Dual Pistols/Fire Help
The numbers on Combustion aren't alot different from FSC, but I'd probably skip it (I really don't want two 3sec animation powers)
Blazing Aura seems skippable. Damage aura's have a high end usage, and on a fire manip blaster the mobs shouldn't be around long enough for Blazing Aura to add up.
Hot Feet covers 6 times the area of Blazing Aura, but the fear affect from the slow doesnt really mesh well with FSC and Burn. I'm not sure if i'd skip this tho..I'd prolly just turn it off and on as needed.
This might be a good build to go for defense. I'd definitly cap your HP (1606)
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
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Level 48 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Speed
Hero Profile:
Level 1: Dual Wield -- Empty(A)
Level 1: Ring of Fire -- Empty(A)
Level 2: Pistols -- Empty(A)
Level 4: Empty Clips -- Empty(A)
Level 6: Swap Ammo
Level 8: Combat Jumping -- Empty(A)
Level 10: Bullet Rain -- Empty(A)
Level 12: Fire Sword Circle -- Empty(A)
Level 14: Hasten -- Empty(A)
Level 16: Super Speed -- Empty(A)
Level 18: Executioner's Shot -- Empty(A)
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Incendiary Ammunition
perma jump is ---> /up 1
If you wanted sm/leth soft cap and didn't mind Frozen Armor you could do something like this.
Hero Plan by Mids' Hero Designer 1.942
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: Speed
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Pistols -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg/Rchg(43)
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Acc/Immob/Rchg(3), Enf'dOp-Acc/Immob(5), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Immob/Rng(43)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Empty Clips -- Acc-I(A), HO:Centri(11), HO:Centri(17), HO:Centri(19), Achilles-ResDeb%(19), FrcFbk-Rechg%(31)
Level 6: Swap Ammo
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Bullet Rain -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(21), Dmg-I(25), ExStrk-Dam%(29), ImpSwft-Dam%(31), FrcFbk-Rechg%(31)
Level 12: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-%Dam(17)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 18: Executioner's Shot -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Acc/Dmg/Rchg(37), HO:Centri(40)
Level 20: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-Rchg(37)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), EndRdx-I(43)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Rchg+(27), LkGmblr-Def/EndRdx/Rchg(29), Ksmt-ToHit+(36)
Level 28: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(33), P'Shift-EndMod/Acc/Rchg(34)
Level 30: Acrobatics -- Empty(A)
Level 32: [Empty] -- Empty(A)
Level 35: [Empty] -- Empty(A)
Level 38: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-%Dam(40)
Level 41: Flash Freeze -- Empty(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Hoarfrost -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal(48), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(50)
Level 49: Hibernate -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(33), EndMod(34)
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Incendiary Ammunition
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perma jump is ---> /up 1
Fire Sword Circle is hard hitting and fairly fast but only hits things in melee range, while Combustion is slower (especially since it's a DoT) but has a larger radius so usually hits more targets. I went with both (and no Fire Breath) on my Fire/Fire Blaster but she's built to pretty much permanently stay in melee range. For a DP/Fire Blaster I'd only take one of them though, since presumably you'll be spending a fair amount of time at range... probably FSC since it does more burst damage. I'd definitely skip Blazing Aura since anything in range of it is going to be in range of Burn and should generally have a life expectancy of about 0.2 seconds. Hot Feet is nice though, since it hits a large area and can provide a bit of mitigation by making things run away (a bit of Slow enhancement helps keep them in PBAoE range). On the other hand it's an end hog so if you plan to mainly fight at range and just move in for a few seconds at a time to use PBAoEs I'd skip it.
You may want to go with Smashing/Lethal defense with some ranged defense to back it up if you solo a lot. If you don't mind going redside long enough to take patron powers then Scorpion Shield is fantastic, or else you can go with the Ice epic (though I absolutely hate the walking ice cube look on a fire character). Another option is to go Force Mastery for Force of Nature and Temp Invulnerability and build for some decent ranged defense, or even Flame Mastery and go with Fire Shield and Rise of the Phoenix (which turns faceplants into mini-nukes).
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 have seen a few builds recently for this, but no one ever seems certain. I am level 19, definitely going to end up respecing (have multiple free ones). But so far I have...
(1): Dual Wield
(1): Ring of Fire
(2): Pistols
(4): Empty Clips
(6): Swap Ammo
(8): Combat Jumping
(10): Bullet Rain
(12): Fire Sword Circle
(14): Hasten
(16): Super Speed
(18): Executioner's Shot
I tend to play on teams, but I like being able to fight solo. I mainly need help on understanding which powers to take and which ones to skip. Example: Fire Sword Circle vs. Combustion dilemma. (I have know idea about all that.) Also, I really don't know what travels/pools to take. I just did some filler with what I thought was ok. Thanks so much!
*****Heroes*****
Dark Smudge-Dark/Dark Def-50
Implementor-Fire/Kin Troller-50
Toxic Britney-Ill/Rad Troller-34
Sister Neutron-Emp/Rad Def-30
Mentalia Waves-Son/Psy Def-25
*****Villians*****
Lady Kunochi-Ninja/Posion MM-41