What is the safest secondary?


Ben_Arizona

 

Posted

I cannot get a Blaster into high levels and enjoy constant faceplanting against tough enemies. I give up and start playing my Scrappers again to give me the illusion I can still play the game halfway well.

But I want to try again with an Archery Blaster. However, I want to be able to survive higher levels and am therefore looking for the "safest" secondary to pair with it. My choices so far are these in this order:

1) Mental
2) Ice
3) Devices (have an AR/Dev already)

Thoughts?

Thank you!


 

Posted

I think in order of safety:

Devices
Ice
Mental

Devices - taser (stun), caltrops, web grenade, smoke grenade, cloaking device, even gun drone can all provide mitigation. However, it's the slowest leveler, and it's no more safer on teams than the other secondaries.

Ice - shiver, ice patch and freezing touch (hold). Shiver is fantastic but requires good slotting to take advantage of it, and ice patch is very good. Deploy it around a corner, shoot mobs and then watch them slip over it. Ice is also wonderful on teams.

Mental - very late blooming set IMO. No more safer than other secondaries until you have drain psyche well slotted, good global recharge and psychic shockwave. Scare and World of Confusion on paper provides mitigation, but in practice they aren't that great. World of Confusion *is* good once you get a little bit of defense and slot the purple proc, but before then it's pretty bad. Scare is just bad.

I'd recommend ice for safety when you need it most from the late 20s to 50. Mental is very safe in the end game. Devices is safe from the get go, but a slow leveler. They all have pluses and minuses.


 

Posted

Thank you. So from 40 on, would you say Mental beats Ice against tough guys? Or the other way around?


 

Posted

Quote:
Originally Posted by GreenBone View Post
Thank you. So from 40 on, would you say Mental beats Ice against tough guys? Or the other way around?
It's a toss up I think. -Rech and -movement are very underrated soft controls and ice patch pretty much that even bosses fall on their butts. However mental also has a lot of -rech and when built right is like playing a regen blaster.


 

Posted

I agree completely with the above posters on this issue.

This link isn't regarding your primary or secondary selection but may give you some general blaster tips. I'd especially reccomend the section dealing with temp powers and accolades as well as reccomend Force Mastery as an Epic Power set.

http://boards.cityofheroes.com/showt...01#post2472001


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Fulmens View Post
/ice is a very solid secondary. Primaries that are also relatively strong for survival are Sonic/ and Ice/ .

Also, and I don't know if this will help, I have a Blaster mini-guide in my sig.
Mental would be third in there as far as mitigation goes, and actually i'd place elec manipulation higher up on the scale as far as mitigation goes and ST damage, just less aoe.

Between devices and ice, its a toss up. Might go ice over, just shiver, then you pretty much just go archery, and it lets you get aim and biuld up for your rain of arrows both to decimate a spawn.

Devices isn't a slow leveler either, actually it levels faster than the other sets personally because targetting drone is a constant to hit buff that pretty much guarantees you hit, paired with archery's base accuracy boost, you're good to go really fast. it only lacks build up (which i still pray they add a small damage buff to t-drone like they should).

As you'll have an attack chain of your 3 ST and fistful, and 2 aoes till 32, you won't need the ST attacks from ice, so build up is the only equation there, which it recharges very slow in the lower levels opposed to t-drones constant to hit buff (which i slot for end reduction first, you wont need to slot it for to hit buff until you start considering set bonuses into it really, either 5 adjusted targettings or 6 gaussians for the defense)


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Thanks all for the input. I've played ice/, /ice and /cold on MANY of my characters, and don't dig the setup time and "planted" elements of /devices (though my AR/Dev is a solid soloer), so prior to hearing some of this latest feedback, already selected an Arch/MM build and so far am really enjoying it. The Telekinetic Thrust is a lifesaver so far, and I have experienced tough fights in the higher levels with Werewolves, who do seem affected by Fears, so expect Scare will come in handy in those situations.

I know it may sound silly, but I'm choosing to build this Blaster for survivability and less of an AOE focus until later levels when she has some mitigation to survive the aggro of multiple enemies. So for now, am foregoing Fistful of Arrows and Psychic Scream. If they had secondary effects that would help mitigate return fire, I might take them earlier.

I'm at 10 now, so any recommendations for how to build the most survivable build would be good. I'll be getting Aid Self in the build, but probably foregoing Hover and Combat Jump because of their very small DEF bonuses. Though taking Hover just for those times where I need to stay above the battlefield or can't get elevation with Ninja Run alone may be a good choice.

I'll be looking for Regen accolades and IO sets along the way, but I guess my outstanding question is regarding whether or not there are ways to build DEF and/or RES that will make a difference in survivability in later levels.

I appreciate the input.


 

Posted

Quote:
I know it may sound silly, but I'm choosing to build this Blaster for survivability and less of an AOE focus until later levels when she has some mitigation to survive the aggro of multiple enemies.
Silly!

..err. What I meant to say was "In the lower levels, when blasters are relatively tough compared to their enemies, the best moves might be to take Build Up, Aim, and all the AOE you can fit and win by just having four-second fights."


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

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

 

Posted

Quote:
Originally Posted by GreenBone View Post
Thanks all for the input. I've played ice/, /ice and /cold on MANY of my characters, and don't dig the setup time and "planted" elements of /devices (though my AR/Dev is a solid soloer), so prior to hearing some of this latest feedback, already selected an Arch/MM build and so far am really enjoying it. The Telekinetic Thrust is a lifesaver so far, and I have experienced tough fights in the higher levels with Werewolves, who do seem affected by Fears, so expect Scare will come in handy in those situations.

I know it may sound silly, but I'm choosing to build this Blaster for survivability and less of an AOE focus until later levels when she has some mitigation to survive the aggro of multiple enemies. So for now, am foregoing Fistful of Arrows and Psychic Scream. If they had secondary effects that would help mitigate return fire, I might take them earlier.

I'm at 10 now, so any recommendations for how to build the most survivable build would be good. I'll be getting Aid Self in the build, but probably foregoing Hover and Combat Jump because of their very small DEF bonuses. Though taking Hover just for those times where I need to stay above the battlefield or can't get elevation with Ninja Run alone may be a good choice.

I'll be looking for Regen accolades and IO sets along the way, but I guess my outstanding question is regarding whether or not there are ways to build DEF and/or RES that will make a difference in survivability in later levels.

I appreciate the input.
Psy Scream actually has considerable -rech which is very underrated mitigation. Subdual and psy scream something and they'll get off 1 attack and then pause for a long time.

You can probably get by without aid self. Drain psyche increases regen boosting your innate healing considerably. However, unlike aid self the hitpoints don't come all at once but in ticks. It also boosts endurance recovery. However, I've found drain psyche good only when well slotted. It's subpar with anything less than 4 slots. Slotted well and with good global recharge, I've seen builds with perma drain psyche, which essentially makes them blasters with instant healing levels of regeneration. This takes a while and quite of bit of investment to achieve.

I'd still recommend against scare only because for a secondary power it's so comparable to intimidate, a pool power, that it isn't worth a power pick. Also, Nemesis, that you run into a lot in the end game resists fear.

I would recommend grabbing combat jumping and/or hover if you're considering a high survival blaster build not only because of combat jumping's protection against immobilize but also because that power is typically key in many high defense builds. 2.5% to all defense doesn't sound like much but consider that players spend tens to hundreds of millions just to get 2.5% global defense bonus for just *one* position.

If you search the forums, you'll find a number of threads about soft capped (smash/lethal defense) Arch/MM builds. Yes, players have build them already. Just search for Archery/MM and you'll find them.


 

Posted

Quote:
Originally Posted by GreenBone View Post
Thanks all for the input. I've played ice/, /ice and /cold on MANY of my characters, and don't dig the setup time and "planted" elements of /devices (though my AR/Dev is a solid soloer), so prior to hearing some of this latest feedback, already selected an Arch/MM build and so far am really enjoying it.
I'm glad you found a build you enjoy. I just want to note that the "setup time" aspect of /devices is only as significant as you want to make it; I've very rarely found the need for more than one Trip Mine while soloing, and usually not even that on a team. Webnade, Taser, the toggles, and most especially Caltrops are all extremely useful tools that don't have any particular setup-time element.

I'm not trying to put you off mental, since it's a great set (and, most importantly, one you enjoy), just trying to clear up a common misconception about devices. Devices is a strong set that suffers from people fixating on one or two spectacular powers rather than the bulk of its actual use.


 

Posted

Thanks for the response. I haven't tried only one trip mine, but have never been that impressed by its damage output "at high levels," which is where I'm looking for survivability. Just my experience. I have a level 40 AR/Dev who I dearly love. Just looking for something different that plays faster and safer, and so far, this Arch/MM has been a joy.

I screwed up and enhanced the wrong power last night when I was rushing to stay with the team, so had to respec anyway. I dropped in Psychic Scream in place of Snap Shot, and though I miss the additional minion finisher, I'm enjoying the big damage numbers PS gets. It's great to have two entirely different types of damage to choose from depending on the inherent resistances of the villain type. But now with a big cone, I am attracting that aggro I was trying to avoid at lower levels.

Ah well. Why make the game too easy for myself?

By the way, I didn't mean to insinuate I was looking for S/L defense since I will remain a ranged/hover blaster. So I will be looking through threads for the best ranged defense advice I can find, though I haven't seen one for Arch/MM yet. If you know of one, let me know? Thanks!


 

Posted

So using Mids I was able to get up to 35.2% Ranged DEF, and played around with safety buttons like the Invisibility pool (Phase Shift) in case I'm stuck in melee and can't get out. I sacrificed the Medicine pool for that, but a friend of mine says "when you have the choice, never take powers you can duplicate with Inspirations."

I'm guessing 35.2% is as good as I'll need to push it, and can pop a Purple if I need more. I suppose I've sacrificed the "enhancing for Recharge" route (only picked up 12.5% in the sets), but at high levels, find I have plenty to fire off and on high recharge builds still run low on endurance. I couldn't work in Hasten either, so it is what it is, I suppose.

Has anyone done better with an Archery/MM getting ranged AOE this high and higher Recharge? I'm all ears.

Thanks!


 

Posted

Quote:
Originally Posted by GreenBone View Post
Thanks for the response. I haven't tried only one trip mine, but have never been that impressed by its damage output "at high levels," which is where I'm looking for survivability. Just my experience. I have a level 40 AR/Dev who I dearly love. Just looking for something different that plays faster and safer, and so far, this Arch/MM has been a joy.
It's a bit of a derail I guess, but my advice for the AR/Dev is to use Trip Mine for the defiance bonus before engaging a tough spawn - it's not quite Build Up, but it's a decent boost to the first few attacks you fire off and the damage if someone actually steps on the mine is gravy. Caltrops is the prime safety tool for /dev since enemy AI deals with it poorly, so if you position the Trip Mine so that it blows incoming enemies back onto the caltrops that's another bonus from it.

It's a little bit of a bugbear of mine - Trip Mine is a decent power, but the best way to use it isn't the obvious way to use it, and a lot of people dismiss the whole set because of that.


 

Posted

devices has build up...

its called time bomb =)

if the enemy gets to you in time for the boom, thats just a plus.


 

Posted

Quote:
Originally Posted by Gearford View Post
devices has build up...

its called time bomb =)

if the enemy gets to you in time for the boom, thats just a plus.
As much as I love devices, this is not really true; the activation time involved means that time bomb is not a full-on substitute for BU, and the increased usefulness of the actual power itself means that Trip Mine is (in my opinion) generally a better option for Defiance pseudo-BU. I took Time Bomb and it has its uses, but they're relatively niche compared to Trip Mine.


 

Posted

IOs! Build for Defense!

Start at lvl 30 with lvl 33 IOs.

That will help your survival


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
IOs! Build for Defense!

Start at lvl 30 with lvl 33 IOs.

That will help your survival
Have you tried to buy level 33 IOs recently? I'm guessing you haven't. Some of the highly desired sets are as rare as hen's teeth at the mid levels.

Try buying a level 35 Obliteration piece. It's rather hard even if influence is no issue. Even level 35 Thunderstrikes are hard to come by.

It's why a bunch of marketeers have formed a SG to try to supply some of these IOs back into the market; however, our contribution seems like a drop of water added into a desert. Every recipe, IO have sold fast.

I'm not saying that your suggestion is bad, but that due to current market conditions, it's not as feasible as it once was.


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
Have you tried to buy level 33 IOs recently? I'm guessing you haven't. Some of the highly desired sets are as rare as hen's teeth at the mid levels.

Try buying a level 35 Obliteration piece. It's rather hard even if influence is no issue. Even level 35 Thunderstrikes are hard to come by.

It's why a bunch of marketeers have formed a SG to try to supply some of these IOs back into the market; however, our contribution seems like a drop of water added into a desert. Every recipe, IO have sold fast.

I'm not saying that your suggestion is bad, but that due to current market conditions, it's not as feasible as it once was.
Oh. No. It's not the best market out there. That's why almost everything I do is AE missions for tickets, or TFs/Hami Raid for merits.

Thunderstrike, thankfully, is a rather cheap (imo anyways) set to get with merits.

This is also why I plan to make a toon just to get to lvl 33 just for tickets.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

I've got a fire/ice setted out for recharge at 27. She can handle her own, but the OP's odd suggestion is right, staying away from AoE will keep the aggro off you.

I am an aggro pig. I pull crap off the tank constantly with Fire ball, fire breath, and rain of fire. I don't have ice patch, and am waiting for Shiver which happens at 28.

My damage mitigation is their death. And it works pretty well.

If not, jump over the tank.

Edited to add: Yeah, Fury, I've setted out a 35 AR and this as a 25. I used my 50 as a "personal shopper" to do it. She set up all the biids, some which took over a week to fill, crafted them, and sent them through the base's enh box.


 

Posted

I realize I'm a little late to the game, but I'm surprised to see discussion of /Ice and no props for Frozen Aura? It's not particularly useful on a team, but if you're playing solo, can be a huge help. It'll keep minions permanently asleep right out of the box, leaving you considerable breathing room to pick enemies off in a single target build.


 

Posted

Quote:
Originally Posted by BrandX View Post
Oh. No. It's not the best market out there. That's why almost everything I do is AE missions for tickets, or TFs/Hami Raid for merits.

Thunderstrike, thankfully, is a rather cheap (imo anyways) set to get with merits.

This is also why I plan to make a toon just to get to lvl 33 just for tickets.
I weep at the thought of using merits to buy a set like thunderstrike... commons are so easy to get through tickets.

The rest of the post works for me. Level locking and rolling tickets is a great way to get mid level commons, but spending merits on them seems very wasteful. You can achieve nearly 1 mil/merit rate if you buy the right recipes, so throwing them away on a midlevel common is a very poor return for your merit output.


 

Posted

Quote:
Originally Posted by Lazarillo View Post
I realize I'm a little late to the game, but I'm surprised to see discussion of /Ice and no props for Frozen Aura? It's not particularly useful on a team, but if you're playing solo, can be a huge help. It'll keep minions permanently asleep right out of the box, leaving you considerable breathing room to pick enemies off in a single target build.
Considering its only a mag 2 sleep, and that minnions (only affected) should be dead within 3 seconds from fireball and fire breath, no its not that useful. It has only a 10ft radius too which just continues to astound me its worthlessness. The only reason i'd pick it up is for the cheap purple set bonuses and possibly a heal proc in it.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

I know the original question asked for secondaries, but you've already gotten some great advice on those and have started your archery/mm -- a fine choice.

But I wanted to give a shout out to sonic as a safe primary. It's great solo! You siren's song a group to sleep, shriek one awake but into a stun, then shout him to death . . . repeat.


50s: Inv/SS PB Emp/Dark Grav/FF DM/Regen TA/A Sonic/Elec MA/Regen Fire/Kin Sonic/Rad Ice/Kin Crab Fire/Cold NW Merc/Dark Emp/Sonic Rad/Psy Emp/Ice WP/DB FA/SM

Overlord of Dream Team and Nightmare Squad