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Posts
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/Fire is my favorite, but that is true for any blaster primary.
The PBAoE nuke (and spherical Bullet Rain) mesh very well with the PBAoEs in /Fire. Ring of Fire is good damage as well as an immob. Fire Sword is a solid melee attack.
/Mental is a solid choice as it has PBAoEs as well; Drain Psyche, Hail of Bullets, and Psi Shockwave are a great combo. I have an SG mate who runs Pistols/Mental and they love it like I love my Pistols/Fire (and they are very effective). -
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I still think you want to play a Corruptor or Dominator. Solid mitigation. Solid ranged damage (not that Doms don't benefit from going into melee, but you can manage without it on some builds).
Plant or Mind / Fire or Thorny or Electirc Dom
Fire or Sonic or Ice / Dark or Time or Rad Corruptor -
Need more DA videos! Your new vid prompted me to head out and face some level 54 threats on my Kat/Inv scrapper. Man, it takes awhile to kill +4s, I remember why I stick to +2s and +3s.
Invuln - The Cat's Meow -
I am looking to play a new tanker and I really like the look of the adjustments made to /MA for tankers. I have a fair amount of time playing a /DA scrapper, but only rarely have I played MA/.
When I play a tanker, I normally play with teams in mind, preferring to jump in and once the team starts in on a spawn I normally start looking to jump out and get the next group(s) ready. I play on fast moving teams where people will over-aggro and where blasters will try to tank too, so I am a bit concerned with MA's single target focus and the lack of big gauntlet radii (Eagles Claw is only 10 feet? <sigh>). Of course, I'll have Taunt, 2 taunt auras and eventually Energy Torrent to help.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
AA-Awesome: Level 50 Magic Tanker
Primary Power Set: Dark Armor
Secondary Power Set: Martial Arts
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(13), S'fstPrt-ResKB(33), S'fstPrt-ResDam/Def+(42)
Level 1: Thunder Kick -- Acc-I(A)
Level 2: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 4: Cobra Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(40)
Level 6: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(33)
Level 8: Dark Regeneration -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/EndRdx/Rchg(9), Theft-+End%(9), Nictus-Heal/HP/Regen/Rchg(11), Theft-Acc/EndRdx/Rchg(17)
Level 10: Warrior's Provocation -- Mocking-Taunt/Rchg(A)
Level 12: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-Psi/Status(21), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(50)
Level 14: Death Shroud -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(15), Sciroc-Acc/Dmg/EndRdx(15), Sciroc-Dam%(37), Sciroc-Dmg/Rchg(40)
Level 16: Kick -- Acc-I(A)
Level 18: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(43)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(33)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
Level 24: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(42)
Level 26: Oppressive Gloom -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(27), RzDz-Acc/EndRdx(27), RzDz-Stun/Rng(45), RzDz-Acc/Stun/Rchg(45), RzDz-Immob%(45)
Level 28: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(42)
Level 30: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 32: Soul Transfer -- Amaze-Stun/Rchg(A)
Level 35: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(37)
Level 38: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), P'Shift-EndMod/Acc(46)
Level 1: Brawl -- Acc-I(A)
Level 1: Gauntlet
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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I don't like to regularly run missions at +4/x8 solo. That setting is more fun for teams, even small duos or trios, it just takes too long solo for me. On my tougher characters, I'll run at +3/x6 normally (+2 for non-incarnates).
Sans Incarnates, I only truly feel comfortable at fighting 8 man spawns that are +4 to me on my Kat/Inv scrapper and even with her I prefer to use some inspirations. I can run my Fire/Rad controller vs. +4/x8 sans Alpha with Clarion, but without Clarion I have trouble keeping enough inspirations handy for making break frees. My WP/Mace tanker has little trouble surviving, but the killing is too slow for my tastes, even with inspiration use. I have not tried it with my Fire/Ice tanker, but the RWZ challenge was pretty easy for him before the FA buffs; he might be a good candidate; I'll have to check it out (maybe that will give me the impetus to take the sleep set out of Frozen Aura and finally slot it for damage).
My Fire/Earth perma-dom could likely handle those missions with liberal (but sustainable) inspiration use, but I have never tried it. I guess I'll have to load her and the tanker in to check out sometime over the coming holiday. -
Here is an idea for you to work with:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Ice Blast Def ideas1: Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13)
Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(3), ExStrk-Dam%(43)
Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(21)
Level 6: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(33)
Level 8: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(27)
Level 10: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(11)
Level 12: Ice Storm -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(29), P'ngTtl-Acc/EndRdx(33), P'ngTtl-Rng/Slow(33), P'ngTtl-EndRdx/Rchg/Slow(34), P'ngTtl--Rchg%(34)
Level 14: Hover -- Zephyr-Travel(A), Zephyr-ResKB(23), Zephyr-Travel/EndRdx(40), LkGmblr-Rchg+(50)
Level 16: Conserve Power -- RechRdx-I(A), RechRdx-I(17)
Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(48)
Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 26: Bitter Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(39)
Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(29)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Det'tn-Dmg/Rchg(46), AirB'st-Dmg/Rchg(48)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Fly -- EndRdx-I(A)
Level 41: Night Fall -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Soul Tentacles -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(45), TotHntr-Acc/EndRdx(45), TotHntr-Immob/Acc(45), TotHntr-Acc/Immob/Rchg(46), TotHntr-Dam%(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Acc(48)
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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When you say "im not going to worry about my DEF?", do you mean you are not going to build for defense or do you mean you want to be able to survive a lot of stuff and not worry?
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I agree with the above. Blasters are likely my favorite AT, but Corruptors, Defenders, and some Dominators are better choices (but blasters can be made as fine rangers too).
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Just updating with my most recent build. I still do not have the procs in Health, although they would be very helpful (just too lazy to bother I guess
).
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire Puddles: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Dmg/EndRdx(19), Decim-Acc/Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(34)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(34)
Level 2: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-EndRdx/Rchg/Hold(11), Para-Hold/Rng(15), Para-Acc/Hold/Rchg(40)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(7), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(40)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(45)
Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(11), TmpRdns-Acc/EndRdx(34), TmpRdns-EndRdx/Rchg/Slow(40)
Level 10: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(17), DarkWD-ToHitdeb/Rchg/EndRdx(37), DarkWD-ToHitDeb/EndRdx(37)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-ToHitDeb%(23)
Level 14: Smoke -- DarkWD-Slow%(A)
Level 16: Mutation -- RechRdx-I(A)
Level 18: Boxing -- HO:Nucle(A)
Level 20: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(31), ImpSkn-ResDam/EndRdx/Rchg(31), ImpSkn-Status(45)
Level 22: Enervating Field -- EndRdx-I(A)
Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/Dmg/Slow(25), TmpRdns-Acc/EndRdx(27), TmpRdns-Rng/Slow(42), TmpRdns-EndRdx/Rchg/Slow(43)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(50)
Level 28: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-ToHit(29)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(37), ExRmnt-+Res(Pets)(46)
Level 35: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(46)
Level 38: Vengeance -- LkGmblr-Rchg+(A)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
Level 47: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(48), Dct'dW-Rchg(50)
Level 49: Combat Jumping -- Krma-ResKB(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Pyronic Total Radial Judgement
Level 50: Diamagnetic Core Interface
Level 50: Spiritual Total Core Revamp
Level 50: Clockwork Total Radial Improved Ally
Level 50: Clarion Partial Core Invocation
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
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Yay! They fixed the damage scale of Repulsing Torrent. So much good.
Concentrates hard on Blaze Mastery: Melt Armor. -
Quote:The debuffs last ~8 seconds. The to-hit debuff is very nice and at the higher tiers you can get very good mitigation from it. Stacking to a max of 20% is possible, but it is more likely to hover at 10% to 15%. The debuff works OK on large spawns if you are AoE focused.Hey all, just curious but, how long do the debuffing effects of this ability last? Have checked paragon wiki, but there is no details about how long the 5% to hit and 15% regen debuffs last.
The regen debuff is less noticeable. Its value is actually only 10% per application. The regen debuff is not very large, but may have a larger effect on bosses and even LTs than is easily recognized (if the -regen delays the regen tick long enough, it could easily save an attack or two). AVs will resist the debuff to the point where it is near meaningless (this is also true for the to-hit debuff). -
Quote:People say that for almost every issue release. The joy is, they have been testing many of the back end systems on Test and some of the systems have been working on getting the beatdown in the live game already.You're predicting that for the live release? I don't know. Freedom is pretty huge, so I think it'll need more time in beta than a regular release.
The original mention of long before October made me think that they were shooting for prior to September (you don't normally call the month before something long before). When they pushed back 2XP weekend, Zwill said it was because they had to ensure they met their Freedom deadline. That was when I knew it was going to be much sooner than most people were expecting. You do not push back an announced live game event for something not expected to go live for 2 months.
Plus, these systems have been tested and re-tested for a long time now. Hopefully, we don't find any nasty bugs and they can meet their deadline! -
Because the open beta will only be for a limited time and then it will be live.
I am still predicting 8/30/11/. -
Quote:Yes, you can only take 2 of the lower tier ones. You must take Spin at lvl 6. There is a full build plan in the first post, closer to the end of the post (there are 2 build plans, you want the one for farming).One question thought, my Spin isn't one of my powers. Why? I selected it asap. I have the 3 lower tier Claws attacks. Should i skip one?
Edit: When I walk away from my comp for a bit, I should refresh a thread before responding to it. -
Hmmm. You may want to repost this in the Gameplay / Technical Issues & Bugs
section. There are players there who monitor this type of problem and they can often help. -
My friend wants a button that allows you to send all the waves right away.
The waiting is the hardest part. -
I could see maybe 2 or 3 more slots total. Not sure I'd like it if they were a sale item though. I think I'd rather that just be a change, if they were to do it.
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Quote:Indeed. However, my point was that your postulation of an in-game poll about which inspirations people use was irrelevant. Are reds valuable to blasters? IME, very. Purples are more valuable and achieve greater value with fewer used. But I probably use more reds than I do purples, because, oh so long ago, I realized that I was losing fights where my enemy had just a sliver left. Losing fights when I was that close to winning meant I just needed a bit more damage earlier. Reds were one help to that (the Issue 5 changes were the main help though, original Defiance and extra HPs shifted most of my close fights heavily in my favor).Not using insp is probably a BAD player problem, not just a bad blaster problem.
Solo, I try to keep a red or two active throughout my missions. I only use purples when I really need them (which is often enough, but still not all the time). I'll admit, that for specialized cases, like speed runs, I stop using reds, because I need more purples in order to succeed, so I convert even reds (and often enough on speed runs team buffs will be damage capping me at the important times anyway).
Moving back to increased damage cap idea:
However, I find that even damage capped, I will have issues vs. +2s and +3s. The amount of reds I need to keep that pace solo causes my purples to deplete too much. Trying to save those reds for just the "tough" fights means my tray is clogged and I still do not have enough purples, which are what I really need in the tough fights, because the reds while good, just are not good enough. When I look around at what is left after I die, many enemies have enough health left that even 200% more damage buff will not kill enough to make a difference (mostly its just 1 to 3 bosses and a lt. or 3). So against harder enemies, I believe the extra damage will not be noticeably useful.
Fighting evens and +1s, even just with moderate inspire use, the enemies are hard pressed to live very long. Leveling up a blaster at normal to modest difficulty levels has no need for a 700% cap. The problem I have seen is that there is little in-between. My blaster fights, at all levels, generally move from straightforward, I am doing well to "Oh, crap! I am gonna die," too fast for just more damage to make a real difference. 2 to 4 lucks make a huge difference in those cases. You could drop 12 reds (and likely 3 or 4 lucks) to damage cap your self and finish the boss and his allies fight in 15 seconds instead of 25, or you could just drop 3 or 4 purples and finish the fight in those 25 seconds very safely, the extra 8 to 12 inspires does not seem worth 10 seconds. Against standard or modestly increased difficulty the extra damage is wholly unneeded and would not be an efficient use of resources.
The sliver of game content and difficulty where a cap increase may be useful to solo blasters is miniscule. On a rocking team with great buffing, enemies die so fast a cap increase benefit would also be negligible. The only place the cap increase would really matter is on the forums where we could do math and show that with high buffing, blasters really do out-damage an AT or two. Paper wins that translate into negligible in-game benefits are not that exciting to me. -
Quote:No. Just no. Look, I am all for keeping blasters as they are in the general sense. I have zero issue with how they play and it is likely they are my favorite AT (although defenders come close). But one cannot seriously look at VEATs, HEATS, brutes, dominators, and scrappers and then turn around and say that some ranged defense plus "blaster level" damage would be overpowered.I'd love to hear your definition of what is then, because this sure sounds like it to me.
Blasters are allowed as much damage as they have because by definition, they're cutting loose and blasting, not "dodging" attacks.
Everything else (including your example) does less damage in order to get that added protection.
Defense is off concept. Adding ranged defense makes it less needed for a team to support the blaster, which is off concept. Say that. Overpowered? Not even remotely close. -
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Quote:First place: awakensI'd bet money if you took a poll in game of which insp blaster players pack reds would come in second to last or very realistically DEAD LAST.
Second place: They forget to use them.
Third place: Greens, but they do not usually have enough or can't click them fast enough.
But that is just my observation on how others play. I sure do see plenty of buff bars that lack any inspiration use, even when it should be screamingly obvious to drop them. -
Always a nifty idea, but it was obviously decided back in I10 that they wanted to keep the squish in the blaster. Ideas like this were tossed around by the devs at the time. That said, it has been sometime since that choice was made and we do have a lot of new devs and new thoughts in the studio that makes these choices now.
My personal opinion is that I have fallen into the camp that wants to keep the squish in the blaster. I likely would not sweat it if they took some of the squish out (after all I spend a great deal of influence and time to make IO builds to take some of the squish out of the ones I play), but I also am not all that interested in the devs spending time to do it.
I also am against any ideas that further denigrates blaster secondaries. There are already enough trade-offs that need to be made in order to use most secondary powers (we aren't all /Devices). I was really unhappy when they opted to increase ONLY the blaster ranged mod in I11. That said, ranged defense would still be very useful when using melee attacks, so I should not be bothered by this, but there is the psychological aspect that would lend weight to the argument that blaster secondaries should not have melee attacks.
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I have often wondered how an in-between double rage would stack up. If instead of perma-double stacked rage, you had 30-40 seconds of overlap.