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it looks alright for general teaming. i would still fit in a fortuanta hypnosis set in siren's song for the easy purp set (very cheap)
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alright what about this
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
Level 1: Twilight Grasp -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(17), Dct'dW-Rchg(25), Acc-I(27), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(37)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(11)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15), Det'tn-Dmg/EndRdx(34)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(34)
Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(43)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), EndRdx-I(50)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-End%(21), P'Shift-EndMod/Rchg(42)
Level 22: Rain of Fire -- Posi-Acc/Dmg(A), Det'tn-Dmg/EndRdx(31), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(50)
Level 24: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), EndRdx-I(27)
Level 26: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(36), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(43)
Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 30: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(31), SipInsght-Acc/Rchg(31), SipInsght-ToHitDeb/EndRdx/Rchg(33), SipInsght-Acc/EndRdx/Rchg(33)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(36)
Level 35: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(48), EndRdx-I(48)
Level 38: Dark Servant -- Heal-I(A), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb(40), SipInsght-Acc/ToHitDeb(40)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(42)
Level 44: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Weave -- LkGmblr-Rchg+(A), EndRdx-I(48)
Level 49: [Empty]
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run -
4% from maneuvers isn't helping much? i figured with that much rech i could go blaze > fb > fire ball > fb although I could easily interchange blazing bolt with fire blast.
and I'm not trying to soft capp, i did :P(albeit .2 percent) but i figured with soft cap, Darkest knight and dark servent i was alright and that FS would be overkill as far as the -to hit went. -
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 1: Twilight Grasp -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(17), Dct'dW-Rchg(25), Acc-I(27), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(37)
Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(11)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15), Det'tn-Dmg/Rchg(34)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(34)
Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(43)
Level 14: Super Speed -- Winter-ResSlow(A), Zephyr-Travel/EndRdx(31)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-End%(21), P'Shift-EndMod/Rchg(42)
Level 22: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(50)
Level 24: Shadow Fall -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(25), EndRdx-I(27)
Level 26: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(36), DarkWD-ToHitdeb/Rchg/EndRdx(36), DarkWD-Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(43)
Level 28: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), Krma-ResKB(31), LkGmblr-Def/Rchg(33)
Level 32: Assault -- EndRdx-I(A), EndRdx-I(33)
Level 35: Combat Jumping -- LkGmblr-Rchg+(A), Jump-I(36)
Level 38: Dark Servant -- Heal-I(A), SipInsght-ToHitDeb/EndRdx/Rchg(39), SipInsght-Acc/EndRdx/Rchg(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb(40), SipInsght-Acc/ToHitDeb(40)
Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(42)
Level 44: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dam%(45), Mantic-Dmg/EndRdx/Rchg(45), Mantic-Dmg/ActRdx/Rchg(45), Mantic-Acc/ActRdx/Rng(46)
Level 47: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run -
in a rad/sonic thread, lolwut?
honestly though, if you're just wanting a defender for the everyday pug, solo ok, and farming help and don't wanna spend the inf on making it amazing (which it can) it sounds to me like you'd be better off going with something like kin/, cold/ or dark/ (hell even TA if you wanna be really different). just because rad is a superb when it has something to anchor and in general teams those anchors will die are more quick i guess, for lack of a better term. basically the difference between toggle debuffs and click debuffs, or in kin's case + damage which is essentially the same thing.
EDIT: here's the build i would use with a low budget 30 ranged, 42 rech before AM or hasten and 30 acc with kismit proc(which is acc but still)
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Rchg(A), Dct'dW-Heal(7), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(15)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Acc(19), Efficacy-EndMod/EndRdx(21)
Level 6: Hurdle -- Jump-I(A)
Level 8: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitDeb/EndRdx(25), Achilles-ResDeb%(39)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 18: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 22: Lingering Radiation -- Acc-I(A), Acc-I(34), RechRdx-I(36), RechRdx-I(36)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(37), Ksmt-ToHit+(37)
Level 26: Amplify -- RechRdx-I(A), RechRdx-I(37)
Level 28: Assault -- EndRdx-I(A), EndRdx-I(39)
Level 30: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 32: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(42)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Winter-ResSlow(45), LkGmblr-Rchg+(46)
Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46), ResDam-I(46)
Level 47: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run -
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So i've been contemplating building a WS and came up with this build, i've never built one before and figured to build for rech and melee defense (since i generally build for rech and some type of defense) but I'm wondering if I should even bother with the defense, if the res is enough, but its a first shot so lets see.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Hero Profile:
Level 1: Ebon Eye -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7)
Level 1: Absorption -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(3)
Level 2: Gravimetric Snare -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(13)
Level 4: Orbiting Death -- Armgdn-Dam%(A), Oblit-%Dam(13), Sciroc-Dam%(15), Erad-%Dam(15), EndRdx-I(17)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 10: Shadow Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(21), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(23)
Level 12: Sunless Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 18: Gravity Well -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(37), P'Shift-End%(37)
Level 22: Stygian Circle -- Dct'dW-Heal/Rchg(A), Efficacy-EndMod/Rchg(43)
Level 24: Shadow Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 26: Unchain Essence -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(29), Ragnrk-Acc/Dmg/Rchg(31), Ragnrk-Acc/Rchg(31), Ragnrk-Dmg/EndRdx(31)
Level 28: Gravity Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/Rchg(42), TtmC'tng-EndRdx/Rchg(42), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-EndRdx(45), TtmC'tng-ResDam/EndRdx(46)
Level 30: Twilight Shield -- TtmC'tng-ResDam(A), ResDam-I(40), TtmC'tng-EndRdx(46), TtmC'tng-ResDam/EndRdx(46)
Level 32: Gravitic Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 35: Dark Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(37)
Level 38: Eclipse -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(39), ImpSkn-EndRdx/Rchg(39), ImpSkn-ResDam/EndRdx/Rchg(39), ImpSkn-Status(40), RechRdx-I(40)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Dark Sustenance
Level 1: Ninja Run -- Empty(A)
Level 10: Shadow Recall -- Winter-ResSlow(A)
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I won't quote since its too long. half the things mentioned are AoE attacks or unresisted and will hit both s/l defense builds and ranged builds as well as mentioning afew attacks that have a s/l component frag and stun grenade come to mind (frag being both smashing and lethal). both will get you through most if not all of the 40 + content(anything lower and you'll lose the bonuses, assumign level 50 slotting)
although again it comes down to playstyle. s/l defense is more lazy, if you will, than ranged. -
Quote:s/l defense protects against ranged attacks so long as they have one of the components, which most do. as i said, its much easier to do s/l which is just as survivable, especially if you get close. 4 slots in melee as apposed to (nerfed) botz and 6 slotted tstrikes, which are needed to soft cap (have yet to see a softcapped blaster build that didn't have em). botz nerf doesn't stop form building range, but it made it much harder to get something that will make a difference.Unstoppable is a very specific event that your other psychic attacks can already take care of. Mind Probe is a bad attack because your ranged attacks do better damage and have the advantage of being ranged. It has nothing to offer that the other psychic powers do not.
I'm not sure where I'm getting the idea it does KB from either. I think his slotting confused me.
You have 3 melee attacks. one of which isn't worth picking, one which is very good, and one which is situational and probably not worth it if you picked stamina instead. I would not make my entire build focus around having melee defense for one, possibly two, good attacks, while the rest of my build would probably favor ranged quite a deal more.
You are still going to get hit with ranged attacks if you only slot for S/L. Ranged Defense is marginally better because you can stay out of melee, but then, it's very easy to pick Ice Armor so I don't particularly see the reason *not* to get it. I wouldn't only focus on one or the other though, as you will leave yourself open to attacks, which is sort of the anti-thesis for building for defense. If you're okay with having that hole, more power to you, but that doesn't mean it isn't there.
BotZ doesn't stop you from building for ranged defense, though it is one of the reasons it was so easy to soft-cap. That said, you don't *need* soft capped defenses either, 25% alone will make a very noticeable difference in your survival, and I can achieve that on any blaster without undo sacrifices.
assuming you slot for s/l and use the rest of what you have to slot for rech (which there are serveral builds on teh forums that did this, mine included) all of that is up every spawn.Quote:
Hail of Bullets isn't up every spawn. Neither if Flash Freeze or Drain Psyche. So yeah, that's a great tactic, but only if you want to wait 30 seconds between spawns.
perhaps this is where the dispute is since this argument is entirely based on playstyle. s/l covers enough to be plenty survivable, for instance in melee to get a decent drain psyche so anything that does get through will get regen'd quickly, not to mention HF and hibernoob for the more dangerous stuff.Quote:
*EDIT* - My position is not that S/L will not help you, but that it will not cover everything. Ranged doesn't either, though it is easier to stay out of melee defense and rely entirely on ranged than it is to hope that nothing without an S/L component is ever aimed at you.
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and ES still sucks -
Quote:Mind Probe isn't a good attack just because it's at melee range. In fact, it's a worse attack because it can only achieve melee range. It doesn't even do more damage than your first two tier ranged attacks. It's KB is also counterproductive to blapping, and I'd view it more of a control power than I would a viable attack, and not a very good one at that. The only good thing it has going for it is the recharge, and Psychic Scream offers that in a cone.
Bullet Rain... isn't... a melee attack.
Drain Psyche is really more of a utility ability, not an attack, which doesn't qualify it for blapping.
That pretty much leaves Hail of Bullets and Psychic Screams, which I've already given my opinions on, and don't care to repeat them.
With only one GOOD melee ability, no, MM is not a good blapper set, and I don't choose to "beleive" that out of ignorance. It's an opinion formulated after analyzing the powers. Not just a wild haphazard guess.
mind probe doesn't do KB so nfc what you're talking about there. its not a bad attack, especially for something that goes into unstop that doesn't have psi res/defense.
however, for a blapping set, no its not the best, but it requires you to be in melee to get the most out of its powers.
although slotting for s/l defense is basically just as survivable as slotting for range, is much easier to do especially since botz nerf, and allows you to slot your ranged attacks for rech or something else(and can save afew slots) instead of having to 6 slot everything with tstrikes. -
so can ice storm and blizzard. defender RoA is a hollow shell of the blaster version and the rest of the set is very lackluster when compared to the other secondaries and its blaster counterpart.
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Quote:this is a good point as well. if PR's -res worked with all damage types, itd be a no brainer to take it over ES.Executioners Shots DPA (or DP~anything) is hardly worth it's short range. Enemies have less time to reach you because it's short range is a laughable 12 metres. Most other sets with a power like it are sets where I can appreciate the lack of range as conceptually a possibility and the fact that they normally have build up which helps to defeat the enemies that might reach melee helps offset the risks in short range better.
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Quote:lolwut? again with the crappy prizes[CENTER][IMG]

[B]1st Place: Praetorian Clockwork Costume Code & 60 Million Influence / Infamy
2nd Place: Performance Shifter Chance for + End & 40 Million Influence / Infamy
atleast ozi gave a free month in his costume contests -
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Quote:its sad that the tier 1 blast has a higher DPA than the tier 3. ES is crapActually, Executioner's Shot's DPA isn't really bad, it just isn't great. ES's DPA is about halfway between Dual Wield and Pistols, so if you use Dual Wield your total DPS will go up by adding Executioner's to your attack chain. I can see skipping ES on some builds to avoid having to get that close to the enemy, but don't skip it for DPA reasons.
(Assumes unslotted at level 50, standard ammo, adjusted for Arcanatime)Code:Damage Activation DPA Pistols 62.6 1.19 52.69 Dual Wield 82.6 1.85 44.7 Executioner's 132.6 2.77 47.84 -
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well its not like he's going to be sapping much anyway or he would have rolled elec/. in all likelihood, he probably just took his current pve build and wanted to use that in pvp which would have failed epically. just being therm makes it harder to go the disruption route so his best bet is to go damage or buff. and yea, phase and hiber are both fine, it just saves a pool power slot for something else.
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levi gets a hold as well >.> phase has the chance of dropping due to sap as well and since the standard pool powers is fitness/ss/sj it clears up the last spot for leadership to get some percep and get the phase
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if you want an offender, make a corr. fire/dark is always nice or ice for blizz.
if you want to debuff dark is good for the -to hit but damage is mediocre and of course sonic. epic, for me anyway, depends on how you slot. I don't like the dark epic, power is good for damage and FoN, and psi is a good set mule set.

(Sidenote: Do all the demons (i.e Infernal's group) have attacks that have a S/L component?