Mystic_Amethyst

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  1. [ QUOTE ]
    Ok, I'll do that

    I tried that build out for a bit with my eng eng friend, and I can't drain the end out of even GREEN mobs in one SC shot with 3xEnd and 2xDmg, so right now it feels like a complete waste of slots and power. Is that a normal thing to feel? Also, I feel like all my attacks are now taking a whole lot to recycle because of no Hasten on this build and no Enhancements for attack rate... is it also normal? Basically, have I screwed up?

    [/ QUOTE ]

    No, it's fine.

    You haven't made it to SOs. Short Circuit gets much better at that point; and consider it as AoE damage almost on par with Ball Lightning that happens to drain much more.

    You can pick up Hasten, too, if you want to delay Aim and BU a bit longer. Later level slots can easily be devoted to recharge in attacks as well.
  2. [ QUOTE ]
    Well, I went ahead and respecced. Here's what I did, so please let me know if this is too bad and tell me what should I change!

    Level:20

    - Charged Bolts (1xAcc, 2xDmg)
    - Lignting Bolt (1xAcc, 3xDmg)
    - Ball Lightning (1xAcc, 3xDmg)
    - Short Circuit (3xEndMod, 2xDmg)
    - Zapp (1xAcc, 2xDmg)
    - Tesla Cage (1xAcc, 1xHold)

    - Electric Fence (1xAcc)
    - Havok Punch (1xAcc, 1xDmg)

    - Hover (1xFlight)
    - Fly (2xFly, 1xEndRed)

    - Swift (1xRun)
    - Health (1xHeal)

    and of course Brawl, etc with 1 slot and an appropiate enhancement.

    Here's why I didn't follow your recepie to the letter:

    I love Zapp, that's a first, heheh. Then, I need to keep up pace with my friend and his Flight (the Eng Eng blaster who plays with me). I choose CB over CBr because I like ranged a bit more, although now that I think about it, since I'm going END route, I'm going to be close to the mobs too, so CBr would've probably have been a better choice. The slotting is almost like what you recommended, but I sacrificed one from TC for Flight, and another one from CB for Fly as well. About Stamina, I figured I could get it at Level 22 unless I REALLY need to get BU or Aim by then.

    Is this build good enough or have I messed up BIG time?

    [/ QUOTE ]

    It looks fine. It's playable. I'd probably slot Zap for 3 damage right off the bat; it has an inherent tohit bonus and it's almost exclusively used in conjunction with Aim + BU.

    I'd probably snag Stamina next level.
  3. [ QUOTE ]
    Hey guys,

    I know this is way out of place,but just for fun!

    I've just created an Electricity Brute...I'm wondering if its going to be almost like a Blaptroller that can take a beaten!!

    [/ QUOTE ]

    From what I can tell, Electric Brutes aren't going to be able to make strategic use for the most part in terms of endurance drain; it's their Brute nature, resistances, AoEs, etc. that matter... different from the blaptroller by quite a bit.

    [ QUOTE ]
    That's great news!
    One thing tho, I want to respec TODAY if possible. Do you have any broad recommendations about certain powers and slotting for a level 20 character, with the things I mentioned before PLUS maybe keeping ZAPP and LB for ranged balance?

    [/ QUOTE ]
    At level 20, this is what I would recommend: (you want Fly for concept, yes?):
    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name:
    Level: 22
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Lightning Bolt==> Acc(1)Dmg(3)Dmg(7)Dmg(17)
    01) --> Electric Fence==> Acc(1)
    02) --> Ball Lightning==> Acc(2)Dmg(3)Dmg(5)Dmg(13)
    04) --> Charged Brawl==> Acc(4)Dmg(5)Dmg(7)Dmg(15)
    06) --> Short Circuit==> EndMod(6)EndMod(9)EndMod(9)Dmg(13)Dmg(17)
    08) --> Hover==> Fly(8)
    10) --> Havoc Punch==> Acc(10)Dmg(11)Dmg(11)Dmg(15)
    12) --> Swift==> Run(12)
    14) --> Fly==> Fly(14)
    16) --> Health==> Heal(16)
    18) --> Tesla Cage==> Acc(18)Hold(19)Hold(19)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    You could take Air Superiority instead of Hover; I just figure that that's getting in the realm of too many attacks, and while the knockup of AS is nice, I like the pure damage offered by Electric melee better. Try using Hover as situational knockback protection versus mobs that you know are heavily KB-oriented, or versus bosses that tend to knockback. You can add two flight slots to it later to make it more useful.

    If you want to keep an equal mix between ranged and melee damage, I'd personally go with Charged Bolts over Zapp. If you exclusively solo, you can potentially warrant the inclusion of Zapp over CBo. Otherwise, I'd pick up CB at 22, slot it up like the other attacks, and then pick up BU at 24, Aim at 26. CBo, HP, CBr, and LB make for a very consistant attack chain with Hasten/recharge reducers, and you won't need to pick up any more single target attacks to string together efficient chains.
  4. Yes, a revision of the guide is in the works.

    [ QUOTE ]
    OH and also, I want to KEEP Fly as my travel power for concept reasons, is that possible?

    [/ QUOTE ]

    Yes. Air Superiority is a great blap... and Hover can be used with patience with 3 Flight SOs as knockback protection.
  5. [ QUOTE ]
    That's one of Thunder Strike's main abilities, the ability to send several things flying while a lot of times just outright killing the selected one. It's a very powerful attack in my opinion, and wish Master Mystic would come to love it as I have

    [/ QUOTE ]

    LOL

    I like Thunder Strike plenty I have it on my PvP build on test and use it often.. I think there's just more situations when using Thunder Strike when I say "Damn I wish I had another ranged attack" than the other way around.

    And as for Elec brutes, well, we'll have to see how much endurance drain they're capable of doing. Power Sink looks promising I definitely plan on rolling one when I7 goes life-- nemesis to Mystic

    Oh, and Air Superiority is a nice attack, if your concept is Flying, I'd say go for it, and probably swap it in place for Charged Bolts as long as you don't mind few ranged attacks.
  6. I think you run with Thunderous Strike, though, and if you also use Shocking Grasp very offensively, CB would have much less use...

    I'm still not sold on Voltaic Sentinel since it was so eh with the original Blaptroller playstyle and disrupted careful setup.. if the endurance drain changes in I7 are anything like I picture them to be (aka, crap), VS could work its way in the build. It can still draw unwanted aggro, has a slow rate of fire, and often doesn't really shoot the bad guy that you need it to-- the only plus sides I'm really seeing are worry-free extra damage and good DPE... but Elec/Elec rarely has endurance troubles as it is, and often my burst damage is too good for Voltaic Sentinel to be a noteworthy contributor. AoEs outclass it in teams, melee outclasses it solo. It's good for EB and AV fights I suppose.

    What's nice (and in some ways, a pain in the [censored]) about Elec/Elec is that it isn't as obvious as Fire Breath + Fireball... you can come up with a litany of builds each as arguably effective as the next =)
  7. I'd actually like to fit in Charged Bolts earlier-- it smooths out the attack chain. You can pretty much attack indefinitely with CBo/LB/CBr/HP with enhancements/Hasten; I also found that one single target ranged attack was really just not enough, and the ability to string together more ranged attacks, beyond the situational TB and without wasting endurance on BL, was pivotal for versatility and better damage per second/endurance.

    [ QUOTE ]
    Just a small correction:

    Short Circuit will not work as a "mini-Power Sink". The changes to the electric powers' secondary effects only impacts the single-target powers. None of the Area of Effect attacks will give any Endurance drained back to the user.

    [/ QUOTE ]

    You're right.. I had made that post when the change to allow a small percentage return of endurance on electric attacks was newly introduced. It's only the single target attacks that return an admittedly trivial amount of endurance.



    Waitin on I7, hoping that a suitable adjustment to endurance drain has come. Hopefully it's effective enough to warrant a guide revision
  8. My pleasure

    Keep in mind that Lieutenants/Bosses/Elite Bosses just got a buff in endurance... so endurance drain is less effective. _Castle_ has said that this will be looked into, but for the moment, endurance drain keeps taking hits left and right. You still have all the other tools of Electricity at your disposal, though
  9. Sorry for the bit of forum hiatus

    As of having played extensively since my last post, I'd recommend something more along the lines of this: (Best of luck! I'll consider revising the guide once I7 comes out. The blaptroller definitely did not die with ED. The control has just slightly shifted from endurance drain to holds, and in return we can increase our AoE damage a bit as well as lessen endurance worries thanks to the small buff endurance draining powers got.)

    ---------------------------------------------
    Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name:
    Level: 50
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Lightning Bolt==> Acc(1)Dmg(3)Dmg(7)Dmg(13)Rechg(29)
    01) --> Electric Fence==> Acc(1)
    02) --> Charged Brawl==> Acc(2)Dmg(3)Dmg(7)Dmg(9)Rechg(29)
    04) --> Ball Lightning==> Acc(4)Dmg(5)Dmg(5)Dmg(9)Rechg(27)Rechg(50)
    06) --> Short Circuit==> EndMod(6)EndMod(17)EndMod(17)Dmg(19)Dmg(19)Dmg(25)
    08) --> Hasten==> Rechg(8)Rechg(15)Rechg(15)
    10) --> Havoc Punch==> Acc(10)Dmg(11)Dmg(11)Dmg(13)Rechg(27)
    12) --> Hurdle==> Jump(12)
    14) --> Super Speed==> Run(14)
    16) --> Health==> Heal(16)
    18) --> Tesla Cage==> Acc(18)Hold(40)Hold(43)Hold(46)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    22) --> Charged Bolts==> Acc(22)Dmg(23)Dmg(23)Dmg(25)Rechg(37)
    24) --> Build Up==> Rechg(24)Rechg(39)Rechg(39)
    26) --> Aim==> Rechg(26)Rechg(39)Rechg(40)
    28) --> Aid Other==> Heal(28)
    30) --> Aid Self==> Heal(30)Heal(31)Heal(31)IntRdx(31)Rechg(34)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)Hold(40)Hold(43)Hold(46)EndRdx(50)
    41) --> Static Discharge==> Acc(41)Dmg(42)Dmg(42)Dmg(42)Rechg(43)Rechg(50)
    44) --> Charged Armor==> DmgRes(44)DmgRes(45)DmgRes(45)EndRdx(45)
    47) --> Shocking Bolt==> Acc(47)Hold(48)Hold(48)Hold(48)
    49) --> Stealth==> EndRdx(49)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    You're still a Blaptroller. Solo, you'll most often be using your three holds to lock down the spawns and safely shred them in melee. Although endurance drain is substantially less handy, it is still quite useful in teams for great crowd control. Short Circuit is still excellent, it just has a different use than before-- now, you can slot it to beef up your AoE damage, which was somewhat lacking, but also utilize it as another pseudo-Power Sink, to not only drain the bad guys of some endurance, but gain quite a bit back yourself thanks to the new changes to electric powers that allow their endurance drain to grant a chance of recovery. I really like the inclusion of Aid Other/Self, since Aid Self not only provides reliable, great survivability in terms of health, but also mez protection versus disorientation.


    And because I've received PMs with interest, here's a PvP build, using the Force Mastery Epic. If you're interested in retaining concept of all electricity, that's viable too. Go for Shocking Bolt + Charged Armour from the epic, and probably another power such as Super Speed. Maybe Lightning Field, which looks good on paper versus stalkers and such, but I think just to keep moving is a safer tactic. You don't need to run Assault all the time, leadership is there for the +perception of Tactics.

    ---------------------------------------------
    Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: mystic pvp
    Level: 50
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    ---------------------------------------------
    01) --> Lightning Bolt==> Acc(1)Dmg(3)Dmg(7)Dmg(15)Rechg(34)Acc(40)
    01) --> Electric Fence==> Acc(1)
    02) --> Charged Brawl==> Acc(2)Dmg(3)Dmg(5)Dmg(13)Rechg(17)Acc(40)
    04) --> Charged Bolts==> Acc(4)Dmg(5)Dmg(7)Dmg(15)Rechg(34)Acc(40)
    06) --> Combat Jumping==> Jump(6)
    08) --> Hasten==> Rechg(8)Rechg(9)Rechg(9)
    10) --> Havoc Punch==> Acc(10)Dmg(11)Dmg(11)Dmg(13)Rechg(17)Acc(33)
    12) --> Hurdle==> Jump(12)Jump(42)Jump(46)
    14) --> Super Jump==> Jump(14)
    16) --> Health==> Heal(16)Heal(37)Heal(39)
    18) --> Tesla Cage==> Acc(18)Acc(19)Hold(19)Hold(46)
    20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
    22) --> Build Up==> Rechg(22)Rechg(23)Rechg(23)TH_Buf(43)TH_Buf(43)
    24) --> Aim==> Rechg(24)Rechg(25)Rechg(25)TH_Buf(42)TH_Buf(43)
    26) --> Zapp==> Dmg(26)Dmg(27)Dmg(27)IntRdx(31)Rechg(33)Acc(34)
    28) --> Thunder Strike==> Acc(28)Dmg(29)Dmg(29)Dmg(31)Acc(31)Rechg(33)
    30) --> Acrobatics==> EndRdx(30)
    32) --> Assault==> EndRdx(32)
    35) --> Power Sink==> Rechg(35)Rechg(36)Rechg(36)EndMod(36)EndMod(37)EndMod(37)
    38) --> Tactics==> TH_Buf(38)TH_Buf(39)TH_Buf(39)EndRdx(46)
    41) --> Personal Force Field==> DefBuf(41)DefBuf(42)
    44) --> Temp Invulnerability==> DmgRes(44)DmgRes(45)DmgRes(45)EndRdx(45)
    47) --> Force of Nature==> Rechg(47)Rechg(48)Rechg(48)DmgRes(48)DmgRes(50)DmgRes(50)
    49) --> Shocking Grasp==> Acc(49)Acc(50)
    ---------------------------------------------
    01) --> Sprint==> Empty(1)
    01) --> Brawl==> Empty(1)
    01) --> Defiance==> Empty(1)
    02) --> Rest==> Empty(2)
    ---------------------------------------------


    This build has an excellent mix of both melee + ranged, and ridiculous survivability for a blaster-- Acrobatics, Temporary Invulnerability, Force of Nature, and Personal Force Field make you quite hard to kill. There's good unsupresable movement in Hurdle + CJ, and decreased downtime in health. Two holds can be helpful to catch someone off guard, Tactics helps versus any stealthers, and the tohit buffs in Aim and Buildup as well as the recharges let them be rotated to ensure you break through annoying defenses such as /SR, /Ice, /FF, etc.

    Cheers! Keep the blaptroller alive
  10. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    True enough. But Myst throwing a hissy fit about short circuit at 50 is what led to my post. And the fact that this is about Elec^3 blasters means we're talking level 41+.

    Even with ED, a level 50 Elec^3 blaster still has 3 holds, two end drains (1 with end recovering), the ability to gain back any end you drain from enemies with your powers, a mass stun, an energy/smash/lethal shield, and even a mobile pet.

    [/ QUOTE ]

    I'm not "throwing a hissy fit."

    But, as has been pointed how, who wants to wait 38 levels to be an effective drainer? That's a long time. The guide was made for others, not out of narcissism--what's it matter if I already have access to Power Sink?

    Electric Blasters have universely be considered to be the weakest Primary for Blasters, even with endurance drain, which was their solace. Taking down everything in the game a few pegs with ED makes them that much less fun.

    [/ QUOTE ]

    I don't understand this mentality? Mystic took a Blaster AT and worked on it to make it one of the better sets with the pre I6 build.

    Why not just do the same thing again? Take something that isn't that great compared to others and find a way to use it under the current rules. Adapt and conquer baby!!!!!!

    [/ QUOTE ]

    That's true, should focus on bringing the underdog to the top again...
  11. I'm thinking into respeccing out of Short Circuit as well... the three holds just outclass it when soloing... and in teams, its a bit riskier when it's not a guranteed drain. Although I do like the ability of "stacking" it with Power Sink still to drain higher level mobs... hm.

    Really liking T-Strike eh?
  12. [ QUOTE ]
    True enough. But Myst throwing a hissy fit about short circuit at 50 is what led to my post. And the fact that this is about Elec^3 blasters means we're talking level 41+.

    Even with ED, a level 50 Elec^3 blaster still has 3 holds, two end drains (1 with end recovering), the ability to gain back any end you drain from enemies with your powers, a mass stun, an energy/smash/lethal shield, and even a mobile pet.

    [/ QUOTE ]

    I'm not "throwing a hissy fit."

    But, as has been pointed how, who wants to wait 38 levels to be an effective drainer? That's a long time. The guide was made for others, not out of narcissism--what's it matter if I already have access to Power Sink?

    Electric Blasters have universely be considered to be the weakest Primary for Blasters, even with endurance drain, which was their solace. Taking down everything in the game a few pegs with ED makes them that much less fun.

    If you want to be constructive, you can't accomplish it by being an [censored].

    Thanks

    As for an I6 build...

    Exported from version 1.5B 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) dam(3) dam(7) dam(19) recred(29) endred(46)
    02 : Ball Lightning acc(02) dam(3) dam(5) dam(13) recred(31) endred(34)
    04 : Charged Brawl acc(04) dam(5) dam(7) dam(17) recred(27) endred(31)
    06 : Hurdle jmp(06)
    08 : Short Circuit enddrn(08) enddrn(9) enddrn(9) recred(15) recred(15) recred(17)
    10 : Havok Punch acc(10) dam(11) dam(11) dam(13) recred(27) endred(31)
    12 : Hasten recred(12) recred(19) recred(25)
    14 : Super Speed runspd(14)
    16 : Health hel(16)
    18 : Tesla Cage acc(18) hlddur(40) hlddur(43) hlddur(50)
    20 : Stamina endrec(20) endrec(21) endrec(21)
    22 : Charged Bolts acc(22) dam(23) dam(23) dam(25) recred(29) endred(46)
    24 : Build Up recred(24) recred(39) recred(37)
    26 : Aim recred(26) recred(39) recred(40)
    28 : Stealth endred(28)
    30 : Hover fltspd(30) fltspd(45) fltspd(46)
    32 : Thunderous Blast dam(32) dam(33) dam(33) recred(33) recred(34) recred(34)
    35 : Power Sink enddrn(35) enddrn(36) enddrn(36) recred(36) recred(37) recred(37)
    38 : Shocking Grasp acc(38) hlddur(39) hlddur(40) hlddur(48) endred(50)
    41 : Static Discharge acc(41) dam(42) dam(42) dam(42) endred(43) recred(43)
    44 : Charged Armor damres(44) damres(45) damres(45)
    47 : Shocking Bolt acc(47) hlddur(48) hlddur(48) hlddur(50)
    49 : EMP Pulse acc(49)

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

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


    something along the lines of that.. havent tested much.
  13. Right... but why attack with Thunder Strike when you can attack with Total Focus? Why hold with Tesla Cage when you can hold with Freeze Ray + Bitter Freeze Ray?

    The electric blaster is a case of mediocrity without Short Circuit and endurance drain, and we shouldn't have to try and make the best of all this crap that the devs keep changing-- in trying to "diversify" the game, they are homogenizing Electric blasters, and not even on to an even playing field. There's literally no advantage to rolling an Electric Blaster over any other unless you factor in endurance drain, and endurance drain is moot in I6.
  14. So with I6, this build is screwed, basically. Electric blasters go back to being the least damaging blaster with absolutely nothing to compensate. Role Ice/Energy if you want a "Blaptroller" of sorts, and if you want damage, any other Blaster is a better option.

    So in trying to "diversify," they've neutered the concept of diversity with in blasters, and you'll be a clone of all the others--a less damaging one. Having fun with CoH?
  15. My Personal I5 Build...

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

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

    A few notes:
    -Swapped out Leaping for Hover. Got bored of Leaping after having used it on this character for so long, needed a change 6 slotted Hover allows for great combat maneuvarability, and feels really heroic in doing so. Sustains knockback protection.
    -Included Electric Mastery. It's SWEET.
    -EMP Pulse is in the build. Although it's marginally useful and very situational, I don't have anything else I want at that point, and it's fun to play around with every now and then
    -The three holds are only slotted with an acc/mez hamio. I can get away with this, because it's effectively like slotting them with 1 accuracy and 1 hold duration, and with three holds, I don't have trouble permaholding something when the need arises. If you don't have HO's, I would suggest sticking with the leaping line to pull slots from Hover and devote them to the holds.
    -Added Charged Bolts in order to have a constant attack chain. In the end game, lots of AVs, one of the few situations in which this build wishes it had a constant attack chain. I'm not really bothered in other scenarios, but I like being able to spam attacks single target wise now, in the few situations in which it's necessary. (Most of the time you will be holding, AoEing, Draining, etc, unable to maintain single target attack chains.)
  16. 12). .:SAMPLE BUILDS:. (cont., not room enough in first post)

    This would be my proposed PvE build for the Elec/Elec blaptroller, picking up the Electric Mastery, using the Leaping pool. 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, Acrobatics, etc. come at odd times; you might want to pick them up earlier for more burst damage, knockback protection at an earlier stage, etc.
    -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. Consider replacing Charged Bolts with Shocking Grasp (will not be a complete attack chain), Air Superiority, etc.
    -It goes the Leaping route, and picks up Stealth. I feel that in starting out, you will appreciate the extra safety net of invisibility offered by Stealth+Super Speed, even if you have to wait for it to take effect. Leaping also allows for the most room for player error, allowing you to stay alive even if a hold slips through, or a knockback power is cast. Medicine would also be quite similar in function, though more reactive than proactive (which I personally do not usually prefer) so you might consider picking that up instead of Leaping.
    -If you have access to HO’s, consider dropping Leaping for Flight, pulling slots from powers like Tesla Cage, and sticking things like acc/mez in the holds for slotting efficiency.
    -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 things like Acrobatics at different times when actually playing the build to 50.

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

    Here’s a balls-out melee build that plays like a Scrapper on crack with the AoE crowd control of a Controller. 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. Ball Lightning is your only true source of AoE damage, so be prepared to act like a Scrapper that takes out Bosses and Lieutenants very quickly.
    -The build benefits from HO’s ridiculously well. Dmg/Mez are a godsend in Shocking Grasp.
    -Take note that you don’t have the proactive defenses of Acrobatics; you could try to squeeze them in, but you’ll sacrifice some single target damage. Medicine is sort of a bridge between Flight and Leaping; it requires a few powers, a few slotting, and offers a bit of mez protection+healing, hence its inclusion. PFF+ Aid Self is a very potent combination, by the way. If you want Leaping, my suggestion would be to drop medicine, Stealth, and Thunder Strike, pick up Air Superiority (1 acc/5 damage), CJ, SJ, Acro, and perhaps swap out some of the slots in Shocking Grasp for holds instead of damage, and move some of the slots in to Tesla Cage and Aim/BU. Maintains the “scrappery” feel, a consistant attack chain, and with mez protection, you’ll be even safer in your “Scrappery” role.
    -You literally have no ranged attacks. 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—similar resistances, lesser mez protection, but much higher damage and better crowd control.

    01 : Electric Fence acc(01)
    01 : Lightning Bolt acc(01) dam(3) dam(7) dam(17) dam(31) dam(40)
    02 : Charged Brawl acc(02) dam(3) dam(7) dam(17) dam(31) dam(40)
    04 : Ball Lightning acc(04) dam(5) dam(5) dam(15) dam(13) dam(39)
    06 : Hurdle jmp(06)
    08 : Short Circuit enddrn(08) enddrn(9) enddrn(9) enddrn(19) enddrn(19) enddrn(13)
    10 : Havok Punch acc(10) dam(11) dam(11) dam(15) dam(25) dam(39)
    12 : Hasten recred(12) recred(27) recred(27) recred(23) recred(23) recred(39)
    14 : Super Speed runspd(14)
    16 : Health hel(16)
    18 : Tesla Cage acc(18) hlddur(46)
    20 : Stamina endrec(20) endrec(21) endrec(21) endrec(25) endrec(37) endrec(43)
    22 : Stealth endred(22)
    24 : Build Up recred(24)
    26 : Aim recred(26)
    28 : Thunder Strike acc(28) dam(29) dam(29) dam(31) dam(34) dam(40)
    30 : Aid Other inttim(30)
    32 : Thunderous Blast dam(32) dam(33) dam(33) dam(33) recred(34) recred(34)
    35 : Power Sink enddrn(35) enddrn(36) enddrn(36) enddrn(36) recred(37) recred(37)
    38 : Shocking Grasp acc(38) dam(42) dam(42) dam(42) dam(43) dam(43)
    41 : Personal Force Field defbuf(41)
    44 : Temporary Invulnerability damres(44) damres(45) damres(45) damres(45) damres(46) damres(46)
    47 : Force of Nature recred(47) recred(48) recred(48) recred(48) recred(50) recred(50)
    49 : Aid Self inttim(49) hel(50)

    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, Hazard Zone hunting becomes extremely viable with Short Circuit, and you’ll find yourself leveling rapidly… 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.

    In particular fights, its best to start out with Aim + Buildup, Super Speeding (while Stealthed, if you have it) into a mob of villains. Pick groups that can all be affected by your first Short Circuit simultaneously, or groups in which you can Short Circuit the majority of them and individually hold the others with out much threat. Ball Lightning makes a great follow up to Short Circuit, especially with your buffs, dealing AoE damage that can be appreciated. But where you’ll really be happy is with your melee attacks… picking off members of the group mainly one by one with them unless you’re focusing on a few lieutenants or such and Ball Lightning + Short Circuit gets a chance to rip apart the minions and underlings.

    Your toggles are pretty effective. Stealth should always be running. Super Speed should be running when you need full invisibility or when traveling. Toggles like Combat Jumping, Acro, or Hover should usually always be running, some situations won’t warrant them. Your epic armor should always be on. Hasten should be perma. Like I said, it’s a relatively toggle-heavy build, but you won’t experience any endurance problems between Stamina + Power Sink.

    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, teaming, and hunting are all viable options—you might want to tweak the build in a few ways according to what you do the most. For example, if you exclusively solo missions, pick up Zapp; if you team exclusively, you might want more drain in Power Sink than recharge to better control higher level mobs; if you hazard zone hunt, consider Lightning Field for AoE damage + consistant draining. Post if you have any questions/concerns about particular play scenarios.

    14). .EMOS:.

    I have been asked about demos showing what the build is capable of, how quickly it can solo hazard zones, Invincible missions, missions set for multiple people, etc. and I’d –love- to post clips to get more of you to play Electric Blappers if only I could find a place to upload the files.

    I’ve still yet to find a place where I can upload these huge files—if you know of any free web space I can upload demos of my personal build playing, please let me know, or if you’d be able to host any on any space you have control of, I’d be eternally obliged . I’ll make an addendum to the guide in a later post with links to the clips if I can get this to happen.

    15). .:OTHER BLAPTROLLERS:.

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

    Primaries:
    Ice is really the only 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/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 mobs completely... meaning that Hazard zone hunting for them is, well, hazardous, but a breeze for Elec/Elec. 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 a full draining 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, 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 and can wait to the post-SO world, then you will reap greater benefits later on as an Elec/Elec blaster

    16). .:END:.

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

    *Credits to Joe's CoH Planner; while a lot of the numbers needed correction, and many more I still don't have in this guide, the majority were taken from here.

    *Any questions/comments, fire away!
  17. The latest edition of my guide, updated for I5 ("Electricity^3: The Blaptroller in Issue 5 "), can be located Here.

    Link also in siggy.
  18. Guide to Blaptrolling with Electricity

    Ah, with Issue 5 finally comes the updated version of this guide

    As a comparative reference, if it interests you, you can locate my former guide for Issue 4 Here.

    What’s new in the guide?
    -Added Electric Mastery EPP.
    -Updated tactics.
    -Revised power reviews (including number rating).
    -Corrected figures (Brawl index, endurance cost, etc.) for multiple powers.

    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). Demos
    15). Other blaptrollers?
    16). 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 play very similar to blasters, 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 great 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.

    Charged Bolts- Single target ranged, low endurance drain
    Accuracy: 75
    Activation time: 2 seconds
    Recharge time: 4 seconds
    Endurance cost: 6
    Range: 70’
    Brawl Index: 2.7778 (Energy)

    Charged Bolts is the standard tier 1 blast of a Blaster set. However, it’s range is 10’ shorter than most, though that’s not too much of an issue. 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—I still don’t like it, but you’ll need it if you want a constant attack chain (which isn’t as pivotal as you may think to a build like this). I like it for picking out runners, and I am really enjoying the added single target damage to my new build. I’d pick it up some point in your career, unless you have another melee attack you can slot up and stick in its place.

    Rating: 3/5
    Recommended slotting: 1 acc/5 damage

    Lightning Bolt- Single target ranged, low endurance drain
    Accuracy: 75
    Activation time: 2 seconds
    Recharge time: 8 seconds
    Endurance cost: 10
    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: 1 Accuracy, 5 Damage.

    Ball Lightning- AoE ranged, low endurance drain
    Accuracy: 75
    Activation time: 1 second
    Recharge time: 16 seconds
    Endurance cost: 17.5
    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: 1 accuracy, 5 damage

    Short Circuit- PBAoE high endurance drain
    Accuracy: 95
    Activation time: 3 seconds
    Recharge time: 20 seconds
    Endurance cost: 18
    Range: 5’
    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. Majority of the time, the effected baddies will be sitting there staring at you, waiting in line for a Havoc Punch to the head or Ball Lightning to finish them off. This 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 6 slot it 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 :P.

    Also take note of Short Circuits states. It has an innate accuracy bonus, meaning that with 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—although you’ll be slotting it with endurance drains, the damage it deals will add up when you’re in the middle of a crowd and activating it multiple times, in addition to Ball Lightning.

    Rating: 5/5
    Recommended Slotting: 6 endurance drain (this will allow you to completely drain same level minions, reduce +1 minions to brawl level, and in conjunction with Ball Lightning/Power Sink, higher)

    Aim- Self- tohit buff
    Activation Time: 1 second
    Recharge time: 90 seconds
    Duration: 10 seconds
    Endurance cost: 6

    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 100% increase to accuracy, 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: 6 seconds
    Recharge time: 12 seconds
    Endurance cost: 16.5
    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. However, the build contributes quite a bit to teams, and is able to solo large groups of mobs (think hazard zone spawns) very well, and very quickly, and this power requires too much devotion.

    Rating: 2/5
    Recommended Slotting: 0-1 interrupt reducers, 5-6 damage if you take this—if you ever team, you probably shouldn’t, and if you don’t exclusively solo missions, don’t take it. (it’s a bit of a bind to find the slots, too….)

    Tesla Cage- Ranged single target hold, low endurance drain
    Accuracy: 75
    Activation time: 2 seconds
    Recharge time: 10 seconds
    Duration: 15 seconds
    Endurance cost: 8
    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.)

    Rating: 4/5
    Recommended slotting: 1 accuracy, 1-3 hold durations

    Voltaic Sentinel- Summoned “pet”, low endurance drain per bolt
    Accuracy: 175
    Activation time: 3 seconds
    Recharge time: 120 seconds
    Duration: ??? seconds or until 10 shots are fired
    Endurance cost: 30
    Range: 60’
    Brawl index: 2.2222 per bolt fired; up to 10 bolts total fired (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 reason why I didn’t like it and advise against taking it is its lack of congruency within the build. Getting in the middle of mobs to set up is harder when your Sentinel begins firing as soon as it’s in range, effectively blowing your cover. This can be avoided by summoning the sentinel after neutralizing the enemies, but because I like to maintain a constant stream of fighting, I would be ready to fight the next group of enemies before Voltaic Sentinel had expired… meaning I would have to wait for it to disappear before I was able to safely engage the next group of enemies. I can see those of you that are more patient than I working Voltaic Sentinel into this build if you don’t mind a bit of downtime in between groups; but between Thunderous Blasting one group, and Short Circuiting + Ball Lightning + Meleeing the next, I found “Sparky” to be more of a nuisance than an assistance in actual fighting. If you prefer a more chaotic, rushing approach, you could make Voltaic Sentinel cost-effective damage by quickly Super Speeding in to the next group, before he gets there, queuing Short Circuit, and Sparky should be arriving to fire by the time the group is drained.

    Rating: 2/5
    Recommended Slotting: If you find this power to be useful on the build (try it on test server first), slot it with 6 damage. Its inherent accuracy bonus is more than enough for it to reliably hit baddies much levels higher than you.

    Thunderous Blast- Ranged AoE nuke, high endurance drain
    Accuracy: 105
    Activation time: 4 seconds
    Recharge time: 360 seconds
    Endurance: 11 (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 may 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. With the –endurance recovery being “fixed” in issue 5, you’ll likely need to use a blue and your secondary endurance recovery power, if you have one, before moving on. This power will be CRUCIAL in your playing from level 32 onwards, and it’s obviously a must-have, even with the new target limits. Leveling with TB is faster than without. Always use Aim + Buildup before utilizing this power.

    Rating: 5/5
    Recommended slotting: 4 damage, 2 recharge reductions (While you’ll no longer be able to reach the damage cap with this slotting, you’ll still deal great damage. All you need to do is eat a few red inspirations or team with damage buffers, and you’ll be there. In my opinion, the 2 rechargers contribute a lot more than the damage).

    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 enough to drop groups of yellows, and, (extrapolating on Ball Lightning's endurance drain here... need to find time to test at some point) oranges in 100% safety, once you have them all slotted with SOs.
    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 second
    Recharge time: 4 seconds
    Duration: ? seconds
    Endurance cost: 9
    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 one accuracy

    Charged Brawl- Single target melee, endurance drain, sleep
    Accuracy: 75
    Activation time: 1 second
    Recharge time: 8 seconds
    Endurance cost: 12
    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.)

    Rating: 4/5
    Recommended Slotting: 1 accuracy, 5 damage

    Lightning Field- PBAoE toggle, endurance drain
    Accuracy: 75
    Activation time: 2 seconds
    Recharge time: 10 seconds
    Endurance per second: 1.5
    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 or Power Sink when they’re available to assure a group’s complete draining. 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, it’s fine with just the default slot with an accuracy, maybe a few endurance drains. If you’re patient, you could add damage and use it as an efficient source of AoE DoT.

    Havoc Punch- Single target melee, endurance drain, sleep, knockback
    Accuracy: 75
    Activation time: 1 second
    Recharge time: 12 seconds
    Endurance cost: 16
    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.)

    Rating: 5/5
    Recommended slotting: 1 accuracy, 5 damage, 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: 6

    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, even though the former isn’t slotted one bit for 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: 2 seconds
    Recharge time: 30 seconds
    Duration: ?? seconds
    Endurance cost: 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 then 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 has only 1 second longer of an animation, and 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 seconds
    Recharge time: 20 seconds
    Endurance cost: 21.5
    Range: 5’
    Brawl index: 8.2223 (now slightly greater than Havoc Punch) (Energy/Smashing)

    Don’t mistake this power for the sheer monstrosity that is Total Focus. Thunder Strike has received recent improvements, but it’s definitely not up to par. Thunder Strike COULD have room in this type of build, but I found it superfluous due to Charged Brawl and Havoc Punch simply outclassing it. Its wind up time is horrendous, its single target damage is hardly better than that of Havoc Punch (it’s smashing component is greater, meaning it’s likely to be more resisted than Havoc Punch), the AoE damage isn’t significant enough to warrant its inclusion in the build (dealing 1.1111 energy damage), the knockback isn’t particularly useful (though more useful than Lightning Clap; but knockback can in some ways be hazardous to this build. You want baddies nice and tight around you so that you can keep them drained), and the chance to disorient is almost non-existent. With all this being said, if you find yourself lacking in oomph or attacks, Thunder Strike is a viable option, and I could potentially see it replacing Charged Bolts in the build.

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

    Power Sink- PBAoE high endurance drain, endurance recovery
    Activation time: 2 seconds
    Recharge time: 60 seconds
    Endurance cost: 15

    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 drain higher level 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. This power doesn’t require any endurance recovery enhancements to be effective; you’ll find yourself completely regenerating endurance with 2-3 foes around. Slot it out for drains and recharges as you deem useful. With 6 endurance drains, in tandem with Short Circuit, you can drain purple baddies (+3’s) completely. Slot to your tastes according to the level of bad guys you’re used to fighting; +3’s, go with 6 drain; +2’s, go with 4 drain, 2 recharge. Anything less, Short Circuit takes care of on its own.

    Rating: 5/5
    Recommended slotting: 3-6 Endurance drain, 0-3 recharge reduction

    Shocking Grasp: Melee hold, endurance drain, damage over time
    Accuracy: 75
    Activation time: 1 second
    Recharge time: 15 seconds
    Duration: ?? seconds
    Endurance cost: 21
    Range: 5’
    Brawl index: 4.9998 (6 ticks of damage) (Energy)

    Now THIS power is comparable to energy’s Total Focus; fitting, as they’re both 9th level powers. 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—think of it as the melee attack Thunder Strike should have been. You can use it in regular attack chains as an attack (slotting it 1 acc/5 damage could replace the need for Charged Bolts), 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 . Take note, though, that its damage is done over time.

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


    6). .:POOL POWERS:.

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

    Fitness-

    Stamina: Auto self +endurance recovery
    +.42 endurance/second (+1.38 endurance/second 6 slotted)

    Stamina is necessary for virtually every AT, every build, and this one is no exception. This is a relatively toggle-heavy build for a blaster, which you’ll see upon perusing the other pool power suggestions, and blaster attacks are always heavy on endurance. 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, AKA fun !

    With regards to the prerequisites to obtaining stamina, you’ll want either hurdle/swift and then health. Either hurdle or swift is fine because this build ends up with both Super Jump and Super Speed… I personally prefer hurdle because Super Speed is often left on in battle, and Combat Jumping + Hurdle is good vertical mobility while Super Speed satisfies my horizontal and semi-stealth needs. If you go the Hover route, pick up Swift instead of Hurdle. Health obviously assists in decreasing down time to a small degree.

    Rating: 5/5
    Suggested slotting: 6 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

    While far less useful than it once was, Stealth can still help out quite a bit. The invisibility offered by Super Speed + Stealth stacking is remarkably useful even with suppression. You can still use the combination to sneak into a group of bad guys undetected to plan a Short Circuit, but beware of suppression: if you just attacked not too long ago, wait again for the stealth from both powers to kick in. The combination is always handy for invising through missions.

    Stealth’s defense is now not only lowered in I5, but some of it suppresses when you attack. If you take Stealth, take it for its concealment aspect, and consider its actual defense negligible. I wouldn’t recommend any other powers from this pool, you have better options to pick.

    Rating: 3/5
    Suggested Slotting: 1 endurance reducer

    Speed-

    Hasten: Click self + recharge
    Activation time: 2 seconds
    Recharge time: 368 seconds (permanent with 6 slots)
    Duration: 120 seconds
    Endurance cost: 20 drop when it expires
    .7 recharge multiplier

    Two powers are needed from this pool, Hasten and Super Speed. 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. It also ices on a little boost to defense, 5%, which adds up with your other pool powers.

    Rating: 5/5
    Suggested slotting: 6 recharge reducers.

    Super Speed: Toggle self +speed, +stealth
    Endurance cost: .54/s

    With your prerequisite out of the way, Super Speed becomes available, and is necessary to be combined with Stealth for complete invisibility. However, take note of recent changes to travel powers; upon attacking, suppression occurs and your “Super Speed Stealth” will drop at this time. This doesn’t prevent you from still getting the first say, however, and entering in to a fray still undetected to pull off a Short Circuit. With this suppression, however, mobs have seemed to have a higher tendency of attacking while Short Circuit is executing. All this means, however, is a minor need to take lucks or respites with you when adventuring (which you should always be doing, just in case ). his problem is also mitigated upon epic power pools, as resistances will allow you to survive alpha strikes by enemies much more effectively. It also lets you make a slight use of defiance (snort). Super Speed will likely be used as your main mode of transportation as well as a priceless combat tool.

    Rating: 5/5
    Suggested Slotting: 1 speed enhancement if you remember to turn it off after executing Short Circuit (anyone like to come up with a bind for that? ); 1 endurance reducer if you tend to leave it on in battle (I personally have a travel HO in it so I get to cheat a bit )

    Leaping-

    If there was any pool power that is removable from this build, it would be this one; you could replace it with Flight, maybe Medicine, etc. 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. 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: .08/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 thanks to I5. 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: .54/s

    Super Jump, again, fills the gaps left in traveling by Super Speed, giving you a stronger vertical means of movement as well as being a more useful power than Jump Kick to get to Acrobatics.

    Rating: 3/5
    Suggested slotting: 1 jump enhancement

    Acrobatics: self + resistance to knockback, holds
    Activation time: 2 seconds
    Recharge time: 10 seconds
    Endurance cost: .32/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, however, is rarely overcome.

    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: .22/s

    This pool can offer you better combat maneuverability than Leaping can, as well as knockback protection in the power Hover. In doing so, it sacrifices the hold protection offered by Acrobatics, but it can be a fair trade, because the Leaping pool requires 3 powers, and Flight requires 1. If you’re debating between picking these two pools, decide what you have more an abundance of: slots or powers. If you can devote 4-5 additional slots to making Hover a sane movement pace, pick up Flight. If you’re at a loss of slots but can spare a few powers, go Leaping, which none of the powers require slot devotion. I find a 6 slotted Hover to be extremely fun, allowing for very superheroish movement in battle, as well as giving tactical advantage with unsupressed movement and cone set up. Hover also provides a small amount of defense. You might also consider Air Superiority as another melee attack from this pool—with its almost guranteed knockup and brawl index identical to Charged Bolts, you can easily fit it in to the build and more than warrant its inclusion.

    Rating: 4/5
    Suggested slotting: 5-6 flight speed

    Medicine-

    Aid Self:
    17% base heal, self +resist disorientation
    Activation time: 3 seconds
    Recharge time: 20 seconds
    Endurance cost: 15

    The real point of this power pool is obviously to pick up Aid Self. With the disorient protection the power now offers in I5, Medicine is as viable as Flight and Leaping in my mind now. 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: 1 interrupt reducer, 1-3 heals

    .: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://boards.cityofheroes.com/showf...=#Post2346864)

    7). .:COLD MASTERY:.

    Snow Storm: Ranged AoE toggle, foe –speed, -recharge
    Activation time: 2 seconds
    Recharge time: 10 seconds
    Endurance cost: 1.0/s
    Range: 80’

    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: 2 endurance reducers

    Flash Freeze: Ranged AoE foe sleep, minor cold/lethal damage
    Accuracy: 55
    Activation time: 3 seconds
    Recharge time: 45 seconds
    Duration: 20 seconds
    Endurance cost: 22.5
    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: ?/s

    The best power from this epic, which really isn’t saying much—you’d prefer basically any other epic armor over this, since they’re +resistance, not +defense. The resistance offered from this shield isn’t anywhere near as valuable as that from others, and the defense isn’t as good as straight up resistance to smashing/lethal. But, if you’ve gone this route, take it and 6 slot it.

    Rating: 3/5
    Suggested Slotting: 6 defense enhancements

    Hibernate: Click self + regeneration, invulnerable
    Activation time: 2 seconds
    Recharge time: ??

    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: 2/5
    Suggested slotting: 1 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
    (Check the previous link given for numbers; CoH planner doesn’t have any).

    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: 8 seconds
    Duration: ?? seconds
    Endurance cost: 12.5
    Range: 80’
    Brawl index: ??? (ticks of Fire damage)

    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, 1-3 hold durations

    Fire Shield: Toggle Self +resistance to smashing, lethal, cold, and fire
    Activation time: 2 seconds
    Recharge time: 2 seconds
    Endurance cost: .?/s

    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: 6 resistance enhancements

    Rise of the Phoenix: self rez, foe disorient, knockback
    Activation time: 5 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

    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 Missilel; Body Armor is just icing.

    Rating: 3/5
    Suggested Slotting: 6 resistance enhancements

    Cryo Freeze Ray: Foe hold, minor cold damage
    (Check previously listed link for better numbers)

    Another hold option, Cryo Freeze Ray has all the benefits previously listed of Char, with a slightly longer animation time, since you need to whip out a gun to fire it.

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

    Sleep Grenade: Ranged AoE foe sleep, minor smashing damage
    Accuracy: 75
    Range: 60’
    (Check previously listed link for better numbers)

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

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

    LRM Missile: Ranged AoE
    Accuracy: 75
    Range: 150’
    (Check previously listed link for better numbers)

    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: 4-6 damage, 0-2 recharge, depending on if you want it to deal great damage, or be up more often than not (it’s not nuke damage, so slotting it all for damage might be beneficial. 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: 15 seconds
    Endurance cost: .5/s

    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: 20 seconds
    Endurance cost: 1.5/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: ?/s

    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: 6 resistance enhancements

    Force of Nature: Click self +resistance all except psionics, +recovery
    Activation time: 3 seconds
    Recharge time: Very very long.
    Duration: 120 seconds
    Endurance cost: 7.5

    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. Because of its long recharge time and already impressive base values, I recommend slotting FoN heavily with recharge reducers over resistance enhancements in order to use the power much more regularly; if you use it sparingly, then slot Resistance instead.

    Rating: 5/5
    Recommended Slotting: 6 recharge reduction, or a combination of recharge/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: 14 seconds
    Endurance cost: 18
    Range: 20’
    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: 1 accuracy, 5 damage

    Shocking Bolt: Ranged foe hold
    Accuracy: ?
    Recharge time: 18 seconds
    Duration: 15 seconds
    Endurance: 13
    Range: 80’
    Brawl index: 1.389 (Energy)

    Same commentary from Char and Cryo Freeze Ray apply.

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

    Charged Armor: Toggle self +resistance to Smashing, Lethal, Energy
    Activation time: 1 second
    Recharge time: 2 seconds
    Endurance cost: ?/s

    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: 6 resistance

    EMP Pulse: PBAoE foe disorient, energy damage, self –recovery
    Accuracy: 75
    Recharge time: 800 seconds
    Duration: 20 seconds
    Endurance cost:??

    EMP 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 EMP 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.
  19. [ QUOTE ]
    So your SG is trying to create the substitute tankers?...I think thats....you let me speechless...... (cough) thats stupid man, your just asking to get sonic and bubbles nerf aren't ya??.. and besides your trying to destroy the utility of tankers??!?! man I mean its cool and all but your just making them useless and everyone will love to make those only you know.

    [/ QUOTE ]

    o_O Okay another post like this. People worried about their little tankers becoming superfluous because of things like this need to get over themselves.

    First of all, defenders have always been able to buff the hell out of anyone and debuff the hell out of any enemy to make anyone feel like a tank. The problem? The scrappers and tanks were already to the point of unbuffability and controllers could do it themselves... but all defender/blaster teams or even all defender teams are ridiculously good, even when you don't flesh them out this much. It's not just Sonic and FF. It's Empathy, that can turn everyone on the team in to regeneration scrappers, with unlimited endurance, spot healing, and a few with great defenses. It's Dark, which can floor an enemy's accuracy and let blasters walk through groups unscathed, heal, debuff resistances to cause the team to deal more damage, buff defenses. It's Kinetics that can cap everyone's damage, give them unlimited endurance, status resistance, etc. etc.

    It's a Super Team. It's a team designed to function better than normal teams and takes off with this design. Designed to only function with other members of the Super Team. It requires strict, specific builds, a hefty amount of people, etc. etc. The builds will only be functional within the Super Group-- that's limiting. Trying to play a character that relies on other people for endurance, relies on others to chain attacks together, doesn't slot powers like they normally would, etc. etc. is going to be garbage in a regular group but a god in a group like this.

    It's just like forming a regular SG, but with more power. In teaming regularly with people and organizing specific builds, you can cater to eachothers needs and make one another more powerful. Friend in your regular teaming group wants to make a Stone Tank? Get someone else to play a Kinetics to offset Stone's slowing abilities. Someone wants to play Trick Arrow but doesn't want any Fire abilities to ignite Oil Slick? Get someone to play a Fire blaster. There have ALWAYS been these cutesy power combos that will make for a better team than just a random slew of builds in a pick up group.

    This is like complaining that because I have a regular group of people I team with and can thus create a lot of organization, familiarity, base powers off of one another, etc. that I'm exploiting the game and making things like pick up groups superfluous when in actuality I'm accomplishing something that the devs like to see.

    How? It's what the devs encourage. They love to see people teaming, and devoting an entire build to teaming to work for one another is, I think, how they wanted the game to be played for those that wanted to do ridiculous things. Blazing through 8 man invincible missions is a feat they wanted to be achievable, and even in I5 it still will be, if you can build a "Super Team" like this.
  20. This will probably get deleted, but I'll address some of this anyways

    [ QUOTE ]
    OK, let me cover some of the BS first:
    [ QUOTE ]
    The fact is, why play any other toon to get to 50 when you can do it with 1/4 of the time with no risk?

    [/ QUOTE ]

    Maybe because the game isn't a race to 50. And, "no risk"? No risk my [censored]. There's plenty of risk. You don't have mezz protection, psi protection, you don't have protection from Sappers, no KB protection, and Fire Tanks have the worst defense of all tanks as of I4.

    [/ QUOTE ]

    Yeah, the game isn't a race to 50. But Fire tankers are the most popular tankers for a reason, and I'm betting it's for a reason other than their character obscuring shields . That's why there's the most of them in higher levels compared to Ice, Stone, and even Invuln. That's why most kheldian's first 50's were Fire tankers. Take a look at people's siggy's for their level 50's on the boards, count what the most popular primaries are for each AT... hell, count just what the most popular primary is overall, I'm betting it starts with an 'F' . The fact of the matter is people will always find the best game "exploit" and take as much advantage of it as they can-- in Issue 4, this was Fire tankers.

    Furthermore, Fire tankers made out extremely well in terms of tankability for I5-- they can still cap their S/L resistance with Tough, have better overall tankability than Ice throughout the game, outclass Stone until Stone gets Granite, have better Fire, Energy, and Negative Energy resists than Invuln, etc. etc.

    No mez protection? What? All mezzing effects other than knockback are covered within powers in the primary set, and Leaping can fill holes for mobile immobilization/knockback protection. Giving up a power pool is a small price to pay for the power of Fire tankers (don't tell me you'd rather have that power pool for role-playing reasons to grab something like Medicine or Teleportation... if you played to RP, you wouldn't be so vehement about the Burn change anyways, because even with these changes, Fire would still be the most damaging primary and fulfill its flavor for the powerset).

    So there's risk for the tail-end game when you can minimize these risks with power pools, the EPPs, and TEAM MATES? So the first 40 levels were a breeze and now some groups of enemies require you to hold a Sapper with your epic powers or god forbid use some inspirations before running in and burning everything to the ground like you're used to or instead of having the other 7 players on a team sit in a corner waiting for a herd to come back and make them actively participate? Ouch. That sucks.

    Risk to playing a Fire tanker? Don't flatter yourself. Tanks are arguably the safest toons to play in the game, and the problems you've presented are non-existant if you make any attempt to solve them with the solutions I've listed. I've had no issues tanking Psi AVs for my usual team, and the majority of them are damage dealers. It's not like I have an Emp constantly healing me or an Illusion controller taking the alpha with PA or anything.

    [ QUOTE ]
    [ QUOTE ]
    My Fire tank was faster at killing bad guys than my blaster, safer, easier to level, etc. etc. and that's with a "gimped secondary set" like War Mace.

    [/ QUOTE ]

    Woah, a Tanker is safer than a Blaster? Imagine that! Blasters are much, much quicker to level than Fire Tanks are until about the early 20s, then it slows down until Fire Tanks pass them. I don't know what you're crying about, my Fire Blaster leveled just as quickly to 30-something as my Fire Tanker did. Maybe not as safely (well, they did back in the uber Smoke Grenade days), but it still flew through levels. What about Controllers? Once most hit 32 and get their pets they can level quickly with little risk.

    [/ QUOTE ]

    You're missing the point to this, or more likely, choosing to miss it. My fire tanker outkills my blaster IN ADDITION to being safer and easier to level. That is a problem when blasters are supposed to be the kill all machines. Think Fire tankers dominating all of the kiosk kill charts is just a coincidence?

    Yeah, the gap starts to close after Fire Tankers get Burn, at only level 18. Post 30's, when mezzing becomes prominent and enemies completely outrange Blasters, Fire tankers take over in terms of kill rate. Shouldn't this be a problem since Blasters are supposed to be #1 in terms of damage and Scrappers #2? And the 30-50 game is atleast half, if not more than half, of the total journey to 50... 1-30 flies by.

    As for Controllers, 1). There are two that are capable of dealing heavy damage in I4, Fire and Illusion. That's 2/6 sets. Ice, Gravity, Earth, and Mind Controllers leveling as quickly as Fire tankers or Blasters without heavy team support post 32? Not happening.

    2). Controllers are supposed to be the weakest and strongest AT in the game.. safer, faster leveling 32 is definitely in line and flavor of the AT after having to painfully grind for those low levels, which do -not- fly by for them as fast as a Blaster or Fire tanker.

    3). Controllers are getting hit too because pets were deemed overpowered.

    I'm not crying about anything here, actually. You'll notice that I don't appreciate the Burn nerf either, but atleast portions of it were necessary-- Fire tankers were easier to play than any other character, and were disproportionate to any other AT combination in terms of ease to play, leveling speed, and risk involved. Burn needed to be toned down a notch, just not this severely
  21. A lot of you seem to think this nerf occured just to prevent powerleveling...

    1). The best powerlevelers were not fire tanks. They were Invuln/Fire tanks or Invuln/x tanks coupled with a x/Devices blaster.

    2). Post 18 (as if it were hard to even get to 18) was a joke for Fire tankers. This is coming from someone who played one to 50. Burn was the most endurance efficient, quick damaging attack I've ever seen... and that was when you used it on one target, let alone its AoE effect, let alone herding multiple groups for it. The fact is, why play any other toon to get to 50 when you can do it with 1/4 of the time with no risk? My Fire tank was faster at killing bad guys than my blaster, safer, easier to level, etc. etc. and that's with a "gimped secondary set" like War Mace.

    This nerf was also a balance for PvE in regards to not just other tanks, and not just powerleveling, but all ATs as a whole. Should ATs be balanced? Well, should my Fire tanker be outdamaging, outkilling, outleveling, and outsurviving all of my other toons? Fire tanks were too easy to level quickly with absolutely no risk involved unless you were taking on too big of fish.

    Burn needed to be changed, but perhaps not this drastically-- Burn should have its uses, but it also cannot be the powerhouse it was before this issue.
  22. This was needed, thanks-- tankers shouldn't have had access to arguably the most efficient DPE and DPS in the game, AoE at that. Burn was ridiculous, and people shouldn't complain about not having access to some of the best resistances in the game AND the best damage in the game any longer.

    However, if you don't remove the fear component, this takes away a lot of the flavor from the Fire tanker set; Fire tankers -should- deal a lot of damage in exchange for having weaker defenses. I think it's in line to "readjust" mob AI, remove the fear component, or what have you, to balance Burn in this respect. If Fire tankers can't atleast effectively use Burn, the set has no value appeal over any of the others. I think the previous amount of Fear associated with Burn in Issue 4 was reasonable; perhaps increase that a degree, but right now, Burn is absolutely useless.

    Fire tankers should be a combination of respectable damage, with medium resistances.
  23. Gender specificity is a must. After hearing the sounds, I do not want to make a female Sonic Blaster, which is my intent-- who would with all the sounds being distinctly male or animalistic?
  24. Wow, this post was sad. I've won many a real costume contest on multiple toons. Saves me the trouble of having to negotiate transfers of influence between servers and such.

    Sounds you're a bit bitter from having lost too many?