The Stormfist Blaster
Any updates on your progress so far? I have long wanted to delve into a blaster with alot of defenses. See my post about an iron man type character here
I'd drop someting in this for short circuit and have it six slotted by lvl 22 for end drain. It will hands down be more useful in keeping you alive than tough etc.
I've taken my all melee blaster to 46 and Short Circuit was unbelievably crucial. Lightning field is alright but I'd drop it for short circuit and consider testing it out later on when it'll be useful for keeping stuff at zero end.
I think you'll have a great deal of endurance problems running all those toggles even with six slotted stamina. My blaster only runs three toggles and I can run out of end in a few attack sequences when my conserve powers down. I know power sink will help but I don't think it'll be enough, you'll have to slot for some end reduction here and there.
Oh and I'd take six slot out of combat jump they only add 1% or so to your def per slot and it's just not worth it imo. I'm mixed over voltaic sentinel. In long fights sparky is a winner but a melee blaster needs to kill everything really fast so I've found sparky to be a waste just because he never gets enough attacks in for the amount of slots you have to invest in him. Oh and build up is golden I'd slide that in alot earlier if possible.
Good luck
PS I don't have Thunderous blast and the sims sucks. No nukes for teh win.
Maybe the addition of Conceal/Stealth both for the reduction in aggro distance as well as the additional defense.
I know with Stealth on, I can sometimes close all the way to melee before the mobs aggro. Usually I can get in the first strike in before they all turn to attack and sometimes even arrest the first mob before the rest of them attack.
Later
-Zoatie
I am curious as to how you have been doing with your build and play. Would like to run with you in game if you ever have a chance. I enjoy ballsy play and people looking to enjoy the game in unique ways.
Ok, I have been doing this on Pinnacle for a lark.
Every few days when I want a change of pace I bring out my Elec/Elec build with the focus on Electicity Secondary.
I have made it so far to lvl 10.
The build so far.
1) Charged Bolts
1) Electric Fence
2) Charged Brawl 5 slots
4) Lightning Field 3 slots
6 ) Air Superiority 3 slots
8 ) Boxing
10 ) Havok Punch
Thoughts so far.
1) The exta melee attacks are great to make sure you are doing maximum damage in melee.
2) Endurance is a concern especially when you use Lightning Field. I have it 1 endred and 2 damage and it still sucks end when I am in combat very quickly. Good for when you have a crowd to kill as the damage adds on fast.
3) This build is best used for doing patrol where you simply are hunting the streets for groups to harvest. This build does not do well in missions solo because minions are your level or sometimes higher. Poor defenses mean that this hurts rapidly. Ideal mobs to hit are pure minion or with a single lt. Avoid bosses if you can in the first 10 levels unless you have an assist. If you are teamed with a tank or scrapper that is drawing aggro then the damage is great to quickly clear mobs. I teamed up at one point with a scrapper and it was hunting spree even though I was a couple levels higher than him.
4) Take care to pick your fights. Pick small mobs of 3 preferably and no more than 5 if solo. Quick fights are over before your endurance runs out. If you are using the Lightning Field then use your main attacks to damage a variety of people and let the lighting field do the finish.
5) Air Supperiority is your low level protection from lt and boss. When they are knocked down they are not hitting you and the Lighting Field continues to tick away on them.
6) Charged Brawl is a wonderful attack and it often clears blue and green minions in one punch with 4 training damage and one training accuaracy. Havok Punch is too new to get a feel for yet and will need slotting to start to come into its own.
7) It can be fun being all offense. It is also a real challenge.
Far's an update, I've kinda shelved Anvil for a bit after hitting Nemesis helping out my brother. Explosions made the current build go boom. As far's tweaks I'd make knowing what I know now, I'd sure make a few adjustments.
Short Circuit and Tesla Cage seem to be a MUST, mainly. And maybe Stealth. This build's already toggle heavy for a Blaster anyways, so I'd be a bit loathe to add another toggle. Ya kinda need Fighting and Leaping to even get your swings in.
Since the server's are down, I'm going to work up a new & improved. Something that's optimized for the time being as well as being viable in the late game. I know MUCH more about slotting percentages now, and what to expect from enemies you're going to face. (Hatched Kraken and Fake Nemesis suck!)
Sorry I let this slide for a bit, but my noobishness as per slotting numbers kinda hurt him more than expected. Knowing what I know now, though, I'm rarin to give him another go!
As far as playing with me, I run on Protector almost exclusively, here're my currents:
Steel Crane: 38th MA/SR stealth assassin build,
Fierce Snake: 10th Ice/Ice stealth Blastroller,
and coming soon, the revised Elec/Elec Anvil Strike.
I'll throw up an improved build for you guys and gals soon's I work one up!
"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh
Here's what I'm planning on doing- sorry for the bump -
1: Lightning Bolt
1: Electric Fence
2: Charged Brawl
3: 2 Slots Charged Brawl
4: Lightning Field
5: 2 Slots Charged Brawl
6: Combat Jumping
7: 1 Slot Charged Brawl, 1 Slot CJ
8: Air Superiority
9: 2 Slots CJ
10: Havoc Punch
11: 2 Slots HP
12: Swift
13: 1 Slot HP, 1 Slot CJ
14: Fly
15: 2 Slots CJ
16: Boxing
17: 2 Slots HP
18: Health
19: 1 Slot HP, 1 Slot Fly
20: Stamina
21: 2 Slots Stamina
22: Tough
How's this look?
"Cupcake cupcake cupcake; Cupcake. Merry_Mint is the best." - Abraham Lincoln
I love your idea. It think I might try it. Don't worry I wont take your credit or your name.
I still think this is a good idea but I was just reading what Statesman said and scrappers have higher damge cap. With no defensive secondary powers and the ability to do less damage this might be tough.
What enhancements would you put into Power Sink and Thunderstrike?
My friend and I run two elec/* blasters. We stress the use of Short Circuit to "control" mobs. Two toons doing this makes all the difference!
Our strategy is as follows. We each have Grant Invisibility which we use on each other (sweet isn't it?). We time our rush into the center of the mobs, and both of us fire SC at the same time, then Ball Lightnings. Most of the time, all the mobs are left totally drained of end. We then pound them with our secondaries and finish them off with SC and BL when they recharge. It is a very fun form of combat. It has not yet grown old seeing a crowd of mobs with no blue.
I agree with the OP on the power of the melee attacks. They do a lot of damage, and with 2 toons using them on one target, the target goes down fast. Sometimes a mob is completely missed by all the end drains. Not a problem with havoc punch, charged brawl, bone smasher, energy punch, lightning bolt and charged bolt. Both our toons are old people, so beating the snot out of mobs looks even better that way.
As a tweak, we will sometimes have one of us play tank. That person gets purples and oranges and fire SC off a fraction of a second earlier than the other. That way, any alpha strike can hopefully be better absorbed. Often, there is not much of a strike to speak of.
We also tend to turn on the boss right away, and with /elec and /en, he goes down fast.
I cannot stress the importance of having 2 toons each using SC and BL. It makes a huge difference. By ourselves, we leave mobs with 40% end, which is more than enough for them to take us out. Together, we take them out. And the brawl index of SC is almost right there with BL, so add some damages slots to SC.
Being invisible helps us to close in on the group and get off SC more safely. As we often run together, Grant Invis is a better choice than Stealth.
Love Charged Bolt and Lightning Bolt. They do good damage and the range is great for runners, and mobs run when they get low on end. You often have to pick them off as they try to become onlookers. It also helps being able to pivot and fire to take out a nearly arrested mob.
And the two of us on teams is great, especially with a tanker or scrapper or troller to take care of the initial aggro. When we fire off 2 SC's and 2 BL's, all the effects are very exciting. Every once in a while someone will note that the mobs have no end - they just don't realize the effects we are having most of the time. What a blast!
BTW, neither of us have stamina and we are doing fine. We use a end redux on attacks, and that is enough. Your choice, but not going with fitness opens three powers.
So if you have a buddy, try this combo. I am sure you will enjoy yourselves quite a bit.
Here is my idea for a melee type blaster, I've only gotten to level 23 so far. I just started doing some mission in bloody bay and the pvp isn't too bad, the melee attacks rip though people.
Name: Captain Xenon
Level: 50
Archetype: Blaster
Primary: Electrical Blast
Secondary: Electricity Manipulation
+---------------------------------------------
01 => Electric Fence
Empty(1)
01 => Charged Bolts
Empty(1)
Empty(19)
Empty(21)
Empty(21)
Empty(23)
02 => Charged Brawl
Empty(2)
Empty(3)
Empty(3)
Empty(5)
Empty(5)
Empty(7)
04 => Lightning Bolt
Empty(4)
Empty(23)
Empty(25)
Empty(25)
Empty(27)
06 => Short Circuit
Empty(6)
Empty(7)
Empty(9)
Empty(9)
Empty(11)
Empty(11)
08 => Ball Lightning
Empty(8)
Empty(43)
Empty(46)
Empty(46)
Empty(48)
Empty(50)
10 => Havoc Punch
Empty(10)
Empty(13)
Empty(13)
Empty(15)
Empty(15)
Empty(17)
12 => Air Superiority
Empty(12)
14 => Fly
Empty(14)
Empty(17)
Empty(19)
16 => Aim
Empty(16)
18 => Build Up
Empty(18)
20 => Swift
Empty(20)
Empty(31)
Empty(31)
22 => Health
Empty(22)
Empty(29)
Empty(31)
24 => Stamina
Empty(24)
Empty(27)
Empty(29)
26 => Voltaic Sentinel
Empty(26)
Empty(37)
Empty(37)
Empty(37)
Empty(39)
Empty(39)
28 => Thunder Strike
Empty(28)
Empty(34)
Empty(34)
Empty(36)
Empty(36)
Empty(36)
30 => Kick
Empty(30)
32 => Tough
Empty(32)
Empty(33)
Empty(33)
Empty(33)
Empty(34)
35 => Thunderous Blast
Empty(35)
Empty(39)
Empty(40)
38 => Shocking Grasp
Empty(38)
Empty(40)
Empty(40)
Empty(42)
Empty(42)
Empty(42)
41 => Body Armor
Empty(41)
Empty(43)
Empty(43)
44 => Cryo Freeze Ray
Empty(44)
Empty(45)
Empty(45)
Empty(45)
Empty(46)
47 => LRM Rocket
Empty(47)
Empty(48)
Empty(48)
49 => Lightning Field
Empty(49)
Empty(50)
Empty(50)
01 => Sprint
Empty()
01 => Brawl
Empty()
02 => Rest
Empty()
+---------------------------------------------
Howdy! I'm currently in the process of running up an Electrical/Electrical, but with a twist: I'm basing him around the Electrical Melee punches, Leaping and Fitness for defenses, and Voltaic Sentinels.
Here's my basic power tree, and I'll explain the key powers in detail:
1 Lightning Bolt/Electric Fence
2 Charged Brawl
4 Lightning Field
6 Combat Jump
8 Boxing
10 Havoc Punch
12 Swift
14 Super Jump
16 Tough
18 Health
20 Stamina
22 Acrobatics
24 Weave
26 Voltaic Sentinel
28 Thunder Strike
30 Build Up
32 Thunderous Blast
35 Power Sink
38 Shocking Grasp
You'll notice that apart from the first two powers and Thunderous Blast, there is NO MORE ranged powers in this build. That was my whole concept from the get go, though. StormFIST.
Electrical Melee is godawful strong, with even Charged Brawl outdamaging Lightning Bolt. This doesn't make Electrical Blast any less necessary in the build, though. Without pets you are BOUND to run into stuff you have no hope of meleeing with. I figure with two Voltaic Sentinels with you, that'd even the playing field nicely. Make no mistake, though, you will NEVER be as tough as a scrapper or tanker. You can just outdamage them by crazy amounts. My Charged Brawl at 12th (the level Anvil Strike's at now) is doing about 47 to 50 damage per hit. My brother's katana scrapper of the same level is doing about 23 with Sting of the Wasp.
If you didn't already know this, base ranged damage for Blasters is set to 100%. Base melee damage for them is set to 110%. That makes your electrical punches FIERCE. If you feel the need to tweak for more ranged, you could drop Build Up and Shocking Grasp for Ball Lightning, Tesla Cage, or Zapp. Keep in mind though, if you ditch Shocking Grasp, you're losing a High damage power with a built in Hold effect. Lt. killer, anyone? A chain of Grasp, Havoc, and Charged should outright kill most lieutenants, and they can't even hit you back.
Anywho, onto keystone powers. I am taking and sixing out every single Electrical Melee punch. Their damage is immense; they have secondary effects like sleep, knockback, disorient, and hold. You cannot go wrong with any of em. Thunder Strike's the keystone punch, though. You read it right, it does HIGH area damage, disorient, AND knockback. In short, it's devastating. With Build Up on, it's almost Superior area damage with Knockback and Disorient. Voltaic Sentinel provides great fire support for this build, and I plan to slot so I can have two at a time out. If I have to explain why I'm going to take and slot Thunderous Blast to you, you should be playing the Sims. Also, the much unloved Lightning Field is great for kicking out area damage to zot minion groups with. It eats up endo fast, but not much is resistant to energy til later levels. You only ever need the one Accuracy on Field, but it's nice for frying minion groups in Perez at your early levels.
Fifteen slots this build NEEDS go into Combat Jump, Tough, and Weave. You won't have these defenses up til later in the case of the Fighting Pools, but if you don't six out Combat Jump, you'll never survive to GET Tough or Weave. I sixed out CJ right after Charged Brawl was sixed out. Before your defenses are complete, you won't want to rush into melee with fists blazing and Sentinels frying, if you ever actually DO rush in. Lightning Bolt is great for pulling single targets to you, and should you ag three or four Electric Fence is GREAT in that it lets you immobilize and use corners to fight the enemies one at a time. With the massive damage coming off your punches, nothing short of a boss should give you real problems if you're one on one. For reference's sake, one sixed out Charged Brawl will take a white con minion down to under half life. Hint: Skulls are weak to Energy damage, you kill them faster than anything else I've yet found, so exploit that.
Six out Stamina AND take Power Sink! This's an endurance heavy build, but with those two powers, you should be golden for even long fights.
Make no mistake this is NOT an easy build to play. If you're new to CoH, I would recommend an easier build over this one. I have died a lot, and I bet I'll reach a level where I can no longer solo easily in the near future. It IS however, a hell of a lot of fun. If you are sick of the scrapper secondaries, and not being able to see your toon, this is a viable "pseudoscrapper". This build looks very very stylish in a fight!!!
Yep, you're now a fragile "scrapper". But with pets and crazy, crazy melee damage (plus mez). Just watch out for things with Sleep effects, those get through your armors easily. And Disorient's a pain, too.
My advice for this build? Find yourself a tanker buddy with Taunt and then AMAZE them with how fast you can utterly destroy Lts. and Bosses. Five hits at my current level drops a Boss to 1/4 life. That is FAST!!
Happy blapping, and don't fear the reaper! Death comes to us all, but the Stormfist looks so good and is so damn entertaining, it's worth a little debt.
~Sincerely, Anvil Strike from Protector~
P.S. If you have any questions about this, or just would like to give some feedback, feel free to PM me! If you happen to outlevel me with this build, I'd love to hear any real challenges or awesome tricks you find.
"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh