SnipeFu's Definitive Guide to Energy Blasters V3.0
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Temp Invul:
Le/Smashing: 22.8% resist (close to States posted target of 22.75%, probable difference due to rounding/decimals)
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Really? I was getting somewhere around 29 -30 % maybe I wrote something down wrong
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I believe with one dmg resistance SO you'll get 27% resist, I tested initially TI unslotted to form a baseline.
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Temp Invulnerability/4 Dam Resistance(8)
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Yeah before you guys had logged on for the City of Energy Blasters I ran around with another Test Version of DB with TI. The numbers I got where close to 22.75%
With that slotting you should have around 40% Resistance to Smashing and Lethal
22.75 + 4 (4.55) = 40.95%
@Deadboy
I like the guild a lot Snipefu. Thank you for posting it. I have a question though. Why did you go with Elec instead of Energy as your secondary? The reason I ask is that I have a 33rd level Elec/Elec blaster and if there is something worth it other than Havok punch and Buildup in the elec secondary I'd love to know. My new Energ/Energ blaster seems a whole lot more effective.
Your electric electric will become insanely potent in a few more levels and given propper slotting. The best powers of the electric secondary are at the end , namely power sink and shocking grasp. Since you are electric primary, it basically means you can suck anything dry of end and the proceed to pound on it with no worries. Takes practice though. There are a lot of great elec/elec blasters on the boards that could attest to that and point you in the right direction.
I chose electric secondary because I was a noob and it was pretty much an accident I didn't realize until level 10. But I stuck with it anyway. I'm starting to really like electric secondary nowadays though.
The Legion of Freedom
Gotcha, I'll have to grab those two powers. Thanks man.
Hey Snipe my wife is a NRG/ELEC Blaster and I need some help for whats good to take in the secondary for the free respec coming up.. I dont have her build but right now all she has is electric cage, charged brawl and lightning field. Whats the good stuff to take ???!!!!!!!!
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
have her spec out of charged brawl and lightning field. Tell her to take buildup, havoc punch (if she wants to get in melee range), power sink, and shocking grasp. If she wants to go melee heavy thunder strike is also good. But the musthaves are buildup, power sink, and shocking grasp.
The Legion of Freedom
Thanks she already has buildup I justforgot she took it.. Yeah she can get havoc punch.. she doesnt like to melee much but sometimes u gotta..
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
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So Basically 6 slotting Aim and Build up would be overkill.. Optimally 4 recharge SO's seems to be the best balance from what I see.
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definate overkill. 4 should be the max as with that and perma-hasten you can cycle through pretty much non stop between aim and build up.
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Debatable. If you can use long activation attacks like snipe during combat, and time snipe to start at the end of BU or Aim's window, then you will get reasonable coverage, with some downtime. Cycling regular attacks, you'll fire BU, then fire Aim, then have downtime before BU comes back up with 4-slots of rech and perma-hasten, even if all the rech is ++ maxed. 6-slots just about keeps you fully covered.
Of more critical importance is that constantly keeping BU and Aim cycling will burn through your end very fast - even CS will have problems keeping up if you can keep a really fast cycle going and if you are firing AoE's like torrent and EB. Without CS and/or recovery aura, you will have to pace yourself. With CS and RA, 6-slotted rech in both BU and Aim will up your damage substantially against things like AVs, provided you don't steal aggro away and get smeared.
Of course, this is pre-EPPs, when maxing out damage was my forte. I would consider stealing those slots to put into TI; I'm still experimenting with epic powers, or whatever they are calling them this week.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
I'm following the advice I got in here pretty well so far - what are good spots to level at around level 32+ anyway? (Solo and group.)
Brickstown imho. FF is nice, but the alleyways and density make it easy to accidently aggro mobs.
OMG Explosive Blast DOES suck.. and royally.. very very very very underwhelming.. I tried it on the test server last night and was very very very very very very very disappointed.. Maybe with more slotting it would be better.. I do like that it has more range than energy torrent but I am considering doing what Quijon has done and what SnipeFu is considering doing.. going single target..
Love Bonesmaher.. BAM.. disoriented 7 out of 10 times.. excellent...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Love your build MSKnight and probably similar to what I will have in the end.
I have to say though there's no way I'm giving up Energy Torrent. I love that power, if nothing else than because it knocks back enemies so much for me.
That said, I'm in a quandry how I can possibly add Power Push and Bone Smasher to my build. There's just no slots left! LOL Oh well. I need to try them on test and see if I like them as much as you guys say I will...then maybe I can give up something else for them.
I have ended up loving Total Focus as a good starting attack for bosses. Not sure if I really need Power Boost though.
So of the four Epic powers, which one are you missing and why didn't you take it? I'd also love to hear why you took the ones you did, including what they do and how they perform.
Jury do you have Explosive Blast as well.. I am looking at the free respec and seeing that Explosive Blast is kind of a let down.. I still think ET is a viable attack especially for those who dare to run in my face but then I am rarely on the ground.. I am an air based fighter...I even use my melee attacks from the air.. ( cant wait till I six slot hover )
Do you have both and do you see yourself getting rid of one ??
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Total Focus allows you to stun a boss for 10 seconds. Build up increases that stun by another 10 seconds. With auto-hasten, the recharge of Total focus is something like 11 or 12 seconds. Thus, without Build-up, you can't quite chain-stun your target without devoting some of your slots to recharge or stun. This is important (in my experience) when dealing with Master Illusionists, who automatically phase every couple of seconds and thus can't be targeted half the time.
But other than that, yeah - personally, I really don't want to imcrease the distance of my knockback, as most people I team with find it irritating. However, I'm considering traveling the respec route as well, and going with Munitions - I can easily see the benefit of increased Armor, Hold, and Sleep effects. (LRM? Not so much.)
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Total Focus allows you to stun a boss for 10 seconds. Build up increases that stun by another 10 seconds.
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Wow--seriously? Guess I missed that memo. OK, won't be getting rid of Power Boost then lol. Yeah, that's a big difference.
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Jury do you have Explosive Blast as well.. I am looking at the free respec and seeing that Explosive Blast is kind of a let down.. I still think ET is a viable attack especially for those who dare to run in my face but then I am rarely on the ground.. I am an air based fighter...I even use my melee attacks from the air.. ( cant wait till I six slot hover )
Do you have both and do you see yourself getting rid of one ??
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You can see my build up to lvl 41 by clicking on the link in my sig. I only have Energy Torrent because I thought Explosive Blast left a lot to be desired and I didn't want to waste the slot on a so-so power.
On the other hand, I LOVE Energy Torrent--even when fighting from the air. I usually attack a small group by using Aim+BU+Snipe against the highest lvl baddie, then Energy Torrent, which knocks everyone back. That allows me to finish off most everyone with Power Blast and Bolt before they even get up. I love that combo.
SnipeFu and MSKnight swear by Power Push--especially when fighting from the air as it knocks them down. And Bone Smasher seems to be getting more popular. I think I'd like it except I rarely get THAT close.
The only thing I could possibly give up at this point, IMO, is Fly by 6-slotting Hover. But when I tried it, I thought 6-slotted hover was way too slow for my tastes. That's just my opinion--others love it. Anyway, in the end, I have one slot left which will either go to Boost Range or Power Push. Or the last Epic Power. Who knows.
PS Here are the Epic Power Pools with descriptions. Not sure if all are accurate anymore. Would love to hear people's real-life experience with them as we create our builds for January.
-Force Mastery:
*Personal Force Field - Cannot attack or effect others with this running but provides very high defense bonus - not total protection (Force Field Defender / Controller)
*Repulsion Field - Force shield that knocks back enemies. Each knockbacked enemy steals endurance. (Forcefield Defender / Controller)
*Temp Invuln - Possibly a 25% resistance to Smashing / Lethal (Invulnerability Tank / Scrapper)
*Unstoppable - Not quite the same as the Scrapper / Tank version. Base Resist is 50%, Base Recharge is 13 minutes (Invurnerability Tank / Scrapper)
I posted quite a bit on these awhile ago, looked back and found these on TI and PFF: The others will require some digging, but basically I only tested Force and Munitions Mastery. The repel FF power is too much of an end hog but useful for a blapper, and FoN (Force of Nature) is a good power w/ 35% resist and a 13 min base recharge with a full end drain but no HP drop.
TI:
Base resistance to Lethal/Smashing 22.75% Near immediate recharge
PFF:
-Base recharge 30 seconds, with one SO and 6-slotted Hasten: 15 seconds. Longer than the Defender (primary) version.
-Dmg resistance (unenhanceable): 28% to all but Psi. Stacks with TI.
-Defense: Good but as with recharge, not as good as Defender (primary) version (understandable). Feedback on Defender PFF is that it does not need extra enhancements. Blaster EPP/APP version is good 1-slotted, but noticable improvement occurs with 2nd enh (and to a slightly lesser extent, a 3rd) -- note I was running hover & hasten at base (unenhanced) defense also at the time. Did not test over 3 enhancements.
I have a FF Defender and one of the biggest complaints from Bubblers is the end cost on Repulsion Field...
Well I am going to try going the Power Push route tonight on test server and see how I like that...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
So is Epic Unstoppable just not that great? Is that why you left it out?
I think the deal with Unstoppable is that its a power that is a once in a while power that will leave u seriously drained of end when its finished.. It cant be made Perma ( 13 minute recharge time ).. I dont know if I will take that power...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
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So is Epic Unstoppable just not that great? Is that why you left it out?
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Unstoppable became Force of Nature.
"and FoN (Force of Nature) is a good power w/ 35% resist and a 13 min base recharge with a full end drain but no HP drop."
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So is Epic Unstoppable just not that great? Is that why you left it out?
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Unstoppable became Force of Nature.
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Oh, duh--yeah, I knew that. I must be indulging in too much egg nog.
mmmmmmmmmmmmmmmmmmmmm egg nog......
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Previously I posted my intended Issue 3 build, after testing the new Force of Nature and factoring Issue 3 playstyle (mission slider) I came up with this build. I will miss Torrent and Explosive Blast for allowing me the varied gameplay of hitting larger groups, and may later respec them back in (and go back to the build I posted previously on page 7 of this thread), but I would like the increased defense, and in setting my mission slider to the max where spawns wont increase in size but will by level (+2) the single-target/defense oriented build I have here should serve me well.
Brawl/Acc
Rest/Recharge
Sprint/Run
Power Bolt/Acc/5 Dam
Power Thrust/Acc
Power Blast/Acc/5 Dam
Build Up/4 recharge (30 sec recycle time)
Swift/Run
Sniper Blast/4 Dam(1)
Power Burst/1Acc/5 Dam
Hasten/6 recharge
Super Speed/Run(2)
Hover/6 Fly Speed
Hurdle/Jump(3)
Stamina/6 Endurance Recovery
Aim/4 recharge (30 sec recycle time)(4)
Stealth/Def
Power Push/Acc
Conserve Power/6 recharge(5)
Power Boost/Recharge
Nova/3 recharge/3 Dam
Bone Smasher/1Acc/4 Dam(6)
Total Focus/1Acc/4 Dam(6)
Personal FF/1 Recharge/2 Defense Buffs(7)
Temp Invulnerability/4 Dam Resistance(8)
Force of Nature/6 Recharge(9)
Boost Range/1 Recharge
(1)Boost range = 60% boost to base range (= 3 SO), so Im able to save slots here to put into defense.
(2)I will be dropping my 2nd run speed enhancement for this build, stacked with sprint this is near/at the speed cap. Additionally Power Boost affects run speed.
(3)Dropped Health for Hurdle. Health regenerates at a speed that decreases time between battles, but not at a rate helpful in-battle. Hurdle will help overcoming objects while running in super speed.
(4)Upped this from 3 recharges so as to sync with Build up and Power Boost. PB, with one recharge SO has a 30 second recharge. Since PB has a duration 5 sec longer than BU or Aim I activate it first, then the others.
(5)No changes here, but its close in recharge to my slotted Nova, which was very helpful when I used it in leveling. Its slotted two power choices before Nova so Im able to slot it up before nova for syncing.
(6)Previously I only had damage here as I used them as an alpha-strike combo on a boss right after buffing with BU + Aim (and later adding PB). I noticed however that after this combo I would still need to cycles through my usual attacks (Bolt, Blast, Burst) and still theyd be standing. W/o PB theyd usually recover from disorient by now (problematic as Id be using Power Push on the other boss in the typically Peregrine Island 2-boss groupings). Adding PB as a buff helped by doubling the base stuns (TF and Bone) but I found I frequently missed w/ my 2nd round of TF-Bone. I was/am very tempted to further slot PFF and TI instead of the 5th slots here, but I use this combo often and it is always necessary when facing this grouping, and the consequences of missing both (or even one) are considerable, so I added the 5th slot for accuracy.
(7)This is where Id like to add more enh slots into. I gave up Grant Invisibility and Phase Shift for these powers. TI is better for the player than GI, but in teaming GI is a great help. The weight of this concern will depend on your playstyle. For me, several of my SGmates have GI so my usual teams are not too badly affected (heh well see if everyone respecs it out!). PFF is a far cry from Phase, but others can buff me through it and it does have an activation time one second less and it has a nice look to it! Its less powerful than the defender version (which needs no additional slotting). I noticed defense increases through 3 defense SO enhancements (did not test higher). For me I also like the recharge time reduced to 15 seconds (1 recharge SO and 6 slotted hasten), but I intend to keep a def SO on hand to swap out as needed. Since its an Oh-crud/runaway power Id be most comfortable with it fully slotted, but alas I need the slots elsewhere.
(9)I like the least recharge time in case I need to use a cpl of times in a door mission, but with the removal of mezz protection I may change a couple of slots for damage resistance for boss/AV battles. Slotted only for recharge and stacked with TI (slotted as above) I was able to take 2-3 boulders thrown from a DE monster.
For other comments on my intended playstyle and rationale, see my earlier build/post on page 7.