What do ya do with an Elec Fire? (Early in the morning)
Your build looks fine to me as is. I'll try to talk you into Hot Feet, but you have to make your own call based on your preference. Hot Feet is purple patched by up level enemies, but you can slot to overcome it. The 20 foot radius makes it the most amazing damage aura in the game and it comes with gobs of control to boot. On my Fire/Fire/Flame blaster, Hot Feet dealt 2.3 times the damage of Blazing Aura when I tracked this stuff with Hero Stats back in Issue 9 and 10, nothing about those powers has changed, so that should still be accurate.
I made a change to your TB slotting and added a Kismet to CJ.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Plasma Raine: Level 50 Technology Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(25)
Level 1: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(17)
Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13)
Level 6: Fire Sword -- Mako-Acc/EndRdx/Rchg(A), Mako-Dmg/Rchg(7), Mako-Dmg/EndRdx(7), Mako-Acc/Dmg/EndRdx/Rchg(9), HO:Nucle(9)
Level 8: Super Speed -- Clrty-Stlth(A)
Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(36), RechRdx-I(36)
Level 14: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(37), RechRdx-I(37)
Level 18: Tesla Cage -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(34), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), EoCur-Acc/Hold(40)
Level 20: Maneuvers -- LkGmblr-Rchg+(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34)
Level 26: Assault -- EndRdx-I(A)
Level 28: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(29), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(31)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), AirB'st-Dmg/Rchg(33), Det'tn-Dmg/Rchg(33)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 38: Hot Feet -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Dam%(40), TmpRdns-EndRdx/Rchg/Slow(42), TmpRdns-Dmg/Slow(42)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(46), BasGaze-Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(48), EoCur-Acc/Hold(48)
Level 44: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 47: Rise of the Phoenix -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(50), Sciroc-Dmg/Rchg(50)
Level 49: Bonfire -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod(3), P'Shift-End%(5)
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
2... 2.3 times the damage? Ughghghgh.... why you gotta make it hard. WHY YOU GOTTA MAKE IT SO HAAAAAAAAAAARD!
Heh, no, honestly, I should have expected as much, Hot feet's radius is UNREALISTICALLY huge, and well, if a Fire^3 blaster can leverage it and go so far even as to reccomend it, then I should be that much better off right? I mean, Elec has all that uh, like, defensive prowess, or something? In any case, I AM really attracted to aura powers based on the fact that they are INFINITE damage per activation time, because there IS no activation time, there's just something really attractive about "free" damage.
I like how I was talking about picking up Combat Jumping when I already had it. I don't even pay attention to my own powers! What kind of blaster am I even!?
I dunno how I feel about you mucking with my thunderous blast, though I can hash out the back and forth already:
You: "One cast of each of your AOE's already matches or exceeds TB, so maximizing it's availability is not at a premium, instead it takes a place as a situational crowd clearer, and with the recharge bonuses you have and the slotting I put in it, it should be up often enough to fulfill that role."
Me: "Oh."
Kismet To-Hit is neat, and I know I recently was waxing on about how a few points of to-hit can combine powerfully with high-order accuracy bonuses to produce good to-hit numbers even against deep purple foes. But, I might be tempted to use the spare slot to put a Blessing of Zephyr -KB in superspeed instead. I suppose I can always play it by ear, I don't think Plasma has burned up her 'Volta respecs yet.
I suppose other places I could get slots from include Fire Shield, and there is SORE TEMPTATION to drop it altogether for Blazing Aura again and go double-damage-aura-mania. I have a fairly low opinion of "shields on blasters", tending to prefer control to tanking (ironic considering I'm talking about stacking damage auras?), of course with honorable and exceptional mention to acknowledge +Def builds leveraging Ice/Scorpion shields.
In any case, thank you, you've given me a bit to chew upon, and a fresh perspective is always useful, even if only to contrast my own thinking against and see where the light comes through the holes.
Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.
Heh, no, honestly, I should have expected as much, Hot feet's radius is UNREALISTICALLY huge, and well, if a Fire^3 blaster can leverage it and go so far even as to reccomend it, then I should be that much better off right? I mean, Elec has all that uh, like, defensive prowess, or something? In any case, I AM really attracted to aura powers based on the fact that they are INFINITE damage per activation time, because there IS no activation time, there's just something really attractive about "free" damage.
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I dunno how I feel about you mucking with my thunderous blast, though I can hash out the back and forth already:
You: "One cast of each of your AOE's already matches or exceeds TB, so maximizing it's availability is not at a premium, instead it takes a place as a situational crowd clearer, and with the recharge bonuses you have and the slotting I put in it, it should be up often enough to fulfill that role." |
Kismet To-Hit is neat, and I know I recently was waxing on about how a few points of to-hit can combine powerfully with high-order accuracy bonuses to produce good to-hit numbers even against deep purple foes. But, I might be tempted to use the spare slot to put a Blessing of Zephyr -KB in superspeed instead. I suppose I can always play it by ear, I don't think Plasma has burned up her 'Volta respecs yet.
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I suppose other places I could get slots from include Fire Shield, and there is SORE TEMPTATION to drop it altogether for Blazing Aura again and go double-damage-aura-mania. I have a fairly low opinion of "shields on blasters", tending to prefer control to tanking (ironic considering I'm talking about stacking damage auras?), of course with honorable and exceptional mention to acknowledge +Def builds leveraging Ice/Scorpion shields.
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
For just about any blaster, any form of mitigation is better then no form.
Hot feet provides mitigation in the form of the 'running away cuz i'm on fire' aspect of the damage aura, and the built in slow allows you to effectively 'kite' melee mobs by just standing outside their range, and then forcing them to run out of your hot feet. Its tricky to do, but its amazing when it happens.
Tough/weave i wouldn't waste slots on, unless your build is lose enough to afford the throw away power boxing (or kick) but on a blaster, i feel damage is where its at.
Capping your HP should be #1 on just about any blaster. After the accolades, you need less then 10% from sets, and thats pretty easy to get without even trying. Don't go too overboard on it though, and keep track of how many HPs the accolades are giving you, so you barely hit the HP cap.
have you given any though to sapping? with a elec primary, it may be possible, especially with the Musculature alpha boost, to be able to drain enemys down, then kite them around with hot feet and burn and then melt their faces quickly while they attempt to brawl you to death.
I can't recommend fire mastery enough, Bonfire is good area control, and allows you to kite (throw a bonfire in a doorway, and blast things as they get KBed away from you) the hold is quick animating and can stack with the holds in elec/ and the rez is amazing. The added lethal/smash/fire/cold resistance in the shield can help out on a number of mobs, and it'll keep you up and active more often then you think (i can't count the number of times i've stayed alive with under 100 hp due to fire shield preventing just enough damage to allow me to kill things before they killed me.)
Combustion and fire sword circle are amazing. Think of Fire sword circle as the hard hitting, short range PBAoE, and combustion as the medium hitting, but longer range PBAoE. Both have comparable animation times (fire sword circle just seems faster, but its really only about a .25 seconds difference) but fire sword circle's radius is only 10ft, where combustion is 15ft.. They both have their uses, and with Aim and BU feeding them, you can have a pretty nice mini nuke every 10-ish seconds.
Just some food for thought on how you could build your elec/fire/*
Point taken on thunderous blast, and perhaps I should settle for giving up the posi's set bonus in the name of power functionality in less slots. The proc was in there to chase the set bonus, and because I already had ED capped damage and didn't value accuracy that highly in a 1.4 base power. I certainly wasn't attracted to it from a raw damage standpoint.
At first I was leery of your slotting on Hot Feet, but looking closer, you have respectable accuracy, and slowing, impressive end reduction, phenomenal damage, AND you fit a proc in it? Consider me impressed.
I suppose I shouldn't be SO quick to drop Fire Shield, because, yes, knowing deep down that I'm surviving even merely 20% more physical and fire damage before dying is a signifigant amount. I have 10.1% HP and so does your revamped version of the build, so capping HP with the accolades is within reach, though as yet I lack them.
On the topic of sapping, it's a road I've been down before, on both this character, and on my Kinetic/Electric defender, and I will say that I'm fairly well dissapointed. Pre-ED +200% End-Mod enhancement meant you could full-drain even-cons in one application of SC, and even now End-Mod slotted Tesla Cage is a powerful recovery lockdown tool, effective up to +3, and 96% effective on +4's, even if you couldn't hold the boss you were plinking at, it didn't matter, he's suffering massive endurance shortage.
However, now that 2 applications of even fully slotted+Musculatured Short Circuit are required to full-drain even +0 enemies, it just doesn't seem worth the sacrifice in damage for the power. And with 4 3-second-ish PBAOES to choose from (SC, Combust, FSC, Burn), Short Circuit gets beat out by all 3 of them for that honor too. It's regrettable, but I've moved on, and pseudo-dominator-ing with 2 ST holds and devastating damage is pretty fun too.
Giving up 11% recharge in the name of a much better slotted and better radius damage aura, and an extra slot in CJ that'll let me slot some KB protection is a trade I'll have to think about, but consider your arguments convincingly made.
Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.
I'd say that more of the hours spent on a toon is after 50 than before so I would of planned for being around 50s. I would with them AoEs relied on the ranged AoEs when I couldn't melee AoE and hope for not alot of times I couldn't melee AoE. The idea would be to have enough AoE def to go into a group thats all attacking some Brute, Tank or Scrapper whose a pretty solid aggro magnet and get all up there. Perhaps cage the controllers before entry.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
For a long time, I've had an Electric Blast/Fire Manipulation blaster waiting in the wings. And, slowly but surely, I've become at more and more of a loss as to what I should do with it.
When the character was originally concieved, I envisioned it as a "Sphere of death", capitalizing on the large number of PBAOE attacks available to the combination. This was well before I understood the difficulties those AOE attacks faced in the forms of long animations and slowly delivered DOT.
My most recent build for the character maximized click AOE's: She sported 6, Ball Lightning, Short Circuit, Combustion, Burn, Fire Sword Circle, and Repulsion Bomb. It turns out that yes, there IS such a thing as too many AOE attacks. And that number is 6. (I'm not counting thunderous blast, as I consider that more of a crowd control power with bonus XP attached to it )
So I hash and I hem and I haw and I waver, I've even cobbled together a modest Soloing build using Pyre mastery's Hold in conjunction with Tesla Cage, dialling back on the AOE's (Only 3, Ball Lightning, Burn, and Fire Sword Circle), utilizing Medicine's Aid-Self and slotting up Ring of Fire for a fairly complete ranged attack chain. It's passable, though merely frankenslotted.
But that still leaves me with my teaming build. I'd like it to be AOE focused, and I'm not really gearing toward survival.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Plasma Raine: Level 50 Technology Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(23), Decim-Dmg/Rchg:40(23), Decim-Acc/EndRdx/Rchg:40(25), Decim-Acc/Dmg/Rchg:40(25)
Level 1: Ring of Fire -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(19), Decim-Dmg/Rchg:40(19), Decim-Acc/EndRdx/Rchg:40(21), Decim-Acc/Dmg/Rchg:40(21)
Level 2: Lightning Bolt -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(15), Decim-Dmg/Rchg:40(15), Decim-Acc/EndRdx/Rchg:40(17), Decim-Acc/Dmg/Rchg:40(17)
Level 4: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(11), Posi-Dmg/Rchg:50(11), Posi-Dmg/Rng:50(13), Posi-Acc/Dmg/EndRdx:50(13)
Level 6: Fire Sword -- Mako-Acc/EndRdx/Rchg:50(A), Mako-Dmg/Rchg:50(7), Mako-Dmg/EndRdx:50(7), Mako-Acc/Dmg/EndRdx/Rchg:50(9), HO:Nucle(9)
Level 8: Super Speed -- Clrty-Stlth:50(A)
Level 10: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(27), Oblit-Dmg/Rchg:50(27), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(34)
Level 12: Aim -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-Rchg:50(36), RechRdx-I:50(36)
Level 14: Combustion -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(36), Oblit-Dmg/Rchg:30(37), Oblit-Acc/Dmg/Rchg:30(45), Oblit-Acc/Dmg/EndRdx/Rchg:30(45)
Level 16: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(37), RechRdx-I:50(37)
Level 18: Tesla Cage -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(39), BasGaze-Acc/Rchg:30(39), BasGaze-Rchg/Hold:30(39), EoCur-Acc/Hold:50(40)
Level 20: Blazing Aura -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(42)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(46)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 26: Maneuvers -- LkGmblr-Rchg+:50(A)
Level 28: Consume -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(29), P'Shift-EndMod/Acc/Rchg:50(29), P'Shift-Acc/Rchg:50(31), P'Shift-EndMod/Acc:50(31)
Level 30: Assault -- EndRdx-I:50(A)
Level 32: Thunderous Blast -- Posi-Dam%:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33), Posi-Dmg/Rng:50(33), Posi-Acc/Dmg/EndRdx:50(34), RechRdx-I:50(34)
Level 35: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(43)
Level 38: Vengeance -- LkGmblr-Rchg+:50(A)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(46), BasGaze-Rchg/Hold:30(46), BasGaze-Acc/EndRdx/Rchg/Hold:30(48), EoCur-Acc/Hold:50(48)
Level 44: Fire Shield -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(48), TtmC'tng-ResDam/EndRdx/Rchg:50(50)
Level 47: Rise of the Phoenix -- C'ngBlow-Dmg/Rchg:50(A), M'Strk-Dmg/Rchg:50(50), Sciroc-Dmg/Rchg:50(50)
Level 49: Bonfire -- RechRdx-I:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Defiance
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(5)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Rchg:50(3), P'Shift-EndMod:50(3), P'Shift-End%:50(5)
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Set Bonus Totals:
Ruminations: There is a temptation to get Tactics and run the "Chance for Build up" proc in it. Similarly, I'm tempted to do the same with the Decimation proc in one of my ranged attacks, because I'm slowly falling in love with damage buffs. For tactics I'd drop bonfire in a heartbeat, but for the Decimation proc I'm not sure where to pull a slot from. I'm not about to start metagaming and trying to buff my AOE's by pre-firing charged bolts as part of my buffing-chain (Aim+Build Up or what-have-you).
For set bonuses I eagerly chased Recharge, and modestly chased damage buffing. I don't make enough money to chase purples, at least, not today.
Blazing aura is better than any of the other click PBAOE's I skipped to take it (Short Circuit, I'm looking at you, guilty as I feel for skipping you.), and Hotfeet's side effects are merely irritating. +Level enemies will Purple-patch the slow down to nothing, and spread out of the already anemic PBAOE radii I'm sporting. I suppose I could probably find better uses for the slots/power pick, and am tempted to spread them elsewhere and take unslotted fly with a BOTZ -KB global in it. Thoughts? Damage auras are REALLY good supplemental damage, if you can stay in melee to apply them, so I'm hesitant to give it up. Or I could take uh... combat jumping? And mule in another +7.5% recharge, although I'm not really chasing perma-anything, more is always better right? Especially on the key long-timer powers like my nuke and my self-buffs?
Speaking of my nuke: Ugh. Posi's blast is terrible nuke slotting material. Someone tell me to slot it 3 Nucleolus and 3 recharge and ignore the set bonuses. Someone just say it out loud so I don't feel crazy for being tempted to do just that. Please?
The slots in Rise of Phoenix are non-negotiable, except for maybe adding more. I'm a PBAOE blaster trying to leverage blazing aura for crying out loud, even if I play like an expert, the power will see use. And nothin says lovin like massive damage on ressurection. It's also literally my favorite power in the game, bar none. Questions include: Should I instead go with Stun/Recharge frankenslotting? The fact that the 3 damage ticks are delivered with individual hits means that most enemies are flung out of the Radius before the second 2 ticks can even hit, so maximizing stun instead of damage sounds appealing. Should I add 1 more slot and put another (Is there another?) ___/Rech in?
Anyway, thoughts, flames, complaints, observations, punches in the gut, all welcome. You're even free to complain about me slotting ROTP.
Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.