Not so much asking about the Build, as learning MIDS
You might want to check your bonuses. For instance, you may not need tactics, after seeing the bonuses from Thunderstrykes. On powers like manuevers, weave, so forth, their values are low, so you may not want to waste three slots on them. Alot of the small set bonuses you were going for are not really worth the trouble. Nova can be more simply slotted, as you always use it with build up and aim. I know you dont want build advice, but the extra interrupt in the snipe, is not worth it, I like snipes, but they simply are not practical for mid battle use. The doctored wounds slotted in health are not worth the bonuses you get. Its fun to chase set bonuses, but some simply dont help you, or possibly do what you think they do. Mez resistance in sets, does not protect you from mez, but shortens its duration, and by a very small amount.
Good luck, mids is fun.
Mids has a very nice feature for quickly checking your set bonuses: click the "view active sets" button and it will list all of your set bonuses and flag any bonuses that you have more than five of. In your case, you don't have any over the cap.
I see a couple of things you may want to change. Ever since the recent Fly speed boost it has hit the speed cap unenhanced, so you can drop the second slot in Fly and pop in an endurance enhancement in the default slot and see no change in speed at all. Or else just drop Fly entirely and use Raptor Packs since those also come within about 1 MPH of the cap, which wold allow you to take Force of Nature. Also, you don't want to skip Power Bolt because it's a critical part of your ranged single target chain and (more importantly) you can use it while stunned or held, which will be often. Other than that you probably should decide what specifically you are going for... my personal suggestion would be to go for S/L defense (if you use melee a lot) or Ranged defense (if you mainly blast from a distance) plus 40-50% recharge or so. Having a modest amount of every defense and a little recharge tends to be less effective than a ton of recharge or lots of one or two defense types.
I might try something like this:
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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 think leadership is pretty dubious on a blaster. The values are low, nearly unnoticable in actual play (I have tried it twice). Tactics isnt really needed with normal slotting and Thunderstrykes in several ranged attacks. You can softcap ranged for 150 mil or so. That wont even buy you close to the needed melee sets to softcap S/L. Nrg tends to keep you away from most melee, as using the two aoe's, will keep the mobs off you, leaving you to blap singles if you choose too. On low players lvls, you dont need soft capped anything. Nrg has enough mitigation and you could blap or blast. Double proccing the torrent and explosive is very effective, as they fire off quickly, and will hit all targets, if you que the second as you fire the first. This is always my first attack on large mobs. It really minimizes the alpha strike on you, as a large percentage of the mobs are down for several seconds.
I would suggest you find the post on combining inspirations via macros or the movement codes he set up. I have just started using them recently, and they are a godsend for blasters who really need break free's after lvl 20 or something.
Thanks. Sounds like I'm at least in the ball park, but have a little more refining to do. Good tips on those pop-up windows. I'll probably drop Leadership, and shift a few other things around.
I've recently dusted off my old (as in still had the Fitness power pool) Energy/Energy Blaster, and tried my best to come up with a new build in Mids'. This guy was meant to be a Blapper, as I love the feel of jumping into melee and blasting/swatting in all directions. I also primarily solo, but also enjoy the Task Force / Trial scene when I can.
This being my first foray into using Mids' and trying to figure out how the crafted Sets behave, I've no doubt that I've gone horribly wrong. So what I'm looking for here is not so much a critique on this build as much as I'm looking for areas where I was just making wrong assumptions, ignoring caps, creating conflicts, etc.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
SuperMike: Level 50 Technology Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(37)
Level 1: Power Thrust -- T'Death-Dmg/EndRdx(A), T'Death-Acc/Dmg(3)
Level 2: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40)
Level 4: Energy Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(48)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(50)
Level 8: Sniper Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(37), IntRdx-I(43)
Level 10: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17), RechRdx-I(34)
Level 12: Boxing -- Acc-I(A)
Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(31)
Level 16: Fly -- Flight-I(A), Flight-I(17)
Level 18: Bone Smasher -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(43)
Level 20: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(21), GftotA-Def/EndRdx/Rchg(21)
Level 22: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(23), RechRdx-I(46)
Level 24: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(25), GftotA-Def/EndRdx/Rchg(43)
Level 26: Assault -- EndRdx-I(A)
Level 28: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(42)
Level 30: Conserve Power -- RechRdx-I(A), RechRdx-I(37)
Level 32: Nova -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(40), Erad-%Dam(42)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
Level 41: Personal Force Field -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(46)
Level 44: Total Focus -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(50)
Level 47: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48)
Level 49: Vengeance -- LkGmblr-Def(A), LkGmblr-Def/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/Rchg(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod(11), P'Shift-End%(27)