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I was one of the first on Pinnacle, I'm proud to say. I probably singly-handedly gave it the nickname "The Drunk Server", and my Blasters were top-notch (except that Fire/Dev I never finished...) When Global Names were introduced, I became... @BoundKitty
My Claws/Regen Scrapper was a flipping-out bundle of Winter-Lord-exterminating joy, and she became my avatar, the basis for the vast majority of the characters I would create over the next few years, and a real-life inspiration for me hanging on to life through bouts of homelessness, trips to the hospital, long nights at work, the U.S. Marine Corps, and other parts of my life.
I've met a lot of people during my time here, and I'll go through some of them really quickly here:
PhenoBarb and friends
Talonflash (who singlehandedly kept me from starving last year, I can't thank him enough)
SisterJeanne (also helped with keeping me from starving, more thanks here too)
JimmyAmp
Tsugaru
KemLi
Titania
KOIS (he might be a mini-nightmare, but he at least made things interesting)
Lobster
All the people I met in Trials and TFs
All the people in Bound Kitty's Funhouse
If I didn't name you specifically, please don't take it personally. My mind has started to go over the years.
I'm interested to see if CoX gets picked up by another company and we can continue, but if not...
It's been a wild near-decade since I first played CoH in Beta. The Rikti Invasion was something I still talk about to this day. Thanks for the memories, everyone. -
I did post a Psi/MM Blaster guide in the guides list less than a year ago, and the concepts I discussed still hold true today. But if that's TL;DR for you, I can sum it up.
Your DPS, no matter what chain you have, is going to suffer against robots or anything Psi-resistant. DPS is also a little slower than almost every other blast set due to the slow travel time between yourself and your target.
As far as blasts go, Will Domination can come in handy but Scramble Thoughts is pretty much useless. If you do go with a ranged defense-capped build, your nuke can come in handy as you're allowed time to escape out of point blank range and even with your toggles dropping, you'll have enough set-bonus defense to keep you alive while you pop a blue, jump in and Drain Psyche, then jump back out and re-toggle and resume mopping up the rest.
Also, I don't think you'll have enough end after your nuke to fire it a second time in such a short span. You'd need to pop several blues at the minimum.
Anyways. I do still recommend you check out my guide if you have any IO slotting questions or you're wondering about exact damage of powers. Hope this helped! -
Quote:1. Sorry, but that's -your- experience. I for one quite enjoyed my Psi/Mental Blaster all the way up to 50+3.1. They are a painful grindfest to 50.
2. Poorly, that's why you will "never" see another one. Ranged Defense set bonuses.
3. You want to avoid pairing this primary with this secondary. In the late game there are several creature types that have Psi resistance and that Psi resistance is quite high. (Robots, Carnies). Pairing these sets together gets you almost exclusively Psi damage which means you won't have a quick way to take these mob types out.
Psi/ is a single target ranged set, /Mental is a Melee/Close secondary. The 2 do not play well together though /Mental does partially make up for the lack of AoE in Psi/
The best pairing for Psi/ is /Energy. These 2 together allow you to boost your range and slot up enough ranged defense to survive long enough to use your single target attacks and lets you blap robots and Carnies with a non-Psi type of damage. Hovering out of melee range eliminates that vector for being damaged. You can make up some of the Primary power set's lack of AoE by taking the Electric APP and slotting up Static Discharge. /Energy also improves the range on that power as well.
If you are more interested in the /Mental secondary it is excellent with just about any other Primary power set. The Primary (other than Psi/) that gets the least benefit from it is Elec/ but it is still better than Psi/ especially if you intend to go Elec/Mental as an endurance sapper.
The only caveat to /Mental is that World of Confusion is a less than stellar power. The Contagious Confusion proc by itself is better than this power when fully slotted. If you want to take this power I'd wait and take it last and make sure to slot that proc in it.
2. Ranged Defense is one of three ways to go with a typical IO Blaster build, the others being Smashing/Lethal Defense with Scorpion Shield or Ice Armor from the Patron/Epic Pools, and Damage/Recharge. I tend to go Ranged Defense, myself. If you look in the Blaster Guides section, on the last page I've got a link to my Psi/Mental guide that tells all about my build.
3. Avoid Robots and Carnies. Psychic Clockwork are a notable exception, because they have a strong weakness to Psi. Carnies... ugh. They still give me a tough time, but Ion Radial Final Judgement is a fun equalizer in the endgame for VIPs. And there are ways to take them down, it's just a LOT harder than point/click/win. -
Here's my fairly-low cost IO Ranged Defense build for my Energy/Energy/Electric Blaster.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Freem Kitty: Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Power Thrust -- ExStrk-Acc/KB(A), ExStrk-Dmg/KB(7), ExStrk-Dam%(9)
Level 2: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Dmg/EndRdx/Rchg(11), Thundr-Dmg/Rchg(13), Thundr-Dmg/EndRdx(13)
Level 4: Build Up -- GSFC-ToHit(A), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(15), GSFC-ToHit/Rchg/EndRdx(17), GSFC-ToHit/Rchg(37), GSFC-Build%(37)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(21)
Level 8: Sniper Blast -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(23), ExecCtrt-Dmg/ActRdx(23), ExecCtrt-Dmg/Rng(25), ExecCtrt-Dmg/Rchg(25), ExecCtrt-Stun%(27)
Level 10: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(27), Zephyr-Travel/EndRdx(29)
Level 12: Bone Smasher -- Mako-Dmg/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Acc/Dmg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Dmg/EndRdx(31), Mako-Dam%(33)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 16: Energy Punch -- Dmg-I(A)
Level 18: Aim -- RechRdx-I(A)
Level 20: Energy Torrent -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(46), ExStrk-Dam%(46), Posi-Acc/Dmg/EndRdx(48)
Level 22: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
Level 24: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(39)
Level 28: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 30: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(34), Aegis-Psi/Status(50)
Level 32: Nova -- HO:Nucle(A)
Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 38: Stealth -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 41: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-%Hold(45)
Level 44: Invisibility -- LkGmblr-Rchg+(A)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Ion Radial Final Judgement
Level 50: Paralytic Radial Flawless Interface
Level 50: Warworks Radial Superior Ally
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(36), P'Shift-End%(36)
Level 1: Defiance
Level 4: Ninja Run -
Quote:Thank you.I took a look at the thread and 2billion for an enhancment is off putting. Again i need something cheap. Ordius's build seems solid. I had a look at it too.
If you have any questions about it, I'd be glad to answer 'em. It was a fairly cheap build to assemble, but I had no patience with the market so I ended up paying more than I needed to pay. But with liberal use of Hero/Villain Merits and Reward Merits, I'm sure you could keep the costs down. -
I wish there would be some actions taken against members of the channel that have used said channel to discriminate against other members, and have gotten other members of the channel to harass other players in private.
That's why I'm not in PB any more. -
I know this could be considered kinda low-content, but I wrote a guide to the Psi/MM Blaster that you can check out... I've posted a couple of builds, and reasons for and against almost every power choice. It's posted on the last page of the Blaster Guide sticky at the top of this forum.
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Quote:I mean... that's a huge undertaking, and Blaster aficionados tend to stick with one type of play style rather than attempt them all, so you could ask 100 different Blaster fans what they think is most effective and you'd probably get 99 different answers. (No one is answering that Electric Blast is the best. Ever.)This is very frustrating to me. I'm looking for a Guild to building ATs, one that walks through the ups and downs of each primary/secondary combo. One thats explains which primary power has the best of each type of attack, and same for the secondaries. I found 1 for trollers, and is was hands down "da Bomb". I also found a "mini" 1 for Tankers, but nothing for all the other types. I don't want a guide to a Certain build, I want one that talks about all the combos for that AT. Any thoughts????
I can give you a very vague, quick rundown of all the Primaries.
Fire- high damage, high END usage, best AoE potential.
Ice- medium-high damage, medium-high END usage, single-target quasi-control set with slow and hold effects, targetable mega-nuke.
Elec- medium damage, medium-high END usage, secondary effect has a small chance of draining END from the target, as well as immobilizing. Only Blaster primary with a pet (quasi-pet, not controllable).
Psy- low-medium damage vs robots and other Psy-resistant foes like Carnies, high damage when not resisted, medium END usage, mostly single-target with a recharge debuff/slow secondary effect.
Assault Rifle- medium damage, medium-high END usage, most resisted damage types (Smash/Lethal), good crowd-control primary and a crashless nuke.
Dual Pistols- medium damage, high END usage, good AoE potential, switchable secondary damage type/debuff type which combos well with almost every secondary.
Energy- medium-high damage, medium-high END usage, high knockback secondary effects, weak AoE potential.
Radiation- medium damage, medium END usage, stackable defense debuff secondary effect, X-RAY EYES. Almost as good as Fire at AoE.
Sonic- medium TO high damage (due to the resistance debuff stacking), medium END usage, stackable resistance debuff effect, poor AoE potential, has disorient and sleep attacks.
Archery- medium-high damage, medium END usage, good versatility, added inherent accuracy bonus, crashless nuke considered one of the best damage powers in the game, damage type (Lethal) is fairly well-resisted.
Dark Blast is coming with Issue 21, but since I don't have specifics on it, I'll just assume it's similar to the Defender secondary and say it's medium damage, medium-high END usage, with a stackable to-hit debuff.
Couldn't tell you much about the secondaries except to look for symmetry. Fire primary goes well with every secondary since its own secondary effect is just more damage. Ice primary works well with Ice secondary for stacking slows and holds and having a higher-damage Controller type, or with Fire for the added damage, or with Mental for the slows/recharge slows. Mental secondary can add AoE damage to any single-target primary, and Drain Psyche can make your Blaster near-invulnerable. Energy secondary is the most unique, with 4 self-buffing powers (Boost Range, Build Up, Conserve Power and Power Boost) that can add a whole new dimension to your Blaster, plus some strong single-target melee attacks. And Devices... Devices is a relic of original CoH with a couple of powers that make no sense (Taser, Timed Mine). It needs to be remade, but would work well with a thematic superhero who has no actual powers. Like a James Bond-type.
I dunno, hopefully that helps. -
I have a pure ranged defense build for my Eng/Eng blaster that still gives me the opportunity to swoop in and blap with 2 full-strength attacks. Check this out.
Code:It's cheap, no purples or PVP IOs, gets you over the cap in ranged defense before power boost, and could be further enhanced by the Nerve Alpha that enhances accuracy and defense. In fact, with Power Boost and Nerve Core Paragon, this build can reach 53% ranged defense. That should be more than enough.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1485;726;1452;HEX;| |78DA6593494F535114C7CFED0074A6402D430B74602AB4D0A8718C242A24A8248D2| |4EE0C29F02C4F1FAFB57D28DDF9195CA81B458DE3DAE90338EEDCC36770D8386EEA| |B9E7DCD29ABEB4F777DEFFDEFF3977787771EBB417E0C62C08DF29235FA92C9FC4D| |6D2CA1D8B9B56DED28BA667BEAC691BC36775CBAAB603C0801AB07C3E6F16B4B5CC| |9CA9950B55B625EA7D4B9BA552B16CD53B17F3A65EDA34285F70C15CD7CA9A6965E| |A8127572C1A9979432FAC5B3E8E65A89B0537BD2D95346D2D48E182794DAFE82BBA| |A15BD5F05C495FCDCC19DAAA55D657F3065691B5ABBD38C934FE0F43FDA939E12E2| |20AB6078C7B04C736E33EA1ED2161A3E1B2C1960DA01BDAAE133AAA8443D825545A| |C1693B38AD9B13B9399197B37BB956115BBB72D91F61A238F89F2286C0FF0C9184C| |E2784E463441692CF094771BC53B99C5CAB936B7571AD2E997D107AB6195CF918B6| |EDCAD5FE967AF6BD63BC27F47E607C4444A0FF13BDB9D0E212BC7057088304F4EFD| |8644F649750C22E8F4AEB59A74A91CB20273D7809E4F0419DDF0A84E12B88187830| |AD8F5DC2B743AB4AEF124CD402DC03812848E938B641250527493A0272D349B277F| |341A4F958D27C1ED36F68DC556C433C7D1162EB1443E00CC22A69B8860FC451E953| |4BEDE341C38C51C609F99DB3C531F08207BC24C45E11A65F33B8B61DF34555BE68A| |F903B130B13B207851C300BF2A4790A4372910E3B38D014679333EEA661090F21E9| |258CFA08637E4680E043D788728DB06B945D63EC9A60578A5D2976DDC14F6F5C1DD| |DF80FDAFD899F8C5F84D46FC2D41FC65F42006B4DAA594F862851055F32EA766478| |AFB2FFC18F9E19E599614FC4B177A3F027F7FF5C8B9273EC5D2A10A47C71A32294E| |2E22DFBDAACF959FBD6D084B8C07B7F063106DF1B3D3671935694B8C5B84D8839EA| |57B9564BB54C69A645C9B628FB5B94032D8AAB73EFE6D756DCA4539C6F8A2F36C5B| |9A6B8BF47CE93E3CFDD8D38D7A4CF36E9FF0043F000A9| |-------------------------------------------------------------------|
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Yes, there's an abundance of ST damage. If you're looking for a good mix of ST/AoE... choose any other blaster primary/Mental Manip. Psy Scream and Psi Shockwave both hit hard and give massive -recharge to the enemies.
If you're looking for a guide to read through, check mine out. It's on the last page of the Blaster guide list thread. -
I've been thinking about writing a Rad/ blaster guide, but haven't gotten one up to 50 just yet. If I do get one to 50, I'll post a guide in a few weeks afterwards. It's an interesting set, but the secondary effect is more beneficial to teams before level 35. It has some good AoE potential, and an interesting snipe, plus it can slot the Achilles' Heel -RES proc in each attack that does -DEF, leading to everyone hitting that enemy harder. Kinda like a ghetto Sonic blaster.
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He's talking about the bug fix to the Interface Incarnate slot. Before, it was acting as a nuke with the Reactive Fire DoT triggering almost constantly. What should've done 1 damage per second was doing 17. That damage added up fast.
It was not a nerf. Now, the power is acted almost as intended: there's still a bug that causes only one enemy in an affected AoE power area to be hit with the Interface proc. The devs have said that's gonna be fixed shortly. -
Or, depending on how the worldwide ISPs route connections, you guys could be getting that region routed through a faulty data-center. Just a thought.
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Well, you haven't really given us much to work with...
Do you know how Single-Origin vs. Hamidon-Origin vs. Invention-Origin Enhancements work? Are you looking for a cheap build/expensive build? Would you like the build to cap defense/recharge/damage? How do you like to play your blaster? Are you a ranged lockdown artist with your Ice blasts? Do you get up close with your Energy punches?
Knowing these sort of things will make any suggestions we give you not be as likely to make you hate your blaster, seeing as how we'd be adapting it to your play style and not giving you a basic template build which might not be as enjoyable.
My best advice, honestly, would be to go and PLAY your Blaster. Learn what works best for you, learn what enemies will give you fits and which ones you can steamroll, and team with people to get some experience with other buffing/debuffing/control sets and how they effect you as a "glass cannon". Also, you're about to wade into the level range where Blasters drop off in terms of damage vs. the enemies' increasing HP and newly-gained mezzing abilities... this is where a lot of new Blasters get discouraged. Don't give up hope! I love my Blasters and they're well worth the journey. -
I'll be on with my Fortunata and I'll try and have some friends join me.
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It's not the accuracy that I'm most iinterested in, although it is fairly nice. If I wanted it, I'd go Nerve Core Paragon. But I went Nerve Radial for the Hold Duration, Fly Speed, Confuse Duration, Accuracy AND Defense Buff boosts. Psi/MM benefits from everything except Taunt from the Nerve Radial.
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Yeah. I'd definitely recommend Cardiac Paragon of some sort.
Personally, I like building for defense... I appreciate living on the edge, but not -too- much... hehe. I guess I remember the days of the vicious leveling cliff upwards of level 35 on a blaster... you can only damage an enemy while you're still alive, and stuff later on has a lot more XP than before and a lot more damage potential. I like to stay alive and deal my uninterrupted DPS.To that end, I took Nerve Radial Paragon for my Psi/MM. It's pretty underrated.
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Quote:I love layered damage mitigation on Blasters. Resistance alone is garbage; you want your Blaster to be able to survive long enough to hurl their tasty DPS, and on an AT with such low HP, anything that hits you is still gonna hurt. Better to give them the ability to dodge a lot of attacks so that they can take more people out of the damage equation. However, you should look at whether or not you're going to be teaming. Solo Blasters should look at 6-slotting Weave and slotting a set like Red Fortune, taking Tough -and- a pool Res shield, and focusing on slotting their single target attacks with Thunderstrike, to give themselves good accuracy bonuses and ranged defense without the use of costly toggles. More end for blasting is always good, right? Teaming Blasters can definitely leverage using those toggles to help the team with Leadership buffs 'cause every little bit helps (especially vs. end-game enemies), but your soloing will suffer somewhat. I dunno, just my thoughts from years of experience with Blasters all the way from the original game's beta.1. Combustion is a good AoE power. It's DMG is worth the "long" animation time.
2. Blazing bolt is not really that much use, except for the generous set-bonuses Manticores give you and it's a useful power if you're not doing so well in a team and you need to pull to make it easier for you.
3. Maneuvers is a great power. It gives you (and your teammates as well don't forget) +Defense to everything, minimal though it may seem. And with Stamina now an auto power, I think that Leadership is a strong pool to replace it with.
4. Tough + Weave are priceless for a Blaster. You need all the Resis + Def you can get your hands on. Also, you can always 4-slot boxing/kick to get some nice set-bonuses from Kinetic Combats -
Well... that's certainly an expensive build. xD
Um, first impressions upon looking at it: Wow, holy purples! Also, that's an insane amount of +recharge... and end use. In order to properly leverage your build, you're gonna -need- to set your missions to x8 in order to group enough mobs to Drain Psyche, just to keep going. You've only got 1 end/sec base recovery, when you take into effect all your toggles... throw into that the insane speed that you'll be using to throw your fireballs... Wow.
Yes, it's effective. Yes, you'll have fun dashing from spawn to spawn and destroying them. Would I have made that build? No. Too rich for my blood, and I don't like to have my build force a certain method of play. But what matters is, if you're gonna have fun with it. It'll certainly live up to the name you gave it... Killstreak. -
There are a couple of Mental guides in the guide list... there's StratoNexus's guide and my guide to Psi/Mental blasters. But for Mental powers... Subdual you're stuck with so either ignore it or set-mule it (It can take Ranged Damage or Immobilize), Mind Probe is a melee attack which is decent but only single target, so it's skippable. TK Thrust, I took to slot 3 Explosive Strike IOs for ranged defense bonus, otherwise, it's just another melee attack with high KB. Psychic Scream is an awesome cone with a huge -recharge debuff. Definite take. Concentration is your Build Up clone, 15% ToHit, 100% Damage buff. Drain Psyche is the corner stone of the set. For you, S/L softcapped... this power will turn you into a god if you can hit at least 4 people with it. (PBAoE) Capped End recovery, high +regen rate... and it's probably the biggest debuff any blaster can get period. AVs will whimper as you regen like Wolverine and never run out of endurance. World of Confusion I actually use, and you might too since it's PBAoE. I put the purple confuse set in it. Scare... pass. Psi Shockwave is another staple of the set... PBAoE, massive -recharge debuff like Psy Scream, hits pretty hard. Definitely slot it up.
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Quote:Naturally. On my human-form only PB (which is a more viable way to play now with Destiny mez protection), I've gone this path. On my Tri-form I'm bringing up, I'll probably not even take the Fighting pool. Part of the reason I love PBs... lots o' flexibility in what to take.Double checked that. You're right; Weave does provide a considerable amount of Defense when slotted with Red Fortune. The roughly 4% that I was talking about is the unslotted value. My bad
Two things to consider though. That Defense only applies in Human. Also, getting the full benefit from Red Fortune requires six slots. That's a lot for any toon but especially for a Kheldian that uses their alternate form(s) on a regular basis. -
Actually, Weave with 6 Red Fortune IOs (level 50) slotted provides 5.91% defense, plus an extra set bonus, so over 8% to ranged defense total, close to 9%? It's a good chunk, that's for sure.
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In all the writing I've done in my life, I've never let anything stop it except the occasional case of writer's block. If I have an idea, a premise, a storyline... I'm putting it out there and I won't stop until it's complete, simply because I know it will eat at me internally if I don't finish. True writers live and die with their stories, because each word is a part of them laid bare for others to see.
Finish your story, hun. It'd be wrong not to. -
Judgement - I took Ion on my Psi/MM and Ion Total Radial Judgement is amazing. What doesn't die is usually devoid of endurance, held, or both. Having said that, I think for blappers, Void is a great choice. PBAoE and -50% DMG on non-dead targets? Woo! Pyronic is a great thematic choice for your Fire/Fire. I also approve. And Cryonic? Well... if you want another cone, or you're an Ice blaster of some sort, okay. There ya go.
Lore - Seers are awesome... for everyone except Psi/MM blasters. DIVERSIFY DAMAGE TYPES! So I went Clockwork. IDF is gonna be the least chosen by far, WarWorks will probably be the most chose 'cause the Victorias are amazing pets.
Destiny - I went Clarion for mez protection, but Barrier will be the most popular by far. I might even make a Barrier as well. Ageless is good if you run against end-draining or rech-slowing enemies, and Rebirth.. it's a heal. So. Meh.
Interface - Diamagnetic for obvious reasons: -ToHit / -Regen. If you want more damage, go Reactive. Can't see too many uses for Gravitic or Paralytic on a blaster. -
*blush* Thanks! I've been working hard to ensure that people know how to handle the new content.