Fire/MM softcap - how not to gimp?


Bean_Poll

 

Posted

Quote:
Originally Posted by Santorican View Post
The problem that I have with this build is that there isn't Fire Blast or Inferno. Fire Blast is key to a blasters survival when they're mezzed, Inferno I love, but it is skippable of if you have to but with DP you should be able to keep running after you nuke. Also I'm not sure if having more passive regeneration is good considering you already get a metric ton of it with DP, it seems a little redundant doesn't it? Wouldn't you be better off taking those slots and putting them else where?
I find regeneration very important on these builds since it's the only thing that keeps you alive when you do get hit (you will get hit). Saying that "having more regeneration when you already have high regeneration" is redundant, is like saying that "having more resistance when you already have high resistance" is redundant

YMMV on Inferno, like I said I don't see a need for it when I can keep spamming the main AoE attacks.


 

Posted

What I also liked about Silverado's build was the inclusion of Acrobatics, which I always forget about ... it's a nice attempt to plug the mez hole that even S/L soft cap leaves (though it requires some spare slots).

I like nuking with Inferno and often find DP gives me enough endo to keep trucking. I get the "enough AOE already" argument, but I still squee like a schoolgirl on teams after Fulcrum + Inferno

I think what makes the Villain PPP so good is the inclusion of Web Envelope which is a targeted AOE immob -- it just synergizes so well with Rain of Fire, that taking the Sleep / Frozen Armor route seems like you're missing out (IMHO).


 

Posted

Quote:
Originally Posted by Silverado View Post
I find regeneration very important on these builds since it's the only thing that keeps you alive when you do get hit (you will get hit). Saying that "having more regeneration when you already have high regeneration" is redundant, is like saying that "having more resistance when you already have high resistance" is redundant

YMMV on Inferno, like I said I don't see a need for it when I can keep spamming the main AoE attacks.
See there is a huge difference between resistance as your primary source of damage mitigation and regeneration as your source. My example, a regeneration scrapper uses passive regeneration and click heals as its primary source. Losing 30% regeneration won't impact its survivability will as much as losing 30% defense. There comes a point where passive regeneration won't do as much for you as defense or resistances. The only way regeneration alone will save your hide is when you have tons of it, like 1500% regeneration. The disparity between 250% total passive regeneration and 200% is almost negligible.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Granite Agent View Post
What I also liked about Silverado's build was the inclusion of Acrobatics, which I always forget about ... it's a nice attempt to plug the mez hole that even S/L soft cap leaves (though it requires some spare slots).

I like nuking with Inferno and often find DP gives me enough endo to keep trucking. I get the "enough AOE already" argument, but I still squee like a schoolgirl on teams after Fulcrum + Inferno

I think what makes the Villain PPP so good is the inclusion of Web Envelope which is a targeted AOE immob -- it just synergizes so well with Rain of Fire, that taking the Sleep / Frozen Armor route seems like you're missing out (IMHO).
The only mez that acrobatics saves you from is knock back and knock up which can all be cured by knock back protection enhancements. In the build I posted up has 8 points of knock back protection which is enough for about 99% of this game. It saves you a power pick as well.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by SOMEonE Nice View Post
dude there is no way to softcap on a blaster
I don't even know where to begin explaining how wrong you are on this, so I'm not going to try.

My Sonic/Devices has been softcapped to Ranged attacks for quite some time now, and since I am always hovering above what I'm fighting, I might as well be softcapped to all.

It has been proven repeatedly to be possible to softcap a blaster to Smashing and Lethal damage types, which covers a good 60% of the attacks in the game.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by Santorican View Post
See there is a huge difference between resistance as your primary source of damage mitigation and regeneration as your source. My example, a regeneration scrapper uses passive regeneration and click heals as its primary source. Losing 30% regeneration won't impact its survivability will as much as losing 30% defense. There comes a point where passive regeneration won't do as much for you as defense or resistances. The only way regeneration alone will save your hide is when you have tons of it, like 1500% regeneration. The disparity between 250% total passive regeneration and 200% is almost negligible.
In my experience, the hp/sec regain is noticeable when you're at the hitpoint cap and when you're not getting hit as often (aka at the defense softcap).

Quote:
Originally Posted by Santorican View Post
The only mez that acrobatics saves you from is knock back and knock up which can all be cured by knock back protection enhancements. In the build I posted up has 8 points of knock back protection which is enough for about 99% of this game. It saves you a power pick as well.
Acrobatics has hold protection and resistance, enough to protect you against say a Carnie Master Illusionist spamming her ST hold.


 

Posted

Quote:
Originally Posted by Silverado View Post
Acrobatics has hold protection and resistance, enough to protect you against say a Carnie Master Illusionist spamming her ST hold.
That I did not know, and sounds actually pretty interesting.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Santorican View Post
That I did not know, and sounds actually pretty interesting.

The protection is only mag 2, but the resistance is enough to noticeably lessen the duration.

(I'm not entirely sure what magnitude NPC holds tend to be, so I'm unsure how much protection mag 2 would actually be)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

I am jealous of the HP cap and acro in Silvers build, If i dump the spiderlings in my build i could squeeze it in. I do agree with sant that the regen bonus slotting is probably overkill and could be used to 6 slot some more powers. i am not jealous of silver leaving out Inferno. I love to Nuke, especially when you can beat the end crash when DP is slotted for endmod.


I crashed a cadillac through the gates of hell and returned with a fistfull of dollars.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
The protection is only mag 2, but the resistance is enough to noticeably lessen the duration.

(I'm not entirely sure what magnitude NPC holds tend to be, so I'm unsure how much protection mag 2 would actually be)
I'm fairly sure Acrobatics is enough to protect you from one Mag 3 Hold effect. It gives you two points of protection and all player characters have 1 point of protection against all types of mez, you'd go down to 0 points if a standard Hold would hit you. As far as I know, you'd need to dip below 0 to actually get held.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

So this is what I ended up with. It's basically a variation of Silverado's build, largely bc I like nukes lol. Thanks to all who contributed.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Fyremental: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob(11)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(15), Ragnrk-Knock%(15)
Level 4: Fire Blast -- Decim-Dmg/EndRdx(A), Decim-Acc/Dmg(11), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(36)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(21)
Level 14: Super Jump -- ULeap-Stlth(A)
Level 16: Concentration -- RechRdx-I(A), RechRdx-I(23)
Level 18: Blaze -- Apoc-Dmg/EndRdx(A), Apoc-Dmg/Rchg(23), Apoc-Acc/Dmg/Rchg(25), Apoc-Acc/Rchg(25), Apoc-Dam%(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 20: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Heal/HP/Regen/Rchg(29), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(31), Efficacy-EndMod/Acc(48)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Mrcl-Rcvry+(33), Mrcl-Heal(33), RgnTis-Regen+(33)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(36), P'Shift-End%(50)
Level 26: Acrobatics -- EndRdx-I(A)
Level 28: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(36)
Level 30: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-%Dam(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Web Envelope -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Acc/Rchg(43), Enf'dOp-Acc/EndRdx(45)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(50)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(50)
Level 49: World of Confusion -- CoPers-Conf%(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run


 

Posted

Quote:
Originally Posted by SOMEonE Nice View Post
dude there is no way to softcap on a blaster
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Slug
  • (A) Thunderstrike - Accuracy/Damage
  • (25) Thunderstrike - Damage/Endurance
  • (25) Thunderstrike - Damage/Recharge
  • (27) Thunderstrike - Accuracy/Damage/Recharge
  • (29) Thunderstrike - Accuracy/Damage/Endurance
  • (33) Thunderstrike - Damage/Endurance/Recharge
Level 1: Web Grenade
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (3) Trap of the Hunter - Endurance/Immobilize
  • (3) Trap of the Hunter - Accuracy/Endurance
  • (21) Trap of the Hunter - Immobilize/Accuracy
  • (23) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (23) Trap of the Hunter - Chance of Damage(Lethal)
Level 2: Buckshot
  • (A) Explosive Strike - Damage/Knockback
  • (27) Explosive Strike - Accuracy/Knockback
  • (29) Explosive Strike - Chance for Smashing Damage
Level 4: Caltrops
  • (A) Pacing of the Turtle - Accuracy/Slow
  • (5) Pacing of the Turtle - Damage/Slow
  • (5) Pacing of the Turtle - Accuracy/Endurance
  • (7) Pacing of the Turtle - Range/Slow
  • (7) Pacing of the Turtle - Endurance/Recharge/Slow
  • (21) Pacing of the Turtle - Chance of -Recharge
Level 6: M30 Grenade
  • (A) Explosive Strike - Damage/Knockback
  • (31) Explosive Strike - Accuracy/Knockback
  • (31) Explosive Strike - Chance for Smashing Damage
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (9) Recharge Reduction IO
  • (9) Recharge Reduction IO
Level 10: Targeting Drone
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (11) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (19) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 12: Sniper Rifle
  • (A) Executioner's Contract - Accuracy/Damage
  • (13) Executioner's Contract - Damage/Endurance
  • (13) Executioner's Contract - Damage/Interrupt
  • (15) Executioner's Contract - Damage/Range
  • (15) Executioner's Contract - Damage/Recharge
  • (17) Executioner's Contract - Disorient Bonus
Level 14: Hurdle
  • (A) Jumping IO
Level 16: Smoke Grenade
  • (A) To Hit Debuff IO
Level 18: Flamethrower
  • (A) Ragnarok - Damage
Level 20: Cloaking Device
  • (A) Red Fortune - Defense/Endurance
  • (36) Red Fortune - Defense/Recharge
  • (36) Red Fortune - Endurance/Recharge
  • (37) Red Fortune - Defense/Endurance/Recharge
  • (37) Red Fortune - Defense
  • (37) Red Fortune - Endurance
Level 22: Health
  • (A) Numina's Convalescence - Heal/Endurance
  • (33) Numina's Convalescence - Endurance/Recharge
  • (33) Numina's Convalescence - Heal/Recharge
  • (34) Numina's Convalescence - Heal/Endurance/Recharge
  • (34) Numina's Convalescence - Heal
  • (34) Numina's Convalescence - +Regeneration/+Recovery
Level 24: Stamina
  • (A) Performance Shifter - EndMod
  • (50) Performance Shifter - Chance for +End
Level 26: Ignite
  • (A) Damage Increase IO
Level 28: Trip Mine
  • (A) Explosive Strike - Damage/Knockback
  • (43) Explosive Strike - Accuracy/Knockback
  • (43) Explosive Strike - Chance for Smashing Damage
  • (43) Obliteration - Damage
  • (45) Obliteration - Damage/Recharge
  • (45) Obliteration - Chance for Smashing Damage
Level 30: Combat Jumping
  • (A) Red Fortune - Defense/Endurance
  • (31) Red Fortune - Defense/Recharge
  • (40) Red Fortune - Endurance/Recharge
  • (42) Red Fortune - Defense/Endurance/Recharge
  • (42) Red Fortune - Defense
  • (42) Red Fortune - Endurance
Level 32: Full Auto
  • (A) Damage Increase IO
Level 35: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (36) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 38: Gun Drone
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (39) Expedient Reinforcement - Accuracy/Damage
  • (39) Expedient Reinforcement - Damage/Endurance
  • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (40) Expedient Reinforcement - Endurance/Damage/Recharge
  • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 41: Body Armor
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (45) Reactive Armor - Resistance/Endurance
  • (46) Reactive Armor - Resistance/Recharge
  • (46) Reactive Armor - Resistance
Level 44: Surveillance
  • (A) Analyze Weakness - Chance for +ToHit
  • (46) Achilles' Heel - Chance for Res Debuff
Level 47: LRM Rocket
  • (A) Explosive Strike - Damage/Knockback
  • (48) Explosive Strike - Accuracy/Knockback
  • (48) Explosive Strike - Chance for Smashing Damage
  • (48) Positron's Blast - Accuracy/Damage
  • (50) Positron's Blast - Damage/Recharge
  • (50) Positron's Blast - Damage/Range
Level 49: Sleep Grenade
  • (A) Call of the Sandman - Chance of Heal Self
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Empty
Level 1: Defiance
Level 4: Ninja Run
------------
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)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 24.3% Defense(Energy)
  • 24.3% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 39.9% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 16.3% Enhancement(RechargeTime)
  • 2.5% Enhancement(RunSpeed)
  • 2.5% Enhancement(FlySpeed)
  • 6% Enhancement(Heal)
  • 2.5% Enhancement(JumpHeight)
  • 5% Enhancement(Immobilize)
  • 2.5% Enhancement(JumpSpeed)
  • 25% Enhancement(Accuracy)
  • 14% FlySpeed
  • 67.8 HP (5.62%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 14.1%
  • MezResist(Immobilize) 8%
  • MezResist(Sleep) 5.25%
  • MezResist(Stun) 4.7%
  • MezResist(Terrorized) 2.5%
  • 9% (0.15 End/sec) Recovery
  • 22% (1.11 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 14.1% Resistance(Fire)
  • 17.2% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 14% RunSpeed
  • 2.5% XPDebtProtection



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The slotting for this build may be hideous, but soft cap ranged defense is hard to argue with. Put caltrops right underneath you and blast away. Damage is fair.


 

Posted

I'm having a hard time seeing it, so perhaps someone could explain:

Why is Blaze > Flares > Blast better than Blaze > Flares > Flares?

If you have the recharge, it seems like the Blaze > Flares chain is better. More benefit from damage and BU procs, in addition to better DPS.

Just leave Flares on auto for tough single targets (AVs, GM).