Blaster Ancillary Pools (Overview)
Great guide here DB! I wish I had it when I was taking the pools...but if I did then how could I've tested them...nevermind!
I must admit though, I have a favorite part: [ QUOTE ]
that dude on Test server who kept giving me respites while I was testing RoP
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Awesome.
thanks for the info, very helpful. Too bad the Fire Shield isn't the same as the Fire tanker one.
Katsuki - 50 DM/Inv | Akari - 50 Fire/Fire blaster
Hazuki - 50 WS | Satsuki - 50 Ill/Rad | Miharu 50 Stalker
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Personal Force Field The Personal Force Field is from the Defender/Controller Force Field Power Set. When toggled it will provide both a Defense Buff bonus in addition as well as a Damage Resistance bonus to all attacks except Psi. One can only use powers that will affect self. Hence one cannot attack while the PFF is active.
Range: Self
Endurance Cost: need more data, but approximatly the same as acrobatics, imo (Muldamai)
Duration: Toggle
Recharge Timer: 30
Activation Time: 2
Brawl Index: N/A
Base Defense/Damage Resistance: Base Defense ?/28% Damage Resist to all vs Psi (Unenhanceable)
EnergyStar's Recommended Slotting : 1 - 3 Defense Buffs 1 Recharge
Muldamai's thoughts on BaseDefense: opinion only, I will submit 45%. I had 8 even level minions shoot at me for an hour to test it out, it looked like approximatly 1 in 20 attacks would hit.
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The estimated defence % is just plain silly and completely wrong. First, 5% to hit chance is the minimum (1 in 20). This is Always true for Everything, so no matter how high your defense is (say ten thousand percent), you will still get hit 5% of the time. Second, the to hit chance is partially dependant on level, so the mob probably had the minimum 5% chance to hit without personal force field. Third... well, i forget what my third one was.
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First, 5% to hit chance is the minimum (1 in 20). This is Always true for Everything, so no matter how high your defense is (say ten thousand percent), you will still get hit 5% of the time.
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This is true
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Second, the to hit chance is partially dependant on level, so the mob probably had the minimum 5% chance to hit without personal force field
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An even con minion has base 50% chance to hit. To calculate a rough base for PFF simply turn it and no other powers on. Then count the number of times one gets hit with PFF on with a mob swinging. Since the Dev's don't provide numbers this seems like a good way to get a rough base.
@Deadboy
I think that line in the description is there to distinguish it from Phase Shift, which is a very similar power.
So i am gettin ready to chose my first epic power. But opinion based what is best for an AR/Elec blaster? The munitions mastery looks great and the LRM really sounds exciting. But as a blaster i may need to worry more about defense. I have NO punch powers other than brawl ( i used to rely on them too much, therefore died ALOT) anyways help me out. Tell me what is good and bad about these powers before i get to lvl 41. I am halfway to it.
thanks
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So i am gettin ready to chose my first epic power. But opinion based what is best for an AR/Elec blaster? The munitions mastery looks great and the LRM really sounds exciting. But as a blaster i may need to worry more about defense. I have NO punch powers other than brawl ( i used to rely on them too much, therefore died ALOT) anyways help me out. Tell me what is good and bad about these powers before i get to lvl 41. I am halfway to it.
thanks
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That really depends on your playstyle. Do you use Shocking Grasp from your Electric Secondary? If so you can stack it with a successive hit from Char (Fire Mastery) or Cryo Freeze Ray (Munitions Mastery). If you're looking for something more defensive minded consider the Force Mastery pool. My best suggestion is to try all the pools on the test server yourself - just the functionality of it - to see if it works with your playstyle.
@Deadboy
What is the damage like for Rise of the Phoenix? Noticable? Run away before the crazy blaster revives himself? Hmm?
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So i am gettin ready to chose my first epic power. But opinion based what is best for an AR/Elec blaster? The munitions mastery looks great and the LRM really sounds exciting. But as a blaster i may need to worry more about defense. I have NO punch powers other than brawl ( i used to rely on them too much, therefore died ALOT) anyways help me out. Tell me what is good and bad about these powers before i get to lvl 41. I am halfway to it.
thanks
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I have a L50 AR/elect. blaster and i have tried all but ice. Overall Force seems to be the GREATEST for me, for these reasons:
* I have sloted repulsion field 5 slots (4 end reduction+1 KB) and it made me almost indestructible. I fly fake nemesises up to 3rd level building tops, if I can find a corner of walls i sweep mobs to the corner and keep them bouncing in the corner and flame/full auto all there, none can even escape out. This is a way TOO strong power.
* Force of nature is GREAT just before atacking an AV. I do not get 1 shot killed anymore. When it fades fades away i just use 2-3 blue insps and continue blasting the AV and it is usualy too busy/debuffed/well taunted etc. to kill me
* Temp invul -if sloted with 1/2 end reduct. enhancements work great.
The cons: a bit too endurance dependent power pool. No hold powers but KB is a great control anyway.
Munitions has only the last power: LRM as a great atacking power but hey, we have our rifle and plenty dmg gealing atacks already. YoU need to get 2 more "not so good" powers to get LRM. As an aoe blaster, sleep grenade is NOT a wise choise. all wake up as u blast your cone, and has a long recharge to make them sleep again.
I like force, and recomend it to all rifle blasters...
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What is the damage like for Rise of the Phoenix? Noticable? Run away before the crazy blaster revives himself? Hmm?
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RoP doesnt register in the combat window so exact numbers are kinda tricky to obtain. I tested it unslotted vs
Level 50 Advanced Drone (Rikti) 139
Level 50 Tactical officer (Malta) 111
Level 50 Possessed Scientist (CoT) 111
Char does damage in Ticks - roughly 12.22 unslotted for damage per tick.
@Deadboy
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* Force of nature is GREAT just before atacking an AV. I do not get 1 shot killed anymore. When it fades fades away i just use 2-3 blue insps and continue blasting the AV and it is usualy too busy/debuffed/well taunted etc. to kill me
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I would like to know how you have force of nature slotted. Thanks.
"Yes, Cajun, you CAN have a pony!" - Dusk Hammer (11/11/2008)
thanks for the heads up on everything DB, the guide is great!
I had a question re: force of nature...
Wwith force of nature: if you FoN and then drop your 32 nuke (in my case inferno) does the FoN end recovery fill back up your blue bar quickly?
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thanks for the heads up on everything DB, the guide is great!
I had a question re: force of nature...
Wwith force of nature: if you FoN and then drop your 32 nuke (in my case inferno) does the FoN end recovery fill back up your blue bar quickly?
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I am pretty sure that it does as long as you fire off your 32 nuke during FoN's duration.
@Deadboy
Yes, it does make it so you will immediately be regaining END once Nova drops and the after effect of Nova isn't noticable.
I usually drop Conserve power just before or make sure that I have a CaB to get me going once its over though.
Even without those I can still usually bounce TI and SS up as soon as I'm able to move with no delay.
AR/Dev - Munitions or Force?
A tough choice. It seems that Munitions is cooler and Force is better.
Thoughts?
i have a question: i'm an ice/energy that mainly targets bosses/lt's -- so pretty much just upper level single targets. if I have about 9-10 enhancement slots left for my app's (I was planning on going with force mastery) how should i slot them?
also, if i had 12 what would you guys say?
FYI: Long Range missile has a longer activation time than the AR snipe- just guessing, I'd say about a third longer.
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AR/Dev - Munitions or Force?
A tough choice. It seems that Munitions is cooler and Force is better.
Thoughts?
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That really depends on your current build and if you PvP as well. Had I a Hold/Stunner on my main (Energy/Devices) I would have probably gone with Force (better fit for concept than Fire is)
@Deadboy
Very useful guide. Thanks for taking the time to write it.
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Very useful guide. Thanks for taking the time to write it.
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Thanks but really the credit goes to all who helped
I retested Body Armor a while back and retested it again most recently. Technically it's 8.75% Resist to S/L. I'll have to add that in the next update.
@Deadboy
I'm an Energy/Energy blaster and I have taken Force Of Nature. Can you guys give me some tips on how to slot it? Thanks.
I've played around with a combination of Recharge, Damage Resists and Endurance Recovery. However I believe the best slotting is what MsKnight recommends which is 4 Damage Resist /2 Recharge slotting if I am not mistaken (check your thread in the blaster boards)
@Deadboy
With I5 on Test this guide will be rewritten ..
New Epic/Ancillary Pool:
Electric Mastery Pool
Static Discharge: Ranged (Cone), Moderate DMG(Energy), -END
Shocking Bolt: Ranged, Minor DoT(Energy), Foe Hold, -END
Charged Armor: Toggle: Self +Res(Smash, Lethal, Energy)
EM Pulse: PBAoE, Foe Doisorient, -END, -Regen, Special vs. Robots; Self -Recovery
@Deadboy
Pulsewave was kind enough to provide info on Electric Mastery
The new mastery set is phenomenal. I've made good use out of every power and it's really made me redisign my hero to fit in all the powers. Some preliminary numbers are below. I'll finish updating this all week as I do more testing. In the meantime if anyone can fill in the blanks I'm sure everyone would appreciate it.
Static Discharge: A ranged cone with 100% up-front damage. Animation is new. Uses the Tesla Cage arms up animation with static bolts flying forward. Not a bad animation but nothing too special. Looks much more short range than it actually is.
Brawl Index: 2.5333
Endurance: 18
Range: about 20
Recharge: 14
Shocking Bolt: I love this power. It's like a toned down Char. Animation is a suped up Charged Bolts with the same sound effects. It's a really cool looking power. When the hold hits the MOB is left shaking while held with a small static glow around it. Not as fancy as Tesla Cage, but still a nice looking power.
Brawl Index: ? (5 step DoT much higher damage than Tesla Cage)
Brawl Index: 1.389
Duration: about 15
Endurance: 13
Range: 80
Recharge: 18
Magnitude: 3 (Will hold LT. Class mobs in one application)
Charged Armor: This power is phenomenal. It's got a nice, subtle animation and quiet sound effect while on. It's really loud when activating though. It protects against Smashing, Lethal, and Energy damage. That's got to be the best possible combination you could ask for.
Resistance: Base 19.25% to S/L and 14% to Energy
Endurance: ?
Recharge: 2
Effect: Lethal, Smashing, and Energy resistance
EMP Pulse: I was hoping for a lot from this power. It's got a pretty blah animation and sound effect IMO. The recharge is so long that it's of questionable use. I havent tested the AoE but I've read that it's about 25% of the Defender version. It's definitely a DISORIENT and not a HOLD. If slotted heavily this power would probably be pretty useful once every 4 minutes or so. Unfortunately I like all the other APP powers too and there's only so many slots left once you get this power.
Brawl Index: ?
Duration: 20
Recharge: 800 (geez!)
Magnitude: 3
Effect: PBAoE Disorient
Just wanted to say quick thanks to Pulsewave for permitting me to post his original write up and Tin_Soldier for correcting and verifying the resistance numbers I was getting for Charged Armor
Once I5 looks more settled I'll do a rewrite with all this new information.
@Deadboy
The objective of this overview is to provide a general reference point to the Blaster Ancillary Pools. While a majority of the powers have been tested by myself or others, please bear in mind some data may be missing (such as recharge times/endurance costs) as it was written by myself and other Blaster boards persons who just like you want to get in some game time in addition to testing. There are some things that are easy to test like Range and Damage Resistance while there are other things which are more difficult and lengthy such as Defense Buffs.
The Ancillary Pools work just like regular pools. A Blaster may select his/her first Ancillary pool power at Level 41.
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Munitions Mastery
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Body Armor Damage Resistance from Smashing and Lethal Attacks. It is a Passive power (like Stamina for Example) so it's always on.
Range: Self
Endurance Cost: N/A
Duration: Always on
Recharge Timer: N/A
Activation Time: N/A
Brawl Index: N/A
Base Damage Resistance: 9% Resistance Smash/Lethal
Recommended Slotting : 1 - 6 Damage Resistance
Cryo Freeze Ray Blue Beams fire from an Assault Rifle and if a successful hit is made will Hold a single target. The Cryo Freeze Ray is of enough magnitude (Mag3) that it will Hold an LT instantly on a hit . Against a Boss two applications are needed.
Range: 50 ft (Roughly)
Endurance Cost: ?
Base Hold Duration: 8 - 12 seconds (?) vs Even con minion
Recharge Timer: ?
Activation Time: ?
Brawl Index: .04784 Cold
Recommended Slotting: 1-2 Accuracy, 1-2 Hold Duration , 1-2 Recharge
Sleep Grenade The Sleep Grenade is an Area of Effect Sleep that fires from the Assault Rifle. It does a small portion of Smashing Damage and any mobs successfully struck will do a "choking" animation (similar to Char) and are considered "asleep". Any mobs that are unaffected or missed by the Sleep Grenade will instantly aggro to the attacker. There is currently however no ZZZZ type of animation associated it with it. The mobs will remain asleep for a period of time (scales with mob level I've observed) unless attacked. The Sleep Grenade is of enough Magnitude that it will Sleep Lt. Based Mobs on one application.
Range: 80-85 ft (roughly)
Endurance Cost: ?
Base Sleep Duration: 20-25 (?) Seconds vs Even Con Minion
Recharge Timer: ?
Activation Time: ?
Brawl Index: .04784 Smashing
Recommended Slotting:1-2 Accuracy, 1-2 Sleep, 1-2 Recharge
LRM Again firing from the Assault Rifle the LRM is basically an Area of Effect attack that has long range. The damage is a 40/60 combination of Smashing/Lethal Damage.
Range: Rougly 45 Yards (135 Feet)
Endurance Cost: ?
Duration: Instantaneous
Recharge Timer: 4 Minutes (240 Seconds)
Activation Time: ? (Best guess is the same as SniperRifle?)
Brawl Index: BI - 4.139 Lethal + 2.777 Smashing (6.9170)
Recommended Slotting: will vary depending upon Primary/Secondary but should be a mix of Accuracy/Damage/Recharge Enhancements.
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Force Mastery
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Personal Force Field The Personal Force Field is from the Defender/Controller Force Field Power Set. When toggled it will provide both a Defense Buff bonus in addition as well as a Damage Resistance bonus to all attacks except Psi. One can only use powers that will affect self. Hence one cannot attack while the PFF is active.
Range: Self
Endurance Cost: need more data, but approximatly the same as acrobatics, imo (Muldamai)
Duration: Toggle
Recharge Timer: 30
Activation Time: 2
Brawl Index: N/A
Base Defense/Damage Resistance: Base Defense ?/28% Damage Resist to all vs Psi (Unenhanceable)
EnergyStar's Recommended Slotting : 1 - 3 Defense Buffs 1 Recharge
Muldamai's thoughts on BaseDefense: opinion only, I will submit 45%. I had 8 even level minions shoot at me for an hour to test it out, it looked like approximatly 1 in 20 attacks would hit.
Repulsion Field The Repulsion Field is another power derived from the Force Field set. While it is active the hero/heroine generates a pulsing field around his/her person which will repel all foes in its proximity. Each foe repelled costs some additional endurance. This field seems to extend about 5' or so out. The Repel strength is powerful enough to send Boss Class mobs flying.
Range: PBAoE
Endurance Cost: There is a base cost to run Repulsion Field as well as an additional cost per mob that is knocked back with the field.
Duration: Toggle
Recharge Timer: ?
Activation Time: ?
Brawl Index: N/A
Recommended Slotting : Endurance Reduction
Temporary Invulnerability Temporary Invulnerability is akin to Temporary Invulnerability from the Invulnerability Power Set availble to Scrappers/Tankers. While it is active it provides a degree of Damage Resistance to Smashing and Lethal attacks.
Range: Self
Endurance Cost: ?
Duration: Toggle
Recharge Timer: ?
Activation Time: ?
Brawl Index: N/A
Base Damage Resistance: 22.75% Resistance Smash/Lethal
Recommended Slotting : 1 - 5 Damage Resistance/1 Endurance Reduction
Force of Nature When activated Force of Nature grants the user a degree of Damage Resistance to all types of attacks except Psi and additional Endurance Recovery. Once Force of Nature wears off, the user's endurance will drop to zero, shutting off all toggles.
Range: Self
Endurance Cost: ?
Duration: 120 Seconds
Recharge Timer: 780 Seconds
Activation Time: ?
Brawl Index: ?
Base Endurance Recover Per Second:?
Base Damage Resistance: 35% Resistance to all save Psi Recommended Slotting : Mix of Damage Resistance and Recharge
Muldamai's Recommend Slotting: From my practical use, I don't bother with recharges, I have Hasten, and that brings it up fast enough for my purposes. I only use this bad boy when the chips are down, and I need a boost in a close fight.
Quibble note: At the time of this writing "Force of Nature" is typo'd as "Foce of Nature"
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Cold Mastery
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*the Descriptions for Cold Mastery may also incorporate descriptions from fellow poster Agent Virgo.
Snow Storm Snow Storm is a basically an "anchor" power area Slow. A user selects a target and clicks Snowstorm and all the mobs in that area are affected while the power is active and selected upon its target or "anchor". Little in the way of hard numbers on this since we don't know base move rate for enemies or base recharge rate for them either. Should be testable in the Arena. -SPD and -RCHG targeted AoE Toggle (Anchored). For additional information including a screenshot consult this Guide to Anchor Powers
Range 80 feet with a 25 foot sphere AoE.
Endurance Cost: ?
Duration: Toggle
Recharge Timer: ?
Activation Time: ?
Brawl Index: N/A
Recommended Slotting : Mixture of Slow and Endurance Reduction Enhancements
Flash Freeze Very similar in operation to the Sleep Grenade Flash Freeze is a targeted Area of Effect MAG 3 Sleep (affects LTs with one application). Slept mobs will appear to be "encased" in an block of ice trying to "wiggle" free. IIRC, there is no "ZZZZ" type of animation associated with it.
Range: Range 60 feet, area of effect 25 foot sphere.
Endurance Cost: ?
Base Sleep Duration: 20-25 (?) Seconds vs Even Con Minion
Recharge Timer: ?
Activation Time: ?
Brawl Index: Minor Lethal and Cold (50% each type) with a BI of 0.2778 for each.
AV's Recommended Slotting: 2 Accuracy, mix of Sleep/Recharges
Agent Virgo's notes: Forgot to mention.. Flash Freeze has a base -20% Accuracy too. Got me killed plenty at 41 trying to test it.
Frozen Armor When activated Frozen Armor encases one in somewhat transluscent coating of Ice. This coating provides Defense vs Smash/Lethal attacks as well as some Resistance to Cold and Fire.
Range: Self
Endurance Cost: ?
Duration: Toggle
Recharge Timer: ?
Activation Time: ?
Brawl Index: N/A
Base Defense/Damage Resistance: ~20% (Tankers claim 22%, but DEF numbers are hard to get so exact) DEF vs S/L. 9% RES Fire, 30% RES Cold.
Recommended Slotting : 1-5 Defense /1 Endurance Reduction
Hibernate Another Power from the Ice Tanker set. When activated the user is encased in a block of ice and is completely invulnerable to attacks. The user will regenerate a substantial amount of Health but is unable to perform any other action.
Range: Self
Endurance Cost: ?
Duration: Toggle
Recharge Timer: ?
Activation Time: 2 Seconds
Brawl Index: N/A
Base Defense/Damage Resistance: Special - 100% Invulnerability to all attacks during it's duration
Recommended Slotting : Recharge
Agent_Virgo's notes: Not slottable for Heal, but is listed as Regen Extreme, just like the old Instant Healing was. I'd be willing to bet the numbers are the same, but I admit I haven't tested this (two levels to go...) personally. Activation time is 2.0 seconds with a cost of 0.0 making it an attractive post-level 32 primary attack survival tool. So long as you aren't dead two seconds after you Nova, you'll survive. Of course making sure everything is aggroed on something else before thawing out is recommended. Electricity Blasters take note since you have the advantage of not being in melee range when you Thunderous Blast. Also handy for solo down time.
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Fire Mastery
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Char Char is a ranged Mag3 single target Hold. When a mob is struck by Char he/she/it will do a "choking" animation. Char has enough Magnitude to Hold a LT class mob on a single application if a successful hit is made. Char also has a Damage over Time component (Fire) to it though at the time of this writing is unmeasured by me.
Range: ?
Endurance Cost: ?
Base Hold Duration: 8 - 12 seconds (?) vs Even con minion
Recharge Timer: ?
Activation Time: ?
Brawl Index: ?
DB's Recommended Slotting: 1-2 Accuracy, 1-2 Hold Duration , 1-2 Recharge (*/Devices Blasters just use Hold/Recharge)
Bonfire Bonfire is a ranged placeable Area of Effect Knockback tool. Bonfire's AoE is circular in shape and when placed in an area mobs are Knocked Back away from the center of the circle. Even Boss class mobs can fall suspect to it's KB effect - indicating a Mag4 KB effect. Like Char, Bonfire also has a Damage over Time component (Fire most likely) which at the time of this writing is unmeasured by me as I was testing it's functionality rather than damage.
Range: 70 ft
Endurance Cost: ?
Base Duration: 45 Seconds
Recharge Timer: 120 Seconds
Activation Time: ?
Brawl Index: ?
Recommended Slotting: 1-3 Recharge depending upon frequency of use.
My notes: When I tested Bonfire I found it's best use was in an area enclosed with 3 walls. I essentially had two Boss class mobs (Fake Nemesis and Warhulk) pinned in opposite corners bouncing during it's duration.
Fire Shield When activated Fire Shield engulfs the user in a coating of flames. This coating provides Resistances VS Smashing/Lethal/Fire and Cold attacks
Range: Self
Endurance Cost: ?
Duration: Toggle
Recharge Timer: ?
Activation Time: ?
Brawl Index: N/A
Base Damage Resistance: 21% Resistance to Smash/Lethal/Fire, 7% Resistance to Cold
Recommended Slotting : 1 - 5 Damage Resistance/1 Endurance Reduction
Rise of the Phoenix From the Fiery Armor Tanker Set, Rise of the Phoenix is a self resurrection power. When the user is defeated and activates this power all mobs within it's proximity (the exact proximity is unknown at the time of this writing) suffer a Mag4 Knocked Back effect and a Mag4 Disorient(Stun) effect. The user will regain 1/2 Health and 1/2 Endurance.
Range: PBAoE
Endurance Cost: ?
Duration: Instantaneous
Recharge Timer: ?
Activation Time: ?
Brawl Index: ?
Recommended Slotting: Recharge
My notes: Graphically speaking RoP is one of the most eye appealing powers. I used my Level 47 Build on Test purposefully dying against all types of mobs to test it's KB and Stun effect. It had enough Magnitude to work on the Level 50 Death Mages (although very short duration).
Credits:
This is a compilation overview from many posters.
Force Mastery numbers courtesy of EnergyStar and Muldamai.
Cold Mastery numbers courtesy of Agent_Virgo.
Mage Storm, SnipeFu, Ohms, LightWave, Stormrayvn, tonydanza, WG, that dude on Test server who kept giving me respites while I was testing RoP, posters in the Blaster forum, and to you the reader
Version-030105-.9x
@Deadboy