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Guide to Sonic/EM Blaster [i11]

Guide to Sonic/EM Blaster [i11]

Foreword:

Just a little warning before we get started here, I¡¯m writing the guide with the understanding that a lot of new people look to guides when they¡¯re getting into the game. I am therefore writing this in the style that I would have liked to find when I was first starting out. If you¡¯re a veteran player, and you¡¯ve never played a Blaster before, this guide will be of addition use to you. If you¡¯re a Blaster veteran already, click Here, and get to the good stuff right away.

Sonic/EM was a strong combination before, and with the addition of Blasters FINALLY getting some attention from the Devs in i11, I expect people to give Blasters, especially Sonic/EM blasters a really hard look.

All the numbers I use in this guide are drawn from the latest edition of Mids Hero Designer.

1) What I am trying to accomplish:

Honestly? I'm trying to save you from 10+ months of tweaking, experimenting, frustration, and confusion. I had to lurch through all of that myself, and I hope to spare you the same problems. Additionally, this was my first character, and I wanted a guy who could participate in all CoH had to offer, which is why I'd call this a hybrid build. I can contribute meaningfully in both PvE and PvP. Furthermore, I'll be explaining my reasoning behind my power and slotting choices, so that if you need/want to tweak to your tastes, you have a greater understanding of what you¡¯re losing and gaining.

Secondly, I'm a big believer in the theory that maxxing out for max damage isn't always the best idea, especially when you have to ignore your biggest shortcomings. Optimizing for damage, in addition to shoring up on your weaknesses is the goal of this guide. Getting that last +0.4% of damage isn't worth it in my mind if you chuck out 14% Accuracy to do it.

2) Glossary:

DPS: Damage per Second

-ResDef: Short for Resistance Defense Debuff, indicating a foe will take more damage for following attacks.

Mez: Short for mesmerized. Basically, CoH's version of status effects.

Soft Mez: A mez that DOES NOT prevent an opponent from attacking.

Hard Mez: A mez that DOES prevent an opponent from attacking.

ED: Enhancement Diversification - See 6) for explanation

HO: Hamidon Origin - Special enhancements gained from defeating Hami in the Hive.

Mob: Grouping of enemies.

Aggro: When an enemy attacks

AV: Arch-Villain - Recluse, Ghost Widow, and such make up this group.

3) Why Sonic/EM?:

Sonic is a wonderful primary, with very good damage. Sonics secondary effect carries a -ResDef effect(-13%, if your keeping track), which means your following attacks do more damage. Since each sonic attack carries this effect, the -ResDef stacking adds up to a very survivable set. Add in Sonics controlling abilities and it's version of an Accuracy buff(Amplify) you pretty much pick and choose your fights. Sonic plays a lot of like a Blaster + a mini controller.

EM is a literal toolbox of goodies for any Blaster. Energy Punch, Bonesmasher, and Total Focus means your Blaster always has an option when an opponent closes in too fast. Build Up adds to damage and To-HIT, Power Boost and Boost Range make everything your good at better. There isn't a single primary that doesn't benefit from EM.

4) IO Crafting Benchmarks:

This guide assumes a very bare understanding of the crafting system that was introduced in i9. The benchmarks being used as a comparison are the generally accepted numbers for the various power types. The benefit of Set IO's cannot be understated, and part of this guide is devoted to explaining why. All IO's assumed to be level 50.

Attack is exactly what it sounds like. These are your attacking powers, the ones you'll be cracking skulls with. Toggles are powers that you activate and stay activated till you run out of endurance, de-click them or get hard mezzed. One shots are exactly that; a one time effect that gives some benefit.

Attack: 6 slotted: 1 ACC, 1 EndRdx, 1 Recharge, and 3 Damage

Toggle: 4 slotted: 1 EndRdx, 3 Resist/Defense Buff, etc....(The other 3 tend to vary depending on the nature of the power)

One Shot: 3 slotted: 3 Recharge(typically)

5) Enhancement Diversification:

A long time ago, you were able to slot a power however you wanted. Grabbing an attack and 6 slotting for all 6 damage was common place(especially for blasters), but around I6, Enhancement Diversification lurched down the pipe. Basically, each power has an ED ceiling, and once you pass this ceiling, your slotting starts to give you diminishing returns. For example, 3 Damage IO's in Shriek should give 127.20% damage, but only ACTUALLY gives 99.08%. This was to encourage people to mix up their slotting, and must be kept in mind while slotting. Don't blame me, blame Statesman.

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6) Power Selection - Sonic:

I'm not going to bog you with base damage numbers and brawl index numbers and such, because, quite frankly, 3 weeks into the game, those numbers meant nothing to me, so, just some general advice and a few percentage numbers; everyone understands percentages, right? All numbers are IO enhancements of max level(50 for IO's, and 53 for HO's):

Shriek:

Level Available: 1
Range: 80 feet
Damage: Minor(Smash/Energy)
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
Actual: Acc - 85.71%, EndRdx - 60.95%, Recharge - 60.95%, Damage - 96.30%

Slotting:

Thunderstrike: Acc/DMG, Acc/DMG/Recharge, Acc/DMG/EndRdx, DMG/EndRdx/Recharge
Devastation: Acc/DMG/EndRdx/Recharge, Chance of Hold

A single target ranged attack with a very quick activation time. It only deals minor damage, and recharges in no time flat, but carries the same -ResDef bonus as all of Sonics powers. A great opener, and with i11's new Defiance changes, you'd be hard pressed NOT to take this power. Additionally, since it carries the Dev: Hold enhancement, you add to your controllerness, by having a chance to hold anyone hit for 8s. The enhancements gives a purple static effect though, which leads to a lot of confusion on teams, so feel free to giggle to yourself about it.

Scream:

Level Available: 1
Range: 80 feet
Damage: Moderate DoT(Smash/Energy)
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
Actual: Acc - 85.71%, EndRdx - 60.95%, Recharge - 60.95%, Damage - 96.30%

Slotting:

Thunderstrike: Acc/DMG, Acc/DMG/Recharge, Acc/DMG/EndRdx, DMG/EndRdx/Recharge
Devastation: Acc/DMG/EndRdx/Recharge, Chance of Hold

Welcome to part 2 of your attack chain till level 8. Don't let the DoT scare you; time in this case is very, very short(About 2 secs or so). Same slotting as Shriek, for very good reason; by spamming both powers I have used the Dev: Chance for Hold to hold AV's. Awesome damage + utility = win.

Howl:

Level Available: 2
Range: 50 feet(Cone) - Arc 30'
Damage: Medium(Smash/Energy)
Slots: 0 slots
Benchmarks: -
Actual: -

Welcome to the first trap of the Sonic primary. This power, on paper, looks great; a cone that carries the -Res we all love, and can debuff a large group, but people tend to forget a few things:

1) You have to be pretty damn close to the mob to get the maximum effect of this power, which tends to put you into range of heavy enemy melee types.

2) If you can't pump enough damage into Howl to drop the mob, you've just aggro'ed the ENTIRE mob, and if you¡¯re a Blaster, having 8 enemies running up to stomp you is not a good place to be, as you don't have the damage mitigation of a Defender or Controllers, and definitely not the survivability of a Tanker or Scrapper.

3) No decent follow-up. You¡¯re not a Fire/* Blaster; you can't just stack on the AoE's and hope nothing gets out alive. If you land Howl, your only 2 follow-ups over YOUR ENTIRE LEVELS, are Shockwave and Sirens Song. Regardless of slotting, I have yet to drop a mob with a combo of AMP + BU + Howl + Shockwave unless they were green, and at that point, you aren't ahead of the game. Save your power choices.

Shockwave:

Level Available: 6
Range: 50 feet(Cone) - Arc 30'
Damage: Minor(Smash/Energy)
Slots: 0 slots
Benchmarks: -
Actual: -

For comments, see Howl, as they're quite similar, except Shockwave dropped what I liked about it Howl(The -Res), and added something I and every team I've ever been on dislike(Foe Knockback).

Shout:

Level Available: 8
Range: 40 feet
Damage: Heavy(Smash/Energy)
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
Actual: Acc - 77.36%, EndRdx - 51.68%, Recharge - 96.70%, Damage - 104.65%

Slotting:

Devastation: Acc/DMG/EndRdx/Recharge
Apocalypse: DMG, DMG/Recharge, ACC/DMG/Recharge, ACC/Recharge, DMG/EndRdx

The '3' of your ranged attack chain; slot it similar to Shriek and Scream till your high enough level for Apocalypse. This power brings big, loud, mob melting damage to the table, and if you opened with Shriek and Scream, it'll do 26% more damage. Life as a Sonic Screamer is good.  The 'rooting' time is about 2.6 secs or so, so make sure nobody's leaning back to take your head off.

Amplify:

Level Available: 12
Range: Self
Damage: -
Slots: 3 slots
Benchmarks: Recharge - 83.32%
Actual: TO-HIT - 40.00%, Recharge - 66.60%, Defense Buff - 40.00%(Doesn't apply, as Amplify has NO base defensive bonus)

Slotting:

2 Membrane Exposure + Rectified Reticule: Increased Perception

We lose some recharge, but even with the lower recharge, Amplify is still perm, and we still get the TO-HIT bonus. Nice! This is also the best place for our perception enhancement, so picking out approaching Stalkers, or all those invisible enemies will be much easier.

Siren's Song:

Level Available: 18
Range: 40 feet(Cone) - Arc 50'
Damage: Minor(Energy) + Sleep
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Sleep - 99.08%
Actual: Acc - 59.62%, EndRdx - 33.13%, Recharge - 89.92%, Sleep - 101.86%

Slotting:

Complete Fortunata Hypnosis set.

Welcome to the power I respec'd into and out of more than any other power in this guide. Indeed, whether you should take a slot this power, from my experience, depends on this:

1)Mostly solo? - Take it, no question.
2)Rich enough to afford the Fortunata Set? - Take it, no question.
3)Team a lot? - This is where it gets muddy.

Siren's carries a Sleep effect, which can cause a entire mob to sleep as you beat the living hell out of them one at a time. However, if they take EVEN A SINGLE POINT OF DAMAGE, they wake up, which is very bad. I play on Virtue, where there is a lot of Fire/Kin Controllers, and Ill/Storm Controllers, and Fire/* Blasters, and Ice/*........you see my point. If you team a lot, any AoE damage going out is going to make Siren's completely useless. This changes, however, when you slot the 'Chance for Placate' enhancement from Fortunata Hypnosis, as even when they wake up, they might not attack, which is good.  So this is the only power I can't give you a clear answer on. If you do respec out of it, grabbing Energy Punch will boost your melee damage chain, or starting the medicine pool will increase your PvP survivability. If you want it, and are not high enough level to slot Elite, or can't afford them, the complete Call of the Sandman set works well.

Screech:

Level Available: 32
Range: 60 feet
Damage: Minor(Smash/Energy) + Disorient
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Stun - 99.08%
Actual: Acc - 59.62%, EndRdx - 33.13%, Recharge - 89.92%, Stun - 101.86%

Slotting:

Complete Absolute Amazement set.

Ever wanted to mez an AV? This is the power. Screech carries a single target, strong disorient, which will take an enemy out of a fight for over 20 secs with a SINGLE USE(lieutenant or lower). Since it can recharge in less than 10 secs WITHOUT Hasten, means you can reliability punch through resistance. My single favourite power in the set. Until you hit high enough level for Absolute Amazement, a full slotting of Stupefy works well.

Dreadful Wail:

Level Available: 26
Range: 25 feet radius(PBAoE)
Damage: Extreme(Smash/Energy) + Disorient
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
Actual: Acc - 59.62%, EndRdx - 33.13%, Recharge - 89.92%, Damage - 101.86%

Slotting:

Complete Armageddon set.

Sonics Nuke, and it's a good one(And, since Sonic is a fairly rare choice for powers, good for freaking out the players hanging around Atlas Park. ). My favourite part about this power is simple; Always AMP + BU before firing it off and everything dies. If, for some reason, something doesn't, it's disoriented for a long enough time for you to run around and break some faces. Pre-50, I have this slotted with 3 Recharge IO's and 3 Damage IO's; as AMP and my global Acc makes hitting quite easy.

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7) Power Selection - Energy Manipulation:

Power Thrust:

Level Available: 1
Range: Melee
Damage: Minor(Smash/Energy) + Knockback
Slots: 1 slot
Benchmarks: Acc - 42.40%
Actual: Acc - 42.40%

Just one Acc IO in this one. The damage is too crappy for additional slotting, and the knockback is good without more slotting. This is the "Get the hell away from me" punch; quite good at pushing back big melee types who get too close(I'm looking at you, Mr. Tank Swiper).

Energy Punch:

Level Available: 2
Range: Melee
Damage: Moderate(Smash/Energy) + Disorient
Slots: -
Benchmarks: -
Actual: -

I had to respec out of this power for Siren's Song, which is more useful for PvE, and since there are better choices for PvP as well(Aid Other/Aid Self), this tends not to make the cut. However, if you feel the need to up your low level attack chain, you can easily respec out of it at level 24.

Build Up:

Level Available: 4
Range: Self
Damage: -
Slots: 3 slots
Benchmarks: Recharge - 99.08%
Actual: TO-HIT - 56.00%, Recharge - 94.93%, Defense Buff - 56.00%(Doesn't apply, as Build Up has no base defensive bonus)

Slotting:

3 Membrane Exposure

A power that doubles your damage as well as giving a decent bonus to your TO-HIT. Do I really have to explain why you should take this power anymore than that? Take it, use it, and love it.

Bone Smasher:

Level Available: 10
Range: Melee
Damage: High(Smash/Energy) + Disorient
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
Actual: Acc - 79.74%, EndRdx - 54.33%, Recharge - 89.92%, Damage - 105.04%

Slotting:

Crushing Impact: Acc/DMG/EndRdx
Hecatomb: Damage, DMG/Recharge, Acc/DMG/EndRdx, Acc/Recharge, DMG/EndRdx

The 'Glowing Pom-Pom Overhead Axe-Handle From Hell'. Take this at 10 and never look back. 6 slot it. Beat the hell out of things. The Disorient Mag alone will keep the bruisers off you, outside of the fact your doing really decent damage.

Conserve Power:

Level Available: 16
Range: Self
Damage: -
Slots: -
Benchmarks: -
Actual: -

No, just no. Outside the fact there isn't a single power I'd switch out for this, with my recommended slotting, you don't need this power. Sonic and Energy are both very endurance friendly, plus the decent amount of EndRdx in each power, plus almost 200% Recovery from slotting, the only time I run out of endurance is when I'm fighting Giant Monsters with all my toggles running and running Snow Storm at the same time, neither of which are situations that happen often enough to gimp myself in other areas.

Stun:

Level Available: 20
Range: Melee
Damage: Minor(Smash/Energy) + Disorient
Slots: -
Benchmarks: -
Actual: -

I don't actually like this power. It's Bonesmasher Light. Same Mag stun but with a slightly longer duration, but much lower damage. That isn't enough to make the cut in my mind. With slotting, Bonesmasher recharges almost twice during its mez duration, which is more than enough time to smash whatever your worried about. Stun would probably be a nice addition to a set that needed more control to it(Like Archery, for one), but between creative slotting, and natural mez attacks offered, ALL of your offensive powers, minus Shout, carry a mez effect. Stun is just a bit of overkill at this point.

Power Boost:

Level Available: 28
Range: Self
Damage: -
Slots: 2 slots
Benchmarks: Recharge - 83.32%
Actual: Recharge - 83.32%

Slotting:

2 Recharge IO's.

Awesome power all around. It takes everything your powers are good at and doubles their effectiveness. While it doesn't boost enhancement percentages, it DOES boost natural effects(Like the duration of that -13% ResDeBuff all Sonic attack have) and your disorients from the Energy pool. This is the power I have on auto.

Boost Range:

Level Available: 35
Range: Self
Damage: -
Slots: 1 slot
Benchmarks: Recharge - 42.40%
Actual: Recharge - 42.40%

Slotting:

1 Recharge IO.

Awesome power. One that really helps overcome one of Sonics weakness; short range(Shout, especially so). However, be careful when using this power, as your range is increased to such an extent that you can start targeting and hitting enemies in the next mob. I've done this myself, and thankfully, had Siren's Song to fix the mistake, but considered yourself warned.

Total Focus:

Level Available: 38
Range: Melee
Damage: Extreme(Smash/Energy) + Disorient
Slots: 6 slots
Benchmarks: Acc - 42.40%, EndRdx - 42.40%, Recharge - 42.40%, Damage - 99.08%
Actual: Acc - 68.90%, EndRdx - 68.90%, Recharge - 68.90%, Damage - 101.47%

Slotting:

Crushing Impact: Complete Set.

The 'LEAPING Glowing Pom-Pom Overhead Axe-Handle From Hell'. This is your deal breaker. The single largest damaging power you have in your tray. That said, it's animation time is QUITE long, so I tend to save this power for using on enemies I haven¡¯t aggro'ed yet, or are currently 'enjoying' one of my mez effects. With a Mag 4 Stun, however, if what you hit doesn't crumple, they're usually setup for a nice follow-up attack

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8) Power Pools:

In keeping with the builds hybrid nature, certain pools are valued higher than others. This isn't saying that you CAN'T switch out one pool for another, it is simply an admission that some pools have greater value in PvP then others; it is simply impossible to add all the powers that would be good for PvE and PvP into the same build. With that in mind, I'll touch on my selected pools briefly.

Leaping:

Combat Jumping:

Level Available: 6
Range: Self Toggle
Damage: -
Slots: 6 slots
Benchmarks: EndRdx - 42.40%, JumpHeight/Speed - 42.40%, Defense - 49.70%
Actual: EndRdx - 73.78%, Recharge - 73.78%, Defense - 59.91%

Slotting:

Luck of the Gambler: +Recharge Speed
Red Fortune: Def/EndRdx, Def/Recharge, EndRdx/Recharge, Def/EndRdx/Recharge, Def

Welcome to all the physical defense you'll ever get as a blaster outside of epics. Ever. Period. So why take it and 6 slot it? Well, it's a much better choice then Jump Kick for entry into the Leaping Pool, and when 6 slotted, you actually manage to survive an extra hit or two, which in a lot of causes makes all the difference. Thirdly, CJ gives you a -8 Mag to Immobilization, which means it's harder for enemies to tie you down to one spot, which is VERY needed in PvP, as not constantly moving Blaster = Dead in PvP.

Super Jump:

Level Available: 14
Range: Self Toggle
Damage: -
Slots: 1 slot
Benchmarks: JumpHeight/Speed - 42.40%
Actual: JumpHeight/Speed - 42.40%

Slotting:

1 Jump IO.

Your main travel power. No real explanation outside of that, really.

Acrobatics:

Level Available: 20
Range: Self Toggle
Damage: -
Slots: 1 slot
Benchmarks: EndRdx - 42.40%
Actual: EndRdx - 42.40%

Slotting:

1 EndRdx IO.

The value of this single power cannot be understated. It's gives a -2 Mag to Holds, and reduces the duration of holds by almost 50%. In PvP, where movement = you live, this is VERY, VERY, important. That's in addition to the -100 Mag Knockback and Knock Up protection. No, that's not a typo, -100. When your KB'ed, you¡¯re in a single spot for 6 seconds or so, making you very open to attack. I can't think of a reason why a blaster would try to PvP without this power.

Fitness:

Hurdle:

Level Available: 6
Range: Self(Auto On)
Damage: -
Slots: 2 slots
Benchmarks: JumpHeight/Speed - 83.32%
Actual: JumpHeight/Speed - 83.32%

Slotting:

2 Jump IO's.

Remember what I said about PvP and that not moving = death? Well, that includes the vertical component as well. This is one of the reasons why PvP'ers choose Hurdle over Swift. As a blaster, your worst nightmare is facing a Big HP, Big Damage AT(Like a Brute), as he'll only have to hit you 3 or 4 times to drop you, but it'll take more than 3 or 4 of your attacks to drop him. The idea is to leap over his head, outside of his range, but inside yours. PvP'ers call this 'Jousting'. Why not use Super Jump? Because Super Jump and Combat Jumping can't run at the same time; activating one drops the other. CJ + Hurdle will give you all the vertical you need, and your Super Speed(Explained below), covers the horizontal. You select this power to cover all your bases.

Health:

Level Available: 14
Range: Self(Auto On)
Damage: -
Slots: 5 slots
Benchmarks: Heal - 111.80%
Actual: Heal - 79.90%

Slotting:

Numina's Convalescence: +Regeneration/+Recovery, Heal
Regenerative Tissue: +Regeneration
Miracle: +Recovery, Heal

First, I apologize in advance for what this slotting is going to cost you. It will be your single most expensive power, but it is one of better places to put these awesome enhancements. The end result is a drastically increase regeneration(the rate at which you naturally gain back your HP) and recovery(the rate at which you naturally gain back your endurance). Oh, and Health drops the duration of Sleep mez's on you by almost 50%. Awesome all around.

Stamina:

Level Available: 20
Range: Self(Auto On)
Damage: -
Slots: 2 slots
Benchmarks: EndMod - 83.32%
Actual: EndMod - 83.32%

Slotting:

2 EndMod IO's.

I imagine if you've played the game for any length of time, then it won't be a matter of convincing you that taking this power is a good idea, but more of justifying my only 2 slotting as opposed to 3 slotting, and the answer is quite simple. There is enough recovery due to the slotting that a 3rd slot would have yielded little to no benefit. I lost about 0.6/sec by removing the slot and gained 0.7/sec by using that single slot in a different place. It's all a matter of efficient slotting.

Speed:

Hasten:

Level Available: 6
Range: Self
Damage: -
Slots: 3 slots
Benchmarks: Recharge - 99.08%
Actual: Recharge - 99.08%

Slotting:

3 Recharge IO's.

A wonderful power all around. When active, all your powers recharge times are increased by 70%. More powers means more spamming of powers. More spamming means more 'arrested' baddies. More 'arrested' baddies make heroes smile. Make the heroes smile.

Super Speed:

Level Available: 14
Range: Self Toggle
Damage: -
Slots: 1 slot
Benchmarks: Run - 42.40%
Actual: Run - 42.40%

Slotting:

1 Run IO.

Your secondary travel power, and the horizontal component of your PvP machine. The power for when you need to be anywhere else NOW. Take it and love it.

9) Epic Pool

For an epic pool, I wanted to further address one of the weakness of a Blaster: No physical or mez defense. This philosophy led a large portion of my power selections/slotting and I wanted more. After looking over all of them, I had to pick between Cold and Force.

Ultimately, Cold offered more options for what I was looking for, and I have yet to regret my decision.

Snow Storm:

Level Available: 41
Range: Ranged Toggle + -Speed -Recharge
Damage: -
Slots: 1 slot
Benchmarks: Slow - 42.40%
Actual: -

Slotting:

Pacing of the Turtle: Chance of -Recharge

A decent power, one I wish I had the slots to fully use, but with the Chance of -Recharge and the natural -Run, -Jump, and -Fly, you take a nice chunk out of their Recharge, and keep them in the happy place. I tend to save this for the rougher mobs, as the endurance drain is fairly stiff.

Frozen Armour:

Level Available: 44
Range: Self Toggle
Damage: -
Slots: 6 slots
Benchmarks: EndRdx - 42.40%, Recharge - 42.40%, Defense - 25.50%, Resist - 58.48%
Actual: Defense - 41.29%, Resist - 23.20%

Slotting:

Aegis: Psionic/Status Resistance
Impervium Armour: Psionic Resistance, Resistance
Impervium Skin: Status Resistance
Luck of the Gambler: +Recharge Speed, Defense

Just by looking at the numbers, you'd think the slotting is a little off, right? Not quite. Frozen Armour is a bit strange, as it accepts both Defensive and Resistance sets, which is why I stuffed it with as much Mez protection as it could hold. I can't express to you in words the amount of difference this power makes to your survivability. I waited 44 levels for this power, and I regret nothing!

Hibernate:

Level Available: 47
Range: Self Toggle
Damage: -
Slots: 5 slots
Benchmarks: EndRdx - 42.40%, Recharge - 42.40%, Heal - 99.08%
Actual: EndRdx - 73.78%, Recharge - 97.49%, Heal - 73.78%

Slotting:

Doctored Wounds: Heal/EndRdx, EndRdx/Recharge, Heal/Recharge, Heal/EndRdx/Recharge, Recharge

You've probably heard of this power before; Hibern00b by a lot of players, and I kinda have to agree. I don't think I've ever seen this power used correctly. Hibernate is basically a big reset button, and can add a lot of survivability when used correctly. When activated, your frozen and invincible for 30 secs, while you regenerate HP and endurance at a crazy rate. You can end your hibernation early(which is usually the better idea) by hitting the button again. General rule of thumb, don't draw a lot of aggro, get in over your head, hit Hibernate, and have the mob mow over your teammates; they don't like it when you do that. If your PvPing, don¡¯t Hibernate in the middle of the fight, as most people with a brain will simply start laying a bunch of nasty things(Trip Mines, Time Bombs, Caltrops, Auto-Turret, etc.......) to get you when you pop.

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