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rebuild advice wanted
08-30-2010, 05:53 PM
At lvl 40-ish, i'm becoming increasingly dissatisfied with SR4's survivability. Of course the problem is that I am a squishy blapper. Pure energy, so to speak. What I'm thinking is that since I have 2 respecs at the moment I should think about respecing both builds: One for ranged damage spamming for TF's and one more blapperage with every bit of defense a poor 'kill em before they can get me' blapper can scrape up.
Suggestions, Hints/tips/tricks?
Hear that thunder rolling till it seems to split the sky?
That's every ship in Grayson's Navy taking up the cry-
NO QUARTER!!!
-- "No Quarter", by Echo's Children
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sorry, I got nothing. No experience with either set, or blappers in general.
There are two guides on the official forums. But I'm not sure how much they mesh with your experience.
-Terry
-----
"so listen up boy, or pornography starring your mother will be the second worst thing to happen to you today"
TF2: Spy
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First off... if you want to play a blaster or blapper, forget defense. There ain't no such beast. Instead, you rely on two things: Active Defense (aka, kill them before they can kill you), and Damage Mitigation (aka, keep them from being able to hit you in the first place).
A.D. is pretty self-explanatory, but I'll lay out the basics before moving on. Nuke, nuke, nuke. Cannot emphasize that enough. For solo play, your nuke will be what you open every fight with and, if you're tuned right, what you finish every fight with. Your nuke will change as you progress. At early levels, it'll be the first AoE or Cone attack you have -- Energy has Torrent (I think?), Archery has Fistful of Arrows, Fire has Fireball, and so on. When you get better, more powerful AoE's, you start pumping them as your nuke instead. And so on. Your nuke, whatever it is, should take every white-con minion it hits into the red if not killing them outright. (Ignoring special cases where they're resistant to your damage type, obviously)
Now that that's out of the way, the tricky bit. Damage Mitigation.
Unlike other archetypes, Blasters don't have crap for defense or resist in any form. The only thing they get is the ability to keep shooting even while mezzed, which is a pretty damn good ability, and is the primary reason you should always take your lowest-tier attacks and pump them up, because when the Carnies mez you, you'll be able to return fire and you want to make it count.
Regardless, every blaster *secondary* gets some nice crowd-control abilities, and you need to learn them, love them, and use them. What you're looking for are stuns, knockbacks, and knockdowns. Holds are great but you won't find many, and Immobs are decent but most enemies have ranged attacks and thus will still be able to hurt you. Don't skip them, but you'll be concentrating on the first three. These need to be slotted for accuracy, to make sure they hit, and for recharge, so you can reapply them constantly. Set bonuses are great once you get into levels to make use of them. If you go the blapper route, you'll be concentrating mostly on your secondary anyway, so there's no excuse not to take them all. Pure blasters can avoid most of them to free up slots for other powers.
Now the trick is to get into the nuke-and-stun mindset. You should open with the attack that will outright kill as many opponents as possible, then while your nuke starts recharging, move to stunning them with your secondaries. On a team, a blaster/blapper should hold fire until the tank/brute/tough scrapper has gained aggro OR the controller/dominator/defender has mezzed them all (note: sleep is not mezzing, in this regard, as your attacks will wake them up and they'll be pissed at you). This is part of Damage Mitigation: if they're not pissed at you, they won't hurt you (and you can kill them). You are not the front-line fighter, even as a blapper: you are artillery... or a hand grenade, in the case of blappers.
Blasters and blappers alike need to think tactically. Take advantage of terrain! If you hit a mob, then immob several of them, step around the nearest corner and let their non-stuck buddies come play. It gives you time to deal with the smaller group first before the others come to mess up your face. This too is part of Damage Mitigation: if they can't see you, they can't hit you.
Finally: concentrate on the high-priority targets. The boss or lieutenant that the tank is pounding on is NOT the high-priority target. They are, in rough order: healers, mezzers, and minions. That's right, minions are higher priority than the Big Nasty. If you're solo, then you can spend a few seconds to stun or immob him; if you haven't done it before your health is down to 75% then it's time to turn it into a running battle or retreat entirely. Once he's stunned, kill off his minions because while they don't do as much damage, there are more of them and they'll mess you up right quick. On a team, you remembered to let the tank grab aggro first, right? So that means the Big Nasty is busy, you can do cleanup around the edges.
Okay, on to specifics. An Energy/Energy Blapper can be amazing in a fight, though I'll note that on teams you're likely to irritate your allies because almost all your powers do knockback. Learn to aim your opponents into corners (take advantage of terrain) so that you don't force the melee fighters to run all over the place to take down their foes.
Your first nuke should be Energy Torrent, which you can get at level 2. It's got decent though not stellar damage, but it also does knockback, meaning you've got a two-for-one special here. For your solo build, slot this bad boy for knockback and unload it at point-blank range. Your enemies will have to spend the time to run back into melee range (which most low-level enemies have to do, unless they just throw Rocks), by which point you should be just about ready to unleash it again.
For secondary powers, you'll learn to adore Power Thrust (it's Torrent, but single target) and Energy Punch (your first disorient, aww). Build Up will fast become your bread-and-butter power, and you'll use it the whole game to make your nuke more nuke-like. With Energy Manip as your secondary, you'll need to get used to switching targets rapidly, since you don't have any good AoE mezzes of any sort -- but you have a lot of Disorients (4!) that you can use -- and if you pop Power Boost beforehand, you can stunlock some targets.
Nuke-and-stun, nuke-and-stun. That's the Blaster/Blapper motto. Because you don't, can't, and won't ever have significant defense or resist. Sure, you can take Tough and Weave, but your base numbers are so low you'll weep in despair when you see what they get you. Hover and Acrobatics help with getting held or mezzed, but as a Blaster you will still be able to attack while mezzed anyway, so what's the point?
--sofaspud
--"Listening to your kid is the audio equivalent of a Salvador Dali painting, Spud." --OpMegs
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Spud's covered most of it quite well, so I'll just add in a few observations of my own from playing an En/En blapper to 50.
You are squishy, you will get squished occasionally. But to make up for that you do a lot of damage.
I found the 4 biggest things I was looking for when picking sets for HEAT were recharge, recovery, accuracy and damage. in about that order. Your experiences may vary. The reasons for damage and accuracy should be fairly obvious. Recharge too, the better it is, the more you can attack and the more often Build up and Aim[0] will be available. I'm planning on slotting HEAT for recovery as well because I find she burns through a lot of endurance very quickly. That may just be my currently sucky build though. Also, Conserve Power and Power Boost are fairly useful, especially if you're making heavy use of your stun and knock-back.
As far as pool powers go, fighting won't give you great defences but you can stick a LotG +7.5 in Weave, which is the sole reason HEAT has that pool. Hasten is also not to be sneered at, even if you don't choose Super Speed as your travel power. I went with Super Jumping for the Mez protection. Depending on how many powers you take from your primary, you should have a lot of choices open[1].
I don't play HEAT using the nuke-stun pattern that Spud suggests, but it's a good strategy. This mostly happened because I started playing her before we could combine insps, and so ensuring I had enough blues on hand to keep fighting should Nova not wipe the spawn was irritatingly inconvenient.
As Spud said, cycling through targets to spread the stuns around is a good tactic, especially while you're waiting for Build Up and Aim to recharge. And his priorities for targeting are pretty much spot on. Take out their support in the initial strike, then move on to the minions. Dark Astoria taught me one valuable lesson: for an archetype that's as squishy as a blapper, massed fire from a hoard of minions is more dangerous than a single boss[2].
I probably don't play HEAT as well as I could, so she dies a fair bit. I've accepted this as a fair trade off for the amount of damage she puts out[3] and chose my ancillary power pool to get Rise of the Phoenix.
[0] Aim and Build Up, the two most wonderful powers in the game (for a blapper). The only reason a blapper should be using them only once in a fight is because the spawn was defeated before they recharged.
[1] I only took three, Power Bolts, Aim and Nova.
[2] Most of the time anyway.
[3] I'm apparently the opposite of Terrance, in that I don't mind dieing or running from a fight, but the piddly damage output of a tank makes me die a little inside whenever I play one.
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*Haz been verbally poked by Hex* Its true..I'm not a fan of dieing...or running. But I would just like to say certain tank builds can indeed hurt things good. And Food for thought...whats going to do more damage..the face planted blaster after doing more damage than is sane..but is still face planted *pokes HE-AT* Or us piddly damage tanks still pluggin away long after the blaster is nommin ground *Grin*
Anyways, I'll just Parrot what Spud said. Corner pulling is your friend, so is knock back/knockdown/stuns. I'll add on to his terrain bit by commenting whenever you have chance to blast something -over- a ledge. Do it. The time they are flying (not so gracefully!) through the air is time you have to lazily pick off his/her/it's buddies. Of course..that could lead to fun times as well if you blast em down into a group down below .
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Star, I'm gonna take a crack at a build for your blapper mode. Not gonna spam you with oodles of text. Just letting you know, may take a couple of days.
*********************
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail
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Gah! Sorry, I've gotten sidetracked with a boatload of other builds... I'll get right on that! *runs to Mids*
*********************
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail
Posts: 456
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And when i say I'll get right on that... i mean it. Here you go, its a quickie, but it looks particulary effective. With 2 Heals (Hoarfrost and Aid Self) and a 42% S/L Def and a Range/Melee/AoE sitting around 20% it gives you a measure of survivability.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Star Ranger - Blapper Build: Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Power Blast- (A) Thunderstrike - Accuracy/Damage
- (37) Thunderstrike - Damage/Endurance
- (37) Thunderstrike - Damage/Recharge
- (37) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Damage/Endurance/Recharge
Level 1: Power Thrust
Level 2: Energy Punch- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (9) Kinetic Combat - Damage/Endurance/Recharge
- (15) Kinetic Combat - Knockdown Bonus
Level 4: Build Up- (A) Rectified Reticle - To Hit Buff
- (46) Rectified Reticle - To Hit Buff/Recharge
Level 6: Power Burst- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Damage/Endurance/Recharge
Level 8: Boxing- (A) Touch of Death - Accuracy/Damage
- (31) Touch of Death - Damage/Endurance
- (33) Touch of Death - Damage/Recharge
- (33) Touch of Death - Accuracy/Damage/Endurance
- (33) Touch of Death - Damage/Endurance/Recharge
- (34) Touch of Death - Chance of Damage(Negative)
Level 10: Hover- (A) Luck of the Gambler - Defense
- (11) Luck of the Gambler - Defense/Endurance
- (11) Luck of the Gambler - Defense/Recharge
- (13) Luck of the Gambler - Defense/Endurance/Recharge
- (13) Karma - Knockback Protection
Level 12: Bone Smasher- (A) Kinetic Combat - Accuracy/Damage
- (15) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (27) Kinetic Combat - Damage/Endurance/Recharge
- (29) Kinetic Combat - Knockdown Bonus
Level 14: Fly
Level 16: Tough- (A) Aegis - Resistance/Endurance
- (17) Aegis - Resistance/Recharge
- (17) Aegis - Endurance/Recharge
- (19) Aegis - Psionic/Status Resistance
- (19) Aegis - Resistance
Level 18: Combat Jumping- (A) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Defense/Endurance
- (25) Luck of the Gambler - Defense/Recharge
- (25) Luck of the Gambler - Defense/Endurance/Recharge
Level 20: Weave- (A) Red Fortune - Defense
- (21) Red Fortune - Defense/Endurance
- (21) Red Fortune - Defense/Endurance/Recharge
- (23) Red Fortune - Endurance
Level 22: Stun- (A) Stupefy - Accuracy/Stun/Recharge
- (46) Stupefy - Endurance/Stun
- (50) Stupefy - Accuracy/Endurance
Level 24: Aim- (A) Rectified Reticle - To Hit Buff
- (46) Rectified Reticle - To Hit Buff/Recharge
Level 26: Sniper Blast- (A) Extreme Measures - Accuracy/Damage
- (34) Extreme Measures - Damage/Endurance
- (34) Extreme Measures - Accuracy/Interrupt/Range
- (36) Extreme Measures - Damage/Interrupt/Recharge
- (36) Extreme Measures - Damage/Endurance/Recharge
- (36) Extreme Measures - Accuracy/Range/Recharge
Level 28: Energy Torrent- (A) Kinetic Crash - Damage/Knockback
- (29) Kinetic Crash - Accuracy/Knockback
- (31) Kinetic Crash - Accuracy/Damage/Knockback
- (31) Kinetic Crash - Recharge/Endurance
Level 30: Conserve Power- (A) Recharge Reduction IO
Level 32: Aid Other- (A) Doctored Wounds - Heal/Recharge
Level 35: Aid Self- (A) Doctored Wounds - Heal/Recharge
Level 38: Total Focus- (A) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Damage/Recharge
- (39) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
Level 41: Flash Freeze- (A) Lethargic Repose - Accuracy/Recharge
- (48) Lethargic Repose - Endurance/Sleep
- (48) Lethargic Repose - Accuracy/Endurance
- (50) Lethargic Repose - Accuracy/Sleep
- (50) Lethargic Repose - Sleep/Range
Level 44: Frozen Armor- (A) Red Fortune - Defense
- (45) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Endurance
Level 47: Hoarfrost- (A) Numina's Convalescence - Heal/Recharge
- (48) Numina's Convalescence - Heal/Endurance/Recharge
Level 49: Hibernate
------------
Level 1: Brawl
Level 1: Sprint
Level 2: Rest
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift
Level 2: Hurdle
Level 2: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (3) Numina's Convalescence - Heal
- (3) Numina's Convalescence - Heal/Endurance
Level 2: Stamina- (A) Efficacy Adaptor - EndMod/Accuracy
- (5) Efficacy Adaptor - EndMod
- (5) Efficacy Adaptor - EndMod/Endurance
- (7) Efficacy Adaptor - EndMod/Recharge
------------
Set Bonus Totals:- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 16.25% Defense(Smashing)
- 16.25% Defense(Lethal)
- 6.875% Defense(Fire)
- 6.875% Defense(Cold)
- 11.25% Defense(Energy)
- 11.25% Defense(Negative)
- 12.81% Defense(Melee)
- 12.19% Defense(Ranged)
- 9.063% Defense(AoE)
- 4% Enhancement(Sleep)
- 32% Enhancement(Accuracy)
- 18% FlySpeed
- 176.2 HP (14.62%) HitPoints
- 18% JumpHeight
- 18% JumpSpeed
- Knockback (Mag -7)
- Knockup (Mag -7)
- MezResist(Held) 6.05%
- MezResist(Immobilize) 15.95%
- 9.5% (0.159 End/sec) Recovery
- 54% (2.717 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 3% Resistance(Psionic)
- 26% RunSpeed
- 2.5% XPDebtProtection
------------
Set Bonuses:
Thunderstrike
(Power Blast)- 2% (0.033 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Kinetic Combat
(Energy Punch)- MezResist(Immobilize) 2.75%
- 18.07 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
Rectified Reticle
(Build Up)- 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
Thunderstrike
(Power Burst)- 2% (0.033 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Touch of Death
(Boxing)- MezResist(Immobilize) 2.75%
- 18.07 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Luck of the Gambler
(Hover)- 10% (0.503 HP/sec) Regeneration
- 13.55 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
Karma
(Hover)- Knockback Protection (Mag -4)
Kinetic Combat
(Bone Smasher)- MezResist(Immobilize) 2.75%
- 18.07 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
- 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
Aegis
(Tough)- 5% RunSpeed
- 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
- 2.5% XPDebtProtection
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
- 3% Resistance(Psionic)
Luck of the Gambler
(Combat Jumping)- 10% (0.503 HP/sec) Regeneration
- 13.55 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
Red Fortune
(Weave)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
Stupefy
(Stun)- 2.5% (0.042 End/sec) Recovery
- 22.59 HP (1.875%) HitPoints
Rectified Reticle
(Aim)- 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
Extreme Measures
(Sniper Blast)- 1.5% (0.025 End/sec) Recovery
- 18.07 HP (1.5%) HitPoints
- 2% DamageBuff(All)
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Kinetic Crash
(Energy Torrent)- 3% RunSpeed
- 2.5% Resistance(Smashing)
- Knockback Protection (Mag -3)
Mako's Bite
(Total Focus)- MezResist(Immobilize) 3.3%
- 18.07 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Lethargic Repose
(Flash Freeze)- 4% Enhancement(Sleep)
- 1.875% Defense(Energy,Negative), 0.938% Defense(Ranged)
- 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
- 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
Red Fortune
(Frozen Armor)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
Numina's Convalescence
(Hoarfrost)- 12% (0.604 HP/sec) Regeneration
Numina's Convalescence
(Health)- 12% (0.604 HP/sec) Regeneration
- 22.59 HP (1.875%) HitPoints
Efficacy Adaptor
(Stamina)- 13.55 HP (1.125%) HitPoints
- 1.5% (0.025 End/sec) Recovery
- 10% (0.503 HP/sec) Regeneration
Code: | Copy & Paste this data into Mids' Hero Designer to view the build |
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*********************
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail
Posts: 3,278
Threads: 137
Joined: Sep 2002
Reputation:
2
any suggestions for alternate IO's to drop in there until I earn all the pieces spec'd here?
Hear that thunder rolling till it seems to split the sky?
That's every ship in Grayson's Navy taking up the cry-
NO QUARTER!!!
-- "No Quarter", by Echo's Children
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Well, Alternate IO wise, would be 2 Def and 2 End Redux for the Defencive powers (Minus CJ, just fill it with Def). 3 Res and 2 End Redux for Tough. 2 Acc, 2 Dam, and 1-2 End Redux for attacks. Health and Stamina, just fill with corresponding IOs. Flash Freeze should be 1 Sleep, 2 acc, 1 end redux, and 1 Recharge, since It should be a great opener for you.
Now I think, if I swing around a few toons, I might have a few bits of this build for you. I'll check later and ingame email them to you.
*********************
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail
In the epic rage of furious thunder
legends create their tales
when the twilight calls and the dark lord falls
our glory will prevail
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