Mystic_Amethyst

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  1. [ QUOTE ]

    I will say, why have stealth? Save the power for something else and just slap a Stealth IO on one of your travel powers.

    [/ QUOTE ]

    For the Luck of the Gambler +7.5% recharge IO.

    There are not many other powers to stick in its place, and adding a Stealth IO to, say, Sprint, allows for full invisibility without having to pick up Superspeed, which can be useful.
  2. Hey guys Here's what I'm tentatively looking at for my I9 PvE Build:

    Hero Plan by Mids' Hero Designer 1.153
    http://www.onthejazz.co.uk/hu/mhd.php

    Level 50 Mutation Blaster
    Primary Power Set: Electrical Blast
    Secondary Power Set: Electricity Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Electric Mastery

    Hero Profile:
    Level 1: Lightning Bolt -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/Rchg(9), Decim-Dmg/EndRdx(19), Decim-Acc/Dmg(23), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
    Level 1: Electric Fence -- Acc-I(A)
    Level 2: Ball Lightning -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(3), Posi-Acc/Dmg(5), Posi-Dmg/Rchg(15), Posi-Dam%(19), Det'tn-Dmg/EndRdx/Rng(37)
    Level 4: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Acc/EndRdx/Rchg(43)
    Level 6: Short Circuit -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(7), C'ngBlow-Dmg/Rchg(7), EndMod(13), EndMod(13), EndMod(15)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Acc/EndRdx/Rchg(40)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- HO:Micro(A)
    Level 16: Build Up -- HO:Membr(A), HO:Membr(25), HO:Membr(45)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34), RgnTis-Regen+(46), Mrcl-Rcvry+(46)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Aim -- HO:Membr(A), HO:Membr(25), HO:Membr(48)
    Level 24: Tesla Cage -- HO:Endo(A), HO:Endo(48)
    Level 26: Hasten -- RechRdx(A), RechRdx(27), RechRdx(27)
    Level 28: Thunder Strike -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/Rchg(29), Sciroc-Dmg/EndRdx(29), Sciroc-Acc/Rchg(31), Sciroc-Dam%(31), Sciroc-Acc/Dmg(34)
    Level 30: Acrobatics -- EndRdx-I(A)
    Level 32: Thunderous Blast -- Posi-Dam%(A), Posi-Dmg/Rchg(33), AirB'st-Dmg/Rchg(33), Dmg-I(33), RechRdx-I(34)
    Level 35: Power Sink -- EndMod(A), EndMod(36), EndMod(36), RechRdx(36), RechRdx(37), RechRdx(37)
    Level 38: Shocking Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
    Level 41: Static Discharge -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(42), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Det'tn-Dmg/EndRdx/Rng(43)
    Level 44: Charged Armor -- Aegis-Psi/Status(A), S'fstPrt-ResDam/Def+(45), ImpSkn-Status(46), ImpArm-ResDam(50), ImpArm-ResDam/EndRdx(50)
    Level 47: Shocking Bolt -- HO:Endo(A), HO:Endo(48), RechRdx-I(50)
    Level 49: Stealth -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Defiance
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)


    Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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    Set bonuses:
    +14.3% Defense(Smashing)
    +3% Defense(Lethal)
    +3% Defense(Fire)
    +3% Defense(Cold)
    +3% Defense(Energy)
    +3% Defense(Negative)
    +6.13% Defense(Psionic)
    +3% Defense(Melee)
    +3% Defense(Ranged)
    +6.13% Defense(AoE)
    +2.25% Max Endurance
    +27% Enhancement(Accuracy)
    +33.8% Enhancement(RechargeTime)
    +67.8 (5.63%) HitPoints
    +MezResist(Confused) (Mag 50%)
    +MezResist(Held) (Mag 50%)
    +MezResist(Immobilize) (Mag 70.9%)
    +MezResist(Sleep) (Mag 50%)
    +MezResist(Stun) (Mag 50%)
    +MezResist(Terrorized) (Mag 50%)
    +10% Recovery
    +32% Regeneration
    +3.15% Resistance(Fire)
    +3.15% Resistance(Cold)
    +3.13% Resistance(Negative)
    +3% Resistance(Psionic)

    This gives you quite a bit more damage mitigation, and a lot more survivability. At level 50, you're looking at the following for most notable totals:
    29.8% Smashing, Lethal, Energy Resistance
    20.3% Smashing defense
    (You're basically a machine against smashing attacks)
    12.2% Psi Defense
    12.2% AoE Defense
    9.09% Defense versus everything else
    234% Regeneration rate
    5.63% HP increase
    Knockback immunity
    Huge mez resistance for a Blaster

    Offensively, you receive great boosts to accuracy, recharge, and recovery, with recovery ending up at 3.07 end/second.

    I chose to forego Aid Self in this build to free up more slots, because Aid Self had always been a slot-hog in previous builds; I think the survivability of this build compensates rather nicely for it.
  3. [ QUOTE ]
    Yay! I wasn't expecting a response for a day or two hehe.
    Group fly is because I've used all my pool power selections and can't take stealth, (unless it's different in game in which case i'll do so) I'd have taken thunderous blast if not for the lack of slots. Also i didn't see the slot in Aid other... mistake (figuring out that program wasn't all so easy).
    Sounds like a plan though! i'll pull from flight and maybe 1 from swift but i like the movement speed in missions of the hover/swift... can't hurt to try it with none i guess =p respeccing soon anyhow ^^

    Thanks for your reply and the info~

    [/ QUOTE ]

    Sure.

    I'm still playing around with IO's-- I'm strongly considering dropping Aid Self, personally, because IO's can give a respectable amount of +regen that helps increase survivability and decrease downtime, which really helps with the slotting issue, and frees up two power slots. You might want to look into that too, if you're interested in picking Thunderous Blast back up (which is a lot of fun!)
  4. I would pull slots from Swift, Fly and Aid Other to 6 slot your attacks. 2 acc/3 dmg/1 recharge.

    Other than that, looks fine; I'm assuming Group Fly is just for fun, or for concept? It's not very useful, just fun

    As for a lack of Acrobatics, just carry a good deal of Breakfrees around with you, and you should be just fine
  5. [ QUOTE ]

    One point to consider: Aim (and Build Up) have activation times, and while they are activating you can't attack. So actually, in the above example, Aim is up for 10, recharging for 37.37 seconds, and activating for 1.17 seconds. The total cycle of Aim is 48.54 seconds, not 47.37 seconds. And the damage profile of Aim is actually 37.37 seconds of 100% damage, 10 seconds of 162.5% damage, and 1.17 seconds of zero damage (on average). That means the average damage buff of Aim is:

    (37.37 * 100% + 10 * 162.5% + 0 * 1.17) / 48.54s = 110.47%, or 10.47% (for blasters).

    [/ QUOTE ]

    I took the animation times into consideration in the calculations--46.2 seconds is the actual recharge time of Aim/BU with 3 even level SO's, the activation time is 1.17s, hence the total of 47.37 seconds--but, as you pointed out, forgot to include the time period of 1.17s * 0 damage for the activation time, instead lumping that with the unbuffed damage output.

    It should actually be:
    (36.2s * 100% + 10s * 162.5% + 1.17s * 0%)/47.37 total seconds

    [ QUOTE ]

    Also, more importantly, this presumes unslotted attacks. If the attacks are presumed to be slotted +95% damage on average, then in actuality the damage cycle looks like this:

    (37.37 * 195% + 10 * 257.5% + 0 * 1.17) / 48.54s = 203.18%

    That is 203.18-195 = 8.18% base damage increase, or 203.18/195 = 1.042 = 4.2% net damage increase.

    (Note: assault is +10.5% base damage increase for blasters)

    [/ QUOTE ]

    You're totally right. I was thinking that all damage is additive for some reason, and that the enhancement slotting wouldn't have an effect on the overal +increase for some reason; even then, I'm not sure why I didn't do all the calculations using 195% damage as the baseline o.O

    I'll have to redo them as representative of attacks 3 slotted with SO's for damage, as, obviously, that would be far more useful.

    [ QUOTE ]
    One more little complicating factor that makes these numbers actually slightly low estimates. Because actual attacks have activation times, Aim can actually "last" a little longer than ten seconds. That's because Aim doesn't have to be up when the shot *lands* but only when it activates. If 9.5 seconds after activating Aim you fire an attack that takes two seconds to activate, then that attack will be buffed, and the net benefit of Aim will actually be, in a sense, 11.5 seconds long.

    [/ QUOTE ]

    Another valid point; it's beneficial to stick that Total Focus at the end of the buff's duration

    Thanks for the input Arcana ^^
  6. After seeing countless threads concerning whether or not a build should include Build Up and/or Aim, I've decided to present a couple of values that may help you in your decision making process.

    First of all, if you haven't already, read these two fantastic guides by Arcanaville: Guide to Calculating Recharge and Guide to Defense

    These guides both explain how to calculate two of the values we're most interested in for Aim/Build Up: their recharges when slotted (and with Hasten) as well as the impact of their +tohit values. Arcanaville's guides are handy enough that you won't regret having read them solely for the purposes of better understanding this guide.

    On to the numbers:

    Aim
    Base attributes are as follows:
    90 second recharge
    5.2 endurance cost
    1.17 second activation time
    +37.5% Tohit for Blasters; 50% for Defenders; 42.5% for Corruptors, Dominators
    +62.5% Damage for Blasters; 50% for Defenders; 42.5% for Corruptors, Dominators

    Build Up
    Base attributes are as follows:
    90 second recharge
    5.2 endurance cost
    1.17 second activation time
    +15% Tohit for Blasters; 20% for Scrappers, Tankers, Brutes, Stalkers; 18% for Peacebringers
    +100% Damage for Blasters, Scrappers; 80% for Tankers, Brutes, Stalkers; 72% for Peacebringers

    Recharge Values
    Note: Hasten is the only recharge-enhancing power available to all archetypes with BU and Aim, hence I’m only showing calculations utilizing it, particularly due to its ubiquity among players; obviously, powers like Siphon Speed available to Corruptors/Defenders and Lightning Reflexes for Brutes will make these values even better, but I’m leaving it in your hands to calculate those IO Recharge values will also have quite an impact. Familiarize yourself with Arcanaville’s guide to calculating recharge, and apply what you learn to the below calculations for any differences in recharge rates to calculate your own recharge values, damage buffs, etc.
    Aim and Build Up's recharge rates slotted with 3 even-level SO's, no Hasten:

    3 even-level SO's provide a recharge buff of +95%;
    (90 seconds)/(1 +.95) = 46.2 seconds
    46.2 seconds + 1.17second activation time = 47.37 seconds
    47.37-10s= 37.37 seconds of downtime, 10 seconds of uptime.

    Aim and Build Up's recharge rate with 3 even-level SO's AND Hasten slotted with 3 even-level SO's:
    Hasten has a cycle time of 188.43;
    Aim/Build Up's cycle time while Hasten is up is 120(1 + .95 + .7) = 318;
    Aim/Build Up's cycle time while Hasten is down is 68.43(1.95)= 133.4385
    In one complete Hasten cycle, Aim/Build Up ticks for 318+133.4385= 451.4385 seconds.
    On average, Aim/Build Up needs 90/451.4385 = cycles of Hasten, therefore Aim/Build Up recharges in .199 cycles of Hasten, or .199(188.43)= 37.50 + 1.17s activation= 38.67 seconds
    38.67s-10s= 28.67 seconds of downtime, 10 seconds of uptime.

    Aim's Average Damage Buff

    Using the values previously obtained for Aim's recharge, Aim with 3 recharge SO's and no Hasten offers the following average damage buff:
    37.37 seconds of downtime operating at 100% damage and 10 seconds of uptime operating at 162.5% damage;
    (37.37s(100) + 10s(162.5))/47.37 total seconds = 113.19% average damage,
    and a +13.19% average damage buff for Blasters.
    For Defenders: +10.56% average damage buff
    For Corruptors, Dominators: +8.97% average damage buff

    Aim with 3 recharge SO's AND Hasten offers the following average damage buff:
    (28.67s(100) + 10s(162.5))/38.67 total seconds = 116.16% average damage,
    and a +16.16% average damage buff, or roughly a DO’s worth of damage to all powers for Blasters.
    For Defenders: +12.93% average damage buff
    For Corruptors, Dominators: +10.99% average damage buff

    Build Up's Average Damage Buff
    Using the values previously obtained for Build Up's recharge, Build Up with 3 recharge SO's and no Hasten offers the following average damage buff:
    37.37 seconds of downtime operating at 100% damage and 10 seconds of uptime operating at 200% damage;
    (37.37s(100) + 10s(200))/47.37 total seconds = 121.11% average damage,
    and a +21.11% average damage buff, slightly less than adding a TO and a DO to all powers for Blasters and Scrappers.
    For Tankers, Brutes, Stalkers: +16.89% average damage buff
    For Peacebringers: +15.20% average damage buff

    Build Up with 3 recharge SO's AND Hasten offers the following average damage buff:
    (28.67s(100) + 10s(200))/38.67 total seconds = 125.86% average damage,
    and a +25.86% average damage buff, roughly adding a TO and a DO to all powers for Blasters and Scrappers.
    For Tankers, Brutes, Stalkers: +20.69% average damage buff
    For Peacebringers: +18.62% average damage buff

    NOTE: Damage is an ADDITIVE value. This means that even if you have an attack 3-slotted with SO damage enhancements, Aim will still provide an average damage buff of + 13.19%. If your attacks are slotted with 3 SO's of damage, they're slotted +95% damage. If they're slotted with 3 SO's of damage and you use Aim as slotted above, they are effectively slotted with +108.19% damage.

    Average damage values:
    Aim + Build Up 3 slotted, no Hasten = 34.3%, roughly adding a SO to all damage powers for Blasters.
    Aim + Build Up 3 slotted + Hasten = 42.02%, adding more than a SO to all damage powers for Blasters.
    Attack unslotted= 100%
    Attack slotted with 3 damage SO's = 195%
    Attack slotted with 3 damage SO's + 3 slotted Aim= 208.19% for Blasters.
    For Defenders: 205.56%
    For Corruptors, Dominators: 203.97%
    Attack slotted with 3 damage SO's + 3 slotted Build Up= 216.11% for Blasters, Scrappers.
    For Tankers, Brutes, Stalkers: 211.89%
    For Peacebringers: 210.20%
    Attack slotted with 3 damage SO's + 3 slotted Aim + 3 slotted Build Up (alternating between them) = 229.3% for Blasters.
    Attack slotted with 3 damage SO’s + 3 slotted Aim + Hasten= 211.16% for Blasters.
    For Defenders: 207.93%
    For Corruptors, Dominators: 205.99%
    Attack slotted with 3 damage SO’s + 3 slotted Build Up + Hasten= 220.86% for Blasters, Scrappers.
    For Tanks, Brutes, Stalkers: 215.69%
    For Peacebringers: 213.62%
    Attack slotted with 3 damage SO’s + 3 slotted Aim + 3 slotted Build Up (alternating between them) + Hasten= 237.02% for Blasters.

    For + average damage percentage comparison purposes:
    An even level SO= +33.33%
    An even level DO= +16.67%
    An even level TO= +8.33%
    Assault for relevant archetypes:
    Blaster, Tanker, Scrapper, Brute, Stalker= +10.5%
    Defender= +18.75%
    Peacebringer= +13.5%
    Corruptor= +15%
    Dominator= +11.25%

    Burst Damage
    Average +damage is very handy, but it’s just as important to know the burst damage values of using Aim and Buildup, an attribute that gives these buffs distinct advantages over a constant buff such as Assault.

    While neither buff is operating, an attack unslotted operates at 100% damage and an attack 3 slotted with damage SO’s operates at 195% damage.

    While Aim is operating, for 10 seconds:
    Attacks slotted with 3 damage SO’s = 257.5% damage for Blasters.
    For Defenders: 245% damage
    For Corruptors, Dominators: 237.5% damage

    While Build Up is operating, for 10 seconds
    Attacks slotted with 3 damage SO’s = 295% damage for Blasters, Scrappers.
    For Tanks, Brutes, Stalkers: 275% damage
    For Peacebringers: 267% damage

    While both Aim and Build Up are operating, for 10-1.17=8.83 seconds
    Attacks slotted with 3 damage SO’s = 357.5% damage for Blasters.

    Tohit Values, General
    It’s also worth noting that both Aim and Build Up have *very* sizeable buffs to accuracy, by increasing tohit. Below is analysis for their average boosts to accuracy, as well as their burst boosts to accuracy. All calculations are done assuming Aim and Build Up are unslotted for +tohit, because recharge is the enhancement of choice for these powers. The calculations assume that they are slotted with 3 Recharge SO’s. Obviously, slotting +tohit enhancements or Membranes make these values even better.

    Keep in mind that some sets have greater base accuracy than others, such as Assault Rifle, Archery, and Broadsword, which are not included in these calculations. Individual powers within some sets, such as Snipe powers, also have greater than normal accuracy.

    1 Accuracy SO + conventional attack:
    (75%)(1.33) versus even level enemies = 95% capped chance to hit
    (65%)(1.33) versus +1 level enemies = 86.67% chance to hit
    (56%)(1.33) versus +2 level enemies = 74.67% chance to hit
    (48%)(1.33) versus +3 level enemies = 64% chance to hit
    (39%)(1.33) versus +4 level enemies = 52% chance to hit
    (30%)(1.33) versus +5 level enemies = 40% chance to hit

    2 Accuracy SO’s + conventional attack
    (75%)(1.67) versus even level enemies = 95% capped chance to hit
    (65%)(1.67) versus +1 level enemies = 95% chance to hit
    (56%)(1.67) versus +2 level enemies = 93.3% chance to hit
    (48%)(1.67) versus +3 level enemies = 80% chance to hit
    (39%)(1.67) versus +4 level enemies = 65% chance to hit
    (30%)(1.67) versus +5 level enemies = 50% chance to hit

    For +tohit percentage comparison purposes:
    Tactics for relevant archetypes:
    Blaster, Tanker, Scrapper, Brute, Stalker= +7% unslotted, 11% 3 slotted with SO’s
    Defender= +12.5% unslotted, 19.625% slotted with SO’s
    Peacebringer= +9% unslotted, 14.13% slotted with SO’s
    Corruptor= +10% unslotted, 15.7% slotted with SO’s
    Dominator= +7.5% unslotted, 11.775% slotted with SO’s

    Aim’s Tohit Values

    Aim’s “burst” bonus to accuracy:
    1 Accuracy SO + Aim + conventional attack, during Aim’s duration:
    (65% + 37.5%)(1.33) versus +1 level enemies = 95% capped chance to hit, increase of +8.33% for Blasters, Defenders, Corruptors, and Dominators.
    (56% + 37.5%)(1.33) versus +2 level enemies = 95% capped chance to hit, increase of +20.33% for Blasters, Defenders, Corruptors, and Dominators.
    (48% + 37.5%)(1.33) versus +3 level enemies = 95% capped chance to hit, increase of +31% for Blasters, Defenders, Corruptors, and Dominators.
    (39% + 37.5%)(1.33) versus +4 level enemies = 95% capped chance to hit, increase of +43% for Blasters, Defenders, Corruptors, and Dominators.
    (30% + 37.5%)(1.33) versus +5 level enemies = 90% chance to hit, increase of +50% for Blasters.
    For Defenders, Corruptors, and Dominators: 95% chance to hit, increase of +55%

    Factoring Aim’s average buff to accuracy for attacks slotted with one accuracy SO:
    versus +1 level enemies, [(86.67%)(37.37s) + (95%)(10s)]/47.37 total seconds = 88.43% average chance to hit, net gain of +1.76% for Blasters, Defenders, Corruptors, and Dominators.
    versus +2 level enemies, [(74.67%)(37.37s) + (95%)(10s)]/47.37s = 78.96% average chance to hit, net gain of +4.30% for Blasters, Defenders, Corruptors, and Dominators.
    versus +3 level enemies, [(64%)(37.37) + (95%)(10s)]/47.37 = 70.54% average, net gain of +6.54% for Blasters, Defenders, Corruptors, and Dominators.
    versus +4 level enemies, [(52%)(37.37) + (95%)(10s)]/47.37 = 61.08% average, net gain of +9.08% for Blasters, Defenders, Corruptors, and Dominators
    versus +5 level enemies, [(40%)(37.37) + (90%)(10s)]/47.37 = 50.56% average, net gain of +10.56% for Blasters.
    For Defenders, Corruptors, and Dominators: 51.61% average, net gain of +11.61%

    Factoring Aim’s average buff to accuracy for attacks slotted with one accuracy SO, WITH Hasten:
    versus +1 level enemies, [(86.67%)(28.67s) + (95%)(10s)]/38.67 total seconds = 88.82% average chance to hit, net gain of +2.16% for Blasters, Defenders, Corruptors, and Dominators.
    versus +2 level enemies, [(74.67%)(28.67s) + (95%)(10s)]/38.67 = 79.93% average chance to hit, net gain of +5.26% for Blasters, Defenders, Corruptors, and Dominators.
    versus +3 level enemies, [(64%)(28.67) + (95%)(10s)]/38.67 = 72.02% average, net gain of +8.02% for Blasters, Defenders, Corruptors, and Dominators.
    versus +4 level enemies, [(52%)(28.67) + (95%)(10s)]/38.67 = 63.12% average, net gain of +11.12% for Blasters, Defenders, Corruptors, and Dominators.
    versus +5 level enemies, [(40%)(28.67) + (90%)(10s)]/38.67 = 52.93% average, net gain of +12.93% for Blasters.
    For Defenders, Corruptors, and Dominators: 54.22% average, net gain of +14.22%

    Aim’s “burst” bonus to accuracy:
    2 Accuracy SOs + Aim + conventional attack, during Aim’s duration:
    (56% + 37.5%)(1.67) versus +2 level enemies = 95% capped chance to hit, increase of +1.7% for Blasters, Corruptors, Defenders, and Dominators.
    (48% + 37.5%)(1.67) versus +3 level enemies = 95% capped chance to hit, increase of +15%. for Blasters, Defenders, Corruptors, and Dominators.
    (39% + 37.5%)(1.67) versus +4 level enemies = 95% capped chance to hit, increase of +30% for Blasters, Defenders, Corruptors, and Dominators.
    (30% + 37.5%)(1.67) versus +5 level enemies = 95% capped chance to hit, increase of +45% for Blasters, Defenders, Corruptors, and Dominators.

    Factoring Aim’s average buff to accuracy for attacks slotted with two accuracy SO’s:
    versus +2 level enemies, [(93.3%)(37.37) + (95%)(10s)]/47.37 = 93.66% average, net gain of +.36% for Blasters, Defenders, Corruptors, and Dominators.
    versus +3 level enemies, [(80%)(37.37) + (95%)(10s)]/47.37 = 83.17% average, net gain of +3.17% for Blasters, Defenders, Corruptors, and Dominators.
    versus +4 level enemies, [(65%)(37.37) + (95%)(10s)]/47.37 = 71.33% average, net gain of +6.33% for Blasters, Defenders, Corruptors, and Dominators.
    versus +5 level enemies, [(50%)(37.37) + (95%)(10s)]/47.37 = 59.5% average, net gain of +9.5% for Blasters, Defenders, Corruptors, and Dominators.

    Factoring Aim’s average buff to accuracy for attacks slotted with two accuracy SO’s, WITH Hasten:
    versus +2 level enemies, [(93.3%)(28.67) + (95%)(10s)]/38.67 = 93.74% average, net gain of +.44% for Blasters, Defenders, Corruptors, and Dominators.
    versus +3 level enemies, [(80%)(28.67) + (95%)(10s)]/38.67 = 83.88% average, net gain of +3.88% for Blasters, Defenders, Corruptors, and Dominators.
    versus +4 level enemies, [(65%)(28.67) + (95%)(10s)]/38.67 = 72.76% average, net gain of +7.76% for Blasters, Defenders, Corruptors, and Dominators.
    versus +5 level enemies, [(50%)(28.67) + (95%)(10s)]/38.67= 61.64% average, net gain of +11.64% for Blasters, Defenders, Corruptors, and Dominators.

    Build Up’s Tohit Values

    Build Up’s “burst” bonus to accuracy:
    1 Accuracy SO + Build Up + conventional attack, during Build Up’s duration:
    (65% + 15%)(1.33) versus +1 level enemies = 95% capped chance to hit, increase of +8.33% for Blasters, Tanks, Brutes, Scrappers, Stalkers, and Peacebringers.
    (56% + 15%)(1.33) versus +2 level enemies = 94.67% chance to hit, increase of +20% for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers, and Peacebringers: 95% chance to hit, increase of 20.33%
    (48% + 15%)(1.33) versus +3 level enemies = 84% chance to hit, increase of +20% for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers: 90.67% chance to hit, increase of +26.67%
    For Peacebringers: 88% chance to hit, increase of +24%
    (39% + 15%)(1.33) versus +4 level enemies = 72% chance to hit, increase of +20% for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers: 78.66% chance to hit, increase of +26.67%
    For Peacebringers: 76% chance to hit, increase of +24%.
    (30% + 15%)(1.33) versus +5 level enemies = 60% chance to hit, increase of +20% for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers: 66.67% chance to hit, increase of +26.67%.
    For Peacebringers: 64% chance to hit, increase of +24%.

    Factoring Build Up’s average buff to accuracy for attacks slotted with one accuracy SO:
    versus +1 level enemies, [(86.67%)(37.37s) + (95%)(10s)]/47.37 total seconds = 88.43% average chance to hit, for Blasters, Tanks, Brutes, Scrappers, Stalkers, Peacebringers.
    versus +2 level enemies, [(74.67%)(37.37s) + (94.67%)(10s)]/47.37s = 78.89% average chance to hit, for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers, Peacebringers: 78.96% average chance to hit,
    versus +3 level enemies, [(64%)(37.37) + (84%)(10s)]/47.37 = 68.22% average, for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers: 69.63% average
    For Peacebringers: 69.07% average
    versus +4 level enemies, [(52%)(37.37) + (72%)(10s)]/47.37 = 56.22% average, for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers: 57.63% average
    For Peacebringers: 57.07% average
    versus +5 level enemies, [(40%)(37.37) + (60%)(10s)]/47.37 = 44.22% average for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers:45.65% average.
    For Peacebringers: 45.07% average.

    Factoring Build Up’s average buff to accuracy for attacks slotted with one accuracy SO, WITH Hasten:
    versus +1 level enemies, [(86.67%)(28.67s) + (95%)(10s)]/38.67 total seconds = 88.82% average chance to hit for Blasters, Tanks, Brutes, Scrappers, Stalkers, and Peacebringers.
    versus +2 level enemies, [(74.67%)(28.67s) + (94.67%)(10s)]/38.67 = 79.84% average chance to hit.
    For Tanks, Brutes, Scrappers, Stalkers, Peacebringers: 79.93% average
    versus +3 level enemies, [(64%)(28.67) + (84%)(10s)]/38.67 = 69.17% average for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers: 70.90% average
    For Peacebringers: 70.21% average
    versus +4 level enemies, [(52%)(28.67) + (72%)(10s)]/38.67 = 57.17% average for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers: 58.90% average
    For Peacebringers: 58.21% average
    versus +5 level enemies, [(40%)(28.67) + (60%)(10s)]/38.67 = 45.17% average for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers: 46.90% average
    For Peacebringers: 46.21% average

    Build Up’s “burst” bonus to accuracy:
    2 Accuracy SOs + Build Up + conventional attack, during Build Up’s duration:
    (56% + 15%)(1.67) versus +2 level enemies = 95% capped chance to hit, increase of +1.7% for Blasters, Tanks, Scrappers, Brutes, Stalkers, and Peacebringers.
    (48% + 15%)(1.67) versus +3 level enemies = 95% capped chance to hit, increase of +15% for Blasters, Tanks, Scrappers, Brutes, Stalkers, and Peacebringers.
    (39% + 15%)(1.67) versus +4 level enemies = 90% chance to hit, increase of +25% for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers, Peacebringers: 95% chance to hit, increase of +30%
    (30% + 15%)(1.67) versus +5 level enemies = 75% chance to hit, increase of +25% for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers: 83.33% chance to hit, increase of +33.33%
    For Peacebringers: 80% chance to hit, increase of +30%

    Factoring Build Up’s average buff to accuracy for attacks slotted with two accuracy SO’s:
    versus +2 level enemies, [(93.3%)(37.37) + (95%)(10s)]/47.37 = 93.66% average, net gain of +.36% for Blasters, Tanks, Scrappers, Brutes, Stalkers, and Peacebringers.
    versus +3 level enemies, [(80%)(37.37) + (95%)(10s)]/47.37 = 83.17% average, net gain of +3.17%. for Blasters, Tanks, Scrappers, Brutes, Stalkers, and Peacebringers.
    versus +4 level enemies, [(65%)(37.37) + (90%)(10s)]/47.37 = 70.28% average, net gain of +5.28% for Blasters.
    For Tanks, Scrappers, Brutes, Stalkers, Peacebringers: 71.33% average, net gain of +6.33%
    versus +5 level enemies, [(50%)(37.37) + (75%)(10s)]/47.37 = 55.28% average, net gain of +5.28% for Blasters.
    For Tanks, Scrappers, Brutes, Stalkers: 57.04% average, net gain of +7.04%.
    For Peacebringers: 56.33% average, net gain of +6.33%

    Factoring Build Up’s average buff to accuracy for attacks slotted with two accuracy SO’s, WITH Hasten:
    versus +2 level enemies, [(93.3%)(28.67) + (95%)(10s)]/38.67 = 93.74% average, net gain of +.44% for Blasters, Tanks, Brutes, Scrappers, Stalkers, and Peacebringers.
    versus +3 level enemies, [(80%)(28.67) + (95%)(10s)]/38.67 = 83.88% average, net gain of +3.88% for Blasters, Tanks, Brutes, Scrappers, Stalkers, and Peacebringers.
    versus +4 level enemies, [(65%)(28.67) + (90%)(10s)]/38.67 = 71.47% average, net gain of +6.47% for Blasters.
    For Tankers, Brutes, Scrappers, Stalkers, Peacebringers: 72.76% average, net gain of +7.76%
    versus +5 level enemies, [(50%)(28.67) + (75%)(10s)]/38.67= 56.46% average, net gain of +6.46% for Blasters.
    For Tanks, Brutes, Scrappers, Stalkers: 58.62% average, net gain of +8.62%
    For Peacebringers: 57.76% average, net gain of +7.76%

    Build Up+Aim’s Tohit Values

    For either 1 accuracy or 2 accuracy enhancements slotted, using both Aim + Build Up will cap your accuracy up to +5’s and beyond.
    For burst accuracy, that means you’re increasing your tohit for 10 seconds-1.17 seconds animation time for clicking the second buff=8.83 total combined seconds. (This comes at the opportunity cost of less average + damage and less average +tohit, in exchange for higher burst amount of both).

    Slotting 1 accuracy, your chance to hit is increased by
    8.33% versus +1 level enemies
    20.33% versus +2 level enemies
    31% versus +3 level enemies
    43% versus +4 level enemies
    55% versus +5 level enemies
    for 8.83 seconds for Blasters.

    If slotting 2 accuracies, your chance to hit is increase by
    1.7% versus +2 level enemies
    15% versus +3 level enemies
    30% versus +4 level enemies
    45% versus +5 level enemies
    for 8.83 seconds for Blasters.

    Alternating between Aim and Build Up in your attack chain offers the following average tohit buffs:

    (for purposes of clarification, all calculations involving Aim’s values will be in YELLOW and Build Up’s in ORANGE.)

    Average buff to accuracy for attacks slotted with one accuracy SO:
    (28.54s=downtime + two activation times)
    versus +1 level enemies, [(86.67%)(28.54s) + (95%)(10s) +(95%)(10s)]/48.54 total seconds = 90.10% average chance to hit, net gain of +3.44%.
    versus +2 level enemies, [(74.67%)(28.54s) + (95%)(10s) + (94.67%)(10s)]/48.54s = 82.98% average chance to hit, net gain of +8.31%.
    versus +3 level enemies, [(64%)(28.54) + (95%)(10s) + (84%)(10s)]/48.54 = 74.51% average, net gain of +10.51%.
    versus +4 level enemies, [(52%)(28.54) + (95%)(10s) + (72%)(10s)]/48.54 = 64.98% average, net gain of +12.98%.
    versus +5 level enemies, [(40%)(28.54) +(90%)(10s) + (60%)(10s)]/48.54 = 54.42% average, net gain of +14.42%.

    Average buff to accuracy for attacks slotted with one accuracy SO, WITH Hasten:
    (19.84s=downtime + two activation times)
    versus +1 level enemies, [(86.67%)(19.84s) + (95%)(10s) + (95%)(10s)]/39.84 total seconds = 90.85% average chance to hit, net gain of +4.19%.
    versus +2 level enemies, [(74.67%)(19.84s) + (95%)(10s) + (94.67%)(10s)]/39.84 = 84.79% average chance to hit, net gain of +10.12%.
    versus +3 level enemies, [(64%)(19.84s) + (95%)(10s) + (84%)(10s)]/39.84 = 76.80% average, net gain of +12.80%.
    versus +4 level enemies, [(52%)(19.84s) + (95%)(10s) + (72%)(10s)]/39.84 = 67.81% average, net gain of +15.81%.
    versus +5 level enemies, [(40%)(19.84s) + (90%)(10s) + (60%)(10s)]/39.84 = 57.57% average, net gain of +17.57%.

    Average buff to accuracy for attacks slotted with two accuracy SO’s:
    versus +2 level enemies, [(93.3%)(28.54) + (95%)(10s) + (95%)(10s)]/48.54 = 94.00% average, net gain of +.7%.
    versus +3 level enemies, [(80%)(28.54) + (95%)(10s) + 95%)(10s)]/48.54 = 86.18% average, net gain of +6.18%.
    versus +4 level enemies, [(65%)(28.54) + (95%)(10s) + (90%)(10s)]/48.54 = 76.33% average, net gain of +11.33%.
    versus +5 level enemies, [(50%)(28.54) + (95%)(10s) + (75%)(10s) ]/48.54 = 64.42% average, net gain of +14.42%.

    Average buff to accuracy for attacks slotted with two accuracy SO’s, WITH Hasten:
    versus +2 level enemies, [(93.3%)(19.84) + (95%)(10s) + (95%)(10s)]/39.84 = 94.15% average, net gain of +.85%.
    versus +3 level enemies, [(80%)(19.84) + (95%)(10s) + (95%)(10s)]/39.84 = 87.53% average, net gain of +7.53%.
    versus +4 level enemies, [(65%)(19.84) + (95%)(10s) + (90%)(10s)]/39.84 = 78.81% average, net gain of +13.81%.
    versus +5 level enemies, [(50%)(19.84) + (95%)(10s) + (75%)(10s)]/39.84= 67.57% average, net gain of +17.57%.

    What the hell does this mean?
    Overall, Aim and Build Up can be worthwhile contributions to both damage and accuracy. Most everyone can recognize where bursts of both accuracy and damage come in handy for these powers (i.e. quickly taking down a/more difficult target[s]), but it’s important to recognize that they also add a sizeable increase to both average damage and average accuracy. If you already have a sustained attack chain, picking up Aim and/or Build Up will be a boon to your average damage, average accuracy, as well as offer you the utility of high bursts of big damage and large accuracy. And, of course, Hasten is insane in all of the little things it allows you to improve, and Build Up and Aim are no exceptions .

    All numbers were obtained from http://coh.nofuture.org.uk/powersets/powersets.php or Arcanaville’s guides.
  7. [ QUOTE ]
    But now, I'm finding him quite a bit less powerful than before, due to ED and the new invisibility "nerf". I saw your guide and thought that Aid Self made sense, but either I didn't know how to use it, or it was just my luck or something, but I didn't seem to find it very useful -- after I had respecced and was trying it out and became low on life, I couldn't reliably heal myself in time, and the most reliable way to stay alive was to pop Personal Force Field and then heal myself.

    [/ QUOTE ]

    Aid Self is easiest to use slotted with atleast 2 interrupt reducers; Power Boost + PFF + Aid Self isn't a bad method, either, though. Make sure you're not trying to move around or anything while clicking on it--you can start the animation and then practice will teach you when it's okay to move around.

    I'd probably just move Stealth to the last spot in the build and move Aid Self up sooner in the build, personally. Stealth will suppress while you're activating Short Circuit... the only thing it's really good for is positioning your initial attack, but it won't save you from a harsh alpha strike anymore.

    Consequently, I've found it of relatively comparable safety to just travel power into the group of mobs (you, being Energy, obviously need to use Power Boost first) and executing Short Circuit immediately upon placing myself in the group. They'll get off the alpha they would have even if you were using Stealth, but if you're quick enough, nothing more than that.

    That'll save you a power, let you grab Aid Self sooner, and hopefully stick more slots into Aid Self (pulled from Aid other perhaps?)

    [ QUOTE ]

    I saw your "Melee-Heavy" build and it looked really interesting because you took Acrobatics to counter the Holds and KnockDowns. But that build sacrificed the Disorientation protection from Aid Self. I'm interested in Acrobatics and its protection, but I'd also like to have Disorient protection and the downtime reducer that Aid Self is, since survivability has decreased with the whole invisibility issue...

    [/ QUOTE ]

    The build is sort of all-out.. it's best in teams, where you can have additional mez support, debuffs, buffs, heals, etc; it's much rarer for a teammate to be able to buff you with knockdown protection, and holds are (in my experience) more common throughout the course of the game than disorients, hence the inclusion of Acro over Aid Self.

    [ QUOTE ]

    Do you think it'd be profitable to sacrifice my Stealth, Force of Nature, and Superspeed for Acrobatics? If I sack Force of Nature, that's one fewer panic button; and without Stealth, I wouldn't be able to just wade in to get a bit of a head-start (although PFF kinda allows me to do that, too, sort of, as well as enabling me to absorbe the alpha against non-mezzing mobs). I could switch to Electric armor, but then the lack of Stealth really hurts, doesn't it?

    [/ QUOTE ]

    Maybe switch out Stealth for Hover, instead, and grab Swift instead of Hurdle? 3 slotted, in conjunction with Swift, Hover is bearable in combat for maneuverability, and it would give you knockback protection, though not Acro's hold protection. At the cost of extra slots versus extra powers, the former being that which you seem to have, Hover seems much easier to squeeze into the build. (If dropping Stealth, move the defense buffs you have slotted into it for flight speed in Hover; as it is, they're not giving you noticeable benefit. Stealth's defense bonus is too small to slot.)


    [ QUOTE ]

    You didn't take Stealth for your Melee-Heavy build. Are you able to survive well, in terms of jumping into the group first and maybe absorbing the alpha? Or do you just not do that at all?


    [/ QUOTE ]

    See above; there's not much of a difference. If I were to take Stealth on a blaster now, it would be for the strategic combination that Super Speed + Stealth offered to bypass mobs unnoticed, not really for any added protection Stealth might offer.

    Taking alphas depends on team makeup a lot of the time, in addition to enemy level. For a smaller team, it's relatively safe to take the alpha and heal up afterwards, and for a bigger team with a larger number of buffs (i.e. Sonic shields, Fortitude, Forcefields) also allows for a much easier time in taking the alpha. If there's someone more capable, like a Tank or a Controller, then don't feel ashamed in letting them do it. You're still adding a -lot- to team survivability in fully draining the mobs after someone else takes aggro and your damage is always a boon.

    EDIT: As far as a few more slotting suggestions, I'd try and play around with your slotting in order to get a few more resists in Force of Nature; perhaps snagging some slots from Health, which is somewhat obviated with the inclusion of a well-slotted Aid Self, or the second endurance reducer in Temporary Invulnerability, which isn't netting you much benefit. Additionally, if you fight anything above +1's regularly, you might want to slot your attacks with 2 accuracy.
  8. [ QUOTE ]
    Very nice guide, I just got my Elec^3, Candle Fly, to 50 and that was a fun ride. I actually started her off the I5 guide because the Blaptroller concept sounded like a blast (pun kind of not intended) to play. I really like the versatility of the triple electric, especially in the later levels, and that you need to use that to stay alive. That and Havoc Punch is addicting.

    Among Candle Fly's highlights are: Preying on Rikti Bosses especially Mesmerists for fun, humiliating the Malta repeatedly (a Blaptroller is surprisingly good against them), duoing a +2 Battle Maiden AV with a Mind/Kin Controller (I tanked her. Really!), soloing a +2 EB Tyrant (no nuke, no shivans), and finally reaching 50 with no PL'ing and before getting all debt badges and only one held badge (she does have Adamant, though).

    If I had to give advice for the Elec^3 based on my experience then it would be:

    Know your foe.
    If it has a Hold or Stun, it gets Tesla Caged first. If it's a boss who resists Holds, drain 'em.

    Don't play fair.
    So the enemy is held? Drain 'em anyway. He hasn't seen you? Close the distance fast and take him out with a 1-2 punch. Holding and draining is not too good for any foe, no matter how strong or weak they are.

    Use active defense.
    The Blaptroller can't take a lot of punishment, but you can prevent at lot of it with a pre-emptive Tesla Cage or drain.

    Consider Defiance. (Yes, really!)
    Since a Blaptroller is capable of disabling a foe in multiple ways, remember that low HP and no incoming damage isn't that dangerous. Exploit this by unleashing high Defiance Havoc Punches on the disabled foe. But make sure you can keep the foe disabled (See "Know your foe" and "Don't play fair"). Just don't play for Defiance, but recognize the opportunity for using it on a disabled foe to end a fight fast.

    Anyway, great guide and thanks for introducing the Blaptroller to me in a comprehensive, but easy to understand way.

    [/ QUOTE ]

    Some great tips Thanks for the contribution
  9. [ QUOTE ]
    Great guide.. I always loved the drain concept of control and a Blaptroller sounds Awesome to build.

    But I am wondering.. is your SG still running and taking invites? When I made my sapper (kin/elec) a while back I was having a problem with total drainage, I know what the problem is now, Critcal mass. A ST of drains sounds perfect.

    [/ QUOTE ]

    Yes; you should be able to get an invite on late Monday evenings. Check with me in-game or @Nytwulf if I'm not available then.
  10. [ QUOTE ]
    Thanks for posting this, I found it through Zombie_Man's Guide to Guides. Your diagram is a good visual. Even without a better radius (which empirically feels right but never paid it much notice), the ability to choose a spot other than an awkwardly placed mob is really nice sometimes, particularly if it is pre-aggro and the mobs are in their initial configuration.

    I have played every Controller except mind to 50 and have a Plant and Ice dominator as well. I tend to prefer PBAoE holds primarily because of the ability to strategically place the hold. Occasionally it can backfire (triggers too early or you die before it takes effect).

    As you mentioned with Ice and Fire, there is good reason to be in melee in the first place. And with Illusion it at least makes getting into Melee pretty easy. I also play a Grav/Storm and even though I can use my ranged hold, I still find that I often play in Melee to get the benefit of Thunder Clap on some groups (particularly after I toss them somewhere with WH).

    Playing with Force Field or Storm (and usually Acrobatics) can increase the survivability of a player that wants to maximize the use of a pbaoe hold. Also, of course, you have team buffs and inspirations to help you in those situations. Finally, some travel powers are probably better suited for this than others. I usually use Super Speed (because I still like Hasten), but used to use Teleport on a couple builds, which can work nicely. On open maps or outdoors Super Jump can be used very effectively too.

    [/ QUOTE ]

    Definitely good points, and much more succinct than what I wrote! hehe
  11. [ QUOTE ]
    Great job on the revision Mystic. Way to continue spreading the Elec^3 love.

    One thing I'll add just for and FYI. EM Pulse for the Electric Epic has a pretty hefty endurance drain effect. I slotted mine for the drain and it rips off a pretty good chunck of Endurance from the bad gusy. Though I'll freely admit I hardly ever use it except in big teams when things go really south, it makes for a great panic button

    [/ QUOTE ]

    That's true. If you don't have any other preferred power choices, EMP does make a decent panic button. I still probably wouldn't slot it beyond the base slot, though.
  12. [ QUOTE ]
    I love your guide but for my own preference i wanted a fast flying build with a multipurpose use (blapping, aoe, trolling, etc) so here it is, tear it apart, tell me what i need/don't need, please i want to make mine a better build.

    Exported from version 1.5C of CoH Planner
    http://joechott.com/coh

    Archetype: Blaster
    Primary Powers - Ranged : Electrical Blast
    Secondary Powers - Support : Electricity Manipulation

    01 : Electric Fence acc(01)
    01 : Lightning Bolt acc(01) acc(3) dam(7) dam(17) dam(33)
    02 : Ball Lightning acc(02) acc(3) dam(5) dam(13) dam(33) recred(46)
    04 : Charged Brawl acc(04) acc(5) dam(7) dam(17) dam(33)
    06 : Short Circuit dam(06) dam(9) dam(9) enddrn(19) enddrn(19) enddrn(23)
    08 : Swift runspd(08) runspd(42) runspd(42)
    10 : Havok Punch acc(10) acc(11) dam(11) dam(13) dam(34)
    12 : Hover fltspd(12) fltspd(50) fltspd(46)
    14 : Fly fltspd(14) fltspd(15) fltspd(15)
    16 : Health hel(16)
    18 : Tesla Cage acc(18) acc(23) hlddur(43) hlddur(43)
    20 : Stamina endrec(20) endrec(21) endrec(21)
    22 : Build Up recred(22) recred(25) recred(27)
    24 : Aim recred(24) recred(25) recred(27)
    26 : Hasten recred(26) recred(29) recred(29)
    28 : Thunder Strike acc(28) acc(31) dam(31) dam(31) dam(50) recred(43)
    30 : Super Speed runspd(30)
    32 : Thunderous Blast enddrn(32) enddrn(34) enddrn(34) recred(36) recred(36) recred(36)
    35 : Power Sink enddrn(35) enddrn(37) enddrn(37) recred(37) recred(39) recred(39)
    38 : Shocking Grasp acc(38) acc(39) dam(40) dam(40) dam(40)
    41 : Static Discharge acc(41) acc(42) dam(45) dam(46) dam(50)
    44 : Charged Armor damres(44) damres(45) damres(45)
    47 : Shocking Bolt hlddur(47) hlddur(48) recred(48) recred(48)
    49 : Recall Friend rng(49)

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

    01 : Brawl Empty(01)
    01 : Sprint Empty(01)
    02 : Rest Empty(02)

    [/ QUOTE ]

    If fast flying combined with a workable build is what you're going for, then this looks fine Just make sure you stick accuracy in Shocking Bolt; I know some planners don't have that as an option, but the actual power does, and it needs it.
  13. 15). .:MY PERSONAL BUILD:.

    Here’s my current build that I use on live:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name:
    Level: 50
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Lightning Bolt==> NucleExp(1)NucleExp(3)CentiExp(9)Rechg(23)Rechg(48)
    01) --> Electric Fence==> Acc(1)
    02) --> Ball Lightning==> NucleExp(2)NucleExp(3)CentiExp(5)Rechg(15)Rechg(45)EndRdx(50)
    04) --> Charged Brawl==> NucleExp(4)NucleExp(5)NucleExp(9)DisDur(23)Rechg(46)
    06) --> Short Circuit==> NucleExp(6)NucleExp(7)NucleExp(7)EndMod(17)EndMod(17)EndMod(19)
    08) --> Hasten==> Rechg(8)Rechg(13)Rechg(13)
    10) --> Havoc Punch==> NucleExp(10)NucleExp(11)NucleExp(11)Rechg(15)Rechg(46)
    12) --> Hurdle==> Jump(12)
    14) --> Super Speed==> Run(14)
    16) --> Health==> Heal(16)
    18) --> Tesla Cage==> EndopExp(18)EndopExp(19)EndopExp(43)Rechg(43)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    22) --> Build Up==> MembrExp(22)MembrExp(25)MembrExp(27)
    24) --> Aim==> MembrExp(24)MembrExp(25)MembrExp(27)
    26) --> Aid Other==> Heal(26)
    28) --> Thunder Strike==> NucleExp(28)NucleExp(29)NucleExp(29)Rechg(40)Rechg(43)EndRdx(50)
    30) --> Aid Self==> Heal(30)Heal(31)Heal(31)IntRdx(31)IntRdx(34)Rechg(37)
    32) --> Thunderous Blast==> CentiExp(32)CentiExp(33)CentiExp(33)Rechg(33)Rechg(34)Rechg(34)
    35) --> Power Sink==> EndMod(35)EndMod(36)EndMod(36)Rechg(36)Rechg(37)Rechg(37)
    38) --> Shocking Grasp==> EndopExp(38)EndopExp(39)PeroxExp(39)Dmg(39)Dmg(40)Rechg(40)
    41) --> Static Discharge==> EndRdx(41)NucleExp(42)CentiExp(42)Rechg(42)Rechg(46)
    44) --> Shocking Bolt==> EndopExp(44)EndopExp(45)EndopExp(45)Rechg(50)
    47) --> Charged Armor==> RibosExp(47)DmgRes(48)DmgRes(48)
    49) --> Stealth==> Empty(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    16). .:PvP:.

    Basically, there are two main environments for PvP in CoH: the Arena, and Zone PvP. They differ from eachother a great deal, and consequently can even warrant different builds. Basically, in either zone, you need to excel at heavy burst damage to succeed. You (along with Stalkers) are the shock troopers of PvP; you’re fragile yourself, but are capable of quickly disposing of almost any threat with insane speed. The powers chosen emphasize this aspect. You’ll notice that AoE attacks like Ball Lightning are forgone in favor of your single target attacks as well as pool powers that are critical to survival.

    Focus on getting in, dealing massive damage, and getting out. Damage is what you mainly have to offer, and it’s also your best defense. You do have a few tricks up your sleeves, though. You have access to two holds, which can often be enough to overwhelm anyone is underprepared. For the Arena, you have access to Power Sink and Tesla Cage, which equate to a large drain and ranged –recovery, allowing you surprise anyone whose endurance bar is dipping low. For Zone PvP, you have concealment to let you play like a Stalker, sneaking in, catching someone off guard, and erupting with immense damage.

    Other guides outline such other PvP basics as “bring lots of break frees”, “be prepared to die”, etc., so I’ll skip those with the assumption that those of you reading this section already know quite a bit about PvP, and just need to know more about this particular combination.

    After each power is a light bit of commentary.

    Here’s the build I would use for zone PvP:
    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Zone PvP
    Level: 50
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Lightning Bolt==> Acc(1)Acc(3)Dmg(7)Dmg(9)Dmg(19)Rechg(33)
    Lightning Bolt is the best ranged attack you have to offer. It deals great single target damage, which is pivotal in PvP. It’ll be a staple in your attack chain, as will Charged Bolts, for the same reasons. Everyone’s constantly moving in PvP. Sometimes you just can’t get your melee attacks to connect—that’s what this is for.
    01) --> Electric Fence==> Acc(1)
    Electric Fence won’t be used much. In PvP, everyone who’s anyone is packing tons of Breakfrees, so they’ll easily escape an immobilize. For the rare instances when you can catch someone without Breakfrees, it’ll be more useful to trap them with Tesla Cage or Shocking Grasp.
    02) --> Charged Brawl==> Acc(2)Acc(3)Dmg(5)Dmg(9)Dmg(17)Rechg(33)
    Charged Brawl, along with Havoc Punch, constitute your big one-two that deals massive melee damage. Due to their quick animations, smacking a squishy player will put them in critical condition, and melee archetypes will take quite a bit of damage. Aim + Buildup + Charged Brawl + Havoc Punch, and you’re putting whoever you’re up against in a lot of trouble, especially considering you can follow up with ranged attacks as they try to escape.
    04) --> Charged Bolts==> Acc(4)Acc(5)Dmg(7)Dmg(13)Dmg(15)Rechg(33)
    See Lightning Bolt.
    06) --> Combat Jumping==> Jump(6)Jump(42)Jump(42)
    Combat Jumping is actually really, really useful in PvP. Combined with Hurdle, you obtain pretty impressive unsuppressed movement, which is an integral component of effective “jousting.” Essentially, if you stay still in PvP, you die—so don’t. Always be hopping around, and if you don’t have Super Jump on, you have this on. It also provides an impressive amount of immobilization protection, so you won’t fall victim to those if you for some reason don’t have breakfrees.
    08) --> Hurdle==> Jump(8)Jump(34)Jump(37)
    Again, unsuppressed movement is a critical part of PvP. Hurdle is the best suited fitness power for this purpose.
    10) --> Havoc Punch==> Acc(10)Acc(11)Dmg(11)Dmg(13)Dmg(17)Rechg(27)
    See Charged Brawl.
    12) --> Aim==> Rechg(12)Rechg(15)Rechg(27)TH_Buf(40)TH_Buf(43)TH_Buf(46)
    Aim and Buildup are your two best buffs for PvP. They allow you to quickly and ferociously slice off the HP of pretty much any AT, and with the added Tohit Buff enhancements, you’ll be able to cut through Super Reflexes defenses, Radiation Infection debuffs, etc. Aim + Buildup are the two most important pieces for your opening salvo.
    14) --> Super Jump==> Jump(14)
    Arguably the most efficient travel power for PvP, and is a prerequisite for Acrobatics. Combined with Super Speed, you can keep moving, and keep moving quickly, no matter the situation—if you’re slowed, you can still hop away; if you’re web grenaded, you can still run away, etc.
    16) --> Build Up==> Rechg(16)Rechg(19)Rechg(23)TH_Buf(42)TH_Buf(43)TH_Buf(45)
    See Aim.
    18) --> Health==> Heal(18)Heal(46)Heal(50)
    A few extra slots make their way to this power because you can fairly easily activate Invisibility or Personal Force Field, run off some where, and let regeneraton take its course, allowing you to more quickly get back in the fray. This isn’t really that big of a deal though, since dying in zone PvP is going to happen regardless, and it’s very easy to rest up and go back for more fighting. Health is moreso a prerequisite for Stamina; if you’d prefer Swift for quicker traveling purposes, which is just as justifiable, then by all means, go Hurdle + Swift + Stamina.
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    Goes without staying; I’m pretty sure we all can recognize Stamina’s value at this point in the game, even in PvP.
    22) --> Tesla Cage==> Acc(22)Acc(23)Rechg(34)Rechg(34)Rechg(43)Hold(46)
    Though perhaps not as useful as it is in PvE, Tesla Cage comes in –very- handy in PvP. Why Recharge enhancements over Hold enhancements? Because you’re varely rarely going to get the chance to hold someone in PvP due to the binary nature of holds, as well as the ubiquity of break frees. You will, however, often find opponents that are pushing their endurance bars to the limits, and using the ranged –Recovery from Tesla Cage, you can push them over the edge and wail on them. Think of this power as a ranged –Recovery power, with the side-effect of holding.
    24) --> Hasten==> Rechg(24)Rechg(25)Rechg(25)
    Again, Hasten, much like Stamina, is incredibly useful, even though it’s no longer permable. For a competitive PvP build, don’t leave home without it.
    26) --> Acrobatics==> EndRdx(26)
    Acro has become pretty much a musthave for any squishy archetype in PvP… not really for the Hold protection, but for the Knockback protection. One Disembowel to the face, and you’ll find yourself not only flying through the air, but dead a few seconds later—Acrobatics, however, prevents situations like that from happening thanks to its impeccable knockback protection. Like Tesla Cage, think of it as having one primary function in PvP that is incredible—knockback protection—and a side-effect that is just icing on the cake—minor hold protection.
    28) --> Thunder Strike==> Acc(28)Acc(29)Dmg(29)Dmg(31)Dmg(31)Rechg(31)
    Your heaviest melee hitter. Unlike Charged Brawl and Havoc Punch, Thunder Strike isn’t nearly as quick as animating, so it’s harder to make intelligent use of it. Its damage is incredible, though, as its ability to knockback those foolish enough to not have Acrobatics, or those who have had their knockback protection detoggled, often means a free kill for you. Pay attention to the situation, and use Thunder Strike according. For example, if your target is just on the verge of fleeing from melee, quickly activate Thunder Strike—it’ll activate, they’ll think that they’re getting away, until huge red numbers from TS come down on them, and you follow up with your ranged attacks for some impressive damage.
    30) --> Super Speed==> Run(30)
    See Super Jump.
    32) --> Stealth==> EndRdx(32)
    Mainly a prerequisite for Invisibility, Stealth is somewhat handy in reducing the perception range of other players, and does allow you to sneak up close more easily. I’d suggest making a bind that allows you to switch from Stealth to Invisibility, so you can drop from Invisibility into Stealth for a sneak attack.
    35) --> Zapp==> Acc(35)Dmg(36)Dmg(36)Dmg(36)IntRdx(37)IntRdx(37)
    Another useful tool, Zapp won’t be used quite that often in your fights, but in situations where it’s useful, you’ll be glad you have it. With Stealth on, you can easily Zapp someone while out of their LOS if they don’t have any +Perception powers, and then pounce on them after your snipe has softened them up a bit. Avoid using it in heated combat, and consider replacing the interrupt reductions for range enhancements.
    38) --> Shocking Grasp==> Acc(38)Acc(39)Dmg(39)Dmg(39)Dmg(40)Rechg(40)
    Add this to your arsenal of quick-activating, heavy damage melee attacks. The trio of Shocking Grasp + Charged Brawl + Havoc Punch, often followed up by Thunder Strike, is ridiculous, and even more melee damage output than /Energy blasters can put out. Again, think of this as a multipurpose attack with benefits; in PvP, it is foremost another heavy-hitting melee attack and the chance to hold someone who’s unprepared is an added benefit.
    41) --> Personal Force Field==> DefBuf(41)
    One of the best panic buttons PvP has to offer. Although you’ll only get to use it in Recluse’s Victory, PFF will often save your bacon if you know when to use it. Don’t hang around after you’re in it, though—tohit buffs can let some people bust through it pretty easily.
    44) --> Temp Invulnerability==> DmgRes(44)DmgRes(45)DmgRes(45)
    Your standard resistance armor. Keep it on all the time. Although PvP lends itself to more diverse damage types, such as Fire, Ice, Energy, and Psionics that are much less common in PvE, you’ll still be greatful that you have this because most powers are split between diverse damage types and Smashing. You’ll also gain protection from popular sets such as Broadsword and Spines.
    47) --> Force of Nature==> Rechg(47)Rechg(48)Rechg(48)DmgRes(48)DmgRes(50)DmgRes(50)
    You’re a monster with this up. Turn this on and you can ignore a lot of damage for its duration. Incredible damage and incredible resists equates to a lot of kills for you. Don’t get too cocky with it, though. 49) --> Invisibility==> EndRdx(49)
    ---------------------------------------------
    You might want to look for a way to bump this up sooner, but I just couldn’t find anyway to keep all the powers I wanted and the slots that they needed without putting it this late. In either case, Invisibility allows you to do some ridiculously great things. You all know what it’s like to be caught off guard by a Stalker. This more or less allows you to do the same thing. Use invis to get close to your target, switch to Stealth, and let your vicious melee attacks throw them off guard.
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    And here’s the build for Arena PvP:
    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Arena PvP
    Level: 50
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Lightning Bolt==> Acc(1)Acc(3)Dmg(7)Dmg(9)Dmg(19)Rechg(33)
    Previous comments apply.
    01) --> Electric Fence==> Acc(1)
    Previous comments apply.
    02) --> Charged Brawl==> Acc(2)Acc(3)Dmg(5)Dmg(9)Dmg(17)Rechg(33)
    Previous comments apply.
    04) --> Charged Bolts==> Acc(4)Acc(5)Dmg(7)Dmg(13)Dmg(15)Rechg(33)
    Previous comments apply.
    06) --> Combat Jumping==> Jump(6)Jump(42)Jump(42)
    Previous comments apply.
    08) --> Hurdle==> Jump(8)Jump(34)Jump(37)
    Previous comments apply.
    10) --> Havoc Punch==> Acc(10)Acc(11)Dmg(11)Dmg(13)Dmg(17)Rechg(27)
    Previous comments apply.
    12) --> Aim==> Rechg(12)Rechg(15)Rechg(27)TH_Buf(40)TH_Buf(43)
    Previous comments apply.
    14) --> Super Jump==> Jump(14)
    Previous comments apply.
    16) --> Build Up==> Rechg(16)Rechg(19)Rechg(23)TH_Buf(42)
    Previous comments apply.
    18) --> Health==>
    Previous comments apply.
    Heal(18)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    Previous comments apply.
    22) --> Tesla Cage==> Acc(22)Acc(23)Rechg(34)Rechg(34)Rechg(43)Hold(46)
    Previous comments apply.
    24) --> Hasten==> Rechg(24)Rechg(25)Rechg(25)
    Previous comments apply.
    26) --> Aid Other==> Heal(26)
    Merely a prerequisite for Aid Self. You could go Stimulant instead and probably get some use out of that for team PvP.
    28) --> Thunder Strike==> Acc(28)Acc(29)Dmg(29)Dmg(31)Dmg(31)Rechg(31)
    Previous comments apply.
    30) --> Super Speed==> Run(30)
    Previous comments apply.
    32) --> Aid Self==> Heal(32)Heal(36)Heal(36)IntRdx(36)IntRdx(37)Rechg(37)
    The biggest difference between the builds. Basically, Aid Self is more important in Arena PvP than it is in Zone PvP because of two main reasons. One, there are less people, so it’s easier to survive from one Aid Self to the next, and sustain your fighting. Two, zone PvP has less incentives for staying alive, since you can just hit the hospital, rest up, and return to the foray. However, in Arena PvP, dying means that your opponent is a step closer to beating you—Aid Self helps impede that. Invisibility often loses its usefulness in Arena PvP; if your opponent is already aware of your Invising strategy, they’ll bring yellow inspirations to the battle to increase their perception, making concealment more of a one-trick pony.
    35) --> Power Sink==> EndMod(35)Rechg(43)EndMod(45)EndMod(46)Rechg(46)Rechg(50)
    This is the replacement for Zapp. Zapp is much more difficult to get off in Arena combat because the map is much smaller and often its not worth the risk of going through the long animation for the damage it does. Power Sink, however, can be very useful in arena PvP if used strategically. Catching your opponent off guard, you can sneak in close for a Power Sink, and drain them of their remaining endurance. Assuming you’re using the occasionally Tesla Cage, this can be a very potent strategy. It’s used in place of Short Circuit because of its slightly quicker animation, which can mean the difference between life and death in PvP. It’s safer to use Power Sink + Tesla Cage as a pseudo-Short Circuit.
    38) --> Shocking Grasp==> Acc(38)Acc(39)Dmg(39)Dmg(39)Dmg(40)Rechg(40)
    Previous comments apply.
    41) --> Personal Force Field==> DefBuf(41)
    Previous comments apply.
    44) --> Temp Invulnerability==> DmgRes(44)DmgRes(45)DmgRes(45)
    Previous comments apply.
    47) --> Force of Nature==> Rechg(47)Rechg(48)Rechg(48)DmgRes(48)DmgRes(50)DmgRes(50)
    49) --> Acrobatics==> EndRdx(49)
    Previous comments apply.
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------



    This doesn’t mean, however, that the Arena build would be bad to take into Siren’s Call; it just means that each build will excel in different environments. If you want to PvP in both areas, take whichever build you feel more comfortable with.

    17). .ON’T WHIZ ON THE ELECTRIC FENCE:.

    In order to demonstrate that Electricity is not an underperforming Blaster set, since there has long been an undercurrent expressing that very sentiment, I formed an all Electric Blaster/Defender Supergroup on Virtue. It focuses on the merits of drain, in addition to stacking leadership and defender abilities. With the combined effectiveness of a plethora of buffs/debuffs and completely drained enemies, it’s a very safe, fast, fun, and efficient Super Team.

    Basic stipulations: Everyone needs to take Short Circuit as soon as it is available. Defenders take Assault + Tactics, and Blasters take Grant Invisibility.

    Here’s a screenshot of some of the original team members:
    Super Group Mode!
    And some demos of the super group in action:
    Fully draining an AV in 12 seconds, and defeating him in 26 total seconds.
    Completely draining Lusca, the Giant Monster
    Regular missions


    If you’re interested in joining or need more information, send a tell @Nytwulf or @Mystic Amethyst.

    18). .:END:.

    Thanks for visiting.. now get out there and start draining

    *If you’re searching for more specific information on the numbers behind the powers, definitely head here http://www.nofuture.org.uk/cox/.

    *Any questions/comments, fire away!

    *I can be reached in game by contacting my global @Mystic Amethyst.
  14. Wow, just noticed that this was cutoff. Anyways, continued from the first post:

    12). .:SAMPLE BUILDS:.

    This would be my proposed PvE build for the Elec/Elec blaptroller, picking up the Electric Mastery. This, in my opinion, is one of the most effective, and easy builds you can accomplish as an Electric^3 Blaptroller without Hamio enhancements. It’s extremely versatile, able to fulfill the roles of Blaster, Scrapper, and Controller very well. If you’ve never played an electric blaster before, this is the build I would suggest.
    A few things to note:
    -Powers like Aim, Buildup, etc. come at odd times; you might want to pick them up earlier for more burst damage or whatever other function they provide.
    -Charged Bolts, Lightning Bolt, Charged Brawl, and Havoc Punch allow for continual single target attack chains. While I don’t feel this is necessary, as you’ll likely be holding, draining, etc. inbetween all of this, I know a lot of people can’t stand not being able to attack constantly—so the option is there. .
    -Slot Short Circuit for damage until you gain access to SOs. Use it in tandem with Ball Lightning as efficient AoE Damage, when the foes aren’t as dangerous to approach in melee without draining them. Once you reach the 20’s, you’ll appreciate the tradeoff of damage for drain, as that’s right about when it’s getting too dangerous for you to enter melee without controlling the mobs first.
    -Respec in to this build at 50, for slotting purposes. Again, you’ll want to pick up powers at different times when actually playing the build to 50.
    -You’ll notice that many powers could be slotted more heavily; HO’s are wonderful for the Elec/Elec blaptroller, and dramatically increase your power. Get as many as you can.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Well-Rounded Blaptroller
    Level: 50
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Lightning Bolt==> Acc(1)Acc(3)Dmg(9)Dmg(15)Dmg(31)
    01) --> Electric Fence==> Acc(1)
    02) --> Ball Lightning==> Acc(2)Acc(3)Dmg(5)Dmg(13)Dmg(27)Rechg(48)
    04) --> Charged Brawl==> Acc(4)Acc(5)Dmg(9)Dmg(15)Dmg(27)
    06) --> Short Circuit==> Dmg(6)Dmg(7)Dmg(7)EndMod(17)EndMod(17)EndMod(19)
    08) --> Hurdle==> Jump(8)
    10) --> Havoc Punch==> Acc(10)Acc(11)Dmg(11)Dmg(13)Dmg(25)Rechg(50)
    12) --> Hasten==> Rechg(12)Rechg(29)Rechg(29)
    14) --> Super Speed==> Run(14)
    16) --> Health==> Heal(16)
    18) --> Tesla Cage==> Acc(18)Acc(19)Hold(39)Hold(40)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    22) --> Charged Bolts==> Acc(22)Acc(23)Dmg(23)Dmg(25)Dmg(34)
    24) --> Build Up==> Rechg(24)Rechg(40)Rechg(46)
    26) --> Aim==> Rechg(26)Rechg(40)Rechg(46)
    28) --> Aid Other==> Heal(28)
    30) --> Aid Self==> Heal(30)Heal(31)Heal(31)IntRdx(37)IntRdx(43)Rechg(46)
    32) --> Thunderous Blast==> Dmg(32)Dmg(33)Dmg(33)Rechg(33)Rechg(34)Rechg(34)
    35) --> Power Sink==> EndMod(35)EndMod(36)EndMod(36)Rechg(36)Rechg(37)Rechg(37)
    38) --> Shocking Grasp==> Acc(38)Acc(39)Hold(39)Hold(43)Rechg(50)
    41) --> Static Discharge==> Acc(41)Acc(42)Dmg(42)Dmg(42)Dmg(43)Rechg(50)
    44) --> Shocking Bolt==> Acc(44)Acc(45)Hold(45)Hold(45)
    47) --> Charged Armor==> DmgRes(47)DmgRes(48)DmgRes(48)
    49) --> Stealth==> EndRdx(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------



    Here’s a balls-out melee build, a more fragile scrapper of sorts, with way more damage. If you’ve taken a liking in to playing in melee, this build goes more down that route, and can be much more powerful than the former, albeit sacrificing perhaps a bit of utility. You’re more concentrated on taking names than slipping in to different roles.
    A few things to note:
    -You’re an absolute single target monster. You excel at smashing face of things one at a time.
    -You’re also the Juggernaut. You don’t stop for anything—including Aid Self, because you don’t have it. This build goes leaping instead, for the hold and knockback protection, so that you’re not always stopped by the occasional mez. Your best defense is your explosive offense—run in, bash some heads, and get out.
    -The build benefits from HO’s ridiculously well. Dmg/Mez are a godsend in Shocking Grasp.
    -You only have Lightning Bolt for a ranged damage attack. The other build includes Charged Bolts for some more blasting versatility, but you will really feel like a higher-damaging Scrapper with this build.
    -Again, power choices still apply—pick powers accordingly to what level you would need them.
    -Don’t be turned off by my utilization of the term “Scrapper.” You’re not exactly a Scrapper, you’re better—lower resistances, lesser mez protection, but much higher damage and better crowd control.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Melee-Heavy
    Level: 50
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Lightning Bolt==> Acc(1)Acc(3)Dmg(7)Dmg(15)Dmg(25)Rechg(45)
    01) --> Electric Fence==> Acc(1)
    02) --> Ball Lightning==> Acc(2)Acc(3)Dmg(5)Dmg(13)Dmg(23)Rechg(43)
    04) --> Charged Brawl==> Acc(4)Acc(5)Dmg(7)Dmg(15)Dmg(25)Rechg(43)
    06) --> Short Circuit==> Dmg(6)Dmg(9)Dmg(9)EndMod(17)EndMod(17)EndMod(19)
    08) --> Hurdle==> Jump(8)
    10) --> Havoc Punch==> Acc(10)Acc(11)Dmg(11)Dmg(13)Dmg(23)Rechg(43)
    12) --> Combat Jumping==> DefBuf(12)
    14) --> Super Jump==> Jump(14)
    16) --> Health==> Heal(16)Heal(46)Heal(50)
    18) --> Tesla Cage==> Acc(18)Acc(19)Hold(37)Hold(42)Hold(46)Rechg(46)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    22) --> Build Up==> Rechg(22)Rechg(31)Rechg(40)
    24) --> Aim==> Rechg(24)Rechg(34)Rechg(40)
    26) --> Hasten==> Rechg(26)Rechg(27)Rechg(27)
    28) --> Thunder Strike==> Acc(28)Acc(29)Dmg(29)Dmg(31)Dmg(31)Rechg(42)
    30) --> Acrobatics==> EndRdx(30)
    32) --> Thunderous Blast==> Dmg(32)Dmg(33)Dmg(33)Rechg(33)Rechg(34)Rechg(34)
    35) --> Power Sink==> EndMod(35)EndMod(36)EndMod(36)Rechg(36)Rechg(37)Rechg(37)
    38) --> Shocking Grasp==> Acc(38)Acc(39)Dmg(39)Dmg(39)Dmg(40)Rechg(42)
    41) --> Personal Force Field==> Empty(41)
    44) --> Temp Invulnerability==> DmgRes(44)DmgRes(45)DmgRes(45)
    47) --> Force of Nature==> Rechg(47)Rechg(48)Rechg(48)DmgRes(48)DmgRes(50)DmgRes(50)
    49) --> Super Speed==> Run(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    Here’s a build that focuses on soloing.
    A few things to note:
    -Recharge is slotted over damage in Short Circuit, and drain is slotted over damage in Thunderous Blast. Why? Because as a soloist, you don’t need AoE damage nearly as often. It’s useful in many instances, but for the most part, you’ll be focusing on single targets, such as bosses. In those cases, you’d much rather have the option to quickly drain and incapacitate a difficult opponent; Thunderous Blast, even 3 slotted for damage, isn’t going to kill bosses solo on Invincible, but it –will- drain them.
    -Short Circuit is put off until later levels, because as a soloist, the AoE damage isn’t quite as useful, which is its purpose until SOs. Use Ball Lightning when you can hit three+ at a time for your AoE damage, and when there’s less, just use your stellar single target attacks.
    -I went flying with this build, just to show that it’s doable to go that route for travel for concept, and still maintain great effectiveness.
    -Again, an instance where the build is really more slot-hungry than power-hungry. HO’s are very beneficial.

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Soloist
    Level: 50
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Lightning Bolt==> Acc(1)Acc(3)Dmg(7)Dmg(9)Dmg(25)Rechg(46)
    01) --> Electric Fence==> Acc(1)
    02) --> Ball Lightning==> Acc(2)Acc(3)Dmg(7)Dmg(15)Dmg(25)Rechg(50)
    04) --> Charged Brawl==> Acc(4)Acc(5)Dmg(5)Dmg(9)Dmg(19)Rechg(46)
    06) --> Swift==> Run(6)
    08) --> Hover==> Fly(8)Fly(42)Fly(43)
    10) --> Havoc Punch==> Acc(10)Acc(11)Dmg(11)Dmg(15)Dmg(17)Rechg(45)
    12) --> Zapp==> Acc(12)Dmg(13)Dmg(13)Dmg(17)IntRdx(40)
    14) --> Fly==> Fly(14)
    16) --> Health==> Heal(16)
    18) --> Tesla Cage==> Acc(18)Acc(19)Hold(40)Hold(43)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    22) --> Short Circuit==> EndMod(22)EndMod(23)EndMod(23)Rechg(27)Rechg(39)Rechg(39)
    24) --> Build Up==> Rechg(24)Rechg(27)Rechg(42)
    26) --> Aim==> Rechg(26)Rechg(37)Rechg(42)
    28) --> Thunder Strike==> Acc(28)Acc(29)Dmg(29)Dmg(31)Dmg(31)Rechg(46)
    30) --> Hasten==> Rechg(30)Rechg(31)Rechg(34)
    32) --> Thunderous Blast==> EndMod(32)EndMod(33)EndMod(33)Rechg(33)Rechg(34)Rechg(34)
    35) --> Power Sink==> EndMod(35)EndMod(36)EndMod(36)Rechg(36)Rechg(37)Rechg(37)
    38) --> Shocking Grasp==> Acc(38)Acc(39)Hold(40)Hold(43)
    41) --> Personal Force Field==> DefBuf(41)
    44) --> Temp Invulnerability==> DmgRes(44)DmgRes(45)DmgRes(45)
    47) --> Force of Nature==> Rechg(47)Rechg(48)Rechg(48)DmgRes(48)DmgRes(50)DmgRes(50)
    49) --> Super Speed==> Run(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------



    If you need any suggestions for other types of builds, just let me know what you want to accomplish; post so others can be helped at the same time, or just PM me.

    13). .:PLAY STRATEGY:.
    With this character, I teamed on and off throughout the game. It’s an extremely effective solo build, but it’s also heavily appreciated within teams. It’s really up to you, either way you’ll be successful, which is a lot of the fun that comes from this particular build. Post 22, with Single Origin enhancements, this build simply takes off and never looks back. This speed is further increased by such powers as Thunderous Blast and the refueling/increased control provided by Power Sink, among others.

    DON’T forget your HOLDS! Short Circuit is nice, but sometimes Tesla Cage and Shocking Grasp are much more effective! (My advice: don’t try Short Circuiting a Malta Sapper, use one of these methods ). Holds will be INVALUABLE throughout your hero’s lifetime, and they are a key component of the blaptroller’s effectiveness.

    Soloing and teaming are both viable options—you should tweak the build in a few ways according to what you do the most.

    Soloing, your best tools include Zapp, heavy single target damage, and your holds. AoE’s and drain are useful, but are situationally less useful. For each spawn, you’ll probably find it easiest to solo by initiating each fight with Buildup + Aim, followed by Zapp to take one enemy out of the fight right away. Follow this up with your holds to incapacitate the other foes, and then start wailing away in melee. For more difficult targets, or for spawns larger than three, you’ll probably find drain to be more useful than holds, and AoE damage more efficient.

    Teaming, your best tools include AoE damage, AoE drain, and your heavy single target damage. Holds still come in handy (Tsoo Sorcerers, Sappers, etc.), but your abilities are much more impressive and helpful to a team. On teams, you can easily drain whole spawns of their endurance; let the tank go in, or let whoever is initiating combat initiate combat, and follow this up with Short Circuit + Powersink as soon as possible. You’ll offer amazing safety for the rest of your team by draining the mobs. Following this, let loose with your AoE damage and heavy hitting melee attacks. Focus your heavy single target damage on lieutenants and bosses, and let the AoE’s chew up the minions.


    14). .:OTHER BLAPTROLLERS:.

    Elec/elec isn’t necessarily the only way to divulge your blaptrolling temptations, although it IS the best .

    Primaries:
    Ice is usually considered the other option for a similar type of play style, and it has always been the choice primary for blapping, and for good reason. Its great holds and high single target damage make it an excellent blapping choice, usually combined with energy or electricity secondaries for powerful melee attacks. (Ice/ice, while offering substantial control, doesn’t have near the damage capabilities of the Energy or Electricity secondaries, hence its omission in this section). Ice/Energy, like Elec/Energy, offers a lot of synergy, and is probably the best combination at matching Elec/Elec in terms of damage, blasting, AND control. I feel that the most glaring difference between the two power combinations (Ice/Energy vs. Elec/Elec) is the speed at which they reach their peak of power... I think that Elec/Elec has a higher peak, but reaches it much later (Post SO's) and Ice/Energy comes blazing out the gates with Build-Up at level four and gaining access to its first hold much earlier on. In short, Ice/Energy is more effective early game, but once Elec/Elec reaches post-SO world, it starts to catch up and run faster than Ice/Energy. Ice/Energy doesn't have the capability to lock down groups completely. Likewise can an Ice blaster easily lockdown a solo Invincible mission, but struggles in teaming scenarios to offer such powerful control.

    Elec/elec's control surpasses Ice/Energy once it has access to Short Circuit, Power Sink, Tesla Cage, and Shocking Grasp/epic holds; AoE hold + 2-3 individual holds > 2-3 individual holds (Ice's two Freeze rays + secondary/epic holds). This is why I consider Ice/Energy to be a blapper and Elec/Elec a blaptroller-- controllers can lock down groups, even in large teams, like Elec can, which separates it from Ice/Energy.

    In summary, if you're impatient, or if you tend to solo, take Ice/Energy and blaze through the first few levels in the game and also have a pretty fun time in the later levels (by no means am I saying Ice/Energy is ineffective at higher levels; it's quite potent). If you're patient or team extensively and can wait to the post-SO world, then you will reap greater benefits later on as an Elec/Elec blaster.

    Alternatively, Sonic also makes a –very- effective blaptrolling primary, and I’d say it’s probably on par with Elec. Sonic has very high single target damage, and is graced with many control tools, such as the following. Screech, a single target ranged disorient, more or less matches Tesla Cage in effectiveness. Siren’s Song is basically Sonic’s “Short Circuit”.. with Sonic, you can sleep an entire group, and pick them off one by one at your leisure. Combined with the /Energy secondary set, for more high damage single target attacks, as well as Power Boost to increase the effectiveness of Screech (which also stacks with Energy’s disorients!) and Siren’s Song, Sonic gives Elec a run for its primary.

    The largest distinction between Sonic/Energy and Elec/Elec (or Elec/Energy) is that Sonic doesn’t contribute quite as much on teams. Sonic’s main soft control, sleep, isn’t as useful on teams, where everyone is slinging around AoE’s and waking up the enemies. Drain, on the other hand, is highly effective on teams, and still great at mitigating damage and disarming foes. Consequently, I’d have to say that Sonic/Energy makes a better soloer (since it’s less work to sleep a group than to drain them), much like Ice/Energy’s ability to solo, and Elec/Elec is superior in teams.
  15. [ QUOTE ]
    [ QUOTE ]
    Just wanted to let everyone know that, after a few month hiatus, I've been able to play a lot more often. Consequently, after I8 hits, I'll be providing a very necessary revision and update for this guide

    [/ QUOTE ]

    Oh yeah...soon after I8 hits your gonna work on revising this fantabulous guide? That's good news...(checks calendar on the wall.)

    [/ QUOTE ]

    Here's the updated guide: http://boards.cityofheroes.com/showf...c=#Post7463502 .
  16. Guide to Blaptrolling with Electricity

    Ah, with Issue 8's wake finally comes the updated version of this guide, after several issues without :P

    What’s new in the guide?
    -ED-friendly builds
    -More suggested builds for various playstyles
    -Revised power reviews (including number rating).
    -Corrected figures (Brawl index, endurance cost, etc.) for multiple powers.
    -PvP section
    -ACTUAL Demos
    -All Elec Super Team

    Table of Contents:
    1). Intro
    2). Quick endurance drain explanation
    3). Electric Blast-Primary
    4). Electric/Secondary Combinations
    5). Electric Manipulation-Secondary
    6). Pool Powers
    7). Epic Pool Powers- Cold Mastery
    8). Flame Mastery
    9). Munitions Mastery
    10). Force Mastery
    11). Electric Mastery
    12). Sample builds
    13). Play strategy, tactics
    14). Other blaptrollers?
    15). My personal build
    16). PvP
    17). Don't Whiz on the Electric Fence, all Elec Super Team
    18). END


    1). As a quick and dirty introduction:

    The electric blaptroller thrives on a three-pronged strategy: 1). Controlling with endurance drain and holds. 2). Scrapping with the very powerful melee secondary attacks. 3). Versatility of blasting from a distance. Why? In my opinion, the combination just lends itself to this type of play style. Not embracing the control aspects of the Electric primary will leave you quite dissatisfied and feeling not up to par with other blasters. In this game, there are many hybrids across the ATs—Fire tankers meld damage with tanking, Spine scrappers and Illusion controllers have blaster-like powers, etc. This is the case of the Electric primary powerset. It is an amalgam of control + blasting. The secondary sets for blasters are, for the most part, a mix of utility+melee, similar to scrappers. Ignoring this is like ignoring the fact that Illusion controllers are capable of decent ranged damage, that Fire tankers sacrifice some defense for damage, etc. Hence, the concept of Blaptrolling.

    Why choose this type of play style over other Blaster primaries? Well, the Electric primary is the jack of all trades, master of none as far as the Blaster sets go. It can put up decent AoE damage, especially in the late game, but it won’t match Fire or Assault Rifle in terms of group destruction. Its single target damage isn’t as impressive as Ice, but combined with the secondary, it can take out targets one-by-one very quickly. In terms of controlling ability, the only blaster type I’d even consider giving it a run for its money is Ice/Ice, with enough single target holds, slows, knockdown, and other forms of soft-lockdown to match the brutal efficiency that is the Electric primary. As such, the build lends itself quite well to soloing, where single target attacks are much more important than AoE for the most part. Your controls keep you safe while you skate through missions quite quickly. But, it also has a great role in teams, though different than that of other blasters. In making up teams with my Electric blaster, I’m able to fill in holes the team make-up is lacking. Need a controller? Fine, I’ll fit that role. A scrapper to quickly dispose of Voids for the Kheld on the team? Check. Ranged Nuke and decent AoE damage to dramatically increase team damage output? Me, me! Electric blasters are an absolute toolbox with answers to most everything; if that’s the type of play style you think you’d enjoy, read on !

    2). .:ENDURANCE DRAIN:.

    This is the crux of the build, and it wouldn’t work without it. Basically, Electric/x blasters are able to completely drain groups of bad guys 100% of endurance in 1-2 shots, and keep them there until they’re arrested. What does this mean? Well, can you do anything when you have no Endurance? It’s an extremely efficient form of soft control, AoE at that, available every battle. This is also the catalyst for melee fighting. The bad guys can’t hit you with anything other than the occasional Brawl, so what’s the risk of Havoc Punching them in the face?

    3). .:ELECTRICAL BLAST:.

    Before going over the set, a quick breakdown of the rating system:
    5- A defining power of the set. Get this power, or pick a different powerset
    4- Bread and butter. You’ll use this often, and you’ll like it.
    3- Useful. Sometimes situational, but it’ll probably work its way in to your build
    2- Situational. There are a few times when you’ll absolutely love having this, but for the most part, it’ll set in your power tray still waiting to get some mouse clicks.
    1- Very situational. You can skip over this, and be glad you did.

    All powers' effects are taken into consideration from a level 50 blaster; for example, Electric Fence may not immobilize as long at level 1 as it does at level 50, unslotted.

    Charged Bolts- Single target ranged, low endurance drain
    Accuracy: 75
    Activation time: 2 seconds
    Recharge time: 4 seconds
    Endurance cost: 5
    Range: 80’
    Brawl Index: 2.7778 (Energy)

    Charged Bolts is the standard tier 1 blast of a Blaster set. It has an average activation time, and average damage. It’s definitely not as impressive as your potential melee options. You might notice I’ve changed my opinions quite a bit on this power—it's not a bad power. If you’re really uncomfortable with only having one ranged blast (Lightning Bolt), I won’t fault you for picking up Charged Bolts too. Get it if you prefer ranged, don’t if you prefer melee.

    Rating: 3/5
    Recommended slotting: 2 acc/3 damage/0-1 recharge/0-1 endurance

    Lightning Bolt- Single target ranged, low endurance drain
    Accuracy: 75
    Activation time: 2 seconds
    Recharge time: 8 seconds
    Endurance cost: 8.5
    Range: 80’
    Brawl Index: 4.5556 (Energy)

    Mmm, Lightning Bolt. Now this is an attack . It’s brawl index is great, it has better range than Charged Bolts (which, although you’re not a ranged specialist, comes in much more handy for picking off those pansy runners that are fleeing from your wave of destruction). It will also be regularly used in your attack chains when in melee because of its decent damage. Pick this up at level 1.

    Rating: 4/5
    Recommended slotting: 2 accuracy, 3 damage, 0-1 endurance, 0-1 recharge

    Ball Lightning- AoE ranged, low endurance drain
    Accuracy: 75
    Activation time: 1 second
    Recharge time: 16 seconds
    Endurance cost: 15
    Range: 80’
    Brawl Index: 2.8333 (Energy)

    Ball Lightning is your staple AoE attack. It will be your most key power in quickly dropping minions in multiples. It has a decent brawl index considering it hits multiple targets (better than Charged Bolts!), but it’s damage is also done over time… this means it won’t have the initial OOMPH you may want it to have, but the fact that it is DoT isn’t too much of a hindrance. And enemy regeneration rate hardly comes into play concerning DoT, so don’t worry about it dealing less than the listed brawl index… just expect it to do so over the course of its initial impact and then a consequential 4 “ticks” of more damage. Key things to remember about this attack: although it will be used A LOT, it has a high endurance cost; for it to be cost effective, don’t use it in silly situations such as on one enemy. It’s meant to hit many at once . Also take note of its long recharge time. Since it’s your main and highest damaging AoE attack, you’ll need multiple applications for it to drop minions while you bash lieutenant and boss faces. (But that’s not too big of a problem when the enemies can’t hit you… )

    Rating: 4/5
    Recommended slotting: 2 accuracy, 3 damage, 0-1 endurance, 0-1 recharge

    Short Circuit- PBAoE high endurance drain
    Accuracy: 95
    Activation time: 3 seconds
    Recharge time: 20 seconds
    Endurance cost: 15.6
    Range: 20’
    Brawl index: 2.5 (Energy)

    This is why you became an electric blaster. If it’s not, go role a different type, because this is the key to making use of your secondary effects and distinguishing you from the mundane builds that are represented by all the other blaster archetypes. This power requires single-origins to be effective, but that’s not an issue. This single-origin need presents itself in many other powers from many other archetypes, but I’ll try not to digress. Once properly slotted, Short Circuit will be your AoE hold of sorts. You’ll have to run into the middle of a group of baddies to activate it, but following its activation, the baddies it hits will be able to do nothing but brawl you, if that. It’s important to note that because of enhancement diversification, this power no longer completely drains +1/even con minions; it will take either two applications, the combination of Short Circuit + Power Boost or Short Circuit + Power Sink, or the enemies draining themselves through activating attack powers. This power, however, is also the reason I consider electric blasters to be the best blappers. Combined with devastating melee attacks in the secondary, 2 holds, and an effective AoE hold, Elec/Elec gives Ice/Energy a HUGE run for its money as being the most efficient blapper build. And it easily beats Ice/Energy for best blaptroller build.

    An effective strategy if you don’t want to take Short Circuit later in the build, or want to have its draining capabilities immediately upon reaching SOs, is to slot it early on for damage… in early levels, particularly if teaming, this will be a safe operation to conduct, and since it has a decent brawl index, slotting it for damage yields pretty satisfying returns. The combination with Ball Lighting helps in lower levels when baddies aren’t nearly as threatening, i.e. you own Perez Park .

    Also take note of Short Circuits states. It has an innate accuracy bonus, meaning that in conjunction with Aim + Buildup, you won’t be missing anything within its decent range. It has a long activation time and a long recharge time, but other powers that will later be discussed in this build will negate these side-effects. It also has a good brawl index for an AoE—even at higher levels, I’d suggest slotting Short Circuit for damage, to combine with Ball Lightning.

    Slot damage if you want to increase your AoE damage output, and slot recharge if you want to more quickly drain an entire group.

    Rating: 5/5
    Recommended Slotting: 3 endurance drain (when I specify drain for slotting arrangements, I mean the dark blue endurance modification enhancements which increase the drain a power does; the word “drain” is used to avoid confusion with endurance reduction enhancements, which are light blue and reduce the endurance cost of a power), 3 damage OR 3 recharge

    Aim- Self- tohit buff
    Activation Time: 1 second
    Recharge time: 90 seconds
    Duration: 10 seconds
    Endurance cost: 5.2

    Aim is an effective power in any blaster build, and the elec/elec blaptroller is no exception. Aim boosts your damage (extremely helpful for the AoE damage of Short Circuit, Ball Lightning, Thunderous Blast) but also significantly improves accuracy. It’s a 62.5% increase to damage and a 37.5% buff for Tohit, significantly buffing your attacks and allowing you to take down groups of baddies much quicker. It should be picked up some time in the build, but it’s not highest priority.

    Rating: 4/5
    Recommended Slotting: 1-3 recharge reductions

    Zapp- Single target long range, high endurance drain
    Accuracy: 95
    Activation time: 4.3 seconds
    Recharge time: 12 seconds
    Endurance cost: 14.4
    Range: 150’
    Brawl index: 7.667 (Energy)

    Electricity’s snipe. As far as snipes go, it’s excellent. It does what it was intended to do. But as far as its compatibility with the rest of the build, Zapp doesn’t fit particularly well. Most sniping blasters lead off battles with their snipe, effectively allowing them to reduce the enemy count by one by initially one-shotting and taking out an enemy. If you’re hit while in the middle of activating this power, it will be unqueued and your time and endurance will have been wasted. But this isn’t how the elec/elec blaptroller plays. The last thing you want to do is draw intention to yourself before hopping in to a mob and activating Short Circuit. After mobs are drained of endurance, it IS safe to execute a Zapp, but it’s far more effective damage per second to continue a chain of your AoEs and excellent single target melee damage + Lightning Bolt. Zapp just doesn’t fit in an unorthodox blaster build. If you solo far more often than you team, I can see this fitting in to the build, when you’re only facing 3ish enemies per spawn. Take it if you exclusively solo, but you have better options if you plan on teaming.

    Rating: 2/5
    Recommended Slotting: 3 damage, 0-1 accuracy (0 if you plan on using it exclusively with Aim + Buildup), 1-2 interrupt reducers (2 if you plan on using it in the middle of a fight), and then recharge/endurance to taste to fill out the slotting.

    Tesla Cage- Ranged single target hold, low endurance drain
    Accuracy: 75
    Activation time: 2 seconds
    Recharge time: 10 seconds
    Duration: 8 seconds
    Endurance cost: 6.9
    Range: 60’
    Brawl index: .4167 (Energy)

    Foe holds are crucial for any blapper build to be effective, and in conjunction with mass-villain controlling capabilities, they are what have deemed this build the blaptroller. Tesla Cage is excellent for holding threats when you don’t want to see what may happen when they regain a bit of endurance. It is also crucial for those rare occasions in which you may miss a baddy when Short Circuiting either due to bad luck or being out of range. In conjunction with Holds from the secondary power set, Tesla Cage will be able to stack to hold bosses, and holds most lieutenants and minions by itself right off of the bat. This power will be crucial to your leveling and safety when in melee; ice blappers revolve around the concept of being able to hold enemies and then smash their faces in, it’s what makes them so effective. What makes this build more effective is the ability to “group hold” with Short Circuit and isolate other threats with 2-3 single target holds that match the two holds of the Ice blaster primary (gaining more hold options from the secondary and epics.)

    It’s also important to note that another Elec^3 guru of the forums, Circuit Boy, has discovered that Tesla Cage also has an impressive –recovery attached to it, for around 8 seconds. That makes it an excellent power for suppressing, say, boss recovery in PvE, or giving you a ranged option to slowly drain your opponents in PvP, in addition to a potential hold.

    Definitely don’t miss this gem of a power. With enhancement diversification, this power has become more critical than ever for your control.

    Rating: 5/5
    Recommended slotting: 1 accuracy, 2-3 hold durations, 1-2 recharge

    Voltaic Sentinel- Summoned “pet”, low endurance drain per bolt
    Accuracy: 175
    Activation time: 3 seconds
    Recharge time: 120 seconds
    Endurance cost: 26
    Range: 60’
    Brawl index: 2.2222 per bolt fired; up to 10 bolts total fired (usually expires before this) (Energy)

    Many people see Voltaic Sentinel in the electric primary and get excited by its pet-like qualities; it makes the electric sets seem even more controllerish. However, unlike the superior controller and dark defender pets, Voltaic Sentinel is unbuffable and cannot take any damage. As a result, all damage it deals leads to the agro it inspires being drawn to your sweet, breakable body. But Voltaic Sentinel IS extremely cost-efficient and helpful in taking down enemies more quickly. VS CAN be used effectively in the blaptroller build; it can be one of the most efficient forms of damage offered to either the electric primary or secondary

    The reasons why I normally advise against getting him are as such:
    1). He rarely gets off all 10 of his shots, unless it’s an AV battle.
    2). The aggro being redirected to you is often seriously an issue.
    3). Soloing, he doesn’t help that much; with access to a Snipe and powerful melee attacks, you can quickly defeat things with single target damage. Basically, I found that Sparky really didn’t decrease the number of attacks it was taking me to defeat spawns solo, so his damage was superfluous. That combined with how mediocre his damage is in terms of a team, and you have little reason to take this power.

    Rating: 2/5
    Recommended Slotting: It has a huge inherent accuracy bonus, so don’t worry about slotting that. Instead, go for 3 damage, and that’s really all you need.

    Thunderous Blast- Ranged AoE nuke, high endurance drain
    Accuracy: 105
    Activation time: 4 seconds
    Recharge time: 360 seconds
    Endurance: 15.6 (but will drain you completely if used on a large number of enemies)
    Range: 60’
    Brawl index: 13.889 (Energy)

    Ahh, the Holy Grail of the electric blaster set? Close to it, although Short Circuit and Tesla Cage probably edge it out in my mind. TB is an excellent nuke… ranged (as if it were a problem to enter melee with this build), high endurance drain, excellent damage, and leaves the baddies riveting for a few seconds. This power is key to effectively soloing large groups, and an absolute godsend in teams. It allows you to decimate a group of baddies of your choice before popping a few blues and moving on to the next batch for a slightly slower but just as painful death to another group by Short Circuit + ensuing beating. Always use Aim + Buildup before utilizing this power.

    The other intriguing aspect of this power, besides its massive damage, is its massive drain. Honestly, it has one of the best side-effects of a nuke. Basically, anything that’s left standing will be left completely drained, and won’t be recovering its endurance any time soon. Alternatively, you could use it as a ranged drain power for safely absorbing Alphas by neutralizing an entire group from range; personally, I think the damage is the more effective trait of the power, and that you can normally just defeat the group in the first place.

    It’s very easy to follow this up with a blue + Powersink, Consume, etc. to quickly recover all of your endurance, if any survivors are left .

    Rating: 5/5
    Recommended slotting: 3 damage, 3 recharge reductions; or, if you want to go for the ranged drain approach, 3 drain and 3 recharge reductions.

    4). Electric/secondary combinations

    Which secondary power set is best for your Electric primary? Well, it depends on what you want to do.

    Electric/Electric: This power combination, along with Elec/Energy, is what I recommend most. It combines great utility, holds, beastly melee attacks, and more endurance drain in to one neat little package. If this is your first Electric blaster, Elec/elec is easy to develop a concept for, easy to play, and is a very powerful combination. It compliments the primary extremely well.
    Rank in terms of power: 1st, tied with Electric/Energy

    Electric/Energy: Another very strong combination. It’s nearly identical to Elec/elec in terms of play style, powers, strength, etc. with subtle differences. Both are great toolbox compliments to an already diverse primary. Ultimately, it has stronger melee than elec/elec, and blooms a bit earlier too.
    Rank in terms of power: 1st, tied with Electric/Electric

    Electric/Dev: Another very powerful combination. It does very little in terms of increasing your control or scrapping components. It does, however, help fill the small hole of little AoE damage, with Trip Mine letting you deal much more mass damage. It’s also a nice toolbox assortment of powers that let you cater situations to your needs. This build is much more Blastroller, or even plain old regular Blaster than it is Blaptroller. It’s not far behind the first two.
    Rank in terms of power: 3rd, tied with Electric/Fire

    Electric/Fire: Surprisingly, the electric primary is likely the best way to make use of the Fire secondary. How? The drain from the primary lets you safely execute the AoE destruction from the secondary. With Short Circuit and Ball Lighting slotted for drain, the combination of Aim + BU + Short Circuit + Ball Lightning + Combustion + Fire Sword Circle is definitely an impressive sight.
    Rank in terms of power: 3rd, tied with Electric/Devices

    Electric/Ice: This power combination is a bit weak. The gap from 3rd to 5th is a very large one. It has very little in terms of damage, with the melee attacks being less effective than /Electric and /Energy, sacrificing this damage for a LOT of control. The problem, though, is that the controls aren’t complimentary—the Electric primary focus on endurance drain, while the Ice secondary focusing on slows and knockdown. The only ground for overlap is holds, but that can be accomplished through stronger power combinations, such as Elec/Elec.
    Rank in terms of power: 5th, dead-stinking last


    5). .:ELECTRICITY MANIPULATION:.

    Electric Fence- Ranged single target immobilize, endurance drain over time
    Accuracy: 75
    Activation time: 1.2 second
    Recharge time: 4 seconds
    Duration: 18 seconds
    Endurance cost: 7.8
    Range: 50
    Brawl index: 2.7778 (Energy), over 5 ticks of damage

    Electric Fence is a nice power, considering it’s required to take from the electric secondary. It has a decent brawl index for an immobilization power (the same as Charged Bolts), albeit DoT, and a decent amount of endurance drain as well. This power is useful in lower levels for isolating a baddy temporarily while doing decent damage. I found it effective in lower levels to Fence a baddy that had begun engaging me in melee and then back-up… at that point, it’s like an effective hold for you to take on the rest of the group with more breathing room. It fills the gap nicely in lower level attack chains and I find it nice to finish those left with a sliver of health. However, it won’t be used much later in the build upon obtaining better attacks and better methods of control.

    Recommended slotting: Default slot with 1 accuracy

    Charged Brawl- Single target melee, endurance drain, sleep
    Accuracy: 75
    Activation time: .6 seconds
    Recharge time: 10 seconds
    Endurance cost: 10.2
    Range: 5’
    Brawl index: 5.4445 (Energy/Smashing)

    Wow!! What a powerful second level attack. Charged Brawl has a greater brawl index than Lightning Bolt from the electric primary set. Charged Brawl will likely be your most heavily used attack, and it will serve you well. Quick activation time, short recharge, excellent damage, and its “disadvantage” is having to enter melee, something the blaptroller takes care of quite well . Note its very large endurance cost, however.

    (A minor note: Charged Brawl has a minute chance to sleep the target you’ve brawled. As if you needed any other benefits to this power)

    Rating: 4/5
    Recommended Slotting: 2 acc, 3 damage, 0-1 recharge, 0-1 endurance

    Lightning Field- PBAoE toggle, endurance drain
    Accuracy: 75
    Activation time: 2 seconds
    Recharge time: 10 seconds
    Endurance per second: 1.6/tick
    Brawl index: .4722 (Energy)

    This power is often dismissed as being the most useless from the electric secondary; however, in an endurance-draining build, Lightning Field has its uses. After Short Circuiting, Lightning Field can be utilized to keep villains completely drained of endurance following a Short Circuit or Power Sink, all the while dealing a bit of AoE damage. This would allow you to maintain constant attacks after one application of full-on endurance drain, but at the cost of a power slot; because this build is EXTREMELY tight as is, in addition to slightly toggle heavy anyways, I find it to be nearly as effective to just reuse Short Circuit, Ball Lightning, or Power Sink when they’re available to assure a group’s complete draining. Fighting a boss, the occasional Tesla Cage and your blasts will usually keep him from recovering endurance after he’s drained. If you find room in the build to spare the power slot, Lightning Field is worth it; if not, don’t be worried about it, you can keep enemies completely drained regardless, even if it does mean taking down enemies more slowly.

    Rating: 2/5
    Recommended slotting: If you do get this power, I’d slot it 1-2 acc, 3 drain, 1-2 endurance

    Havoc Punch- Single target melee, endurance drain, sleep, knockback
    Accuracy: 75
    Activation time: 1.5 seconds
    Recharge time: 14 seconds
    Endurance cost: 13.5
    Range: 5’
    Brawl index: 7.2223 (Energy/Smashing)

    HOLY!! This power is AMAZING. It will be doing roughly the damage of the electric primary snipe, Zapp, with 1/6 of the animation time and a much quicker recharge time. This will be your most effective means at taking down enemies, Ball Lightning’s AoE damage aside. You will be a Boss-killing, Lieutenant-hating, minion-crushing machine with this power. Because enemies will be completely drained of endurance or held, it’s perfectly reasonable for you to smash the bigger threats with Havoc Punch, Charged Brawl, and your Bolts while allowing Ball Lightning + Short Circuit to whittle away at the minions. Pick this power up immediately upon its availability, and I’m sure its 6-slot necessity goes with out saying.

    (A minor note: Havoc Punch has a minute chance to sleep the target you’ve punched. This is usually obviated, because you often knockback your target at the same time, which wakes it up; in either case, they’re both still useful effects, depending on the situation.)

    Rating: 5/5
    Recommended slotting: 2 accuracy, 3 damage, 0-1 endurance, 0-1 recharge pick it up as soon as it’s available

    Build Up- Self buff
    Activation time: 1 second
    Recharge time: 90 seconds
    Duration: 10 seconds
    Endurance cost: 5.2

    Increases your accuracy by 62.5% and damage by 100%. Yes, you need to have it. Once you have perma-hasten and all of your attacks/holds, you will be doing something consistently… at that point, you don’t need more attacks, but beefing up your current attacks helps IMMENSELY, especially AoEs and the hard-hitting melee attacks. Typically when waltzing into mobs, I hit Aim + Build Up -> Short Circuit, Ball Lightning, melee attacks, hold if necessary… and the damage is beautiful. Aim and Build Up together actually allow for both Short Circuit and Ball Lightning to deal excellent AoE damage. Build Up is also crucial for the most effective use of Thunderous Blast… Aim + Build Up should ALWAYS be used before Thunderous Blasting, as this will bring you close to the damage cap as well as give you more than enough accuracy to slaughter everything within range. Anyway you look at it, Build Up is godly.

    Rating: 5/5
    Recommended slotting: 1-3 recharge reductions

    Lightning Clap- PBAoE disorient
    Accuracy: 75
    Activation time: 1.2 seconds
    Recharge time: 30 seconds
    Duration: 9 seconds
    Endurance cost: 13
    Radius: 15'

    With regards to the blaptroller theme, Lightning Clap is a seemingly helpful power on the surface. “I’m going to be in melee anyways, right? So disorienting the group will be perfect!” Not exactly. Disoriented enemies have the liberty to walk away from you… in this time they can regenerate a healthy amount of endurance, and can wander out of range of your Ball Lightnings, Short Circuits, and melee attacks. Once in a group of enemies, its best to keep them focused on you than giving them free will, as it will ultimately keep you safer by allowing you to more accessibly drain and scrap. If you want a “get-away from me” power, get Thunder Strike, which seems to have near identical changes to knockback/disorient, in addition to dealing a lot of damage.

    Rating: 1/5
    Recommended slotting: Skip this power.

    Thunder Strike- Melee AoE, Knockback, disorient
    Accuracy: 75
    Activation time: 3.3 seconds
    Recharge time: 20 seconds
    Endurance cost: 18.5
    Range: 5’
    Brawl index: 8.2223 (this is indeed the actual Brawl Index; pretty much every other hero planner is wrong. My in game tests + City of Data calculations confirm this) (Energy/Smashing)

    I’ve definitely changed my perspective on this power over the issues; combined with Charged Brawl and Havoc Punch, you can have some very impressive melee damage. The activation time still bothers me, but it’s not that big of a deal if you keep enemies locked down. Keep in mind that the AoE damage it does is minor (1.1111 energy damage to each target), so think of it as a single target attack that has AoE knockback.

    The knockback isn’t too big of a deal, and usually comes in handy more often than it hinders.

    Rating: 4/5
    Recommended slotting: 2 accuracy, 3 damage, 0-1 recharge, 0-1 endurance

    Power Sink- PBAoE high endurance drain, endurance recovery
    Activation time: 2 seconds
    Recharge time: 60 seconds
    Endurance cost: 13

    This is a tool no elec/elec blaster of any kind should be caught without regardless of build. Power Sink is an auto-hit endurance drain effect that relies on nearby foes (hard to accommodate with this build, right? ) that recovers endurance similarly to effects such as Consume. This, in conjunction with Short Circuit, will allow you to completely mobs of endurance, and in intermittent use with Short Circuit, the two powers will make certain that the enemies around you are completely sucked dry of endurance. There’s nothing like completely neutralizing your foes while regenerating your own endurance bar to full capacity. This power will make soloing immensely more viable for you, as if it weren’t enough, solving your endurance problems and increasing safety when duking it out with baddies. Definitely 6 slot this power; it solidifies your endurance bar and any endurance issues you may have had, while simultaneously ravaging your opponents’.


    Rating: 5/5
    Recommended slotting: 3 drain, 3 recharge reduction

    Shocking Grasp: Melee hold, endurance drain, damage over time
    Accuracy: 75
    Activation time: 1 second
    Recharge time: 15 seconds
    Duration: 9.6 seconds
    Endurance cost: 9.5
    Range: 5’
    Brawl index: 5.0 (over the course of 6 ticks of damage) (Energy)

    An excellent power. In conjunction with Tesla Cage, this combination will allow you to one-two hold bosses, hold multiple lieutenants, and all around make certain you have control of everything around you. Although it has a high endurance cost, this is justified by a strong hold in addition to excellent damage, albeit over time. This power is worth slotting for both hold durations and damage. You can use it in regular attack chains as an attack or more dire situations to keep a troublesome foe off of your back. However you use it, Shocking Grasp is a welcome addition to any blaptrollers tool box that really benefits from the use of Hami Enhancements. Take note, though, that its damage is done over time.

    Rating: 5/5
    Recommended slotting: 2 accuracy, 2 hold, 2 damage for a “best of both attributes” approach; 2 accuracy, 3 hold, 2 recharge for increased control; 2 accuracy, 3 damage, 1 recharge for another high damage melee attack.


    6). .:POOL POWERS:.

    Although this build isn’t as cookie-cutter as a Fire tanker when it comes to power pools, there are still a few pools I would strongly recommend over others:

    Fitness-

    Stamina: Auto self +endurance recovery
    +.42 endurance/second

    Stamina is vital for efficiency in virtually every AT, every build, and this one is no exception. Blaster attacks are always heavy on endurance, particularly quick-animating melee attacks that allow you to attack often, and for high costs. This should really go without any explanation, but some blasters think that they can get away with Power Sink alone—the two combined are what is necessary for smooth, non-stop battling.

    With regards to the prerequisites to obtaining stamina, you’ll want either hurdle/swift and then health. I tend to grab Hurdle on characters with Super Speed/Super Jumping (Hurdle stacks with Super Jumping and helps your vertical problems with Super Speed), and grab Swift on characters with Flight/Teleport (Swift stacks with Fly, and I don’t like “bunny-hopping” around constantly when not Teleporting, so Swift comes in handy for when I’m must running through a mission).

    Rating: 5/5
    Suggested slotting: 3 endurance recovery
    Other prerequisites, leave with base slotting.

    Concealment-

    Stealth: Toggle self +stealth, +defense
    Activation time: 2 seconds
    Recharge time: 20 seconds
    Endurance cost: .38/s

    Stealth definitely isn’t as useful as it used to be. Super Speed + Stealth offers complete invisibility, and while this is useful, it now suppresses the moment you begin an attack; this means you can no longer run into the middle of a group and start Short Circuiting undetected, because the spawn will aggro you as soon as Short Circuit begins animating. Stealth is still useful as far as powerpools go. Pick it up if you want to invis through to mission objectives, or if you find it easier to position yourself for Short Circuit when you can take your time setting it up.

    Rating: 2/5
    Suggested Slotting: 1 endurance reducer

    Speed-

    Hasten: Click self + recharge
    Activation time: 1 second
    Recharge time: 450 seconds
    Duration: 120 seconds
    Endurance cost: 15 drop when it expires
    .7 recharge multiplier

    Hasten is needed from this power pool, and I’d recommend Super Speed as a travel power for convenience. Hasten takes precedence over Flurry for many a reason that I hope I do not need to expound upon within this guide. In a nutshell, heroes with Hasten are more effective than those without—its key to reducing downtime on long-recharge powers like Build Up and Thunderous Blast as well as to quickly recycling your more used attack powers, suck as Charged Brawl and Havoc Punch.

    Rating: 5/5
    Suggested slotting: 3 recharge reducers.

    Leaping-

    In reaching the end game, mezzing effects become more and more prominent, and while Short Circuit and your holds work wonders, one untimely hold can mean insta-face plant, as can a string of annoying knockbacks. This pool is the remedy to this problem, as well as offering a helpful vertical component in regards to traveling that the speed pool lacks.

    There are three powers that you’ll find useful from this pool: Combat Jumping, Super Jump, and Acrobatics.

    Combat Jumping: Toggle self +jump, +def, resist immobilization
    Endurance cost: .03/s

    Combat Jumping provides useful unsuppressable combat mobility and immobilization resistance, both of which are extremely helpful to this build. It also provides a negligible amount of defense. Its immobilization protection builds with level.

    Rating: 3/5
    Suggested slotting: 1 jump enhancement, for better combat movement

    Super Jump: Toggle self +jump
    Endurance cost: .23/s

    Great travel power. Helps with vertical limitations.

    Rating: 3/5
    Suggested slotting: 1 jump enhancement

    Acrobatics: self + resistance to knockback, holds
    Activation time: 2 seconds
    Recharge time: 10 seconds
    Endurance cost: .26/s

    Acrobatics is the most useful power in this pool, providing both knockback and hold resistance. This is immeasurably helpful in fighting foes wielding either status ailments—we all know what it’s like to be chain-knocked down or held and slaughtered . Acrobatics only offers 1 mag hold protection—meaning if two get stacked on you, you’re gone—and offers no resistance to disorients or sleeps, so keep that in mind. You’ll still need to carry breakfrees around with you, just in case. Its knockback protection, is complete.

    Rating: 4/5
    Suggested slotting: 1 endurance reducer

    Flight-

    Hover: Self +fly, +defense
    Knockback/knockdown animation becomes a backflip in air, avoiding getting knocked down
    Endurance cost: .1/s

    Hover isn’t nearly as maneuverable as it used to be, unfortunately; however, if your concept warrants never touching the ground, you can definitely make it work. Hover 3-slotted for speed, combined with Swift, is bearable combat movement. Hover also provides pseudo-knockback protection, since any attack that would normally knock you back merely causes you to do a flip-animation in the air instead.

    Rating: 3/5
    Suggested slotting: 3 flight speed

    Medicine-

    Aid Self:
    17% base heal, self +resist disorientation
    Activation time: 3 seconds
    Recharge time: 20 seconds
    Endurance cost: 13

    The real point of this power pool is obviously to pick up Aid Self. This power now offers mitigation versus Disorientation, too, which comes in handy. Now that you must take the alpha strike when using Short Circuit due to suppression, you’ll take a lot more hits than you’re used to—and a yellow or lower health bar can be a very uncomfortable feeling for a blaster. This power solves that, allowing you to safely activate it uninterrupted after all bad guys have been drained, and shoot back up to full health, all the while gaining some Disorient protection. Very handy. (Keep in mind the power looks very technological—if your origin is magic or some such, you probably won’t want it )

    Rating: 4/5
    Suggested Slotting: 3 heals, 1-2 interrupt reducers, 1 recharge reduction

    .:EPIC POOL POWERS:.

    There are now five epic power pools to choose from, as you all may know: cold, munitions, force, flame, and the newest addition, electricity.
    With regards to this build, I feel that Electricity is the hands down best addition, but the other sets can offer a lot, too. Keep in mind that all ratings are with regards to the Elec/Elec blaptroller build. (For more information on Epics outside of this guide, head here- http://www.nofuture.org.uk/cox/)

    7). .:COLD MASTERY:.

    Snow Storm: Ranged AoE toggle, foe –speed, -recharge
    Activation time: 2 seconds
    Recharge time: 10 seconds
    Endurance cost: .33/s
    Range: 80’
    Slow: -50% recharge, speed

    This power is a decent means of control, especially versus things like AVs that your other control options don’t work against. However, in normal settings, it’s overkill that you likely don’t need. It also doesn’t synergize with any of your other powers. That being said, it’s one of the better options from this power pool.

    Rating: 2/5
    Suggested slotting: 1-2 endurance reducers

    Flash Freeze: Ranged AoE foe sleep, minor cold/lethal damage
    Accuracy: 55
    Activation time: 3 seconds
    Recharge time: 90 seconds
    Duration: 18 seconds
    Endurance cost: 19.5
    Range: 60’

    A marginal control power that doesn’t compliment you very well. Draining all the enemies of endurance is safer than sleep, and allows you to apply your AoE damage without fear of retaliation. This is, again, control overkill you don’t need that doesn’t supplement the build in any way. I was under the impression that sleeping a mob would allow you to enter in to Short Circuit completely safely—not the case thanks to the damage component of this power. Just skip the power if you go for this epic.

    Rating: 1/5
    Suggested Slotting: Don’t get this.

    Frozen Armor: Toggle self + defense (smashing/lethal) + resistance (fire/cold)
    Activation time: 1 second
    Recharge time: 2 seconds
    Endurance cost: .16/s
    Resistance: 21% cold, 7% fire
    Defense: 10.5% smashing/lethal

    The best power from this epic, which really isn’t saying much. It’s decent, but not my favorite epic armor. It’s improved quite a bit since the multiple changes to defense, at least.

    Rating: 3/5
    Suggested Slotting: 3 defense enhancements, 0-1 endurance

    Hibernate: Click self + regeneration, +recovery, invulnerable
    Activation time: .07 seconds
    Recharge time: 240 seconds
    Regeneration: +1000%
    Recovery: +400%
    Invulnerable

    This power will automatically shut off after being in it for too long, and it has a pretty hefty recharge time. This obviously delegates it to being a panic button, in which you click it and shell up, recover to full, and pop back out. It’s not a bad panic button, but you won’t be able to move after you chill up, which can be a problem. If you pick up this power pool, I’d get this power because it will see use, and it just looks sweet

    Rating: 4/5
    Suggested slotting: 3 recharge reducer

    Overall Cold Mastery Rating: 1/5; The cold power pool is worst in conjunction with this build, as it just has too little synergy.


    8). .:FLAME MASTERY:.

    Bonfire: Ranged location AoE, minor fire damage, knockback
    Activation time: 3 seconds
    Recharge time: 120 seconds
    Range: 70'
    Radius: 25'

    A useful although admittedly situational power, Bonfire can work as a nice “pseudo-hold” versus multiple villains if you can pin them between it and a hard place. They’ll be knocked back again and again from the Bonfire into a wall, crate, or what have you, unable to do much while you have your way with them. It’s great for blocking doorways. It’s very situational, but you might have fun with it and put it to good use as backup control that can be used in a retreating situation.

    Rating: 2/5
    Suggested slotting: 1 recharge reducer

    Char: Foe hold
    Accuracy: 95
    Activation time: 1 second
    Recharge time: 16 seconds
    Duration: 14 seconds
    Endurance cost: 10.7
    Range: 80’
    Brawl Index: 3.0 Fire (over 5 total ticks)

    A very handy tool, Char can offer you a third hold in your arsenal. While this may be considered overkill, this allows you to do a few things: 1). Have two ranged holds, which comes in handy when you really, really don’t want to risk entering melee versus something and 2). Gives you three holds to cycle and spam when the need arises, providing supreme safety if one misses, while simultaneously saving you the need to slot them for duration excessively. I would pick this up, and then ease back a bit on the slotting of your other holds if you’ve slotted them heftily.

    Rating: 4/5
    Suggested Slotting: 1 accuracy, 3 hold durations, 1-2 recharge

    Fire Shield: Toggle Self +resistance to smashing, lethal, cold, and fire
    Activation time: 2 seconds
    Recharge time: 2 seconds
    Endurance cost: .16/s
    Resistance: 19.25% Smashing/lethal, 14% Fire, 7% Cold

    One of the best epic shields, providing a substantial amount of resistance to three damage types (smashing, lethal, and fire) and a small amount to a fourth type (cold). This, like the other armors, will substantially increase your survivability and your ability to take alpha strikes. Get it and 6 slot it.

    Rating: 5/5
    Suggested slotting: 3 resistance enhancements, 0-1 endurance

    Rise of the Phoenix: self rez, foe disorient, knockback
    Activation time: 4.33 seconds (very pretty)
    Recharge time: 300 seconds


    One of the graphically best powers in the game, pick this if you like to dye a lot yet maintain some dignity and vanity. I normally don’t recommend powers that require a dead hero to work, though, choosing powers that prevent the death from occurring in the first place. But, if at level 49, you have nothing better to take, I can understand your desire to take it.

    Rating: 2/5
    Suggested slotting: 1 recharge reducer

    Overall Flame Mastery Rating: 3/5

    9). .:MUNITIONS MASTERY:.

    Body Armor: Auto self +resistance to smashing/lethal
    Resistance: 8.75%

    While having a resistance power that’s on all the time, including when you’re mezzed, I’d prefer a toggle with a higher base value—Body Armor’s is much smaller than any of the other epic shields. Usually, you’ll need an armor with a higher base value to more easily survive alpha strikes, and once you’ve drained everything, there’s no worry of mez, and that is worth a toggle’s constant endurance cost. The benefitis of having Body Armor being an auto power just don’t outweigh the benefits of having a toggle armor in my opinion. But, if you do go munitions, which is very viable, you’ll still appreciate this power. Just note that you should be taking this pool for the hold and LRM Missile; Body Armor is just icing.

    Rating: 2/5
    Suggested Slotting: 3 resistance enhancements

    Cryo Freeze Ray: Foe hold, minor cold damage
    Accuracy: 75
    Activation time: 2 seconds
    Recharge time: 16 seconds
    Duration: 12 seconds
    Endurance cost: 8.6
    Range: 60’


    Another hold option, Cryo Freeze Ray has all the benefits previously listed of Char, with a few minor variations.

    Rating: 4/5
    Suggested slotting: 2 accuracy, 3 hold durations, 1 recharge

    Sleep Grenade: Ranged AoE foe sleep, minor smashing damage
    Accuracy: 80
    Endurance cost: 19.5
    Activation time: 1.87 seconds
    Recharge time: 90 seconds
    Duration: 15 seconds
    Range: 60’

    The information offered on Flash Freeze applies to Sleep Grenade, too.

    Rating: 1/5
    Suggested Slotting: Don’t get this power.

    LRM Rocket: Ranged AoE
    Accuracy: 75
    Range: 150’
    Endurance cost: 22.75
    Activation time: 5.87 seconds
    Recharge time: 240 seconds
    Brawl Index: 6.9 (Lethal + Smashing)

    This is a great supplemental power to a combination severely lacking in AoEs. Although there is a huge recharge timer on this power, it can help fill in the holes of this build very, very nicely. Although it has a sniper animation time, you can use it in the middle of battle if you Short Circuit everything first; which can be nice, ascertaining that there will be no return fire if the missile doesn’t kill everything. And, thanks to the Missile’s snipe range, you can fire it from farther away if the case doesn’t warrant Short Circuiting first. It’s not as effective as it used to be, since the consistency of Electric Mastery’s Static Discharge tends to be more useful, but this power is still a major motivation for taking this powerset.

    Rating: 4/5
    Suggested Slotting: 3 damage, 3 recharge, (Use Aim + BU beforehand.)

    Overall Munitions Mastery Rating: 3/5

    10). .:FORCE MASTERY:.

    Personal Force Field: Toggle self+defense, +resistance, can’t attack
    Activation time: 2 seconds
    Recharge time: 30 seconds
    Endurance cost: .16/s
    Defense: 52.5% versus all
    Resistance: 28% Resistance versus all

    If you’re accustomed to having a panic button, such as Phase Shift, this is your new solace. I’ve always recommend PFF as a panic button over Phase Shift, but with PS’s new recharge time and shortened duration, PFF outclasses it in every way possible. It has a quicker activation time, huge base defense and base resistance than nearly make you intangible, and is still a toggle. Definitely a very useful power, pick it up.

    Rating: 4/5 (although you won’t use it often, you’ll feel like its rating is this high when you need it )
    Recommended slotting: 1 defense enhancement

    Repulsion Field: Toggle PBAoE knockback
    Activation time: 2 seconds
    Recharge time: 40 seconds
    Endurance cost: .49/s, each foe repulsed costs additional endurance

    While this power can be fun and useful in the same manner as Bonfire, I’d consider Bonfire to be an all around more useful power, and the endurance costs of this power to be too inhibiting. You’re better off skipping it and relying on your regular means of control + defense to survive. PFF is a MUCH more useful prerequisite towards the higher end Force Mastery powers.

    Rating: 1/5
    Recommended slotting: Don’t get this power.

    Temporary Invulnerability: Toggle self +resistance smashing/lethal
    Activation time: 2 seconds
    Recharge time: 2 seconds
    Endurance cost: .16/s
    Resistance: 21% smashing/lethal

    A very effective armor, it provides the highest base of resistance vs. smashing/lethal of any of the armors in the Blaster epic sets. However, Fire Shield and Charged Armor aren’t far behind it, and the resistance they offer versus other damage types is usually more useful. TI is still a great power, however, and should not be neglected when picking up the Force Mastery set.

    Rating: 4/5
    Recommended slotting: 3 resistance enhancements, 0-1 endurance

    Force of Nature: Click self +resistance all except psionics, +recovery
    Activation time: 3 seconds
    Recharge time: 1,000 seconds.
    Duration: 120 seconds
    Endurance cost: 7.5
    Resistance: +35% versus all except psionics
    Recovery: +100%

    A very, very impressive power, Force of Nature will literally allow you to feel like a Tank or Scrapper during its duration. It has very high base resistance to all damage types other than psionics, and with TI up, you’ll almost ignore Smashing/Lethal damage. Also take note if its +recovery component—it’s a nice boost. It has an endurance drop when its duration ends, however, so be prepared for it. You should be carrying around catch a breaths anyways for using Thunderous Blast, so use one when Force of Nature crashes and then Power Sink to recover.

    Rating: 5/5
    Recommended Slotting: 3 recharge, 3 resistance

    Overall Force Mastery Rating: 4/5

    11). .:ELECTRIC MASTERY:.
    Finally, electric blasters rejoice, a conceptually fitting epic—and a powerful one at that!

    Static Discharge: Ranged Cone
    Accuracy: 75
    Recharge time: 12 seconds
    Endurance cost: 14.8
    Range: 40’
    Brawl index: 2.53333 (Energy)

    Arguably the best power of the set, Static Discharge is exactly what the doctor ordered towards filling in the holes for Electric blasters. Never mind that it’s dramatically inferior to other Blaster cone attacks, combined with Ball Lightning, you now have efficient AoE damage. Combine that with your superior single target damage, and you start to feel like you have no drawbacks. Get this power and 6 slot it—if you have access to damage/range HO’s, stick them in here. They allow for both an increase in cone range, allowing you to hit more bad guys with it from a greater distance, while not sacrificing any damage potential.

    Rating: 5/5
    Recommended slotting: 2 accuracy, 3 damage, 0-1 recharge, 0-1 endurance

    Shocking Bolt: Ranged foe hold
    Accuracy: ?
    Recharge time: 16 seconds
    Duration: 14 seconds
    Endurance: 10.7
    Range: 80’
    Brawl index: 1.389 (Energy)

    Same commentary from Char and Cryo Freeze Ray apply.

    Rating: 4/5
    Recommended slotting: 2 accuracy, 3 hold duration, 1 recharge

    Charged Armor: Toggle self +resistance to Smashing, Lethal, Energy
    Activation time: 1 second
    Recharge time: 2 seconds
    Endurance cost: .16/s
    Resistance: +19.25% Smashing/Lethal/Energy

    Arguably the best epic armor, Charged Armor offers great resistance versus the three most common end-game damage types, with its smashing/lethal being just a touch under Temporary Invulnerability. Get it, slot it, love it.

    Rating: 5/5
    Recommended slotting: 3 resistance, 0-1 endurance

    EM Pulse: PBAoE foe disorient, energy damage, self –recovery
    Accuracy: 75
    Recharge time: 800 seconds
    Duration: 18 seconds
    Endurance cost: 26
    Endurance drain
    Target -regen

    EM Pulse for defenders and controllers is the best AoE hold in the game. For blasters, it’s a much less effective AoE disorient without near as much power. When the Epic set first came out, I was ridiculously excited about this power, but now, it’s not as useful as I had imagined. It can be quite an effective panic button, and it is very nice AoE control for a Blaster, but in most situations, endurance drain is just more reliable, effective, obviously quicker to recharge, etc. If you take EM Pulse, consider it an extremely situational panic button, not an archetypal control power as it is for defenders and controllers. Use it when the going gets tough, and your endurance drain won’t quite reach everyone, or your drain is recharging, or you’re going to bite it anyways and want to help the team out.

    Rating: 2/5
    Recommended slotting: 1 accuracy; you could slot some disorient duration and recharge reduction, but why bother when your endurance drain is such a more effective means of control? Spend those slots elsewhere, and use this only in dire situations.

    Overall Electric Mastery Rating: 5/5
    The absolute best EPP for an Elec/Elec blaster; arguably the best epic armor, fills in the need for AoE damage, and supplements the build with more complimentary control.
  17. * Supergroup Name:
    Fabulously Awesome Group

    * Global Chat Channel
    Most players also chat in "Pride"

    * Leader or Recruiting Officers:
    @Mystic Amethyst

    * Preferred Method of contact:
    Ingame global tells to @Mystic Amethyst for joining, though if you can find any other SG member, they all have the ability to invite.

    * Guild Description:
    GLBT-Friendly. Maturity, friendliness, super group mode, and good play are emphasized. Must be fabulously awesome to join Just starting up, so join now if you'd like to level up your characters along with everyone else =) No specific costume/level/etc. requirements. Almost entirely PvE focused at this time. Base in progress. Drama will not be tolerated. Supportive environment ranging from advice in power selection to real life problems.
  18. PBAoE Holds are NOT strictly inferior to Ranged AoE Holds.

    Let me preface this discussion with some of my experience; I have a level 50 Fire/Kin Controller, 43 Illusion/FF Controller, and 36 Plant/Psi Dominator, so I have a fair amount of experience with both Ranged and PBAoE Holds.

    Thinking otherwise is a widespread misconception that I'd like to seek to correct. Many forum goers as well as in-game heroes that I have encountered advocate ranged AoE Holds--such as Total Domination or Gravity Distortion Field-- as being inherently superior to PBAoE Holds--such as Cinders or Glacier. It's "common knowledge" that Ranged AoE Holds offer more safety than PBAoE Holds, and, ostensibly, the same control. Thus, with the net benefit of safety, Ranged AoE Holds are considered the better powers.

    This may seem rather trivial or obvious to some of you, but I think prevalent misunderstanding warrant the topic's discussion.

    In terms of AoE Control, PBAoE and Ranged Holds are not equal. In many situations, PBAoE Holds are capable of affecting many more enemies than their Ranged counterpart.

    1). PBAoE’s have a numerically greater radius than Ranged AoE Holds(refer to City of Data and check the various Controller and Dominator AoE Holds). PBAoE Holds have a radius of 30 feet while Ranged AoE Holds have a radius of 20 feet, numbers which I have verified in game myself with Flash, Cinders, and Vines. This is a critical aspect that I bypassed in my initial discussions of the topic, but an increased radius of 10 feet is huge; keep in mind that it’s in terms of circular area (actually, AoE powers go beyond two-dimensional boundaries, so this doesn’t account for an even greater disparity in terms of mobs that may be above or below where the power is cast. But that is a rare enough occasion [usually limited to enemies that fly] that I’ll be excluding it in this comparison for purposes of simplification). Ranged AoE Holds do not have 66.7% the holding potential of PBAoE Holds as a first quick glance might show by comparing their radii, but rather 44.4% in terms of circular area. The total circular area covered by a Ranged AoE Hold can be calculated as being (20’)^2(3.1415…) or about 1256.6 square feet while a PBAoE Hold can be calculated as being (30’)^2(3.1415…) or about 2827.35 square feet.

    2). PBAoE’s have superior circle-center placement that allow them to geometrically capture more foes with correct positioning, excluding the fact that PBAoE Holds have a naturally larger radius. Refer to crude diagram #1: click.*

    Here, we can see two frequently occuring situations where a PBAoE Hold surpasses a Ranged AoE Hold in terms of control. Assume those cute little black dots are villains, and the large circles the area covered by the AoE Hold.

    I). We have a common scenario where a spawn is split up into two effective groups, due to its generation, wandering AI, or more likely, interaction with players. In this instance, the Ranged AoE Hold is best anchored along one of the enemies of the right side of the left group. In doing so, the entirety of the left group is held, but the radius of the Ranged AoE Hold isn't enough to catch any of the enemies in the right group.

    The PBAoE Hold, however, is able to encompass all enemies of both groups because it is player anchored rather than enemy anchored. With a bit of clever use, a player can use their PBAoE Hold to hold all enemies of both groups, and even in more haphazard use, PBAoE Holds will tend to contain more enemies than their Ranged counterparts.

    II). In this scenario, we have a similar possible instance where PBAoE Holds can contain more enemies than Ranged ones. This is an example where there is a main body of enemies, but various stragglers randomly dotted around the main group that have moved to where they are due to AI, player interaction, etc. The Ranged AoE Hold can, again, contain the majority of the enemies, but fails to hold anyone not a part of the main body of enemies.

    The PBAoE Hold, on the other hand, does a much better job holding both the main group as well as nearly all of the stragglers. The ability to move the area of the hold based on the player rather than the enemies, again, proves to be more fruitful.

    Now, to address the main reason as to why Ranged AoE Holds can be equal to or better than PBAoE Holds in some situations, and the justification by most of the player base for preferring them. This issue is obviously that of safety. Admittedly, Ranged AoE Holds -do- provide more safety than PBAoE Holds, since you can cast them before the enemies are aggroed, avoid melee attacks, skirt AoE attacks, etc. Often times, with knowledge of their radius, you can safely cast them from their edge, staying out of range of most of these dangers, as per crude diagram #2, which represents an instance in which an AoE Hold and PBAoE Hold can equally hold the group: click . Coordinating a Ranged AoE Hold on a spawn followed by a single target hold on the boss in the spawn to hold everything in two successive strikes is usually more user friendly than attempting the same feat with a PBAoE Hold.

    Some other quick conditions to consider that equalize the AoE Holds or elevate one above another depending on the situation:
    -Sets that may find themselves in melee anyways, such as Fire/ for Hotfeet, Ice/ for Arctic Air, or Dominators for their melee attacks, will likely find PBAoE Holds easier to use.
    -Both AoE Holds have a maximum cap of 10 targets. Therefore, the ability of PBAoE Holds to incapacitate more targets won’t matter if both holds affect 10 enemies upon application. (It’s worth noting, however, that even in the presence of 10+ mobs, the greater area of effect of PBAoE Holds increases the chance of actually reaching that limit of 10 foes, a slight benefit considering the inherent –accuracy of AoE Hold powers)
    * (Take, for instance, diagram #1, where the PBAoE Hold has an area of effect capable of touching 12 mobs, giving it a greater chance to reach the cap, but can ultimately only hold ten of them).

    This guide focuses primarily on PBAoE Holds because there is a greater lack of understanding about the powers, whereas most anyone can readily recognize the benefits offered by Ranged AoE Holds. Any additional information would be great regarding either type of AoE Hold. Thorough evidence is preferred to support your assertions; I know that it’s probably a bit much to request anyone, for example, to compare a Ranged AoE Hold’s ability to hold x number of enemies to a PBAoE Hold’s ability to hold y number of enemies in relatively equal team settings and then compare how often the safety of the Ranged AoE Hold proved useful, but this would likely be far more helpful than any anecdotal support. This is probably a task I will get to some time over the holiday break.

    Having access to Ranged AoE Holds is definitely not an unequivocal benefit; both PBAoE Holds and Ranged AoE Holds have their situational uses.
  19. Hope my advice isn't too outdated for you here.

    Yes, Power Sink + Short Circuit is still a very very potent combo. Even Short Circuit by itself has plenty of uses.

    As for delaying Hasten, yep, you can do it. Hasten's really just icing on the cake.. you can run several levels without it.
  20. Just wanted to let everyone know that, after a few month hiatus, I've been able to play a lot more often. Consequently, after I8 hits, I'll be providing a very necessary revision and update for this guide
  21. Name: Don't Whiz on the Electric Fence

    Shard: City of Heroes, Virtue Server

    Overall Theme(s): All Electric Blasters/Defenders that focus on Endurance Drain to completely drain enemies, all the way up to Elite Bosses, Giant Monsters, and Archvillains. Emphasizes the power of stacking buffs/debuffs in addition to endurance drain.

    Backstory: One crazy idea an Elec addict had

    Group Make-up: a team of 8 (or multiple teams; sometimes we have to fragment ourselves due to a good turn out of people) Electrical Blast Defenders/Blasters.

    Combat Strategy and Power Combinations: Short Circuit needs to be picked up ASAP. Blasters usually pick up Grant Invisibility to help with alpha strikes, but in the later levels, sheer buffs often make it moot; all Defenders pick up Assault + Tactics. We buff up, wade into melee, and drain everything dry, which is quickly followed by devastating the enemy with great AoE damage that's hyped up on buffs and debuffs.

    Costume, Names, and Other Design Issues: Super Group colors are a light blue/gold; we have no costume regulations, but do we request that you play in SG mode constantly in order to bring in prestige.

    Alternative Suggestions: The only thing we require is Electrical Blast; you can be anything from a TA/Elec Defender to an Elec/Fire Blaster, as long as you're capable of draining and pick up Short Circuit

    http://www.repeat-offenders.net/foru...forum.php?f=40 for more info

    To join /t @Mystic Amethyst or @Nytwulf.
  22. I'd probably stick some slots in Havoc Punch/Cbolts to get all your attacks well-rounded... you get Aim and BU late but I think it will be ok.