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That's a bit of overkill. I would never dump 4B into any character.
My Nin is sitting at 45 melee and 51 ranged without Hide and about 40% recharge without Hasten. I could have gone for more recharge because I would love to have Sha and Rin up as much as possible, but with Hasten running having Sha every 21 seconds is good and Rin overlaps so I can't complain. -
Quote:Fair enough on the nuke. I must have misread your post because I thought you said you were going ranged over melee.Actually I said I was going to have a mixed playstyle with slightly more focus on range, not that I was going to be ranged only. I'm taking my nuke because...it's my nuke...and big explosions are fun!! I'm taking Irradiate because coupled with Power Boost (which is the main reason for my choice of /Energy) that's -37.5% defense.
Also if I am not mistaken unless they have changed Irradiate for Blasters it should be a -37.5% defense base so using Power Boost would basically floor the debuff, but I haven't checked numbers on Radiation Blast for Blasters.
Quote:I didn't realize how much of TF's damage was pure energy though, plus it does about 66% of the damage my nuke does give or take, and the disorient component is almost guaranteed right? So whatever doesn't die is useless for a little while. I guess it is worth keeping in that case. Plus it's probably much more end efficient to just use TF instead of the 2-3 attacks I could fit in its place.
Total Focus is a 100% mag 3 disorient, and Bone Smasher is a 60% mag 2 disorient so they are good for mitigation.
Quote:Truthfully I was thinking more along the lines of using my melee powers for like hit and run kind of tactics. After Irradiate punch a couple guys in the face then get out. If a mob wanders up to me kill him with TF or hit him quick with EP or BS and then knock him away with Power Thrust. I'm not a scrapper, or even a blapper, but I do want to use all of the tools I'm given.
Quote:About Static Discharge, first off I can't just drop it from my build because then I couldn't take Charge Armor/Power Surge, and the only other choice is Shocking Bolt which honestly I probably wouldn't use too often because I tend to spend too much time blowing stuff up on a blaster to care about control. Plus I've been playing MMOs for about 6+ years now and I've always had a soft spot for AoEs so I'm a firm believer that you can never have too many! -
I assume Coru is your Fire/Devices Blaster correct? What power sets does Elemental Spark use?
The Fire/Devices Blaster can be effective in teams if you wanted him to be. You wouldn't necessarily have much use for Time Bomb, or Trip Mine unless teams wanted you to set up a mine field for pulls etc, but Gun Drone is good. Fire Blast, Flares, Fireball, Rain of Fire, Blazing Bolt are all good damage powers, but your meat and potatoes is going to be Fireball, Firebreath, and Rain of Fire for mass area of effect damage. In a team you will just drop RoF when the Tank or Controller has them agroed or locked down and watch the number fly.
You will have to tell me more about the other Blaster you want to be your team Blaster for me to better assist you. -
Thunderstrike has an AoE component, but the damage is nothing special on it. Total Focus is single target only with a hold.
Dropping Total Focus would be a bad idea only becauseof how much damage it does, but if you really don't want melee then its understandable. However I would ask you to considered the damage it does in those instances where an enemy closes to melee on you. Total Focus will out damage any ranged attack you have so its good for those moments.
With recharges considered, EP and BS won't outdamage Total Focus because the core of its damage is energy based. People constantly bring up the activation time, but I have enver found it to be an issue because whatever you hit with it dies, unless its an AV or a boss that is +4 to you.
Personally I wouldn't even bother with Static Discharge because you have plenty of AoE powers as it is and slotting Surge of Power is kind of blah, but then aggain that is my opinion.If you are planning on going the ranged route then why bother having Atomic Blast since that will require you to be in melee range? -
Area of effect powers are utterly pointless if you are fighting single enemes, but in groups of enemies they shine since damage is spread. If you solo mainly then you are facing anywhere from 2 to 4 enemies per group so your AoE powers would be good for you. If you are lower level and don't have much accuracy/to-hit to aid with the to-hit check you may not be gettign the most out of the power.
Also AoE powers are weaker than your single target powers for the tradeoff of multiple enemies. Single target blasts in my opinion are always going to be the best option if you are facing one or two or three enemies.
What level is your Blaster? -
Quote:Understandable. I don't disagree that Lightning Field can be useful, but from my perspective and opinion I personally find the power utterly useless. I feel that there are a plethora of other powers that can be more useful than LF.Eh, I just tend to disagree with telling people that certain powers are worthless no matter what because I believe every single power in this game can be worthwhile to someone out there. It all depends on playstyle.
If the OP wants to play with the power then more power to him/her, but I would never endorse the power. I just offer my view of the power as does anyone else answering his/her questions in this thread. -
I don't have a Regeneration Stalker, but I do have a Regeneration Scrapper and slotting for recharge is the way to go. Defense is fine and all, but being able to have Instant Healing, Reconstruction and Moment of Glort up more often is better than having noncapped defense in my opinion.
I basically applied that same logic to my Ninjitsu Stalker when it came to my mez protection and heal, the faster the recharge the better even though she has capped positional defense.
Go recharge and you will be a happy happy person. -
In all honesty I would take Energy Punch and Bone Smasher because both put out impressive numbers. Since Rad has a -def effect you wil hit more often and the issue of smashing damage vs energy damage is not as big an issue as people make it out to be.
Depending on what you are fighting the smashing portion of the melee attacks can be decreased, but that is mainly against foes such as Werewolvees, Paragon Protectors, Freakshow, Vampyrii, etc. However some enemies that are also stronger to smashing also have a weakness to energy meaning the gap in damage is filled, i.e. Freakshow are resistant to smashing and lethal but weak to energy. -
Quote:To be completely honest, once you have Havoc Punch slotted up and Shocking Grasp really won't have much need to even use LF when in melee range. If you ever come across hard bosses in your soloing eventually you will want to look at getting the Elec Mastery pool and Shocking Bolt. SB and SG will lock down a boss and each recharges fast. Also since SB is ranged and has a quick animation you can open with Zapp then SB and then close to melee for Shocking Grasp (slotted for damage) and viola, dead boss.I'm still figuring out a good use for Lightning Field in my soloing. I'm finding that my current play style focuses on the range, but draws on the melee attacks either when I'm mobbed, or when someone comes inside. Because of that, I've actually liked the sniper power, as it's allowed me to take down the first of a mob pretty quickly. I'm trying to deliberately use Lightning Field more just to see what it can do, but even in my heaviest battles (again, so far and only soloing, now at lvl 26) I'm not having battles last long enough to take advantage of much damage over time effects. On the other hand, I'm liking having one more option to either freeze or knockback somebody, as I'm running into a few mobs that are a bit heavy for a squishy like me. In this build, it will be 30 before I can get stamina, so I have to watch it.
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Quote:Why specify the obvious? It is implied that I am talking about myself seeing as the information you read on this screen is coming from me. There are more reasons NOT to take Lighting Field than there are to take Lightning Field.I think you need to specify that you find it worthless because it doesn't have much use to your playstyle. As Miladys_Knight pointed out there are other playstyles that can vastly benefit from a damage aura like Lightning Field.
Quote:Personally having played an Elec/Elec blaster in my opinion if you aren't planning to play as a blapper (or at least a mix of ranged and melee) you're wasting one of the main perks of /Elec which is the really beefy melee attacks it has. For a blaster that plays as a blapper (which, in case the OP doesn't know, is a blaster that plays more like a scrapper and focuses more on his/her melee attacks and being in melee range) a damage aura is very useful since you'll be in melee range much much more than a ranged or mixed blaster.
Quote:Edit: btw I think that other guy called you an elitist because you do seem to have a kind of.."I'm always right" attitude when it's really not about being right so much as just personal playstyle. Just because it doesn't work for you doesn't mean it doesn't work for anybody else.
Not once have I ever said I am right or wrong because in this game everyones experience is different hence why I never give my opinions in a general sense, I give them from my point of view which is all I can do. -
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The huge difference is that Controllers have mezzes which is what makes Fire/Kins so effective. Drain Psyhe doesn't stun so you would be dead fast doing it like that. There are far easier ways of doing it, but why would you even want to farm with a Blaster? What would be the point?
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Thunderstrikes are only a fraction of the cost of Decimations. I personally ONLY use level 40 IOs never higher, never lower, so prices vary by IO type. Thunderstrikes are virtually all the same price regardless of type, level is the only thing that alters there cost and even then its marginal.
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Thunderstrike IOs are wonderful, but you change the dynamic of the build if you use them instead of Decimation. The reason I used Decimation is because you get +6.25% recharge using 5 of them. If you choose to go with Thunderstrike you would end up getting good bonuses for movement speed, accuracy and ranged defense bonuses which are good.
If you go for a ranged defense build rather than a recharge build that would be a good thing since Psi/Mental is pretty much a ranged character with the exception of Drain Psyche.
You do not need to afford the Luck of the Gambler +7.5% recharge IOs just run TFs and stockpile your merits, thats what I did for the two that I needed I didn't feel like spending money on them since I had the merits for them.
If you do go with the defense build then you might want to look at getting the Force Mastery pool so you can get Temp Invul which will take the Steadfast 3% defense unique IO.
Too bad you're not in Justice or I would give you 30 or 40 million to help with your character. -
Quote:I understand they are good on teams because of the large mobs, but even then I still wouldn't take it because on the teams I make damage auras don't really do much good since enemies drop like flies.Large damage auras are actually much better on teams normally, due to the larger number of spawns and the larger number of slivers they eat away.
Obviously, if you stay at range a fair amount of time, then they are not good, but they are very good on teams if you melee mostly.
I guess if a person is on a team that doesn't kill fast then it would be worth it. -
Quote:That could be said about a lot of damage auras. I personally find it useless because while you are waiting to add up the damage one minute, I have already killed every enemy in the area and moved on to the next group. If you are standing in the middle of a large group then the damage is good, but even then there are other factors that work against taking that power. If you solo only then fine it might be justified, but even then I wouldn't take it, and if you team then there is no reason to take it.It delivers a LOT of damage over time. More damage than any other single target, and for less endurance. If you look at the ticks as individual attacks, then yes, it looks underwhelming. But if you take a period of time such as say, 1 minute, and count up the damage and endurance cost, then it's got big numbers. Add in multiple targets and it gets pretty crazy.
As someone else mentioned it really comes down to personal playstyle/taste, and I find it completely optional and avoid it everytime. The low damage and the endurance cost per sec are not worth me recommending someone take the power. -
The key powers for me are Drain Psyche and Psychic Shockwave. With the high recharge it allows you to keep Shockwave ready pretty much every fight and Psychic Focus and Concentration are only down for 17 seconds so you can basically use them once every fight also.
I didn't take an epic because there was no point in doing so. I am not one of those people that takes an epic just because it's their. If there is a reason to take it then I will, but otherwise I won't bother. None of the epics help this build at all. For a moment I thought about the Elec Mastery pool because I love Shocking Bolt and Surge of Power, but decided against it because there was no real reason to take either.
The only reason I took the Leadership pool is for the two powers that take Luck of the Gambler +7.5% IOs, otherwise I don't even keep Maneuvers or Tactics in my tray since I don't really need them. Assault and Vengeance I use normally since I run TFs on her and they come in handy. -
Radiant Strike to knock them away, Build Up and Incan Strike to finish them off is the easy way of dealing with them without having to select pool powers.
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I normally don't do this but what the hell. Here is my build that I use on Psychosia, my Psi/Mental Blaster. My build is IO'd for recharge so that I can keep Drain Psyche up as much as possible to simulate Instant Healing from the Regeneration set.
The build works great for my play style, I play her just like I play my Fortunata. I actually leveled her up first and then my Fortunata so she helped me play her better. I plan on converting her to a villain once Going Rogue comes out, but in the mean time she wreaks havoc when I do play her.
At the moment Subdual, Psychic Focus and Concentration are the powers that I am still waiting to get completely slotted out and that mainly because I am level 44 on her. Hope this helps you, if you have any question feel free to ask me.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Psychosia: Level 50 Magic Blaster
Primary Power Set: Psychic Blast
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Hero Profile:
Level 1: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(36)
Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(50), Enf'dOp-Acc/Immob/Rchg(50)
Level 2: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(36)
Level 4: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 6: Hover -- Frbd-Stlth(A)
Level 8: Will Domination -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(36)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(37)
Level 12: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(13), Mantic-Acc/ActRdx/Rng(13), Mantic-Dmg/ActRdx/Rchg(17), Mantic-Dmg/EndRdx/Rchg(37)
Level 14: Fly -- Flight-I(A), Flight-I(15), Flight-I(15)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(50)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Drain Psyche -- Theft-Acc/Heal(A), Nictus-Acc/Heal(23), Dct'dW-Heal/Rchg(23), H'zdH-Heal/Rchg(29), Numna-Heal/Rchg(29), Mrcl-Heal/Rchg(31)
Level 24: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(37)
Level 26: Concentration -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(46), AdjTgt-Rchg(46)
Level 28: Psychic Focus -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(46), AdjTgt-Rchg(48)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Psychic Wail -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Telekinetic Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(40), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(42), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(43)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Assault -- EndRdx-I(A)
Level 44: Maneuvers -- LkGmblr-Rchg+(A)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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Set Bonus Totals:- 13% DamageBuff(Smashing)
- 13% DamageBuff(Lethal)
- 13% DamageBuff(Fire)
- 13% DamageBuff(Cold)
- 13% DamageBuff(Energy)
- 13% DamageBuff(Negative)
- 13% DamageBuff(Toxic)
- 13% DamageBuff(Psionic)
- 6.25% Defense(Smashing)
- 6.25% Defense(Lethal)
- 0.94% Defense(Energy)
- 0.94% Defense(Negative)
- 8.75% Defense(Melee)
- 1.88% Defense(Ranged)
- 6.75% Max End
- 3% Enhancement(Immobilize)
- 90% Enhancement(RechargeTime)
- 52% Enhancement(Accuracy)
- 54.2 HP (4.5%) HitPoints
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Immobilize) 10.5%
- MezResist(Stun) 4.4%
- 5% (0.08 End/sec) Recovery
- 18% (0.91 HP/sec) Regeneration
- 2.5% Resistance(Smashing)
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 2.52% Resistance(Energy)
- 4.4% Resistance(Negative)
- 3% RunSpeed
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Quote:First of all I was talking about the cap, I just forgot to put 7.5% cap and only said 7.5%.Noone said every build needs it, nor have I seen it even hinted, or even debated, all that was said was it was nice...but since you brought it up...
You would need 5 other enhancements of recharge 7.5% for the SotM to be useless in that aspect. (see laws of 5)
also 4 slots Extreme gets you Dmg 2% were as 4 slots SotM gets you Dmg 3%.
Yes Extreme gets you a 1.5% recov but that is something that is easy to slot for tbh.
Fact is we do not know that much about how he plays, or what he is looking for in a final build. He is here asking questions and getting feed back, so why you say my build will not help him is beyond me bud. I mean no disrepect as you have obviously been around a long time and give some good advice, but you seem a bit eliteist and off putting.
Secondly you are taking this way beyond what it needs to be. I wasn't saying Sting of the Manticore isn't bad, I simple said that Extreme Measure is every bit as good. If you don't think so fine, that is your opinion but it doesn't influence mine at all.
Third I said you build will not help him because you have a build that is completely ranged from what I see of it and in his original post he has melee powers mixed with range. What I am saying is not elitist in any way at all. I am simply stating my opinion based on what I have seen from his original post and from what I see about your build.
You posted your build for whatever reason an I simply offered him a bit of advice regarding the information we are telling him and what you posted. My post doesn't put your build down at all. I actually didn't say anything positive or negative about your build so I can't see why you would even begin to take offense to anything I have said. -
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Sample: Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(43)
Level 1: Subdual -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(43)
Level 2: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(42)
Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(42)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(42)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(37)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(46), AdjTgt-Rchg(46)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 16: Concentration -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 18: Swift -- Run-I(A)
Level 20: Drain Psyche -- Theft-Acc/Heal(A), Theft-Heal/Rchg(21), Nictus-Acc/Heal(21), Nictus-Heal(23), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Rchg(34)
Level 22: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25)
Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(37)
Level 28: Telekinetic Thrust -- FrcFbk-Rechg%(A)
Level 30: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(46), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(48), CoPers-Conf/EndRdx(48), CoPers-Conf%(50)
Level 32: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(40)
Level 35: Sniper Blast -- Empty(A)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A)
Level 47: Force of Nature -- Empty(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Here is a quick build I threw together for you to get an idea. The build is not that expensiive for the core parts, the only pricey IOs are the two Luck of the Gambler +7.5%, Numina and Miracle uniques and the Contagious Confusion set which to be honest is cheap compared to the other purple sets.
The build has 30.6% ranged defense and I figured that would be more than adequate since the attacks in your primary and secondary are most all ranged. Your recharge with Hasten is 128.8% which is good since your powers don't have long recharges anyways and the onyl power that really needs the recharge is Drain Psyche which you only have 10 seconds downtime when Hasten isn't running. I slotted Telekinetic Thrust with the +Rech proc since it recharages fast and you can take advantage of the 10 check for +100% recharage.
Anyways this should get your started for the most part. -
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Quote:While that may be the case you also have to realize that his example build doesn't really help you because he has one melee power and if you plan on making the best of your build as I assume you are then you will have more than one melee power. Yes Shock Grasp and Havoc Punch are in his build, but with that slotting they don't really do much for the build so its like they aren't there.It definitely doesn't bother me to get too much information, so I appreciate seeing one full build. I figure that a month in, I have many, many months of play on this character to even begin to figure him out. The game intrigues me in allowing different power variants for a single character, much less all of the enhancements, so I recognize that I'm sipping from a fire hose in listening in on these conversations. Still, they are helpful.
Playing a range only Blaster v complete Blaster causes completely different types of questions that should or could be asked. I am making an assumption just form looking at his build, but I could be wrong although I don' think I am.