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I wanted to be able to solo almost anything and take on the biggest challenges this game had to offer, whether on teams or alone.
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If this is the criteria you're looking at, I don't think ss/stone would be an optimal choice. Sure, it's good on teams, but solo...meh. Lack of damage and endurance recovery are the biggest problems. I just don't see how this build solos AVs.
Personally, I'd gone with either WP or Shields as a secondary.
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You don't think a combination of Rage, the little 8.5% IO set damage bonus and a total of five FF procs keeping Fury up and attacks cycling quickly wouldn't be able to generate enough damage? Recovery isn't bad actually, and every attack is heavily slotted for endurance redux... -
With the x2 XP weekend looming, and my girl safely convinced to run a pocket Rad/Kin, I thought now would be the time to put together the best character I could come up with in-game... and that character is a SS/Stone Brute.
This is the end-game build and I would like to know if any other vets have any input when it comes to improving it... the idea was to take advantage of Granite while selecting powers that would counter all of granite's disadvantages once properly IO'd out - specifically with Rage and a lot of Force Feedback procs.
I wanted to be able to solo almost anything and take on the biggest challenges this game had to offer, whether on teams or alone.
End result (running only Granite and Weave with Earth's Embrace and Rage):
47% Def vs. Smash/Lethal,
38% Def vs. everything else except Psionic
69% Res vs. Smash/Lethal, 73% Res vs. Toxic,
58% Res vs. everything else except for Psionic
288% Regen + Aid Self
188% Recovery + Performance Shifter proc
+30.5% Hit Points (not counting Earth's Embrace)
Obviously if facing a particularly dangerous Psi threat, I'll have other options at my disposal, and my offense would ramp up significantly with Granite turned off.
(Note, in the build below, 'Recall Friend' is actually Teleport due to the 60 month vet reward).
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Stone Armor
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Punch <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (11) Kinetic Combat - Damage/Recharge[*] (34) Kinetic Combat - Damage/Endurance/Recharge[*] (43) Crushing Impact - Damage/Endurance/Recharge[*] (45) Force Feedback - Chance for +Recharge[/list]Level 1: Rock Armor <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (13) Luck of the Gambler - Defense[*] (13) Luck of the Gambler - Recharge Speed[/list]Level 2: Haymaker <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (11) Kinetic Combat - Damage/Recharge[*] (29) Kinetic Combat - Damage/Endurance/Recharge[*] (43) Crushing Impact - Damage/Endurance/Recharge[*] (45) Force Feedback - Chance for +Recharge[/list]Level 4: Earth's Embrace <ul type="square">[*] (A) Miracle - Heal[*] (5) Miracle - Heal/Recharge[*] (5) Miracle - +Recovery[*] (7) Regenerative Tissue - Heal/Recharge[*] (15) Regenerative Tissue - Heal/Endurance[*] (50) Regenerative Tissue - +Regeneration[/list]Level 6: Kick <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (7) Kinetic Combat - Damage/Endurance[*] (15) Kinetic Combat - Damage/Recharge[*] (36) Kinetic Combat - Damage/Endurance/Recharge[*] (46) Crushing Impact - Damage/Endurance/Recharge[*] (46) Force Feedback - Chance for +Recharge[/list]Level 8: Knockout Blow <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (9) Kinetic Combat - Damage/Endurance[*] (9) Kinetic Combat - Damage/Recharge[*] (29) Kinetic Combat - Damage/Endurance/Recharge[*] (43) Crushing Impact - Damage/Endurance/Recharge[*] (45) Force Feedback - Chance for +Recharge[/list]Level 10: Recall Friend <ul type="square">[*] (A) Jaunt - Endurance/Range[/list]Level 12: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 14: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 16: Rooted <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (17) Numina's Convalescence - Heal[*] (17) Numina's Convalescence - Heal/Recharge[/list]Level 18: Rage <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod[*] (21) Performance Shifter - EndMod/Recharge[*] (21) Performance Shifter - EndMod/Accuracy[*] (46) Performance Shifter - Chance for +End[/list]Level 22: Mud Pots <ul type="square">[*] (A) Eradication - Damage[*] (23) Eradication - Accuracy/Damage/Recharge[*] (23) Eradication - Accuracy/Damage/Endurance/Recharge[*] (37) Eradication - Chance for Energy Damage[*] (37) Armageddon - Damage/Endurance[*] (37) Armageddon - Chance for Fire Damage[/list]Level 24: Stone Skin <ul type="square">[*] (A) Aegis - Resistance[*] (50) Aegis - Resistance/Endurance[*] (50) Aegis - Resistance/Recharge[/list]Level 26: Hurl <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (27) Devastation - Damage/Endurance[*] (27) Devastation - Damage/Recharge[*] (40) Devastation - Accuracy/Damage/Endurance/Recharge[/list]Level 28: Tough <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[/list]Level 30: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (31) Luck of the Gambler - Defense[*] (31) Luck of the Gambler - Defense/Recharge[*] (31) Luck of the Gambler - Recharge Speed[/list]Level 32: Foot Stomp <ul type="square">[*] (A) Eradication - Damage[*] (33) Eradication - Accuracy/Recharge[*] (33) Eradication - Damage/Recharge[*] (33) Eradication - Chance for Energy Damage[*] (34) Scirocco's Dervish - Damage/Endurance[*] (34) Force Feedback - Chance for +Recharge[/list]Level 35: Minerals <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (36) Luck of the Gambler - Defense[*] (36) Luck of the Gambler - Recharge Speed[/list]Level 38: Granite Armor <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (39) Luck of the Gambler - Defense[*] (39) Luck of the Gambler - Recharge Speed[*] (39) Aegis - Resistance/Endurance[*] (40) Aegis - Resistance[*] (40) Aegis - Resistance/Recharge[/list]Level 41: Mu Lightning <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (42) Devastation - Damage/Endurance[*] (42) Devastation - Damage/Recharge[*] (42) Devastation - Accuracy/Damage/Endurance/Recharge[/list]Level 44: Stimulant <ul type="square">[*] (A) Interrupt Reduction IO[/list]Level 47: Aid Self <ul type="square">[*] (A) Miracle - Heal[*] (48) Miracle - Heal/Endurance[*] (48) Miracle - Heal/Recharge[*] (48) Miracle - Heal/Endurance/Recharge[/list]Level 49: Taunt <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed IO[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 1: Fury
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[u]Set Bonus Totals:[u]<ul type="square">[*]8.5% DamageBuff(Smashing)[*]8.5% DamageBuff(Lethal)[*]8.5% DamageBuff(Fire)[*]8.5% DamageBuff(Cold)[*]8.5% DamageBuff(Energy)[*]8.5% DamageBuff(Negative)[*]8.5% DamageBuff(Toxic)[*]8.5% DamageBuff(Psionic)[*]18% Defense(Smashing)[*]18% Defense(Lethal)[*]9.25% Defense(Fire)[*]9.25% Defense(Cold)[*]9.25% Defense(Energy)[*]9.25% Defense(Negative)[*]3% Defense(Psionic)[*]10.5% Defense(Melee)[*]6.13% Defense(Ranged)[*]6.13% Defense(AoE)[*]3.6% Max End[*]9% Enhancement(Accuracy)[*]5% Enhancement(Heal)[*]30% Enhancement(RechargeTime)[*]10% FlySpeed[*]455.4 HP (30.4%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Immobilize) 11%[*]14% (0.23 End/sec) Recovery[*]76% (4.76 HP/sec) Regeneration[*]24% RunSpeed[/list] -
SS/Stone seems like the ideal pairing... as Rage and all of the opportunities for FF procs would allow you to mitigate most of the downside of Granite... I've been playing with a 'money is no object build' and the results are pretty amazing...
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Well my ss/sa completely owns everything. Runs faster than most while in granite form.. Can walk into a huge mob of bosses then go make a sandwich... Only a few seconds away from permanent hasten and that's while in granite form.. His defenses, resistances, and regeneration make him damn near unstopable.
Unfortunately I stole his purple sets to help make my ss/sd. Heh.
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I figure that SS/SD just might be the most dominant build for teaming, where big mobs and a little support can go a long way. Got to be the most offensive build red side has... more offense, but less unkillable. -
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DM/Shield will have a high average DPS due to Against All Odds, and DM's -ToHit debuffs will make soloing AVs easier due to the defense from Shield. It also gives you Shield Bash, a bit of AoE and KB to make your life easier against big mobs. taking the Soul Mastery Patron Poll will give you access to Gloom and Darkest Night. Gloom can become another ST attack in melee, and Darkest Night will work with your Shield Defense to make you nearly invincible. Duoing with another/Shield when you both have Grant Cover is a great way to run through mission after mission without being touched.
DM/SR will hit the defense cap much easier than DM/Shield, and Quickness gives you free recharge reduction. DM's ToHit debuffs will make leveling as a /SR much easier during the suck levels when you haven't gotten enough of SR's powers to protect yourself. Good easy to play combo, but I would personally find it kind of vanilla.
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Very thorough break-down, but I wanted to add this:
SR has better resistance to defense debuff than shields, though shields has some. More importantly (IMO), is the fact that shields also provides some damage resistance (@17% or so to everything) and a significant health boost which makes both regen and Siphon Life much more effective...
This matters because, while SR gets to the defense cap faster/easier, they both can... and once you reach that cap, the defense they provide is the same, putting shields way out ahead. -
Shield Defense... and the Soul APP
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I was looking at the potential for end-game builds where money isn't really an object. Is there anything theoretically more effective late-game than a SS/SA? The damage bonus provided by Rage and all of the potential to slot the Force-Feedback procs seem to more than mitigate the drawbacks brought on by Granite Armor...
Thoughts, especially from those who have played them? -
DM/WP is the best suited in the game for extended fights... post-Granite */Stone Brutes might be more survivalble, but not by much and DM/WP is much more self-sustaining with all the healing and recovery... plus, when you're fighting one foe, all that -To Hit really starts to add up.
Best single-target DPS, multi-layered defenses and lots of +recovery make fior a very nice solo Brute. -
I think the 'to hit debuffs' in RttC are wasted slots.
I also think - especially for Brutes who depend so much on keeping their fury up through relentless attacks - you are going to wish you had Stamina AND Quick Recovery. -
I know this is going to be unpopular, but I never thought Rage should be able to stack - you have to think that wasn't what they had in mind when they put together the powerset.
FWIW, if they made Rage incapable of stacking, I'd hardly consider that a 'nerf'... might be something else entirely. -
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I have a DM/SD brute. Will I ever be able to drop an AV? I've fought elite bosses with no problem, but wonder if I'll ever have the raw damage/endurance management/survivability to take an AV down. I managed to go toe to toe with Scrapyard, but couldn't get his health down very far.
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If you want to put the infamy into a DM/SD it can attain the raw damage/endurance management/survivability to take down an AV. It won't be a cheap build by any means, but it can be done.
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The key proc to this, in my opinion, would be the +End in Theft of Essence. It would go a long way to bridge the gap between Dark Consumptions. -
Okay, here's the build as I have it now... any thoughts would be most welcome. That's got me to about 613% regen with one foe in range and +12.8% hit points in addition to the defenses stated above.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Dual Blades
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Power Slice <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (5) Kinetic Combat - Damage/Recharge[*] (25) Kinetic Combat - Damage/Endurance/Recharge[*] (31) Perfect Zinger - Chance for Psi Damage[*] (37) Mako's Bite - Chance of Damage(Lethal)[/list]Level 1: High Pain Tolerance <ul type="square">[*] (A) Healing IO[*] (13) Healing IO[*] (13) Healing IO[*] (40) Resist Damage IO[*] (40) Resist Damage IO[*] (40) Steadfast Protection - Resistance/+Def 3%[/list]Level 2: Ablating Strike <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (5) Kinetic Combat - Damage/Recharge[*] (25) Kinetic Combat - Damage/Endurance/Recharge[*] (31) Perfect Zinger - Chance for Psi Damage[*] (37) Achilles' Heel - Chance for Res Debuff[/list]Level 4: Mind Over Body <ul type="square">[*] (A) Aegis - Resistance/Endurance[*] (15) Aegis - Resistance[*] (15) Aegis - Resistance/Endurance/Recharge[/list]Level 6: Typhoon's Edge <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (7) Scirocco's Dervish - Damage/Endurance[*] (7) Scirocco's Dervish - Damage/Recharge[*] (9) Scirocco's Dervish - Accuracy/Recharge[*] (11) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (11) Scirocco's Dervish - Chance of Damage(Lethal)[/list]Level 8: Blinding Feint <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (9) Kinetic Combat - Damage/Endurance[*] (39) Kinetic Combat - Damage/Recharge[*] (39) Kinetic Combat - Damage/Endurance/Recharge[*] (39) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 10: Indomitable Will <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (50) Luck of the Gambler - Defense[*] (50) Luck of the Gambler - Recharge Speed[/list]Level 12: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 14: Health <ul type="square">[*] (A) Healing IO[*] (46) Healing IO[/list]Level 16: Rise to the Challenge <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (17) Numina's Convalescence - Heal[*] (17) Numina's Convalescence - Heal/Recharge[/list]Level 18: Vengeful Slice <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (19) Kinetic Combat - Damage/Endurance[*] (19) Kinetic Combat - Damage/Recharge[*] (31) Kinetic Combat - Damage/Endurance/Recharge[*] (36) Perfect Zinger - Chance for Psi Damage[*] (37) Mako's Bite - Chance of Damage(Lethal)[/list]Level 20: Quick Recovery <ul type="square">[*] (A) Endurance Modification IO[*] (21) Performance Shifter - Chance for +End[*] (21) Performance Shifter - EndMod[/list]Level 22: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (23) Performance Shifter - Chance for +End[*] (23) Performance Shifter - EndMod[/list]Level 24: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 26: Sweeping Strike <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (27) Scirocco's Dervish - Damage/Endurance[*] (27) Scirocco's Dervish - Damage/Recharge[*] (34) Scirocco's Dervish - Accuracy/Recharge[*] (34) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (36) Scirocco's Dervish - Chance of Damage(Lethal)[/list]Level 28: Heightened Senses <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance[*] (29) Luck of the Gambler - Defense[*] (29) Luck of the Gambler - Recharge Speed[/list]Level 30: Super Jump <ul type="square">[*] (A) Jumping IO[/list]Level 32: One Thousand Cuts <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (33) Scirocco's Dervish - Damage/Endurance[*] (33) Scirocco's Dervish - Damage/Recharge[*] (33) Scirocco's Dervish - Accuracy/Recharge[*] (34) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (36) Scirocco's Dervish - Chance of Damage(Lethal)[/list]Level 35: Kick <ul type="square">[*] (A) Accuracy IO[/list]Level 38: Tough <ul type="square">[*] (A) Endurance Reduction IO[*] (43) Aegis - Resistance[*] (43) Aegis - Psionic/Status Resistance[*] (43) Aegis - Resistance/Endurance[/list]Level 41: Weave <ul type="square">[*] (A) Endurance Reduction IO[*] (42) Luck of the Gambler - Defense/Endurance[*] (42) Luck of the Gambler - Defense[*] (42) Luck of the Gambler - Recharge Speed[/list]Level 44: Gloom <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage[*] (45) Thunderstrike - Damage/Endurance[*] (45) Thunderstrike - Damage/Recharge[*] (45) Thunderstrike - Accuracy/Damage/Recharge[*] (46) Thunderstrike - Accuracy/Damage/Endurance[*] (46) Thunderstrike - Damage/Endurance/Recharge[/list]Level 47: Darkest Night <ul type="square">[*] (A) Endurance Reduction IO[*] (48) Dark Watcher's Despair - To Hit Debuff/Endurance[*] (48) Dark Watcher's Despair - To Hit Debuff[*] (48) To Hit Debuff IO[/list]Level 49: Fast Healing <ul type="square">[*] (A) Healing IO[*] (50) Healing IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed IO[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 1: Fury -
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mmmm k
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Very helpful, thanks.
My current build has me at 29.7% for smash, lethal, energy, neg energy... 31.8% defense vs. psi... and 36.9% defense vs. fire and cold according to Mids - and not counting the PvP defense bonus.
That's in addition to the various damage resistances and a minimum of 572% regen. Just looking for ways to improve on that. -
Figured I would load up on the Smash/Lethal defense... and 6-slotting AoE attacks with Sirroco's Dervish for the Fire/Cold benefits...
Good, right? This is my first run at IO'ing out a Brute. -
Just to be clear - If he uses Siren's Song and then his friend uses Mass Hypnosis, the effects WILL stack, yes?
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I'm currently running an AR/Traps duo and I can't remember having so much fun. Two FF Generators makes the defensive soft-cap easily obtainable and mezzes almost non-existant, two webnades and two Ignites cuts even lethal-resistant bosses down to size QUICK... and the AoE, ah the AoE... it makes you want to cry.
Only downside is we don't ever seem to have enough time to set a lot of traps (i.e. Tripmines, Poison Gas Traps, etc.)... but thats the beauty of the power sets - lots of versatility to build the kind of character YOU want to build. -
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Sonic could be an interesting choice. Sonic is not actually a very good AoE set - it only has one real AoE damage power in howl. It's only when paired with something like mental manipulation on a blaster, or when using howl to perform mass resistance debuffing for a team, that sonic's AoE really starts to shine. However, the secondary effect of -res on sonic's single target attacks would greatly increase your partner's damage as well as your own - sonic is probably behind both ice and fire for ST damage on its own, but add in a partner who is attacking the same thing you are, and it gets interesting. On the other hand, sonic's signature power of siren's song is totally redundant compared to mass hypnosis.
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You say redundant, I say stackable. Mass Hypnosis and Siren's Song will let you effectively put bosses to sleep in the first salvo and keep them that way - all the while you're picking them off very quickly one at a time. I say very quickly because - when duoing - Sonic is the best damaging of the choices listed. Remember, technically you add to the damage you deal all the EXTRA damage he deals as well. It adds up quick.
Sonic will out damage fire when you consider its stacked -Res effect, you won't need Ice's slows when everything is fast asleep, nor will you need Cosmic Burst's disorient effect from the AoE heavy Rad primary... Sonic is the way to go.
Just my two cents. I duo about 95% of the time and make all the builds for both of us. -
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Don't drop Slug, I would find a power to drop tho (you got too many :P)
Assault, Tactic's, and Temp Invul all need end reduction in the 80%+ range in my opinion.
I don't like Razzle Dazzle...its giving nice globals, but at what cost? I would slot Beanbag with a single Acc OR 3-5 Stupify's..well if yer gonna 5 slot Stupify then you might as well take the 6th slot for ranged defense..
I would slot Psychic Shockwave with damage
and, I wouldn't even use Subdual unless something is running away, but thats just me
Personally, I would not slot for ANY defense on a blaster unless your focused on a single type. Most people go for Range def IF they go for it at all.
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I don't really count Psychic Shockwave as a power and don't slot it for one (even though I am aware of how good it is... I just find my playstyle doesn't result in it being used very much).
I also don't really plan on running either Tactics or Temp Invul unless there is a specific reason for it... the only toggles I'll have on all the time will be Assault (on teams of 5+), CJ and WoC...
To reflect the suggestions offered, though, I've reworked the endgame build a bit. Among other things, it now offers 7%/28%/21% defense against Melee/Ranged/AoE and will cost even MORE
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Burst- [*] (A) Accuracy IO[*] (3) Decimation - Accuracy/Damage[*] (7) Damage Increase IO[*] (15) Damage Increase IO[*] (37) Decimation - Chance of Build Up[*] (37) Achilles' Heel - Chance for Res Debuff[/list]Level 1: Subdual
- [*] (A) Accuracy IO[*] (25) Immobilisation Duration IO[/list]Level 2: Slug
- [*] (A) Thunderstrike - Accuracy/Damage[*] (3) Thunderstrike - Damage/Endurance[*] (7) Thunderstrike - Damage/Recharge[*] (15) Thunderstrike - Accuracy/Damage/Recharge[*] (25) Thunderstrike - Accuracy/Damage/Endurance[*] (37) Thunderstrike - Damage/Endurance/Recharge[/list]Level 4: Buckshot
- [*] (A) Positron's Blast - Accuracy/Damage[*] (5) Positron's Blast - Damage/Endurance[*] (5) Positron's Blast - Damage/Recharge[*] (13) Positron's Blast - Chance of Damage(Energy)[*] (31) Positron's Blast - Damage/Range[/list]Level 6: Hasten
- [*] (A) Recharge Reduction IO[*] (17) Recharge Reduction IO[*] (17) Recharge Reduction IO[/list]Level 8: Beanbag
- [*] (A) Stupefy - Accuracy/Recharge[*] (9) Stupefy - Endurance/Stun[*] (9) Stupefy - Accuracy/Endurance[*] (39) Stupefy - Stun/Range[*] (39) Stupefy - Accuracy/Stun/Recharge[*] (39) Stupefy - Chance of Knockback[/list]Level 10: Psychic Scream
- [*] (A) Positron's Blast - Accuracy/Damage[*] (11) Positron's Blast - Damage/Endurance[*] (11) Positron's Blast - Damage/Recharge[*] (13) Positron's Blast - Chance of Damage(Energy)[*] (31) Positron's Blast - Damage/Range[/list]Level 12: Swift
- [*] (A) Run Speed IO[/list]Level 14: Super Speed
- [*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (36) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Hurdle
- [*] (A) Jumping IO[/list]Level 18: Flamethrower
- [*] (A) Positron's Blast - Accuracy/Damage[*] (19) Positron's Blast - Damage/Endurance[*] (19) Positron's Blast - Damage/Recharge[*] (23) Positron's Blast - Chance of Damage(Energy)[*] (31) Positron's Blast - Damage/Range[/list]Level 20: Stamina
- [*] (A) Endurance Modification IO[*] (21) Performance Shifter - EndMod[*] (21) Performance Shifter - Chance for +End[/list]Level 22: Concentration
- [*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (46) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 24: Assault
- [*] (A) Endurance Reduction IO[/list]Level 26: Ignite
- [*] (A) Damage Increase IO[*] (27) Damage Increase IO[*] (27) Detonation - Damage/Recharge[*] (34) Recharge Reduction IO[/list]Level 28: World of Confusion
- [*] (A) Coercive Persuasion - Confused[*] (29) Coercive Persuasion - Confused/Recharge[*] (29) Coercive Persuasion - Accuracy/Confused/Recharge[*] (40) Coercive Persuasion - Accuracy/Recharge[*] (40) Coercive Persuasion - Confused/Endurance[*] (40) Coercive Persuasion - Contagious Confusion[/list]Level 30: Drain Psyche
- [*] (A) Performance Shifter - EndMod/Accuracy/Recharge[*] (34) Performance Shifter - EndMod[*] (36) Performance Shifter - EndMod/Recharge[*] (43) Performance Shifter - EndMod/Accuracy[*] (43) Performance Shifter - Accuracy/Recharge[*] (43) Performance Shifter - Chance for +End[/list]Level 32: Full Auto
- [*] (A) Positron's Blast - Accuracy/Damage[*] (33) Positron's Blast - Damage/Endurance[*] (33) Positron's Blast - Damage/Recharge[*] (33) Positron's Blast - Chance of Damage(Energy)[*] (34) Positron's Blast - Damage/Range[/list]Level 35: Combat Jumping
- [*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (50) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 38: Psychic Shockwave
- [*] (A) Stupefy - Accuracy/Recharge[*] (42) Stupefy - Endurance/Stun[*] (42) Stupefy - Accuracy/Endurance[*] (42) Stupefy - Stun/Range[*] (46) Stupefy - Accuracy/Stun/Recharge[*] (46) Stupefy - Chance of Knockback[/list]Level 41: Personal Force Field
- [*] (A) Kismet - Accuracy +6%[/list]Level 44: Temp Invulnerability
- [*] (A) Steadfast Protection - Resistance/+Def 3%[/list]Level 47: Force of Nature
- [*] (A) Aegis - Resistance/Endurance[*] (48) Aegis - Endurance/Recharge[*] (48) Aegis - Resistance/Endurance/Recharge[*] (48) Aegis - Resistance[*] (50) Aegis - Resistance/Recharge[/list]Level 49: Tactics
- [*] (A) Endurance Reduction IO[/list]------------
Level 1: Brawl- [*] (A) Accuracy IO[/list]Level 1: Sprint
- [*] (A) Run Speed IO[/list]Level 2: Rest
- [*] (A) Recharge Reduction IO[/list]Level 1: Defiance
-
[ QUOTE ]
DP: usually a little accuracy, health and recharge
The procs are most effective in low damage attacks all yours are in very high damage attacks.
and on the UT side blessing is expensive but so is that steadfast you have slotted.
I have a build for an AR/EM ill post it when I find it so you can use it for Ideas. Mine is a bit pricey though.
[/ QUOTE ]
Procs as I understand it are most effective the more opportunities they have to go off... its not 'low damage attacks' that set them up nicely, its the fast recharge of low-damage attacks that give them the most chances to go off.
AoE attacks hit multiple foes, giving the attack that many more chances to go off (or, if they go off based on the attack rather than the hit, that many more foes to be affected by the proc when it pops).
You've suggested that I slot Subdual more... and now to find slots to add in the Blessings... can you suggest where I should remove those slots from? -
[ QUOTE ]
Couple of questions
Why endurance mod sets in Drain Psyche ?
Do you really enjoy the Chance ofs ? They add very little to the damage and occupy a slot. This is especially so for otherwise high damage attacks.
You also seem to have powers where you havent bothered to slot sets even though they could take them, is there any reason for this ?
Subdual has always been for me a key power for keeping enemies at range. You have it very sparingly slotted.
You don't have any of the universal travel sets slotted. For 1 additional slot blessing will buy the same level of ranged defense that an entire thunderstrike set will.
[/ QUOTE ]
How do you suggest I slot Drain Psyche? Truth be told I initially took it at 24 and by 30, I've only used it once or twice, but my thought was to be able to replenish my endurance bar whenever rather than waiting for an ideal number of foes - is that incorrect?
The 'chance of's were chosen to give me the fifth 'Posi Blast' IO and because I tend to believe that those procs are more effective in AoE attacks than anywhere else.
Slots are a little tight, but I was seriously considering reworking the build to include a universal travel set or two - not that they are that easy (or cheap) to get a hold of.
So... suggestions? -
...and here is the end game build i'm working towards:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Burst- [*] (A) Accuracy IO[*] (3) Decimation - Accuracy/Damage[*] (7) Damage Increase IO[*] (15) Damage Increase IO[*] (37) Decimation - Chance of Build Up[*] (37) Achilles' Heel - Chance for Res Debuff[/list]Level 1: Subdual
- [*] (A) Accuracy IO[*] (25) Immobilisation Duration IO[/list]Level 2: Slug
- [*] (A) Thunderstrike - Accuracy/Damage[*] (3) Thunderstrike - Damage/Endurance[*] (7) Thunderstrike - Damage/Recharge[*] (15) Thunderstrike - Accuracy/Damage/Recharge[*] (25) Thunderstrike - Accuracy/Damage/Endurance[*] (37) Thunderstrike - Damage/Endurance/Recharge[/list]Level 4: Buckshot
- [*] (A) Positron's Blast - Accuracy/Damage[*] (5) Positron's Blast - Damage/Endurance[*] (5) Positron's Blast - Damage/Recharge[*] (13) Positron's Blast - Chance of Damage(Energy)[*] (31) Positron's Blast - Damage/Range[*] (36) Air Burst - Damage/Range[/list]Level 6: Hasten
- [*] (A) Recharge Reduction IO[*] (17) Recharge Reduction IO[*] (17) Recharge Reduction IO[/list]Level 8: Beanbag
- [*] (A) Razzle Dazzle - Accuracy/Recharge[*] (9) Razzle Dazzle - Endurance/Stun[*] (9) Razzle Dazzle - Accuracy/Endurance[*] (39) Razzle Dazzle - Stun/Range[*] (39) Razzle Dazzle - Accuracy/Stun/Recharge[*] (39) Razzle Dazzle - Chance of Immobilize[/list]Level 10: Psychic Scream
- [*] (A) Positron's Blast - Accuracy/Damage[*] (11) Positron's Blast - Damage/Endurance[*] (11) Positron's Blast - Damage/Recharge[*] (13) Positron's Blast - Chance of Damage(Energy)[*] (31) Positron's Blast - Damage/Range[*] (36) Air Burst - Damage/Range[/list]Level 12: Swift
- [*] (A) Run Speed IO[/list]Level 14: Super Speed
- [*] (A) Run Speed IO[/list]Level 16: Hurdle
- [*] (A) Jumping IO[/list]Level 18: Flamethrower
- [*] (A) Positron's Blast - Accuracy/Damage[*] (19) Positron's Blast - Damage/Endurance[*] (19) Positron's Blast - Damage/Recharge[*] (23) Positron's Blast - Chance of Damage(Energy)[*] (31) Positron's Blast - Damage/Range[*] (36) Air Burst - Damage/Range[/list]Level 20: Stamina
- [*] (A) Endurance Modification IO[*] (21) Performance Shifter - EndMod[*] (21) Performance Shifter - Chance for +End[/list]Level 22: Concentration
- [*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (46) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 24: Assault
- [*] (A) Endurance Reduction IO[/list]Level 26: Ignite
- [*] (A) Damage Increase IO[*] (27) Damage Increase IO[*] (27) Detonation - Damage/Recharge[*] (34) Recharge Reduction IO[/list]Level 28: World of Confusion
- [*] (A) Coercive Persuasion - Confused[*] (29) Coercive Persuasion - Confused/Recharge[*] (29) Coercive Persuasion - Accuracy/Confused/Recharge[*] (40) Coercive Persuasion - Accuracy/Recharge[*] (40) Coercive Persuasion - Confused/Endurance[*] (40) Coercive Persuasion - Contagious Confusion[/list]Level 30: Drain Psyche
- [*] (A) Performance Shifter - EndMod/Accuracy/Recharge[*] (43) Efficacy Adaptor - EndMod/Accuracy/Recharge[*] (43) Performance Shifter - Accuracy/Recharge[*] (43) Efficacy Adaptor - EndMod/Recharge[/list]Level 32: Full Auto
- [*] (A) Positron's Blast - Accuracy/Damage[*] (33) Positron's Blast - Damage/Endurance[*] (33) Positron's Blast - Damage/Recharge[*] (33) Positron's Blast - Chance of Damage(Energy)[*] (34) Positron's Blast - Damage/Range[*] (34) Air Burst - Damage/Recharge[/list]Level 35: Combat Jumping
- [*] (A) Kismet - Accuracy +6%[/list]Level 38: Psychic Shockwave
- [*] (A) Razzle Dazzle - Accuracy/Recharge[*] (42) Razzle Dazzle - Endurance/Stun[*] (42) Razzle Dazzle - Accuracy/Endurance[*] (42) Razzle Dazzle - Stun/Range[*] (46) Razzle Dazzle - Accuracy/Stun/Recharge[*] (46) Razzle Dazzle - Chance of Immobilize[/list]Level 41: Personal Force Field
- [*] (A) Recharge Reduction IO[/list]Level 44: Temp Invulnerability
- [*] (A) Steadfast Protection - Resistance/+Def 3%[*] (50) Steadfast Protection - Knockback Protection[/list]Level 47: Force of Nature
- [*] (A) Resist Damage IO[*] (48) Resist Damage IO[*] (48) Recharge Reduction IO[*] (48) Recharge Reduction IO[*] (50) Aegis - Resistance/Recharge[*] (50) Aegis - Psionic/Status Resistance[/list]Level 49: Tactics
- [*] (A) Endurance Reduction IO[/list]------------
Level 1: Brawl- [*] (A) Accuracy IO[/list]Level 1: Sprint
- [*] (A) Run Speed IO[/list]Level 2: Rest
- [*] (A) Recharge Reduction IO[/list]Level 1: Defiance
I prefer to keep this character at range as much as possible, only using Drain Psyche as needed... as such I'd rather focus on the four cones than the PBAoE of Psychic Shockwave. I slotted it as I did purely for the IO benefits.
One question comes to mind - as Subdual does nothing to slow KB, would I be better off omitting Slug from my single target attack chains when I'm trying to use Subdual + Ignite, or would my DPS suffer too much? Basically, which method of attack is better: Burst -> Subdual -> Ignite or Burst -> Slug -> Subdual?
FWIW, my positional defense ends up being 12% / 16% / 12% Melee/Ranged/Aoe... without the PvP +Def IO. Not stupendous, but not nothing either... -
Greetings Blaster guru's
I have tried a number of blasters and right now am running two - a soloable Fire/Ice and a deliberately more team-friendly AR/MM. The way I've got the build set up I'm using 4 cone attacks for large groups and 4 single-target attacks for 'hard targets'... with very little in the way of mitigation (again, primarily for teaming).
Listed below is my 'standard' build - basically how I'm going to build and slot using mostly SO's or their generic IO counterparts... then after that is my 'end game' build, or what I'll be working towards as cash becomes available. Any advice would be appreciated.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Burst -- Acc(A), Dmg(3), Dmg(7), Dmg(15), DefDeb(37), Acc(37)
Level 1: Subdual -- Acc(A), Immob(25)
Level 2: Slug -- Acc(A), Dmg(3), Dmg(7), Dmg(15), RechRdx(25), Acc(37)
Level 4: Buckshot -- Acc(A), Dmg(5), Dmg(5), Dmg(13), RechRdx(31), Acc(36)
Level 6: Hasten -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 8: Beanbag -- Acc(A), Acc(9), Dsrnt(9), Dsrnt(39), RechRdx(39), RechRdx(39)
Level 10: Psychic Scream -- Acc(A), Dmg(11), Dmg(11), Dmg(13), RechRdx(31), Acc(36)
Level 12: Swift -- Run(A)
Level 14: Super Speed -- Run(A)
Level 16: Hurdle -- Jump(A)
Level 18: Flamethrower -- Acc(A), Dmg(19), Dmg(19), Dmg(23), RechRdx(31), EndRdx(36)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Concentration -- RechRdx(A), RechRdx(23)
Level 24: Assault -- EndRdx(A)
Level 26: Ignite -- Dmg(A), Dmg(27), Dmg(27), RechRdx(34)
Level 28: World of Confusion -- Acc(A), Conf(29), Conf(29), Acc(40), Dmg(40), Dmg(40)
Level 30: Drain Psyche -- Acc(A), Acc(43), RechRdx(43), RechRdx(43), EndMod(46), Heal(50)
Level 32: Full Auto -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), RechRdx(34)
Level 35: Combat Jumping -- DefBuff(A)
Level 38: Psychic Shockwave -- Acc(A), Acc(42), Dmg(42), Dmg(42), Dmg(46), RechRdx(46)
Level 41: Personal Force Field -- RechRdx(A)
Level 44: Temp Invulnerability -- EndRdx(A), ResDam(45), ResDam(45), ResDam(45)
Level 47: Force of Nature -- ResDam(A), RechRdx(48), ResDam(48), RechRdx(48), ResDam(50), RechRdx(50)
Level 49: Tactics -- EndRdx(A)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Defiance
Generally, the Assault will only be toggled on while on teams of 5-8, and Tactics only situationally (to help counter stealthy foes). -
Threadjack!
Same question for AR/MM... -
[ QUOTE ]
[ QUOTE ]
I may have misspoken. Ice/ice has very good damage. I never meant to imply otherwise.
But it's easy to fall into the trap of "hold this guy, hold that guy, Shiver, Ice Storm, Ice Patch, oops gotta rehold that guy" and never get around to that actual damage.
I also found myself going "I have these REALLY GOOD things in my power tray that I just never get to because I have even better things to do instead."
It's a good "problem" to have.
[/ QUOTE ]
Having played ice/ice to the 40's I know exactly what you are talking about and agree. Ice blast is controllery enough on its own, it almost doesn't need the /ice secondary. IMHO something like fire/ice I think works better where you can leverage the safety of /ice better.
Tried ice/mm and it didn't click with me, just don't think I'm a fan of /mm despite it looking good on paper. Just a personal preference probably.
More recently did start an ice/electric with plans to go ice/electric/electric and have to say I'm liking it.
[/ QUOTE ]
Agree about Fire/Ice. The most damaging primary with the most mitigating secondary sounds good to me. Fire's mix of attacks lends itself well to soloing, and its AoE attacks combined with /Ice's AoE debuffs also make it very effective on teams.
My two blasters at the moment is a Fire/Ice (Thermatrix) and an AR/MM (Gunslinger Savant). The latter is used almost exclusively for teaming, but I find the first lets me do pretty much whatever I'm in the mood for, and do so very effectively.