AR/NRG build help
Hi there. I'm glad to see another AR/Eng blaster. I've got a group build that I use constantly. It's mainly built around perma-hasten that way I can have a wonderful damage output for both AV/EB/GM and aoe Godlike build.
As for agro, I never really have an issue with agro, you just have to be cautious of the tanks taunts. I usually don't attack until I see the first aoe taunt, after that I usually don't have a problem.
Hope this helps!
http://boards.cityofheroes.com/showthread.php?t=276566
Im sorta newish at the game so im not sure if this is the best place to post this. I have done a lot of research to try and come up with a suitable build and pick appropiate goals.
Right now the build is geared towards group play, forgoing using sets to rack up defense and instead using the super speed threat reduction plus staying atleast at ~70 range to ease up aggro and thus incoming damage.
The sets picked were done thinking of accuracy bonuses and recharge. Why accuracy and recharge? So i could cram in more damage/range/procs into attacks and leave recharge and accuracy solely to global recharge and global accuracy when possible.
The cornerstone of the build is buckshot with the highest ranged damage per animation of the build and a force feedback +recharge (5% chance of 100% recharge for 5 seconds). With a 2.4s cd on buckshot and a 10 target cap the proc should be going on at a fairly high rate. Flame thrower and full auto help fill out the aoe rotation.
Buckshot/slug/burst/ignite are used for the single target rotation.
However I'm not sure if this is the best way to get the most damage out of the build. (I didn't focus on +dmg set bonuses) or even if its a practical build to play with my expectations. Also I'm not completely sure I picked the right sets for the bonuses I was going for or the right goals (maybe skipping on defense is too risky even in team play).
Some things of note are that with the recharge proc, building for recharge is kinda overkill and doesnt feel so good since theres diminishing returns due to the formula used. Also, 125 range power boosted aoe immob seems kinda hillarious :x Also thought of using bonfire to keep stuff away.
Can I get some feedback and suggestions on the build?
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Burst -- LdyGrey-%Dam(A), Achilles-ResDeb%(3), ShldBrk-%Dam(3), Decim-Build%(5), Apoc-Dmg(5), Dmg-I(7)
Level 1: Power Thrust -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 2: Buckshot -- FrcFbk-Rechg%(A), ExStrk-Dam%(11), Posi-Dam%(11), JavVoll-Dam%(13), Dmg-I(13), HO:Centri(15)
Level 4: Slug -- ExStrk-Dam%(A), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/EndRdx(19), Thundr-Acc/Dmg/EndRdx(21), Thundr-Acc/Dmg(21)
Level 6: Energy Punch -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(31), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33)
Level 8: Build Up -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(27)
Level 10: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 14: Super Speed -- Zephyr-ResKB(A), EndRdx-I(33), EndRdx-I(34)
Level 16: Conserve Power -- RechRdx-I(A), RechRdx-I(34)
Level 18: Flamethrower -- JavVoll-Dam%(A), Posi-Dam%(34), Posi-Dmg/Rng(36), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(37)
Level 20: Assault -- EndRdx-I(A), EndRdx-I(37)
Level 22: Tactics -- HO:Cyto(A), HO:Cyto(23), HO:Cyto(37)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Ignite -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(39), Posi-Dmg/Rchg(39), Posi-Dmg/EndRdx(39), Posi-Acc/Dmg(40)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Full Auto -- Posi-Dam%(A), JavVoll-Dam%(40), Posi-Dmg/Rng(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg/EndRdx(43)
Level 35: Boost Range -- EndRdx-I(A)
Level 38: Scorpion Shield -- LkGmblr-Rchg+(A), Ksmt-ToHit+(43), Ksmt-Def/EndRdx(43), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(45)
Level 41: Web Envelope -- GravAnch-Hold%(A), GravAnch-Immob(45), GravAnch-Acc/Immob/Rchg(46), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(46)
Level 44: Summon Spiderlings -- S'bndAl-Build%(A), S'bndAl-Dmg(48), S'bndAl-Acc/Dmg/Rchg(48), S'bndAl-Acc/Rchg(48)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def/EndRdx(50), LkGmblr-EndRdx/Rchg(50)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 50: Musculature Core Paragon
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Panac-Heal/+End(A), Numna-Regen/Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(17), EndMod-I(17)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run