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DM/Nin is good, but I'd go FM/Regen or FM/WP. Quick Recovery is hard to beat when it comes to being self sufficient. I prefer the way Regen plays, but WP is nice and easy to deal with (and will be a bit better vs. Carnie bosses than /Regen).
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The blaster has more hit points, but the blaster is also more squishy.
Corruptors get powers to protect their team, many of which are also useful at aiding oneself. -
I am a big fan of Tough and Weave, so I like that you added them.
As a ranger, I'd avoid the PBAoE attacks (except for Inferno). I had chosen Fire Sword because I expect that the few times you would be in melee it would be with only one or two enemies and having the big hit of Fire Sword would be nice. However, if you do want another AoE, I'd recommend FSC over Combustion. FSC hits hard and its effects are immediate. Combustion does have a bigger AoE, but its damage takes 7 seconds to pour out (10 if you include the animation time).
I loathe Melt Armor (the APP version, it is great on corruptors and controllers). Long recharge, high end cost, negligible effect, and they reduced its radius. APP Melt Armor is the single worst designed power ever added for players. I mean that, ever. Fold Space was better. Old Flares and current Barb Swipe were/are better. Unyielding Stance was better. Single target Wormhole was better. I cannot express my contempt towards this power strongly enough in words that do not get censored. Choose Bonfire, a great power for a ranger. Take Stealth instead. Pick up Boxing or Flurry instead. Just do not level to 49 and 50 instead. -
Quote:Hot Feet is awesome. Blazing Aura, not so much. Now that I said that, I still have Blazing Aura on my lvl 50 Fire/Fire/Flame (and a level 40 Fire/Fire). I still have it, because there is nothing else I can choose that is better for my build and my goals.Nice! But Stratos...why no Blazing Aura? along with Hot Feet would make it a "real burner". And the added damage would be nice too. I DO intend on being in or near melee area. I figured with some slows in Hot Feet it would be whats needed to keep potential targets from trying to squash me.
What say ye?
However, I am kind of weird. Look, Blazing Aura has a small radius, most enemies are never in it. On top of that it costs a TON of endurance. It costs 50% more to run than the Blazing Aura that Fiery Aura gets AND it deals (slightly) less damage. I run it because I built around +recovery so I can afford it (OK, even with all my +recovery, I still can't afford it, but its mostly manageable). You have to actively do stupid things to make it work. Things like stand next to a Lt. letting BA and Hot Feet tick while you shoot other enemies all the while letting that Lt. beat on you (the damage buff I used to get from old defiance was beautiful). And even with end saving tricks like that, it still will run you dry long before Consume has a prayer of recharging. -
Quote:I do not think it is a meaningful advantage. The AoE placate, maybe, but that is only one set. Perhaps my opinion of placate is tainted by the fact that my only high level stalker is regen and the fact that I normally played on Unyeilding (and now I play at +1 x3). Placate + high defense may be more interesting, I have gotten much better use out of it while teamed with defense buffers.[Placate]
If you don't think that's a meaningful advantage, I think you don't know how to leverage it. It's of little use on a team (and some people consider it a downright negative when used there), but I can tell you I damn well wish I could placate some things when I play my Scrappers, especially solo.
Is it handy? Sure. Is it a meaningful advantage over what scrappers get instead of Placate? I do not think so. It is one power that has a modestly nice effect. I never said stalkers had no good powers and I would not agree if someone did say that. But it is not a meaningful advantage over scrappers. It is defensive/offensive power stalkers get that scrappers do not get. -
Radiation Blast is a great a set and Rad/Fire is a powerhouse.
The sets beg to be played in or near melee range. I'd only choose one of the first two blasts, whichever you prefer. I'd skip Electron Haze; I like the cone and the KB, but feel it does not mesh well with /Fire Manip. Combustion from /Fire is a bad power and should be avoided (as is Blazing Aura).
Here is a sample set of power choices and slotting up to level 23.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Quantum Flame: Level 23 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fighting
Hero Profile:
Level 1: X-Ray Beam -- Empty(A), Empty(3), Empty(9)
Level 1: Ring of Fire -- Empty(A), Empty(5), Empty(15)
Level 2: Irradiate -- Empty(A), Empty(3), Empty(7), Empty(7), Empty(15)
Level 4: Fire Sword -- Empty(A), Empty(5), Empty(9)
Level 6: Combat Jumping -- Empty(A)
Level 8: Aim -- Empty(A), Empty(17)
Level 10: Fire Sword Circle -- Empty(A), Empty(11), Empty(11), Empty(13), Empty(13)
Level 12: Boxing -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Build Up -- Empty(A), Empty(17)
Level 18: Cosmic Burst -- Empty(A), Empty(19), Empty(19), Empty(21)
Level 20: Acrobatics -- Empty(A)
Level 22: Tough -- Empty(A), Empty(23)
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Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(21), Empty(23)
Level 4: Ninja Run -
Quote:Compared to scrappers? And if they do have any advantages, do they get to apply in the game? You can call it hyperbole, but I'd rather call it a reasonable generalization. Back up and look at it from a different perspective.Nothing but disadvantages? I'm going to be horridly blunt: that's just stupid, and anyone claiming it is trying too hard to railroad their opinion over others.
Stalkers have no meaningful advantages over scrappers. Maybe you glossed over the word meaningful in your first read. Maybe you thought it meant compared to all other ATs. But in the context, I think it is a valid viewpoint and I agree with it.
I still freely invite them to my team when I am looking for a damage dealer, but they have no meaningful advantages over scrappers. -
Here is a solid build for a Fire3 ranger.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire3 Ranger: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Medicine
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(43)
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(13), HO:Centri(34)
Level 2: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(3), Det'tn-Dmg/Rchg(7), Det'tn-Acc/Dmg/EndRdx(11), Det'tn-Dmg/EndRdx/Rng(15), RechRdx-I(40)
Level 4: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(46)
Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(7), Ksmt-ToHit+(46)
Level 8: Fire Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(9), Det'tn-Dmg/Rng(9), Det'tn-Acc/Dmg/EndRdx(11), Det'tn-Dmg/EndRdx/Rng(15), RechRdx-I(43)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17)
Level 14: Fly -- EndRdx-I(A)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(46)
Level 20: Stealth -- EndRdx-I(A)
Level 22: Aid Other -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(25), Mrcl-Heal/EndRdx(36), Dct'dW-Heal/EndRdx(40), IntRdx-I(50)
Level 24: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(50), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(27), Mantic-Dmg/EndRdx/Rchg(27)
Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Rchg(37)
Level 30: Rain of Fire -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(31), Det'tn-Dmg/Rchg(31), Det'tn-Acc/Dmg/EndRdx(31), Det'tn-Dmg/EndRdx/Rng(40)
Level 32: Inferno -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Dmg-I(43)
Level 35: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(36), Mrcl-Heal/EndRdx/Rchg(36), Dct'dW-Heal/EndRdx(39), IntRdx-I(48)
Level 38: Resuscitate -- EndRdx-I(A)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), S'fstPrt-ResDam/Def+(45)
Level 47: Rise of the Phoenix -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(48)
Level 49: Grant Invisibility -- DefBuff-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
Level 4: Ninja Run -
Quote:I am pretty sure this discussion goes beyond just a list of powers, but also what kind of impact can you have across a wide variety of situations.Well, that's why I said for 'diversity of powers.' For a more standard definition of versatility, I'm not so sure, but if you just want to make a big list of different effects you have at your disposal, Controllers probably beat everybody else hands-down.
I cannot think of anything that has more versatility than an Ill/Rad. Any other Rad controller can come close, but all will fall short because they lack PA. Sure, I can tank many enemies on my Fire/Rad/Earth, but PA is a better tanker. Earth can come close, Stoney can rival PA well enough that I would not necessarily quibble. Of course neither of them do invis (although Smoke can come close enough), confuse, or fear. All controls that can be used when some of the standard fare fails.
Certain Rad Emissions or Dark Miasma defenders and corruptors can come close as well. However, for sheer breadth of ability and use in just about every game situation, Ill/Rad is at the top of the list. -
Quote:Assuming a ranger build, you could shoot off Tentacles, Nightfall, Ball, and Breath. That is a lot of superfluous AoE, but it does sound fun.I got a succubus fire/fire, and flame mastery is awesome.
Love bonefire, fire shield and rise of the phoenix.
But I also love soul mastery...
I would have 2 cones with nightfall and soul tentacles, a shield with dark embrace and the awesome soul storm.
Any of you guys have it and can tell me something before I waste a respec?
Thanks!
Tentacles size is, IMO, extremely disappointing. Nightfall is OK, but narrow. The damage is average to slightly below average and the recharges on both powers are long for what they are. Soul Storm has the great FX, but has an animation and recharge that is twice as long as Char, plus the hold duration is shorter.
I was looking forward to Dark Blast for blasters, but after seeing the Soul epic, I don't even care anymore. I have total faith that if they ever do port it, they will destroy it (for me), much like they did Psi blast. Soul Mastery is a huge disappointment to me. -
Quote:RotP is auto-hit.To the OP, as mentioned, the purple patch means you have only a 39% chance to hit the foes with the knockback and stun.
The enemies have always had a small window to attack before the untouchable portion kicked in. I believe they made a change a year or two ago to make it less likely to happen. It is possible this change was not ported to the APP versions.
I find it to be a rare occurrence, but I usually team, so the aggro is off me as soon as I die normally. If you are soloing large spawns, it will likely be more of a problem.
Hopefully it can be improved. -
Quote:It is kind of both, really. You select a target and the AoE is centered on that enemy, just like Flashfires or Explosive Blast. While you could have something like Ice Storm or Earthquake be just a targeted AoE instead of a placed patch, in order for Wormhole to be functional as a TP foe, you need some way to tell it where to TP the targeted foes. Therefore, you also need to click somewhere to tell them where to go.I don't mind the power itself, personally, but I hate the manner in which it is used. I generally dislike click-n-stick powers and much prefer targetted AoEs.
A keybind could be useful to make it a two step process, just like Flashfires. Select enemy, ctrl-click the target area.
/bind lctrl+click "powexecname wormhole" -
I'd play the following.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
I hate my elec-storm: Level 50 Magic Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Gale -- Acc-I(A)
Level 2: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(50)
Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(31)
Level 6: Short Circuit -- Erad-Dmg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(9), Oblit-Acc/Dmg/Rchg(34)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(31)
Level 12: O2 Boost -- Mrcl-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(13), Numna-Heal/EndRdx/Rchg(46)
Level 14: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(42)
Level 16: Freezing Rain -- LdyGrey-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg/EndRdx(17), LdyGrey-Rchg/EndRdx(17), RechRdx-I(25)
Level 18: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(40)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(25), DarkWD-ToHitDeb/EndRdx(37)
Level 22: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(46)
Level 24: Boxing -- Empty(A)
Level 26: Voltaic Sentinel -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(27), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(37)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Det'tn-Dmg/Rchg(33), AirB'st-Dmg/Rchg(33)
Level 35: Tornado -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(45), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/Immob/Rchg(45)
Level 47: Summon Disruptor -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Total Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Scourge
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
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(21), P'Shift-EndMod/Acc(50)
Level 4: Ninja Run -
Quote:This assumes the end goal is to fight Pylons. Most people use the Pylons as an easy method to test how they can fare vs. other enemies. The pylons are not the goal, they are just a means of build testing. Will you be turning off those toggles in regular missions? Against AVs?If one assumes one is turning off all toggles except Tough and Focused Senses to DPS the pylon, then is it worth putting an explosive strike proc in Focus instead of the endurance IO? I know you keep talking about the endo use of the chain, but perhaps it would be OK with only 2 toggles running?
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Quote:That is a fun tactic. Another method you can use is Teleport. I love TPing into the center of a spawn and hitting HOB-FSC.Try to fit Invisibility into the build.
There's a trick I used to use with my FIre/Fire blaster that will work for you too (maybe better with HoB)
Invisibility grants "Only Affecting Self" status, which means that, while your toggles remain on, they will not affect enemies. That lets you position yourself in the middle of a mob and drop Invisibility. They will immediately start scattering due to Hot Feet, and you can us FSC and HoB while they are panicking. Drop a Burn Patch and go to town. -
Quote:Heh, I got the same problem when I tried to load your build, even when I used your data chunk. I ended up just copying it from the post (If you select from the name True Dreams all the way to the end of the build and copy, you can then use the import feature in Mids). I am guessing it is the Force Feedback Proc in our builds causing the issue, since that is the one that fails to import correctly.Firstly, I seem to be getting an error uploading your build, mind posting a data chunk? "End of stream" error.
Good luck with your blaster. I find my DP/Fire to be one of my favorite toys. -
Keep in mind that you can slot Thunderstrikes into Char as well, if you want.
It really depends on how you want to use the power. In everyday play, Char will probably be more useful. Mez an annoying enemy, and it will likely be dead before the hold wears off anyway. Against hard targets, up level bosses or EBs/AVs, the better damage of Ring of Fire will be noticeable.
Which is likely to be more important to you? -
I would encourage you not to forgo range defense, even with a melee centric playstyle, you will face a lot of range attacks. One thing you should know, HoB defense does not stack with Scorpion Shield (HoB only grants Melee/Range/AoE defense). Most enemies will likely be using range attacks against you while you are using HoB (and Hot Feet will help ensure that is true).
Hot Feet wants slow enhancements as well as damage. Without them, the scatter is too fast, IMO. You do not need tons of slotting, I shoot for 40% or higher (and usually can't get much higher). The spiritual is a big help in this area, IME, and will allow you to push that slow slotting up into the 70s, which is very useful vs. up level enemies.
Combustion is... well meh at best, and bad most times. I'd encourage you to skip it.
Since you are aiming for a PBAoE centric build, I'd also skip Empty Clips (or level with it and respec it out after HoB or after Hot Feet). You really should focus on being near melee range so Hot Feet is worth the end cost and bouncing back out of the spawn in order to use the cone is detrimental to the playstyle.
I'd recommend Acro. I really miss the Hold protection when I compare my blasters that have Acro to the ones that do not. It is especially true of melee centric blasters.
Ring of Fire is a very good attack. I recommend slotting and using it.
Here is another build to look at and glean ideas from.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
True Dreams: Level 50 Mutation Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/EndRdx(46)
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(48)
Level 4: Dual Wield -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(43), Thundr-Dmg/Rchg(43), Thundr-Dmg/EndRdx/Rchg(45)
Level 6: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(36)
Level 8: Swap Ammo
Level 10: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17), FrcFbk-Rechg%(48)
Level 12: Fire Sword Circle -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(13), C'ngBlow-Dmg/EndRdx(13), Erad-Dmg/Rchg(15), Erad-Acc/Dmg/EndRdx/Rchg(17), Erad-Acc/Dmg/Rchg(48)
Level 14: Stimulant -- EndRdx-I(A)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(25)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(42)
Level 20: Aid Self -- HO:Golgi(A)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 24: Boxing -- Empty(A)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(37)
Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(37)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(36), S'fstPrt-ResDam/Def+(50)
Level 32: Hail of Bullets -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(33), Erad-Dmg(33), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34)
Level 35: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(50), S'dpty-Def(50)
Level 38: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), TmpRdns-EndRdx/Rchg/Slow(39), TmpRdns-Dmg/Slow(40), TmpRdns-Acc/EndRdx(40)
Level 41: Scorpion Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(42), S'dpty-Def(42)
Level 44: Summon Spiderlings -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(45), ExRmnt-EndRdx/Dmg/Rchg(45), ExRmnt-Dmg/EndRdx(46)
Level 47: Super Jump -- Winter-ResSlow(A)
Level 49: Acrobatics -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(25) -
Here is a build built with I20 in mind.
Sm/Le/En capped even against critters with base 64% to hit.
Tons of nifty procs, and with the Musculature you do not lose out on damage enhancing.
Pretty inexpensive build as well.Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Kant Tuch Dis: Level 50 Magic Defender
Primary Power Set: Force Field
Secondary Power Set: Dual Pistols
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Deflection Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def(11), S'dpty-EndRdx(21), S'dpty-Def/EndRdx/Rchg(23)
Level 1: Pistols -- Achilles-ResDeb%(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(34), Thundr-Acc/Dmg/Rchg(40), Dev'n-Hold%(43)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(9), Dev'n-Hold%(34)
Level 4: Empty Clips -- Achilles-ResDeb%(A), Posi-Dam%(5), Posi-Acc/Dmg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rng(46)
Level 6: Insulation Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-EndRdx(7), S'dpty-Def(11), S'dpty-Def/EndRdx/Rchg(43)
Level 8: Maneuvers -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(9), S'dpty-Def/EndRdx/Rchg(23), S'dpty-Def(37), S'dpty-EndRdx(40)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Dispersion Bubble -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(13), S'dpty-Def(13), S'dpty-Def/EndRdx/Rchg(37), S'dpty-EndRdx(46)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 16: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(19)
Level 18: Swap Ammo
Level 20: Super Jump -- Zephyr-ResKB(A)
Level 22: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(25), Numna-Heal/EndRdx/Rchg(25), IntRdx(46)
Level 24: Boxing -- Empty(A)
Level 26: Repulsion Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(31)
Level 28: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Acc/Dmg/Rchg(29), Achilles-ResDeb%(31), Dev'n-Hold%(50)
Level 30: Assault -- EndRdx-I(A)
Level 32: Vengeance -- LkGmblr-Rchg+(A)
Level 35: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36)
Level 38: Hail of Bullets -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(39), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(39), M'Strk-Dmg/Rchg(40)
Level 41: Scorpion Shield -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(42), S'dpty-Def(42), S'dpty-Def/EndRdx/Rchg(42), S'dpty-EndRdx(43)
Level 44: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(45), Aegis-ResDam(45), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(48), Aegis-EndRdx/Rchg(48)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
Level 49: Aid Self -- Heal-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 18: Chemical Ammunition
Level 18: Incendiary Ammunition
Level 18: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(37), Numna-Regen/Rcvry+(45)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Acc(34) -
Quote:Actually Singy is not that potent. He is fine and all, but I would love to have 2 Sings again. Having two of them would be like having a mini-controller backing you up. Having one is not like having an awesome backup controller that fills on all the holes in the set. Having two is not even that good, but it would be a fair bit better than now.Except this wouldn't really fix anything. Once you have singularity, the set is decent, perhaps even quite nice (have to work on hearsay right now - my highest level grav is a 22 grav/rad controller) - Singy is an awesome backup controller that fills on all the holes in the set.
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I'd like Wormhole to have a 25 foot radius, like other AoE stuns do. I'd be OK if the Accuracy was lowered to match the other AoE stuns.
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