Miladys_Knight

Renowned
  • Posts

    2222
  • Joined

  1. Miladys_Knight

    Duel Pistols

    You might want to try a Force Fields/Pistols Defender.

    The force fields will give you decent mitigation and you can heavily proc your attack powers for damage.
  2. Actually you'd be best off proccing out Stone Cages rather than the powers you've put the procs in. Either 5 slotting Posi (including the proc) and Trap of the Hunter Proc, or 5 slotting Trap (including the proc) and the Posi proc.

    This will give you 2 chances to proc for damage every 7ish seconds rather than every 10. (That's with out Hasten or any other global recharge.)

    If you were to do that you could potentially sneak a slot and 6 slot Fire Blast.
  3. I had a DP/Energy/Force on Test. I wanted the extra range from boost range and discovered that I needed the extra survivability afforded by Force Mastery.

    Since this isn't really a primary I'll enjoy until it gets the problems repaired/buffed, and alternate animations made available through power customization, I've elected not to roll one on live for the foreseeable future.
  4. This is the build I use except that I have gale in the build instead of 02 boost.

    I respec'd out of Short Circuit because I never hit anything with it because it's radius is 5' less than the radius of Hurricane. I never took Thunderclap for that reason and because it's only a mag 2 stun that doesn't last long enough to stack.

    I had Zapp in the build at one point because I could fire it without getting interrupted most of the time but I replaced it with Electric Fence when I respec'd.

    It has 30ish resists to Smash/Lethal/Cold/Fire and 58% to Energy. Ranged Defense is at 41% and with the debuff from Hurricane and Melee defense I'm effectively softcapped to +2s and lower.

    Freezing rain is 1 second off of perma without hasten. Lightening Storm is perma without hasten.

    The only thing that really gives me any trouble solo is Nemesis.



    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Electrical Blast
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: O2 Boost -- Dct'dW-Heal/EndRdx/Rchg(A)
    Level 1: Charged Bolts -- 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 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 4: Snow Storm -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(13), CtlSpd-EndRdx/Rchg/Slow(13)
    Level 6: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17)
    Level 8: Freezing Rain -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(19), ShldBrk-DefDeb/EndRdx/Rchg(19), ShldBrk-Acc/EndRdx/Rchg(21), Achilles-ResDeb%(21)
    Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
    Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-ToHitDeb/Rchg(29), DarkWD-ToHitDeb/EndRdx(29)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
    Level 16: Swift -- Flight-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
    Level 22: Steamy Mist -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam(25), RctvArm-EndRdx(33)
    Level 24: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-Rchg(33)
    Level 26: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(36)
    Level 28: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-Rchg/Hold(37)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 32: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(40), BldM'dt-Acc/EndRdx(42), BldM'dt-Acc/Dmg/EndRdx(42), BldM'dt-Acc(42), BldM'dt-Dmg(43)
    Level 38: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
    Level 41: Electric Fence -- 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(48)
    Level 44: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-EndRdx(48)
    Level 47: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-Acc/EndRdx/Rchg/Hold(50), BasGaze-Rchg/Hold(50)
    Level 49: Power Sink -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1417;717;1434;HEX;|
    |78DA9D944B4F535110C7CFEDC3D207945A91F2AE2DEF47A13B1F0B1304138C1002C|
    |695DA9472293729B7A4BD18D9B95634BA363CD4A5514378AA2BBF831AA3DF40547C|
    |EDEBCCFC2F45B6DEA4FFDFED9C9939D339733A7A6B28A0D4EDF34AABBA904B178BA|
    |9217D4637A7F5827B349D3532CAA3946A3AB0A506176666129356BE30979A5C989B|
    |CB9B86998D965727D266569F4E0CE7F48C553032E95C6A90525AA11173562FE8A69|
    |53878F18FE7F3B9C4C59C919DB50278372C532F167DF265725ED7A743F23A62DE34|
    |8AC6949133ACC5C8F0BC91296727436A94B2EB85C508D5D8459F3B0E653F25A5C63|
    |4A592EAF9A1C9AD96159B1C2BC0AAC0B5063C161C7B227841519A1DA521EA18A22A|
    |105581281FA27C88BA4B514E44399CEBB27DE019B04668522FC9C10D07977B4362A|
    |A36812D41F50EB02BB847EE1EDBDDE3707286E34EC02538E106DE92635879C9D72B|
    |559734EF270767A8FF2CB84FEA4722A77F1B2BBB82C61DE0B5C04F192AE1A755224|
    |33332B8692588DC2A1897EA3C640AD9A6D0257AE95015640AC3E40847C5ABF90896|
    |28590D1C5C35B5D2939311A05932446282685CB04EEEB576436B57A590C89A20FA5|
    |4F080B4CE3EA7BA7DACFC109CFA09FC027E0BE27F041BA40D763B1ADE3978FBF87B|
    |E0A3A0F58320E661C5F64D3DF2035A8FE021B9B5D8DBB7604CDA3126ED1893768C4|
    |907C6A40363B24951313B2AF6052B7B82AEAFC037E0BBA07B5FB045516DF630B461|
    |76BA313BDD989DBE6D0023F48826A3D3DEA413A5F5A2B45E94D68BD2FA505A3F4A5|
    |BA6A81EFB007B7022FD38917E9CC81EFD5724ECD625D0BA245A9744EB9268DD0A25|
    |1A902B5452036856A3EB9FCB59A2475D668B3D41CA294733EE2A5F3CA589D3D8A15|
    |3C95B5DBE60FFFBBC0A1C54E19DF0915E611967B9CA728DE53ACB0D9634CB144B86|
    |A5F4A61C1D3CCD759D6139CB728EA586EA534BECE9E1EBE66709B054B254B10459A|
    |A59C22CF52CCB2CA5BF18290CCE|
    |-------------------------------------------------------------------|
  5. Do - Skip WoC..... Unless you are going to put the purple confuse set in it especially the proc. The Contagious confusion proc is better than this entire power.

    Don't - Skip Sirens..... Unless you are NEVER going to solo this toon. Sirens makes maxing out the benefits from Drain Psyche a breeze. You can then AoE with pretty much impunity.
  6. Just a few things that I noticed.......


    1) You will probably be happier with a Recharge Reduction in Gale rather than the 2nd end red (Kinetic crash is a good KB set and it's cheap. I'd consider going with it.)
    2) If it's for soloing you won't need O2 boost unless you are planning on using it later as a set mule.
    3) Since you're going to be flying you'll probably want Swift rather than Hurdle.
    4) A stealth IO (Celerity or Unbounded Leap) will save you a power pick since you won't need Super Speed for PvE Invis.
    5) If you are soloing you may wish to reconsider Nova since the Nova won't finish the spawn but crashing your end will allow the spawn to finish you.
    6) Tornado is a pretty nice damage power. If you aren't going to slot it up you may want to consider taking a power that will give you some good utility for a single enhancement slot (like Combat Jumping)
  7. Miladys_Knight

    No set bonus? D:

    You can only get 5 of the same type bonus total (there are some exceptions like the 7.5% from LotG stacking with other 7.5% bonuses).

    If you got 4 bonuses from Crushing Impact and also have a set of Red Fortune slotted (which also gives 5% recharge bonuses) slotted that is 5 total 5% bonuses another Crushing impact won't give you anything extra as you will all ready have hit the cap from the rule of 5.
  8. Miladys_Knight

    Dual Pistols

    Quote:
    Originally Posted by Oedipus_Tex View Post
    By the way, is it a bug that enemies react to Piercing Shot before you actually fire? I could swear I've seen them react and attack me the moment the animation starts, well before the bullet is fired.
    Nope that's WAI and the reason that long animations can be deadly for squishy toons. Mobs notify on miss which is usually calculated at the begining of the power animation and piercing being a cone gives more chances to miss. Depending on how well you line up targets you'll notice this anywhere from 5% of the time to as much as 15% of the time.
  9. Miladys_Knight

    Dual Pistols

    Quote:
    Originally Posted by Ehina View Post
    Stryker summed it up well. Everything I've played as a blaster so far has been from slightly better to immensely better than DP, in my experience. I havent played AR tho, and only paired Elec/ with /Elec/Elec for the mana sap.

    I'm puzzled about that, why did they put their "GR signature set" toward the bottom of the pool... It doesnt seem like a smart move to advertise the future of the game.
    Because the signature isn't power and effectiveness, it's the animations + a gimmick power to try and generate enthusiasm.

    For me it's the absolute worst of all worlds, Low single target damage, low AoE Damage, low to minimal secondary effects, poor synergy with all most all of the secondary sets available, a tier 9 that's primary purpose seems to be to get the user killed, and Gun Fu animations when I was expecting and planning my concepts around Lone Ranger/John Wayne/Malta gun slinger/Arnold Schwarzenegger ish animations.

    I despise Psi-Blast for blasters, and don't care at all for Electric blast in any AT that it's available on, but I would solo 2 of each of those toons to 50 before I ever play a DP toon on live.
  10. Miladys_Knight

    What is Poverty?

    Quote:
    Originally Posted by Demobot View Post
    I remember those days. I'd fly all over Talos to sell SOs at their proper origin store to get the most money possible. My most recent toon had over 200 million by the time he reached 22. What a difference an in-game economy makes.
    Or doing the KHTF before they nerfed it the very first time to get tray full of at level, origin specific, SOs from farming MARY .
  11. Slotting elec blast powers with this proc is like replacing damage enhancements in inferno with damage procs instead. It has limited and not very useful effects and comes at the cost of an enhancement slot that is best used for other things.
  12. None of them really. They each have their (minor) uses but in my opinion they don't compensate for the short comings of the set. If you are disenchanted with the switching, skip swap ammo and just use standard rounds. It won't really gimp you in the majority of the situations.
  13. Not really. Even when slotted up the activation time paired with low duration and long recharg make it more a novelty than an efffective form of mitigation.

    Even on a high recharge build to get the most out of the fear you will spend far too much of your activation time scaring stuff to be effective.
  14. A jewel theif in my opinion will want stealth and silence.

    For playability you'll want something that can deal damage.

    With those things in mind I would reccomend an Archery/Devices blaster as the best fit to your concept.
  15. Quote:
    Originally Posted by NeverDark View Post
    Some time ago I noticed that debuffs seem to cause running behavior far more frequently than it seemed they were meant to. A single debuff had a high chance of causing an enemy with near full health to book it across the map. I could understand if this was happening on targets that were reasonably close to death - the debuff was triggering flight a little early - but it seemed that a debuff guaranteed the behavior period.
    I didn't say I agree with it or that I felt it was a good idea, just that it appears to be WAI.
  16. Miladys_Knight

    Dual Pistols

    Quote:
    Originally Posted by Jake_Summers View Post
    The ability to adapt your power set to the current situation on hand is the reason for the lower numbers.
    I all ready have that. It's called IO set bonuses and Dual Builds. Far too much of a ding on the power set to make it worth playing IMO.
  17. Quote:
    Originally Posted by Blunt_Trauma View Post
    Dual Pistols. I'm sure I'll get flamed for this but, the animations are just ridiculous and drive me crazy. I was soooo hoping for more of a Malta Gunslinger type feel: a little flash and fairly straightforeward. No joy.
    I agree with you. It's both underpowered and overstylized. In my opinion one doesn't make up for the other.
  18. Quote:
    Originally Posted by ClawsandEffect View Post
    My dislike is completely subjective, and if I implied it was anything else it was not intended. Like I said in the post you quoted, there ARE a few players I have met that play an Energy blaster that I would team with any time they ask. But teaming with any random Energy blaster has left a bad taste in my mouth.

    I completely understand that it is not the powerset that makes me feel this way, rather, it is the number of bad players playing the powerset. If it sounded like I was bashing the set itself, that was also not intended, I thought I made it pretty clear that it was bad players I was referring to. But, it may not have been as clear as I thought.

    As far as scrappers being too easy to play: I ramp up the difficulty and do things with my scrappers I wouldn't even DREAM of doing with a blaster. RWZ Challenge, pylon soloing, soloing AVs with no temps and no inspirations, and other assorted "that's not supposed to be possible!" stuff. I aspire to do something as impressive as what Iggy Kamakaze did, the guy pulled off a Master of ITF with his Katana/WP scrapper...................solo. I don't want to do it for bragging rights, just to push the envelope of what I can accomplish.

    I have 2 level 50 blasters and they couldn't be more different from each other. One is a Fire/Fire that is currently set up for PvP. The other is a Sonic/Devices. I'm also currently leveling an Ice/Electric and a Rad/Mental. I don't like repeating powersets, the only ones I have doubled are WP and regen on scrappers (2 each), and Dark Melee (one of each AT that can have it)

    My distaste for energy blast has led to me not having one myself, but I may roll one eventually. It isn't something I'm interested in doing right now though.
    Been there, done that too. There are only so many AVs in game, only so many times I can solo a pylon (did it with my energy/energy using accolades, temps, and insps), I've succeeded in the RWZ challange with all my scrappers, all my blasters, a few defenders, and my Plant/TA/Power troller. That stuff gets old quickly for me but I always come back to the fun of obliterating massive amounts of enemies in every mission with a blaster that has 7% total defense and 30% total resistance to smash/lethal only.
  19. Miladys_Knight

    Dual Pistols

    "Ah, Dual pistols how do I dislike thee, let me count the ways."

    Low DPA. (Due to long animations)
    Low AoE damage output.
    Low mitigation due to the ability to switch secondary effects (not worth the trade off IMHO)
    Cone width and length on Empty Clips does not match the animation.
    Animation of Bullet Rain requires far too much suspension of belief.
    Hail of Bullets does not recharge fast enough, does not do enough damage based on recharge time, is a PBAoE rather than a ranged attack so it is much less safe to use, doesn't do enough damage to finish the spawn but does do enough damage to pull aggro off the melee toons and on to you (at least partly because it is a PBAoE).
    Gun Fu animations with no "more sedate" alternates available.

    IMO the worst of all the blast sets currently available taking that honor away from Elec/.

    The level 50 DP/energy I have on test from Beta is likely the only one I'll ever have and I am primarily a Blaster, Controller, Defender, Dominator, Corruptor player.
  20. I believe that it's working as intended. There are several things that contribute to mob run away and being debuffed is one of them. It's much more noticeable with DP because both DPA and AoE output is light in the set.
  21. Arch/Energy.

    You have lots of decent AoE (Fistfull, Explosive, RoA) and good single target (Snap, Aimed, Blazing). Boost range gives you even more range. A high recharge build is awesome for teams and a soft capped to ranged defense build is great for soloing.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    Yes, I'm biased against the set, and I have no problem admitting it.

    It's because the vast majority of Energy blasters I have encountered in my 4 years playing consistently do all of the things I have mentioned and never seem to learn from their mistakes. The good Energy blasters, like the people in this thread, have been exceptionally rare. I have run across probably fewer than 20 players that knew how to use knockback without getting people killed. I would team with any one of them again any time they ask.

    Energy Blast is actually one of the main reasons I seldom PuG anymore. I don't know if I just have bad luck, but it seems like I run into more than my share of the retarded monkeys with trays full of knockback. And they get really bent out of shape if you make any suggestions on how to use that knockback better, so my solution is just to avoid them whenever possible. That usually leads to me doing a lot of soloing, which is just fine with me.

    I came to that conclusion after my scrapper got accused of leeching because the energy blaster kept targeting through me and never gave me a chance to actually attack anything. I know he was targeting through me because anything I targeted was immediately sent flying. Unfortunately, several experiences like that led to me having a dislike for the set. It's not fair to the people who actually know what they're doing with it, but it makes my play experience less frustrating by avoiding those situations.

    Sorry, but my opinion is very unlikely to change on this. If you know how to use knockback, good for you, but I've encountered far too many idiots. Like I said in my first post in this thread, Energy Blast gets a bad rap from bad players, not because there's anything wrong with the set.
    I thought as much and I have to admit 2 1/2 years ago I shared your view. Then I saw an energy/energy blapper spraying enemies right and left on a team and experienced people not complaining (this was back in the days of SOs and before we had any idea what real numbers actually gave us). I wondered what it would be like to slot for maximum KB and go to town on the baddies, I picked up an old energy/energy blapper that I had created back in I4, dusted it off, slotted it up and was amazed at how survivable it was.

    That toon has since become my main. I've also rolled an Energy/Elec/Fire with maximized AoE KB powers that's designed to be played at range. In this time scrappers have lost their appeal to me. (They are too easy to play, even more so since the addition of IO Sets to the game). I prefer squishies that can duke it out in melee range just for the challenge.
  23. You can kind of do something like that with a Fire/FF/Ice controller.

    You get the defense and mez protection of Forcefields, PFF, Hibernate, you can pick up Phase if you want (really it's over kill) and you can always get the Eye of the Magus Accolade.