End Mod/Accuracy/Recharge in Stamina with the Chance for +End. It DOES fire often enough to make a difference. And it can give you endurance back after a nuke, since it does not count as natural recovery.

Just my thoughts on your slotting, I see nothing at all wrong with your power choices, it actually looks a lot like my fire/fire with some minor differences. The slotting advice is to get rid of redundancies while adding some more useful set bonuses.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Things you probably know, but you might not:

1) You're allowed to have multiple sets of the same thing- so if you wanted to, for instance, slot Decimation in Blazing Bolt you could.

2) Sometimes mix-and-match (tossing one or two from a different set in) is better than having all the same set in the same power. Way more complex, of course, to figure out.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Here's what I'd do with your build. It has more recharge, and a little bit of defense. I changed a few sets for better bonuses while keeping the enhancement as close to the same as I could.

With this slotting Hasten only has 13 seconds of downtime, assuming you fire it as soon as it recharges.


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

[u]Click this DataLink to open the build![u]

Dark Friar: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(7)
Level 1: Ring of Fire -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(50)
Level 2: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(7), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Acc/Rchg(9), Ragnrk-Dmg(11)
Level 4: Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(13), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(15)
Level 6: Swift -- Run-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 10: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(11)
Level 12: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(19), Armgdn-Acc/Dmg/Rchg(21), Armgdn-Acc/Rchg(21), Armgdn-Dmg/EndRdx(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dmg/EndRdx(19), Apoc-Dmg/Rchg(25), Apoc-Acc/Dmg/Rchg(25), Apoc-Acc/Rchg(27)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-End%(42)
Level 22: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(23), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-Rchg(36)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(27), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Build%(39), GSFC-Rchg/EndRdx(42)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(31), Mantic-Acc/ActRdx/Rng(31), Mantic-Dmg/ActRdx/Rchg(33), Mantic-Dmg/EndRdx/Rchg(33)
Level 28: Rain of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg(46)
Level 30: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(40)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(43)
Level 35: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg(42), Sciroc-Acc/Dmg/EndRdx(45)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(50)
Level 47: Force of Nature -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(48), TtmC'tng-EndRdx/Rchg(48), TtmC'tng-ResDam/EndRdx/Rchg(48), TtmC'tng-ResDam(50)
Level 49: Hover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]

    [*]14.5% DamageBuff(Smashing)[*]14.5% DamageBuff(Lethal)[*]14.5% DamageBuff(Fire)[*]14.5% DamageBuff(Cold)[*]14.5% DamageBuff(Energy)[*]14.5% DamageBuff(Negative)[*]14.5% DamageBuff(Toxic)[*]14.5% DamageBuff(Psionic)[*]6.13% Defense(Smashing)[*]6.13% Defense(Lethal)[*]5.81% Defense(Fire)[*]5.81% Defense(Cold)[*]9.88% Defense(Energy)[*]9.88% Defense(Negative)[*]4.88% Defense(Psionic)[*]9.25% Defense(Melee)[*]16.8% Defense(Ranged)[*]8.63% Defense(AoE)[*]2.25% Max End[*]81% Enhancement(Accuracy)[*]85% Enhancement(RechargeTime)[*]15% FlySpeed[*]135.5 HP (11.2%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 7.5%[*]MezResist(Held) 10.3%[*]MezResist(Immobilize) 10.3%[*]MezResist(Sleep) 9.7%[*]MezResist(Stun) 11.9%[*]MezResist(Terrorized) 7.5%[*]28.5% (0.48 End/sec) Recovery[*]38% (1.91 HP/sec) Regeneration[*]9.13% Resistance(Fire)[*]9.13% Resistance(Cold)[*]1.26% Resistance(Energy)[*]4.39% Resistance(Negative)[*]1.58% Resistance(Toxic)[*]1.58% Resistance(Psionic)[*]15% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Decimation[u]
    (Fire Blast)
      [*] MezResist(Immobilize) 2.75%[*] 13.6 HP (1.12%) HitPoints[*] 2.25% Max End[*] 6.25% Enhancement(RechargeTime)[*] 1.58% Resistance(Toxic,Psionic)[/list][u]Gravitational Anchor[u]
      (Ring of Fire)
        [*] 4% (0.07 End/sec) Recovery[/list][u]Ragnarok[u]
        (Fire Ball)
          [*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Hecatomb[u]
          (Fire Sword)
            [*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
            (Combat Jumping)
              [*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] Knockback Protection (Mag -4)[/list][u]Armageddon[u]
              (Fire Sword Circle)
                [*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
                (Super Jump)
                  [*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[/list][u]Apocalypse[u]
                  (Blaze)
                    [*] 16% (0.8 HP/sec) Regeneration[*] 36.1 HP (3%) HitPoints[*] 4% DamageBuff(All)[*] 10% Enhancement(RechargeTime)[/list][u]Performance Shifter[u]
                    (Stamina)
                      [*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 22.6 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Adjusted Targeting[u]
                      (Aim)
                        [*] 2% DamageBuff(All)[*] 1.26% Resistance(Energy,Negative)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] Status Resistance 7.5%[/list][u]Gaussian's Synchronized Fire-Control[u]
                        (Build Up)
                          [*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 22.6 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)[/list][u]Sting of the Manticore[u]
                          (Blazing Bolt)
                            [*] 12% (0.6 HP/sec) Regeneration[*] 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)[*] 3% DamageBuff(All)[*] 7.5% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
                            (Rain of Fire)
                              [*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Performance Shifter[u]
                              (Consume)
                                [*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 22.6 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Obliteration[u]
                                (Inferno)
                                  [*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Scirocco's Dervish[u]
                                  (Blazing Aura)
                                    [*] 10% (0.5 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Blessing of the Zephyr[u]
                                    (Super Speed)
                                      [*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[/list][u]Luck of the Gambler[u]
                                      (Personal Force Field)
                                        [*] 7.5% Enhancement(RechargeTime)[/list][u]Impervium Armor[u]
                                        (Temp Invulnerability)
                                          [*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[/list][u]Steadfast Protection[u]
                                          (Temp Invulnerability)
                                            [*] 3% Defense(All)[/list][u]Titanium Coating[u]
                                            (Force of Nature)
                                              [*] MezResist(Sleep) 2.2%[*] 18.1 HP (1.5%) HitPoints[*] MezResist(Stun) 2.2%[*] MezResist(Held) 2.75%[/list][u]Luck of the Gambler[u]
                                              (Hover)
                                                [*] 7.5% Enhancement(RechargeTime)[/list]


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

[ QUOTE ]
Things you probably know, but you might not:

1) You're allowed to have multiple sets of the same thing- so if you wanted to, for instance, slot Decimation in Blazing Bolt you could.

2) Sometimes mix-and-match (tossing one or two from a different set in) is better than having all the same set in the same power. Way more complex, of course, to figure out.

[/ QUOTE ]

1.) Actually I did and didn't realize it. I was doing stupid things, i.e. I first slotted things with what was "Best" hence I saw purples saying I could only have 'one' of them. And then later I saw some of the "Chance for X" saying I could only have one of them... so I took the assumption that all IO's could only be placed once, which was further reinforced by the Knockback Resists each also being placed once... Long story short. Thanks. I'll revisit some stuff but I believe ClawsandEffect helped with that as well

2. )I considered that. You'll notice I did that a few times just very rarely. I will probably consider that on another toon that isn't my signature toon, but for this one, I want simplicity of ease and know exactly what I'm going for with ease. However it'll take me forever to deal with it anyways.

Thanks for your input and correcting my assumption.


 

Posted

[ QUOTE ]

Pull the Damage single enhancements out of all the powers with purples. You are ED capped without them. You really won't notice much of a drop, 5-10 points of damage at most. The 6th slot bonus on most purples is pretty useless. Toxic resistance isn't something you really need at higher levels unless you plan on doing the Abandoned Sewer Trial a lot.


[/ QUOTE ]
This was due to me misinterpreting what MIDS was telling me. It said Pre-ED, and what I somehow thought was that it meant, "with ED you had this (under SO/TO/DO rules) but with IO's you go past it!"

I'm not sure how or why I made that leap. It's not really logical. Hopeful, but not logical. -facepalm-

Thanks! I adjusted those for Chance to X and saved a slot. And no, I don't plan on Sewering constantly.

[ QUOTE ]

Replace Ragnarok: Damage with the Chance for Knockdown in Fireball. If you use it like I do, you jump in and FSC after hitting them with Fireball first, if some of them are on their butt you won't take as much damage when you jump in. And you still get the same bonuses.


[/ QUOTE ]
I was originally considering it but it said, "Knockback" and I said to myself, "Knockback = Bad! Out of my Range!" but it's actually Knockdown? Kind of like the Repulsion Bomb without the Disorient Effect? If so that is good!

[ QUOTE ]

Also, since you said you just came back, I figured I'd also tell you that Flares is worth taking now. It shares an animation with Power Bolt and fires in 1 second.


[/ QUOTE ]
That is news. Something I'll have to consider though I'm not sure I want to deal with it. It would mean I'd have to lose something else. But I do appreciate it. I remember respecing when I got back and was like... "Flares? Ewww!!!"

[ QUOTE ]

Swap the enhancements you have in Hover and Super Jump for Blessing of the Zephyrs. They enhance close to the same amount and will get you almost 7% ranged defense between the two powers.


[/ QUOTE ]

I think you meant Super Jump and Combat Jumping? At least from the build you later posted. Though we can all change our minds! The luck of the gambler's are definitely good suggestions, but I'm still considering the Karma in PFF. It's fate is yet undecided.

[ QUOTE ]

Replace the End Mod/Accuracy/Recharge in Stamina with the Chance for +End. It DOES fire often enough to make a difference. And it can give you endurance back after a nuke, since it does not count as natural recovery.


[/ QUOTE ]
See I hadn't included that purely because I was like, "When does Stamina Fire? How and when would it trigger? If you wouldn't mind clarifying or linking to somewhere that explains Chance to X on passive powers, I would greatly appreciate it.

[ QUOTE ]

Just my thoughts on your slotting, I see nothing at all wrong with your power choices, it actually looks a lot like my fire/fire with some minor differences. The slotting advice is to get rid of redundancies while adding some more useful set bonuses.

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One last question, off the top of your head is there anything that provides points of protection to Sleep? That's the thing I seem to get hit with most often. That and Knockback.


I'm curious to see how Blazing Aura works and to see if I like it. I'm not sure that I will, if I don't, I'll be giving Fire Breath a shot. Either way, it'll be interesting. I feel like I have a much firmer grasp on the new (to me) IO system now.

Thanks again for your advice and input. Much appreciated.


 

Posted

grats grats grats!


 

Posted

[ QUOTE ]
See I hadn't included that purely because I was like, "When does Stamina Fire? How and when would it trigger? If you wouldn't mind clarifying or linking to somewhere that explains Chance to X on passive powers, I would greatly appreciate it.

[/ QUOTE ]

It pretty much works like this: With a passive power a Chance to X proc checks for it to go off every ten seconds.

So, in the case of the Performance Shifter Chance for +End every ten seconds it will check to fire and has a 20% chance of doing so.

[ QUOTE ]
One last question, off the top of your head is there anything that provides points of protection to Sleep? That's the thing I seem to get hit with most often. That and Knockback.

[/ QUOTE ]

Not that I know of. There are a few things that grant resistance to it, but nothing that grants protection.

[ QUOTE ]
I'm curious to see how Blazing Aura works and to see if I like it. I'm not sure that I will, if I don't, I'll be giving Fire Breath a shot. Either way, it'll be interesting. I feel like I have a much firmer grasp on the new (to me) IO system now.

[/ QUOTE ]

I like Hot Feet better. The damage is comparable, and when enemies enter it they will tend to run away from you rather than get pissed and wail on you in melee range. It's a Damage/Slow power, so when you slot for both they run away really slooooooow.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

[ QUOTE ]

It pretty much works like this: With a passive power a Chance to X proc checks for it to go off every ten seconds.

So, in the case of the Performance Shifter Chance for +End every ten seconds it will check to fire and has a 20% chance of doing so.


[/ QUOTE ]

Smexy. Other builds are going to have some tweaking done to them.

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Not that I know of. There are a few things that grant resistance to it, but nothing that grants protection.


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Ah, that's what I meant. Resistance, like what we are doing with Knockback. Points of Resistance. Any particular Set that has some points toward sleep resistance?

[ QUOTE ]

I like Hot Feet better. The damage is comparable, and when enemies enter it they will tend to run away from you rather than get pissed and wail on you in melee range. It's a Damage/Slow power, so when you slot for both they run away really slooooooow.

[/ QUOTE ]
Yeah, it's the run away aspect I don't like so much. I'd rather pop a single purp and jump in and have them stay right on me with a fender or troller behind me tossing a heal every once in awhile. I'm not doing this for solo'ing. Although I have seen many people use it and like it. To each their own.

Many thanks again C&E.


 

Posted

No problem.

I slot Hot Feet for slow more than damage, and drop Rain of Fire at my feet. They generally run around in panicky slow motion for the duration of Rain of Fire. They usually don't ever get outside the radius of my FSC. Things are usually dead so fast they don't have time to get very far.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

ok...I dont know crap about Blasters...

That being said...

I have a buddy who asked me to make him a fire/fire/? build with mids iwth maxed out defense that coule still dish out a whoopin...

can someone, by any remote chance of a miricle help me out with a good build?

thanks