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Posts
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Joined
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Wondering what power combination works best for single target DPS. Building for capped s/l/e and perhaps psi defence (if going /energy). Will try to blap AV's and possibly GM's solo.
What power set combo will give the highest ST dps attack chain?
Fire/elec? Blaze + melee attacks for great DPS? Or is fire/energy better?
Dark/elec or dark/energy...
Build cost is no problem (have played many years and have a lot of influence and sets).
Already have a fire/mm blaster but mm lacks good st attacks... -
I am at work with no mids...
I have a mids build with around 150 recharge (+spiritual) near perma hasten. 260 regen. 45% sl/e defence and 46% psi defence. Using scorpion shield, cj, hover, weave that is power boosted (1 sec shy of perma..cast around every 15 secs along with boost range). Using ranged purple set, immobilize set, and pet (spiders) set, so pretty expensive.
Questions:
- I was thinking capped psi defence would be very useful for blaster since lack of status resist and most status is psi. What do you think?
- What is the best beam rifle attack chain for single target dps? What recharge is neccesary for it?
If the best ST chain requires low recharge i may have to rethink my build and go with +dmg instead... -
Here is an BR/EM build i coocked up, what do you think?
around 50 recharge +hasten
just under softcap ranged defence without toggles (54% with toggles and 44% energy/neg)
241% regen
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Single Shot- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Explosive Strike - Damage/Knockback
- (43) Explosive Strike - Accuracy/Knockback
- (46) Explosive Strike - Chance for Smashing Damage
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (33) Recharge Reduction IO
- (40) Positron's Blast - Damage/Endurance
- (40) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Range
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (A) Thunderstrike - Accuracy/Damage
- (17) Thunderstrike - Damage/Endurance
- (19) Thunderstrike - Damage/Recharge
- (19) Thunderstrike - Accuracy/Damage/Recharge
- (21) Thunderstrike - Accuracy/Damage/Endurance
- (21) Thunderstrike - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (13) Thunderstrike - Damage/Endurance
- (13) Thunderstrike - Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Endurance
- (15) Thunderstrike - Accuracy/Damage/Recharge
- (17) Thunderstrike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (34) Luck of the Gambler - Defense
- (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (36) Blessing of the Zephyr - Knockback Reduction (4 points)
- (37) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (A) Thunderstrike - Accuracy/Damage
- (23) Thunderstrike - Damage/Endurance
- (23) Thunderstrike - Damage/Recharge
- (25) Thunderstrike - Accuracy/Damage/Recharge
- (25) Thunderstrike - Accuracy/Damage/Endurance
- (27) Thunderstrike - Damage/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (43) Mako's Bite - Damage/Endurance
- (45) Mako's Bite - Damage/Recharge
- (45) Mako's Bite - Accuracy/Endurance/Recharge
- (45) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (46) Mako's Bite - Chance of Damage(Lethal)
- (A) Steadfast Protection - Resistance/+Def 3%
- (27) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (29) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Ragnarok - Damage
- (29) Ragnarok - Damage/Recharge
- (31) Ragnarok - Accuracy/Damage/Recharge
- (31) Ragnarok - Accuracy/Recharge
- (31) Ragnarok - Damage/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (37) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - Heal/Endurance
- (37) Numina's Convalescence - Heal/Endurance/Recharge
- (39) Numina's Convalescence - Endurance/Recharge
- (39) Numina's Convalescence - Heal
- (48) Numina's Convalescence - +Regeneration/+Recovery
- (50) Numina's Convalescence - Heal/Recharge
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (40) Performance Shifter - EndMod
- (50) Endurance Modification IO
- (A) Mako's Bite - Accuracy/Damage
- (34) Mako's Bite - Damage/Endurance
- (43) Mako's Bite - Damage/Recharge
- (46) Mako's Bite - Accuracy/Endurance/Recharge
- (48) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (50) Mako's Bite - Chance of Damage(Lethal)
Level 1: Sprint- (A) Empty
- (A) Empty
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Just came back and am looking to build a blaster for pure ranged gameplay. I have a fire/mm at 50 and like softcapping range and hoverblasting. In particular I preferred to play my fire/mm as an almost pure ST blaster with a build that is range softcapped without running any toggles (stops chain mezzing which I hate with a passion).
I created a MIDS of br/en that is range softcapped without toggles but also keeping the two cones (skipping end nuke). I can keep two AOE's, maybe i should skip the first cone and keep the nuke but i don't know.
Also is boost range really good for this combo? I hate redraw but can live with clicking conserve power and boost range every 30 seconds.
For ST damage will the BR/EN be as good as fire/mm? I will probably miss drain psyche but then again it will be nice not to have to joust in and out of melee, and if i understand correctly, disintegration debuffs regen by around -100 or so?
Also does power boost affect disintigration in any way?
I am also thinking about BR/DEV, has /dev been changed for the better so it is more comparable to sets with buildup for sustained DPS? I read somewhere that the turret now has faster or uninterruptable cast-time. Caltrops I have always loved... -
Got two at 50 but can only afford to deck one of them out. Wondering which of them will be most wanted for new hard content and how Cold and Traps compare to new sets like Time.
Cold/Ice: Great AOE (for a defender), good debuffs, can softcap to range (melee/aoe at 35). Actually feels like a semi controller with all the slows. After I came back I read /ice attacks have been nerfed (not as fast animating as before), is this right?
Traps/Sonic: Great ST (for a defender), easy to softcap, room for massive recharge slotting. Not liking the sonic animations tbh. But the -res with 2-3 mortars (achilles) is around 60-90 -res. Add sonic attacks on that and it goes well over 120-150 depending on chain. I tried to solo a pylon but it nukes my FFG, not sure if i was doing something wrong. -
Thanks for the advice!
Not sure about going the scorpion shield route as I like to have 65ish resists to s/l/e And no need to go close since all powers are ranged. Looking at your build, I see great defence, but as you say almost no resistance. I am not sure how adding capped s/l/e defrence to ranged defence plays out compared to loosing 40+ resistance. I know defence is a lot stronger than resistance, but am thinking layered defence may be better. Of course u also get a little more recharge too (11.3%) in your build as well as a pet. Is the disruptor worthwile or does it die easily? Infrigidate needs more slotting? Well I only use it before benumb, but maybe i should spam it more?
I was sick of my tank so I stripped him of sets (including the glad armor +3 def). What I intend to do with it? Well, I want to do a lot of soloing (did 1/8 easily today), ITFS, and duo with the dark/dark defender of my friend. I dont PvP much, and I guess cold defenders dont win much there. The toon is primarily built as a debuffer, that is why i didn't slot the shields. Will go spiritual for more recharge, hence only two rech in powers (will remove the third from hasten too when i get alpha slotted). -
has 30+ defence to all and 45 ranged/energy/negative. 165 global recharge.
Hero Plan by Mids' Hero Designer 1,90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Defender
Primary Power Set: Cold Domination
Secondary Power Set: Ice Blast
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Ice Shield- (A) Luck of the Gambler - Recharge Speed
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Accuracy/Damage/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (27) Thunderstrike - Damage/Recharge
- (29) Thunderstrike - Accuracy/Damage/Recharge
- (29) Thunderstrike - Accuracy/Damage/Endurance
- (31) Thunderstrike - Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (7) Positron's Blast - Damage/Range
- (23) Positron's Blast - Accuracy/Damage
- (33) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Damage/Recharge
- (A) Stupefy - Accuracy/Recharge
- (36) Stupefy - Endurance/Stun
- (36) Stupefy - Accuracy/Endurance
- (40) Stupefy - Accuracy/Stun/Recharge
- (42) Stupefy - Chance of Knockback
- (43) Stupefy - Stun/Range
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (11) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense
- (13) Reactive Armor - Resistance
- (15) Reactive Armor - Resistance/Endurance
- (40) Reactive Armor - Resistance/Recharge
- (48) Luck of the Gambler - Defense/Endurance
- (A) Reactive Armor - Resistance
- (15) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (19) Steadfast Protection - Resistance/+Def 3%
- (48) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Basilisk's Gaze - Accuracy/Hold
- (17) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (21) Basilisk's Gaze - Accuracy/Recharge
- (34) Basilisk's Gaze - Recharge/Hold
- (A) Accuracy IO
- (43) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Red Fortune - Defense/Endurance
- (21) Red Fortune - Defense/Recharge
- (23) Red Fortune - Endurance/Recharge
- (25) Red Fortune - Defense/Endurance/Recharge
- (45) Red Fortune - Defense
- (46) Red Fortune - Endurance
- (A) Ragnarok - Damage
- (31) Ragnarok - Damage/Recharge
- (31) Ragnarok - Accuracy/Damage/Recharge
- (33) Ragnarok - Accuracy/Recharge
- (33) Ragnarok - Damage/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Shield Breaker - Chance for Lethal Damage
- (27) Touch of Lady Grey - Chance for Negative Damage
- (34) Impeded Swiftness - Chance of Damage(Smashing)
- (34) Recharge Reduction IO
- (43) Recharge Reduction IO
- (50) Positron's Blast - Chance of Damage(Energy)
- (A) Apocalypse - Damage/Recharge
- (36) Apocalypse - Accuracy/Damage/Recharge
- (37) Apocalypse - Accuracy/Recharge
- (37) Apocalypse - Damage/Endurance
- (37) Apocalypse - Chance of Damage(Negative)
- (42) HamiO:Centriole Exposure
- (A) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense
- (A) Accuracy IO
- (48) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Accuracy IO
- (A) Positron's Blast - Accuracy/Damage
- (39) Positron's Blast - Damage/Endurance
- (39) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Damage/Range
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (A) Empty
- (A) Reactive Armor - Resistance
- (45) Reactive Armor - Resistance/Endurance
- (45) Reactive Armor - Resistance/Recharge
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Miracle - +Recovery
- (A) Performance Shifter - Chance for +End
- (50) Performance Shifter - EndMod
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I changed the build a little, now have fireball, firebreath, psy scream, shockwave for aoe (as well as inferno, but dont us it much). Recharge is 150, downtime is 5 secs on DP, so as you say it is not perma, but pretty close. I can build for capped range and energy toggleless, but then will have to skip the cone attacks. This will make jousting DP a little more hazardous tho, and I will have to use blaze/blast/flares (instead of probe) for ST. Against an AV that is timable but in big groups solo not so good (in a team with a tank it is no problem). I am still debating if s/l/e togglebased (10 s/l res) is better than ranged toggleless (also have just under 50 s/l res). I prefer using as few attacks as possible so I can focus more on tactical positioning.
I have tried the following builds: capped range and AOE, only fireball as AOE(120 recharge)), capped range/energy (150 recharge), capped s/l/e (150 recharge) so I do have some experience. Have done ITF's, Hamidon etc with the different builds. I soloed at +3/5 comfortably (except arachnos and carnies) with the range build.
Actually the build i feel most comfortable playing is the toggleless ranged/energy capped one. It is probably better suited for fire/energy as Obitus has previously said, but I do like having the ability to debuff regen. Hoverblasting is a lot more laidback than blapping and The cone attacks (while doing more damage to >3 targets) are situationally and positionally dependant. This is not the case with spamming fireball/blaze/blast.
The best fire/sr scrapper builds do not reach 200 (190 is the highest chain if i remember correctly) dps and only have firesword cirle for example, so reaching 260+ dps (most shield scrappers don't get higher than that) is very competetive in my opinion. Using drain psyche is no more cheating than saturating AAO (which is very situational in general gameplay). Even if /Mental is really good for AOE chaining cones, it is also good for building ranged defence (confuse purple set for example), so the secondary is not a total waste for a ranged build. Energy may be better, but boost range is not critical imo. -
I can run blaze/blast/flares seamlessly, so no need for melee attacks (even though i could get a higher dps chain with fire/elec or something). Not sure how much higher dps it is adding melee attacks (can do around 280 dps with buildup/aim, think around 200 without). I know shield scrappers can do 270 or so with their aura saturated. Even if im held or stunned i can chain flares/blast for good dps. Also I am /mental so i can give hard targets -500 regen permanently (have to joust for that tho). I still have to do the pylon test, but i believe i will give the highest dark/shiled scrappers a run for the money. On top of that I have fireball and rain of fire, so AOE output is hard to match by other AT's (except elec/shield which have pretty low st dps). Performance is not erratic in my experience, I rarely die.
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I also have a build with 45/s/l/e def. I thought most of the mezzes had an energy component and that acrobatics gave enough hold protection for most things? Also when mezzed/held I spam st attacks (and gulp a purple so I am back at cap toggleless).
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Until i deleted my AR/En blaster at lv 41 (just SO's), played a fire/sr scrapper to 44, a shield/ss tank to 46, a dark/ss tank to 50, a traps/sonic def to 50 and a cold/ice def to 50, and lastly played a fire/mental blaster to 50.
After this roundtrip taking some years, my main is now the fire/mental blaster (capped to s/l/e, with 153 recharge).
The thing is scrapper dmg looks equal or better on paper, but this does not take into account the fact that as a blaster with range, damage is applied faster (range) in most situations. All the time a scrapper spends running up to an opponent, the blaster spends blasting... I think many do not grasp this simple fact. Also I thought my traps/sonic would do equal DPS to a blaster, that is partly true (after a long time ramping up damage) but damage is not instant, and that seems to me to be the true strength of the blaster...Instant damage delivery without delay. Also AOE dmg is far better (with elec/shield scrapper being the exception).
Slotting for defence and global recharge makes it all even better. A blaster capped for range or s/l/e is plenty survivable for +2/8 for example. -
Thanks for the advice. Some questions:
I am already over cap for s/l def so not sure why i should replace the two common recharge IO's.
I am not sure what a Centeriole is, and if I don't need extra range in blaze?
Are you sure I will be fine with only twoslotted stamina (one being PS proc)? Also against one oppenent like an AV? -
Just wondering how a build like this would compare with a range capped build or a ranged/aoe capped build? Was thinking s/l/e is better because I go in with drain psyche and risk melee.
Any areas of improvement?
Hero Plan by Mids' Hero Designer 1,90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Flares- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Endurance
- (23) Thunderstrike - Damage/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (3) Thunderstrike - Damage/Endurance/Recharge
- (3) Thunderstrike - Accuracy/Damage
- (A) Thunderstrike - Accuracy/Damage
- (11) Thunderstrike - Damage/Endurance
- (11) Thunderstrike - Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Recharge
- (13) Thunderstrike - Accuracy/Damage/Endurance
- (37) Thunderstrike - Damage/Endurance/Recharge
- (A) Ragnarok - Damage
- (5) Ragnarok - Damage/Recharge
- (5) Ragnarok - Damage/Endurance
- (15) Ragnarok - Accuracy/Damage/Recharge
- (15) Ragnarok - Accuracy/Recharge
- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (19) Positron's Blast - Damage/Endurance
- (25) Positron's Blast - Accuracy/Damage
- (34) Positron's Blast - Damage/Recharge
- (39) Positron's Blast - Damage/Range
- (A) Kinetic Combat - Accuracy/Damage
- (17) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Knockdown Bonus
- (50) Kinetic Combat - Damage/Recharge
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (27) Rectified Reticle - Increased Perception
- (45) Rectified Reticle - To Hit Buff
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (A) Apocalypse - Damage/Endurance
- (25) Range IO
- (37) Apocalypse - Damage/Recharge
- (40) Apocalypse - Accuracy/Damage/Recharge
- (40) Apocalypse - Accuracy/Recharge
- (40) Apocalypse - Chance of Damage(Negative)
- (A) Panacea - Heal/Endurance
- (21) Panacea - Heal
- (29) Panacea - Endurance/Recharge
- (39) Panacea - Hea/Recharge
- (42) Panacea - Heal/Endurance/Recharge
- (48) Theft of Essence - Accuracy/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Recharge
- (29) Kinetic Combat - Damage/Endurance/Recharge
- (33) Kinetic Combat - Damage/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (50) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (33) Luck of the Gambler - Defense
- (A) Coercive Persuasion - Confused
- (31) Coercive Persuasion - Confused/Endurance
- (31) Coercive Persuasion - Confused/Recharge
- (36) Coercive Persuasion - Contagious Confusion
- (36) Coercive Persuasion - Accuracy/Confused/Recharge
- (50) Coercive Persuasion - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (36) Eradication - Damage
- (37) Eradication - Damage/Recharge
- (42) Eradication - Accuracy/Damage/Recharge
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (43) Eradication - Damage
- (46) Eradication - Damage/Recharge
- (46) Eradication - Accuracy/Recharge
- (A) Gravitational Anchor - Chance for Hold
- (42) Gravitational Anchor - Immobilize/Endurance
- (43) Gravitational Anchor - Immobilize
- (43) Gravitational Anchor - Immobilize/Recharge
- (46) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (A) Empty
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (34) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Miracle - +Recovery
- (A) Performance Shifter - Chance for +End
- (48) Performance Shifter - EndMod
- (48) Endurance Modification IO
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I have taken to reason and left my project of making a st focused ranged/AOE capped blaster. Tried it, found it lacking. Now I am rebuilding for S/L defence, and recharge. Any input on the following build?
Hero Plan by Mids' Hero Designer 1,90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Flares- (A) Decimation - Accuracy/Damage
- (7) Decimation - Damage/Endurance
- (7) Decimation - Damage/Recharge
- (9) Decimation - Accuracy/Endurance/Recharge
- (9) Decimation - Accuracy/Damage/Recharge
- (A) Enfeebled Operation - Accuracy/Recharge
- (3) Enfeebled Operation - Endurance/Immobilize
- (3) Enfeebled Operation - Accuracy/Endurance
- (5) Enfeebled Operation - Immobilize/Range
- (A) Decimation - Accuracy/Damage
- (11) Decimation - Damage/Endurance
- (11) Decimation - Damage/Recharge
- (13) Decimation - Accuracy/Endurance/Recharge
- (13) Decimation - Accuracy/Damage/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (5) Positron's Blast - Accuracy/Damage/Endurance
- (15) Positron's Blast - Damage/Endurance
- (15) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Damage/Range
- (A) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Recharge
- (21) Kinetic Combat - Damage/Endurance/Recharge
- (A) Ragnarok - Damage
- (21) Ragnarok - Damage/Recharge
- (23) Ragnarok - Accuracy/Damage/Recharge
- (23) Ragnarok - Accuracy/Recharge
- (25) Ragnarok - Damage/Endurance
- (A) Positron's Blast - Accuracy/Damage
- (25) Positron's Blast - Damage/Recharge
- (34) Positron's Blast - Damage/Endurance
- (34) Positron's Blast - Damage/Range
- (34) Positron's Blast - Accuracy/Damage/Endurance
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Apocalypse - Damage/Endurance
- (37) Apocalypse - Damage/Recharge
- (40) Apocalypse - Accuracy/Damage/Recharge
- (40) Apocalypse - Accuracy/Recharge
- (40) Apocalypse - Chance of Damage(Negative)
- (42) Devastation - Damage/Recharge
- (A) Harmonized Healing - Heal/Recharge
- (39) Miracle - Heal/Recharge
- (39) Numina's Convalescence - Heal/Recharge
- (39) Doctored Wounds - Heal/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (37) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (27) Reactive Armor - Resistance/Endurance
- (27) Reactive Armor - Resistance/Recharge
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (33) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (29) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Defense/Endurance
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Accuracy/Damage/Endurance
- (43) Positron's Blast - Damage/Range
- (A) Armageddon - Damage/Endurance
- (43) Armageddon - Chance for Fire Damage
- (46) Armageddon - Damage/Recharge
- (46) Armageddon - Accuracy/Damage/Recharge
- (46) Armageddon - Accuracy/Recharge
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Recharge
- (A) Harmonized Healing - Heal/Recharge
- (50) Miracle - Heal/Recharge
- (50) Numina's Convalescence - Heal/Recharge
- (50) Doctored Wounds - Heal/Recharge
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (36) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Miracle - +Recovery
- (A) Performance Shifter - Chance for +End
- (48) Performance Shifter - EndMod
- (48) Endurance Modification IO
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On paper Traps/Sonic is better than Cold/Sonic. Perma -1k regen, double mortars for -60-80 resist as well as comparable +def inside the bubble (also status resistance). Speedruns, traps is a little on the slow side most of the time tho.
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Thanks for the info! By the way, I currently have Cardiac slotted (needed for AV soloing with current build), and then "just" have 185 global recharge +95 in scream (=280). I have the proc slotted in scream not shriek, but i guess that doesnt really matter? With my current setup is it still the best chain?
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Yes, have the proc in shriek, but will the recharge be enough to run shriek/scream gaplessly?
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I was wondering, my Traps/Sonic has 185% global recharge (perma hasten). Given i have 95% recharge in the attacks = 280% recharge. Lets say I also go nerve for 40% more recharge (2/3 not affected by ed cap) = +305% recharge. What would be the best attack chain?
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Interesting info about the cones, may have to see if i can squeeze them into my build along with fireball. Will skip inferno and get shockwave. A s/l build is no good for soloing AV, GM's and the like tho is it?
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Well fire is the highest single target and mental has drain psyche meaning I can solo pretty hard stuff AV's/GM's etc. So it's not just about AOE's. Fireball happens to be the best AOE in fire IMO. I am not a fan of cones on my melee characters...not sure why it should be different for my blaster. I do have two AOE's, Inferno and Rise of the phoenix. Inforno is a mule and Rise is useful. I can fit in ROF without loosing recharge (replace telekinetic thrust and will then have to run manouvers to be capped. That will mean more end drainage too but not sure if its relevant. Nice info about ROF bind. Since I do not have AOE immob I don't think i will take ROF. Would be cool to see your build tho.
Since i have fireball up every 5 secs i figure I already have pretty good AOE. Also I can keep spamming attacks while not having to worry about positioning for cones.
Maybe I can make a plain IO team build with all the AOE's where I wont need my defence and recharge and have that as build #2. -
I currently use the following build (has 46.5 ranged defence and 44.3 energy/neg). 150 global recharge (with hasten). Can chain Blaze-Blast-Flares seamlessly. Drain psyche is 4.7 seconds (+cast = 6 secs) from being perma. Enough end to chain attacks non stop. My only AOE is fireball but i kinda dont like placing the circle for ROF, also hard to squeeze it in a build like this keeping both recharge and defence the way i want it to be. Probably lots of improvements that can be made (im pretty new to blaster building). Any advice?
Hero Plan by Mids' Hero Designer 1,90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (7) Thunderstrike - Damage/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (9) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (13) Thunderstrike - Damage/Endurance
- (13) Thunderstrike - Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Recharge
- (15) Thunderstrike - Accuracy/Damage/Endurance
- (17) Thunderstrike - Damage/Endurance/Recharge
- (A) Ragnarok - Damage
- (17) Ragnarok - Damage/Recharge
- (19) Ragnarok - Accuracy/Damage/Recharge
- (19) Ragnarok - Accuracy/Recharge
- (21) Ragnarok - Damage/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (23) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (A) Empty
- (A) Mako's Bite - Accuracy/Damage
- (27) Mako's Bite - Damage/Endurance
- (27) Mako's Bite - Damage/Recharge
- (37) Mako's Bite - Accuracy/Endurance/Recharge
- (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (48) Mako's Bite - Chance of Damage(Lethal)
- (A) Reactive Armor - Resistance
- (34) Reactive Armor - Resistance/Endurance
- (43) Reactive Armor - Resistance/Recharge
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (50) Steadfast Protection - Resistance/+Def 3%
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Apocalypse - Chance of Damage(Negative)
- (29) Apocalypse - Damage/Endurance
- (31) Apocalypse - Damage/Recharge
- (31) Apocalypse - Accuracy/Damage/Recharge
- (31) Apocalypse - Accuracy/Recharge
- (A) Miracle - Heal/Recharge
- (33) Numina's Convalescence - Heal/Recharge
- (33) Doctored Wounds - Heal/Recharge
- (34) Harmonized Healing - Heal/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (36) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Red Fortune - Defense/Endurance
- (34) Red Fortune - Defense/Recharge
- (36) Red Fortune - Endurance/Recharge
- (36) Red Fortune - Defense/Endurance/Recharge
- (37) Red Fortune - Defense
- (37) Red Fortune - Endurance
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Coercive Persuasion - Confused
- (39) Coercive Persuasion - Confused/Recharge
- (39) Coercive Persuasion - Accuracy/Confused/Recharge
- (40) Coercive Persuasion - Accuracy/Recharge
- (40) Coercive Persuasion - Confused/Endurance
- (40) Coercive Persuasion - Contagious Confusion
- (A) Luck of the Gambler - Recharge Speed
- (A) Sting of the Manticore - Accuracy/Damage
- (42) Sting of the Manticore - Damage/Endurance
- (42) Sting of the Manticore - Accuracy/Interrupt/Range
- (43) Sting of the Manticore - Damage/Endurance/Recharge
- (50) Sting of the Manticore - Damage/Interrupt/Recharge
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (42) Eradication - Damage/Recharge
- (50) Eradication - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (A) Basilisk's Gaze - Accuracy/Hold
- (45) Basilisk's Gaze - Accuracy/Recharge
- (45) Basilisk's Gaze - Recharge/Hold
- (45) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Reactive Armor - Resistance
- (46) Reactive Armor - Resistance/Endurance
- (46) Reactive Armor - Resistance/Recharge
- (A) Eradication - Accuracy/Damage/Endurance/Recharge
- (48) Eradication - Damage/Recharge
- (48) Eradication - Accuracy/Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift- (A) Flight Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (A) Performance Shifter - Chance for +End
- (25) Endurance Modification IO
- (33) Endurance Modification IO
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What kind of recharge will I need to chain screech/fence by the way? Have 185 in current build. Also to eliminate endurance as an issue, will it be a good solution to slot a performance shifter in electric fence that will trigger (i believe) at 20% on every activation (100% withing 10 secs)?
Also is the Mu mastery Mu Adapt significant extra dps in a debuff build like traps/sonic? Better than using screch/fence chain, and instead using shriek/screech/shout (+Adept)? -
The blaster defiance does not add more than 10-20 percent i believe. Or am I wrong? Also are you including the -80-100 res from chaining sonic attacks?
Lets say:
-140 res from sonic chains and double mortar
30 + dmg from vigilance
20 + dmg from defender assault
and of course floored -regen from poison trap
If i understand correctly +dmg only works for base dmg (unenhanced) so it is in effect halved. Which makes it:
25% damage from vigilance and assault
and +140% damage from - resistance stacking
=165% dmg
So lets say slotted attacks have on average 70 dps, that would ammount to around 180 dps for the defender would it not?
In addition the damage from procs will be twice as potent for the defender (caused by -res)
So with an apocalypse proc in flares I would add on average 33 damage per attack on the blaster vs 70+ damage if slotted in shriek (and part of debuff chain)
no calculator used here, just an approximation from how I understand the mechanics. -
And lastly. If I go mu mastery. For Charged armor and Adpet. Will the Adept contribute well DPS wise and will I be able to keep it alive with FFG, manouvers and the +5 defence from the set in it? I am guessing it adds up to around 31% def to all for the Adept (if it has 0 defence to begin with). I also have enough recharge to have it near perma. I dont know what kind of DPS the Adept does but was thinking it must be pretty stellar when combined with massive -res debuffs from traps and sonic? Also can the adept be controlled or will it behave stupidly attacking random targets etc?
Or is there a different pet that would perform better?