Advice on a DP/Fire build?
I think you're going to be better off picking a different set and/or AT, personally.
You've stated the desire to play a char that's somewhat tough, and chosen a blaster. You hate swap ammo, which is a specific strength of Dual Pistols, the ability to change away from a resisted damage type. You could only possibly consider Munitions and only body armor / Surviellance, for concept reasons, but your char's got a Fire secondary... leave it colored orange and pick up the fire App. (Any other APP is better than Munitions without LRM.), and your IO build is all over the place without focusing on increasing any survival.
As for the build:
I don't want my character's appearance obscured by toggles, so I'm trying to avoid those in Fire. They also have a very high cost anyway and would hinder an active play-style.
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Fire Sword Circle over combustion, always.
Aid Self is a power that's not useful to a Blapper. Either stuff's killing you so fast you don't have a chance to use it, or they're dead and you're moving on. There's no middle ground, which is why I very much prefer Rise of the Phoenix.
Here's what I would run in DP/Fire, using my Fire/Fire/Flame as a base. After accolades, any blaster comes close to HP cap, so that's not something to build for. Dual Pistols shares the "weapon" blaster set benefit of not having an end crash for the tier nine, so I made sure to pick up hasten and build for some recharge. One small purple, or a use of Hail of Bullets will soft-cap you to both smash/lethal and melee, and you've got 10 points of -kb. For further tweaking, you could drop Executioner's Shot or Piercing Shot, they feel redundant to me.
I would NOT drop swap ammo, since Pistols has lackluster damage at it's base, which is only compensated for by the ability to hit the weakness of an enemy. Fighting Robots? Swap away from smash/lethal. Fighting Demons? Swap away from fire.
For a blapper, it's better to build for Smash/Lethal/Melee than almost any other kind of defense, and defense is the easiest IO set bonus to stack well, so:
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Dual Wield -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(9)
Level 1: Ring of Fire -- Empty(A)
Level 2: Empty Clips -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/Rng:50(9), Posi-Dmg/Rchg:50(15), Posi-Dmg/EndRdx:50(19), Posi-Acc/Dmg:50(46)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-ResKB:50(46)
Level 8: Bullet Rain -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Acc/Dmg:50(17), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(40), Posi-Dmg/Rng:50(40)
Level 10: Fire Sword Circle -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(11), Oblit-Dmg:50(11), Oblit-Acc/Rchg:50(13), Oblit-Dmg/Rchg:50(13), Oblit-Acc/Dmg/Rchg:50(15)
Level 12: Hurdle -- Empty(A)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(19)
Level 16: Build Up -- HO:Membr(A), HO:Membr(46)
Level 18: Executioner's Shot -- Apoc-Dam%:50(A), Apoc-Dmg/EndRdx:50(43), Apoc-Acc/Rchg:50(43), Apoc-Acc/Dmg/Rchg:50(43), Apoc-Dmg/Rchg:50(45)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(21), P'Shift-EndMod:50(21)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(23), KntkC'bat-Dmg/Rchg:35(23), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 24: Tough -- GA-ResDam:50(A), GA-End/Res:50(25), GA-3defTpProc:50(25), S'fstPrt-ResDam/Def+:30(27)
Level 26: Piercing Rounds -- Ragnrk-Knock%:50(A), Ragnrk-Dmg/EndRdx:50(27), Ragnrk-Acc/Rchg:50(29), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Dmg/Rchg:50(40)
Level 28: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(29), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Dmg/EndRdx/Rchg:35(42)
Level 30: Blazing Aura -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-Dmg:50(31), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(37)
Level 32: Hail of Bullets -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-Dmg:50(33), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34)
Level 35: Consume -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-Dmg:50(36), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37)
Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39)
Level 41: Char -- Empty(A)
Level 44: Fire Shield -- GA-ResDam:50(A), GA-Res/Rech/End:50(45), GA-End/Res:50(45)
Level 47: Rise of the Phoenix -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(48), Oblit-Dmg:50(48), Oblit-Acc/Rchg:50(48), Oblit-Dmg/Rchg:50(50), Oblit-Acc/Dmg/Rchg:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
------------
Set Bonus Totals:
- 19% DamageBuff(Smashing)
- 19% DamageBuff(Lethal)
- 19% DamageBuff(Fire)
- 19% DamageBuff(Cold)
- 19% DamageBuff(Energy)
- 19% DamageBuff(Negative)
- 19% DamageBuff(Toxic)
- 19% DamageBuff(Psionic)
- 26.6% Defense(Smashing)
- 26.6% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 6% Defense(Psionic)
- 30.4% Defense(Melee)
- 6% Defense(Ranged)
- 6% Defense(AoE)
- 6.75% Max End
- 78.8% Enhancement(RechargeTime)
- 60% Enhancement(Accuracy)
- 5% FlySpeed
- 140.1 HP (11.6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -10)
- Knockup (Mag -10)
- MezResist(Immobilize) 11%
- MezResist(Repel) 2000% (10% chance, in PvP)
- MezResist(Stun) 11%
- 14% (0.23 End/sec) Recovery
- 26% (1.31 HP/sec) Regeneration
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Decimation
(Dual Wield)
- MezResist(Immobilize) 2.75%
- 13.6 HP (1.12%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Empty Clips)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Fire Sword)
- MezResist(Immobilize) 2.75%
- 18.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)
- Knockback Protection (Mag -4)
(Bullet Rain)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Fire Sword Circle)
- 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)
(Executioner's Shot)
- 16% (0.8 HP/sec) Regeneration
- 36.1 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.6 HP (1.87%) HitPoints
(Boxing)
- MezResist(Immobilize) 2.75%
- 18.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Tough)
- 2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
- Knockback Protection (Mag -3), MezResist(Repel) 1000% (10% chance, in PvP)
- 3% Defense(All)
(Tough)
- 3% Defense(All)
(Piercing Rounds)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Kick)
- MezResist(Immobilize) 2.75%
- 18.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Blazing Aura)
- 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)
(Hail of Bullets)
- 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)
(Consume)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Weave)
- 10% (0.5 HP/sec) Regeneration
- 13.6 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Fire Shield)
- 2.5% (0.04 End/sec) Recovery, 2.25% Max End (in PvP)
- Knockback Protection (Mag -3), MezResist(Repel) 1000% (10% chance, in PvP)
(Rise of the Phoenix)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
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Thanks for the advice. I'll look over the build you gave.
I may have understated just how little I know about building a blaster, since you suggested just abandoning it entirely XD I don't have much experience with IO building either.
I should mention that, while I want to make my character as strong as I can, I don't care about heavily min/maxing him to take out multi AVs or whatever. I care a lot about the concept/playstyle/aesthetics, and I'm fine with him being weaker than he could be because of it.
Having said that, I am willing to make sacrifices as well. I might, for example, be all right with taking Swap Ammo if it's really that important (my searching of the forums had said otherwise, so I didn't think it'd be much of a loss), and I may be willing to take an obscuring toggle as long as I won't have to keep it on really often.
I don't know how willing I am to take the fire swords though... I won't say no, but they are off-putting. Would I be all right not taking them if I simply sacrificed some of my "Blapper"ing? In fact, having looked around some more, I'm pretty sure I misused that term anyway. Blappering means you use a lot of the melee attacks offered by the secondary, right? I mostly just meant sticking closer to the group rather than trying to snipe them, jumping around and getting good use out of the AoEs (Combustion, Hail of Bullets, Burn, Consume, Empty Clips) and such. That may very well be how Blasters always play.
Finally, about the APP. I was under the impression that they were unnecessary and simply a nice bonus. I don't think they're any stronger than other powers you can take, they just add more variety. Am I wrong about that?
The APPs offer opportunites for gameplay style changes. They tend to offer a hold, which lets you solo lock down problem mobs like the infamous Sapper, and some way to deal with catastrophic failure, along with some debuffs. Munitions mastery is considerably weaker as an APP because it's shield is almost worthless in spite of being an auto, but it makes up for it with MORE DAMAGE, which blasters already have plenty of, usually. Fire Epic is pretty "standard" (hold, Shield, RotP for Catastrophic Failure), but Ice is very Popular (hibernate, Heal, and Snowstorm), and so is Energy (Personal Force Field, and mini-Unstoppable).
Blapping just means hanging out in melee, for the most part. That involves using secondaries since the melee powers at blapper damage scale are more powerful than a ranged equivalent, for the most part.
As far as the rest: If you're not taking the fire swords, then you might consider another secondary. The thing /Fire does best is pump out melee damage, and it offers very little else. Personally, I say embrace the melee, and the catastrophic failure that sometimes results. Then punish people for killing you a la Rise of the Phoenix.
Finally, you REALLY NEED to focus on something when you start to IO a toon out. Do you want to be tough and survivable? softcap your defenses. Do you want to be the top damage on a team? crank your regen. Either way, pick something and stick with it, general overall effectiveness is better served by specialization.
Ok, I've redone the enhancements. I tried focusing mostly on +Endurance (increases recovery and has great synergy with Consume), a lot of +Recharge, some +Recovery, and some defense/health.
I've also switched out Hurdle for Swap Ammo. Aside from your suggestion to take the sword powers (which I decided against), I couldn't think of how else to rearrange the powers.
I've decided though that I'm going to take Soul Mastery instead of Munitions (which Going Rogue will allow. Blasters get the same set as Masterminds. I've also found an awesome color combination for Soul Fire to match it), and instead of sprint I'd like to keep Ninja Run + Swift active during fights (with 0 recharge or activation I can flip it on and off as necessary as well). With that in mind I have to really re-think the build.
For example, with Dark Embrace I'm considering ditching Weave (3 seperate 0.33 toggles plus Ninja Run is just too much), and I can't really use Combat Jumping along side Ninja Run.
In Soul Mastery I'm considering taking Dark Embrace, Soul Tentacles and Soul Storm. Those last two make Ring of Fire feel a little redundant, but I have no choice in that. AoE immobilization and a full-on hold are too valuable, and look bad*** as well. Suppressive Fire may also be redundant though, and that I can replace.
I can easily ditch Combat Jumping in favor of the third PPP power, but I don't know what I might replace Weave or Suppressive Fire with.
Maybe I should take some Concealment powers?
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Khiva: Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(39)
Level 1: Ring of Fire -- TotHntr-EndRdx/Immob(A), TotHntr-Immob/Acc(40), TotHntr-Acc/Immob/Rchg(42)
Level 2: Empty Clips -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), Posi-Acc/Dmg(40), RechRdx-I(43)
Level 4: Combustion -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(5), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Dam%(7), Armgdn-Dmg/EndRdx(36)
Level 6: Swap Ammo -- Empty(A)
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11), EndRdx-I(46)
Level 10: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(43), ExStrk-Dam%(46)
Level 12: Suppressive Fire -- Stpfy-Stun/Rng(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/Stun/Rchg(13)
Level 14: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-EndRdx/Rchg(27), S'fstPrt-ResDam/EndRdx(34), S'fstPrt-ResDam/Def+(45)
Level 16: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-ToHit(17), AdjTgt-Rchg(23), AdjTgt-ToHit/Rchg(48)
Level 18: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21), EndRdx-I(23)
Level 20: Aid Other -- Heal-I(A)
Level 22: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(25), Mrcl-Heal/EndRdx/Rchg(25), IntRdx-I(27)
Level 24: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(34), Ksmt-Def/Rchg(36)
Level 26: Swift -- Run-I(A)
Level 28: Piercing Rounds -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(29), Ragnrk-Acc/Dmg/Rchg(29), Ragnrk-Acc/Rchg(31), Ragnrk-Dmg/EndRdx(31), EndRdx-I(31)
Level 30: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc/Rchg(45)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(50)
Level 35: Burn -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(36), Erad-Dmg(40)
Level 38: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(39), Heal-I(39)
Level 41: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), EndMod-I(42), P'Shift-EndMod/Rchg(43)
Level 44: Body Armor -- ResDam-I(A), ResDam-I(45)
Level 47: Surveillance -- UndDef-DefDeb/Rchg/EndRdx(A), UndDef-DefDeb/Rchg(48), UndDef-Rchg(48)
Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(50), LkGmblr-Def/EndRdx(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 6: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
All right, I'm making a lot of changes to the build, and one is that I'll be taking Concealment all the way up to Phaseshift.
Should I take Stealth, or Invisibility?
I'm really looking forward to playing a DP/Fire Blaster once Going Rogue is out (I really want the free invisibility and and extra month, so no pre-order for me), and I'm trying to work on the build I'll use. I usually play a Scrapper though, so I know very little about how this should be done.
I'll likely be playing "Blapper" style, mixing range/melee rather than staying as far away as possible, as well as soloing a lot, so I'm trying to make the character somewhat tough.
I don't want my character's appearance obscured by toggles, so I'm trying to avoid those in Fire. They also have a very high cost anyway and would hinder an active play-style.
I despise everything about Swap Ammo and don't believe it should have even been in the set, so I'm skipping that as well.
I plan on using Fitness for the combat mobility with Ninja Run for travel, so I don't need any travel powers.
Finally, for the sake of concept the only APP I could possibly take would be Munitions, and only those two powers I've taken. My character is supposed to use dark, occult magic along with the pistols, which is why I have fire (colored black).
Here's the build I've worked up so far.
Please, I would really appreciate any advice that can be given.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Khiva: Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Dual Wield -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Dmg/Rchg(37), Dev'n-Dmg/EndRdx(37), Dev'n-Acc/Dmg/Rchg(37), ExStrk-Dmg/KB(39), ExStrk-Acc/KB(50)
Level 1: Ring of Fire -- TotHntr-EndRdx/Immob(A), TotHntr-Immob/Acc(40), TotHntr-Acc/Immob/Rchg(42)
Level 2: Empty Clips -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), LdyGrey-DefDeb/Rchg/EndRdx(40), LdyGrey-Rchg/EndRdx(43)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(7), Erad-Dmg/Rchg(40)
Level 6: Hurdle -- Jump-I(A)
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11), RechRdx-I(46)
Level 10: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(43), ExStrk-Dam%(46)
Level 12: Suppressive Fire -- Stpfy-Stun/Rng(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/Stun/Rchg(13)
Level 14: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx/Rchg(15), ImpArm-EndRdx/Rchg(27)
Level 16: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17), Rec'dRet-Pcptn(17), AdjTgt-Rchg(23), AdjTgt-ToHit/Rchg(48)
Level 18: Executioner's Shot -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Dmg/EndRdx(23)
Level 20: Aid Other -- Heal-I(A)
Level 22: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(25), Mrcl-Heal/EndRdx/Rchg(25), IntRdx-I(27)
Level 24: Combat Jumping -- GftotA-Run+(A), GftotA-Def(34), Winter-ResSlow(36)
Level 26: Swift -- Run-I(A)
Level 28: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), RechRdx-I(31)
Level 30: Consume -- EnManip-EndMod(A), EnManip-EndMod/Rchg(34), EnManip-Stun%(34), RechRdx-I(45)
Level 32: Hail of Bullets -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(46)
Level 35: Burn -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36)
Level 38: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(39), Heal-I(39)
Level 41: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), EndMod-I(42), P'Shift-EndMod/Rchg(43)
Level 44: Body Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), ResDam-I(45)
Level 47: Surveillance -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(48), ExVuln-DefDeb/Rchg/EndRdx(48)
Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 6: Ninja Run