Ar/Em Solo and Team Build, probably could be better


Herculon_EU

 

Posted

I have never made a build that couldn't be improved by some advice from others on the forums so i though i would give it ago with my new favorite toon

I have an Assault rifle Energy manipulation blaster now in the mid 30's, and am really enjoying the play, so i though it is now time to plan and IO'd build.

One thing i did find is that trying for the set bonuses did not necessarily fit what i wanted from the build, so i have frankenslotted to achieve the best possible enhanced power values. but sought out + damage mainly with bits of + recharge and recover aswell.

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

Click this DataLink to open the build!

Handsome Dynamite: Level 50 Science Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg(5), Achilles-ResDeb%(7)
Level 1: Power Thrust -- KinCrsh-Dmg/EndRdx/KB(A), KinCrsh-Acc/KB(17), KinCrsh-Acc/Dmg/KB(39), KinCrsh-Dmg/KB(42)
Level 2: Slug -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Dev'n-Dmg/Rchg(9), Dev'n-Acc/Dmg(11), FrcFbk-Rechg%(11)
Level 4: Buckshot -- HO:Nucle(A), RechRdx-I(13), Det'tn-Dmg/Rchg(13), Det'tn-Acc/Dmg/EndRdx(15), RechRdx-I(15), FrcFbk-Rechg%(17)
Level 6: Swift -- Flight-I(A)
Level 8: Recall Friend -- Winter-ResSlow(A)
Level 10: Build Up -- AdjTgt-ToHit(A), AdjTgt-EndRdx/Rchg(19), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), Rec'dRet-Pcptn(23), AdjTgt-Rchg(25)
Level 12: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(19), Mantic-Acc/ActRdx/Rng(27), Mantic-Dmg/ActRdx/Rchg(27), Mantic-Dmg/EndRdx/Rchg(29)
Level 14: Teleport -- Jnt-EndRdx/Rng(A)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Flamethrower -- HO:Nucle(A), Det'tn-Acc/Dmg/EndRdx(31), AirB'st-Acc/Dmg(31), AirB'st-Dmg/Rchg(33), Det'tn-Dmg/EndRdx/Rng(33), RechRdx-I(33)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(43)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(31)
Level 24: Conserve Power -- RechRdx-I(A), RechRdx-I(37)
Level 26: Ignite -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(36), Det'tn-Acc/Dmg/EndRdx(36), Posi-Acc/Dmg/EndRdx(36)
Level 28: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Acc/EndRdx/Rchg(37), Mako-Dmg/Rchg(39)
Level 30: Assault -- EndRdx-I(A)
Level 32: Full Auto -- HO:Nucle(A), Det'tn-Acc/Dmg/EndRdx(39), Det'tn-Acc/Dmg(40), Posi-Dmg/Rchg(40), RechRdx-I(40), Det'tn-Dmg/Rchg(42)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(37)
Level 38: Power Boost -- RechRdx-I(A)
Level 41: Cryo Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), G'Wdw-Acc/Hold/Rchg(43), BasGaze-Acc/EndRdx/Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(45)
Level 44: Surveillance -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(45), UndDef-DefDeb/Rchg/EndRdx(45), AnWeak-Acc/DefDeb(46), AnWeak-Acc/Rchg(46), UndDef-DefDeb/Rchg(46)
Level 47: LRM Rocket -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(48), AirB'st-Acc/Dmg(48), AirB'st-Dmg/Rchg(48), Det'tn-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Body Armor -- ResDam-I(A), ResDam-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance



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This build originally had:
Hover as a means to avoid agro and position my cones better, however i found that staying with boost range a a seconds planing i was happy with the coverage i can get, and havent caused to much problem with knockback

I dont have too much problem with knock-back as i rarely use M30 grenade and so all knock back is in one direction and within my cones . I feel i can do without it as i can chain BU Buckshot, Flame thrower, Buckshot to whittle town alot of health. i could though crab it instead of ignite (it adds alot of single target damage, but would i used it?)

I originally took the jump pool, and while combat jumping is ace, i want tp as my travel power, as is this is a natural themed blaster who would shatter his legs and crush some vertebrae if he jumped that hi. so i would prefer to avoid other travel powers. TP also provides pseudo imob protection.

I slotted power push to be a cheap knockback protection. 4 slots and im covered for most things and from a low lvl ( i think i need to slot them all around lvl to for best effect?)

Ignite i took as i figured it would be nice for speeding up fights with AVs

I like ot blap, but i dont need to on teams and it really doesn't get the best out of AR, so i kept oly bone smasher as it has quick activation, i can fire of that and power push and get back to coning.

I took munitions master not because it would be the best, but because it fits the theme and i want to arrest people with a guided rocket.

My buget is going to be somewhere around 150 mill + i already have the hami-o's

so i think i can spend more than i have but what i save an can use towards my second build so solo play.

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

Click this DataLink to open the build!

Handsome Dynamite: Level 48 Science Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Power Thrust -- KinCrsh-Dmg/EndRdx/KB(A), KinCrsh-Acc/KB(17), KinCrsh-Acc/Dmg/KB(39), KinCrsh-Dmg/KB(42)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Buckshot -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rchg(13), Det'tn-Acc/Dmg/EndRdx(15), Det'tn-Acc/Dmg(15), FrcFbk-Rechg%(17)
Level 6: Swift -- Flight-I(A)
Level 8: Recall Friend -- Winter-ResSlow(A)
Level 10: Build Up -- AdjTgt-ToHit(A), AdjTgt-EndRdx/Rchg(19), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), Rec'dRet-Pcptn(23), AdjTgt-Rchg(25)
Level 12: Sniper Rifle -- ExecCtrt-Dmg/ActRdx(A), ExecCtrt-Dmg/EndRdx(19), ExecCtrt-Acc/Dmg(27), ExecCtrt-Dmg/Rng(27), ExecCtrt-Dmg/Rchg(29), ExecCtrt-Stun%(43)
Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Flamethrower -- HO:Nucle(A), Det'tn-Acc/Dmg/EndRdx(31), AirB'st-Acc/Dmg(31), AirB'st-Dmg/Rchg(33), Det'tn-Dmg/EndRdx/Rng(33), RechRdx-I(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc/Rchg(25), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc(34)
Level 22: Stimulant -- RechRdx-I(A)
Level 24: Conserve Power -- RechRdx-I(A), RechRdx-I(37)
Level 26: Aid Self -- Tr'ge-Heal/EndRdx(A), IntRdx-I(31), Tr'ge-EndRdx/Rchg(36), Tr'ge-Heal/Rchg(36), Tr'ge-Heal/EndRdx/Rchg(36)
Level 28: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Acc/EndRdx/Rchg(37), Mako-Dmg/Rchg(39), Mako-Dmg/EndRdx(46), Mako-Dam%(46)
Level 30: Assault -- EndRdx-I(A)
Level 32: Full Auto -- HO:Nucle(A), Det'tn-Acc/Dmg/EndRdx(39), Det'tn-Acc/Dmg(40), Posi-Dmg/Rchg(40), RechRdx-I(40), Det'tn-Dmg/Rchg(42)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(37)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dam%(42), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(46)
Level 41: Personal Force Field -- DefBuff-I(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), ResDam-I(45), EndRdx-I(45)
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), TtmC'tng-EndRdx(50)
Level 49: [Empty] -- Empty(A), Empty(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance




very similar just had to get aid self, as it drastically speeds up play, and i worry a little less about concept as i want to be able solo content when i cant get a team to try it, and wont be allied with tanks buffers or debuffers who can compensate for my frailty. I have tried to get a bit of defence in there but curently only have about 22%


So basic guestions should i jumple some powers around, maber take tactics, can i acheive a better build with some slotting advice are some powers a waste (such as ignite)

So there it is Two build and some questions thrown out that in a disorganized heap. any help you can give would be appreciated.


 

Posted

-First build looks good. You won't need 2 Rech in Boost range tho.

-I've never seen much need for Power Boost, cept maybe with Aid Self.

-I've always skipped Ignite..not sure why, so i can't say if its worth keeping..

Boost range with Flamethrower and Full Auto is so much fun


perma jump is ---> /up 1