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What kind of budget are you looking at? Ill/Rad is fantastic at soloing if you have the recharge to get Phantom Army permanent, but if you don't have perma-PA you're either looking at downtime while you sit there and wait for PA to recharge or else lowering the difficulty to the point that you can beat a spawn without PA. Plain "ordinary" Ill/Rad is a decent Controller for soloing but nowhere near as good as a Fire/Kin or Plant/Storm.
If you really want to solo well I'd suggest a Scrapper, Brute, Mastermind, or Corruptor. I personally don't care for Doms but some people love them... they hit pretty hard but unless you have perma-Dom seem pretty squishy to me so I generally just make a Blaster instead and skip the controls in favor of far more powerful attacks. Which reminds me... Blasters can actually solo pretty well as long as you aren't set on maxing out the difficulty settings. If you want to solo but also have good group utility I'd go Corruptor... something like Fire/Dark or Fire/Kin would likely be fastest but Ice/Storm should be perfectly decent. The drawback to Ice/Storm is that you won't have a self heal and your main AoE is a long DoT, but once you get Hurricane and have Freezing Rain slotted with plenty of recharge you should be able to toss things into corners, hit Freezing Rain + Ice Storm, and sit back and watch the flood of orange numbers.
Just be careful on teams... Storm can provide good support but it can also make every melee character on the team hate your guts if used incorrectly. -
Corruptors are more survivable than Blasters. So are every other AT that isn't a Blaster.
With softcapped S/L defense (and enough extra to soak up a defense debuff) and a huge, fast-recharging heal a Fire/Kin Corruptor is going to be very tough unless the enemy has non-S/L mezzes. The Blaster will be as hard to hit but won't be able to recover from the lucky hits near as easily. More importantly, a Fire/Kin Corruptor is putting out Fire Blaster level damage and quickly wiping out spawns, while an Electric/Devices Blaster is putting out mediocre damage and taking much longer to clear out a spawn (which means lots more incoming attacks). Electric blast is good for sapping but not that great for actually killing things (especially paired with Devices, which is pretty much the lowest damage secondary unless you like planting minefields) while Fire is the king of killing stuff fast.
I'd consider switching to ranged defense on the Blaster if you keep him because an Electric/Devices Blaster has pretty much zero reason to ever want to be in melee. However, if you like Electric Blast then I'd really suggest rerolling as Electric/Electric... that not only gives you good melee (and a good reason to go S/L defense) but also lets you drain enemies of endurance fast enough to actually help you survive. -
Why bother with Scorpion Shield? You have basically zero defense to stack with it, so why not go with Force Mastery for Force of Nature instead? You could drop Phase Shift for PFF and then take Temp Invulnerability and Force of Nature and all you'd lose is one LotG which at your recharge level is pretty much insignificant. You could also go with Flame for Fire Shield and Rise of the Phoenix (hey, Blasters do faceplant so why not turn it into a nuke?)
I tend to prefer resist based shields if I don't have defense to stack with them, and Force of Nature with around a 40% uptime thanks to all your recharge would be nice. -
As I understand it the Brute version of Claws is one of the top Brute sets because it actually hits Scrapper level damage with a high end build. The Scrapper version, not surprisingly, also hits Scrapper level damage
... so basically it's a case of which playstyle you prefer and how much you want to spend since I believe you do need a very high end build to get the Brute up to Scrapper levels. So pretty much the old standby: "Scrapper for max damage, Brute for better survivability," but with the added twist of "Brute for both if you don't mind spending a whole lot of inf and merits."
Personally, I'd go Brute if I was looking for a damage-based secondary like Fiery Aura or a resist based one, and possibly Scrapper if I was going with a defense based secondary. Scrapper Claws is very endurance efficient so it would be easier to take the Spiritual or Musculature Alpha on a Scrapper, but Brutes are better if using a squishy secondary like Fire or one that relies on resists. -
Quote:Do Incarnate powers really make that much difference? Your standard farmer is mowing down tons of weaker mobs rather than fighting the sort of thing that Reactive procs will have time to add up on, so as long as you use a build that doesn't require Cardio and can survive without a Destiny buff the only thing you're missing out on is the level shift and a bit of recharge or damage. That will make you PL faster, but I can't see it making such a huge difference as to make non-Incarnate PLing worthless.effective is relative.
without incarnates, pl'ing slows down to i12 speeds.
and at that point, it barely makes sense.
Incarnate abilities certainly increase the variety of characters that can farm well, but I don't see them making the old pre-Incarnate farming builds that much faster. -
The only real problem with Tankers in general (I don't play them enough to comment on all the individual power sets) is that Brutes are usually "good enough" at tanking while packing more damage. Tankers hold aggro better than Brutes and are harder to kill, but if a team is AoEing spawns down to small clumps of bosses in a few seconds then all the "tank" really needs to do is survive an alpha and then distract a couple of bosses... Brutes can do that just fine. There just aren't that many times where you need the full survivability of a Tanker, or the full aggro management capability... mainly just on small teams running at x8 against purples with few buffs, which is pretty much limited to unusually ambitious PUGs.
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Does she have a Performance Shifter +end proc slotted? Those can go off while your bar is draining after a nuke and prevent you from bottoming out.
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Well, it does sort of have a very limited combo system in that a couple of the attacks can only be used with momentum. It is pretty brainless though since it uses the Dual Blades style orange circles... just don't try to use the momentum-only attacks unless they're lit up and you're fine.
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I'm pretty sure the animation is as close to a jump as we can get since the game engine doesn't support automated movement. Spring Attack is basically a shorter range version of the standard Teleport power with a different animation that fires off a PBAoE when you arrive. An actual leaping attack would require a way for the game to actually steer your character to the target, which doesn't currently exist and would probably take a lot of code time to add.
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On the bright side, Gloom hits slightly harder than other Blaster tier 2s.
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Quote:Actually, I do some of both. Sometimes I come up with a concept that demands certain builds, while other times I have a build idea and come up with a concept to fit it. I think the real difference is that you play a lot more at 50 (I only have five 50s, and three of them are semi-retired) while I play mostly low and mid level. I also only have two softcapped characters, though I do have a couple that will eventually be softcapped (forget price, you don't really have the slots to softcap in the 20s or 30s). My big problem is that I often lose interest in a character before hitting the point where I can afford a high end build and start yet another alt, which is why I have so many alts sitting in the teens through 30s. And among my 50s one is a team-focused Plant / Storm Controller (he can solo pretty well, but not +4/x8 since he's built for pure recharge rather than defense and Seeds doesn't hit everything) and one is a pre-I9 Blaster I've never updated with IOs. My Bane probably could solo a few things at +4/x8 (I haven't tried because he doesn't have the AoE to make x8 fun) and I could probably tweak my Archery/Energy Blaster's build to solo x8 spawns if I boosted his ranged defense, though that might require purples to maintain his recharge levels so I doubt I'll bother any time soon. And I'm actually considering redoing my Fire/Fire Tank's build since the buff to Fiery Aura... I suspect he could be pretty nasty with some heavy IO slotting. Maybe that'll be my next project if I lose interest in my current Crab.As for the rest I don't know what to tell you. I have about 35 toons and 15 to 18 of them are level 50 IOed toons based around defense caps.
Just about all my 50's can do 4/8. Heck I have a petless mastermind DS Traps that can do 2/8.
But it takes time to do the TIP missions and eventually learning to play the market. I do not make the billions that some do but I make enough to create my toons.
I think the difference is you create builds around concepts. I create concepts around builds. Big difference. If I can't cap a build some way or another I either scrap the build and concept or accept the short comings of the build. EG Petless mastermind. -
Maybe on a Tank, but it would take a ton of reds to put a Brute so close to the cap that you don't benefit from Rage. You might get that many on an ambush farm but I doubt you would in any non-AE setting and I'm assuming that AE nerfs will continue until at some point farming does move back to normal missions.
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Quote:That's true solo, but Tanks are normally team ATs so really the most important things are the ability to take an alpha and the ability to keep tough enemies focused on you. SR Tanks will be more vulnerable than most because if the RNG doesn't like them on the initial alpha they're going to be in danger of being finished off by a lucky boss hit. Decent healing or some resist buffs from the team will help of course, but I can see SR tanks breezing through most spawns with little trouble and then having some very nervous moments on others... most other Tankers are going to be more consistent on how much damage they take so SR Tankers may annoy Empaths more than most.This is a subject people rarely look at for survivability. If 2 characters have capped defenses to the same damage types/positions, and no other form of survivability other than HP differences (smaller here since SR has no +hp powers), then kill speed on your part means more survivability because they have less time to put you down.
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I believe Storm Kick's defense is flagged as ignoring enhancements and buffs rather than just not having the power set to take defense enhancements, so even Hamis wouldn't boost it.
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Protector Bot bubbles are 7.5% defense base, so I'd definitely slot a level 50 defense IO in the sixth slot rather than the last Blood Mandate. Sure Blood Mandate will give you an extra 3.75% ranged defense, but a level 50 defense IO gives each bubble an extra 1.65% defense to all positions. An Enzyme HO is even better but does run the risk that the devs will some day fix the whole defense debuff HO in defense powers bug and render your very expensive HO useless.
My preferred slotting for Protectors is 2 Acc/Dam IOs, 2 Acc/Dam/End IOs, and 2 defense IOs if I'm on a budget, or 2 Enzymes, 2 Nucleolus, a damage IO (or third Nucleolus if I'm hunting +4s), and a pet unique, proc, or nothing in the 6th slot if I'm willing to spend more. Protectors really need decent accuracy, some endurance, ED capped damage, and good defense slotting so I find HOs or frankenslotting worth losing out on set bonuses. -
Quote:Blasters are fun but they require specific builds to handle large amounts of aggro. Also, those builds are significantly lower damage than pure recharge and +damage builds, so a Blaster optimized for team fire support is going to struggle more solo but add massive damage to a team. I wouldn't consider Controllers in general that great for soloing at x8 either though... some are, but several primaries lack reliable AoE controls and about half of them have too little AoE damage to really take down large groups. They can theoretically do it but it'll be slow unless they have the right epic pool and secondary. Things like Fire/Kin or Plant/Storm steamroll mobs, but something like an Earth/Empathy or Ice/Cold are going to solo large spawns very, very slowly. At least pretty much any Blaster has (or at least has the option of having, assuming the right build) enough AoE damage to toast minions pretty fast so it's mainly just surviving the alpha and then fighting the Lts (and bosses if enabled, but bosses tend to be big trouble for most Blasters).I really don't play blasters anymore, except for kicks, and agree they have issues. It's probably more challenging to take on +2/x8 with an IOed out blaster than +4/x8 with a SOed controller. At least it would be, to me.
Quote:@StrykerX
I have a AR Device that can solo 4/8, I needed Cardiac for endurance issues but beyond that I don't need anything else. But its a range cap hover blaster so I am really limiting the mobs coming against me sometimes just for the fact of being out of melee range. -
Quote:When you say you can solo everything on +2/x8 at level 50, are you talking about a brand new 50 or one with full Incarnate abilities? If it's a new 50 then I assume you heavily IO all of your characters or else play mainly Brutes, Scrappers, and such... I've yet to make a Blaster that could solo +2/x8 without a multi-billion inf build or significant (and unsustainable) inspiration use. (My one Blaster who does have a multi-billion inf build can indeed solo at least some things on +2/x8 and probably could solo most with inspirations and tactical retreats.) Certainly +2/x8 is a lot easier than +4/x8, but I can think of plenty of builds that wouldn't be able to do either reliably. Some single target focused Blasters, for instance, can have trouble with even +0/x8 while handling +4/x1 just fine.I picked level 50 because, well, I can't say all of my characters can solo +2/x8 by level 33, to use that specific level. Truth be told, most of them can. And most of them *can't* solo +4/x8 unless they cherrypick their foes, even at level 50. My point being, huge difficulty difference, so large that I don't see much point in comparisons. Obviously your mileage does vary. *shrug*
Of course I mainly play squishies... I recently got a Bane Spider to 50 and was amazed at how survivable he is even without Incarnate abilities (he does have a decent IO build). I'm sure Scrappers and Brutes can tear through +2/x8 without a massive investment, and if I ever get one to 50 I'll see for myselfBut as a long-time player with probably more Blasters than other ATs combined I can say that squishies can have real trouble with cranking the difficulty much without a defense based build. Try +2/x8 on a frankenslotted Ice/Energy Blaster and let me know how it goes...
For that matter, try it on a fully IOed Ice/Energy and you may survive but you'll probably get so annoyed at how long it takes to clear a mission that you set it to +4/x1/bosses instead.
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Blaster nukes hit harder than Judgement powers (though with a smaller target cap and area) and are available before level 50. I don't use them a lot but they can be fun... though they're generally the second thing I drop (right after snipes) if I need to free up space in a build.
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Quote:It's not about role-playing, it's about the character's origins. Epic ATs have a completely different origin than standard characters... it's the equivalent of how in other MMOs different races or classes go through different starting areas. VEATS start off by breaking into an Arachnos base and adding their name to the Destined One list, Kheldians start off by running some missions for Sunstorm, and other ATs start off by helping out in the Galaxy City attack. EATs can choose to completely ignore their AT-specific missions if they want to... they don't even have to do the first one if they'd rather just run sewers until they can start getting contacts from radio / paper missions (just like normal ATs can skip the tutorial and starting contacts). But regardless of whether or not you actually do the unique missions part of the character's background is defined by the AT: all VEATs are former Arachnos goons (whatever else they might be) and all HEATS are people who volunteered to join with a Kheldian to become a hero (even if they intended all along to turn villain and abuse that power once they got it). EATs have already made the initial choice to be a hero or villain as a part of becoming a Kheldian or SoA (though again, they can change later) and they aren't in Galaxy City when it is attacked because they are busy elsewhere doing their initial AT-specific mission. Even if they tell their initial contact to go to hell and just join a sewer team instead of actually doing the missions they were still there talking to him when the Shivans hit so they missed the action.I still think its dumb that they force this on players. They should just give a minor warning that you are missing part of the story and just let you switch sides fully knowing well you can switch back if you want to experience the full story. I just hate it when the devs cave into role-players.
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Quote:There are actually several that can do this if you throw enough inf at them. Fully purpled Warshades (possibly high end non-purpled ones too), perma-PA Illusion Controllers, Bots/Traps MMs (probably the best option to try it on SOs), and various Brutes and Scrappers. Quite a few Tanks can also do it, though it may take them longer.I'd actually like to see a build that can solo a majority of opponents at +4/x8 without INCARNATES. Granted that seems like a task, especially on an SO build. I went IO's before I attempted a feat but I wonder if its possible.
Really, soloing most enemy groups at 54/x8 without Incarnate powers is possible for lots of high end builds, especially if you allow normal inspiration and temp power use (ie, use what the missions gives you, but don't go buying a bunch of large insps or collecting Shivans). Soloing all enemy groups at 54/x8 without temps or inspirations is going to be extremely difficult even with Incarnate powers though, because pretty much every build has some enemy that it's weak against. The exception would be a perma-PA Illusion Controller since if everything is always attacking immortal pets and you never even get shot at then it's hard to die.
That will depend heavily on your power sets. Some resist based Tanks or Brutes will laugh at eyeballs but hate Seers or other psi-heavy enemies with a passion, while Plant or Fire perma-Doms will be in trouble against enemies that resist their every-spawn AoE control power. Mobs with stupidly high to-hit are probably the worst for most builds though, since most builds that go for soloing +4 mobs tend to add on plenty of defense to their other protections. -
I've been on an all-Storm ITF before. It was slower than a normal run and not quite as smooth, but we were all having so much fun tossing Romans all over the map that no one cared.
I know several SGs have run all-Defender or all-Corruptor superteams that completely trivialize pretty much anything... Repeat Offenders is probably the most well-known SG of that type, though they don't just do all-buff / debuff teams, they do all sorts of them. I think they've also done things like 2-team Hami raids too... -
In general Spiritual and Cardiac will give you the most benefit since powers generally aren't ED capped for endurance and recharge. Musculature is nice for Blasters too, since even if you are ED capped for damage (which you probably will be) you'll get another 30-35% or so damage enhancement from the tier 4 core ability which will give you something like 15% more total damage. Nerve is possibly useful on some builds but in general I find that I'm either hitting something 95% of the time or I'm missing too often for some extra accuracy enhancement to help much (high defense enemies, massive to-hit debuffs). If you want to fight higher level enemies and tend to be in the 80-90% range on to-hit against them then Nerve will be handy, but otherwise not so much.
For a Psi/Mental Blaster I'd lean towards Spiritual if you want more recharge for a higher Drain Psyche uptime or Musculature for more damage. The new Vigor alpha might also be an option... it boosts healing (more regen from Drain Psyche), accuracy, endurance, and if you use World of Confusion (for something other than a set mule) the radial branch of Vigor also boosts confuse. My personal choice would be to go for the Spiritual Core line, since that gives you maximum recharge plus some healing enhancement. More Drain Psyche + more regen from Drain Psyche is a good thing, and recharge never hurts on your attacks either.
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I prefer Beam Rifle on Corruptors since they get more use out of Disintegration. Blasters tend to kill things too fast to get much spread (not a bad thing, obviously, but it does make the set's signature ability less useful) so I prefer to go with other sets on them and save Beam Rifle for ATs that tend to fire more shots per target. It's a great Blaster set if you want to focus on single targets but it needs lots of Disintegration Spreads to pump up its AoE.
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Ice Storm isn't the best AoE power (longish recharge, takes a while to deal its damage) but it's practically required if you want decent solo AoE on an Ice Blaster and don't have /Mental. Static Discharge can help but it does less than half the damage of Ice Storm so even if mobs run out of the storm halfway through it outdamages Static Discharge. It also provides some mitigation since mobs hit by it tend to scatter and spend less time shooting at you. On teams you probably won't get a lot out of Ice Storm except on really tough spawns but solo it can make a difference. I'd suggest frankenslotting it and trying to get some Slow enhancement so that Frost Breath plus Ice Storm drops the enemies to a crawl and keeps them in the storm longer.
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Quote:The whole point of having resist debuffs be resistable is to make their effect constant regardless of target. For instance, assuming a 10% debuff against targets with varying resistances hit by a 100 point attack you get:Anything with damage resistance of any kind will resist it. Back before they nerfed this into the ground it was an awsome incarnate ability. Now its kind of meh and is just really fluff at this point.
No resistance
Debuff drops resistance to 0% - (10% * (1 - 0.0)) = -10%
Normal attack = 100 damage
Debuffed attack = 110 damage
10% more damage is dealt
50% resistance
Debuff drops resistance to 50% - (10% * (1 - 0.5)) = 45%
Normal attack = 50 damage
Debuffed attack = 55 damage
10% more damage is dealt
-20% resistance (vulnerable to damage type)
Debuff drops resistance to -20% - (10% * (1 - (-0.2))) = -32%
Normal attack = 120 damage
Debuffed attack = 132 damage
10% more damage is dealt
Regardless of the target, a full stack of Reactive debuffs will make them take 10% more damage from every attack than they would have without the debuff. It may only lower their actual resistance value by a couple of percent, but that will still lead to 10% more damage getting through since the pre-debuff damage is being resisted by the same amount as the debuff.