Best Blaster to Solo padded missions?
Here is a Fire/Fire/Mace build for the AoE Immob. It is has capped S/L, 30% melee defense, and 87.5% global recharge. The new burn and and AoE Immobilize changed my attack chain a little. My old build didn't have either of those fire powers. Obviously, you said you didn't want to use purples so you will have to supplement those for sets that give lesser recharge. I figure it will cut it in half. Chain goes, Web Envelope - RoF - Burn - Fireball - FSC - clean up with ST. I think a fire mental would be kinda cool to do this on too. Let me see what i can come up with in mids. BTW, with the incarnate system coming out don't give up on some of these 50's just yet! lol Maybe pick one to purple out for when the issue hits
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
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BlowTorch: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/Rchg(5), Decim-Acc/Dmg/Rchg(43)
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-Acc/Immob(45)
Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(9), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Acc/Rchg(11), Ragnrk-Dmg/EndRdx(11)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx(15)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 10: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(23), Armgdn-Dam%(25)
Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25)
Level 14: Super Speed -- HO:Micro(A), QckFt-EndRdx/RunSpd(50)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(27), P'Shift-End%(27), EndMod-I(46)
Level 22: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(31)
Level 24: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(33)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-EndRdx(29), RctvArm-ResDam(31), S'fstPrt-ResDam/Def+(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 32: Consume -- P'Shift-EndMod/Acc(A), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc/Rchg(37), P'Shift-EndMod/Rchg(39)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
Level 38: Hot Feet -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Acc/Rchg(39), Oblit-Dmg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46)
Level 41: Web Envelope -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Immob(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/Rchg(42), Enf'dOp-Immob/Rng(45)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A)
Level 47: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Stealth -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 2: Ninja Run
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Set Bonus Totals:
- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 26.1% Defense(Smashing)
- 26.1% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 23% Defense(Melee)
- 3.63% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 6% Enhancement(Immobilize)
- 87.5% Enhancement(RechargeTime)
- 66% Enhancement(Accuracy)
- 5% FlySpeed
- 122 HP (10.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 9.35%
- MezResist(Stun) 6.6%
- 20% Perception
- 13% (0.22 End/sec) Recovery
- 26% (1.31 HP/sec) Regeneration
- 6.62% Resistance(Fire)
- 6.62% Resistance(Cold)
- 3.75% Resistance(Negative)
- 5% RunSpeed
I crashed a cadillac through the gates of hell and returned with a fistfull of dollars.
Can you actually run Hot Feet 6-slotted with Obliteration without running out of endurance? Oblit doesn't offer much end reduction and damage auras are very expensive toggles. I guess Consume helps, but still...
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
I made a Fire/Kin Controller I got used to the Stun =>Immob => Fulcrum => Fire Ball attack chain. When I now think about soloing big mobs I need that Mez for survivability. One day I tried the same thing with my Kin/Dark Defender and got dark master for the stun in opressive gloom toggle. I was able to solo mobs on my defenser, but it was sooooo slow. I was able to stun with Opressive gloom + Dark Pit = Mag 4 Stun total. For the Immob I used Tenebrous Tentacles to keep them tight. Then I used Fulcrum and Night Fall. The damage is so weak and took forever. That is why I keep on mentioning Soul Mastery for the Opressive Gloom and Tenebrous Tentacles. Opressive Gloom + Psi Shock Wave will equal to a mag 4 stun or Opressive Gloom + Lightning Clap (PBAoE, Foe Disorient) will be a mag 4 also. With a good attack chain you will have all you need to defeat big mobs fast (I Hope).
Proton Sentry Peacebringer:lvl 50+++ - Human Build / Triform Build
Quasar Sentry Warshade:lvl 50+- Human Build / Triform Build
Red Katipo Arachnos Soldier:lvl 50+++ - Crab Build / Bane Build
Black Katipo Arachnos Widowlvl 50+++ - Fortunata Build / Night Widow Build
I crashed a cadillac through the gates of hell and returned with a fistfull of dollars.
Here is a Fire/Fire/Mace build for the AoE Immob. It is has capped S/L, 30% melee defense, and 87.5% global recharge. The new burn and and AoE Immobilize changed my attack chain a little. My old build didn't have either of those fire powers. Obviously, you said you didn't want to use purples so you will have to supplement those for sets that give lesser recharge. I figure it will cut it in half. Chain goes, Web Envelope - RoF - Burn - Fireball - FSC - clean up with ST. I think a fire mental would be kinda cool to do this on too. Let me see what i can come up with in mids. BTW, with the incarnate system coming out don't give up on some of these 50's just yet! lol Maybe pick one to purple out for when the issue hits
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As far as the incarnate system, I may indeed dust off one or more of my 16? level 50s -
IF the power increase is significant and not just another tiny edge, and
IF it doesn't take a year and a day to get there.
For example, IF I can gain ten Incarnate levels over the course of 10-20 weeks, and by the end BE STATESMAN in ALL his glory - becoming in effect a FULL AV myself - *that* might get me into post 50 content.
However, if it's just getting another 5-10% Acc, Rech, or something else, and you have to slog through mission for a month to do it - no thanks, I'll pass.
What I heard of the 1st Incarnate Slot before it was yanked made it sound an awful lot like the second, not the first. ;/
Anyways, thanks for your assistance.
For Great Justice!
What I heard of the 1st Incarnate Slot before it was yanked made it sound an awful lot like the second, not the first. ;/
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Of course that may all change before the system is actually launched, but I'd expect to be able to be effectively level 60 once fully Incarnated out, which means swatting normal AVs like flies. Of course I also expect major Heroes and AVs to get buffed to still be a challenge since they're supposed to be among the most experienced and dangerous enemies, and Statesman and Recluse to be effectively bumped to level 61 since they are supposed to be the absolute most powerful humans alive.
As for time investment, I'd expect a lot of raiding or TF / Trial grinding to be needed. It will probably be fairly quick to get the common Incarnate bonuses and very involved for the rare ones. Hopefully it'll be "fully purple out a toon" level involved, not "get the new 100 times Master of the Doc Q TF badge" level...
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Based on what was in beta the uncommon Alpha Incarnate items were similar to having a high level dual IO or Hami-O that applied to every power, and the really rare ones would likely be better than a purple set IO, enhancing 3-4 aspects of every power by at least a full SO or more and partially ignoring ED caps. If they keep something like that then by the time you get 10 rare Incarnate slot items you'd probably be a whole lot stronger than a fully purpled out level 50. And since some fully purpled out level 50s can solo Statesman / Recluse as full Heroes / AVs...
Of course that may all change before the system is actually launched, but I'd expect to be able to be effectively level 60 once fully Incarnated out, which means swatting normal AVs like flies. Of course I also expect major Heroes and AVs to get buffed to still be a challenge since they're supposed to be among the most experienced and dangerous enemies, and Statesman and Recluse to be effectively bumped to level 61 since they are supposed to be the absolute most powerful humans alive. As for time investment, I'd expect a lot of raiding or TF / Trial grinding to be needed. It will probably be fairly quick to get the common Incarnate bonuses and very involved for the rare ones. Hopefully it'll be "fully purple out a toon" level involved, not "get the new 100 times Master of the Doc Q TF badge" level... |
Which you would have to grind for over and over and over and over again.
Bleh.
For Great Justice!
I think it was 15% of the enhancement that ignored ED. Plus you could do things like slot an attack with only 65% damage and recharge, add extra procs, and use a Dam/Rech Incarnate bonus to take it up to the ED cap. Or only 4-slot a power and still get ED capped damage and recharge plus good accuracy and endurance, leaving more slots for other powers.
I think one of the biggest benefits will be for people who want 6-slot set bonuses from sets with low enhancement values. For instance, Obliteration is a great set for people trying to softcap S/L defense but it has terrible end reduction, so a global SO worth of end reduction would make it a lot easier to use Obliteration in high cost powers like damage auras.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
The common alpha powers had 1/6th ignore ED. The Uncommon alpha powers (the second tier, of four tiers) had 1/3rd ignore ED. We don't know if Rare or Very Rare ignored ED further, since those weren't available to test.
The important thing to note is that even though only some of it ignores ED, the rest still applies.. And if you haven't actually hit the maximum tier of ED in all your powers, you get that much more out of it.
Quite true, though if you want to go the S/L route you may want to avoid /Mental. By far the best source of S/L Defense is the Kinetic Combat set, which is a Melee set. /Mental has only a couple of melee attacks, and they aren't particularly powerful ones. /Electric, on the other hand, has four very high DPA melee attacks which can be combined with Blaze and Flares to produce a devastating single target chain without a ton of recharge (aka, no purples) and it also has a damage aura and an end recovery power (less +recovery needed in your build). With Weave, Combat Jumping, and a Steadfast 3% Defense IO in Tough you only need about 20% S/L defense from IOs to softcap with Scorpion Shield, or about 24% to softcap with one Luck. Four Kinetic Combat sets get you 15% right off the bat, and you can drop a 5th in Thunder Strike if you take that, plus a Gausian's in Aim or Build Up and an Enfeebled in your immobilize. That leaves your ranged attacks for +recharge bonuses.
I've seen S/L softcapped Fire/Mental builds, but they were a lot tighter and had to give up more. That's fine at 50 when you have purple sets, but for actual performance while leveling I'd consider it a bit rougher. On the other hand, /Mental's mitigation is not too bad so you may can get away with less defense...
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636