Blap On! Blap Off! The Blapper!
Put that build in the blaster section for more feedback.
P.S. That build won't get you very far this game. You sort of have an idea what a blapper is, but your implementation needs work.
If you really want to have fun, try an Electricity/Fire AoE Blapper.
10/10 for the title.
Very gutsy, and I can appreciate a good blaster's face-crushing potential, but there are some seriously screwy things in there. With that much recharge slotting, there is simply no need for so many attacks. There's especially no need to take Boxing AND Kick AND Flurry, especially when they are taken INSTEAD of Air Superiority, which is the most useful pool power attack in the game, because it does comparable damage but with an amazingly useful 100% knockdown. For someone attempting a 100% melee blaster, having lots of active mitigation (like AS) is a godsend, even if you do already have Power Thrust (since the enemies will pretty much never come at you one at a time). I would take AS, and MAYYYYBE Boxing, but the other two can go. You have heavy reduction slotting on all your (way better damage) /EM attacks and Hasten in the build already, so there is simply no need for so many weak filler attacks.
Also, no offense, but a lot of the slotting is completely crazy. I'm going to assume that you are either some sort of market-manipulating or farm-moar-behemoths billionaire, or that you raided Hami on a daily basis way-back-when, because all those HOs will come with a pretty hefty price tag. That aside, you have Superspeed three-slotted even though you can pretty much hit the runspeed cap with just one slot at level 50, you have Whirlwind six-slotted for reasons I can not fathom, you have boxing and kick and flurry all six-slotted, and yet you have only one slot in Total Focus, which does an order of magnitude more damage with a boss-level stun thrown in for kicks. You also have no endurance reduction in the whole build outside of the toggles (which are fairly cheap; attacks use up way way more endurance than toggles), yet you have 2 or 3 recharge in everything (even though you could make a seamless attack chain with half the attacks, given the slotting).
I'm sorry if that came off too harsh; I simply wanted to point out some of the more glaring points that had room for improvement. I can appreciate your daring and guts for trying to build a truly pure melee blaster, you just don't seem to have a clear grasp of how to build one effectively. You clearly have a build planner at your disposal; look at some of the actual recharge and damage numbers on your attacks when slotted up, and you should see that a lot of them are redundant in the extreme. If you do indeed somehow have the influence to get all the Nucleolus Exposures listed, your attacks would be sufficiently overslotted for accuracy that Tactics is completely redundant for everything short of Eluded scrappers (or stalkers or Cpt. Mako) or Nemesis troops under massively, massively stacked vengeance. You can drop the leadership line and grab Tough/Weave if you want the extra protection.
Another thing to consider, if you do indeed have the money to finance such a build (or at least the idle curiosity to imagine such builds) would be to use set IOs instead. If you're sixslotting your attacks anyway, you could get some much more interesting utility if you threw in some procs or set bonuses.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
As I mentioned in my original post, it is a completely theoretical build meant to spark ideas. And yes I have a build planner but it doesn't include IO's yet. If anyone knows where to find one that does, please let me know. Thank you for your comments as well. You are correct in assuming I don't know exactly how to build a working version of this yet. That is why I posted it here for comments. And no you weren't too harsh. I probably should have separated it into a couple of permutations based on respecs. (i.e. : use this to level to X level then respec to this and continue to this level...) Anyway, thanks again for the comments they are most helpful. I think I will re-post this once I work out the bugs and finesse the permutation set.
As for the IO compatible hero planner, I highly recommend Mid's.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
Here is a rebuild. The first list uses basic IO's for the monetarily conscienscious. The second list uses Set IO's of which some may (and probably will be) expensive. Mix, Match, Change. Whatever you want as this is simply hypothetical. Thanks for the builder link it helped immensly. Further comments and critiques appreciated and welcomed.
Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Power Blast <ul type="square">[*] (A) Accuracy IO[/list]Level 1: Power Thrust <ul type="square">[*] (A) Knockback Distance IO[*] (3) Endurance Reduction IO[*] (3) Damage Increase IO[*] (5) Recharge Reduction IO[*] (5) Accuracy IO[*] (7) Accuracy IO[/list]Level 2: Energy Punch <ul type="square">[*] (A) Damage Increase IO[*] (7) Damage Increase IO[*] (9) Endurance Reduction IO[*] (9) Endurance Reduction IO[*] (11) Recharge Reduction IO[*] (11) Accuracy IO[/list]Level 4: Build Up <ul type="square">[*] (A) To Hit Buff IO[*] (13) Recharge Reduction IO[/list]Level 6: Energy Torrent <ul type="square">[*] (A) Knockback Distance IO[*] (13) Endurance Reduction IO[*] (15) Recharge Reduction IO[*] (15) Recharge Reduction IO[*] (17) Accuracy IO[*] (17) Accuracy IO[/list]Level 8: Swift <ul type="square">[*] (A) Run Speed IO[*] (19) Run Speed IO[*] (19) Run Speed IO[/list]Level 10: Bone Smasher <ul type="square">[*] (A) Damage Increase IO[*] (21) Damage Increase IO[*] (21) Endurance Reduction IO[*] (23) Endurance Reduction IO[*] (23) Recharge Reduction IO[*] (25) Accuracy IO[/list]Level 12: Boxing <ul type="square">[*] (A) Damage Increase IO[*] (25) Damage Increase IO[*] (27) Accuracy IO[/list]Level 14: Health <ul type="square">[*] (A) Healing IO[*] (27) Healing IO[*] (29) Healing IO[/list]Level 16: Tough <ul type="square">[*] (A) Resist Damage IO[*] (29) Endurance Reduction IO[/list]Level 18: Power Push <ul type="square">[*] (A) Damage Increase IO[*] (31) Damage Increase IO[*] (31) Endurance Reduction IO[*] (31) Endurance Reduction IO[*] (33) Recharge Reduction IO[*] (33) Accuracy IO[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (33) Endurance Modification IO[*] (34) Endurance Modification IO[*] (34) Endurance Modification IO[*] (34) Endurance Modification IO[*] (46) Endurance Modification IO[/list]Level 22: Weave <ul type="square">[*] (A) Defense Buff IO[*] (36) Defense Buff IO[/list]Level 24: Combat Jumping <ul type="square">[*] (A) Defense Buff IO[*] (36) Defense Buff IO[/list]Level 26: Super Jump <ul type="square">[*] (A) Jumping IO[*] (36) Endurance Reduction IO[*] (37) Endurance Reduction IO[/list]Level 28: Stun <ul type="square">[*] (A) Disorient Duration IO[*] (37) Disorient Duration IO[*] (37) Endurance Reduction IO[*] (39) Endurance Reduction IO[*] (39) Recharge Reduction IO[*] (39) Recharge Reduction IO[/list]Level 30: Power Boost <ul type="square">[*] (A) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 32: Nova <ul type="square">[*] (A) Damage Increase IO[*] (40) Damage Increase IO[*] (40) Accuracy IO[*] (45) Accuracy IO[*] (46) Recharge Reduction IO[*] (46) Recharge Reduction IO[/list]Level 35: Acrobatics <ul type="square">[*] (A) Endurance Reduction IO[*] (42) Endurance Reduction IO[/list]Level 38: Total Focus <ul type="square">[*] (A) Damage Increase IO[*] (42) Damage Increase IO[*] (42) Endurance Reduction IO[*] (43) Endurance Reduction IO[*] (43) Recharge Reduction IO[*] (43) Accuracy IO[/list]Level 41: Bonfire <ul type="square">[*] (A) Knockback Distance IO[*] (45) Recharge Reduction IO[/list]Level 44: Char <ul type="square">[*] (A) Hold Duration IO[*] (45) Recharge Reduction IO[/list]Level 47: Fire Shield <ul type="square">[*] (A) Resist Damage IO[*] (48) Resist Damage IO[*] (48) Resist Damage IO[*] (48) Endurance Reduction IO[*] (50) Endurance Reduction IO[*] (50) Endurance Reduction IO[/list]Level 49: Rise of the Phoenix <ul type="square">[*] (A) Recharge Reduction IO[*] (50) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Damage Increase IO[/list]Level 1: Sprint <ul type="square">[*] (A) Jumping IO[/list]Level 2: Rest <ul type="square">[*] (A) Interrupt Reduction IO[/list]Level 1: Defiance
------------
[u]Set Bonus Totals:[u]<ul type="square">[/list]------------
[u]Set Bonuses:[u]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Power Blast
- (A) Accuracy IO
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO[/list]Level 1: Sprint <ul type="square">[*] (A) Jumping IO[/list]Level 2: Rest <ul type="square">[*] (A) Interrupt Reduction IO[/list]Level 1: Defiance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+2.5% DamageBuff[*]+1.58% Defense(Fire)[*]+1.58% Defense(Cold)[*]+3.13% Defense(Psionic)[*]+3.13% Defense(Ranged)[*]+9.38% Defense(AoE)[*]+53% Enhancement(Accuracy)[*]+43.8% Enhancement(RechargeTime)[*]+3% Enhancement(Stun)[*]+5% FlySpeed[*]+122 (10.1%) HitPoints[*]+9% JumpSpeed[*]+Knockback (Mag -3) to Self[*]+MezResist(Confused) (Mag 20%)[*]+MezResist(Held) (Mag 20%)[*]+MezResist(Immobilize) (Mag 27.7%)[*]+MezResist(Sleep) (Mag 20%)[*]+MezResist(Stun) (Mag 20%)[*]+MezResist(Terrorized) (Mag 22.8%)[*]+24% Recovery[*]+54% Regeneration[*]+2.5% Resistance(Smashing)[*]+5.04% Resistance(Fire)[*]+5.04% Resistance(Cold)[*]+3.13% Resistance(Negative)[*]+13.1% Resistance(Toxic)[*]+8% Resistance(Psionic)[*]+13% RunSpeed[*]+4% Debt Protection[/list]------------
[u]Set Bonuses:[u]
[u]Kinetic Crash[u]
(Power Thrust)<ul type="square">[*] +3% RunSpeed[*] +2.5% Resistance(Smashing)[*] +Knockback (Mag -3) to Self[*] +6% Regeneration[*] +7.5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
(Energy Punch)<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]Encouraged Accuracy[u]
(Build Up)<ul type="square">[*] +1.5% Debt Protection[/list][u]Ragnarok[u]
(Energy Torrent)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[*] +5% Resistance(Toxic)[/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]Mako's Bite[u]
(Boxing)<ul type="square">[*] +MezResist(Immobilize) (Mag 3.3%)[*] +18.1 (1.5%) HitPoints[/list][u]Miracle[u]
(Health)<ul type="square">[*] +2.5% Recovery[*] +22.6 (1.88%) HitPoints[/list][u]Impervium Armor[u]
(Tough)<ul type="square">[*] +2.5% Recovery[/list][u]Force Feedback[u]
(Power Push)<ul type="square">[*] +5% Movement Increase[*] +MezResist(Terrorized) (Mag 2.75%)[*] +10% Regeneration[*] +2.5% DamageBuff[*] +3.13% Defense(AoE)[/list][u]Energy Manipulator[u]
(Stamina)<ul type="square">[*] +1.5% Recovery[*] +6% Regeneration[/list][u]Adrenal Adjustment[u]
(Stamina)<ul type="square">[*] +1% Recovery[*] +13.6 (1.13%) HitPoints[/list][u]Kismet[u]
(Weave)<ul type="square">[*] +1.5% Recovery[/list][u]Gift of the Ancients[u]
(Combat Jumping)<ul type="square">[*] +2% Recovery[/list][u]Unbounded Leap[u]
(Super Jump)<ul type="square">[*] +4% JumpSpeed[*] +18.1 (1.5%) HitPoints[/list][u]Stupefy[u]
(Stun)<ul type="square">[*] +2.5% Recovery[*] +22.6 (1.88%) HitPoints[*] +3% Enhancement(Stun)[*] +6.25% Enhancement(RechargeTime)[*] +3.13% Defense(Ranged)[/list][u]Scirocco's Dervish[u]
(Nova)<ul type="square">[*] +10% Regeneration[*] +3.13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[*] +3.13% Defense(AoE)[*] +3.13% Defense(Psionic)[/list][u]Hecatomb[u]
(Total Focus)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[*] +5% Resistance(Toxic)[/list][u]Positron's Blast[u]
(Bonfire)<ul type="square">[*] +2.5% Recovery[/list][u]Devastation[u]
(Char)<ul type="square">[*] +12% Regeneration[/list][u]Aegis[u]
(Fire Shield)<ul type="square">[*] +5% RunSpeed[*] +1.575% Def( Fire, Cold)[*] +2.5% Debt Protection[*] +3.13% Defense(AoE)[*] +3.13% Resistance(Toxic)[*] +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]Scirocco's Dervish[u]
(Rise of the Phoenix)<ul type="square">[*] +10% Regeneration[/list]
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I'm assuming you're new to the game. Blappers are outrageous fun cos of the awesome amount of melee damage they can churn out from their secondaries. They're actually quite complex to build cos of experimenting with different methods of mitigation as you progress. I stumbled on it by virtue of the fact that I chose an Elec/Nrg when I was a noob myself and realised the secondaries are much more impressive in dealing damage. Also, with IOs, you can actually build quite an efficient Blapper these days.
My suggestion to you is to go make one, have fun dealing with your weaknesses and maximising your strengths. Once you get an idea of how it works better, re-roll if you want to, or respec. I wouldn't bother with Boxing, Kick, Power Thrust (except for KB purposes), and I wouldn't even bother slotting them. Your aim is how to conserve end yet maximise recharge on bread-and-butter attacks like Energy Punch and Bonesmasher. And please do 3-slot BU and Aim for recharge at least!
For single-target secondaries, you can consider Elec and Nrg (I have both and I think Elec actually gives a better Blapper-slant, Thunderstrike comes ealier than Total Focus and has a aoe/kb aspect). For primaries, I'd go with personal preference. I'm still enjoying leveling my Sonic/Elec, whereas my 50 Elec/Nrg has been respec'd to focus more on the AOEs (team-oriented farming).
And yes, do post on the blaster forum, this section's more for 'accomplished' guides. =P
Here's my new planned build for my Energy/Energy Blapper. My old one was fairly similar (with 3 purple sets and other expensive stuff), so the basics are time tested. But I haven't played this char much at all with Defiance 2.0, so I haven't made the plunge and switched. This post is slightly reworked from one I made in the Badge Hunter forums based on my old build, but hopefully I've fixed everything.
---------------------------------
What is a Blapper? A Blaster who emphasized melee combat. Why would anyone play one? Uber damage. If you can find a higher single target damage build (other than a Fire/Eng Blapper), I'd love to see it.
The big problem with Blappers is that their melee attacks have a LONG recharge. We're talking 10 to 20 seconds. This build is all about Recharge Reduction. Now we don't need a whole lot of Recharge Reduction for your average solo spawn of 3 Minions or 1 Minion and 1 Lt. We should go through them in one attack chain or less. This is mainly for teams, though it'll help with bosses or other hard targets when soloing.
This build is rather expensive, but it doesn't have to be. It has 5 purple sets mainly for the Recharge Reduction, though I admit the Accuracy is handy when running Invincible missions. You can replace most of them with cheaper sets that have a smaller Recharge Reduction bonus if you don't have the 150M or so you'll need per set. Replace the Membranes in Aim and Build Up with Recharge Reduction IOs, as you will very rarely really need massive ToHit bonuses. Replace the Microfilament IOs with END, Movement, or combo IOs. Replace the Ribo HOs with Damage Resistance IOs and maybe one DamRes/End IO.
This build works fine with Defiance 2.0. The single target focus means I'll get decent stacked damage bonuses from the new Defiance. Power Bolt used to be an underperformer when it had a 2 second animation. It's actually worthwhile now that it's 1 second. It has a higher Damage Per Second of Activation (DPSA) than any other ranged attack in the set given the large contribution from the purple Apocalypse proc. You do less overkill when you use smaller faster attacks. Spamming it with the Decimation Chance for Build Up means a free Build Up now and then. Finally, it's fast Recharge means I can fit it in my attack chain wherever I want.
Even with the increase in base ranged damage that comes with Defiance 2.0, the Melee attacks are still far better for dealing damage. I believe Power Bolt is 140 DPSA and Power Burst is 122 DPSA, but Energy Punch is 342 DPSA (!!!) and Bone Smasher is 176 DPSA. (Now you see why I want to use the melee attacks as often as possible.)
Defiance 2.0 also lets you use your first couple powers while mezzed, which is why I took Power Blast over Power Burst. They both do comparable DPSA, but the "while mezzed" aspect of Blast wins out. Still, I expect to dish out more than I receive. Total Focus lasts 23 seconds and recharges in 6.3. I can keep 2 bosses perma-stunned as long as I'm on my toes. Stun has the same duration and recharge, though it only affects Lts. Power Thrust is massively slotted for Knockback (I only did it for the set bonuses). And as a single target attacker in a team, I'm unlikely to draw significant agro. Sure I'll get hit by an AoE control now and then, but I know enough to carry Break Frees.
This build should be able to go non-stop. I usually run 3 toggles in combat, Super Speed, Combat Jumping, and Temp Invulnerability. I've got the +END Accolades. I recover over 3 END/second even when running the toggles, and that's close to what many of my attacks cost. I didn't bother taking Conserve Power as I don't expect I'll need it. I've got enough Control to stop most incoming damage, and nearly +200% Regen thanks to Health, set bonuses, and unique IOs. (I don't think Mids takes into account the fact that the Regen unique Healing IOs is enhanced by Healing Enhancements slotted into the same power, like I have in Health.) If that's not enough, Aid Self with a 5.8 second Recharge will heal nearly 40% of my HP.
I took Nova for teaming, and I use it often as it has a 103 second recharge. The other AoEs are available for sweeping mobs into corners and such. Masses of minions are easy to kill. Aim, Build Up, Torrent, Explosive Blast, pause, Torrent. That'll kill +3 minions if all attacks hit.
Super Speed is her main travel power, with Combat Jumping and Hurdle for bumps (or small buildings) in the road. Adding Celerity: Stealth gives complete Invisibility, allowing me to stealth missions. I've got the Jump Pack and temp travel powers if I really need them.
This char may be unbeatable at Hellion Golf. Power Thrust is 16.617 Knockback, the highest I've ever seen. I've got it slotted with a full set of Kinetic Crash (for the set bonuses), and that gives it a 46.7 Knockback. I can drive a Hellion over 350 feet.
How could this build be better? I'm willing to hear suggestions. I'm starting to think it may be a good idea to not add slots to Force of Nature, or even take it at all. PFF is a better emergency power, and the Eye of the Magus Accolade is better still. I doubt I'd need any of them very often. And even though I could have FoN up 120 seconds and down 162, I don't like playing with a crash every 5 minutes. I could slot FoN with an Aegis Psi & Status Resistance (counts as a set bonus) and use the other 3 slots elsewhere, or just add the Aegis to Temp Invulnerability and drop FoN. Maybe I'd put Gaussian Build Up procs in Aim and Build Up. Hurdle could use another Jump slot. Another Miracle or Numina in Health to ED Cap it's Regen plus give me an HP set bonus?
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Miss Ion: Level 50 Natural Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Power Bolt -- Decim-Build%:40(A), Apoc-Dmg:50(3), Apoc-Acc/Dmg/Rchg:50(5), Apoc-Acc/Rchg:50(11), Apoc-Dmg/EndRdx:50(15), Apoc-Dam%:50(19)
Level 1: Power Thrust -- KinCrsh-Dmg/KB:50(A), KinCrsh-Acc/KB:50(31), KinCrsh-Rchg/KB:50(31), KinCrsh-EndRdx/KB:50(40), KinCrsh-Dmg/EndRdx/KB:50(42), KinCrsh-Acc/EndRdx/KB:50(43)
Level 2: Energy Punch -- Hectmb-Dmg:50(A), Hectmb-Acc/Dmg/Rchg:50(3), Hectmb-Acc/Rchg:50(5), Hectmb-Dmg/EndRdx:50(13), Hectmb-Dam%:50(19)
Level 4: Build Up -- HO:Membr(A), HO:Membr(25), HO:Membr(37)
Level 6: Power Blast -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(7), Thundr-Dmg/EndRdx/Rchg:50(7), Dev'n-Acc/Dmg/Rchg:50(11), Dev'n-Acc/Dmg/EndRdx/Rchg:50(13)
Level 8: Energy Torrent -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(9), Ragnrk-Acc/Dmg/Rchg:50(9), Ragnrk-Acc/Rchg:50(17), Ragnrk-Dmg/EndRdx:50(25)
Level 10: Bone Smasher -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/EndRdx:50(27), C'ngImp-Dmg/EndRdx/Rchg:50(27)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15), RechRdx-I:50(17)Level 14: Super Speed -- HO:Micro(A), HO:Micro(29), Clrty-Stlth:50(34)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Heal:50(A), Numna-Regen/Rcvry+:50(34), RgnTis-Regen+:30(43), Mrcl-Rcvry+:40(43), Mrcl-Heal:40(45)
Level 20: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(21), P'Shift-End%:50(21)
Level 22: Aim -- HO:Membr(A), HO:Membr(46), HO:Membr(50)
Level 24: Stun -- Amaze-Stun:50(A), Amaze-Acc/Stun/Rchg:50(29), Amaze-Acc/Rchg:50(31), Amaze-EndRdx/Stun:50(42), Amaze-ToHitDeb%:50(46)
Level 26: Aid Other -- Heal-I:50(A)
Level 28: Aid Self -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(36), Dct'dW-Heal/EndRdx/Rchg:50(36), Dct'dW-Heal:40(37), Dct'dW-Rchg:40(37)
Level 30: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(50)
Level 32: Nova -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(33), Armgdn-Acc/Dmg/Rchg:50(33), Armgdn-Acc/Rchg:50(33), Armgdn-Dmg/EndRdx:50(34)
Level 35: Explosive Blast -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(42), Posi-Acc/Dmg/EndRdx:50(46), Posi-Dam%:50(50)
Level 38: Total Focus -- HO:Endo(A), HO:Perox(39), HO:Perox(39), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(40)
Level 41: Personal Force Field -- LkGmblr-Rchg+:50(A)
Level 44: Temp Invulnerability -- HO:Ribo(A), HO:Ribo(45), S'fstPrt-ResDam/Def+:30(45)
Level 47: Force of Nature -- Aegis-ResDam/Rchg:50(A), TtmC'tng-ResDam/Rchg:50(48), ImpArm-ResDam/Rchg:40(48), RctvArm-ResDam/Rchg:40(48)
Level 49: Power Boost -- RechRdx-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">[*]+4% DamageBuff(Smashing) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4% DamageBuff(Lethal) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4% DamageBuff(Fire) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4% DamageBuff(Cold) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4% DamageBuff(Energy) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4% DamageBuff(Negative) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4% DamageBuff(Toxic) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+4% DamageBuff(Psionic) for 10.8 seconds (Non-resistible)
Effect does not stack from same caster[*]+3% Defense(Smashing) to Self for 10.3 seconds [Ignores Enhancements & Buffs] Effect does not stack from same caster[*]+3% Defense(Lethal) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Fire) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Cold) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5.5% Defense(Energy) to Self for 10.8 seconds [Ignores Enhancements & Buffs] Effect does not stack from same caster[*]+3% Defense(Negative) to Self for 10.3 seconds [Ignores Enhancements & Buffs] Effect does not stack from same caster[*]+3% Defense(Psionic) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Melee) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Ranged) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(AoE) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(RunSpeed) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(FlySpeed) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+4% Enhancement(Heal) to Self for 10.3 seconds [Ignores Enhancements & Buffs] Effect does not stack from same caster[*]+88.8% Enhancement(RechargeTime) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(JumpHeight) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+76% Enhancement(Accuracy) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(JumpSpeed) to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+49.7 HP (4.12%) HitPoints to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+10.3 second Knockback (Mag -7) to Self [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+10.3 second Knockup (Mag -7) to Self [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Immobilize) 5.5% to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Terrorized) 2.2% to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+23% (0.38 End/sec) Recovery to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+46% (2.31 HP/sec) Regeneration to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+2.5% Resistance(Smashing) to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+12.9% Resistance(Fire) to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+12.9% Resistance(Cold) to Self for 10.8 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% RunSpeed to Self for 10.3 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304
You should try Electric/Energy or Electric/Electric if you want some serious blapping/blaptrolling fun!
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat

I haven't played for about 2+ years, and am just now flirting with getting back into this game. Be aware that my own advice might be outdated.
My main back then was a nrg/nrg (lvl 50). In my recollection, blapping is about two things:
1. taking out stuff quickly and
2. surviving long enough to do so
The better you do #1, the less you need to worry about #2. This is less important in teams, where you can mainly blast.
You cannot completely ignore defense, but... the build you have here seems too offense-heavy, to the point of having more attacks than you can cycle. My advice is to use more on defense, and have just enough attacks to cycle. Slot them heavily for damage, and manage your endurance accordingly: slot end reduc, and take stamina as soon as possible.
Offense:
Like a scrapper, you need a continuous chain of devastating attacks. Slot for dmg, end reduc, accuracy. knockback/knockdown is essential to keep things from hitting back (you're squishy!). Having too many attacks like this means you haven't taken or slotted pool powers, which will help!
My main strategy back then was aim + buildup + snipe, just out of melee range, with stealth + superspeed on (does that still equate to full invis?). while snipe is animating, target the second guy, set follow, and be ready to total-focus. The used to take out two mins, or one LT. Maybe sometimes a light tap to finish off the second guy.
After that, it's scrapping, more or less, with some quick blasts when they're up, and some knocks on the especially-dangerous guys. Don't forget to fire Hasten on your way in to melee range, or before you snipe.
Defense:
I know I had health, stamina, tough/weave, stealth, hasten, superspeed. I don't know how much they have nerfed since I've been gone. I guess I'll find out!
I'd skip AoE -- too much aggro drawing. You'll be most effective taking out one guy at a time, hard and fast, then moving to the next one. If the groups are too dangerous even after taking out the big threats first, then learn to pull, and thin out the mins before taking on the group. This mostly applies to sweeping solo.
Stealth + Superspeed used to equate to full invis, good for sneaking almost anywhere until lvl 30 / crey's folly.
Overall:
Here's what else seems to be missing: Getting to 50. Respeccing is necessary for this kind of build. I wouldn't worry about defense at all until the teens, frankly. You cannot effectively do offense and defense until then, so start with the strength: offense. Use the teens and 20s to build up defense and travel, and the good attacks that become available then.
I'm pretty sure I respecced out of flight pool around 20-ish (taking superspeed + superjump as my travel mode -- very fast, got verticle, and low end use), then respeccing back into flight at 40-ish for the shadow shard.
Sorry if this advice is all over the place, and very general -- I don't remember everything in detail.
---------------------------------------------
Here is a build I've been messing with. Completely Theoretical as I've never played it, but I wanted opinions. Let me know if you see any errors, too. For those who don't know what a Blapper is, it is a Blaster who plans their character like a Scrapper. Mostly melee range attacks. Usually ignoring their Primary completely and using Power Pools to fill in the gaps. The idea is to do so much damage so quickly that you don't get hit that much. It is prudent to include getaway powers like Nova as well. Also note that I didn't pick these in any specific order, feel free to rearrange the order so that if you exemplar you still have what you want.
---------------------------------------------
Name:
Level: 50
Archetype: Blaster
Primary: Energy Blast
Secondary: Energy Manipulation
---------------------------------------------
01) --> Power Bolt
- Recharge Reduction(1)
01) --> Power Thrust
- Nucleolus Exposure(1)
- Nucleolus Exposure(3)
- Knockback Distance(3)
- Knockback Distance(5)
- Recharge Reduction(39)
- Recharge Reduction(39)
02) --> Energy Punch
- Nucleolus Exposure(2)
- Nucleolus Exposure(5)
- Disorient Duration(9)
- Disorient Duration(9)
- Recharge Reduction(39)
- Recharge Reduction(40)
04) --> Build Up
- Recharge Reduction(4)
- Recharge Reduction(11)
- Recharge Reduction(11)
06) --> Hasten
- Recharge Reduction(6)
- Recharge Reduction(7)
- Recharge Reduction(7)
08) --> Boxing
- Nucleolus Exposure(8)
- Nucleolus Exposure(15)
- Nucleolus Exposure(15)
- Recharge Reduction(37)
- Recharge Reduction(37)
- Recharge Reduction(37)
10) --> Bone Smasher
- Nucleolus Exposure(10)
- Nucleolus Exposure(40)
- Nucleolus Exposure(40)
- Recharge Reduction(42)
- Recharge Reduction(42)
- Recharge Reduction(42)
12) --> Aim
- Enzyme Exposure(12)
- Enzyme Exposure(13)
- Enzyme Exposure(13)
14) --> Kick
- Nucleolus Exposure(14)
- Nucleolus Exposure(43)
- Nucleolus Exposure(43)
- Recharge Reduction(43)
- Recharge Reduction(46)
- Recharge Reduction(48)
16) --> Conserve Power
- Recharge Reduction(16)
- Recharge Reduction(17)
- Recharge Reduction(17)
18) --> Flurry
- Nucleolus Exposure(18)
- Nucleolus Exposure(19)
- Nucleolus Exposure(19)
- Recharge Reduction(31)
- Recharge Reduction(34)
- Recharge Reduction(36)
20) --> Swift
- Run Speed(20)
- Run Speed(21)
- Run Speed(21)
22) --> Hurdle
- Jump(22)
- Jump(23)
- Jump(23)
24) --> Health
- Healing(24)
- Healing(25)
- Healing(25)
26) --> Stamina
- Endurance Modification(26)
- Endurance Modification(27)
- Endurance Modification(27)
28) --> Maneuvers
- Cytoskeleton Exposure(28)
- Cytoskeleton Exposure(29)
- Cytoskeleton Exposure(29)
30) --> Super Speed
- Microfilament Exposure(30)
- Microfilament Exposure(31)
- Microfilament Exposure(31)
32) --> Nova
- Nucleolus Exposure(32)
- Nucleolus Exposure(33)
- Nucleolus Exposure(33)
- Knockback Distance(33)
- Knockback Distance(34)
- Knockback Distance(34)
35) --> Tactics
- Empty Enhancement(35)
- Cytoskeleton Exposure(36)
- Cytoskeleton Exposure(36)
38) --> Total Focus
- Recharge Reduction(38)
41) --> Bonfire
- Recharge Reduction(41)
44) --> Whirlwind
- End Reduction(44)
- End Reduction(45)
- End Reduction(45)
- Knockback Distance(45)
- Knockback Distance(46)
- Knockback Distance(46)
47) --> Fire Shield
- Hydra - Electron Particles(47)
- Hydra - Electron Particles(48)
- Hydra - Electron Particles(48)
49) --> Rise of the Phoenix
- Peroxisome Exposure(49)
- Peroxisome Exposure(50)
- Peroxisome Exposure(50)
- Recharge Reduction(50)
---------------------------------------------01) --> Sprint
- Run Speed(1)
01) --> Brawl
- Empty Enhancement(1)
02) --> Rest
- Interrupt Reduction(2)
01) --> Defiance
- Empty Enhancement(1)
---------------------------------------------