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Posts
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Joined
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This part specifically. A bomb that detonates when the user tells it to, via de-activating the toggle. This sounds like a great idea that could make the completely useless Time Bomb into something useful, even if it takes a huge damage nerf over what it currently does.
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How do you slot Trip Mine. I have a build where I'm just using 6 Oblits because every bit of defense helps when you're a squishy as a Blaster. Then I got to wondering exactly how damage procs work in Trip Mine, and if frankenslotting some Armaggedons and damage procs will let you achieve the same killing IN LESS TIME. If I sacrifice too much recharge and it takes me longer between each mine then it becomes counter productive, since mine-fielding is already a painfully slow strategy. So... how do you slot it?
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Snap Shot
Crippling Axe Kick
Fistfull of Arrows
Aimed Shot
Hawkeye (weak version of Aim with an extended duration, permable, stackable)
Dragon's Tail
Caltrops
Eagle's Claw
Blazing Arrow
There, I'm done. Some people hate caltrops... some people think it would fit PERFECTLY in this set. Can just remove it for another Archery or Martial Arts power, idk, Cobra Strike or Rain of Arrows somewhere... -
Is there a particular reason you don't want to use Psychic Shockwave? In addition to being one of your main AoEs given those powersets, it's also another purple set option in Armaggedon that would EASILY beat a set like Positron's Blast in your build. Or any of your Decimation sets. If you must have the pets then keep em, but if you want to have all the attacks without giving up one you already have... give up the pets. They're already 4 slotted, you only need to steal one slot from somewhere to get an extra 10% Recharge over what you already have and double your AoE damage output.
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I have no real issue with beam rifle except my usual problem with weapon redraw in this game. I love the customizable weapons for this set however, has some great ones, but I don't like using other powers because it will cause redraw. I used the "Shock Rifle" on a mostly electon-set "TRON" costume and it is 110% awesome. It also seems that the -Regen debuff in beam rifle is the same for all ATs, making it a rather large debuff in the hands of a Blaster, with stark contrast to Blaster Sonic Blast, which debuffs 54% less than the Defender version of Sonic Blast. That right there makes a strong argument for Beam Rifle Blasters on teams, especially if they also have munitions mastery for Surveillance. Most people aren't inviting Blasters cus of their debuffs, but on TFs and Trials with their invariable end-bosses debuffs certainly speed things up, and Beam Rifle is no slouch there.
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This is a more solo oriented build, otherwise I would often pick up more leadership and fewer attacks. Posting for reference, not necessarily for critique but feel free to make "improvements" as you see fit. The build is non-specific to either Musculature Core for more damage and better solo speed, or Agility Core for a more well rounded build, better recov, faster recharge on self buffs and Overcharge, and slightly higher defenses. In either case Rebirth Core will be the preferred Destiny power since this build lacks a self heal.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Ima Firin Mah Lazer: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Beam Rifle
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(46)
Level 1: Single Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45)
Level 2: Charged Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Cutting Beam -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34)
Level 6: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(46)
Level 8: Hover -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(40)
Level 10: Disintegrate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(17)
Level 12: Dispersion Bubble -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(15)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(19)
Level 16: Aim -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(33)
Level 18: Afterburner -- LkGmblr-Rchg+(A)
Level 20: Lancer Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(27), S'fstPrt-ResKB(27), HO:Ribo(31), HO:Ribo(31)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Group Fly -- Winter-ResSlow(A)
Level 32: Force Bubble -- EndRdx-I(A)
Level 35: Piercing Beam -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(36), SDefendersB-Dmg/EndRdx/Rchg(36), SDefendersB-Acc/Dmg/EndRdx(36), SDefendersB-Acc/Dmg/EndRdx/Rchg(37), SDefendersB-Rchg/Heal%(50)
Level 38: Overcharge -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(40)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(48), HO:Ribo(48)
Level 49: Force of Nature -- GA-3defTpProc(A)
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Agility Core Paragon
Level 0: Task Force Commander
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Panac-Heal/+End(A), Mrcl-Rcvry+(7), Mrcl-Heal(46), Numna-Regen/Rcvry+(48), Numna-Heal(50), Numna-Heal/EndRdx(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(5), P'Shift-End%(5)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 6% Defense(Melee)
- 6% Defense(Smashing)
- 6% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 24.13% Defense(Energy)
- 24.13% Defense(Negative)
- 6% Defense(Psionic)
- 27.25% Defense(Ranged)
- 6% Defense(AoE)
- 8% Enhancement(Heal)
- 10% Enhancement(Range)
- 70% Enhancement(Accuracy)
- 63.75% Enhancement(RechargeTime)
- 21% FlySpeed
- 129.7 HP (12.75%) HitPoints
- 21% JumpHeight
- 21% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- 22.5% (0.38 End/sec) Recovery
- 52% (2.2 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 21% RunSpeed
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Trick Arrow / Archery Defender.
Wait... that won't be easy... that'll be hard. Oops. -
As far as powersets that are simply made for eachother, there are more than a few.
Any Defensive armor (SR, Shield...) and Dark Melee.
In addition to making you harder to hit, it is the only Melee powerset with both a Self Heal and a Self +End power. Dark Melee is very helpful on many builds, but on a SR, the ability to finally heal oneself, as well as an endurance siphon to beat any recovery problems including a crashing elude, make Dark Melee an ideal set. The fact that it is in the top tiers of single target DPS doesn't hurt either.
Illusion Control / Radiation Emission.
If you want an Ill Controller and you want to do good damage, easily get perma Phantom Army, and solo AVs and GMs, then Rad is the obvious choice. Ill needs two things to increase its effectiveness: +Recharge on self, and Debuffs. Buffs are a bad idea, because the Phantom Army can't be buffed. While an Ill-Kin should be a good build, and can easily stack +Recharge to get perma Phantom Army, the Fulcrum Shift will simply leave those phantoms "Unaffected" lol. That's why debuffs are more important. In that respect, a set like Trick Arrow is also very good with Illusion, since it's all debuffs and gives you something to do while you watch the phantoms right... but TA doesn't help you out on recharge. There's a reason Ill-Rads have always been popular.
Fire Blast on any Blaster / anything.
Fire has always done the most damage, Blaster's are one dimensional and while you CAN make them do some other things... it's in the best interest of the team your Blaster joins that you focused on Damage first. They can take aggro, they can keep you alive, you just focus on max possible DPS and earn that exp. Blaster no think, Blaster shoot. Fire Blast obviously excels here, but Sonic Blast can make arguments to team play about -Resists stacking and helping the team more by helping yourself less... but uh oh now I've gotten sucked into...
Sonic Blast on Defenders.
Higher Buff/Debuff numbers, Sonic Blast having the most noticeable Debuff in an AV fight, the one that makes them start melting and makes teammates start hitting for quadruple digits: -Resistance. Defenders get the highest number for this set (20% per attack) and Sonic Blasts stack with each other and themselves. Combined with the already higher potential -Resists from Debuff sets compared to the other ATs who can take this set (Corruptors and Blasters) the amount of Resistance that a Defender can take away from you is staggering. Just as Fire Blast becomes the best set for a Blaster, Sonic Blast becomes the best set for a Defender. For a Corruptor, the choices become more complicated than that due to the half n' half nature of the AT, but that's another story. -
Dawn's man, git mad kid!
I have a solution. The 3 at once Trip Mine power can still be implimented, and be flexible. Just give it 10 icons instead of 1, like how you get extra power icons when you take swap ammo. This will let you devote AN ENTIRE EXTRA POWER TRAY just to Mines, woo! Make all 10 of them different pattern options, including but not limited to: "All in same spot" "Equilateral Triangle" "Line perpendicular to Line of Sight" and "DoDecaMegaTetratHedron". Also we would impliment new /commands only available to be Devices Blasters. The command /setmineradiusA would allow you to adjust (in game feet) the distance between mines 1 and 2 in the power. Then setmineradiusB would be between 2 and 3, and logically the final command would be setmineradiusC adjusting distance between 3 and 1. Using three extra /commands would in no way be cumbersome, and everyone loves extra power trays. You could even make MACROS to quickset certain mine radius distances that you frequently use, macros are the mark of a pro. This solution will satisfy all parties, unless you think it's "too much work". Devices is about work and setting up minefields, we all love that apparently, don't be stupid. -
Ranged Damage eh, as in you don't want to close to melee ever? Most Blaster secondaries will force you to do that in one way or another, but you could just make a Fire-Fire and abuse the fact that Ring of Fire has better DPA than quite a few Blaster primary attacks.
Blaze -> Flares -> Ring of Fire -> Flares
That's an easily attainable attack chain as far as recharge goes, so you can spend all your mad inf on cappin that ranged defense. As far as other powers from Fire Manip... obviously you need Build Up, and you'll probably want Consume even if it is melee. Taking Fire Sword would give you a slightly better attack chain as an option that involves melee, but once you cross THAT line it becomes an argument as to whether or not a better Blapping set would help you more, and then we get off-topic. -
Pretty much all Zone PvP is zoning and hiding and cheap shots. That's WHY Blasters are so popular. Literally: Build for range -> spam sniper attacks. Of course in a 1v1 you won't kill the target, but when every Blaster on your side all snipe the same target their head asplode. It's a shame that zone PvP is so shallow as to be reduced to MAX RANGE and only consider target HP, but that's how it ended up. In an Arena duel any AT with "Buff/Deuff" sets has a natural advantage over anything else. Depending on your powersets any reasonably built Corruptor / Defender should wreck even the best Scrapper or Brute, because where they simply get an armor set and fight... fair... something like a Cold-Dark Defender almost seems like God by comparison. This problem in Arena can be averted if the Scrapper is an equally cheap *******. Look up Confront+Spiderling builds, especially if the opposing player's debuffs are mostly single target. Then they are screwed.
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Just because YOU take a power like Confront and try to shoe-horn it's usage into your playstyle doesn't mean the power itself is good or worth taking for the 90% of people who don't take it. After all... they don't take it. Compare this conversation about Confront to one about Time Bomb from Devices. A power almost everyone skips, that has a role but such a small one that nobody really cares about it. Now imagine that EVERY Blaster secondary lost one of its powers for Time Bomb... and you now have a situation in which everyone who plays a Blaster is skipping the same (mostly) useless power regardless of their powerset choices. Now... you have "Confront-itis" a rather deadly disease. That's pretty much the best indication of the problem right there.
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It's not so much that I hate Repulsing Torrent, but more than my other Scrappers are a Claw and a Spine. Their powers spoiled me. I CANNOT USE repulsing torrent when I've used Throw Spines / Shockwave. Additionally, I can't bring myself to take Focused Burst after using the best PvE ranged attack in a Scrapper melee set, Focus. Picking either of the KM ranged attacks puts a bad taste in my mouth since I have become so used to sets where nearly identical powers just function way better.
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Do we try to translate the strange metaphors presented to us by GuyPerfect or just disregard his input? If you are willing to take the alpha aggro dark miasma is highly effective. Ideally you start with fearsome stare since it applies the strong tohitt debuff (especially when enhanced as such) and enemy groups vulnerable to the mez wont even attack you for it. Then you simply drop a tar patch beneath them, toggle darkest night on a central foe, and send the pets in to kill everything. Highly safe and effective but the pets will only be "buffed" by Shadow Fall. It depends how much faith you put into debuffs over buffs... but dark miasma is a good set for any MM/Def/Corr sets simply because it gives you the power to set up your kill-zone easily with little to no retaliation from enemies. You CAN make beefy pets and heal them well with thermal, but you also have to throw them at the foe and hope they're beefed enough to win.
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I have one as well, initially made for PvP but abandoned since KM was significantly more powerful than it was supposed to be, and is not gonna be an uber-weapon in PvP anymore. Here's the PvE build I run, which also (sorta) focused on positional defenses, but is in no way the ideal build.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Sara Soulless: Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Quick Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(15), Numna-Regen/Rcvry+(15), Numna-Heal(17), Numna-Heal/EndRdx(17)
Level 2: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(46)
Level 4: Smashing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(42)
Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(7)
Level 8: Reconstruction -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(13)
Level 10: Dull Pain -- Numna-Heal(A), Numna-Heal/EndRdx(11), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(13)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(46)
Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 22: Resilience -- ResDam-I(A), GA-3defTpProc(23)
Level 24: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc(25)
Level 26: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), HO:Ribo(31), HO:Ribo(31)
Level 32: Concentrated Strike -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(33), SScrappersS-Acc/Dmg/Rchg(33), SScrappersS-Dmg/EndRdx/Rchg(33), SScrappersS-Acc/Dmg/EndRdx/Rchg(34), SScrappersS-Rchg/+Crit(34)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39)
Level 41: Instant Healing -- RechRdx-I(A), RechRdx-I(42)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(3), Efficacy-EndMod/Acc(3), P'Shift-End%(5)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:- 17.5% DamageBuff(Smashing)
- 17.5% DamageBuff(Lethal)
- 17.5% DamageBuff(Fire)
- 17.5% DamageBuff(Cold)
- 17.5% DamageBuff(Energy)
- 17.5% DamageBuff(Negative)
- 17.5% DamageBuff(Toxic)
- 17.5% DamageBuff(Psionic)
- 14.88% Defense(Smashing)
- 14.88% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 3% Defense(Psionic)
- 19.25% Defense(Melee)
- 11.75% Defense(Ranged)
- 5.5% Defense(AoE)
- 18% Enhancement(Heal)
- 27% Enhancement(Accuracy)
- 45% Enhancement(RechargeTime)
- 5% FlySpeed
- 286.1 HP (21.37%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 8.8%
- MezResist(Immobilize) 8.8%
- MezResist(Stun) 2.2%
- 8% (0.13 End/sec) Recovery
- 80% (4.46 HP/sec) Regeneration
- 2.52% Resistance(Smashing)
- 2.52% Resistance(Lethal)
- 5% RunSpeed
- 36% ModifyEffect PlayerCrit
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Fire Blast
I use Blaze -> Flares -> RoF -> Flares -> when I have to do single targetry, but I recently put my Fire-Fire-Mu Blaster into pure ranged mode. RoF's dps is excellent if you are ever looking at powersets and trying to beef up a sucky ranged attack chain... like the elephant in the room: Elec Blast. Elec really appreciates additional ranged attacks. -
Adventure Time: Come on grab your friends!
We'll go to very, distant lands.
With Jake the Dog and Finn the Human,
The fun will never end.
Adventure Time! -
Blaster vs Corr in PvP is very much the same as it is in PvE. In a short short period of time the Blaster's higher damage and up front damage boosts from BU / AIM push them ahead in offense, and make them great KS-ers in Zone and decent quick fight enders in Arena. A Corruptor often needs to spend some real time (not much, depending on powersets only a few seconds) to apply their crippling debuffs to the target. After that, a Corruptor is usually at an offensive and defensive advantage vs their target over what a Blaster would be at, additionally the Blaster's 10 seconds of awesome will fizzle out when his BU / Aim expires. A good Corruptor usually has some type of perma debuffs, they won't expire until someone dies horribly.
In a Blaster vs Corruptor arena match, the Corr would need to inflict a -tohitt and/or -dmg debuff on the Blaster quickly in order to stay alive and turn the fight in their favor. I hear Dark Blast / Poison Corrs are still good in duels, the main debuffs cast fast and don't require heavy recharge slotting to be made perma, letting you focus on other set bonuses. -
No. It's Adventure Time...
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The proc has a higher chance based on two things.
Higher Recharge (less oft used) powers have a higher chance, if single target this chance is often basically 100%.
AoEs have a penalty, so single target attacks are usually better for effective use of the proc. I'd suggest the Tier1 Dual Pistols attack, since that's important to your single target damage and always firing, a noticeable increase in your DPS vs something like an AV. -
I feel I should note a disparity between some of the builds I've seen in this thread. There are two ends to the spectrum of fail-builds. On one hand, you have bad power choices and sets that just aren't very good, like taking Aid Self on a Regen toon (or Phase Shift on ANYTHING besides a dedicated PvPer) and poor set choices like Slow Movement sets in Spine attacks, as opposed to Damage sets. This is the route I tried to go in my Storm-Energy Build, I still built the toon semi-seriously, using some logical slotting, and some terrible sets and purposely detrimental powers. It LOOKs like I tried, and I have goals with the build such as rampant knockback, which I am able to achieve because although the build is terrible, it is effectively terrible... and not completely ineffective trash.
...but there's another end to the spectrum. "The Noob Side", significantly more awful than anything any of us would do even when we were noobs ourselves. 6 slotted Brawls, 6 Endurance Reduction IO's in an attack instead of any Damage or Accuracy, the kind of stuff that is certifiably useless. I tend to think this end of the spectrum is NOT as amusing because powersets don't even matter and all you have to do is shamelessly pour slots into brawl and swift and hurdle to really ruin the build. Then you have successfully created a useless ineffective toon.
The end result of either method is that the team would be better off replacing you for anyone else... but the first method is significantly funnier.
I guess what I want to say is that, if your build sucks but it looks like you tried, and it has an effectiveness (even if the effect is NEGATIVE, or directly harmful to the team) then you succeeded in my eyes. If your build is entirely random trash and useless enhancements that barely let you affect the flow of battle, then you made a dead weight toon, which is not as funny to me honestly.
All in all I was still very impressed by the levels of gawdawful faillitudings you dipwaflleshizats will sinkfall into just to helpentropificaterify the populosers on schitty uv zeroes, free-dumb. -
If you or your team relies on the damage enemies inflict on eachother from confuse, in this day and age of incarnates and ridiculous power, there is a problem. Seeds is the best AoE dmg mitigation control in the game though, that's undeniable. Faster than AoE stuns and has a longer duration than them.
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Yeah Aur I don't dig some of the set bonuses either, but the Defense is an upgrade from the Thunderstrikes I use, and there's recharge in it too. It's a Sonic/Sonic Defender so yeah the heal bonus does NOTHING for me, but I don't think anyone cares.
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It's true. If you like the nature of Follow Up, make a Dual Blades toon. Blinding Feint is much the same as Follow Up. Go for high recharge, and you can pull off the attack chain of:
Blinding Feint -> Ablating Strike -> Sweeping Strike -> Ablating Strike.
(I don't know the global rech% required for this off the top of my head)
Though this is very similar to a Claws attack chain, Ablating Strike is a much better attack than Slash is, and Sweeping Strike is better than Focus (higher DPA and it is a small AoE). The Dual Blades attack chain completely stomps the Claws one. Claws has that great AoE in Spin and is still a viable powerset, ecause EVEN THE BAD SETS IN THIS GAME ARE GOOD. Nothing is actually "bad" stuff is just better or worse, it's all relative.
I would never suggest Claws for "soloing AVs" as was mentioned earlier, but any melee powerset could do it because that's just how the game works. It would be really difficult to build a Spines Scrapper purely to solo AVs, but you can be someone out there has done it. Supposedly there's still stories floating around that the current fastest Rikti Pylon solo kill is a Dual Blades / Elec Armor Scrapper, but that's not something I can verify. Obviously a Dual Blades / Elec Brute wouldn't fall far from that tree.