Critique Pls.


Musey

 

Posted

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

Level 50 Magic Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Cold Mastery

Hero Profile:
------------
Level 1: Shriek
(A) Apocalypse - Damage
(3) Apocalypse - Damage/Recharge
(3) Apocalypse - Chance of Damage(Negative)
(5) Gladiator's Javelin - Chance of Damage(Toxic)
(36) HamiO:Centriole Exposure
(36) HamiO:Centriole Exposure


Level 1: Power Thrust
(A) Kinetic Crash - Damage/Knockback
(15) Kinetic Crash - Accuracy/Knockback
(17) Kinetic Crash - Recharge/Knockback
(17) Kinetic Crash - Recharge/Endurance
(23) Kinetic Crash - Accuracy/Damage/Knockback
(31) Kinetic Crash - Damage/Endurance/Knockback


Level 2: Scream
(A) Devastation - Accuracy/Damage
(5) Devastation - Chance of Hold
(7) Devastation - Damage/Recharge
(7) Devastation - Accuracy/Damage/Recharge
(9) HamiO:Centriole Exposure
(15) Gladiator's Javelin - Chance of Damage(Toxic)


Level 4: Build Up
(A) Adjusted Targeting - To Hit Buff/Recharge
(27) Adjusted Targeting - To Hit Buff
(27) Adjusted Targeting - To Hit Buff/Endurance/Recharge
(29) Adjusted Targeting - Endurance/Recharge
(29) Adjusted Targeting - Recharge


Level 6: Hurdle
(A) Jumping IO


Level 8: Shout
(A) Devastation - Accuracy/Damage
(9) Devastation - Damage/Recharge
(11) Devastation - Damage/Endurance
(11) Devastation - Accuracy/Damage/Recharge
(23) HamiO:Centriole Exposure


Level 10: Hasten
(A) Recharge Reduction IO
(13) Recharge Reduction IO
(13) Recharge Reduction IO


Level 12: Amplify
(A) Adjusted Targeting - To Hit Buff
(19) Adjusted Targeting - To Hit Buff/Recharge
(19) Adjusted Targeting - To Hit Buff/Endurance/Recharge
(21) Adjusted Targeting - Endurance/Recharge
(21) Adjusted Targeting - Recharge


Level 14: Health
(A) Miracle - +Recovery
(37) Miracle - Heal/Endurance
(50) Miracle - Heal


Level 16: Maneuvers
(A) Karma - Knockback Protection
(25) Luck of the Gambler - Recharge Speed
(25) Luck of the Gambler - Defense/Recharge
(34) Luck of the Gambler - Defense/Endurance
(50) Luck of the Gambler - Defense/Endurance/Recharge


Level 18: Super Jump
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(46) Endurance Reduction IO


Level 20: Super Speed
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance


Level 22: Tactics
(A) Adjusted Targeting - To Hit Buff
(33) Adjusted Targeting - To Hit Buff/Recharge
(33) Adjusted Targeting - To Hit Buff/Endurance/Recharge
(33) Adjusted Targeting - Endurance/Recharge
(34) Adjusted Targeting - To Hit Buff/Endurance


Level 24: Combat Jumping
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(31) Luck of the Gambler - Recharge Speed
(37) Karma - Knockback Protection


Level 26: Screech
(A) Absolute Amazement - Stun
(31) Absolute Amazement - Chance for ToHit Debuff
(37) Absolute Amazement - Stun/Recharge
(40) Absolute Amazement - Accuracy/Stun/Recharge
(43) Absolute Amazement - Endurance/Stun


Level 28: Acrobatics
(A) Knockback Distance IO


Level 30: Power Boost
(A) Recharge Reduction IO


Level 32: Stamina
(A) Performance Shifter - EndMod
(34) Performance Shifter - EndMod/Recharge
(36) Performance Shifter - EndMod/Accuracy/Recharge
(39) Performance Shifter - Chance for +End
(40) Performance Shifter - EndMod/Accuracy


Level 35: Boost Range
(A) Recharge Reduction IO
(43) Endurance Reduction IO


Level 38: Conserve Power
(A) Recharge Reduction IO
(39) Recharge Reduction IO
(39) Recharge Reduction IO


Level 41: Flash Freeze
(A) Fortunata Hypnosis - Sleep
(42) Fortunata Hypnosis - Sleep/Recharge
(42) Fortunata Hypnosis - Accuracy/Sleep/Recharge
(42) Fortunata Hypnosis - Chance for Placate
(43) Fortunata Hypnosis - Accuracy/Recharge


Level 44: Frozen Armor
(A) Red Fortune - Defense/Endurance
(45) Red Fortune - Defense/Recharge
(45) Karma - Knockback Protection
(45) Steadfast Protection - Knockback Protection
(46) Red Fortune - Defense/Endurance/Recharge
(46) Red Fortune - Defense


Level 47: Hoarfrost
(A) Miracle - Endurance/Recharge
(48) Miracle - Heal/Recharge
(48) Miracle - Heal/Endurance/Recharge
(48) Doctored Wounds - Heal/Recharge


Level 49: Hibernate
(A) Recharge Reduction IO
(50) 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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Posted

A couple of things i'll mention after a quick look, only small things that won't matter much really but i guess you'll be the judge of that.


1) Swap the recharge Adjusted Targeting for To-hit buff/end in tactics

2) Take a slot off hasten and CP, the 8 and 10 seconds difference isn't that important. Stick one slot on Acro for end redux and the other on Hoarfrost for a steadfast KB IO.

3) Swap the blessing KB IO on CJ for kismet (100 mill saving)

4) Swap one of the rech IO's on BR for end redux. It's still perma with hasten down and 13 end every 30 secs is lame.

I would also personally drop Flash for Snow and forget about the cheap purp bonuses and add those slots onto health for more HP and recovery but that, like a lot of other things is personal preference.


CoH PvP SG = SuperUnion - Co-Leader - Union/Freedom
CoV PvP VG = Disruption - Co-Leader - Union/Freedom
Global = @Rent & @Rent.

Playgroup are all **** - Global Handle

 

Posted

Your attacks dont have enough accuracy. Your 2nd attack should have more range than the 1st one assuming you are hitting moving targets. Dont use hold procs when you have a stun.


 

Posted

No Total Focus?!? why not!!! its such an epic power!!!


 

Posted

Quote:
Originally Posted by Rent_ View Post
A couple of things i'll mention after a quick look, only small things that won't matter much really but i guess you'll be the judge of that.


1) Swap the recharge Adjusted Targeting for To-hit buff/end in tactics
Bah, yes I have that in my live build. Updated.

Quote:
Originally Posted by Rent_ View Post
2) Take a slot off hasten and CP, the 8 and 10 seconds difference isn't that important. Stick one slot on Acro for end redux and the other on Hoarfrost for a steadfast KB IO.
I actually have slots to spare, the slot on acro and HF are easy enough to get without giving up 11 seconds of recharge on hasten, and through that about, if My math is correct, 19 seconds on CP.


Quote:
Originally Posted by Rent_ View Post
4) Swap one of the rech IO's on BR for end redux. It's still perma with hasten down and 13 end every 30 secs is lame.
Advice taken

Quote:
Originally Posted by Rent_ View Post
3) Swap the blessing KB IO on CJ for kismet (100 mill saving)

I would also personally drop Flash for Snow and forget about the cheap purp bonuses and add those slots onto health for more HP and recovery but that, like a lot of other things is personal preference.
Kismet makes a small difference. I have actually tested it particularly and with PB running, which is something I beleive I am alone in doing, my tohit gets ground off harshly by DR. I beleive with this current build, subbing a kismet in where I have the steadfast in FA, the difference in tohit against a friend was arguably 1.3% higher. Keeping in mind that PB boosts tactic's tohit value by the total worth of 5.6 tohit and the fact that I am keeping around 1.66 global acc.

Flash Freeze is occasionally useful coming out of hiber, the placate proc firing is a bonus. Either way, my use of either power is limited in the first place.

Quote:
Originally Posted by Musey View Post
Your attacks dont have enough accuracy. Your 2nd attack should have more range than the 1st one assuming you are hitting moving targets. Dont use hold procs when you have a stun.
The main reason for the hold proc is for fighting blasters. I lead with PB + Stun in the most cases, as If I use PB+Shriek+Screech they land at the same time. Only exceptions being blasters, which I try to emphisis damage. In which case using my stun in MOST cases isn't very useful as defiance defeats it almost entirely. Hold procs are there to provide some modicrum of disruption in those times.

I normally prioritize enemies by those running towards me, not away so the 1st is the one I have the most range in.

My first attack has 66% acc, second and third have 113% acc, adding tactics and the oft up PB, most of my attacks are ranging at 155% Chance to Hit PvE wise, If Acc is a problem in a fight, I often enough have the ability to chain PB+BU+Aim+PB for about 45 seconds of high tohit. From my experience in zones with this build, I consistently roll high 60-mid 70s against retsu and elude.

Is more particularly needed or is it more of a waste at this point?

Quote:
Originally Posted by TrueDarkLord View Post
No Total Focus?!? why not!!! its such an epic power!!!
Counter-Intuitive to a sonic/'s style of play. 3.3 second animation kills off alot of damage when you see the -res that gets factored in. Also Melee tends to be a place I avoid, hence the extreme slotting for + range in my attacks.


 

Posted

Total focus is a horrible move for any blaster. Any melee move is a horrible move for any blaster imo.


 

Posted

Quote:
Originally Posted by Not_Epsilon View Post
Level 50 Magic Blaster
That's bad. Reroll as Technology.


 

Posted

Quote:
I actually have slots to spare, the slot on acro and HF are easy enough to get without giving up 11 seconds of recharge on hasten, and through that about, if My math is correct, 19 seconds on CP.

That's fair enough. I was just looking at getting you enough KB protection without that 3rd blessing on CJ. Those things are silly priced.


Quote:
Kismet makes a small difference. I have actually tested it particularly and with PB running, which is something I beleive I am alone in doing, my tohit gets ground off harshly by DR. I beleive with this current build, subbing a kismet in where I have the steadfast in FA, the difference in tohit against a friend was arguably 1.3% higher. Keeping in mind that PB boosts tactic's tohit value by the total worth of 5.6 tohit and the fact that I am keeping around 1.66 global acc.

I totally missed PB when i scanned the build last night. I agree that with PB, there's not much need for kismet, so if you do decide to take out the blessing in CJ, you have another empty slot for shout or whatever.


CoH PvP SG = SuperUnion - Co-Leader - Union/Freedom
CoV PvP VG = Disruption - Co-Leader - Union/Freedom
Global = @Rent & @Rent.

Playgroup are all **** - Global Handle

 

Posted

I have 20+ Blessing KB ios, market pvp hoarding is awesome, so thats not a problem.


 

Posted

Quote:
Originally Posted by Not_Epsilon View Post
I have 20+ Blessing KB ios.
Wtf? I can has some?


 

Posted

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

Eppy: Level 50 Magic Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
------------
Level 1: Shriek GJ-Acc/Dmg(A), GJ-Dam/Rech(3), HO:Nucle(3), GJ-Acc/Dmg/End/Rech(5), GJ-Acc/End/Rech(5), GJ-Dam%(7)
Level 1: Power Thrust KBDist-I(A)
Level 2: Scream GJ-Acc/Dmg(A), GJ-Dam/Rech(7), GJ-Acc/Dmg/End/Rech(9), GJ-Acc/End/Rech(9), HO:Nucle(11), GJ-Dam%(11)
Level 4: Build Up GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(15)
Level 6: Hurdle Jump-I(A), Jump-I(43)
Level 8: Shout Apoc-Dmg(A), HO:Nucle(17), GJ-Dam%(17), Apoc-Dmg/EndRdx(19), Apoc-Dam%(19), Apoc-Acc/Rchg(21)
Level 10: Combat Jumping Krma-ResKB(A), Zephyr-ResKB(21), LkGmblr-Rchg+(23)
Level 12: Super Jump Zephyr-ResKB(A), HO:Micro(23), HO:Micro(25)
Level 14: Hasten RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
Level 16: Super Speed Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(29)
Level 18: Health Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 20: Stamina P'Shift-EndMod/Acc(A), P'Shift-End%(31), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(33)
Level 22: Acrobatics EndRdx-I(A), KBDist-I(40)
Level 24: Amplify GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34)
Level 26: Screech Amaze-Stun(A), Amaze-Stun/Rchg(34), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(36), Acc-I(37)
Level 28: Assault EndRdx-I(A), EndRdx-I(37)
Level 30: Tactics AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(40), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-EndRdx/Rchg(50)
Level 32: Power Boost RechRdx-I(A), RechRdx-I(43)
Level 35: Boost Range RechRdx-I(A), EndRdx-I(37)
Level 38: Total Focus Hectmb-Dmg(A), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(40)
Level 41: Flash Freeze FtnHyp-Sleep(A), FtnHyp-Plct%(42), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(43)
Level 44: Frozen Armor S'fstPrt-ResKB(A), Krma-ResKB(45), LkGmblr-Rchg+(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46), LkGmblr-Def/Rchg(46)
Level 47: Hoarfrost S'fstPrt-ResKB(A), Panac-Heal/EndRedux(48), Panac-EndRdx/Rchg(48), Panac-Heal/Rchg(48), Panac-Heal/EndRedux/Rchg(50), Panac-Heal(50)
Level 49: Hibernate RechRdx-I(A)
------------
Level 1: Brawl Acc-I(A)
Level 1: Sprint ULeap-Stlth(A)
Level 2: Rest RechRdx-I(A)
Level 1: Defiance
------------
Set Bonus Totals:
18.5% DamageBuff(Smashing)
18.5% DamageBuff(Lethal)
18.5% DamageBuff(Fire)
18.5% DamageBuff(Cold)
18.5% DamageBuff(Energy)
18.5% DamageBuff(Negative)
18.5% DamageBuff(Toxic)
18.5% DamageBuff(Psionic)
1.56% Defense(Fire)
1.56% Defense(Cold)
7.81% Defense(Energy) (in PvP)
7.81% Defense(Negative) (in PvP)
6.25% Defense(Ranged) (in PvP)
3.13% Defense(AoE)
52.5% Enhancement(RechargeTime)
22.5% Enhancement(Range) (in PvP)
63% Enhancement(Accuracy)
15% FlySpeed
180.7 HP (15%) HitPoints
15% JumpHeight
15% JumpSpeed
Knockback (Mag -34)
Knockup (Mag -34)
MezResist(Confused) 15% (in PvP)
MezResist(Held) 15% (in PvP)
MezResist(Immobilize) 15% (in PvP)
MezResist(Repel) 1000% (10% chance, in PvP)
MezResist(Sleep) 15% (in PvP)
MezResist(Stun) 15% (in PvP)
MezResist(Terrorized) 15% (in PvP)
24.5% (0.41 End/sec) Recovery
36% (1.81 HP/sec) Regeneration
1.58% Resistance(Smashing) (in PvP)
1.58% Resistance(Lethal) (in PvP)
7.56% Resistance(Fire)
7.56% Resistance(Cold)
5.04% Resistance(Energy) (in PvP)
5.04% Resistance(Negative) (in PvP)
15% RunSpeed






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