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Posts
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Joined
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Lack of replies means the build must be immaculate, blessed by the divines. Time to make the character...
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My Sonic/Sonic doesn't take the "bad" powers, and is by far my most game breaking Defender. I two-man speedrun ITFs with my friends' toons and we compete and see what pair can get the fastest time, but due to the nature of the buffs it proves and the MASSIVE resists it strips away, I can pair with any AT and still crush the TF. Current record is with a Fire/Dark corr, whose excellent build was just as much of a factor in our ridiculous sub 40 minute time.
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Yeah cus Neutron Bomb is taking your Targeted AoE purple, the only power you'll have that can take it unless you also take the knockback inducing Haze. Unless you hate purples...
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Here's a build I use, it's not min-maxed for anything, but is competent all around. You may find having an AoE immobilize to be TOTALLY AWESOME for Rain of Fire, and Burn if you take it. I just really like Soul Storm on hero builds, I love using the power and I'm willing to not go for S/L defense just for that reason, your mileage may vary. At the very least this will give you some insight on possible ways to ideally slot some powers and squeeze out bonuses (see my Tough slotting).
Also while you may think I underuse my secondary I do really appreciate Ring of Fire... due to the 1.67 cast time that Fire Blast has on a Blaster, my RoF is a better DPA single target attack, and while lots of people might blaspheme me for even using it, I know that in my heart it's a better button for me to hit than Fire Blast, given the option. That's more than enough merit for the secondary already, giving me a better ranged attack chain (I'm not a huge fan of Blapping and I've been through many builds).
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
U Mad Magmus.: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Ring of Fire -- 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 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(17), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(21), Posi-Dam%(21)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(25)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(31)
Level 16: Super Speed -- Run-I(A)
Level 18: Build Up -- RechRdx-I(A)
Level 20: Aim -- RechRdx-I(A)
Level 22: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(36)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36), S'fstPrt-ResDam/EndRdx(36), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(37)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 30: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(40)
Level 32: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 35: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/Rchg(48)
Level 38: Stealth -- LkGmblr-Rchg+(A)
Level 41: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(46)
Level 44: Soul Storm -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 50: Musculature Core Paragon
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(33), Numna-Regen/Rcvry+(48)
Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(50), Efficacy-EndMod/Rchg(50), Efficacy-EndMod/EndRdx(50)
Level 1: Defiance
Level 4: Ninja Run
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 6.75% Defense(Melee)
- 4.88% Defense(Smashing)
- 4.88% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 20.5% Defense(Energy)
- 20.5% Defense(Negative)
- 3% Defense(Psionic)
- 23% Defense(Ranged)
- 5.5% Defense(AoE)
- 71.25% Enhancement(RechargeTime)
- 2.5% Enhancement(Held)
- 88% Enhancement(Accuracy)
- 16% FlySpeed
- 76.8 HP (6.37%) HitPoints
- 16% JumpHeight
- 16% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 2.2%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- 29% (0.48 End/sec) Recovery
- 10% (0.5 HP/sec) Regeneration
- 7.25% Resistance(Fire)
- 7.25% Resistance(Cold)
- 16% RunSpeed
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Electron Haze and Combustion are the worst of the AoEs, if you were going to skip any, I'd say those two.
That would still leave you with irradiate, neutron bomb, fire sword circle, burn, and a damage aura of either hotfeet (recommended) or blazing aura (not recommended). That's probably enough AoE, but combustion isn't too bad it's just crippled by an awful long animation time. -
Here's how I would approach the build. I think taking the attacks as soon as they open up is extremely important to Stalkers, although after the changes to AS happen Stalkers will be able to make better early game attack chains. Until that happens I'll stick with what I know. I went Body Mastery because I like being able to continue fighting without endurance issues, and Energy Torrent is a nice AoE with good mitigation.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
SO KM-Nin: Level 50 Magic Stalker
Primary Power Set: Kinetic Melee
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Villain Profile:
Level 1: Body Blow -- Acc(A), Dmg(7), Dmg(9), Dmg(9), EndRdx(13), EndRdx(15)
Level 1: Hide -- DefBuff(A), DefBuff(39), DefBuff(39)
Level 2: Smashing Blow -- Acc(A), Dmg(25), Dmg(25), Dmg(27), EndRdx(27), EndRdx(29)
Level 4: Ninja Reflexes -- DefBuff(A), DefBuff(5), DefBuff(5), EndRdx(7)
Level 6: Assassin's Strike -- Acc(A), Acc(15), Dmg(17), Dmg(17), Dmg(19), EndRdx(19)
Level 8: Build Up -- RechRdx(A), RechRdx(21), RechRdx(21)
Level 10: Danger Sense -- DefBuff(A), DefBuff(11), DefBuff(11), EndRdx(13)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Kuji-In Rin -- RechRdx(A), RechRdx(29)
Level 18: Burst -- Acc(A), Dmg(34), Dmg(37), Dmg(37), EndRdx(39), RechRdx(40)
Level 20: Kuji-In Sha -- Heal(A), Heal(40), Heal(40), RechRdx(42), RechRdx(43), RechRdx(43)
Level 22: Hasten -- RechRdx(A), RechRdx(23), RechRdx(23)
Level 24: Boxing -- Empty(A)
Level 26: Focused Burst -- Acc(A), Dmg(43), Dmg(46), Dmg(50), EndRdx(50), RechRdx(50)
Level 28: Smoke Flash -- RechRdx(A)
Level 30: Tough -- ResDam(A), ResDam(31), ResDam(31), EndRdx(31)
Level 32: Concentrated Strike -- Acc(A), Dmg(33), Dmg(33), Dmg(33), EndRdx(34), RechRdx(34)
Level 35: Blinding Powder -- Acc(A), Acc(36), RechRdx(36), RechRdx(36), RechRdx(37)
Level 38: Superior Conditioning -- EndMod(A)
Level 41: Physical Perfection -- EndMod(A), EndMod(42), EndMod(42)
Level 44: Energy Torrent -- Acc(A), Dmg(45), Dmg(45), Dmg(45), EndRdx(46), RechRdx(46)
Level 47: Weave -- DefBuff(A), DefBuff(48), DefBuff(48), EndRdx(48)
Level 49: Caltrops -- Dmg(A)
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Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(3), EndMod(3)
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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So I threw this build together when I was reading a Blaster forum topic, and I got to thinking that I might actually like this character if I made it. I did a few things that I know a lot of people would do differently, but I think the key quirks of my build are that I:
Added additional dmg proc to the 3 AoEs (not including nuke)
Threw 2-piece Zephyrs in all the flight powers for Ranged Defense and the convenience of slightly faster airspeeds
Don't have an Interrupt IO in Aid Self (It's mostly for in between fights as far as I'm concerned)
Didn't sacrifice other set bonuses just to hit 45% Ranged Def (With Hover active the build has 33% Ranged Def)
But by all means if you would do something differently then tell me, I'd like to see how other people approach this concept. I will NOT be touching the ground to use Ice Slick, or moving into melee to use Freezing Touch... it's nice up here. The only real limiting factor for powersets is that I'm trying to stick with an Ice/Ice and I think Force Mastery is the epic for me, mostly because of the great synergy with Repulsion Bomb and Ice Storm. The Knockdown is just awesome, I can't believe how much that power rules for mitigation. The only downside is the cast time but on a Blaster with few AoEs, any epic AoE feels like a godsend. The other thing I was considering was an AoE Immob attack like from Soul Mastery, but I'm pretty content with Force.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Winterstorm: Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Ice Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(29)
Level 1: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(39), ImpSwft-Dam%(46)
Level 6: Aim -- RechRdx-I(A), RechRdx-I(40)
Level 8: Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(9), Lock-Rchg/Hold(9), Lock-EndRdx/Rchg/Hold(17), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-%Hold(19)
Level 10: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(11), Zephyr-ResKB(11)
Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(17), ImpSwft-Dam%(45)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(15)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(25)
Level 20: Afterburner -- LkGmblr-Rchg+(A), Zephyr-Travel(40), Zephyr-ResKB(40)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27), HO:Ribo(27)
Level 28: Shiver -- Acc-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Blizzard -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(36)
Level 35: Personal Force Field -- LkGmblr-Rchg+(A)
Level 38: Aid Other -- Empty(A)
Level 41: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), ExStrk-Dam%(43)
Level 44: Temp Invulnerability -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), HO:Ribo(45)
Level 47: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48)
Level 49: Force of Nature -- S'fstPrt-ResDam/Def+(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
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(3), Efficacy-EndMod/Rchg(3), Efficacy-EndMod/Acc(5)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Fire is overpowered, or rather... "because it has no secondary effect" Fire just gets the "right" to do way more damage than any other set. Bitter Ice Blast has good DPA... I'd even say great... but nothing comes close to Blaze. If you have a chain of Ice Bolt -> Bitter Ice Blast -> Ice Bolt -> Ice Blast, that's the best chain using only your primary but Ice Blast is the attack you could swap out if you have a better DPA attack in your secondary. With Ice Blast's 1.67s cast time it has the worst DPA there (not by much), but I still use this chain on my Ice/Devices and it isn't terrible.
Someone mentioned Sonic, and yeah after the debuffs kick in it does pretty well, it also works better in team scenarios where the debuff you apply to that AV is oftentimes more important than just having slightly better DPAs.
Back to Ice... since you paired it with /Ice your only ranged attack in there is Chillblain, which has worse DPA than Ice Blast, making it a power that I wouldn't use for damage at lv50, but would still be okay to use in lower levels when you don't have all those recharge bonuses. There are definitely better secondaries for dealing damage, sorry.
An Ice/Ice's strengths are good hold stacking capabilities and lots of slows, it's a safe but not terribly fast killing Blaster. -
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The issue with the Ice Epic is that the armor is ONLY good for a S/L defense route. If you hover blast then you go for ranged defense, the Ice Armor gives you NONE. In fact, if you are going to hoverblast then a resist armor should be your first priority. Force Mastery is great because it GIVES YOU ANOTHER LOTG 7.5% and still has a resist armor, this can eliminate the need to WASTE a pool on concealment powers that are just lotg mules. With all this said, anytime I build this Ice/Ice Blaster in MIDs my first instinct is to NOT pick Ice Mastery. If you really want to stick with Ice for thematic reasons be my guest, but a S/L defense build is silly on a Blaster that has no important melee powers.
Here's a build to a hoverblasting Ice/Ice/Force Blaster. It gets another great AoE from the mastery: Repulsion Bomb, which also does good mitigation and is a great follow up to Ice Storm due to the knockdown. All three of the regular AoEs are double damage proc'd and Blizzard got the purple set. I would hover close enough to the mob, then BU/AIM -> Ice Storm -> Repulsion Bomb -> Frost Breath -> start focusing down the dangerous single targets in the group. Aid Self is included, a MUST HAVE for ANY Blaster without another means of healing such as "Life Drain" or "Drain Psyche"
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Winterstorm: Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Ice Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(29)
Level 1: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(39), ImpSwft-Dam%(46)
Level 6: Aim -- RechRdx-I(A), RechRdx-I(40)
Level 8: Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(9), Lock-Rchg/Hold(9), Lock-EndRdx/Rchg/Hold(17), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-%Hold(19)
Level 10: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(11), Zephyr-ResKB(11)
Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(17), ImpSwft-Dam%(45)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(15)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(25)
Level 20: Afterburner -- LkGmblr-Rchg+(A), Zephyr-Travel(40), Zephyr-ResKB(40)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27), HO:Ribo(27)
Level 28: Shiver -- Acc-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Blizzard -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(36)
Level 35: Personal Force Field -- LkGmblr-Rchg+(A)
Level 38: Aid Other -- Empty(A)
Level 41: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), ExStrk-Dam%(43)
Level 44: Temp Invulnerability -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), HO:Ribo(45)
Level 47: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48)
Level 49: Force of Nature -- S'fstPrt-ResDam/Def+(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
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), Efficacy-EndMod(3), Efficacy-EndMod/Rchg(3), Efficacy-EndMod/Acc(5)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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I keep forgetting, lazy people don't play /MM cus it actually requires you to both use melee pbaoes as well as a targeted cone. I play SPINE SCRAPPERS, so switching between these two things as fast as possible is second nature to me. But if you want to be a lazy blaster just always pick /EM. It let's you click buffs on yourself, those don't need to be positioned.
Arch/EM is easy, you can just fire off a RoA with BU/Aim/Boost Range, and you can land an alpha plus an explosive arrow without any retaliation, at which point lots of things will be dead and the survivors may be KB'd. That's a great strategy and it leaves little risk to the user, and you don't have to line up any cones so even a braindead monkey can do it! -
The best turtle...
He has all the swag, ALL OF IT!
"where doing this bro, where makin dis shlt happen" -
Controllers can most definitely get OTHER PEOPLE KILLED BY OTHER PEOPLE, but if you want all the kills for yourself you may have a harder time. I'd suggest mind control for a good damage type, ability to bypass many defenses, and some extra long holds if the information about Total Domination is still true. You can pair it with anything to suit your playstyle. Force Field will give you more survival but force bolt is redundant on a Mind Troller cus you already have levitate... so Sonic Ressonance would give you some survival and a less useless power: Sonic Siphon. If you want to use a tried and true pvp set like Rad or Thermal you will have all the tools you need, even without 28bil inf builds.
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I understand why you people like Rad/Fire, but I AE with a very high end Rad/MM build and I only have 4 AoEs.
Irradiate
Neutron Bomb
Psychic Shockwave
Psychic Scream
I skipped Electron Haze and I still find myself easily chaining those 4 AoEs with little to no downtime, and generally in my downtime I'm recasting a buff like Drain Psyche anyways so it isn't even really downtime. The MASSIVE advantage of Drain Psyche that you sacrifice to take /Fire just doesn't seem worth it to me. Fire has more effective damage auras than World of Confusion, and arguably better dps in its PbAoEs, but you need VASTLY higher recovery to support a build with Hotfeet in it. Whereas my Rad/MM needs ZERO RECOVERY BONUSES, cus with 3 targets on Drain Psyche I'm over the Recovery cap. That means I can get WAY more defense bonuses. These are things to think about before you level that Blaster all the way to 50.
About the only time you might find Rad/Fire to be better is in a team scenario where you have a lot of outside buffs that overlap with the effects of Drain Psyche (Adrenaline Boost) and in the low levels where Fire gets earlier access to the AoEs. -
I like polar lights. They combine the advantage of range, and a decent damage type (energy) with extreme defense debuffs which as discussed under cimerorians makes a HUGE impact on their ability to hit. I find their ability to land AoEs effectively much higher than some other pets I have tried, and due to a combination of factors being discussed here, I propose a new calculation that will let people see why I love polar lights so much.
Every attack gets a bunch of weights applied to it based on damage type, debuffs applied, range vs melee, ST vs AoE, and the actual AoE details and number of max targets. Determine these weights via tedious nights of testing, arguments, black magic, and 7th degree blackbelt level calculus. Now, divide the attacks by the idiot-time factor which is a derivative of the animation times of attacks minus the dead time in the attack chains; Don't forget to carry the 12, and to do this calculation individually for every attack. Now take your results to professor science, he will promptly beat you senseless and burn them. DO IT AGAIN! This time, do it RIGHT. I'll be here ready to grade your papers when professor science is done with you... hehehe
...when he's done with you... -
Support oriented "support toons" like team based empaths probably shouldn't win duels with fire blasters, yeah. But you know, it's really hard to use the term "support toon" on a lot of Defenders since their debuffs are by far the more overpowering aspect in PvE and PvP, and debuffs are ca-raaazzzyyy in 1v1s. Yeah an Empath, even if they are totally built for 1v1s, probably shouldn't be winning 1v1s based on the nature and intended use of the set. But y'know what, I don't think Stalkers were meant to be shark blasters when they were invented either, so whatevs. If the Emp wants to be a beast, you just gotta complain about it and make no attempt to use powers like benumb on them, because that might actually work and THEN WHERE WOULD WE BE?
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YEAH AND ALSO EYE LAZOOORS...
"wait what?"
"we already have that?"
Disregard... dis... regard... -
Yeah I don't want to hate on Devices, but it's a poor choice with any Blaster set that doesn't have Aim. If you want a devices blaster, it should be paired with a powerful and self sufficient primary like Fire Blast or Ice Blast. If you want to play AR or DP, getchu some build up in your secondary. Although if you are willing to be really diehard with getting into melee range, there's always /dark for Soul Drain and a damage aura going while you are executing Hail of Bullets. EM is a solid choice on any Blaster, there's nothing wrong with it I just don't like overusing the same secondaries.
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It's one of the reasons I love building Defenders. You can make them so soo tough. Just about every defender can have effectively soft capped resist to S/L if they want it. With Sonic Ressonance and an epic armor like mind over body to fill the psy hole, you can have some MIGHTY all around resists on a Defender that seriously dwarf what a Corruptor with a similar build has, let alone poor Blasters. I would still recommend tough/weave on most Blaster builds though.
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I want directions to this gas station, for no particular reason. Certainly not to drug both of you guys and do horrible things to your bodies, certainly not.
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Quote:LOUDEN CLEAR Sonic blast Cold Corr
CHEESES KRYST - Sonic Blaster
These are good, but I think if we can really use Sonic Blast to its full potential. Like say we name our Sonic Blasters after terrible singers nowadayz... srsly take your pick, we have plenty of joke fodder out there.
"You have been killed by: Justin Beiber's Voice"
Yes it certainly is bad enough to kill someone. I need to find more people who have Sonic Blasters and get em all in zone at one time for maximum lulz, but unfortunately that would involve some work on my part and I'm lazy. -
Radiation / MM
-Powerful devastating AoE attack chains.
-Extremely effective at low levels where defense debuffs matter more.
-Complimentary damage types, the things that are resistant to psy are almost always weak to energy (robots).
-Pbaoe centric, I'm not sure if you hate being in melee, but it's nice because right after you use Drain Psyche you are already in position to deal your best damage.
-You can farm with it (anything with drain psyche is survivable enough) but that doesn't really matter. -
Power Sink is an insanely overpowered attack. It will not miss, and is twice as fast as similar powers on the recharge time. 3 perf shifters or efficacies to get over 90% endmod is really all it needs. Although I can see how you might want a recharge IO in the power, I don't think it's needed and here's why.
You see a mob, you run in and use Short Circuit / Power Sink to obliterate everyone's end. Short Circuit has killed their recovery, and with decent recharge bonus, you can keep destroying it with Short Circuit. A good slotting for Short Circuit is 3 parts of a damage set, and 3 parts of an endmod set, to max damage and endmod. It doesn't have room for procs, it doesnt need procs.
At this point you DON'T NEED Power Sink again to keep the sapping, cus you also have a toggle sapping their endurance this whole time, while they shouldn't have any recovery anyways. Power Sink will definitely be recharged before the next mob, so the recharge IO is pretty much a waste.
Also with this strategy in mind how much defense do you really need? If you have an entire mob helpless in about 5 seconds, you may not need to go overboard on defenses, but I guess on the other hand it never hurts to be too survivable.