REQUEST: Energy/MM or Energy/Energy blaster
Hi LiquorQ,
First off, welcome to the game and forums both
This is a very quickly thrown together build that's about as cheap as an IO build really gets (now watch as someone proves me wrong).
It gives you a decent start to defence and a couple of "escape hatches" at the higher levels in Personal Force Field and Force of Nature - PFF is more of a run away option whereas FoN is the go down fighting one.
You'll find that quite a lot of players in game are a little... ambivalent... about energy/energy blasters - especially the ones who like grouped bunches of enemies (knockback tends to scatter enemies all over the place) - mostly tanks with a few brutes/scrappers along with a few from other ATs as well, which is why I've gone for the energy/MM option of the 2 you've asked for.
One thing about knockback that can be turned about is Hover/Flight. If you're above an enemy then that knockback effect becomes more of a knockdown one. People tend to get a lot less stressy about it
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
LQ-B: Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Acc/Immob/Rchg(11)
Level 2: Energy Torrent -- KinCrsh-Acc/KB(A), KinCrsh-Acc/Dmg/KB(11), KinCrsh-Dmg/KB(13), KinCrsh-Dmg/EndRdx/KB(15), Det'tn-Acc/Dmg/EndRdx(43)
Level 4: Telekinetic Thrust -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(17), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(19), Acc-I(33)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34)
Level 8: Combat Jumping -- DefBuff-I(A), DefBuff-I(15)
Level 10: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(13)
Level 14: Psychic Scream -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(36), Det'tn-Acc/Dmg/EndRdx(37), Det'tn-Dmg/EndRdx/Rng(37)
Level 16: Concentration -- RechRdx-I(A), RechRdx-I(17)
Level 18: Power Push -- KinCrsh-Acc/KB(A), KinCrsh-Acc/Dmg/KB(42), KinCrsh-Dmg/KB(43), KinCrsh-Dmg/EndRdx/KB(43)
Level 20: Drain Psyche -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Heal/HP/Regen/Rchg(21), Adrenal-EndMod/Acc/Rchg(21), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(25), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam/Rchg(33), TtmC'tng-EndRdx/Rchg(48), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 26: Weave -- RedFtn-Def(A), RedFtn-EndRdx(27), RedFtn-Def/EndRdx(27), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(29)
Level 28: Maneuvers -- RedFtn-Def(A), RedFtn-EndRdx(31), RedFtn-Def/EndRdx(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(33)
Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(42), AdjTgt-ToHit/EndRdx/Rchg(42)
Level 32: Nova -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(40)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 38: Psychic Shockwave -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(45), M'Strk-Dmg/Rchg(45), M'Strk-Acc/EndRdx(45), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
Level 41: Personal Force Field -- EndRdx-I(A)
Level 44: Temp Invulnerability -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(46), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/Rchg(48), TtmC'tng-EndRdx/Rchg(50), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 47: Force of Nature -- RechRdx-I(A)
Level 49: Vengeance -- DefBuff-I(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)
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
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Defiant 50: Blonde Justice inv/ss; Lady Aminta emp/elec; Sierra Colt merc/traps; Tess LaCoyle elec/elec (blaster); Powerstorm elec/elec (brute);
Union 50: @Steel Dancer WP/DB; Blast Pulse Fire/Rad (corr); Bitter Twilight Earth/Psi (dom); Compassionate Emp/Psi;
Freedom 50: Incandescent Blaze ElecAm/Fire;
Thanks Steel Dancer. In the time it took for a response i managed to try my hand at both EN/EN and EN/MM. I really like EN/EN because the melee options are more "get out of my face" type skills, that and with build up and the increase range skill, there's quite a bit of utility and support to be had to an already strong primary.
A second question would be, how does EN/EN fair in terms of survivability? What are the survival oriented, if any, secondaries for blasters? In hindsight i would guess there are none since that's not the point of a blaster. BUT the knock downs are a REAL HUGE ENORMOUS help to me personally. As i have yet to be approached by a single enemy. I can grab groups of enemies and kill them quite efficiently.
I've tried scrappers and the combat for melee just seems to slow for me to bother with it anymore. So i've decided that blasters/corruptors are the way to go for me.
If you can suggest anything for EN/EN or give me general gameplay tips that would also be wonderful. Like i dunno, things to avoid/not do as an example right off the top of my head.
there are a few nrg/nrg(/nrg) builds in this thread:
http://boards.cityofheroes.com/showthread.php?t=274456
Knockback is kind of like a mini-game within the the game .
Don't:
-knock targets away from the melee ATs.
-scatter mobs to the four winds with your AoEs. This makes your teammates' AoEs less effective, because they are hitting far fewer targets with them. melee types, with their small PBAoEs, will find this particularly annoying. (you knew they were compensating for something, right?)
Do:
-focus on positioning before pewpewpewing
-walls and corners are your friends.
-hovering over a target can turn knockback into knckdown.
-sometimes you'll have to be restrained with your AoE's. If there's a source of -kb (several immobilize powers), wait for it before you unload.
-knock targets towards the melee ATs. knock targets away from squishies whose powersets are range-focused. (some controllers, doms and blasters work best in melee range.)
-if you kb it, kill it.
-shrug off the haters. haters gonna hate.
-have fun! nrg, imho, is the 'kablooey'-est set
an example of a fun team mini-game:
keep your eye on the melee players on your team. who among them seems to pick out new targets the quickest? After the team's initial burst of damage, blast the remaining baddies *at him*. if you're on your game, you'll be predicting his next target and tossing it at him. if he's on his game, he'll have an attack up and kill the baddie as it flies by. bonus points if he's using crane kick . If he misses, hop over him (and the baddie, so you're on the opposite side) and try again. If he's missing more often than hitting, pick a different meleer to play with. You won't be cranking out the kind of dmg and kill speed the fire blaster is. However, you will be more engaged, aware, and hopefully having more fun.
If lots of movement and attention to positioning sounds more like a waste of time than a jolly good time, nrg may not be for you.
Hey again
Pretty much everything EJI says there is good advice and well worth noting.
There are some great builds in that thread, although I dont think I'd be able to use the word cheap in connection to any of them (not with a straight face anyway ).
A couple of things I'd add before you see the new (and yet suspiciously similar) EN/EN build is about invention set levels. They dont have to be at the maximum level to be of the most use for you. Quite a lot of sets across my characters are actually around the 35 to 40 mark - the percentages between level 40 and level 50 IOs are minimal in real terms (but never let a min/maxer hear you say it) and it can be more useful overall if you exemplar (that's going to lower level than yours for missions - either via Ourobouros, Task/Strike forces or simply doing a mission with a lower level friend).
That all said, new cheap build ahoy:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
LQ-2: Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Ruin-Acc/Dmg/Rchg(48)
Level 1: Power Thrust -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(7), S'ngH'mkr-Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(9), F'dSmite-Acc/EndRdx/Rchg(17), F'dSmite-Acc/Dmg/Rchg(48)
Level 2: Energy Torrent -- KinCrsh-Acc/KB(A), KinCrsh-Acc/Dmg/KB(9), KinCrsh-Dmg/KB(11), KinCrsh-Dmg/EndRdx/KB(11)
Level 4: Build Up -- RechRdx-I(A), RechRdx-I(5)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Ruin-Acc/Dmg/Rchg(46)
Level 8: Combat Jumping -- DefBuff-I(A), DefBuff-I(17)
Level 10: Bone Smasher -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(19), S'ngH'mkr-Dmg/Rchg(19), S'ngH'mkr-Dmg/EndRdx/Rchg(21), F'dSmite-Acc/EndRdx/Rchg(21), F'dSmite-Acc/Dmg/Rchg(48)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(13)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 16: Conserve Power -- RechRdx-I(A), RechRdx-I(23)
Level 18: Power Push -- KinCrsh-Acc/KB(A), KinCrsh-Acc/Dmg/KB(27), KinCrsh-Dmg/KB(27), KinCrsh-Dmg/EndRdx/KB(29)
Level 20: Stun -- RzDz-Acc/Rchg(A), RzDz-Acc/EndRdx(31), RzDz-EndRdx/Stun(31), RzDz-Stun/Rng(31), RzDz-Acc/Stun/Rchg(33)
Level 22: Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(50), S'ngH'mkr-Dmg/Rchg(50), S'ngH'mkr-Dmg/EndRdx/Rchg(50)
Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(33), TtmC'tng-EndRdx/Rchg(33), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(34), TtmC'tng-EndRdx(34)
Level 26: Weave -- RedFtn-Def(A), RedFtn-EndRdx(36), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37)
Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(29)
Level 30: Maneuvers -- RedFtn-Def(A), RedFtn-EndRdx(37), RedFtn-Def/EndRdx(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39)
Level 32: Nova -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(40), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(42)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(36)
Level 38: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(43)
Level 41: Personal Force Field -- RechRdx-I(A)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(45), TtmC'tng-EndRdx/Rchg(45), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(46), TtmC'tng-EndRdx(46)
Level 47: Force of Nature -- RechRdx-I(A)
Level 49: Vengeance -- DefBuff-I(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
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
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Defiant 50: Blonde Justice inv/ss; Lady Aminta emp/elec; Sierra Colt merc/traps; Tess LaCoyle elec/elec (blaster); Powerstorm elec/elec (brute);
Union 50: @Steel Dancer WP/DB; Blast Pulse Fire/Rad (corr); Bitter Twilight Earth/Psi (dom); Compassionate Emp/Psi;
Freedom 50: Incandescent Blaze ElecAm/Fire;
there are a few nrg/nrg(/nrg) builds in this thread:
http://boards.cityofheroes.com/showthread.php?t=274456 |
I also noticed a lot of those builds take power bolt, myself personally when i started my character have chose to take this skill. A low cool down attack like this is exactly what i was looking for to spice up combat.
Also thanks again steel dancer. That looks like a solid build for me to follow. What's your opinion on sniper shot? I was off put by it because of the "cast time". But it seemed like a solid skill otherwise. Sorry if i'm a bit picky or anything. I like to explore all options when looking into this kind of thing :P
Sniper is OK, especially in your 20s when you can combine your build-ups and one shot minions with it. It holds some nice sets, too.
However, it's not useful except as an opener because of its very long cast time and interruptability. Also worth noting is that the kb in this power will make it difficult to get single pulls. When you knock a baddie down, his buddies seem to notice.
Also, plainguy's (very good) build is pretty reasonable cost-wise, the numina +/+ (the rest of that set is moderately pricey), lotg +recharges, and arguably the reactive armors are the pricey bits. I'd consider the numi proc an essential but the rest can wait until you can afford it without affecting performance too much. If cost is an issue, try buying some of the sets at level 43-47 instead of 50. This is especially true of that numi set, health is so overslotted that the enhancement levels scarcely matter (excused for the very nice 3.75% ranged def bonus).
I think you'll want both blast and bolt (and burst) to have a continuous ranged attack chain.
edit to add: as a new player, you'll have trouble following Steel Dancer's build- hover is a prerequisite for fly unless you're a vet of some standing. Dropping CJ for hover should resolve this.
Sniper is OK, especially in your 20s when you can combine your build-ups and one shot minions with it. It holds some nice sets, too.
However, it's not useful except as an opener because of its very long cast time and interruptability. Also worth noting is that the kb in this power will make it difficult to get single pulls. When you knock a baddie down, his buddies seem to notice. Also, plainguy's (very good) build is pretty reasonable cost-wise, the numina +/+ (the rest of that set is moderately pricey), lotg +recharges, and arguably the reactive armors are the pricey bits. I'd consider the numi proc an essential but the rest can wait until you can afford it without affecting performance too much. If cost is an issue, try buying some of the sets at level 43-47 instead of 50. This is especially true of that numi set, health is so overslotted that the enhancement levels scarcely matter (excused for the very nice 3.75% ranged def bonus). I think you'll want both blast and bolt (and burst) to have a continuous ranged attack chain. edit to add: as a new player, you'll have trouble following Steel Dancer's build- hover is a prerequisite for fly unless you're a vet of some standing. Dropping CJ for hover should resolve this. |
You won't be cranking out the kind of dmg and kill speed the fire blaster is. However, you will be more engaged, aware, and hopefully having more fun.
If lots of movement and attention to positioning sounds more like a waste of time than a jolly good time, nrg may not be for you. |
EJIs' description pretty much covers sniper shot pro & con areas. I'll normally pick up a sniper power if there's nothing more fun to put there instead of it .
Feel free to ask any questions you feel you need to ask - there are no foolish questions remember
The hover prereq for flight is a pre-Freedom/i21 thing. It used to be that you'd need to pick hover (or Air Superiority) from 6th level so you could choose Flight at 14th level. With Freedom you can get any travel power at 4th (thus endeth the history lesson).
And you should always play around with and poke at a build to make it something that's fully yours and are totally happy with. There are no bad builds (ok, except that willpower scrapper who picked up all the powers in the leadership, medicine & presence pools 'cause he thought it'd be more survivable than a defender. That was bad. Annnyway ).
But a build is always better when it feels like it's your build.
Laters
Defiant 50: Blonde Justice inv/ss; Lady Aminta emp/elec; Sierra Colt merc/traps; Tess LaCoyle elec/elec (blaster); Powerstorm elec/elec (brute);
Union 50: @Steel Dancer WP/DB; Blast Pulse Fire/Rad (corr); Bitter Twilight Earth/Psi (dom); Compassionate Emp/Psi;
Freedom 50: Incandescent Blaze ElecAm/Fire;
And you should always play around with and poke at a build to make it something that's fully yours and are totally happy with. There are no bad builds (ok, except that willpower scrapper who picked up all the powers in the leadership, medicine & presence pools 'cause he thought it'd be more survivable than a defender. That was bad. Annnyway ).
But a build is always better when it feels like it's your build. Laters |
I've also been trying corrupters. But again, i find it hard to get a combination down that's good at soloing, and is wanted in a team. I like the energy primary obviously, and the secondaries that i find are neat are kinetics, sonic res, radiation, and dark miasma. But i can't figure out a good primary that fits conceptually, and that just works. I was thinking electric/time, the concept seems to fit my design, but i wonder how well it actually works.
Here's a very defensive build I'm currently using. I stay in range so people don't complain about KB and plus it gives me that extra defense that i love so much.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Speedy Wu Defense: Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Power Blast
- (A) Thunderstrike - Accuracy/Damage
- (5) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Damage/Recharge
- (7) Thunderstrike - Accuracy/Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Endurance
- (9) Thunderstrike - Damage/Endurance/Recharge
- (A) Explosive Strike - Damage/Knockback
- (34) Explosive Strike - Accuracy/Knockback
- (36) Explosive Strike - Chance for Smashing Damage
- (A) Thunderstrike - Accuracy/Damage
- (11) Thunderstrike - Damage/Endurance
- (11) Thunderstrike - Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Endurance
- (15) Thunderstrike - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (25) Kinetic Combat - Damage/Endurance
- (25) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (45) Crushing Impact - Accuracy/Damage/Endurance
- (45) Stupefy - Accuracy/Endurance
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (17) Thunderstrike - Damage/Endurance
- (17) Thunderstrike - Damage/Recharge
- (19) Thunderstrike - Accuracy/Damage/Recharge
- (19) Thunderstrike - Accuracy/Damage/Endurance
- (21) Thunderstrike - Damage/Endurance/Recharge
- (A) Rectified Reticle - To Hit Buff/Recharge
- (50) Rectified Reticle - Increased Perception
- (A) Mako's Bite - Accuracy/Damage
- (37) Mako's Bite - Damage/Endurance
- (37) Mako's Bite - Damage/Recharge
- (39) Mako's Bite - Accuracy/Endurance/Recharge
- (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (46) Mako's Bite - Chance of Damage(Lethal)
- (A) Celerity - +Stealth
- (15) HamiO:Microfilament Exposure
- (A) Force Feedback - Chance for +Recharge
- (23) Positron's Blast - Accuracy/Damage
- (23) Positron's Blast - Damage/Endurance
- (37) Positron's Blast - Accuracy/Damage/Endurance
- (46) Positron's Blast - Damage/Recharge
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Accuracy IO
- (A) Stupefy - Accuracy/Recharge
- (42) Stupefy - Endurance/Stun
- (43) Stupefy - Accuracy/Endurance
- (43) Stupefy - Stun/Range
- (43) Stupefy - Accuracy/Stun/Recharge
- (45) Stupefy - Chance of Knockback
- (A) Thunderstrike - Accuracy/Damage
- (27) Thunderstrike - Damage/Endurance
- (27) Thunderstrike - Damage/Recharge
- (29) Thunderstrike - Accuracy/Damage/Recharge
- (31) Thunderstrike - Accuracy/Damage/Endurance
- (31) Thunderstrike - Damage/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (29) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Force Feedback - Chance for +Recharge
- (48) Positron's Blast - Accuracy/Damage
- (48) Positron's Blast - Damage/Endurance
- (50) Positron's Blast - Accuracy/Damage/Endurance
- (50) Positron's Blast - Damage/Range
- (A) Explosive Strike - Damage/Knockback
- (33) Explosive Strike - Accuracy/Knockback
- (33) Explosive Strike - Chance for Smashing Damage
- (33) Eradication - Damage
- (34) Eradication - Damage/Recharge
- (34) Eradication - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (36) Red Fortune - Defense
- (36) Red Fortune - Defense/Endurance
- (A) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Damage/Recharge
- (40) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
- (A) Red Fortune - Defense
- (42) Red Fortune - Defense/Endurance
- (42) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Kismet - Accuracy +6%
- (A) Endurance Reduction IO
------------
Level 1: Brawl
- (A) Accuracy IO
Level 1: Sprint
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
Level 2: Swift
- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (5) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (3) Performance Shifter - Chance for +End
- (3) Endurance Modification IO
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Uh i meant to say that I "stay in hover" lol
I have an Energy/Energy blaster on the villian side of the game. I focused my build on Ranged defense with average smashing and lethal defense. (defense = I dont get hit as often)
Here's a thread I made on my energy/energy blaster. The first build that's posted isn't a great one, I have another one posted further down the line that is the build that i'm using currently. Read through some of the comments because these guys have ALOT of good strategies and tips for Energy/Energy
http://boards.cityofheroes.com/showt...ight=Bionut911
I have an Energy/Energy blaster on the villian side of the game. I focused my build on Ranged defense with average smashing and lethal defense. (defense = I dont get hit as often)
Here's a thread I made on my energy/energy blaster. The first build that's posted isn't a great one, I have another one posted further down the line that is the build that i'm using currently. Read through some of the comments because these guys have ALOT of good strategies and tips for Energy/Energy http://boards.cityofheroes.com/showt...ight=Bionut911 |
I took a look at the thread and 2billion for an enhancment is off putting. Again i need something cheap. Ordius's build seems solid. I had a look at it too.
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If you have any questions about it, I'd be glad to answer 'em. It was a fairly cheap build to assemble, but I had no patience with the market so I ended up paying more than I needed to pay. But with liberal use of Hero/Villain Merits and Reward Merits, I'm sure you could keep the costs down.
Characters
Bound Kitty: Cl/Regen Scrap lvl 50! Unified Kitty: PB lvl 50! Jenoma: Eng/Pain Corr lvl 50! Operative Jenoma: Fort lvl 50! Alicia Steele: KM/WP Scrap lvl 50! and others on Pinnacle/Virtue! @Bound Kitty on Live/Beta
But MM and Energy seem like the only fitting secondaries for my concept. I'd preferably like the build to be cheap. As i'm a new player with empty pockets. Thank you.