Phantasm

Apprentice
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  1. I had no idea that Vs had that high of a bonus nor that it lasted the full duration. Obviously that makes it instantly worthwhile, especially with your recommended slotting. I know have a tough decision to make as to what power to drop and where to make up for those 3rd extra slots I need.
  2. Positivity hit it right on the head. Building a blaster around defense will gimp your blasters damage output and end use (less of a concern with elec^2, but still an issue). if you wanna blast with some survival, corrupters offer more mitigation through support sets vs. blasters secondary dmg set.

    You do have some room with the build and if you want a full breakdown, check my post in the Player Guide section (The Blaptroller: Reloaded). I break down each move and it'll give a good idea on how a elec/elec can be played effectively.

    But easiest defenses are Hover (completely avoid melee), stealth (from concealment, has def+ and helps avoid unwanted aggro), defense armors from EPP, and io sets. Tough/Weave really don't preform well with blasters and require a lot of slotting to use effectively. This in turn, takes slots from moves which could have been used for io bonuses.

    As for teamplay, you only need two moves: Short Circuit and Power Sink. These two combined will tap out bosses end bars and do a significant chunk of EBs or AVs with endmod slotted. Some say you don't need endmod (I wouldn't put it in normal attacks, like Lightning Bolt or whatever), but having it means less time between pulling a group and having that group drained, which can be the difference between living and death. Once end drained, you can run around in circles if you wanted to cause your team will lovvvvvvvve you for the end control
  3. {kidding}
    As someone who knows Timeshadow in IRL, I can tell you any advice that would have him NOT constantly switching between forms is going to be ignored. I'm pretty sure he's petitioning to have the "Rest" ability be a new form for Kheldians.
    {/kidding}

    Great guide, D. Read it a while back, never posted it on the forums, but it makes me wanna play that ol' 1300+ day offline PB, Falcon 7, all over again. Even if people disagree, I've talked to people who've used this build and says it works out great for them! Keep up the good work, 27.
  4. Two notes:

    -Didn't mean to make it sound like I didn't like Shocking Grasp. In fact, I like it a lot, just not as a hold with damage, I prefer it as a damage that holds. The thing I disliked about it was the minimum range was a pain to deal with, especially if you're trying to stack two quick holds on a boss.

    For that, I'd use TC-->SB. As for EBs, only way to hold as you both mentioned is to drop all 3, which I would. I'll adjust the writing so it shows that I am more in favor of the move. Cause you're all right, it's a great move. I just thought it was a little underwhelming for a Tier 9 ability, albeit in a secondary set.

    Second, I couldn't remember you name DarkGob!!! The only reason I know what sets to go with is from your recommendations like... 6 months back. If you look at the Special Thanks section, you'll see an update!
  5. It's a homage to the original Blaptroller guide with updates including how to spend the three new points from Fitness going innate and possible IO's and set ideas.

    Please check it out and leave feedback if you feel it necessary!

    >>>>> http://boards.cityofheroes.com/showt...69#post3544269
  6. >>> SPECIAL THANKS <<<
    I'd like to thank everyone for their contributions to the guide.
    → Mystic_Amethyst: Author of the original blaptroller guide, which still stands as a great guide! Again, link to this guide is found here: http://boards.cityofheroes.com/showthread.php?t=117829

    →DarkGob: Forgot your name till you posted under the guide. Thank you for all your help when this character was still stuck in Praetoria. All the IO set ideas more or less spawned from our discussion, as well as uses for the 3 new powers. Can't believe it took me that long to try out Aid Self.

    → Crasch and his guide: http://boards.cityofheroes.com/showthread.php?t=112410 gives good insight on Blaster defenses. Worth a read!

    → Timeshadow. For helping with guide formatting and getting me back into CoH

    → JakHammer for his insight on a previously ignored power, Sparky!!!

    → Any and all electric users who've helped gather information or passed advice along the way.

    Any feedback is appreciated and I will update as new information becomes available.
  7. >>> SAMPLE BUILDS <<<

    Okay, so here's the deal. I'm really reluctant to post a sample build because then people will follow the build blindly and we'll have Blaptroller clones running a muck. This guide is very tight as it is, it's pretty obvious what moves I like and use (Those with slotting) and those I feel are less useful (Those without slotting). That said, you got a couple moves you can play around with, which are:

    -Lightning Clap v. Sparky: Unnecessary
    -Charged Brawl v. Thunderstrike: You can pick one or the other, depending on play style.
    -Surge of Power v. EM Pulse: Again, both good panic button choices, I favor Surge of Power cause it lets you attack afterwards (as a human Sparky!!), whereas EM Pulse kinda drains you. Both of these powers are skippable as well, giving you a free power slot to toy around with.
    -Stealth (From Concealment): If you don't want full inviso, you can skip this power and go with an IO in a travel power. Or if you want full inviso in one button (Without a minor +DEF buff), you can use Super Speed with Celerity:+Stealth.

    So that's just a small list of things you could possibly change around. Keep in mind you're most likely gonna end up with more powers then you have the slots for, so that's something else to consider when looking over what powers you want. But, to satisfy some of out there, here's what I wouldn't leave out of the build.
    -Short Circuit + Power Sink
    -Lightning Bolt + Havoc Punch
    -Hasten + +DEF Travel Power (Hover or CJ)
    -Aim + Build Up
    -Tesla Cage + Other Hold (Grasp OR Bolt, pref. both)
    -A Panic Button (EM Pulse, Surge of Power, Phase Shift, etc.) + Mitigation (Toggle defenses, self heals, etc.)

    So that should give you enough to go on! Go wild and make some builds. If you wanna be more Blappy, pick up more punches then nukes, if you wanna be more trolly, pick up ranged moves and all the holds, and if you wanna be more Blasty, well, probably should avoid those pesky melee moves if you can. I use a mix of all three and it allows you to fill any role. I find myself more concerned about draining end for the most part, but you can really get LOTS of versatility from a pretty single-tracked class, the Blaster.


    That said, if someone really wants to post their build, feel free to do so, I may or may not add it to the guide.

    >>> TIPS AND TACTICS <<<
    Here's a section where I will discuss some of the tricks I found while playing the character, or just tips in general. Some of this is covered earlier in the guide, I apologize for any redundancy.

    -Tesla Cage is useful for keeping enemies locked down and/or tapped out, use it OFTEN even if you don't think you'll need to, it'll save you HP/End over time.

    -Short Circuit / Power Sink are usable ABOVE targets and will often be just as effective, so Hover on over and let em rip.

    -Ball Lightning takes time to travel to its targets, use it to pull while hiding behind a corner and get some nice LoS set up.

    -Group with other Elec'ers as much as possible. End Drain is end drain, no matter who it comes from!!

    -Stacking holds will allow you to control tougher opponents. Bosses usually require two holds, EB's require 3, AVs.. well, more. They don't all have to be from you, so coordinate with others and you can pretty much hold anything that needs to be held.

    -Sparky aggros group and is not a good travel companion. Bust him out in big fights or AVs, but avoid travelling with him or face the wrath of all those in your wake.

    -Aim will help Short Circuit hit people, but with an innate high accuracy, it's not necessary. Save BU+Aim till AFTER you've dropped SC/PS and you'll get more use from them.

    -Keep Electric Fence on your menu, it may suck, but it's one of three moves usable while stunned, and the only one that provides any defensive benefit (I.E. keeps something from entering melee range or running away). If you took Charged Bolt and Lightning Bolt (And why wouldn't you have?) you can use these while stunned as well.

    -Even thought it can be interrupted, Aid Self is quick enough to be used in the heat of battle. Don't be afraid to try to sneak one in (I like doing it right after Power Sink, to make up for any incoming damage took while opening)

    -Use Inspirations!!!! Never have a full box, EVER. Obviously you wanna save some heals or CABs, and always have atleast one Rez and Break Free. Other then that, use those little suckers as much as you can without wasting them. It really helps make a difference, especially for soloing, so don't be afraid to chow down.

    -Combat Rez = Awaken-->Break Free-->Respite. As soon as your up, Power Sink your end back, Aid Self for some HP, and get back in there. Break Free isn't usable till your feet hit the ground, but spam that button till it goes off.

    -Use knockback to group people up, as opposed to knocking them away. Lightning Clap can be just as useful to throw people into others as it is to throw people away from you. Be careful though, once startled, tanks/brutes will often flee into the wilderness.

    >>> MY KEY SETUP <<<

    Had someone ask me how my keys were set up, so here it is

    I use 1-5 for nukes (CBolt -> LBolt -> Ball -> SC -> TB)
    I use ALT 1-5 for melee (Havoc -> TS -> Static -> PS -> Light Clap)
    I use CTRL 1-5 for buffs (Hasten -> BU -> Aim -> Aid Self -> Aid Other)
    I use SHIFT 1-5 for control (Elec F -> SGrasp -> Tesla Cage -> SBolt -> SoP)
    I use Z, C, V, B, and N for toggles (Fly -> Hover -> Stealth -> Sprint(+Stealth) -> Charged Armor

    It's very "WoW" oriented, but lets you control pretty much anything with your left hand while leaving right hand open for mousing.
  8. >>> EPIC POWER POOLS <<<

    These pools can be selected at Lv. 41 and all offer a lot of similar moves in different flavors. Again, I point to the original guru, Mystic_Amethyst's post (http://boards.cityofheroes.com/showthread.php?t=117829 ) for an extended breakdown on all the options. There are many options to choose from and none of them are wrong...

    ...but Electric Mastery is the only one that's the right choice, or at least my choice, so lemme talk about that. Oh, and for you villains, shame on you for switching sides. Traitors! If I were you, why I'd.. I'd... I'D....... probably go Mace Mastery (Black Scorpion) for that sweet +Def toggle or Mu Mastery (Scioroccoororo or whatever) for some a more conceptual-themed set and shares same hold, cone, and armor of Elec Mastery.

    >>> ELECTRIC MASTERY <<<

    Static Discharge
    Quote:
    Originally Posted by Mystic_Amethyst
    Static Discharge >>> Ranged Cone*
    Accuracy: 75*
    Recharge time: 12 seconds*
    Endurance cost: 14.8
    Range: 40’*
    Brawl index: 2.53333 (Energy)*
    You raise your hands and release the thunder. Well no, cause that makes the move sound cool looking. You actual just kinda hold your palms out and electricity kinda sputters out. But hey, it fills that gaping hole in your ranged AoE rotation and perfect for giving Ball Lightning someone to play with.By now, this should be second nature. You could throw in +RNG enhancements to get better use from the AoE effect, but I've found it already huge and has no problem hitting er'rbody.

    Slotting:
    SO's: 1-2 +ACC, 3 +DMG, +1-2 REC
    IO's: Detonation (5-6) or Positron's Blast (5-6). If you're hurting on slots, you can throw a Air Burst (4) for some quick S/L def.

    Shocking Bolt
    Quote:
    Originally Posted by Mystic_Amethyst
    Shocking Bolt: Ranged foe hold*
    Accuracy: Same as Tesla?
    Recharge time: 16 seconds*
    Duration: 14 seconds*
    Endurance: 10.7*
    Range: 80’*
    Brawl index: 1.389 (Energy)*
    A third hold? Man, this was already easy enough. However, if you go the DPS route with Shocking Grasp, this makes for a great second hold to stack on bosses without having to enter melee range. Grab it and slap it next to your Tesla Cage, and just mash that area of the keyboard whenever you need a hold.

    Slotting:
    SO's: +ACC (2-3), +HOLD (2-3), +REC(0-2)
    IO's: Basilisk's Gaze (4) or Lockdown (6)

    Charged Armor
    Quote:
    Originally Posted by Mystic_Amethyst
    Charged Armor >> Toggle self +resistance to Smashing, Lethal, Energy*
    Activation time: 1 second*
    Recharge time: 2 seconds*
    Endurance cost: .16/s*
    Resistance: +19.25% Smashing/Lethal/Energy
    Well, it would be nice if you could just evade everything, but fact's are, you're gonna get hit. Charged Armor reduces that damage. It's the best toggle you're gonna get, Tough sucks and Weave is worse then this. Gives you an awesome looking armor effect too, shocks going around your body, perfect for the electrical-minded.

    Slotting:
    SO's: +DmgResist (3), EndReduc (0-3* If you can spare it).
    IO's: Reactive Armor (2-3) / Steadfast Protection (Def+) / Resistence IOs (3) (By now you're hurting for slots, but spare whatever you can to try and max out S/L/E resists here, and add defense wherever, cause you're gonna need it)

    EM Pulse
    Quote:
    Originally Posted by Mystic_Amethyst
    EM Pulse: PBAoE foe disorient, energy damage, self –recovery*
    Accuracy: 75*
    Recharge time: 800 seconds*
    Duration: 18 seconds*
    Endurance cost: 26
    Endurance drain
    Target -regen
    A good power, even in the hands of a Blaster, but not worth the price. Instead of disorienting foes and get tapped out, why not just use a SC/PS drain to control or TB to blow everything up? If you want it, get it, but don't slot it.

    Slotting: ...Just slap a recharge on it, you'll only use it for an “OH S#!%” moment.

    Surge of Power
    Quote:
    Originally Posted by Paragon Wiki
    Surge of Power >> Self, +Resistance(All Damage except Psionics), +Recovery
    Activation time: ?
    Recharge time: Very Long
    Endurance cost: ?
    Another panic button, this one more defensive based. Doesn't stop hits from coming in but makes sure that damage ain't much (Unless it's mind bullets. That's telekinesis, Kyle) and makes sure you got plenty of endurance to counter with any and everything you got. Do this quickly cause you're gonna come to an abrupt crash after the set amount of time.

    Slotting: Again, I'd slap a recharge in it and call that good, allows you to devote slots to moves that could use them more effectively.

    >>> POWER POOLS <<<

    So, again, I'm lazy, I don't have all the numbers. I've seen them in other posts, things such as Mystic's post (up top) and other guides like the Blasters Guide to Defense. Go do some searches and you can find what you need if this isn't suffice.
    With I19 and Fitness moved to Innate Power, we are left with three new power choices, but no new slots (Still have to slot Stamina). A lot of powers you may have let pass can suddenly be selected. Take care in selection, but know you'll have a couple points you can really put anywhere without worrying about gimping a character.

    >>> Travel Powers

    This is really your preference. Each with it's own pro's and con's. Here's a quick breakdown of the powers I'd take and why. Don't need more attacks and sorry Teleport, you're just not that helpful for this build. It's a great TP, but is more support oriented. As a general rule of thumb, you should only have one TOGGLE TRAVEL POWER, but you can dip into other power pools for benefits like Hover or Hasten.

    >> FLIGHT <<
    Slow and steady, flight has a set speed and you just go any direction. It's easy to use and best for AFK-traveling, as well as a good “GTFO” travel power, this is my power of choice for this build.

    >Hover → Slot: +FLY (1-3) and +Karma (KB Protection) for KB safety.
    Awesome. Easily avoid melee fights by simply flying above them. Moves like Short Circuit and Power Sink still work if you're above enemies, albeit a slightly smaller area of effect, due to the way the PBAoE mechanic works (Think a sphere with your character as its core). Also gives +DEF, but it's like 2.5% base and not worth slotting for. With the right slotting, it's made versatile (quicker) in combat and with Karma IO you'll be very resistant to most KB effects.

    >Flight → Go places faster! You can slot it with Freebird if you want +Stealth in and combine it with another power for full invisibility. I'd recommend going with Celerity for +Stealth in Sprint, that way you can be full inviso while Hovering and not gimp Flights speed further by taking away a +FLY slot.

    >> LEAPING <<

    >Combat Jumping → Makes you able to change direction mid-jump, makes you resistant to immobilize, and offers +DEF similar to Hover. While it's nice, Hover still allows you to negate melee. CJ is useful for going down Leaping Tree however.

    >Super Leap → BOING! BOING! BOING! ...Yeah, I'm bored now. Pretty much it. It's quick and has similar mobility to Flight, and again, can be slotted with a +Stealth Unbounded Leap IO, same applies though, better to go with Celerity.

    >Acrobatics → Toggled resistance to KB and Hold effects. Hold protection is Mag 3, meaning one hold will cancel Acrobatics, but not hold you, while the second hold would stick you in place. It's alright and worth the point if you're going leaping for traveling anyway. Slap a +EndRed in the innate slot.

    >> SPEED <<

    >Hasten → Make EVERYTHING recharge QUICKER! It's pretty much a must in most any character I make. Costs no endurance to activate but takes 20 when it fades off. Fully slotted with +REC (3), it's up two of every three minutes. Get it whenever you can fit it in, but definitely by the time you've got BU and Aim. Used to slap a +DEF buff too, no longer the case. (Thanks for pointing that out DG)

    >Super Speed → Vrrrrrrrrrrrrm. Superduper fast, but also limited mostly to the ground and where you can get to via jump. With Temp. Travel Powers though, you can get around easily without much problem. It also provides +Stealth and can take Celerity for a full inviso power in one toggle. Also pairs well with Hover, so you can run in, open with SC/PS, then jump into Hover to escape any possible melee.

    >>> OTHER POOLS <<<

    There's plenty other pools to choose from, but only a few are really worth it. Tough/Weave aren't worth the power/slots they require, IO sets can make up for that. Leadership scales are low for Blaster, so ignore that too. They are:

    1. Concealment → Stealth: Gives you more +DEF (not much but its nice) and +Stealth toggle, combined with +Stealth in Celerity gives full inviso with Stealth/Sprint toggled. Invisibility is full inviso but is non-combat only, so don't get suckered into thinking it's simply a better Stealth.
    2. Medicine → Aid Other or Stimulant → Aid Self: Pick between the first two (Aid Other will help get Medic badges, so I went with that) and then reap the benefits of Aid Self. Unslotted does about 20%, and each slot makes it better. Devote as many slots as you can spare, I'd say 2-3 is best, and slap in +Heal SO's or whichever +Healing set you can muster up for cheap, getting a +Heal and +Rech/Heal
    3. Speed → Hasten Hasten! It's a great buff, really worth it. Kills the recharge on big moves and makes quick ones that much quicker! Can't get it perma-ed, and causes the end crash, but hey, its still frigging sweet!

    >>> NOTES ON SLOT/SETS <<<

    So, by know you've got an idea what to do, and how to do it. Here's some clarification on slotting throughout the guide. For holds, I prefer at least two +ACC, to guarantee its going to land. As for attacks, I have listed 1-2. If you have IO sets which help ACC, you'll be okay, and if you don't mind missing from time to time, again, you're fine with just one +ACC SO. I would however say AoE attacks should have two just to make sure.

    As for the set mentioned, they will maximize defenses, with a focus on ranged or melee avoidance, which will probably be the most likely you'll encounter, as well as resistances. You can get better sets, but those I have are very economic and are gonna give plenty of bang for the buck.
  9. >>> ELECTRICAL BLAST <<<
    “And the Lord said 'Let there be light....ning'”


    ***Numbers from Red Tomax's Power Spreadsheets, specifically http://cox.nofuture.org.uk/data/powe...ectrical_Blast ***

    Charged Bolts
    Quote:
    Originally Posted by Red Tomax
    Charged Bolts >> Single target ranged, low endurance drain*
    Level Required: 1
    Damage: 1 (Energy)
    Accuracy: 1
    Cast Time: 1 second
    Recharge time: 4 seconds
    End Cost: 5.2
    Range: 80 ft.
    Special: Usable while controlled (Stun, Mez, Fear, Sleep)
    This is your quick and dirty ranged blast. Doesn't pack the punch of Lightning Bolt, but recharges quick and is useful for finishing off people, quick blasts to runners, or early level pulling. Before changes to Defiance, I would have suggest skipping this in favor of Charged Brawl, as it does more damage for relatively the same cost. However, since this move can be used while stunned/mezzed its a most have.

    Slotting:
    -SO's: SO's: +ACC (1-2), +DMG (3), +REC (1-2) (Really could get away with 4 or 5 slotting this move with just ACC/DMG)
    -IO's: Thunderstrike (6)

    Lightning Bolt
    Quote:
    Originally Posted by Red Tomax
    Lightning Bolt >> Single target ranged, low endurance drain
    Level Required: 1
    Damage: 1.64 (Energy)
    Accuracy: 1
    Cast Time: 1.67 seconds
    Recharge time: 8 seconds
    End Cost: 8.528
    Range: 80 ft.
    Special: Usable while controlled. (Mez, Stun, Sleep, Fear)
    Your second “Bread n' Butter” ranged move. This is your single target damage move and most likely an opener on a damage rotation. Not much more then that, just sweet damage in a can.

    Slotting:
    SO's: +ACC (1-2), +DMG (3), +REC (1-2)
    IO's: Thunderstrike (6)

    Ball Lightning
    Quote:
    Originally Posted by Red Tomax
    Ball Lightning >> AoE ranged, low endurance drain
    Level Required: 2
    Damage: 1.02 (Energy)
    Accuracy: 1
    Cast Time: 1.07 seconds
    Recharge time: 16 seconds
    End Cost: 15.184
    Range: 80 ft. / 15 ft. radius
    Special: Takes time to travel from caster to target.
    Your “BnB” Ranged AoE. Great move, deals damage over time (DoT) as well as a small bonus hit on first hit. It has a pretty large radius and will be a majority of your ranged AoE damage. It has decent recharge, decent end cost, and all-in-all is a good move that preforms great in any and all situations with more then one bad guy beating down on you. Also a great pulling tool, since it takes time to travel from you to target, allowing you to move after throwing it out.

    Slotting:
    SO's: +ACC (1-2), +DMG (3), +REC (1-2)
    IO's: Detonation (5-6) or Positron's Blast (5-6) if you can afford it.

    Short Circuit
    Quote:
    Originally Posted by Red Tomax
    Short Circuit >> PBAoE high endurance drain
    Level Required: 6
    Damage: 0.9 (Energy)
    Accuracy: 1.3
    Cast Time: 3 seconds
    Recharge time: 20 seconds
    End Cost: 15.6
    Range: 20 ft. radius around self
    Special: Drains significant amount of endurance
    [/QUOTE]
    The first of your "endurance-control" powers and a MUST HAVE as soon as it's available (Lv. 6). This is gonna be your primary opener from here on out. This move is a PBAoE (PB meaning Point Blank or Player Based) so you'll have to run on up into (or hover over top of) a group to use it effectively. The move itself does similar DPS to Ball Lightning and makes a great combo, but that doesn't matter cause it's also going to drain a huge chunk of endurance from anyone it hits and throw a -recovery debuff keeping them from getting any endurance back for the next 5-10 seconds.
    The move does have some down falls though. Early on, before its slotted and has SO's, its end drain is somewhat weak and its cast time leaves you rooted and vulnerable for a good 3 seconds. M_A states slotting it for damage in earlier levels will help make it a little more useful till it can shine with DO's or SO's. While I agree, I also think as SOON as you can you're going to want to switch this over to an END killer.

    Slotting:
    SO's: +EndMod (3), +REC (3)
    IO's: 6-slotted Performance Shifter

    Aim
    Quote:
    Originally Posted by Red Tomax
    Aim >> Self +tohit buff
    Level Required: 8
    Damage Boost: 37%
    Accuracy Boost: 63%
    Cast Time: 1.17 seconds
    Recharge time: 90 seconds
    End Cost: 5.2
    It's Aim, stupid. Do I need to explain this? Fine.. 63% ACC+ and 37% DMG+ buff. You pop it and then hit stuff better. Really a no-brainer. If you wanted to hold off on picking this up until later, you'd probably be okay to do so, but it's a move you're gonna want and going to use very often, worth picking up whenever you decide to.

    Slotting:
    SO's: +3 REC
    IO's: I know there are some specific IO's for Aim/Build Up, I just don't remember what they are. Reticulated Reticule or something. Worth snagging, but ultimately, you want recharge in whatever route you go.

    Zapp
    Quote:
    Originally Posted by Mystic_Amethyst
    Zapp >> Single target long range, high endurance drain
    Level Required: 12
    Damage: 2.76 (Energy)
    Accuracy: 1.2
    Cast Time: 4.33 seconds (3 seconds interruptible)
    Recharge time: 12 seconds
    End Cost: 14.352
    Range: 150 ft.
    Special: Sniper Attack (Long range, very high damage, interruptible)
    It's a damn good snipe, as it does endurance drain along with the rest of it's sniper duties. That said, it's not very synergistic with the build. If you want a snipe, take it, otherwise, you've got better powers to waste points, and the way the builds set up, you'll run into problems slotting it effectively.

    Slotting:
    SO: +ACC (1), +DMG(3), +RNG(0-2), -INT(0-2)
    IO: Sting Of Manticore (6)

    Tesla Cage
    Quote:
    Originally Posted by Red Tomax
    Tesla Cage >> Ranged single target hold, low endurance drain
    Level Required: 18
    Damage: 0.15 (Energy)
    Accuracy: 1
    Cast Time: 2.17 seconds
    Recharge time: 10 seconds
    End Cost: 6.864
    Range: 60 ft.
    Special: Applies -recovery debuff
    Your first hold and first real "controller" ability. As far as holds go, this one is KING!! Reason being is it has an 8sec -recovery attached to it, so not only are you holding a target, but preventing it from regaining any endurance while held. I think this works even if the hold doesn't stick, due to targets higher then average hold protection (So say a boss, who you would need to stack two holds to actually HOLD, will get the debuff by using just Tesla).
    This now offers the first taste of versatility to the build. You have the option of forgoing traditional “Blow Everything Up” and can swap it with “Blow Everything Up (While Keeping That One Guy From Killing Me)”. In earlier levels, especially if you're like me a ramp up difficulty to the absolute highest you can possible take without eating dirt every pull, this move will be a life-saver. Pop it on a Lt before engaging a group and you can save a decent chunk of HP from the encounter. Once you get other holds you can start stacking them with Tesla to hold bosses or higher.

    Slotting:
    SO's: SO's: +ACC (1-2), +DMG (3), +REC (1-2)* (Can get away without these)
    IO's: Basilisk's Gaze (4) or Lockdown (6)

    Voltaic Sentinel (or Sparky!)
    Quote:
    Originally Posted by Mystic_Amethyst
    Voltaic Sentinel >> Summoned “pet”, low endurance drain per bolt*
    Level Required: 26
    Accuracy: 2.0
    Cast Time: 3.1 seconds
    Recharge time: 60 seconds
    End Cost: 26
    Range: 60 ft.
    Special: Uncontrollable pet, fires 10 charged bolts or lasts 60 seconds. Untargettable, thus all aggro generated is transferred to you.
    You pick a spot on the ground and summon a small floating ball of sparks (Looks like Ball Lightning, kinda) which will float around behind you until, literally, ANYTHING happens to cross by, which sends this little dude into a rampage, causing it to lash out with a Charged Bolt every 10 seconds. It is uncontrollably and can't be told not to shoot at things. You can avoid going near mobs to avoid it aggroing, but once in range, it'll go for the gold. Oh, and as it has no HP and, as far as I know, untargettable, any aggro it draws goes right to you. Sweet, huh?!?!

    Well, other Blasters schooled me on why you ACTUALLY want this move. Now it will never turn the tide or become a cornerstone attack, but it does serve a very direct purpose: buffing you. Sadly enough, this little fellow affectionately referred to as "Sparky", does piss-poor damage up front and only decent damage when all hits are taken into account, but it comes with its own Defiance bonus of 20.08%. THIS IS NOT A TYPO, 20 MF-ING PERCENT. However, like all Defiance attacks, it wears off after 7 seconds (And have confirmed this both with actual testing and through forum posts). The icon persists and it appears you do have 20% buff, cause it says it, but if you watch your damage, you'll see it drop off after a couple of attacks. Thus, its nice for a quick Build Up + Extra Dmg. As JakHammer points out below (and thanks for the contribution, check the last post for props!!).

    Slotting:
    Quote:
    Originally Posted by JakHammer
    Slot 4 expedient reinforcements for +recharge and -endurance so he is as cheap as possible and always available, enjoy your 6.25% global recharge bonus.
    Thunderous Blast (Or the Electric Boogie)
    Quote:
    Originally Posted by Red Tomax
    Thunderous Blast >> Ranged AoE nuke, high endurance drain*
    Level Required: 32
    Damage: 4.25 (Energy)
    Accuracy: 1.4
    Cast Time: 3.7 seconds
    Recharge time: 360 seconds
    End Cost: 15.6
    Range: 60 ft.
    Special: Completely drains end and leaves caster w/ -recovery debuff
    Your nuke.. and what a nuke it is. Your character brings his hands up, seemingly confused as to why his left and right hands are suddenly crackling with electricity and then, before you can blink, it's all blasted out and whatever swarm of unlucky baddies are in between you and your target. Like all nukes, it completely drains endurance and keeps you unable to recover for 10 seconds or so. Seems like a pretty bad trade off.. all your precious blue for one attack... Well, its worth it usually just to see everything do a little dance then fall flat on their faces. Great for clearing an entire spawn for quick movement through missions, finishing off a particularly tough group, or a “If I'm Going Down I'm Taking You With Me” move.
    This nuke, however, has three more advantages that other nukes lack!! First, it doesn't send enemies halfway across the map, instead, it leaves them held for a couple seconds. Seconds, it drains a HUGE chunk of endurance and leaves mobs with the same -recovery debuff you're affected by, albeit shorter in duration. Finally, it's RANGED! Not that you're afraid to run into melee range with this build, but its still a nice advantage and MUCH easier to line up on groups. Easily one of the best Tier 9 abilities in the game, and its alllllll for you!

    Slotting:
    IO's: SO's: +ACC (1-2), +DMG (3), +REC (1-2)
    SO's: Detonation (5-6) or Positron's Blast (5-6)


    >>> ELECTRICAL MANIPULATION <<< “Judge, Jury, and Electricutioner”

    *** THIS SECTION IS FILLED WITH OLD DATA -- WILL BE REPLACE SHORTLY --- CHECK
    Electric Fence
    Quote:
    Originally Posted by Mystic_Amethyst
    Electric Fence >> Ranged single target immobilize, endurance drain over time*
    Accuracy: 75*
    Activation time: 1.2 second*
    Recharge time: 4 seconds*
    Duration: 18 seconds*
    Endurance cost: 7.8*
    Range: 50*
    Brawl index: 2.7778 (Energy), over 5 ticks of damage*
    Meh, you don't have a choice in this so really not worth going into great detail about. As does the rest of electricity, it drains end, a little more since its a DoT, and is good for that at earlier levels, along with a method of soft control to give you some space between you and that pesky Lt. Other then that, won't get much use once you get holds and better attacks to fill chains.

    Slotting:
    SO's: +ACC
    IO's: Whatever you feel like? I'm not aware of any decent 1 slot Immob IO's that would be worth mentioning.

    Charged Brawl
    Quote:
    Originally Posted by Mystic_Amethyst
    Charged Brawl >> Single target melee, endurance drain, sleep*
    Accuracy: 75*
    Activation time: .6 seconds
    Recharge time: 10 seconds*
    Endurance cost: 10.2*
    Range: 5’*
    Brawl index: 5.4445 (Energy/Smashing)*
    This is the biggest descent I make from Mystic_Amethysts build. He seems(ed) to love this move, and for all intents and purposes, there is really not much to hate on. It's more damage then Lightning Bolt, extremely quick, and comes back fast enough to be used multiple times per fight. It also has a small chance to sleep a target (Yay?). If you're leaning towards a more Blappy build, its definitely a worthy choice. It can also be exchanged for Thunder Strike if you don't like the long activation time and don't need the KB effect that comes with TS. It is worth nothing that Charged Brawl takes a decent chunk of end to activate, but nothing major.

    Note: Player feedback has leaned in favor of Charged Brawl. Again, I think its an awesome move, just not one that I can fit into my build and slot effectively. Ultimately, I'd say you're gonna want no more then two melee moves, unless you're going pure blapper and don't mind missing out on some R-ST blasts. In general, you'll get more use out of CB, but more utility out of Thunder Strike.

    Slotting:
    SO's: +ACC (1-2), +DMG (3), +REC (0-2), +EndRed (0-2)
    IO's: Mako's Bite (6) or Kinetic Combat (4)

    Lightning Field
    Quote:
    Originally Posted by Mystic_Amethyst
    Lightning Field >> PBAoE toggle, endurance drain*
    Accuracy: 75*
    Activation time: 2 seconds*
    Recharge time: 10 seconds*
    Endurance per second: 1.6/tick*
    Brawl index: .4722 (Energy)*
    This move sucks. If you like it and think its a stand by, good for you, I'm glad we live in a society where your opinions, no matter how wrong, are still tolerated. It WILL help you keep enemies drained of endurance, but usually will only do so if you're already actively draining endurance. Otherwise its an easy way to waste craploads of endurance for a small trickle of damage. If you're going a more Blappy route, you can take it, 99 times outta 100, it's just better to wait on Short Circuit to recharge. Leave this for elec tanks/scrappers.

    Slotting: ...is only for good powers, so why are you expecting something here?

    Havoc Punch
    Quote:
    Originally Posted by Mystic_Amethyst
    Havoc Punch >> Single target melee, endurance drain, sleep, knockback*
    Accuracy: 75*
    Activation time: 1.5 seconds*
    Recharge time: 14 seconds*
    Endurance cost: 13.5
    Range: 5’*
    Brawl index: 7.2223 (Energy/Smashing)*
    Who's that creeping on my window? BAAAM, nobody now! In addition to looking friggin' awesome, this move packs a punch (pun intended). That's right, you got all the damage of a SNIPER attack in a quick overhead smash. It also knocks back and has the chance to sleep (Which is pointless as KB clears that status) but you're really only using this move for one purpose; smashing face. It's a good 1-2 combo with Charge Brawl, if you picked that up, or a great stand alone move to use after a Short Circuit/Power Sink combo. GET THIS MOVE NOW!!!! STOP READING AND GO!!!

    Slotting:
    SO's: +ACC (1-2), +DMG (3), +REC (1-2)
    IO's: 6 Slotted Mako's Bite or 4 Slotted Kinetic Combat both solid choices.

    Build Up
    Quote:
    Originally Posted by Mystic_Amethyst
    Build Up >> Self buff*
    Activation time: 1 second*
    Recharge time: 90 seconds*
    Duration: 10 seconds*
    Endurance cost: 5.2*
    It's Build Up, dummy.. Really? I need to talk about this one too? Sigh.. well it's a +100% damage and +63% accuracy. So yeah, you know how you kill stuff? This lets you kill stuff faster and with more accuracy. What's not to like? I unno, can't change the animation color, that kinda sucks? In combination with Aim, your attacks become classified as weapons of mass destruction, ESPECIALLY Thunderous Blast. In fact, TB should only be used AFTER BU+A for maximum effectiveness. I'll mention it later, but its worth stating that Hasten (From Speed Power Pool) works wonders with these two moves, making them available redonk-u-quick.

    Slotting: 3
    SO's: +REC (3)
    IO's: Again, I forget the name, will update when I remember. Think its Reticulated Reticule or something

    Lightning Clap
    Quote:
    Originally Posted by Mystic_Amethyst
    Lightning Clap >> PBAoE disorient*
    Accuracy: 75*
    Activation time: 1.2 seconds*
    Recharge time: 30 seconds*
    Duration: 9 seconds*
    Endurance cost: 13
    Radius: 15'
    Mystic_Amethyst tells you to skip this power, and for most of CoH's life, I'd have agreed. However, with the Fitness pool becoming innate, we have three powers to play with but no slots to accompany them. This means you gotta make due with some 1-slot powers. This is where I find Lightning Clap shines the most. It's effective right out of the box. It won't disorient very reliably, but it will instantly buttslam anyone in its range, sending them ragdolling across the map. This is the same KB you'd get from Thunder Strike, so if you wanted to skip a power, this would be the ideal choice.

    Slotting:
    SO/IO: 1 +ACC

    Thunder Strike
    Quote:
    Originally Posted by Mystic_Amethyst
    Thunder Strike >> Melee AoE, Knockback, disorient*
    Accuracy: 75*
    Activation time: 3.3 seconds*
    Recharge time: 20 seconds*
    Endurance cost: 18.5*
    Range: 5’*
    Brawl index: 8.2223 (this is indeed the actual Brawl Index; pretty much every other hero planner is wrong. My in game tests + City of Data calculations confirm this) (Energy/Smashing)*
    The “Total Focus” of EM. This power has a very long animation time. Your character does a jump in the air, most of which appears to be filmed in slow-mo, then brings down all the fury of a cakeless fat kid to the poor sucker who happened to be targeted. Anyone around the target takes some superficial damage and is scattered via knockback. Very powerful finishing move, or just simply a way to do damage and get some breathing room. I use this in conjunction with Lightning Clap if I'm in a bad situation but think I can turn it around, or need to keep mobs busy while I'm waiting on a recharge (Such as Aid Other). I could foresee forgoing this move and using Charged Brawl → Havoc Punch as your melee options. That would be good for someone who wants melee in a “Run in, Smack Some Heads, Run Out” fashion. Also, you may want to consider taking this if you forgo Lightning Clap (Which is as much as a viable option as taking it, I'd say) simply for the AE knockback, really good for giving yourself some breathing room, or sneaking in a quick Aid Other.

    Slotting:
    SO's: +ACC (1-2), +DMG (3), +REC (2-3)
    IO's: 6 Slotted Mako's Bite or 4 Slotted Kinetic Combat

    Power Sink
    Quote:
    Originally Posted by Mystic_Amethyst
    Power Sink >> PBAoE high endurance drain, endurance recovery*
    Activation time: 2 seconds*
    Recharge time: 60 seconds*
    Endurance cost: 13
    This move has two functions. First and foremost, it's your Blue Inspiration. For every enemy it hits, a portion of your endurance is restored. It'll always give more then it'll cost (Unless you're not in range of an enemy, otherwise it AUTO HITS) and used on three or more will completely restore your bar.
    When it's used after Short Circuit, it'll comepletely drain the endurance of pretty much anything but the biggest of baddies. They'll be left with no endurance, unable to regain any endurance, and confused, running to targets but unable to attack them. It's almost sad... Almost.
    If it isn't painfully evident by now, this move is a MUST HAVE as soon as it's ready pick... which isn't till 35, till then just blow stuff up, silly!

    Slotting:
    SO's: EndMod (3), +REC (3)
    IO's: Performance Shifter (5-6)

    Shocking Grasp
    Quote:
    Originally Posted by Mystic_Amethyst
    Shocking Grasp >> Melee hold, endurance drain, damage over time*
    Accuracy: 75*
    Activation time: 1 second*
    Recharge time: 15 seconds*
    Duration: 9.6 seconds*
    Endurance cost: 9.5*
    Range: 5’*
    Brawl index: 5.0 (over the course of 6 ticks of damage) (Energy)*
    You're second hold and your second “If Paired With X” move. Unlocking this allows you to hold bosses by applying it with Tesla Cage. Not only that, but it does high damage, albeit in a DoT, and can double as another strong Blapper move. My only issues with this move is it requires you to be RIGHT next to your target (Melee range) which can be a bit hairy if you're trying to stack holds on a boss. Otherwise, it does primo damage along with a strong hold. Pick it up @ 38 and don't look back.
    Also, do note that this move takes melee IO sets, so if you were to use it as a damage attack w/ hold, you could throw in a Mako's Bite or Kinetic Combat. Doing so would diminish the effect of the hold (As those sets don't come with a +Hold enh) but would heavily augment the damamge.

    Slotting:
    SO's: +ACC (2-3), +DMG (0-3), HOLD (0-3) (2/2/2 is a solid way to go, I prefer 1/3/1 and using the Epic Power Pool as a reliable second hold to pair with Tesla)
    IO's: Basilisk's Gaze (4) or Lockdown (6) for hold or Detonation (5) or Positron's Blast (5) for damage
  10. The Blaptroller: Reloaded
    A Guide To Elec^3 Blaptrollin' and Tribute to the Original Blaptroller, Mystic_Amethyst

    Table of Contents
    1. Introduction (Props, What Is A Blaptroller, & Questions About Other Powers)
    2. Electrical Blast
    3. Electrical Manipulation
    4. Epic Power Poos: Electric Mastery
    5. Power Pools
    --5a. Travel
    --5b. Others
    6. Sample Build (Sorta)
    7. Tips and Tactics
    8. Key Setup
    9. Special Thanks


    Quote:
    Originally Posted by Updates & History
    --03/31/2011] Updated moves based on player feedback and further testing (See V. Sentinel)
    --03/21/2011] Updated sections, added more content
    --03/19/2011] Posted.
    >>> PROPS TO MY BROTHERS WHO COULDN'T MAKE IT <<<

    This guide reflects my knowledge and experience as an Elec/Elec blaster. That said, lots of information is being taken from previous posts, most notable Mystic_Amethyst's post “Electricity^3: The Guide To Blaptrolling” found here: http://boards.cityofheroes.com/showthread.php?t=117829 . In fact, I would go as far as to say this is a fan-inspired continuation of his work, with updates like IO sets and what to do with those three new powers we have from ditching Fitness Power Pool. I would like to take this space to thank Mystic for his/her hard work and number-crunching, cause without this guide to inspire me, I may have never stumbled across the BEST CLASS/POWER COMBO IN THE GAME, BAR NONE. Also, thanks to all the other Elec^2/3 Blasters who have given input to me and others throughout the game, without you folks this advice and information would never be as accurate as it is!

    >>> BLAPTROLLER? IS THAT EVEN A WORD? <<<

    No, it's not a word, it's a lifestyle. It's a way to explain the versatility in some blaster builds, in which aspects of blasting, scrapping. And controlling, are combined to make one hell of an awesome hero or villian. While the name makes it sound like some sort of silly government position, it's actual a word that should be feared across all of Paragon and Rhode Island itself (That's where PC is located!).

    Now for the most part, you're playing as a Blaster, something you should always keep in mind. You're main job is walking the fine line between how fast you can kill enemies vs. how fast they can kill you. Even with the other roles you'll be filling in groups, at the end of the day, you're gonna want to be racking up as much damage as you possibly can while still preforming these other roles.

    Your “scrapper” role is filled by your insane melee damage. You secondary pools will have 2-3 melee abilities you'll be picking up and regularly throwing into rotation to maximize damage output. You will NEVER have the survivability of a scrapper. Even with IO sets and skewing the set to have more +DEF or +RES, you are still a glass cannon that while shatter on the first onset of focused fire. Also, your primary endurance drains will require you to be in melee range of most of your enemies, meaning you'll have to be good at manuevering in and out of groups. Done cautiously, you can spend entire fights next to tanks and scrappers and not have to worry to much about faceplanting.

    Finally, your controller role is filled with both AoE pseudo-control and direct single-target holds. You're AoE control comes from Endurance Drain and -recovery moves. Simply stated, if you're enemies don't have the endurance to attack, they can't attack. By keeping groups tapped out, you'll effectively have them locked down, with the only course of action being to run around with nothing to do till they get a small smidgen of blue to throw off the occasional brawl. Hilarious?! Yeah, it is. Insane?! You betcha! As if that wasn't enough, this build will give you THREE holds; one ranged/end drain oriented, one melee/damage oriented, and one from Epic Power Pools. You'll be so knee deep in control that you'll swear that red class icon is starting to show tints of pink!

    When you combine all this, you're left with a versatile class capable of handling almost any situation in an effective and fun manner!! In fact, I would even go as far to say as you can cover as a pseudo-tank and healer in smaller groups. Tank, cause you can keep things aggroed on you but not take damage (Cause they have no endurance to hurt you) and healer, cause if you pick up Heal Other, you can drop healbombs onto people who need it without worry cause mobs can't attack without endurance! I wouldn't actively advertise these roles though, as its not gonna get you very far, but it's kinda fun to think you're every class-type in the game (Even an MM, cause you get a really bad pet!)

    >>So Why Elec/Elec? Isn't Ice/Energy The Blap Build?

    Yes, there are other Blapper or Blastroller builds, but very few combine the two as effectively as Elec/Elec. Ice/Energy comes close, with it being a little stronger on the scrapper section and a little weaker on the controller section, but either way, just as effective. Visually, electricity is much cooler looking and offers some unique moves to the Blaster class you can't get otherwise. Also, from a character concept point, you can fit elec/elec easily with other origins, could be a robot (My toon is a redesigned Praetorian Clockwork), could be a mystical shaman who controls the elements, a scientist whos harnessed his bodies own electromagnetic fields, mutants, etc etc. However, there is one reason you're going Elec^2 and we all know it's.....

    >>Endurance: It's Only For You

    The real reason you're playing an Elec^2 blaster is cause you love endurance. You wake up in the middle of the night in a cold sweat, the taste of blue inspirations fresh in your mind. If you could crush it up and snort it you would, thankfully, its a lot easier then that. Endurance is just lying around, free for anyone to take, yet, you love endurance so much that you feel you're the ONLY one who is allowed to have it. Sure, your teammates have endurance, but that's only cause you allow them to use it and only if it benefits your ability to get more of it. Enemies on the other hand, they are NOT allowed to have endurance! Who knows what diabolical (or if you're a villian, heroic) actions someone could do with access to such a delicious commidity. But you're a “Real Man Of Genius”, you Beast of the Blue Bar, Ender of Endurance, Muncher of Mana, Stealer of Stamina!

    All kidding aside, electricity moves (Regardless of class) will drain some endurance. For the most part, it'll be a small amount that won't make a difference in the grand scheme. However, some moves (Short Circuit, Power Sink, Thunderous Blast) will drain huge chunks of endurance and remove the ability to recover it. This is gonna be a big part of what your day-to-day battles will involve. While you're still a damage based class, you're gonna want to be draining endurance any chance you get, cause it'll let you take less damage and control a group almost as perfectly as any controller could.
  11. Recently I ran my elec/elec through Praetoria and it was awesome and a cakewalk. Clockwork weak vs short circuit so those missions which I usually find hard were super easy. Also set plays in a really fun way
  12. Phantasm

    AR/Dev - CRISIS

    Poster above me nailed it on the head. I'd personally go with FT, FA, and Buckshot. Grenade launcher's KB makes it annoying to set up the thin cone of FA. I've never like ignite and even with changes and use of holds its still a pretty meh power in my book especially when you could spend the same amount of time setting up an awesome trip mine! Also consider picking up Bean bag (Along with the hold you get from whatever EPP you choose) for a little extra insurance. So for your AR powers, I'd do:
    Slug
    Burst
    Buckshot
    FT
    Bean Bag*
    FA

    As for devices, you can skip caltrops if you want, but I love them and they're great for setting up mine fields. Taser is pointless IMO, no sense in walking up to someone and getting faceplanted while missing your tase. Smoke Grenades is a great defensive power, as is Cloaking Device (Works GREAT with SS for full inviso). Targetting Drone is a must, allows you to forgo +ACC enh in attacks. Trip Mine is your god. Bow to your god. Everything after trip is a waste of a point (Unless its been changed recently) so if you want, Auto Turret is better then Time Bomb, especially as a pulling tool or another attacker in your mine field. So your power list comes to:
    Web Grenade
    Caltrops*
    Smoke Grenades
    Targetting Drone
    Cloaking Device
    Trip Mine

    As for EPP, they're really similar, I'd say Elec or Force are the safest, Fire does more dmg, Munitions for thematic (Or uber missile of death)

    Power Pools:
    Speed for Hasten and SS travel
    Fitness till i19
    Leaping is nice for CJ (Helps travel and combat mobility a whole lot on top of defense and resistences) and if you wanna invest points into it; Acrobatics is handy too, but IOs can make it more or less unnecessary. I also dislike having two travel powers, so if you go this route, you may wanna forgo SS and IO CJ with an Unbounded Leap: +Stealth IO.
    Teleport is decent for TP Foe ontop of trip mines, but otherwise, meh
    Medicine, using the activation speed increase can be pretty useful too.
  13. stealth + tp friend are nice but that's also 2 outta 4 power pool choices. I was thinking of achieving stealth through unbounded leap: stealth and cj, then maybe use extra slots from not sleceting hover and either putting them into cj for muling some set or investing in medicine pool and aid self (for quick self heal). I worry though withoout a power boost if that heal will be too little to be of any use other then cutting downtime between encounters.

    Also considering taking lightning field and slotting a end mod or two so ican siphon of end in a pinch but I don't think it will come to that. Also acrobatics still sticks out as amove I can pick up to help survivability and allow to focus on def or rech sets as opposed to kb resistence. Honestly the power pools are getting kinda useless when looking at io sets and stat bonuses.

    Also would 4 slotting holds with basilisk or other io set be enough? I currently have them 5 slotted but wanna try to free up a couple slots in case I wanna go for some different sets.
  14. What are you considering picking up when i19 drops to replace the Fitness pool. And more importantly, where are the extra slots coming out for those?

    I ask because I was thinking possibly going Medicine route for Aid Other/Self, and with only one extra slot, I could 2-slot an activation accelerator or whatever to get a decent heal quickly. Other options are invest in CJ->SL->Acro for knockback/immob/hold resists on those toggles. Might even drop SS for the power if wanted to do both and just get Celestial +Stealth.

    Finally, Surge of Power is really just a "I have no other real viable choices" choice. Thinking it might be better then a utility such as Grant Inviso or invest in Leaping for Acro.
  15. As of right now I've yet to use IO's and will have little experience in AH or sets I should be looking for. I will forum dig for that information at a later time and thus critiques to slotting are welcome but understand the slotting is for strictly SO/Basic IO's without consideration to set.

    Some notes before the build; I will play the toon as a ranged blaster with enough melee to be effective in close combat. I will be using Sink/Short combo to make use of elec's secondary drains and will use holds to handle boss spawns or mutli lts as necessary. I'm thinking of dropping Hover for CJ right now for the sake of being more verastile on the ground and able to make better use of melee attacks.

    +----------------------------------------------------------------
    + Built with SuckerPunch's Online Planner v5.0
    + http://planner.cohtitan.com/planner
    +----------------------------------------------------------------
    Archetype: Blaster
    Primary: Electrical Blast
    Secondary: Electricity Manipulation
    +----------------------------------------------------------------

    01: Electric Fence => Empty(1)
    01: Charged Bolts => Empty(1), Empty(3), Empty(3), Empty(17), Empty(25)
    02: Lightning Bolt => Empty(2), Empty(5), Empty(5), Empty(15), Empty(25), Empty(27)
    04: Ball Lightning => Empty(4), Empty(7), Empty(7), Empty(15), Empty(27), Empty(29)
    06: Hasten => Empty(6), Empty(9), Empty(9)
    08: Hurdle => Empty(8)
    10: Havoc Punch => Empty(10), Empty(11), Empty(11), Empty(23), Empty(23), Empty(50)
    12: Short Circuit => Empty(12), Empty(13), Empty(13), Empty(17), Empty(39), Empty(46)
    14: Super Speed => Empty(14)
    16: Health => Empty(16)
    18: Build Up => Empty(18), Empty(19), Empty(19)
    20: Stamina => Empty(20), Empty(21), Empty(21)
    22: Tesla Cage => Empty(22), Empty(29), Empty(31), Empty(46), Empty(50)
    24: Stealth => Empty(24), Empty(34), Empty(36)
    26: Hover => Empty(26), Empty(36)
    28: Thunder Strike => Empty(28), Empty(36), Empty(37), Empty(37), Empty(37)
    30: Aim => Empty(30), Empty(31), Empty(31)
    32: Thunderous Blast => Empty(32), Empty(33), Empty(33), Empty(33), Empty(34), Empty(34)
    35: Power Sink => Empty(35), Empty(39), Empty(39), Empty(40), Empty(40)
    38: Shocking Grasp => Empty(38), Empty(40), Empty(42), Empty(42), Empty(46)
    41: Static Discharge => Empty(41), Empty(42), Empty(43), Empty(43), Empty(43), Empty(45)
    44: Charged Armor => Empty(44), Empty(45), Empty(45)
    47: Shocking Bolt => Empty(47), Empty(48), Empty(48), Empty(48), Empty(50)
    49: Surge of Power => Empty(49)

    -----
    Thanks in advance for any input!
  16. Nice list, keep it up to date plz!
  17. Phantasm

    Villain Emotes

    How about /em Assume The Position for all those evil villians I'm gonna be personally putting behind bars
  18. 10.1) If you have a Dev blaster, let them atleast get ONE trip mine down before you pull

    10.2) Never go far w/ 0 Awakens.

    10.3) If you die...please...PLEASE don't release until AFTER asking if anyone has Awaken.

    10.4) After Dev's go nerf-crazy, fight some green/blues to make sure your not shooting blanks (Or punching, healing, or controlling blanks)

    10.5) Controller + Tanker = You Don't Die! Grav, Illusion, and some other controllers get a nice AE hold early. Ice, fire, and earth take a bit longer...but never underestimate the power of a good controller (And I'm a blaster :P)

    10.6) NEVER TELEPORT FOE ON A PROXIMITY BOMB (All but me and our tank were killed when someone did teleport foe on the proximity bomb in TV Respec TF)