How to Eat Fried Minions 2.0, Fire/EM Blaster(i11)
I like it. This is a decent beginner's guide to this set combination. I'll have to disagree with you on Rain of Fire however and offer you an alternative theory.
Most people that do take Rain of Fire end up using it at the beginning, because "the mob is all clumped up". In my experience, unless there's someone using heavy knockback in a team, enemies usually STAY clumped up for the most part, so I've been using Rain of Fire as the LAST power in a three power AoE attack chain. The first being Fireball of course, the second being the cone. By the time I place Rain of Fire, not only have I already done some good AoE damage, but the enemies are giving me the evil eye.
Placing down Rain of Fire last scares the [censored] out of that evil eye, and they forget about me and start running, still taking damage from the DoT while I also pummel them individually with single target attacks. You might want to consider this as a valid alternative playstyle.
Loving my Fire/EM Blaster!
Great guide. With the recent mag change I'd put TF in the 'optional' category now, but you've given me the urge to roll a Fire/EM. I fell victim to FOTM fever once with a SS/Elec Brute (which turned out to be hella fun), but a second time couldn't hurt.
@Demobot
Also on Steam
I have one question about Ancillary power pools. How well would munitions mastery benefit the Fire/EM blaster? So far, my blaster's Lv 37. LRM missle and Surveillance from munitions mastery are somewhat tempting because Surveillance debuffs and LRM missle is a sniper attack. Cryo Freeze ray is also tempting because of the fire/nrg blaster's lack of holds.
[u]How to Eat Fried Minions, and other favorites: A Guide to Balanced Fire/EM blasting Version 2.0 [Issue 11].[u]
Hits
- Flares, Fire Blast, Fire Ball, Fire Breath, Aim, Blaze, Inferno
Miss
- Rain of Fire
Optional
- Blazing Bolt
Hit
- Power Thrust, Build Up, Bonesmasher, Boost Range, Total Focus
Miss
Stun
Optional
Energy Punch, Conserve Power, Power Boost
Hit
Fitness, Leaping, Flight, Concealment
Miss
Fighting, Presence, Leadership, Teleportation
Optional
Speed, Medicine
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The following is my revised guide on how to play a balanced, also known as hybrid, blaster using the fire primary and energy secondary. Originally the guide was written with the changes that had been brought up through Issue 7. While the tactics and strategies arent gimmicky or based around constantly changing game mechanics, and still hold true; due to some significant power changes, the implementation of the market and IOs, and Defiance 2.0; an update was needed to some portions. In the next section, I will cover these changes in detail and hopefully by the end of this, youll have an awareness of how to play a balanced fire/energy blaster that is great at a lot of things, not just one. In the course of this guide, Ill use terms that are very commonly tossed around in the blaster community, but someone either new to the game or blasting might not be aware of. Bear with me, the definition of something you might not understand may just be in the next paragraph or easily gained from context if you just keep reading. With that in mind, lets get started, shall we?
IOs and Issue 11 changes!
When I first wrote this guide, I thought, WOO! Im done!, but within less than a year, were four more issues along. What did those four issues bring? A doubling of the range on Blaze from 20 to 40, the ability of Boost Range to effect cones like Fire Breath, the Consignment Market and Invention Origin Enhancements with their set bonuses that brought true enhancement diversification but even with that I still only tacked on to the end of the original guide. It wasnt until Issue 11, and the Great Blaster Buffing, that a serious revision was needed. Defiance 2.0 aka Defuriance aka Frankenfiance, along with animation and power activation time changes, have shifted the way blasters play considerably. For those that have read this guide before, youll notice I now advocate different power selections as needed in regards to others. These changes are the reason for the update to the guide, and the changes in heart regarding those powers. Enough preface on the update, on to the meat of the guide.
Hybrid style just what is it?
As the name suggests, its a fusion of different, extreme playstyles. Whether you want to fire from range or run in and blap, do single target damage or AoE goodness, team or solo the hybrid style blaster can fill the bill. If you want to do only one of those things, you may want to specialize, but that isnt what this guide is about. Its about being able to do it all, and well. The fire primary, coupled with the energy secondary is about fusion to begin with. Extreme damage coupled with extreme utility is what you get out of the box. Making it mesh just takes some thought and time spent playing to get the rhythm going. As you realize your undeniably supreme godlike power, and squishy limits, youll be chewing through hazard spawns and missions; while later on in your career, bosses will stand around as you pummel them using a mix of disorients and quick strikes.
Where do I sign up!?!?
Whoa there little one! You have to know the powers youre going to be picking from first. Remember where I said it takes some thought? Heres where that first applies. Now since there are plenty of guides already that give you activation, base damage, range, slots preferred, how many particle effects youll see during a lunar eclipse in the month of March, etc.; well move through them fairly quickly. What were going to concentrate on however, are the core needs and passes to make you into a fiery doppelganger of doom. Ill explain in summary why some are hits, some are misses, and some are out there for you to decide on personally afterwards.
Fire Primary
The keys to your ranged power are here in the primary, both AoE and single target. Two AoE attacks for large spawns, a heavy hitter and two fast recharging powers for single target, and a good self buff are the core of the build. With them youll be able to take things on from range whether youre in a team or not. The only one not ranged in that regard is Inferno but come on, you get to blow up in a ball of fire and take everything around you out. Its the crown jewel of the fire primary and deservedly so. In my previous guide, Flares got the pass because of the very long root animation, and low scaling damage; that is no longer the case. With Issue 11, Flares isnt just well worth taking, but slotting out. With the ability to fire through mez, and its fast recharge; Flares now allows for a very smooth attack chain that benefits the stacking damage buff of the new Defiance. Rain of Fire however, is still crap due to the tendency to scatter the enemy all over. Some players like Rain since its semi-recent change of being able to be buffed by Build Up and Aim. Ive tested it, and without any support power to keep the mobs from running around like 4 year olds in a sprinkler, its still a pass because of the scatter it causes. Some that like it also cite its use as a panic button when things go pear shaped. If I need to press a panic button to kill stuff, Ill Inferno or run away and not waste a power choice on something like this. Blazing Bolt is a really good power, but Ive placed it in optional because you may or may not need it, or like it. I dont personally use it any longer. I did, especially against AVs that I didnt want to close within melee range on, but it is more of a choice then core required for the hybrid style.
Energy Secondary
Thats a lot of hits, and rightly so. The energy secondary is, in my opinion, the best blaster secondary there is. Power Thrust sneaks in because its required, but it holds its own as a nice soft control with guaranteed knockback. Build Up for the second tohit and damage buff, along with devastating melee attacks with stun (TF will stun bosses in one hit!) effects make the blapper in you drool. Youve now got the real melee power to go with your ranged options, hence your balance. Boost Range comes late, but grab it as soon as possible. It turns Blaze into an 80 monster and widens the cone on Fire Breath. Stun is unfortunately a miss, but if they lowered the activation time, you could call it beanbag from the AR primary. With a miss power like that, you get the idea how effective this secondary really is. As to the optional powers, theyre all very good. Play with them on the test server and youll see their usefulness. I personally would recommend taking all the optional powers if you could squeeze them into your build, but they arent required, just very nice to have.
Pool Powers
Power pools are trickier, in that its not so much the pools you choose, but the combination of powers together. Im not saying with the hits section that you need those pools precisely, just that they are ideally suited for this type of play. Fitness is arguably the best power pool you will ever take. Some look at it as something forced on them, but then again, so are travel powers. You never catch anyone complaining that they have to take a pool for that (or if so, very rarely). Concealment is just all around quality of life, but can now be simulated with a +Stealth IO. Either buy that IO or get Stealth and love it. Youll find that its game changing for lining up those fire breath cones, and helps a lot in waltzing past mobs outside mission doors. Leaping and Flight are slightly interchangeable. They both give travel, knockback protection, and slight defense. Flight has also undergone some radical changes in the past, making it much more desirable a power, as well as pool. They each have pros and cons to weigh in regards to the other. Flight takes two powers instead of three to get the required effects, but Leaping is more maneuverable in fights.
Optional pools, Speed and Medicine, are good considerations to flesh out your build. One has slipped in popularity, while the other gained because of Enhancement Diversification and PvP changes over the past few issues. Both are worth it, but not required for the hybrid PvE build. As for the misses, fighting isnt worth the investment for its minimal return. Leadership values are too low for the blaster AT, and youre going to pull enough aggro as it is with your attacks, so Presence is a big BLEH. As for Teleportation, you can play with that for free on your Warshade when you hit 50 and name it Taxi Squid.
Speaking of high level What do I need for my APP?
The Ancillary Power Pools are all good, and will all function well. There is no bad choice in the bunch here. What did I go with? I went with Fire Mastery for the fast activating hold of Char at level 41 and loved it. I used a respec after hitting 50 and went Force Mastery, which I still have. What should you go with? I think youll win with whatever you decide on. I spent a good amount of time on the test server checking each pool out and they all have great function and utility. So much so in fact, that you really wont go wrong with whatever you choose by this point. By the time youre able to select a power from this pool, youll have your play style mastered so well that you wont have any problem figuring out that for yourself. I wanted a good hold and got it, then wanted the later blooming APP and got that. You may want to go for something else instead and thats perfectly fine. The APPs are the individualistic flair of this type of build, enjoy them!
Ive got my powers chosen! How do I do it ALL?
Doing it all and being that hybrid style blaster is about knowing your powers and being aware of things at all times. I stated in the beginning that equipping yourself with the proper tools and playing smart are a big part of what will make you successful. Take the core AoE and single target powers from the fire primary, the heavy hitters from the energy secondary, and sprinkle with your self buffing powers and youll see a multitude of ways to defeat things that I never thought of. The important point is to not center your vision on one particular style of play and to plan accordingly. Be malleable and adapt to your situation, youve built your blaster to be able to do just that! If youre overwhelmed by a large spawn, pick them off with your single target. If youre facing a nice bunched up group of minions, try to not slip on your drool as you move in for the one two BBQ! The two power sets complement each other so well in their mix of heavy AoE, heavy single target, stuns as soft control, and numerous self buffs, that with a bit of vision you will see clearly how you can do it all. Ill give a few of my favorite recipes to get you started:
o Minion en Flambé You see a group of tightly packed minions standing around. They could be talking about anything really. How their favorite football team just lost the big game, which girl at the strip club is their favorite, your mother it doesnt matter really. Theyre there, just waiting to be cooked. Line up a narrow upside down triangle in your minds eye, target the poor sucker in the middle of it and move to where the apex of that triangle begins. This is where Stealth from concealment comes in handy, because they wont notice you as you activate either Aim or Build Up (whichever is available at the moment) and let loose with the Fire Breath. Start with Fire Breath because the time it takes to animate and unleash damage is longer then the clean up power Fire Ball, which you should be now using as the damage over time from the first attack ticks out. If youve lined it up properly, you have a carpet of bad guys at your feet. If there are pesky lieutenants in the mix, they dont have much health left. Finish them off with Fire Blast and your other single target attacks.
o Slow Roasted BBQ Boss This down home classic usually isnt served by itself, as bosses like to have minions and lt.s surrounding them. This is also a good example of where the status effects of Bonesmasher and Total Focus help out a lot. I dont recommend trying this until you have one or the other if soloing. Start off with your Aim or Build Up cycle (in fact, you should always begin your attack chain like this, so well just assume that its a given from here on out) and lead into the boss with your status causing punch (preferably TF) making him wobbly. If youve used Bonesmasher he wont be stumbling drunk at first, but you can attack with your single target damage until it refreshes, then hit him again to stack the stun (we hope, see why TF is better I recommend not taking on bosses solo until the upper 30s) . Pick off the bad guys surrounding him if there are any, then move back to the big guy and stack another stun on him before dropping him in a sizzling pile of shredded rag doll mess at your feet. I recommend using Woodys BBQ sauce on whats left and serving on a toasted Kaiser roll.
o Teammate Truffles Good teammates, like good truffles, take some rooting around to find. This is why when you do find them, you have to treasure them and savor the experience. Nothing will sour that like leading off with a Minion en Flambé, when you should be sitting back and letting the others do their thing too. Use your single target attacks mostly, and target through the tanker/scrapper. Clean up the stragglers with bits of health by using your Fire Ball and dont be afraid to run if things go bad. You can do more good standing on your feet, than licking the floor.
o Pulled Jamaican Beefy Mobs The finer points of this tasty dish are found below in my links to helpful things Ive found in my travels. This is a single target tactic, meant to cull the herd for when rushing in with an AoE chain isnt practical. Well use the ubiquitous indoor warehouse mission as an example. Target the minion you want to pull (why minion is explained in the linked guide to pulling) and stand behind a crate, or something else that obstructs your line of sight of the mob. Queue up your pulling attack, I use Fire Blast, and tap the space bar to quickly jump up back down, or duck out and back behind your obstacle. The animation of the attack will fire while you are moving out of sight, thus making the mob come to you, pulling it from the group. The poor sucker wont know what hit him when he comes around the corner.
That should give you a brief idea of some of the things youll be able to do. Notice that it isnt just AoE, or just single target boss killing its all of the above. Here are some more quick tips:
Fire Ball can be used as a single target attack chain filler.
Dont be afraid of melee, you have lots of tools in your secondary to dig you out of trouble.
Stamina is your friend, not a must have waste of three powers.
Bind Super Jump and Combat Jumping (or Flight and Hover) to your movement keys + something easy to toggle (I use shift + W to SJ for instance); it makes it easy to stay debt free when the fit hits the shan.
Dont spam your powers as they become available. A lot of times its wiser to wait for a different power and regain that little bit of endurance, instead of using Blaze or Bonesmasher to finish off that minions sliver of health.
Can you let me see your build, so I can, umm compare to mine, yeah, yeah!!
I honestly dont hate posting my build because Im quite happy with it, and knowing when to take things is just as important as what to take. I will give you a word of warning however; what works for me, may not work for you. What IO sets I think are important for me, may not be for you. In my original guide, I gave a PvP and PvE build. With the ways IOs have changed slotting your build go to town. You can go with straight SOs, or build for set bonuses that make your slotting look weird, but are hugely effective. I said it before: IOs and sets brought true Enhancement Diversification. Heres my take on the madness.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Faou (i11): Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Fire Blast -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(3), Entrpc-Dmg/Rchg:35(5), Entrpc-Dmg/EndRdx/Rchg:35(11), Entrpc-Heal%:35(15), Thundr-Acc/Dmg/Rchg:45(42)
Level 1: Power Thrust -- Acc-I:45(A)
Level 2: Fire Ball -- Posi-Acc/Dmg:45(A), Posi-Dmg/EndRdx:45(3), Posi-Dmg/Rchg:45(5), Posi-Dmg/Rng:45(7), Posi-Acc/Dmg/EndRdx:45(15), Posi-Dam%:45(43)
Level 4: Build Up -- Membrane-HO:50(A), Membrane -HO:50(7)
Level 6: Hurdle -- Jump-I:45(A)
Level 8: Fire Breath -- Posi-Acc/Dmg:45(A), Posi-Dmg/EndRdx:45(9), Posi-Dmg/Rchg:45(9), Posi-Dmg/Rng:45(11), Posi-Acc/Dmg/EndRdx:45(13), Posi-Dam%:45(43)
Level 10: Combat Jumping -- LkGmblr-Rchg+:45(A), ULeap-Stlth:45(36)
Level 12: Aim -- Membrane -HO:50(A), Membrane -HO:50(13)
Level 14: Super Jump -- Jump-I:45(A)
Level 16: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(17), Numna-Regen/Rcvry+:45(17)
Level 18: Blaze -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(19), Entrpc-Dmg/Rchg:35(19), Entrpc-Dmg/EndRdx/Rchg:35(25), Entrpc-Heal%:35(25), Thundr-Acc/Dmg/Rchg:45(43)
Level 20: Stamina -- EndMod-I:45(A), EndMod-I:45(21), EndMod-I:45(21)
Level 22: Bone Smasher -- C'ngImp-Acc/Dmg:45(A), C'ngImp-Dmg/EndRdx:45(23), C'ngImp-Dmg/Rchg:45(23), C'ngImp-Acc/Dmg/Rchg:45(31), C'ngImp-Acc/Dmg/EndRdx:45(31), C'ngImp-Dmg/EndRdx/Rchg:45(37)
Level 24: Stimulant -- IntRdx-I:45(A)
Level 26: Aid Self -- IntRdx-I:45(A), Dct'dW-Heal/EndRdx:45(27), Dct'dW-EndRdx/Rchg:45(27), Dct'dW-Heal/Rchg:45(36), Dct'dW-Heal/EndRdx/Rchg:45(37), Dct'dW-Heal:45(40)
Level 28: Flares -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(29), Entrpc-Dmg/Rchg:35(29), Entrpc-Dmg/EndRdx/Rchg:35(34), Entrpc-Heal%:35(37), Thundr-Acc/Dmg/Rchg:45(46)
Level 30: Acrobatics -- EndRdx-I:45(A), EndRdx-I:45(31)
Level 32: Inferno -- C'ngBlow-Acc/Dmg:45(A), C'ngBlow-Dmg/EndRdx:45(33), Sciroc-Dmg/Rchg:45(33), Sciroc-Acc/Rchg:45(33), Sciroc-Acc/Dmg/EndRdx:45(34), Sciroc-Dam%:45(34)
Level 35: Boost Range -- RechRdx-I:45(A), RechRdx-I:45(36)
Level 38: Total Focus -- C'ngImp-Acc/Dmg:45(A), C'ngImp-Dmg/EndRdx:45(39), C'ngImp-Dmg/Rchg:45(39), C'ngImp-Acc/Dmg/Rchg:45(39), C'ngImp-Acc/Dmg/EndRdx:45(40), C'ngImp-Dmg/EndRdx/Rchg:45(40)
Level 41: Personal Force Field -- LkGmblr-Rchg+:45(A), LkGmblr-Def:45(42), DefBuff-I:45(42)
Level 44: Temp Invulnerability -- Aegis-Psi/Status:45(A), ImpSkn-ResDam/EndRdx:30(45), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(46), ImpSkn-Status:30(46)
Level 47: Force of Nature -- Aegis-ResDam:45(A), Aegis-ResDam/Rchg:45(48), ImpArm-ResPsi:40(48), ImpArm-ResDam/Rchg:40(48), TtmC'tng-ResDam:45(50), TtmC'tng-ResDam/Rchg:45(50)
Level 49: Power Boost -- RechRdx-I:45(A), RechRdx-I:45(50)
------------
Level 1: Brawl -- Acc-I:45(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd:45(A)
Level 2: Rest -- RechRdx-I:45(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+6.75% Max Endurance[*]+41% Enhancement(Accuracy)[*]+4% Enhancement(Heal)[*]+66.3% Enhancement(RechargeTime)[*]+45.2 (3.75%) HitPoints[*]+MezResist(Confused) (Mag 35.8%)[*]+MezResist(Held) (Mag 27.5%)[*]+MezResist(Immobilize) (Mag 31.9%)[*]+MezResist(Sleep) (Mag 31.9%)[*]+MezResist(Stun) (Mag 27.5%)[*]+MezResist(Terrorized) (Mag 29.7%)[*]+8.5% Recovery[*]+50% Regeneration[*]+4.41% Resistance(Fire)[*]+4.41% Resistance(Cold)[*]+3.13% Resistance(Negative)[*]+6.25% Resistance(Toxic)[*]+11% Resistance(Psionic)[*]+5% RunSpeed[*]+2% Debt Protection[/list]------------
[u]Set Bonuses:[u]
[u]Entropic Chaos[u]
(Fire Blast)<ul type="square">[*] +10% Regeneration[*] +MezResist(Confused) (Mag 2.75%)[*] +2.25% Max Max Endurance[*] +6.25% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Fire Ball)<ul type="square">[*] +2.5% Recovery[*] +1.575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[*] +6.25% Enhancement(RechargeTime)[*] +3.13% Resistance(Toxic)[/list][u]Positron's Blast[u]
(Fire Breath)<ul type="square">[*] +2.5% Recovery[*] +1.575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[*] +6.25% Enhancement(RechargeTime)[*] +3.13% Resistance(Toxic)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] +7.5% Enhancement(RechargeTime)[/list][u]Entropic Chaos[u]
(Blaze)<ul type="square">[*] +10% Regeneration[*] +MezResist(Confused) (Mag 2.75%)[*] +2.25% Max Max Endurance[*] +6.25% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Bone Smasher)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +2.5% Resistance(Psionic)[/list][u]Doctored Wounds[u]
(Aid Self)<ul type="square">[*] +MezResist(Terrorized) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +4% Enhancement(Heal)[*] +5% Enhancement(RechargeTime)[/list][u]Entropic Chaos[u]
(Flares)<ul type="square">[*] +10% Regeneration[*] +MezResist(Confused) (Mag 2.75%)[*] +2.25% Max Max Endurance[*] +6.25% Enhancement(RechargeTime)[/list][u]Cleaving Blow[u]
(Inferno)<ul type="square">[*] +1% Recovery[/list][u]Scirocco's Dervish[u]
(Inferno)<ul type="square">[*] +10% Regeneration[*] +3.13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[/list][u]Crushing Impact[u]
(Total Focus)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +13.6 (1.13%) HitPoints[*] +7% Enhancement(Accuracy)[*] +5% Enhancement(RechargeTime)[*] +2.5% Resistance(Psionic)[/list][u]Luck of the Gambler[u]
(Personal Force Field)<ul type="square">[*] +10% Regeneration[*] +7.5% Enhancement(RechargeTime)[/list][u]Aegis[u]
(Temp Invulnerability)<ul type="square">[*] +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]Impervious Skin[u]
(Temp Invulnerability)<ul type="square">[*] +MezResist(Sleep) (Mag 2.2%)[*] +18.1 (1.5%) HitPoints[*] +2% Debt Protection[*] +5% Enhancement(RechargeTime)[*] +7.5% Status Effect Duration Reduction[/list][u]Aegis[u]
(Force of Nature)<ul type="square">[*] +5% RunSpeed[/list][u]Impervium Armor[u]
(Force of Nature)<ul type="square">[*] +2.5% Recovery[*] +3% Resistance(Psionic)[/list][u]Titanium Coating[u]
(Force of Nature)<ul type="square">[*] +MezResist(Sleep) (Mag 2.2%)[/list]
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|-----------------------------------------------------------------------------|
</pre><hr />
The Sample build is just that, a sample. Once again, you can take it or leave itt, but hopefully it helps in not just what to take, but when.
Any other tips and tricks for me?
I highly recommend checking these links. Some are older, but theyre still helpful resources:
Pulsewave's Guide to Energy Manipulation - THE resource material for the EM secondary. Bookmark it and refer back to it for number crunching. Hopefully he'll update it some issue soon.
Nemos Guide to EM - Can't put the nails in the coffin on Pulsewave's Guide, but it does a good job of keeping it up to date. Deserves a look.
COH Online guide to Pulling- The definitive guide to pulling in CoH. Old and grey and still going strong. I've copy/pasted it so if the site ever goes offline, it's still around.
Flame Like Me! - Great breakdown on fire primary powers, plus I get a thank you in the credits
3B Bible - Any blaster should have this bookmarked already, but it is noted here anyhow.
Version 1 of the Cookbook for posterity
Legion of Freedom - shameless self plug of the best SG on Virtue.
Thanks also to my gamer fiancé, Denali Luna. She not only plays the game with me, but also helped edit this guide to make me sound smarter than I really am.