Blaster needs more endurance
Well, you're running a bunch of toggles, none of which have any endurance reduction in them.
Combat Jumping is massively overslotted. The difference between 0 Defbuff and 3 Defbuff in that power is like 1% less damage taken. Unless you have some future plan to put IOs into it, drop 2 slots out and put them into one of the other toggles with an EndRed in each.
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You already have Targeting Drone, so there's no need for Tactics. And speaking of which, you should put an End Red in Targeting Drone.
Aside, no Cloaking Device?
Teams are the number one killer of soloists.
Gonna try to make this simple ( Try being the keyword ).
You defenses are pitiful so no need to pick up the defenses. I understand that you might be not going the defense route but the status defense route. But hear me out.
This is how my build is going to work for you.
Since your running SO's only your going to basically go as much fire power as you can. You really have nothing to loose at this point. As I mentioned your not going to do anything with the defense powers for defense reasons and anything else status protection wise you can just get a tray of Break Free inspirations.
Assuming your Hero you go to shadow shard and pick up a jet pack for flight reasons.
Cloaking device and Super speed ( Super Speed has a minor stealth component that stacks with cloaking device ) are going to give you stealth to everything except snipers and Rikti Drones. So now you can zip around missions unseen by many mobs. What you can do is now toss a smoke grenade at Rikti drones to blind them as you zip by or to "Toe Bomb" ( we will get to that ). Now with cloaking device on and super speed active you can turn on your jet pack and fly around and still be afforded the same stealth ability even though your moving slower per say.
Hasten, You will not be perma. But I would just to put this on auto fire ( I THINK its holding down shift key and clicking on the power to get a green ring around the power ). If I am wrong someone correct me here on the auto fire option. What is going to happen though is as you play, you will have faux perma hasten. Basically what is going to happen is time to time you fire off a power and have a chance to drop the same power again because it recharged up faster then the duration. Think something along Caltrops and Trip mine and being able to fire off Cryo Freeze ray to hold 2 mobs.
Toe Bombing - This is described as someone who runs up to a group of mobs in stealth mode as described above and drops a time bomb at the groups feet. The player then zip back or even backwards and then quickly fires off Full auto on the group as the time bomb goes off, thus killing the group or just about all of them. If that does not work Flame Thrower is the next usually up in the attack chain to finish off the survivors.
In a group setting where toe bombing might not be that effective you can bring up gun drone to help out with your dps.
Finally if for some reason you can't toe bomb yet again or you on a team and a bunch of mobs from several groups are coming in. You can fire off Auto fire and LRM.
Caltrops is pretty much the tool you use to drop NOT ON TOP OF YOU but in front of you. So the mobs will keep away from you. Dropping Ignite on top yourself also works. At least if they want to get in close they will get some damage.
Finally you have a heal.
Of course you do not have any endurance issues.
Hero Plan by Mids' Hero Designer 1.952
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Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Dmg(A), Dmg(7), Dmg(7), Acc(9), Acc(13)
Level 1: Web Grenade -- Slow(A), Acc(13)
Level 2: Slug -- Dmg(A), Dmg(17), Dmg(17), Acc(19), Acc(19)
Level 4: Buckshot -- Dmg(A), Dmg(21), Dmg(21), Acc(25), Acc(46)
Level 6: M30 Grenade -- Dmg(A), Dmg(25), Dmg(31), Acc(34), Acc(46)
Level 8: Caltrops -- Slow(A), Slow(9), RechRdx(40)
Level 10: Targeting Drone -- ToHit(A), ToHit(11), EndRdx(11), ToHit(45)
Level 12: Boxing -- Empty(A)
Level 14: Hasten -- RechRdx(A), RechRdx(15), RechRdx(15)
Level 16: Smoke Grenade -- ToHitDeb(A), ToHitDeb(36), ToHitDeb(36)
Level 18: Flamethrower -- Dmg(A), Dmg(36), Dmg(37), Acc(37), Acc(37)
Level 20: Cloaking Device -- EndRdx-I(A)
Level 22: Tough -- ResDam(A), ResDam(23), ResDam(23)
Level 24: Sniper Rifle -- Dmg(A), Dmg(42), Dmg(43), Acc(43)
Level 26: Ignite -- Dmg(A), Dmg(27), Dmg(27), Acc(43)
Level 28: Trip Mine -- Dmg(A), Dmg(29), Dmg(29), Acc(31), Acc(31), RechRdx(46)
Level 30: Super Speed -- Run(A)
Level 32: Full Auto -- Dmg(A), Dmg(33), Dmg(33), Acc(33), Acc(34), RechRdx(34)
Level 35: Aid Other -- Heal(A)
Level 38: Gun Drone -- Dmg(A), Dmg(39), Dmg(39), Acc(39), Acc(40), RechRdx(40)
Level 41: Aid Self -- IntRdx(A), Heal(42), Heal(42), Heal(48)
Level 44: Body Armor -- ResDam(A), ResDam(45), ResDam(45)
Level 47: Cryo Freeze Ray -- Hold(A), Hold(48), Acc(48)
Level 49: LRM Rocket -- Dmg(A), Dmg(50), Acc(50), RechRdx(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal(A), Heal(5), Heal(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
With Targeting Drone, I'd recommend that 1 Acc in all the attacks turns into an EndRed.
Long-Range Missile Rocket should drop the Rech for a Dam.
Drop Boxing/Tough to move up Super Speed and Medicine.
Drop Aid Other for Stimulant (useful with just an IntRed). Aid Self wants an EndRed as well.
Grab Combat Jumping and Assault for your open picks. Both are one-slot wonders, CJ grabs a Jump, and Assault an EndRed.
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I'd keep the Aid Other. It comes in useful to top off those combat hostages who go nuts after you rescue them.
Teams are the number one killer of soloists.
Well, you're running a bunch of toggles, none of which have any endurance reduction in them.
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Going after defense with SOs is probably a lost cause. Without IOs, it's almost impossible to get maximal defense (what they call soft-capping) with a blaster. You're currently sitting at 8%, which means that an average minion has a 42% chance of hitting you instead of a 50% chance. That's not a really big improvement.
Unless you have a big base of defense from a combination of IOs, Frozen Armor or Scorpion Shield, and Weave, or a similar build for Ranged defense, that 8% isn't going make a substantial difference. Even if you did take Combat Jumping, Boxing/Tough/Weave and Scorpion Shield you would still only have 28.1% Smash/Lethal defense (11.7% vs. most other types), which would give minions a 21.9% chance of hitting you with Smash/Lethal damage (the most common), which means that about 2 out of 10 shots will hit you instead of 5 out of 10. Which is decent enough, but the question is whether that's worth the other sacrifices you have to make.
Tactics is kind of redundant with Targeting Drone, though it does provide Confuse and Fear protection. I'd dump it myself, but if you want to keep it you should two-slot it with End Red, and also two-slot Assault with End Red if you don't already have that.
Personally, I'd also go the Cloaking Device/Super Speed route to get effective invisibility, pick up Trip Mine, and dump Leadership altogether, perhaps keeping Assault.
In this game you generally get the most effective SO builds if you follow the mindset of the devs when they designed the powers. AR/Devices is designed for stealthed toe bombing. Going against that mindset requires an IO-based build that's probably fairly expensive.
I've had my AR/Dev 6 years+, I remember what it was like, with the good power choices the OP has made I would of done this:
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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.
Keep Assault but drop Tactics because /Device blasters already have access to Targeting Drone. Other than that one end reducer in each toggle (exception being combat jumping as that is end friendly as is). Don't bother putting two end reducers in a toggle though because at that point you are better off putting a fourth slot into stamina instead.
From a survivability perspective I would choose Acro over Maneuvers.
Hope this helps!
Should be noted that Assault is end hungry by itself, but typical slotting using SOs would be 2 acc/3 dam/1 end reduction when running hasten for your attacks - might get by with 1 acc with fully slotted targetting drone (put at least one end cost in targetting drone.) Personally I never slot acc for nukes - most nukes have higher accuracy than most attacks in the game and nearly everyone will hit aim+buildup OR in this case be running targetting drone and eat yellows and reds before full auto. Combat Jumping is overslotted. Maneuvers is unnecessary - all of those combined won't really keep you alive. Using Body Armor + Tough together might get you some additional survivability by a little bit with decent use of Aid Self here and there.
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If you keep tough and Body armor I would consider slotting up health, but some people feel otherwise.
I am a premium player that uses only SO. With this build I am burning through endurance very quickly at 50. Suggestions to improve endurance?
http://www.cohplanner.com/mids/downl...89FF027CB0AE12
Hero Plan by Mids' Hero Designer 1.952
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: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Dmg(A), Dmg(3), Dmg(3), Acc(5), EndRdx(5), RechRdx(46)
Level 1: Web Grenade -- Immob(A)
Level 2: Slug -- Dmg(A), Dmg(7), Dmg(7), Acc(9), EndRdx(9), RechRdx(45)
Level 4: Caltrops -- Slow(A)
Level 6: Buckshot -- Dmg(A), Dmg(11), Dmg(11), Acc(13), EndRdx(13), RechRdx(46)
Level 8: M30 Grenade -- Dmg(A), Dmg(15), Dmg(15), Acc(17), EndRdx(17)
Level 10: Beanbag -- Dsrnt(A), Dsrnt(40), Dsrnt(40)
Level 12: Targeting Drone -- ToHit(A), ToHit(19), ToHit(19)
Level 14: Hover -- Flight(A)
Level 16: Fly -- Flight(A)
Level 18: Sniper Rifle -- Dmg(A), Dmg(21), Dmg(21), Acc(23), EndRdx(23)
Level 20: Flamethrower -- Dmg(A), Dmg(25), Dmg(25), Acc(27), EndRdx(27), RechRdx(43)
Level 22: Smoke Grenade -- ToHitDeb(A), ToHitDeb(42), ToHitDeb(43)
Level 24: Hasten -- RechRdx(A), RechRdx(29), RechRdx(29)
Level 26: Ignite -- Dmg(A), Dmg(31), Dmg(33), Acc(33), EndRdx(36)
Level 28: Combat Jumping -- DefBuff(A), DefBuff(36), DefBuff(36)
Level 30: Assault -- RechRdx(A), RechRdx(37)
Level 32: Full Auto -- Dmg(A), Dmg(33), Dmg(34), Acc(34), EndRdx(34), RechRdx(43)
Level 35: Maneuvers -- DefBuff(A), DefBuff(37), DefBuff(37)
Level 38: Gun Drone -- Dmg(A), Dmg(39), Dmg(39), Acc(39), EndRdx(40), RechRdx(46)
Level 41: Body Armor -- ResDam(A), ResDam(42), ResDam(42)
Level 44: Surveillance -- DefDeb(A), DefDeb(45), DefDeb(45)
Level 47: LRM Rocket -- Dmg(A), Dmg(48), Dmg(48), Acc(48), EndRdx(50)
Level 49: Tactics -- ToHit(A), ToHit(50), ToHit(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(31), EndMod(31)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run