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Lots of secondaries would work.
Rad - self heal, self buff, and the big 3 rad debuffs. Enervation field + your cones will do good damage.
Storm - a great secondary to keep stuff away from you at range. Also freezing rain + your attacks.
Dark - already mentioned. Good solid choice. Lots of controls as well + a good pet.
Cold - plays a bit like storm but with more slows and other debuffs. Sleet + your attacks.
If you're seeing a pattern here, I'd recommend a secondary that have -res and other debuffs. They help a lot more since AR doesn't get the benefit of aim. -
Quote:You have to give us more details than that. How much are you willing to spend? SR IO builds can range from pretty cheap to extremely expensive. What aspects are you trying to emphasize...I'm assuming you're going for a softcap build but you may not be...So.. I finally decided to IO out my 50 Kat/SR.. but the problem is.. I have absoloutly no idea what IO sets to use.. so I turn to the acknowledged experts.. name-less people on an internet forum!
Thanks in advance for any advice..
Also, this thread should probably cover most of what you're asking...it's just a few threads below yours. -
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TA/Sonic Blast Defender - A high damage soloer and a great team debuffer. It's probably what I'll roll up next after my current group of lowbies hit 50. When i16 rolls around, you could go Sonic/TA, but I actually like the defender version better - it's has stronger debuffs and the damage for a defender is excellent.
Ice/SS Tanker - Probably the only tanking build I've ever enjoyed. Great mitigation in defense, slows and the big heals. Good damage, no endurance problems after energy absorption, no need to take taunt because of chilling embrace and icicles.
AR/Mental Blaster - What I'm currently working on. Three AoE cones by level 10 makes you able to pump out AoE damage early. My build also dips into the presence pool so you can double stack fear with scare and intimidate. I call this the You Scream Cone build (yeah, I know, cheesy).
Electric/Ninjitsu Stalker - It's probably one of the best team oriented stalkers villain side due to the fact it has great AoEs. Lightning Rod also doesn't break hide, so you can AoE then still AS the boss. Ninjitsu also has tons of tricks and toys.
DM/Shield Scrapper - it's a scrapper FOTM but with good reason. It's a beast of a build that combines the mitigation of shields with a self heal in DM. Currently ranked one of (if not the highest) as the highest dps scrapper build around.
Earth/Thorns Dom - a stones and sticks (yeah, another cheesy joke) build which combines the crowd control capability of earth with the AoEs of thorny assault.
Storm/Ice Defender - a thematic choice which also has a lot of power. Freezing rain + ice storm (which is blaster strength) is quite nasty. -
Quote:That's not just a problem with illusion or even controllers in general. Teams that are AoE heavy will tend to wipe out most minion heavy mobs in seconds. Even tanks/scrappers have that problem if they're paired with a couple of good AoE blasters which can kill groups from range.Sure I can use ST, but most of the time half a group is dead before I even can get it summoned.
Save your PA for really hard targets or when you're running a team without tanking, you can tank with your pets. I find illusion controllers excellent in taking the alpha on teams full of squishies. -
Quote:I won't argue personal choice, but CJ-SS would be IMO be more effective in what you're trying to do and would work on more maps. I can think of many maps - the narrow Council passage ways in the Khan TF and the caverns in the ITF where hovering wouldn't work well.I don't enjoy the CJ-SS approach for Blasters. I get a lot out of where and how I position myself when using Hover.
Quote:The DPA of Fire Blast (50.73) is weaker than Flares (63.19).
Quote:The newer TFs have all been AoE-heavy, and they call for a snipe
Hey whatever rocks your boat. If you want to keep your concept build go for it. I self gimp characters all the time because of personal preference, but I don't pretend that the choice I make is the best min-max option. -
Quote:This is one of those hypothetical chains that would only work if a) the mobs didn't scatter once you hit them with Rain of Fire (which would mean they were either being taunted or hit with a mass immob/hold, and b) the mobs would be locked down long enough for you to fire off combustion (slow), fire ball and FSC.My play-style is to fire off RoF once the control is off, then hover over a mob's head, running a chain of Combustion, Fire Ball, FSC, with single-shots in there to keep Defiance high.
Also, it would probably only work on certain maps. Hover blasting and diving into the center (where you'd need to be to maximize combustion and FSC) wouldn't work for narrow hallway office maps or many parts of Oranbega. I'm assuming that this is for AE, in which case, the Mynx city street map would provide plenty of vertical space.
With a build like this, which is dependent on a lot of control/taunting/support anyway, why bother slotting for defense? It's a waste, since it's for team play anyway. The meager amounts of defense you have won't save you against...presumably, the level 52-54 bosses you're fighting. I'd slot for recharge and +dmg and get rid of Thunderstrikes...they don't help in what you're trying to accomplish: pump out as much damage as possible. Devastations or Decimations would be better choices.
Also, I think you made some mistakes. You didn't take fire blast which is silly since it's a heavier hitter than flares. Also, 1 slotting aim is a mistake. Why give up an obvious damage boost? Same with slotting build up with Gaussians. In a soft cap build, sure, but in a build like your's you want to maximize the recharge on it, and level 50 Gaussians 6-slotted only provide around 78% recharge. Blazing bolt is also a silly choice. If you're focusing on AoEs, when do you have time to launch a snipe? Dump it.
If you're building for AE (and I'm not making judgments here), you'd be better served with superspeed, combat jumping and hurdle instead of hover/fly. Your attack chain would be build up and/or aim fire breath, fireball then leap into the mobs via superspeed/cj/hurdle to do combustion (assuming the mob is controlled/taunted) and then FSC. That would be more effective than the RoF/hovering approach.
The other way to go is to try for a soft capped smash/lethal or ranged build, but that will affect your ability to deliver damage unless you're getting outside buffs (fortitude, speed boost, etc.) Whatever way you decide to go, don't go halfway...20-30% defense is really not that good against 54s. -
Maybe not an exact copy of the defender version, but consider a version with the same animation, a little less damage, no knockdown but with a 100% mag 3 stun with a 20% for a mag 4.
Accuracy: .8, 90 second recharge, 15.6 end per cast, range 70', 100% mag 3 stun, 20% mag 4 stun, level 12 power
Defender version:
Accuracy: 1.2, 30 second recharge, 16.9 end per cast, range 70', 40% mag 2 stun, .67 knockdown, level 26 power
Replace repulsion bomb for dimension shift?
Sounds reasonable or is this a bad idea? -
This afternoon I saw a lot of people broadcasting for teams in Steel Canyon, but no one wanted to start one. Sort of irritated with that situation, I decided to start my own. I broadcasted "Level 18 team starting up, one sk, holler if you want in."
I got some tells and replies right away and took anyone who responded. I ended up with this team:
Level 18 AR/Mental Blaster (me)
Level 18 Archery Blaster
Level 17 Fire Blaster
Level 16 DB/? Scrapper
Level 16 Archery Blaster
Level 15 Archery/MM Blaster
I got no other replies and the few tells I sent to any other ATs (tanks, controllers, defenders) all either went unanswered or they replied stating they weren't interested in teaming.
I sk'ed the level 15 and told the team that we were going to power through with overwhelming offense. I selected the Skyway safeguard mission and told folks to rush to the bank. They didn't so I Assembled Team and told them to charge the vault.
I think there were more than a few members of that team that was expecting to us to fail. Everyone sort of hung back wondering who'd take the alpha.
We stared at a fairly large group of Lost bank robbers and I asked everyone if they were ready and when a couple of them responded that they were, I hit build up and charged in throwing out as many cone AoE attacks as possible. That seemed to be all the prompting the team needed because a second later the scrapper jumped in and every other blaster unleashed their AoE attacks. The large mob, including all the bosses, were flattened in seconds.
Finally, we got to the vault and the main bank robber, accompanied by a couple of bosses and assorted minions. They were flattened in no time. Mission successful.
Happy with the teamwork and the newfound upbeat attitude, I selected a radio mission. This one, full of mezzing Tsoo, and at difficulty level 3. Some of the team would be facing oppositon 3 or 4 levels higher than them. I went in stating that the team would be doing the exact same strategy: charging in with near suicidal abandon at every mob, charging near simultaneously.
It worked. Group after group of +2/3 Tsoo were decimated in seconds one after another. Sure, occasionally, one of the blasters would face plant or a couple of them would get to red health. But bottom line, the team wasn't struggling and overcoming the opposition through sheer overwhelming fire power. All in all, we successfully completed 2 bank missions and 6 radio missions with each team member gaining an average of 2 levels.
The funny thing is that if more than two or three of the team hesitated more than a couple of seconds per mob, the chances were that the team would wipe was great. However, by simultaneously attacking, mostly with AoEs, the team spread aggro fairly evenly, keeping significant damage to any one team member to a minimum.
Probably one of the things that keeps me playing this game is sometimes being surprised at how teamwork and odd combinations of power sets can still get me excited. I also liked the fact that no one stated "we need a healer", but instead started accepting the mantra of winning through overwhelming offense. A little leadership, a belief in a team strategy and some communication, along with hefty doses of offense can go a long way. -
Quote:There's a lot of ways you can level quickly. The easiest ways are certain AE maps which auto sks you to a certain level while a high powered toon (controller, tank, scrapper) kills mobs extremely fast. People with multiple accounts can power level (PL) themselves with some help from other people who pad their maps (add mobs to the map, but don't enter the map themselves).Ok, so I was talking to a level 1 character about 3 hours, maybe 4 hours ago.
She said she would race me to level 50 (I was level 40 at the time).
I'm now level 44/45 can't remember, she is already level 50.
thats level 1 to 50 in the time it took me to get 4-5 levels.
How is this possible?
However, if you haven't gone through the content (which is arguably, one of the best features of the game), PL'ing to 50 kind of defeats the purpose of playing this game. People who PL (making no judgments here) are usually people who have gone through the normal content a number of times already or PL'ing with a certain objective in mind (PvP for example). This game isn't like WoW, and you don't need to be max level to play the *real* content.
Also, you should be aware of a stigma attached to being a newbie player and not knowing the game outside of AE. I've been on more than one team lately where an AE leveled player was pretty much laughed off the team (not saying this is what I did, nor do I approve). -
Kat/SR can be IO'ed to the soft cap for pretty cheap. Don't let cost dissuade you from having a better build. I know this because I've taken one to 50 before there were IO sets like Obliteration and Blessing of the Zephyr (which makes soft capping for defense extremely easy). I'll see if I can find my old build.
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You know I've always wondered why issue 15 was such a let down for (and perhaps many others). As issues goes, it really didn't bring a lot besides two TFs, some costume pieces and a dominator revamp. It was also one of the smallest updates I can ever remember.
Issue 16 on the other hand is amazing. I'm not in the beta, but from an outsider's looking in perspective, some of the features that have been announced are some of the most anticipated features...maybe of all time.
Power customization, power proliferation, increased difficulty settings, super sidekicking along with stuff like blaze mastery for scrappers and MM pets following you into missions makes this issue overshadow almost every other issue that has preceded. Even one of aforementioned things would make this coming an issue a great feature...having all of them is sorta...well, ridiculous (in a very good way).
So, why now? Why does the issue on steroids arrive now? Well, the conspiracy theorist in me thinks that this issue and the upcoming Going Rogue is the one-two punch that counters the threat of that other superhero MMO just around the corner. Instead of having evenly balanced issue 15 and issue 16, Paragon Studios decided to gimp one to make the other one completely awesome. If so, it's a savvy move.
More realistically, it's probably just the result of having all the new hires at Paragon Studio finally being able to make their mark and extend what we can expect from an issue. The investment in funding and staff is probably maturing, but at a suspiciously fortuitous time.
Whichever theory you believe, I think I can finally make sense of why the two issues are so lopsided. I'm hoping that with issue 16, the bar for issue content will reach a new plateau. -
Build doesn't look that bad. A few things:
1. Frankenslot all your attacks if not get full IO sets for them. It's worth it. IOs offer much better enhancement values with fewer slots, and it's nice to have attacks slotted with 60+% accuracy, 95%+ damage, 60% recharge, 40%+ end redx.
2. Flares doesn't need any end redx apart from what you'd normally get from frankenslotting or IO sets. It's end cost is 3.96 per cast which is cheap.
3. More of a nitpick, but I'd forgo build up or aim til 22 not blaze. Blaze I always take at 18. It's your best single target attack.
4. You should consider taking shocking bolt. Having two holds (freezing touch and shocking bolt) is really helpful for a blaster and makes boss fights trivial. I'd take that over rain of fire.
5. You don't need leadership or fighting pools. The build looks decent as is. All you have to do is figure out what kind of IO sets to maximize the aspects you want to enhance. If you want to softcap ranged defense, then 6 slot a number of sets that have that as a global set bonus and buy Blessing of the Zephyr for your travel powers. Good sets to invest in: Thunderstrikes for your attacks, Pacing of the Turtle for Shiver, Lockdown for your holds (or Mako's Bite for Freezing Touch since it does respectable damage).
Here's your build that I modified a bit. It may be not to your tastes. I noticed you don't slot out chillblain (even though it does quite a bit of damage), and in my build I do. I didn't slot out the armor. If you want more resists, you can steal slots from chillblain easy enough. Build has 37% ranged defense and around 24% global recharge. Since some hits will get through, I left aid self in the build, but slotted it lightly since you won't need to use it that often.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sara Piper: Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Ice Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx(43)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11)
Level 4: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 6: Swift -- Run-I(A)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(37)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(23), GSFC-Build%(34), GSFC-ToHit/EndRdx(45)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(37)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), EndMod-I(27)
Level 22: Build Up -- RechRdx-I(A), AdjTgt-Rchg(29), AdjTgt-ToHit/Rchg(29)
Level 24: Ice Patch -- RechRdx-I(A)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 28: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl--Rchg%(36), P'ngTtl-Dmg/Slow(40), P'ngTtl-Acc/EndRdx(43), P'ngTtl-Rng/Slow(46), P'ngTtl-EndRdx/Rchg/Slow(46)
Level 30: Aid Other -- Heal-I(A)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-%Dam(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(50)
Level 35: Freezing Touch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 38: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39), IntRdx-I(39)
Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(48)
Level 47: Charged Armor -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48)
Level 49: Surge of Power -- TtmC'tng-ResDam/Rchg(A), RctvArm-ResDam/Rchg(50), ImpArm-ResDam/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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Set Bonus Totals:- 13.5% DamageBuff(Smashing)
- 13.5% DamageBuff(Lethal)
- 13.5% DamageBuff(Fire)
- 13.5% DamageBuff(Cold)
- 13.5% DamageBuff(Energy)
- 13.5% DamageBuff(Negative)
- 13.5% DamageBuff(Toxic)
- 13.5% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 5.5% Defense(Fire)
- 5.5% Defense(Cold)
- 26.4% Defense(Energy)
- 26.4% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 34.9% Defense(Ranged)
- 8% Defense(AoE)
- 2.5% Enhancement(JumpSpeed)
- 73% Enhancement(Accuracy)
- 2.5% Enhancement(JumpHeight)
- 2.5% Enhancement(RunSpeed)
- 2.5% Enhancement(FlySpeed)
- 23.8% Enhancement(RechargeTime)
- 2.5% Enhancement(Held)
- 17% FlySpeed
- 54.2 HP (4.5%) HitPoints
- 17% JumpHeight
- 17% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 8.25%
- MezResist(Immobilize) 3.3%
- MezResist(Sleep) 2.75%
- MezResist(Stun) 2.2%
- 19.5% (0.33 End/sec) Recovery
- 12% (0.6 HP/sec) Regeneration
- 4.73% Resistance(Fire)
- 4.73% Resistance(Cold)
- 17% RunSpeed
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Quote:Yeah, pretty much this.I wouldn't suggest attempting to softcap */regen or */wp (unless you're packing a sword primary) simply because the costs to your damage capabilities are enormous. By eschewing every other set bonus and oftentimes taking suboptimal slotting for many of your attacks, you'll get pretty survivable, but your damage is going to be pitiful. If you're going to do that, you might as well just roll a Tanker.
I had a spines/regen build with about 32ish% ranged defense (since all her attacks except ripper and lunge are ranged) and it was honestly disappointing, and definitely not worth about the 20% recharge I had to sacrifice to get her there.
The difference between 32% and soft cap is enormous. And there were more things that debuff defense than I realized. Tarantula Queen bosses in particular will lower your defense from 32 to virtually nothing (even to negative levels) in a couple of hits. After seeing this, I went back to a more traditional +recharge, +hp build with tough from the fighting pool. -
A few of the tricks I use:
6 slot Mako's Bite into Fire Sword
6 slot Thunderstrike into Ring of Fire, Flares, Blaze (also in Fire Blast, but you already have something else there)
6 slot Gaussians into Aim
6 slot Char with Lockdown
2 slot Hover/Fly with BoTZ
I suspect it's the Ragnorak in Fire Blast that's causing you a bit of trouble, since soft capping for range is usually a tight build unless you take either maneuvers or weave. Dipping into leadership for maneuvers might be the way to go.
Since you have the fire epic, you could also slot fire shield (2 slots of Steadfast - Res/Def and the Res/End) and 6 slot Rise of the Phoenix with Stupefy. -
Quote:That's really solid advice. Thank you.Earth epic is good for ST damage, but if you want to mow down mobs in large numbers, Fire or Ice are still tops, and by a lot.
Fury: Have you considered Blood Mandate for rocky? You lose the global recharge and the 10% resist buff, but get better AoE def and ED cap his Acc & Dam too. It's not like you really need more recharge for the power itself.
OSA needs damage. Lot of damage.
Also, I'd drop Glue for Stone Prison and 6-slot Thunderstrikes in there (take slots from Stone Cages) to near-cap your range def and give yourself a better ST attack chain also. And put that 6th Stupefy in Stalagmites (yes, the KB is annoying sometimes, but you can always Cage first, esp w/capped range def). This should get you to 44.6% ranged at 19.9% AoE def. Actually, I don't bother slotting up Fire Shield all that much (just 2 for 2 Steadfasts) so you can still 5 slot Stone Cages, but w/more damage & procs.
I never slot QS beyond its base--it's pretty much always up for any fight. Also, Disruption only needs 2 recharges. Last nitpick, I'd use a Numina's instead of a Miracle unique in Health. I find I don't often run out of end w/my Earth/TA, but having no self heal, some extra regen is nice.
Oh, I'm sorta undecided about 6-slotting Lockdown in VG for my own build. The set bonuses are of course awesome, but all that Acc is wasted in the power when I can stick in some more hold procs (which fire every 6 sec in that power) instead.
Try this adjusted build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
The only thing I'm a little reluctant about is the kb in Stupefy, but you're right...stone cages then stalagtites will work.
Yeah, agree about slotting for Quicksand. Even unslotted it charges up pretty fast.
Stone prison is an interesting and valid idea. It will probably make soloing a little easier.
Good catch on the slotting for OSA. Not slotting that for damage would be a major brain fart.
Again, thanks! -
If you're 5-6 slotting things, there's very little difference in a 35 and a 50. I only slot 50s if it's something that only requires one or two slots, otherwise I usually buy 35 - 49, whatever is cheapest. The few percentage points lost won't make that much difference. Also, 50s are the most expensive to craft, though they tend to the most abundant in terms of recipes and crafted IOs...sometimes you can get quite a bargain by buying 50s.
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I put together this build as a concept for an alpha striking controller. A controller with lots of controls and debuffs that can open with an alpha and still stay upright in almost any situation.
So far, I think the character has a lot of potential. Here's the build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Fortuna Famosa: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-%Hold(37)
Level 1: Entangling Arrow -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(37)
Level 2: Stone Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(3), TotHntr-Acc/EndRdx(7), TotHntr-Immob/Acc(15), TotHntr-Acc/Immob/Rchg(50), TotHntr-Dam%(50)
Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(5), TmpRdns-EndRdx/Rchg/Slow(9)
Level 6: Quicksand -- RechRdx-I(A), RechRdx-I(7), TmpRdns-EndRdx/Rchg/Slow(9)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(40)
Level 10: Ice Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(11), Lock-Rchg/Hold(11), Lock-EndRdx/Rchg/Hold(17), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-%Hold(37)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(46)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(43)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21)
Level 22: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(31)
Level 24: Acid Arrow -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(25), Achilles-ResDeb%(25)
Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(36)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(43)
Level 35: Oil Slick Arrow -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 49: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:- 15% DamageBuff(Smashing)
- 15% DamageBuff(Lethal)
- 15% DamageBuff(Fire)
- 15% DamageBuff(Cold)
- 15% DamageBuff(Energy)
- 15% DamageBuff(Negative)
- 15% DamageBuff(Toxic)
- 15% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 23.3% Defense(Energy)
- 23.3% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 38% Defense(Ranged)
- 13% Defense(AoE)
- 3% Enhancement(Stun)
- 23.8% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 10% Enhancement(Held)
- 10% Enhancement(Immobilize)
- 9% FlySpeed
- 53.4 HP (5.25%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Confused) 2.5%
- MezResist(Held) 14.1%
- MezResist(Immobilize) 3.6%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 9.5% (0.16 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 11.6% Resistance(Fire)
- 11.6% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 9% RunSpeed
Code:You'll note that I put in a lot of ranged defense, sacrificing some areas where I could have put in a lot more recharge. This is intentional. Currently the build has around 40%, and I think I can get it to virtually soft cap if I took flash arrow.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1417;691;1382;HEX;| |78DAA593494F136118C7DFE942E942172B1428855284B248819BCBC1284282A149A| |3C493DA0C758089754A660601E352F5EAC983B804774F1E559678F213E859FD0EEE| |EB059FE52DD8E8CD49FBFFCD3CF3EC33935D381810A2BC4F28E1E1A26A59F9E1926| |19BA5625133DD59755A2F04474BA63D67A8C951F574C9523D4288E4964FC53D33A2| |9AF64CE52AFE87C381B9A9A9CC84A9174EE5F79B66693E3266CC68A666D899CA492| |0578204E39A3AAB1BD37C31AADB8666593EBA3832AB692723743A669CD12D7D522F| |EAF6626464562F80A7A9E5B3AA656BE66223F4D603FF738A90C7865B7C750831241| |CDF08AEEF84E00FC2B69F841DBF08E6569422AE2B74E726E13CA822F3297CC7B144| |A8B94108B2DFD02DC66D820DEAE42887B34F507946ED1372B800EA960E6EBE5353E| |5D000CBF628DC91E70D35997E479803AB5776E4E5097D3CA18F270CFF6BC23244F9| |39CAE5BF48250265C62542F832A1FF0A2106E5EBE442EAB87C2F9777C39D1037264| |2FDD4B2074C11698A1C8293B4A80553944D8EE8350ADCBEC448520C16ADE702CEFA| |15BAD3B0CA5823B4AE13E6C12F2617157B45A6C6D78C9780A8C0B69BE43A9A781DC| |DBC8E665E473BAFA39DD7D1C1EB5880A8B84C1BE7C5B75421050324A443824DAD55| |C03DB5C9BA6DEF2969F203E323E313D7FDCCDBFB425884A8944C9BE2441D55380B0| |E9D326D278FD3C5E374F1385D3C4E9AC749F3388FE065EB964FB7FB2925EA79C678| |CE5821F4AE121E827B9F2CD2B74CA69D77187719F708FDF7190F088F212AC3CFD49| |98929B89F8156463B3DF48114A103563728DF9DC1B7D4DF10BF3B2DAECDCF0C7E70| |88F1BF2C39D7E6072714B224B67CFEEB580F54F2780FFB402750722847518EA11C4| |73981A2A24CA21450365E6C4687766143BB51F6A0EC45B98A4E1EFCC2FC2801943A| |94204A08258C1245694069465946D9F80D10C51B56| |-------------------------------------------------------------------|
The only question I have is what to possibly give up for that. I really like all the power choices, and flash arrow, while it does what it does, isn't that exciting to me. My initial thought was to give up glue arrow (a power which I just love) but wondered if it is repetitive in a build that already has access to quicksand (which is also an AoE slow but with a faster recharge).
Your thoughts / comments would be most appreciated. -
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I don't like threads like this one.
First of all, the OP, as been pointed out by others, makes a comparison between a single target blaster and an AoE-oriented scrapper and then leaps to the conclusion that the blaster must be inferior because the numbers say so.
Second, it's pretty clear to me (as an owner of a level 50, heavily IO'ed spines scrapper and several level 50 blasters) that the OP hasn't played the ATs in question. Theory craft is amusing, but it's just that...theory. In actual practice, a spines scrapper, while it does respectable damage, is completely overshadowed by an AoE oriented blaster and overshadowed in single target damage by *any* blaster.
I say this with confidence because a single target attack chain (unless there's crits) of lunge, ripper and impale will not impress anyone. Further, in AoEs, spine burst, while it does good damage roots and has a long animation. Throw spines is excellent and has a huge cone but it's not nearly as spammable as something like fireball and isn't close to the damage as something like flame thrower. I also have energy torrent as well too, but while it is a good power and complements throw spines, it's not going to wow anybody by itself.
Third, it's pretty clear to me that the devs are moving in the direction of interchangeable ATs. Every AT can do damage. And to me the choice of damage comes down to whether you want something ranged (blasters, spines/claws scrapper) or melee (scrappers, blappers). Villain ATs cloud this picture even more. And I have a couple of brutes (an Electric/Shield and SS/Fire) that can rival many blasters in AoE damage, and yet there's no outrage that brutes will take away the job of blasters. No single AT is utterly dispensable; no single AT is utterly required. That's why you have all defender teams which trivialize any content in this game and they don't require *any* damage AT.
Blasters are just fine. The change to defiance pretty much guarantees that they outdamage just about everything, though, as I mentioned before, many ATs can fill in for blasters on a given team.
Personally, I think Castle and crew has done a pretty good job of making the blaster AT attractive and functional. I see none of the issues brought up by the OP. -
Quite honestly, I haven't kept up whether or not they handle tohit debuffs differently when I last checked a few issues ago.
Assuming that the mechanic is somewhat similar to what I remember, tohit debuffs are *roughly* equivalent to boosted defense to you (and more effective against Lts, boss, EBs than minions), smoke grenade is -4.9% tohit debuff without anything in it, and about -7.8 tohit debuff maxed out. That should easily get you over the top in covering ranged defense.
Smoke grenade's tohit debuff requires a to hit check ironically enough, though it's -perception is auto hit. For your build, just slotting it with just 1 accuracy should be enough, or you can max it to get set bonuses or benefit your teammates more. -
There's alot of simple ways to make influence/infamy.
Just off the top of my head:
1. Play your 50s. Even if they are only SO'ed out, they'll get drops, sometimes really good ones. Play them long enough and odds are you'll get good stuff. One of the best ways IMO is just run ITFs...the taskforce is fun, painless and you get both drops and merits.
2. Run Taskforces/Trials/Story arcs for merits. Exchange them for either random rolls (level 35-39 is best IMO) or for specific high value recipes (Luck of the Gambler +Recharge, Miracle +Recovery). Craft them and sell them for lots of inf. Both of those right now go for 100M+.
3. Run a lot of AE. AE is simply one of the easiest/fastest/most bang for the buck reward vs. time played things you can do. If you have a good farming character, you can easily get thousands of tickets in a very short while. If you don't, just join one of the bazillions of AE teams looking for scrubs, er teammates in Atlas. Bid on level 24-29, which is one of the sweet spots, for random rolls.
4. Read this forum and learn how to be an ebil marketeer. There's a bit of a learning curve, but ultimately, this is the most profitable. There are various techniques, and the market vets practically give away these "secrets" all the time. -
Quote:Unfortunately invincibility comes at 28 and you'd have to use up 3 power picks to take the fitness line unless you're willing to play without stamina.actually, the best smash/lethal survivability for any level goes to Invulnerability , as for primary, i'm a strong advocate for Dark Melee and all its wonderfully useful utilities
DM is great, but shadow maul is it's only AoE unless you're counting Dark Consumption (which is slotted a lot of times for utility rather than damage and has a long recharge). I suppose you could make an argument that SM with its short recharge could be used more than powers like spin and fire sword circle. -
I'd go Fire/WP or Fire/Regen. Though I do like BrokenPrey's Claws suggestion too. Not sure about the damage only because it would probably depend a lot on slotting. 24 doesn't have a lot of slots to go around and you'll end up 3/4 slotting key stuff.