BlackOut

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  1. hey thanks, well it was more information than I haev seen on-line adn there hasn't been anything that has been posted about ranged elec/ in about 4 issues or so. As I said it was my forst attempt. Maybe I will get a chance to do more with it.

    I didn't get in to the numbers of all the powers becasue I don't crunch them. I slot and see what works and I think really that is the best thing to do. This game isn't made to be cookie-cutter. If you have better information please post it.
  2. I think that Power_Line is working on the Blapper guide, hopefully we can look forward to it soon. Thanks for the input
  3. BlackOut

    Fire/Kin advice

    anyways it isn't a guide, so

    Wrong forum section. Try Player Questions or go to the Controller sections.
  4. Hey Power_Line, thanks. That was a lot to type out in wordpad. I am amazed that I only made so few typos


    I don't slot Thunderous Blast for Accuracy as I use Aim and Build Up with it. I guess more Aim doesn't hurt, but I think that the IO sets really make it a mute point.
  5. Thanks! I look forward to reading your guide when you finish. I changed the name of the guide to indicate that it is ranged.
  6. lol I just finished and posted my Elec/Elec guide for ranged blasters
  7. BlackOuts guide to Elec/Elec post i11

    This is my first guide. I hope that it is clear, concise, and helpful.

    Since it seems that there has not been an updated guide for this in a while. Here is my take on Elec/Elec. This guide does mention IO sets for i10 and i11.

    First of I do not like the idea of blapping. If you are looking for a blapper build then this guide is not for you. I recognize that blasters have a lot of melee attacks, I just chose to limit the ones that I take and play blasters this way. This is information is solely intended for use as a general guideline and description how I chose my powers. I am not telling you how to play or slot. In my slot suggestions for powers I do not tell where to use all of the avilable slots. I am only commenting on slotting powers until you decide which IO sets to use, should you chose to use IO sets. Also, please note that I am not covering damage numbers, exact hold time, recharge time, or endurance points either used or recovered. I am discussing the powers, the order that I have taken them, general slotting, and a bacic IO enhancement outline.

    I used a few respecs to get where I am today. There were powers a long the way that I replaced by other powers at a later time. I have tried all of the powers for both the primary and secondary sets.

    Method of Travel is up to you. Speed gives you either Hasten which is Self +Recharge or Flurry Moderate(Smash), Foe Disorient. Leaping gives you either Combat Jumping which is +Def(All), Res(Immoblization) or Jump Kick Moderate(Smash), Foe Knockback. Teleportation give you Recall Friend or Teleport Foe. Flight gives you either Hover +Def(All) or Air Superority.

    A brief word on power pools for non-travel powers. Fitness is very good for a Blaster. Take, love it, slot is. Leaving out the melee attacks give you room for one more power pool. Concealmet has Stealth +Def(All), Invisibility +Def(All), Phase Shift Self Intangible. Concealment is good for soloing or badge hunting. It also gives you that uh-oh when you need to escape. Medicine has Aid Other Ally Heal, Stimulate Ally Res(Disorient, Hold, Immoblization, Fear, Confure), Aid Self Self Heal Res(Disorient), and Resuscitate Ally(Rez). I like Medicine. When on teams it lets you help keep the Tank or the Defender going. The Self heal is decent and allows for healing IO sets. I don't like Leadership. they are all toggles and better for a Defender to run. My feeling is Blasters kill and should keep endurance and slots for that. Fighting is for Scrappers, Tanks, and Blappers I will not even address it further. I have not tried Presence. Challenge and Provoke just do not seem to make me want to take them. I would rather pull by killing something.

    Ok, now to the powers...

    Primary Powers
    ------------------------------------------------
    ======================
    Charged Bolts (Click)-
    ======================
    Hurls small bolts of electricity at foes, dealing damage and draining Endurance. Light dagame, quick recharge.
    Ranged, Moderate DMG(Energy), Foe -End
    Available at level: 1

    Good starting power, recharges fast and you will always use it. Grab it at level 1 and run through the tutorial.

    Slotting:
    Training Origin:
    2 Damage

    Dual Origin:
    2 Damage

    Single Origin:
    3 Damage

    Invention Origin:
    Allows Ranged and Endurance Modification. Take the Ranged sets. Sets are availabe from 3 to 6 slot sets.


    ======================
    Lightning Bolt (Click)-
    ======================
    Sends a large blast of electrical energy at a foe. More damage but slower recharge than Charged Bolts.
    Ranged, High DMG(Energy), Foe -End
    Available at level: 1

    Pick this power second. Again you will always use it. Properly slotted it does very good damage.

    Slotting:
    Training Origin:
    2 Damage

    Dual Origin:
    2 Damage

    Single Origin:
    3 Damage

    Invention Origin:
    Allows Ranged and Endurance Modification. Take the Ranged sets. Sets are availabe from 3 to 6 slot sets.


    ======================
    Ball Lightning (Click)-
    ======================
    Explodes on contact. Deals good damage in an area and also drains Endurance from each target it hits.
    Ranged, (Targeted AoE), Moderate DoT(Energy), Foe -End
    Available at level: 2

    Your first AoE attack. The ranged aspect lets you fire at a mob then open with other attacks while your foes are writhing in pain. This is also your first attack in lower levels that is worth slotting Endurance Modification enhancements.

    Slotting:
    Training Origin:
    2 slotted for Endurance Modification.

    Dual Origin:
    3 slotted for Endurance Modification.

    Single Origin:
    6 slotted for 3 Endurance Modification and 3 Accuracy.

    Invention Origin:
    Allows Ranged and Endurance Modification. I like the Endurance Modification sets for this. They come in 3 and 6 slot sets.


    ======================
    Short Circuit (Click)-
    ======================
    Shocks all nearby foes. Low damage, but drains Endurance which they can't recover for quite a while.
    PBAoe, Moderate DoT(Energy), Foe -End, -Recovery
    Available at level: 6

    This is what electricity is about. -End -Recovery, slotted with Endurance Modifications. Drains foes and leaves them unable to recover. I think that the drain aspect is more valuable then the damage aspect. Fire off a ranged Ball Lightning then run in and drop one of these and enemies will just have to watch you beat them.

    Slotting:
    Training Origin:
    3 slotted at level 6. 2 Endurance Modification and 1 Accuracy.

    Dual Origin:
    3 slotted with 2 Endurance Modification and 1 Accuracy.

    Single Origin:
    3 slotted with 2 Endurance Modification and 1 Accuracy.

    Invention Origin:
    Allows Melee and Endurance Modification. I like the Endurance Modification sets for this. They come in 3 and 6 slot sets. 3 slot sets are avilable at level 10.


    ======================
    Aim (Click)-
    ======================
    Greatly increases the Accuracy of your attacks for a few seconds. Slightly increases damage.
    Self +ACC, +DMG
    Available at level: 8

    Self +Acc +Dmg, what more needs to be said. With endurance modifications in other powers there is no need to slot for reduction. All this needs is Recharge Reduction and add in some To Hit Buffs.

    Slotting:
    Training Origin:
    3 slotted at level 9. 2 Recharge Reduction and 1 To Hit Buff.

    Dual Origin:
    3 slotted with 2 Recharge Reduction and 1 To Hit Buff.

    Single Origin:
    3 slotted with 2 Recharge Reduction and 1 To Hit Buff.

    Invention Origin:
    Starting at level 10 with this power 3 slotted you can add one of two To Hit Buff sets to this power and from 21 to 50 there are 6 slots sets for when you can spare the extra slots.


    ======================
    Zapp (Click)-
    ======================
    A focused electrical sniper blast that can travel great distances with high Accuracy, and drains Endurance. Interruptible.
    Sniper, Extreme DMG(Energy), For -End
    Available at level: 12

    This is your mob pull and single target kill power.

    Slotting:
    Training Origin:
    3 Damage. By now you should have taken Aim so no need for Accuracy enhancements.

    Dual Origin:
    3 Damage 2 Interrupt Reduction

    Single Origin:
    3 Damage 2 Interrupt Reduction 1 Endurance Modification

    Invention Origin:
    Allows Ranged, Snipe, and Endurance Modification sets. Take the Snipe sets. Since this power is a snipe it is interruptable after the first set all of the other sets have Interrupt Reductions. The first set takes 4 slots and is avilable at level 10, too bad the power isn't avilable until level 12.


    ======================
    Tesla Cage (Click)-
    ======================
    Confines the target, with minimal damage. Attacking the Held for will not free him.
    Ranged, Monir DMG(Energy), Foe Hold, -End
    Available at level: 18



    Slotting:
    Training Origin:
    By this point you should have Dual Origin enhancements and not use Training.

    Dual Origin:
    1 Hold or 1 Hold & 1 Accuracy. You probably will not be adding a lot of slots to this until SO enhancements are avilable.

    Single Origin:
    1 Range, 1 Hold, 1 Accuracy. Once this power is 5 slotted you can use IO sets.

    Invention Origin:
    Allows Ranged, Hold, and Endurance Modification. I would say that the primary goal of this power would be to take a terget out of a fight so Hold sets would be more useful. The first hold set is form levels 10-30 and requires 5 slots. The rest of the sets require 6 slots.


    ======================
    Voltaic Sentinel (Click)-
    ======================
    A polarized electric field that hurls bolts of electricity at nearby foes. Foes that pass risk serious injury.
    Pet, Ranged, Moderate DMG(Energy), Foe -END
    Available at level: 26

    This guy seems very polarizing, nothing between love and hate.

    Slotting:
    Training Origin:
    By this point you should have Dual Origin enhancements and not use Training.

    Dual Origin:
    Don't even bother.

    Single Origin:
    Accuracy and Damage, I would not increase range because it tends not to shoot where you do and you don't want to pull more aggro than you want.

    Invention Origin:
    This can be slotted with Pet or Endurance Modification sets. If you have it you probably want it to kill though so i would go with the Pet sets. The first set take 4 slots then goes to 6 slotted. The Pet sets go from levels 10-3, 15-40, 25-53, and 50.


    ======================
    Thinderous Blast (Click)-
    ======================
    Devistates and drains all foes near target. Leaves you briefly unable to recover End.
    Ranged (Targeted AoE), Extreme DMG(Energy), Foe -End, -Recovery, Self -Recovery
    Available at level: 32

    Slotting:
    Training Origin:
    By this point you should have Dual Origin enhancements and not use Training.

    Dual Origin:
    By this point you should have Single Origin enhancements and not use Training.

    Single Origin:
    1 Damage. 3 Damage 3 Endurance Modification. There are no power levels between 32 and 35 all of your slots should go to this.

    Invention Origin:
    Allows Ranged and Endurance Modification. Slot this for killing. No need to get the 4 slot set just wait until you get the other 2 slots.


    Secondary Powers
    ------------------------------------------------
    ======================
    Electric Fence (Click)-
    ======================
    Surrounds and Immobilizes a single target. Deals some damage over time and slowly drains Endurance.
    Ranged, Moderate Dot(Energy), Foe Immoblization, -End
    Avilable at level: 1 (You have to take it)

    You have to take it. Useful at lower levels, but at 44 I don't even remember that I have it. Keeps melee targets out of range.

    Slotting:
    Training Origin:
    1 Immoblization 1 Endurance Modification

    Dual Origin:
    1 Immoblization 1 Endurance Modification

    Single Origin:
    1 Immoblization 1 Endurance Modification

    Invention Origin:
    Allows Ranged, Immoblization, and Endurance Modification sets. Immoblization sets take 4 slots minimum. Might be worth it once you have more slots than you know what to do with.


    ======================
    Charged Brawl (Click)-
    ======================
    Your electrically charged fists deliver this powerful punch. Charged Brawl can drain some Endurance.
    Melee, Moderate DMG(Smash/Energy), Target Sleep, -End
    Avilable at level: 2

    Your first blapper power. I'm not a big fan of it but it does good damage. I don't like them to get that close.

    Slotting:
    Training Origin:
    2 Damage

    Dual Origin:
    2 Damage 2 Accuracy, alternate 2 Damage 1 Accuracy 1 Sleep

    Single Origin:
    2 Damage 2 Accuracy, alternate 2 Damage 1 Accuracy 1 Sleep

    Invention Origin:
    Allows Melee, Sleep, and Endurance Modification. The Sleep sets all require 5-6 slots. I would stick with Melee sets if you are going to use IOs on this.


    ======================
    Lightning Field (Toggle)-
    ======================
    Emits a storm of electricity around your-self that constantly damages all nearby foes while active.
    Toggle: PBAoE, Minor DoT(Energy), Foe -End
    Avilable at level: 4

    Why aggro if you don't have to. Looks cool, I didn't like it. Does not work well with Concealment pool. When I had it I slotted for Endurance Modification.

    Slotting:
    Training Origin:
    2 Endurance Modification

    Dual Origin:
    2 Endurance Modification

    Single Origin:
    2 Endurance Modification

    Invention Origin:
    Allows Melee and Endurance Modification sets. If you do take it and slot it chose between Foe -End, Self +End and Damage.


    ======================
    Havoc Punch (Click)-
    ======================
    Slower then Charged Brawl, but makes up for it with greater damage. It also drains more Endurance.
    Melee, High DMG(Smash/Energy), Foe Sleep, -End
    Avilable at level: 10

    Again not a fan of melee powers. Good damage.

    Slotting:
    Training Origin:
    2 Damage

    Dual Origin:
    2 Damage 2 Accuracy, alternate 2 Damage 1 Accuracy 1 Sleep

    Single Origin:
    2 Damage 2 Accuracy, alternate 2 Damage 1 Accuracy 1 Sleep


    Invention Origin:
    Allows Melee, Sleep, and Endurance Modification. The Sleep sets all require 5-6 slots. I would stick with Melee sets if you are going to use IOs on this.


    ======================
    Build Up (Click)-
    ======================
    Greatly boots your attack damage for a few seconds. Slightly increases accuracy.
    Self +DMG, +ACC
    Avilable at level: 16

    As a Blaster you want this. Adds to your snipe and a chance to kill the target in one shot. Also adds to Thunderous Blast for chance to drop more foes. Works well with anything actually.

    Slotting:
    Training Origin:
    By this point you should have Dual Origin enhancements and not use Training.

    Dual Origin:
    2 To HitBuff 2 Recharge Reduction

    Single Origin:
    2 To HitBuff 2 Recharge Reduction

    Invention Origin:
    Allows To HitBuff. Sets come in 3 to 6 slots. Sets are avilable at level 10 even though the power isn't avilable until level 16. It is worth slotting.


    ======================
    Lightning Clap (Click)-
    ======================
    Can knock down most nearby foes, Disorienting many of them. Lichtning Clap deals no damage.
    PBAoE, Foe Disorient, Knockback
    Avilable at level: 20

    It is eight levels between this and Thunder Strike. I had this power until 28 and respected to drop it and take Thunder Strike. Down side is it does not damage. Plus side is they can't fight back if theya re getting up form the ground or disoirented. Good power, I just didn't keep it.

    Slotting:
    Training Origin:
    By this point you should have Dual Origin enhancements and not use Training.

    Dual Origin:
    By this point you should have Single Origin enhancements and not use Dual.

    Single Origin:
    2 Knockback 1 Disorient

    Invention Origin:
    Allows Stun and Knockback. Stun sets are 5-6 slots and Knockback are 3-6.



    ======================
    Thunder Strike (Click)-
    ======================
    Your target may be Disoriented and all nearby foes may be knocked down and take additional damage.
    Melee (AoE), High DMG(Smash/Energy), Foe Disorient, Knockback
    Avilable at level: 28

    Great Damage. This has knockback, disorient, and damages everyone what else could you want?

    Slotting:
    Training Origin:
    By this point you should have Single Origin enhancements and not use Training.

    Dual Origin:
    By this point you should have Single Origin enhancements and not use Dual.

    Single Origin:
    3 Damage, 1 Accuracy, 1 Knockback, 1 Stun

    Invention Origin:
    Allows Melee, Stun, Endurance Modification, and Knockback. Melee sets are 4-6 slots. Stun sets require 5-6 slots. Endurance Modification and Knockback sets are 3-6.

    ======================
    Power Sink (Click)-
    ======================
    Drains Endurance from bodies of all nearby foes, increasing your own Endurance. No foes, no gain.
    PBAoE, Self +End, Foe -End
    Avilable at level: 35

    Great for making mobs just sit there. Drains Minion, LTs, and does a good job on Bosses. Useful against AVs. This is your ruch in and drop combo with Short Circuit. Great for fully recovering Stamina after Thunderous Blast.

    Slotting:
    Training Origin:
    By this point you should have Single Origin enhancements and not use Training.

    Dual Origin:
    By this point you should have Single Origin enhancements and not use Dual.

    Single Origin:
    3 Endurance Modification 3 Recharge Reduction. Also allows for Endurance Reduction but the there is no need since the point of it is to regain Endurance.

    Invention Origin:
    Allows Endurance Modification. Sets are 3-6 slotted.


    ======================
    Shocking Grasp (Click)-
    ======================
    Target left writhing in agony and helpless to defend itself. Also drains a lot of Endurance from the target.
    Melee, HIGH DMG(Energy), Target Hold, -End
    Avilable at level: 38

    I tried this power for a very brief time before I could really slot it and before IO enhancements. I chose to take additional power pool powers over this.

    Slotting:
    Training Origin:
    By this point you should have Single Origin enhancements and not use Training.

    Dual Origin:
    By this point you should have Single Origin enhancements and not use Dual.

    Single Origin:
    3 Damage 3 Hold

    Invention Origin:
    Allows Melee, Endurance Modification, Hold. hold sets require 5-6 slots while Melee and Endurance Modification are 3-6.




    Epic Powers
    ------------------------------------------------
    ======================
    Electrical Mastery
    ======================
    Static Discharge
    Shocking Bolt
    Charged Armor
    EM Pulse

    For me //Electric seems a little too much. Thematic sure, but I was ready for something else. EM Pulse is Self -Recovery. So it is like having 2 nukes but only allows for Stun and Endurance Modification.

    ======================
    Cold Mastery
    ======================
    Snow Storm
    Flash Freeze
    Frozen Armor
    Hibernate

    After trying alts I tried this one first. I like the Foe -Speed -Recharge of Snow Storm but didn't like running a toggle. Flash Freeze puts foes to sleep. The problem is that they wake up too easily. I would rather drain them and have them awake than asleep and full of Endurance. Hibernate seemed useful for Invulernable Foe Hold, but I didn't make it that far.
    ======================
    Force Mastery
    ======================
    Personal Force Field
    Repulsion Field
    Temp Invulnerability
    Force of Nature

    Personal Force Field is useful. Repulsion Field keeps foes out of melee range. Temp Invulnerability is resistance to Lethal/Smash. I would rather not run a toggle and make them /dead. Force of Nature is +Res(All) -Psionics. Psionics protection is the only thing I want.
    ======================
    Flame Mastery
    ======================
    Bonfire
    Char
    Fire Shield
    Rise of the Phoenix

    This is what I have now. Bonfore is Ranged Location AoE. It allows damage and knockback sets. Very useful for keeping melee sets away from you or blocking off a room or hall. Char is a single target hold. Good to keep an LT out of a fight. Rise of the Phoenix is a self Rez that allows for Damage, Stun, Healing, and Endurance Modification sets. It knocks back foes around you dealing damage and gives you half of your Hit Points and Endurance.
    ======================
    Munitions Mastery
    ======================
    Body Armor
    Cryo Freeze Ray
    Sleep Grenade
    LRM Rocket

    Thematic if you are a technology blaster. Body Armor is Auto Res(Lethal/Smash). LRM sounds cool but I havn't seen it yet.


    ------------------------------------------------

    Now that we have discussed the powers let's look at builds. There are many ways to make your build. I was lucky when I first started playing and we kept getting free recpecs often, so I could try many powers and afford to drop them. Below, I have two builds. The first is a build with a planned Respec while the second is planned for straight through leveling. The planned respec option gives you your damage powers now while the second build makes you wait for some well used powers. When I used my last respec I made the build form the planned respec option.


    Builds
    ----------------------

    Build with respec built in

    The thought here is take your damage powers and kill. Don't worry about power pools other than travel to get all the damage in that you want and need. You cannot get Stamina until level 20 and with Endurance Modification and some Blues you can wait until 24 to get it.
    ------------------------------------------------
    1- Charged Bolts
    1-
    2- Lightning Bolt
    4- Ball Lightning
    6- (Pre-Travel Power)
    8- Aim
    10- Short Circuit
    12- Zapp
    14- (Travel Power)
    16- Build Up
    18- Tesla Cage
    20- Lightning Clap
    22- Swift
    24- (respec)




    Build with a lot of patience or post respec

    This build really makes you wait for some of your useful powers. The point of it is that you get Stamina in as soon as possible. This build would not be a useful for soloing as you would have to wait longer than you would want to for a few powers. The plus side is that you don't have to plan for a respec.
    ------------------------------------------------
    1- Charged Bolts
    1-
    2- Lightning Bolt
    4- Ball Lightning
    6- (Pre-Travel Power)
    8- Swift
    10- Aim
    12- Zapp
    14- (Travel Power)
    16- Health
    18- Build Up
    20- Stamina
    22- Short Circuit
    24- Tesla Cage
    26- (Power Pool)
    28- Thunder Strike
    30- (Power Pool)
    32- Thunderous Blast
    35- Power Sink
    38- (Power Pool)
    41- EPIC
    44- EPIC
    47- EPIC
    49- EPIC / (Power Pool)



    I hope that this has been helpful. I have played my Elec/Elec Blaster the most of all of my characters. While as of the posting of this guide I have not reached 50, due to alts, I am on the way. Also please note that this guide is only for PvE. PvP build would probably be different although I do PvP with him.
  8. I have an elec/elec/fire that is lvl 44 right now, close to 45. One thing that isn't updated in this guide is the use of IO sets now. I personally am not a big fan of discussing the "right" way to slot your character but I think that it is worth mentioning here for two reasons. First the old 3 dmg 2 acc can be better done now by using a Ranged Damage set. Secondly there are now sets for Endurance Modification which beef up Short Circuit and Power Sink.

    I didn't like VS because it seemed to not be attacking where I was attacking and it didn't have the umph of say thouse cute little Fire Imps. I think that VS was an interesting idea for the set adding the Controller aspect to blasting, but I am just not a fan of how the little guy works.
  9. I can't believe that I actually took the time to read this. Blasters are the "village idiot"? Here I was about to say nice things about you saying that you shouldn't blame the defender if you are doing something stupid. I think that spiny/regens FLOTM take less skill to play than a blaster does. Anyone can faceplant any AT. I think that your guide is a little general and opinionated to be a guide. A title like "why Misty is better than everyone else" would have been more appropriate. Or maybe "Play how I want you to or I won't play with you."
  10. wow, Great guide. I started a emp/psy a few months ago as a concept character and not seeing any around. At, lvl 18 I am all about the healing right now and only have 2 attacks, Mental Blast which you have to take and subdue. I found subdue useful at lower levels in the case of getting aggro from a melee only attacker to run away from so he can get killed by the rest of the team. I have never understood why people play Defenders as blasters from levels 1 - 20. Now that I am getting close to all of the healing powers, your guide is ver useful in reading about the attacks avilable.
  11. SG Name: Army of 1

    Motto: see name

    Leader(s): Thunder-kick & Lizzy Grace

    Player Type: All Accepted

    Server: Guardian (COH)

    Membership Levels: All. We do ask that you play in SG mode during appropriate levels.

    SuperGroup Colours: Blue and Yellow (but we turn em off).

    Normal time of Gameplay: Varies (mostly M-F after 8pm).

    Other information: We have a base with medbay, teleporter, workbench, & salvage storage. Working on expanding.

    Recruiting: We are accepting anyone who wants to play. All levels and experience. We will take all questions and assist as much as possible. We will not PL, but we will SK if needed.