NecroOmNomNomicon

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  1. The thing with this game is that with the advent of IOs and Incarnates you HAVE THE OPTION TO bastardize your AT into what you want it to be. Honestly, if you build a Blaster for recharge and tons of procs, acc, recov, and make a pure glass cannon who's only role is to do massive damage and sustain his own endurance, you will definitely contribute in a team scenario. You fulfill a roll better than the Scrapper does, DPS. Now when you people WANT to make a self sufficient Blaster and aim for Scrapper defenses, that's when you make comparisons like "My ******* Blaster that wants to be a Scrapper is not as good as a Scrapper in X way or Y way... buffs plz."

    A game being balanced doesn't mean that every AT should be able to be turned into every other AT with exact equal efficiency, it never meant that. If anything, Blasters should embrace the fact that their builds can be varied so much and still be effective as silly "tankmages" or as pure glass cannons who rely on their team for survival. The poor Scrappers are the ones with no real build options or diversity, forced to min/max every defensive set virtually the same way because they HAVE NO CHOICE but to melee, and therefore require the defense oriented builds that are merely one of many options to a Blaster. That and Scrappers often share virtually identical builds with Brutes and Tanks, whereas Blasters only share builds with themselves.

    Also if I was going to build what people are calling a "Tankmage" I'm pretty sure I'd just use a Defender (or Corruptor but Defender's get much better defensive stats from toggles) with Dark Miasma and whatever blast set I wanted, probly fire. Dark Miasma is ludicrously overpowered defensively, easy to herd mobs from around a corner with proper execution of Darkest Night, into a waiting Tar Patch that clumps them perfectly. Then you jump out and unleash a Fearsome Stare, and at that point you have already won, now it's just time to kill them all. Use whatever Blast set you like on your Blaster, solo for that 30% dmg buff, and if you don't do enough damage that's just cus you haven't T4'd your Interface and Judgement and Lore yet, which bring even a braindead monkey's damage up to Rikti Pylon soloing levels. That sounds like a Tankmage to me, a character who takes virtually no damage from mobs (tanks) and rips their foes to pieces with the ease a 50cal shooting through tissue paper, from a distance even (mage).
  2. It's a shame that noone is including any of the ATs with buff powersets in here. Although most of them can't really expect to out AoE a lot of brutes and spine scraps, you'll find that Kinetic Corruptors paired with an appropriately overpowered primary, like Fire or Archery, are able to completely obliterate spawns with one or two AoEs due to the insane damage buff from Fulcrum Shift. More impotantly, the Fulcrum will benifit the entire team, whereas most of the suggestions so far are selfish farm-melee builds that only benifit you. These are just some things to think about.

    Also for a road REALLY less traveled, AoE with Trick Arrow's Oil Slick Arrow. But now I'm really off topic and playing something like a Trick Arrow / Fire Defender might be a slow and semi painful experience before you really get slotted up, plus it's putting all of your faith into some -res debuffs and Oil Slick Arrow's damage, which is underrated by most people but really not something so great that it magically lets you outdps SS / Fire Brutes.
  3. If you want it to be all ranged, and you have /EM, why not use LRM Rocket. It's a nice starting AoE and you can easily land a fireball from insane range too, on enemies that have probably been knocked down already from the rocket. I won't call LRM a mini-nuke because that's what something like Rain of Arrows is, and LRM is a far cry weaker than RoA, but still a good power. With munitions mastery you sacrifice some survival compared to other masteries, but again... you said all ranged. Munitions also gives you the best AV debuff you can get on a Blaster: Surveillance, which is perma-able out of the box and can take an achiles proc if you want.

    Here's a build I worked up, the goal is for everything to be dead before it can get near you or as close as possible, but fire is not the ideal powerset for that goal, so I tried to get some ranged defense in there too. I would say Musculature Core is the only alpha you should consider taking, because our goal is to kill.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    All Range Mode: Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Concealment
    Ancillary Pool: Munitions Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39)
    Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(46), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
    Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
    Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(17), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(25), Posi-Dam%(25)
    Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(13)
    Level 10: Build Up -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(43), Zephyr-Travel/EndRdx(43)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Aim -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 22: Afterburner -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-ResKB(23)
    Level 24: Aid Other -- Empty(A)
    Level 26: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(40), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(42), Numna-Heal(42), Numna-Regen/Rcvry+(50)
    Level 28: Conserve Power -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Inferno -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dam%(34)
    Level 35: Boost Range -- RechRdx-I(A)
    Level 38: Body Armor -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(39), S'fstPrt-ResDam/EndRdx(40), GA-3defTpProc(43)
    Level 41: Surveillance -- Acc-I(A), Achilles-ResDeb%(42)
    Level 44: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), ExStrk-Dam%(46)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Musculature Core Paragon
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(5), Mrcl-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(3), P'Shift-End%(5)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 22.88% Defense(Energy)
    • 22.88% Defense(Negative)
    • 6% Defense(Psionic)
    • 28.5% Defense(Ranged)
    • 6% Defense(AoE)
    • 6% Enhancement(Heal)
    • 78% Enhancement(Accuracy)
    • 76.25% Enhancement(RechargeTime)
    • 17% FlySpeed
    • 103.9 HP (8.62%) HitPoints
    • 17% JumpHeight
    • 17% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 3.3%
    • 28% (0.47 End/sec) Recovery
    • 12% (0.6 HP/sec) Regeneration
    • 9.77% Resistance(Fire)
    • 9.77% Resistance(Cold)
    • 17% RunSpeed




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  4. I find it rather interesting that you guys skip the defensive power and just build like it doesn't exist. I guess if that is how you roll, why even pick TW at all. Why not just pick another set with uber single target damage and no irritating startup swings and weapon redraw, like Fire Melee. I figured when we were gonna discuss synergy between two powersets it would analyze them entirely, not just skip a power and toss it out of the equation.
  5. Arctic Air has higher potential than shiver, and higher cost both in slots required and endredux. Look long and hard at your build, see if you can muster up those costs. If not Shiver is a fine one slot wonder that does its job perfectly, even if its job is painfully simple.
  6. NecroOmNomNomicon

    Kheldian naming?

    Peaceshade (either)

    Warbringer (either)

    World Peace (PB)

    World War (WS)

    Bits and Peaces (PB)

    GENERIC NAME WITH LIGHT ADJECTIVES LIKE HEAVEN'S LIGHT (PB)

    White Supremacy (NOT AN OKAY NAME FOR A PB)

    Black Supremacy (SERIOUSLY NOT OKAY GUYS, BAD WS BAD)

    Krusty Krab (either, as long as you roleplay that you're a crab...)

    HUR HUR KNOCKBACK (human form PB, spam solar flare and luminous detonation)

    Greater Unbound Nictus (WS, cool kid points for copying enemy names)

    ANOTHER UNORIGINAL NAME INVOLVING WS POWER NAMES LIKE STYGIAN EMBRACE (WS)

    Last Hope (PB, probably the only good name I suggested on this list)
  7. A Dom is the one AT in the game where the order in which you click those silly buttons on your tray makes the most difference in whether to succeed heartily or die like a noob. Blasters and Controllers have a similar emphasis on tactics and proper planning, but Blasters do so much damage than even a poorly executed plan will wipe out everything in no time, and Trollers get cushy buffs to keep them safe and make them tough, and let them survive their mistakes. Doms just have to play right. It's not "k ill attack once or twice then I think I'll mez" no it's more like "I Will Mez Every Enemy Flawlessly and Definitely Not Carelessly AoE And Wake My Sleepers" or you die.

    Controls first, both in execution and in power selection when you level up. Let's say you have an Earth-Fire dom. You're lv12 and deciding between Stalagmites and Fire Blast, but you already have Incinerate. As far as I'm concerned, you can do plenty of dps right now with flares and incinerate, taking Fire Blast will NOT help you nearly as much as taking Stalagmites, a strong opener for multiple target fights. That's pretty much how doms work.
  8. I am always partial to EARTH CONTROL because of its amazing variety of controls which gives you many combat options and set bonus options, but also the -def it inflicts makes it very useful both early game (when you miss a lot) and vs frustrating enemies with high defenses (like rikti drones).

    I made an Earth-Fire build mostly for funsies, without a real defined statistical objective, just some slotting I liked for the way I play. It might motivate you one way or the other...

    ERUPT VOLCANICA
    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Volcanica: Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Fossilize -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-EndRdx/Hold(5)
    Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 2: Stone Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(7), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(9)
    Level 4: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(48)
    Level 6: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(31)
    Level 12: Stalagmites -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(19)
    Level 18: Earthquake -- RechRdx-I(A)
    Level 20: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(34)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(50), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
    Level 28: Quicksand -- Slow-I(A)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Animate Stone -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33)
    Level 35: Rain of Fire -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(36), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(37), Posi-Dam%(37)
    Level 38: Blaze -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(39), Apoc-Dam%(40)
    Level 41: Fire Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResKB(42), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx(43)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    Level 0: Marshal
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 50: Musculature Core Paragon
    Level 50: Pyronic Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Polar Lights Core Superior Ally
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(11), P'Shift-End%(17)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 13% DamageBuff(Smashing)
    • 13% DamageBuff(Lethal)
    • 13% DamageBuff(Fire)
    • 13% DamageBuff(Cold)
    • 13% DamageBuff(Energy)
    • 13% DamageBuff(Negative)
    • 13% DamageBuff(Toxic)
    • 13% DamageBuff(Psionic)
    • 4.88% Defense(Smashing)
    • 4.88% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 6.75% Defense(Energy)
    • 6.75% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 10.5% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 4.5% Max End
    • 87% Enhancement(Accuracy)
    • 117.5% Enhancement(RechargeTime)
    • 2.5% Enhancement(Held)
    • 5% FlySpeed
    • 114.5 HP (11.25%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 8.8%
    • MezResist(Stun) 2.2%
    • 27.5% (0.46 End/sec) Recovery
    • 26% (1.1 HP/sec) Regeneration
    • 13.23% Resistance(Fire)
    • 13.23% Resistance(Cold)
    • 5% RunSpeed




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  9. Should be fine, TW is gonna be one of those sets like Dual Blades where missing really really really screws you, more than other sets. On TW you will be cursed with another sloooooow startup, and on DB it will drop your combo. In the high end of play I'd take Focused Acc on either of those sets, but if you really want help when leveling then yeah, Invuln does have +Acc. If you want my advice though on a TW toon you should pick a secondary that has difficulty soft capping defenses on its own, so that the +defense provided by TW is actually useful. Invuln will easily get all the def it needs with minimal set bonuses and the sheer power of invincibility, your extra S/L defense from TW's parry attack won't even help you in the high end. WILLPOWER on the other hand, would definitely appreciate it, or even a pure resist set that you might want to try a S/L Def build on like Dark Armor or Elec Aura. With TW you don't need to hit 45% from bonuses, you just need to get close enough that one or two "Defensive Sweep"s will get you the rest of the way.
  10. Yeah I wrote that in the aftermath of I15 and I16 with their train bugs among other things, but the pattern still holds true. In this latest issue I've had my ENTIRE POWER TRAYS EMPTIED on multiple chars, which is more than a little inconvinient to see when you switch toons and have something you're needed to do. That and there have been too many issues to count where it's "one step forward, two steps back, also we break your god-damn knees"

    But you know that's how it goes with a game engine this old, at least that's the devs' excuse.
  11. Is there a reason you don't do this with Arch/NRG, with boost range making Arch's cone a lot better and giving you the best defense in the game... out of range defense. Enemies have a 0% chance to hit you if you are hitting them from outside their range. That's just a thought.
  12. Energy Blast / Devices Blaster. Constantly knocking enemies out of your own caltrops and away from your mines, only using Web Nade fixes the problem... by cancelling the knockback of your primary. Don't ever roll this toon...
  13. Exalted is still pretty dead when it comes to high level content (compared to Freedom) As such if you were to move to Exalted and then try to incarnate any of your toons with pug trials in pocket D, you would um.... be really really screwed. Best to just play on Freedom where stuff actually happens, and then of course... why move to Exalted after that? That about sums it up.

    BUT HEY IF YOU LIKE ACTUALLY DOING MISHES IN ZONES AND PLAYING DA GAME FOR REALS THEN MAKE LOWBIES ON EXALTED WOO... woo...
  14. Blissful raises a good point in the way that Darkest Night works. Building for -dmg and pairing Kinetic Melee with Darkest Night is an effective strategy, but that is more effective on an armor with a -damage toggle such as Ice Armor. Brutes don't get Ice Armor, and now I'm off topic...
  15. Here's a build, scroll down for some explanation if you want to understand why I did what I did.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Medula Oblongota: Level 50 Magic Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Charged Bolts -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(17), Apoc-Dam%(19)
    Level 1: Subdual -- Empty(A)
    Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(46)
    Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(11), Posi-Dam%(13), EnManip-Stun%(46)
    Level 6: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(7), P'Shift-EndMod(9), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc(11)
    Level 8: Aim -- RechRdx-I(A), RechRdx-I(36)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(17)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(19)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(48)
    Level 16: Concentration -- RechRdx-I(A), RechRdx-I(36)
    Level 18: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(34), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
    Level 20: Drain Psyche -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(21), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(25)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
    Level 24: Boxing -- Empty(A)
    Level 26: Voltaic Sentinel -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(43), ExRmnt-Acc/Dmg/Rchg(43), ExRmnt-EndRdx/Dmg/Rchg(43)
    Level 28: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(29), TtmC'tng-ResDam/Rchg(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Thunderous Blast -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 35: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 38: Psychic Shockwave -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dam%(40), Sciroc-Dam%(40)
    Level 41: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/Rchg(42)
    Level 44: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Stealth -- LkGmblr-Rchg+(A)
    Level 49: Force of Nature -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(40)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 13% DamageBuff(Smashing)
    • 13% DamageBuff(Lethal)
    • 13% DamageBuff(Fire)
    • 13% DamageBuff(Cold)
    • 13% DamageBuff(Energy)
    • 13% DamageBuff(Negative)
    • 13% DamageBuff(Toxic)
    • 13% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.75% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 85% Enhancement(RechargeTime)
    • 73% Enhancement(Accuracy)
    • 2.5% Enhancement(Held)
    • 19% FlySpeed
    • 176.2 HP (14.62%) HitPoints
    • 19% JumpHeight
    • 19% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 4.7%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 6.9%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 2.5%
    • 21.5% (0.36 End/sec) Recovery
    • 38% (1.91 HP/sec) Regeneration
    • 9.77% Resistance(Fire)
    • 9.77% Resistance(Cold)
    • 19% RunSpeed




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    If you've never played an Elec Blaster before, the powerset changes your primary objective as a Blaster. As an Elec Blaster, your primary objective is to, THROUGH WHATEVER MEANS, survive after your first Short Circuit untill you are able to land your second Short Circuit. If they die in the meantime... great. If they don't, they'll be as good as dead after that Short Circuit lands. Short Circuit debuffs recovery, which is the most important part of a sapper. This means you HAVE TO half and half slot Short Circuit, 2 or 3 slots devoted to endmod to effectively utilize it, and the rest for the damage of the power as an attack.

    If you had made an Elec-Elec Blaster, that's a special case because they can chain Short Circuit right into Power Sink, which is a godlike combo especially with a damage/end drain toggle added into their regular end drain attacks. Sapping is gewd.

    Back to an Elec-MM...

    No matter how many -end powers you have or use, enemies recover their end in "ticks" just like we do, and they will attack you with something every time they get a tick. Only -recovery that pushes their recovery into the negative can make a sapper truly effective. You also have Drain Psyche, but it has a smaller radius and is very difficult to perma, so Short Circuit is your key power... but Drain Psyche will certainly help and stack, letting you kill both Regen and Recovery. Once the enemy has 0 end AND 0 recovery, you are done and can freely AoE in undeniable bliss as your enemies are mercilessly crushed before your godlike power.

    (Please note that the nuke: Thunderous Blast is a fully ranged nuke that also has hefty end drain, and can be enhanced to completely drain the target mob of their endurance instantly. With Drain Psyche you can easily attain enough recovery to offset using a nuke, and this power can easily be frankenslotted well enough to kill all minions and luits and sap all bosses immediately)

    "How do you survive until Short Circuit recharges?

    Lots of ways, though the obvious one and first goal is getting tons of recharge so that the "wait time" is shorter and therefore the enemies have a smaller window of time in which to killify your face. The less obvious way is the way I suggest, using actual mitigation powers.

    -Psychic Shockwave can stun

    -Repulsion Bomb causes sexy knockdown and can stun

    -You can put stun procs in all EndMod powers, they aren't amazing procs but when put into AoEs and stacked with real stuns they become much better. The key one is Ball Lightning, a fast recharging AoE. Put the proc in it like in my build. Feel free to try putting it into Short Circuit too if you want to play with the slotting.


    All of the stuns are a low mag 2, but with a single bit of luck, they'll stack into a Mag4 and even a boss will be out of the equation. Repulsion Bomb's knockdown is very good, making it a perfect follow up to your first Short Circuit, or even a fine choice as your first attack period. Some people don't like repulsion bomb for various reasons, one being its bad cast time and recharge time. You can even go for a different mastery if you want to try damage mitigation a different way. Some other good choices are:

    Mu Mastery: great proc slotting set
    -Endmod Stun Proc in Static Discharge
    -Endmod Stun Proc, Immobilize Stun Proc, and PURPLE HOLD PROC in Electrifying Fences, preferably make the last 3 slots more of the purple set for bonuses, or Hamidons if you want more damage.

    Soul Mastery: stun toggle gets the job done with no %chances
    -Oppressive Gloom, it does drain hp in exchange for the stun but on a /MM you have 167,988,356 regen so it's a non-issue

    (There is also always the option to stack Tesla Cage with itself, or with any Epic Pool Hold in order to take single pesky enemies out instantly. Both Soul and Mu will give you the option to take another Hold power.)


    Obviously there is a third strategy, other than simply having godlike recharge or tons of offensive mitigation powers. The third strategy is building for tons of Defense/HP (generally S/L) and using either Scorpion Shield or Frozen Armor. The issue with this strategy is a 45% S/L build is typically lighter on recharge, and that increases the critical time until the second Short Circuit, not to mention it leaves you totally helpless against any other damage type. THAT DOESN'T MEAN IGNORE DEFENSE BONUSES if you aren't doing a 45% S/L build, because some defense is always better than none, especially when you factor in that teams often give you some def buffs as well. In the end though, a carefully planned build with good control/mitigation powers is more likely to succeed in a wider range of possible fights, than a build that merely attained soft capped defenses to only one damage type or attack type. If you are dedicated to only fighting S/L enemy groups, then you might not even need to read any of this because with soft capped defense and Drain Psyche regen a Blaster is pretty unstoppable, even without sapping enemies. Either way, you have the tools to succeed.


    In conclusion, Elec Blasters are pretty awesome, and building around sapping is a fun way to dominate the game. If you ever wanted a Blaster that can solo incredibly hard content, giving it /MM for Drain Psyche is the first step towards that goal, as the buffs give you incredible survivability, and the debuffs allow you to fight strong foes like AVs and kill their regen and recovery. Since AVs generally have tons of endurance and resistance to -end and -recovery, sapping them by yourself can be pretty difficult without Drain Psyche. If you really just want to solo AVs like a boss, Sonic Blast is probably a better primary, but that's a story for another time...
  16. If you were going specifically for mitigation through Knock Downs I would definitely suggest War Mace, even over Battle Axe which is SUPPOSED to be The Definitive KD Set. The thing about Battle Axe is that most of its attacks simply have a moderate to high chance of causing KD, that being the gimmick of the set. War Mace supposedly does better dps due to Clobber (which is a pretty amazing attack) but Battle Axe has slightly superior DPA on the majority of its attacks. Still War Mace has 2 powers with KD and one with KU but their chances are all higher than Battle Axe's similar powers. I heard all this from one of my friends when I was defending Battle Axe to him, and it turns out he was right and War Mace is better in certain respects, especially getting some GARUNTEED KD when you need it. If you are decently lucky, you can still find Battle Axe to cause good KD but the inverse is that if you are unlucky, you can find no KDs when you really need them.


    Here are some numbers directly from the game comparing similar attacks. (scaled to lv50)


    Battle Axe: Swoop
    DPA: 51.96
    Cast Time: 1.83s
    Recharge Time: 12.00s
    70% chance for KU

    War Mace: Jawbreaker
    DPA: 44.67
    Cast Time: 1.83s
    Recharge Time: 10.00s
    75% chance for KU

    Jawbreaker does actually do a bit less damage, and has a (barely) higher chance to KU and a faster recharge, all in all between these two I would admit Swoop is better. Axe wins this one.


    Battle Axe: Cleave
    DPA: 49.40
    Cast Time: 2.33s
    Recharge Time: 15.00s
    80% chance for KD
    Cone: 10ft 20degrees up to 10 targets

    War Mace: Shatter
    DPA: 40.81
    Cast Time: 2.33s
    Recharge Time: 12.00s
    100% chance for KD
    Cone: 8ft 45degrees up to 5 targets

    So here's a similar situation. Again Cleave deals the better damage, but somehow Shatter gets the better KD and recharge again. The cones are different, but Cleave can hit more targets and is a little narrower, and Shatter gets the 100% KD and wider cone. I would call these two powers evenly matched, because of the situational importance of having a wider cone.


    Battle Axe: Pendulum
    DPA: 39.62
    Cast Time: 2.00s
    Recharge Time: 15.00s
    50% chance for KD
    Cone: 7ft 180degree up to 5 targets

    War Mace: Crowd Control (my friend calls this "THE BEST MELEE ATTACK IN THE GAME!!!1!!1)
    DPA: 33.57
    Cast Time: 2.00s
    Recharge Time: 12.00s
    100% chance for KD
    Cone: 8ft 180degree up to 10 targets

    You may notice a pattern here, that again Pendulum has better DPA but Crowd Control gets the 100% KD and faster recharge. However this time it is the War Mace attack that gets the 10 target cap and poor Battle Axe only gets 5 targets. I find that this fact counters out the previous powers where Battle Axe got the higher target cap, becase hitting 10 people with that narrow cone is HARD, and hitting 10 people with Crowd Control is easy peasy. Also the discrepancy in the KD is huge here, with Pendulum only having a 50% chance and Crowd Control having 100%. Crowd Control is indeed a mighty attack, Mace wins this one.


    Battle Axe: Whirling Axe
    DPA: 15.62
    Cast Time: 2.67s
    Recharge Time: 14.00s
    50% chance for KD

    War Mace: Whirling Mace
    DPA: 17.50
    Cast Time: 2.67s
    Recharge Time: 14.00s
    30% chance for 2mag Stun for 5.96s

    In this last case, Axe has an AoE which can KD while Mace's cannot KD. This is also the one situation where Mace's AoE does better damage than Axe's. I think that Mace has enough KD that it doesn't NEED the KD here, but the minor Stun effect will rarely help vs tough enemies. Mace wins this one.



    In summary, if you want to keep any melee toon alive by keeping your foe off his feet, War Mace is the way to do it. Two Cones with 100% Knockdown and 12 second recharges, a high recharge build can use these two powers with proper timing to keep an enemy (or small group of enemies) floored constantly. If you don't have quite enough recharge to do his, adding Jawbreaker in with its 75% chance still means you can keep a single enemy floored most of the time with only moderate recharge. Battle Axe cannot say the same thing, since there is always the chance that your attack chain will have bad luck and not KD right when you really wish it would, although you will do slighty better damage on most attacks with Axe. Mace is also completely capable of mitigation through Stuns as well, which Axe doesn't do at all, furthering the argument that Mace is the ideal mitigation set. Finally, Clobber has ridiculous DPA, and although I don't necessarily agree that this one attack negates the fact that most of the other Mace attacks do less damage than the Axe ones, it is certainly worth noting that Clobber will keep Mace pretty freaking good when it comes to DPS.

    You wanna stay alive on a Willpower Brute? My vote falls squarely on Mace.
  17. About the flares question the OP asked BELOW POSTS where it had already been answered, the single target ranged attacks go like this:

    Blaze: Most godlike attack in the game
    Flares: great filler attack and defiance builder
    Ring of Fire: still a good single target attack, but not a great one
    Fire Blast: the 1.67 animation kills it, making it the worst of these 4.
  18. Because he touched himself at night, and his fingers rotted off for his sins...
  19. Woooooooooooooooooo ChaosAngelGeno quoted me. I'm a nobody and I got quoted in a sig yaaaay. This officially validates my self worth and if at any time in the future he changes his sig and removes my quote I will drop everything and commit Seppuku because my honor is lost, death before dishonor.

    Oh wait there's a thread topic here... um... yes recalc DR numbers so that when I'm on my sonic/sonic Def and pass out +Resist shields, they ACTUALLY DO SOMETHING for the squishies instead of being murdered by ridiculous DR numbers and epic armors granting +Res to all. I mean not that I don't like a PvP mechanic that completely invalidates the buffing potential I usually wield in PvE but... ... ...no wait yeah I don't like that at all. Sorry, unless I'm buffing a Regen Scrap in Sirens, cus then I make them Jesus, good thing every Scrap is Regen or I might feel more useless than I already do. Oh well I guess making some powers useless is the only way for the Devs to please the people who aren't me and stop the whining... except people still whine.

    Lol Necro thread. Lol Necro Om Nom Nomicon. I belong here...
  20. I blast, therefore, you die.
  21. NecroOmNomNomicon

    TW pvp?

    Titan Weapons can be gewd if you buy da my little pony weapon pack and use da rainbow dash brutal gasher, it does over 9000 loldamage.
  22. Dawg man yu gots to take earth mass-tree on a stalker for follisize. Dat crap do liek 600damuges and immobbilizes but itz BETTER DAN normal immoberleezers cus dey ALSO cant atk durin it so cool liek toatly sum kinda bug or sumtin but it RLY stops dere atks. Shraks r okay if you like men though...
  23. OMG DIS IS PURFECT 4 MEH, cus liek i toatly sux at dis gaem and farming (whutever dat means) soz I cant aphord any sets. But hey dawg yur all liek "NO sets iz alloweds"endquotes" so dat's... er wait i missspelled dat. Datz pretty kewl, SIGN ME UP BROSKIE and ima win wiff Training orginins cus Singul Organs are also too expensif god i sux.
  24. I thought of it when I played DotA a lot more and ALWAYS put the item "Necronomicon" in my builds. It's a pretty convoluted thing to type but I still like it, I'm glad someone else laughed.
  25. The issue is that, almost every team has some sort of defense buffing going on, which really negates the need to do things like NOT USE PURPLES and gimp your recharge just to hit the soft cap yourself, when the team will help you get there anyways. If this is strictly a solo only Blaster then yeah, you may want to make sacrifices, but I prefer a build that takes the maximum possible advantages from all angles, in a gameworld where everyone has maneuvers and vengeance.