StratoNexus

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  1. StratoNexus

    Defender Nukes

    Quote:
    Originally Posted by eryq2 View Post
    Agreed. Crashless with less damage is perfect for defenders since the blasters actually wipe out most of the mob. Balance is the "key".

    Now time to make an Ice def for me and Ice blaster for wife and go to work.
    Make two Emp/Ice blasters instead.
  2. StratoNexus

    Defender Nukes

    tl;dr - Defender (and Corruptor) true nukes should be made numerically equal.

    I have a Kin/Elec/Power defender. PBU + Fulcrum + Short Circuit + Thunderous + Transference is great fun and respectably potent.

    I have an Emp/Ice/Dark defender. Soul Drain + Ice Storm + Blizzard + Dark Consumption is great fun and mind blowing blaster devastation.

    Having played Ice Blast for a bit now, I believe it is totally reasonable to either increase the damage of all the true nukes to Blaster level or the rain powers should be made to respect the AT mods.

    I am not against defenders and corruptors having the same type of nuking power as blasters, but I do not like that some do and some do not.

    Either defender Blizzard is just plain wrong (probably) and needs to be reduced or defender Nova needs to be given the same punch.
  3. I, too, prefer the feel of Invuln scrappers. My main scrapper is Kat/Inv, so I am biased towards that. No scrapper I have ever made has been as much fun.

    I have a 50 WM/WP tanker and a near 40 Fire/WP scrapper. The tanker is practically unkillable, the scrapper is decently survivable, which is impressive considering they have no active mitigation. But I find them kind of boring (the tanker is OK, because they have work to do, the scrapper is actually not much fun to play, but I have a solid concept for them, so, from time to time, I am drawn back to playing them for story).

    When I gather more enemies around my Kat/Invuln scrapper or my WP/WM tanker, I can almost always see my green bar stop moving down. When I get more enemies around my Fire/WP, I usually take more damage, so its a race to get my AoEs to kill them before they kill me. There really is nothing I can do to help improve my survivability. Pulling out to lower damage also eliminates my healing. Gathering them to improve my healing makes the damage incoming outpace the healing. The self-rez is terrible, much to my dismay. I thought Resurgence would be the thing that made the set interesting on my scrapper, but more often than not I die again when I use it (whereas, when I use RotP, more often than not the enemies die and I keep moving through the mission). All that leaves me is SoW, which works good on my tanker, but I have not had it long yet on my scrapper.

    Unstoppable is exciting and forces me to pay attention and be ready to pop inspires before the crash (or fall back on rare occasions). I can make sure to leave minions while I kill the bosses and lts. in order to keep my incoming damage down. I can hope Dull Pain recharges again soon. And I am shiny (but maybe you can make WP shiny too now, I haven't tried).
  4. Quote:
    Originally Posted by Seraphael View Post
    How do you even begin to figure that?
    Once aggro is mostly neutralized and/or buffs/debuffs are tossed around, it does not matter that corruptors are personally more survivable. If the team makes the blaster strong defensively, what they can do to keep themselves alive becomes irrelevant and all they have to do is make dead things.

    When the corruptor puts out Radiation Infection, AM, and/or Radiant Aura, those can all benefit the blaster on the team as well, but the blaster does not have to spend time animating them.
  5. Ice/Mental is a great combination. When running a blaster, you will be much happier learning to use Aim and Concentration as much as possible. Those two little buffs have short durations, but a dramatic impact on your performance.

    Frost Breath + Psychic Scream is a crowd-pleaser, try to get those two powers 5 slotted by level 20. I'd try to get Bolt with 4 slots, blast with 5 slots as well.

    Here is an example of how I might start an Ice/Mental who is meant to play at range.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 25 Mutation Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Speed

    Hero Profile:
    Level 1: Ice Blast -- Empty(A), Empty(3), Empty(15)
    Level 1: Subdual -- Empty(A)
    Level 2: Ice Bolt -- Empty(A), Empty(3), Empty(7), Empty(15)
    Level 4: Frost Breath -- Empty(A), Empty(5), Empty(5), Empty(7), Empty(9)
    Level 6: Hurdle -- Empty(A)
    Level 8: Freeze Ray -- Empty(A), Empty(9)
    Level 10: Psychic Scream -- Empty(A), Empty(11), Empty(11), Empty(13), Empty(13)
    Level 12: Aim -- Empty(A), Empty(17)
    Level 14: Health -- Empty(A)
    Level 16: Concentration -- Empty(A), Empty(17)
    Level 18: Bitter Ice Blast -- Empty(A), Empty(19), Empty(19), Empty(21), Empty(23)
    Level 20: Stamina -- Empty(A), Empty(21)
    Level 22: Hasten -- Empty(A), Empty(23)
    Level 24: Drain Psyche -- Empty(A), Empty(25), Empty(25)
    Level 26: [Empty]
    Level 28: [Empty]
    Level 30: [Empty]
    Level 32: [Empty]
    Level 35: [Empty]
    Level 38: [Empty]
    Level 41: [Empty]
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 6: Ninja Run
  6. Quote:
    Originally Posted by Gammos View Post
    I understand why you say I will have end issues...Is there a way that you could make this build better? Or would I need like a billion inf?
    I think the build is OK as is, especially if you take my other two suggestions.

    Quote:
    Originally Posted by Gammos View Post
    I don't have any Accolades on him...yet. But I will..What do you mean by "play faster"?
    I tend to run from spawn to spawn fast. I will dive into spawns while low on health. I combine and use inspires on the run. I am constantly switching targets.
  7. Quote:
    Originally Posted by Gammos View Post
    Good enough as in it will be effective, or I'll still have some issues?
    I would not like how it uses endurance so fast. Even dropping BA, it is still a concern. I do play a bit faster than most people though, so you may not notice that. Do you have the passive accolades (The Atlas Medallion and Portal Jockey, specifically)? You would have to leverage Hibernate and Consume very well in order to keep your blue bar up; I think the build could work since you have both, but I would not enjoy how often I would need to be looking to use one of those two powers (and blues).

    Quote:
    Originally Posted by Gammos View Post
    Ive never used it, so that doesnt bother me. However, will I still pump out enough AoE damage to keep me alive without it?
    Hot Feet, Fire Ball, and FSC are boatloads of AoE damage. Burn is also extremely useful and adds some decent AoE punch. Blazing Aura, played to leverage it (I do things near the end of a fight to conserve endurance, like run up and stand next to an enemy to let my auras kill them), will equal about 11% of my total damage in a play session. However, that extra damage is really only making a difference in a very small number of cases. I play at +1 / x 5 or 6, because that is where I get a good balance between danger and the speed through spawns I like.

    Quote:
    Originally Posted by Gammos View Post
    I thought about taking inferno as an "Oh S***" button...but I would rather steam roll through without havin to stop and retoggle everything (minor detail but oh well :P)
    I do not have Inferno on any of my Fire blasters because I believe, in almost every case, I can do better without it due to the end crash. So Combat Jumping is definitely the way to go, since you feel the same way I do. Burn's immob protection is good enough, but CJ is nice for other reasons as well.

    Quote:
    Originally Posted by Gammos View Post
    Now, I currently have RoF slotted as an attack in my normal build so I know it does decent damage...My Question is, are my ST blast not enough to pick up the stragglers after the AoE are dished out?

    Or maybe its good to have slotted up for in case I get mezzed...
    Blaze, Blast, and Sword are likely just good enough to get stragglers in most every case. I'd prefer to have Ring to help. It stops runners. In an AV or EB fight it can help you save endurance while keeping your damage up. It gives you another range attack for those sad (but rare) times when you should not enter melee. It is very helpful when mezzed.
  8. Quote:
    Originally Posted by Seraphael View Post
    4. Corruptors have significantly better survivability, making it much easier for Corruptors to make good on their offensive potential. Theory doesn't always work in praxis.
    Indeed, theory does not always work in the field. On teams, the survivability advantage is often nil or even in favor of the blaster.
  9. That build looks good enough. I have two suggestions.

    Drop Blazing Aura.
    While I have it and run it on two of my Fire/Fire blasters, I really think the overly high end cost and the small radius make this power very bad. I only have it because I do not need or want any other powers, so activation time free damage is good for me. You could pick up Combat Jumping or Inferno in its place. I'd choose Combat Jumping, the immobilize protection is huge for a melee character and it is also excellent to have its mobility and it will give you even more defense.

    Slot Ring of Fire
    (as an attack). If you take Inferno, it may be harder to move slots out of that and into Ring, but if you take Combat Jumping, then you have 5 slots you can move around. Ring of Fire is a good attack and the immobilize is often very useful too.
  10. StratoNexus

    Server Name

    Quote:
    Originally Posted by Ashtoreth_NA View Post
    One server to rule them all and in the darkness bind them!
    It would be a dream come true...
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    Tankers. Definitely.

    >.>
    I agree that blasters who tank are the way to go with Dual Pistols.

    <.<
  12. Quote:
    Originally Posted by Umbral View Post
    No, but I believe the reverse is true (-res amplifies -dam) because -dam is resisted by the final resistance of a target (resistance after all +res and -res is applied).
    That must be what I was thinking of, but reversed it. Thank you.
  13. Quote:
    Originally Posted by Silas View Post
    but a tier3 blast that animates fast, does high damage and has a guaranteed stun to boot is just mmmmmm good
    I like Cosmic Burst.

    I would not say Cosmic Burst animates fast.
  14. Quote:
    Originally Posted by Umbral View Post
    Against hard targets, chem ammo is ridiculously strong, especially when stacked with other sources of -dam. It's possible for a pair of DP defenders to completely floor an AVs outgoing damage while using nothing other than their DP powers with Chem ammo because of how -dam works.
    Does -damage amplify -Resistance?
  15. Quote:
    Originally Posted by Candlestick View Post
    With Fireblast, Blaze and Fire Sword, he is not lacking in single target damage. My Fire/Nrg blaster has slightly higher recharge, and his single target damage chain with Fireblast, Blaze, Bonesmasher, Fireball is pretty much untouchable when it comes to single target damage.
    Re-read my post.

    Blast, Blaze, Sword, Ball uses well over 5 end per second. With Hot Feet and Snow Storm turned off his build might be able to sustain attacking like that for 40ish seconds and he is going to be in melee range.

    His lack of single target damage POWERS is a drawback in AV fights where he doesn't have help to keep his endurance up and/or where he has to stay at range for some reason.

    Depending on how he plays, it might be an issue. Ring of Fire slotted for damage will help him sustain a single target chain longer and from range. Increasing the damage, recharge, and accuracy slotting in Fire Sword will also help a bit. Even Blaze and Blast are slightly under-slotted for damage.
  16. The biggest drawback of your build is the lack of single target damage powers, which will only be an issue in AV fights where you don't have help to keep your endurance up and/or where you have to stay at range for some reason. Not a huge issue, but it may be a concern.

    I would slot HF with three Nucleolus and 2 micros, I prefer to have it ED damage capped.

    I would slot Ring of Fire for damage, but that would take you away form the soft cap solo. My choice would be to have Ring do damage and be shy of the cap.

    I am pretty sure the slow in Rain of Fire is not affected by enhancing, so the Micro in RoF is not worth it. Normally I would want to put a recharge in that slot, but you have a lot of global recharge, so you could use the slot elsewhere if you wanted (maybe an Acc/Dam/Rech in Fire Sword).
  17. Your build looks fine for a ranger. When doing stuff in Mids, it is best to only list the 4 passive Accolades since the others are only going to be active for brief periods. Little changes I might consider:

    Take Swift early and Hurdle late; slot Swift with a Fly Speed instead of Run Speed. When I take and use Hover, I want every bit of speed I can get while in it. Change the Cyto in Hover to a Soaring: End/Fly or Micro or just a regular Fly Speed.

    Take one slot out of Aim (the one without recharge), move it to Hover for a LotG +recharge.

    Since you do not need Consume much, I'd consider moving those slots into Flares or Ring of Fire, both of which are great range attacks and both of which can be used while mezzed. You could just leave Consume with an Accuracy slotted in the base slot.

    Maybe something like below:

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    JJ. Flash: Level 50 Natural Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Teleportation
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- HO:Nucle(A), Apoc-Dmg/Rchg(3), Apoc-Dmg/EndRdx(5), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(13), Apoc-Dam%(17)
    Level 1: Ring of Fire -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36), Dev'n-Hold%(36), HO:Centri(37)
    Level 2: Fire Ball -- RechRdx-I(A), Posi-Acc/Dmg(3), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(15)
    Level 4: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(37), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Dmg/Rchg(48), Dev'n-Hold%(48)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(31)
    Level 8: Fire Breath -- HO:Centri(A), Posi-Acc/Dmg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/EndRdx(13), Posi-Dam%(15)
    Level 10: Hover -- Srng-EndRdx/Fly(A), Srng-Fly(31), Ksmt-ToHit+(31), Flight-I(34), LkGmblr-Rchg+(50)
    Level 12: Swift -- Flight-I(A)
    Level 14: Super Speed -- Clrty-EndRdx(A), Clrty-Stlth(37)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(39), RgnTis-Regen+(39), Mrcl-Heal(39), Mrcl-Rcvry+(40)
    Level 18: Blaze -- HO:Centri(A), HO:Centri(19), HO:Centri(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(25)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(23)
    Level 22: Fly -- Frbd-Fly(A), Frbd-EndRdx(40)
    Level 24: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), RechRdx-I(29)
    Level 26: Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit(50)
    Level 28: Aim -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
    Level 30: Recall Friend -- Range-I(A)
    Level 32: Inferno -- HO:Nucle(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Consume -- Efficacy-Acc/Rchg(A)
    Level 38: Teleport Foe -- Acc-I(A)
    Level 41: Char -- HO:Perox(A), HO:Endo(42), HO:Endo(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(43)
    Level 44: Fire Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45), Aegis-ResDam/EndRdx(45), Aegis-ResDam(46), Aegis-Psi/Status(50)
    Level 47: Rise of the Phoenix -- Heal-I(A)
    Level 49: Hurdle -- Jump-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 0: Ninja Run



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  18. I have a Psi/Fire at 50. /Fire does a good job of making up for the lack of AOE in Psi. Casting Nado+FSC is cool, its very nice to have them all fall down into your Hot Feet, but it does take 6 seconds to execute.
  19. Electric/Devices. It is safe, but kind of slowish.

    Many people do not like Nrg/Fire, but I do like it.
  20. Quote:
    Originally Posted by StrykerX View Post
    does sleep de-toggle Acrobatics now?
    Acro suppresses when mezzed, but does not de-toggle. That is usually a big help vs. Gunslingers, who used to be able to sleep me, then hold me since acro had been shut-off, but now I am almost never encased in a block of ice by them. Most of the Malta stuns are of the short variety, just make sure to knock out the Operations Officer lts., they have the long stun grenade (I think Tac-Op bosses have them too).

    It used to be that a mob with Gunslingers and Ops Officers presented the tough choice of which mezzer to try to get rid of first, but since toggle suppression instead of toggle dropping was added, the Gunslingers lts. threat level has dropped considerably (if you have Acrobatics).
  21. You can't skip both. Both are good attacks. I prefer Flares because the fast recharge is valuable when faced with slows and the faster cast allows me more options.
  22. Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Betty Sizzle: Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Teleportation
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Hold%(7), Dev'n-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(33)
    Level 1: Ring of Fire -- Dev'n-Acc/Dmg(A), Dev'n-Hold%(21), Dev'n-Dmg/Rchg(33), Dev'n-Acc/Dmg/Rchg(33), HO:Centri(34)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(9), Posi-Dam%(9), RechRdx-I(27)
    Level 4: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Dmg/EndRdx(15), B'ngBlow-Acc/Dmg(17), B'ngBlow-Dmg/Rchg(25)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Combat Jumping -- Ksmt-ToHit+(A), Ksmt-Def/EndRdx(43), LkGmblr-Rchg+(46), LkGmblr-Def(50)
    Level 10: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(11), Sciroc-Dam%(13), C'ngBlow-Acc/Dmg(13), C'ngBlow-Dmg/Rchg(25)
    Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(34)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40), Numna-Heal(43), RgnTis-Regen+(43), Numna-Heal/Rchg(46)
    Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(34)
    Level 18: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Hold%(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Acc/Dmg/Rchg(27)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21)
    Level 22: Super Jump -- Jump-I(A)
    Level 24: Acrobatics -- EndRdx-I(A)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Consume -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg(29), Sciroc-Acc/Dmg/EndRdx(37), RechRdx-I(40)
    Level 30: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResDam/Rchg(31)
    Level 32: Recall Friend -- Range-I(A)
    Level 35: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dam%(36), Sciroc-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Dmg(37)
    Level 38: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(39), Sciroc-Acc/Rchg(39), TmpRdns-Dmg/Slow(40), TmpRdns-EndRdx/Rchg/Slow(46)
    Level 41: Char -- G'Wdw-Acc/Hold/Rchg(A), G'Wdw-Acc/Rchg(42), G'Wdw-Hold/Rng(42), G'Wdw-EndRdx/Hold(42)
    Level 44: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam/Rchg(45)
    Level 47: Rise of the Phoenix -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(48), Mrcl-Heal/Rchg(48), Mrcl-Heal/EndRdx/Rchg(48)
    Level 49: Teleport -- TSM'n-EndRdx(A), TSM'n-Rng(50), TSM'n-Stlth(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Defiance
    Level 0: Ninja Run



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  23. Interesting.

    I'd slot both aim and bu with adjusted targeting for the extra 4% damage (you lose 2 seconds on the recharge when Hasten is down and even less than that when Hasten is active).

    I'd drop Fire Breath. You could pick up Flares, Burn, Rain of Fire, or maybe just a utility power like SJ or SS in its place. With BA, HF, Ball, FSC, and Combustion, you want your enemies to be in a circle around you, and jumping out to use the cone becomes a bother and starting with the cone means you are spending time where BA and HF are eating endurance but not doing anything.

    You could eventually slot Stamina with Performance Shifters, as the proc is the best thing you can put in there and those are not terribly expensive.
  24. If you spend most of your time in melee, then Hot Feet is very much worth it. You will need to compensate for the endurance use, but even though its end cost is high, the value for that endurance is also very high, as long as you spend most of your time near enemies (Hot Feet's radius is a very generous 20 feet, so you do not need to be right on top of baddies).

    I recommend adding at least 40% slow enhancing, on top of ED capped damage and respectable endurance and accuracy slotting. You will want to six slot Hot Feet and it is a perfect candidate for Frankeslotting.
  25. Quote:
    Originally Posted by Cyber_naut View Post
    So how do you 'balance' a power like shield charge? It's a very unique situation. No other secondary has a power like it. What do you balance it against? Realize that any answer you give will be your opinion, including any mathematic equation you might devise to deal with the question.
    That is actually pretty easy to answer. Shield Charge is a power in a set designed to mitigate damage. The large AoE KD radius does that well. Add some modest damage (1 scale or less) to the people getting knocked down for flavor. Give it around a 40 second recharge.

    If you wanted, you could give it a longer recharge and make it do more damage to the main target, which is the route Castle went with.

    It is pretty easy to see that a set that grants respectable mitigation as well as aggro utility and some additional +damage, like Shield, was not intended to and should not have a non-crashing, near nuke every 45 seconds. It was meant as a mitigation KD with some minor damage for flavor.