Author Topic: My Latest Hot Mess: Dynamo Rose (Electric/Martial)  (Read 4665 times)

Generator

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My Latest Hot Mess: Dynamo Rose (Electric/Martial)
« on: June 26, 2024, 07:47:58 am »
Heya folks,

So this started on the Discord about a week and a half ago, I was discussing a Rad/Martial I'd started, and Wyldhaunt egged me on by showing me his build for aTomiGrrl.  I ended up switching to an Electric primary for Reasons (among them, that I like Electric blast's vfx better), and just got her to 50 yesterday morning.

So, now I'm to the point of trying to outfit her for enhancement sets.  On non-melee characters, I don't tend to aim for soft capping, indeed what strategy I have usually just boils down to, "Fill Powers with sets that look appealing, then see what comes of it."

Someone is going to note the relative paucity of pool powers compared to the norm, especially not having Hasten. That's just my own preferences at work here; I have a tendency to go hard into my primary and secondary sets (especially if I'm trying out something new), and I just didn't see where I'd want to make the cut for things like Hasten, the Fighting pool, Leadership to get Tactics for insta snipe, and so on.  If anyone's got any recommendations for revisiting the sets, I'm listening, but I'd at least like to leave the power picks intact.

As far as her Incarnate slots go, the only one I'm really at a loss for is the Alpha.  I've got like three different possibilities there.  I figure I'll start with Musculature, because no Blaster ever made a bad choice by opting for more damage.  :)  But other options I've been considering are Intuition Radial (DefDbf doesn't help me, but Range, Dmg and Hold all put something on the table) and Spiritual Radial (Recharge, Stun and Slow help, does the +Heal boost the Absorb in Reaction Time?).  The next four slots are all figured out (Ion Judgement, Preemptive Interface, Storm Elemental Lore pets, and Destiny will be either Ageless Radial or Rebirth Radial).  Hybrid and Genesis I'm still not sure on (heck, I still don't have anyone with Genesis Unlocked, so no idea what I'm missing).

If you've got any other insights or feedback on Rose here, I'm all ears.

Thanks for reading, have a good day, and be well.

Generator

(NOTE: whatever the hell is going on in the most recent version of Mids, I can't figure out how to make a decent looking export of the character, so I'm going to just put the datachunk below, and hope that works FURTHER EDIT: replaced data chunk with straight text export b/c Mids grrr)

Dynamo Rose - Hero Blaster
Build plan made with Mids' Reborn v3.7.4 rev. 9
──────────────────────────────
  • Primary powerset: Electrical Blast
  • Secondary powerset: Martial Combat
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Concealment
  • Pool powerset (#3): Fighting
  • Pool powerset (#4): Flight
  • Epic powerset: Electrical Mastery
──────────────────────────────

Powers taken:

Level 1: Charged Bolts
  • A: Winter's Bite: Damage/RechargeTime
  • 3: Winter's Bite: Accuracy/Damage/Endurance
  • 5: Winter's Bite: Accuracy/Damage/Recharge
  • 7: Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
Level 1: Ki Push
  • A: Superior Blistering Cold: Accuracy/Damage/Endurance
  • 43: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
Level 2: Lightning Bolt
  • A: Superior Defiant Barrage: Accuracy/Damage
  • 3: Superior Defiant Barrage: Damage/RechargeTime
  • 5: Superior Defiant Barrage: Accuracy/Damage/RechargeTime
  • 7: Superior Defiant Barrage: Accuracy/Damage/Endurance
  • 15: Superior Defiant Barrage: Accuracy/Damage/Endurance/RechargeTime
  • 50: Superior Defiant Barrage: RechargeTime/+Status
Level 4: Super Jump
  • A: Invention: Jumping
Level 6: Reach for the Limit


Level 8: Ball Lightning
  • A: Rolling Barrage: Accuracy/Damage
  • 9: Rolling Barrage: Damage/Endurance
  • 9: Rolling Barrage: Damage/Recharge
  • 13: Rolling Barrage: Accuracy/Endurance/Recharge
  • 23: Rolling Barrage: Accuracy/Damage/Recharge
  • 39: Rolling Barrage: Damage/Endurance/Recharge
Level 10: Storm Kick
  • A: Mako's Bite: Accuracy/Damage
  • 11: Mako's Bite: Damage/Endurance
  • 11: Mako's Bite: Damage/Recharge
  • 13: Mako's Bite: Accuracy/Endurance/Recharge
  • 15: Mako's Bite: Accuracy/Damage/Endurance/Recharge
  • 50: Mako's Bite: Chance of Damage(Lethal)
Level 12: Aim
  • A: Rectified Reticle: Increased Perception
Level 14: Combat Jumping
  • A: Kismet: Accuracy +6%
Level 16: Short Circuit
  • A: Obliteration: Damage
  • 17: Obliteration: Accuracy/Recharge
  • 17: Obliteration: Damage/Recharge
  • 21: Obliteration: Accuracy/Damage/Recharge
  • 23: Obliteration: Accuracy/Damage/Endurance/Recharge
  • 46: Obliteration: Chance for Smashing Damage
Level 18: Tesla Cage
  • A: Lockdown: Accuracy/Hold
  • 19: Lockdown: Accuracy/Recharge
  • 19: Lockdown: Endurance/Recharge/Hold
  • 21: Lockdown: Accuracy/Endurance/Recharge/Hold
  • 25: Lockdown: Chance for +2 Mag Hold
Level 20: Reaction Time
  • A: Doctored Wounds: Heal/Endurance
  • 37: Doctored Wounds: Heal/Recharge
  • 42: Doctored Wounds: Heal
  • 45: Invention: Slow
  • 48: Invention: Endurance Modification
Level 22: Acrobatics
  • A: Invention: Endurance Reduction
Level 24: Zapp
  • A: Sting of the Manticore: Accuracy/Damage
  • 25: Sting of the Manticore: Damage/Endurance
  • 27: Sting of the Manticore: Accuracy/Interrupt/Range
  • 33: Sting of the Manticore: Damage/Interrupt/Recharge
  • 34: Sting of the Manticore: Damage/Endurance/Recharge
Level 26: Burst of Speed
  • A: Obliteration: Damage
  • 27: Obliteration: Accuracy/Recharge
  • 29: Obliteration: Damage/Recharge
  • 29: Obliteration: Accuracy/Damage/Recharge
  • 36: Obliteration: Accuracy/Damage/Endurance/Recharge
  • 50: Obliteration: Chance for Smashing Damage
Level 28: Inner Will
  • A: Doctored Wounds: Endurance/Recharge
  • 37: Doctored Wounds: Heal/Recharge
  • 42: Doctored Wounds: Heal/Endurance/Recharge
  • 46: Doctored Wounds: Heal
  • 46: Doctored Wounds: Recharge
Level 30: Dragon's Tail
  • A: Scirocco's Dervish: Accuracy/Damage
  • 31: Scirocco's Dervish: Damage/Endurance
  • 31: Scirocco's Dervish: Damage/Recharge
  • 31: Scirocco's Dervish: Accuracy/Recharge
  • 34: Scirocco's Dervish: Accuracy/Damage/Endurance
  • 43: Scirocco's Dervish: Chance of Damage(Lethal)
Level 32: Thunderous Blast
  • A: Superior Blaster's Wrath: Accuracy/Damage
  • 33: Superior Blaster's Wrath: Damage/Recharge
  • 33: Superior Blaster's Wrath: Accuracy/Damage/Recharge
  • 34: Superior Blaster's Wrath: Accuracy/Damage/Endurance
  • 40: Superior Blaster's Wrath: Accuracy/Damage/Endurance/Recharge
  • 45: Superior Blaster's Wrath: Recharge/Chance for Fire Damage
Level 35: Shocking Bolt
  • A: Basilisk's Gaze: Accuracy/Hold
  • 36: Basilisk's Gaze: Accuracy/Recharge
  • 36: Basilisk's Gaze: Endurance/Recharge/Hold
  • 37: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold
  • 48: Basilisk's Gaze: Chance for Recharge Slow
Level 38: Eagles Claw
  • A: Superior Vampire's Bite: Accuracy/Damage
  • 39: Superior Vampire's Bite: Damage/Endurance
  • 39: Superior Vampire's Bite: Accuracy/Damage/Recharge
  • 40: Superior Vampire's Bite: Accuracy/Damage/Endurance/Recharge
  • 40: Superior Vampire's Bite: Accuracy/Damage/Endurance
  • 45: Superior Vampire's Bite: Recharge/Chance to Heal
Level 41: Charged Armor
  • A: Aegis: Resistance/Endurance
  • 42: Aegis: Resistance/Endurance/Recharge
  • 43: Aegis: Resistance
  • 48: Aegis: Psionic/Status Resistance
Level 44: Stealth
  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 47: Invisibility
  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 49: Misdirection
  • A: Invention: Accuracy
──────────────────────────────

Inherents:

Level 1: Defiance


Level 1: Brawl
  • A: Invention: Accuracy
Level 1: Sprint
  • (Empty)
Level 2: Rest
  • A: Invention: Recharge Reduction
Level 2: Swift
  • A: Invention: Run Speed
Level 2: Hurdle
  • A: Invention: Jumping
Level 2: Health
  • A: Miracle: +Recovery
  • 8: Numina's Convalesence: +Regeneration/+Recovery
  • 16: Panacea: +Hit Points/Endurance
Level 2: Stamina
  • A: Invention: Endurance Modification
  • 12: Performance Shifter: EndMod
  • 22: Performance Shifter: Chance for +End
« Last Edit: June 26, 2024, 04:14:24 pm by Generator »

Redlynne

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Re: My Latest Hot Mess: Dynamo Rose (Electric/Martial)
« Reply #1 on: June 26, 2024, 09:23:47 am »
(NOTE: whatever the hell is going on in the most recent version of Mids, I can't figure out how to make a decent looking export of the character, so I'm going to just put the datachunk below, and hope that works)

You're lucky.
You can at least get "the most recent version of Mids'" to launch, open and operate.

What really needs to happen is a transition from a .NET based app into a webpage ... one where the code hash is built into the URL which is what controls what appears on the page (make change on build on screen, the code hash in the URL updates).
Moving away from the Mids' app to an "online calculator" web page for this stuff is WAY overdue!


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

wyldhaunt

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Re: My Latest Hot Mess: Dynamo Rose (Electric/Martial)
« Reply #2 on: June 26, 2024, 04:03:16 pm »
Absolutely agreed, Redlynne.

Generator, unfortunately I can't import that data chunk to my Mids, which is version v3.7.4 (Rebirth Issue: 29, Volume: 1 - DBVersion 2023.7.445)

Redlynne, I gave up on the Mids Reborn installers a while ago, and instead download their zip and use the exe from an extracted folder of their zip - that has been working. I also never use the Mids Reborn updater utility.
The goal is fun! Currently playing Alpine, Amberguard, And Go, As Flow the Years, Sesia, aTomiGrrl, Blurp, N'Imp, Raspellius, and Wyldhaunt.

wyldhaunt on our Discord; was a Guardianite from Issue 2 to shutdown

Redlynne

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Re: My Latest Hot Mess: Dynamo Rose (Electric/Martial)
« Reply #3 on: June 26, 2024, 07:47:42 pm »
Redlynne, I gave up on the Mids Reborn installers a while ago, and instead download their zip and use the exe from an extracted folder of their zip - that has been working. I also never use the Mids Reborn updater utility.

If it's not too much trouble for you, wyldhaunt, can you provide an itemized step by step for what you do (including URL to download from)?
I have the added complication of being an M2 iMac Mini user, so I have to go to the extra length of trying to make this work under emulation (currently using Whisky for this, which means and outdated version of the WINE emulation layer).

This is how I've been able to log into Rebirth since Saturday morning (and participate in a couple of MSRs that day) along with the Monday and Tuesday iTrials.
However, all is not well in mudville.
The game client is a bit janky under emulation (go figure), even when using Winetricks to provide the requisite DLLs to resolve some sound issues and make the game playable.
Entire classes of objects and world geometry do not render properly (my base that I'm so proud of on Blueside is just geometry without textures mapped onto objects). The western HALF of Port Oakes has something going on in it that reliably fatal crashes the game client to desktop, so a Soldier of Arachnos character I sent over there to get to a mission door is "unplayable" now (can't complete zone in without fatal crash to desktop). Had something similar happen to my main Redlynne as well in Atlas Park, but got lucky enough on a subsequent random attempt to log in to be able to zone in and escape Atlas Park.

As matters stand, I'm going to have to wait for further developments of WINE and Whisky before my gameplay can get more stable.
Even now, after repeated zone ins to places that I've already been in during a single session, the texture maps start degrading and the particle effects just get lower and lower quality until ... fatal crash to desktop. Fortunately, I can log back in after such events, but still ... it's clear that the emulation lash up I'm using through GTPK and Whisky are very much sub-optimal in their current form.

Ideally, I'd want to be able to play around in a character builder for Rebirth ... but right now that's all "locked" behind a windows app with a .NET dependency that should have been retired 5-10 years ago in favor of a webpage execution of the same character build calculator functions.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Kismet

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Re: My Latest Hot Mess: Dynamo Rose (Electric/Martial)
« Reply #4 on: June 30, 2024, 02:43:31 am »
Hey Generator!

Thanks for sharing your build.

Unfortunately, some of my suggestions revolve around things you've already said that you don't want to do (i.e. Hasten, Fighting Pool, and Tactics for the wonder of perma-insta-snipe). I don't know if you've looked at it, but in my character profile of Icebox I include much of my philosophy on Blasters and some reasons for taking Hasten, Tactics, and the Fighting pool. Here's the link https://forum.cityofheroesrebirth.com/index.php/topic,3800.0.html

Setting that aside, I would submit that with Ki Push, Storm Kick, Short Circuit, Burst of Speed, Dragon's Tail, and Eagle's Claw, 6 powers that all require you to be in melee range, this actually is a melee character. I suppose you could use Burst of Speed without taking advantage of the melee damage, and you could argue that you're stuck with Ki Push, but that still leaves 4 affirmative choices to be in melee. I don't know if that observation changes your calculus on trying to hit the S/L soft-cap. If you really don't plan on being in melee, I'd suggest dropping all of them that you can because you're never going to use them.

All Blasters (except /Devices) are actually hybrid ranged/melee characters like Dominators and Guardians. Sure, you can choose not to take most of the melee powers, but I'd argue that, with the exception of missing out on a nuke, that character would be almost as effective at dealing ranged damage if it was a Guardian and would be much more survivable, as well as having access to some sweet buffs/debuffs that (depending on the secondary chosen) can go a long way toward not only closing the ranged damage gap with a Blaster but also increase team damage/survivability. Just some food for thought.

Working inside your constraints, I'd encourage you to consider Clarion for your Destiny. Defiant Barrage procs have to be stacked up and maintained, and I've frankly never been impressed with them beyond being a nice perk while leveling. At end game, which is what we're talking about with a Destiny pick, there are far more mez effects. Without much defense to make them miss, you're likely to get mezzed a lot, which usually means dead.

I'm with you in shaking my fist at Mids. I wish we could effectively export data chunks. So, I'm a little limited in making intelligent comments on your enhancement choices without rebuilding your character by hand.

Here are some suggestions:

Ball Lightning: 5 pieces of Ragnarok would give you more recharge and a wonderful CC proc. The sixth slot could be a Posi's proc, Annihilation proc, or simply moved elsewhere,

Aim: While the increased perception of Rectified Reticle is nice, the Gaussian's proc is almost like adding a short-acting Build-Up which will dramatically increase the kill potential of Thunderous Blast, as well as help with general Boss/EB beatdowns.

Combat Jumping: The Kismet proc is nice, but it's far less appealing on a Blaster without an over-slotted Tactics to make for the sweet, sweet insta-snipe. I'd put an LotG proc in here.

Reaction Time: I'm always inclined to maximize the +rec from Blaster sustain powers, so I'd swap out the Slow enhancement and put a second End Mod IO in it. Also, I'd swap out the Doctored Wounds for Preventive Medicine to get more S/L resistance and HP. There's almost no cold damage in the game, and fire rarely appears in any concentration, but the HP is always useful. The other choice I'd consider would be just going with 2 level 50 Heal IOs and +5 them both, which would save you a slot.

Acrobatics: Once again, I'd suggest muling a LotG proc in here.

Dragon's Tail: I'm not impressed with the full set bonuses for Scirocco's Dervish. I'd put either an Obliteration set in here for more S/L res, recharge, and melee defense or 5 slots of Armageddon for more recharge and a great damage proc, then fill with a Force Feedback proc for more recharge. You could do 5 pieces of Obliteration and a FF proc, also. Or frankenslot with 3 pieces of Scirocco's, 2 pieces of Obliteration, and the FF proc. This would yield 2 damage procs, the FF proc, reasonable accuracy and damage, 2.25% S/L res, 2,25% En/NEn, and a trivial amount of +regen. That same methodology could be applied to Short Circuit, but subbing in the Avalanche proc instead of the FF proc for CC.

I don't know if any of that is helpful to you, but those are my insights/feedback.

Have fun and happy hunting!

Edit: I totally missed that you had Inner Will in your build. I'll curse Mids first, then my own carelessness second. If you feel like that's enough Mez protection, then ignore my comments about Clarion. Of your two choices for Destiny, I'd go with Ageless to get your nuke, Aim, and other heavy hitters back faster. Rebirth just does not provide enough survivability for a Blaster, IMO.
« Last Edit: June 30, 2024, 08:02:27 pm by Kismet »

Generator

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Re: My Latest Hot Mess: Dynamo Rose (Electric/Martial)
« Reply #5 on: July 01, 2024, 10:36:54 am »
Heya Kismet,

First off, thanks for the feedback.  Even if I don't follow it all (because I am a stubborn SOB), it's always good to have food for thought.

I don't dispute in the slightest that Blasters have a strong melee component, and I've always used that, hell I love it (going back to the earliest days of Live, I remember Havoc Punching toward glory and having a friend ask, "How long have you thought you are a Scrapper?").  But I simply don't feel the need to run at max difficulty all the time (I hate fighting at +4, it feels too much like work!).  I just kind of "find my level, and that's where I'll do my solo stuff.  Teams, I'll adjust as needed, if that requires me to dart in and out, and not just live at point blank range, that's  always been a plan with which I've been comfortable.

Trying Ageless Destiny will be an experimental move for me.  I'm going to see if I can get by with just Inner Will to deal with mez (no it's not Perma, but if it's "enough", that's all I need).  And hey if it doesn't work out as well as I want, I can pivot to Clarion later.

The RR +Per piece is pure necessity.  I've found that with all the -Per that Night Widows and Tarantula Mistresses can throw around,  yellow insps aren't enough to keep up.  And I know if I could get Tactics cooking, that would be a win on a couple of fronts for that, but I have a tough time kicking powers off the life raft.  So the RR piece is my least-worst option.

Acrobatics not having the LOTG piece is just a Mids miss on my part.  I'll change that later.

Kismet, again, if I could find room to throw in Tactics, that would be the second bird that stone takes care of.  I get it, but so far I don't have room to fit it yet.

In Reaction Time, honestly this is the first time I'm ever slotting +EndMod into a Sustain power.   often just slot for Heal/Absorb and the power's base Recovery is enough to carry me.  I'd been thinking of dropping the EndMod slot altogether.  DW pieces are there just because they're cheaper than Preventive, I'll probably upgrade later.

I don't often plan around purple sets (they're usually a bit over my budget), which is why Ragnarok wasn't part of my initial setup.  But I might try getting a hold of that later (right now I'm in the process of getting a set of Unbreakable Constraint for Shocking Bolt).

I'm not really in love with the Dervish set, but Obliteration gives me pause in certain context because of its low EndRdx component.  I'll take another look, and reassess my options.

Again, thanks for the feedback.  Even if I don't follow it all right away, it gives me "stress points" I know I should be watching on the build.  Much appreciated.

Later on,
Generator

Redlynne

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Re: My Latest Hot Mess: Dynamo Rose (Electric/Martial)
« Reply #6 on: July 01, 2024, 01:15:41 pm »
Trying Ageless Destiny will be an experimental move for me.  I'm going to see if I can get by with just Inner Will to deal with mez (no it's not Perma, but if it's "enough", that's all I need).  And hey if it doesn't work out as well as I want, I can pivot to Clarion later.

Depends on what you're wanting out of your Destiny slot.
In my experience (running iTrials, where Incarnate slotting is most relevant) Ageless is substantially superfluous (not entirely, just mostly). Most builds do not still have END problems by the time they reach 50 and and getting slotted out with Incarnates (and if they do have END problems, they need to be rebuilt in Mids' so they don't have END problems). The other substantially beneficial boost from Ageless is the +Recharge option ... but even then, by the time you reach 50, most builds "have enough +Recharge" in them already and either don't "need" more or they can't make all that much use of "more" +Recharge from Ageless. So in that respect, I often times look upon Ageless as being more of a crutch for poor build choices than an advantage which cannot be obtained by other means.

My personal Go To(s) for Destiny slotting are either Clarion (mez protection, but I tend to go Radial for the Power Boost and +Range buffing) or Rebirth (my preference is for Radial over Core). Clarion Radial is nice on builds which have a significant share of controls (soft and hard) which prefer to fight beyond melee range. Rebirth Radial is great because all of the "healing" (and regeneration?) that it yields in league play winds up attributing to your caster, helping you to work on any Healing Badges that you might not have otherwise been able to fill up. I can often times wind up with something like 10-30k (or more) added to my Healing Badge accounts after each and every single iTrial when I'm playing Redlynne (my SR/MA Tanker, who has no "heal" powers aside from Rebirth Radial). In my experience, the +Regeneration from Rebirth Radial is better for survival than the +Max HP option from Rebirth Core ... and the reason that I say that is that when I'm taking damage, over the 2 minute duration of each Rebirth casting, I'll often times gain more HP (recovered) from the added regeneration than I would have done by increasing Max HP. So on balance, I feel like Rebirth Radial is better for survival (need less healing) than Rebirth Core.

The RR +Per piece is pure necessity.  I've found that with all the -Per that Night Widows and Tarantula Mistresses can throw around,  yellow insps aren't enough to keep up.  And I know if I could get Tactics cooking, that would be a win on a couple of fronts for that, but I have a tough time kicking powers off the life raft.  So the RR piece is my least-worst option.

Tactics is useful for MORE than just +Perception.
Rectified Reticle is essentially superfluous in a build that has Tactics running.
If it comes to a choice between a single slot (Rectified Reticle) and a power slot (Tactics), it's better to have Tactics as a One Slot Wonder (my preference is for a Hami-O: Cytoskeleton Exposure that grants +Def/+End/+Tohit) as the "densest possible enhancement values (that matter)" that can be squeezed into a single enhancement slot (see: One Slot Wonder).

Then again, I'm also pretty keen on 6-slotting Maneuvers with Reactive Defenses for all those sweet sweet set bonuses and scaling resistances. With that slotting, Maneuvers becomes "pretty respectable" as a +Defense power that is working for EVERYONE nearby ... not just yourself.

The way that I think about Maneuvers (as a "useful" power) is to make this kind of comparison:
Weave = 2x Maneuvers in terms of +Defense, but for SELF ONLY.

However, this leads to a somewhat curious effect when taking stacking considerations into account.

  • Team-1: Weave = 2x Maneuvers to Self
  • Team-2: Weave = 2x Maneuvers to Self
  • Team-3: Weave = 2x Maneuvers to Self
  • Team-4: Weave = 2x Maneuvers to Self
  • Team-5: Weave = 2x Maneuvers to Self
  • Team-6: Weave = 2x Maneuvers to Self
  • Team-7: Weave = 2x Maneuvers to Self
  • Team-8: Weave = 2x Maneuvers to Self
  • Team-1: 1x Maneuvers to All
  • Team-2: 2x Maneuvers to All
  • Team-3: 3x Maneuvers to All
  • Team-4: 4x Maneuvers to All
  • Team-5: 5x Maneuvers to All
  • Team-6: 6x Maneuvers to All
  • Team-7: 7x Maneuvers to All
  • Team-8: 8x Maneuvers to All

As you can see from this simplified analysis ... Maneuvers is "only inferior when soloing" (or when you're the only one in the group with the Maneuvers power). As soon as a SECOND character in the group has Maneuvers, then EVERYONE effectively gets 1x Weave in the group. That means that if you have Maneuvers yourself(!), you only need "+1 more" with Maneuvers to achieve parity with the +Defense offered by Weave. Needless to say, it's a LOT easier to find "+1 more" with Maneuvers in groups when you've got Maneuvers yourself (protecting everyone around you!) rather than expecting "+2 more" to achieve the same effect because you didn't want to contribute yourself. Stack enough Maneuvers together and everyone can be close to (if not comfortably beyond) the Defense Softcap (and into the realm of NO GET HITSU!!).

Note that the same mentality applies to Assault and Tactics as well (although not quite as neatly).
3x Assault = an extra Damage SO of throughput for everyone.
2-3x Tactics = insta-snipes

Being one of the "Leadership MAKERS" rather than just being a "Leadership TAKER" has some pretty surprising long term benefits, since EVERY TEAM/League that you join is "better off" for having you in it.
Don't think of the Leadership Pool as something you'll add "if you can find the space for it" ... MAKE THE SPACE FOR LEADERSHIP ... and if necessary, figure out what else you want to drop in favor of Leadership.

Acrobatics not having the LOTG piece is just a Mids miss on my part.  I'll change that later.

My personal preference of LotG proc mules wind up being Leadership: Vengeance, Concealment: Stealth and Concealment: Grant Invisibility. If I'm short on slots for Maneuvers (so can't 6-slot Reactive Defenses, my fallback option is to 4-slot Luck of the Gambler into Maneuvers.

I don't often plan around purple sets (they're usually a bit over my budget), which is why Ragnarok wasn't part of my initial setup.  But I might try getting a hold of that later (right now I'm in the process of getting a set of Unbreakable Constraint for Shocking Bolt).

Purples are obtainable from the Ouroboros Incarnate Vendors if you can't obtain from drops (HA!) or from the auction house.
Pretty sure you can use Merits and or Hero/Villan Merits as well to obtain purples, although the "economics" of doing so via these methods are going to be a lot more "grindy" to obtain.

When it comes to 6-slotting ranged single target attacks (pre-Level 50), my personal preference is:
  • ATO Set
  • 5-set Entropic Chaos + (optional) Proc
  • 5-set Decimation (including Build Up proc) + (optional) Proc

I'm not really in love with the Dervish set, but Obliteration gives me pause in certain context because of its low EndRdx component.  I'll take another look, and reassess my options.

The only time(s) I've ever considered Scirroco's Dervish for 6-slotting a PBAoE is when I need a set bonus that can't be obtained elsewhere.

If I need the +Defense, my personal preference is for the full 6-slot Eradication set.
If I need Damage/Accuracy/Recharge set bonuses, I reach for 5-slot Obliteration plus the proc from Fury of the Gladiator (-Resistance).
At Level 50+, 5-slot Armageddon + proc of choice becomes the "go to" option.



As for your choice of Preemptive Interface ... may I make an alternative suggestion to you?
Try T4 Gravitic Radial instead of Preemptive.

Preemptive
Endurance/Recovery (75% Core/25% Radial), stacks up to 4 times collectively: -1% endurance per second for 4.3 seconds, -5% recovery for 4.3 seconds
Energy DoT (25% Core/75% Radial), stacks up to 8 times collectively: 13.3863 energy damage per second for 4.3 seconds

Gravitic
Recharge (75% Core and Radial), stacks up to 4 times collectively: -10% recharge for 8.3 seconds
Recovery (50% Core and Radial), stacks up to 4 times collectively: -10% recovery for 8.3 seconds
(75% Core) Movement, stacks up to 4 times collectively: -10% jump height, run speed, flying speed, jumping speed for 8.3 seconds
(75% Radial) Special, stacks up to 4 times collectively: -10% defense (ALL), healing, tohit, run speed, flying speed, confuse, terrorize, hold, immobilize, stun, sleep, knockup, knockback, repel for 8.3 seconds

Compare the -Recovery debuffs between the 2 options.

Preemptive 4x stacks = -4 END and -20% Recovery for 4.3 seconds
Gravitic 4x stacks = -40% Recharge, -40% Recovery, -40% Defense (ALL), -40% Healing, -40% ToHit, -40% Movement, -40% Controls for 8.3 seconds

Recovery debuffing needs to "last a while" in order to be useful.
Gravitic will debuff Recovery "twice as strong for twice as long" compared to Preemptive ... while also piling on a lot of other debuffs that will ALL be helpful to Blaster survival.

Think about it.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.