BlackOuts guide to ranged Elec/Elec post i11
Great guide. Just a few suggestions:
1) Don't waste more than two slots on Thunderous Blast for damage. I have mine slotted for two-damage, two-accuracy, and two-end mod.
2) In your description for Charged Brawl, you say [ QUOTE ]
I'm not a big fan good damage, but I don't like them to get that close.
[/ QUOTE ] Is that supposed to be "I'm a big fan of good damage"?
3) Under Lightning Clap, you have "Thunder Strick" instead of "Thunder Strike."
Other than those little grammatical errors (I'm OCD, leave me alone), this is a good ranged-only guide. I highly recommend the //elec epic, though. Even at staying range-only, Shocking Bolt is a great hold (it's like another Tesla Cage). EM Pulse is perhaps the best "panic button" in the game, imho. Mag 3 stun, with -regen and -END components to targets hit.
Those comments aside, though, great guide! Cheers!
Hey Power_Line, thanks. That was a lot to type out in wordpad. I am amazed that I only made so few typos
I don't slot Thunderous Blast for Accuracy as I use Aim and Build Up with it. I guess more Aim doesn't hurt, but I think that the IO sets really make it a mute point.
[ QUOTE ]
Don't waste more than two slots on Thunderous Blast for damage. I have mine slotted for two-damage, two-accuracy, and two-end mod.
[/ QUOTE ]
Mix and match max ED damage and recharge IOs, rest is up to you, but no accuracy. repeat after me: "i will not use my nuke before BU+AIM"
@Prandi - Freedom
Arcs:
# 143959 - Freedom Phalanx, Arachnos Forces and the Deadly Virus.
[ QUOTE ]
Hey Power_Line, thanks. That was a lot to type out in wordpad. I am amazed that I only made so few typos
I don't slot Thunderous Blast for Accuracy as I use Aim and Build Up with it. I guess more Aim doesn't hurt, but I think that the IO sets really make it a mute point.
[/ QUOTE ]
Sorry if we're being OCD then it's moot point
My elec/elec blaster is an all melee, end draining SOB. I don't agree with everything in this guide but then again it's a ranged elec/elec guide. So YMMV
Just to give a different opinion.
Blapper E/E/E work quite well.
No snipe, no quazie pet. One ranged attack. A ton of End Drain.
Open with Aim, Buildup Thunderous Blast.
Pop a blue, powersink (full end), short circuit, ball lightning.
Once again, it is advisable to have a tank get the agro on large teams.
Charged brawler and havok punch are quick ways to get stragglers.
3 single target holds make solo or small teams very easy.
Crank up the Diff and have some fun.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Electric Mastery
Hero Profile:
Level 1: Lightning Bolt -- Acc-I:50(A)
Level 1: Electric Fence -- Immob-I:50(A)
Level 2: Charged Brawl -- Mako-Acc/Dmg:53(A), Mako-Dmg/EndRdx:53(3), Mako-Dmg/Rchg:53(3), Mako-Acc/Dmg/EndRdx/Rchg:53(7), EndMod-I:50(15)
Level 4: Ball Lightning -- Posi-Acc/Dmg:53(A), Posi-Dmg/EndRdx:53(5), Posi-Dmg/Rchg:53(5), Posi-Acc/Dmg/EndRdx:53(7), Posi-Dam%:53(13), EndMod-I:50(37)
Level 6: Swift -- Flight-I:50(A)
Level 8: Short Circuit -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(9), P'Shift-EndMod/Acc:50(9), P'Shift-EndMod/Rchg:50(25), P'Shift-EndMod/Acc/Rchg:50(34), P'Shift-Acc/Rchg:50(37)
Level 10: Havoc Punch -- Mako-Acc/Dmg:53(A), Mako-Dmg/EndRdx:53(11), Mako-Dmg/Rchg:53(11), Mako-Acc/Dmg/EndRdx/Rchg:53(40), EndMod-I:50(48)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Health -- Numna-Regen/Rcvry+:53(A), Mrcl-Rcvry+:40(15), RgnTis-Regen+:30(17)
Level 16: Air Superiority -- Mako-Acc/Dmg:53(A), Mako-Dmg/EndRdx:53(17), Mako-Dmg/Rchg:53(19), Mako-Acc/Dmg/EndRdx/Rchg:53(43)
Level 18: Tesla Cage -- G'Wdw-Acc/Rchg:53(A), G'Wdw-EndRdx/Hold:53(19), G'Wdw-Acc/EndRdx:53(21), G'Wdw-Hold/Rng:53(45), EndMod-I:50(45)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(23)
Level 22: Fly -- Frbd-EndRdx:50(A), Frbd-Fly:53(23), Frbd-Stlth:53(25)
Level 24: Hover -- Ksmt-ToHit+:30(A), LkGmblr-Rchg+:50(45)
Level 26: Aim -- GSFC-Rchg/EndRdx:50(A), GSFC-ToHit/Rchg:50(27), GSFC-ToHit/Rchg/EndRdx:50(27)
Level 28: Build Up -- GSFC-Rchg/EndRdx:50(A), GSFC-ToHit/Rchg:50(29), GSFC-ToHit/Rchg/EndRdx:50(29)
Level 30: Thunder Strike -- Sciroc-Acc/Dmg:53(A), Sciroc-Dmg/EndRdx:53(31), Sciroc-Dmg/Rchg:53(31), Sciroc-Acc/Rchg:50(31), EndMod-I:50(34)
Level 32: Thunderous Blast -- Posi-Acc/Dmg:53(A), Posi-Dmg/EndRdx:53(33), Efficacy-Acc/Rchg:50(33), Posi-Dmg/Rng:50(33), Posi-Dam%:50(34), Efficacy-EndMod/Rchg:50(43)
Level 35: Power Sink -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(37)
Level 38: Shocking Grasp -- Mako-Acc/Dmg:53(A), Mako-Dmg/EndRdx:50(39), Mako-Acc/EndRdx/Rchg:53(39), Mako-Acc/Dmg/EndRdx/Rchg:53(39), Hold-I:50(40), EndMod-I:50(40)
Level 41: Shocking Bolt -- G'Wdw-Acc/Hold/Rchg:53(A), G'Wdw-EndRdx/Hold:53(42), G'Wdw-Acc/EndRdx:53(42), G'Wdw-Hold/Rng:53(42), EndMod-I:50(43)
Level 44: Charged Armor -- ImpSkn-Status:30(A), S'fstPrt-ResKB:30(46), Aegis-Psi/Status:40(46), Aegis-ResDam/EndRdx:53(46)
Level 47: EM Pulse -- P'Shift-Acc/Rchg:50(A), P'Shift-EndMod/Rchg:50(48), P'Shift-EndMod/Acc/Rchg:50(48), Stpfy-Stun/Rng:50(50), P'Shift-EndMod/Acc:50(50), Stpfy-Acc/Stun/Rchg:50(50)
Level 49: Group Fly -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+14.5% DamageBuff[*]+4.5% Max Endurance[*]+27% Enhancement(Accuracy)[*]+13.8% Enhancement(RechargeTime)[*]+25% FlySpeed[*]+230.5 (19.1%) HitPoints[*]+25% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Confused) (Mag 27.5%)[*]+MezResist(Held) (Mag 27.5%)[*]+MezResist(Immobilize) (Mag 40.7%)[*]+MezResist(Sleep) (Mag 27.5%)[*]+MezResist(Stun) (Mag 27.5%)[*]+MezResist(Terrorized) (Mag 27.5%)[*]+14% Recovery[*]+38% Regeneration[*]+3.15% Resistance(Fire)[*]+3.15% Resistance(Cold)[*]+3.13% Resistance(Negative)[*]+3% Resistance(Psionic)[*]+25% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Mako's Bite[u]
(Charged Brawl)<ul type="square">[*] +MezResist(Immobilize) (Mag 3.3%)[*] +18.1 (1.5%) HitPoints[*] +3% DamageBuff[/list][u]Positron's Blast[u]
(Ball Lightning)<ul type="square">[*] +2.5% Recovery[*] +1.575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[*] +6.25% Enhancement(RechargeTime)[/list][u]Scirocco's Dervish[u]
(Short Circuit)<ul type="square">[*] +10% Regeneration[/list][u]Performance Shifter[u]
(Short Circuit)<ul type="square">[*] +5% Movement Increase[*] +22.6 (1.88%) HitPoints[*] +2.5% Recovery[/list][u]Mako's Bite[u]
(Havoc Punch)<ul type="square">[*] +MezResist(Immobilize) (Mag 3.3%)[*] +18.1 (1.5%) HitPoints[*] +3% DamageBuff[/list][u]Mako's Bite[u]
(Air Superiority)<ul type="square">[*] +MezResist(Immobilize) (Mag 3.3%)[*] +18.1 (1.5%) HitPoints[*] +3% DamageBuff[/list][u]Ghost Widow's Embrace[u]
(Tesla Cage)<ul type="square">[*] +5% RunSpeed[*] +22.6 (1.88%) HitPoints[*] +2.25% Max Max Endurance[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] +5% Movement Increase[*] +22.6 (1.88%) HitPoints[/list][u]Freebird[u]
(Fly)<ul type="square">[*] +8% Regeneration[*] +18.1 (1.5%) HitPoints[/list][u]Luck of the Gambler[u]
(Hover)<ul type="square">[*] +7.5% Enhancement(RechargeTime)[/list][u]Gaussian's Synchronized Fire-Control[u]
(Aim)<ul type="square">[*] +5% Movement Increase[*] +22.6 (1.88%) HitPoints[/list][u]Gaussian's Synchronized Fire-Control[u]
(Build Up)<ul type="square">[*] +5% Movement Increase[*] +22.6 (1.88%) HitPoints[/list][u]Scirocco's Dervish[u]
(Thunder Strike)<ul type="square">[*] +10% Regeneration[*] +3.13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[/list][u]Positron's Blast[u]
(Thunderous Blast)<ul type="square">[*] +2.5% Recovery[*] +1.575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[/list][u]Efficacy Adaptor[u]
(Thunderous Blast)<ul type="square">[*] +13.6 (1.13%) HitPoints[/list][u]Efficacy Adaptor[u]
(Power Sink)<ul type="square">[*] +13.6 (1.13%) HitPoints[*] +1.5% Recovery[*] +10% Regeneration[*] +2.5% DamageBuff[/list][u]Mako's Bite[u]
(Shocking Grasp)<ul type="square">[*] +MezResist(Immobilize) (Mag 3.3%)[*] +18.1 (1.5%) HitPoints[*] +3% DamageBuff[/list][u]Ghost Widow's Embrace[u]
(Shocking Bolt)<ul type="square">[*] +5% RunSpeed (Exceeded 5 Bonus Cap)[*] +22.6 (1.88%) HitPoints (Exceeded 5 Bonus Cap)[*] +2.25% Max Max Endurance[/list][u]Impervious Skin[u]
(Charged Armor)<ul type="square">[*] +7.5% Status Effect Duration Reduction[/list][u]Steadfast Protection[u]
(Charged Armor)<ul type="square">[*] +Knockback (Mag -4)[/list][u]Aegis[u]
(Charged Armor)<ul type="square">[*] +5% RunSpeed (Exceeded 5 Bonus Cap)[*] +3% Resistance(Psionic), +MezResist(Confused) (Mag 20%), +MezResist(Held) (Mag 20%), +MezResist(Immobilize) (Mag 20%), +MezResist(Sleep) (Mag 20%), +MezResist(Stun) (Mag 20%), +MezResist(Terrorized) (Mag 20%)[/list][u]Performance Shifter[u]
(EM Pulse)<ul type="square">[*] +5% Movement Increase (Exceeded 5 Bonus Cap)[*] +22.6 (1.88%) HitPoints (Exceeded 5 Bonus Cap)[*] +2.5% Recovery[/list][u]Stupefy[u]
(EM Pulse)<ul type="square">[*] +2.5% Recovery[/list]
Reddy Kilowatt
Children of Data
2nd SG on Infinity
Earth Tech
Desert Princess
Bloody Decker
(and that is only some of the ones on Infinity)
I think that Power_Line is working on the Blapper guide, hopefully we can look forward to it soon. Thanks for the input
Did Power_Line ever make the Blapper Guide?
[ QUOTE ]
Did Power_Line ever make the Blapper Guide?
[/ QUOTE ]
Not that I have seen, but here is an excellent Blaptroller E/E/E guide
http://boards.cityofheroes.com/showflat....0&fpart=all
Reddy Kilowatt
Children of Data
2nd SG on Infinity
Earth Tech
Desert Princess
Bloody Decker
(and that is only some of the ones on Infinity)
Aye, I'm in the process of writing my Elec^3 Guide. It will be updated for Issue 11's content, so expect some info on IO Sets and such. I hope to have it done sometime this week, so please be patient and keep an eye out for it. Thanks!
Unfortunately I feel that the article is somewhat lacking in when it comes to providing a suitable guide, you do infact contradict your intended reason for the guide in a single paragraph:
[ QUOTE ]
This is information is solely intended for use as a general guideline and description how I chose my powers. I am not telling you how to play or slot.
[/ QUOTE ]
You clearly state, and I can see from the tone of the 'guide' that this is how YOU like to play this character. As a start you have removed data which you consider unimportant (endurance drain amounts, endurance costs, damage amount ect..) leading to a very empty description of powers except for your opinion on them. There is nothing within the guide which lets an uninformed player look at the 'guide' in order to form their own opinion, they only see what you want them to.
I'm sorry to say that this is not a guide at all, it's a description of your character and your opinion with some basic explaination of what powers you could have taken for the hero wrapped up with vague analysis of what the powers do and how they should be slotted. In the end this isn't of much use to someone who is looking for advice on a character they intend to make or are having problems playing with.
I realize that people on this forum are often trying to avoid hurting people's feelings and giving them a pat on the back for effort if nothing else, but I feel that if someone intends to contribute something and has tried their best then at least give them enough respect to provide truthful and fair feedback. If its bad, it's bad. If it's good, it's good. People here aren't 3 year olds who need to have their ego's wrapped in cotton wool and told that they're good little girls and boys.
hey thanks, well it was more information than I haev seen on-line adn there hasn't been anything that has been posted about ranged elec/ in about 4 issues or so. As I said it was my forst attempt. Maybe I will get a chance to do more with it.
I didn't get in to the numbers of all the powers becasue I don't crunch them. I slot and see what works and I think really that is the best thing to do. This game isn't made to be cookie-cutter. If you have better information please post it.
BlackOuts guide to Elec/Elec post i11
This is my first guide. I hope that it is clear, concise, and helpful.
Since it seems that there has not been an updated guide for this in a while. Here is my take on Elec/Elec. This guide does mention IO sets for i10 and i11.
First of I do not like the idea of blapping. If you are looking for a blapper build then this guide is not for you. I recognize that blasters have a lot of melee attacks, I just chose to limit the ones that I take and play blasters this way. This is information is solely intended for use as a general guideline and description how I chose my powers. I am not telling you how to play or slot. In my slot suggestions for powers I do not tell where to use all of the avilable slots. I am only commenting on slotting powers until you decide which IO sets to use, should you chose to use IO sets. Also, please note that I am not covering damage numbers, exact hold time, recharge time, or endurance points either used or recovered. I am discussing the powers, the order that I have taken them, general slotting, and a bacic IO enhancement outline.
I used a few respecs to get where I am today. There were powers a long the way that I replaced by other powers at a later time. I have tried all of the powers for both the primary and secondary sets.
Method of Travel is up to you. Speed gives you either Hasten which is Self +Recharge or Flurry Moderate(Smash), Foe Disorient. Leaping gives you either Combat Jumping which is +Def(All), Res(Immoblization) or Jump Kick Moderate(Smash), Foe Knockback. Teleportation give you Recall Friend or Teleport Foe. Flight gives you either Hover +Def(All) or Air Superority.
A brief word on power pools for non-travel powers. Fitness is very good for a Blaster. Take, love it, slot is. Leaving out the melee attacks give you room for one more power pool. Concealmet has Stealth +Def(All), Invisibility +Def(All), Phase Shift Self Intangible. Concealment is good for soloing or badge hunting. It also gives you that uh-oh when you need to escape. Medicine has Aid Other Ally Heal, Stimulate Ally Res(Disorient, Hold, Immoblization, Fear, Confure), Aid Self Self Heal Res(Disorient), and Resuscitate Ally(Rez). I like Medicine. When on teams it lets you help keep the Tank or the Defender going. The Self heal is decent and allows for healing IO sets. I don't like Leadership. they are all toggles and better for a Defender to run. My feeling is Blasters kill and should keep endurance and slots for that. Fighting is for Scrappers, Tanks, and Blappers I will not even address it further. I have not tried Presence. Challenge and Provoke just do not seem to make me want to take them. I would rather pull by killing something.
Ok, now to the powers...
Primary Powers
------------------------------------------------
======================
Charged Bolts (Click)-
======================
Hurls small bolts of electricity at foes, dealing damage and draining Endurance. Light dagame, quick recharge.
Ranged, Moderate DMG(Energy), Foe -End
Available at level: 1
Good starting power, recharges fast and you will always use it. Grab it at level 1 and run through the tutorial.
Slotting:
Training Origin:
2 Damage
Dual Origin:
2 Damage
Single Origin:
3 Damage
Invention Origin:
Allows Ranged and Endurance Modification. Take the Ranged sets. Sets are availabe from 3 to 6 slot sets.
======================
Lightning Bolt (Click)-
======================
Sends a large blast of electrical energy at a foe. More damage but slower recharge than Charged Bolts.
Ranged, High DMG(Energy), Foe -End
Available at level: 1
Pick this power second. Again you will always use it. Properly slotted it does very good damage.
Slotting:
Training Origin:
2 Damage
Dual Origin:
2 Damage
Single Origin:
3 Damage
Invention Origin:
Allows Ranged and Endurance Modification. Take the Ranged sets. Sets are availabe from 3 to 6 slot sets.
======================
Ball Lightning (Click)-
======================
Explodes on contact. Deals good damage in an area and also drains Endurance from each target it hits.
Ranged, (Targeted AoE), Moderate DoT(Energy), Foe -End
Available at level: 2
Your first AoE attack. The ranged aspect lets you fire at a mob then open with other attacks while your foes are writhing in pain. This is also your first attack in lower levels that is worth slotting Endurance Modification enhancements.
Slotting:
Training Origin:
2 slotted for Endurance Modification.
Dual Origin:
3 slotted for Endurance Modification.
Single Origin:
6 slotted for 3 Endurance Modification and 3 Accuracy.
Invention Origin:
Allows Ranged and Endurance Modification. I like the Endurance Modification sets for this. They come in 3 and 6 slot sets.
======================
Short Circuit (Click)-
======================
Shocks all nearby foes. Low damage, but drains Endurance which they can't recover for quite a while.
PBAoe, Moderate DoT(Energy), Foe -End, -Recovery
Available at level: 6
This is what electricity is about. -End -Recovery, slotted with Endurance Modifications. Drains foes and leaves them unable to recover. I think that the drain aspect is more valuable then the damage aspect. Fire off a ranged Ball Lightning then run in and drop one of these and enemies will just have to watch you beat them.
Slotting:
Training Origin:
3 slotted at level 6. 2 Endurance Modification and 1 Accuracy.
Dual Origin:
3 slotted with 2 Endurance Modification and 1 Accuracy.
Single Origin:
3 slotted with 2 Endurance Modification and 1 Accuracy.
Invention Origin:
Allows Melee and Endurance Modification. I like the Endurance Modification sets for this. They come in 3 and 6 slot sets. 3 slot sets are avilable at level 10.
======================
Aim (Click)-
======================
Greatly increases the Accuracy of your attacks for a few seconds. Slightly increases damage.
Self +ACC, +DMG
Available at level: 8
Self +Acc +Dmg, what more needs to be said. With endurance modifications in other powers there is no need to slot for reduction. All this needs is Recharge Reduction and add in some To Hit Buffs.
Slotting:
Training Origin:
3 slotted at level 9. 2 Recharge Reduction and 1 To Hit Buff.
Dual Origin:
3 slotted with 2 Recharge Reduction and 1 To Hit Buff.
Single Origin:
3 slotted with 2 Recharge Reduction and 1 To Hit Buff.
Invention Origin:
Starting at level 10 with this power 3 slotted you can add one of two To Hit Buff sets to this power and from 21 to 50 there are 6 slots sets for when you can spare the extra slots.
======================
Zapp (Click)-
======================
A focused electrical sniper blast that can travel great distances with high Accuracy, and drains Endurance. Interruptible.
Sniper, Extreme DMG(Energy), For -End
Available at level: 12
This is your mob pull and single target kill power.
Slotting:
Training Origin:
3 Damage. By now you should have taken Aim so no need for Accuracy enhancements.
Dual Origin:
3 Damage 2 Interrupt Reduction
Single Origin:
3 Damage 2 Interrupt Reduction 1 Endurance Modification
Invention Origin:
Allows Ranged, Snipe, and Endurance Modification sets. Take the Snipe sets. Since this power is a snipe it is interruptable after the first set all of the other sets have Interrupt Reductions. The first set takes 4 slots and is avilable at level 10, too bad the power isn't avilable until level 12.
======================
Tesla Cage (Click)-
======================
Confines the target, with minimal damage. Attacking the Held for will not free him.
Ranged, Monir DMG(Energy), Foe Hold, -End
Available at level: 18
Slotting:
Training Origin:
By this point you should have Dual Origin enhancements and not use Training.
Dual Origin:
1 Hold or 1 Hold & 1 Accuracy. You probably will not be adding a lot of slots to this until SO enhancements are avilable.
Single Origin:
1 Range, 1 Hold, 1 Accuracy. Once this power is 5 slotted you can use IO sets.
Invention Origin:
Allows Ranged, Hold, and Endurance Modification. I would say that the primary goal of this power would be to take a terget out of a fight so Hold sets would be more useful. The first hold set is form levels 10-30 and requires 5 slots. The rest of the sets require 6 slots.
======================
Voltaic Sentinel (Click)-
======================
A polarized electric field that hurls bolts of electricity at nearby foes. Foes that pass risk serious injury.
Pet, Ranged, Moderate DMG(Energy), Foe -END
Available at level: 26
This guy seems very polarizing, nothing between love and hate.
Slotting:
Training Origin:
By this point you should have Dual Origin enhancements and not use Training.
Dual Origin:
Don't even bother.
Single Origin:
Accuracy and Damage, I would not increase range because it tends not to shoot where you do and you don't want to pull more aggro than you want.
Invention Origin:
This can be slotted with Pet or Endurance Modification sets. If you have it you probably want it to kill though so i would go with the Pet sets. The first set take 4 slots then goes to 6 slotted. The Pet sets go from levels 10-3, 15-40, 25-53, and 50.
======================
Thinderous Blast (Click)-
======================
Devistates and drains all foes near target. Leaves you briefly unable to recover End.
Ranged (Targeted AoE), Extreme DMG(Energy), Foe -End, -Recovery, Self -Recovery
Available at level: 32
Slotting:
Training Origin:
By this point you should have Dual Origin enhancements and not use Training.
Dual Origin:
By this point you should have Single Origin enhancements and not use Training.
Single Origin:
1 Damage. 3 Damage 3 Endurance Modification. There are no power levels between 32 and 35 all of your slots should go to this.
Invention Origin:
Allows Ranged and Endurance Modification. Slot this for killing. No need to get the 4 slot set just wait until you get the other 2 slots.
Secondary Powers
------------------------------------------------
======================
Electric Fence (Click)-
======================
Surrounds and Immobilizes a single target. Deals some damage over time and slowly drains Endurance.
Ranged, Moderate Dot(Energy), Foe Immoblization, -End
Avilable at level: 1 (You have to take it)
You have to take it. Useful at lower levels, but at 44 I don't even remember that I have it. Keeps melee targets out of range.
Slotting:
Training Origin:
1 Immoblization 1 Endurance Modification
Dual Origin:
1 Immoblization 1 Endurance Modification
Single Origin:
1 Immoblization 1 Endurance Modification
Invention Origin:
Allows Ranged, Immoblization, and Endurance Modification sets. Immoblization sets take 4 slots minimum. Might be worth it once you have more slots than you know what to do with.
======================
Charged Brawl (Click)-
======================
Your electrically charged fists deliver this powerful punch. Charged Brawl can drain some Endurance.
Melee, Moderate DMG(Smash/Energy), Target Sleep, -End
Avilable at level: 2
Your first blapper power. I'm not a big fan of it but it does good damage. I don't like them to get that close.
Slotting:
Training Origin:
2 Damage
Dual Origin:
2 Damage 2 Accuracy, alternate 2 Damage 1 Accuracy 1 Sleep
Single Origin:
2 Damage 2 Accuracy, alternate 2 Damage 1 Accuracy 1 Sleep
Invention Origin:
Allows Melee, Sleep, and Endurance Modification. The Sleep sets all require 5-6 slots. I would stick with Melee sets if you are going to use IOs on this.
======================
Lightning Field (Toggle)-
======================
Emits a storm of electricity around your-self that constantly damages all nearby foes while active.
Toggle: PBAoE, Minor DoT(Energy), Foe -End
Avilable at level: 4
Why aggro if you don't have to. Looks cool, I didn't like it. Does not work well with Concealment pool. When I had it I slotted for Endurance Modification.
Slotting:
Training Origin:
2 Endurance Modification
Dual Origin:
2 Endurance Modification
Single Origin:
2 Endurance Modification
Invention Origin:
Allows Melee and Endurance Modification sets. If you do take it and slot it chose between Foe -End, Self +End and Damage.
======================
Havoc Punch (Click)-
======================
Slower then Charged Brawl, but makes up for it with greater damage. It also drains more Endurance.
Melee, High DMG(Smash/Energy), Foe Sleep, -End
Avilable at level: 10
Again not a fan of melee powers. Good damage.
Slotting:
Training Origin:
2 Damage
Dual Origin:
2 Damage 2 Accuracy, alternate 2 Damage 1 Accuracy 1 Sleep
Single Origin:
2 Damage 2 Accuracy, alternate 2 Damage 1 Accuracy 1 Sleep
Invention Origin:
Allows Melee, Sleep, and Endurance Modification. The Sleep sets all require 5-6 slots. I would stick with Melee sets if you are going to use IOs on this.
======================
Build Up (Click)-
======================
Greatly boots your attack damage for a few seconds. Slightly increases accuracy.
Self +DMG, +ACC
Avilable at level: 16
As a Blaster you want this. Adds to your snipe and a chance to kill the target in one shot. Also adds to Thunderous Blast for chance to drop more foes. Works well with anything actually.
Slotting:
Training Origin:
By this point you should have Dual Origin enhancements and not use Training.
Dual Origin:
2 To HitBuff 2 Recharge Reduction
Single Origin:
2 To HitBuff 2 Recharge Reduction
Invention Origin:
Allows To HitBuff. Sets come in 3 to 6 slots. Sets are avilable at level 10 even though the power isn't avilable until level 16. It is worth slotting.
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Lightning Clap (Click)-
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Can knock down most nearby foes, Disorienting many of them. Lichtning Clap deals no damage.
PBAoE, Foe Disorient, Knockback
Avilable at level: 20
It is eight levels between this and Thunder Strike. I had this power until 28 and respected to drop it and take Thunder Strike. Down side is it does not damage. Plus side is they can't fight back if theya re getting up form the ground or disoirented. Good power, I just didn't keep it.
Slotting:
Training Origin:
By this point you should have Dual Origin enhancements and not use Training.
Dual Origin:
By this point you should have Single Origin enhancements and not use Dual.
Single Origin:
2 Knockback 1 Disorient
Invention Origin:
Allows Stun and Knockback. Stun sets are 5-6 slots and Knockback are 3-6.
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Thunder Strike (Click)-
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Your target may be Disoriented and all nearby foes may be knocked down and take additional damage.
Melee (AoE), High DMG(Smash/Energy), Foe Disorient, Knockback
Avilable at level: 28
Great Damage. This has knockback, disorient, and damages everyone what else could you want?
Slotting:
Training Origin:
By this point you should have Single Origin enhancements and not use Training.
Dual Origin:
By this point you should have Single Origin enhancements and not use Dual.
Single Origin:
3 Damage, 1 Accuracy, 1 Knockback, 1 Stun
Invention Origin:
Allows Melee, Stun, Endurance Modification, and Knockback. Melee sets are 4-6 slots. Stun sets require 5-6 slots. Endurance Modification and Knockback sets are 3-6.
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Power Sink (Click)-
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Drains Endurance from bodies of all nearby foes, increasing your own Endurance. No foes, no gain.
PBAoE, Self +End, Foe -End
Avilable at level: 35
Great for making mobs just sit there. Drains Minion, LTs, and does a good job on Bosses. Useful against AVs. This is your ruch in and drop combo with Short Circuit. Great for fully recovering Stamina after Thunderous Blast.
Slotting:
Training Origin:
By this point you should have Single Origin enhancements and not use Training.
Dual Origin:
By this point you should have Single Origin enhancements and not use Dual.
Single Origin:
3 Endurance Modification 3 Recharge Reduction. Also allows for Endurance Reduction but the there is no need since the point of it is to regain Endurance.
Invention Origin:
Allows Endurance Modification. Sets are 3-6 slotted.
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Shocking Grasp (Click)-
======================
Target left writhing in agony and helpless to defend itself. Also drains a lot of Endurance from the target.
Melee, HIGH DMG(Energy), Target Hold, -End
Avilable at level: 38
I tried this power for a very brief time before I could really slot it and before IO enhancements. I chose to take additional power pool powers over this.
Slotting:
Training Origin:
By this point you should have Single Origin enhancements and not use Training.
Dual Origin:
By this point you should have Single Origin enhancements and not use Dual.
Single Origin:
3 Damage 3 Hold
Invention Origin:
Allows Melee, Endurance Modification, Hold. hold sets require 5-6 slots while Melee and Endurance Modification are 3-6.
Epic Powers
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Electrical Mastery
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Static Discharge
Shocking Bolt
Charged Armor
EM Pulse
For me //Electric seems a little too much. Thematic sure, but I was ready for something else. EM Pulse is Self -Recovery. So it is like having 2 nukes but only allows for Stun and Endurance Modification.
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Cold Mastery
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Snow Storm
Flash Freeze
Frozen Armor
Hibernate
After trying alts I tried this one first. I like the Foe -Speed -Recharge of Snow Storm but didn't like running a toggle. Flash Freeze puts foes to sleep. The problem is that they wake up too easily. I would rather drain them and have them awake than asleep and full of Endurance. Hibernate seemed useful for Invulernable Foe Hold, but I didn't make it that far.
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Force Mastery
======================
Personal Force Field
Repulsion Field
Temp Invulnerability
Force of Nature
Personal Force Field is useful. Repulsion Field keeps foes out of melee range. Temp Invulnerability is resistance to Lethal/Smash. I would rather not run a toggle and make them /dead. Force of Nature is +Res(All) -Psionics. Psionics protection is the only thing I want.
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Flame Mastery
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Bonfire
Char
Fire Shield
Rise of the Phoenix
This is what I have now. Bonfore is Ranged Location AoE. It allows damage and knockback sets. Very useful for keeping melee sets away from you or blocking off a room or hall. Char is a single target hold. Good to keep an LT out of a fight. Rise of the Phoenix is a self Rez that allows for Damage, Stun, Healing, and Endurance Modification sets. It knocks back foes around you dealing damage and gives you half of your Hit Points and Endurance.
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Munitions Mastery
======================
Body Armor
Cryo Freeze Ray
Sleep Grenade
LRM Rocket
Thematic if you are a technology blaster. Body Armor is Auto Res(Lethal/Smash). LRM sounds cool but I havn't seen it yet.
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Now that we have discussed the powers let's look at builds. There are many ways to make your build. I was lucky when I first started playing and we kept getting free recpecs often, so I could try many powers and afford to drop them. Below, I have two builds. The first is a build with a planned Respec while the second is planned for straight through leveling. The planned respec option gives you your damage powers now while the second build makes you wait for some well used powers. When I used my last respec I made the build form the planned respec option.
Builds
----------------------
Build with respec built in
The thought here is take your damage powers and kill. Don't worry about power pools other than travel to get all the damage in that you want and need. You cannot get Stamina until level 20 and with Endurance Modification and some Blues you can wait until 24 to get it.
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1- Charged Bolts
1-
2- Lightning Bolt
4- Ball Lightning
6- (Pre-Travel Power)
8- Aim
10- Short Circuit
12- Zapp
14- (Travel Power)
16- Build Up
18- Tesla Cage
20- Lightning Clap
22- Swift
24- (respec)
Build with a lot of patience or post respec
This build really makes you wait for some of your useful powers. The point of it is that you get Stamina in as soon as possible. This build would not be a useful for soloing as you would have to wait longer than you would want to for a few powers. The plus side is that you don't have to plan for a respec.
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1- Charged Bolts
1-
2- Lightning Bolt
4- Ball Lightning
6- (Pre-Travel Power)
8- Swift
10- Aim
12- Zapp
14- (Travel Power)
16- Health
18- Build Up
20- Stamina
22- Short Circuit
24- Tesla Cage
26- (Power Pool)
28- Thunder Strike
30- (Power Pool)
32- Thunderous Blast
35- Power Sink
38- (Power Pool)
41- EPIC
44- EPIC
47- EPIC
49- EPIC / (Power Pool)
I hope that this has been helpful. I have played my Elec/Elec Blaster the most of all of my characters. While as of the posting of this guide I have not reached 50, due to alts, I am on the way. Also please note that this guide is only for PvE. PvP build would probably be different although I do PvP with him.