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There isn't anything that Psi/ does that Ice/ doesn't do better with only a couple of very minor exceptions.
Pairing Psi/Fire means that you are pairing a single target, low mitigation, primary with a melee based, low mitigation, AoE heavy secondary. Those 2 things in combination are not survivable in inexperienced hands.
For Psi/Ice the secondary provides the mitigation that the primary lacks, however your secondary power set makes the secondary effects of your primary entirely redundant since you can cap -rech with your secondary alone.
The best pairing for Psi/ is with /Energy. Using boost range, hover, and capping out your ranged defense with IO sets.
Your observations regarding the set are entirely accurate. The lack of any guides is also a fairly obvious danger signal. IME Psi/ is the worst blaster primary. I played it once, deleted the character at level 33, and have never looked back. -
I found it unsatisfactory.
Repulsion field has a range of 9 feet. Melee range is 8 feet. Repulsion field ticks every .5 seconds. Base end cost of the power is .99 end/sec
What that means is that it costs too much for the mitigation it provides. The mobs will close to melee range and will get 1 melee attack in.
The subsequent mitigation is good though since it cost you no activation time and the mob is now KB'd.
Problem that I faced was with blasters I lost out on using my blaps too frequently and it's in force mastery so it's one of the least useful powers in that Epic. I couldn't really spare the power pick for a power that drained so much end and did no primary mitigation
For my controllers 3 melee attacks that got through would kill me anyway and I can keep an entire spawn at range for the ranged defense with my AoE Immob. It's in force fields though so it's cheaper to get the ranged defense since you get the benefit of Dispersion bubble. You also get Force Bubble though and can keep mobs at range from a much larger distance away. It's also cheaper in end costs.
It might work on a defender since you get no AoE immobs unless you are a /dark. I'm not going to bother trying though since it didn't work nearly as well as I thought it should for my controller and blaster especially considering the costs. -
This is mine. I take a very opposite strategy as I use KB for active mitigation instead of slotting for defense.
This is my main. It's a blapper that I created in I4. It's been through several respecs but this is the current incarnation.
I literally spray enemies everywhere. While they are knocked, getting up, and attempting to close to melee. I use blaps to take out single targets. I toss in the AoEs every time they are recharged. They don't do quite as much damage slotted this way but for this build and style the AoE damage is gravy. The AoE powers are used for mitigation.
If I get overwhelmed I turtle up in PFF and use Aid Self. I let the mobs bunch up around me and then turn on Super Jump with one of them targeted. Leap away, drop PFF, and Energy Torrent + Explosive Blast I fight for 11 more seconds and PFF is again ready for any emergencies.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Cowboy: Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(7), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(9), KinCrsh-Acc/Dmg/KB(11)
Level 2: Energy Torrent -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(11), KinCrsh-Rchg/KB(13), KinCrsh-Rechg/EndRdx(13), KinCrsh-Dmg/EndRdx/KB(15), KinCrsh-Acc/Dmg/KB(15)
Level 4: Energy Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19)
Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-Rchg(21)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Ksmt-ToHit+(46), Krma-ResKB(46)
Level 10: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(25)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(29), P'Shift-End%(31)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 24: Power Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(33), Decim-Acc/Dmg/Rchg(34)
Level 26: Explosive Blast -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(34), KinCrsh-Rchg/KB(34), KinCrsh-Rechg/EndRdx(36), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(36)
Level 28: Stimulant -- EndRdx-I(A)
Level 30: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39)
Level 32: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 35: Super Speed -- Clrty-Stlth(A)
Level 38: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam(46)
Level 47: Force of Nature -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(48), ImpArm-ResDam/Rchg(48), RctvArm-ResDam/Rchg(48)
Level 49: Resuscitate -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run
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Quote:Since I build to exemplar these are level 30 - 40. I have a level locked Dom that will only be moving forward when I have all the IOs I want to progress. I have several hundred million on the toon several hundred million out in bids and all I've been doing is grinding merits and random rolling (I did no twinking. This toon started from scratch with nothing). This particular toon has been stuck here for months. I have other villians in the same boat.What levels are these heroes and villains?
Max level villain stuff is available. True, my mid-level villains have multiple bids up all the time, waiting forever for them to fill, but my 50s usually get their stuff within a few days.
Meanwhile I've done the same thing on blue with similar toons. I have taken 4 to 50, have another at 47, and a level locked 30 that will be progressing soon.
All of them are broke or nearly so. Have all the IOs that I wanted for their builds slotted, and have all their builds filled. No IO that I bid on took longer to come in than 2 weeks (well technically 3 week ends so 16 days).
My villians have out standing bids that are months old. On blue side I got these bidding 80% of going rate. If I wanted to get something on vils I had to bid 110% - 120% of going rate to jump the queue even then it would take anywhere from 4-8 weeks to get IOs that I had bid on. Mean while I was still grinding and selling and my stack of cash just kept getting bigger. The shortest amount of time it took me to get a (non-garbage) pool C on villians was 4 weeks (5 weekends). -
Quote:I have that belief since in my case its true. My villians have multiple slots missing IOs, several unfulled bids up, and a huge pool of unspent inf.Where do you get the belief that villains have more unspent inf? I sell things redside all the time, and it looks to me like villains are spending inf. In fact, the impatient villains are probably spending even more inf than heroes, since "buy it now" blueside translates to "buy it today" redside, and a "buy it today" price blueside might translate to "buy it this week" redside. All relative to the average "going rate" of the item of course...which also often fluctuates far more widely redside, so the "buy it now" villain may have to bid way more than their blueside counterpart.
My heroes on the other hand have full slots, few to no unfilled bids, and little pocket change. The difference is the turnover rate of the 2 disparate markets. -
Quote:I have an excellent grasp on the math and the tactics thank you.Oh, I understand the math you used, I just think the claim you are making is garbage.
edit: also you seem to have a... questionable grasp on how the percentages work.
Shiver provides exactly zero mitigation against a spawn's alpha strike. And after the alpha (assuming you opened with shiver? /boggle), the first application of shiver is only going to delay the mobs' second attack by a second or two (if that.) Blasters don't have enough health or regen to leverage -recharge into significant survivability.
Shiver is a wonderful control power, especially for primaries with rains, but it's not making a meaningful contribution to your lifespan.
Other than ice patch, /ice doesn't have much of anything remarkable from the standpoint of survivability. It has a melee ST mez, but lots of other secondaries have that. It has the pbaoe sleep, but both sonic/ and the cold APP have better sleeps.
Blaster ice patch isn't useless, but it's not that useful, either. It's small enough that they can run out after being knocked down once, and it's size means that you either have to let things get into melee with you long enough to use it or have a good corner to pull to.
When paired with a low AoE damage primary like Ice/, Sonic/, or Psi/ Shiver's contribution to your survival is huge. Using SOs for recharge without hasten or Set bonuses you can keep Shiver double stacked and about half of the time can have it triple stacked.
Shiver's -rech per activation is 65%. A single application will almost cap -rech on even cons. A second application will cap the -rech on anything up to +3s and will almost cap it on +4s.
As I said before over time 2 applications of shiver is like having 75% damage resistance. That's simply due to the -rech. The -run speed also plays a part for 2 reasons.
1) Mob ranged attacks do roughly 60% of the damage that mob melee attacks do. Strangely enough keeping the mobs at range is like having another 40% damage resistance. (Technically it works out to 1-(.25*.4) or 90%). If you have an ED capped epic shield like temp invul and it's a smashing or lethal attack it works out to 1-(.25*.4*.32) for a grand total of 96.8%
2) Factor in Mob AI behavior. The mobs will grind away towards you in slow motion. When they have a ranged attack recharged they will stop and fire it. You can trick the AI into switching over to melee mode (the mob will cue up a melee attack and keep it queued) when it gets to within about 16 feet. If you jump into 16 feet and then back out to 30 or so the mob can get stuck in melee mode and will continue to grind toward you without firing any ranged attacks even if they are recharged.
Not only that but most mobs have very few ranged attacks to use. Cutting them down to only their ranged attacks is also a huge bonus in survivability.
There's nothing wrong with opening with Shiver. As you pointed out all you have to do is survive the alpha (actually this is a universal challenge that all solo blasters face. If you can figure out how to eliminate, bounce, or spread out the alpha you can survive with ANY blaster pairing). In my experience 2 small purple insps is enough to take the Alpha of an even level 8 player spawn with about half a bar of health left at the end of the alpha strike depending on what you are up against. With bad rolls you might have to eat a green. Set bonuses giving you ranged defense in that range obviate the need for purple insps. Having PFF from force mastery also gives you a tool to splash the alpha. Having an AoE sleep like Sirens allows you to eliminate the Alpha.
Using the terrain is also an excellent way to open with Shiver. In doorways you can target a mob, duck behind the left side, que up Shiver, and then jump across to the right side. The mobs won't aggro until you are safely behind the other side of the door and by then they won't have a target. This lets you split the spawn. You can then drop ice patch and the 5% of all mobs that you always miss with Shiver will be right there to slip on the ice. They'll be dead before the rest of the spawn can catch up.
When paired with a high AoE damage primary like Archery, Fire, or AR then yes, I'll agree that Shiver is less useful but it is still a powerful mitigation tool even in those cases. By the way AR/Ice is amusing if you aren't in a hurry. Shiver + Ice patch + Ignite is maniacal giggle time.
If you are the kind of blaster that likes to Leroy in with all AoEs blazing this tactic probably isn't for you, but for survivability it works and works quite well. My Sonic/Ice/Elec soloed his way up and only has the first debt badge (I wouldn't have gotten that if blasters had real mez protection). I don't have the electric Epic shield on him because I don't need it. The only toggle he has is combat jumping and he only has about 10% defense to ranged slotted from set bonuses.
About the only thing that gives him real trouble are council since the Robots are immune to sleeps and the War Wolves are immune to slows. -
The only thing I could get behind would be 50% DDR in Dispersion that only affects the Bubbler. Since Dispersion is the only defense the bubbler gets unless they use IO sets and other defense granting powers.
15% defense for self for the defender (12% for the controller) isn't much. The first mob with a machine gun drops that to 8% or less. -
Quote:Quadrupling mob recharge rates (by hitting the -rech cap of 75%) results in a decrease in incoming damage in a ratio of 1:4. Last time I checked that meant that you had reduced incoming damage per unit time by 75%. 75% resistance does the same thing, reduces incoming damage by 75%.Shiver is not equivalent to 75% damage resistance.
that's just like... what.
All you have to do to get that mitigation is stack Shiver. 2 Applications will get entire spawns down to the -rech cap. -
Quote:All solid choices. I'd reccomend FoN. It's especially nice when you have geas of the kind ones.I'm getting nearer to 41 with my main character, Starflier, and I'm curious what veteran blasters think of the powers in Force Mastery. I'm thinking I'll take PFF and Temp Inv, possibly FoN.
Any reasons I should reconsider the other powers, or are those fairly solid choices? -
Quote:You are ignoring a few things. /Ice has shiver. 2 Applications of which will stack and cap -rech and -run speed. Capped -rech is (for all intents and purposes) identical to having 75% damage resistance. Any additional resistances provided by an Epic shield or other source is simply gravy.I think /ice is kind of overrated in terms of survivability. It has a small ice patch, a melee range ST hold, and a pbaoe sleep. Ice patch isn't super helpful in terms of survivability, and you might as well take the better (targeted aoe) sleep in the cold APP.
The PBAoE sleep is admittedly mag 2, however, since it has no damage component, it can be stacked and 2 applications will sleep even bosses. Combined with another AoE sleep power (even one that does damage if it is used first such as Sirens from Sonic/) can provide mitigation against entire spawns.
The melee hold is quite useful if you are any good at jousting and is even better if you have this skill and a ranged hold in your primary such as Ice/ or in your Epic as in //Fire or //Electric. You can use stacked holds to quickly lock down bosses. -
Quote:Blaster survival comes mainly from the secondary. The most survivable secondaries are /Ice and /Devices. /Ice has decent activation times and is suitable for team or solo play. /Devices has horrendous interrupt times on the most potent powers and is "generally" only suitable for solo play.So two questions here, most overall survivable blaster, what would it be?
Secondly, which would be the most survivable secondary to place with Dual Pistols?
This is for the PvE game, PvP would be nice too but thats pretty much just Psy anyway
If you want a survival primary then Ice/ or Sonic/ is your go to set. Ice has 2 stackable holds, Sonic has an AoE sleep and a single target stun. As above Ice has decent activation times and is suitable for team or solo play. Sonic has moderate to long activations and is better suited to solo play though can be effective on teams. Neither of these 2 primaries is steller in the AoE department.
While I agree that //Cold is a good survival Epic I would have to say that, when properly utilized, (and combined with the medicine pool) that //Force Mastery is a slightly better and more survivable Epic -
Quote:Actually Triumphant Insult is worse since it's disabled and can't proc at ALL. It's simply a waste of a slot. Originally this could be slotted in a tank's Taunt Aura power but coding problems caused the proc to reduce the tank's stun protection by 1.[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Debilitative Action: Disorient Bonus
This enhancement adds a 2% chance to disorient your foe.
[/ QUOTE ]
Worst. IO. Ever.
[/ QUOTE ]
Isn't the Unspeakable Terror disorient worse, since it's the same chance and mag and will only proc on something that's already feared!?
[/ QUOTE ]
Wow, I didn't think something could be worse than Triumphant Insult (above), but you found it. It's a 2% chance for a MAG 1 stun in a fear power.
...I'm in awe.
The instant dev response was to disable the proc so that unaware tanks wouldn't self nerf by slotting the proc. Later on they went back and made it so that the taunt sets couldn't be slotted into aura powers but they never turned this proc back on. -
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Grandpa Squeak: Level 50 Magic Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Ice Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Shriek -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Heal%(5), HO:Nucle(7)
Level 1: Chilblain -- HO:Endo(A)
Level 2: Scream -- Apoc-Dmg(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(11), Entrpc-Heal%(11)
Level 4: Ice Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(13), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(15)
Level 6: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(17), Ragnrk-Acc/Dmg/Rchg(17), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 10: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(23), Dev'n-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(25)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 18: Sirens Song -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(27), FtnHyp-Acc/Sleep/Rchg(27), FtnHyp-Acc/Rchg(29), FtnHyp-Plct%(29), CSndmn-Heal%(31)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-End%(31)
Level 22: Amplify -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-Rchg(33)
Level 24: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
Level 26: Screech -- Amaze-Stun(A), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
Level 28: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-Rchg(37)
Level 30: Shiver -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(39), TmpRdns-Rng/Slow(39), TmpRdns-EndRdx/Rchg/Slow(39), TmpRdns-Acc/Dmg/Slow(40)
Level 32: Dreadful Wail -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(40), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Frozen Aura -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(42), CSndmn-Acc/EndRdx(43), CSndmn-Acc/Sleep/Rchg(43), CSndmn-Heal%(43)
Level 41: Freezing Touch -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 47: Static Discharge -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/Rng(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(50)
Level 49: EM Pulse -- Stpfy-Acc/Stun/Rchg(A), Rope-Acc/Stun/Rchg(50), Stgr-Acc/Stun/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run
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Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Grandpa Squeak: Level 50 Magic Blaster
Primary Power Set: Sonic Attack
Secondary Power Set: Ice Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Shriek -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Heal%(5), HO:Nucle(7)
Level 1: Chilblain -- HO:Endo(A)
Level 2: Scream -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(11), HO:Nucle(11)
Level 4: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 6: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 10: Shout -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(23), Dev'n-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(25)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 18: Sirens Song -- CSndmn-Acc/Rchg(A), CSndmn-Acc/EndRdx(27), CSndmn-Sleep/Rng(27), CSndmn-Acc/Sleep/Rchg(29), CSndmn-Heal%(29), HO:Centri(31)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-End%(31)
Level 22: Amplify -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-Rchg(33)
Level 24: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
Level 26: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37)
Level 28: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-Rchg(37)
Level 30: Shiver -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(39), TmpRdns-Rng/Slow(39), TmpRdns-EndRdx/Rchg/Slow(39), TmpRdns-Acc/Dmg/Slow(40)
Level 32: Dreadful Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
Level 38: Frozen Aura -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(42), CSndmn-Acc/EndRdx(43), CSndmn-Acc/Sleep/Rchg(43), CSndmn-Heal%(43)
Level 41: Freezing Touch -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 47: Static Discharge -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/Rng(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx/Rng(50)
Level 49: EM Pulse -- Stpfy-Acc/Stun/Rchg(A), Rope-Acc/Stun/Rchg(50), Stgr-Acc/Stun/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run
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Below are the builds (pre- and post- Purple) for my Sonic/Ice/Elec that I mentioned in the other post. I'll give reasons why it is the way it is and some of my playstyle choices and power selection orders.
As you can tell in the beginning-mid period of the blaster's life it focuses on single target damage. I pick up the pool powers in this order so that I can get Sirens at level 18 rather than at 22.
In the pre-stamina game you don't really have the endurance to run the AoE attacks, most of them are low or moderate damage so all that you wind up doing is becoming an aggro magnet until/unless you have other mitigation.
Your early (and late game against sleep resitant/immune mobs) mitigation power is Shockwave.
Shockwave the spawn, Chillblain the dangerous melee focused mobs to keep them out of melee, and then single target the rest and repeat until the spawn is gone.
You'll note that my Shout is "under enhanced". I don't use it for a ranged attack really because of both the short range and overlong animation time. I consider it and use it as a blap with a bit of range to it. I only use it as an attack on incapcitated/immobilized targets. It's under enhanced so that I didn't waste any slots on range enhancers and it's not at the ED damage cap since, in my experience, on most targets its overkill because of all the -res in the rest of the powers.
At level 18 you begin to come into your own. Sirens has a longer duration than recharge out of the box. Sleep the spawn and repeat as above. Using Chillblain will wake up your target but you won't be attacked by the rest of the spawn. You keep the single woken mob out of melee range and just range single target them down.
Level 20 and Stamina will allow you to increase the use of your AoEs.
Level 26 and Screech solves many of the problems you face in earlier levels. You use it instead of Chillblain. It has the added bonus of causing your target to charge full steam toward you (because of the mob stun bug) while they are stunned allowing you to safely get in attacks with Ice Sword. If you miss with Screech its no biggie since the target stays asleep (no damage, no wakey).
Shiver is the next plateau. This gives you much better mitigation. I pop Amplify and follow up immediately with Sirens and Shiver. Most of your targets will be asleep or slowed (or both). The nice thing here is that since Shiver does no damage it won't wake up the sleeping mobs. If you keep using Shiver every time it is recharged you can keep the spawn at the -speed and -rech caps since Shiver self stacks.
This is also the point that you can begin chaining your AoEs. When Sirens is recharged you can do the Shiver > Shockwave > Howl > Sirens chain.
The most important power combination for me is Sirens + Frozen Aura. This gives you the tools needed to put bosses to sleep quickly. You can do this because Frozen Aura has no damage component and won't wake up the sleeping mobs. This allows you to stack sleeps. You can keep all the bosses sleeping while you take out the rest of the spawn by cycling Frozen Aura every time it recharges. That leaves you with a lone boss to finish off at the end which is much easier than trying to face them at the same time as the rest of the spawn.
The next 2 powers are holds. This gives me 2 stackable hard controls that I can use on the above mentioned bosses to quickly hold them after waking them up, making Boss disposal much safer and easier.
The second to last power fleshes out my AoE chain giving me more cone damage. I can then use Shiver > Shockwave > Howl > Static Discharge > Sirens in a near seemless chain.
The final power is a team (and a me) saver. On a team EM Pulse followed by Dreadful Wail will kill entire spawns save bosses. Bosses will be stunned by the stacked stuns for 11ish seconds. This will give both you and your team time to recover.
When solo the same thing can be done. EM pulse does no damage so it won't wake up your sleeping spawn. It's also good against things that can't be slept (like the praetorian robots). Following up with Dreadful Wail will finish off the spawn save for some bosses which will suffer from the stacked stuns. You can (I did in a previous build) slot enough stun duration into Dreadful Wail with out sacrificing damage or recharge (by frankenslotting) that you can keep even bosses stunned until the recovery crash has passed off.
Power choice notes:
I skipped a couple powers in the secondary.
Frozen Fists - I can't stand the look of this power. It's ugly and I've never found a concept where I like it. I just prefer Ice sword.
Chilling Embrace - This can be a useful power but I focused on sleeps and using Shiver. I found I never turned it on and so took it out of the build to conserve the endurance.
Ice Patch - Usually I'd tell you you were crazy for not taking this power but in this build it isn't needed and is often counter productive. Heals and position changes break sleeps. So when sleeping mobs slip and fall on the patch they wake up. Since I was concentrating on using sleeps this power got the boot. (I did use it while leveling and respec'd out of it. It was handy against mobs that resist/are immune to sleep but post 50 I avoid those unless teamed)
Speaking about breaking sleeps - That's why the entropic chaos sets are in my tier 1 and 2 primary. If you are hit by a sleep (happens quite often when you take the alpha during your opening Sirens) If the proc activates it will break the sleep on you. Since blasters can fire their tier 1 and 2 primary while sleeping this is a handy little mechanism that works for them.
The healing procs in the other powers won't save you if you get overwhelmed but when you have most of a spawn either, held, stunned, slept or slowed it will bring you up to full from the initial alpha you took during that first Sirens.
On teams I have been the sole survivor of team wipes and pulled it out of the fire while everyone else gets back up since I can go into "single player mode" and use the stacked sleeps. The healing procs do their job in that case. They are also good for dealing with AoE splash when teamed.
As far as the rest of slotting goes I realize that I lose 2, 6.25% recharge bonuses to the rule of 5. It doesn't really matter though since I'm after the enhancement values as well as the other bonuses and that problem corrects itself when I switch to the purpled out build.
Most of the rest of the slotting choices on the AoEs are to keep the cone lengths the way that I want them. The Nucs in the tier 1 and 2 make up for the short commings of the Entropic Chaos sets. -
Sonic lacks in the AoE department, for the most part the range on it's powers are too short (hence the reason many people reccomend /energy as a secondary) especially in combination with the animation/rooting times of the powers, the cone widths do not play well with each other, the KB mag on Shockwave is too high (and cone width too narrow) and can/will cause all of the targets to be thrown out of the range of your other cone attacks.
That said I really enjoy my Sonic/Ice/Electric Blaster. He is a pocket controller that can (and has) soloed his way through all most all of the content in the game. -
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I came back from vacation to this..... all I can say is.....
WOOT!!!! -
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Quote:Back from vacation and this is the first thing I see. I have only 2 comments.....Hey everyone,
I know youve been asking for some new Going Rogue information, and Ive got some exciting news that Id like to share with all of you.
Here at Paragon Studios, weve been hard at work preparing our newest expansion, Going Rogue, for prime time. One of our major features, the alignment system that allows our players to switch sides, has presented the perfect opportunity for us to improve Hero and Villain auction and trading dynamics. In order to make the alignment switching system the most fun and rewarding experience possible, weve made a few key improvements based on beta tester and internal studio feedback.
Heres a brief list of these upgrades:
- Heroes and Villains can now trade and gift each other in Co-Op zones (except in PvP zones)
- Players can Global Email (GleeMail) INF and most items to their characters regardless of alignment (some restrictions apply)
- The Auction House markets for Heroes and Villains will become ONE
Yes. You heard me, were merging the markets. After looking at how the system has performed in beta, we thought long and hard about the Markets themselves. This important improvement seemed to make everything more accessible and streamlined, allowing every character to participate. Keeping the markets divided would require significant on-going development support, and we needed to take this into consideration. But, most importantly we wanted to produce the most fun system possible, and this decision reflects that.
These changes are very exciting and will simplify not only the way we create content, but provide freedom for you to play your characters the way you choose.
War Witch
P.S. An informative FAQ is available for questions you may have regarding these major change.
(Note from Avatea: War Witch has also posted an in-game explanation of the Market merge in this thread. It is available here.)
1) About time.
2) THANK YOU VERY MUCH! -
Quote:On the other side of the coin is my Ice/Fire. I have the AoEs franken slotted so that I could add to the slow component with out giving up damage. It doesn't provide as much mitigation as Fire/Ice but it does massive AoE DoT damage with Ice Storm, Frost Breath, Hot Feet, Combustion, and Fire Sword Circle. It also has 2 ranged holds so that I can eliminate a boss or 2 lieutenants from the mix.I can't agree with this. Ice Storm, Frost Breath and Blizzard provide AoE damage. Granted, not as much as Fire, but adequate. And with Shiver providing a huge amount of AoE Slow and -Recharge, foes can't run out of the area of Ice Storm or Blizzard very quickly. And your Nuke is ranged and does a huge amount of damage.
When on a large team, I find that I contribute a lot of AoE by leading off with Shiver, Ice Storm and then Frost Breath. Granted, a lot of the AoE damage is Damage over Time, but it is still effective. -
Quote:Except that is exactly the way that the rewards system was first based and the reason that IOs were reasonably available at all levels. This is no longer the case. Let me pose it to you in another way. What is the point of having low level Pool Cs if they are so rarely generated that you have out leveled them before you get any?Well then there is no need to force people to take random rolls on the way up. The Max level items have always commanded a premium price and still do. The only exceptions are procs and globals and even those tend to have a U shaped price distribution. The only thing making people take random rolls on the way up does is force them to sell at a disadvantage, at a time when the toon has less slots and less storage.
Quote:Supply and volume on the market have never been better as long as you are working at max level. Its not surprising that the devs haven't taken up the suggestions from their point of view its probably working very well.
If your contention is correct (and I strongly believe that it is NOT) why even have IO sets under level 50 if the goal is to only have the level 50 range well supplied? Why not just eliminate the lower level IOs and sets?
Because your contention is incorrect. Having only level 50 with any amount of supply is not WAI. Flashbacks, the exemplar system, and most of the content in the game is NOT set at level 50. In fact a preponderance of it is at levels below 50. Clearly these 2 things are at odds and we know that the exemplar system is WAI since it was just recently updated. This lends weight to the statement that the market is not working properly to support the exemplaring system and is therefore broken and in need of repair.
Quote:Weather or not you agree with what I see as the effects, your changes certainly will not benefit everyone. Not even everyone that likes and wants to participate in the market. -
Anyone that uses the market.
Quote:I really wasn't pleased when merits were put in, and from my point of view they still leave much to be desired but you have to ask just who does this really benefit ?
Quote:blah blah blah.
For those that don't wish to use the market (which is the fastest way to IO out a toon almost without exception) SOs and common IOs are still readily available. -
Quote:Oddly enough all these suggestions have been made before and the devs don't like them anymore now than they did the last time.I don't agree that anyone should be forced to roll their merits.
Also increasing a random roll from 20 to 25 is a horrible idea, as already many toons have fractions of a random roll sitting on various toons. Increasing it above 20 would make that situation WORSE.
The best suggestions would be to:
1. Decrease the cost of a random roll to 15,
2. let anyone choose the EXACT level of the random rolls they make,
3. award one merit for every non-newspaper mission completed,
4. if an arc rewards merits give everyone on the team the full amount PROVIDED they were there for every mission of an arc (whether it's their mission or not),
5. increase the number of drops each team member gets while you are on a team.
6. Finally ALL merits should be in a pool account wide. So that you don't have fractions of merits on various toons or alts that don't get played for weeks, months at a time.
AE tickets should be left as is. This aspect is one of the few reasons left to use that retarded rp system (IMO).
And finally, merge the ******* markets.
My suggestions are all that need to be done. AGAIN:
I don't agree that anyone should be forced to roll their merits. If a person wants to specifically save for ONE specific IO, that is their business.
This means that new or at least innovative suggestions are going to be needed rather than making the same suggestions over and over that will continue to be rejected.